{0} 
{1} Barbarians
{2} Bard
{3} Bards
{4} Cleric
{5} Clerics
{6} Druid
{7} Druids
{8} Fighter
{9} Fighters
{10} Monk
{11} Monks
{12} Paladin
{13} Paladins
{14} Ranger
{15} Rangers
{16} Rogue
{17} Rogues
{18} Sorcerer
{19} Sorcerers
{20} Wizard
{21} Wizards
{22} Dwarf
{23} Dwarves
{24} Elf
{25} Elves
{26} Gnome
{27} Gnomes
{28} Halfling
{29} Halflings
{30} Half-Elf
{31} Half-Elves
{32} Half-Orc
{33} Half-Orcs
{34} Human
{35} Humans
{36} The last attempt to detect your system settings failed. This usually indicates some incompatibility between Neverwinter Nights 2 and your current video drivers.  Please check your video card manufacturer's website for the latest drivers for your video card.

You can:

1. Press "Continue" if you are confident that Neverwinter Nights 2 will work on your system. If the game does not run, simply run the Config utility again and try one of the other options for help.

2. Press "Support" to launch your Internet browser and be directed to the Neverwinter Nights 2 Support Website.

3. Press "ReadMe" and review the compatibility section to ensure that there are no known compatibility issues between Neverwinter Nights 2 and your system.

4. Press "Quit" to close the program.
{37} Weapon Specialization (Club)
{38} Oops!
{39} Continue
{40} Support
{41} ReadMe
{42} The OnSpellCastAt Event occurs when the object is the target of a spell that has been cast.
{43} The OnMeleeAttacked Event occurs when the object is physically attacked.
{44} Quit
{45} You can setup a quickbar slot for two-weapon fighting. Simply drag the right hand weapon onto an empty quickbar slot and then drag the left hand weapon (or shield) overtop of it. Pressing this button will swap both items into your hands.
{46} Please insert the Neverwinter Nights 2 Play Disk.
{47} Neverwinter Nights 2 Launcher
{48} This system's video card does not appear to meet the minimum RAM requirements to play Neverwinter Nights 2.  You will most likely encounter problems trying to play the game.
{49} The system meets the minimum video memory requirements. More video RAM will always help both Windows and Neverwinter Nights 2 run better.
{50} We could not find the proper information about which version of Neverwinter Nights 2 has been installed, we strongly advise you to run the updater before playing the game.
{51} Reload When Empty
{52} Saved Games
{53} Divine Favor
{54} Caster Level(s): Cleric 1, Paladin 1 
Innate Level: 1
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds
Save: None
Spell Resistance: No

You gain a +1 bonus to attack and a +1 magical damage bonus for every three caster levels you have (minimum +1, maximum of +5).
{55} True Strike
{56} Flare
{57} Shield
{58} Entropic Shield
{59} Continual Flame
{60} Half-Elf
{61} Half-Elves
{62} Half-Orc
{63} Half-Orcs
{64} Human
{65} Humans
{66} OK
{67} Cancel
{68} Insert
{69} Delete
{70} Open
{71} Close
{72} New
{73} Reply
{74} Quick Login
{75} Single Player
{76} Multiplayer
{77} Movies
{78} Exit
{79} New Player
{80} Player Name
{81} Enter Password:
{82} Verify Password:
{83} Enter CD-KEY
{84} Create New Character
{85} Create New Dungeon Master
{86} Create New Local Character
{87} Create New Server-Only Character
{88} Create New Vault Character
{89} Player Login
{90} Server IP Address
{91} Pick Server
{92} New Character
{93} Play
{94} Server Info
{95} Character Info
{96} Player List
{97} Login
{98} Choose Predefined Character
{99} Connect
{100} Next Server
{101} Previous Server
{102} Add To Favorites
{103} View Details
{104} Direct Connect
{105} Locate Player
{106} Short Sword
{107} Remove From Favorites
{108} Character Vault
{109} Pick Server
{110} Messages
{111} Select an Alignment for your Character
{112} Lawful Good
{113} Lawful Neutral
{114} Lawful Evil
{115} Neutral Good
{116} Neutral
{117} Neutral Evil
{118} Chaotic Good
{119} Chaotic Neutral
{120} Chaotic Evil
{121} Body
{122} Clothing
{123} Head
{124} Select the Appearance of your Character
{125} Hair Color
{126} Main Cloth Color
{127} Recommended
{128} Skin Color
{129} Trim Cloth Color
{130} Select Ability Scores for your Character
{131} Charisma
{132} Constitution
{133} Dexterity
{134} Intelligence
{135} Strength
{136} Wisdom
{137} Cost To Increase
{138} Remaining Points
{139} Stat (NOT USED)
{140} Select a Class (continue with existing class or choose a new class)
{141} Character Generation
{142} Alignment
{143} Abilities
{144} Class
{145} Customize
{146} Packages
{147} Portrait
{148} Race
{149} Reset
{150} Gender
{151} Age:
{152} Deity
{153} Description
{154} Name
{155} Generate Name
{156} Male
{157} Female
{158} Select the Gender of your Character
{159} Configure Packages
{160} Select a Package for your Character
{161} Select a Portrait for your Character
{162} Select a Race for your Character
{163} Create Character
{164} Custom
{165} Choose Predefined
{166} Longsword
{167} Greatsword
{168} Bastard Sword
{169} Battleaxe
{170} Longbow
{171} Shortbow
{172} Two-Bladed Sword
{173} Heavy Crossbow
{174} Light Crossbow
{175} Halberd
{176} Light Flail
{177} Mace
{178} Warhammer
{179} Light Shield
{180} Torch
{181} Full Plate
{182} Helmet
{183} Partial Plate
{184} Chainmail
{185} Leather
{186} Clothing
{187} Partial Plate Helmet
{188} Chain Mail Helmet
{189} Leather Helmet
{190} Small Box
{191} Dagger
{192} Miscellaneous Small Object
{193} Join Internet Game
{194} Load
{195} Options
{196} NWN Campaign
{197} Other Module
{198} 
{199} Males of the Realms can aspire to any field of activity, from scholarly pursuits to the arts of war.
{200} Females of the Realms can excel in any field of endeavor, from scholarly pursuits to the arts of war.
{201} Other
{202} None
{203} Male or Female Gender Selection
{204} Two-Weapon Fighting
{205} Armor Proficiency (Heavy)
{206} Armor Proficiency (Medium)
{207} Armor Proficiency (Light)
{208} Called Shot
{209} Empower Spell
{210} Improved Critical (Club)
{211} Improved Disarm
{212} Improved Knockdown
{213} Improved Two-Weapon Fighting
{214} Improved Unarmed Strike
{215} Point Blank Shot
{216} Quicken Spell
{217} Shield Proficiency
{218} Silent Spell
{219} Spell Penetration
{220} Still Spell
{221} Two-Weapon Fighting
{222} Type of Feat: General
Prerequisite: Dex 15+.
Required for: Improved Two-Weapon Fighting.
Specifics: When fighting with two weapons, this feat reduces the penalty of the off-hand weapon by 4.
Use: Used automatically when fighting with two weapons. Rangers receive this feat for free at level 1.

{223} Type of Feat: General
Prerequisite: Armor Proficiency (Light) and Armor Proficiency (Medium).
Specifics: This feat grants the knowledge to make effective use of heavy armor.
Use: Automatic. Fighters, paladins, and clerics receive this feat for free.

{224} Type of Feat: General
Prerequisite: Armor Proficiency (Light).
Required for: Armor Proficiency (Heavy).
Specifics: This feat grants the knowledge to make effective use of medium armor.
Use: Automatic. All classes except bards, monks, rangers, rogues, sorcerers, and wizards have this feat for free.

{225} Type of Feat: General
Prerequisite: None.
Required for: Armor Proficiency (Medium).
Specifics: This feat grants the knowledge to make effective use of light armor.
Use: Automatic. All classes except monks, sorcerers, and wizards have this feat for free.

{226} Type of Feat: General
Prerequisite: Base attack bonus of +1 or higher.
Specifics: Grants the ability to make a potentially disabling attack against an opponent's arms or legs. Called shots are made at a -4 penalty, and must overcome the target's Discipline skill check. A successful called shot against the legs reduces the opponent's movement rate by 20% and gives them a -2 to their dexterity. A successful called shot against the arms applies a cumulative -2 penalty to the creature's attack rolls.
Use: Selected.
{227} Type of Feat: Metamagic
Prerequisite: Ability to cast 2nd-level spells.
Specifics: All variable, numeric effects of an empowered spell are increased by 50%. For example, an empowered magic missile deals one and one-half times normal damage (1d4 + 1 multiplied by 1.5). Empowerment does not increase spell duration.
Use: An empowered spell occupies a spell slot two levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.

{228} Type of Feat: General
Prerequisite: Proficiency with the chosen weapon, base attack bonus +8 or higher.
Specifics: Combat ability doubles the critical threat range with a given weapon. A longsword that normally threatens a critical on a roll of 19-20 would now threaten a critical on a roll of 17-20.
Use: Automatic. The threat range of a Keen weapon is already doubled, and is not further improved with this feat. This feat can be selected multiple times, applying to a new weapon category each time.
Special: Halflings and Gnomes are small creatures and as such they can never use the following large weapons - dire mace, double bladed sword, doubleaxe, greataxe, greatsword, halberd, heavy flail, and scythe.
{229} Type of Feat: General
Prerequisite: Int 13+, Disarm.
Specifics: A character with this feat does not to provoke an attack of opportunity when attempting to disarm. Furthermore, if she succeeds in disarming a foe, the disarmed weapon is placed in her inventory. If there is no available slot in her inventory, the weapon falls to the ground.
Use: Selected.
{230} Type of Feat: General
Prerequisite:  Int 13+, Knockdown, base attack bonus +7.
Specifics: A character with this feat counts as one size category larger when he makes a knockdown attack. All other knockdown conditions still apply. 
Use: Selected. Monks receive this feat for free at level 6.
{231} Type of Feat: General
Prerequisite: Dex 17, Two-Weapon Fighting, base attack bonus +6 or higher.
Specifics: The character with this feat is able to get a second off-hand attack (at a penalty of -5 to his attack roll).
Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
Use: Automatic.
{232} Type of Feat: General
Prerequisite: None.
Required for: Stunning Fist, Deflect Arrows.
Specifics: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack.
Use: Automatic. Monks receive this feat for free at Level 1.
{233} Type of Feat: General
Prerequisite: None.
Required for: Rapid Shot.
Specifics: A character with this feat negates the -4 penalty for using missile weapons in melee, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet.
Use: Automatic.
{234} Type of Feat: Metamagic
Prerequisite: Ability to cast 4th-level spells.
Specifics: Quickened spells can be cast instantaneously, making them invulnerable to interruption. A quickened spell is cast as a free action, and another action can be attempted within the same round, including the casting of another spell. Only one quickened spell can be cast per round.
Use: Quickened spells occupy spell slots four levels higher than normal.
{235} The OnDisturbed Event occurs when the object has been disturbed in some fashion, such as when its inventory is modified by another object.
{236} Type of Feat: Metamagic
Prerequisite: Ability to cast 1st-level spells.
Specifics: Silent spells are cast without a verbal component.
Use: A silenced spell occupies a spell slot one level higher than normal. 
{237} Type of Feat: General
Prerequisite: Ability to cast 1st-level spells.
Required for: Greater Spell Penetration.
Specifics: A spellcaster with this feat gains a +2 bonus to caster level checks to beat a creature's spell resistance.
Use: Automatic.
{238} Type of Feat: Metamagic
Prerequisite: Ability to cast 1st-level spells.
Specifics: Still spells are cast without a somatic component. Any penalties incurred from casting in armor do not apply to a spell prepared with this feat.
Use: A stilled spell occupies a spell slot one level higher than normal.

{239} Type of Feat: General
Prerequisite: Dex 15+.
Required For: Improved Two-Weapon Fighting.
Specifics: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10 to the off-hand becomes -4 for the primary hand and -4 for the off-hand. Best results are achieved if the off-hand weapon is light, further reducing the penalty for both the primary and off-hand by 2 (to -2/-2).

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.
Use: This feat is used automatically during combat.
{240} <color=Gold><b>Barbarian</b></color>

The barbarian is an excellent warrior. Where the fighter's skill comes from training and discipline, however, the barbarian draws upon a powerful primal rage. While in this berserk fury, he becomes stronger and tougher, better able to defeat his foes and withstand their attacks. These rages leave him winded, and he has the energy for only a few such spectacular displays per day, but those few rages are usually sufficient. He is at home in the wild, and he runs at great speed.

<color=Gold>Class Features:</color>

- <b>Alignment Restrictions:</b> Any nonlawful - barbarians are wild at heart.

- <b>Hit Die:</b> d12

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b>  Light armor, medium armor, and shields (except tower shields).

- <b>Skill Points:</b> (4+ Int Modifier x 4 at first level) 4 + Int modifier.

- <b>Class Skills:</b> Craft Armor, Craft Trap, Craft Weapon, Intimidate, Listen, Parry, Survival, and Taunt.

- <b>Rage:</b> A barbarian can fly into a screaming blood frenzy a certain number of times per day. In a rage, a barbarian gains phenomenal strength and durability but becomes reckless and less able to defend himself. He temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. Rage lasts for 3 + Constitution bonus (including bonus from rage) rounds. After rage expires, the barbarian is tired and suffers -2 Strength, -2 Dexterity, and a -10% movement penalty for 5 rounds.

- <b>Fast Movement:</b> A barbarian has a 10% bonus to his movement rate.

- <b>Uncanny Dodge:</b> At 2nd level, a barbarian gains the ability to react to danger before his senses would normally allow him to do so. He retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

- <b>Trap Sense:</b> Starting at 3rd level, a barbarian has an intuitive sense that alerts him to danger from traps, giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level).

- <b>Damage Reduction:</b> At 7th level, a barbarian gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point.

- <b>Greater Rage:</b> At 11th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

- <b>Indomitable Will:</b> While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist mind-affecting spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.

- <b>Tireless Rage:</b> When a barbarian reaches 17th level, he no longer gets fatigued from using rage and can ignore the penalties to Strength, Dexterity, and movement.

- <b>Mighty Rage:</b> At 20th level, a barbarian's bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

{241} <color=Gold><b>Bard</b></color>

A bard brings forth magic from his soul, not from a book. He can cast only a small number of spells, but he can do so without selecting or preparing them in advance. His magic emphasizes charms and illusions over the more dramatic evocation spells that wizards and sorcerers often use. In addition to spells, a bard works magic with his music and poetry. He can encourage allies, hold his audiences rapt, and counter magical effects that rely on speech or sound. Bards have some of the skills that rogues have, although bards are not as focused on skill mastery as rogues are. A bard listens to stories as well as telling them, of course, so he has a vast knowledge of local events and noteworthy items.

<color=Gold>Class Features:</color>

- <b>Alignment Restrictions:</b> Any nonlawful - bards are wanderers, guided by whim and intuition.

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Reflex and Will.

- <b>Weapon Proficiencies:</b> Simple weapons plus longsword, rapier, short sword, and shortbow.

- <b>Armor Proficiencies:</b>  Light armor and shields (except tower shields).

- <b>Skill Points:</b> (6+ Int Modifier x 4 at first level) 6 + Int modifier.

- <b>Class Skills:</b> Appraise, Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Hide, Listen, Lore, Move Silently, Parry, Perform, Sleight of Hand, Spellcraft, Taunt, Tumble, and Use Magic Device.

- <b>Spells:</b> A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). Starting at 8th level, and every three levels after, bards can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the bard can currently cast (1st level spell at 8, 1st or 2nd level spell at 11, 1st or 2nd or 3rd level spell at 14, and so forth). Bards do not suffer from arcane spell failure when wearing light armor; medium and heavy armors, and shields still incur the normal failure chance.

- <b>Bardic Knowledge:</b> A bard picks up a lot of stray knowledge while wandering the land and learning stories from other bards. Whenever a bard makes a Lore check, he adds his bard level to the result.

- <b>Inspiration:</b> The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time. At 1st level, the bard can only inspire courage, but as he increases in level, he gains access to a variety of inspirations from which his companions (and himself) may benefit. There are seven types of inspirations:

* <b>Inspire Courage (1st level):</b> This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.

* <b>Inspire Competence (2nd level):</b> This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.

* <b>Inspire Defense (5th level):</b> This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level.

* <b>Inspire Regeneration (7th level):</b> This heals all party members a certain number of hit points every two rounds. This starts at 1 hit point and becomes 2 at 12th level, and 3 at 17th level.

* <b>Inspire Toughness (8th level):</b> This gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level.

* <b>Inspire Slowing (11th level):</b> All enemies that come within 20 feet of the bard have to make a Will save (DC 13 +  Bard level + CHA modifier) otherwise they will be slowed down. Initially they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the <i>slow</i> spell.

* <b>Inspire Jarring (14th level):</b> All enemies within 20' of the bard suffer a -4 penalty to all Concentration checks and -2 to all Will saves.

- <b>Bardic Music:</b> Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). The bard's ranks in the Perform skill, and in some cases his bard level, determine what bard songs he can use. Bardic music has a duration of 10 rounds, unless an individual song specifies otherwise.

- <b>Countersong (Req: Perform 3):</b> This song puts a buff on the targeted ally that lasts for 10 rounds or until discharged. Any hostile magic spell that would affect the countersong's target has to make a Spell Resistance check of 10 + levels of bard the singer possesses. Whether the spell is blocked or not, the counter-song is discharged.

- <b>Fascinate (Req: Perform 3):</b> Every hostile creature within 90 feet must make a Will save (against a DC of 11 + 1/2 the bard's level + the bard's Charisma modifier). This is an enchantment (compulsion) mind-affecting ability. If the target fails this save, then they are dazed for as long as the song is playing and the bard is within 90 feet of them. If a creature is attacked, or is within 10 feet of a creature being attacked, the effect ends for that creature, though anyone who fails their saving throw will be dazed for at least one round. There is a cool down of 10 rounds before this ability can be used again. Fascinate effects up to one enemy per level of the bard.

- <b>Haven Song (Req: 3rd level, Perform 6):</b> This song renders all enemies who fail a Will save (DC 11 + 1/2 the bard's level + the bard's Charisma modifier) to be unable to attack the bard, unless  the bard takes hostile action against them or their allies (for example, attacking or casting a harmful spell). The Fascinate and Cloud Mind songs do not count as hostile actions.

- <b>Cloud Mind (Req: 6th level, Perform 9):</b> This is a more potent, single-target version of the Fascinate bard song. The saving throw DC is increased to 14 + 1/2 the bard's level + the bard's Charisma modifier, and enemies being attacked nearby don't break the effect. There is a 5-round cool down before this ability can be used again.

- <b>Ironskin Chant (Req: 9th level, Perform 12):</b> This song provides damage reduction 5/- to the party for 4 rounds.

- <b>Song of Freedom (Req: 12th level, Perform 15):</b> At 12th level a bard gains a song that will break curses and enchantments on allies with a check of the bard's level at DC (11 + caster level of the effect to be dispelled)

- <b>Song of Heroism (Req: 15th level, Perform 18):</b> This song inspires either the bard or a single targeted ally. For 5 rounds, the inspired creature gains +4 dodge bonus to AC and +4 morale bonus to saving throws. Additionally the inspired creature gains +4 temporary hit points per level. There is a cool down of 20 rounds before this ability can be used again.

- <b>Legionnaire's March (Req: 18th level, Perform 21):</b> This song inspires all allies within 60 feet. The game determines the highest base attack bonus of all allies in the area of effect, and all affected characters now use this as their new base attack. All affected characters get a +4 competence bonus to damage rolls, as well. This ability lasts for 10 rounds. There is a cool down of 5 minutes (game time) before this ability can be used again.
{242} <color=Gold><b>Cleric</b></color>

Clerics are masters of divine magic, which is especially good at healing. Even an inexperienced cleric can bring people back from the brink of death, and an experienced cleric can bring back people who have crossed over that brink. As channelers of divine energy, clerics can affect undead creatures. A cleric can turn away or even destroy undead. Clerics have some combat training. They can use simple weapons, and they are trained in the use of armor, since armor does not interfere with divine spells the way it does with arcane spells.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d8

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Fortitude and Will.

- <b>Weapon Proficiencies:</b> Simple weapons.

- <b>Armor Proficiencies:</b>  Light, medium and heavy armor and shields (except tower shields).

- <b>Skill Points:</b> (2+ Int Modifier x 4 at first level) 2 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Parry, and Spellcraft.

- <b>Spells:</b> A cleric casts divine spells, which are drawn from the cleric spell list. A cleric must choose and prepare his spells in advance. To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth). 

- <b>Domains:</b> Clerics specialize in two areas of magical expertise called domains. These domains are selected when first becoming a cleric and cannot be changed. Domains grant added spells and sometimes a free feat or special ability.

- <b>Spontaneous Casting:</b> A cleric can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell in order to cast any cure spell of the same spell level.

- <b>Turn Undead:</b> Any cleric has the power to affect undead creatures (such as skeletons, zombies, ghosts, and vampires) by channeling the power of his faith through his holy (or unholy) symbol. A cleric can rebuke or destroy undead creatures.
{243} <color=Gold><b>Druid</b></color>

Druids cast divine spells much the same way clerics do, though most get their spells from the power of nature rather than from deities. Their spells are oriented toward nature and animals. In addition to spells, druids gain an increasing array of magical powers, including the ability to take the shapes of animals, as they advance in level. 

<color=Gold>Class Features:</color>

- <b>Alignment Restrictions:</b> Any neutral - druids, in keeping with nature's ultimate indifference, must maintain at least some measure of dispassion.

- <b>Hit Die:</b> d8

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Fortitude and Will.

- <b>Weapon Proficiencies:</b> Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.

- <b>Armor Proficiencies:</b> Light and medium as well as shield (except for tower shields).

- <b>Skill Points:</b> (4+ Int Modifier x 4 at first level) 4 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Diplomacy, Heal, Listen, Lore, Parry, Spellcraft, Spot, and Survival.

- <b>Spells:</b> A druid casts divine spells, which are drawn from the druid spell list. A druid must choose and prepare her spells in advance. To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).

- <b>Spontaneous Casting:</b> A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can "lose" a prepared spell in order to cast any <i>summon monster</i> spell of the same level or lower.

- <b>Animal Companion:</b> A druid begins the game with an animal companion.

- <b>Nature Sense:</b> A druid gains a +2 bonus to Survival and a +2 bonus to Seach and Spot while in wilderness areas.

- <b>Woodland Stride:</b> Starting at 2nd level, a druid gains a +10% movement increase when in outdoor, natural environments.

- <b>Trackless Step:</b> At 3rd level, a druid gains a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.

- <b>Resist Nature's Lure:</b> Starting at 4th level, a druid gains a +2 bonus on saving throws against all Fear spells and effects.

- <b>Wild Shape:</b> At 5th level, a druid gains the ability to turn herself into an animal and back again once per day. A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level. At 16th level, a druid becomes able to use wild shape to change into an elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental's extraordinary, supernatural, and spell-like abilities. At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day.

- <b>Venom Immunity:</b> At 9th level, a druid gains immunity to all poisons.
{244} <color=Gold><b>Fighter</b></color>

Of all the classes, the fighter has the best all around fighting capabilities (hence the name). Fighters are familiar with all the standard weapons and armors. In addition to general fighting prowess, each fighter develops particular specialties of his own. A given fighter may be especially capable with certain weapons; another might be trained to execute specific fancy maneuvers. As fighters gain experience, they get more opportunities to develop their fighting skills. Thanks to their focus on combat maneuvers, they can master the most difficult ones relatively quickly.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d10

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b> All armor (light, medium, and heavy) and all shields (including tower shields).

- <b>Skill Points:</b> (2+ Int Modifier x 4 at first level) 2 + Int modifier.

- <b>Class Skills:</b> Craft Armor, Craft Weapon, Intimidate, Parry, and Taunt.

- <b>Bonus Feats:</b> At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.

{245} <color=Gold><b>Monk</b></color>

The key feature of the monk is her ability to fight unarmed and unarmored. Thanks to her rigorous training, she can strike as hard as if she were armed and strike faster than a warrior with a sword. Though a monk casts no spells, she has a magic of her own. She channels a subtle energy, called <i>ki,</i> which allows her to perform amazing feats. The monk's best-known feat is her ability to stun an opponent with an unarmed blow. A monk also has a preternatural awareness that allows her to dodge an attack even if she is not consciously aware of it. As a monk gains experience and power, her mundane and <i>ki</i>-oriented abilities grow, giving her more and more power over herself and, sometimes, over others.

<color=Gold>Class Features:</color>

- <b>Alignment Restrictions:</b> Any lawful - a monk's training requires strict discipline.

- <b>Hit Die:</b> d8

-  <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> All.

- <b>Weapon Proficiencies:</b> Monks are proficient with certain basic peasant weapons and some special weapons that are part of monk training. The weapons with which a monk is proficient are club, crossbow (light or heavy), dagger, handaxe, javelin, kama, quarterstaff, shuriken, and sling.

- <b>Armor Proficiencies:</b> Monks are not proficient with any armor or shields - in fact, many of the monk's special powers require unfettered movement. When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.

- <b>Skill Points:</b> (4+ Int Modifier x 4 at first level) 4 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Craft Trap, Diplomacy, Hide, Listen, Lore, Move Silently, Parry, Spot, and Tumble.

- <b>AC Bonus:</b> A monk has a sixth sense that lets her avoid even unanticipated attacks. When unarmored, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). She loses these bonuses when she is immobilized or helpless, when she wears any armor, or when she carries a shield.

- <b>Flurry of Blows:</b> When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. When a monk reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham).

- <b>Unarmed Strike:</b> At 1st level, a monk gains Improved Unarmed Strike as a bonus feat.

- <b>Evasion:</b> A monk of 2nd level or higher can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor.

- <b>Fast Movement:</b> At 3rd level, a monk gains an enhancement bonus to her speed. A monk in armor (even light armor) loses this extra speed.

- <b>Still Mind:</b> A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.

- <b><i>Ki</i> Strike:</b> At 4th level, a monk's unarmed attacks are empowered with <i>ki.</i> Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. <i>Ki</i> strike improves with the character's monk level, becoming lawful for purposes of damage reduction at level 10 and adamantine for purposes of damage reduction at level 16.

- <b>Purity of Body:</b> At 5th level, a monk gains gains immunity to all diseases.

- <b>Wholeness of Body:</b> At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day.

- <b>Improved Evasion:</b> At 9th level, a monk's evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, but henceforth she takes only half damage on a failed save. 

- <b>Diamond Body:</b> At 11th level, a monk gains immunity to poisons of all kinds.

- <b>Diamond Soul:</b> At 13th level, a monk gains spell resistance equal to her current monk level + 10.

- <b>Quivering Palm:</b> Starting at 15th level, a monk can set up fatal vibrations within the body of another creature once per day. Unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Wis modifier), it dies.

- <b>Empty Body:</b> At 19th level, a monk gains the ability to fade from sight twice per day. The monk gains a 50% concealment bonus for a number of rounds equal to his class level.

- <b>Perfect Self:</b> At 20th level, a monk has tuned her body with skill and quasi-magical abilities to the point that she becomes a magical creature. The monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a non-magical weapon or by any natural attack made by a creature that doesn't have similar damage reduction.
{246} <color=Gold><b>Paladin</b></color>

Divine power protects the paladin and gives her special powers. It wards off harm, protects her from disease, lets her heal herself, and guards her heart against fear. A paladin can also direct this power to help others, healing their wounds or curing diseases. Finally, a paladin can use this power to destroy evil. Even a novice paladin can detect evil, and more experienced paladins can smite evil foes and turn away undead. 

<color=Gold>Class Features:</color>

- <b>Alignment Restrictions:</b> Lawful good. Paladins must be lawful good, and they lose their divine powers if they deviate from that alignment. 

- <b>Hit Die:</b> d10

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b> All types of armor (heavy, medium, and light), and with shields (except tower shields). 

- <b>Skill Points:</b> (2+ Int Modifier x 4 at first level) 2 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Armor, Craft Weapon, Diplomacy, Heal, Lore, Parry.

- <b>Smite Evil:</b> Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, to a maximum of five times per day at 20th level.

- <b>Divine Grace:</b> At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.

- <b>Lay on Hands:</b> Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level times her Charisma bonus. For example, a 7th-level paladin with a 16 Charisma (+3 bonus) can heal 21 points of damage per day.

- <b>Aura of Courage:</b> Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.

- <b>Divine Health:</b> At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases (such as mummy rot and lycanthropy).

- <b>Turn Undead:</b> When a paladin reaches 4th level, she gains the ability to rebuke or destroy undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.

- <b>Spells:</b> Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance. To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).

- <b>Remove Disease:</b> At 6th level, a paladin can remove disease once per day. At 9th level and every three levels after that, the paladin can cure disease one more time per day.


{247} <color=Gold><b>Ranger</b></color>

A ranger can use a variety of weapons and is quite capable in combat. His skills allow him to survive in the wilderness, to find his prey, and to avoid detection. He also has special knowledge about certain types of creatures, which makes it easier for him to find and defeat such foes. Finally, an experienced ranger has such a tie to nature that he can actually draw upon natural power to cast divine spells, much as a druid does.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d8

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude and Reflex.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b> Light armor and shields (except tower shields).

- <b>Skill Points:</b> (6+ Int Modifier x 4 at first level) 6 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Heal, Hide, Listen, Lore, Move Silently, Parry, Search, Set Trap, Spot and Survival.

- <b>Track:</b> A ranger has the ability to find and read tracks, but he moves slowly when doing so.

- <b>Favored Enemy:</b> At 1st level, a ranger may select a type of creature as his favored enemy. The ranger gains a +1 bonus on Bluff, Listen, Spot, and Taunt checks, and also a +1 bonus on weapon damage rolls against their favored enemy. At 5th level, and every five levels after that, the ranger can choose an additional favored enemy and gains +1 to all favored enemy bonuses.

- <b>Combat Style:</b> At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. The benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
 
- <b>Toughness:</b> At 3rd level the ranger gains Toughness as a bonus feat.

- <b>Animal Companion:</b> At 4th level, a ranger gains an animal companion.

- <b>Spells:</b> Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance. To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level (Wis 10 for 0-level spells, Wis 11 for 1st-level spells, and so forth).

- <b>Improved Combat Style:</b> At 6th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

- <b>Woodland Stride:</b> Starting at 7th level, a ranger gains a +10% movement increase when in outdoor, natural environments.

- <b>Swift Tracker:</b> At 8th level, a ranger can use their tracking skill and move at normal speed.

- <b>Evasion:</b> At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. 

- <b>Combat Mastery:</b> At 11th level, a ranger's aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Rapid Shot feat, even if he does not have the normal prerequisites for that feat. If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat. As before, the benefits of the ranger's chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.

- <b>Camouflage:</b> At 13th level the ranger does not suffer a movement penalty for using stealth mode when in outdoor areas.

- <b>Hide in Plain Sight:</b> When outdoors, a 17th level ranger has the ability to use the Hide skill even when being watched and in combat.
{248} <color=Gold><b>Rogue</b></color>

Rogues are highly skilled, and they can concentrate on developing any of several categories of skills. While not equal to members of many other classes in combat, a rogue knows how to hit where it hurts, and she can dish out a lot of damage with a sneak attack. Rogues also have a sixth sense when it comes to avoiding danger. Experienced rogues develop mystical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, rogues can "fake it" well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Reflex.

- <b>Weapon Proficiencies:</b> Rogues are proficient with all simple weapons, plus the rapier, shortbow, and short sword.

- <b>Armor Proficiencies:</b> Light armor.

- <b>Skill Points:</b> (8+ Int Modifier x 4 at first level) 8 + Int modifier.

- <b>Class Skills:</b> Appraise, Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, Tumble, and Use Magic Device.

- <b>Sneak Attack:</b> If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter.

- <b>Trapfinding:</b> Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

- <b>Evasion:</b> At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. 

- <b>Trap Sense:</b> At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.

- <b>Uncanny Dodge:</b> Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

- <b>Improved Uncanny Dodge:</b> At 8th level a rogue cannot be sneaked attacked by another rogue, unless the attacker has at least four more rogue levels than the target.

- <b>Special Abilities:</b> On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
     - Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. 
     - Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll-if she is denied her Dexterity bonus to AC, she can't use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue's evasion ability does not apply to the defensive roll.
     - Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, henceforth she henceforth takes only half damage on a failed save. 
     - Opportunist (Ex): The rogue automatically gains a +4 competence bonus to attack rolls when making an attack of opportunity.
     - Skill Mastery: The rogue cannot roll less than 5 whenever using the Disable Device, Open Lock, or Set Trap skills, even if in combat.
     - Slippery Mind (Ex): This ability represents the rogue's ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she automatically gets one reroll.
     - Feat: A rogue may gain a bonus feat in place of a special ability.

{249} <color=Gold><b>Sorcerer</b></color>

Sorcerers cast spells through innate power rather than through careful training and study. Their magic is intuitive rather than logical. Sorcerers know fewer spells than wizards do and acquire powerful spells more slowly than wizards, but they can cast spells more often and have no need to select and prepare their spells ahead of time. Sorcerers do not specialize in certain schools of magic the way wizards sometimes do. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they don't have the background of arcane knowledge than most wizards have. However, they do have more time to learn fighting skills, and they are proficient with simple weapons.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d4

- <b>Base Attack Bonus:</b> Low.

- <b>High Saves:</b> Will.

- <b>Weapon Proficiencies:</b> Simple weapons.

- <b>Armor Proficiencies:</b> None. Armor of any type interferes with a sorcerer's arcane gestures, which can cause his spells to fail.

- <b>Skill Points:</b> (2+ Int Modifier x 4 at first level) 2 + Int modifier.

- <b>Class Skills:</b> Bluff, Concentration, Craft Alchemy, Lore, and Spellcraft.

- <b>Spells:</b> A sorcerer casts arcane spells, which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level (Cha 10 for 0-level spells, Cha 11 for 1st-level spells, and so forth). Starting at 6th level, and every two levels after, sorcerers can replace one known spell with a new spell of the same level. The spell that can be replaced must be two spell levels below what the sorcerer can currently cast (1st level spell at 6, 1st or 2nd level spell at 8, 1st or 2nd or 3rd level spell at 10, and so forth).

- <b>Familiar:</b> A sorcerer can obtain a familiar.
{250} <color=Gold><b>Wizard</b></color>

The wizard's strength is her spells. Everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition to learning new spells, a wizard can, over time, learn to manipulate her spells so they go farther, work better, or are improved in some other way. Some wizards prefer to specialize in a certain type of magic. Specialization makes a wizard more powerful in her chosen field, but it denies her access to some of the spells that lie outside that field.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d4

- <b>Base Attack Bonus:</b> Low.

- <b>High Saves:</b> Will.

- <b>Weapon Proficiencies:</b> Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff.

- <b>Armor Proficiencies:</b> None. Armor of any type interferes with a wizard's movements, which can cause her spells to fail.

- <b>Skill Points:</b> (2+ Int Modifier x 4 at first level) 2 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Lore, and Spellcraft.

- <b>Spells:</b> A wizard casts arcane spells, which are drawn from the sorcerer/wizard spell list. A wizard must choose and prepare her spells ahead of time. To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). 

- <b>Bonus Feats:</b> At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

- <b>Familiar:</b> A wizard can obtain a familiar.

- <b>Spellbook:</b> A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook. A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. For example, when a wizard attains 5th level, she can cast 3rd-level spells. At this point, she can add two new 3rd-level spells to her spellbook, or one 2nd-level spell and one 3rdlevel spell, or any combination of two spells between 1st and 3rd level. At any time, a wizard can also add spells found in other wizards' spellbooks to her own.

{251} <color=Gold><b>Shield Dwarf</b></color>

The dwarven kingdoms of long ago became locked in eternal wars with goblin-kind and other dwellers in the Underdark. One by one, the dwarven empires of the north failed, leaving only scattered survivors in the mountains or unconquered sections of the Underdark. The clans that survived these battles are the shield dwarves, and they are the most common type of dwarf seen throughout the Realms. 

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b>: +2 Constitution, -2 Charisma.

- <b>Darkvision:</b> Dwarves can see in the dark up to 60 feet.

- <b>Stonecunning:</b> +2 bonus to Search checks when inside.

- <b>Lore Affinity:</b> +2 bonus to Lore checks.

- <b>Weapon Familiarity:</b> Dwarven waraxes are treated as martial weapons rather than exotic weapons.

- <b>Hardiness vs. Poisons:</b> +2 racial bonus to saving throws against poison. 

- <b>Hardiness vs. Spells:</b> +2 racial bonus to saving throws against spells and spell-like effects.

- <b>Battle Training vs. Giants:</b> +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).

- <b>Battle Training vs. Orcs and Goblinoids:</b> +1 racial bonus to attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). 

- <b>Favored Class:</b> Fighter. A multiclass shield dwarf 's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.

{252} <color=Gold><b>Moon Elf</b></color>

Moon elves are the most common sort of elves in Faerûn. Also called silver elves, they have fair skin (sometimes tinged with blue) and hair of silver-white, black, or blue. Their eyes are blue or green, with gold flecks. They are the elven subrace most tolerant of humankind, and most half-elves are descended from moon elves.

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Dexterity, -2 Constitution.

- <b>Hardiness vs. Enchantments:</b> Immunity to magic sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.

- <b>Low-Light Vision:</b> An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

- <b>Weapon Proficiency:</b> Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.

- <b>Keen Senses:</b> +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. 

- <b>Favored Class:</b> Wizard. A multiclass moon elf 's wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Wizardry comes naturally to elves - indeed, they sometimes claim to have invented it, and fighter/wizards are especially common among them.
{253} <color=Gold><b>Rock Gnome</b></color>

Rock gnomes are the most common type of gnomes in the region, and are usually just called gnomes, since they are the only sort that surface dwellers ever see. Equipped by nature with keen curiousity and a knack for mechanical workings, gnomes excel at intricate crafts such as gemcutting, toy making, and clockwork engineering. 

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Constitution, -2 Strength.

- <b>Small:</b> As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

- <b>Low-Light Vision:</b> A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. 

- <b>Hardiness vs. Illusions:</b> +2 racial bonus to saving throws against illusions.

- <b>Illusions Affinity:</b> +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

- <b>Battle Training vs. Goblinoids:</b> +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).

- <b>Battle Training vs. Reptilians:</b> +1 racial bonus to attack rolls against kobolds.

- <b>Battle Training vs. Giants:</b> +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).

- <b>Keen Hearing:</b> +2 racial bonus to Listen checks.

- <b>Keen Smell:</b> +2 racial bonus to Craft Alchemy checks.

- <b>Favored Class:</b> Bard. A multiclass gnome's bard class does not count when determining whether he takes an experience point penalty.
{254} <color=Gold><b>Lightfoot Halfling</b></color>

The most common type of halflings seen in the world, the lightfoots are the most likely to give in to their desire to wander. They are at home living side by side with folk of many different races and cultures. 

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Dexterity, -2 Strength. 

- <b>Small:</b> As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus to attack rolls, and a +4 size bonus to Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

- <b>Stealthy:</b> +2 racial bonus to Move Silently checks.

- <b>Fearless:</b> +2 morale bonus to saving throws against fear.

- <b>Good Aim:</b> +1 racial bonus to attack rolls with thrown weapons and slings.

- <b>Keen Hearing:</b> +2 racial bonus to Listen checks.

- <b>Lucky:</b> +1 racial bonus to all saving throws.

- <b>Favored Class:</b> Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.
{255} <color=Gold><b>Half-Elf</b></color>

Humans and elves sometimes wed, the elf attracted to the human's energy and the human to the elf 's grace. These marriages end quickly as elves count years because a human's life is so brief, but they leave an enduring legacy - half-elf children. The life of a half-elf can be hard. If raised by elves, the half-elf seems to grow with astounding speed, reaching maturity within two decades. If, on the other hand, she is raised by humans, the half-elf finds herself different from her peers, more aloof, more sensitive, less ambitious, and slower to mature.

<color=Gold><b>Racial Traits:</b></color>

- <b>Hardiness vs. Enchantments:</b> Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.

- <b>Low-Light Vision:</b> A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. 

- <b>Keen Senses:</b> +1 racial bonus to Listen, Search, and Spot checks.

- <b>Amiable:</b> +2 racial bonus to Diplomacy and Bluff checks.

- <b>Favored Class:</b> Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.
{256} <color=Gold><b>Half-Orc</b></color>

In the wild frontiers, tribes of human and orc barbarians live in uneasy balance, fighting in times of war and trading in times of peace. Half-orcs who are born in the frontier may live with either human or orc parents, but they are nevertheless exposed to both cultures. Some, for whatever reason, leave their homeland and travel to civilized lands, bringing with them the tenacity, courage, and combat prowess that they  developed in the wilds.

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Strength, -2 Intelligence, -2 Charisma.

- <b>Darkvision:</b> Half-orcs can see in the dark up to 60 feet.

- <b>Favored Class:</b> Barbarian. A multiclass half-orc's barbarian class does not count when determining whether he takes an experience point penalty. Ferocity runs in a half-orc's veins.
{257} <color=Gold><b>Human</b></color>


Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

<color=Gold><b>Racial Traits:</b></color>


-<b>Medium:</b> As Medium creatures, humans have no special bonuses or penalties due to their size.

- <b>Quick to Master:</b> 1 extra feat at 1st level.

- <b>Skilled:</b> 4 extra skill points at 1st level, plus 1 additional skill point at each following level.

- <b>Favored Class:</b> Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.
{258} Last Name:
{259} First Name:
{260} Description of Alignments
{261} Description of Abilities
{262} Character Info Help Text
{263} Barter
{264} Neutral
{265} Good
{266} Evil
{267} Chaotic
{268} Lawful
{269} Animal Empathy
{270} Concentration
{271} Disable Device
{272} The OnBlocked Event occurs when a creature cannot find a path around an object.
{273} Heal
{274} Hide
{275} Listen
{276} Lore
{277} Move Silently
{278} Open Lock
{279} Parry
{280} Perform
{281} Diplomacy
{282} Sleight of Hand
{283} One with the Land<<<CUT>>>
{284} Search
{285} Set Trap
{286} Spellcraft
{287} Spot
{288} Use Magic Device
{289} Alertness
{290} Type of Feat: General
Prerequisite: None.
Specifics: +2 bonus to Spot and Listen checks due to finely tuned senses.
Use: Automatic.

{291} Cleave
{292} Type of Feat: General
Prerequisite: Str 13+, Power Attack.
Required for: Great Cleave.
Specifics: If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range.
Use: Automatic.

{293} Extend Spell
{294} Type of Feat: Metamagic
Prerequisite: Ability to cast 1st-level spells.
Required for: Persistent Spell
Specifics: Extended spells have their duration doubled, lasting twice as long as normal.
Use: An extended spell occupies a spell slot one level higher than normal. 
Note: Spells with a duration of instantaneous or permanent are not affected.
{295} Extra Turning
{296} Combat Casting
{297} Type of Feat: General
Prerequisite: Ability to cast 1st-level spells.
Specifics: The character is adept at casting spells in combat. He gains a +4 bonus to the Concentration check when trying to cast spells while in Defensive Casting mode.
Use: Automatic.

{298} Deflect Arrows
{299} Type of Feat: General
Prerequisite: Dex 13+, Improved Unarmed Strike.
Specifics: A character with this feat automatically deflects the first incoming projectile attack shot at her each round.
Use: Automatic if not caught flat-footed. Monks receive this feat for free at level 2. Duelists receive this feat for free at level 9.
{300} Dodge
{301} Type of Feat: General
Prerequisite: Dex 13+.
Required for: Mobility and Spring Attack.
Specifics: The character gains a +1 dodge bonus to AC against attacks from his current target or last attacker.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative.

{302} Disarm
{303} Type of Feat: General
Prerequisite: Int 13+.
Required for: Improved Disarm.
Specifics: The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed. The attacker attempting the disarm makes an attack roll against the target at maximum BAB modified by the difference between the attacker's size and the target's size times 4 (so a medium human disarming a small gnome is at +4). The attacker gets a further modifier of 4 times the relative size of his main-hand weapon (so small Halfling wielding a medium-sized longsword is at +4). The defender makes an attack roll to resist the disarm using his maximum BAB modified by his relative weapon size times 4. If the attacker meets or beats the defender's roll, the defender's main hand weapon is disarmed, knocking his on-hand item to the ground. Disarm will not work if the target's weapon cannot be dropped.
Use: Selected. A disarm attempt provokes an attack of opportunity.
{304} Vault Characters
{305} Server
{306} Local
{307} DM
{308} Endurance
{309} Armor Type
{310} Attacks
{311} Melee
{312} Ranged
{313} Status
{314} Experience
{315} Next Level
{316} Saving Throws
{317} Fortitude
{318} Reflex
{319} Will
{320} HP
{321} AC
{322} 1st
{323} 2nd
{324} 3rd
{325} 4th
{326} Feats
{327} Skills
{328} Increased Strength By
{329} Increased Dexterity By
{330} Increased Intelligence By
{331} Increased Constitution By
{332} Increased Wisdom By
{333} Increased Charisma By
{334} Sub Race
{335} Armor
{336} Biography
{337} Tattoo Colors
{338} Sub Race
{339} Custom Sub Race
{340} Camouflage
{341} The OnConversation Event occurs when the object is either the target of an initiate conversation action, a parameter in a call to the ActionStartConversation() NWScript function, or responding to 'spoken' text that matches its listen pattern.
{342} Taunt
{343} Discipline
{344} Ability: Charisma.
Requires Training: Yes.
Classes: Druid and ranger.

A successful check allows a character to charm or dominate certain creatures. 

Check: Animals and dire animals have a DC of 15 + the creature's hit die. For beasts and magical beasts, the DC is 19 + the creature's hit die. If the check succeeds, the creature is dominated.
Special: If the character fails their check by five or more, the creature will go hostile.
Use: Select this skill and then select the target creature. Dominated creatures are commanded as if they were henchmen. The creature will remain dominated for one turn per level of the character using the skill.
{345} Ability: Constitution.
Requires Training: No.
Classes: All.

Concentration checks are made whenever your character is hit during the act of casting a spell.

Check: The DC to avoid casting failure is equal to 10 + damage received + spell level. The caster receives a -4 penalty to his check if casting within three meters of an enemy.
Use: Automatic.
{346} Ability: Intelligence.
Requires Training: Yes.
Classes: All.

This skill allows the character to perform a variety of actions on a trap.

Check: There are four progressively difficult actions that a character may perform on a trap; base DC is determined by the difficulty rating of the trap, modified by the action being performed.
- Assessing a trap to determine its difficulty modifies the DC by -7.
- Flagging a trap to make it visible to the rest of the party modifies the DC by -5.
- Disarming a trap has no effect on the trap DC.
- Recovering a trap raises the trap DC by +10.

Special: A rogue is the only class capable of disarming traps with a DC of 20 or greater. With 5 or more ranks in the Set Trap skill a character gets a +2 synergy bonus on Disable Device checks.
Spectacular Failure: When disarming or recovering a trap, a spectacular failure results in the trap immediately going off.
Use: Assess, Flag, Recover, and Disarm are dropdown menu options off of detected device.
{347} Ability: Strength.
Requires Training: No.
Classes: All.

A successful check allows the character to resist any combat feat (Disarm, Called Shot, or Knockdown).

Check: The DC is equal to the attacker's attack roll.
Use: Automatic.
{348} The OnCombatRoundEnd Event occurs when the creature finishes a combat round.
{349} Ability: Wisdom.
Requires Training: No.
Classes: All.

With this skill a character can use a healing kit to cure wounds and heal poisons and diseases.

Check: To heal poisons and diseases, the healer must make a successful check against their DC. If he is successful, the target is healed and is cured a number of HP equal to the skill roll, plus all modifiers. If the target suffers from no poisons or diseases, it is still cured of damage.
Use: Use healing kit on a wounded creature.
{350} Ability: Dexterity.
Requires Training: No.
Classes: All.

This skill allows a character to hide from enemies.

Check: The character must succeed at an opposed test against a searching creature's Spot check. Success means that the character goes undetected.
Special: The Hide and Move Silently skills combine into a single Stealth action. Movement in Stealth mode is slower than the normal rate. Wearing armor or using a torch inhibits this ability, but low light can provide a bonus. A character in Stealth mode is harder to spot if standing still, and if his stature is small.
Use: Select the Stealth action on the modal bar. Invisible characters automatically enter Stealth mode. Opposed Spot and Listen rolls are made once per round, where applicable.
{351} Ability: Wisdom.
Requires Training: No.
Classes: All.

Listen alerts a character to hidden creatures that may be nearby.

Check: Listen detects hidden creatures by opposing their Move Silently check. A successful check renders the hidden creature visible, and makes it a valid target for the listener.
Special: Standing still provides a +5 bonus to a Listen check. A character with the Alertness feat gains a +2 bonus on Listen checks. Rangers gain a bonus when Listening against a favored enemy. Elves, gnomes, and halflings gain a +2 racial bonus to Listen checks. Half-elves receive a +1 racial bonus.
Use: Listen is part of the Detect modal action. In Passive Detect mode, checks are made automatically every round. Active Detect mode is a modal action that reduces the normal movement rate and makes the character perform an Active Listen, as well as Spot and Search checks.
{352} Ability: Intelligence.
Requires Training: No.
Classes: All.

Lore allows a character to identify unknown magic items.

Check: A roll against an unidentified item's value to determine magical properties that the item may possess.
Special: Bards are able to identify items more easily than other classes. Various spells and items can also give a character a bonus to their lore skill.
Use: Automatic every time the character examines an item.
{353} Ability: Dexterity.
Requires Training: No.
Classes: All.

A character may sneak quietly past an enemy.

Check: A Move Silently check is opposed by the listening creature's Listen check. If the character is successful, the opposing creature remains unaware as the character moves.
Special: Hide and Move Silently are combined into a single Stealth action. Movement in Stealth mode is slower than the normal rate. Wearing armor inhibits this ability, but low light can provide a bonus.
Use: Select the Stealth action from the modal bar. Invisible creatures automatically enter Stealth mode.
{354} Ability: Dexterity.
Requires Training: Yes.
Classes: All.

This skill allows the character to enter locked rooms and open locked containers.

Check: The DC is determined by the lock's difficulty rating. A successful check opens the lock. 
Special: Thieves tools can be used to provide bonuses to a character's Open Lock attempt, but are destroyed in the attempt whether successful or not.
Use: Select the skill and then target a locked object.
{355} Ability: Dexterity.
Requires Training: No.
Classes: All.

Parry allows the character to block incoming attacks and make spectacular counterattacks.

Check: The DC is the modified attack roll of the incoming blow. A successful Parry check means that the attack does not damage the parrying character. A character may only parry a number of attacks per round equal to the number of attacks per round available to the character.
Special: If the parry is successful and the difference between the roll and the DC is ten points or greater, a counterattack occurs. A counterattack is a free attack made by the parrying character against the parried opponent. The first counterattack in a round is made with a full attack bonus and subsequent counterattacks are made at -5, -10, -15, and so on.
Use: Select the Parry mode. The character will remain in parry mode until the mode is exited.
{356} Ability: Charisma.
Requires Training: Yes.
Classes: Bard.

A Bard using Perform can perform the bardsong, which improves their allies' ability to fight in combat and withstand mind-affecting enemies. Perform is essential for any Bard who wants to have access to their bardsong.

Check: None required. The higher the rank in this skill, the better the bardsong.
Use: Select the skill to affect a 30-foot radius of allies around the singer.

{357} Ability: Charisma.
Requires Training: No.
Classes: All.

A successful Diplomacy check prompts NPCs to reveal additional information or give bonus treasure in conversation.

Check: The DC is determined by the NPC being spoken to.
Use: Used in conversation.
{358} Ability: Dexterity.
Requires Training: Yes.
Classes: All.

Sleight of Hand allows a character to pick the target's pocket and attempt to steal items.

Check: There are two parts to successfully picking a pocket. First, the item must be acquired, and then the targeted creature must not notice the theft. Stealing the item is a simple skill test against the target's DC. The base DC for a neutral or tolerant creature is 20, and 30 for a hostile creature. This roll is modified by armor check penalties. The targeted creature then makes an opposed Spot check against the character's Sleight of Hand check. Hostile creatures have a +10 bonus to their Spot checks in this test. If the targeted creature succeeds at this opposed check, then the target has detected the theft attempt. An NPC who detects the attempt will turn hostile, and a PC will be informed that the character has attempted to use Sleight of Hand on him. If the character is successful at both checks, then he steals the item without being detected.

Use: Select skill, then select valid target.
{359} Blood Frenzy<<<CUT>>>
{360} Ability: Intelligence.
Requires Training: No.
Classes: All.

Search is used to detect traps.

Check: Detecting a trap is an opposed test, pitting the character's Search check against a DC equal to the Set Trap skill check, plus the strength of the trap. Only rogues may detect traps with a DC greater than 20.

Special: Elves and dwarves receive a +2 bonus to their Search checks, and half-elves gain a +1 bonus.
Use: Search is part of the Detect modal action. In Passive Detect mode, checks are made automatically every round. Active Detect mode is a modal action that reduces the character's normal movement rate and perform an Active Search, as well as Spot and Listen checks.
{361} Ability: Dexterity.
Requires Training: Yes.
Classes: All.

This skill allows a character to place trap kits.

Check: When a trap kit is used, the character makes a skill check. The DC of the task is determined by the power of the trap.
Special: 5 or more ranks in Disable Traps grants a +2 synergy bonus on Set Trap checks. Any party members are able to see traps that one character has set.
Spectacular Failure: If a skill check is failed by 10 or more, the trap goes off in the attempt to set it. This can only occur if you are in combat when trying to set the trap.
Use: Use a trap kit from your inventory. An icon visible to you and your party will appear on the ground to represent the trap.
{362} Ability: Intelligence.
Requires Training: Yes.
Classes: All.

Spellcraft is used to identify spells being cast by other spellcasters.

Check: A successful check means that the character has identified a spell being cast by an opponent. The DC of this check is equal to 15 + spell level. The character also gains a +1 bonus for every 5 ranks in this skill to all saving throws against spells. 
Special: A specialist wizard gets a +2 bonus when dealing with a spell from his specialized school. 
Use: Spellcraft checks are automatic whenever a spell is cast nearby.
{363} The OnPerception Event occurs when the creature either notices or stops noticing a player's character.

{364} Ability: Wisdom.
Requires Training: No.
Classes: All.

A successful Spot check reveals a hidden creature. 

Check: The DC is determined by the Hide check of the hidden creature.
Special: The Alertness feat grants a +2 bonus on Spot checks. Rangers receive a bonus on Spot checks against their favored enemy. Elves gain a +2 bonus on Spot checks, and half-elves gain a +1 bonus.
Use: Spot is part of the Detect modal action. In Passive Detect mode, checks are made automatically every round. Active Detect mode is a modal action that reduces the normal movement rate and makes the character perform an Active Spot, as well as Search and Listen checks.
{365} The OnRested Event occurs when the creature has finished resting.
{366} Ability: Charisma.
Requires Training: No.
Classes: All.

Taunt is used to provoke an enemy into dropping his guard for a short time. At higher ranks, multiple enemies can be affected.

Check: The enemy must make a Will save against a DC equal to 5 + the attacker's Taunt skill or suffer -2 to AC and -2 to Concentration for five rounds.
Special:  At five ranks, the Taunt effects all enemies within 5 feet of the initial target. This radius increases by 5 feet for every additional five ranks the character has. Using Taunt provokes Attacks of Opportunity, and Taunt penalties are not cumulative.
Use: Select skill and then target creature.
{367} Ability: Charisma.
Requires Training: Yes.
Classes: All.

A successful Use Magic Device check allows the character to use a magic item as if he had a required class, race, or alignment.

Check: The base DC is determined by the value of the item, and modified by the type of emulation the character is attempting. If the character attempts to emulate a specific race, the DC increases by 5; if he attempts to emulate a specific alignment, the DC increases by 10. Emulating a specific class does not modify the base DC.
Use: Automatically applied whenever a character attempts to use or equip an item normally unusable by his class, race, or alignment.
{368} Select Spells for your Character
{369} Available/Known
{370} Selected/Prepared
{371} Remaining Spells
{372} Select Cantrips
{373} Abjuration
{374} Conjuration
{375} Divination
{376} Enchantment
{377} Evocation
{378} Illusion
{379} Necromancy
{380} Transmutation
{381} Select a School of Magic
{382} Bombardment
{383} Acid Splash
{384} Earthquake
{385} Sunburst
{386} Aura of Glory
{387} Banishment
{388} Inflict Minor Wounds
{389} Inflict Light Wounds
{390} Inflict Moderate Wounds
{391} Inflict Serious Wounds
{392} Inflict Critical Wounds
{393} Select a Deity for your Character
{394} Custom Deity
{395} Remaining Points
{396} Allocate Skill Points
{397} Select Feats
{398} Remaining Feats
{399} Selected
{400} Type of Feat: Special
Prerequisite: Exclusive to clerics and paladins.
Specifics: This divine ability allows the character to turn undead four additional times per day.
Use: Automatic.
{401} Great Fortitude
{402} Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is tougher than normal, gaining a +2 bonus to all Fortitude saving throws.
Use: Automatic.
{403} Improved Power Attack
{404} Type of Feat: General
Prerequisite: Str 13+, Power Attack, base attack bonus +6 or higher.
Specifics: This feat allows the character to trade a -6 penalty on his attack roll to gain a +6 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents.
Use: Combat Mode.
{405} Improved Parry
{406} Type of Feat: General
Prerequisite: Int 13+.
Specifics: When using the Parry skill, this feat allows the character to counterattack when the Parry roll exceeds the modified attack roll by 5 or more (normally, the Parry roll must exceed the attack by 10 to counterattack). Additionally, the character can parry once more per round before incurring penalties.
Use: Automatic.
{407} Iron Will
{408} Type of Feat: General
Prerequisite: None.
Specifics: The character's strong presence of mind gives him a +2 bonus to all Will saving throws.
Use: Automatic.
{409} Knockdown
{410} Type of Feat: General
Prerequisite: None.
Required for: Improved Knockdown.
Specifics: A character with this feat can attempt a special knockdown attempt, which does not cause damage but does not provoke an attack of opportunity. A character may only knock down creatures that are one size larger than itself or less. The attacker makes a d20 roll modified by his strength bonus, and the difference between his creature size and the target creature size times 4. The defender makes a d20 roll modified by the better of his strength and dexterity bonus.  If the attacker meets or beats the defender's roll, the defender is knocked down. Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon.
Use: Selected.
Special: Monks receives this feat for free at level 6.
{411} Lightning Reflexes
{412} Type of Feat: General
Prerequisite: None.
Specifics: The character's reflexes are faster than normal, granting him a +2 bonus to all Reflex saving throws.
Use: Automatic.

{413} Maximize Spell
{414} Type of Feat: Metamagic
Prerequisite: Ability to cast 3rd-level spells.
Specifics: Maximized spells apply all variable numeric effects - including damage, number of targets, and so on - at their maximum values.
Use: A maximized spell occupies a spell slot three levels higher than normal. Saving throws and opposed rolls, such as those made when Dispel Magic is cast, are not affected.
{415} Mobility
{416} Type of Feat: General
Prerequisite: Dex 13+, Dodge.
Required for: Spring Attack.
Specifics: A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them.
Use: Automatic, though a condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (from different feats or racial bonuses) are cumulative.
{417} Power Attack
{418} Type of Feat: General
Prerequisite: Str 13+.
Required for: Cleave, Improved Power Attack, Great Cleave, Divine Might and Divine Shield.
Specifics: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +3 bonus to the damage roll, but at the cost of -3 to the attack roll.
Use: Combat Mode.
{419} Rapid Shot
{420} Type of Feat: General
Prerequisite: Dex 13+, Point Blank Shot.
Specifics: A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus, but all attacks within the round suffer a -2 penalty.

Note: Rangers who select the Archery Combat Style receive this feat at 2nd level, even if they do not meet the prerequisites.
Use: Selected.
{421} Sap
{422} Type of Feat: General
Prerequisite: Base Attack Bonus +1, Called Shot.
Required for: Stunning Fist.
Specifics: A character with this feat is able to make a special stun attack in melee. He makes an attack roll with a -4 penalty, and if the hit successfully deals damage the defender must make a Discipline check with a DC equal to the attacker's attack roll. If the defender fails, he or she is dazed for 12 seconds.
Use: Selected.
{423} Skill Focus
{424} Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is adept at a certain skill, gaining a +3 bonus on all checks with it.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.
{425} Spell Focus (Abjuration)
{426} Type of Feat: General
Prerequisite: Ability to cast 1st-level spells.
Required for: Greater Spell Focus and Arcane Defense.
Specifics: A character with this feat is adept in a certain school of magic, gaining a +1 bonus to spell save DC for all spells that they cast from that school.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case.
{427} More Special Abilities
{428} Turn Undead
{429} Stunning Fist
{430} Type of Feat: General
Prerequisite: Dex 13+, Wis 13+, Improved Unarmed Strike, base attack bonus +8 or higher.
Required for: Extra Stunning Attacks.
Specifics: A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character.
Use: Selected. Monks receive this feat for free at 1st level, even if they do not meet the prerequisites. As well, monks suffer no attack or damage penalties when using this feat and may use it once per day per level. Constructs and undead are immune to this attack, as are any creatures that are immune to critical hits.
{431} Toughness
{432} Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat.

Clerics with the Earth domain receive this feat for free at 1st level, and rangers receive this feat for free at 3rd level.
Use: Automatic.
{433} Weapon Finesse
{434} Type of Feat: General
Prerequisite: Base attack bonus +1 or higher.
Specifics: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength).
Use: Automatic when using any of the following weapons: dagger, handaxe, kama, kukri, light hammer, mace, rapier, short sword, sickle, whip and unarmed strike.
{435} Weapon Focus (Club)
{436} Type of Feat: General
Prerequisite: Proficiency with the chosen weapon type, base attack bonus +1 or higher.
Required for: Weapon Specialization (fighter only).
Specifics: A character with this feat is particularly skilled with a specific weapon, gaining a +1 attack bonus with it.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.
Special: Halflings and gnomes are Small creatures and as such they can never use the following large weapons: dire mace, double-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, scythe, spears, and warmaces.
{437} Weapon Proficiency (Exotic)
{438} Type of Feat: General
Prerequisite: Base attack bonus +1 or higher.
Specifics: This feat allows effective use of all exotic weapons. The exotic weapons list includes the bastard sword, dwarven waraxe, kama, katana, and shuriken.
Normal: A character cannot equip weapons they are not proficient in.
Use: Automatic.
{439} Weapon Proficiency (Martial)
{440} Type of Feat: General
Prerequisite: None.
Specifics: This feat allows effective use of all martial weapons. The martial weapons list includes the battleaxe, greataxe, greatsword, halberd, handaxe, heavy flail, kukri, light flail, light hammer, longbow, longsword, rapier, scimitar, scythe, short sword, shortbow, throwing axe, warhammer, and warmace.
Normal: A character cannot equip weapons they are not proficient in.
Use: Barbarians, fighters, paladins, and rangers are automatically proficient with all martial weapons. 
{441} Weapon Proficiency (Simple)
{442} Type of Feat: General
Prerequisite: None.
Specifics: This feat allows effective use of all simple weapons, including the club, dagger, mace, sickle, spear, morningstar, quarterstaff, light and heavy crossbows, dart, and sling. 
Normal: A character cannot equip weapons they are not proficient in.
Use: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. The spell Tenser's Transformation gives a wizard a temporary proficiency with all simple weapons.
{443} Weapon Specialization
{444} Type of Feat: Special
Prerequisite: Must be a fighter, base attack bonus +4, Weapon Focus in the chosen weapon group.
Specifics: A character with this feat has trained especially hard with a specific weapon group, and gains a +2 damage bonus when using these weapons in combat.
Use: This feat may be selected multiple times, but the effects do not stack. It applies to a new weapon in each case.
Special: Halflings and Gnomes are small creatures and as such they can never use the following Large weapons: dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, and scythe.
{445} Male Help Text
{446} Female Help Text
{447} The choice of making your character Male or Female is purely an aesthetic one, as both are equally capable. In Neverwinter Nights, gender has no bearing on the ways in which skills or abilities are applied.
{448} <color=Gold><b>Chaotic Evil</b></color>

A chaotic evil villain does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, and unpredictable. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can only be made to work together by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. The demented sorcerer pursuing mad schemes of vengeance and havoc is chaotic evil. Chaotic evil represents the destruction not only of beauty and life but of the order on which beauty and life depend.
{449} <color=Gold><b>Chaotic Good</b></color>

A chaotic good character acts as his conscience directs him with little regard for what others expect. He believes in goodness and right, but has little use for laws and regulations. He follows his own moral compass, which, although good, may not agree with that of society. A ranger who waylays the evil baron's tax collectors to protect the common peasants is chaotic good. Chaotic good combines a good heart with a free spirit. 
{450} <color=Gold><b>Chaotic Neutral</b></color>

A chaotic neutral character is an individualist, resents restrictions, and challenges tradition. He does not intentionally promote anarchy, however, as that would require he be motivated either by good (and a desire to liberate others) or evil (and a desire to make others suffer). A bard who wanders the land living by his wits is chaotic neutral. Chaotic neutral represents freedom both from society's restrictions and from a do-gooder's zeal, though a character of this alignment is not totally random in his actions. He is not as likely to jump off a bridge as to cross it.
{451} <color=Gold><b>Lawful Evil</b></color>

A lawful evil villain methodically takes what he wants within the limits of his code of conduct. He cares about tradition, loyalty, and order, but not about freedom, dignity, or life. He is loath to break laws or promises, partly because he depends on order to protect himself. Some lawful evil villains have particular taboos, such as not killing in cold blood, and imagine that these compunctions put them above unprincipled thugs. The scheming baron who exploits his people is lawful evil. Lawful evil represents methodical, intentional evil.
{452} <color=Gold><b>Lawful Good</b></color>

A lawful good character has the commitment and discipline to oppose and fight evil relentlessly. She tells the truth, keeps her word, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. A paladin who fights evil without mercy and who protects the innocent without hesitation is lawful good. Lawful good emphasizes honor and compassion.
{453} <color=Gold><b>Lawful Neutral</b></color>

A lawful neutral character acts as law, tradition, or a personal code direct her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government. A monk who follows her discipline without being swayed by the demands of those in need nor by the temptations of evil is lawful neutral. Lawful neutral means that you are reliable and honorable without being a zealot.
{454} <color=Gold><b>Neutral Evil</b></color>

A neutral evil villain does whatever she can get away with, shedding no tears for those she harms. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any more noble. However, she doesn't have the restless nature or love of conflict that a chaotic evil villain has. The criminal who robs and murders to get what she wants is neutral evil. Neutral evil represents evil without honor and without variation.
{455} <color=Gold><b>Neutral Good</b></color>

A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. A cleric who helps others according to their needs is neutral good. Neutral good means doing what is good without bias toward or against order.
{456} <color=Gold><b>Neutral</b></color>

A neutral character doesn't feel strongly one way or the other about good vs. evil or law vs. chaos. She thinks good is better than evil - after all, she'd rather have good neighbors and rulers than evil ones - but she's not personally committed to upholding good in any abstract or universal way. A wizard who devotes herself to her art and is bored by the semantics of moral debate is neutral. Some neutral characters, however, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as dangerous extremes. They advocate neutrality as the most balanced road in the long run. Neutral means you act naturally, without prejudice or compulsion.
{457} WARNING:
We strongly suggest that you make use of the "Recommended" button. This will optimize your attributes for the class that you have selected. You can still modify your stats after pressing the "Recommended" button. If you do not use the recommended statistics you may create a character that is significantly more difficult to play.

The basic statistics that define your character are divided among six ability scores. Each of these represents a particular aspect of your character, and skills that draw from these traits are modified depending on your score in them. Certain classes also favor one ability over others, and derive much of their strength from a high score in these areas.
{458} Alignment reflects how your character relates to the concepts of good and evil, law and chaos. It can affect how certain NPCs react within the game, and will occasionally determine whether an item can be used or not (some items have alignments of their own, and will not allow a conflict with their user). The main purpose of alignment, however, is to act as a guideline for consistent roleplaying, though it is not set in stone. The alignment of a character can change to match the style in which they are played, if deviation is consistent and serious. All of the nine alignments listed are viable choices for adventurers, though the "evil" variants are more often the domain of villains and monsters.
{459} <color=Gold><b>Strength</b></color>

Strength measures the muscle and physical power of your character. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat.
{460} <color=Gold><b>Dexterity</b></color>

Dexterity measures agility, reflexes, and balance. This ability is most important for rogues and warlocks, but also for characters who typically wear light or medium armor (barbarians and rangers) or none at all (monks, wizards, and sorcerers), or for any character who wants to be a skilled archer.
{461} <color=Gold><b>Constitution</b></color>

Constitution represents the health and stamina of your character. High constitution increases the number of hit points a character has (affecting how much damage they can take), and this makes it important for everyone, but especially so for fighters. If constitution ever increases, hit points increase retroactively as well. Spell-casters also need strong constitution to keep their spells from being interrupted during combat.
{462} <color=Gold><b>Wisdom</b></color>

Wisdom describes a character's willpower, common sense, perception, and intuition, whereas Intelligence represents the ability to analyze information. An "absent-minded professor" has low Wisdom and high Intelligence. A simpleton with low Intelligence might nevertheless be very perceptive (have high Wisdom). Wisdom is important for clerics and druids, affecting the strength and number of their spells, and is also significant for paladins and rangers. It is very important for monks as well, modifying many of their abilities. The wise character is capable of intuitively understanding others, occasionally having insights into their motivations.
{463} <color=Gold><b>Intelligence</b></color>

Intelligence determines how well your character learns and reasons. Intelligence is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It is also important for any character who wants to have a strong assortment of skills, however increasing your Intelligence will not grant bonus skill points retroactively. 

NOTE: Sorcerers, bards, and warlocks do not use Intelligence for any of their spellcasting - Charisma is used instead.


{464} Chaotic Evil "Destroyer"
{465} Chaotic Good "Rebel"
{466} Chaotic Neutral "Free Spirit"
{467} Lawful Evil "Dominator"
{468} Lawful Good "Crusader"
{469} Lawful Neutral "Judge"
{470} Neutral Evil "Malefactor"
{471} Neutral Good "Benefactor"
{472} True Neutral "Undecided"
{473} Strength Information
{474} Dexterity Information
{475} Constitution Information
{476} Wisdom Information
{477} Intelligence Information
{478} <color=Gold><b>Charisma</b></color>

Charisma measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for warlocks, paladins, sorcerers, and bards since it determines what spells they can cast, as well as the effectiveness of those spells. It is also important for clerics, as it affects their ability to turn undead. All characters benefit from having a high charisma when speaking with others in the world since it modifies the player's Diplomacy, Bluff, and Intimidate skill checks. 

NOTE: Wizards use Intelligence for their spellcasting, not Charisma.
{479} Charisma Information
{480} Class help
{481} Races
{482} Deity help header
{483} Description of Packages
{484} Your character's class is her profession or vocation. It determines what she is able to do: combat training, magical ability, skills, and more. In selecting what class is right for your character, keep in mind what base strengths you want her to have. The eleven basic selections can approximate most any character concept.
{485} A race is a group of character types who share certain attributes. There are seven to choose from, each with their own strengths and weaknesses relative to the others. 
{486} You may enter any deity name here, if you want, or leave it blank.
{487} Click the Configure Packages button to configure your own skills and feats.  If you do not wish to go through this process, then choose a package.  Packages are for players who wish to jump in and play the game without building a character from scratch. A package represents an automatic selection of skills and feats, specially chosen for a character of the class and race you have chosen. It also includes an assortment of basic equipment. A package character is ready to begin adventuring immediately.

These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
{488} Swords
{489} Polearms
{490} Axes
{491} Blunts
{492} Bows
{493} Ammunition
{494} Throwing
{495} Double-Sided
{496} Specialized
{497} Mage-Specific
{498} Standard Items
{499} Custom Items
{500} Weapons
{501} Armor
{502} Balagarn's Iron Horn
{503} Spontaneous Casting
{504} Wild Shape
{505} Elemental Shape
{506} Call Animal Companion
{507} Empty Body
{508} Drown
{509} Caster Level(s): Wizard / Sorcerer 1 
Innate Level: 1
School: Divination
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 9 seconds
Save: None
Spell Resistance: No

Through magical intuition you gain a +20 bonus to attack rolls.
{510} Caster Level(s): Bard 0, Druid 0, Wizard / Sorcerer 0 
Innate Level: 0
School: Evocation
Descriptor(s):
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single
Duration: 60 seconds
Save: Fortitude negates
Spell Resistance: Yes

A burst of hot light dazzles the target, making it suffer a -1 penalty to attack rolls.
{511} hit
{512} dead
{513} Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: None
Spell Resistance: No

You gain a +4 armor bonus to AC. You also gain immunity to the spell <i>magic missile</i> for the duration of the shield.
{514} miss
{515} Greataxe
{516} Special Attack
{517} Called Shot: Arm
{518} Called Shot: Leg
{519} Reflex Save
{520} Fortitude Save
{521} Caster Level(s): Cleric 1 
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: None
Spell Resistance: No

A magical field appears around you, causing enemies to suffer a 20% chance to miss you with ranged attacks.
{522} Caster Level(s): Cleric 3,  Wizard / Sorcerer 2
Innate Level: 3
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single Creature or Item
Duration: Permanent
Save: None
Spell Resistance: No

This spell creates a magical flame that burns as bright as a torch until dispelled. It can be cast on any item that can be equipped to create a permanent source of light.
{523} Possess Familiar
{524} Type of Feat: General
Prerequisite: None.
Specifics: A character with this feat has the training required to use a shield.
Use: All classes except monks, rogues, sorcerers, and wizards have this feat for free.
{525} Aberration
{526} Animal
{527} Beast
{528} Construct
{529} Dragon
{530} Creature Item
{531} Book
{532} Scroll
{533} Goblinoid
{534} Creature Slash Weapon
{535} Gold Piece
{536} Monstrous
{537} Orc
{538} Reptilian
{539} Elemental
{540} Fey
{541} Giant
{542} Magical Beast
{543} Outsider
{544} The OnSpawn Event occurs when the creature first appears in the area.
{545} The OnAreaTransitionClick Event occurs only if the player activates the Door's Area Transition. The Door must have been previously configured to act as an Area Transition before this Event will be triggered.
{546} Shapechanger
{547} Undead
{548} Vermin
{549} Examine
{550} Unequip
{551} Equip
{552} Equip Off Hand
{553} Drop
{554} Use
{555} Pick Up to Inventory
{556} Trap
{557} Cast Spell
{558} Combine
{559} Split
{560} ERROR: UNEXPECTED CHARACTER
{561} ERROR: FATAL COMPILER ERROR
{562} ERROR: PROGRAM COMPOUND STATEMENT AT START
{563} ERROR: UNEXPECTED END COMPOUND STATEMENT
{564} ERROR: AFTER END COMPOUND STATEMENT
{565} ERROR: PARSING VARIABLE LIST
{566} ERROR: UNKNOWN STATE IN COMPILER
{567} ERROR: INVALID DECLARATION TYPE
{568} ERROR: NO LEFT BRACKET ON EXPRESSION
{569} ERROR: NO RIGHT BRACKET ON EXPRESSION
{570} ERROR: BAD START OF STATEMENT
{571} ERROR: NO LEFT BRACKET ON ARG LIST
{572} ERROR: NO RIGHT BRACKET ON ARG LIST
{573} ERROR: NO SEMICOLON AFTER EXPRESSION
{574} ERROR: PARSING ASSIGNMENT STATEMENT
{575} ERROR:CANNOT ASSIGN A VALUE TO THE LEFT-SIDE OF THIS STATEMENT.
{576} ERROR: BAD CONSTANT TYPE
{577} ERROR: IDENTIFIER LIST FULL
{578} ERROR: NON-INTEGER ID FOR INTEGER CONSTANT
{579} ERROR: NON FLOAT ID FOR FLOAT CONSTANT
{580} ERROR: NON STRING ID FOR STRING CONSTANT
{581} ERROR: VARIABLE ALREADY USED WITHIN SCOPE
{582} ERROR: VARIABLE DEFINED WITHOUT TYPE
{583} ERROR: INCORRECT VARIABLE STATE LEFT ON STACK
{584} ERROR: NON INTEGER EXPRESSION WHERE INTEGER REQUIRED
{585} ERROR: VOID EXPRESSION WHERE NON VOID REQUIRED
{586} ERROR: INVALID PARAMETERS FOR ASSIGNMENT
{587} ERROR: DECLARATION DOES NOT MATCH PARAMETERS
{588} ERROR: LOGICAL OPERATION HAS INVALID OPERANDS
{589} ERROR: EQUALITY TEST HAS INVALID OPERANDS
{590} ERROR: COMPARISON TEST HAS INVALID OPERANDS
{591} ERROR: SHIFT OPERATION HAS INVALID OPERANDS
{592} ERROR: ARITHMETIC OPERATION HAS INVALID OPERANDS
{593} ERROR: UNKNOWN OPERATION IN SEMANTIC CHECK
{594} ERROR: SCRIPT TOO LARGE
{595} ERROR: RETURN STATEMENT HAS NO PARAMETERS
{596} ERROR: NO WHILE AFTER DO KEYWORD
{597} ERROR: FUNCTION DEFINITION MISSING NAME
{598} ERROR: FUNCTION DEFINITION MISSING PARAMETER LIST
{599} ERROR: MALFORMED PARAMETER LIST
{600} ERROR: BAD TYPE SPECIFIER
{601} ERROR: NO SEMICOLON AFTER STRUCTURE
{602} ERROR: ELLIPSIS IN IDENTIFIER
{603} ERROR: FILE NOT FOUND
{604} ERROR: INCLUDE RECURSIVE
{605} ERROR: INCLUDE TOO MANY LEVELS
{606} ERROR: PARSING RETURN STATEMENT
{607} ERROR: PARSING IDENTIFIER LIST
{608} ERROR: PARSING FUNCTION DECLARATION
{609} ERROR: DUPLICATE FUNCTION IMPLEMENTATION
{610} ERROR: TOKEN TOO LONG
{611} ERROR: UNDEFINED STRUCTURE
{612} ERROR: LEFT OF STRUCTURE PART NOT STRUCTURE
{613} ERROR: RIGHT OF STRUCTURE PART NOT FIELD IN STRUCTURE
{614} ERROR: UNDEFINED FIELD IN STRUCTURE
{615} ERROR: STRUCTURE REDEFINED
{616} ERROR: VARIABLE USED TWICE IN SAME STRUCTURE
{617} ERROR: FUNCTION IMPLEMENTATION AND DEFINITION DIFFER
{618} ERROR: MISMATCHED TYPES
{619} ERROR: INTEGER NOT AT TOP OF STACK
{620} ERROR: RETURN TYPE AND FUNCTION TYPE MISMATCHED
{621} ERROR: NOT ALL CONTROL PATHS RETURN A VALUE
{622} ERROR: UNDEFINED IDENTIFIER
{623} ERROR: NO FUNCTION MAIN() IN SCRIPT
{624} ERROR: FUNCTION MAIN() MUST HAVE A VOID RETURN VALUE
{625} ERROR: FUNCTION MAIN() MUST HAVE NO PARAMETERS
{626} ERROR: NON VOID FUNCTION CANNOT BE A STATEMENT
{627} ERROR: BAD VARIABLE NAME
{628} ERROR: NON OPTIONAL PARAMETER CANNOT FOLLOW OPTIONAL PARAMETER
{629} ERROR: TYPE DOES NOT HAVE AN OPTIONAL PARAMETER
{630} ERROR: NON CONSTANT IN FUNCTION DECLARATION
{631} ERROR: PARSING CONSTANT VECTOR
{632} ERROR: TOO MANY INSTRUCTIONS
{633} ERROR: TOO MANY LEVELS OF RECURSION
{634} ERROR: FILE NOT OPENED
{635} ERROR: FILE NOT COMPILED SUCCESSFULLY
{636} ERROR: INVALID AUX CODE
{637} ERROR: NULL VIRTUAL MACHINE NODE
{638} ERROR: STACK OVERFLOW
{639} ERROR: STACK UNDERFLOW
{640} ERROR: INVALID OP CODE
{641} ERROR: INVALID EXTRA DATA ON OP CODE
{642} ERROR: INVALID COMMAND
{643} ERROR: FAKE SHORTCUT LOGICAL OPERATION
{644} ERROR: DIVIDE BY ZERO
{645} ERROR: FAKE ABORT SCRIPT
{646} ERROR: IP OUT OF CODE SEGMENT
{647} ERROR: COMMAND IMPLEMENTER NOT SET
{648} ERROR: UNKNOWN TYPE ON RUN TIME STACK
{649} Ability Bonus
{650} Damage Bonus
{651} AC Bonus vs. Racial Group
{652} AC Bonus
{653} AC Bonus vs. Alignment Group
{654} AC Bonus vs. Damage Type
{655} AC Bonus vs. Specific Alignment
{656} Enhancement Bonus vs. Alignment Group
{657} Enhancement Bonus vs. Racial Group
{658} Enhancement Bonus vs. Specific Alignment
{659} Enhancement Bonus
{660} Attack and Damage Penalty
{661} Base Item Weight Reduction
{662} Bonus Feat
{663} Bonus Spell Slot of Level
{664} The OnClose Event occurs when a door or container is closed.
{665} The OnDisarm Event occurs when the trap assigned to this object is successfully disarmed. A trap must have been previously assigned to the object before this event will be triggered.

{666} Spell Resistance
{667} Boomerang
{668} Cast Spell
{669} Extra Melee Damage Type
{670} Damage Bonus vs. Alignment Group
{671} Extra Ranged Damage Type
{672} Decreased Damage
{673} Damage Bonus vs. Racial Type
{674} Damage Reduction
{675} Damage Bonus vs. Specific Alignment
{676} Double Stack
{677} Decreased Ability Score
{678} Decreased AC
{679} Decreased Skill Modifier
{680} Immunity: Damage Type
{681} Damage Resistance
{682} Follow
{683} Issue Command
{684} Level 4
{685} Use Skill on Myself
{686} Orisons
{687} Level 3
{688} Cuss
{689} 1d6
{690} Level 1
{691} Cantrips
{692} Use Skill on Target
{693} Counterspell
{694} Toggle Spellbook
{695} Metamagic
{696} Damage Vulnerability
{697} 1d20
{698} 1d10
{699} Bow
{700} 1d12
{701} 1d8
{702} More Emotes
{703} Salute
{704} Haste
{705} Immunity: Backstab
{706} Immunity: Disease
{707} Immunity: Level and Ability Drain
{708} Immunity: Mind-Affecting Spells
{709} Immunity: Poison
{710} Improved Evasion
{711} Saving Throw Bonus
{712} Saving Throw Bonus: Specific
{713} Keen
{714} Light
{715} Use Limitation: Alignment Group
{716} Use Limitation: Class
{717} Use Limitation: Specific Alignment
{718} Bonus Hitpoints
{719} Masterwork
{720} Level 7,8,9
{721} Mind Blank
{722} No Combat Damage
{723} On Hit
{724} Use Limitation: Racial Type
{725} Level 2
{726} Decreased Saving Throws
{727} Decreased Saving Throws: Specific
{728} Enhanced Container: Reduced Weight
{729} Regeneration
{730} Immunity: Spell School
{731} Skill Bonus
{732} Regeneration: Vampiric
{733} Immunity: Specific Spell
{734} Attack Bonus vs. Alignment Group
{735} Attack Bonus
{736} Decreased Attack Modifier
{737} Attack Bonus vs. Racial Group
{738} Attack Bonus vs. Specific Alignment
{739} Unlimited Ammunition
{740} Vorpal
{741} Wounding
{742} Standard Creatures
{743} Custom Creatures
{744} Open
{745} Will Save
{746} The OnLock Event occurs when a door or container is locked.
{747} The OnOpen Event occurs when a Door or Container is opened.
{748} Dancing
{749} Aura of Courage
{750} Acid Fog
{751} Aid
{752} Animate Dead
{753} Barkskin
{754} Bestow Curse
{755} Blade Barrier
{756} Bless
{757} Bless Weapon
{758} Blindness/Deafness
{759} Bull's Strength
{760} Burning Hands
{761} Call Lightning
{762} Calm Emotions
{763} Cat's Grace
{764} Chain Lightning
{765} Charm Monster
{766} Charm Person
{767} Charm Person or Animal
{768} Circle of Death
{769} Mass Inflict Light Wounds
{770} Clairaudience / Clairvoyance
{771} Clarity
{772} Cloak of Chaos
{773} Cloudkill
{774} Color Spray
{775} Cone of Cold
{776} Confusion
{777} Contagion
{778} Control Undead
{779} Create Greater Undead
{780} Create Undead
{781} Cure Critical Wounds
{782} Cure Light Wounds
{783} Cure Minor Wounds
{784} Cure Moderate Wounds
{785} Cure Serious Wounds
{786} Darkness
{787} Daze
{788} Death Ward
{789} Delayed Blast Fireball
{790} Dismissal
{791} Dispel Magic
{792} Divine Power
{793} Dominate Animal
{794} Dominate Monster
{795} Dominate Person
{796} Doom
{797} Elemental Shield
{798} Elemental Swarm
{799} Bear's Endurance
{800} Endure Elements
{801} Energy Drain
{802} Enervation
{803} Entangle
{804} Fear
{805} Feeblemind
{806} Finger of Death
{807} Fire Storm
{808} Fireball
{809} Flame Arrow
{810} Flame Lash
{811} Flame Strike
{812} Freedom of Movement
{813} Gate
{814} Ghoul Touch
{815} Globe of Invulnerability
{816} Grease
{817} Greater Dispel Magic
{818} Greater Magic Weapon
{819} Greater Planar Binding
{820} Greater Restoration
{821} Greater Shadow Conjuration
{822} Greater Spell Breach
{823} Greater Spell Mantle
{824} Greater Stoneskin
{825} Gust of Wind
{826} Hammer of the Gods
{827} Harm
{828} Haste
{829} Heal
{830} Mass Cure Light Wounds
{831} Hold Animal
{832} Hold Monster
{833} Hold Person
{834} Holy Aura
{835} Holy Sword
{836} Identify
{837} Implosion
{838} Greater Invisibility
{839} Incendiary Cloud
{840} Invisibility
{841} Invisibility Purge
{842} Invisibility Sphere
{843} Knock
{844} Lesser Dispel
{845} Lesser Mind Blank
{846} Lesser Planar Binding
{847} Lesser Restoration
{848} Lesser Spell Breach
{849} Lesser Spell Mantle
{850} Light
{851} Lightning Bolt
{852} Mage Armor
{853} Magic Circle against Chaos
{854} Magic Circle against Evil
{855} Magic Circle against Good
{856} Magic Circle against Law
{857} Magic Missile
{858} Magic Vestment
{859} Magic Weapon
{860} Mass Blindness/Deafness
{861} Mass Charm Monster
{862} Mass Domination
{863} Mass Haste
{864} Mass Heal
{865} Melf's Acid Arrow
{866} Meteor Swarm
{867} Mind Blank
{868} Mind Fog
{869} Lesser Globe of Invulnerability
{870} Ghostly Visage
{871} Ethereal Visage
{872} Mordenkainen's Disjunction
{873} Mordenkainen's Sword
{874} Nature's Balance<<<CUT>>>
{875} Negative Energy Protection
{876} Neutralize Poison
{877} Phantasmal Killer
{878} Planar Binding
{879} Poison
{880} Polymorph Self
{881} Power Word Kill
{882} Power Word Stun
{883} Prayer
{884} Premonition
{885} Prismatic Spray
{886} Protection from Chaos
{887} Protection from Energy
{888} Protection from Evil
{889} Protection from Good
{890} Protection from Law
{891} Protection from Spells
{892} Raise Dead
{893} Ray of Enfeeblement
{894} Ray of Frost
{895} Remove Blindness/Deafness
{896} Remove Curse
{897} Remove Disease
{898} Remove Fear
{899} Remove Paralysis
{900} Resist Energy
{901} Resistance
{902} Restoration
{903} Resurrection
{904} Sanctuary
{905} Cause Fear
{906} Searing Light
{907} See Invisibility
{908} Shades
{909} Shadow Conjuration
{910} Shadow Shield
{911} Shapechange
{912} Shield of Law
{913} Silence
{914} Slay Living
{915} Sleep
{916} Slow
{917} Sound Burst
{918} Spell Resistance
{919} Spell Mantle
{920} Sphere of Chaos
{921} Stinking Cloud
{922} Stoneskin
{923} Storm of Vengeance
{924} Summon Creature I
{925} Summon Creature II
{926} Summon Creature III
{927} Summon Creature IV
{928} Summon Creature V
{929} Summon Creature VI
{930} Summon Creature VII
{931} Summon Creature VIII
{932} Summon Creature IX
{933} Sunbeam
{934} Tenser's Transformation
{935} Time Stop<<<CUT>>>
{936} True Seeing
{937} Unholy Aura
{938} Vampiric Touch
{939} Virtue
{940} Wail of the Banshee
{941} Wall of Fire
{942} Web
{943} Weird
{944} Word of Faith
{945} Equip
{946} Bash
{947} Lock
{948} Unlock
{949} Special Abilities
{950} Rest
{951} Cast Identify Spell
{952} Use Identify Scroll
{953} Alertness
{954} Ambidextrous
{955} Cleave
{956} Combat Casting
{957} Dodge
{958} Extra Turning
{959} Knockdown
{960} Point Blank Shot
{961} Spell Focus
{962} Spell Penetration
{963} Power Attack
{964} Two-Weapon Fighting
{965} Gem
{966} Type
{967} Duration
{968} Amount
{969} Abjuration
{970} Conjuration
{971} Divination
{972} Enchantment
{973} Evocation
{974} Illusion
{975} Necromancy
{976} Transmutation
{977} Fortitude
{978} Reflex
{979} Will
{980} Material
{981} Sneak Attack
{982} Level/Ability Drain
{983} Mind-Affecting Spells
{984} Scratch Head
{985} Beg
{986} Sleep
{987} Stun
{988} Hold
{989} Confusion
{990} Dominate
{991} Daze
{992} Doom
{993} Fear
{994} Knock
{995} Slow
{996} Lesser Dispelling
{997} Dispel Magic
{998} Greater Dispelling
{999} Mordenkainen's Disjunction
{1000} Silence
{1001} Deafness
{1002} Blindness
{1003} Level Drain
{1004} Ability Drain
{1005} Poison
{1006} Disease
{1007} Slay Racial Group
{1008} Slay Alignment Group
{1009} Slay Alignment
{1010} Cheer
{1011} <<<CUT>>>
Caster Level(s): Druid 2, Ranger 2 
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 hour / level
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster forges a strong link with nature, gaining a +4 competence bonus to Animal Empathy, Hide, Move Silently, and Set Trap skills.
{1012} 1d100
{1013} 1d2
{1014} Level 6
{1015} 5% Immunity Bonus
{1016} 10% Immunity Bonus
{1017} 25% Immunity Bonus
{1018} 50% Immunity Bonus
{1019} 75% Immunity Bonus
{1020} 90% Immunity Bonus
{1021} 100% Immunity Bonus
{1022} Immunity: Miscellaneous
{1023} Holy Avenger
{1024} 1d4
{1025} Emote
{1026} Level 5
{1027} Acid
{1028} Fire
{1029} Cold
{1030} Electrical
{1031} Bludgeoning
{1032} Piercing
{1033} Slashing
{1034} Combat
{1035} 1
{1036} 2
{1037} 3
{1038} 4
{1039} 5
{1040} 1d4
{1041} 1d6
{1042} 1d8
{1043} 1d10
{1044} 2d6
{1045} + 1
{1046} + 2
{1047} + 3
{1048} + 4
{1049} + 5
{1050} + 6
{1051} + 7
{1052} + 8
{1053} + 9
{1054} +10
{1055} Special Attacks
{1056} Attack
{1057} Disengage
{1058} Socialize
{1059} Character Sheet
{1060} Flurry of Blows
{1061} Quivering Palm
{1062} Barbarian Rage
{1063} Greater Rage
{1064} Caster Level(s): Druid 1, Ranger 1 
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: None
Spell Resistance: No

Your coloring changes to match the surrounding environment, granting you a +10 competence bonus to any Hide checks.
{1065} More Special Attacks
{1066} Smite Evil
{1067} Invite Into Party
{1068} Remove From Party
{1069} Greet
{1070} Turn Undead
{1071} Leave Party
{1072} Talk To
{1073} Roll Dice
{1074} Shout Command
{1075} Standard Triggers
{1076} Generic
{1077} Armor Class vs. Alignment Group: This property provides a limited bonus to the owner's armor class. The limitation restricts the armor class bonus to a specific alignment group (i.e. the bonus only comes into effect versus Evil creatures, or Lawful creatures, for example).
{1078} Cast Spell: This property allows the owner of the item to cast a predetermined spell. Casting the specified spell may drain a charge from the item's total allotment. Some items do not use "charges," but rather are allotted a certain number of uses per "day."
{1079} Critical Threat Range Bonus - Keen: Most weapons threaten a critical hit on a natural d20 roll of 20. The Keen property doubles this threat range, so that most weapons threaten a critical hit on a natural d20 roll of 19 or 20.
{1080} Enhancement Bonus: This property grants a bonus to the wielder's attack and damage rolls made with the weapon.
{1081} Enhancement Bonus vs. Monster Type: This property grants a bonus to the wielder's attack and damage rolls made with the weapon, but only against a specific monster type (such as giants, undead, or shapeshifters, for example).


{1082} Area Transition
{1083} Enhancement Bonus vs. Specific Alignment: This property grants a bonus to the wielder's attack and damage rolls made with the weapon, but only against a specific alignment (such as chaotic neutral, lawful evil, or neutral good, for example).
{1084} Enhancement Bonus vs. Alignment Group: This property grants a bonus to the wielder's attack and damage rolls made with the weapon, but only against a specific alignment group (such as evil or lawful creatures, for example). 
{1085} Attack Bonus: This property grants an enhancement bonus to attack rolls made with the weapon, but does not improve the damage dealt by the weapon on a successful hit.
{1086} Attack Bonus vs. Monster Type: This property grants an enhancement bonus to attack rolls made with the weapon, but does not improve the damage dealt by the weapon on a successful hit. It grants this bonus only against a specific monster type, such as giants, undead, or shapeshifters.
{1087} Attack Bonus vs. Specific Alignment: This property grants an enhancement bonus to attack rolls made with the weapon, but does not improve the damage dealt by the weapon on a successful hit. It grants this bonus only when used against creatures of a specific alignment, such as chaotic neutral, lawful evil, or neutral good.
{1088} Attack Bonus vs. Alignment Group: This property grants an enhancement bonus to attack rolls made with the weapon, but does not improve the damage dealt by the weapon on a successful hit. It grants this bonus only when used against creatures from a specific alignment group, such as evil or lawful creatures.
{1089} Damage Bonus: This property grants an enhancement bonus to the weapon's damage, but does not improve attack rolls made with the weapon.
{1090} Damage Bonus vs. Monster Type: This property grants an enhancement bonus to the weapon's damage, but does not improve attack rolls made with the weapon. It grants this bonus only when used against a specific monster type, such as giants, undead, or shapeshifters.
{1091} Damage Bonus vs. Specific Alignment: This property grants an enhancement bonus to the weapon's damage, but does not improve attack rolls made with the weapon. It grants this bonus only when used against creatures of a specific alignment, such as chaotic neutral, lawful evil, or neutral good.
{1092} Damage Bonus vs. Alignment Group: This property grants an enhancement bonus to the weapon's damage, but does not improve attack rolls made with the weapon. It grants this bonus only when used against creatures of a specific alignment group, such as evil or lawful creatures.
{1093} Damage Immunity: This property provides the owner with a percentage immunity to a specific type of attack. For example, an item might provide 30 % immunity to lightning attacks. This means that when that player is struck by a lightning-based attack, he suffers no damage 30% of the time.
{1094} Damage: Random
{1095} Bonus: Random
{1096} Immunity Bonus: Random
{1097} Acid Fog (11)
{1098} Aid (3)
{1099} Animate Dead (5)
{1100} Animate Dead (10)
{1101} Animate Dead (15)
{1102} Barkskin (3)
{1103} Barkskin (6)
{1104} Barkskin (12)
{1105} Bestow Curse (11)
{1106} Blade Barrier (11)
{1107} Blade Barrier (15)
{1108} Bless (2)
{1109} Bless Weapon (3)
{1110} Bless Weapon (10)
{1111} Blindness/Deafness (3)
{1112} Bull's Strength (3)
{1113} Bull's Strength (10)
{1114} Bull's Strength (15)
{1115} Burning Hands (2)
{1116} Burning Hands (5)
{1117} Call Lightning (5)
{1118} Call Lightning (10)
{1119} Calm Emotions (5)
{1120} Calm Emotions (10)
{1121} Cat's Grace (3)
{1122} Cat's Grace (10)
{1123} Cat's Grace (15)
{1124} Chain Lightning (11)
{1125} Chain Lightning (15)
{1126} Chain Lightning (20)
{1127} Charm Monster (5)
{1128} Charm Monster (10)
{1129} Calm Emotions (10)
{1130} Charm Person (2)
{1131} Charm Person (10)
{1132} Charm Person or Animal (3)
{1133} Charm Person or Animal (10)
{1134} Circle of Death (11)
{1135} Circle of Death (15)
{1136} Circle of Death (20)
{1137} Circle of Doom (9)
{1138} Circle of Doom (15)
{1139} Circle of Doom (20)
{1140} Clairaudience/Clairvoyance (5)
{1141} Clairaudience/Clairvoyance (10)
{1142} Clairaudience/Clairvoyance (15)
{1143} Clarity (3)
{1144} Cloak of Chaos (15)
{1145} Cloudkill (9)
{1146} Color Spray (2)
{1147} Cone of Cold (9)
{1148} Cone of Cold (15)
{1149} Confusion (5)
{1150} Confusion (10)
{1151} Contagion (5)
{1152} Control Undead (13)
{1153} Control Undead (20)
{1154} Assign Socialize
{1155} Assign Special Abilities
{1156} Assign Special Attacks
{1157} Assign Command
{1158} Assign Spell
{1159} Custom Text Macro
{1160} Custom
{1161} Create Greater Undead (15)
{1162} Create Greater Undead (16)
{1163} Create Greater Undead (18)
{1164} Create Undead (11)
{1165} Create Undead (14)
{1166} Create Undead (16)
{1167} Cure Critical Wounds (7)
{1168} Cure Critical Wounds (12)
{1169} Cure Critical Wounds (15)
{1170} Cure Light Wounds (2)
{1171} Cure Light Wounds (5)
{1172} Cure Minor Wounds (1)
{1173} Cure Moderate Wounds (3)
{1174} Cure Moderate Wounds (6)
{1175} Cure Moderate Wounds (10)
{1176} Cure Serious Wounds (5)
{1177} Cure Serious Wounds (10)
{1178} Cure Serious Wounds (15)
{1179} Darkness (3)
{1180} Daze (1)
{1181} Death Ward (7)
{1182} Delayed Blast Fireball (13)
{1183} Delayed Blast Fireball (15)
{1184} Delayed Blast Fireball (20)
{1185} Dismissal (7)
{1186} Dismissal (12)
{1187} Dismissal (18)
{1188} Dispel Magic (5)
{1189} Dispel Magic (10)
{1190} Divine Power (7)
{1191} Dominate Animal (5)
{1192} Dominate Monster (17)
{1193} Dominate Person (7)
{1194} Doom (2)
{1195} Doom (5)
{1196} Elemental Shield (7)
{1197} Elemental Shield (12)
{1198} Elemental Swarm (17)
{1199} Endurance (3)
{1200} Endurance (10)
{1201} Endurance (15)
{1202} Endure Elements (2)
{1203} Energy Drain (17)
{1204} Enervation (7)
{1205} Entangle (2)
{1206} Entangle (5)
{1207} Fear (5)
{1208} Feeblemind (9)
{1209} Finger of Death (13)
{1210} Fire Storm (13)
{1211} Fire Storm (18)
{1212} Fireball (5)
{1213} Fireball (10)
{1214} Flame Arrow (5)
{1215} Flame Arrow (12)
{1216} Flame Arrow (18)
{1217} Flame Lash (3)
{1218} Flame Lash (10)
{1219} Flame Strike (7)
{1220} Flame Strike (12)
{1221} Flame Strike (18)
{1222} Freedom of Movement (7)
{1223} Gate (17)
{1224} Ghoul Touch (3)
{1225} Globe of Invulnerability (11)
{1226} Grease (2)
{1227} Greater Dispelling (7)
{1228} Greater Dispelling (15)
{1229} Greater Magic Weapon (5)
{1230} Greater Planar Binding (15)
{1231} Greater Restoration (13)
{1232} Greater Shadow Conjuration (9)
{1233} Greater Spell Breach (11)
{1234} Greater Spell Mantle (17)
{1235} Greater Stoneskin (11)
{1236} Gust of Wind (5)
{1237} Hammer of the Gods (7)
{1238} Hammer of the Gods (12)
{1239} Hammer of the Gods (20)
{1240} Harm (11)
{1241} Haste (5)
{1242} Haste (10)
{1243} Heal (11)
{1244} Healing Circle (9)
{1245} Healing Circle (16)
{1246} Hold Animal (3)
{1247} Hold Monster (7)
{1248} Hold Person (3)
{1249} Holy Aura (15)
{1250} Holy Sword (7)
{1251} Identify (3)
{1252} Implosion (17)
{1253} Greater Invisibility (7)
{1254} Incendiary Cloud (15)
{1255} Invisibility (3)
{1256} Invisibility Purge (5)
{1257} Invisibility Sphere (5)
{1258} Knock (3)
{1259} Lesser Dispel (3)
{1260} Lesser Dispel (5)
{1261} Lesser Mind Blank (9)
{1262} Lesser Planar Binding (9)
{1263} Lesser Restoration (3)
{1264} Lesser Spell Breach (7)
{1265} Lesser Spell Mantle (9)
{1266} Light (1)
{1267} Light (5)
{1268} Lightning Bolt (5)
{1269} Lightning Bolt (10)
{1270} Lightning Bolt (15)
{1271} Mage Armor (2)
{1272} Magic Circle against Chaos (5)
{1273} Magic Circle against Evil (5)
{1274} Magic Circle against Good (5)
{1275} Magic Circle against Law (5)
{1276} Magic Missile (3)
{1277} Magic Missile (5)
{1278} Magic Missile (9)
{1279} Magic Vestment (5)
{1280} Magic Vestment (9)
{1281} Magic Vestment (15)
{1282} Magic Weapon (2)
{1283} Mass Blindness/Deafness (15)
{1284} Mass Charm (15)
{1285} Mass Domination (17)
{1286} Mass Haste (11)
{1287} Mass Heal (15)
{1288} Melf's Acid Arrow (3)
{1289} Melf's Acid Arrow (6)
{1290} Melf's Acid Arrow (9)
{1291} Meteor Swarm (17)
{1292} Mind Blank (15)
{1293} Mind Fog (9)
{1294} Minor Globe of Invulnerability (7)
{1295} Minor Globe of Invulnerability (15)
{1296} Ghostly Visage (3)
{1297} Ghostly Visage (9)
{1298} Ghostly Visage (15)
{1299} Ethereal Visage (9)
{1300} Ethereal Visage (15)
{1301} Mordenkainen's Disjunction (17)
{1302} Mordenkainen's Sword (13)
{1303} Mordenkainen's Sword (18)
{1304} Nature's Balance (15)
{1305} Negative Energy Protection (5)
{1306} Negative Energy Protection (10)
{1307} Negative Energy Protection (15)
{1308} Neutralize Poison (5)
{1309} Phantasmal Killer (7)
{1310} Planar Binding (11)
{1311} Poison (5)
{1312} Polymorph Self (7)
{1313} Power Word, Kill (17)
{1314} Power Word, Stun (13)
{1315} Prayer (5)
{1316} Premonition (15)
{1317} Prismatic Spray (13)
{1318} Protection from Chaos (2)
{1319} Protection from Chaos (5)
{1320} Protection from Energy (3)
{1321} Protection from Energy (10)
{1322} Protection from Evil (2)
{1323} Protection from Evil (5)
{1324} Protection from Good (2)
{1325} Protection from Good (5)
{1326} Protection from Law (2)
{1327} Protection from Law (5)
{1328} Protection from Spells (13)
{1329} Protection from Spells (20)
{1330} Raise Dead (9)
{1331} Ray of Enfeeblement (2)
{1332} Ray of Frost (1)
{1333} Remove Blindness/Deafness (5)
{1334} Remove Curse (5)
{1335} Remove Disease (5)
{1336} Remove Fear (2)
{1337} Remove Paralysis (3)
{1338} Resist Elements (3)
{1339} Resist Elements (10)
{1340} Resistance (2)
{1341} Resistance (5)
{1342} Restoration (7)
{1343} Resurrection (13)
{1344} Sanctuary (2)
{1345} Scare (2)
{1346} Searing Light (5)
{1347} See Invisibility (3)
{1348} Shades (11)
{1349} Shadow Conjuration (7)
{1350} Shadow Shield (13)
{1351} Shapechange (17)
{1352} Shield of Law (15)
{1353} Silence (3)
{1354} Slay Living (9)
{1355} Sleep (2)
{1356} Sleep (5)
{1357} Slow (5)
{1358} Sound Burst (3)
{1359} Spell Resistance (9)
{1360} Spell Resistance (15)
{1361} Spell Mantle (13)
{1362} Sphere of Chaos (9)
{1363} Stinking Cloud (5)
{1364} Stoneskin (7)
{1365} Storm of Vengeance (17)
{1366} Summon Creature I (2)
{1367} Summon Creature I (5)
{1368} Summon Creature II (3)
{1369} Summon Creature III (5)
{1370} Summon Creature IV (7)
{1371} Summon Creature IX (17)
{1372} Summon Creature V (9)
{1373} Summon Creature VI (11)
{1374} Summon Creature VII (13)
{1375} Summon Creature VIII (15)
{1376} Sunbeam (13)
{1377} Tenser's Transformation (11)
{1378} Time Stop (17)
{1379} True Seeing (9)
{1380} Unholy Aura (15)
{1381} Vampiric Touch (5)
{1382} Virtue (1)
{1383} Wail of the Banshee (17)
{1384} Wall of Fire (9)
{1385} Web (3)
{1386} Weird (17)
{1387} Word of Faith (13)
{1388} Assign Special Use
{1389} Empty Quickslot
{1390} Perform Action
{1391} Use #1
{1392} Lay on Hands
{1393} Move To
{1394} Include Shouts
{1395} Exclude Shouts
{1396} List Current Players
{1397} Include Server Messages
{1398} Exclude Server Messages
{1399} Include Party Chat
{1400} Exclude Party Chat
{1401} Include Dice Rolls
{1402} Exclude Dice Rolls
{1403} Included Dialogue
{1404} Exclude Dialogue
{1405} Split Chat Window
{1406} Combine Chat Windows
{1407} Include Combat Info
{1408} Exclude Combat Info
{1409} Area Shout Mode
{1410} Tell Mode
{1411} Server Shout Mode
{1412} Resend Last Message
{1413} Reply to Last Tell
{1414} Whisper Mode
{1415} Standard Chat Mode
{1416} Party Chat Mode
{1417} Damage Resistance: This property is similar to damage immunity, in that the owner is protected from certain forms of damage. However, instead of a base chance to avoid all damage, the player instead resists a certain amount of damage per attack. For example, the character may be able to resist the first 5 points of fire damage he receives from every attack.
{1418} Damage Reduction - Condition: This property reduces damage suffered from weapons. Once applied, the damage reduced ranges from 5 to 30. A weapon which has a high-enough Enhancement Bonus, or is made from a specific material such as silver or iron, can overcome this property
{1419} Damage Type - No Base Damage: This property should be added to an item when you have an explicit reason to not require damage. For example, a training staff for use in sparring might be an appropriate item to add this property to.
{1420} Damage Type - Melee: The item deals melee damage in combat. For example, a sword or an axe inflicts melee damage on a target.
{1421} Damage Type - Ranged: The item deals ranged damage in combat. For example, the arrows from a longbow inflict ranged damage to a target.
{1422} Improved Spell Resistance: This property grants the user the ability to resist spells more effectively.
{1423} Double Stack: This property allows items to be stacked in higher quantities. Arrows that are normally stacked in piles of 20 could be stacked in piles of 40 with this property.
{1424} Masterwork: This is an item of exceptional quality. Masterwork items are not magic items, but do have a nonmagical enhancement bonus of +1 to attack and damage. 
{1425} <<<CUT>>>
Caster Level(s): Druid 2 
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster enters a rage similar to that of a barbarian. The caster gains a +2 bonus to Strength and Constitution and a +1 bonus to Will saves, while suffering a -1 penalty to AC.
{1426} Haste: This property increases the wielder's attacks per round by one, as per the Haste spell.
{1427} Vorpal: This deadly property will instantly slay the target on a successful critical hit. Some creatures, such as oozes and constructs, have no head and are therefore not affected by this property. A vorpal weapon must be a slashing weapon.
{1428} Wounding: A weapon of wounding inflicts a wound that bleeds for 1 damage per round. Multiple wounds have a cumulative bleeding effect. The bleeding can only be stopped by a successful Heal skill check or cure spell.
{1429} Improved Evasion: This property grants the wielder the effects of the Improved Evasion feat, making him able to avoid damage as well as a high-level rogue.
{1430} Mind Blank: This property makes the wielder immune to all mind-affecting spells, such as Charm Person and Confusion.
{1431} Light: This property causes the item to illuminate an area around itself, like a torch. This light behaves normally in all other ways, but cannot penetrate a Darkness spell.
{1432} Racial Limitation: Only members of a specific race (orc or dwarf, for example) may use an item with this property.
{1433} Bonus Hitpoints: This increases the weilder's base hitpoints
{1434} Class Limitation: Only members of a specific class (paladin or rogue, for example) may use an item with this property.
{1435} Alignment Group Limitation: Only creatures who belong to a specific alignment group (good or lawful, for example) may use an item with this property.
{1436} Holy Avenger: Only a paladin can use a weapon with this property. 

Bonuses:
+3 to hit (to a max of +5)
+1d6 damage (same damage type as the weapon) vs Evil
+16 SR
25% Chance of Dispel Magic on hit
{1437} Specific Alignment Limitation: Only creatures with a specific alignment (lawful evil or neutral good, for example) may use an item with this property.
{1438} The OnTrapTriggered Event occurs when the Trap on the object is activated.
{1439} Enhanced Container - Weight: This property magically reduces the weight of any item placed inside.
{1440} Improved Saving Throws: This property improves all three of the wielder's saving throws.
{1441} Improved Saving Throws - Specific: This property improves one of the wielder's saving throws (Fortitude or Will, for example).
{1442} Base Item Weight Reduction: A container with this property weighs less than others of its type.
{1443} The OnUnlock Event occurs when the door or container is unlocked by using a custom key item or the Lock Pick skill.
{1444} A Single Bonus Spell of Level N: This property provides a bonus spell slot of specific level and class (such as a single 3rd-level druid spell, for example).
{1445} Bonus Feats: This property grants the wielder a bonus feat (Knockdown or Cleave, for example) even if he lacks the prerequisites.
{1446} Regeneration: This property heals the character of a certain amount of damage every round.
{1447} Spell Immunity - Specific: This property grants the character total immunity to a specific spell (Magic Missile or Fireball, for example).
{1448} Spell School Immunity: This property grants the character immunity to any spell from a specific spell school (evocation or enchantment, for example).
{1449} Immunity: This property makes the owner immune to a specific effect (poison or level drain, for example).
{1450} On Hit: This property activates whenever the weapon makes a successful attack against a target.
{1451} Vampiric Regeneration: This property allows the item to drink the life force (Hit Points) of the target, and transfer it (those stolen Hit Points) to the wielder.
{1452} Unlimited Ammunition: This property ensures that the selected item (bow or sling, for example) never runs out of ammunition.
{1453} Dancing (Summon Scimitar): This property allows the item to summon a weapon that can fight on its own. The summoned weapon lasts for four rounds, and attacks using the base attack bonus of the wielder.
{1454} Decreased Ability Score: This property reduces one of the wielder's ability scores (Strength or Dexterity, for example).
{1455} Decreased Skill Modifier: This property reduces the skill modifier on one of the wielder's skills (Bluff or Persuade, for example) making that skill more difficult to use.
{1456} Decreased AC: This property reduces the Armor Class of the wielder.
{1457} Damage Vulnerability: This property makes the wielder more susceptible to certain types of damage, such as lightning, fire, or slashing attacks.
{1458} Attack Penalty: This property inflicts a penalty on the wielder's attack rolls made with the weapon.
{1459} Damage Penalty: This property reduces the amount of damage the weapon deals with a successful strike.
{1460} Attack Penalty: This property inflicts a penalty on the wielder's attack and damage rolls made with the weapon.
{1461} Reduced Saving Throws: This property reduces each of the saving throws of the item's wielder.
{1462} Reduced Saving Throws - Specific: This property reduces a specific saving throw of the item's wielder (Reflex or Will, for example).
{1463} parried
{1464} Knock on Door
{1465} Reply To
{1466} Close
{1467} Pick Lock
{1468} Ignore
{1469} Unignore
{1470} 
{1471} Disable Trap
{1472} Flag Trap
{1473} Recover Trap
{1474} Guard Me
{1475} Wait
{1476} Flee
{1477} Stand Your Ground
{1478} Non-Combat Commands
{1479} Advanced Target Selection
{1480} Attack Aggressively
{1481} Attack My Target
{1482} Handle Trap
{1483} Heal Me
{1484} Target the Rogue
{1485} Target the Spellcaster
{1486} Target the Ranged Attacker
{1487} Target the Warrior
{1488} Target the Leader
{1489} Caster Level(s): Druid 8
Innate Level: 8
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

You conjure a rain of stones that fall from the sky, causing 1d8 points of bludgeoning damage per caster level (to a maximum of 10d8) to all enemies in the area. In addition, all enemies in the area of effect must make a reflex save or be knocked down for 2 rounds. 
{1490} Search
{1491} 
{1492} Thieves' Tools
{1493} Darkvision
{1494} Fear
{1495} 
{1496} Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes

You fire a small orb of acid at the target for 1d3 points of acid damage.
{1497} 
{1498} Knockdown
{1499} More Spells
{1500} Mighty
{1501} casts
{1502} unknown spell
{1503} Alignment Group
{1504} Monster Type
{1505} Random
{1506} Resistance: Random
{1507} Spell Resistance: Random
{1508} Equipment Slots: Random
{1509} Weight Reduction: Random
{1510} Base Weight Reduction: Random
{1511} Stamina: Random
{1512} Spell Slot: Random
{1513} Unlimited Ammunition: Random
{1514} Dancing Blade: Random
{1515} On Hit Chance and Success Random
{1516} Amulet
{1517} Arrow
{1518} Belt
{1519} Bolt
{1520} Boots
{1521} Bullet
{1522} Club
{1523} Miscellaneous Medium Object
{1524} Caster Level(s): Cleric 8, Druid 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex 1/2
Spell Resistance: No

You cause a massive earthquake around yourself, causing 1d6 points of bludgeoning damage per caster level (to a maximum of 10d6) to all creatures in the area of effect. You are not affected by the earthquake.
{1525} Dart
{1526} Dire Mace
{1527} Double Axe
{1528} Miscellaneous Large Object
{1529} Heavy Flail
{1530} Gauntlet
{1531} Light Hammer
{1532} Handaxe
{1533} Healer's Kit
{1534} Kama
{1535} Katana
{1536} Kukri
{1537} Caster Level(s): Druid 8, Wizard / Sorcerer 8 
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex
Spell Resistance: Yes

A brilliant explosion occurs where you direct, causing 1d6 points of magic damage per caster level (to a maximum of 25d6) to all undead. Non-undead creatures suffer only 6d6 points of magic damage. Vampires are destroyed instantly if they fail a Reflex saving throw. All enemies in the area of effect must also make a successful Reflex saving throw or be blinded.
{1538} Magic Rod
{1539} Magic Staff
{1540} Magic Wand
{1541} Morningstar
{1542} Caster Level(s): Paladin 2 
Innate Level: 2
School: Transmutation
Descriptor(s): Divine
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster, Medium
Duration: 60 seconds / level
Save: None
Spell Resistance: No

You channel divine power to gain a +4 Charisma bonus. All allies near you gain a +5 bonus to their saving throws versus fear.
{1543} Potion
{1544} Quarterstaff
{1545} Rapier
{1546} Ring
{1547} Scimitar
{1548} Caster Level(s): Cleric 6, Wizard / Sorcerer 7
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Save: Will negates
Spell Resistance: Yes

This spell destroys summoned creatures, familiars, animal companions, and outsiders in the area of effect. You can affect up to twice your level in HD worth of creatures.
{1549} Scythe
{1550} Heavy Shield
{1551} Tower Shield
{1552} Spear
{1553} Shuriken
{1554} Sickle
{1555} Sling
{1556} Thieves' Tools
{1557} Throwing Axe
{1558} Trap Kit
{1559} Off Hand
{1560} Key
{1561} Miscellaneous Wide Object
{1562} Container
{1563} 
{1564} Bag
{1565} MiscellaneousTall Object
{1566} Unpossess Familiar
{1567} Summon Familiar
{1568} Wholeness of Body
{1569} Unsummon
{1570} Caster Level(s): Cleric 0
Innate Level: 0
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

If you succeed in striking an opponent with a touch attack, the target suffers 1 point of negative energy damage. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
{1571} Caster Level(s): Cleric 1
Innate Level: 1
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

If you succeed in striking an opponent with a touch attack, the target suffers 1d8 points of negative energy damage, + 1 point per caster level to a maximum of +5. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
{1572} Refresh Rate:
{1573} Giant Spider
{1574} Caster Level(s): Cleric 2
Innate Level: 2
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

If you succeed in striking an opponent with a touch attack, the target suffers 2d8 points of negative energy damage, + 1 point per caster level (to a maximum of +10). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
{1575} Caster Level(s): Cleric 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

If you succeed in striking an opponent with a touch attack, the target suffers 3d8 points of negative energy damage, + 1 point per caster level (to a maximum of +15). Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
{1576} Panther
{1577} Boar
{1578} Wolf
{1579} Badger
{1580} Brown Bear
{1581} Earth Elemental
{1582} Water Elemental
{1583} Fire Elemental
{1584} Air Elemental
{1585} Caster Level(s): Cleric 4
Innate Level: 4
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

If you succeed in striking an opponent with a touch attack, the target suffers 4d8 points of negative energy damage, + 1 point per caster level to a maximum of +20. Inflict spells have a reverse effect when used on undead, causing the targeted undead to take an amount of healing equal to what the spell normally damages.
{1586} Caster Level(s): Bard 1, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Cone, 20 ft.
Area of Effect / Target: Spell Cone
Duration: Instant
Save: None
Spell Resistance: Yes

You create a deep, resonant vibration that shakes all creatures in the area of effect and knocks them off their feet if they fail an opposed Strength check (the spell has an effective Strength of 20). Creatures that fail the check are knocked prone for one round.
{1587} Expertise Mode
{1588} Caster Level(s): Druid 6 
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude negates
Spell Resistance: Yes

You create water in the lungs of a target creature. Any drowned creature takes 90% of its current hit points as bludgeoning damage. Golems and other nonliving creatures cannot be drowned.
{1589} Flag Trap
{1590} 
{1591} Tattoo
{1592} Miscellaneous
{1593} 
{1594} ERROR: OPERAND MUST BE AN INTEGER LVALUE
{1595} ERROR: CONDITIONAL REQUIRES SECOND EXPRESSION
{1596} ERROR: CONDITIONAL MUST HAVE MATCHING RETURN TYPES
{1597} ERROR: MULTIPLE DEFAULT STATEMENTS WITHIN SWITCH
{1598} ERROR: MULTIPLE CASE CONSTANT STATEMENTS WITHIN SWITCH
{1599} ERROR: CASE PARAMETER NOT A CONSTANT INTEGER
{1600} ERROR: SWITCH MUST EVALUATE TO AN INTEGER
{1601} ERROR: NO COLON AFTER DEFAULT LABEL
{1602} ERROR: NO COLON AFTER CASE LABEL
{1603} ERROR: NO SEMICOLON AFTER STATEMENT
{1604} Examine Trap
{1605} City Exterior
{1606} Rural
{1607} Dungeon
{1608} Sewers
{1609} Mines and Caverns
{1610} Crypt
{1611} Forest
{1612} City Interior
{1613} Castle Interior
{1614} 
{1615} 5% / 5 Rounds
{1616} 10% / 4 Rounds
{1617} 25% / 3 Rounds
{1618} 50% / 2 Rounds
{1619} 75% / 1 Round
{1620} 
{1621} Dancing Blade +1
{1622} Dancing Blade +2
{1623} Dancing Blade +3
{1624} Dancing Blade +4
{1625} Dancing Blade +5
{1626} 80% of Weight
{1627} 60% of Weight
{1628} 40% of Weight
{1629} 20% of Weight
{1630} 10% of Weight
{1631} Ammo: Basic
{1632} Ammo: +1d6 Fire
{1633} Ammo: +1d6 Cold
{1634} Ammo: +1d6 Lightning
{1635} Ammo: +1 Fire
{1636} Ammo: +1 Cold
{1637} Ammo: +1 Lightning
{1638} Ammo: +2 Fire
{1639} Ammo: +2 Cold
{1640} Ammo: +2 Lightning
{1641} Ammo: +1 Enhancement to Damage
{1642} Ammo: +2 Enhancement to Damage
{1643} Ammo: +3 Enhancement to Damage
{1644} Ammo: +4 Enhancement to Damage
{1645} Ammo: +5 Enhancement to Damage
{1646} Soak 5 Damage
{1647} Soak 10 Damage
{1648} Soak 15 Damage
{1649} Soak 20 Damage
{1650} Soak 25 Damage
{1651} Soak 30 Damage
{1652} 5/-
{1653} 10/-
{1654} 15/-
{1655} 20/-
{1656} 25/-
{1657} 30/-
{1658} Content weight: -20%
{1659} Content Weight: -40%
{1660} Content Weight: -60%
{1661} Content Weight: -80%
{1662} Content Weight: -100%
{1663} Trap
{1664} Cancel Expertise Mode
{1665} Caster Level(s): Druid 2, Plant 2
Innate Level: 2
School: Transmutation
Descriptor(s):
Components: Verbal, Somatic
Range: Touch
Area of Effect/Target: One creature
Duration: 2 Hours / Level
Save: None
Spell Resistance: No

Barkskin makes a creature's skin as tough as bark. The effect grants a +3 natural armor bonus to AC. This bonus increases to +4 at 6th level and to +5 at 12th level and up. Since the AC bonus is a natural armor bonus, it does not stack with any natural armor the subject may already have.
{1666} Slashing and Piercing
{1667} A basic but versatile weapon, the dagger consists of a double-edged piercing blade that typically ranges from about 6 to 24 inches in length.
{1668} The mace is a derivative of the basic club, consisting of a stone or metal head mounted on the end of a wooden shaft. The weight of the head greatly increases the force of impact.
{1669} The sickle is a farming implement used for cutting grass and grains. Like many other such tools, it was adapted for use as a weapon by the peasants familiar with it in their daily toils.
{1670} The club is a very basic weapon, usually consisting of nothing more than a tapered length of hardwood.
{1671} The morningstar is a derivative of the mace that includes a chain tether - similar to the flail - to add velocity when swinging its compact striking surface. Morningstars commonly have at least one formidable spike as an added feature of the head.
{1672} Another of history's most basic weapons, the spear is nevertheless a formidable weapon. Little more that a simple shaft topped with a sharpened head, the spear is the staple of many a militia.
{1673} Usually crafted of hardwood and occasionally shod with metal at either end, the quarterstaff is a humble weapon that almost anyone can learn to use effectively.
{1674} The crossbow resembles a bow laid crosswise on a wood or metal shaft, and is favored for its versatility. The light crossbow variant is durable and reasonably easy to conceal, but lacks some of the punch of its larger cousin.
{1675} Bolts or quarrels are the standard ammunition for all types of crossbows, varying in function depending on the shape of the head. 
{1676} These missile weapons are close in size to a small dagger, and are hurled in combat toward their target.
{1677} The sling is an ancient weapon; a simple construction that is little more than a small pouch attached to a leather or fabric strip, and combined with suitable ammunition. 
{1678} Sling bullets are smooth balls of metal that can produce severe bruising and even broken bones when launched effectively. 
{1679} The heavy crossbow is the largest hand-held launcher of its type, and is favored by militia groups for its durability and ease of use. It is deadlier than its smaller cousin, but also more cumbersome. 
{1680} The throwing axe bears little in common with the farm implement it is derived from. It has been carefully balanced for flight, sacrificing durability for precision.
{1681} The light hammer is derived from commonly used mining tools. It remains small enough to still be used in excavation, unlike the much heavier warhammer. 
{1682} The handaxe is smaller than most axes used for combat, and is most often used as an off-hand weapon. 
{1683} The sap or blackjack is a small leather bag filled with sand or some other dense material, and is used to knock out victims as quietly as possible. 
{1684} One of the first types of sword to come into existence, the short sword is a double-edged weapon about two feet long. It is an economical weapon, and a favorite of archers and rogues.
{1685} The battleaxe consists of a single blade atop a three- or four-foot shaft. It is a versatile weapon, and remains a useful tool when not in combat.
{1686} Originally a farm implement for threshing grain, the flail consists of a wooden shaft attached to a heavy or spiked head by a chain or hinge. The flail is approximately two feet long.
{1687} The longsword is the weapon most commonly associated with knights and their ilk. There are many variations in the blade, but all are approximately 35 to 47 inches in length.
{1688} The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands.
{1689} The scimitar shares some similarities with the longsword and other slashing blades, but the severity and thickness of its curve clearly sets it apart. 
{1690} Originally adapted from the tools of laborers and craftsmen, the warhammer is a far-heavier variant of the sledge and is no longer suitable for anything but combat.
{1691} Derived from a farm implement used for threshing grain, the heavy flail consists of a four-foot wooden shaft attached to a heavy or spiked head by a chain or hinge. 
{1692} A favorite of barbarians, the greataxe is the largest of the weapons derived from the basic woodcutter's axe. The double-edged head is far more suited to cleaving opponents than trees. 
{1693} The greatsword is an impressive weapon by any measure, and is held with two hands by all but the largest of creatures. 
{1694} The halberd is the most common polearm, and could be called a cross between a spear and an axe. Such weapons are often mass-produced for militia, and serve well when defending against marauders. 
{1695} A shortbow has a stave portion of about five feet in length. The shortbow was the first of such launchers to be developed, and it remains an effective weapon. 
{1696} Arrows can vary in form and function, but most are 20 to 40 inches long and have some form of fletching (usually feathers) to provide stabilization. 
{1697} The longbow is a refinement of the shortbow, designed to increase the range and power of an arrow strike. The stave portion of a longbow is nearly as tall as the archer, and can reach over six feet.
{1698} The composite longbow is the culmination of the bowyer's craft, combining multiple types of material within the bow's stave to greatly increase range and force of impact. 
{1699} As with many weapons, the kama was adapted for combat by the peasants that used them as farming implements, often because they were forbidden from owning swords or the like. 
{1700} Improved Expertise Mode
{1701} Whatever can be said of the orc race, there is no doubting the impact they have had on warfare. The orc double axe is a perfect example, patterned after their "One blade good, two blades better!" wisdom.
{1702} The two-bladed sword is a marriage of concepts forged on the battlefield, combining the quickness and versatility of the quarterstaff with the edged effectiveness of two fearsome blades.
{1703} The dire mace is an attempt to combine the versatility of the quarterstaff with the striking power of the mace. 
{1704} The katana is the pinnacle of the swordsmith's craft, combining grace and artful design with razor-edged efficiency. 
{1705} Shuriken are light, easy to conceal, and while they do little damage individually, they can be thrown very quickly. 
{1706} The repeating crossbow is a wonder of engineering, allowing the bearer to attack without the need to reload after each bolt is fired. However, replacing a clip of bolts takes a significant amount of time.
{1707} The wand is potentially a magically-charged item. Powers and effects vary greatly.
{1708} The rod is potentially a magically-charged item. Powers and effects vary greatly. 
{1709} The staff is potentially a magically-charged item. Powers and effects vary greatly. 
{1710} While offering no additional protection, helmets do come in a variety of styles.
{1711} Gauntlets and bracers are a part of most suits of armor, and do not increase their suit's protective abilities unless infused with magic.
{1712} Wearing gloves is usually just a matter of fashion, since they do not afford any protection unless infused with magic.
{1713} Boots come in a variety of forms and functions, but they do not add to the protection given by basic armor unless infused with magic.
{1714} Belts are worn about the midsection, but do not add to the protection given by basic armor unless infused with magic.
{1715} Amulets are necklaces with some form of large decoration or symbol. Most are ornamental, but some are potent magic items.
{1716} Rings are commonly worn on the fingers as ornamentation, but some are potent magic items.
{1717} The tower shield is a veritable wall of protection, though it can be quite cumbersome to carry on an adventure.
{1718} Spell scrolls bear magic runes and markings that enable them to store the magic of spells. A character who is able can use the scrolls or copy the spell for his own uses.
{1719} Potions store various spells, both beneficial and otherwise, until consumed.
{1720} A healer's kit contains various herbs, bandages, and salves, all of which can be used in conjunction with the Heal skill to heal wounds, cure poison, or remove diseases.
{1721} A trap kit contains various clamps, trip wires, and miscellaneous tools all designed to aid in setting traps. It is used in conjunction with the Set Traps skill to increase the chances of success.
{1722} A set of thieves' tools includes skeleton keys, long metal picks, and assorted other tools that are all used in conjunction with the Open Lock skill to aid in the chances of success.
{1723} Keys come in a variety of shapes for all manner of locks. 
{1724} A small leather or cloth container used for carrying miscellaneous objects.
{1725} Torches are little more than wooden rods topped by flax or cloth and soaked in tallow or some other flammable liquid. Very useful except when one wishes to be stealthy.
{1726} There is nothing special about this item.
{1727} Basic clothing provides fashion and style but does not confer an armor bonus.
{1728} Padded armor features quilted layers of cloth and batting. It gets hot quickly and can become foul with sweat, grime, lice, and fleas.
{1729} The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather.
{1730} This armor is made from tough but flexible leather (not hardened leather, as with normal leather armor) reinforced with close-set metal rivets.
{1731} A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows.
{1732} This armor is made of interlocking metal rings. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time.
{1733} This armor is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement. Straps and buckles distribute the weight evenly.
{1734} This armor is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas. Buckles and straps hold the whole suit together and distribute the weight, but the armor still hangs more loosely than full plate.
{1735} 
{1736} This armor consists of shaped and fitted metal plates riveted and interlocked to cover the entire body. The suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Buckles and straps distribute the weight over the body, so full plate hampers movement less than splint mail even though splint is lighter.
{1737} 
{1738} Cancel Improved Expertise Mode
{1739} bitch
{1740} 
{1741} Continue
{1742} End Dialog
{1743} 5 Charges/Use
{1744} 4 Charges/Use
{1745} 3 Charges/Use
{1746} 2 Charges/Use
{1747} 1 Charge/Use
{1748} 0 Charges/Use
{1749} 1 Use/Day
{1750} 2 Uses/Day
{1751} 3 Uses/Day
{1752} 4 Uses/Day
{1753} 5 Uses/Day
{1754} Unlimited Uses/Day
{1755} Single Use
{1756} 
{1757} bastard
{1758} Combat Expertise Mode Activated
{1759} Combat Expertise Mode Deactivated
{1760} Improved Combat Expertise Mode Activated
{1761} Improved Combat Expertise Mode Deactivated
{1762} Defensive Casting
{1763} Humanoid
{1764} Humanoids
{1765} Cancel Defensive Casting Mode
{1766} Defensive Casting Mode Activated
{1767} Defensive Casting Mode Deactivated
{1768} Spell failed due to defensive casting concentration failure!
{1769} Devastating Critical Hit!
{1770} Devastating Critical Hit!
{1771} Attack Evaded!
{1772} <CUSTOM0> : Epic Dodge : Attack evaded
{1773} Quillfire
{1774} Owl's Insight
{1775} True Seeing
{1776} On Monster Hit
{1777} Turn Resistance
{1778} Massive Criticals
{1779} Freedom of Movement
{1780} 
{1781} Weapon Proficiency (Druid)
{1782} Weapon Proficiency (Monk)
{1783} Weapon Proficiency (Rogue)
{1784} Weapon Proficiency (Wizard)
{1785} Improved Critical (Dagger)
{1786} Improved Critical (Dart)
{1787} Improved Critical (Heavy Crossbow)
{1788} Improved Critical (Light Crossbow)
{1789} Improved Critical (Mace)
{1790} Improved Critical (Morningstar)
{1791} Improved Critical (Quarterstaff)
{1792} Improved Critical (Spear)
{1793} Improved Critical (Sickle)
{1794} Improved Critical (Sling)
{1795} Improved Critical (Unarmed Strike)
{1796} Improved Critical (Longbow)
{1797} Improved Critical (Shortbow)
{1798} Improved Critical (Short Sword)
{1799} Improved Critical (Rapier)
{1800} Improved Critical (Scimitar)
{1801} Improved Critical (Longsword)
{1802} Improved Critical (Greatsword)
{1803} Improved Critical (Handaxe)
{1804} Improved Critical (Throwing Axe)
{1805} Improved Critical (Battleaxe)
{1806} Improved Critical (Greataxe)
{1807} Improved Critical (Halberd)
{1808} Improved Critical (Light Hammer)
{1809} Improved Critical (Flail)
{1810} Improved Critical (Warhammer)
{1811} Improved Critical (Heavy Flail)
{1812} Improved Critical (Kama)
{1813} Improved Critical (Kukri)
{1814} Caster Level(s): Druid 3 
Innate Level: 3
School: Transmutation
Descriptor(s): Poison
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Negates (poison only)
Spell Resistance: No

You throw poisonous quills at a target, doing 1d8 points of damage (+1 per 2 caster levels, max +5). Targets who fail a Fortitude save are poisoned with scorpion venom.
{1815} Improved Critical (Shuriken)
{1816} Improved Critical (Scythe)
{1817} Improved Critical (Katana)
{1818} Improved Critical (Bastard Sword)
{1819} Caster Level(s): Druid 5
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 hour / level
Save: None
Spell Resistance: No

The target gains an enhancement bonus to Wisdom equal to half your caster level.
{1820} Improved Critical (Dire Mace)
{1821} Improved Critical (Double Axe)
{1822} Improved Critical (Two-bladed Sword)
{1823} Weapon Focus (Dagger)
{1824} Weapon Focus (Dart)
{1825} Weapon Focus (Heavy Crossbow)
{1826} Weapon Focus (Light Crossbow)
{1827} Weapon Focus (Mace)
{1828} Weapon Focus (Morningstar)
{1829} Weapon Focus (Quarterstaff)
{1830} Weapon Focus (Spear)
{1831} Weapon Focus (Sickle)
{1832} Weapon Focus (Sling)
{1833} Weapon Focus (Unarmed Strike)
{1834} Weapon Focus (Longbow)
{1835} Weapon Focus (Shortbow)
{1836} Weapon Focus (Short Sword)
{1837} Weapon Focus (Rapier)
{1838} Weapon Focus (Scimitar)
{1839} Weapon Focus (Longsword)
{1840} Weapon Focus (Greatsword)
{1841} Weapon Focus (Handaxe)
{1842} Weapon Focus (Throwing Axe)
{1843} Weapon Focus (Battleaxe)
{1844} Weapon Focus (Greataxe)
{1845} Weapon Focus (Halberd)
{1846} Weapon Focus (Light Hammer)
{1847} Weapon Focus (Flail)
{1848} Weapon Focus (Warhammer)
{1849} Weapon Focus (Heavy Flail)
{1850} Weapon Focus (Kama)
{1851} Weapon Focus (Kukri)
{1852} Electric Jolt<<<CUT>>>
{1853} Weapon Focus (Shuriken)
{1854} Weapon Focus (Scythe)
{1855} Weapon Focus (Katana)
{1856} Weapon Focus (Bastard Sword)
{1857} <<<CUT>>>
Caster Level(s): Wizard / Sorcerer 0 
Innate Level: 0
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The caster does 1d3 points of electrical damage to a target.
{1858} Weapon Focus (Dire Mace)
{1859} Weapon Focus (Double Axe)
{1860} Weapon Focus (Two-bladed Sword)
{1861} Weapon Specialization (Dagger)
{1862} Weapon Specialization (Dart)
{1863} Weapon Specialization (Heavy Crossbow)
{1864} Weapon Specialization (Light Crossbow)
{1865} Weapon Specialization (Mace)
{1866} Weapon Specialization (Morningstar)
{1867} Weapon Specialization (Quarterstaff)
{1868} Weapon Specialization (Spear)
{1869} Weapon Specialization (Sickle)
{1870} Weapon Specialization (Sling)
{1871} Weapon Specialization (Unarmed Strike)
{1872} Weapon Specialization (Longbow)
{1873} Weapon Specialization (Shortbow)
{1874} Weapon Specialization (Short Sword)
{1875} Weapon Specialization (Rapier)
{1876} Weapon Specialization (Scimitar)
{1877} Weapon Specialization (Longsword)
{1878} Weapon Specialization (Greatsword)
{1879} Weapon Specialization (Handaxe)
{1880} Weapon Specialization (Throwing Axe)
{1881} Weapon Specialization (Battleaxe)
{1882} Weapon Specialization (Greataxe)
{1883} Weapon Specialization (Halberd)
{1884} Weapon Specialization (Light Hammer)
{1885} Weapon Specialization (Flail)
{1886} Weapon Specialization (Warhammer)
{1887} Weapon Specialization (Heavy Flail)
{1888} Weapon Specialization (Kama)
{1889} Weapon Specialization (Kukri)
{1890} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

Masses of flame (one per caster level) appear and randomly target and hit any creature in the area of effect. If there are more creatures than balls of flame, only the closest targets will be damaged. If there are more balls of flame than creatures, the excess balls of flame disappear. Each ball of flame explodes for 1d6 points of fire damage per caster level (max 15d6).
{1891} Weapon Specialization (Shuriken)
{1892} Weapon Specialization (Scythe)
{1893} Weapon Specialization (Katana)
{1894} Weapon Specialization (Bastard Sword)
{1895} Firebrand
{1896} Weapon Specialization (Dire Mace)
{1897} Weapon Specialization (Double Axe)
{1898} Weapon Specialization (Two-bladed Sword)
{1899} Spell Focus (Conjuration)
{1900} Spell Focus (Divination)
{1901} Spell Focus (Enchantment)
{1902} Spell Focus (Evocation)
{1903} Spell Focus (Illusion)
{1904} Spell Focus (Necromancy)
{1905} Spell Focus (Transmutation)
{1906} Skill Focus (Animal Empathy)
{1907} Skill Focus (Concentration)
{1908} Skill Focus (Disable Device)
{1909} Skill Focus (Discipline)
{1910} + 6
{1911} Skill Focus (Heal)
{1912} Skill Focus (Hide)
{1913} Skill Focus (Listen)
{1914} Skill Focus (Lore)
{1915} Skill Focus (Move Silently)
{1916} Skill Focus (Open Lock)
{1917} Skill Focus (Parry)
{1918} Skill Focus (Perform)
{1919} Skill Focus (Diplomacy)
{1920} Skill Focus (Sleight of Hand)
{1921} Skill Focus (Search)
{1922} Skill Focus (Set Trap)
{1923} Skill Focus (Spellcraft)
{1924} Skill Focus (Spot)
{1925} + 7
{1926} Skill Focus (Taunt)
{1927} Skill Focus (Use Magic Device)
{1928} Barbarian Fast Movement
{1929} Uncanny Dodge
{1930} Damage Reduction 1/-
{1931} Bardic Knowledge
{1932} Nature Sense
{1933} Animal Companion
{1934} Woodland Stride
{1935} Trackless Step
{1936} Resist Nature's Lure
{1937} Venom Immunity
{1938} Flurry of Blows
{1939} + 8
{1940} Evasion
{1941} Monk Speed
{1942} Still Mind
{1943} Purity of Body
{1944} + 9
{1945} Wholeness of Body
{1946} Improved Evasion
{1947} <i>Ki</i> Strike (Magic)
{1948} Diamond Body
{1949} Diamond Soul
{1950} Perfect Self
{1951} Divine Grace
{1952} +10
{1953} Divine Health
{1954} +11
{1955} Sneak Attack (+1d6)
{1956} Crippling Strike
{1957} Defensive Roll
{1958} Opportunist
{1959} Skill Mastery
{1960} Monster Uncanny Reflex
{1961} Stonecunning
{1962} Darkvision
{1963} Hardiness vs. Poisons
{1964} Hardiness vs. Spells
{1965} Battle Training vs. Orcs
{1966} Battle Training vs. Goblins
{1967} Battle Training vs. Giants
{1968} Skill Affinity (Lore)
{1969} Immunity To Sleep
{1970} Hardiness vs. Enchantments
{1971} Skill Affinity (Listen)
{1972} Skill Affinity (Search)
{1973} Skill Affinity (Spot)
{1974} Keen Sense
{1975} Hardiness vs. Illusions
{1976} Battle Training vs. Reptilians
{1977} Skill Affinity (Concentration)
{1978} Partial Skill Affinity (Listen)
{1979} Partial Skill Affinity (Search)
{1980} Partial Skill Affinity (Spot)
{1981} Skill Affinity (Move Silently)
{1982} Lucky
{1983} Fearless
{1984} Good Aim
{1985} Dwarf
{1986} Elf
{1987} Gnome
{1988} Halfling
{1989} Half-elf
{1990} Half-orc
{1991} Human
{1992} +12
{1993} Badger
{1994} Badger, Dire
{1995} Bat
{1996} Battle Horror
{1997} Bear, Black
{1998} Bear, Brown
{1999} Bear, Polar
{2000} Bear, Dire
{2001} Werebear
{2002} Beetle, Slicer
{2003} Beetle, Fire
{2004} Beetle, Stag
{2005} Beetle, Stink
{2006} Boar
{2007} Boar, Dire
{2008} Bodak
{2009} Golem, Bone
{2010} Bugbear, Chieftain A
{2011} Bugbear Wizard
{2012} Bugbear A
{2013} Chicken
{2014} Child, Male
{2015} Child, Female
{2016} Cow
{2017} Deer
{2018} Doe
{2019} Deer, Stag
{2020} Balor
{2021} Doom Guard
{2022} Doom Knight
{2023} Dragon, Black
{2024} Dragon, Brass
{2025} Dragon, Copper
{2026} Dragon, Silver
{2027} Dragon, Bronze
{2028} Dragon, Gold
{2029} Dragon, Blue
{2030} Dragon, Green
{2031} Dragon, Red
{2032} Dragon, White
{2033} Dryad
{2034} Elemental, Air
{2035} Elemental, Air Elder
{2036} Greater Air Elemental
{2037} Huge Air Elemental
{2038} Elemental, Earth
{2039} Elemental, Earth Elder
{2040} Greater Earth Elemental
{2041} Huge Earth Elemental
{2042} Elemental, Fire
{2043} Elemental, Fire Elder
{2044} Greater Fire Elemental
{2045} Huge Fire Elemental
{2046} Invisible Stalker
{2047} Mist Elemental
{2048} Vampiric Mist
{2049} Elemental, Blood
{2050} Elemental, Water Elder
{2051} Elemental, Water
{2052} Greater Water Elemental
{2053} Huge Water Elemental
{2054} Ettin
{2055} Gargoyle
{2056} Ghast
{2057} Ghost
{2058} Ghoul
{2059} Ghoul Lord
{2060} Giant, Hill
{2061} Giant, Mountain
{2062} Giant, Fire
{2063} Giant, Frost
{2064} Goblin, Chieftain A
{2065} Goblin, Shaman A
{2066} Goblin A
{2067} Golem, Flesh
{2068} Golem, Iron
{2069} Shield Guardian
{2070} Golem, Clay
{2071} Golem, Stone
{2072} Cat
{2073} Cat, Crag Cat
{2074} Cat, Dire Tiger
{2075} Cat, Krenshar
{2076} Cat, Leopard
{2077} Puma
{2078} Werecat
{2079} Helmed Horror
{2080} Vrock
{2081} Hook Horror
{2082} Lantern Archon
{2083} Quasit
{2084} Imp
{2085} Mephit, Air
{2086} Mephit, Dust
{2087} Mephit, Earth
{2088} Mephit, Fire
{2089} Mephit, Ice
{2090} Mephit, Ooze
{2091} Mephit, Water
{2092} Will-O-Wisp
{2093} Intellect Devourer
{2094} Magmin
{2095} Minogon
{2096} Minotaur
{2097} Minotaur, Chieftain
{2098} Minotaur, Shaman
{2099} Mohrg
{2100} Mummy, Greater
{2101} Mummy, Warrior 1
{2102} Nymph
{2103} Ogre A
{2104} Ogre, Chieftain A
{2105} Ogre, Mage A
{2106} Old One Chieftain
{2107} Lizardfolk, Warrior A
{2108} Lizardfolk, Warrior B
{2109} Orc, Chieftain A
{2110} Orc, Shaman A
{2111} Orc A
{2112} Ox
{2113} +13
{2114} Velociraptor
{2115} Raven
{2116} Shadow
{2117} Shadow Fiend
{2118} Skeleton, Mage
{2119} +14
{2120} Skeleton, Warrior
{2121} Slaad, Blue
{2122} Slaad, Death
{2123} Slaad, Gray
{2124} Slaad, Green
{2125} Slaad, Red
{2126} Spectre
{2127} Aranea
{2128} Spider, Dire
{2129} Spider, Giant
{2130} Spider, Phase
{2131} Spider, Blade
{2132} Spider, Wraith
{2133} Succubus
{2134} Troll, Chieftain
{2135} Troll, Shaman
{2136} Ettercap
{2137} Troll
{2138} Umber Hulk
{2139} +15
{2140} Wererat
{2141} Werewolf
{2142} Wight
{2143} Dog, Barghast
{2144} Dog, Blink Dog
{2145} Dog, Dire Wolf
{2146} Dog
{2147} Dog, Fenhound
{2148} Dog, Barghast Greater
{2149} Dog, Hell Hound
{2150} Dog, Shadow Mastiff
{2151} Dog, Wolf
{2152} Dog, Winter Wolf
{2153} Dog, Worg
{2154} Allip
{2155} Wraith
{2156} NWN, Aarin
{2157} NWN, Aribeth 2
{2158} NWN, Haedraline
{2159} NWN, Morag
{2160} NWN, Maugrim
{2161} NWN Sedos
{2162} Yuan-Ti, Priest
{2163} +16
{2164} +17
{2165} Female Beggar
{2166} Male Beggar
{2167} Bloodsailor
{2168} Female Commoner
{2169} Male Commoner
{2170} Dwarf
{2171} Halfling
{2172} Half-Orc
{2173} House Guard
{2174} Knight
{2175} Kurth Soldier
{2176} Luskan Soldier
{2177} Neverwintian Soldier
{2178} Noblewoman
{2179} Nobleman
{2180} Plague Victim
{2181} Priest
{2182} Priestess
{2183} Female Rogue
{2184} Male Rogue
{2185} Zombie, Common
{2186} Zombie, Tyrant Fog
{2187} +18
{2188} Creature Pierce Weapon
{2189} Creature Bludgeon Weapon
{2190} Creature Slash Piercing Weapon
{2191} +19
{2192} +20
{2193} Soak 35 damage
{2194} Bracer
{2195} Shield
{2196} Soak 40 damage
{2197} AC Dodge Modifier
{2198} AC Deflection Modifier
{2199} AC Natural Modifier
{2200} AC Armor Modifier
{2201} AC Shield Modifier
{2202} Sonic
{2203} Uncanny Dodge II
{2204} Uncanny Dodge III
{2205} Uncanny Dodge IV
{2206} Uncanny Dodge V
{2207} Uncanny Dodge VI+
{2208} REUSE
{2209} REUSE
{2210} REUSE
{2211} REUSE
{2212} REUSE
{2213} REUSE
{2214} Level 7
{2215} Level 8
{2216} Level 9
{2217} 
{2218} Weapon Proficiency (Elf)
{2219} Soak 45 damage
{2220} Cloak
{2221} 
{2222} 
{2223} Normal
{2224} Skinny
{2225} Large
{2226} Ability Modified
{2227} Attack Bonus
{2228} Blinded
{2229} Deafened
{2230} Charmed
{2231} Damage Mod
{2232} Damage Immunity
{2233} Damage Reduction
{2234} Damage Resistance
{2235} Dazed
{2236} Dominated
{2237} Entangled
{2238} Fear
{2239} AC Mod
{2240} Paralyzed
{2241} Saving Throws
{2242} Sleep
{2243} SR
{2244} Stunned
{2245} Temp HP
{2246} Soak 50 damage
{2247} 
{2248} 
{2249} Amount: 1
{2250} Amount: 2
{2251} Amount: 3
{2252} Amount: 4
{2253} Amount: 5
{2254} 0. Minor
{2255} 1. Average
{2256} 2. Strong
{2257} 3. Deadly
{2258} Spike
{2259} Holy
{2260} Tangle
{2261} Blob of Acid
{2262} Gas
{2263} 10
{2264} 12
{2265} 14
{2266} 16
{2267} 18
{2268} 20
{2269} 22
{2270} 24
{2271} 26
{2272} 28
{2273} 30
{2274} 32
{2275} Level 0
{2276} Abjuration
{2277} Conjuration
{2278} Divination
{2279} Enchantment
{2280} Evocation
{2281} Illusion
{2282} Necromancy
{2283} Transmutation
{2284} Kukri are heavy, curved daggers with their sharpened edge on the inside arc of the blade. This type of weapon has its roots as a tool, but has been heavily adapted to ritual and warfare.
{2285} Small boxes help with inventory management, providing a place to keep the various smaller items an adventurer collects. The weight of the items within is not reduced, however.
{2286} A heavy shield is effective protection for the adventurer who can afford the added weight and encumbrance.
{2287} When used properly, a light shield can grant lightweight protection with very little encumbrance to the wielder.
{2288} Bastard swords are also known as hand-and-a-half swords, falling between the longsword and greatsword in length.
{2289} Containers are essential for inventory management, and can hold many items, both large and small. The weight of the items within will still be a factor, however, especially when added to that of the container itself.
{2290} While obviously resembling the farm implement it is derived from, a scythe built for war is reinforced to withstand the rigors of combat.
{2291} Commoner
{2292} Commoners
{2293} Choose Available Character
{2294} Miscellaneous Thin Object
{2295} Spells
{2296} Hit Points
{2297} Appearance
{2298} Hit Dice
{2299} Metamagic
{2300} Unlimited Use
{2301} Caster Level
{2302} Scripts
{2303} OnHeartBeat
{2304} OnNotice
{2305} OnSpellCastAt
{2306} OnPhysicalAttacked
{2307} OnDamaged
{2308} OnInventoryDisturbed
{2309} OnCombatRoundEnd
{2310} OnConversation
{2311} OnSpawn
{2312} OnRested
{2313} OnDeath
{2314} OnUserDefined
{2315} Special Abilities
{2316} Rank
{2317} Label
{2318} Level
{2319} Immobile
{2320} Very Slow
{2321} Slow
{2322} Normal
{2323} Fast
{2324} Very Fast
{2325} MicroSet
{2326} Label
{2327} Load Module
{2328} 35/-
{2329} 40/-
{2330} 45/-
{2331} 50/-
{2332} +21
{2333} +22
{2334} +23
{2335} +24
{2336} +25
{2337} +26
{2338} +27
{2339} +28
{2340} +29
{2341} +30
{2342} +31
{2343} +32
{2344} +33
{2345} +34
{2346} +35
{2347} +36
{2348} +37
{2349} +38
{2350} +39
{2351} +40
{2352} +41
{2353} +42
{2354} +43
{2355} +44
{2356} +45
{2357} +46
{2358} +47
{2359} +48
{2360} +49
{2361} +50
{2362} Wounding Whispers<<<CUT>>>
{2363} Amplify
{2364} Etherealness
{2365} Undeath's Eternal Foe
{2366} Dirge
{2367} sec.
{2368} Inferno
{2369} <<<CUT>>>
Caster Level(s): Bard 3 
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster is surrounded with whispers that injure any creature that hits the caster for 1d6 + 1 / level points of sonic damage.
{2370} Caster Level(s): Bard 1 
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: None
Spell Resistance: No

The target gains a +20 bonus to Listen checks.
{2371} Caster Level(s): Cleric 7, Wizard / Sorcerer 7
Innate Level: 7
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / level
Save: None
Spell Resistance: No

You become ethereal, meaning that no other creature can detect you. Attacking or performing a hostile action will make the etherealness vanish.
{2372} Caster Level(s): Cleric 9
Innate Level: 9
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Medium
Duration: 6 seconds / level
Save: None
Spell Resistance: No

You and all of your allies in the area of effect receive the following bonuses: immunity to negative energy damage, immunity to energy drain, immunity to ability score damage, immunity to poisons, and immunity to diseases.
{2373} Caster Level(s): Bard 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: 6 seconds / level
Save: Fortitude negates
Spell Resistance: Yes

Your song draws upon the energies of death and destruction. All enemies in the area of effect suffer 2 points of Strength and Dexterity damage each round. If the enemy leaves the area of effect, their Strength and Dexterity are restored.
{2374} Caster Level(s): Druid 5 
Innate Level: 5
School: Transmutation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: None
Spell Resistance: Yes

You cause the target to burst into flame. Each round the target suffers 2d6 points of fire damage.
{2375} Caster Level(s): Wizard / Sorcerer 4 
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Gargantuan
Duration: Instant
Save: None
Spell Resistance: Yes

A number of energy missiles (one per caster level but to a maximum of 10) appear and randomly target and hit any creature in the area of effect. If there are more creatures than missiles, only the closest targets will be damaged. If there are more missiles than creatures, one of the creatures will be hit with multiple missiles. Each missile does 1d6 points of magic damage.
{2376} Caster Level(s): Wizard / Sorcerer 6 
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Gargantuan
Duration: Instant
Save: None
Spell Resistance: Yes

A number of energy missiles (one per caster level up to a maximum of 10) appear and randomly target and hit any creature in the area of effect.  Each missile does 2d6 points of magic damage.
{2377} Isaac's Lesser Missile Storm
{2378} Isaac's Greater Missile Storm
{2379} The file '%s' already exists. Do you wish to append to it?

Click YES to append to the file.
Click NO to overwrite the file.
Click CANCEL to do nothing.
{2380} Exporting the selected resource and the resources that it depends on would overwrite some resources that already exist in the destination export package.
{2381} will now be ignored.
{2382} will no longer be ignored.
{2383} Add Popup Text
{2384} <CUSTOM0> : Death due to Massive Damage
{2385} Massive Damage!
{2386} At least one object already has a script assigned to its OnUsed event. Do you want it reassigned?
{2387} Setup Store
{2388} Welcome to my shop. Would you like to see my wares?
{2389} Yes. I'd like to see what you have for sale.
{2390} No, thanks.
{2391} Popup Text
{2392} Chat
{2393} Buddy List
{2394} No CD/DVD-ROM drive found.
{2395} Please insert the Neverwinter Nights 2 Play disc.
{2396} Please insert the Neverwinter Nights 2 Play disc.
{2397} Enter the conversation text for the shopkeeper.
{2398} What does the shopkeeper say when the conversation begins?
{2399} What does the player say when the player is not interested?
{2400} (optional) Enter the filename for the shopkeeper's conversation
{2401} (optional) Enter the filename for the script that will open the store
{2402} Choose Store
{2403} Choose the store to use.
{2404} Choose Shopkeeper
{2405} Choose the shopkeeper to use.
{2406} The Store Setup Wizard is now ready to create the store.
{2407} Click Finish to finish setting up the store.
{2408} Tip: If you wish to move the store or the storekeeper later, it is strongly recommended that you move both of them together.
{2409} Wings
{2410} Tail
{2411} Demon
{2412} Protective garments such as this one are usually made by a wizard to protect a clumsy assistant.
{2413} Check the No Permanent Death checkbox to specify that this object will never explode when it dies. The bodies will still disappear unless the script command SetIsDestroyable is called in its OnDeath script.
{2414} What does the player say when the player wishes to see the store?
{2415} Note: the shopkeeper's faction is hostile to player characters. It is strongly recommended to that you change it to the Merchant faction. You can choose the faction by using the menu below.
{2416} Current faction:
{2417} Use selected faction instead:
{2418} Store Setup Wizard
{2419} Replace the current object?
{2420} Plot Wizard
{2421} Plot Giver
{2422} Villain
{2423} Extras
{2424} Abort
{2425} Authentication Failed.
{2426} Cancel
{2427} Update
{2428} Close
{2429} Completed
{2430} Connecting...
{2431} Some files were in use while the patch was being applied. You must reboot your computer for the patch process to successfully complete.

{2432} The library function is currently in use by another process

{2433} Done downloading.
{2434} Download
{2435} Download aborted.
{2436} Downloading 
{2437} Illegal Input Option
{2438} Insufficient Memory
{2439} Invalid Password
{2440} Specified Directory Does Not Exist
{2441} Specified Directory Is Not Valid
{2442} Can not find patch file
{2443} Error Opening Patch File
{2444} Incompatible Patch File. It's possible that you may not have the correct version of the file Patchw32.dll.
{2445} Invalid Patch File
{2446} Failure Creating Backup Directory
{2447} Failure Creating Backup Log File
{2448} Failure Opening Backup Source File
{2449} Failure Opening Backup Destination File
{2450} Failure Writing Backup File
{2451} Old File Does Not Exist
{2452} New File Already Exists
{2453} Failure Opening Old File
{2454} Failure Opening New File
{2455} Failure Writing To File
{2456} Failure Reading From File
{2457} Failure Seeking To Position In File
{2458} Failure Renaming File
{2459} Patch For File Not Found In Patch File
{2460} New File Already Exists
{2461} Verify Of New File Failed
{2462} Failure Creating Overflow File
{2463} Overflow File Write Failure
{2464} Overflow File Read Failure
{2465} Insufficient Disk Space to Apply Patch
{2466} Error opening serialization file
{2467} Error reading serialization file
{2468} Failure Setting File's Time/Date Stamp
{2469} Failure creating temporary file
{2470} Neither command line parameter specified is an existing directory
{2471} Only one file and one directory may be specified on command line
{2472} An incorrect version of the file was found on your system.\r\nThe update was unable to complete, since the file contents were incorrect.
{2473} Error opening error message file
{2474} Error
{2475} There was an error connecting to the patch server. Please check your connection to the Internet.
{2476} Error executing nwn.exe
{2477} FTP Failure.
{2478} *Target grappled!*
{2479} Invalid Host.
{2480} Locate patch file 
{2481} The patch has been aborted
{2482} Patch File Unknown.
{2483} The rtpatch file has been successfully applied
{2484} System Failed to update properly. (Patching failed.)
{2485} Patching File 
{2486} System Updated.
{2487} You are up to date.  No patch file required.
{2488} The patch file failed to download correctly. Checksum failed.
{2489} Insufficient disk space available to update the game.\r\nYou need approximately <000> of disk space available to update.
{2490} Could not write patch file to local drive.
{2491} Latest Game Version Available: 
{2492} Determining the closest server to use.
{2493} Your game version is:
{2494} Error: Rtpatch made a next disk request
{2495} The patching system was updated successfully.
{2496} New patch file could not be found on local drive.
{2497} Unable to backup existing nwupdate file.
{2498} Unable to copy over new nwupdate file.
{2499}  MB
{2500} Game Version Not Found.
{2501} Language Version Not Found.
{2502} Install Directory Not Found.
{2503} An error occurred while applying the patch file.
{2504} Version
{2505} The patching system has been updated and will now restart.\nPress OK to restart and continue patching.
{2506} Shutting down
{2507} A connection to the Internet was not detected.
{2508} Unable to connect to the ftp server.
{2509} Retrieving autopatcher version information
{2510} Retrieving game patch information
{2511} Could not find Patchw32.dll file.
{2512} Could not find Unzip32.dll file.
{2513} Retrieving needed files from the Internet.
{2514} Extracting files from: 
{2515} Copying additional files
{2516} Could not copy the file: 
{2517}  The file may be in use.
{2518} Patching stub file.
{2519} Patching the autopatcher.
{2520} Patching from local file: 
{2521} Your game has been successfully patched.
{2522} Unable to read zip file: 
{2523} inflating: 
{2524} Checksum failed: 
{2525} Checksum passed: 
{2526} Getting latest Patchw32.dll file
{2527} Getting latest unzip32.dll file
{2528} Failed to link to Patchw32.dll. Error: 
{2529} RTPatch returned an unknown result: 
{2530} Cannot find Unzip32.DLL. The Dll must be in the application directory, the path, the Windows directory or the Windows System directory.
{2531} Could not load Unzip32.dll
{2532} The file may be corrupted. You may want to try deleting this file and then attempt to update your game again.
{2533}  registry value not found
{2534} Unable to read language setting from talk table.
{2535} Pinging: 
{2536} Could not retrieve Major version number from update.ini
{2537} Could not retrieve Minor version number from update.ini
{2538} Failed to uncompress file: 
{2539} Copied file: 
{2540} A connection to the Internet was not detected, or the patch server may be down.
{2541} Unable to create directory: 
{2542} Recreating missing registry information.
{2543} The game is not installed. You must install the game.
{2544} No skins available
{2545} Default Skin
{2546} Random Skin
{2547} Copy All
{2548} patched
{2549} Low disk space warning
{2550} The updater needs approximately XXX MB of free disk space to finish patching.\nYou currently have about YYY MB of free space available.\nDo you wish to continue patching?
{2551} Unable to update registry. You must be an administrator in order to update the game.
{2552} Unable to write to the game directory. You must be an administrator in order to update the game.
{2553}  KB
{2554} downloaded
{2555} Time taken to patch game 00:11:22
{2556} You can hold down SHIFT while clicking the Update button, to try and force a connection.
{2557} Windows sockets initialization failed.
{2558} Starting Game...
{2559} It appears that you haven't restarted your computer\r\nsince the last time that you patched the game.\r\nYou must restart your computer to complete the patching process.
{2560} You must restart your computer before patching again.
{2561} Other applications for Neverwinter Nights 2 are currently running.\r\nYou must shut them down before you can patch the game.
{2562} Neverwinter Nights 2 patching system
{2563} Couldn't run <filename>
{2564} Dedicated Internet Connection
{2565} Save Downloaded Patch Files
{2566} File Size: 
{2567} File CheckSum: 
{2568} The patch file may be corrupted. You may need to obtain a new copy of the patch file.
{2569} One or more of your NWN registry entries are missing.\r\nRunning nwn.exe, or nwupdate.exe will rebuild them for you.
{2570} Unable to open file: manifest.txt
{2571} Unable to copy file.
{2572} Cancel
{2573} Installing...
{2574} Confirmation
{2575} Overwrite existing file: <filename>
{2576} 00 invalid files were found that were not installed.
{2577} 1 invalid file was found and not installed.
{2578} Warning
{2579} 000 files were successfully installed.
{2580} 1 file was successfully installed.
{2581} No files were installed.
{2582} Filename
{2583} Type
{2584} Size (Bytes)
{2585} Neverwinter Nights Content Installer Creator - Untitled
{2586} You must choose a filename for your creation.
{2587} Couldn't find registry entries.\r\nRe-run nwn.exe or nwupdate.exe to rebuild your registry entries.
{2588} Unable to build. Couldn't find the file utils\nwcontinst.exe
{2589} Unable to open manifest.txt file for writing.
{2590} There was an error compressing the file.
{2591} Couldn't open utils\nwsfx.exe for reading.
{2592} Couldn't open Zip file for reading.
{2593} NWN Content Files (*.mod;*.hak;*.txt;*.bmu)
{2594} Add:
{2595} A manifest.txt file will be automatically created for you.\r\nYou are not allowed to add a file called manifest.txt.
{2596} Text Document
{2597} NWN Module
{2598} NWN Hak Pak
{2599} Unsupported
{2600} MD5 Checksum
{2601} Only mod, hak, txt, bmu and nrl files are valid file types
{2602} Neverwinter Nights Content Installer Creator - 
{2603} Unable to build. Couldn't find the file utils\nwsfx.exe
{2604} NWN Resource List (*.nrl)
{2605} Unable to open <filename> file for writing.
{2606} NWN Resource List (*.nrl)
{2607} Unable to open <filename> file for reading.
{2608} The file <filename> could not be found.\r\nThe information for this file was not loaded.
{2609} All Files (*.*)
{2610} The file <filename> does not appear to be a valid file.
{2611} Warning
{2612} No module or hak pack file is associated with the file <filename1>.\r\nIf you wish to include this text file, your build must also contain either a <filename2> or <filename3> file.
{2613} You must include a <filename1> readme file for your <filename2> file.
{2614} You must include a <filename1> readme file for your <filename2> file.
{2615} The file <filename> is not a supported file type.
{2616} Do you want to save the changes to your resource list before closing?
{2617} Question
{2618} Unable to read a file for compressing.
{2619} Unable to read the file <filename> for compressing.
{2620} The file <filename> was not found.
{2621} Unable to open the file <filename> for writing.
{2622} Success
{2623} Successfully created manifest.txt file.
{2624} Opening a new working file list will cause you to lose your current list.\r\nDo you want to continue?
{2625} Build aborted
{2626} Compressing file: <filename>
{2627} Building the self-installing file: <filename>
{2628} Done
{2629} Failed to open <filename> for writing.
{2630} Open in Notepad
{2631} Open in Hak Pak Editor
{2632} Open in NWN Toolset
{2633} Remove Selected\tDelete
{2634} Add Resource\tInsert
{2635} Select All\tCtrl-A
{2636} The file name can not contain any of the following characters .\\/:*?\\"<>|
{2637} MD5 Checksum
{2638} Do you want to allow other people to vote on your module through BioWare's Neverwinter Nights voting server?
{2639} Successfully created the self-installing user content file <filename>
{2640} A self-installing file of this name already exists.\r\nDo you want to overwrite the existing file?
{2641} Login
{2642} Player Name:
{2643} Password:
{2644} Error
{2645} Result
{2646} Successfully saved the file <filename>
{2647} Unexpected response from mater server.\r\nUnable to register module for voting.
{2648} There was a problem registering with the master sever.\r\nPlease try again later.
{2649} Master Server Returned Success.
{2650} Failed to Login.\r\nMake sure that you typed in your Player Name and Password correctly.
{2651} Self-Installing File Name:
{2652} Sound File
{2653} Use high resolution font
{2654} Plot Nodes
{2655} Plot Manager File
{2656} Plot Blueprint File
{2657} Ignore Player
{2658} Add To Buddy List
{2659} Do you have a Read Me file for the module <filename1>.mod?\nIf you include a Read Me file named <filename2>.txt it will be installed along with your module.
{2660} Do you have a Read Me file for the Hak Pack <filename1>.hak?\nIf you include a Read Me file named <filename2>.txt it will be installed along with your Hak Pack
{2661} Additional Filters
{2662} Filters
{2663} Bane
{2664} Caster Level(s): Cleric 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 60 seconds / level
Save: Will negates
Spell Resistance: Yes

Bane fills your enemies with fear and doubt. They suffer a -1 penalty on their attack rolls and a -1 penalty on saving throws against fear.
{2665} Caster Level(s): Cleric 1
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / level
Save: None
Spell Resistance: No

The target gains a +2 deflection bonus to their armor class, with an additional +1 bonus for every six caster levels you have (maximum of +5).
{2666} Shield of Faith
{2667} Planar Ally
{2668} Caster Level(s): Cleric 6
Innate Level: 6
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: None
Spell Resistance: No

You summon an outsider to assist you in battle. The type of outsider that appears depends on your alignment:
Evil: Succubus
Neutral: Sylph
Good: Celestial Bear
{2669} Caster Level(s): Druid 1, Ranger 1 
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: None
Spell Resistance: No

This spell strengthens your animal companion, giving it +1 to hit and +1 to damage. It also grants the creature the ability to strike as if it were a +1 weapon (so it can bypass other creatures' damage reduction).
{2670} Magic Fang
{2671} Spike Growth
{2672} Caster Level(s): Druid 3, Ranger 2 
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 1 hour / level
Save: Reflex partial
Spell Resistance: Yes

This spell covers the terrain with small spikes. Any creature will suffer 1d4 points of damage each round that they remain within the affected area. These spikes damage the victim's legs, so that even once they are free of the spike growth, their movement rate is slowed for a day.
{2673} Caster Level(s): Druid 2, Ranger 2 , Plant 2
Innate Level: 4
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 1 hour / level
Save: None
Spell Resistance: No

All allies in the area of effect gain a +10 bonus to their Hide checks.
{2674} Mass Camouflage
{2675} Expeditious Retreat
{2676} Caster Level(s): Bard 1, Wizard / Sorcerer 1 
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / level
Save: None
Spell Resistance: No

Your movement rate increases to 150% normal. This spell does not stack with <i>haste.</i>
{2677} Caster Level(s): Bard 1, Wizard / Sorcerer 2
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: Will negates
Spell Resistance: Yes

This spell causes the target to begin laughing hysterically. The target will be unable to defend itself until the spell wears off. A creature whose racial type is different from yours gains a +4 bonus on its saving throw because humor doesn't 'translate' well.
{2678} Tasha's Hideous Laughter
{2679} Displacement
{2680} Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Descriptor(s):
Component(s): Verbal
Range: Touch
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: None
Spell Resistance: No

The target appears to be a few feet from its actual location. The target is treated as having concealment against all attacks.
{2681} Caster Level(s): Druid 2, Bard 3, Wizard / Sorcerer 2
Innate Level: 3
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Fortitude negates
Spell Resistance: Yes

This spell creates a blast of air that knocks down any creatures failing their saving throws. It is also powerful enough to disperse any area of effect spells (such as <i>cloudkill</i>) that are in the path of the wind gust.
{2682} Gust of Wind
{2683} Bigby's Interposing Hand
{2684} Bigby's Forceful Hand
{2685} Bigby's Grasping Hand
{2686} Bigby's Clenched Fist
{2687} Bigby's Crushing Hand
{2688} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: None
Spell Resistance: Yes

A giant hand appears over the target, making it difficult for him to attack. He receives a -10 penalty to all attack rolls for the duration of the spell.
{2689} Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: None
Spell Resistance: Yes

A giant hand appears and attempts to bull rush one target. The hand gains a +14 bonus on its Strength check. A target that is bull rushed is knocked down and is dazed for the duration of the spell.
{2690} Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: None
Spell Resistance: Yes

A giant hand appears and attacks the target. If the hand hits and succeeds in a grapple check the opponent will be held for the duration of the spell.
{2691} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: Fortitude
Spell Resistance: Yes

A giant hand appears and attacks the target, once each round for the duration of the spell. Each hit causes 1d8+11 points of bludgeoning damage to the target and if they fail their saving throw they are stunned for that round as well.
{2692} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: Fortitude
Spell Resistance: Yes

A giant hand appears and attacks the target. If it hits and succeeds in a grapple check, the target is held fast for the duration of the spell and suffers 2d6+12 points of damage each round.
{2693} Appraise
{2694} Ability: Intelligence.
Requires Training: No.
Classes: All.

The higher the character's skill the better the price received when selling or purchasing goods.

Check: The character makes an opposed roll against the merchant's Appraise skill. If the merchant wins, the characters pay more for the goods in the store. If the character wins, they pay less. The first time the player interacts with a merchant dictates the prices in that store until their Appraise skill improves.
Use: Automatic in stores.
{2695} Tumble
{2696} Ability: Dexterity.
Requires Training: Yes.
Classes: All.

The character with high tumbling is able to roll away from attacks during combat, positioning themselves safely at all times. Anytime the character might receive an attack of opportunity for moving past enemies, they will automatically attempt a tumble check against a DC of 15. If successful the attack is avoided. For every ten ranks in this skill (not including Dexterity bonus) the character's armor class is also improved by +1.
Check: DC 15 to avoid attack of opportunity while moving.
Use: Automatic.
{2697} Craft Trap
{2698} Ability: Intelligence.
Requires Training: No.
Classes: All.

The character using this skill can combine raw components to form various trap kits. Creating a trap kit requires a trap kit mold, which can be purchased from many merchants throughout the game, a number of elemental components (see below), and access to a blacksmith's workbench and a Smith's Hammer item. To create a trap, place the trap mold and all elemental components into the workbench's inventory, then use the Smith Hammer item on thne workbench.

To create a specific type of trap, you need the appropriate elemental components, as follows:

Acid Splash Trap: Acid Flask
Acid Blob Trap: Acid Flask and Tanglefoot Bag
Electrical Trap: Quartz Crystal
Fire Trap: Alchemist's Fire
Frost Trap: Coldstone
Gas Trap: Choking Powder
Holy Trap: Holy Water
Negative Energy Trap: Obsidian
Sonic Trap: Thunderstone
Spike Trap: Dagger
Tangle Trap: Tanglefoot Bag

In addition, the power level of the trap is determined by the number of elemental components you use in the crafting of the trap. The power level, in turn, determines the minimum Craft Trap ranks required to create the item.

Minor Trap: 1 elemental component, 5 ranks Craft Trap
Average Trap: 3 elemental components, 10 ranks Craft Trap
Strong Trap: 5 elemental components, 15 ranks Craft Trap
Deadly Trap: 7 elemental components, 20 ranks Craft Trap

Use: Selected.
{2699} Offline
{2700} Craft Trap Skill Successful
{2701} Craft Trap Skill Failed
{2702} Craft Trap Skill Failed. Components lost.
{2703} Missing Read Me file for the module
{2704} Missing Read Me file for the Hak Pack
{2705} You have not included a Read Me file for the module "<filename1>.mod"\nIf you include a Read Me file named "<filename2>.txt" it will be installed along with your module.
{2706} You have not included a Read Me file for the Hak Pack "<filename1>.hak"\nIf you include a Read Me file named "<filename2>.txt" it will be installed along with your Hak Pack
{2707} Couldn't find the support file <filename>\nYou won't be able to build a self-installing executable without this file.
{2708} Please choose a different file name for your self installing file.
{2709} Neverwinter Nights Content Installer
{2710} It appears you are trying to run this application directly.\nYou probably want to be running the NWN Content Installer Creator (nwcontbuild.exe).
{2711} You either tried to run the Neverwinter Nights Content Installer directly,\nor some thing has gone terribly wrong.
{2712} Alchemist's Fire
{2713} Tanglefoot Bag
{2714} Holy Water
{2715} Choking Powder
{2716} Thunderstone
{2717} Acid Flask
{2718} File
{2719} Build Self-Installing Executable\tF7
{2720} Build Manifest.txt\tCtrl-M
{2721} Open Resource List\tCtrl-O
{2722} Save Resource List\tCtrl-S
{2723} Save Resource List As...
{2724} Exit\tAlt-F4
{2725} Resource
{2726} Add\tInsert
{2727} Remove\tDelete
{2728} Help
{2729} About
{2730} Grenadelike
{2731} Grenades are small flasks or containers that when thrown at an enemy (or on the ground) will explode, generally causing damage of some sort.
{2732} <CUSTOM0> throws grenade-like weapon.
{2733} Chickenegg
{2734} Caltrops
{2735} Manipulate Portal Stone
{2736} Do you want to install <filename>?
{2737} A bad tile group was found on Row %d and Column %d. It was removed from the map.
{2738} Ping Less than 50
{2739} Ping Less than 100
{2740} Ping Less than 250
{2741} Ping Less than 500
{2742} Filter by Ping
{2743} Hide Empty Servers
{2744} Hide Full Servers
{2745} Running Module:
{2746} CD Keys
{2747} IP Addresses
{2748} Player Names
{2749} Caster Level(s): Druid 3,  Ranger 3 
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: None
Spell Resistance: No

This spell strengthens your animal companion, giving its attacks a +1 enhancement bonus to attack and damage for every three caster levels you have (maximum of +5).
{2750} Target won strength check
{2751} Improved Initiative
{2752} Type of Feat: General
Prerequisite: None.
Specifics: The character gains a +4 bonus to initiative checks.
Use: Automatic.
{2753} Artist
{2754} Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +2 bonus on Perform and Diplomacy checks.
Use: Automatic.
{2755} Blooded
{2756} Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +2 bonus on Initiative and a +2 bonus on Spot checks.
Use: Automatic.
{2757} Bullheaded
{2758} Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +2 bonus on resisting Taunts and a +1 bonus on Will saving throws.
Use: Automatic.
{2759} Courteous Magocracy
{2760} Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +2 bonus on Lore checks and Spellcraft checks.
Use: Automatic.
{2761} Luck of Heroes
{2762} Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +1 bonus on all saving throws as well as a +1 luck bonus to Armor Class.
Use: Automatic.
{2763} Resist Poison
{2764} Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +4 bonus on Fortitude saving throws against poison.
Use: Automatic.
{2765} Silver Palm
{2766} Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +2 bonus on Appraise, Bluff, and Diplomacy checks.
Use: Automatic.
{2767} Stone Bones<<<CUT>>>
{2768} <<<CUT>>>
Caster Level(s): Wizard / Sorcerer 2, Cleric 2
Innate Level: 2
School: Transmutation
Descriptor(s): Magical Armor
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One undead creature
Duration: 10 minutes / level
Additional Counter Spells:
Save: Harmless
Spell Resistance: No

You cause the target undead to gain a +3 natural armor class bonus, due to the thickening of its bones.
{2769} Snake Blood
{2770} Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +1 bonus on Reflex saves. Also, any saving throws versus poison gain an additional +2 bonus.
Use: Automatic.
{2771} Stealthy
{2772} Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +2 bonus on Hide and Move Silently checks.
Use: Automatic.
{2773} Combat Expertise
{2774} Type of Feat: General
Prerequisite: Int 13+.
Required for: Feint, Improved Combat Expertise, Whirlwind Attack
Specifics: A character with this feat can make defensive attacks, gaining a +3 bonus to AC but receiving a -3 penalty to attack rolls.
Use: Combat Mode.
{2775} Strong Soul
{2776} Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +1 bonus to Fortitude and Will saving throws, as well as a +1 bonus to any saving throw versus Death magic.
Use: Automatic.
{2777} Improved Combat Expertise
{2778} Type of Feat: General
Prerequisite: Int 13+, Combat Expertise, base attack bonus +6 or higher.
Specifics: A character with this feat can make improved defensive attacks, gaining a +6 bonus to AC but receiving a -6 penalty to attack rolls.
Use: Combat Mode.
{2779} Great Cleave
{2780} Type of Feat: General
Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus +4 or higher.
Specifics: As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent.
Use: Automatic.
{2781} Spring Attack
{2782} Type of Feat: General
Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus +4 or higher.
Required for: Whirlwind Attack
Specifics: Enemies do not get attacks of opportunity against the character when the character is moving around in combat. 
Use: Automatic.
{2783} Greater Spell Focus (Abjuration)
{2784} Greater Spell Focus (Conjuration)
{2785} Greater Spell Focus (Divination)
{2786} Greater Spell Focus (Enchantment)
{2787} Greater Spell Focus (Evocation)
{2788} Greater Spell Focus (Illusion)
{2789} Greater Spell Focus (Necromancy)
{2790} Greater Spell Focus (Transmutation)
{2791} Type of Feat: General
Prerequisite: Spell Focus.
Specifics: A character becomes even more adept with spells of a particular school of magic. The character gains a +2 bonus to the spell save DC for all spells of the chosen school.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different school of magic in each case.
{2792} Greater Spell Penetration
{2793} Type of Feat: General
Prerequisite: Spell Penetration.
Specifics: The character gains a +4 bonus on caster level checks to beat a creature's spell resistance.
Use: Automatic.
{2794} Thug
{2795} Type of Feat: Background Trait
Prerequisite: Can only take this feat at 1st-level.
Specifics: Character gains a +2 bonus on Initiative checks and a +2 bonus on Appraise and Intimidate checks.
Use: Automatic.
{2796} Undeath to Death
{2797} Caster Level(s): Wizard / Sorcerer 6, Cleric 6
Innate Level: 6
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instantaneous
Save: Will negates
Spell Resistance: Yes

This spell slays 1d4 HD worth of undead creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those closest to the point of origin of the burst are affected first.
{2798} Skill Focus (Appraise)
{2799} Skill Focus (Tumble)
{2800} Skill Focus (Craft Trap)
{2801} Blind-Fight
{2802} Type of Feat: General
Prerequisite: None.
Specifics: This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to reroll its miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee. Red dragon disciples automatically gain this feat at 5th level.
Use: Automatic.
{2803} Dirty Fighting
{2804} Type of Feat: General
Prerequisite: Base attack bonus +2.
Specifics: The character knows brutal and effective fighting tactics. By sacrificing all other attacks during the round, the character can elect to perform a dirty fighting move that will deal an extra 1d4 points of damage. This mode cannot be used with power attack.
Use: Combat Mode.
{2805} Extra Stunning Attacks
{2806} Type of Feat: General
Prerequisite: Base attack bonus +2, Stunning Fist.
Specifics: The character gains 3 extra stunning attacks per day.
Use: Automatic.
{2807} Rapid Reload
{2808} Type of Feat: General
Prerequisite: Base attack bonus +2.
Specifics: The character is able to reload so quickly that they get the same number of attacks with any crossbow as they would if they were using a normal bow.
Use: Automatic.
{2809} Zen Archery
{2810} Type of Feat: General
Prerequisite: Base attack bonus +3, Wis 13+.
Specifics: Wisdom guides the character's ranged attacks, letting them use their Wisdom modifier, if it is higher, instead of their Dexterity when firing ranged weapons.
Use: Automatic.
{2811} Divine Might
{2812} Type of Feat: General
Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack.
Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus.
Use: Selected.
{2813} Divine Shield
{2814} Type of Feat: General
Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack.
Specifics: The character may spend one of his turn undead attempts to add his Charisma bonus to his armor class for a number of rounds equal to the Charisma bonus.
Use: Selected.
{2815} Arcane Defense (Abjuration)
{2816} Arcane Defense (Conjuration)
{2817} Arcane Defense (Divination)
{2818} Arcane Defense (Enchantment)
{2819} Arcane Defense (Evocation)
{2820} Arcane Defense (Illusion)
{2821} Arcane Defense (Necromancy)
{2822} Arcane Defense (Transmutation)
{2823} Type of Feat: General
Prerequisite: Spell focus in the chosen school.
Specifics: Character gains a +2 bonus to saving throws versus the chosen school of magic.
Use: Automatic.
{2824} Extra Music
{2825} Type of Feat: General
Prerequisite: Bard Song.
Specifics: The character may use bard song four extra times per day.
Use: Automatic.
{2826} Lingering Song
{2827} Type of Feat: General
Prerequisite: Bard Song.
Specifics: The character's bard songs last an additional 5 rounds.
Use: Automatic.
{2828} Resist Disease
{2829} Type of Feat: General
Prerequisite: None.
Specifics: Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease.
Use: Automatic.
{2830} Resist Cold Energy
{2831} Resist Acid Energy
{2832} Resist Fire Energy
{2833} Resist Electrical Energy
{2834} Resist Sonic Energy
{2835} Type of Feat: General
Prerequisite: Base Fort save bonus +8
Specifics: Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored).
Use: Automatic.
{2836} Aura of Glory - Cursed
{2837} Haste-Slow
{2838} Greater Spell Focus
{2839} Arcane Defense
{2840} Resist Energy
{2841} Circle Kick
{2842} Type of Feat: General
Prerequisite: Base attack bonus +3, Dex 15+, Improved Unarmed Strike.
Specifics: If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another, nearby enemy. There is a maximum of one free attack per round.
Use: Automatic.
{2843} The selected module name was invalid.
A module name may not contain any of the following characters:
 \ / : * ? . " < > |
{2844} Add Buddy
{2845} Remove Buddy
{2846} Ruins
{2847} Desert
{2848} Chasm
{2849} Trail
{2850} Trench
{2851} Walkway
{2852} Partition
{2853} Kobold, Thug
{2854} Medusa
{2855} Kobold, Shaman
{2856} Gorgon
{2857} Kobold A
{2858} Basilisk
{2859} Kobold, Footpad
{2860} Lizard
{2861} Basilisk
{2862} Giant Lizard
{2863} Dire Lizard
{2864} Shocker Lizard
{2865} Manticore
{2866} Kobold, Healer
{2867} Kobold B
{2868} Sphinx
{2869} Gynosphinx
{2870} Faerie Dragon
{2871} Pseudodragon
{2872} Stinger
{2873} Stingers
{2874} Stinger Warrior
{2875} Stinger Chieftain
{2876} Stinger Mage
{2877} Stinger A
{2878} Stinger B
{2879} Stinger, Warrior A
{2880} Stinger, Warrior B
{2881} Stinger, Chieftain A
{2882} Stinger, Chieftain B
{2883} Stinger, Mage A
{2884} Stinger, Mage B
{2885} Formian
{2886} Formians
{2887} Formian Worker
{2888} Formian Warrior
{2889} Formian Myrmarch
{2890} Formian Queen
{2891} Formian, Worker A
{2892} Formian, Worker B
{2893} Formian, Warrior A
{2894} Formian, Warrior B
{2895} Formian, Myrmarch
{2896} Formian, Queen
{2897} Female Frost Giant
{2898} Female Fire Giant
{2899} Asabi
{2900} Asabi Warrior
{2901} Asabi Chieftain
{2902} Asabi Shaman
{2903} Asabi A
{2904} Asabi B
{2905} Asabi, Warrior A
{2906} Asabi, Warrior B
{2907} Asabi, Chieftain A
{2908} Asabi, Chieftain B
{2909} Asabi, Shaman A
{2910} Asabi, Shaman B
{2911} Wyrmling
{2912} Wyrmling, Red
{2913} Wyrmling, Blue
{2914} Wyrmling, Black
{2915} Wyrmling, Green
{2916} Wyrmling, White
{2917} Wyrmling, Brass
{2918} Wyrmling, Copper
{2919} Wyrmling, Bronze
{2920} Wyrmling, Silver
{2921} Wyrmling, Gold
{2922} Cast
{2923} Greater Magic Fang
{2924} Kobold
{2925} Kobold Thug
{2926} Kobold Shaman
{2927} Kobolds are small humanoids, dangerous only in great numbers.
{2928} Kobold
{2929} Kobold, Thug
{2930} Kobold, Shaman
{2931} Loading Plots
{2932} Slot Number
{2933} Kobold Footpad
{2934} Kobold Healer
{2935} The script debugger is running.
Please switch focus to the debugger in
order to continue.
{2936} Hide in Plain Sight
{2937} Shadow Daze
{2938} Summon Shadow
{2939} Shadow Evade
{2940} Type of Feat: Class
Prerequisite: Shadowdancer level 1.
Specifics: The shadowdancer is able to use the Hide skill even while being observed. Note: This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.
Use: Automatic.
{2941} Type of Feat: Class
Prerequisite: Shadowdancer 3.
Specifics: Once per day the shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds.
Use: Selected.
{2942} Type of Feat: Class
Prerequisite: Shadowdancer level 3.
Specifics: Once per day, the shadowdancer can summon in a shadow. This shadow is extremely difficult to turn and becomes more powerful as the shadowdancer gains levels. The shadow remains for 24 hours.
Use: Selected.
{2943} Type of Feat: Class
Prerequisite: Shadowdancer level 4.
Specifics: Three times per day the shadowdancer can call upon the shadows in the area to help conceal her. She gains a 5% concealment bonus, damage reduction of 5/magic and a +1 dodge AC. This improves to 10% concealment, 5/alchemical silver damage reduction, and +2 dodge AC bonus at level 6. At 8th level it becomes 15% concealment, 10/alchemical silver damage reduction and +3 dodge AC. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction and a +4 dodge AC bonus. The effects last for 3 rounds, regardless of level.
Use: Selected.
{2944} Shadowdancer
{2945} Shadowdancers
{2946} shadowdancer
{2947} <color=Gold><b>Shadowdancer</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met. Rogues, bards, and monks make excellent shadowdancers. Fighters, barbarians, rangers, and paladins also find that shadowdancer abilities allow them to strike at their opponents with surprise and skill. Wizard, sorcerer, cleric, and druid shadowdancers employ the defensive capabilities inherent in the prestige class to allow them to cast their spells from safety and move away quickly. Despite their link with shadows and trickery, shadowdancers are as often good as evil.

<color=Gold>Requirements:</color>

<b>Skills:</b> Move Silently 8 ranks, Hide 10 ranks, Tumble 5 ranks.

<b>Feats:</b> Dodge, Mobility.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d8

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Reflex.

- <b>Weapon Proficiencies:</b> Simple weapons.

- <b>Armor Proficiencies:</b> Light armor.

- <b>Skill Points:</b> 6 + Int modifier.

- <b>Class Skills:</b> Bluff, Craft Trap, Diplomacy, Hide, Listen, Move Silently, Parry, Search, Sleight of Hand, Spot, and Tumble.

- <b>Hide in Plain Sight:</b> At 1st level, a shadowdancer may attempt to enter stealth mode even while being observed. If the attempt fails, the shadowdancer may try again in 15 seconds.

- <b>Darkvision:</b> At 2nd level, the shadowdancer gains darkvision, as the dwarf racial ability.

- <b>Evasion:</b> At 2nd level, whenever a shadowdancer succeeds on a Reflex save against any effect which allows a save for half damage (such as a fireball spell), the shadowdancer takes no damage.

- <b>Uncanny Dodge:</b> At 2nd level, the shadowdancer always retains his Dexterity bonus to AC, even if caught flat-footed.

- <b>Summon Shadow:</b> Once per day, a 3rd-level shadowdancer can use summon shadow as a spell-like ability.

- <b>Shadow Daze:</b> Once per day the shadowdancer may inflict an illusory daze upon a target. This daze lasts for 5 rounds.

- <b>Shadow Evade:</b> At 4th level, a shadowdancer may conceal herself in shadow. For 3 rounds, the shadowdancer has a 5% concealment bonus, 5/magic damage reduction and +1 dodge AC bonus. At 6th level, the bonus becomes 10% concealment, 5/alchemical silver damage reduction, and +2 dodge AC bonus at level 6. At 8th level it becomes 15% concealment, 10/alchemical silver damage reduction and +3 dodge AC. At 10th level, Shadow Evade grants 20% concealment, 10/adamantine damage reduction and a +4 dodge AC bonus.

- <b>Defensive Roll:</b> At 5th level, when a shadowdancer suffers damage from an attack that would put her below 1 hit point, she may make a Reflex save to suffer only half damage. This ability is used automatically, but only works once per day.

- <b>Improved Uncanny Dodge:</b> A 5th-level shadowdancer cannot be sneak attacked except by a character with four more total levels in classes that grant sneak attack than her character level.

- <b>Slippery Mind:</b> At 7th-level, the shadowdancer becomes so cunning and elusive that even her mind is hard to pin down. Whenever the shadowdancer fails a saving throw against an enchantment spell or effect, she may immediately reroll the saving throw once, keeping the better of the two results.

- <b>Improved Evasion:</b> At 10th level, the shadowdancer's evasion ability improves. Now, she take only half damage even on failed Reflex saves.
{2948} Deneir's Eye
{2949} Tymora's Smile
{2950} Lliira's Heart
{2951} Craft Harper Item
{2952} Type of Feat: Class
Prerequisite: Harper agent level 2.
Specifics: The harper receives a +3 saving throw bonus vs. traps.
Use: Automatic.
{2953} Type of Feat: Class
Prerequisite: Harper agent level 3.
Specifics: Once per day, the harper or a target receives a +2 saving throw bonus on all saving throws for 5 turns.
Use: Selected.
{2954} Type of Feat: Class
Prerequisite: Harper agent level 2.
Specifics: The harper agent receives a +2 saving throw bonus against mind-affecting spells.
Use: Automatic.
{2955} Type of Feat: Class
Prerequisite: Harper Scout level 5.
Specifics: Once per day, the harper may make a magical potion.
Use: Selected.
{2956} Harper Agent
{2957} Harpers
{2958} harper
{2959} <color=Gold><b>Harper Agent</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

The semi-secret organization known as the Harpers has members scattered all across the region. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the "field agents" of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Bards are the most common candidates fo the Harper agent prestige class, but they are by no means the only qualified characters. Rangers, rogues, sorcerers, and wizards all possess the diversity of skill and ability necessary to become Harper agents. Barbarians, fighters, and paladins rarely become Harper agents because they lack the subtlety for the work. 

A character can achieve a maximum of 5 levels in the Harper agent prestige class.

<color=Gold>Requirements:</color>

<b>Alignment:</b> Any nonevil.

<b>Skills:</b> Diplomacy 8 ranks, Lore 4 ranks, Survival 2 ranks.

<b>Feats:</b> Alertness, Iron Will

<b>Spellcasting:</b> You must have at least one level of a spellcasting class to become a Harper agent.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Will.

- <b>Weapon Proficiencies:</b> Simple weapons.

- <b>Armor Proficiencies:</b> Light armor.

- <b>Skill Points:</b> 6 + Int modifier.

- <b>Class Skills:</b> Appraise, Bluff, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Hide, Listen, Lore, Move Silently, Perform, Sleight of Hand, Survival, Taunt and Tumble.

- <b>Spells per Day / Spells Known:</b> Starting at second level and every level after that the Harper agent progresses in a selected spellcasting class. When the player first chooses this prestige class if they have multiple spellcasting classes they choose which one they advance in.

- <b>Harper Knowledge:</b> Like a bard, a Harper agent has a knack for picking up odds and ends of knowledge. This ability works exactly like the bardic knowledge ability of the bard class. If a Harper agent has bard levels, the character's Harper agent levels and bard levels stack for bardic knowledge.

- <b>Deneir's Eye:</b> At 2nd level, the Harper agent gains a +3 sacred bonus to saving throws against traps. This is a supernatural ability.

- <b>Lliira's Heart:</b> At 2nd level, the Harper agent gains a +2 sacred bonus to saving throws against mind-affecting spells. This is a supernatural ability.

- <b>Tymora's Smile:</b> At 3rd level, once per day, the Harper agent or a target receives a +2 sacred bonus on all saving throws for 5 turns. This is a supernatural ability.

- <b>Lurue's Voice:</b> At 4th level, the Harper agent may use this ability to cast <i>dominate animal</i> as per the spell, three times a day.

- <b>Mystra's Boon:</b> At 5th level, the Harper agent gains a +2 sacred bonus on all saves against spells.
{2960} Summoned Shadow Fiend/Lord Properties
{2961} Summoned Shadow Properties
{2962} Hidden Wall Door
{2963} Hidden Wall Door Trigger
{2964} Performance
{2965} Enable Hardware Mouse
{2966} Auto Detect
{2967} Safe Mode
{2968} Disabled
{2969} Type of Feat: Class
Prerequisite: Harper Scout level 2.
Specifics: A harper scout at 2nd level is able to cast the spell Sleep once per day.
Use: Selected.
{2970} Type of Feat: Class
Prerequisite: Harper Scout level 3.
Specifics: A harper scout at 3rd level is able to cast the spell Cat's Grace once per day.
Use: Selected.
{2971} Type of Feat: Class
Prerequisite: Harper Scout level 4.
Specifics: A harper scout at 4th level is able to cast the spell Eagle's Splendor once per day.
Use: Selected.
{2972} Type of Feat: Class
Prerequisite: Harper Scout level 5.
Specifics: A harper scout at 5th level is able to cast the spell Invisibility once per day.
Use: Selected.
{2973} Export
{2974} Hidden Trapdoor
{2975} Hidden Trapdoor Trigger
{2976} Malar Panther
{2977} Sacred to the deity of the savage hunt, Beasts of Malar go to great lengths to slay their prey. Unlike true animals, Beasts of Malar exist only to hunt and slay. At death, the beasts rejoin their deity in his home, where they will be rewarded and reincarnated if the hunt went well. All Beasts of Malar have glossy black fur splattered with red marks on the muzzle, paws, and shoulders. The red markings resemble the pattern left by spraying blood.
{2978} Cat, Malar
{2979} Show Plot
{2980} Props
{2981} Acid Flask
{2982} Alchemist's Fire
{2983} Caltrops
{2984} Choking Powder
{2985} Coldstone
{2986} Holy Water
{2987} Tanglefoot Bag
{2988} Thunderstone
{2989} This glass flask holds a highly corrosive acid. If thrown, the glass shatters, inflicting 1d6 points of damage to anyone hit by the acid.
{2990} Alchemist's Fire is a sticky, adhesive substance that ignites when exposed to air. Anyone hit by it will suffer 1d6 points of fire damage. It may also be used to coat a weapon so it will gain a 1d4 fire damage bonus for a short duration.
{2991} Caltrops resemble large metal jacks with sharpened points rather than balls on the ends of their arms. They can be thrown to cover a small area of effect. For every round that a person is standing on the field of caltrops they take 1 point of damage.  One pouch of caltrops can do a total of 25 points of damage.
{2992} "Choking Powder" is actually a term applied to a number of different powders of various intensities (normal, improved, greater, and perfected). These powders are made from herbs that cause uncontrollable coughing fits. Each pouch of choking powder can create a small stinking cloud that will last for 5 rounds, but the intensity of each varies according to its strength - the greater the powder's strength, the more difficult it is for an opponent to resist. The cloud forces anyone within it to make a Fortitude saving throw or become dazed.

{2993} A coldstone can be crushed to produce a numbing cold. This makes it ideal for creating frost traps.
{2994} A vial of Holy Water will cause 2d4 points of damage to any undead splashed by it.
{2995} This round, small leather bag is full to bursting of an alchemical goo. Once this goo is exposed to air, it becomes tough and resilient, able to hold a creature in place for up to 2 rounds.
{2996} Beast of Malar Properties
{2997} A "Thunderstone" comes in a number of different types, depending on its strength (normal, improved, greater, and perfected), but each has the same effect - it creates a deafening bang when it strikes a hard surface. Any target who fails a Fortitude save will be deaf for 5 rounds. The strength of the Thunderstone will reduce the target's chances of resisting its effects.
{2998} StartCheck>[*Persuade]</Start
{2999} StartCheck>[Successful]</Start

{3000} I'm really sorry. Not that it helps, but like "the fire's out" and "the swelling's gone," it's just kind of nice to hear.
{3001} StartCheck>[Failed]</Start

{3002} Due to the mechanics of Gamespy's system there is a slight possiblility that the name in this list is not the actual name of the player.  To be sure please confirm that it is correct.  If you find it is incorrect you may go to the buddy page and add the name manually.
{3003} Please enter the name of the player you wish to add to your list.
{3004} Gnomish Hand
{3005} Never
{3006} Always
{3007} Only to Buddies
{3008} Allow others to see my status:
{3009} There is no player by that name.  Perhaps it was modified for use on gamespy.  Please chat with the player and find out his/her original player name.
{3010} This player is already on your buddy list.
{3011} Your buddy list is full.  You may only have 32 buddies on your list.  In order to add more you must remove some.
{3012} Action not Authorized by Master Server.  Exit to main menu and try again.  If that did not work you might have to add buddy's to your list through the Neverwinter web site.
{3013} The request has failed.  Please Try again.
{3014} An error occured when trying to change your availability status.  This might be a technical problem.  Please try again later.
{3015} F13
{3016} Step Over
{3017} Step Into
{3018} Watch View
{3019} Call Stack View
{3020} Add Resources...
{3021} Click the "Add Resources..." button to select the resources that you wish to export.
{3022} Rat
{3023} Rat, Dire
{3024} Gnoll
{3025} Gnoll, Shaman
{3026} Attempting to restore game version information.
{3027} You may have to update manually.
{3028} Do you have a Read Me file for the module "<filename1>.mod"?\nIf you include a Read Me file named "<filename2>.txt" it will be installed along with your module.
{3029} Do you have a Read Me file for the Hak Pack "<filename1>.hak"?\nIf you include a Read Me file named "<filename2>.txt" it will be installed along with your Hak Pack
{3030} Missing Read Me file for the module
{3031} Missing Read Me file for the Hak Pack
{3032} You have not included a Read Me file for the module "<filename1>.mod"\nIf you include a Read Me file named "<filename2>.txt" it will be installed along with your module.
{3033} You have not included a Read Me file for the Hak Pack "<filename1>.hak"\nIf you include a Read Me file named "<filename2>.txt" it will be installed along with your Hak Pack
{3034} Couldn't find the support file <filename>\nYou won't be able to build a self-installing executable without this file.
{3035} Please choose a different file name for your self installing file.
{3036} Neverwinter Nights Content Installer Creator
{3037} nwcontbuild Version 1.002
{3038} Copyright  2002 BioWare Corp. 
{3039} NWN Erf
{3040} Movie
{3041} Creating a new file will cause you to lose your current list.\r\nDo you want to continue?
{3042} NWN Character
{3043} New\tCtrl-N
{3044} Flesh to Stone
{3045} Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent*
Save: Fortitude
Spell Resistance: Yes

The subject and all possessions it carries turns into a mindless, inert statue. Only a stone to flesh spell can restore the subject to normal.

* On Normal difficulty or easier, the duration is one round per caster level. Higher difficulty settings make the petrification permanent. If the caster rests, the target will be restored, as if the stone to flesh spell had been cast upon them.
{3046} Stone to Flesh
{3047} Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Save: None
Spell Resistance: No

This spell restores a petrified creature to its normal state, restoring life and goods.
{3048} Value
{3049} Module
{3050} Placeable
{3051} Area of Effect
{3052} Invalid
{3053} Remote IP Address
{3054} Logout
{3055} Hobgoblin
{3056} Hobgoblin, Wizard
{3057} Devil
{3058} Beholder
{3059} Beholder, Mage
{3060} Beholder, Eyeball
{3061} Mephistopheles, Large
{3062} Dracolich
{3063} Drider
{3064} Drider, Chief
{3065} Drow, Rebel
{3066} Drow, Wizard
{3067} Drow, Matron
{3068} Duergar, Slaver
{3069} Duergar, Chief
{3070} Mindflayer
{3071} Mindflayer, Master
{3072} Mindflayer, Alhoon
{3073} Deep Rothe
{3074} Pit Fiend
{3075} Dragon, Shadow
{3076} Harpy
{3077} Golem, Mithral
{3078} Golem,  Adamantium
{3079} Demon, Bebilith
{3080} Svirfneblin, Male
{3081} Svirfneblin, Female
{3082} Dragon, Prismatic
{3083} Slaad, Black
{3084} Slaad, White
{3085} Avariel, Male
{3086} Avariel, Female
{3087} Demilich
{3088} Devil Properties
{3089} Chinese Simplified
{3090} Devil Beard
{3091} Chinese Traditional
{3092} Devil's Longsword
{3093} Japanese
{3094} Polish
{3095} Pit Fiend
{3096} Pit fiends are the undisputed leaders of the baatezu. They are large and powerful humanoids with nasty fangs that drip with a vile green liquid.
{3097} Gnoll
{3098} Gnolls are every bit like the hyena they resemble; Cruel and vicious.
{3099} Gnoll Shaman
{3100} Hobgoblin
{3101} Hobgoblins are larger cousins of goblins. They are organized, aggressive and they delight in warring with other humanoid races.
{3102} Hobgoblin Shaman
{3103} Rat
{3104} The rat has always been seen as the carrier of disease and evil in nature.
{3105} Dire Rat
{3106} Many people dismiss the danger of the dire rat, but their bite can be deadly.
{3107} This is a magical sword, similiar to the blade created when the spell Tenser's Transformation is cast.
{3108} Dire Rat Bite
{3109} Character gained too many hit points.
{3110} bracie
{3111} siostro
{3112} Bracie
{3113} Siostro
{3114} Chopcze
{3115} Dziewczyno
{3116} chopcze
{3117} dziewczyno
{3118} e
{3119} a
{3120} E
{3121} A
{3122} EGO
{3123} EJ
{3124} ego
{3125} ej
{3126} GO
{3127} 
{3128} J
{3129} 
{3130} EMU
{3131} en
{3132} emu
{3133} go
{3134} j
{3135} IM
{3136} im
{3137} I
{3138} i
{3139} MU
{3140} JEJ
{3141} mu
{3142} jej
{3143} Mczyzn
{3144} Kobiet
{3145} mczyzn
{3146} kobiet
{3147} panie
{3148} pani
{3149} Panie
{3150} Pani
{3151} y
{3152} YM
{3153} ym
{3154} 
{3155} 
{3156} O
{3157} 
{3158} o
{3159} i
{3160} I
{3161} Giant, Fire (Female)
{3162} Giant, Frost (Female)
{3163} Lizard, Giant
{3164} Lizard, Dire
{3165} Turf House{1}
{3166} Turf House{2}
{3167} Turf House
{3168} Carpet
{3169} Giant Statue Head
{3170} Giant Statue Foot
{3171} Wall Breach
{3172} Cave Entrance
{3173} Carved Entrance 2x3
{3174} Ruined Entrance 2x2
{3175} Ruined Spires
{3176} Pavilion 2x2
{3177} Minaret
{3178} Marketplace 1x2
{3179} Carved Corner
{3180} Small Tent
{3181} Wrecked Military Tower 3x3
{3182} Cliff Stairs
{3183} Chasm Stairs
{3184} Ruined Tower
{3185} Caravan Wagon 2x2
{3186} Oasis 3x3
{3187} Oasis 2x2
{3188} Oasis
{3189} Ruined Foundation 1 2x2
{3190} Ruined Foundation 2 2x2
{3191} Cloister Walkway 2x2
{3192} Fountain 1x2
{3193} Ruined Building 1x2
{3194} Ruined Doorway 1x2
{3195} Fountain Wall 1x2
{3196} Fountain
{3197} Fire Pit
{3198} Overgrown Garden
{3199} Mosaic
{3200} Mosaic 2x2
{3201} Stage 2x2
{3202} Tent Interior 1 2x2
{3203} Tent Interior 2 2x2
{3204} Stone Barn 1x2
{3205} Airship Docked 2x2
{3206} Giant Wooden Statue
{3207} Turf House 1x2
{3208} Turf House 3
{3209} Water Wheel 2x2
{3210} Snow
{3211} Ice
{3212} Winter
{3213} Plaza
{3214} Avenue
{3215} Entryway
{3216} Side
{3217} Fresco
{3218} Rural Winter
{3219} Snowy Rural
{3220} Desert Interior 1
{3221} Desert Interior 2
{3222} Plaza Wall Breach
{3223} Interior Wall Breach
{3224} Corridor Stairs Up
{3225} Alley Stairs Up
{3226} Corridor Stairs Down
{3227} Alley Stairs Down
{3228} Plaza Fountain 2x2
{3229} Reptile
{3230} 
{3231} 
{3232} 
{3233} 
{3234} 
{3235} 
{3236} 
{3237} 
{3238} 
{3239} 
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{3250} 
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{3255} 
{3256} 
{3257} 
{3258} 
{3259} 
{3260} 
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{3264} 
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{3268} 
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{3310} 
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{3315} 
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{3317} 
{3318} 
{3319} 
{3320} 
{3321} 
{3322} 
{3323} 
{3324} 
{3325} 
{3326} 
{3327} 
{3328} 
{3329} 
{3330} 
{3331} 
{3332} 
{3333} 
{3334} 
{3335} 
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{3337} 
{3338} 
{3339} 
{3340} 
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{3342} 
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{3344} 
{3345} 
{3346} 
{3347} 
{3348} 
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{3350} 
{3351} 
{3352} 
{3353} 
{3354} 
{3355} 
{3356} 
{3357} 
{3358} 
{3359} 
{3360} 
{3361} 
{3362} 
{3363} 
{3364} 
{3365} 
{3366} 
{3367} 
{3368} 
{3369} 
{3370} 
{3371} 
{3372} 
{3373} 
{3374} 
{3375} 
{3376} 
{3377} 
{3378} 
{3379} 
{3380} 
{3381} 
{3382} 
{3383} 
{3384} 
{3385} 
{3386} 
{3387} 
{3388} 
{3389} 
{3390} 
{3391} 
{3392} 
{3393} 
{3394} 
{3395} 
{3396} 
{3397} 
{3398} 
{3399} 
{3400} 
{3401} 
{3402} 
{3403} 
{3404} 
{3405} 
{3406} 
{3407} 
{3408} 
{3409} 
{3410} 
{3411} 
{3412} 
{3413} 
{3414} 
{3415} 
{3416} 
{3417} 
{3418} 
{3419} 
{3420} 
{3421} 
{3422} 
{3423} 
{3424} 
{3425} 
{3426} 
{3427} 
{3428} 
{3429} 
{3430} 
{3431} 
{3432} 
{3433} 
{3434} 
{3435} 
{3436} 
{3437} 
{3438} 
{3439} 
{3440} 
{3441} 
{3442} 
{3443} 
{3444} 
{3445} 
{3446} 
{3447} 
{3448} 
{3449} 
{3450} 
{3451} 
{3452} 
{3453} 
{3454} 
{3455} 
{3456} 
{3457} 
{3458} 
{3459} 
{3460} 
{3461} 
{3462} 
{3463} 
{3464} 
{3465} 
{3466} 
{3467} 
{3468} 
{3469} 
{3470} 
{3471} 
{3472} 
{3473} 
{3474} 
{3475} 
{3476} 
{3477} 
{3478} 
{3479} 
{3480} 
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{3483} 
{3484} 
{3485} 
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{3498} 
{3499} 
{3500} 
{3501} 
{3502} 
{3503} 
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{3505} 
{3506} 
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{3509} 
{3510} 
{3511} 
{3512} 
{3513} 
{3514} 
{3515} 
{3516} 
{3517} 
{3518} 
{3519} 
{3520} 
{3521} 
{3522} 
{3523} 
{3524} 
{3525} 
{3526} 
{3527} 
{3528} 
{3529} 
{3530} 
{3531} 
{3532} 
{3533} 
{3534} 
{3535} 
{3536} 
{3537} 
{3538} 
{3539} 
{3540} 
{3541} 
{3542} 
{3543} 
{3544} 
{3545} 
{3546} 
{3547} 
{3548} 
{3549} 
{3550} 
{3551} 
{3552} 
{3553} 
{3554} 
{3555} 
{3556} 
{3557} 
{3558} 
{3559} No Animation
{3560} Plot Node Wizard
{3561} Basic Information
{3562} Enter some basic information about this subplot. The Plot Name and Comments are purely for your own information. Pick one cast member that the player will interact with in this subplot.
{3563} Plot Node Name
{3564} Cast member to interact with
{3565} What Happens?
{3566} Choose what happens at this point in the plot.
{3567} The player talks to the cast member. The player might receive information, receive a quest, receive an item, give up an item, or any combination of the above.
{3568} Conflict with Villain
{3569} The player meets a villain. The player might talk to the villain. The player probably has to kill the villain. The player might receive an item from the villain.
{3570} Villain talks to player before attacking.
{3571} Villain carries items that drop on death.
{3572} Open a Door or Container
{3573} The player must open an object. The object might be locked, requiring the player to use a key.
{3574} The object contains an item that the player must obtain.
{3575} Conversation Type
{3576} Choose the type of conversation.
{3577} Quest/Informational
{3578} The player talks to the cast member. The player receives a quest, or receives information.
{3579} Non Plot Wizard
{3580} Single Statement
{3581} The cast member says one thing to the player and the conversation immediately ends. The player does not say anything in response.
{3582} Exchange Items
{3583} The cast member gives an item to the player and/or takes an item from the player.
{3584} What is the name of the plot?
{3585} You may wish to lock this object. Use the controls below to specify how this object is locked.
{3586} Object can be unlocked by using the specified Placeable Object:
{3587} On using object, display descriptive text
{3588} Specify the items that the cast member gives to or takes from the player.
{3589} This is the item taken from the player in conversation.
{3590} Give Item to Player
{3591} This is the item given to the player in conversation.
{3592} Player can steal item.
{3593} Give gold to player.
{3594} Loot: Item for Player to Take
{3595} This is the item that the player must take from the villain or container.
{3596} Prerequsite
{3597} Acceptance
{3598} The selected wave file is in stereo format, but conversation audio needs to be in mono format. If you use this file, you may not hear it in the game.
{3599} Set the basic options
{3600} Take Item from Player
{3601} Define the cast
{3602} When does this conversation become available?
{3603} Choose the prerequisite node and its type.
{3604} No Prerequisite
{3605} Define the props
{3606} Create the plot nodes
{3607} The conversation happens the first time a player talks to this cast member.
{3608} Simple Prerequisite
{3609} The conversation happens any time after completion of the prerequisite plot node or any later node.
{3610} Cast-Specific Prerequisite
{3611} The conversation happens only after completion of the specific conversation in the prerequisite plot node, or a later conversation by the same cast member.
{3612} Prerequisite Plot Node:
{3613} Rejection
{3614} The Plot Wizard needs to modify the module's OnAcquireItem script, but no main() function could be found in the script.
Please ensure that main() is declared exactly as follows (paying attention to spaces and newlines):

void main()
{

Also make sure that these two lines occur in only one place and are not commented out.
{3615} Other Conversation
{3616} The module's OnAcquireItem script appears to have been previously modified by the Plot Wizard,
but either the beginning or end of the wizard-generated code could not be found.
Please edit the OnAcquireItem script to correct this error.
{3617} This is the first time that you are using this cast member in a Conversation. Please enter some additional conversation messages. You will not be asked for these conversation messages again. They will be used in all future subplots that use this cast member.
{3618} Plotless Greeting
{3619} The speaker greets a player who is not involved at all in this plot.
{3620} Hello, stranger.
{3621} Undefined Plot Greeting
{3622} The speaker greets a player who is involved in the plot, but whose current status in the plot could not be determined by the speaker. In general, the player should never see this message.
{3623} The fact that you are reading this is probably a bug in how this plot was designed. Please tell the module creator who you were talking to and what you did before seeing this message.
{3624} You may wish to update the player's journal upon completion of this plot node.
{3625} The journal entry will appear when the following condition is met:
{3626} Create Journal Entry on completion
{3627} This journal entry appears in the Completed Quests list.
{3628} Enter the amount of experience that the player should get for completing this subplot.
{3629} The selected node could not be moved up because the previous node is its prerequisite.
{3630} The selected node could not be moved because it is a prerequisite for the node after it.
{3631} The selected object cannot be deleted because it is being used by the following plot nodes:

%s
{3632} Would you like to add the new object or replace the one currently selected in the grid?

Click YES to add.
Click NO to replace.
Click CANCEL to do nothing.
{3633} You have made changes to this plot. Would you like to save them?
{3634} Enter the name of the plot.

If you wish, you can apply one of the premade plot blueprints. This will overwrite any current plot information.
{3635} Select, edit or create a plot giving character. One must exist for the plot to be valid.
This is the object that the PC will first get the plot information from.
{3636} The speaker says something to the player.
{3637} Enter the line spoken by the speaker.
{3638} Please hurry./Thank you for helping me.
{3639} The descriptive text that appears when the player uses the unlocking object.
{3640} Enter the descriptive text.
{3641} You hear a click.
{3642} The speaker tells the player about something.
{3643} The speaker greets the player.
{3644} Hello, <sir/madam>. I can give you information. Would you like to hear it?
{3645} What does the player say to learn more?
{3646} Yes, please tell me.
{3647} The speaker provides information to the player.
{3648} The item you seek is located here. The person you must talk to is named X. The enemy you must kill is located there.
{3649} What does the player say when the player is not interested?
{3650} No, I do not wish to know.
{3651} The speaker gives an item to the player
{3652} The selected cast member is supposed to talk to the player, but is currently set to a hostile faction.
It is recommended that you change the faction to a neutral one so that the conversation can happen.
Do you wish to change the faction?
{3653} There is an item that I have for you.
{3654} The player accepts the item.
{3655} May I have it, please?
{3656} The speaker gives the item to the player.
{3657} Here, take the item.
{3658} The player declines the item.
{3659} Thank you, but I do not need it.
{3660} The speaker wants an item from the player
{3661} The speaker asks if the player has the desired item.
{3662} Do you have the item?
{3663} The player has the item and gives it to the speaker.
{3664} Yes, here it is.
{3665} The speaker accepts the item.
{3666} Thank you for giving this item to me.
{3667} The player does not have the item.
{3668} Sorry, I don't have it yet.
{3669} The speaker wants an item from the player and will give something back in return.
{3670} The speaker accepts the item and gives the player something in exchange.
{3671} Thank you for giving this item to me. Please accept this other item or some gold as a reward.
{3672} The player reaches the "Action" conversation node.
{3673} The player speaks to the cast member.
{3674} The player gets the item carried by the cast member, through conversation or pickpocketing.
{3675} The player talks to the cast member, but has not necessarily exhausted all conversation options.
{3676} The cast member takes the specified item from the player through conversation.
{3677} Through conversation, the cast member takes the specified item from the player and, if applicable, gives the specified reward to the player.
{3678} The cast member is dead/destroyed.
{3679} The player gets the item carried by the cast member, either by killing the cast member or by stealing the item.
{3680} The container or door has been unlocked or destroyed.
{3681} Select, edit or create a villain character. This character is optional.
This is the object that is the main antagonist in the plot story.
{3682} The player gets the item from the container.
{3683} The selected cast member already has a conversation in a previous subplot. If you wish to use it as a villain now, you must also specify that the villain talks to the player.
{3684} Select, edit or create supporting characters. These characters are optional.
These objects help to the plot move forward but are not main objects in the storyline.
{3685} The Villain's current Faction is not hostile to players.
Would you like to change it to the default hostile faction?
{3686} Select, edit or create all the items used in the plot. They are optional.
{3687} Create or edit the plot nodes. These nodes are steps in the plot that tell the story, listed in chronological order. Each node is an interaction with one of the cast members.
{3688} You have finished the Plot Wizard.
{3689} You have finished describing your plot.

After saving this plot as a Plot Manager file, it will be listed in the Plot Manager, which is located in the lower right-hand corner of the main Toolset window.
{3690} Plot Blueprints
{3691} Edit non-plot-related Conversation
{3692} Browse
{3693} Setup was unable to find your Neverwinter Nights 2 folder. The patch will now exit.
{3694} Target Folder: %s
{3695} Stop camera zoom in
{3696} Prevent the camera from zooming in to the player when a conversation starts.
{3697} Fetch and Deliver
{3698} Sender
{3699} Receiver
{3700} Delivery Item
{3701} Talk to [Sender] to get the item to deliver
{3702} I would like you to deliver this [item] to someone. Will you do it?
{3703} Here, take the [item] and give it to [Receiver].
{3704} [Sender] has given you an [item] to deliver to [Receiver].
{3705} Talking to [Sender] after getting the item
{3706} Please give the [item] to [Receiver].
{3707} Give the item to [Receiver]
{3708} You have delivered the [item] from [Sender] to [Receiver].
{3709} Talking to [Sender] after delivering the item
{3710} Thank you for delivering the [item].
{3711} Talking to [Receiver] after delivering the item
{3712} Assassination
{3713} Item to Retrieve
{3714} Initial meeting with [Plot Giver]
{3715} I would like you to find and retrieve an [item] for me. Are you interested?
{3716} Find the [item] and bring it back to me. I will give you a reward.
{3717} Find the [item] that [Plot Giver] wants and bring it back.
{3718} Finding the [item]
{3719} You have found the [item]. Return it to [Plot Giver].
{3720} Talking to [Plot Giver] after killing Villain
{3721} You have returned the [item] to [Plot Giver].
{3722} [Plot Giver] epilogue
{3723} Would you kill a [Villain] for me?
{3724} Thank you. Bring me the head of the [Villain] and I will give you a reward.
{3725} Kill the [Villain] and return his head to the [Plot Giver]
{3726} Return to the [Plot Giver] for a reward.
{3727} Do you have the [Villain]'s head?
{3728} Thank you! You have made this area a bit safer. Please accept this reward.
{3729} You have killed the [Villain] and obtained your reward.
{3730} Thank you for your help.
{3731} Inventory
{3732} When worn, the dull gray stones on this otherwise unremarkable necklace begin to glow and sparkle with an inner light. They remain cool to the touch, however, betraying their illusionary origins.
{3733} Journal Name
{3734} Spell failed!
{3735} The file nwcontinst.exe is corrupted.
{3736} The file nwsfx.exe is corrupted.
{3737} Black Blade of Disaster<<<CUT>>>
{3738} <<<CUT>>>
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s): Summoned Item
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: Concentration, 1 Round / Level
Additional Counter Spells: 
Save: None
Spell Resistance: No

The caster creates a black blade shaped planar rift, resembling a greatsword which fights at her side. The blade cannot be harmed by physical attacks, but it can be affected by dispel magic or similar effects. For the purpose of bypassing damage reduction, the sword is considered to be a +5 weapon. The spell requires the caster to concentrate on it - casting spells or performing any other action than walking or talking may result in a concentration failure and end the spell.
{3739} Shelgarn's Persistent Blade<<<CUT>>>
{3740} <<<CUT>>>
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Summoned Item
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 Minute / 2 Levels
Additional Counter Spells: 
Save: None
Spell Resistance: No

The caster summons a dagger that acts as a faithful and loyal servant.
{3741} ERROR:  INVALID TYPE FOR CONST KEYWORD
{3742} ERROR:  CONST KEYWORD CAN NOT BE USED ON NON GLOBAL VARIABLES.
{3743} Blade Thirst<<<CUT>>>
{3744} <<<CUT>>>
Caster Level(s): Ranger 3
Innate Level: 3
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or slashing weapon.
Duration: 1 Round / Level
Additional Counter Spells: 
Save: None
Spell Resistance: No

You grant a slashing weapon a +3 enhancement bonus. If targeted on a creature, the spell will enchant the weapon in the primary hand of the target.
{3745} Save Class Spell List
{3746} Load Class Spell List
{3747} Save Script Set
{3748} Load Script Set
{3749} The selected file contains no list of spells for the currently selected class.
{3750} Deafening Clang<<<CUT>>>
{3751} <<<CUT>>>
Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature, Melee Weapon
Duration: 1 Round / Level
Additional Counter Spells: 
Save: None
Spell Resistance: No

You empower a weapon with a +1 attack bonus and a +3 sonic damage bonus. Also, the weapon gains the ability to deafen the creature that is struck like a thunderstone .

{3752} ERROR:  INVALID VALUE ASSIGNED TO CONSTANT.
{3753} Bless Weapon
{3754} Caster Level(s): Paladin 1
Innate Level: 1
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Melee Weapon
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

You empower the touched melee weapon with a +1 piercing damage bonus vs. evil, and a 2d6 divine damage bonus vs. undead. The weapon is also considered to be good-aligned for purposes of damage reduction. You can also target another creature to enchant its equipped melee weapon.
{3755} Holy Sword
{3756} Caster Level(s): Paladin 4
Innate Level: 4
School: Evocation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Melee or Creature
Duration: 6 seconds / Level
Save: None
Spell Resistance: No

This spell allows you to channel holy power into your sword or any other melee weapon you choose.  The weapon acts as a <i>+5 holy weapon</i> (+5 enhancement bonus on attack and damage rolls, extra 2d6 divine damage against evil opponents).
{3757} Keen Edge
{3758} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Creature or Slashing Weapon
Duration: 10 Minutes / Level
Save: None
Spell Resistance: No

This spell adds the Keen property to the targeted slashing weapon, increasing its critical threat range. When cast on a creature, this spell grants the Keen property to its equipped weapon if it is of the appropriate type. This effect does not stack with the Improved Critical feat or other effects that increase the threat range of a weapon.
{3759} Humanoid
{3760} Commoner
{3761} Blackstaff
{3762} Caster Level(s): Wizard / Sorcerer 8, Magic 8
Innate Level: 8
School: Enchantment
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch 
Area of Effect / Target: Creature holding quarterstaff or item (quarterstaff)
Duration: 6 seconds / Level
Save: None
Spell Resistance: Yes

This spell grants a quarterstaff the following abilities:
- +4 enhancement bonus.
- On striking a creature, dispel magic is cast on the target.
{3763} Flame Weapon
{3764} Caster Level(s): Druid 2
Innate Level: 2
School: Evocation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or Melee Weapon
Duration: 60 seconds / level
Save: None
Spell Resistance: No

This spell sets a melee weapon aflame, granting 1d4 points of fire damage +1 per caster level to a maximum of +10. You can target a specific weapon or a creature with this spell.
{3765} Ice Dagger<<<CUT>>>
{3766} <<<CUT>>>
Caster Level(s): Sorcerer / Wizard 1
Innate Level: 1
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: Instantaneous
Additional Counter Spells: 
Save: Reflex 1/2
Spell Resistance: Yes

You create a piece of ice that flies toward the target and deals 1d4 points of cold damage per level (maximum of 5d4).
{3767} Magic Weapon
{3768} Caster Level(s): Cleric 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Melee Weapon or Creature
Duration: 1 Hour / Level
Save: None
Spell Resistance: No

You empower the touched weapon with a +1 enhancement bonus. 
{3769} Greater Magic Weapon
{3770} Caster Level(s): Cleric 4, Paladin 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Creature or  Melee Weapon
Duration: 1 Hour / Level
Save: None
Spell Resistance: No

You empower the touched weapon with a +1 enhancement bonus per 4 caster levels (maximum of +5). You can either directly target the weapon you want to cast this spell on, or you can target a creature, affecting the creature's main hand weapon.
{3771} Magic Vestment
{3772} Caster Level(s): Cleric 3
Innate Level: 3
School: Transmutation
Descriptor(s): Armor Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature, Armor or Shield
Duration: 1 Hour / Level
Save: None
Spell Resistance: No

You empower the touched armor or shield with a +1 AC bonus per 4 caster levels (maximum of +5). 
{3773} <Insert custom functions and #include statements here.>
{3774} <Insert the main body of your script here.>
{3775} Edit Custom Script
{3776} 
{3777} No effect!  Smite good only works on good creatures.
{3778} Stonehold
{3779} Smite Good
{3780} Caster Level(s): Druid 6
Innate Level: 6
School: Conjuration
Descriptor(s): Paralyze
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes

You create a cloud that paralyzes any creatures inside of it, encasing them in stone for 1d6 rounds.
{3781} Darkfire
{3782} Caster Level(s): Cleric 3
Innate Level: 3
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature, Melee Weapon
Duration: 1 Hour / Level
Save: None
Spell Resistance: No

This spell allows you to immolate a non-magical weapon. In addition to its normal damage, the weapon inflicts 1d6  points of damage, +1 per two caster levels (maximum of +10) of fire damage. The caster can either target a specific melee weapon in his inventory or a creature to enchant the weapon the creature is wielding.

{3783} Glyph of Warding
{3784} Caster Level(s): Cleric 3
Innate Level: 3
School: Abjuration
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large
Duration: 60 seconds / 2 Level
Save: Reflex 1/2
Spell Resistance: Yes

You create a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, dealng 1d8 points of sonic damage per two caster levels to all creatures within the area of effect (to a maximum of 5d8). After being triggered, the glyph dissipates.
{3785} * Failure - Not enough XP to create that item *
{3786} * Failure! - You do not possess enough gold to create that item *
{3787} Get It Now
{3788} Skill
{3789} 
{3790} Shadowdancer
{3791} Operating in the border between light and darkness, shadowdancers are nimble artists of deception. They are mysterious and unknown, never completely trusted but always inducing wonder when met.
{3792} Harper
{3793} The Harpers are a secret society dedicated to holding back evil, preserving knowledge, and maintaining the balance between civilization and the wild.
{3794} Cloud of Bewilderment
{3795} Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Gas
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: 6 seconds / Level
Save: Fortitude
Spell Resistance: Yes

You blow forth a cloud of noxious air. Enemies in the area of effect are stunned and blinded for 1d6 rounds.
{3796} You have just entered a zone of ANTI-MAGIC!
{3797} 
{3798} You've just exited a zone of ANTI-MAGIC!
{3799} Gaze, Petrification
{3800} Breath, Petrification
{3801} Touch, Petrification
{3802} Petrification
{3803} Petrify
{3804} Manticore Spikes
{3805} Petrifying
{3806} <CUSTOM0> uses petrification gaze.
{3807} <CUSTOM0> breathes petrification gas.
{3808} <CUSTOM0> makes petrification touch attack.
{3809} <CUSTOM0> hurls spikes.
{3810} Human, Male, Desert Warrior
{3811} Lich, Mage
{3812} Elf, Male, Wizard
{3813} Medusa, Handmaid
{3814} Deekin Scalesinger
{3815} Dorna Trapspringer
{3816} Drogan Droganson
{3817} Elf, Female, Noble
{3818} Mischa Waymeet
{3819} Heurodis
{3820} J'Nah
{3821} Katriana
{3822} Human, Male, Blackguard
{3823} Half-Orc, Female, Baroness
{3824} Xanos
{3825} Female, Berserker
{3826} Female, Feisty
{3827} Female, Mature Commander
{3828} Female, Playful
{3829} Female, Quiet Leader
{3830} Female, Shamaness
{3831} Male, Dumb Hero
{3832} Male, Power-Hungry
{3833} Male, Prankster
{3834} Male, Sociopath
{3835} Male, Stealth Specialist
{3836} Male, Neutral Warrior
{3837} Crumble
{3838} Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One Construct
Duration: Instantaneous
Save: No
Spell Resistance: No

This spell inflicts 1d6 points of sonic damage per caster level to a selected construct (to a maximum of 15d6). This spell does not affect living creatures.
{3839} 
{3840} 
{3841} 
{3842} Disarm trap
{3843} Open inventory
{3844} Infestation of Maggots
{3845} Caster Level(s): Druid 3
Innate Level: 3
School: Necromancy
Descriptor(s): Disease
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 6 seconds / 2 levels
Save: Fortitude negates
Spell Resistance: Yes

With but a touch, you infest a target with maggot-like creatures. They deal 1d4 points of temporary Constitution damage each round. Each round the subject makes a new Fortitude save. The spell ends if the target succeeds at its saving throw.
{3846} 
{3847} Take gold from player
{3848} Healing Sting<<<CUT>>>
{3849} <<<CUT>>>
Caster Level(s): Druid 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: Instantaneous
Additional Counter Spells:
Save: Fortitude negates
Spell Resistance: Yes

You inflict 1d6 points of damage,  +1 per caster level  to the living creature touched and gain an equal amount of hit points. You may not gain more Hit Points than your maximum with the Healing Sting.
{3850} Great Thunderclap<<<CUT>>>
{3851} <<<CUT>>>
Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Gargantuan
Duration: Instantaneous
Additional Counter Spells:
Save: See Below
Spell Resistance: No

You create a loud noise equivalent to a peal of thunder and its accompanying shock wave. The spell has three effects. First, all creatures in the area must make Will saves to avoid being stunned for 1 round. Second, the creatures must make Fortitude saves or be deafened for 1 minute. Third, they must make Reflex saves or fall prone.
{3852} OnCutsceneAbort
{3853} Ball Lightning
{3854} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

You create a ball of lightning that strikes your target. The damage of the ball is 1d6 per level to a maximum of 15d6.
{3855} 
{3856} Use appraise checks
{3857} Battletide
{3858} Caster Level(s): Cleric 5
Innate Level: 5
School: Transmutation
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: 6 seconds / Level
Save: No
Spell Resistance: Yes

You create an aura that steals energy from your enemies. Your enemies suffer a -2 circumstance penalty on saves, attack rolls, and damage rolls, once entering the aura. On casting, you gain a +2 circumstance bonus to your saves, attack rolls, and damage rolls. You also gain an additional attack every round (this extra attack does not stack with haste).
{3859} Combust
{3860} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instantaneous
Save: Reflex partial
Spell Resistance: Yes

This spell makes a creature burst into flame. The initial eruption of flame causes 2d6 fire damage +1 point per caster level (maximum +10) with no saving throw. Further, the creature must make a Reflex save or catch fire taking a further 1d6 points of fire damage. This will continue until the Reflex save is made.
{3861} Death Armor
{3862} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s): Magical Armor
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / level
Save: None
Spell Resistance: Yes

A magical aura surrounds you, injuring creatures that touch it. Any creature striking you in melee combat takes 1d4 points of magic damage +1 point per 2 caster levels (maximum +5).
{3863} Gedlee's Electric Loop
{3864} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Electrical
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Small
Duration: Instantaneous
Save: Reflex 1/2 (See Below)
Spell Resistance: Yes

You create a small stroke of lightning that cycles through all creatures in the area of effect. The spell deals 1d6 points of electrical damage per 2 caster levels (maximum 5d6). Those who fail their Reflex saves must succeed at a Will save or be stunned for 1 round.
{3865} Horizikaul's Boom<<<CUT>>>
{3866} <<<CUT>>>
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One creature
Duration: Instantaneous
Additional Counter Spells:
Save: Will partial
Spell Resistance: Yes

You blast the target with loud and high-pitched sounds. The target takes 1d4 points of sonic damage per two caster levels (maximum 5d4) and must make a Will save or be deafened for 1d4 rounds.
{3867} Ironguts<<<CUT>>>
{3868} <<<CUT>>>
Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s): Poison Resistance
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 10 minutes / level
Additional Counter Spells:
Save: No
Spell Resistance: No

When touched, the target creature gains a +4 circumstance bonus on Fortitude saves against all poisons.
{3869} Mestil's Acid Breath
{3870} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Cone, 30 ft.
Area of Effect / Target: Spell Cone
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

You breathe forth a cone of acidic droplets. The cone inflicts 1d6 points of acid damage per caster level (maximum 10d6).
{3871} Mestil's Acid Sheath
{3872} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / level
Save: No
Spell Resistance: No

This spell creates an acid shield around your person. Any creature striking you with its body does normal damage, but at the same time the attacker takes 1d6 points +2 points per caster level of acid damage.
{3873} Dirty Fighting Mode Activated
{3874} Monstrous Regeneration<<<CUT>>>
{3875} <<<CUT>>>
Caster Level(s): Cleric 5
Innate Level: 5
School: Conjuration
Descriptor(s): Regeneration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Round / 2 Caster Levels
Additional Counter Spells: 
Save: Harmless
Spell Resistance: No

For the duration of the spell, the target creature gains the ability to regenerate 3 Hit Points every round.
{3876} Dirty Fighting Mode Deactivated
{3877} Dirty Fighting Mode
{3878} Cancel Dirty Fighting Mode
{3879} Scintillating Sphere
{3880} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

You unleash a crackling electric projectile that explodes upon all within the area of effect for 1d6 points of electric damage per caster level, to a maximum of 10d6.
{3881} Vine Mine
{3882} Vine Mine, Entangle
{3883} Vine Mine, Hamper Movement
{3884} Vine Mine, Camouflage
{3885} Caster Level(s): Druid 3, Plant 5
Innate Level: 5
School: Conjuration
Descriptor(s): Nature
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 60 seconds / level.
Save: Yes (Entangle)
Spell Resistance: Yes

You create one of the following effects in the targeted area:
- Entangle (as the spell)
- Hamper movement (movement speed is halved)
- Camouflage (add +4 competence bonus on Hide checks)
{3886} Go To Web Page
{3887} No Thanks
{3888} Never notify me about this file again.
{3889} Checking for additional content.
{3890} This module requires the following Hak Paks, but they were not found.
%s
{3891} Psionic Mind Blast
{3892} Anyone caught in the Mind Blast Cone must make a Will save (DC 17) or be stunned for 3d4 rounds.
{3893} Psionic Charm Monster
{3894} Psionic Charm Monster : Target must make Will  save ( DC 17) or be stunned for 4 rounds.
{3895} Armor Skin
{3896} Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a natural +2 bonus to armor class.
Use: Automatic.
{3897} Blinding Speed
{3898} Type of Feat: General
Prerequisite: 21st level, Dex 25+
Specifics: The character is able to cast Haste on himself once per day. The effect will last 10 rounds.
Use: Selected.
{3899} 
{3900} 
{3901} Epic Damage Reduction I
{3902} Type of Feat: General
Prerequisite: 21st level, Con 21+
Specifics: The character gains damage reduction 3/-.
Use: Automatic.
{3903} Epic Damage Reduction II
{3904} Type of Feat: General
Prerequisite: Epic Damage Reduction I
Specifics: The character gains damage reduction 6/-.
Use: Automatic.
{3905} Epic Damage Reduction III
{3906} Type of Feat: General
Prerequisite: Epic Damage Reduction II
Specifics: The character gains damage reduction 9/-.
Use: Automatic.
{3907} Default Package for Autolevelup
{3908} Devastating Critical (club)
{3909} Type of Feat: Combat
Prerequisite: Strength 25+, Cleave, Great Cleave, Improved Critical (weapon to be chosen), Overwhelming Critical (weapon to be chosen), Power Attack, Weapon Focus (weapon to be chosen). 
Specifics: Whenever scoring a critical hit with the chosen weapon, the character's target must make a Fortitude save or die instantly. Creatures who are immune to critical hits are not affected by this feat.
Use: Automatic.
{3910} Devastating Critical (dagger)
{3911} Devastating Critical (heavy crossbow)
{3912} Devastating Critical (light crossbow)
{3913} Devastating Critical (mace)
{3914} Devastating Critical (morningstar)
{3915} Devastating Critical (quarterstaff)
{3916} Devastating Critical (spear)
{3917} Devastating Critical (sickle)
{3918} Devastating Critical (unarmed strike)
{3919} Devastating Critical (longbow)
{3920} Devastating Critical (sling)
{3921} Devastating Critical (dart)
{3922} Devastating Critical (shortbow)
{3923} Devastating Critical (shortsword)
{3924} Devastating Critical (rapier)
{3925} Devastating Critical (scimitar)
{3926} Devastating Critical (longsword)
{3927} Devastating Critical (greatsword)
{3928} Devastating Critical (handaxe)
{3929} Devastating Critical (throwing axe)
{3930} Devastating Critical (battleaxe)
{3931} Devastating Critical (greataxe)
{3932} Devastating Critical (halberd)
{3933} Devastating Critical (light hammer)
{3934} Devastating Critical (flail)
{3935} Devastating Critical (warhammer)
{3936} Devastating Critical (heavy flail)
{3937} Devastating Critical (kama)
{3938} Devastating Critical (kukri)
{3939} Devastating Critical (shuriken)
{3940} Devastating Critical (scythe)
{3941} Devastating Critical (katana)
{3942} Devastating Critical (bastard sword)
{3943} Devastating Critical (dire mace)
{3944} Devastating Critical (double axe)
{3945} Devastating Critical (two-bladed sword)
{3946} Devastating Critical (creature)
{3947} Type of Feat: Monster
Prerequisite: -
Specifics: Grants Devastating Critical with the creature weapon.
Use: Automatic.
{3948} Energy Resistance, Cold I
{3949} Type of Feat: Defensive
Prerequisite: 21st level
Specifics: The character gains resistance 10 to cold damage. This feat may be taken multiple times, to a maximum of 100.
Use: Automatic.
{3950} Energy Resistance, Cold II
{3951} You may only use this ability with your weapon of choice!
{3952} Death Attack
{3953} Energy Resistance, Cold III
{3954} Great Charisma I
{3955} Energy Resistance, Cold IV
{3956} Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains +1 to their Charisma. This may be taken multiple times, to a maximum of +10.
Use: Automatic.
{3957} Energy Resistance, Cold V
{3958} Great Charisma II
{3959} Energy Resistance, Cold VI
{3960} Great Charisma III
{3961} Energy Resistance, Cold VII
{3962} Great Charisma IV
{3963} Energy Resistance, Cold VIII
{3964} Great Charisma V
{3965} Energy Resistance, Cold IX
{3966} Great Charisma VI
{3967} Energy Resistance, Cold X
{3968} Great Charisma VII
{3969} Energy Resistance, Acid I
{3970} Type of Feat: Defensive
Prerequisite: 21st level
Specifics: The character gains resistance 10 to acid damage. This feat may be taken multiple times, to a maximum of 100.
Use: Automatic.
{3971} Energy Resistance, Acid II
{3972} Great Charisma VIII
{3973} Energy Resistance, Acid III
{3974} Great Charisma IX
{3975} Energy Resistance, Acid IV
{3976} Great Charisma X
{3977} Energy Resistance, Acid V
{3978} Great Constitution I
{3979} Energy Resistance, Acid VI
{3980} Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains +1 to their Constitution. This may be taken multiple times, to a maximum of +10.
Use: Automatic.
{3981} Energy Resistance, Acid VII
{3982} Great Constitution II
{3983} Energy Resistance, Acid VIII
{3984} Great Constitution III
{3985} Energy Resistance, Acid IX
{3986} Great Constitution IV
{3987} Energy Resistance, Acid X
{3988} Great Constitution V
{3989} Energy Resistance, Fire I
{3990} Type of Feat: Defensive
Prerequisite: 21st level
Specifics: The character gains resistance 10 to fire damage. This feat may be taken multiple times to a maximum resistance of 100.
Use: Automatic.
{3991} Energy Resistance, Fire II
{3992} Great Constitution VI
{3993} Energy Resistance, Fire III
{3994} Great Constitution VII
{3995} Energy Resistance, Fire IV
{3996} Great Constitution VIII
{3997} Energy Resistance, Fire V
{3998} Great Constitution IX
{3999} Energy Resistance, Fire VI
{4000} Great Constitution X
{4001} Energy Resistance, Fire VII
{4002} Great Dexterity I
{4003} Energy Resistance, Fire VIII
{4004} Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +1 to their Dexterity. This may be taken multiple times, to a maximum bonus of +10.
Use: Automatic.
{4005} Energy Resistance, Fire IX
{4006} Immortal
{4007} Great Dexterity II
{4008} Energy Resistance, Fire X
{4009} Great Dexterity III
{4010} Goblin Ballista Fireball
{4011} Fireball that is shot from a Ballista.  Does 2d6 damage to any targets in its area of effect
{4012} The new package "<filename>" has been installed.
{4013} The new package "<filename>" is now available for download.
{4014} Energy Resistance, Electrical I
{4015} Type of Feat: Defensive
Prerequisite: 21st level
Specifics: The character gains resistance 10 to electrical damage. This feat may be taken multiple times, to a maximum resistance of 100.
Use: Automatic.
{4016} Energy Resistance, Electrical II
{4017} Great Dexterity IV
{4018} Energy Resistance, Electrical III
{4019} Great Dexterity V
{4020} Energy Resistance, Electrical IV
{4021} Great Dexterity VI
{4022} Energy Resistance, Electrical V
{4023} Great Dexterity VII
{4024} Energy Resistance, Electrical VI
{4025} Great Dexterity VIII
{4026} Energy Resistance, Electrical VII
{4027} Great Dexterity IX
{4028} Energy Resistance, Electrical VIII
{4029} Great Dexterity X
{4030} Energy Resistance, Electrical IX
{4031} Great Intelligence I
{4032} Energy Resistance, Electrical X
{4033} Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +1 to their Intelligence. This may be taken multiple times, to a maximum bonus of +10.
Use: Automatic.
{4034} Energy Resistance, Sonic I
{4035} Type of Feat: Defensive
Prerequisite: 21st level
Specifics: The character gains resistance 10 to sonic damage. This feat may be taken multiple times, to a maximum resistance of 100.
Use: Automatic.
{4036} Energy Resistance, Sonic II
{4037} Great Intelligence II
{4038} Energy Resistance, Sonic III
{4039} Great Intelligence III
{4040} Energy Resistance, Sonic IV
{4041} Great Intelligence IV
{4042} Energy Resistance, Sonic V
{4043} Great Intelligence V
{4044} Energy Resistance, Sonic VI
{4045} Great Intelligence VI
{4046} Energy Resistance, Sonic VII
{4047} Great Intelligence VII
{4048} Energy Resistance, Sonic VIII
{4049} Great Intelligence VIII
{4050} Energy Resistance, Sonic IX
{4051} Great Intelligence IX
{4052} Energy Resistance, Sonic X
{4053} Great Intelligence X
{4054} Epic Fortitude
{4055} Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 bonus to all Fortitude saves.
Use: Automatic.
{4056} Epic Prowess
{4057} Type of Feat: Combat
Prerequisite: 21st level
Specifics: The character's skill at combat grows and he gains a +1 bonus to all attacks.
Use: Automatic.
{4058} Epic Reflexes
{4059} Type of Feat: General
Prerequisite: 21st level
Specifics: The character has tremendously fast reflexes and gains a +4 bonus to all Reflex saves.
Use: Automatic.
{4060} Epic Reputation
{4061} Type of Feat: General
Prerequisite: 21st level
Specifics: The character gains a +4 bonus to all Bluff, Diplomacy, Intimidate, and Taunt checks because they have become very well known.
Use: Automatic.
{4062} Epic Skill Focus (Animal Empathy)
{4063} Type of Feat: General
Prerequisite: 21st level, 20 ranks in the chosen skill.
Specifics: The character gains a +10 bonus on all skill checks with the chosen skill.
Use: Automatic.
{4064} Epic Skill Focus (Appraise)
{4065} Epic Skill Focus (Concentration)
{4066} Epic Skill Focus (Craft Trap)
{4067} Epic Skill Focus (Disable Trap)
{4068} Epic Skill Focus (Discipline)
{4069} Epic Skill Focus (Heal)
{4070} Epic Skill Focus (Hide)
{4071} Epic Skill Focus (Listen)
{4072} Epic Skill Focus (Lore)
{4073} Epic Skill Focus (Move Silently)
{4074} Epic Skill Focus (Open Lock)
{4075} Obelisk
{4076} Epic Skill Focus (Parry)
{4077} Epic Skill Focus (Perform)
{4078} Epic Skill Focus (Persuade)
{4079} Epic Skill Focus (Pick Pocket)
{4080} <i>Ki</i> Damage Mode
{4081} Epic Skill Focus (Use Magic Device)
{4082} Epic Skill Focus (Search)
{4083} Epic Spell Focus (Abjuration)
{4084} Type of Feat: Spell
Prerequisite: 21st level, Spell Focus and Greater Spell Focus in the chosen school, ability to cast 9th level spells.
Specifics: The character gains a +3 to the Difficulty Class for all saving throws against spells from the chosen school of magic.
Use: Automatic.
{4085} Epic Spell Focus (Conjuration)
{4086} Epic Spell Focus (Divination)
{4087} 
{4088} 
{4089} 
{4090} 
{4091} 
{4092} 
{4093} 
{4094} 
{4095} 
{4096} 
{4097} 
{4098} 
{4099} 
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{4101} 
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{4122} 
{4123} 
{4124} 
{4125} 
{4126} Back to back! I'm being overpowered.
{4127} Epic Spell Focus (Evocation)
{4128} 
{4129} Epic Spell Focus (Necromancy)
{4130} 
{4131} 
{4132} 
{4133} 
{4134} 
{4135} 
{4136} 
{4137} 
{4138} 
{4139} 
{4140} 
{4141} 
{4142} 
{4143} 
{4144} 
{4145} 
{4146} 
{4147} 
{4148} 
{4149} 
{4150} 
{4151} 
{4152} 
{4153} 
{4154} 
{4155} 
{4156} 
{4157} 
{4158} 
{4159} 
{4160} 
{4161} 
{4162} 
{4163} 
{4164} 
{4165} 
{4166} 
{4167} 
{4168} 
{4169} 
{4170} 
{4171} 
{4172} 
{4173} 
{4174} 
{4175} 
{4176} 
{4177} 
{4178} 
{4179} 
{4180} 
{4181} 
{4182} 
{4183} 
{4184} 
{4185} 
{4186} 
{4187} 
{4188} 
{4189} 
{4190} 
{4191} 
{4192} 
{4193} 
{4194} 
{4195} 
{4196} 
{4197} 
{4198} 
{4199} 
{4200} 
{4201} 
{4202} 
{4203} 
{4204} Epic Skill Focus (Set Trap)
{4205} Epic Skill Focus (Spellcraft)
{4206} Epic Skill Focus (Spot)
{4207} Epic Skill Focus (Taunt)
{4208} Epic Skill Focus (Tumble)
{4209} 
{4210} 
{4211} 
{4212} 
{4213} 
{4214} 
{4215} 
{4216} 
{4217} 
{4218} 
{4219} 
{4220} 
{4221} 
{4222} 
{4223} 
{4224} 
{4225} 
{4226} 
{4227} 
{4228} 
{4229} 
{4230} 
{4231} 
{4232} 
{4233} 
{4234} 
{4235} 
{4236} 
{4237} 
{4238} 
{4239} 
{4240} 
{4241} 
{4242} 
{4243} 
{4244} 
{4245} 
{4246} 
{4247} 
{4248} Epic Spell Focus (Transmutation)
{4249} 
{4250} 
{4251} 
{4252} 
{4253} 
{4254} 
{4255} 
{4256} 
{4257} 
{4258} 
{4259} 
{4260} 
{4261} 
{4262} 
{4263} 
{4264} 
{4265} 
{4266} 
{4267} 
{4268} 
{4269} 
{4270} 
{4271} 
{4272} 
{4273} 
{4274} 
{4275} 
{4276} 
{4277} 
{4278} 
{4279} 
{4280} 
{4281} 
{4282} 
{4283} 
{4284} 
{4285} 
{4286} 
{4287} 
{4288} 
{4289} 
{4290} 
{4291} 
{4292} 
{4293} 
{4294} 
{4295} 
{4296} 
{4297} 
{4298} 
{4299} 
{4300} 
{4301} 
{4302} 
{4303} 
{4304} 
{4305} 
{4306} 
{4307} 
{4308} 
{4309} 
{4310} 
{4311} 
{4312} 
{4313} 
{4314} 
{4315} 
{4316} 
{4317} 
{4318} 
{4319} 
{4320} 
{4321} 
{4322} 
{4323} 
{4324} 
{4325} 
{4326} 
{4327} 
{4328} 
{4329} 
{4330} 
{4331} 
{4332} 
{4333} 
{4334} 
{4335} 
{4336} 
{4337} 
{4338} 
{4339} 
{4340} 
{4341} 
{4342} 
{4343} 
{4344} 
{4345} 
{4346} 
{4347} 
{4348} 
{4349} 
{4350} 
{4351} 
{4352} 
{4353} 
{4354} 
{4355} 
{4356} 
{4357} 
{4358} 
{4359} 
{4360} 
{4361} 
{4362} 
{4363} 
{4364} 
{4365} 
{4366} 
{4367} 
{4368} 
{4369} 
{4370} 
{4371} 
{4372} 
{4373} 
{4374} 
{4375} 
{4376} 
{4377} 
{4378} 
{4379} 
{4380} 
{4381} 
{4382} 
{4383} 
{4384} 
{4385} 
{4386} 
{4387} 
{4388} 
{4389} 
{4390} 
{4391} 
{4392} 
{4393} 
{4394} 
{4395} 
{4396} 
{4397} 
{4398} 
{4399} 
{4400} 
{4401} 
{4402} 
{4403} 
{4404} 
{4405} 
{4406} 
{4407} 
{4408} 
{4409} 
{4410} 
{4411} 
{4412} 
{4413} 
{4414} 
{4415} 
{4416} 
{4417} 
{4418} 
{4419} 
{4420} 
{4421} 
{4422} 
{4423} 
{4424} 
{4425} 
{4426} 
{4427} 
{4428} 
{4429} 
{4430} 
{4431} 
{4432} 
{4433} 
{4434} 
{4435} 
{4436} 
{4437} 
{4438} 
{4439} 
{4440} Epic Spell Penetration
{4441} 
{4442} 
{4443} 
{4444} 
{4445} 
{4446} 
{4447} 
{4448} 
{4449} 
{4450} 
{4451} 
{4452} 
{4453} 
{4454} 
{4455} 
{4456} 
{4457} 
{4458} 
{4459} 
{4460} 
{4461} 
{4462} 
{4463} 
{4464} 
{4465} 
{4466} 
{4467} 
{4468} 
{4469} 
{4470} 
{4471} 
{4472} 
{4473} 
{4474} 
{4475} 
{4476} 
{4477} 
{4478} 
{4479} 
{4480} 
{4481} 
{4482} 
{4483} 
{4484} 
{4485} 
{4486} 
{4487} 
{4488} 
{4489} 
{4490} 
{4491} 
{4492} 
{4493} 
{4494} 
{4495} 
{4496} 
{4497} 
{4498} 
{4499} 
{4500} 
{4501} 
{4502} 
{4503} 
{4504} 
{4505} 
{4506} 
{4507} 
{4508} 
{4509} 
{4510} 
{4511} 
{4512} 
{4513} 
{4514} 
{4515} 
{4516} 
{4517} 
{4518} 
{4519} 
{4520} 
{4521} 
{4522} 
{4523} 
{4524} 
{4525} 
{4526} 
{4527} 
{4528} 
{4529} 
{4530} 
{4531} 
{4532} 
{4533} 
{4534} 
{4535} 
{4536} 
{4537} 
{4538} 
{4539} 
{4540} 
{4541} 
{4542} 
{4543} 
{4544} 
{4545} 
{4546} 
{4547} 
{4548} 
{4549} 
{4550} 
{4551} 
{4552} 
{4553} 
{4554} 
{4555} 
{4556} 
{4557} 
{4558} 
{4559} 
{4560} 
{4561} 
{4562} 
{4563} 
{4564} 
{4565} 
{4566} 
{4567} 
{4568} 
{4569} 
{4570} 
{4571} 
{4572} 
{4573} 
{4574} 
{4575} 
{4576} 
{4577} 
{4578} 
{4579} 
{4580} 
{4581} 
{4582} 
{4583} 
{4584} 
{4585} 
{4586} 
{4587} 
{4588} 
{4589} 
{4590} 
{4591} 
{4592} 
{4593} 
{4594} 
{4595} 
{4596} 
{4597} 
{4598} 
{4599} 
{4600} 
{4601} 
{4602} 
{4603} 
{4604} 
{4605} 
{4606} 
{4607} 
{4608} 
{4609} 
{4610} 
{4611} 
{4612} 
{4613} 
{4614} 
{4615} 
{4616} 
{4617} 
{4618} 
{4619} 
{4620} 
{4621} 
{4622} 
{4623} 
{4624} 
{4625} 
{4626} 
{4627} 
{4628} 
{4629} 
{4630} 
{4631} 
{4632} 
{4633} 
{4634} 
{4635} 
{4636} 
{4637} 
{4638} 
{4639} 
{4640} 
{4641} 
{4642} 
{4643} 
{4644} 
{4645} 
{4646} Nightshade
{4647} Small Centipede Poison
{4648} Blade Bane
{4649} Greenblood Oil
{4650} Bloodroot
{4651} Purple Worm Poison
{4652} Large Scorpion Venom
{4653} Wyvern Poison
{4654} Blue Whinnis
{4655} Giant Wasp Poison
{4656} Shadow Essence
{4657} Black Adder Venom
{4658} Deathblade
{4659} Malyss Root Paste
{4660} Nitharit
{4661} Dragon Bile
{4662} Sassone Leaf Residue
{4663} Terinav Root
{4664} Carrion Crawler Brain Juice
{4665} Black Lotus Extract
{4666} Oil of Taggit
{4667} Id Moss
{4668} Striped Toadstool
{4669} Arsenic
{4670} Lich Dust
{4671} Dark Reaver Powder
{4672} Ungol Dust
{4673} Burnt Othur Fumes
{4674} Chaos Mist
{4675} Bebilith Venom
{4676} Imp Venom
{4677} Pit Fiend Ichor
{4678} Ettercap Venom
{4679} Aranea Venom
{4680} Tiny Spider Venom
{4681} Small Spider Venom
{4682} Medium Spider Venom
{4683} Large Spider Venom
{4684} Huge Spider Venom
{4685} Gargantuan Spider Venom
{4686} Colossal Spider Venom
{4687} Phase Spider Venom
{4688} Wraith Spider Venom
{4689} Blinding Sickness
{4690} Cackle Fever
{4691} Demon Fever
{4692} Devil Chills
{4693} Filth Fever
{4694} Mindfire
{4695} Mummy Rot
{4696} Red Ache
{4697} Shakes
{4698} Slimy Doom
{4699} Red Slaad Eggs
{4700} Ghoul Fever
{4701} Zombie Creep
{4702} Dread Blisters
{4703} Burrow Maggots
{4704} Soldier Shakes
{4705} Vermin Madness
{4706} 
{4707} 
{4708} 
{4709} 
{4710} Combat
{4711} Attack *
{4712} Battlecry
{4713} Heal me *
{4714} Help
{4715} Enemies sighted
{4716} Flee
{4717} Taunt
{4718} Guard me *
{4719} Hold *
{4720} Near death
{4721} Pain
{4722} Death
{4723} Poisoned
{4724} Spell failed
{4725} Damage Reduced
{4726} Custom #2
{4727} Custom #3
{4728} Custom #4
{4729} Custom #5
{4730} Exploration
{4731} Follow me *
{4732} Look here
{4733} Group party
{4734} Move over
{4735} Custom #6
{4736} Custom #7
{4737} Custom #8
{4738} Custom #9
{4739} Custom #10
{4740} Tasks
{4741} Pick lock
{4742} Search for secrets
{4743} Go stealthy
{4744} Can do
{4745} Cannot do
{4746} Task complete
{4747} Encumbered
{4748} 
{4749} 
{4750} Social
{4751} Hello
{4752} Yes
{4753} No
{4754} Stop
{4755} Rest
{4756} Bored
{4757} Goodbye
{4758} 
{4759} 
{4760} Feelings
{4761} Thank you
{4762} Laugh
{4763} Cuss
{4764} Cheer
{4765} Something to say
{4766} Good idea
{4767} Bad idea
{4768} Threaten
{4769} 
{4770} 
{4771} Both
{4772} Custom
{4773} Custom #1
{4774} 
{4775} 
{4776} 
{4777} 
{4778} 
{4779} 
{4780} Inspiration
{4781} Quick To Master
{4782} Slippery Mind
{4783} Monk AC Bonus
{4784} Favored Enemy: Dwarves
{4785} Favored Enemy: Elves
{4786} Favored Enemy: Gnomes
{4787} Favored Enemy: Halflings
{4788} Favored Enemy: Half-Elves
{4789} Favored Enemy: Half-Orcs
{4790} Favored Enemy: Humans
{4791} Favored Enemy: Aberrations
{4792} Favored Enemy: Animals
{4793} Favored Enemy: Beasts
{4794} Favored Enemy: Constructs
{4795} Favored Enemy: Dragons
{4796} Favored Enemy: Goblinoids
{4797} Favored Enemy: Monstrous Humanoids
{4798} Favored Enemy: Orcs
{4799} Favored Enemy: Reptilian Humanoids
{4800} Favored Enemy: Elementals
{4801} Favored Enemy: Fey
{4802} Favored Enemy: Giants
{4803} Favored Enemy: Magical Beasts
{4804} Favored Enemy: Outsiders
{4805} 
{4806} 
{4807} Favored Enemy: Shapechangers
{4808} Favored Enemy: Undead
{4809} Favored Enemy: Vermin
{4810} 
{4811} 
{4812} Outsider
{4813} 
{4814} Minor
{4815} Light
{4816} 
{4817} Moderate
{4818} Heavy
{4819} Critical
{4820} 
{4821} Color
{4822} Blue
{4823} Yellow
{4824} Purple
{4825} Red
{4826} 
{4827} Green
{4828} Type: Random
{4829} Unequipped
{4830} 
{4831} 
{4832} 
{4833} 
{4834} ERROR: BREAK OUTSIDE OF LOOP OR CASE STATEMENT
{4835} ERROR: TOO MANY PARAMETERS ON FUNCTION
{4836} ERROR: UNABLE TO OPEN FILE FOR WRITING
{4837} A-F
{4838} G-L
{4839} M-R
{4840} S-Z
{4841} 
{4842} <DELETED>
{4843} Weapon Proficiency (Creature)
{4844} Weapon Specialization (Creature)
{4845} Weapon Focus (Creature)
{4846} Improved Critical (creature)
{4847} 
{4848} Detect Mode
{4849} Cancel Detect Mode
{4850} Stealth Mode
{4851} Cancel Stealth Mode
{4852} Parry Mode
{4853} Cancel Parry Mode
{4854} 
{4855} ERROR: UNTERMINATED STRING CONSTANT
{4856} 
{4857} 
{4858} 
{4859} 
{4860} Boy
{4861} Girl
{4862} boy
{4863} girl
{4864} Brother
{4865} Sister
{4866} brother
{4867} sister
{4868} 
{4869} He
{4870} She
{4871} he
{4872} she
{4873} Him
{4874} Her
{4875} him
{4876} her
{4877} His
{4878} his
{4879} Hers
{4880} hers
{4881} Lad
{4882} Lass
{4883} lad
{4884} lass
{4885} Lord
{4886} Lady
{4887} lord
{4888} lady
{4889} 
{4890} barbarian
{4891} bard
{4892} cleric
{4893} druid
{4894} fighter
{4895} monk
{4896} paladin
{4897} ranger
{4898} rogue
{4899} sorcerer
{4900} wizard
{4901} aberration
{4902} animal
{4903} construct
{4904} humanoid
{4905} monstrous
{4906} elemental
{4907} fey
{4908} dragon
{4909} undead
{4910} commoner
{4911} beast
{4912} giant
{4913} magicbeast
{4914} outsider
{4915} shapechanger
{4916} vermin
{4917} dwarf
{4918} elf
{4919} gnome
{4920} halfling
{4921} halfelf
{4922} half-orc
{4923} human
{4924} male
{4925} female
{4926} Man
{4927} Woman
{4928} man
{4929} woman
{4930} Master
{4931} Mistress
{4932} master
{4933} mistress
{4934} Mister
{4935} Missus
{4936} mister
{4937} missus
{4938} 
{4939} Sir
{4940} Madam
{4941} sir
{4942} madam
{4943} Law
{4944} Chaos
{4945} lawful good
{4946} lawful neutral
{4947} lawful evil
{4948} neutral good
{4949} neutral
{4950} neutral evil
{4951} chaotic good
{4952} chaotic neutral
{4953} chaotic evil
{4954} lawful
{4955} neutral
{4956} chaotic
{4957} law
{4958} chaos
{4959} good
{4960} evil
{4961} Day
{4962} Night
{4963} day
{4964} night
{4965} 
{4966} Morning
{4967} Afternoon
{4968} Evening
{4969} 
{4970} morning
{4971} afternoon
{4972} evening
{4973} 
{4974} City
{4975} Steppes
{4976} Forest
{4977} 
{4978} Sewer
{4979} Crypt
{4980} Cavern
{4981} Dungeon
{4982} Building
{4983} city
{4984} steppes
{4985} forest
{4986} sewer
{4987} crypt
{4988} cavern
{4989} dungeon
{4990} building
{4991} Sunny
{4992} Cloudy
{4993} Rainy
{4994} Stormy
{4995} Snowy
{4996} sunny
{4997} cloudy
{4998} rainy
{4999} stormy
{5000} snowy
{5001} aberration
{5002} animal
{5003} beast
{5004} construct
{5005} dragon
{5006} humanoid_goblinoid
{5007} humanoid_monstrous
{5008} humanoid_orc
{5009} humanoid_reptilian
{5010} elemental
{5011} fey
{5012} giant
{5013} magical_beast
{5014} outsider
{5015} 
{5016} 
{5017} shapechanger
{5018} undead
{5019} vermin
{5020} 
{5021} 
{5022} Divine scrolls are capable of casting a wide range of spells, ranging from healing magic to protective auras.
{5023} Cloaks are simple cloth garments used to protect the wearer from bad weather and other hazards of the open road.
{5024} Gems are very popular with adventurers because they are small, portable, and light.
{5025} The gold piece, or gp, is the basic unit of trade for adventurers.
{5026} Books are a great resource to any adventurer. [put in proper base book item type description]
{5027} This is a creature's claw.
{5028} This is a creature's fang.
{5029} This is a fist.
{5030} This is a slashing and piercing creature weapon.
{5031} This is creature's hide.
{5032} Bugbear, Chieftain B
{5033} Bugbear, Shaman A
{5034} Bugbear, Shaman B
{5035} Bugbear B
{5036} Goblin, Chieftain B
{5037} Goblin, Shaman B
{5038} Goblin B
{5039} Cat, Lion
{5040} Cat, Jaguar
{5041} Mephit, Salt
{5042} Mephit, Steam
{5043} Mephit, Magma
{5044} Lizardfolk, Shaman A
{5045} Lizardfolk, Shaman B
{5046} Lizardfolk A
{5047} Lizardfolk B
{5048} Orc, Chieftain B
{5049} Orc, Shaman B
{5050} Orc B
{5051} Falcon
{5052} 
{5053} Belker
{5054} NWN, Aribeth 1
{5055} Intellect Devourer, Skeletal
{5056} Intellect Devourer, War
{5057} 
{5058} Orange
{5059} White
{5060} Monster Damage
{5061} Bite/Rend
{5062} 1d2
{5063} 1d3
{5064} 2d4
{5065} 3d4
{5066} 4d4
{5067} 5d4
{5068} 3d6
{5069} 4d6
{5070} 5d6
{5071} 6d6
{5072} 7d6
{5073} 8d6
{5074} 9d6
{5075} 10d6
{5076} 2d8
{5077} 3d8
{5078} 4d8
{5079} 5d8
{5080} 6d8
{5081} 7d8
{5082} 8d8
{5083} 9d8
{5084} 10d8
{5085} 2d10
{5086} 3d10
{5087} 4d10
{5088} 5d10
{5089} 6d10
{5090} 7d10
{5091} 8d10
{5092} 9d10
{5093} 10d10
{5094} 1d12
{5095} 2d12
{5096} 3d12
{5097} 4d12
{5098} 5d12
{5099} 6d12
{5100} 7d12
{5101} 8d12
{5102} 9d12
{5103} 10d12
{5104} 1d20
{5105} 2d20
{5106} 3d20
{5107} 4d20
{5108} 5d20
{5109} 6d20
{5110} 7d20
{5111} 8d20
{5112} 9d20
{5113} 10d20
{5114} Protection from Alignment
{5115} Magic Circle against Alignment
{5116} Aura versus Alignment
{5117} Summon Shadow
{5118} Protection from Cold
{5119} Protection from Fire
{5120} Protection from Lightning
{5121} Protection from Acid
{5122} Protection from Sonic
{5123} Endure Cold
{5124} Endure Fire
{5125} Endure Lightning
{5126} Endure Acid
{5127} Endure Sonic
{5128} Resist Cold
{5129} Resist Fire
{5130} Resist Lightning
{5131} Resist Acid
{5132} Resist Sonic
{5133} Protection from Alignment (2)
{5134} Protection from Alignment (5)
{5135} Magic Circle against Alignment (5)
{5136} Aura versus Alignment (15)
{5137} -1
{5138} -2
{5139} -3
{5140} -4
{5141} -5
{5142} -6
{5143} -7
{5144} -8
{5145} -9
{5146} -10
{5147} Random
{5148} Dim (5m)
{5149} Low (10m)
{5150} Normal (15m)
{5151} Bright (20m)
{5152} Universal
{5153} Backstab
{5154} Death
{5155} Divine
{5156} Illusion
{5157} Mind Affecting
{5158} Negative Energy
{5159} Positive Energy
{5160} Challenge Rating
{5161} Paralysis
{5162} Damage Vulnerability: Random
{5163} 5% Damage Weakness
{5164} 10% Damage Weakness
{5165} 25% Damage Weakness
{5166} 50% Damage Weakness
{5167} 75% Damage Weakness
{5168} 90% Damage Weakness
{5169} 100% Damage Weakness
{5170} Critical Hits
{5171} Death Magic
{5172} Adventurer
{5173} adventurer
{5174} 
{5175} Human
{5176} human
{5177} 0
{5178} 
{5179} 
{5180} *mumble*
{5181} 
{5182} ERROR: NO FUNCTION STARTINGCONDITIONAL() IN SCRIPT
{5183} ERROR: FUNCTION STARTINGCONDITIONAL() MUST HAVE AN INT RETURN VALUE
{5184} ERROR: FUNCTION STARTINGCONDITIONAL() MUST HAVE NO PARAMETERS
{5185} Save
{5186} Video Options
{5187} Exit
{5188} Resume Game
{5189} Unknown Speaker
{5190} 
{5191} Enable Environment Shadows
{5192} Enable Texture Animations(water,lava,etc.)
{5193} Hide Second Story Tiles:
{5194} Chase Cam
{5195} Enable Tile Border
{5196} 
{5197} OK
{5198} Texture Memory
{5199} Visual Effects High Enabled
{5200} 
{5201} Connect
{5202} Direct Connect
{5203} Add to Favorites
{5204} Server Details
{5205} Internet
{5206} LAN
{5207} History
{5208} Favorites
{5209} Remove from
Favorites
{5210} Clear History
{5211} Cat, Panther
{5212} Cat, Cougar
{5213} Barbarian
{5214} Cancel
{5215} Spells
{5216} Iron Golem Fumes
{5217} Server Name
{5218} Module Name
{5219} Players
{5220} Levels
{5221} Ping
{5222} Server IP Address
{5223} Fairy
{5224} critical hit
{5225} Sneak Attack
{5226} Aura of Blinding
{5227} Aura of Cold
{5228} Aura of Electricity
{5229} Aura of Fear
{5230} Aura of Fire
{5231} Aura of Menace
{5232} Aura of Protection
{5233} Aura of Stunning
{5234} Aura of Unearthly Visage
{5235} Aura of Unnatural
{5236} Bolt, Ability Drain Charisma
{5237} Bolt, Ability Drain Constitution
{5238} Bolt, Ability Drain Dexterity
{5239} Bolt, Ability Drain Intelligence
{5240} Bolt, Ability Drain Strength
{5241} Bolt, Ability Drain Wisdom
{5242} Bolt, Acid
{5243} Bolt, Charm
{5244} Bolt, Cold
{5245} Bolt, Confuse
{5246} Bolt, Daze
{5247} Bolt, Death
{5248} Bolt, Disease
{5249} Bolt, Dominate
{5250} Bolt, Fire
{5251} Bolt, Knockdown
{5252} Bolt, Level Drain
{5253} Bolt, Lightning
{5254} Bolt, Paralyze
{5255} Bolt, Poison
{5256} Bolt, Shards
{5257} Bolt, Slow
{5258} Bolt, Stun
{5259} Bolt, Web
{5260} Cone of Acid
{5261} Cone of Frost
{5262} Cone of Disease
{5263} Cone of Fire
{5264} Cone of Lightning
{5265} Cone of Poison
{5266} Cone, Sonic
{5267} Dragon Breath, Acid
{5268} Dragon Breath, Cold
{5269} Dragon Breath, Fear
{5270} Dragon Breath, Fire
{5271} Dragon Breath, Gas
{5272} Dragon Breath, Lightning
{5273} Dragon Breath, Paralysis
{5274} Dragon Breath, Sleep
{5275} Dragon Breath, Slow
{5276} Dragon Breath, Weaken
{5277} Dragon Wing Buffet
{5278} Ferocity
{5279} Ferocity, Improved
{5280} Ferocity, Greater
{5281} Gaze, Charm
{5282} Gaze, Confusion
{5283} Gaze, Daze
{5284} Gaze, Death
{5285} Gaze, Destroy Chaos
{5286} Gaze, Destroy Evil
{5287} Gaze, Destroy Good
{5288} Gaze, Destroy Law
{5289} Gaze, Dominate
{5290} Gaze, Doom
{5291} Gaze, Fear
{5292} Gaze, Paralysis
{5293} Gaze, Stunned
{5294} Iron Golem Poison Gas
{5295} Hell Hound Fire Breath
{5296} Howl, Confusion
{5297} Howl, Daze
{5298} Howl, Death
{5299} Howl, Doom
{5300} Howl, Fear
{5301} Howl, Paralysis
{5302} Howl, Sonic
{5303} 
{5304} Howl, Stunning
{5305} Intensity
{5306} Intensity, Improved
{5307} Intensity, Greater
{5308} Krenshar, Fear Gaze
{5309} Lesser Body Adjustment
{5310} Mephit, Salt Breath
{5311} Mephit, Steam Breath
{5312} Mummy, Bolster Undead
{5313} Pulse, Water Elemental Drown
{5314} Pulse, Vrock Spores
{5315} Pulse, Air Elemental Whirlwind
{5316} Pulse, Fire
{5317} Pulse, Lightning
{5318} Pulse, Cold
{5319} Pulse, Negative
{5320} Pulse, Holy
{5321} Pulse, Death
{5322} Pulse, Level Drain
{5323} Pulse, Ability Drain Intelligence
{5324} Pulse, Ability Drain Charisma
{5325} Pulse, Ability Drain Constitution
{5326} Pulse, Ability Drain Dexterity
{5327} Pulse, Ability Drain Strength
{5328} Pulse, Ability Drain Wisdom
{5329} Pulse, Poison
{5330} Pulse, Disease
{5331} Rage
{5332} Rage, Improved
{5333} Rage, Greater
{5334} Belker Smoke Claws
{5335} Summon Slaad
{5336} Summon Tanarri
{5337} Archon Trumpet Blast
{5338} Tyrant Fog Zombie Mist
{5339} Summon Animal Companion
{5340} Power Attack Mode
{5341} Cancel Power Attack Mode
{5342} Improved Power Attack Mode
{5343} Cancel Improved Power Attack Mode
{5344} 
{5345} Attack Nearest
{5346} Box
{5347} Lever
{5348} Chest
{5349} Door
{5350} Barn Door
{5351} Temple Door
{5352} success
{5353} failure
{5354} 
{5355} Please Enter Player Password:
{5356} 
{5357} Enter your Original NWN CD Key
{5358} Invalid CD Key Entry.
{5359} Player Name:
{5360} Email Address:
{5361} Password:
{5362} Connection failed, try another Nick.
{5363} Search failed. You don't have an active profile.
Create a new account.
{5364} All the fields were not filled
in properly.
{5365} GameSpy Initialization Error, please Retry.
{5366} Create New
Account
{5367} Create New Account Failed.
Try a different player name.
{5368} Create New Account Failed.
Player name contained
invalid characters.
{5369} Fox's Cunning
{5370} Owl's Wisdom
{5371} Eagle's Splendor
{5372} Greater Eagle's Splendor
{5373} Greater Owl's Wisdom
{5374} Greater Fox's Cunning
{5375} Greater Bull's Strength
{5376} Greater Cat's Grace
{5377} Greater Bear's Endurance
{5378} Eagle's Splendor (3)
{5379} Eagle's Splendor (10)
{5380} Eagle's Splendor (15)
{5381} Owl's Wisdom (3)
{5382} Owl's Wisdom (10)
{5383} Owl's Wisdom (15)
{5384} Fox's Cunning (3)
{5385} Fox's Cunning (10)
{5386} Fox's Cunning (15)
{5387} Greater Eagle's Splendor (11)
{5388} Greater Owl's Wisdom (11)
{5389} Greater Fox's Cunning(11)
{5390} Greater Bull's Strength(11)
{5391} Greater Cat's Grace (11)
{5392} Greater Endurance (11)
{5393} 
{5394} 
{5395} Base Damage: 1d4
Base Critical Threat: 19-20/x2 
Base Damage Type: Piercing
Weapon Size: Tiny
Feats Required: Simple, Druid, Monk, Rogue, or Wizard
{5396} Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Slashing
Weapon Size: Small
Feats Required: Exotic or Monk
{5397} 
{5398} Base Damage: 1d2
Base Critical Threat: x2
Base Damage Type: Piercing
Weapon Size: Tiny
Feats Required: Exotic or Monk
{5399} Base Damage: 1d6
Base Critical Threat: x2 
Base Damage Type: Bludgeoning
Weapon Size: Small
Feats Required: Simple or Rogue
{5400} Base Damage: 1d6 
Base Critical Threat: x2 
Base Damage Type: Slashing
Weapon Size: Small
Feats Required: Simple or Druid
{5401} Base Damage: 1d8
Base Critical Threat: x3 
Base Damage Type: Piercing
Weapon Size: Large
Feats Required: Simple or Druid
{5402} Base Damage: 1d8 
Base Critical Threat: 19-20/x2 
Base Damage Type: Piercing
Weapon Size: Small
Ammunition: Bolts
Feats Required: Simple, Monk, Rogue, or Wizard
{5403} Launcher: Crossbow, Light, Crossbow, Heavy
{5404} Base Damage: 1d4
Base Critical Threat: x2 
Base Damage Type: Piercing
Weapon Size: Small
Feats Required: Simple, Druid, or Rogue
{5405} Base Damage: 1d4
Base Critical Threat: x2 
Base Damage Type: Bludgeoning
Weapon Size: Small
Ammunition: Bullets
Feats Required: Simple, Druid, or Monk
{5406} Launcher: Sling
{5407} Base Damage: 1d6
Base Critical Threat: x2 
Base Damage Type: Slashing
Weapon Size: Small
Feats Required: Martial
{5408} Base Damage: 1d4
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Small
Feats Required: Martial
{5409} Base Damage: 1d6
Base Critical Threat: x3 
Base Damage Type: Slashing
Weapon Size: Small
Feats Required: Martial, Monk, or Rogue
{5410} Base Damage: 1d6
Base Critical Threat: 19-20/x2 
Base Damage Type: Piercing
Weapon Size: Small
Feats Required: Martial or Rogue
{5411} Base Armor Class: 0
Maximum Dexterity Bonus: None
Armor Check Penalty: 0
Arcane Spell Failure: 0%
Feats Required: None

{5412} Base Damage: 1d8
Base Critical Threat: x2 
Base Damage Type: Bludgeoning and Piercing
Weapon Size: Medium
Feats Required: Simple or Rogue
{5413} Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Simple, Druid, Monk, Rogue, or Wizard
{5414} Base Damage: 1d10 
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Weapon Size: Medium
Ammunition: Bolts
Feats Required: Simple, Monk, Rogue, or Wizard
{5415} Base Damage: 1d8
Base Critical Threat: x3 
Base Damage Type: Slashing
Weapon Size: Medium
Feats Required: Martial
{5416} Base Damage: 1d8
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial
{5417} Base Damage: 1d8
Base Critical Threat:19-20/x2 
Base Damage Type: Slashing
Weapon Size: Medium
Feats Required: Martial or Elf
{5418} Base Damage: 1d6 
Base Critical Threat: 18-20/x2 
Base Damage Type: Piercing
Weapon Size: Medium
Feats Required: Martial, Rogue, or Elf
{5419} Base Damage: 1d6
Base Critical Threat: 18-20/x2 
Base Damage Type: Slashing
Weapon Size: Medium
Feats Required: Martial or Druid
{5420} Base Damage: 1d8
Base Critical Threat: x3 
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Martial
{5421} Base Damage: 1d6
Base Critical Threat: x3 
Base Damage Type: Piercing
Weapon Size: Medium
Ammunition: Arrows
Feats Required: Martial, Rogue, or Elf
{5422} Launcher: Shortbow, Longbow
{5423} Base Damage: 1d10
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Weapon Size: Medium
Feats Required: Exotic
{5424} Base Damage: 1d10
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial
{5425} Base Damage: 2d4
Base Critical Threat: x4 
Base Damage Type: Piercing and Slashing
Weapon Size: Large
Feats Required: Martial
{5426} Base Damage: 1d12
Base Critical Threat: x3
Base Damage Type: Slashing
Weapon Size: Large
Feats Required: Martial
{5427} Base Damage: 2d6
Base Critical Threat: 19-20/x2 
Base Damage Type: Slashing
Weapon Size: Large
Feats Required: Martial
{5428} Base Damage: 1d10
Base Critical Threat: x3 
Base Damage Type: Piercing and Slashing
Weapon Size: Large
Feats Required: Martial
{5429} Base Damage: 1d8
Base Critical Threat: x3 
Base Damage Type: Piercing
Weapon Size: Large
Ammunition: Arrows
Feats Required: Martial or Elf
{5430} Base Damage: 1d8/1d8 
Base Critical Threat: x3
Base Damage Type: Slashing
Weapon Size: Large
Feats Required: Exotic
{5431} Base Damage: 1d8/1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Weapon Size: Large
Feats Required: Exotic
{5432} Base Armor Class: 1
Maximum Dexterity Bonus: 8
Armor Check Penalty: 0
Arcane Spell Failure: 5%
Feats Required: Light Armor

{5433} Base Damage: 1d8/1d8
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Exotic
{5434} Base Damage: 1d10
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Weapon Size: Medium
Feats Required: Exotic
{5435} Base Armor Class: 2
Maximum Dexterity Bonus: 6
Armor Check Penalty: 0
Arcane Spell Failure: 10%
Feats Required: Light Armor
{5436} Base Armor Class: 3
Maximum Dexterity Bonus: 5
Armor Check Penalty: -1
Arcane Spell Failure: 15%
Feats Required: Light Armor
{5437} Base Armor Class: 4
Maximum Dexterity Bonus: 4
Armor Check Penalty: -2
Arcane Spell Failure: 20%
Feats Required: Light Armor
{5438} Base Armor Class: 4
Maximum Dexterity Bonus: 3
Armor Check Penalty: -4
Arcane Spell Failure: 25%
Feats Required: Medium Armor
{5439} Base Armor Class: 6
Maximum Dexterity Bonus: 1
Armor Check Penalty: -6
Arcane Spell Failure: 35%
Feats Required: Heavy Armor
{5440} Base Armor Class: 7
Maximum Dexterity Bonus: 1
Armor Check Penalty: -7
Arcane Spell Failure: 40%
Feats Required: Heavy Armor
{5441} Base Armor Class: 8
Maximum Dexterity Bonus: 1
Armor Check Penalty: -6
Arcane Spell Failure: 35%
Feats Required: Heavy Armor
{5442} Base Damage: 1d4
Base Critical Threat: 18-20/x2
Base Damage Type: Slashing
Weapon Size: Tiny
Feats Required: Martial
{5443} Base Armor Class: +1
Armor Check Penalty: -1
Arcane Spell Failure: 5%
Feats Required: Shields
{5444} 
{5445} 
{5446} 
{5447} 
{5448} 
{5449} 
{5450} 
{5451} 
{5452} 
{5453} 
{5454} 
{5455} 
{5456} 
{5457} 
{5458} Base Armor Class: +2
Armor Check Penalty: -2
Arcane Spell Failure: 15%
Feats Required: Shields
{5459} Base Armor Class: +4
Armor Check Penalty: -10
Arcane Spell Failure: 50%
To-Hit Penalty: -2
Feats Required: Shields

{5460} 
{5461} 
{5462} 
{5463} 
{5464} 
{5465} 
{5466} 
{5467} 
{5468} 
{5469} 
{5470} 
{5471} 
{5472} 
{5473} 
{5474} 
{5475} 
{5476} Enhancement Bonus:
{5477} Armor Bonus:
{5478} Armor Bonus vs.
{5479} Enhancement Bonus:
{5480} Enhancement Bonus vs.
{5481} Enhancement Penalty:
{5482} Weight Reduction:
{5483} Bonus Feat:
{5484} Bonus Spell Slot:
{5485} Use:
{5486} Damage Bonus:
{5487} Damage Bonus vs.
{5488} Damage Immunity:
{5489} Damage Penalty:
{5490} Damage Reduction:
{5491} Resistance:
{5492} Damage Vulnerability:
{5493} Darkvision
{5494} Ability Score Penalty:
{5495} Decreased AC:
{5496} Decreased Skill Modifier:
{5497} Double Stack:
{5498} Reduced Container Weight:
{5499} Extra Melee Damage:
{5500} Extra Ranged Damage:
{5501} Haste
{5502} Holy Avenger
{5503} Immunity:
{5504} Improved Evasion
{5505} Spell Resistance:
{5506} Improved Saving Throws:
{5507} Keen
{5508} Light
{5509} Mighty
{5510} Mind Blank
{5511} No Damage
{5512} On Hit:
{5513} Reduced Saving Throws:
{5514} Spell Immunity:
{5515} Regeneration:
{5516} Skill Bonus:
{5517} Spell School Immunity:
{5518} Thieves' Tools:
{5519} Attack Bonus:
{5520} Attack Bonus vs.
{5521} Attack Penalty:
{5522} Unlimited Ammo:
{5523} Only Useable By:
{5524} Bonus Hitpoints:
{5525} Vampiric Regeneration:
{5526} Vorpal Blade
{5527} Wounding
{5528} Trap Type:
{5529} True Seeing
{5530} Monster Hit Ability:
{5531} Turn Resistance:
{5532} Massive Criticals:
{5533} Freedom of Movement
{5534} Poison:
{5535} Monster Damage:
{5536} 
{5537} 1d2 Strength Damage
{5538} 1d2 Dexterity Damage
{5539} 1d2 Constitution Damage
{5540} 1d2 Intelligence Damage
{5541} 1d2 Wisdom Damage
{5542} 1d2 Charisma Damage
{5543} Very Easy
{5544} Easy
{5545} Normal
{5546} Hard
{5547} Very Hard
{5548} (Unidentified)
{5549} Advanced Server Options
{5550} Server Name:
{5551} Max Players
{5552} Identify
{5553} Player Password
{5554} DM Password
{5555} Advanced Options
{5556} 
{5557} Neverwinter Nights: Chapter 1
{5558} Neverwinter Nights: Chapter 2
{5559} Neverwinter Nights: Chapter 3
{5560} Neverwinter Nights: Chapter 4
{5561} Enable Multiplayer
{5562} Other Modules...
{5563} Traps
{5564} Half-Dragon, Red
{5565} Charges:
{5566} Cost:
{5567} Weight:
{5568} 
{5569} The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. Badgers may be small, but they are capable of flying into a berserk rage, becoming a devastating whirlwind of teeth and claws.
{5570} Half-Dragon, Silver
{5571} Lich
{5572} Server Admin Password
{5573} Level Range
{5574} Enforce Legal Characters
{5575} Save Current Settings
{5576} Reset Settings
{5577} Allow Local Characters
{5578} Death Options
{5579} Filters
{5580} Player vs. Player
{5581} ->
{5582} Edit Player Profile
{5583} Dwarven
{5584} Elven
{5585} 
{5586} Half-Elven
{5587} 
{5588} dwarven
{5589} elven
{5590} half-elven
{5591} Game Type
{5592} Invalid Max Players Entered.
{5593} <CUSTOM0> Magical
{5594} <CUSTOM0> Physical
{5595} Level 1 or Lower
{5596} Level 2 or Lower
{5597} Level 3 or Lower
{5598} Level 4 or Lower
{5599} Level 5 or Lower
{5600} Level 6 or Lower
{5601} Level 7 or Lower
{5602} Level 8 or Lower
{5603} Level 9 or Lower
{5604} Immunity: Spells by Level
{5605} OnBlocked
{5606} Riposte Attack
{5607} Choose a Familiar for your Character
{5608} Default Fighter
{5609} <color=Gold><b>Default Fighter</b></color>

The standard fighter is trained in the use of the longsword and combat-oriented feats.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{5610} Air
{5611} Animal
{5612} Chaos
{5613} Death
{5614} Destruction
{5615} Earth
{5616} Evil
{5617} Fire
{5618} Good
{5619} Healing
{5620} Knowledge
{5621} Law
{5622} Luck
{5623} Magic
{5624} Plant
{5625} Protection
{5626} Strength
{5627} Sun
{5628} Travel
{5629} Trickery
{5630} War
{5631} Water
{5632} General
{5633} Wizard, Generalist
{5634} <color=Gold><b>Generalist</b></color>

Generalist wizards are able to prepare spells from any of the spell schools and have a broader sampling of spells than other packages.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{5635} Immunity to Spell by Level:
{5636} The bat is a creature of the night, relying on sound for navigation. Despite common superstition, most bats are harmless, preferring to feed on fruits and insects.

Special: Master gains a +3 bonus on Listen checks.
{5637} Vampire
{5638} Half-Fiend
{5639} Half-Celestial
{5640} Curst
{5641} Revenant
{5642} Beast of Xvim
{5643} 
{5644} Greater Mummy
{5645} Armoire
{5646} Bookshelf
{5647} Box{2}
{5648} Box{3}
{5649} Box{4}
{5650} Cabinet
{5651} Chest 2
{5652} Chest 3
{5653} Chest 4
{5654} Chest of Drawers
{5655} Desk
{5656} Loot Bag
{5657} Loot Bag{2}
{5658} Loot Bag{3}
{5659} Loot Bag{4}
{5660} Loot Bag{5}
{5661} Loot Bag{6}
{5662} Sarcophagus
{5663} Sarcophagus
{5664} Sarcophagus
{5665} Floor Lever{2}
{5666} Pillar Button 
{5667} Pillar Button{2}
{5668} Pillar Lever
{5669} Pillar Lever{2}
{5670} Portal
{5671} Press Plate
{5672} Press Plate{2}
{5673} Pull Rope / Chain
{5674} Archery Target
{5675} Ballista
{5676} Broken Ballista
{5677} Battering Ram
{5678} Broken Battering Ram
{5679} Catapult
{5680} Broken Catapult
{5681} Combat Dummy
{5682} Empty Wagon
{5683} Ruined Wagon
{5684} Full Wagon
{5685} Alchemist's Apparatus
{5686} Altar / Shrine - Good
{5687} Altar
{5688} Altar
{5689} Animal Cage
{5690} Anvil
{5691} Barrel
{5692} Bed
{5693} Bedrolls
{5694} Bed
{5695} Birdcage
{5696} Birdbath
{5697} Bolts of Cloth
{5698} Book Piles
{5699} Brazier
{5700} Campfire
{5701} Campfire - Cauldron
{5702} Campfire with Spit
{5703} Candelabra
{5704} Divining Pool
{5705} Forge
{5706} Fountain
{5707} Free Torch
{5708} Gnomish Contraption / Engine
{5709} Gong
{5710} Hangman's Post
{5711} Hay Bundle
{5712} Headstone
{5713} Humanoid Cage
{5714} Keg
{5715} Lamp Post
{5716} Lecturn
{5717} Painting on Easel
{5718} Pedestal
{5719} Pile of Skulls
{5720} Pillar
{5721} 
{5722} Pillar
{5723} Pillar
{5724} Grass Tufts
{5725} Shrub
{5726} Potted Plant
{5727} Rubble
{5728} Sacks
{5729} Sawhorse
{5730} Signpost
{5731} Signpost
{5732} Signpost
{5733} Spiderweb Cocoon
{5734} Statue
{5735} Statue
{5736} Gargoyle Statue
{5737} Stocks
{5738} Stones
{5739} Sundial
{5740} Table
{5741} Torture Equipment
{5742} Torture Equipment with Corpse
{5743} Tree
{5744} Tree
{5745} Urn
{5746} Wagon Wheel
{5747} Water Trough
{5748} Weapon Rack
{5749} Well
{5750} Wood-burning Oven
{5751} Woodpile
{5752} Arrow-filled Corpse
{5753} Corpse
{5754} Corpse
{5755} Corpse
{5756} Corpse
{5757} Fly-Clad Corpse Wagon
{5758} Fly-Clad Plague Victim Corpse
{5759} Impaled Corpse
{5760} Impaled Head
{5761} Impaling Spear with Monster Corpse
{5762} Impaling Spear with Monster Head
{5763} Plague Victim Pyre
{5764} Sword-filled Corpse
{5765} Flag / Pennant / Banner - 1
{5766} Flag / Pennant / Banner - 2
{5767} Flag / Pennant / Banner - 3
{5768} Banner
{5769} Flag / Pennant / Banner - 5
{5770} Flag / Pennant / Banner - 6
{5771} Flag / Pennant / Banner - 7
{5772} Flag / Pennant / Banner - 8
{5773} Freestanding Merchant's Placard - 1
{5774} Freestanding Merchant's Placard - 2
{5775} Freestanding Merchant's Placard - 3
{5776} Freestanding Merchant's Placard - 4
{5777} Freestanding Merchant's Placard
{5778} Freestanding Merchant's Placard - 6
{5779} Freestanding Merchant's Placard - 7
{5780} Freestanding Merchant's Placard - 8
{5781} Merchant's Shingle - 1
{5782} Merchant's Shingle - 2
{5783} Merchant's Shingle - 3
{5784} Merchant's Shingle - 4
{5785} Merchant's Shingle - 5
{5786} Merchant's Shingle - 6
{5787} Merchant's Shingle - 7
{5788} Merchant's Shingle - 8
{5789} Bloodstain
{5790} Butterflies
{5791} Dust Plume
{5792} Flame
{5793} Flame
{5794} Flame
{5795} Floor Designs
{5796} Floor Designs - Style 2
{5797} Floor Designs - Style 3
{5798} Floor-anchored Shackles
{5799} Garbage
{5800} Invisible Object
{5801} Magic Sparks
{5802} Magic Sparks
{5803} Magic Sparks
{5804} Magic Sparks
{5805} Magic Sparks
{5806} Magic Sparks
{5807} Magic Sparks
{5808} Magic Sparks
{5809} Shaft of Light
{5810} Shaft of Light
{5811} Shaft of Light
{5812} Shaft of Light
{5813} Shaft of Light
{5814} Shaft of Light
{5815} Shaft of Light
{5816} Shaft of Light
{5817} Debris
{5818} Throw Rug
{5819} Water Drip
{5820} Scorch Mark
{5821} Bench
{5822} Chair
{5823} Couch
{5824} Footstool
{5825} Stool
{5826} Throne - Good
{5827} Throne
{5828} Spell Info
{5829} Post Game To Internet
{5830} Server Port
{5831} Description:
{5832} Password Required
{5833} Pathetic
{5834} Meager
{5835} Standard
{5836} High
{5837} Royal
{5838} You have been disconnected.
{5839} (Required)
{5840} (Required for Internet Play)
{5841} Please Enter a Player Name
{5842} Please re-enter the password.
{5843} 
{5844} Help
{5845} [test]
{5846} General
{5847} Unavailable Skill
{5848} You may not learn this skill.
{5849} 
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{5926} 
{5927} 
{5928} 
{5929} Wolves are pack hunters known for their persistence and cunning. In combat, wolves possess the capability to knock down an opponent.


{5930} Available Feats
{5931} Added Feats
{5932} Battle Mastery
{5933} Divine Strength
{5934} Divine Protection
{5935} Divine Luck
{5936} Negative Plane Avatar
{5937} 
{5938} Type of Feat: Domain
Prerequisite: Access to War domain.
Specifics: 
Battle Master: The clerics gains a bonus of 1 + 1 per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well the cleric receives double this value as damage reduction. The effect will last for 5 rounds + charisma modifer.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cat's Grace (2), Aura of Vitality (7).
Use: Once/Day.
{5939} Type of Feat: Domain
Prerequisite: Access to the Strength domain.
Specifics:
Divine Strength: The cleric gains a bonus to Strength equal to 2 +1 per 3 cleric levels. The effect lasts for 5 rounds + Charisma modifier.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Divine Power (3), Stoneskin (5)
Use: Automatic.
{5940} Type of Feat: Domain
Prerequisite: Access to the Protection domain.
Specifics: 
Divine Protection: Available to Clerics of the Protection Domain. The cleric is able to cast an improved form of Sanctuary that sets the save DC at 10 + Chr Modifier + Clerical Level. The effect has a duration of 1 round per caster level + Charisma modifier.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Minor Globe of Invulnerability (4), Energy Buffer (5).
Use: Automatic.
{5941} 
{5942} Type of Feat: Domain
Prerequisite: Access to the Death domain.
Specifics:
Negative Plane Avatar: Able to summon a shadow that scales according to the cleric's level.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Phantasmal Killer (4), Enervation (5).
Use: Automatic.
{5943} 
{5944} 
{5945} Strength Domain Powers
{5946} 
{5947} War Domain Powers
{5948} Protection Domain Powers
{5949} Luck Domain Powers
{5950} Death Domain Powers
{5951} Air Domain Powers
{5952} Animal Domain Powers
{5953} Destruction Domain Powers
{5954} Earth Domain Powers
{5955} Evil Domain Powers
{5956} Fire Domain Powers
{5957} Good Domain Powers
{5958} Healing Domain Powers
{5959} Knowledge Domain Powers
{5960} Magic Domain Powers
{5961} Plant Domain Powers
{5962} Sun Domain Powers
{5963} Travel Domain Powers
{5964} Trickery Domain Powers
{5965} Water Domain Powers
{5966} Type of Feat: Domain
Prerequisite: Access to the Air domain.
Specifics: 
Elemental Turning: Able to turn elementals as if they were undead. 
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Call Lightning (3), Chain Lightning (6).
Use: Automatic.
{5967} 
{5968} Type of Feat: Domain
Prerequisite: Access to the Animal domain.
Specifics: 
Clerics who take the Animal domain are able to summon more powerful allies.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cat's Grace (2), True Seeing (3), Polymorph Self (5).
Use: Automatic.
{5969} Type of Feat: Domain
Prerequisite: Access to the Destruction domain.
Specifics: 
Weaken Constructs: Able to damage constructs while using the turn ability.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Stinking Cloud (3), Acid Fog (6).
Use: Automatic.
{5970} Type of Feat: Domain
Prerequisite: Access to the Earth domain.
Specifics: 
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Stoneskin (4), Energy Buffer (5)
Use: Automatic.
{5971} Type of Feat: Domain
Prerequisite: Access to the Evil domain.
Specifics: 
Turn Outsiders: Able to turn outsiders as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Negative Energy Ray (1), Negative Energy Burst (3), Enervation (5).
Use: Automatic.
{5972} Type of Feat: Domain
Prerequisite: Access to the Fire domain.
Specifics: 
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Wall of Fire (4), Energy Buffer (5).
Use: Automatic.
{5973} Type of Feat: Domain
Prerequisite: Access to the Good domain.
Specifics: 
Turn Outsider: Able to turn outsiders as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Stoneskin (4), Lesser Planar Binding (5).
Use: Automatic.
{5974} Type of Feat: Domain
Prerequisite: Access to the Healing domain.
Specifics: 
Empower Healing: The following healing spells are cast as if Empowered by the feat: Cure Light Wounds, Cure Moderate Wounds, Cure Serious Wounds, Cure Critical Wounds.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Cure Serious Wounds (2), Heal(5).
Use: Automatic.
{5975} Type of Feat: Domain
Prerequisite: Access to the Knowledge domain.
Specifics: 
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Identify (1), Knock (2), Clairvoyance/Clairaudience (3), True Seeing (4), Legend Lore (6).
Use: Automatic.
{5976} Type of Feat: Domain
Prerequisite: Access to the Magic domain.
Specifics: 
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Mage Armor (1), Melf's Acid Arrow (2), Negative Energy Burst (3), Stoneskin (4), Ice Storm (5).
Use: Automatic.
{5977} Type of Feat: Domain
Prerequisite: Access to the Plant domain.
Specifics: 
Turn Vermin: Able to turn vermin as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Barkskin (2), Creeping Doom (7).
Use: Automatic.
{5978} Type of Feat: Domain
Prerequisite: Access to the Sun domain.
Specifics: 
Exceptional Turning: Add 1d6 to all turning checks to determine the maximum HD of undead turned. Also add 1d4 to the number of undead Hit Dice turned.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Searing Light (2), Sunbeam (7).
Use: Automatic.
{5979} Type of Feat: Domain
Prerequisite: Access to the Travel domain.
Specifics: 
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Entangle (1), Web (2), Freedom of Movement (3), Slow (4), Haste (5).
Use: Automatic.
{5980} Type of Feat: Domain
Prerequisite: Access to the Trickery domain.
Specifics:
Divine Trickery: Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, and Pick Pockets checks equal to 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Invisibility (2), Invisibility Sphere (3), Improved Invisibility (5).
Use: Automatic.
{5981} Type of Feat: Domain
Prerequisite: Access to the Water domain.
Specifics: 
Turn Elementals: Able to turn elementals as if they were undead.
Bonus Spells: The cleric gains access to the following spells at the specified spell level: Poison (3), Ice Storm (5).
Use: Automatic.
{5982} Pick Cleric Domain
{5983} 
{5984} Feat Info
{5985} A cleric must choose two domains. These domains grant special powers and access to more spells, some of which the cleric may not normally be able to prepare.
{5986} These immensely strong creatures can weigh more than 1,800 pounds and can stand nearly 9 feet tall when they rear up on their hind legs. As animal companions, bears don't have any special abilities, but they make up for it with sheer brute strength.
{5987} 
{5988} Boars are tough, tenacious opponents, able to continue fighting when most other creatures would already be dead. Boars are harder to kill than any other animal companion.


{5989} Hawk
{5990} The hawk is a silent and stealthy animal companion, with near-legendary eyesight.

Special: Master gains a +2 bonus to Spot checks.
{5991} Panther
{5992} Silent and deadly, the panther is capable of disappearing and reappearing where the enemy least expects it.

Skills: Hide, Move Silently.
Feats: none.
Special: none.
{5993} While not the strongest and hardiest of animal companions, the giant spider makes up for it with agility and a poisonous bite.

{5994} The dire wolf is a strong companion, able to stand up at the forefront of combat and defend its master.

Skills: Listen, Spot.
Feats: none.
Special: none
{5995} Panther
{5996} Panthers are strong cats that complement their master's magical ability with brute power.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special: none
{5997} Hell Hound
{5998} This eerie dog is quick and eventually gains the ability to spew cones of flames from its crimson jaws.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special: 
 Master Level
 10: Cone of fire, 1x day.
 20: Cone of fire, 2x day.
{5999} Imp
{6000} Imps are sneaky devils, capable of cruel mischief.

Special: Master gains a +2 bonus to Dexterity.
{6001} Fire Mephit
{6002} Fire mephits can fling bolts of fire.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special: 
 Master Level
 1: Damage Reduction 5/1, fire bolt, 1x day.
 5: Fire bolt, 2x day.
 10: Fire bolt, 3x day.
 15: Fire bolt, 4x day.
 20: Fire bolt, 5x day.
{6003} Ice Mephit
{6004} Ice mephits resemble small humans made of ice and frost.

Special: Master gains a +2 bonus to Dexterity.


{6005} Pixie
{6006} 
{6007} Pixies are sneaky and mischievous creatures that are fond of adventure, but they prefer to disappear when directly endangered.

Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently, Taunt, Open Locks, Disable Trap
Feats: Skill Focus (Open Lock).
Special: 
 Master Level
 5:Skill Focus (Disable Trap), Invisibility, 1x day.
 10: Invisibility, 2x day.
 15: Invisibility, 3x day.
 20: Invisibility, 4x day.
{6008} Raven
{6009} Ravens are sly tricksters and very fond of shiny objects.

Special: Master gains a +3 bonus to Appraise checks.
{6010} Gamma Slider
{6011} Domains: 
{6012} Type of Feat: Special
Prerequisite: Druid Level 1.
Specifics: This feat allows the character to use the club, dagger, scimitar, sickle, spear, quarterstaff, dart, and sling. 
Normal: A character cannot equip a weapon he is not proficient in.
Use: All druids start with this feat but can gain other weapon proficiency as well.
{6013} Type of Feat: Special
Prerequisite: Monk level 1.
Specifics: This feat allows effective use of club, dagger, handaxe, light crossbow, heavy crossbow, quarterstaff, shuriken, kama, and sling. 
Normal: A character cannot equip a weapon he is not proficient in.
Use: All monks start with this feat but can gain other weapon proficiencies as well.

{6014} Type of Feat: Special
Prerequisite: Rogue level 1.
Specifics: This feat allows the character to use the club, dagger, dart, handaxe, light crossbow, heavy crossbow, quarterstaff, mace, short sword, rapier, shortbow, morningstar, and sling. 
Normal: A character cannot equip a weapon he is not proficient in.
Use: All rogues start with this feat but can gain other weapon proficiencies as well.

{6015} Type of Feat: Special
Prerequisite: Wizard level 1.
Specifics: This feat allows the character to use the club, dagger, light crossbow, heavy crossbow, and quarterstaff. 
Normal: A character cannot equip a weapon he is not proficient in.
Use: All wizards start with this feat but can gain other weapon proficiencies as well.
{6016} Type of Feat: Class
Prerequisite: Barbarian level 1 or cleric with the Travel domain.
Specifics: This feat gives the character a 10% bonus to movement.
{6017} Type of Feat: Class
Prerequisite: Barbarian level 2, cleric with the Air domain, rogue level 4, assassin level 2, dwarven defender level 2, shadowdancer level 2, or shadow thief of Amn level 2.
Specifics: The character retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Use: Automatic.
{6018} Type of Feat: Class
Prerequisite: Barbarian level 7.
Specifics: This feat allows the barbarian to shrug off one point of damage from each attack that causes them damage.
Use: Automatic.
{6019} Type of Feat: Class
Prerequisite: Bard level 1, Harper Scout level 1.
Specifics: This feat allows the character to identify items more easily than others. It grants the character a bonus equal to their bard or harper agent level to any Lore checks.
Use: Automatic.
{6020} Type of Feat: Class
Prerequisite: Druid level 1.
Specifics: The druid gains a +2 bonus to Survival in all environments and a +2 bonus to Search and Spot while in wilderness areas.
Use: Automatic.
{6021} Type of Feat: Class
Prerequisite: Druid level 1, ranger level 4 or cleric with the Animal domain.
Specifics: An animal companion may be summoned (and unsummoned) by the character. An unsummoned companion can be recalled after a short cooldown time. If an animal companion is killed, it cannot be summoned again until the ranger or druid rests.
Use: Selected.
{6022} Type of Feat: Class
Prerequisite: Druid level 2, cleric with the Plant domain, or ranger level 7.
Specifics: The character is capable of moving through wilderness terrain at an increased rate. In any outdoor, natural area, the character's speed is increased by 10%.
Use: Automatic.
{6023} Type of Feat: Class
Prerequisite: Ranger level 1 or druid level 3.
Specifics: This feat grants a +4 competence bonus to Hide and Move Silently checks when in wilderness areas.
Use: Automatic.
{6024} Type of Feat: Class
Prerequisite: Druid level 4.
Specifics: This feat grants a +2 insight bonus on saving throws against fear spells and effects.
Use: Automatic.
{6025} Type of Feat: Class
Prerequisite: Druid level 9.
Specifics: The druid is immune to all poisons.
Use: Automatic.
{6026} Type of Feat: Class
Prerequisite: Monk level 1.
Specifics: Monks receive an extra attack per round when fighting with unarmed attacks or with monk weapons. However, all attacks in that round suffer a -2 attack penalty at levels 1-4, and a -1 attack penalty at levels 5-9. At level 9 or higher, there is no penalty.

{6027} Type of Feat: Class
Prerequisite: Cleric with the Water domain, monk level 2, rogue level 2, ranger level 9, or shadowdancer level 2.
Specifics: Whenever a Reflex save is allowed for half damage, the character instead takes no damage if he succeeds at the save.
Use: Automatic.
{6028} Type of Feat: Class
Prerequisite: Monk level 3.
Specifics: Monks move more quickly than other classes, and this ability improves with experience.
Use: Automatic.
{6029} Type of Feat: Class
Prerequisite: Monk level 3.
Specifics: The monk gains a +2 competence bonus on saving throws against mind-affecting spells.
Use: Automatic.
{6030} Type of Feat: Class
Prerequisite: Monk level 5.
Specifics: The monk is immune to all diseases.
Use: Automatic.
{6031} Type of Feat: Class
Prerequisite: Monk level 7.
Specifics: The monk can heal damage equal to twice their class level, once per day.
Use: Selected.
{6032} Type of Feat: Class
Prerequisite: Monk level 9, rogue level 10 or shadowdancer level 10.
Specifics: Whenever a Reflex save is allowed for half damage, characters with this feat instead take no damage if they succeed at the save. Even if they fail the save, they take only half damage.
Use: Automatic.
{6033} Type of Feat: Class
Prerequisite: Monk level 4.
Specifics: The monk's unarmed attack counts as a magic weapon against creatures with damage reduction. At 10th level, the monk's unarmed attacks are also treated as lawful weapons, and at 16th level they count as adamantine weapons as well.
Use: Automatic.
{6034} Type of Feat: Class
Prerequisite: Monk level 11.
Specifics: The monk gains immunity to all poisons.
Use: Automatic.
{6035} Type of Feat: Class
Prerequisite: Monk level 13.
Specifics: The monk gains spell resistance equal to their class level + 10.
Use: Automatic.
{6036} Type of Feat: Class
Prerequisite: Monk level 20.
Specifics: The monk gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.
Use: Automatic.
{6037} Type of Feat: Class
Prerequisite: Paladin level 2.
Specifics: Paladins add their Charisma bonus (if positive) to all saving throws.
Use: Automatic.
{6038} Type of Feat: Class
Prerequisite: Paladin level 3
Specifics: This feat grants the paladin immunity to disease.
Use: Automatic.
{6039} Type of Feat: Class
Prerequisite: Rogue level 1
Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at 1st level and an additional +1d6 every two levels thereafter. This extra damage is not multiplied in the case of a critical hit.
Use: Automatic. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.
{6040} Type of Feat: Class
Prerequisite: Rogue level 10.
Specifics: The rogue deals an additional 2 points of Strength damage when they make a successful sneak attack.
Use: Automatic.
{6041} Type of Feat: Class
Prerequisite: Rogue level 10 or shadowdancer level 5.
Specifics: If the rogue is struck by a potentially lethal blow, they make a Reflex saving throw (DC = damage dealt). If succesful, they take only half damage from the blow.
Use: Automatic, but limited to one use per day. Flat-footed characters cannot make a defensive roll.
{6042} Type of Feat: Class
Prerequisite: Rogue level 10.
Specifics: The rogue gains a +4 competence bonus to attack rolls when making attacks of opportunity.
Use: Automatic.
{6043} Type of Feat: Class
Prerequisite: Rogue level 10.
Specifics: When using the Disable Trap, Open Lock, and Set Trap skills, the rogue cannot roll less than 5 on any skill checks, even if in combat.
Use: Automatic.
{6044} The monster cannot be caught flat footed for any reason.
{6045} Type of Feat: Race
Prerequisite: Dwarf or deep gnome.
Specifics: This feat grants a +2 bonus on Search checks made in interior areas.
Use: Automatic.
{6046} Type of Feat: Race
Prerequisite: Dwarf, half-orc, aasimar, tiefling, drow, deep gnome, githzerai, shadowdancer level 2, pale master level 3, or red dragon disciple level 10.
Specifics: This feat grants the ability to see in the dark.
Use: Automatic.
{6047} Type of Feat: Race
Prerequisite: Dwarf.
Specifics: This feat grants a +2 racial bonus on saving throws vs. poison.
Use: Automatic.
{6048} Type of Feat: Race
Prerequisite: Dwarf.
Specifics: This feat grants a +2 racial bonus on saving throws vs. spells.
Use: Automatic.
{6049} Type of Feat: Race
Prerequisite: Dwarf.
Specifics: This feat grants a +1 racial bonus on attack rolls made against orcs.
Use: Automatic.
{6050} Type of Feat: Race
Prerequisite: Dwarf or gnome.
Specifics: This feat grants a +1 racial bonus on attack rolls against goblinoids (goblins, hobgoblins, and bugbears).
Use: Automatic.
{6051} Type of Feat: Race
Prerequisite: Dwarf or gnome.
Specifics: This feat grants a +4 dodge bonus to AC against giants.
Use: Automatic.
{6052} Type of Feat: Race
Prerequisite: Dwarf.
Specifics: This feat grants a +2 racial bonus to Lore checks.
Use: Automatic.
{6053} Type of Feat: Race/Class
Prerequisite: Elf, Half-Elf or Level 10 Dragon Disciple.
Specifics: This feat grants immunity to all sleep spells and effects.
Use: Automatic.
{6054} Type of Feat: Race
Prerequisite: Elf or half-elf.
Specifics: This feat grants a +2 bonus on saving throws against mind-affecting spells.
Use: Automatic.
{6055} Type of Feat: Race
Prerequisite: Elf, gnome, halfling, or aasimar.
Specifics: This feat grants a +2 racial bonus to Listen checks.
Use: Automatic.
{6056} Type of Feat: Race
Prerequisite: Elf.
Specifics: This feat grants a +2 racial bonus to Search checks.
Use: Automatic.
{6057} Type of Feat: Race
Prerequisite: Elf or aasimar.
Specifics: This feat grants a +2 racial bonus to Spot checks.
Use: Automatic.
{6058} Type of Feat: Race
Prerequisite: Elf.
Specifics: Characters with this feat may apply their full Search skill even when making a passive search.
Use: Automatic.
{6059} Type of Feat: Race
Prerequisite: Gnome.
Specifics: This feat grants a +2 racial bonus on saving throws against mind-affecting spells.
Use: Automatic.
{6060} Type of Feat: Race
Prerequisite: Gnome.
Specifics: This feat grants a +1 racial bonus on attack rolls against reptilian humanoids.
Use: Automatic.
{6061} Type of Feat: Race
Prerequisite: Gnome.
Specifics: This feat grants a +2 racial bonus to Concentration checks.
Use: Automatic.
{6062} Type of Feat: Race
Prerequisite: Half-elf or duergar.
Specifics: This feat grants a +1 racial bonus to Listen checks.
Use: Automatic.
{6063} Type of Feat: Race
Prerequisite: Half-elf or duergar.
Specifics: This feat grants a +1 racial bonus to Spot checks.
Use: Automatic.
{6064} Type of Feat: Race
Prerequisite: Half-elf.
Specifics: This feat grants a +1 racial bonus to Search checks.
Use: Automatic.
{6065} Type of Feat: Race
Prerequisite: Halfling.
Specifics: This feat grants a +2 racial bonus to Move Silently checks.
Use: Automatic.
{6066} Type of Feat: Race
Prerequisite: Halfling.
Specifics: This feat grants a +1 racial bonus to all saving throws.
Use: Automatic.
{6067} Type of Feat: Race
Prerequisite: Halfling.
Specifics: This feat grants a +2 bonus on saving throws against fear spells and effects.
Use: Automatic.
{6068} Type of Feat: Race
Prerequisite: Halfling.
Specifics: This feat grants a +1 attack bonus on attacks made with throwing weapons.
Use: Automatic.
{6069} Type of Feat: Class
Prerequisite: Barbarian level 5, rogue level 6, shadowdancer level 5 or assassin level 5.
Specifics: This feat grants a +1 bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Use: Automatic.
{6070} Type of Feat: Class
Prerequisite: Barbarian level 10, rogue level 11, shadowdancer level 10 or assassin level 10.
Specifics: This feat grants a +2 bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Use: Automatic.
{6071} Type of Feat: Class
Prerequisite: Barbarian level 13 or rogue level 14.
Specifics: This feat grants a +3 bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Use: Automatic.
{6072} Type of Feat: Class
Prerequisite: Barbarian level 16 or rogue level 17.
Specifics: This feat grants a +4 bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Use: Automatic.
{6073} Type of Feat: Class
Prerequisite: Barbarian level 19 or rogue level 20.
Specifics: This feat grants a +5 or more bonus on Reflex saving throws made to avoid traps. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Epic Progression: The uncanny dodge bonus improves by +1 every three levels.
Use: Automatic.
{6074} Type of Feat: Race
Prerequisite: Elf.
Specifics: This feat allows the character to use the longsword, rapier, longbow, and shortbow. 
Normal: A character cannot equip a weapon he is not proficient in.
Use: All elves start with this feat but can gain other weapon proficiencies as well.
{6075} Type of Feat: Class
Prerequisite: Bard.
Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time. At 1st level, the bard can only inspire courage, but as he increases in level, he gains access to a variety of inspirations from which his companions (and himself) may benefit. There are seven types of inspirations:

* <b>Inspire Courage (1st level):</b> This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.

* <b>Inspire Competence (2nd level):</b> This gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.

* <b>Inspire Defense (5th level):</b> This gives a dodge AC bonus to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level.

* <b>Inspire Regeneration (7th level):</b> This heals all party members a certain number of hit points every round. This starts at 2 hit points per round, becomes 4 at 12th level, and 6 at 17th level.

* <b>Inspire Toughness (8th level):</b> This gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level.

* <b>Inspire Slowing (11th level):</b> All enemies that come within 20 feet of the bard have to make a Will save (DC 13 +  Bard level + CHA modifier) otherwise they will be slowed down. Initially they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement, unlike the <i>slow</i> spell.

* <b>Inspire Jarring (14th level):</b> All enemies within 20' of the bard suffer a -4 penalty to all Discipline and Concentration checks and -2 to all Will saves.

Use: Select the particular form of Inspiration to turn that power on (and turn off any Inspiration already in effect).
{6076} Type of Feat: Race
Prerequisite: Human or strongheart halfling.
Specifics: Humans and strongheart halflings start with an extra feat at character generation.
Use: Automatic.
{6077} Type of Feat: Race
Prerequisite: Human.
Specifics: Humans gain an extra four skill points at character generation, and a bonus of one skill point per level thereafter.
Use: Automatic.
{6078} Type of Feat: Class
Prerequisite: Monk level 1.
Specifics: Monks add their Wisdom modifier to their Armor Class. Monks gain an additional +1 AC bonus every five levels.
Use: Automatic.
{6079} Type of Feat: Class
Prerequisite: Ranger level 1.
Required for: Improved Favored Enemy of the same creature type 
Specifics: The character gains a +1 bonus to damage rolls against their favored enemy. They also receive a +1 bonus on Listen, Spot, and Taunt checks against the favored enemy. Every 5 levels, the ranger may choose an additional Favored Enemy and all bonuses against all favored enemies increase by +1.
Use: Automatic.
{6080} Type of Feat: Creature
Prerequisite: None.
Specifics: This feat grants proficiency in a creature's natural weapon(s).
Use: Automatic.
{6081} Type of Feat: Monster
Prerequisite: -
Specifics: Grants Weapon Specialization with the creature weapon.
Use: Automatic.
{6082} Type of Feat: Monster
Prerequisite: -
Specifics: Grants Weapon Focus with the creature weapon.
Use: Automatic.
{6083} Type of Feat: Monster
Prerequisite: -
Specifics: Grants Improved Critical with the creature weapon.
Use: Automatic.
{6084} Type of Feat: Class
Prerequisite: Barbarian.
Specifics: The barbarian may rage, gaining a +4 morale bonus to Strength and Constitution and +2 to all Will saving throws, in exchange for a -2 penalty to Armor Class. Rage lasts for 3 + (Con modifier after rage bonus) rounds. After the rage effect expires, the barbarian is exhausted and suffers a -2 Strength, -2 Dexterity and a -10% movement penalty for 5 rounds (at level 17, the barbarian gets Tireless Rage and no longer deals with this penalty). At 11th level, the rage ability becomes greater rage, giving the barbarian +6 to Strength and Consitution and +3 to Will saves (the -2 penalty to Armor Class still applies). At 20th level, the rage ability becomes mighty rage. The Strength and Constitution bonuses increase to +8, and the Will save bonus to +4. The AC penalty remains -2.
Use: Selected. The barbarian may use this ability once per day at first level, +1 use per day at level 4, and every 4 levels thereafter.
{6085} Type of Feat: Class
Prerequisite: Cleric level 1, paladin level 4 or blackguard level 3.
Required for: Divine Might and Divine Shield.
Specifics: With this feat, the character can force undead to cower in terror or destroy them outright. This ability may be activated three times per day, plus the cleric's Charisma modifier. Paladins are treated as clerics of three levels lower than their actual paladin level for purposes of turning undead, while blackguards are treated as clerics of two levels lower than their actual blackguard level.
Use: Selected. 


{6086} Type of Feat: Class
Prerequisite: Monk level 15.
Specifics: This ability may be used once per day to instantly kill an opponent. If the monk makes a successful attack after activating the ability, the target must make a Fortitude save (DC 10 + half the monk's level + the monk's Wisdom modifier) or die.
Use: Selected. Quivering Palm may only be used on creatures at a lower level than the monk. Creatures of the construct and undead types are immune to this effect, as are any creatures that are immune to critical hits.

{6087} Type of Feat: Class
Prerequisite: Monk level 19.
Specifics: The monk is given 50% concealment for a number of rounds equal to his class level.
Use: Selected. This ability may be used twice per day.
{6088} 
{6089} Type of Feat: Class
Prerequisite: Paladin level 2, Divine Champion level 1.
Specifics: With this feat, characters can heal damage equal to their class level multiplied by their Charisma modifier.
Use: Selected. When used against undead creatures, it is treated as a touch attack spell that delivers damage instead of healing.
{6090} Type of Feat: Class
Prerequisite: Paladin level 3 or cleric with the Good domain.
Specifics: A character with this feat is immune to fear. Additionally, each ally within 10 feet gains a +4 morale bonus on saving throws against fear effects.
Use: Automatic.
{6091} Type of Feat: Class
Prerequisite: Paladin level 1.
Specifics: This feat allows the character to make a special attack against evil creatures. Paladins apply their Charisma modifier to their attack roll, and their class level to the damage delivered. Smite Evil may be used once per day at 1st level. At 5th level and every five levels after that, the paladin gains an additional use per day.
Use: Selected. Smite Evil only affects evil creatures.
{6092} Type of Feat: Class
Prerequisite: Paladin level 6.
Specifics: A character with this feat may remove disease once per day. At 9th level, and every 3 levels thereafter, the paladin can remove disease one additional time per day.
Use: Selected.
{6093} Type of Feat: Class
Prerequisite: Wizard or sorcerer level 1.
Specifics: A character with this feat may summon a familiar once per day. If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again on the following day.
Use: Selected.
{6094} Type of Feat: Class
Prerequisite: Druid level 16.
Specifics: The character with this ability can take the shape of an elemental (a huge elemental at 16th level, and an elder elemental at 20th level). The ability may be used once per day at level 16, twice per day at level 18, and three times per day at level 20. The transformation has a duration of 1 hour per class level.
Use: Selected. After choosing the ability, the character must choose one of four elemental types (earth, air, fire or water) to become.
{6095} Type of Feat: Class
Prerequisite: Druid
Specifics: The character with this ability can take the shape of an animal at will. It may be used once per day at fifth level, twice per day at sixth level, three times per day at seventh level, four times per day at 10th level, five times per day at 14th level, and six times per day at 18th level. The transformation has a duration of 1 hour per class level. Available shapes include bear, wolf, boar and badger. At 12th level, the druid may assume the dire form of any of these animals.
Use: Selected. After choosing the ability, the character must choose an animal form to take.
{6096} Caster Level(s): Wizard / Sorcerer 6, Destruction 6
Innate Level: 6
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 6 seconds / 2 levels
Save: Fortitude
Spell Resistance: Yes 

Acid Fog creates a thick, clinging, greenish cloud. Creatures entering the cloud take 4d6 points of acid damage. Creatures inside the cloud must make a Fortitude save or have their movement reduced by 50%. Every round a creature spends in the cloud, it suffers 2d6 points of acid damage.
{6097} Caster Level(s): Cleric 2, Paladin 2, Ranger 3
Innate Level: 2
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single 
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

The target gains a +1 bonus to attack rolls, a +1 bonus on saving throws versus fear, and a 1d8 +1 per level (maximum +10) bonus to maximum hit points.
{6098} Caster Level(s): Cleric 3, Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 hour /  level
Save: None
Spell Resistance: No

Animate Dead summons forth an undead minion. The type of undead summoned is dependent upon your caster level:
Levels 1 to 5: Skeleton
Levels 6 to 9: Zombie
Level 10 or more: Skeletal Warrior
{6099} Caster Level(s): Druid 2, Ranger 2, Plant 2
Innate Level: 2
School: Transmutation
Descriptor(s): None
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 hour / level
Save: Harmless
Spell Resistance: No

Barkskin hardens the target creature's skin, granting a natural armor bonus to Armor Class based on the caster's level:
Level 1-6: +3
Level 7-12: +4
Levels 13+: +5
{6100} Caster Level(s): Cleric 3, Wizard / Sorcerer 4
Innate Level: 3
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Permanent
Save: Will Negates
Spell Resistance: Yes

Bestow Curse lowers all of the target creature's ability scores by 2.
{6101} Caster Level(s): Cleric 6 
Innate Level: 6
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium / Personal
Area of Effect / Target: Wall 30 ft Long / Sphere 30 ft diameter
Duration: 6 seconds / Level
Save: Reflex 1/2
Spell Resistance: Yes

Blade Barrier brings into being a 30-ft long and 3-ft wide wall of whirling blades. All those passing through the wall take 1d6 points of slashing damage per caster level (maximum of 15d6).

The Blade Barrier can also be cast as a 30-ft diameter curtain of blades surrounding the caster. Anything caught in the blades takes 1d6 points of slashing damage per caster level (maximum of 15d6). When the spell is used this way, the duration is halved (6 seconds for every two caster levels).
{6102} Caster Level(s): Cleric 1, Paladin 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No 

All allies within the area of effect gain a +1 bonus to attack rolls, along with a +1 on Will saves against fear.
{6103} 
{6104} Caster Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s): 
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Fortitude Negates
Spell Resistance: Yes

The target creature is struck blind and deaf.
{6105} Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Wizard / Sorcerer 2, Strength 1
Innate Level: 2
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic 
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No 

The target creature's Strength is increased by +4.
{6106} Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 30 ft. cone
Area of Effect / Target: Spell Cone
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes 

A cone of fire shoots forth from the caster's hands, burning all those within its area of effect for 1d4 fire damage per caster level, up to a maximum of 5d4.
{6107} Caster Level(s): Druid 3, Air 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

All enemies within the area of effect  take 1d6 points of electrical damage per caster level, to a maximum of 10d6.
{6108} 
{6109} Caster Level(s): Bard 2, Druid 2, Ranger 2, Wizard / Sorcerer 2, Animal 2
Innate Level: 2
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

The target creature's Dexterity is increased by +4.
{6110} Caster Level(s): Wizard / Sorcerer 6, Air 6
Innate Level: 6
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal, 1 Target / Level
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes 

A bolt of electricity arcs through the caster's enemies for 1d6 points of electrical damage per caster level (up to a maximum of 20d6 points of damage) to the initial target and half that amount to all secondary targets.
{6111} Caster Level(s): Bard 3, Wizard / Sorcerer 4 
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 18 seconds + 6 seconds / 2 Levels
Save: Will Negates
Spell Resistance: Yes

The target creature becomes allied to the caster. For the duration the spell, the charmed creature will protect the caster (and the caster's allies) and attack the caster's enemies.
{6112} Caster Level(s): Bard 1, Wizard / Sorcerer 1 
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 12 seconds + 6 seconds / 3 Levels
Save: Will Negates
Spell Resistance: Yes

The target humanoid becomes allied to the caster. For the duration the spell, the charmed humanoid will protect the caster (and the caster's allies) and attack the caster's enemies.
{6113} Caster Level(s): Druid 2
Innate Level: 2
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 12 seconds + 6 seconds / 3 Levels
Save: Will Negates
Spell Resistance: Yes

The target animal or humanoid becomes allied to the caster. For the duration the spell, the charmed animal or humanoid will protect the caster (and the caster's allies) and attack the caster's enemies.
{6114} Caster Level(s): Wizard / Sorcerer 6 
Innate Level: 6
School: Necromancy
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes

A wave of negative energy bursts from the target location. A number of enemy creatures equal to 1d4 per caster level must make a Fortitude save or die, beginning with those creatures with the lowest Hit Dice. Creatures with 9 or more Hit Dice are unaffected.
{6115} Caster Level(s): Cleric 5 
Innate Level: 5
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: Yes

All enemies within the area of effect are struck with negative energy that causes 1d8 points of damage, +1 point per caster level. Negative energy spells have a reverse effect on undead, healing them instead of harming them.
{6116} Caster Level(s): Bard 3, Wizard / Sorcerer 3, Knowledge 3
Innate Level: 3
School: Divination
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Harmless
Spell Resistance: No

For the duration of the spell, the target creature gains a +10 bonus to all Spot and Listen checks.
{6117} Caster Level(s): Bard 2, Cleric 3, Wizard / Sorcerer 3
Innate Level: 2
School: Abjuration
Descriptor(s): Mind-Affecting
Component(s): Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 60 seconds
Save: No
Spell Resistance: No

This spell removes the effects of Sleep, Confusion, Stun, and Charm, and protects against all mind-affecting effects until it expires. For every effect removed by the spell, the target creature sustains 1 point of damage.
{6118} 
{6119} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Necromancy
Descriptor(s): 
Component(s): Verbal, Somatic 
Range: Long
Area of Effect / Target: Large
Duration: 6 seconds / 2 Levels
Save: Fortitude Special
Spell Resistance: Yes

A billowing cloud of noxious vapors settles over the area. Its effects vary according to the Hit Dice of the affected creatures:
1-3 HD: Instant death
4-6 HD: Fortitude save or death; 1d4 points of Constitution damage if save is successful
Over 6 HD: 1d4 points of Constitution damage

Victims inside the spell's area suffer the effects each round. Undead creatures are immune to this spell.
{6120} Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Illusion
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Save: Will Negates
Spell Resistance: Yes

Color Spray sends forth a dazzling array of lights to confound all creatures within the area of effect. Its effects vary according to the Hit Dice of the affected creatures:
1-2 HD: Sleep for 3 + 1d4 rounds
3-4 HD: Blinded for 2 + 1d4 rounds
Over 4 HD: Stunned for 1 + 1d4 rounds
{6121} Caster Level(s): Wizard / Sorcerer 5 
Innate Level: 5
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes 

A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level to all those within the area of effect, to a maximum of 15d6.
{6122} Caster Level(s): Bard 3, Wizard / Sorcerer 4, Trickery 4
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large 
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

Affected creatures either wander randomly, attack a random target, or simply stand still.
{6123} Caster Level(s): Cleric 3, Druid 3, Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes

The target creature is struck down with one of the following debilitating diseases, randomly chosen: Blinding Sickness, Cackle Fever, Mind Fire, Red Ache, Shakes, or Slimy Doom.
{6124} Caster Level(s): Cleric 6, Wizard / Sorcerer 7
Innate Level: 7
School: Necromancy
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Will Negates
Spell Resistance: Yes

A single undead creature with up to 2 Hit Dice per caster level falls under the caster's control unless it makes a successful Will save.
{6125} Caster Level(s): Cleric 8, Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 hour / level
Save: None
Spell Resistance: None

The caster brings a powerful undead creature into being. The type of undead is based upon the caster's level:
Level 15 and under: Shadow
Level 16-17: Wraith
Level 18-19: Vampire
Level 20: Elite Vampire
{6126} Caster Level(s): Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 hour / level
Save: None
Spell Resistance: None

The caster brings an undead creature into being. The type of undead is based upon the caster's level:
Level 11 and under: Ghoul
Level 12-13: Ghast
Level 14-15: Mummy
Level 16 and over: Mummy Lord
{6127} Caster Level(s): Bard 4, Cleric 4, Druid 5
Innate Level: 4
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

The target creature is healed of 4d8 points of damage, + 1 point per caster level to a maximum of +20. Healing spells have a reverse effect when used on undead, causing the targeted undead to take an amount of damage equal to what the spell normally heals. A successful touch attack must first be made when this spell is used against undead.
{6128} Caster Level(s): Bard 1, Cleric 1, Druid 1, Paladin 1, Ranger 1
Innate Level: 1
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

The target creature is healed for 1d8 points of damage, +1 point per caster level (to a maximum of +5). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
{6129} Caster Level(s): Bard 0, Cleric 0, Druid 0
Innate Level: 0
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

The target creature is healed for 4 points of damage. Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
{6130} Caster Level(s): Bard 2, Cleric 2, Druid 3, Paladin 3, Ranger 3
Innate Level: 2
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

The target creature is healed for 2d8 points of damage, +1 point per caster level (to a maximum of +10). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
{6131} Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 4, Ranger 4, Healing 2
Innate Level: 4
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes 

The target creature is healed for 3d8 points of damage, +1 point per caster level (to a maximum of +15). Healing spells have a reverse effect on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
{6132} Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Darkness
Component(s): Verbal
Range: Long
Area of Effect / Target: Huge
Duration: 6 seconds / Level
Save: None
Spell Resistance: Yes

All creatures within the area of effect are shrouded in a haze of darkness which can only be pierced using Ultravision.
{6133} Caster Level(s): Bard 0, Wizard / Sorcerer 0 
Innate Level: 0
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 12 seconds
Save: Will Negates
Spell Resistance: Yes

If the target humanoid creature has 5 Hit Dice or less, they are dazed for 2 rounds.
{6134} Account does not exist. Enter correct
 user name or create a new account.
{6135} Caster Level(s): Cleric 4, Druid 5, Paladin 4 
Innate Level: 4
School: Necromancy
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: None

The target creature becomes immune to any energy drain, negative energy or death spells, spell-like abilities, and effects.
{6136} Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 6 seconds / 3 Levels
Save: Reflex 1/2
Spell Resistance: Yes

You create a small, magical zone that can detect the passage of enemy creatures. When the field is activated, it explodes, doing 1d6 points of fire damage per caster level to all within the area of effect, to a maximum of 20d6.
{6137} Caster Level(s): Bard 4, Cleric 4, Wizard / Sorcerer 5
Innate Level: 4
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: Instant
Save: Will Negates
Spell Resistance: Yes

All summoned creatures, animal companions, and familiars belonging to enemy spellcasters are unsummoned within the area of effect. 
{6138} Caster Level(s): Bard 3, Cleric 3, Druid 4, Paladin 3, Wizard / Sorcerer 3
Innate Level: 3
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single or Colossal
Duration: Instant
Save: None
Spell Resistance: Yes

This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +10) against a DC of 11 + the spell effect's caster level.
{6139} Caster Level(s): Cleric 4, Strength 3
Innate Level: 4
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: Harmless
Spell Resistance: None

You gain the following bonuses: 1 extra Hit Point per caster level, +6 to Strength, and base attack bonus improves to that of a Fighter of the same level.
{6140} Caster Level(s): Druid 3
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 18 seconds, + 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

The target animal temporarily becomes a faithful and loyal servant of the caster.
{6141} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 3 minutes + 1 minute / Level
Save: Will Negates
Spell Resistance: Yes

The target monster temporarily becomes a faithful and loyal servant of the caster.
{6142} Caster Level(s): Bard 4, Wizard / Sorcerer 5
Innate Level: 4
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 12 seconds + 6 seconds / 3 Caster Levels
Save: Will Negates
Spell Resistance: Yes

The target person temporarily becomes a faithful and loyal servant of the caster.
{6143} Caster Level(s): Cleric 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: Will Negates
Spell Resistance: Yes

The target creature receives a -2 modifier to all attack rolls, damage rolls, saving throws, ability checks and skill checks.
{6144} Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Evocation
Descriptor(s): Cold, Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: None

You are surrounded by a ring of fire that damages all opponents who make a successful melee attack against you. The damage inflicted is 1d6 points of fire damage, +1 point per caster level. You also gain 50% immunity to cold and fire damage.
{6145} Caster Level(s): Druid 9
Innate Level: 9
School: Conjuration
Descriptor(s): Air, Earth, Fire, Water
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 60 seconds / level
Save: None
Spell Resistance: None

You summon a 24 HD air elemental to act as a loyal servant until it dies or until the spell expires. If the air elemental dies before the spell ends, a 24 HD water elemental is automatically summoned to replace it. This process continues with an earth and fire elemental until the spell expires. After the fire elemental, no more are summoned.
{6146} Caster Level(s): Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: None

The target creature's Constitution is increased by +4.
{6147} Caster Level(s): Cleric 1, Druid 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 2
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 Hours
Save: Harmless
Spell Resistance: No

The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.
{6148} Caster Level(s): Cleric 9, Wizard / Sorcerer 9
Innate Level: 9
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Permanent 
Save: Fortitude Negates
Spell Resistance: Yes

The target creature permanently loses 2d4 character levels.
{6149} Caster Level(s): Wizard / Sorcerer 4, Evil 5
Innate Level: 4
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Hour / Caster Level
Save: None
Spell Resistance: Yes

The target creature temporarily loses 1d4 character levels.
{6150} Caster Level(s): Druid 1, Ranger 1, Plant 1
Innate Level: 1
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 18 seconds + 6 seconds / 2 Levels
Save: Reflex, Special
Spell Resistance: Yes

A mass of clinging vegetation wraps around all creatures in the area of effect. Those affected are immobilized, though still able to fight and cast spells. Victims who make a Reflex save still have their movement reduced by half.
{6151} Caster Level(s): Bard 3, Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/ Target: Large
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies.
{6152} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Divination
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / 2 Levels
Save: Will Negates
Spell Resistance: Yes

With a successful ranged touch attack, you deal 1d4 points of Intelligence and Charisma damage to the target creature for every 4 caster levels.
{6153} Caster Level(s): Druid 8, Wizard / Sorcerer 7
Innate Level: 7
School: Necromancy
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Partial
Spell Resistance: Yes

The target creature must make a Fortitude save or die. If they succeed, they still take 3d6 points of damage, +1 point per caster level.
{6154} Caster Level(s): Cleric 8, Druid 7
Innate Level: 7
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

All enemies within this spell's area of effect are inundated with a rain of fire and take 1d6 points of damage per caster level (to a maximum of 20d6). Half of the damage is divine and the other half is fire-based. 
{6155} Caster Level(s): Wizard / Sorcerer 3, Fire 3
Innate Level: 3
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Large
Area of Effect / Target: Huge
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

You unleash a fiery projectile that explodes upon all within the area of effect for 1d6 points of fire damage per caster level, to a maximum of 10d6.
{6156} Caster Level(s): Wizard / Sorcerer 3 
Innate Level: 3
School: Conjuration
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

You launch 1 conjured fiery arrow at the target creature for every 4 caster levels. Each arrow does 4d6 points of fire damage.
{6157} Caster Level(s): Druid 2 
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant 
Save: Reflex 1/2
Spell Resistance: Yes

You flay an enemy with flaming brands that do 2d6 points of fire damage, + 1d6 per 3 caster levels above level 3.
{6158} Caster Level(s): Cleric 5, Druid 4
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

A pillar of flame engulfs all within the area of effect, inflicting 1d6 points of damage per caster level (to a maximum of 15d6). Half of the damage caused by the spell is divine and the other half is fire-based. Enemies are struck by both damage types, while allies are struck only by the fire damage.
{6159} Caster Level(s): Cleric 4, Druid 4, Paladin 4, Ranger 4, Travel 3
Innate Level: 4
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

The target creature becomes immune to paralysis, slow, and entanglement spells and effects.
{6160} Caster Level(s): Cleric 9, Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: None

This powerful summoning spell opens a portal to the Lower Planes, calling forth a horned devil. If you are protected by the effects of <i>protection from evil, magic circle versus evil</i>, or <i>aura versus evil</i>, the horned devil becomes your faithful and loyal servant. If you are not so protected, the horned devil attempts to destroy you.
{6161} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: (1d6 + 2) x 6  seconds
Save: Fortitude Negates
Spell Resistance: Yes

Your hand glows with an unearthly radiance. The target creature must make a Fortitude save or become paralyzed. Creatures paralyzed by this spell emit a noxious cloud that applies a -2 penalty to skills, saving throws, attack and damage rolls to all creatures within 5 feet.
{6162} Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: None 
Spell Resistance: No

A shimmering field of energy prevents all spells of level 4 or lower from affecting you.
{6163} Caster Level(s): Bard 1, Wizard / Sorcerer 1, Trickery 1
Innate Level: 1
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: 12 seconds + 6 seconds / 3 Levels
Save: Reflex
Spell Resistance: No

A churning field of oil and grease fills the target area, causing all within to either fall down or move at a reduced speed.
{6164} Caster Level(s): Bard 5, Cleric 6, Druid 6, Wizard / Sorcerer 6, Magic 5
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single or Colossal
Duration: Instant
Save: None
Spell Resistance: Yes

Greater Dispelling attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +15) against a DC of 11 + the spell effect's caster level.
{6165} 
{6166} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single or Point
Duration: 60 seconds / level
Save: Will (-5) Negates
Spell Resistance: No

This spell has two modes of operation: targeting a single outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1 round per 2 caster levels. The type of summoned ally is based on your alignment:
Evil: Erinyes
Neutral: Huge Elemental
Good: Celestial Dire Bear
{6167} Caster Level(s): Cleric 7
Innate Level: 7
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

Greater Restoration removes most temporary and all permanent negative effects from the target character, incuding level drain. It does not remove negative mental effects or the effects of reduced movement speed. It also heals the target creature to full Hit Points.
{6168} Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic 
Range: Special
Area of Effect / Target: Special
Duration: Special
Save: Special
Spell Resistance: Special

This spell allows you to conjure a shadow variant of one of the following spells: summon shadow, Melf's acid arrow, ghostly visage, web, or lesser globe of invulnerability.
{6169} Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: No

This spell strips an enemy mage of up to four magical defenses, including spell mantle, globes of invulnerability, stoneskin, premonition, protection from elements, ghostly and ethereal visage, mage armor, shadow shield and elemental shield. This spell will also lower the target creature's SR rating by 5 for ten rounds.
{6170} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: No

This spell creates a barrier around you that absorbs all incoming spells. It can absorb up to 1d12+10 levels of spells before collapsing. 
{6171} Caster Level(s): Druid 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

You gain damage reduction 20/adamantine. The spell absorbs 10 points of damage per caster level, to a maximum of 150, before fading.
{6172} 
{6173} Caster Level(s): Cleric 4
Innate Level: 4
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Save: Will Partial
Spell Resistance: Yes 

You smite a group of enemies with divine light, dealing 1d8 points of divine damage for every two caster levels, to a maximum of 5d8. Enemies who fail a Will save are also dazed for 1d6 rounds.
{6174} Caster Level(s): Cleric 6, Druid 7
Innate Level: 6
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

Your touch inflicts 10 points of negative energy damage per caster level (maximum 150). If the target passes its Will save, it takes only half damage and cannot be reduced below 1 hp by this spell. This spell has a reverse effect on undead, healing the targeted undead to full health instead of harming it.
{6175} Caster Level(s): Bard 3, Wizard / Sorcerer 3, Travel 5
Innate Level: 3
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: Harmless
Spell Resistance: No

A number of friendly targets equal to your caster level (centered on the initial target) gain a +1 dodge bonus to AC, a +1 bonus to attack rolls, and 1 extra attack per round (ranged or melee, but not spellcasting). Each target's speed is increased by 50% as well.
{6176} Caster Level(s): Cleric 6, Druid 7, Healing 5
Innate Level: 6
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes

The target recovers 10 hit points per caster level (maximum 150) and is cured of the following status effects: blinded, confused, dazzled, deafened, diseased, feebleminded, insane, nauseated, poisoned, and stunned. Healing spells have a reverse effect when used on undead, harming instead of healing them. A successful touch attack must first be made when this spell is used against undead.
{6177} Caster Level(s): Bard 5, Cleric 5, Druid 6
Innate Level: 5
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: One creature / level
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: Yes

All friendly creatures within the area of effect are healed for 1d8 Hit Points, +1 points per caster level up to a maximum of +20. Healing spells have a reverse effect when used on undead, harming instead of healing them.
{6178} Caster Level(s): Druid 2, Ranger 2
Innate Level: 2
School: Enchantment
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Will (-4) Negates
Spell Resistance: Yes

The target animal is paralyzed for the duration of the spell.
{6179} Caster Level(s): Bard 4, Druid 4, Wizard / Sorcerer 5
Innate Level: 4
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

The target monster is paralyzed for the duration of the spell. The victim can make a Will save every round to try to break free of the spell's effect.
{6180} Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 3
Innate Level: 2
School: Enchantment
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

The target humanoid is paralyzed for the duration of the spell. The victim may attempt a Will save each round to try and break free from the spell's effect.
{6181} 
{6182} 
{6183} Caster Level(s): Bard 1, Wizard / Sorcerer 1, Knowledge 1
Innate Level: 1
School: Divination
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One touched object
Duration: Instantaneous
Save: None
Spell Resistance: No

This spell determines all magic properties of a single magic item.
{6184} Caster Level(s): Cleric 9
Innate Level: 9
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes

You create a vortex of destruction that tears asunder all living things within its area of effect, killing them instantly unless they make their saving throw.
{6185} Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 6 seconds / level
Save: Harmless
Spell Resistance: No

The target creature becomes invisible and impossible to detect using normal vision. After attacking or casting spells the target creature will become partially visible and detectable by enemies, but treated as having concealment.
{6186} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large
Duration: 6 seconds / Level
Save: Reflex 1/2
Spell Resistance: No

You create a cloud of smoke and embers that causes 4d6 points of fire damage each round to all creatures within the area of effect.
{6187} Caster Level(s): Bard 2, Wizard / Sorcerer 2, Trickery 2
Innate Level: 2
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No

The target creature becomes invisible and impossible to detect using normal vision. Any attack or spellcasting action taken by the invisible creature will immediately cancel the invisibility.
{6188} Caster Level(s): Cleric 3, Ranger 3
Innate Level: 3
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: 60 seconds / level
Save: None
Spell Resistance: No

This spell removes the invisibility effect from all invisible creatures and items within the area of effect.
{6189} Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster, 15ft Radius
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more.
{6190} Caster Level(s): Wizard / Sorcerer 2, Knowledge 2
Innate Level: 2
School: Transmutation
Descriptor(s): 
Component(s): Verbal
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Save: None
Spell Resistance: No

This spell will unlock doors and containers sealed by conventional locks in a 150ft radius around you. Exceptionally complex locking mechanisms or magically sealed doors and containers are beyond the abilities of this spell.
{6191} Caster Level(s): Bard 1, Cleric 2, Druid 2, Wizard / Sorcerer 2
Innate Level: 1
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single or Colossal
Duration: Instant
Save: No
Spell Resistance: Yes

This spell attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove the most powerful spell effect from each creature. To remove an effect from a creature, you make a dispel check of 1d20 +1 per caster level (to a maximum of +5) against a DC of 11 + the spell effect's caster level.
{6192} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

This spell renders the target creature immune to mind-affecting spells and spell-like effects, and removes all negative effects caused by such spells.
{6193} Caster Level(s): Wizard / Sorcerer 5, Good 5
Innate Level: 5
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single or Point
Duration: 60 seconds / level
Save: Will Negates
Spell Resistance: No

This spell has two modes of operation: targeting a single outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1 round per 2 caster levels. The type of summoned ally is based on your alignment:
Evil: Imp
Neutral: Fire Mephit
Good: Celestial Wolf
{6194} Caster Level(s): Cleric 2, Druid 2, Paladin 1
Innate Level: 1
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

This spell removes all magical, extraordinary, and supernatural effects that apply a penalty to ability scores, AC, attack and damage rolls, spell resistance, and saving throws. This spell will not remove the effects of a curse or a disease.
{6195} Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Special
Save: None
Spell Resistance: No

This spell strips an enemy mage of up to two magical defenses, including spell mantles, globes of invulnerability, stoneskin, premonition, protection from elements, ghostly and ethereal visage, mage armor, shadow shield and elemental shield. This spell will also reduce the target creature's SR by 3 for ten rounds.
{6196} Caster Level(s): Cleric 5, Wizard / Sorcerer 5
Innate Level: 5
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: Harmless
Spell Resistance: No

You create a barrier around yourself that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d6+6 levels of spells before collapsing.
{6197} Caster Level(s): Bard 0, Cleric 0, Druid 0, Wizard / Sorcerer 0
Innate Level: 0
School: Evocation
Descriptor(s): 
Component(s): Verbal
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

This spell creates a small light source above the target creature's head. The light travels with the target and is capable of illuminating a small area.
{6198} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Straight line extending 100 ft.
Area of Effect / Target: Chain of targets in a straight line
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

You fire a bolt of lightning that passes through all creatures in a straight line from your position. The bolt does 1d6 points of electricity damage per caster level, to a maximum of 10d6.
{6199} Caster Level(s): Wizard / Sorcerer 1, Magic 1
Innate Level: 1
School: Conjuration
Descriptor(s):
Component(s): Vocal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

An invisible but tangible field of force surrounds the target, providing a +4 armor bonus to AC.
{6200} 
{6201} 
{6202} 
{6203} 
{6204} Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes

You create a shimmering projectile of magical force that unerringly slams into a single selected target. After level 1, the spell creates 1 additional missile for every two caster levels, to a maximum of 5 missiles at level 9. Magic missiles do 1d4+1 points of magic damage each.

{6205} 
{6206} 
{6207} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Medium
Duration: 6 seconds / Level
Save: Fortitude Negates
Spell Resistance: Yes

All enemies within a 10-ft. radius of the target are struck blind and deaf.
{6208} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal
Range: Short
Area of Effect / Target: Large
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

Victims of this spell are magically persuaded to ally with the caster. For the duration of the spell, all charmed creatures will be friendly towards the caster (and the caster's allies) and hostile towards all of the caster's enemies. You can charm up to twice your hit dice in creatures.
{6209} 
{6210} Caster Level(s): Bard 6, Wizard / Sorcerer 6
Innate Level: 6
School: Enchantment
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No

All allies within the area of effect gain 1 extra action per round (allowing an additional attack or spell casting) and have their movement speed increased by 50%. 
{6211} Caster Level(s): Cleric 9
Innate Level: 9
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Large
Duration: Instant
Save: None
Spell Resistance: Yes

All allies within the area of effect regain 10 hit points per caster level (maximum 150) and are cured of the following status effects: blinded, confused, dazzled, deafened, diseased, feebleminded, insane, nauseated, poisoned, and stunned. Healing spells have a reverse effect on undead, harming instead of healing them.
{6212} Caster Level(s): Wizard / Sorcerer 2, Magic 2
Innate Level: 2
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 6 seconds, + 6 seconds / 3 Levels
Save: None
Spell Resistance: Yes

You conjure a bolt of acid which flies from your fingertips to your target. The initial damage from the spell is 3d6 points of acid damage, + 1d6 of acid damage every round until the spell expires. This spell requires a successful ranged attack roll to hit.
{6213} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: Instant
Save: Reflex 1/2
Spell Resistance: Yes

This spell causes everything within the area of effect to be pummeled by incoming meteors. Its effects vary depending on how the caster chooses to direct the bombardment. 

The meteors may be guided to a location to produce an aerial attack with an enormous radius of effect. Creatures within the center of the bombardment will take 24d6 damage. Those situated a moderate distance away will take 12d6 damage, while creatures far away will take 6d6 damage.

The caster may also choose a single target, causing four large meteors to fall towards it. For each meteor, the caster must make a ranged touch attack. If successful, the meteor will strike the creature precisely, dealing 2d6 points of damage (bludgeoning, with no save) in addition to the normal 6d6. The meteors can deal a maximum of 32d6 to a single target, though all creatures within the blast radius are also subject to 6d6 points of damage for each meteor. 

The spell may also be centered on the caster to produce a massive radius of destruction. All creatures within 5 feet of the caster will be unharmed, but all others within range will take 6d6 points of damage.
{6214} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Huge
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

This spell renders all allies within the area of effect immune to mind-affecting spells and effects. All negative mind-affecting effects are also removed from the target creatures.
{6215} Caster Level(s): Bard 5, Wizard / Sorcerer 5
Innate Level: 5
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: 12 seconds + 6 seconds / 2 Levels
Save: Will Negates
Spell Resistance: Yes

This spell creates a bank of blue fog that saps the will of all those who enter it. Victims take a -10 penalty on Will saving throws against mind-affecting spells and effects. This penalty persists for as long as the creature remains in the fog and for an additional 2d6 rounds upon leaving.
{6216} Caster Level(s): Wizard/Sorcerer 4, Protection 4
Innate Level: 4
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: Harmless
Spell Resistance: No

A shimmering field of energy prevents all spells of level 3 or lower from affecting you.
{6217} Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

You are surrounded by a ghostly nimbus of light that grants damage reduction 5/magic, prevents all spells of level 1 or lower from affecting you, and grants concealment.
{6218} 
{6219} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Abjuration
Descriptor(s): 
Component(s): Verbal
Range: Medium
Area of Effect / Target: Single or Colossal
Duration: Instant
Save: None
Spell Resistance: No

Mordenkainen's Disjunction attempts to strip all magical effects from a single target. It can also target a group of creatures, attempting to remove all area effects from the creatures in the group, as well as the most powerful magic effect on each target. To remove an effect, you make a dispel check of 1d20 +1 per caster level (to a maximum of +20) against a DC of 11 + the spell effect's caster level. Finally, the spell will lower the SR of all creatures within the area of effect by 10.

Affected spells include: <i>spell mantles, globes of invulnerability, stoneskin, premonition, protection from elements, ghostly and ethereal visage, mage armor, shadow shield</i> and <i>elemental shield</i>.
{6220} Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 1 round / level
Save: None
Spell Resistance: No

You summon a powerful enchanted sword, wielded by an invisible hand, which fights for you as your loyal ally.
{6221} <<<CUT>>>
Caster Level(s): Druid 8
Innate Level: 8
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Large
Duration: Instant
Additional Counter Spells:
Save: Will Negates
Spell Resistance: No

All enemies within the area of effect have their spell resistance lowered by 1d4 for every 5 caster levels. All allies within the area of effect are healed for 3d6 Hit Points, +1 point per caster level.
{6222} Caster Level(s): Cleric 3
Innate Level: 3
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

The target creature is rendered immune to all negative energy attacks, including supernatural ability damage and level drains.
{6223} Caster Level(s): Bard 4, Cleric 4, Druid 3, Paladin 4, Ranger 3
Innate Level: 3
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

The target creature has all traces of poison removed from its system.
{6224} Caster Level(s): Ranger 4, Wizard / Sorcerer 4
Innate Level: 4
School: Transmutation
Descriptor(s): 
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No

You transform yourself into one of the following forms:
Blade spider
Troll
Umber hulk
Gargoyle
Mind flayer
{6225} Caster Level(s): Wizard / Sorcerer 9, Death 9
Innate Level: 9
School: Divination
Descriptor(s): Death
Component(s): Verbal
Range: Short
Area of Effect / Target: Large, Single
Duration: Instant
Save: None
Spell Resistance: Yes

This spell may be cast on a single creature or as an area effect. A targeted creature of up to 100 Hit Points is killed instantly. As an area effect, this spell will kill all creatures with fewer than 20 Hit Points, to a maximum total of 200 Hit Points.
{6226} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 7
School: Divination
Descriptor(s): 
Component(s): Verbal
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes

This spell automatically stuns a single target for a duration based on the target's Hit Points:
Under 50 Hit Points: 4d4 rounds
51-100 Hit Points: 2d4 rounds
101-150 Hit Points: 1d4 rounds
151 Hit Points and above: No effect
{6227} Caster Level(s): Cleric 3, Paladin 3
Innate Level: 3
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster, Colossal
Duration: 6 seconds / Level
Save: None
Spell Resistance: Yes

All allies within the area of effect gain +1 to attack and damage rolls, skill checks, and saving throws. Enemies receive -1 penalties to the same.
{6228} Caster Level(s): Druid 8, Wizard / Sorcerer 8
Innate Level: 8
School: Divination
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

<i>Premonition</i> allows you to see a few moments into the future. This grants you damage reduction 30/adamantine; the spell absorbs 10 points of melee damage per caster level before collapsing.
{6229} Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Evocation
Descriptor(s): Special
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Spell Cone
Duration: Instant
Save: Special
Spell Resistance: Yes

All creatures within the area of effect randomly experience 1 or 2 of the following effects:
20 fire damage
40 acid damage
80 electrical damage
Struck with Bebilith Venom poison
Paralyzed for 10 rounds
Confused for 10 rounds
Struck dead
Petrified as per the <i>flesh to stone</i> spell
{6230} 
{6231} 
{6232} 
{6233} 
{6234} 
{6235} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 7
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Large, 1 Creature / 4 Levels
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

Within the area of effect, up to one ally per 4 caster levels receives a +8 bonus on all saving throws against spells.
{6236} Caster Level(s): Cleric 5
Innate Level: 5
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

This spell returns one target corpse to life. The raised character returns to life with only 1 Hit Point.
{6237} Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Death
Component(s): Somatic
Range: Short
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: None
Spell Resistance: Yes

The target creature takes 1d6+1 Strength damage per 2 caster levels, to a maximum of 1d6+5 damage.
{6238} Caster Level(s): Wizard / Sorcerer 0
Innate Level: 0
School: Conjuration
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes

You fire a thin, blue ray from your fingertip that deals 1d4 + 1 cold damage to a single target creature.
{6239} Caster Level(s): Cleric 3, Paladin 3
Innate Level: 3
School: Divination
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: Instant
Save: Harmless
Spell Resistance: No

All allies within the area of effect are cured of blindness and deafness.
{6240} Caster Level(s): Bard 3, Cleric 3, Paladin 3, Wizard / Sorcerer 4
Innate Level: 3
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

All curses and curse effects are removed from the target creature.
{6241} Caster Level(s): Cleric 3, Druid 3, Ranger 3
Innate Level: 3
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

All diseases and disease effects are removed from the target creature.
{6242} Caster Level(s): Bard 1, Cleric 1
Innate Level: 1
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large, 1 Creature / 4 Levels
Duration: 10 minutes
Save: Harmless
Spell Resistance: No

All fear effects are removed from allies within the area of effect. The targets also gain a +4 bonus to saving throws against fear spells and effects for the duration of the spell.
{6243} Caster Level(s): Cleric 2, Paladin 2
Innate Level: 2
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Large, 1 Creature / 4 Levels
Duration: Instant
Save: Harmless
Spell Resistance: No

All paralysis and hold effects are removed from allies within the area of effect.
{6244} 
{6245} Caster Level(s): Bard 0, Cleric 0, Druid 0, Paladin 1, Wizard / Sorcerer 0
Innate Level: 0
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds
Save: Harmless
Spell Resistance: No

This spell grants the target creature a +1 bonus to all saving throws.
{6246} Caster Level(s): Cleric 4, Paladin 4
Innate Level: 4
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

This spell removes all magical, extraordinary and supernatural effects that apply a penalty to ability scores, Armor Class, attack and damage rolls, spell resistance, saving throws and damage immunity. This spell also removes all level drain, blindness and deafness effects, but not the effects of a curse or a disease.
{6247} Caster Level(s): Cleric 7
Innate Level: 7
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Harmless
Spell Resistance: No

This spell returns a single target corpse to life with full Hit Points.
{6248} Caster Level(s): Cleric 1
Innate Level: 1
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: No

The target's presence is completely ignored by nearby creatures for the duration of the spell. Attacking, casting a spell, or performing another hostile action cancels the spell.
{6249} Caster Level(s): Cleric 3, Sun 2
Innate Level: 3
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes

You direct a beam of white-hot light at a single target. The beam deals divine damage based on the target's racial type:
Undead: 1d8 per caster level, to a maximum of 10d8
Construct: 1d6 for every 2 caster levels, to a maximum of 5d6
Other: 1d8 per 2 caster levels, to a maximum of 5d8
{6250} Caster Level(s): Bard 3, Wizard / Sorcerer 2 
Innate Level: 2
School: Divination
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No

The target creature is able to see all invisible creatures within his line of sight.
{6251} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 6
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Save: Special
Spell Resistance: Yes

You conjure a shadow variant of one of the following spells: Delayed Blast Fireball (when cast on a hostile creature), Summon Creature VIII (when cast on the ground), or the combination of Premonition, Protection from Spells, and Shield (when cast on yourself).
{6252} Caster Level(s): Bard 4, Wizard / Sorcerer 4
Innate Level: 4
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Special
Area of Effect / Target: Special
Duration: Special
Save: Special
Spell Resistance: Yes

You conjure a shadow variant of one of the following spells: darkness, invisibility, mage armor, magic missile, or summon shadow.
{6253} Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

You are shrouded in a cloak of shadow that protects you with the following effects:
+5 natural AC bonus
10/magic damage reduction
Immunity to instant death effects
Immunity to Necromancy spells
{6254} Caster Level(s): Druid 9, Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No

You temporarily transform into one of several fearsome creatures: a frost giant, a fire giant, a horned devil, a nightwalker, or an iron golem.
{6255} 
{6256} Caster Level(s): Bard 2, Cleric 2
Innate Level: 2
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Large, Single
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

This spell creates a zone of silence around the target creature, preventing all within the area of effect from casting spells with verbal components. If cast on an ally, no saving throws or spell resistance checks are necessary.
{6257} Caster Level(s): Cleric 5, Druid 5
Innate Level: 5
School: Necromancy
Descriptor(s): Death, Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes

The target must make a Fortitude save or die. Even if the saving throw is successful, the target takes 3d6 points of negative energy damage, +1 point per caster level.
{6258} Caster Level(s): Bard 1, Druid 1, Ranger 2, Wizard / Sorcerer 1
Innate Level: 1
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 18 seconds + 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

You cause 4 + 1d4 HD of creatures to fall into a comatose slumber, beginning with those with the fewest HD. Creatures with 5 or more HD are unaffected.
{6259} Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal, 1 Creature / Level
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

All enemy creatures within the area of effect have their speed lowered by 50% and lose a single attack per round. Affected creatures also suffer a -1 penalty to AC, attack rolls, and Reflex saves.
{6260} Caster Level(s): Bard 2, Cleric 2
Innate Level: 2
School: Evocation
Descriptor(s): Sonic
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Medium
Duration: Instant
Save: Fortitude Special
Spell Resistance: Yes

All creatures within the area of effect take 1d8 points of sonic damage and must make a Fortitude save or be stunned for 2 rounds.
{6261} Caster Level(s): Cleric 5, Druid 5
Innate Level: 5
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No

The target creature has its spell resistance set to 12 +1 per caster level. If the target already had a higher spell resistance, this spell has no effect.
{6262} Caster Level(s): Wizard / Sorcerer 7, Magic 6
Innate Level: 7
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: Harmless
Spell Resistance: No

Creates a barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d8+8 spell levels before collapsing.
{6263} 
{6264} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 6 seconds / Level
Save: Fortitude Negates
Spell Resistance: Yes

All creatures caught within the area of effect are dazed. These effects last as long as they remain within the cloud and for 1 round after they leave.
{6265} Caster Level(s): Druid 4, Wizard / Sorcerer 4, Earth 4
Innate Level: 4
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

This spell grants the target creature damage reduction 10/adamantine. The spell absorbs 10 points of melee damage per caster level, to a maximum of 100, before collapsing.
{6266} Caster Level(s): Cleric 9, Druid 9
Innate Level: 9
School: Conjuration
Descriptor(s): Acid, Electricity
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: 60 seconds
Save: Reflex Special
Spell Resistance: Yes

The area around you is blasted by lightning and acidic rain. Each round, all enemies within the area of effect take 3d6 points of acid damage. Those who fail a Reflex save take an additional 3d6 points of electrical damage and are stunned for one round.
{6267} Caster Level(s): Bard 1, Cleric 1, Druid 1, Ranger 1, Wizard / Sorcerer 1
Innate Level: 1
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon a wolf to be a faithful and loyal servant.
{6268} Caster Level(s): Bard 2, Cleric 2, Druid 2, Ranger 2, Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon a dire badger to be a faithful and loyal servant.
{6269} Caster Level(s): Bard 3, Cleric 3, Druid 3, Ranger 3, Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon a dire wolf to be a faithful and loyal servant.
{6270} Caster Level(s): Bard 4, Cleric 4, Druid 4, Ranger 4, Wizard / Sorcerer 4
Innate Level: 4
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon a dire boar to be a faithful and loyal servant.
{6271} 
{6272} Caster Level(s): Cleric 8
Innate Level: 8
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic 
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: Harmless
Spell Resistance: Yes

When this spell is cast, you choose to be protected from either good or evil. You receive a +4 deflection bonus to Armor Class, immunity to mind-affecting spells and spell-like abilities used by creatures of the chosen alignment, and spell resistance 25 against spells cast by creatures of the chosen alignment. In addition, if Holy Aura is chosen, then the caster's attacks do a 1d6 divine energy damage bonus against evil-aligned creatures, and if Unholy Aura is chosen, then the caster's attacks do a 1d6 negative energy damage bonus against good-aligned creatures. 
{6273} Racial Bonus
{6274} Ability Modifier
{6275} Final Ability Score
{6276} 
Clerics of the Air domain move with the subtlety of the breeze and gain the ability to cast electrical damage spells.

<b>Domain Special Abilities and Bonus Spells: </b>
- Uncanny Dodge: The cleric retains his Dexterity bonus to AC, even when flat-footed or struck by an invisible creature. 

- The cleric gains access to the following spells at the specified spell level: <i>call lightning (3), chain lightning (6)</i>.

{6277} 
{6278} 
Clerics who take the Animal domain are able to call a faithful animal companion and cast spells that give them bestial agility and perception.

<b>Domain Special Ability and Bonus Spells</b>
- Animal Companion: The cleric can summon an animal companion, like a druid or ranger.

- The cleric gains access to the following spells at the specified spell level: <i>cat's grace (2), true seeing (4).</i>


{6279} 
Clerics who take the Destruction domain are able to smite the unfaithful and are granted spells that allow them to weaken and destroy their enemies.

<b>Domain Special Ability and Bonus Spells</b>
- Smite Infidel: Once per day, the cleric can smite a creature of a different alignment than himself, adding his Charisma bonus to the attack roll and his cleric level to damage.

- The cleric gains access to the following spells at the specified spell level: <i>rage (3), acid fog (6)</i>.


{6280} 
Clerics of the Earth domain are as tough as old stones and are granted spells that protect against melee and energy damage.

<b>Domain Special Ability and Bonus Spells</b>
- Toughness: The cleric gains the Toughness feat, gaining an additional hit point for every character level he has, and an additional hit point each time he gains a level.

- The cleric gains access to the following spells at the specified spell level: <i>stoneskin (4), energy immunity (5).</i>

{6281} 
Clerics who take the Evil domain are masters of the vile creatures that lurk beyond the Material Plane and are granted spells that manipulate negative energy.

<b>Domain Special Ability and Bonus Spells</b>
- Turn Outsider: The cleric's turn undead ability functions against outsiders, such as demons, devils, and bladelings.

- The cleric gains access to the following spells at the specified spell level: <i>Evard's black tentacles (4), weird (9).</i>

{6282} 
Clerics who take the Fire domain are resistant to the searing heat of the flame, and are granted spells that call down fire against their foes.

<b>Domain Special Ability and Bonus Spells</b>
- Fire Resistance: The cleric gains fire resistance 5.

- The cleric gains access to the following spells at the specified spell level: <i>fireball (3), wall of fire (5)</i>.

{6283} 
Clerics who take the Good domain inspire their allies to heroism and are granted spells that protect against and bind evil creatures.

<b>Domain Special Ability and Bonus Spells</b>
- Aura of Courage: The cleric is immune to fear and all allies receive a +4 saving throw bonus against fear.

- The cleric gains access to the following spells at the specified spell level: <i>magic circle against evil (2), lesser planar binding (5).</i>
{6284} 
Clerics who take the Healing domain are able to cure wounds more effectively than their brethren, and they gain access to cure spells at a faster rate.

<b>Domain Special Ability and Bonus Spells</b>
- Empower Healing: The following healing spells are cast as if with the Empower Spell feat: <i>cure minor wounds, cure light wounds, cure moderate wounds, cure serious wounds,</i> and <i>cure critical wounds.</i>

- The cleric gains access to the following spells at the specified spell level: <i>cure serious wounds (2), heal (5).</i>

{6285} 
Clerics who take the Knowledge domain gain access to an improved list of bonus spells.

<b>Domain Special Ability and Bonus Spells</b>
- The cleric gains access to the following spells at the specified spell level: <i>identify (1), knock (2), clairvoyance/clairaudience (3), true seeing (4), legend lore (5).</i>


{6286} 
Clerics who take the Magic domain gain access to an improved list of bonus spells.

<b>Domain Special Ability and Bonus Spells</b>
- The cleric gains access to the following spells at the specified spell level: <i>mage armor (1), Melf's acid arrow (2), assay resistance (3), greater dispel magic (5), spell mantle (6), blackstaff (8)</i>.
{6287} 
Clerics who take the Plant domain are able to move swiftly through the wilderness and have spells that call upon the power of nature to protect and destroy.

<b>Domain Special Ability and Bonus Spells</b>
- Woodland Stride: The cleric's movement rate is increased by 10% in outdoor, natural areas.

- The cleric gains access to the following spells at the specified spell level: <i>entangle (1), barkskin (2), poison (3), mass camouflage (4), vine mine (5)</i>.
{6288} 
Clerics who take the Sun domain are better able to turn undead than their brethren, and gain spells that are harmful to undead.

<b>Domain Special Ability and Bonus Spells</b>
- Exceptional Turning: The cleric has a greater chance of turning more powerful undead creatures, as well as being able to turn a larger number of undead at once.

- The cleric gains access to the following spells at the specified spell level: <i>searing light (2), sunbeam (7).</i>


{6289} 
Clerics who take the Travel domain gain an increase in movement speed and access to spells related to movement.

<b>Domain Special Ability and Bonus Spells</b>
- Fast Movement: The cleric's speed is increased by 10% in light or medium armor.

- The cleric gains access to the following spells at the specified spell level: <i>freedom of movement (3), haste (5).</i>


{6290} 
Clerics who take the Trickery domain gain bonuses to Rogue-like skills and gain access to various invisibility spells.

<b>Domain Special Ability and Bonus Spells</b>
- Feint: The cleric gains Feint as a bonus feat.

- The cleric gains access to the following spells at the specified spell level: <i>grease (1), invisibility (2), confusion (4)</i>.

{6291} 
Clerics who take the Water domain flow like water to avoid danger and are granted spells that weaken or kill opponents.

<b>Domain Special Ability and Bonus Spells</b>
- Evasion: Whenever the cleric makes a successful Reflex save to take half damage from a spell or effect, he instead takes no damage.

- The cleric gains access to the following spells at the specified spell level: <i>poison (3), ice storm (5).</i>
{6292} Luck Domain
Clerics who take the Luck domain are able to cast the spells Sphere of Chaos and Bestow Curse with additional control and extra effects.
Domain Special Ability and Bonus Spells
Divine Luck: Mastery of the Sphere of Chaos and Bestow Curse spells.
The cleric gains access to the following spells at the specified spell level: Sphere of Chaos (5).
{6293} 
Clerics who take the War domain can summon the power of their deity to become engines of destruction. They also gain access to spells that improve their battle prowess.

<b>Domain Special Ability and Bonus Spells</b>
- Battle Master: Once per day, the cleric may gain a +1 bonus, plus 1 per five levels, to Dexterity, Constitution, attack rolls, and damage. The cleric also gains damage reduction equal to twice this amount. Like the barbarian's class ability, this DR is not overcome by any material or magic. The effect lasts for 5 rounds + the cleric's Charisma modifer.

- The cleric gains access to the following spells at the specified spell level: <i>enlarge person(1), Tenser's transformation (6)</i>.
{6294} 
Clerics who take the Strength domain are able to boost their Strength with divine energy, and gain access to spells that make them stronger and more resilient.

<b>Domain Special Ability and Bonus Spells</b>
- Divine Strength: Once per day, the cleric may gain a bonus to Strength equal to 2 + 1 per 3 class levels. This effect has a duration of 5 rounds + the cleric's Charisma modifier.

- The cleric gains access to the following spells at the specified spell level: <i>bull's strength (1), divine power (3)</i>.
{6295} 
Clerics who take the Protection domain are able to shield themselves from harm using their special abilities and spells.

<b>Domain Special Ability and Bonus Spells</b>
- Divine Protection: Once per day, the cleric is able to cast an improved <i>sanctuary</i> spell-like ability that sets the save DC at 10 + Charisma modifier + cleric level. The effect has a duration of 1 round per caster level + the cleric's Charisma modifier.

- The cleric gains access to the following spells at the specified spell level: <i>lesser globe of invulnerability (4), energy immunity (5).</i>

{6296} 
Clerics who take the Death domain can summon an enhanced shadow and gains spells related to death and dying.

<b>Domain Special Ability and Bonus Spells</b>
- Negative Plane Avatar: Once per day, the cleric is able to summon a shadow that gains power as the cleric advances.

- The cleric gains access to the following spells at the specified spell level: <i>phantasmal killer (4), power word kill (9).</i>


{6297} Go To Break
{6298} 
{6299} Shades, Cone of Cold
{6300} Shades, Fireball
{6301} Shades, Stoneskin
{6302} Shades, Wall of Fire
{6303} Shadow Conjuration, Summon Shadow
{6304} Shadow Conjuration, Darkness
{6305} Shadow Conjuration, Invisibility
{6306} Shadow Conjuration, Mage Armor
{6307} Shadow Conjuration, Magic Missile
{6308} Greater Shadow Conjuration, Summon Shadow
{6309} Greater Shadow Conjuration, Acid Arrow
{6310} Greater Shadow Conjuration, Ghostly Visage
{6311} Greater Shadow Conjuration, Web
{6312} Greater Shadow Conjuration, Minor Globe of Invulnerability
{6313} Lich
{6314} Mummy, Common
{6315} Mummy, Warrior 2
{6316} Skeleton, Priest
{6317} Skeleton, Common
{6318} Skeleton, Warrior 1
{6319} Skeleton, Warrior 2
{6320} Skeleton, Chieftain
{6321} Zombie, Rotting
{6322} Zombie, Warrior 1
{6323} Zombie, Warrior 2
{6324} Sort by:
{6325} Date
{6326} Priority
{6327} Bear, Grizzly
{6328} Grey Render
{6329} Awaken
{6330} Creeping Doom
{6331} Ultravision
{6332} Destruction
{6333} Horrid Wilting
{6334} Ice Storm
{6335} Energy Buffer<<<CUT>>>
{6336} Negative Energy Burst<<<CUT>>>
{6337} Negative Energy Ray<<<CUT>>>
{6338} Aura of Vitality
{6339} War Cry
{6340} Regenerate
{6341} Evard's Black Tentacles
{6342} Legend Lore
{6343} Find Traps
{6344} Awaken (9)
{6345} Creeping Doom (13)
{6346} Ultravision (3)
{6347} Ultravision (6)
{6348} Destruction (13)
{6349} Horrid Wilting (15)
{6350} Horrid Wilting (20)
{6351} Ice Storm (9)
{6352} Energy Buffer (11)
{6353} Energy Buffer (15)
{6354} Energy Buffer (20)
{6355} Negative Energy Burst (5)
{6356} Negative Energy Burst (10)
{6357} Negative Energy Ray (1)
{6358} Negative Energy Ray (3)
{6359} Negative Energy Ray (5)
{6360} Negative Energy Ray (7)
{6361} Negative Energy Ray (9)
{6362} Aura of Vitality (13)
{6363} War Cry (7)
{6364} Regenerate (13)
{6365} Evard's Black Tentacles (7)
{6366} Evard's Black Tentacles (15)
{6367} Legend Lore (5)
{6368} Find Traps (3)
{6369} 
{6370} All Levels
{6371} Always run
{6372} Controls
{6373} Level Up Summary
{6374} Penguin
{6375} 
{6376} Ogre B
{6377} Ogre, Chieftain B
{6378} Ogre, Mage B
{6379} Area Map
{6380} Buy
{6381} Sell
{6382} Party
{6383} Transfer Leadership
{6384} Ignore Invitations from
{6385} Reject Invitation from
{6386} Accept Invitation from
{6387} 
{6388} Class
{6389} Hit Points Gained
{6390} Spells (Added)
{6391} Skills
{6392} Feats
{6393} Release from Domination
{6394} Edit pin text
{6395} Your journal has been updated.
{6396} 
{6397} 
{6398} 
{6399} Move
{6400} Pick Up
{6401} 
{6402} 
{6403} 
{6404} Use Item
{6405} Accept
{6406} Offer
{6407} GP:
{6408} Total:
{6409} Uninjured
{6410} Barely Injured
{6411} Injured
{6412} Badly Wounded
{6413} Near Death
{6414} Dead
{6415} 
{6416} Effortless
{6417} Easy
{6418} Moderate
{6419} Challenging
{6420} Very Difficult
{6421} Overpowering
{6422} Impossible
{6423} Hostile
{6424} Neutral
{6425} Friendly
{6426} Barbarian Rage (2x per day)
{6427} Barbarian Rage (3x per day)
{6428} Greater Rage (3x per day)
{6429} Greater Rage (4x per day)
{6430} Greater Rage (5x per day)
{6431} Mighty Rage
{6432} Damage Reduction 2/-
{6433} Damage Reduction 3/-
{6434} Damage Reduction 4/-
{6435} Wild Shape (2x day)
{6436} Wild Shape (3x day)
{6437} Wild Shape (4x day)
{6438} Wild Shape (5x day)
{6439} Wild Shape (6x day)
{6440} Elemental Shape (2x day)
{6441} Elemental Shape (3x day)
{6442} Improved Elemental Shape
{6443} <i>Ki</i> Strike (Lawful)
{6444} Sneak Attack (+2d6)
{6445} Sneak Attack (+3d6)
{6446} Sneak Attack (+4d6)
{6447} Sneak Attack (+5d6)
{6448} Sneak Attack (+6d6)
{6449} Sneak Attack (+7d6)
{6450} Sneak Attack (+8d6)
{6451} Sneak Attack (+9d6)
{6452} Sneak Attack (+10d6)
{6453} <CUSTOM0> has left the party.
{6454} <CUSTOM0> has joined the party.
{6455} <CUSTOM0> is now the Party Leader.
{6456} <CUSTOM0> is already considering an invitation.
{6457} <CUSTOM0> is already involved in party negociations.
{6458} <CUSTOM0> is ignoring your Party Invitation.
{6459} 
{6460} You have received a Party Invitation from <CUSTOM0>.
{6461} 
{6462} You have sent a Party Invitation to <CUSTOM0>.
{6463} 
{6464} You are ignoring Party Invitations from <CUSTOM0> for a short time.
{6465} You have rejected the Party Invitation from <CUSTOM0>.
{6466} You have been kicked from the party.
{6467} <CUSTOM0> has been kicked from the party.
{6468} The Party Invitation from <CUSTOM0> has already expired.
{6469} <CUSTOM0> has rejected your invitation to join the party.
{6470} 
{6471} 
{6472} 
{6473} 
{6474} 
{6475} 
{6476} 
{6477} 
{6478} 
{6479} 
{6480} 
{6481} 
{6482} Summon Mephit
{6483} Summon Celestial
{6484} War Domain, Battle Mastery
{6485} Strength Domain, Divine Strength
{6486} Protection Domain, Divine Protection
{6487} Death Domain, Negative Plane Avatar
{6488} 
{6489} Improved Critical
{6490} Weapon Focus
{6491} Weapon Specialization
{6492} Spell Focus
{6493} Skill Focus
{6494} Caster Level(s): Cleric 3, Paladin 3, Wizard / Sorcerer 3, Good 2
Innate Level: 3
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single, Medium
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

When this spell is cast, you choose to protect the target from either good or evil. The spell target and all allies within 10 feet receive a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.
{6495} 
{6496} Load Game
{6497} Empty Slot
{6498} Caster Level(s): Bard 5, Wizard / Sorcerer 6
Innate Level: 5
School: Illusion
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / level
Save: Harmless
Spell Resistance: No

You are surrounded by a ghostly nimbus of light that grants damage reduction 20/magic, prevents all spells of level 2 or lower from affecting you and provides concealment.
{6499} 
{6500} Caster Level(s): Wizard / Sorcerer 4, Death 4
Innate Level: 4
School: Illusion
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Save: Will and Fortitude
Spell Resistance: Yes

You conjure an image of utmost horror to strike down a single creature. The target may attempt a Will save to disbelieve the spell, avoiding all ill effects. Failing that, the target then makes a Fortitude save to avoid instant death. A successful save still inflicts 3d6 points of magic damage.
{6501} Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single or Point
Duration: 60 seconds / level
Save: Will (-2) Negates
Spell Resistance: No

This spell has two modes of operation: targeting a single outsider, or summoning a planar ally. Targeted outsiders are paralyzed for 1 round per 2 caster levels. The type of summoned ally is based on your alignment:
Evil: Succubus
Neutral: Sylph
Good: Celestial Bear
{6502} Caster Level(s): Cleric 4, Druid 3, Plant 3, Water 3
Innate Level: 3
School: Necromancy
Descriptor(s): Poison
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes

If you succeed at a melee touch attack, the target must make a Fortitude save or suffer the effects of Large scorpion venom (1d6 Strength damage on primary and secondary hits).
{6503} 
{6504} 
{6505} Caster Level(s): Cleric 3, Druid 3, Ranger 2, Wizard / Sorcerer 3
Innate Level: 2
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 Hours
Save: Harmless
Spell Resistance: No

The target creature gains energy resistance 30 against all types of energy. The spell ends after absorbing 40 points of damage from any single energy type.
{6506} Caster Level(s): Bard 1, Cleric 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / Level
Additional Counter Spells: 
Save: Will Negates
Spell Resistance: Yes

When this spell is cast, you choose to protect the target creature from either good or evil. The target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.
{6507} Caster Level(s): Cleric 2, Druid 2, Paladin 2, Ranger 1, Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

The target creature gains energy resistance 20 against all types of energy. The spell ends after absorbing 30 points of damage from any single energy type.
{6508} Caster Level(s): Bard 1, Cleric 1, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Single
Duration: 6 - 24 seconds
Save: Will Partial
Spell Resistance: Yes

A target creature with 5 Hit Dice or less is afflicted with fear and suffers a -2 penalty to attack, damage and saving throws. If the target succeeds at its saving throw, it is only frightened for one round. 
{6509} Caster Level(s): Bard 5, Cleric 5, Druid 5, Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon a shadow mastiff to be a faithful and loyal servant.
{6510} Caster Level(s): Bard 6, Cleric 6, Druid 6, Wizard / Sorcerer 6
Innate Level: 6
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon a dire bear to be a faithful and loyal servant.
{6511} Caster Level(s): Cleric 7, Druid 7, Wizard / Sorcerer 7
Innate Level: 7
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon a huge elemental to be a faithful and loyal servant.
{6512} Caster Level(s): Cleric 8, Druid 8, Wizard / Sorcerer 8
Innate Level: 8
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon a greater elemental to be a faithful and loyal servant.
{6513} Caster Level(s): Cleric 9, Druid 9, Wizard / Sorcerer 9
Innate Level: 9
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Point
Duration: 18 seconds + 6 seconds / level
Save: None
Spell Resistance: No

You summon an elder elemental to be a faithful and loyal servant.
{6514} Caster Level(s): Cleric 5
Innate Level: 5
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Point
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

This spell opens a portal to the Elemental Plane of Shadow and draws forth a shadow ally to become a faithful and loyal servant. The shadow ally summoned depends on your caster level:
Level 1-7: Greater shadow
Level 8 to 10: Shadow mastiff
Level 11 to 14: Shadow lord
Level 15-20: Shadow demon
{6515} Caster Level(s): Cleric 8, Druid 7, Sun 7
Innate Level: 8
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instantaneous
Save: Reflex Negates
Spell Resistance: Yes

You summon a globe of divine radiance to blind and burn those within the area of effect. Undead take 1d6 points of divine damage per caster level, to a maximum of 20d6. All other monster types take 3d6 points of divine damage, and are blinded for 3 rounds. A successful Reflex save halves the damage for undead and voids blindness for others.
{6516} Caster Level(s): Wizard / Sorcerer 6, War 6
Innate Level: 6
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 round / level
Save: Harmless
Spell Resistance: No

You become an engine of destruction, gaining a +1 attack bonus for every 2 caster levels, a +4 natural armor bonus to AC, +5 to Fortitude saving throws, and an additional +1d6 Hit Points per caster level. In addition, your Strength, Dexterity, and Constitution are each set to 20 for the duration of the spell.


{6517} <<<CUT>>>
Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s): 
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 9 seconds
Additional Counter Spells: 
Save: None
Spell Resistance: No

The caster is able to defy the sands of time, casting spells, moving about, and attacking normally while the rest of the world appears suspended, as if in stasis.
{6518} Caster Level(s): Cleric 5, Druid 7, Wizard / Sorcerer 6, Knowledge 4, Animal 4
Innate Level: 5
School: Divination
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No

The target creature can see through sanctuary and invisibility effects, and automatically spots hiding opponents.
{6519} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Save: None
Spell Resistance: Yes

The target creature takes 1d6 points of negative energy damage for every 2 caster levels, to a maximum of 10d6. This damage is then applied to your Hit Points as a temporary bonus.
{6520} Caster Level(s): Cleric 0, Druid 0, Paladin 1
Innate Level: 0
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

The target creature gains 1 temporary hit point above his maximum total.
{6521} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Necromancy
Descriptor(s): Death, Sonic
Component(s): Verbal
Range: Short
Area of Effect / Target: Colossal, 1 Creature / Level
Duration: Instant
Save: Fortitude Negates
Spell Resistance: Yes

All enemies within the area of effect must succeed at a Fortitude save or die, to a maximum of 1 enemy per caster level.
{6522} Caster Level(s): Druid 5, Wizard / Sorcerer 4, Fire 5
Innate Level: 4
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Wall 30 ft Long
Duration: 6 seconds / 2 Levels
Save: Reflex 1/2
Spell Resistance: Yes

This spell creates a curtain of fire that deals 2d6 points of fire damage, +1 per caster level, to any creature that attempts to pass through it. Undead creatures suffer double damage.
{6523} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: 6 seconds /  2 Levels
Save: Reflex Partial
Spell Resistance: Yes

Sticky strands cling to all creatures within the area of effect, entangling them. Creatures who make their save can move, but at a reduced rate dependent on their Strength.
{6524} Caster Level(s): Wizard / Sorcerer 9, Evil 9
Innate Level: 9
School: Illusion
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Save: Fortitude and Will
Spell Resistance: Yes

A horrible phantasm rises to stand before enemy creatures in the area of effect, causing them to make a Will save. If they fail, the phantasm touches them and they must now make a Fortitude saving throw. If this saving throw fails, the creature dies. Those who succeed the Fortitude save still take 3d6 points of damage. Creatures with less than 4 HD automatically die, without any saving throws. 
{6525} Caster Level(s): Cleric 7
Innate Level: 7
School: Evocation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Colossal
Duration: Instant
Save: None
Spell Resistance: Yes

A wave of divine energy blasts all enemy creatures within the area of effect. All enemies within the area are stunned for 1 round per 2 caster levels. Those with 4 Hit Dice or less are killed instantly. Any hostile summoned creatures are returned to their home planes.
{6526} Caster Level(s): Bard 2, Cleric 2, Paladin 2, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic 
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No 

The target creature's Charisma is increased by +4.
{6527} Caster Level(s): Bard 2, Cleric 2, Druid 2, Paladin 2, Ranger 2, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic 
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No 

The target creature's Wisdom is increased by +4.
{6528} Caster Level(s): Bard 2, Cleric 2, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic 
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds / level
Save: Harmless
Spell Resistance: No 

The target creature's Intelligence is increased by +4.
{6529} Caster Level(s): Druid 5
Innate Level: 5
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Animal Companion
Duration: Special
Save: Harmless
Spell Resistance: No

The target animal companion gains +4 Strength, +4 Constitution, +1d10 Wisdom, and +2 to attack rolls for as long as it remains at your side.
{6530} Caster Level(s): Druid 7
Innate Level: 7
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large
Duration: 18 seconds
Save: None
Spell Resistance: No

The druid summons masses of flying insects, one swarm per two caster levels, that attack targets at random in the affected area. Swarms have a base attack bonus of +6 (with an additional to hit bonus based on the caster's Wisdom x 2) and do 2d6 points of damage when they hit. Swarms last for three rounds before dissipating. <i>Creeping doom</i> stacks with itself - if the druid casts this spell again while swarms still exist, the new swarms will join the existing swarms in attacking their targets.
{6531} Caster Level(s): Bard 2, Cleric 2, Druid 1, Ranger 1, Wizard 2
Innate Level: 2
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

The target creature's ability to see in complete darkness is improved beyond that of Darkvision. When this spell is applied even the effects of magical darkness are pierced.
{6532} Caster Level(s): Cleric 7
Innate Level: 7
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: Single
Duration: Instant
Save: Fortitude Partial
Spell Resistance: Yes

The target creature must make a Fortitude save or die. A successful save still results in the target taking 10d6 points of divine damage.
{6533} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Necromancy
Descriptor(s): Death
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Colossal
Duration: Instant
Save: Fortitude 1/2
Spell Resistance: Yes

All creatures within the area of effect take 1d6 points of magic damage per caster level, to a maximum of 20d6.
{6534} Caster Level(s): Bard 6, Druid 4, Wizard / Sorcerer 4, Water 5
Innate Level: 4
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Huge
Duration: Instant
Save: None
Spell Resistance: Yes

All creatures in the area of effect take 3d6 points of bludgeoning damage and 2d6 points of cold damage, plus an additional 1d6 cold damage per 3 caster levels.
{6535} <<<CUT>>>
Caster Level(s): Bard 6, Druid 6, Sorcerer / Wizard 5
Innate Level: 5
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Turn / Caster Level
Additional Counter Spells: 
Save: Harmless
Spell Resistance: No

The caster gains damage resistance 40/- against all elemental forms of damage. The spell ends after absorbing 60 points of damage from any single elemental type.
{6536} <<<CUT>>>
Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Huge
Duration: Instant
Additional Counter Spells: Negative Energy Protection
Save: Will 1/2
Spell Resistance: Yes

All creatures caught in the area of effect take 1d8 points of negative energy damage, +1 per caster level, to a maximum of +20. All creatures caught in the area also lose 1 point of strength per 4 caster levels. Negative energy spells have a reverse effect on undead, healing instead of harming them.
{6537} <<<CUT>>>
Caster Level(s): Cleric 2, Wizard / Sorcerer 1
Innate Level: 1
School: Necromancy
Descriptor(s): Negative
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: 
Save: Will 1/2
Spell Resistance: Yes

A ray of negative energy slams into the target creature, doing 1d6 points of damage. After level 1, the spell does an additional 1d6 points of damage for every 2 caster levels, to a maximum of 5d6 at level 9. Negative energy spells have a reverse effect on undead, healing instead of harming them.
{6538} Caster Level(s): Druid 7
Innate Level: 7
School: Transmutation
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: Colossal
Duration: 6 seconds / Level
Save: Harmless
Spell Resistance: No

All allies within the area of effect receive a +4 bonus to Strength, Constitution, and Dexterity.
{6539} Caster Level(s): Bard 4
Innate Level: 4
School: Enchantment
Descriptor(s): Mind-Affecting, Sonic
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: 6 seconds / Level
Save: Will Negates
Spell Resistance: Yes

You let out a powerful shout that grants the Bard a +2 bonus to attack and damage. All enemies within the area of effect are stricken with fear.
{6540} 
{6541} Caster Level(s): Cleric 7, Druid 6
Innate Level: 7
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 60 seconds
Save: Harmless
Spell Resistance: No

For the duration of the spell, the target creature regenerates 10% of its maximum hit points every round.
{6542} Caster Level(s): Wizard / Sorcerer 4, Evil 4
Innate Level: 4
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Large, 1d4 Tentacles
Duration: 6 seconds / Level
Save: Fortitude Special
Spell Resistance: No

A field of thick, rubbery tentacles rises from the ground. For every round that a creature is caught within the area of effect, it suffers attacks from 1d4 tentacles, each capable of doing 1d6+4 points bludgeoning damage. If any tentacle attack hits a target, that target must then make a Fortitude saving throw or become paralyzed.
{6543} Caster Level(s): Bard 4, Wizard / Sorcerer 6, Knowledge 6
Innate Level: 6
School: Divination
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 60 seconds / Level
Save: Harmless
Spell Resistance: No

This spell grants you a +10 bonus to Lore checks, +1 per 2 caster levels.
{6544} Caster Level(s): Bard 3, Cleric 2
Innate Level: 2
School: Divination
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Save: Harmless
Spell Resistance: No

All traps within the area of effect become known to you.
{6545} Difficulty Class, where applicable: 10 + 1 for every 3 HD.
Duration, where applicable: 1 round for every 3 HD.
Damage, where applicable: 1d6 + 1d6 for every 3 HD.

Some creatures are able to project a 10-foot radius field of protective energy that has an effect on any enemies that come within range. The following types of Auras are available in the game:

Aura of Cold, Aura of Fire, Aura of Lightning: Damaging auras.
Aura of Blinding: Enemies entering the aura are blinded.
Aura of Fear: Enemies entering the aura are stricken with fear.
Aura of Menace: Enemies entering the aura are stricken with the effects of a Doom spell.
Aura of Protection: The caster is protected as if he had a Circle of Protection - Evil and Globe of Invulnerability in place.
Aura of Stunning: Enemies entering the aura are stunned.
Aura of Unearthly Visage: The caster appears so beautiful or so ugly that creature entering the aura must save or die.
Aura of the Unnatural: All animals are instantly stricken with fear.
Miscellaneous: Tyrantfog (5-foot radius of green mist that saps the Constitution of all creatures within its grasp. Fortitude save at DC 13 to resist).
{6546} Difficulty Class, where applicable: 10 + 1 for every 2 HD.
Duration, where applicable: 1 Round for every 2 HD.
Damage, where applicable: 1d6 for every 2 HD.

Bolts damage or negatively affect a single target creature. Bolts can deal damage or deliver more exotic effects such as charm and domination, ability damage, paralysis, poison, slow, or entanglement. The following types of Bolts are available in the game:

Direct Damage: Bolt of Acid, Bolt of Cold, Bolt of Fire, Bolt of Lightning, Bolt of Shards
Mind-Affecting: Bolt of Charm, Bolt of Confusion, Bolt of Domination, Bolt of Stunning, Bolt of Dazing.
Negative Energy: Bolt of Death, Bolt of Level Drain, Bolt of Charisma, Bolt of Constitution damage, Bolt of Dexterity damage, Bolt of Strength damage, Bolt of Wisdom damage, or Bolt of Intelligence damage.
Movement Impeding: Bolt of Slowness, Bolt of Webbing, Bolt of Paralysis.
Miscellaneous: Bolt of Disease, Bolt of Poison, Salt Mephit Breath (1d4 Damage, -2 to Attack, -4 to Armor Class for 3 rounds), Steam Mephit Breath (1d4 Damage, -2 Attack and -4 to Armor Class for 3 rounds).
{6547} Difficulty Class, where applicable: 10 +1 for every 2 HD.
Damage, where applicable: 2d6 for every 3 HD.

Cones are an effective means of dealing elemental forms of damage, as well as poison and disease, to all within a cone-shaped area of effect. The following types of Cones are available in the game: 

Direct Damage: Cone of Acid, Cone of Cold, Cone of Disease, Cone of Fire, Cone of Lightning, Cone of Poison, Sonic Cone.
Miscellaneous: Iron Golem Breath (This DC 17 poison deals 1d4 Constitution damage, then death).
{6548} Difficulty Class: Depends on the creature's Hit Dice. The DC for Dragon's Breath can be as low as 13 and as high as 41, depending on the type of breath weapon and the dragon's HD.
Duration, where applicable: 1d6 rounds + 1 round per 3 HD, starting at 6 HD. 
Damage, where applicable: Damage from Dragon's Breath varies wildly depending on the type of breath weapon being used.

Breath weapons can only be used once per 1d4 rounds. The effect appears just in front of the creature and spreads out over a 15-ft radius from the point of impact. The following types of Dragon's Breath are available in the game:

Direct Damage
Acid: DC 13 - 36, Damage 2d4 - 24d4.
Lightning: DC 14 - 37, Damage 2d8 - 24d8.
Chlorine Gas: DC 13 - 37, Damage 2d6 - 24d6.
Fire: DC 15 - 40, Damage 2d10 - 24d10.
Cold: DC 12 - 36, Damage 2d6 - 24d6.
Weaken: DC 16 - 41, Damage 1 Strength Damage + 1 per 3 HD above 6.

Duration: 
Sleep: DC 14 - 37.
Fear: DC 14 - 37.
Slow: DC 13 - 37.
Paralysis: DC 14 - 39.
{6549} Difficulty Class: None.
Damage: None.
Duration: Number of rounds equal to the creature's Constitution modifier.

Some creatures have the ability to enter a frenzied state that grants temporary ability score bonuses. This works in a similar fashion to Barbarian Rage. A creature can enter three different types of Frenzy available in the game, each of which has three versions that apply a +2, +4, or +6 bonus to ability scores. The duration of all forms of Frenzy is equal to the creature's Constitution modifier, in rounds. The three types are as follows:

Ferocity: boosts Strength and Dexterity.
Intensity: boosts Dexterity and Constitution.
Rage: boosts Strength and Constitution.
{6550} Difficulty Class, where applicable: 10 + 1 for every 2 HD.
Damage: None.
Duration, where applicable: 1 round + 1 for every 3 HD.

Gaze attacks have a cone-shaped area of effect and do not deal damage directly to targets. The following types of Gaze attacks are available in the game:

Mind-Affecting: Charm, Confusion, Daze, Dominate, Fear, Stun.
Negative Energy: Doom, Death, Destroy Law, Destroy Good.
Positive Energy: Destroy Evil, Destroy Chaos.
Movement Impeding: Paralysis.
Miscellaneous: Krenshar Fear Gaze (DC 12, 3 round duration).
{6551} Difficulty Class, where applicable: 10 + 1 for every 4 HD.
Damage, where applicable: 1d6 + 1d6 for every 4 HD.
Duration, where applicable: 1 round + 1 for every 4 HD.

Howls are all sonic-based attacks that allow a monster to harm a target with the sound of its voice. Howls have a radius of 30 feet. Although Howl attacks have a large area of effect, they are easier to resist and do not last as long as other attack forms. The following types of Howls are available in the game:

Direct Damage: Sonic.
Mind-Affecting: Confuse, Daze, Fear, Stun.
Negative Energy: Doom, Death.
Movement Impeding: Paralysis.
Miscellaneous: Trumpet Archon Blast (Difficulty Class of 19, Paralysis for 1d4 Rounds).
{6552} Difficulty Class, where applicable: 10 + 1 for every HD.
Damage, where applicable: 1d6 per HD.
Duration, where applicable: 1 round per HD.

Pulse attacks are the most dangerous form of creature attack. A Pulse is a devastating wave of energy that affects all creatures, friend or foe, within 10 feet. The following types of Pulses are available in the game:

Direct Damage: Drowning Wave, Fire, Lightning, Cold.
Negative Energy: Negative Energy Damage, Death, Level Drain, Ability Drain: Charisma, Ability Drain: Constitution, Ability Drain: Intelligence, Ability Drain: Dexterity or Ability Drain: Wisdom.
Positive Energy: Holy Light.
Miscellaneous: Whirlwind, Disease, Vrock Spores, Poison, Bolster Undead (grants all undead in the area of effect a +2 to their Turn Resistance).
{6553} Lesser Body Adjustment (heals self for 1d8 + 1 for every caster level, to a maximum of +5)
{6554} Summoning abilities allow creatures to enlist the aid of extraplanar allies at will. The following types of Summons are available in the game:

Summon Tanar'ri: Summons a succubus to aid the caster in combat
Summon Celestial: A percentage chance of summoning one of the following creatures: lantern archon, hound archon, or trumpet archon.
Summon Mephit: A percentage chance of summoning a mephit (if the caster is a mephit, it will attempt to summon another mephit of its own type).
Summon Slaadi: A percentage chance of summoning a red slaad or green slaad according to creature's HD.
{6555} 
{6556} 
{6557} Show Pregenerated Characters
{6558} 
{6559} Copy Character
 to Local
{6560} Save Character
{6561} Saving Throw Type: All
{6562} Saving Throw Type: Fortitude
{6563} Saving Throw Type: Reflex
{6564} Saving Throw Type: Will
{6565} Import Character
{6566} Favored Enemy
{6567} Rogue Bonus
{6568} Trickery Domain, Divine Trickery
{6569} Rogue's Cunning
{6570} Rogue's Cunning (3)
{6571} Goto
{6572} Kill
{6573} Heal
{6574} Limbo
{6575} Examine
{6576} Take Control
{6577} Take Control Full Powers
{6578} Creator
{6579} Create
{6580} Chooser
{6581} Toggle AI
{6582} Rest
{6583} Toggle Invulnerable
{6584} Search By First Name
{6585} Creatures
{6586} Item
{6587} Encounter
{6588} Waypoint
{6589} Triggers and Traps
{6590} Portal
{6591} Placeable Object
{6592} 
{6593} Custom
{6594} Standard
{6595} 
{6596} Skill Modifier
{6597} Number of Ranks
{6598} Skill Check
{6599} You Are Dead
{6600} Wait for help from another player or choose an option below. Respawning will incur a penalty of 50 XP per level of your character and the loss of 10% of your gold.
{6601} Wait For Help
{6602} Exit Game
{6603} Respawn
{6604} 
{6605} Standard Traps
{6606} Minor
{6607} Average
{6608} Strong
{6609} Deadly
{6610} <color=Orange><PlayerName> has joined as a player.</color>
{6611} <color=Purple><PlayerName> has joined as a game master.</color>
{6612} <PlayerName> has left as a player.
{6613} <PlayerName> has left as a game master.
{6614} Default
{6615} Create
{6616} Split
{6617} Frost
{6618} Acid Splash
{6619} Sonic
{6620} Negative
{6621} Please enter a name for this save game.
{6622} DM CONSOLE
{6623} Enter the TAG to search for.
{6624} Choose object type.
{6625} The object is busy and can not talk to you right now.
{6626} Attack Of Opportunity
{6627} A version of this character already
exists in the savegame. Which version
would you like to use?
{6628} Input Command
{6629} Execute Command
{6630} Input Waypoint Name
{6631} Input Portal IP Address Including Port
{6632} You are encumbered and cannot run.
{6633} You are encumbered and cannot walk at normal speed.
{6634} You are encumbered and cannot pick up anything else.
{6635} Save Game
{6636} Char. List
{6637} Special Walk
{6638} Entered Target Mode.
{6639} Toggle Invulnerable
{6640} Force Rest
{6641} More Actions
{6642} Goto
{6643} Heal
{6644} Kill
{6645} Take Control
{6646} Take Control
{6647} Take Control Full Powers
{6648} Give/Take
{6649} Give Gold
{6650} Take Gold
{6651} Give Item
{6652} Take Item
{6653} Give XP
{6654} Take XP
{6655} Give Level
{6656} Take Level
{6657} Find Next
{6658} Zombie Walk
{6659} Input Amount
{6660} The OnEnter Event occurs whenever a player's character enters the area.

{6661} The OnExit Event occurs whenever a player's character exits the area.
{6662} The OnHeartbeat Event occurs at regular intervals during gameplay.
{6663} The OnUserDefined Event occurs whenever a module designer explicitly calls the EventUserDefined() NWScript function.
{6664} The OnDeath Event occurs when the object dies or is destroyed.
{6665} The OnDamaged Event occurs when the object is damaged as a result of a physical or supernatural attack.
{6666} 
{6667} 
{6668} Short
{6669} Medium
{6670} Long
{6671} Default
{6672} Inventory
{6673} 1
{6674} 2
{6675} 3
{6676} 4
{6677} 5
{6678} 6
{6679} Enter Label
{6680} 
{6681} Jump
{6682} Invulnerable 
{6683} Jump to Point
{6684} Jump All Players to Point
{6685} Container
{6686} Familiars
{6687} Special
{6688} Custom 1
{6689} Custom 2
{6690} Custom 3
{6691} Custom 4
{6692} Custom 5
{6693} Monsters
{6694} Animals
{6695} Bear
{6696} Birds
{6697} Canine
{6698} Feline
{6699} Other
{6700} Insects
{6701} Beetles
{6702} Spiders
{6703} Shapechangers
{6704} 
{6705} Humanoid
{6706} Bugbears
{6707} Fey
{6708} Goblin
{6709} Lizardfolk
{6710} Minotaur
{6711} Orc
{6712} Constructs
{6713} Dragons
{6714} Elementals
{6715} Planar
{6716} Celestial
{6717} Fiendish
{6718} Imps
{6719} Slaad
{6720} Undead
{6721} 
{6722} Mummy
{6723} Skeleton
{6724} Wraith
{6725} Zombie
{6726} Books are used to collect all sorts of writing, ranging from important magical discoveries to mundane family recipes.
{6727} Common
{6728} Noble
{6729} Ogres
{6730} Trolls
{6731} NPCs
{6732} Tutorial
{6733} _Assign to new category
{6734} Tileset Specific
{6735} Universal
{6736} Metal
{6737} Stone
{6738} Wood
{6739} Helmets
{6740} Shields
{6741} Small Shields
{6742} Tower Shields
{6743} Creature Items
{6744} Claw
{6745} Belts
{6746} Bracers
{6747} Cloaks
{6748} Kit
{6749} Jewelry
{6750} Amulets
{6751} Rings
{6752} 
{6753} Potions
{6754} Scrolls
{6755} Arcane
{6756} Ammunition
{6757} Arrows
{6758} Bolts
{6759} Bullets
{6760} One-Handed
{6761} Two-Handed
{6762} Great
{6763} Bladed
{6764} Bastard Swords
{6765} Daggers
{6766} Great Swords
{6767} Longswords
{6768} Short Swords
{6769} Clubs
{6770} Flails
{6771} Hammers
{6772} Maces
{6773} 
{6774} Crossbows
{6775} Double-Sided
{6776} Exotic
{6777} Mage-Specific
{6778} Rods
{6779} Staves
{6780} Wands
{6781} Visual Effects
{6782} Containers & Switches
{6783} Battlefield
{6784} Military
{6785} Miscellaneous Interior
{6786} Parks & Nature
{6787} Penants & Signs
{6788} Trades & Academic & Farm
{6789} Merchants
{6790} Generic Trigger
{6791} Caster Level(s): Cleric 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 1 Hour / Level
Save: Harmless
Spell Resistance: No

When this spell is cast, you choose a target to be protected from either good or evil. The target receives a +2 deflection bonus to Armor Class, +2 to all saving throws, and immunity to any mind-affecting spells and spell-like abilities used by creatures of the chosen alignment.
{6792} There is nothing special about this object.
{6793} Limbo
{6794} <FirstName> cannot be bartered with.
{6795} <FirstName> is too busy to deal with you.
{6796} You are too busy to barter now.
{6797} <FirstName> refused to barter with you.
{6798} Waypoints
{6799} Summoned Monsters
{6800} + 
{6801} - 
{6802} Activate Item
{6803} Unique Power
{6804} ERROR: SKIPPING DECLARATION VIA "case" STATEMENT DISALLOWED.
{6805} ERROR: SKIPPING DECLARATION VIA "default" STATEMENT DISALLOWED.
{6806} Special Properties:
{6807} Level Required:
{6808} Plot Item
{6809} Skin/Hide
{6810} Bite
{6811} Slam
{6812} Gems
{6813} NPC Clothing
{6814} Melee Weapons
{6815} Books
{6816} 
{6817} Morningstars
{6818} Ranged Weapons
{6819} Longbows
{6820} Shortbows
{6821} Slings
{6822} Large Shields
{6823} ERROR: "else" WITHOUT "if" STATEMENT.
{6824} Battle Music 1
{6825} Battle Music 1
{6826} Battle Music 2
{6827} City Music
{6828} Forest Music
{6829} Dungeon Ambient Track
{6830} Forest Ambient Track
{6831} Gore
{6832} You cannot possess a creature controlled by a player.
{6833} You cannot possess a creature controlled by a Dungeon Master.
{6834} You cannot possess a creature already possessed by another player.
{6835} Barter
{6836} Barter with <FullName>
{6837} Player 
{6838} Dungeon Master 
{6839} Controlled 
{6840} AI Disabled 
{6841} Caster Level(s): Cleric 1, Druid 1, Wizard / Sorcerer 1
Innate Level: 1
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: 24 Hours
Additional Counter Spells: 
Save: Harmless
Spell Resistance: No

The target creature gains damage resistance 10/- against all elemental forms of damage. The spell ends after absorbing 20 points of damage from any single elemental type.
{6842}  (Current Area)
{6843} Dungeonmaster Force Lock
{6844} Dungeonmaster Force Unlock
{6845} 
{6846} Spike Trap, Minor
{6847} Spike Trap, Average
{6848} Spike Trap, Strong
{6849} Spike Trap, Deadly
{6850} Holy Trap, Minor
{6851} Holy Trap, Average
{6852} Holy Trap, Strong
{6853} Holy Trap. Deadly
{6854} Tangle Trap, Minor
{6855} Tangle Trap, Average
{6856} Tangle Trap, Strong
{6857} Tangle Trap, Deadly
{6858} Acid Trap, Level 5
{6859} Acid Trap, Level 8
{6860} Acid Trap, Level 12
{6861} Acid Trap, Level 15
{6862} Fire Trap, Minor
{6863} Fire Trap, Average
{6864} Fire Trap, Strong
{6865} Fire Trap, Deadly
{6866} Electrical Trap, Minor
{6867} Electrical Trap, Average
{6868} Electrical Trap, Strong
{6869} Electrical Trap, Deadly
{6870} Gas Trap, Minor
{6871} Gas Trap, Average
{6872} Gas Trap, Strong
{6873} Gas Trap, Deadly
{6874} Frost Trap, Minor
{6875} Frost Trap, Average
{6876} Frost Trap, Strong
{6877} Frost Trap, Deadly
{6878} Negative Trap, Minor
{6879} Negative Trap, Average
{6880} Negative Trap, Strong
{6881} Negative Trap, Deadly
{6882} Sonic Trap, Minor
{6883} Sonic Trap, Average
{6884} Sonic Trap, Strong
{6885} Sonic Trap, Deadly
{6886} Acid Splash Trap, Minor
{6887} Acid Splash Trap, Average
{6888} Acid Splash Trap, Strong
{6889} Acid Splash Trap, Deadly
{6890} Ambient
{6891} Positional
{6892} Random Positional
{6893} DM Fast
{6894} Default Barbarian
{6895} <color=Gold><b>Default Barbarian</b></color>

With a feat selection centered on melee combat with a greataxe, this is the perfect package for a combat-oriented adventurer.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6896} Default Sorcerer
{6897} <color=Gold><b>Generalist</b></color>

This sorcerer package has a variety of spells from different schools, giving it a more balanced spell portfolio than the other sorcerer packages.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6898} <color=Gold><b>Default Bard</b></color>

This bard package is built around a broad assortment of skills, feats, and spells, making the character a jack-of-all-trades who is useful in any situation.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6899} Default Bard
{6900} Default Cleric
{6901} <color=Gold><b>Default Cleric</b></color>

The generalist cleric package plays to the strengths of the class, focusing on potent healing spells and the destruction of undead monsters. It includes the Sun and Healing domains.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6902} Edit Command
{6903} Edit Label
{6904} <color=Gold><b>Default Druid</b></color>

This druid package represents a defender of the natural order, a wise spellcaster who battles threats to his woods with a large wolf by his side.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6905} Default Druid
{6906} Send Entered Event
{6907} Send Exit Event
{6908} <color=Gold><b>Interloper</b></color>

Druids from this tradition venture forth from the wilds into civilization in search of knowledge, often accompanied by badger companions. They prefer to talk rather than fight, but are perfectly capable of defending themselves.

This package does not give any special abilities to your character. It simply configures your skills and feats so you that don't have to.
{6909} 
{6910} Druid, Interloper
{6911} <color=Gold><b>Guardian</b></color>

Guardian druids seek to become like the most ancient of oak trees, tough and resilient, focusing on skills and spells to make themselves capable of enduring all manner of threats. A guardian druid has a boar companion.

This package does not give any special abilities to your character. It simply configures your skills and feats so you that don't have to.
{6912} Druid, Guardian
{6913} 
{6914} <color=Gold><b>Shaman</b></color>

Shaman personify the divine side of the druid's commitment to nature, focusing on spellcasting above all else. They are accompanied by a giant spider companion.

These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
{6915} Druid, Shaman
{6916} Druid, Feral
{6917} <color=Gold><b>Feral Druid</b></color>

Feral druids focus on overwhelming enemies with raw physical power and brute force at the expense of spellcasting ability. Naturally, feral druids have bear companions.

These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
{6918} Default Monk
{6919} <color=Gold><b>Default Monk</b></color>

Most monks follow this tradition of simple virtue and martial artistry.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6920} Default Paladin
{6921} <color=Gold><b>Default Paladin</b></color>

The majority of paladins belong to this tradition, which provides any character with a strong balance of offensive and defensive abilities.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6922} Default Ranger
{6923} <color=Gold><b>Default Ranger</b></color>

This package represents the most commonly encountered ranger, a master of the woods with a weapon in each hand and a bow across his back.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6924} Default Rogue
{6925} <color=Gold><b>Default Rogue</b></color>

The typical rogue is anything but predictable, and comes equipped with the skills and abilities to perform almost any task.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6926} Barbarian, Brute
{6927} <color=Gold><b>Brute</b></color>

With his axe and unsurpassed Strength, this barbarian package is the archetypal killing machine in close combat.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6928} Barbarian, Slayer
{6929} <color=Gold><b>Slayer</b></color>

Many barbarians are mistrustful of spellcasters, but a barbarian with this package goes out of his way to destroy them, closing in before they can complete their spells and attempting to pulverize them with a single, mighty blow.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6930} Barbarian, Savage
{6931} <color=Gold><b>Savage</b></color>

The fury of the savage is remarkable even among barbarians. The savage prefers to use his bare hands in melee instead of resorting to a weakling's weapons.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6932} Barbarian, Frenzied Berserker
{6933} <color=Gold><b>Frenzied Berserker Path</b></color>

Thrilling in the chaos and violence of battle, this barbarian package leads to the raging path of the frenzied berserker.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Frenzied Berserker prestige class later.
{6934} Cleric, Nature
{6935} Cleric, Dead Walker
{6936} Cleric, Crusader
{6937} Cleric, Battle Priest
{6938} <color=Gold><b>Nature Cleric</b></color>

Nature clerics, similar to druids, worship deities of the wilderness. Nature clerics have access to the  Animal and Plant domains, and focus on skills and feats which will help them survive in the outdoors.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6939} <color=Gold><b>Dead Walker</b></color>

This cleric is very persuasive, able to talk friends and enemies into almost anything, When words fail him, his weapon training more than backs him up. Death and Trickery are the domains of choice for this cleric package.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6940} <color=Gold><b>Crusader</b></color>

The crusader seeks out and destroys enemies of her faith, wading into combat and using divine power to smite her foes. She has access to the Destruction and Earth domains.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6941} War and Strength are the two main tenants of this cleric's philosophy, and the two domains that give him power.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6942} Fighter, Finesse
{6943} <color=Gold><b>Finesse Fighter</b></color>

This dexterous fighter uses light weapons and a quick hand to overcome his enemies.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6944} Fighter, Defender
{6945} <color=Gold><b>Defender</b></color>

The defender focuses on tactics which enable him to outlast his opponent, using a variety of techniques to disarm and disable his foe while minimizing any threat to himself.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6946} Fighter, Gladiator
{6947} <color=Gold><b>Gladiator</b></color>

Since versatility is the difference between life and death in the arena, the gladiator is a master of a wide assortment of combat abilities. All gladiators are trained to use two weapons at once.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6948} Fighter, Commander
{6949} This fighter is a natural leader, and as effective at persuading his enemies as he is in combat.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{6950} Neverwinter Militia Member
{6951} Luskan Guard
{6952} Cult Member
{6953} Uthgard Elk Tribe
{6954} Uthgard Tiger Tribe
{6955} Drow Cleric
{6956} Drow Fighter
{6957} Duergar Fighter
{6958} Duergar Cleric
{6959} House Guard
{6960} Beggar
{6961} Bloodsailor
{6962} Female 1
{6963} Female 2
{6964} Female 3
{6965} Female 4
{6966} Male 1
{6967} Male 2
{6968} Male 3
{6969} Male 4
{6970} Male 5
{6971} Plague Victim
{6972} Shopkeeper
{6973} Innkeeper
{6974} Bartender
{6975} Waitress
{6976} Prostitute 1
{6977} Prostitute 2
{6978} Convict
{6979} Old Man
{6980} Old Woman
{6981} Child, Male
{6982} Child, Female
{6983} Gnome, Female
{6984} Gnome, Male
{6985} Elf, Female
{6986} Elf, Male 1
{6987} 
{6988} Elf, Male 2
{6989} Dwarf, Female
{6990} Dwarf, Male
{6991} Halfling, Female
{6992} Halfling, Male
{6993} Half-Orc, Female
{6994} Half-Orc, Male 1
{6995} Half-Orc, Male 2
{6996} 
{6997} Human, Female 01
{6998} Human, Female 02
{6999} Human, Female 03
{7000} Human, Female 04
{7001} Human, Female 05
{7002} Human, Female 06
{7003} Human, Female 07
{7004} Human, Female 08
{7005} Human, Female 09
{7006} Human, Female 10
{7007} Human, Female 11
{7008} Human, Female 12
{7009} Human, Male 01 
{7010} Human, Male 02
{7011} Human, Male 03
{7012} Human, Male 04
{7013} Human, Male 05
{7014} Human, Male 06
{7015} Human, Male 07
{7016} Human, Male 08
{7017} Human, Male 09
{7018} Human, Male 10
{7019} Human, Male 11
{7020} Human, Male 12
{7021} Human, Male 13
{7022} Human, Male 14
{7023} Human, Male 15
{7024} Human, Male 16
{7025} Human, Male 17
{7026} Human, Male 18
{7027} (No Ambient Music)
{7028} (No Ambient Sound)
{7029} Texture quality
{7030} 8 meg or lower, 16-bit textures.
{7031} Compatibility Mode (16 meg).
{7032} 16 meg.
{7033} 32 meg.
{7034} 64 meg or higher.
{7035} Inventory
{7036} Map
{7037} Journal
{7038} Spellbook
{7039} Character Sheet
{7040} Options
{7041} Wizard, Abjuration
{7042} Wizard, Conjuration
{7043} Wizard, Divination
{7044} Wizard, Enchantment
{7045} Wizard, Illusion
{7046} Wizard, Necromancy
{7047} Wizard, Transmutation
{7048} 
{7049} Wizard, Evocation
{7050} <color=Gold><b>Abjurer</b></color>

The abjurer specializes in abjuration spells (spells that block, protect, or banish).
Prohibited School: Conjuration.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7051} <color=Gold><b>Conjurer</b></color>

A conjurer uses his magic to summon forth creatures and materials.
Prohibited School: Transmutation.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7052} <color=Gold><b>Diviner</b></color>

Diviners can foretell the future, a useful ability in combat as well as everyday life. Their spells concentrate on the revealing of information.
Prohibited School: Illusion.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7053} <color=Gold><b>Enchanter</b></color>

Enchanters focus on spells that imbue the recipient with some property or grant them power over another being.
Prohibited School: Illusion.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7054} <color=Gold><b>Evoker</b></color>

The evoker manipulates energy, usually for the purpose of harming enemies with deadly spells.
Prohibited School: Conjuration.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7055} <color=Gold><b>Illusionist</b></color>

Illusionists wield their magic to alter perception.
Prohibited School: Enchantment.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7056} <color=Gold><b>Necromancer</b></color>

The necromancer uses spells that manipulate, create, or destroy life.
Prohibited School: Divination.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7057} 
{7058} <color=Gold><b>Transmuter</b></color>

The transmuter is proficient at manipulating and transforming himself and his environment, either physically or by modifying its properties in a subtle way.
Prohibited School: Conjuration

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7059} Drop or give gold, etc.
{7060} 
{7061} <color=Gold><b>Abjurer</b></color>

The abjurer specializes in spells that block other spells, protect himself and party members from harm, or banish hostile summoned creatures.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7062} <color=Gold><b>Conjurer</b></color>

A conjurer uses his magic to summon forth creatures and materials.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7063} <color=Gold><b>Diviner</b></color>

Diviners can foretell the future, a useful ability in combat as well as everyday life. Their spells concentrate on the revealing of information.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7064} <color=Gold><b>Enchanter</b></color>

Enchanters focus on spells that imbue the recipient with some property or grant them power over another being.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7065} <color=Gold><b>Evoker</b></color>

The evoker manipulates energy, usually for the purpose of harming enemies with deadly spells.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7066} <color=Gold><b>Illusionist</b></color>

Illusionists wield their magic to alter perception.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7067} <color=Gold><b>Necromancer</b></color>

The necromancer uses spells that manipulate, create, or destroy life.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7068} <color=Gold><b>Transmuter</b></color>

The transmuter is proficient at manipulating and transforming himself and his environment, either physically or by modifying its properties in a subtle way.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7069} Sorcerer, Abjurer
{7070} Sorcerer, Conjurer
{7071} Sorcerer, Diviner
{7072} Sorcerer. Enchanter
{7073} Sorcerer, Evoker
{7074} Sorcerer, Illusionist
{7075} Sorcerer, Necromancer
{7076} Sorcerer, Transmuter
{7077} 
{7078} 
{7079} Bard, Blade
{7080} Bard, Gallant
{7081} Bard, Jester
{7082} Bard, Loremaster
{7083} <color=Gold><b>Blade</b></color>

The blade is a combat-minded bard, more focused on fighting with two weapons and his Parry skill than performing.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.

NOTE: A Dexterity of 15+ is recommended to gain the full benefit of this package.
{7084} <color=Gold><b>Gallant</b></color>

The gallant is found in the thick of battle alongside his allies. He wears heavier armor and supports his party with both weapon and song.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7085} <color=Gold><b>Jester</b></color>

The jester prefers to use a cutting wit and a glib tongue over blade or bow.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7086} <color=Gold><b>Loremaster</b></color>

The loremaster is sage-like in many ways, but is driven to adventuring to gather more and more knowledge.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{7087} Set Resolution
{7088} Apply
{7089} Set Resolution
{7090} Item Properties
{7091} 
{7092} Appear
{7093} Disappear
{7094} Comments
{7095} Properties
{7096} Chooser
{7097} Creator
{7098} Base Weight
{7099} Armor Class
{7100} Charges
{7101} Additional Cost
{7102} Stolen
{7103} Mark as stolen item
{7104} Mark this item as a stolen item
{7105} Edit property values
{7106} Edit the value of this property
{7107} Damage
{7108} Damage Type
{7109} Stack Size
{7110} Select Blueprint category
{7111} Mark as plot item
{7112} Mark this item as a plot item
{7113} Press this button to select a new category for this Blueprint
{7114} Faction Editor
{7115} Assign selected property
{7116} Item Name
{7117} Press this button to add or edit the text for multiple languages
{7118} Edit text in multiple languages
{7119} Basic
{7120} Advanced
{7121} Factions
{7122} Edit the Name in the primary language
{7123} Tag
{7124} Edit the Tag
{7125} 
{7126} Press this button to assign a unique Tag
{7127} Base Type Name
{7128} Blueprint ResRef
{7129} Edit the Blueprint ResRef
{7130} Global Effect
{7131} Add Faction
{7132} Remove Faction
{7133} Full Detail
{7134} Edit the Tag through which this object can be accessed by a script
{7135} Select model
{7136} Select a model variation from the dropdown list
{7137} Select color
{7138} Select a color variation from the dropdown list
{7139} Model
{7140} Top
{7141} Middle
{7142} Bottom
{7143} Neck
{7144} Torso
{7145} Pelvis
{7146} Right Shoulder
{7147} Right Bicep
{7148} Right Forearm
{7149} Right Hand
{7150} Left Shoulder
{7151} Left Bicep
{7152} Left Forearm
{7153} Left Hand
{7154} Thighs
{7155} Shins
{7156} Feet
{7157} Target Area
{7158} Target Type
{7159} Available Waypoints:
{7160} Available Triggers:
{7161} Available Doors
{7162} Current to Target
{7163} Target to Current
{7164} Area Transition Triggers, Doors, and Waypoints in Target Area
{7165} Both Ways
{7166} Loading Screen
{7167} Trigger
{7168} Connection Type
{7169} Choose an area name from the Target Area dropdown list to choose the area in which you would like to find an area transition destination.
{7170} Click one of the Target Type radio buttons to select the type of object to make an Area Transition to.
{7171} Click on one of the Connection Type radio buttons to specify the directions in which this Area Transition should work:

Both Ways: A player or creature can freely move back and forth between the two objects at either end of the area transition.

Current to Target: The Area Transition goes one way only, from the current object to the selected target.

Target to Current: The Area Transition goes one way only, from the selected object to the current one.
{7172} Click on one of the listed Tags to choose a target object for this Area Transition.

Alternatively, choose a target object by clicking on an object in the 3D wireframe view.
{7173} Select gender
{7174} Select the gender you wish to view the suit of armor for
{7175} Color ...
{7176} Personalize the colors by selecting them from the color palette
{7177} Available Properties
{7178} Click on the button to choose the loading screen that appears when following this Area Transition.

This field is optional. To use the default loading screen, do not select anything. The default setting is determined by the Loading Screen property of the target Area.

{7179} Click on an object in the 3D wireframe view to choose a target object for this Area Transition.

Alternatively, click on one of the available Tags listed to the left to choose a target object.
{7180} Assigned Properties
{7181} Min
{7182} Type a string in this field to specify the Tag for this object.
A script can use the Tag to access an object existing in the world.

Warning: If you give the same Tag to more than one object, you have no control over which object will be used by a script that looks for an object with that Tag.
{7183} Edit
{7184} Check the Plot checkbox to specify that this object is plot-related. Doing this causes the object to become indestructible. Plot objects cannot move between servers.
{7185} Inventory ...
{7186} Enter a number in the Hardness spinedit to specify the Hardness of this object. When something attacks this object in-game, the Hardness is subtracted from the damage.
{7187} Enter a number to specify how many hit points this object has.
{7188} Update Instances
{7189} Type a string in the Destination Tag text field to specify the Tag of the Waypoint or Door that this object links to in an Area Transition.
{7190} Max # of Cast Spell
{7191} Assign selected property to item
{7192} Remove assigned property
{7193} Remove assigned property from item
{7194} Edit assigned property
{7195} Edit parameters on selected assigned property
{7196} 
{7197} Item Type Description
{7198} Unidentified Description
{7199} Identified Description
{7200} Item Statistics Description
{7201} Update all instances created from this Blueprint
{7202} Edit inventory contents
{7203} Edit the inventory contents of this container
{7204} Press this button to update all instances created from this Blueprint that are in the current area
{7205} Accept changes
{7206} Press this button to save all changes
{7207} Discard changes
{7208} Press this button to discard any changes
{7209} Events
{7210} Category
{7211} Creature List
{7212} Difficulty
{7213} Maximum Creatures
{7214} Minimum Creatures
{7215} Spawn Option
{7216} Continuous
{7217} Single-Shot
{7218} Available Creatures
{7219} untitled
{7220} Edit Copy
{7221} Standard Palette
{7222} Custom Palette
{7223} Respawn Time (seconds)
{7224} Faction
{7225} Active
{7226} Encounter Respawns
{7227} Number of Times To Respawn
{7228} Player Triggered Only
{7229} OnEnter
{7230} OnExhausted
{7231} OnExit
{7232} OnHeartbeat
{7233} OnUserDefined
{7234} Type a string in this field to specify the name that will appear for this object in the game as well as the name that appears in the palette.

Click on the "..." button next to the Name text field to specify names in other languages.
{7235} Click on the "..." Category button to choose the category under which this Blueprint will appear in the palette.

{7236} Enter a 16-character string in the ResRef text field to specify the filename of the Blueprint.
This is the filename that is used when exporting a Blueprint.

When using the scripting function

 object CreateObject(int nObjectType, string sBlueprint, location lLocation)

to create an object in the game, use the Blueprint ResRef as the second argument.
{7237} Type a description for this object in the Description text field. This is the text that appears when the player examines this object in the game.
{7238} In the Comments text field, type in any comments that you have regarding this object. These comments are not used by the game, and are for the module designer's information only.
{7239} Width
{7240} <-
{7241} Creature
{7242} CR
{7243} Choose a value from the Difficulty dropdown list to specify how difficult this Encounter is. The Encounter will always match this Difficulty regardless of the level of the party that triggers it.
{7244} Enter a value in the Max Creatures number field to specify the maximum number of creatures that this encounter can spawn at a time.

{7245} Enter a value in the Recommended Creatures number field to specify the preferred number of creatures that should appear when this encounter fires
{7246} Choose an option from the Spawn Option dropdown list to specify how this encounter behaves:

Single Shot: The encounter fires once when a hostile creature enters it.

Continuous: The encounter continuously evaluates the hostile creatures inside it and spawns new creatures as the existing creatures die. This creates the feeling of fighting endless waves of creatures.

{7247} Select a creature from the palette of Available Creatures and add it to the Encounter's Creature List by clicking on the right arrow button (->).
Remove a creature from the Creature List by highlighting its row in the Creature List and clicking the left arrow button (<-).
{7248} This is a list of Creatures that this Encounter can spawn, along with their challenge ratings (CR values).
A properly designed Encounter has at least one Creature for every challenge rating from 1 to 20.
{7249} Pick a name from the Faction dropdown list to specify the Faction that this Encounter belongs to.
The Encounter will only fire for Creatures that are hostile to the selected Faction.
{7250} Check the Active checkbox to specify whether this Encounter can fire if hostile creatures step into it.

If an Encounter is not Active, you can force it to become active in the game by running a script.
{7251} Check the Encounter Resets checkbox to specify whether this Encounter resets itself after it has fired.
{7252} Enter a value in the Respawn Time number field to specify how many seconds to wait before resetting this Encounter after it has fired.
{7253} Check the Player Triggered Only checkbox to specify that only player characters can cause this Encounter to fire. The player must still be hostile to the Encounter's faction for the Encounter to fire.
{7254} Enter a value in the number field to specify how many times this Encounter can respawn.

Alternatively, check the Infinite Respawn checkbox to specify that this Encounter can respawn an infinite number of times.
{7255} Defaults
{7256} Encounter Properties
{7257} Conversation Search
{7258} Search For
{7259} Replace Text?
{7260} Search
{7261} ResRef
{7262} Edit the ResRef
{7263} Start Area
{7264} Module Properties
{7265} Starting X
{7266} Starting Y
{7267} Starting Z
{7268} Description
{7269} This is the base cost of this item and reflects how powerful of an item it is. The higher the cost, the more powerful the item is.

The actual price of an item in a store may be higher or lower than this cost value depending on the store.
{7270} This is the weight of the item. A character can carry only so much weight (based on strength) before being encumbered.

This value may be modified by assigned magical properties.
{7271} This is the armor class that this item provides. The higher the armor class value, the more protection it offers. 

This value may be modified by assigned magical properties.
{7272} This is the amount of damage this item can inflict.

This value may be modified by assigned magical properties.
{7273} This is the minimum roll required on a D20 to get a critical threat. 

This value may be modified by the Keen item property, or by the Improved Critical feat for this weapon type.
{7274} The lighting in an Area is governed by the Ambient, Diffuse, and Fog Colors, by the Fog Amount, and by the presence or absence of Shadows. For each Area, you can set up the lighting for day and night independently. The following descriptions apply for both day and night.

The Ambient Color is present on all objects, and is the dominant color that is cast on surfaces in the shade.

The Diffuse Color is the color of the light source from which shadows are cast. In an exterior Area, the Diffuse Color is that of either the Sun or the Moon. In an interior Area, the Diffuse Color comes from an indeterminate source shining from above.The color cast on surfaces that are exposed to direct sunlight (or moonlight) will appear as a blend of the Ambient Color and the Diffuse Color.

The Fog Color is the color that all objects fade into as they recede into the distance.

The Fog Amount determines how closely the Fog Color wraps around the camera in the game. With a small Fog Amount, only objects near the edge of sight are touched by the Fog Color. With a large Fog Amount, even objects close the camera will have some Fog coloring.

You can specify whether objects cast shadows on the ground and on other objects.
{7275} Click on one of the Day/Night Cycle radio buttons to specify how an Area changes during the course of a day.

Cycle Day and Night: The Area goes from day to night and back again in accordance with the time-related settings in the global Module Properties.

Always Day: It is always daytime in this Area

Always Night: It is always nighttime in this Area
{7276} Select a script
{7277} Select a script from the list or choose <NEW SCRIPT> to edit a new one.
{7278} Click this button to select a script for this Event.
{7279} Edit the Event
{7280} Edit the selected Event or Edit a new Event if there is no selected Event.
{7281} Click to select a portrait
{7282} Minutes/Hour
{7283} Dawn Start Hour
{7284} Dusk Start Hour
{7285} Starting Month
{7286} Starting Day
{7287} Starting Hour
{7288} XP Scale
{7289} OnAcquireItem
{7290} OnActivateItem
{7291} OnClientEnter
{7292} OnClientLeave
{7293} OnModuleLoad
{7294} OnModuleStart
{7295} OnPlayerDeath
{7296} OnPlayerDying
{7297} OnPlayerRespawn
{7298} OnUnAcquireItem
{7299} Area Properties
{7300} Sound Properties
{7301} Trigger Properties
{7302} Door Properties
{7303} Visual
{7304} ...
{7305} Tileset
{7306} Select a Tileset for the Area
{7307} Set the dimensions of the Area
{7308} Height
{7309} Length
{7310} Day/Night Cycle
{7311} Cycle Day and Night
{7312} Always Bright
{7313} Always Dark
{7314} Sun - Ambient Color
{7315} Sun - Diffuse Color
{7316} Sun - Fog Amount
{7317} Sun - Fog Color
{7318} Sun - Shadows
{7319} Moon - Ambient Color
{7320} Moon - Diffuse Color
{7321} Moon - Fog Amount
{7322} Adjust the Wind Power slider to set the strength of wind in the Area to No Wind, Mild Wind, or Strong Wind.
{7323} Enter a percentage value in the Snow, Rain, and Lightning number fields to specify the percentage chance that the Area will have the appropriate
weather effects.
{7324} Select a soundtrack from the Ambient Sound dropdown lists to specify the ambient sounds to play in this Area during the day and at night.

{7325} Enter a number in the spin-edit controls for Listen or Spot Checks to apply a modifier to all spot or listen checks made in this area.
A positive number is a bonus. A negative number is a penalty.
{7326} Select a musical track from the Ambient Music dropdown lists to specify the ambient music to play in this area during the day, at night, or when there is a battle.
{7327} Enter a number in the Music Playing Delay spinedit to specify the number of seconds to wait before playing a new ambient music track when the area goes from day to night or vice versa or when a battle finishes.
{7328} Choose a Player vs. Player setting from the dropdown list:

No PvP - No players can harm any other players

Party Protected - Party members cannot harm each other, but they may harm any players who are not in the party

Full PvP - Any player can harm any other player

Default - Use the server settings for PvP
{7329} Check the No Rest checkbox to disallow resting in this area.
{7330} Load Default
{7331} Save As Default
{7332} This is the number of charges available on this item. Charges are used to cast spells from assigned Cast Spell properties on the item. The number of charges used depends on the parameters of the Cast Spell property.
{7333} Certain types of items such as arrows can be combined into a single stack. This value indicates how many are currently in the stack.
{7334} This value is used to artificially raise the cost of the item.
{7335} Check this box to mark this item as being stolen. A stolen item can only be sold to blackmarket stores.
{7336} This displays what base type this item is derived from.
{7337} This is the 3D display of item model. 
Left click on the mouse and drag to move the model around.
Right click on the mouse and drag to rotate the model.

{7338} Press this button to find all Instances placed in the world that use this Blueprint.
These Instances will be updated with the values currently present on this form.
{7339} Select a model from this dropdown list to change its appearance.
{7340} Select the gender for which you wish to preview the armor for.

This does NOT restrict this suit of armor for the selected gender.
{7341} Press this button to customize the colors for this item.

Layers available for customization include:
 - Cloth 1
 - Cloth 2
 - Leather 1
 - Leather 2
 - Metal 1
 - Metal 2
{7342} Assign the selected item property from the Available Properties list to this item.
{7343} Remove the selected item property in the Assigned Properties list from this item.
{7344} This displays the absolute minimum number of item properties this item must have for it to be valid.
{7345} This displays the absolute maximum number of Cast Spell properties this item can have assigned to it.
{7346} Replace
{7347} Scope
{7348} All Languages
{7349} Current Language
{7350} Local File
{7351} Module Wide
{7352} Case Sensitive
{7353} Whole Words Only
{7354} Affected Files
{7355} Done
{7356} Select Pattern
{7357} Parent
{7358} Select Faction
{7359} Find Instance
{7360} In Area
{7361} From Blueprint
{7362} With Tag
{7363} Clear
{7364} This list displays all the available item properties you can assign to this item. Many of these item properties have one or more parameters that you can change to modify what the item property does.
{7365} This list displays all the item properties assigned to this item. Many of these item properties have one or more parameters that you can change to modify what the item property does.
{7366} Doors
{7367} Encounters
{7368} Items
{7369} Placeables
{7370} Sounds
{7371} Triggers
{7372} Click this button to edit the parameters of the selected item property in the Assigned Properties list. You can also edit the parameters by double clicking on the assigned property you wish to edit.
{7373} Area
{7374} Blueprint
{7375} This displays general information about the basic type of item this item is.
{7376} The unidentified description is what the players will see when they inspect a magical item that has not yet been identified.
{7377} The identified description will be what the players see when they inspect an item that has been identified.
{7378} This displays a summary of the item statistics and item properties.
{7379} Statistics
{7380} Profile
{7381} Phenotype
{7382} Conversation
{7383} Select a portrait
{7384} Click this button to select a new portrait
{7385} Select a Conversation file
{7386} Click this button to select a Conversation file
{7387} Edit current Conversation file
{7388} Click this button to edit the current Conversation file
{7389} No Interrupt
{7390} Specify if this conversation can be interrupted
{7391} Edit the first name in the primary language
{7392} Edit the last name in the primary language
{7393} Select a race from the dropdown list
{7394} Select an appearance from the dropdown list
{7395} Select a phenotype from the dropdown list
{7396} Select a gender from the dropdown list
{7397} Edit the description in the primary language
{7398} Base Hit Points
{7399} Hit Point Bonuses
{7400} Total Hit Points
{7401} Edit base hit points
{7402} Saves
{7403} Base
{7404} Bonus
{7405} Total
{7406} Moon - Fog Color
{7407} Moon - Shadows Enabled
{7408} Weather - Wind Power
{7409} Weather - % Snow
{7410} Weather - % Rain
{7411} Weather - % Lightning
{7412} Ambient Sound, Day
{7413} Ambient Sound, Night
{7414} Check Modifier - Listen
{7415} Check Modifier - Spot
{7416} Music, Battle
{7417} Music, Day
{7418} Music, Night
{7419} Music, Playing Delay
{7420} Player vs. Player
{7421} No Rest
{7422} Max
{7423} Trap Type
{7424} Detection DC
{7425} Disarm DC
{7426} OnDisarm
{7427} OnTrapTriggered
{7428} Set DC
{7429} Detect DC Mod. when set by Rogue
{7430} Disarm DC Mod. when set by Rogue
{7431} Disarmable
{7432} Select the Trap Type.
{7433} Trigger Type
{7434} OnClick
{7435} Destination Tag
{7436} Destination Type
{7437} Highlight Height
{7438} 
{7439} Setup Area Transition
{7440} Auto-Remove Key
{7441} Key Tag
{7442} Select Portrait
{7443} Cursor
{7444} None
{7445} Enter a number in the Minutes/Hour number field to specify how many real-time minutes corresponds to an hour in the when running this Module in the game.
{7446} Enter a number in the Dawn Start Hour number field to specify at what hour the game will start making a transition from night to day. The transition lasts for 1 hour.
{7447} Enter a number in the Dusk Start Hour number field to specify at what hour the game will start making a transition from day to night. The transition lasts for 1 hour.
{7448} Enter a number in the Starting Month, Day, and Hour spinedits to set the time at which the story begins in this module.
{7449} Adjust the slider to scale the amount of experience characters will automatically receive during play:

0% - experience must be awarded through scripting or manually by the DM.
100% - standard experience awards based on the Neverwinter Nights 2 XP table.
2000% - 20 x the standard experience awards

Note that the Official Neverwinter Nights 2 campaign is balanced for a scale set to 100 and that all modules created using the Toolset will default to this value.
{7450} The OnAcquireItem Event fires whenever a player acquires an Item.
{7451} The OnActivateItem Event fires whenever a player uses an item via its "Activate Item" radial menu option.
{7452} The OnClientEnter Event fires whenever a player or DM client logs onto the server running this Module.
{7453} The OnClientLeave event fires whenever a player or DM client logs off the server running this Module.
{7454} The OnUnAcquireItem Event fires when a player loses an Item.
{7455} Choose a Tileset from the dropdown list to specify the Tileset to use for the new Area.
{7456} Enter the dimensions of the new Area in the Length and Width number fields. The values in these fields represent the number of Tiles on each side of the Area.
{7457} One Shot
{7458} Edit saving throw values
{7459} Speed
{7460} Movement Rate
{7461} Select a movement rate from the dropdown list
{7462} Ability Scores
{7463} Score
{7464} Edit ability score
{7465} Natural AC
{7466} Dexterity Bonus
{7467} Size Modifier
{7468} Total Armor Class
{7469} Edit the natural armor class value
{7470} Select an alignment from the dropdown list
{7471} Classes
{7472} Select a class from the dropdown list
{7473} Edit the level for this class
{7474} Right Thigh
{7475} Right Shin
{7476} Right Foot
{7477} Left Thigh
{7478} Left Shin
{7479} Left Foot
{7480} Edit skill level
{7481} Master Feats List
{7482} Assigned Feats List
{7483} Assign selected feat
{7484} Remove selected feat
{7485} Master Special Abilities List
{7486} Assigned Special Abilities List
{7487} Assign selected special ability
{7488} Remove selected special ability
{7489} Edit the caster level
{7490} Edit the caster level for the selected assigned special ability
{7491} Type in a string to specify the Tag that the scripting language will use to find the key that opens this object.
{7492} Waypoint Properties
{7493} Update instances in current area
{7494} Waypoint Contains a Map Note
{7495} Map Note Text
{7496} Map Note Enabled
{7497} Belongs To Faction
{7498} Sound Set
{7499} Initial State
{7500} Type a string in this field to specify the last name that will be used for this creature in the game.

Click on the "..." button next to the Name text field to specify names in other languages.
{7501} OnPerception
{7502} Select a spell level to display only the spells for that level for the selected class.
{7503} Select a metamagic to display a list of spells for the given class and spell level that use the selected metamagic. In order for the metamagic to be available for this creature, it must have the appropriate metamagic feat assigned to it.

Metamagic spells need to be prepared independently from non-metamagic spells.
{7504} Select this class to filter the list of spells to ones that are appropriate for the selected class.
{7505} OnDisturbed
{7506} This displays a summary of all the spells this creature has prepared for each of its classes. They are sorted by their casting level and alphabetically. It the spell uses metamagic, the metamagic it uses is displayed beside the spell.
{7507} Contents
{7508} Potions/Scrolls
{7509} Rings/Amulets
{7510} Ring slot
{7511} Helmet slot
{7512} Primary weapon slot
{7513} Edit a script
{7514} Interface
{7515} Appearance Type
{7516} Edit Factions
{7517} Edit faction relationships
{7518} 
{7519} Specify if this creature can be disarmed in combat
{7520} Plot
{7521} Hardness
{7522} Specify if this creature is plot related
{7523} Subrace
{7524} Edit the subrace.
{7525} Edit the subrace in multiple languages
{7526} Edit the deity.
{7527} Edit the deity in multiple languages
{7528} Apply Template
{7529} Apply a D&D class template
{7530} Calculated
{7531} Adjustment
{7532} Displays the calculated CR
{7533} Edit value to artificially increase the CR
{7534} Overall CR value
{7535} Select a sound set
{7536} Perception Range
{7537} Select perception range
{7538} OnFailToOpen
{7539} OnUnLock
{7540} OnUsed
{7541} Edit number of spells prepared
{7542} OnLock
{7543} OnOpen
{7544} Spell Level
{7545} Meta-Magic
{7546} OnClose
{7547} Select level to filter available spells by
{7548} Select meta-magic to filter spells by
{7549} OnAreaTransitionClick
{7550} The OnFailToOpen Event fires when a player attempts to open this object and fails.
{7551} The OnDisturbed Event fires when a possibly hostile action is taken against this object, such as pickpocketing or taunting.
{7552} The OnPhysicalAttacked Event fires when a player or another Creature does a melee or ranged attack against this object.
{7553} Click the Font selection button to select the font to use in the Script Editor.
{7554} The OnUnlocked Event fires when this object is unlocked.
{7555} The OnUsed Event fires when a player uses this object.
{7556} Locked
{7557} Can be relocked
{7558} Automatically remove key after use
{7559} Key required to unlock or lock
{7560} Class 1
{7561} Class 2
{7562} Class 3
{7563} Select class to filter spells for
{7564} Displays summary of prepared spells
{7565} Spell Selection Summary
{7566} Add or edit a comment
{7567} Displays a list of spells available for the specified class. This list may be filtered according to spell level and by metamagic. You can also assign how many of each spell this creature has prepared.

The first column displays the spell's level for the given class.

The second column displays the name of the spell.

The third column displays the casting level of the spell. Normally, this would be the same as the spell's level. However, if metamagic is applied to a spell, it's casting level will actually be higher than the spell's level.

The fourth column displays the number of the selected spell that this creature has prepared.
{7568} 
{7569} 
{7570} 
{7571} Type a string in this field to specify the first name that will be used for this creature in the game as well as the name that appears in the palette.

Click on the "..." button next to the Name text field to specify names in other languages.
{7572} Enter a number in the Open Lock DC number field to specify how hard it is to open this object using the Pick Locks skill. A value of zero means that this object is not locked anyone can open it.
{7573} Enter a number to specify how hard it is to lock this object using the Pick Locks skill. A value of zero means that anyone can lock this object.
{7574} 
{7575} Select a race for this creature. This is used for preferred enemy and/or attack bonus vs race calculations.
{7576} Open Lock DC
{7577} Close Lock DC
{7578} Select an appearance for this creature. This is used only to determine which model to display, and is not used for any other purposes like Race.
{7579} Select a phenotype for this creature. Only the player race appearances (Dwarf, Elf, Half-Elf, Halfling, Human, Half-Orc, and Gnome) have phenotype variations. The available phenotypes include Skinny, Normal, and Large.

The phenotype is used only for determining which models to use and does not have any other purpose like Race.
{7580} Select a gender for this creature. The chosen gender will affect the appearance only if the chosen appearance is a player model (Dwarf, Elf, Half-Elf, Halfling, Human, Half-Orc, and Gnome). The gender can also affect the dialogue for this creature in certain languages.
{7581} This displays the Challenge Rating of this creature. This value gives the approximate required level for a balanced 4 member party to kill this creature while expending only 20% of their resources (such as HP and spells).
{7582} 
{7583} Select a conversation for this creature from the dropdown list or by clicking on the "..." button.

You can also click on the "Edit" button to edit a conversation.
{7584} Click on the portrait or the portrait selection button to choose a portrait to display for this object ingame.
{7585} Check this option if you do not wish the creature to be able to be interrupted while in conversation.
{7586} This displays the hit points for this creature. You may modify the base hit points.

The contitution bonus shows hit point bonuses or penalties due to it's constitution stat.

{7587} This displays the saving throws for this creature. You may edit the base values.

Saving throws may receive bonuses or penalties from various statistics.
{7588} This determines how fast the creature will travel in the game.

You can choose from Immobile, Very Slow, Slow, Normal, Fast, Very Fast, Default, or DM Fast.
{7589} Characters and Creatures
{7590} Placeable Objects and Doors
{7591} Click on either the "Characters and Creatures" or the "Placeable Objects and Doors" radio buttons to filter the type of portrait that you wish to select.

When viewing Character and Creature portraits, check the Race checkbox to filter by Race and then select the desired Race from the Race combo-box. Check the gender checkbox to allow filtering by gender and choose the desired gender from the Gender combo-box.

When viewing Placeable Object and Door portraits, check the Category checkbox to allow filtering by one of the categories given in the Category combo-box.
{7592} These display the various ability scores for this creature. Included are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

Each of these ability scores can provide a bonus or penalty to your saving throws, skill checks, hit points, and other things.
{7593} Click on the portrait that you wish to use.
{7594} Allow filtering by Race
{7595} Allow filtering by Gender
{7596} Allow filtering by Category
{7597} Show portraits for player characters, non-player characters, and creatures.
{7598} This displays armor class information for this creature. You may only edit the Natural AC.

The creature's dexterity ability score may provide a bonus or a penalty.
The creature's appearance may provide a bonus or a penalty based on it's size.
{7599} Show portraits for inanimate objects such as Placeable Objects and Doors
{7600} Choose a Race to filter by.
{7601} Choose a Gender to filter by
{7602} Choose a Category to filter by
{7603} vs.
{7604} Select an alignment for this creature. 
Available alignments include Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, and Chaotic Evil.
{7605} Select up to 3 classes for this creature and set the levels for those classes. 

At least 1 class is required.
{7606} If this creature uses an appearance that supports it, you may customize it's look by selecting the models for it's individual parts.
{7607} Seamlessly looping
{7608} One or more sounds played individually
{7609} Options for playing a single sound
{7610} Continuously play sound
{7611} Play sound once
{7612} Options for playing multiple sounds
{7613} Continously choose a new random sound to play
{7614} Play a randomly selected sound once
{7615} Continuously play sounds in order
{7616} Play list in order once
{7617} Interval
{7618} Interval between playing sounds (seconds)
{7619} Interval Variation (seconds)
{7620} Positioning
{7621} Plays everywhere in area
{7622} Plays from a random position each time it is played
{7623} Plays from a specific position
{7624} Cutoff distance (m)
{7625} Max Volume Distance (m)
{7626} West-East Random Range (m)
{7627} North-South Random Range (m)
{7628} Add Sounds...
{7629} List of Sounds to Play
{7630} When to play
{7631} 
{7632} Edit the various colors for this creature. You may customize the hair, skin, tattoo 1, and tattoo 2 colors.
{7633} Displayed here are a list of all the skills this creature may know. 

You may increase the skill points for any skill for the creature to become more proficient in that skill.
{7634} Height (m)
{7635} Volume Variation
{7636} Play
{7637} Volume
{7638} Sound Type
{7639} There are two categories of Sound Objects:

Seamlessly looping: There is only one sound, and it plays over and over again with no pauses. The sound should be picked so that it seamlessly loops from the end back to the beginning.

One or more sounds played individually: You can choose one or more sounds and adjust the playing options so that they play continuously, only once, in order, in random order, or with random or non-random pauses inbetween them.
{7640} There are two options for playing a single sound.

Continuously play sound (Single Continuous) - The sound is played, and then there is a pause corresponding to the Interval, and then the sound is played again, and so on forever. If the interval is zero, then the sound will loop with no breaks or pauses.

Play sound once (Single Once) - The sound is played once, and never again. This Sound Object will become inactive once the sound has played, but it may be reactivated by using the SoundObjectPlay() scripting command.
{7641} There are four options for playing multiple sounds.

Continuously choose a new random sound to play (Random Continuous) - A sound is randomly chosen from the sound list and played. Once it has played and the Interval period has passed, another sound is randomly picked from the list and played. The process repeats forever or until you call the SoundObjectStop() scripting function.

Play a randomly selected sound once (Random Once) - One sound is randomly chosen from the list and played. After that, this sound object becomes inactive and no more sounds are played. The sound object can be reactivated via the SoundObjectPlay() scripting function. This option is most useful if you turn off the Active checkbox, and manually trigger this sound object during the game by using a script.

Continuously play sounds in order (Sequential Continuous) - The first sound in the sound list is played, then there is a pause corresponding to the Interval, then the next sound is played, then there is a pause corresponding to the interval, and so on until all the sounds have played. This process repeats forever or until scripted to stop.

Play list in order once (Sequential Once) - The sounds are played in order with an Interval delay between them, and once all the sounds have played, the current sound object deactivates and does not play again. This option is most useful if you turn off the Active checkbox, and manually trigger this sound object during the game by using a script.
{7642} When playing a single sound or multiple sounds continuously (that is, over, and over), you can specify the delay between playing each sound. This delay is the Interval.

If the Interval Variation is zero, then the Interval will be the same all the time.

However, you can randomize the Interval giving it a non-zero Interval Variation. Each time a sound finishes playing, the Interval before playing the next sound will be equal to the Interval Value plus or minus a random number from zero up to the Interval Variation. If the resulting value is negative, then the Interval simply becomes zero.
{7643} A Sound Object can be placed in an area in one of three ways.

Plays everywhere in area (Area Wide) - Regardless of where a player is in the area, the sound object will play at the same volume, and it will not appear to come from any particular direction.

Plays from a random position each time it is played (Random Positional) - Each time a sound from the sound list plays, the sound object appears to come from a different location. The range of different locations is determined by the East-West and the North-South Random Ranges.

Plays from a specific position (Positional) - The sounds always play from the position of the Sound Object.
{7644} If a sound is Positional or Randomly Positional (that is, it plays from a specific position or a random position), then it may sound louder or quieter depending on how far away the listener is.

Beyond the Cutoff Distance (aka. Max Distance), the sound can't be heard at all.

Inside the Max Volume Distance (aka. Min Distance), the sound will play at maximum volume.

The Min Distance is always less than or equal to the Max Distance.
{7645} The Master Feats List displays all the available feats for this creature. 

Press the -> button to assign the selected feat from the Master Feats List to this creature. 

Press the <- button to remove the selected feat from the Assigned Feats List from this creature.

{7646} If a sound object plays from a random position, then you can specify a rectangular range of locations in which it can randomly play.

The middle of this rectangular region is the location at which the sound object appears within the Toolset. The width of the rectangle is equal to the East-West random range, and the length of the rectangle is equal to the North-South random range.
{7647} Adjust the volume slider to set the volume that this Sound Object should play at.
{7648} Click one of the Day, Night, or Always radio buttons to set the times of day during which this Sound Object can play.
{7649} Check the Active checkbox to make this Sound Object become Active. When a Sound is Active, it will play. When it is not Active, it will not play.

If you make an inactive sound, you can activate it later during the game by calling the SoundObjectPlay() scripting function.
{7650} The Height of a Sound Object is the elevation above or below the ground that it plays from.

For example, to make a Sound Object that sounds as if it comes from inside a building, place the object on the roof of the building and give the Sound Object a negative Height.
{7651} Play during the day
{7652} Play at night
{7653} Play at all times
{7654} Remove
{7655} Move Up
{7656} Move Down
{7657} The Master Special Abilities List displays all the available special abilities for this creature. 

Press the -> button to assign the selected special ability from the Master Special Abilities List to this creature. 

Press the <- button to remove the selected special ability from the Assigned Special Abilities List from this creature.

{7658} Adjust the Volume Variation slider to determine how much the volume of the sound can vary when it plays.

If the Volume Variation is zero, then the sound will always play at the same volume.

If the Volume Variation is nonzero, then each time a sound is played from the sound list, its volume will be equal to its normal volume plus or minus a random number from zero up to the volume variation. If the result is negative, then the Volume is simply zero.

Note that Volume Variation has no effect on seamlessly looping sounds.
{7659} Specifying a faction for a creature determines how other creatures will relate to it. Members of factions that are hostile to each other will attack one another.

Clicking on the Edit Factions button will allow you to change the relationships between the factions. You can also create new factions.
{7660} Checking the Disarmable checkbox specifies whether or not this creature can be disarmed in combat.
{7661} The subrace field is a Script Tag that can be referenced via NWScript during game play.
{7662} The deity field is a Script Tag that can be reference via NWScript during game play.
{7663} Click the Apply Template button to apply a specific template to this creature. A template is a collection of predefined skills and abilities. Examples of templates include Vampire, Undead, and Lycanthrope.
{7664} The Perception Range specifies how close this creature needs to be to another creature in order to see it. The ranges include short, medium, long, and default.
{7665} Select a sound set to give this creature to provide it with sounds for its standard actions.
{7666} Standard Equipment
{7667} Natural Equipment
{7668} Armor slot
{7669} Secondary weapon or shield slot
{7670} Cloak slot
{7671} Amulet slot
{7672} Gloves or bracers slot
{7673} Boots slot
{7674} Belt slot
{7675} Arrows slot
{7676} Bolts slot
{7677} Bullets slot
{7678} Claw 1
{7679} Claw 2
{7680} Creature item or regular weapon slot
{7681} Creature skin/hide item slot
{7682} Lock
{7683} Generic Appearance
{7684} Is Trapped
{7685} Trap Settings
{7686} The Standard Equipment tab allows you to outfit your creature with weapons, armor, accessories, and ammunition.

The Natural Equipment tab allows you to give the creature various inherent bonuses. You can increase the damage the creature can do in unarmed combat by equipping a creature item or weapon in it's claws and special attack slots. You can also give the creature other bonuses by equipping it with a creature skin/hide item that has the desired properties.
{7687} Useable
{7688} Has Inventory
{7689} This displays all the contents in the inventory.
{7690} This is the palette of item Blueprints available to you. 

The standard palette contains all the global Blueprints. The custom palette contains all the module specific Blueprints.
{7691} Placeable Object Properties
{7692} Create a new item Blueprint
{7693} Delete the selected custom Blueprint. This does not affect any instances that have been created from this Blueprint.
{7694} Selected Item:
{7695} Infinite
{7696} BlackMarket buys for:
{7697} Store sells for:
{7698} Check the Play Ambient Sounds in Area checkbox to allow the ambient day or night sounds for an area to play while viewing the area.

Adjust the slider to set the relative volume of the ambient sounds.
{7699} Store buys for:
{7700} Check the Play Ambient Music in Area checkbox to allow the ambient day or night music for an area to play while viewing the area.

Adjust the slider to set the relative volume of the ambient music.
{7701} Check the Play Placed Sound Objects in Area checkbox to make it possible to hear placed sound objects in the area. The volume and apparent direction of the sound objects will vary depending on the camera position.
{7702} Choose a provider name in the 3D Sound Providers listbox to choose the driver that you wish to use for playing 3D sound from sound objects placed in an area.
{7703} Click in the Item listbox to select the script editor element for which you would like to set the color.

Click the Colored square or the "Change Color..." button to select the color that you want.

The Preview window shows you what the Script Editor looks like with the current color settings.

{7704} Check the Useable checkbox to specify whether a player can interact with this object by clicking on it.

Objects that contain Inventory must be Useable.
{7705} Check the Inventory checkbox to specify whether this object is a container that can hold items. A container's inventory will open if a player clicks on it to use it.

Click the Inventory button to edit the contents of this object.
{7706} Choose a state from the Open State combo-box to specify the state that this object initially starts in.

Doors may be Open in one of two possible directions, or it may be Closed.

Placeable objects may be in their Default state, or they may be Closed, Opened, Destroyed, Activated, or Deactivated. Note that not all of these states make sense for all Placeable Objects.
{7707} Dropable
{7708} Pickpocketable
{7709} Drag an item here to destroy it
{7710} Specify if selected item can be dropped
{7711} Specify if selected item can be pickpocketed
{7712} Specify if store has infinite amounts of selected item
{7713} Drag an item here to drop it onto the ground
{7714} Check the Is Trapped checkbox to specify that this object has a trap on it.
{7715} Click the Setup Area Transition button to start the Area Transition Wizard.
{7716} There are three destination types for an Area Transition.

None - This object does not have an Area Transition attached to it.

Door - This object is an Area Transition to a Door, and/or there is a Door that links to this object.

Waypoint - This object is an Area Transition to a Waypoint, and/or there is a Waypoint that links to this object
{7717} Check the Party Required checkbox to specify that everyone in the party must be together before the Area Transition will work.
{7718} Choose an appearance from the generic appearance combobox to specify what this door should look like when placed in a generic doorway.
{7719} Type a 32-character identifier in the Tag textfield to specify a Tag that the scripting language will use to refer to this Area.
{7720} The OnEnter Event occurs when a Creature enters the polygon for a Trigger or Encounter.
{7721} Create a new custom item Blueprint. This new Blueprint will then be placed into the custom palette.
{7722} Delete the selected Blueprint from the custom palette. Only custom Blueprints may be deleted.

Deleting a custom Blueprint will not affect instances created from that Blueprint in any way.
{7723} Check this checkbox to make the selected item dropable. If the item is dropable, then when this creature dies, the item will be left behind for any players to pick up.
{7724} Check this checkbox to make the selected item pickpocketable. If the item is pickpocketable, then a rogue may be able to steal the item from this creature.
{7725} Check this checkbox to make the selected item infinite. This means that the store will never run out of the selected item.
{7726} Item Type
{7727} Please choose the type of item you wish to create
{7728} 
{7729} < &Back
{7730} &Next >
{7731} Finish
{7732} Finish the Wizard
{7733} Return to the previous step in the Wizard
{7734} Continue to the next step in the Wizard
{7735} Do not show me this again
{7736} Do not ask me this again
{7737} Click Next to continue.
{7738} Choose a Racial Type for your new Creature Blueprint.
{7739} The Racial Type determines the default abilities, class, and appearance of the Creature.
{7740} Please choose 1 to 3 classes for this creature and select the level for each class.
{7741} The class determines the skills and feats the creature has as well as how the creature's abilities differ from the default values.
{7742} The higher the level in a class, the more skills and feats the creature will have and the higher its ability scores will be.
{7743} Add Class
{7744} Class and Level
{7745} Remove this Class
{7746} Adjust the Level of this Class
{7747} Select a Class to add
{7748} Name and Quality
{7749} Please enter a name for the new item.
{7750} Name:
{7751} Select Type
{7752} Edit item name
{7753} Item Level
{7754} Select the player level you wish to create this item for
{7755} Add the currently selected class
{7756} Please choose an Appearance and Portrait for this creature.
{7757} The appearance will be used for the creature's 3D model ingame. The portrait will be used in Chat balloons and Conversations.
{7758} Appearance and Portrait
{7759} Please enter a name for this new Creature.
{7760} Select Palette Category
{7761} Please select the category in the palette that you wish this blueprint to appear under.
{7762} Review Statistics
{7763} Check that the following statistics are correct. Click Back to make any changes.
{7764} Welcome to the Creature Wizard.
{7765} Creature Wizard
{7766} This wizard allows you to quickly and efficiently create new Creature Blueprints.
{7767} This creature is now complete.
{7768} If you wish, you can fine-tune it using the Creature Properties.
{7769} Launch Creature Properties
{7770} Low
{7771} Godly
{7772} Item Quality
{7773} Select how powerful the item will be
{7774} If you wish, you may fine-tune this item with the Item Properties.
{7775} This item is now complete.
{7776} Launch Item Properties
{7777} Launch the Item Properties for additional modifications
{7778} Select a category from the list to choose the category under which this Blueprint will appear in the palette.
{7779} Select a category
{7780} Area Wizard
{7781} Name and Tileset
{7782} Please enter a name for the new area and select a tileset.
{7783} Area Size
{7784} Please choose a size for the new area.
{7785} This area is now ready to be created. Click Finish to add the area to your module.
{7786} Launch Area Properties Dialog
{7787} Open Area in the Area Viewer
{7788} The OnExit Event occurs when a Creature leaves the polygon for a Trigger or Encounter.
{7789} The OnExhausted Event occurs when an Encounter having the Single-Shot spawn option has finished spawning Creatures.

Encounters having the Continuous spawn option do not fire OnExhausted events.
{7790} Click the Play button to play the sound file named in the Resource Name text field.
{7791} BioWare Aurora Neverwinter Nights Toolset
{7792} Select the level range that you wish this item to be appropriate for. The higher the level range, the more powerful the item properties will be on the item that is generated.
{7793} Neverwinter Nights 2 Area (*.are)|*.are
{7794} Neverwinter Nights 2 Information (*ifo)|*.ifo
{7795} Neverwinter Nights Module 2 (*.mod)|*.mod
{7796} Select the quality of the item. The higher the quality, the more item properties will be assigned to the generated item.
{7797} Type a string in this field to specify the name that will appear for this object in the game as well as the name that appears in the palette.

{7798} Pricing
{7799} Sell Mark Up
{7800} Buy Mark Down
{7801} Stolen Goods
{7802} Buy Stolen Goods
{7803} Edit store mark up value
{7804} Edit store mark down value
{7805} Specify if this store will buy stolen goods
{7806} Edit store markdown for stolen goods
{7807} OnOpenStore
{7808} NWToolset Version
{7809} About
{7810} The OnOpenStore Event occurs whenever the store is object is opened.
{7811} Specify a value for the Sell Mark Up. This value specified is used as a percentage of the item's calculated cost.

This value should normally be greater than or equal to 100.
{7812} Copyright (c) 2001-2003 BioWare Corp.
{7813} Specify a value for the Sell Mark Down. This value specified is used as a percentage of the item's calculated cost.

This value should normally be less than 100.
{7814} Specify a value for the Sell Mark Down. This value specified is used as a percentage of the item's calculated cost.

This value should normally be less than the value specified for the regular pricing Buy Mark Down.
{7815} Check this checkbox to specify whether this store will purchase stolen goods from the players or not. If this store does buy stolen goods, specify at what reduced price the store will pay for stolen goods below.
{7816} Click on this button to edit the contents of this object's inventory.
{7817} The following resources were required by the package selected for import, but they could not be found in the package. Do you still wish to continue importing?
{7818} Missing Resources
{7819} Import Resources
{7820} Export Resources
{7821} Overwrite Existing Resources
{7822} Importing the selected resource would overwrite some resources that already exist in this module.
{7823} Select the resources that you wish to overwrite. Deselect the resources that you do not wish to overwrite.
{7824} Yes
{7825} No
{7826} Choose an appearance from the Generic Appearance dropdown list to specify what this door should look like when placed in a generic doorway.
{7827} There are several options to specify how a Lock behaves on a Door or a Placeable Object.

Locked - The object is locked.

Can be relocked - The object can be locked again after it has been unlocked.

Automatically remove key after use - After unlocking this object with its key, the key disappears.

Key required to unlock or lock - This object can only be unlocked by a key having a Tag that matches the Key Tag for this object.
{7828} &Add Creature
{7829} &Edit Creature
{7830} Add the selected Creature to the Encounter List
{7831} Remove the selected Creature from the Creature List
{7832} Edit the selected Creature
{7833} Find What:
{7834} Replace With
{7835} Search Conditions
{7836} Match Case
{7837} Script Editor
{7838} Conversation Editor
{7839} &Edit
{7840} Edit &Copy
{7841} &Delete
{7842} -
{7843} E&xport
{7844} &Import...
{7845} Item Property
{7846} Name of the item property
{7847} Item Sub-Property
{7848} Name of item sub-property
{7849} Item Cost Parameter
{7850} Selected cost parameter value
{7851} Parameter 1
{7852} Selected parameter 1 value
{7853} Show tips at start up
{7854} Build module on save
{7855} Chance of Appearing (%)
{7856} Edit % chance this property is used
{7857} Cost Parameter Values
{7858} Parameter 1 Values
{7859} Select cost parameter value
{7860} Enable materials
{7861} Select parameter 1 value
{7862} 
{7863} Select
{7864} Select this value
{7865} Select Property Parameters
{7866} Background Color (click panel to change):
{7867} Creature Properties
{7868} Font
{7869} Item Wizard
{7870} Code Templates Directory
{7871} Inventory Contents
{7872} Select Category
{7873} Merchant Properties
{7874} Default delay for player speech
{7875} Default delay for NPC speech
{7876} Show popup when creating a new text entry
{7877} Show speaker name before text
{7878} This is the number of seconds that the game will wait after the player selects their response
{7879} Select layer
{7880} Select Character Colors
{7881} This is the number of seconds that the game will wait after it displays the text of the NPC's response
{7882} When this box is checked the editor will ask you for the text immediately after you add a node.
{7883} When this box is checked, the editor will show you the speaker's name before the text.
{7884} Play ambient sound in area
{7885} Play ambient music in area
{7886} Play placed sound objects in area
{7887} 3D Sound Providers
{7888} Select Color
{7889} Select Resource
{7890} List of Game Resources: 
{7891} Resource Name:
{7892} Resources of Type: 
{7893} Number of resources found
{7894} No help is available for this topic.
{7895} Match Whole Word Only
{7896} Search Backward
{7897} Replace All
{7898} Prompt On Replace
{7899} Selected Only
{7900} Find Text
{7901} Preview
{7902} Text Type
{7903} Click to change the color of the selected text type.
{7904} Compiler
{7905} Bookmarks
{7906} NWToolset Help
{7907} Areas
{7908} Conversations
{7909} Tile Properties
{7910} Main Light 1
{7911} Main Light 2
{7912} Custom Color 1
{7913} Custom Color 2
{7914} Animation Loop 1
{7915} Animation Loop 2
{7916} Animation Loop 3
{7917} Source Light 1
{7918} Source Light 2
{7919} Invalid portal info
{7920} Functions
{7921} Constants
{7922} Variables
{7923} Templates
{7924} The Script Editor QuickList allows you to browse all the available functions, constants, variables, and code templates.

Click on an item in the QuickList to display information about it in the Help pane. Clicking on a Function displays its prototype. Clicking on a Constant or Variable displays its type information. Clicking on a Template displays the code that it would insert for you.

Double-click on an item in the QuickList to insert it into your script at the current cursor position.

To find an item in the QuickList, click in the list and then start typing the string that you are looking for. It will automatically jump to the nearest match.

To find all items that begin with a certain string, type the string in the Filter box above the QuickList.
{7925} Type a string in the Filter text field to show all items in the QuickList below that begin with the string you typed.

Erase the string in the Filter text field to go back to showing all items in the QuickList.
{7926} Click OK to save this script and close the Script Editor
{7927} 
{7928} Click Cancel to abandon all changes to all open Scripts
{7929} Filter
{7930} Compile
{7931} Delete Bookmark
{7932} Toggles a bookmark on the current line
{7933} Toggle bookmark
{7934} Saves and Compiles the current script
{7935} Save and Compile
{7936} Replace Text
{7937} Print
{7938} Print the current script
{7939} Invalid Target. Valid targets for Animal Empathy are Neutral or Hostile animals, beasts, or magical beasts.
{7940} The target must be aware of you to use this ability.
{7941} That action is not allowed in your current state.
{7942} Invalid Target. Only intelligent creatures are valid targets for Taunt.
{7943} That object is not locked.
{7944} A specific key is required to open that object.
{7945} You used a key.
{7946} Invalid Target. Valid targets for Called Shot Leg are creatures that have legs.
{7947} Invalid Target. Valid targets for Called Shot Arm are creatures that have arms.
{7948} Invalid Target. Large or smaller creatures are the only valid targets for Sap.
{7949} Invalid Target. Valid targets for Knockdown are any creatures that are one size category larger than you, or smaller.
{7950} Invalid Target. Valid targets for Improved Knockdown are any creatures that are one size category larger than you, or smaller.
{7951} You cannot rest so soon after exerting yourself.
{7952} Resting.
{7953} Done resting.
{7954} You cannot target a creature you cannot see or do not have a line of sight to.
{7955} You cannot use that item.
{7956} No uses or preparations left for that spell.
{7957} Cancelled Rest.
{7958} &Export...
{7959} Export the selected resource(s)
{7960} Delete the selected resource(s)
{7961} Build Module
{7962} Build
{7963} Results
{7964} Files
{7965} Blueprints
{7966} Camera Mode:
{7967} 
{7968} Top Down
{7969} Driving Camera Mode
{7970} 
{7971}  (Updating Objects)
{7972} Resources Used
{7973} Texture
{7974} Click here to select a color
{7975} Check to play this tile animation
{7976} Ban IP
{7977} Select Token
{7978} Some tiles have custom animations available to them. You can specify whether you want these animations to play or not through these checkboxes.
{7979} Player Tokens
{7980} Customize the color of the trim by selecting a color from the given palette.
{7981} World Tokens
{7982} Custom Tokens
{7983} Examples
{7984} Show the tokens related to a player
{7985} Show the tokens related to the world
{7986} Show user created tokens
{7987} Select the color of the main light for this tile. 

A tile may have up to 2 main lights active. The main light is positioned over the center of the tile and provides ambient lighting.
{7988} Select the source light variation.

A tile may have up to 2 source lights. An example of a source light would be torches on the wall. The position of these lights depend on the tile.
{7989} 
{7990} 
{7991} This action requires the current area to change. Would you like to proceed?
{7992} <CUSTOM0> now dislikes you!

{7993} Player List
{7994} Player
{7995} Attitude
{7996} Reaction
{7997} Ban Player
{7998} Boot Player
{7999} Like
{8000} Dislike
{8001} No hostile spells
{8002} Cannot pick pockets
{8003} Cannot trigger traps
{8004} Associate will not attack
{8005} Cannot attack them
{8006} All spells effective
{8007} Can pick pockets
{8008} Traps are triggered
{8009} Associates will defend master
{8010} Attacks of opportunity off
{8011} Associates will attack
{8012} Attacks of opportunity on
{8013} You are now in a Full PVP Area.
{8014} You are now in a Party PVP area.
{8015} You are now in a No PVP area.
{8016} Identified
{8017} PvP Zone
{8018} Party Protected
{8019} Full PvP
{8020} No PvP
{8021} Type in any comments that you have about this export package.
{8022} The following resources were required by the resource selected for export, but they could not be found in the module or game resources. Do you still wish to continue exporting?
{8023} %d/%d resources selected
{8024} The creator of this import package has the following comments about it:
{8025} Choose the Player vs. Player settings
{8026} Type a string in the ResRef field to set the filename that this Area will be stored as.
{8027} Default (use server setting)
{8028} Damage Resistance
{8029} Regenerating
{8030} Damage Reduction
{8031} Temporary Hit Points
{8032} Entangled
{8033} Invulnerable
{8034} Deaf
{8035} Fatigued
{8036} Immunity
{8037} Blind
{8038} Enemy Attack Bonus
{8039} Charmed
{8040} Confused
{8041} Frightened
{8042} Dominated
{8043} Paralyzed
{8044} Dazed
{8045} Stunned
{8046} Asleep
{8047} Poisoned
{8048} Diseased
{8049} Cursed
{8050} Silenced
{8051} Turned
{8052} Hasted
{8053} Slowed
{8054} Ability Increased
{8055} Ability Decreased
{8056} Attack Increased
{8057} Attack Decreased
{8058} Damage Increased
{8059} Damage Decreased
{8060} Damage Immunity Increased
{8061} Damage Immunity Decreased
{8062} AC Increased
{8063} AC Decreased
{8064} Movement Speed Increased
{8065} Movement Speed Decreased
{8066} Saving Throw Increased
{8067} Saving Throw Decreased
{8068} Spell Resistance Increased
{8069} Spell Resistance Decreased
{8070} Skill Increased
{8071} Skill Decreased
{8072} Invisible
{8073} Improved Invisible
{8074} Darkness
{8075} Dispel Magic All
{8076} Magical Shield
{8077} Level Drained
{8078} Polymorphed
{8079} Sanctuary
{8080} True Seeing
{8081} See Invisibility
{8082} Time Stop
{8083} Blind
{8084} Spell Level Absorption
{8085} Dispel Magic Best
{8086} 
{8087} Permanently remove the conversation '%s'?
{8088} Permanently remove the script '%s'?
{8089} Permanently remove the area '%s'?
{8090} Monk, Spirit Warrior
{8091} <color=Gold><b>Spirit Warrior</b></color>

Although the spirit warrior is trained in the classical monk tradition, he also demonstrates talent with the bow and arrow.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8092} Monk, Gifted
{8093} The gifted monks are members of a humble tradition that trains them in the use of the kama, a simple weapon used to devastating effect by these masters.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8094} Monk, Devout
{8095} <color=Gold><b>Devout Monk</b></color>

Devout monks are often seen touring the countryside with a quarterstaff, hammering their beliefs into anyone foolish enough not to run.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8096} Monk, Peasant
{8097} <color=Gold><b>Peasant Monk</b></color>

Peasant monks walk alongside the common people as one of them. A peasant monk's skill with the kama and shuriken is kept well-hidden until needed.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8098} The toolset did not close properly last time it was used.
A module was found, would you like to try to recover it?
Pressing 'No' will destroy the backup.
{8099} 
{8100} critical failure
{8101} success not possible
{8102} HAK File
{8103} Choose the HAK file to use with this Module
{8104} Select a HAK file to use with this module by choosing an item from the dropdown list.

A HAK file is an optional file that contains user-created art and sound content that replaces some of the default art and sound resources that ship with the game.

You can add HAK files to the list of options in the dropdown list by downloading them and saving them to the "Hak" subfolder of your NWN install folder.
{8105} Rest
{8106} Player List
{8107} Mind Spells
{8108} 
{8109} 
{8110} 
{8111} 
{8112} 
{8113} 
{8114} Electricity
{8115} 
{8116} PVP Setting:
{8117} 
{8118} Cancel Counterspell
{8119} Boot
{8120} Ban
{8121} 
{8122} Counterspell
{8123} You are running low on ammunition! You only have <CUSTOM0> round(s) left!
{8124} You are out of ammunition.
{8125} 
{8126} 
{8127} is casting
{8128} 
{8129} Could not save the file %s.
Please ensure that you have sufficient disk space and that you have permission to write to the file.
{8130} Could Not Save File
{8131} Checking For Server
{8132} Retry
{8133} Join
{8134} Server Name
{8135} Module Name
{8136} Players
{8137} Levels
{8138} Password Required
{8139} IP Address
{8140} Ping
{8141} True
{8142} False
{8143} 
{8144} 
{8145} Full
{8146} None
{8147} Party
{8148} Terrain Type
{8149} Interior (no weather effects)
{8150} Natural
{8151} Underground
{8152} Check the boxes that apply to the terrain types that you wish this area to have. The meanings of each terrain type are described below.

Interior - An interior area cannot have weather effects. Sound cannot travel through walls, so listen checks tend to be harder to make.
Exterior (not interior) - Weather effects are allowed. Sound can travel over walls, so listen checks tend to be easier.

Underground - Creatures that have the Stonecunning feat are able to take advantage of the feat.
Above ground (not underground) - The Stonecunning feat does not function.

Natural - Druids and Rangers can use their abilities that require them to be in natural surroundings.
Artificial (not natural) - Druids and Rangers cannot use abiltiies that require them to be in natural surroundings.
{8153} Cannot force a Dungeon Master into Limbo.
{8154} This is a monster class and may only be given to a monster.
{8155} This is the commoner class, Only NPCs may take levels in this class.
{8156} Enter name of deity.
{8157} You left your mountain home seeking excitement in the human lands. The honor of your clan means everything to you, and the desire to earn the respect of your people motivates you to deeds of valor.
{8158} Wanderlust has recently lured you to enter human lands against your family's advice, and your own better judgment. You plan to show these short-lived humans and filthy dwarves what a real elf is made of.
{8159} Your curiosity has always led you into strange and dangerous circumstances, and now you find yourself outside the close circle of your clan, surrounded by humans and other races. Your guess is that more strange adventures are on their way.
{8160} You may be short, but you're quick and full of spirit. You've recently wandered into human settlements, eager to see what you can learn from the tall-folk.
{8161} You inherited your elven parent's racial wanderlust, and that coupled with your natural human ambition makes you a born adventurer.
{8162} Wherever you travel, those around you either shun you or drive you away because of your orc blood. Hoping to gain some respect, you have set off in search of high adventure.
{8163} Not much is known about your history, and you are a closed book to even those who live in your home village. Whatever history you wish to record you may enter here, or let it remain in the past and in your memory alone. 
{8164} Polymorph, Blade Spider
{8165} Polymorph, Troll
{8166} Polymorph, Umber Hulk
{8167} Polymorph, Gargoyle
{8168} Polymorph, Mindflayer
{8169} Shapechange, Frost Giant
{8170} Shapechange, Fire Giant
{8171} Shapechange, Horned Devil
{8172} Shapechange, Nightwalker
{8173} Shapechange, Iron Golem
{8174} Elemental Shape, Fire
{8175} Elemental Shape, Water
{8176} Elemental Shape, Earth
{8177} Elemental Shape, Air
{8178} Wild Shape, Bear
{8179} Wild Shape, Panther
{8180} Wild Shape, Wolf
{8181} Wild Shape, Boar
{8182} Wild Shape, Badger
{8183} 
{8184} 
{8185} Enter your Sub Race.
{8186} Low-light Vision
{8187} Type of Feat: Race
Prerequisite: Elf, half-elf, or gnome.
Specifics: Low-light vision grants the ability to see in the dark, but not as far as darkvision.
Use: Automatic.
{8188} 
{8189} Please enter a Server Name.
{8190} 
{8191} Paladin, Errant
{8192} Paladin, Undead Hunter
{8193} Paladin, Inquisitor
{8194} Paladin, Champion
{8195} Ranger, Marksman
{8196} Ranger, Feralan
{8197} Ranger, Stalker
{8198} Ranger, Trophy Hunter
{8199} Rogue, Vagabond
{8200} Rogue, Bandit
{8201} Rogue, Scout
{8202} Rogue, Swashbuckler
{8203} <color=Gold><b>Errant</b></color>

A paladin errant is a noble warrior who uses a longsword and shield in combat.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8204} <color=Gold><b>Undead Hunter</b></color>

A deep, burning hatred for undead burns within the undead hunter. He hunts these abominations in all their forms with his crossbow and mace.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8205} <color=Gold><b>Inquisitor</b></color>

The inquisitor knows how to make people talk - and when words fail him, his sword is quick to finish any task.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8206} Champions are often found leading great armies on holy wars. The champion's sheer force of will can persuade almost anyone to take up arms in the name of the divine. This paladin focuses more on strength and combat ability as opposed to spell-casting.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8207} <color=Gold><b>Marksman</b></color>

The marksman is a master of the longbow, firing his deadly arrows with legendary skill. 

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.

NOTE: This package is most appropriate if the archery combat style is selected at level 2.
{8208} <color=Gold><b>Feralan</b></color>

Feralans are rangers who choose to emulate the predators of the wild - the bears, panthers, and wolves. They favor close combat above all else.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.

NOTE: This package is most appropriate if the two-weapon combat style is selected at level 2.
{8209} <color=Gold><b>Stalker</b></color>

Most who encounter a stalker notice only a shadow in the woods, or a movement out of the corner of their eye, since stalkers are not noticed unless they wish to be. Stalkers make it a point to monitor and destroy the more common enemies of civilization - goblins, orcs, and giants - though they also keep watch for more monstrous threats.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8210} <color=Gold><b>Trophy Hunter</b></color>

The trophy hunter scours hill and mountain for fantastic beasts, using his axe to topple them and claim trophies of his kills.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8211} <color=Gold><b>Vagabond</b></color>

Vagabonds wander from place to place, relying on their wits and nimble fingers to survive. While they prefer to talk or trick their way out of trouble, vagabonds are capable fighters when cornered.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8212} <color=Gold><b>Bandit</b></color>

The bandit is a master of the ambush, using traps to weaken opponents before launching sneak attacks from range with his crossbow.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8213} <color=Gold><b>Scout</b></color>

Through the use of stealth and perception, the scout moves easily behind enemy lines, assessing the difficulty of opponents before confronting them.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8214} <color=Gold><b>Swashbuckler</b></color>

The swashbuckler is almost a mythical figure; a rogue with an emphasis on combat and the fine art of persuasion, this smooth talker is the subject of many a tale.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{8215} Save Game
{8216} Unless you have saved, the current game will be lost.
Are you sure you want to continue?
{8217} 
{8218} 
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{8252} 
{8253} 
{8254} 
{8255} 
{8256} 
{8257} 
{8258} 
{8259} 
{8260} 
{8261} Beetle
{8262} Devourer
{8263} Experience Points Gained: 
{8264} Experience Points Lost: 
{8265} Create a new file
{8266} Open an existing file
{8267} Close the current file
{8268} Save the current file
{8269} Save Resource
{8270} Exit and close all open files
{8271} 
{8272} Return to Original Form
{8273} Enter the name for the character's save file.
{8274} Yes
{8275} No
{8276} Do you want to update your local character?
{8277} Root
{8278} Player Text Color
{8279} NPC Text Color
{8280} 
{8281} OWNER
{8282} Terrain
{8283} 
{8284} Henchman
{8285} NPC - full
{8286} NPC - part
{8287} Monster
{8288} You cannot use this skill.
{8289} You may not use this skill for another <CUSTOM0> second(s).
{8290} 
{8291} Aasimar, Male
{8292} Hound Archon
{8293} Paste Link Options
{8294} Link Source To Destination
{8295} Link Destination To Source
{8296} This object is locked.
{8297} 
{8298} 
{8299} Tiefling, Female
{8300} Tiefling, Male
{8301} You may only have <CUSTOM0> <CUSTOM1> at a time.
{8302} Your character has gained enough experience to advance a level.
{8303} Dragon, Young
{8304} Dragon, Old
{8305} Giant, Common
{8306} Giant, Noble
{8307} locked
{8308} Celestial
{8309} Lizardfolk, Female
{8310} Lizardfolk, Female Chief
{8311} Lizardfolk, Female Mage
{8312} Lizardfolk, Male
{8313} Lizardfolk, Male Chief
{8314} Lizardfolk, Male Mage
{8315} Mephit
{8316} Play Sound
{8317} Choose a Voice Set
{8318} CONTINUE
{8319} END DIALOGUE
{8320} Use vault characters ONLY
{8321} Save character inside save game
{8322} Slaad, Powerful
{8323} Slaad, Weaker
{8324} 
{8325} Yuan-Ti, Invoker
{8326} Yuan-Ti, Necromancer
{8327} Vampire, Female
{8328} Vampire, Male
{8329} Rakshasa, Female
{8330} Rakshasa, Male
{8331} Hound Archon, Female
{8332} Hound Archon, Male
{8333} Celestial Avenger, Female
{8334} Celestial Avenger, Male
{8335} vco_smhanholy01
{8336} 
{8337} 
{8338} Healer's Kit
{8339} Type of Feat: Class
Prerequisite: Barbarian level 10.
Specifics: This feat allows barbarians to shrug off two points of damage from each attack that hits them.
Use: Automatic.
{8340} Type of Feat: Class
Prerequisite: Barbarian level 13.
Specifics: This feat allows barbarians to shrug off three points of damage from each attack that hits them.
Use: Automatic.
{8341} Type of Feat: Class
Prerequisite: Barbarian level 16.
Specifics: This feat allows barbarians to shrug off four points of damage from each attack that hits them. 
Use: Automatic.
{8342} <CUSTOM0> attempts to resist spell : <CUSTOM1>
{8343} spell resisted
{8344} magic immunity
{8345} spell absorbed
{8346} Click To Level Up
{8347} 
{8348} NWN Nasher
{8349} Someone
{8350} 
{8351} 
{8352} 
{8353} 
{8354} 
{8355} 
{8356} 
{8357} 
{8358} 
{8359} 
{8360} 
{8361} 
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{8363} 
{8364} 
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{8381} 
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{8390} 
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{8394} 
{8395} 
{8396} 
{8397} 
{8398} 
{8399} 
{8400} 
{8401} 
{8402} 
{8403} 
{8404} 
{8405} 
{8406} 
{8407} 
{8408} 
{8409} 
{8410} 
{8411} 
{8412} 
{8413} Type of Feat: Spell
Prerequisite: 21st level, Spell Penetration and Greater Spell Penetration.
Specifics: The character gains a +6 bonus on caster level checks to beat a creature's spell resistance.
Use: Automatic.
{8414} Epic Weapon Focus (club)
{8415} Type of Feat: Combat
Prerequisite: 21st level, Weapon Focus with chosen weapon.
Specifics: The character gains a +2 bonus to all attack rolls with the chosen weapon.
Use: Automatic.
{8416} Epic Weapon Focus (dagger)
{8417} Epic Weapon Focus (dart)
{8418} Epic Weapon Focus (heavy crossbow)
{8419} Epic Weapon Focus (light crossbow)
{8420} Epic Weapon Focus (mace)
{8421} Epic Weapon Focus (morningstar)
{8422} Epic Weapon Focus (quarterstaff)
{8423} Epic Weapon Focus (spear)
{8424} Epic Weapon Focus (sickle)
{8425} Epic Weapon Focus (sling)
{8426} Epic Weapon Focus (unarmed strike)
{8427} Epic Weapon Focus (longbow)
{8428} Epic Weapon Focus (shortbow)
{8429} Epic Weapon Focus (shortsword)
{8430} Epic Weapon Focus (rapier)
{8431} Epic Weapon Focus (scimitar)
{8432} Epic Weapon Focus (longsword)
{8433} Epic Weapon Focus (greatsword)
{8434} Epic Weapon Focus (handaxe)
{8435} Epic Weapon Focus (throwing axe)
{8436} Epic Weapon Focus (battleaxe)
{8437} Epic Weapon Focus (greataxe)
{8438} Epic Weapon Focus (halberd)
{8439} Epic Weapon Focus (light hammer)
{8440} Epic Weapon Focus (flail)
{8441} Epic Weapon Focus (warhammer)
{8442} Epic Weapon Focus (heavy flail)
{8443} Epic Weapon Focus (kama)
{8444} Epic Weapon Focus (kukri)
{8445} Epic Weapon Focus (shuriken)
{8446} Epic Weapon Focus (scythe)
{8447} 
{8448} Epic Weapon Focus (katana)
{8449} Epic Weapon Focus (bastard sword)
{8450} Epic Weapon Focus (dire mace)
{8451} Epic Weapon Focus (double axe)
{8452} Epic Weapon Focus (two-bladed sword)
{8453} Epic Weapon Focus (creature weapon)
{8454} Type of Feat: Monster
Prerequisite: -
Specifics: Grants Epic Weapon Focus with the creature weapon.
Use: Automatic.
{8455} Epic Weapon Specialization (club)
{8456} Type of Feat: Combat
Prerequisite: 21st level, Weapon Focus, Epic Weapon Focus and Weapon Specialization in the chosen weapon.
Specifics: The character gains a +4 bonus to all damage done by the chosen weapon.
Use: Automatic.
{8457} Epic Weapon Specialization (dagger)
{8458} Epic Weapon Specialization (dart)
{8459} Epic Weapon Specialization (heavy crossbow)
{8460} Epic Weapon Specialization (light crossbow)
{8461} Epic Weapon Specialization (mace)
{8462} Epic Weapon Specialization (morningstar)
{8463} Epic Weapon Specialization (quarterstaff)
{8464} Epic Weapon Specialization (spear)
{8465} Epic Weapon Specialization (sickle)
{8466} Epic Weapon Specialization (sling)
{8467} Epic Weapon Specialization (unarmed strike)
{8468} Epic Weapon Specialization (longbow)
{8469} Epic Weapon Specialization (shortbow)
{8470} Epic Weapon Specialization (shortsword)
{8471} Epic Weapon Specialization (rapier)
{8472} Epic Weapon Specialization (scimitar)
{8473} Epic Weapon Specialization (longsword)
{8474} Epic Weapon Specialization (greatsword)
{8475} Epic Weapon Specialization (handaxe)
{8476} Epic Weapon Specialization (throwing axe)
{8477} Epic Weapon Specialization (battleaxe)
{8478} Epic Weapon Specialization (greataxe)
{8479} Epic Weapon Specialization (halberd)
{8480} Epic Weapon Specialization (light hammer)
{8481} Epic Weapon Specialization (flail)
{8482} Epic Weapon Specialization (warhammer)
{8483} Epic Weapon Specialization (heavy flail)
{8484} Epic Weapon Specialization (kama)
{8485} Epic Weapon Specialization (kukri)
{8486} Epic Weapon Specialization (shuriken)
{8487} Epic Weapon Specialization (scythe)
{8488} Epic Weapon Specialization (katana)
{8489} Epic Weapon Specialization (bastard sword)
{8490} Epic Weapon Specialization (dire mace)
{8491} Epic Weapon Specialization (double axe)
{8492} Epic Weapon Specialization (two-bladed sword)
{8493} Epic Weapon Specialization (creature weapon)
{8494} Type of Feat: Monster
Prerequisite: -
Specifics: Grants Epic Weapon Specialization with the creature weapon.
Use: Automatic.
{8495} Epic Will
{8496} Type of Feat: General
Prerequisite: 21st level.
Specifics: The character gains a +4 bonus to all Will saves.
Use: Automatic.
{8497} Improved Combat Casting
{8498} Type of Feat: Spell
Prerequisite: 21st level, Combat Casting, Concentration 25+ ranks.
Specifics: The character does not incur attacks of opportunity for casting spells while threatened.
Use: Automatic.
{8499} Improved <i>Ki</i> Strike +4
{8500} Type of Feat: General
Prerequisite: Monk, <i>Ki</i> Strike +3, Wisdom 21
Specifics: The monk's unarmed attack counts as a +4 magic weapon against creatures with damage reduction.
Use: Automatic.
{8501} Improved <i>Ki</i> Strike +5
{8502} * Success - Item created! *
{8503} Improved Spell Resistance I
{8504} Type of Feat: General
Prerequisite: 21st level, Diamond Soul Feat.
Specifics: The character gains a +2 to spell resistance. This feat may be taken multiple times.
Use: Automatic.
{8505} Improved Spell Resistance II
{8506} Great Wisdom I
{8507} Improved Spell Resistance III
{8508} Type of Feat: General
Prerequisite: 21st level.
Specifics: The character gains a +1 to their Wisdom. This may be taken multiple times, to a maximum bonus of +10.
Use: Automatic.
{8509} Improved Spell Resistance IV
{8510} Great Wisdom II
{8511} Improved Spell Resistance V
{8512} Great Wisdom III
{8513} Improved Spell Resistance VI
{8514} Great Wisdom IV
{8515} Improved Spell Resistance VII
{8516} Great Wisdom V
{8517} Improved Spell Resistance VIII
{8518} Great Wisdom VI
{8519} Improved Spell Resistance IX
{8520} Great Wisdom VII
{8521} Improved Spell Resistance X
{8522} Great Wisdom VIII
{8523} Overwhelming Critical (club)
{8524} Type of Feat: Combat
Prerequisite: 21st level, Strength 23+, Cleave, Great Cleave, Improved Critical (in chosen weapon), Power Attack and Weapon Focus (in weapon chosen).
Specifics: When using the weapon chosen, the character deals +1d6 points of damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6, and if the multiplier is x4, add 3d6.
Use: Automatic.
{8525} Overwhelming Critical (dagger)
{8526} Overwhelming Critical (dart)
{8527} Overwhelming Critical (heavy crossbow)
{8528} Overwhelming Critical (light crossbow)
{8529} Overwhelming Critical (mace)
{8530} Overwhelming Critical (morningstar)
{8531} Overwhelming Critical (quarterstaff)
{8532} Overwhelming Critical (spear)
{8533} Overwhelming Critical (sickle)
{8534} Overwhelming Critical (sling)
{8535} Overwhelming Critical (unarmed strike)
{8536} Overwhelming Critical (longbow)
{8537} Overwhelming Critical (shortbow)
{8538} Overwhelming Critical (shortsword)
{8539} Overwhelming Critical (rapier)
{8540} Overwhelming Critical (scimitar)
{8541} Overwhelming Critical (longsword)
{8542} Overwhelming Critical (greatsword)
{8543} Overwhelming Critical (handaxe)
{8544} Overwhelming Critical (throwing axe)
{8545} Overwhelming Critical (battleaxe)
{8546} Overwhelming Critical (greataxe)
{8547} Overwhelming Critical (halberd)
{8548} Overwhelming Critical (light hammer)
{8549} Overwhelming Critical (flail)
{8550} Overwhelming Critical (warhammer)
{8551} Overwhelming Critical (heavy flail)
{8552} Overwhelming Critical (kama)
{8553} Overwhelming Critical (kukri)
{8554} Overwhelming Critical (shuriken)
{8555} Overwhelming Critical (scythe)
{8556} Overwhelming Critical (katana)
{8557} Overwhelming Critical (bastard sword)
{8558} Overwhelming Critical (dire mace)
{8559} Overwhelming Critical (double axe)
{8560} Overwhelming Critical (two-bladed sword)
{8561} Overwhelming Critical (creature weapon)
{8562} Type of Feat: Monster
Prerequisite: -
Specifics: Grants Overwhelming Critical with the creature weapon.
Use: Automatic.
{8563} Perfect Health
{8564} Type of Feat: General
Prerequisite: Constitution 25+, Great Fortitude.
Specifics: Makes the character immune to all diseases and poisons.
Use: Automatic.
{8565} Self-Concealment I
{8566} Type of Feat: General
Prerequisite: 21st level, Dexterity 30+, Hide 30 ranks, Tumble 30 ranks and Improved Evasion.
Specifics: The character gains a 10% concealment bonus. This feat may be taken multiple times, to a maximum of 50% concealment.
Use: Automatic.
{8567} Self-Concealment II
{8568} Great Wisdom IX
{8569} Self-Concealment III
{8570} Great Wisdom X
{8571} Self-Concealment IV
{8572} Great Strength I
{8573} Self-Concealment V
{8574} Type of Feat: General
Prerequisite: 21st level.
Specifics: The character gains a +1 to their Strength. This may be taken multiple times, to a maximum bonus of +10.
Use: Automatic.
{8575} Superior Initiative
{8576} Type of Feat: Combat
Prerequisite: Epic Character, Improved Initiative.
Specifics: The character gains a +8 bonus on initiative checks.
Use: Automatic.
{8577} Epic Toughness I
{8578} Type of Feat: General
Prerequisite: 21st level.
Specifics: The character gains 20 hit points. This feat may be taken multiple times, up to a maximum of 200 hit points.
Use: Automatic.
{8579} Epic Toughness II
{8580} Great Strength II
{8581} Epic Toughness III
{8582} Great Strength III
{8583} Epic Toughness IV
{8584} Great Strength IV
{8585} Epic Toughness V
{8586} Great Strength V
{8587} Epic Toughness VI
{8588} Great Strength VI
{8589} Epic Toughness VII
{8590} Great Strength VII
{8591} Epic Toughness VIII
{8592} Great Strength VIII
{8593} Epic Toughness IX
{8594} Great Strength IX
{8595} Epic Toughness X
{8596} Great Strength X
{8597} Great Smiting I
{8598} Type of Feat: Class
Prerequisite: 21st level, Charisma 25+, Smite Good or Smite Evil.
Specifics: Whenever the character makes a successful smite attack, it adds two times the characters level to damage. This feat may be taken multiple times, up to a maximum of 10 times - each time adding additional damage equal to the character's level to the smite attack.
Use: Combat Mode.
{8599} Great Smiting II
{8600} Great Smiting III
{8601} Great Smiting IV
{8602} Great Smiting V
{8603} Great Smiting VI
{8604} Great Smiting VII
{8605} Great Smiting VIII
{8606} Great Smiting IX
{8607} Great Smiting X
{8608} Improved Sneak Attack I
{8609} Type of Feat: General
Prerequisite: 8d6 Rogue Sneak Attack or 8d6 Blackguard Sneak Attack or 8d6 Assassin Death Attack.
Specifics: Add +1d6 to your sneak attack damage. This feat may be taken multiple times, to a maximum of +10d6.
Use: Automatic.
{8610} Improved Sneak Attack II
{8611} Improved Sneak Attack III
{8612} Improved Sneak Attack IV
{8613} Improved Sneak Attack V
{8614} Improved Sneak Attack VI
{8615} Improved Sneak Attack VII
{8616} Improved Sneak Attack VIII
{8617} Improved Sneak Attack IX
{8618} Improved Sneak Attack X
{8619} Assassination (no proof required)
{8620} Did you kill the [Villain]?
{8621} Kill the [Villain] and return to the [Plot Giver]
{8622} Improved Stunning Fist I
{8623} Type of Feat: General
Prerequisite: 21st level, Dexterity 19+, Wisdom 19+, Improved Unarmed Strike and Stunning Fist.
Specifics: Adds +2 to the DC of the character's stunning attack. This feat may be taken multiple times, to a maximum of +20 DC.
Use: Automatic.
{8624} Improved Stunning Fist II
{8625} Improved Stunning Fist III
{8626} Improved Stunning Fist IV
{8627} Improved Stunning Fist V
{8628} Improved Stunning Fist VI
{8629} Improved Stunning Fist VII
{8630} Improved Stunning Fist VIII
{8631} Improved Stunning Fist IX
{8632} Improved Stunning Fist X
{8633} Planar Turning
{8634} Type of Feat: General
Prerequisite: 21st level, Wisdom 25+, Charisma 25+ and Turn Undead.
Specifics: This feat allows outsiders to be turned like undead.
Use: Selected. If the character has twice as many levels as the outsiders have Hit Die, the outsiders are instantly destroyed.
{8635} Thank you. Kill the [Villain] and return to me for your reward.
{8636} Bane of Enemies
{8637} Type of Feat: General
Prerequisite: Ranger 21st level.
Specifics: Any weapon the character wields against any of their favored enemies is treated as a bane weapon for that creature type (+2 to hit and an additional +2d6 damage).
Use: Automatic.
{8638} Epic Dodge
{8639} Type of Feat: General
Prerequisite: 21st level, Dexterity 25+, Dodge, Tumble 30 ranks, Improved Evasion and Defensive Roll.
Specifics: The character avoids the first attack each round.
Use: Automatic.
{8640} Talking to [Plot Giver] before killing Villain
{8641} Return to me after you have killed the [Villain]. Good luck!
{8642} Automatic Quicken Spell I
{8643} Type of Feat: Spell
Prerequisite: 21st level, Quicken Spell, Spellcraft 30, ability to cast 9th level spells.
Specifics: This feat allows the character to cast spells with a moment of thought. 
This feat may be taken multiple times:
Automatic Quicken Spell I: Quicken any level 0 - 3 spells
Automatic Quicken Spell II: Quicken any level 4 - 6 spells
Automatic Quicken Spell III: Quicken any level 7 - 9 spells
Use: Automatic.
{8644} Automatic Quicken Spell II
{8645} Automatic Quicken Spell III
{8646} Automatic Silent Spell I
{8647} Type of Feat: Spell
Prerequisite: 21st level, Silent Spell, Spellcraft 24, ability to cast 9th level spells.
Specifics: This feat allows the character to cast all spells of a given level range without the caster making any sound. This is especially useful if the caster has been silenced.
This feat may be taken multiple times:
Automatic Silent Spell I:   Cast any level 0 - 3 spell as silent spell
Automatic Silent Spell II:  Cast any level 4 - 6 spell as silent spell
Automatic Silent Spell III: Cast any level 7 - 9 spell as silent spell
Use: Automatic.
{8648} Automatic Silent Spell II
{8649} Automatic Silent Spell III
{8650} Automatic Still Spell I
{8651} Type of Feat: Spell
Prerequisite: 21st level, Still Spell, Spellcraft 27, ability to cast 9th level spells.
Specifics: This feat allows the character to cast all spells of a given level range as still spells automatically. These spells may be cast while wearing armor.
This feat may be taken multiple times:
Automatic Still Spell I:   Cast any level 0 - 3 spell as still spell
Automatic Still Spell II:  Cast any level 4 - 6 spell as still spell
Automatic Still Spell III: Cast any level 7 - 9 spell as still spell
Use: Automatic.
{8652} Automatic Still Spell II
{8653} Automatic Still Spell III
{8654} Whirlwind Attack
{8655} Type of Feat: General
Prerequisite: Intelligence 13+, Combat Expertise, Dexterity 13+, Dodge, Mobility, Spring Attack, Base Attack of +4.
Specifics: The character performs a full attack action,  and makes one melee attack at full base attack bonus against each opponent within 5 feet.
Use: Selected.
{8656} Improved Whirlwind Attack
{8657} Type of Feat: Combat
Prerequisite: 21st level, Intelligence 13+, Dexterity 23+,  Dodge, Expertise, Mobility, Spring Attack, and  Whirlwind Attack .
Specifics: The character performs a full attack action, and makes one melee attack at full base attack bonus against all opponents they threaten.
Use: Selected.
{8658} Estimated time to download at 56K: 
{8659} Mighty Rage
{8660} Type of Feat: General
Prerequisite: 21st level, Strength 21+, Constitution 21+ and Greater Rage.
Specifics: When the character rages, they gain +8 to Strength and Constitution and a +4 morale bonus to Will saves. These bonuses replace the normal rage bonuses.
Use: Combat Mode.
{8661} Lasting Inspiration
{8662} Type of Feat: General
Prerequisite: 21st level, Perform and Bard Song.
Specifics: This feat allows the effects of bardic music to last ten times longer.
Use: Automatic.
{8663} Curse Song
{8664} Type of Feat: General
Prerequisite: Bard 1, Perform 3
Specifics: Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's final Perform skill and class level, the more powerful the Curse song. All of the penalties listed are additive. 
3 Perform and Bard Level 1: -1 to Attack and Damage rolls. 
6 Perform and Bard Level 2: -1 to Will Saves. 
9 Perform and Bard Level 3: -1 to Damage rolls and -1 to Fortitude Saves. 
12 Perform and Bard Level 6: -1 to Reflex saves, -1 to Skill rolls. 
15 Perform and Bard Level 8: -1 to Attack rolls, 8 damage. 
18 Perform and Bard Level 11: -2 to Dodge Armor Class, -1 to Skill rolls. 
Perform 21 and Bard Level 14: -1 to Damage rolls, 8 damage and -1 Dodge Armor Class. 
Perform 24 and Bard Level 15: -1 Will Saves, -1 Reflex Saves, -1 Fortitude Saves, -1 Dodge Armor Class. 
Perform 25 and Bard Level 16: -1 Will Saves, 4 damage. -1 Dodge Armor Class. 
For each additional 5 Perform and 1 Class level in Bard an additional 2 damage is granted.
Use: Selected.
{8665} Greater Wildshape I (wyrmling shape)
{8666} Input Text
{8667} Dragon Shape
{8668} Type of Feat: Epic
Prerequisite: 21st level, Wisdom 30+ and Wild Shape 6x/day.
Specifics: The character may use wild shape to change into a dragon. The transformation has a duration of 1 hour per class level.
Use: Selected, after selecting, the character must choose what type of dragon they will appear as.
{8669} Epic Spell: Mummy Dust
{8670} Type of Feat: Epic Spell
Prerequisite: 21st level, the ability to cast 9th level spells and 15 ranks in spellcraft.
Specifics: The caster summons a powerful mummy warrior to do their bidding.
Use: Cast.
{8671} Epic Spell: Dragon Knight
{8672} Type of Feat: Epic Spell
Prerequisite: 21st level, the ability to cast 9th level spells and 22 ranks in spellcraft.
Specifics: The caster summons a powerful adult red dragon to the targeted location to fight on his side.
Use: Cast.
{8673} Epic Spell: Hellball
{8674} Type of Feat: Epic Spell
Prerequisites: 21st level, the ability to cast 9th level spells and 32 ranks in spellcraft
Specifics: The caster creates a ball of energy that does 10d6 points of acid, fire, electrical and sonic damage to all targets in its blast radius.
Use: Cast.
{8675} Epic Spell: Epic Mage Armor
{8676} Type of Feat: Epic Spell
Prerequisite: 21st level, the ability to cast 9th level spells and 26 ranks in spellcraft.
Specifics: The caster gets a +20 armor class bonus.
Use: Cast.
{8677} Epic Spell: Greater Ruin
{8678} Type of Feat: Epic Spell
Prerequisites: 21st level, the ability to cast 9th level spells and 25 ranks in spellcraft.
Specifics: The caster deals 35d6 energy damage to a single target. 
Save: Fortitude for half damage.
Use: Cast.
{8679} Enhance Arrow (+1)
{8680} Type of Feat: Class
Prerequisite: Arcane archer level 1.
Specifics: With this feat, every nonmagical arrow an arcane archer nocks and lets fly gets a +1 enhancement bonus. This bonus only works for the arcane archer. For every two levels of arcane archer past 1st, the enhancement goes up by +1.
Use: Automatic.
{8681} Enhance Arrow (+2)
{8682} Enhance Arrow (+3)
{8683} Enhance Arrow (+4)
{8684} Enhance Arrow (+5)
{8685} Imbue Arrow
{8686} Type of Feat: Class
Prerequisite: Arcane archer level 2.
Specifics: At 2nd level, an arcane archer gains the ability to summon a magical arrow and fire it at an enemy. If it hits, it explodes as a <i>fireball</i> spell, doing fire damage to everyone in the area of effect. This ability can be used three times per day.
Use: Selected.
{8687} Seeker Arrow I
{8688} Type of Feat: Class
Prerequisite: Arcane archer level 4.
Specifics: At 4th level, an arcane archer gains the ability to launch an arrow once per day that cannot miss its target. At 6th level this ability can be used twice per day. This arrow is magically created at the moment the archer uses this ability.
Use: Selected.
{8689} Seeker Arrow II
{8690} Hail of Arrows
{8691} Type of Feat: Class
Prerequisite: Arcane archer level 8.
Specifics: In lieu of a regular attack, once per day an 8th level arcane archer can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level they have.
Use: Selected.
{8692} Arrow of Death
{8693} Type of Feat: Class
Prerequisite: Arcane Archer level 10.
Specifics: At 10th level, an arcane archer can enchant an arrow once per day that forces a target, if damaged by the arrow, to make a Fortitude save or be slain.
Use: Selected.
{8694} Death Attack (+1d6)
{8695} Type of Feat: Class
Prerequisite: Assassin.
Specifics: At 1st level, the assassin can make a special sneak attack called a death attack. This ability adds to the rogue's sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful death attack forces the victim to make a Fortitude save or become paralyzed.
Use: Automatic.
{8696} Uncanny Dodge I
{8697} Type of Feat: Class
Prerequisite: 2nd level Assassin.
Specifics: At 2nd level, an Assassin gains the ability to react to danger before his senses would normally allow them to even be aware of it. 
At 2nd level and above, they retain their Dexterity bonus to AC, even if caught flat-footed or stuck by an invisible attacker.
At 5th level, an Assassin can no longer be flanked.
At 10th level, an Assassin gains the intuitive sense that alerts them to danger from traps, giving them a +1 bonus to Reflex saves made to avoid traps.
Use: Automatic.
{8698} Uncanny Dodge II
{8699} Uncanny Dodge III
{8700} Poison Save I
{8701} Type of Feat: Class
Prerequisite: Assassin.
Specifics: Starting at 2nd level, an Assassin gains a natural saving throw bonus to all poisons of +1 for every two levels.
Use: Automatic.
{8702} Poison Save II
{8703} Poison Save III
{8704} Poison Save IV
{8705} Poison Save V
{8706} Ghostly Visage
{8707} Type of Feat: Class
Prerequisite: Assassin level 2.
Specifics: Starting at 2nd level, an assassin gains the ability to cast <i>ghostly visage.</i>
Use: Selected.
{8708} Darkness
{8709} Type of Feat: Class
Prerequisite: Assassin level 5.
Specifics: Starting at 5th level, an assassin gains the ability to cast <i>darkness.</i>
Use: Selected.
{8710} Invisibility
{8711} Type of Feat: Class
Prerequisite: Assassin level 7.
Specifics: Starting at 7th level, an assassin gains the ability to cast <i>invisibility.</i>
Use: Selected.
{8712} Improved Invisibility
{8713} Type of Feat: Class
Prerequisite: Assassin level 9.
Specifics: Starting at 9th level, an assassin gains the ability to cast <i>improved invisibility.</i>
Use: Selected.
{8714} Type of Feat: Class
Prerequisite: Blackguard level 2.
Specifics: Once a day, a blackguard of 2nd level or higher may attempt to smite a good-aligned enemy with one normal melee attack. The blackguard adds their Charisma bonus to the attack roll and adds 1 extra point of damage per class level.
Use: Selected. 1/day.
{8715} Dark Blessing
{8716} Type of Feat: Class
Prerequisite: Blackguard level 2.
Specifics: A blackguard adds their Charisma bonus to all saving throws.
Use: Automatic.
{8717} Undead Companion
{8718} Type of Feat: Class
Prerequisite: Blackguard level 3.
Specifics: A blackguard may summon an undead minion once per day. At 7th level, this ability improves and a more powerful undead being is summoned. The minion remains for 24 hours.
Use: Selected.
{8719} Fiendish Servant
{8720} Type of Feat: Class
Prerequisite: Blackguard level 5.
Specifics: Starting at 5th level, a blackguard may summon a fiendish dire rat to serve him. At 9th level, this ability improves and the fiendish dire rat becomes more powerful. The fiendish servant remains for 24 hours.
Use: Selected.
{8721} Inflict Serious Wounds
{8722} Type of Feat: Class
Prerequisite: Blackguard level 6.
Specifics: Starting at 6th level, a blackguard may cast <i>inflict serious wounds.</i>
Use: Selected.
{8723} Inflict Critical Wounds
{8724} Type of Feat: Class
Prerequisite: Blackguard level 8.
Specifics: Starting at 8th level, a blackguard may cast <i>inflict critical wounds.</i>
Use: Selected.
{8725} Bull's Strength
{8726} Contagion
{8727} Weapon of Choice (Sickle)
{8728} Type of Feat: Class.
Prerequisite: Weapon Focus (with weapon to be chosen).
Specifics: The weapon chosen to be a weapon of choice by a Weapon Master becomes the focus for all of their special abilities.
Use: Automatic.
{8729} Weapon of Choice (Kama)
{8730} Weapon of Choice (Kukri)
{8731} <i>Ki</i> Damage
{8732} Type of Feat: Class.
Prerequisite: Weapon of Choice, Weapon Master level 1.
Specifics: Once per day per level, a Weapon Master may use this feat to do maximum damage to their opponent.
Use: Selected.
{8733} Increased Multiplier
{8734} Type of Feat: Class.
Prerequisite: Weapon of Choice, Weapon Master level 5.
Specifics: With their weapon of choice, the multiplier is increased by x1 to all critical hits. Thus a x2 critical multiplier becomes a x3. 
Use: Automatic.
{8735} Superior Weapon Focus
{8736} Type of Feat: Class
Prerequisite: Weapon of Choice, weapon master level 5.
Specifics: The weapon master gains a +1 bonus to all attack rolls with their weapon of choice.
Use: Automatic.
{8737} <i>Ki</i> Critical
{8738} Type of Feat: Class
Prerequisite: Weapon of Choice, weapon master level 7.
Specifics: The weapon master gains an additional +2 to the threat range of their weapon of choice.
Use: Automatic.
{8739} Bone Skin
{8740} Type of Feat: Class
Prerequisite: Pale master level 1.
Specifics: The Pale master gains a +2 natural armor bonus to their AC at 1st level. This bonus increases by a further +2 at 4th level and 8th level.
Use: Automatic.
{8741} Type of Feat: General
Prerequisite: Epic Shifter, Wisdom 25
Specifics:  The character can assume different outsider shapes three times per day -- either a Azer Chieftain, a Rakshasa or a Death Slaad.
Use: Selected. After choosing the ability, the character must select the type of outsider to change into.

{8742} Type of Feat: General
Prerequisite: Epic Shifter, Wisdom 27
Specifics:  The character can shift into the following construct forms three times per day - Iron Golem, a Stone Golem, or a Demonflesh Golem. 
Use: Selected. After choosing the ability, the character must select the type of construct to change into.

{8743} Animate Dead
{8744} Type of Feat: Class
Prerequisite: Pale master level 2.
Specifics: Once per day, a pale master may animate dead as a spell-like ability.
Use: Selected.
{8745} Summon Undead
{8746} Bluff
{8747} Type of Feat: Class
Prerequisite: Pale Master level 4.
Specifics: The pale master can summon an undead creature twice per day as a spell-like ability. The creature remains for 1 hour per pale master level, or until destroyed. The level of the pale master determines the type of undead that is summoned:
 Level 4: Ghoul
 Level 5-6: Ghast
 Level 7-8: Mummy
 Level 9-10: Mummy Lord
Use: Selected.
{8748} Deathless Vigor
{8749} Type of Feat: Class
Prerequisite: Pale Master level 5.
Specifics: The Pale Master gains a +4 bonus to his Fortitude saves.
Use: Automatic.
{8750} Undead Graft I
{8751} Type of Feat: Class
Prerequisite: Pale Master level 6.
Specifics: Two times per day a Pale Master may use their undead arm to paralyze foes. At level 8 this may be used three times per day.
Use: Selected.
{8752} Undead Graft II
{8753} Tough as Bone
{8754} Type of Feat: Class
Prerequisite: Pale Master level 7.
Specifics: The pale master becomes immune to stun, hold, and paralyzation.
Use: Automatic
{8755} Summon Greater Undead
{8756} Intimidate
{8757} Ability: Charisma
Requires Training: No.
Classes: All.

The character can make the outrageous or the untrue seem plausible. This skill encompasses acting, conning, fast talking, misdirection and misleading body language. 

Check: The character can use this skill to change someone's behavior with a successful check. The DC is determined by the NPC being spoken to.
Use: Used in conversation and with the Feint feat.
{8758} Type of Feat: Class
Prerequisite: Pale Master level 9.
Specifics: At 9th level, a pale master may summon a greater undead once per day as a spell-like ability. The creature remains for 1 hour per pale master level, or until destroyed. The pale master's level determines the type of undead summoned:
 Level 9: Vampire
 Level 10: Elite Vampire
Use: Selected
{8759} Deathless Mastery
{8760} Type of Feat: Class
Prerequisite: Pale Master level 10.
Specifics: At 10th level, a Pale Master becomes immune to Critical Hits.
Use: Automatic
{8761} Deathless Master's Touch
{8762} Type of Feat: Class
Prerequisite: Pale Master level 10.
Specifics: At 10th level a Pale Master's touch becomes deadly, instantly killing unless a DC 17 fortitude save is made. This ability may be used three times per day.
Use: Selected.
{8763} Wyrmling Shape, Red
{8764} Type of Feat: Class
Prerequisite: Shifter level 1.
Specifics: Starting at 1st level, a Shifter gains the ability to shift into a red or gold wyrmling, 3 times per day.
Use: Selected
{8765} Wyrmling Shape, Gold
{8766} Greater Wildshape II
{8767} Type of Feat: Class
Prerequisite: Shifter level 3.
Specifics: At 3rd level, a Shifter may shift into various creature forms (Minotaur, Harpy, Gargoyle) three times per day.




{8768} Greater Wildshape III
{8769} Type of Feat: Class
Prerequisite: Shifter level 5.
Specifics: At 5th level, a Shifter may shift into the form of a Manticore, Basilisk or Drider three times per day.
Use: Selected


{8770} Humanoid Shape
{8771} Type of Feat: Class
Prerequisite: Shifter level 7.
Specifics: At 7th level, a Shifter may shift into various humanoid forms. A shifter may do this 3 times per day.
Use: Selected
{8772} Greater Wildshape IV
{8773} Type of Feat: Class
Prerequisite: Shifter level 10.
Specifics: At 10th level, a Shifter may shift into the form of a large dire tiger, medusa or mindflayer three times per day.
Use: Selected


{8774} Sacred Defense
{8775} Type of Feat: Class
Prerequisite: Divine Champion level 2.
Specifics: Sacred Defense adds a +1 bonus to all saving throws for every 2 levels of Divine Champion.
Use: Automatic
{8776} More Epic Spells
{8777} Weapon Focus (Whip)
{8778} Weapon Specialization (Whip)
{8779} Improved Critical (Whip)
{8780} Divine Wrath
{8781} Type of Feat: Class
Prerequisite: Divine Champion level 5.
Specifics: The Divine Champion is able to channel a portion of their deity's power once per day, giving them a +3 bonus on attack rolls, damage, and saving throws for a number of rounds equal to their Charisma bonus. They also gain damage reduction of 5/magic.
Use: Selected
{8782} Extra Smiting
{8783} Type of Feat: Class
Prerequisite: Smite Evil, Smite Good, or Smite Infidel
Specifics: This feat allows the smiting ability to be used 2 additional times per day.
Use: Automatic
{8784} Skill Focus (Craft Armor)
{8785} Skill Focus (Craft Weapon)
{8786} Ability: Charisma.
Requires Training: No.
Classes: All.

A character can use this skill to get a bully to back down or make a prisoner give the information he wants to have.

Check: The character can use this skill to change someone's behavior with a successful check. The DC is determined by the NPC being spoken to.
Use: Used in conversation.
{8787} Craft Armor
{8788} Ability: Intelligence.
Requires Training: No.
Classes: All.

The character knows how to create a variety of alchemical items, such as alchemist's fire, acid, and poison. He can also extract raw, magical essence from the remains of certain creatures, which can then be used in the crafting of magical items.

The Craft Alchemy skill requires a mortar & pestle and an alchemical workbench. To create an alchemical item, the character must place the proper ingredients in the alchemical workbench's inventory, then use the mortar & pestle on the workbench. If the correct ingredients were used and the character has the required skill ranks in Craft Alchemy, an alchemical item is created. Alchemical recipes can be found in recipe books throughout the game. Skilled alchemists can create more potent versions of alchemical items, which are not generally sold by merchants.

Craft Alchemy can also be used to distill certain items, usually the body parts of exotic monsters, into one of the five types of mystical essence required to create magic items. In order to distill an item into its essence form, the character must simply use the mortar & pestle item on the distillable item. If the character has the required ranks in Craft Alchemy, the item is distilled. The minimum skill ranks required, as well as the Essences an item yields, is listed in the item's description.
{8789} Craft Weapon
{8790} Ability: Intelligence.
Requires Training: No.
Classes: All.

The character knows how to create most types of weapons and ammunition from different materials. 

Using Craft Weapon requires an anvil and a Smith's Hammer item, in addition to the appropriate materials (metal ingots, wooden planks, and/or leather hides) and a mold for the desired weapon. The character places all components, including the mold, in the anvil's inventory, then uses the smith's hammer's special ability on the anvil. If the character has enough ranks in Craft Weapon, the new item is created. The mold for each specific weapon lists which materials a weapon requires. The base skill requirements for crafting weapons are:

Simple Melee Weapons: 2 ranks
Martial Melee Weapons: 5 ranks
Exotic Melee Weapons: 8 ranks
Bows and Arrows: 2ranks
Crossbows and Bolts: 5 ranks

Weapons can be crafted from basic materials (iron, wood, or leather), or from more exotic components, such as mithral or Shederran wood. Exotic materials increase the skill requirement to craft a weapon, but also provide additional benefits. 

Iron: No modifier
Wood: No modifier
Alchemical Silver: +5 ranks
Duskwood: +5 ranks
Cold Iron: +5 ranks
Shederran: +5 ranks
Darksteel: +10 ranks
Mithral: +10 ranks
Zalantar: +10 ranks
Adamantine: +15 ranks

Note that in order to create a weapon out of an exotic material, all the materials used to craft that weapon must be of the same type. For example, crafting a longsword requires two metal ingots. In order to create a darksteel longsword, two darksteel ingots must be used. Alloying such exotic materials is beyond even the greatest smiths.
{8791} Refresh Palette
{8792} Ioun Stone Power: Dusty Rose
{8793} The Dusty Rose Lesser Ioun Stone gives the user a +1 AC, Deflection bonus for
1 hours duration.  Cannot be stacked with other Ioun Stones.
{8794} Reset Factions to Parent Factions
{8795} Winter Day Wet
{8796} Winter Day Windy
{8797} Desert Day
{8798} Desert Night
{8799} Monastery Interior
{8800} Ruins, Wet
{8801} Ruins, Rumbling
{8802} Ruins, Haunted
{8803} Sandstorm, Light
{8804} Sandstorm, Extreme
{8805} Winter Day
{8806} Desert Day
{8807} Desert Combat
{8808} Tavern 5
{8809} Adobe Building
{8810} Adobe Building 2x2
{8811} Caravan Wagon 1
{8812} Caravan Wagon 2
{8813} Desert Interior 1 2x2
{8814} Desert Interior 2 2x2
{8815} Desert Interior 3 2x2
{8816} Door Transition, Exterior
{8817} Door Transition, Interior
{8818} Fence Door, Floor
{8819} Fence Door, Plaza
{8820} Pit
{8821} Sleeping Platform
{8822} Stairs Down, Alley
{8823} Stairs Down, Corridor
{8824} Stairs Down, Floor 2x2
{8825} Stairs Down, Plaza 2x2
{8826} Stairs Up, Alley
{8827} Stairs Up, Corridor
{8828} Stairs Up, Floor 2x2
{8829} Stairs Up, Plaza 2x2
{8830} Tent Interior 2x2
{8831} Turfhouse Interior 2x2
{8832} Wall 1 Over Stream
{8833} Wall 2 Over Stream
{8834} Wall Breach, Exterior
{8835} Wall Breach, Interior
{8836} Blue Wooden Door
{8837} Wooden Door (Weathered)
{8838} 
{8839} 
{8840} 
{8841} 
{8842} 
{8843} 
{8844} 
{8845} 
{8846} 
{8847} 
{8848} 
{8849} 
{8850} 
{8851} 
{8852} 
{8853} 
{8854} Rod of Wonder
{8855} Deck of Many Things
{8856} Geyser
{8857} <CUSTOM0> uses a rod of wonder.
{8858} <CUSTOM0> draws from the deck.
{8859} <CUSTOM0> hurls caltrops.
{8860} <CUSTOM0> is turned purple!
{8861} <CUSTOM0> is turned blue!
{8862} <CUSTOM0> launches arrow.
{8863} <CUSTOM0> launches a bolt.
{8864} <CUSTOM0> launches a dart.
{8865} <CUSTOM0> launches shuriken.
{8866} Bed, Double
{8867} Bed, Elegant
{8868} Bench, Large
{8869} Bookshelf 3
{8870} Bookshelf 2
{8871} Cacti, Small
{8872} Cactus, Large
{8873} Cage Top
{8874} Cage Wall
{8875} Cauldron
{8876} Chair 2
{8877} Chair, Large
{8878} Chandelier
{8879} 
{8880} Cookpot
{8881} Cushion, Bolster
{8882} Desert Boulder 1
{8883} Desert Boulder 2
{8884} Desert Rocks
{8885} Desk, Library
{8886} Desk, Small
{8887} Door, Metal
{8888} Door, Stone
{8889} Dragon Skull
{8890} Fallen Timber
{8891} Flame, Small (No Ambient Light)
{8892} Flame, Medium (No Ambient Light)
{8893} Flame, Large (No Ambient Light)
{8894} Globe
{8895} Golem Parts, Bone
{8896} Golem Parts, Clay 
{8897} Golem Parts, Iron
{8898} Golem Parts, Stone
{8899} Hobby Horse
{8900} Invisible Corpse Object
{8901} Ladder
{8902} Ladder, Weathered
{8903} Loaf of Bread
{8904} Loom
{8905} Map
{8906} Mattress
{8907} Ottoman
{8908} Pillar, Ruined
{8909} Pillar, Rune
{8910} Pillar, Wooden
{8911} Plate
{8912} Pump
{8913} Reeds
{8914} Rug, Plain
{8915} Rug, Oriental
{8916} Rug, Oriental 2
{8917} Ruined Fence
{8918} Ruined Floor Panel
{8919} Ruined Pillar
{8920} Ruined Sconce
{8921} Ruined Urn
{8922} Ruined Wall
{8923} Ruined Wall 2
{8924} Rural Fence 1
{8925} Rural Fence 2
{8926} Rural Fence Gatepost
{8927} Scales
{8928} Scroll
{8929} Skulls on Spike
{8930} Table, Round
{8931} Tankard
{8932} Telescope
{8933} Throne, Wood
{8934} Tome
{8935} Tomes, Pile
{8936} Tree, Dead
{8937} Tree, Palm
{8938} Vase, Flower
{8939} Vase, Large
{8940} Help
{8941} Create ShadowFiend
{8942} Tide of Battle
{8943} Evil Blight
{8944} Cure Critical Wounds - Others
{8945} Restoration - Other
{8946} Ioun Stone Power: Pale Blue
{8947} Ioun Stone Power: Scarlet Blue
{8948} Ioun Stone Power: Blue
{8949} Ioun Stone Power: Deep Red
{8950} Ioun Stone Power: Pink
{8951} Ioun Stone Power: Pink Green
{8952} Neverwinter Nights 2 Campaign
{8953} Choose a Campaign to Load
{8954} NWN: Expansion Pack 1
{8955} NWN: Expansion Pack 2
{8956} NWN: Expansion Pack 3
{8957} This is a list of Hak Paks used by this module, sorted in order of highest to lowest priority. Resources in the top Hak Paks override resources in the lower ones.
{8958} Custom Content
{8959} Returning the [item] to [Plot Giver]
{8960} Talking to [Plot Giver] after returning the [item]
{8961} Fetch and Retrieve
{8962} 
{8963} 
{8964} 
{8965} 
{8966} Bull Rush Successful
{8967} Bull Rush Failed
{8968} Whirlwind Attack
{8969} Epic Skill Focus (Craft Armor)
{8970} Epic Skill Focus (Craft Weapon)
{8971} Skill Focus (Bluff)
{8972} Skill Focus (Intimidate)
{8973} Epic Skill Focus (Bluff)
{8974} Epic Skill Focus (Intimidate)
{8975} Could not load the Module.
Missing required HAK file.
Check your log file for the list of missing hak paks.
{8976} Weapon of Choice (Club)
{8977} Weapon of Choice (Dagger)
{8978} Weapon of Choice (Mace)
{8979} Weapon of Choice (Morningstar)
{8980} Weapon of Choice (Quarterstaff)
{8981} Weapon of Choice (Spear)
{8982} Weapon of Choice (Short Sword)
{8983} Weapon of Choice (Rapier)
{8984} Weapon of Choice (Scimitar)
{8985} Weapon of Choice (Longsword)
{8986} Weapon of Choice (Greatsword)
{8987} Weapon of Choice (Handaxe)
{8988} Weapon of Choice (Battleaxe)
{8989} Weapon of Choice (Greataxe)
{8990} Weapon of Choice (Halberd)
{8991} Weapon of Choice (Light Hammer)
{8992} Weapon of Choice (Flail)
{8993} Weapon of Choice (Warhammer)
{8994} Weapon of Choice (Heavy Flail)
{8995} Weapon of Choice (Scythe)
{8996} Weapon of Choice (Katana)
{8997} Weapon of Choice (Bastard Sword)
{8998} Weapon of Choice (Dire Mace)
{8999} Weapon of Choice (Double Axe)
{9000} Weapon of Choice (Two-bladed Sword)
{9001} Concealed
{9002} Petrified
{9003} Arcane Archer
{9004} Arcane Archers
{9005} arcane archer
{9006} <color=Gold><b>Arcane Archer</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

Master of the elven warbands, the arcane archer is a warrior skilled in using magic to supplement her combat prowess. Beyond the woods, arcane archers gain renown throughout entire kingdoms for their supernatural accuracy with a bow and their ability to imbue their arrows with magic. In a group, they can strike fear into an entire enemy army. Fighters, rangers, paladins, and barbarians become arcane archers to add a little magic to their combat abilities. Conversely, wizards and sorcerers may take this prestige class to add combat capabilities to their repertoire. Monks, clerics, druids, rogues, and bards rarely become arcane archers.

<color=Gold>Requirements:</color>

<b>Race:</b> Elf or half-elf.

<b>Base Attack Bonus:</b> +6

<b>Feats:</b> Point Blank Shot, Weapon Focus (longbow or shortbow).

<b>Spellcasting: </b>Ability to cast 1st-level arcane spells.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d8

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude and Reflex.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b>  Light and medium armor and all shields  (excluding tower shields).

- <b>Skill Points:</b> 4 + Int modifier.

- <b>Class Skills:</b> Craft Alchemy, Craft Weapon, Heal, Hide, Listen, Move Silently, Spot, and Survival.

- <b>Enhance Arrow:</b> Beginning at 1st level, the arcane archer imbues every arrow she fires with an enhancement bonus. This bonus is +1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level.

- <b>Imbue Arrow:</b> Three times per day, a 2nd-level arcane archer may choose to fire a special arrow imbued with the <i>fireball</i> spell. When the arrow hits its target, the <i>fireball</i> spell detonates from that point, inflicting damage as per the spell as though it were cast by a wizard of the arcane archer's class level.

- <b>Seeker Arrow:</b> Once per day, a 3rd-level arcane archer may fire an arrow that unerringly flies to its target, ignoring any and all cover, concealment, or other factors. When this ability is used, no attack roll is made; the target is automatically hit and takes damage as normal. At 6th level, this ability may be used twice per day.

- <b>Hail of Arrows:</b> At eighth level, the arcane archer gains the ability to perform this special ability, which automatically fires one arrow at every target within range as a full-round action. This ability may be used once per day.

- <b>Arrow of Death:</b> The pinnacle of the arcane archer's ability, at 10th level she may fire a special arrow imbued with powerful necromantic magic. If the target is hit, it must immediately make a Fortitude save (DC 20) or be slain. Even if it passes its saving throw, it takes damage from the arrow as normal. This ability may be used once per day.
{9007} Assassin
{9008} Assassins
{9009} assassin
{9010} <color=Gold><b>Assassin</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

The assassin is the master of dealing quick, lethal blows. Assassins often function as spies, informants, killers for hire, or agents of vengeance. Their training in anatomy, stealth, poison, and the dark arts allows them to carry out missions of death with shocking, terrifying precision. Most rogues, monks, and bards who choose this class become examples of the classic assassin skulking in the shadows with a blade carrying certain death. Fighters, ex-paladins, rangers, druids, and barbarians operate as warrior-assassins, with as much ability to kill in combat as from the shadows. Sorcerers, wizards, and clerics may be the most terrifying assassins of all, for with their spells they can infiltrate and slay with even greater impunity.

<color=Gold>Requirements:</color>

<b>Alignment:</b> Any evil.

<b>Skills:</b> Hide 8 ranks, Move Silently 8 ranks.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Reflex.

- <b>Weapon Proficiencies:</b> Simple weapons.

- <b>Armor Proficiencies:</b>  Light armor.

- <b>Skill Points:</b> 4 + Int modifier.

- <b>Class Skills:</b> Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Intimidate, Listen, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Tumble, Use Magic.

- <b>Death Attack:</b> At 1st level, the assassin can make a special sneak attack called a death attack. This ability adds to the rogue's sneak attack ability, adding an extra 1d6 points of damage. This bonus rises to +2d6 at 3rd level, +3d6 at 5th level, +4d6 at 7th level, and +5d6 at 9th level. If used against an opponent not already in combat, a successful Death Attack forces the victim to make a Fortitude save or become paralyzed.

- <b>Poison Resistance:</b> The assassin's expertise with deadly toxins gives him an unnatural resistance to poisons of all types. The assassin gains a +1 bonus on Fortitude saves against poison at 2nd level. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.

- <b>Uncanny Dodge:</b> At 2nd level, the assassin retains his Dexterity bonus to AC even when caught flat-footed.

- <b>Improved Uncanny Dodge:</b> At 5th level, the assassin can no longer be sneak attacked except by a rogue 4 or more levels higher than him.

- <b>Hide in Plain Sight:</b> At 8th level, the assassin may enter stealth mode even while being observed.

- <b>Spells:</b> At 2nd level, the assassin gains the ability to cast <i>ghostly visage</i> once per day. At 5th level, the assassin gains the ability to cast <i>darkness</i> once per day. At 6th level, the assassin gains the ability to cast <i>invisibility</i> once per day. At 9th level, the assassin gains the ability to cast <i>improved invisibility</i> once per day.
{9011} Blackguard
{9012} Blackguards
{9013} blackguard
{9014} <color=Gold><b>Blackguard</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

The blackguard epitomizes evil. Consorting with demons and devils and serving dark deities, the blackguard is hated and feared by all. The blackguard has many options available to him--sending forth dark minions and servants to do his bidding, attacking with stealth and honorless guile, or straightforward smiting of the forces of good that stand in his way. Therefore, almost any class is suited to take the blackguard prestige class.

<color=Gold>Requirements:</color>

<b>Alignment:</b> Any evil.

<b>Base Attack Bonus:</b> +6.

<b>Skills:</b> Hide 5 ranks.

<b>Feats:</b> Cleave, Power Attack.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d10

-<b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b> All types of armor (light, medium, and heavy) and shields (except for tower shields).

- <b>Skill Points:</b> 2 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Heal, Hide, Intimidate, Lore, and Parry.

- <b>Smite Good:</b> Once a day, a blackguard of 2nd level or higher may attempt to smite a good-aligned enemy with one normal melee attack. The blackguard adds their Charisma bonus to the attack roll and adds 1 extra point of damage per class level.

- <b>Dark Blessing:</b> At 2nd level, the blackguard adds his Charisma bonus to all saving throws.

- <b>Aura of Despair:</b> Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a -2 penalty on all saving throws.

- <b>Turn Undead:</b> At 3rd level, the blackguard gains the ability to rebuke or destroy undead as a paladin of his class level.

- <b>Create Undead:</b> At 3rd level, the blackguard can use <i>create undead</i> as a spell-like ability once per day.

- <b>Summon Fiend:</b> At 5th level, the blackguard can summon a fiendish animal servant.

- <b>Sneak Attack:</b> At 4th level, the blackguard gains the sneak attack ability. This ability functions exactly like the rogue ability of the same name. The bonus damage is +1d6 at 4th level, +2d6 at 7th level, and +3d6 at 9th level.

- <b>Spells:</b> At 2nd level, the blackguard gains the ability to cast <i>bull's strength</i> once per day. At 6th level, he may also cast <i>inflict serious wounds</i> once per day. At 7th level, the blackguard gains the ability to cast <i>contagion</i> once per day, and at 8th level, he may cast <i>inflict critical wounds</i> once per day.
{9015} Divine Champion
{9016} Divine Champions
{9017} divine champion
{9018} <color=Gold><b>Divine Champion</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

A divine champion is the strong right arm of her deity. She serves as a guardian of holy sites, a protector of pilgrims, and a leader of crusades. Though paladins fill this role in many good-aligned churches, a divine champion may take up the banner of any deity, regardless of alignment or ethos. These holy warriors are loved by their patron's worshipers and hated by the church's enemies in equal measure. Most champions come from a combat or military background. Barbarians, fighters, paladins, and rangers are the most common candidates, through monks, clerics, and the more militant druids frequently pursue this path as well. 

<color=Gold>Requirements:</color>

<b>Base Attack Bonus:</b> +7.

<b>Feats:</b> Weapon Focus (any).

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d10

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 2 + Int modifier.

- <b>Class Skills:</b> Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Lore, and Parry.

- <b>Lay on Hands:</b> Once per day, a 1st-level divine champion may lay on hands to heal damage equal to his Charisma bonus x his divine champion level. If the character already has a lay on hands ability (for example, thanks to paladin levels), his divine champion level and his class level in whatever other class gives him the lay on hands ability stack.

- <b>Bonus Feat:</b> At 2nd level, the divine champion may select a bonus feat from the following list: Blind-Fight, Combat Expertise, Dodge, Exotic Weapon Proficiency, Extra Turning, Improved Combat Expertise, Improved Critical (any), Improved Initiative, Improved Parry, Weapon Focus (any). At his 4th, 6th, 8th, and 10th levels, the divine champion may choose another bonus feat from this list.

- <b>Sacred Defense:</b> A divine champion of 2nd level gains a +1 sacred bonus on all saves. This bonus increases to +2 at 4th level, +3 at 6th level, +4 at 8th level, and +5 at 10th level.

- <b>Smite Infidel:</b> At 3rd level, the divine champion gains the ability to make a special attack against creatures of differing Good/Evil alignments. When using Smite Infidel, the divine champions applies his Charisma modifier to their attack roll, and his class level to the damage delivered. Smite Infidel may be used once per day.

- <b>Divine Wrath:</b> At 5th level, once per day, the divine champion is capable of channeling the awesome fury of his patron deity, granting him considerable bonuses in combat. He gains damage reduction 5/- and a +3 sacred bonus on attack rolls, weapon damage, and saving throws. The divine fury lasts for one round per point of Charisma bonus the divine champion has.
{9019} Weapon Master
{9020} Pale Master
{9021} weapon master
{9022} <color=Gold><b>Weapon Master</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

For a weapon master, perfection is found in the mastery of a single melee weapon. A weapon master seeks to unite this weapon of choice with the body, to make them one and to use the weapon as naturally and without thought as any other limb. Weapon Masters may not choose Unarmed Strike as their Weapon of Choice.

<color=Gold>Requirements:</color>

<b>Base Attack Bonus:</b> +5

<b>Feats:</b> Weapon Focus in a melee weapon, Dodge, Mobility, Combat Expertise, Spring Attack and Whirlwind Attack.

<b>Skills:</b> Intimidate 4 or more ranks.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d10

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Reflex.

- <b>Weapon Proficiencies:</b> None.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 2 + Int Modifier.

- <b>Class Skills:</b> Craft Weapon, Intimidate, Lore, Parry, and Taunt.

- <b>Weapon of Choice:</b> When a character acquires his first level of weapon master, he must select a single melee weapon type (for example, longsword or dwarven waraxe) as his weapon of choice. His weapon master abilities only function when he has a weapon of that type equipped.

- <b><i>Ki</i> Damage:</b> Once per day, a 1st-level weapon master may choose to make a special attack with his weapon of choice. If this attack hits, it automatically inflicts maximum damage.

- <b>Increase Multiplier:</b> At 5th level, the weapon master's critical multiplier with his chosen weapon increases by +1. (i.e. x2 becomes x3, x3 becomes x4, etc.)
 
- <b>Superior Weapon Focus:</b> A 5th-level weapon master gains Superior Weapon Focus with his weapon of choice as a bonus feat. 

- <b><i>Ki</i> Critical:</b> At 7th level, the weapon master increases his threat range by 2 when using his weapon of choice. For example, a longsword normally has a threat range of 19-20. In the hands of a 7th-level weapon master, it threatens on a 17-20.
{9023} Pale Masters
{9024} pale master
{9025} <color=Gold><b>Pale Master</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

Necromancy is usually a poor choice for arcane spellcasters - those who really want to master the deathless arts almost always pursue divine means. However, an alternative exists for those who desire power over undead but refuse to give up their arcane craft completely. Enter the pale master, who draws on a font of special lore that provides a macabre power all its own. Many pale masters still end up supplementing their arcane power with levels of divine magic. The mixture of "pale lore" and clerical abilities to sway, create, command and destroy undead can be a potent one. 

<color=Gold>Requirements:</color>

<b>Alignment:</b> Any non-good.

<b>Spellcasting:</b> Ability to cast 3rd-level arcane spells.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> Low.

- <b>High Saves:</b> Fortitude and Will.

- <b>Weapon Proficiencies:</b> None.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 2 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Heal, Hide, Listen, Lore, Move Silently, and Spellcraft.

- <b>Spells per Day/Spells Known:</b> When a new, odd-numbered pale master level is gained, the character gains new spells per day as though he had gained a level in whatever arcane spellcasting class gave him access to 3rd-level arcane spells. If the character had more than one applicable arcane spellcasting class, he must pick one to improve.

- <b>Bone Skin:</b> At 1st level, the pale master's tough, cadaverous flesh gives him a +2 natural armor bonus to AC. This bonus increases to +4 at 4th level and +6 at 8th level.

- <b>Animate Dead:</b> A 2nd-level pale master can use the <i>animate dead</i> as a spell-like ability once per day.

- <b>Darkvision:</b> At 3rd level, the pale master gains the ability to see in the dark.

- <b>Summon Undead:</b> At 4th level, the pale master can use <i>summon undead</i> as a spell-like ability once per day.

- <b>Deathless Vigor:</b> At 5th level, the pale master becomes preternaturally tough and resilient. He gains 3 additional hit points per level. These extra hit points are retroactive, just like extra hit points from an improved Constitution.

- <b>Undead Graft:</b> At 6th level, the pale master performs a horrific operation that replaces one of his arms with a supernaturally-animated, undead appendage. The pale master may make a touch attack with this arm that paralyzes the target twice per day. At 8th level, the pale master may use this touch attack three times per day. At 10th level, the pale master's undead graft touch attack kills the target if it fails its save, instead of paralyzing it.

- <b>Tough as Bone:</b> At 7th level, the pale master becomes more and more like one of the implacable undead. He gains immunity to hold, paralysis, and stun effects.

- <b>Summon Greater Undead:</b> At 9th level, the pale master can use <i>summon greater undead</i> as a spell-like ability once per day.

- <b>Deathless Mastery:</b> At 10th level, the pale master is practically an undead creature himself. He gains immunity to critical hits.
{9026} Shifter
{9027} Shifters
{9028} shifter
{9029} <color=Gold><b>Shifter</b></color>

(PRESTIGE CLASS)

A shifter has no shape that she calls her own. Instead, she occupies whatever body is most expedient for her at the time. While others base their identities largely on their external forms, a shifter actually comes closer to her true self through her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner strength of that soul that enables her to take on any shape and remain herself within. The path of the shifter  is ideal for a spellcaster of any race who has experienced shapechanging and yearns for more of it. Such a character can be a great force for either good or ill in the world. An evil shifter in particular poses a terrible threat, for she can appear anywhere, in any body. The same opponents may face her again and again, in one shape after another, never realizing that they are actually facing a single enemy.

<color=Gold><b>Requirements:</b></color>


<b>Feats:</b> Alertness, Wildshape

<b>Spellcasting:</b> Level 3 or higher.


<color=Gold><b>Class Features:</b></color>


- <b>Hit Die:</b> d8.

- <b>Proficiencies:</b> A shifter does not gain any additional weapon or armor proficiencies.

- <b>Skill Points:</b> 4 + Int Modifier.

- <b>Greater Wildshape I:</b> At 1st level, a shifter can change her shape into that of a wyrmling dragon of any of the following subspecies: black, blue, green, red, or white. She gains the use of the wyrmling's breath weapon in this form. The shifter may use this ability three  times per day.

- <b>Greater Wildshape II:</b> At 3rd level, a shifter can change into a harpy, a minotaur, or a gargoyle three times per day. The shifter gains various supernatural benefits depending on the form she takes.

- <b>Infinite Greater Wildshape I:</b> Beginning at 4th level, a shifter can use her greater wildshape I ability an unlimited number of times per day.

- <b>Greater Wildshape III:</b> A 5th-level shifter can transform into a drider, a basilisk, or a manticore three times per day. The shifter gains various supernatural benefits depending on the form she takes.

- <b>Humanoid Shape:</b> Starting at 7th level, a shifter can transform into a variety of humanoid shapes three times per day.

- <b>Infinite Greater Wildshape II:</b> At 7th level, a shifter can use her greater wildshape II ability an unlimited number of times per day. 

- <b>Greater Wildshape IV:</b> Starting at 10th level, a shifter can change into a medusa, a huge dire tiger, or a mind flayer three times per day. The shifter gains various supernatural benefits depending on the form she takes.

- <b>Infinite Greater Wildshape III:</b> A 10th-level shifter can use her greater wildshape III ability an unlimited number of times per day.
{9030} 
{9031} Movies:  Choose a Campaign
{9032} Movies:  NWN Official Campaign
{9033} Movies:  NWN Expansion 1
{9034} Movies:  NWN Expansion 2
{9035} NWN SOU Chapter One
{9036} NWN SOU Chapter Two
{9037} NWN SOU Interlude
{9038} Range: Caster
Area of Effect / Target: Large
Duration: Instant
Save: Fortitude
Spell Resistance: No

A water elemental can give up half of its essence (hit-points) to attempt to drown all enemies in a large area near them. Any enemy who fails a Fortitude saving throw will die.
{9039} Range: Caster
Area of Effect / Target: Large
Duration: Instant
Save: Fortitude
Spell Resistance: No

An air elemental can create a small whirlwind, knocking all enemies to the ground and causing any who fall 1d3 points of damage for every two levels of the elemental.
{9040} Floor
{9041} Rock
{9042} Water
{9043} Chasm
{9044} Underdark
{9045} Wall
{9046} Stream
{9047} Bridge
{9048} Beholder Market
{9049} Drow Market
{9050} Illithid Market
{9051} Dwarf Market
{9052} Pit Bridge Door
{9053} Ramp up
{9054} Ramp Down
{9055} Stairs Down
{9056} Stairs Up
{9057} Wall Door
{9058} Water Bridge Door
{9059} Slave Trade Post
{9060} Are you sure you want to delete this plot node?
{9061} <CUSTOM0> launches imbued fire arrow.
{9062} Death Attack (+2d6)
{9063} Death Attack (+3d6)
{9064} Death Attack (+4d6)
{9065} Death Attack (+5d6)
{9066} You are unable to view this companion's inventory.
{9067} <CUSTOM0> launches arrows.
{9068} Haste/Slow (10)
{9069} This creature cannot equip the selected item because the creature is missing one or more of the following feats:
%s

Do you wish to add the first feat listed above to the creature so that it can equip the item?
{9070} Various gears control the locking mechanism of this metal-clad door.
{9071} Rust pocks the once-smooth surface of this metal-plated door.
{9072} Fashioned from rough iron, these bars extend into a narrow slot in the floor.
{9073} Decorated in ivy patterns, this ornate gate rises from a slot in the floor below.
{9074} Bloodstains and arcane markings cover the surface of this heavy stone door.
{9075} Detailed carvings cover the surface of this finely-crafted door. The handiwork is of high quality and no doubt came at quite an expense.
{9076} Bound in iron strips, this stone door hangs heavily upon its stout hinges.
{9077} Etched and oiled, the carvings on this door lend depth to its prominent woodgrain.
{9078} Fashioned from rough-hewn wood, this simple door swings on ill-fitting hinges.
{9079} This value is used when automatically levelling up this creature using the LevelUpHenchman() scripting function.
{9080} Check the Immortal checkbox to specify that this object cannot die. It can still be damaged, but it will never drop to 0 hit points.
{9081} ERROR: "switch" CONDITION CANNOT BE FOLLOWED BY A NULL STATEMENT.
{9082} ERROR: "while" CONDITION CANNOT BE FOLLOWED BY A NULL STATEMENT.
{9083} ERROR: "for" STATEMENT CANNOT BE FOLLOWED BY A NULL STATEMENT.
{9084} This package focuses on direct damage spells and protection magic.

These packages do not give any special abilities to your character; they simply configure your skills and feats so you don't have to.
{9085} Support, Sorcerer
{9086} Rogue, Warrior
{9087} This style of rogue is not scared of wading into melee.

These packages do not give any special abilities to your character; they simply configure your skills and feats so you don't have to.
{9088} This package is for bards who focus more on healing and defense.

These packages do not give any special abilities to your character; they simply configure your skills and feats so you don't have to.
{9089} Healer, Bard
{9090} What is the name of the set?
{9091} Divine Favor (5)
{9092} True Strike (5)
{9093} Flare (1)
{9094} Shield (5)
{9095} Entropic Shield (5)
{9096} Continual Flame (7)
{9097} One With The Land (7)
{9098} Camouflage (5)
{9099} Blood Frenzy (7)
{9100} Bombardment (20)
{9101} Acid Splash (1)
{9102} Quillfire (8)
{9103} Earthquake (20)
{9104} Sunburst (20)
{9105} Aura Of Glory (7)
{9106} Banishment (15)
{9107} Inflict Minor Wounds (1)
{9108} Inflict Light Wounds (5)
{9109} Inflict Moderate Wounds (7)
{9110} Inflict Serious Wounds (9)
{9111} Inflict Critical Wounds (12)
{9112} Balagarn's Iron Horn (7)
{9113} Drown (15)
{9114} Owl's Insight (15)
{9115} Electric Jolt (1)
{9116} Firebrand (15)
{9117} Wounding Whispers (9)
{9118} Amplify (5)
{9119} Greater Sanctuary (18)
{9120} Undeaths Eternal Foe (20)
{9121} Dirge (15)
{9122} Projectile Trap Origin
{9123} Inferno (15)
{9124} Isaac's Lesser Missile Storm (13)
{9125} Isaac's Greater Missile Storm (15)
{9126} Bane (5)
{9127} Shield of Faith (5)
{9128} Secret Object
{9129} Secret Object Trigger
{9130} Planar Ally (15)
{9131} Magic Fang (5)
{9132} Greater Magic Fang (9)
{9133} Spike Growth (9)
{9134} Mass Camouflage (13)
{9135} Expeditious Retreat (5)
{9136} Tasha's Hideous Laughter (7)
{9137} Drow Building
{9138} Duergar Building
{9139} Displacement (9)
{9140} Illithid Building
{9141} Bigby's Interposing Hand (15)
{9142} Bigby's Forceful Hand (15)
{9143} Bigby's Grasping Hand (17)
{9144} Bigby's Clenched Fist (20)
{9145} Illithid Building2
{9146} Bigby's Crushing Hand (20)
{9147} Divine Might (5)
{9148} Divine Shield (5)
{9149} Rock Formation
{9150} Tower
{9151} Drow Interior
{9152} Flesh to Stone (5)
{9153} Stone to Flesh (5)
{9154} Gust of Wind (10)
{9155} ERROR:  THIS FILE IS ALREADY INCLUDED ELSEWHERE.  THE SAME INCLUDE FILE CANNOT BE USED TWICE.
{9156} Are you sure you want to overwrite the current plot data?
{9157} <CUSTOM0> severs self to attempt Drown attack.
{9158} The dire rat is a small, fast and furry animal that makes a good companion. Although it is of small size, it is very cunning. Every 5 levels of the master, the dire rats diseased bite becomes harder to resist.

Skills: Hide, Move Silently
Feats: Weapon Finesse and Sneak Attack.
Special: 
 Master Level 
 5: Diseased bite DC 16
 10: Diseased bite DC 18
 15: Diseased bite DC 20
 20: Diseased bite DC 22
{9159} The Faerie Dragon is a small dragon that enjoys pranks and practical jokes. However, they should not be underestimated because of their playful nature. Every 5 levels of the master, the faerie dragon gains a use of either Improved Invisibility or its Confusion breath weapon.

Skills: Hide, Move Silently
Feats: Alertness, and Improved Evasion.
Special: 
 Master Level 
 5: Improved Invisibility 1x
 10: Bolt, Confuse 2x
 15: Improved Invisibility 2x
 20: Bolt, Confuse 3x and Improved Invisibility 3x
{9160} Pseudodragons resemble miniature red dragons, but in looks alone. They do not commit evil acts, in fact they dislike evil acts very much. 

Special: Master gains a +2 bonus to Constitution.
{9161} Pseudodragon
{9162} Faerie Dragon
{9163} Type of Feat: Class
Prerequisite: Blackguard level 2.
Specifics: Starting at 2nd level, a blackguard may cast <i>bull's strength</i> once per day.
Use: Selected.
{9164} Type of Feat: Class
Prerequisite: Blackguard level 7.
Specifics: Starting at 7th level, a blackguard may cast <i>contagion</i> once per day.
Use: Selected.
{9165} Dire Rat Companion
{9166} Many people dismiss the danger of the dire rat, but their bite can be deadly. Their cunning and sneaky nature can make them a good companion for a cunning and sneaky druid or ranger.
{9167} Faerie Dragon Familiar
{9168} The faerie dragon thrives on pranks, mischief, and practical jokes.  Faerie dragons resemble miniature dragons with gossamer butterfly wings.  Although they are generally well-meaning, most adventurers are advised to be wary of their sense of humor. They are also found to be familiars of wizards, who often share their sense of humor.
{9169} Pseudodragon Familiar
{9170} Pseudodragons resemble miniature red dragons, but are red-brown in color rather than deep-red.  They have fine scales, sharp horns and teeth and a barbed tail. Their cat-like personality makes them seem arrogant and demanding. They are often found in the company of arrogant and demanding wizards.
{9171} Do you want to save your game before quitting?
{9172} The resource '%s.%s' already exists in at least one of the Hak Paks attached to this module.
ANY CHANGES YOU MAKE WILL NOT TAKE EFFECT because the Hak Pak version overrides all other versions.

If you wish to keep your changes, you will have to do one of the following:
- save using a different filename
- detach the Hak Pak from the module, or
- remove the resource from the Hak Pak.
{9173} There is no new content available for download.
{9174} Server disallowed an item.
{9175} Server disallowed gold.
{9176} Server disallowed experience.
{9177} Server disallowed invulnerability.
{9178} Server disallowed level.
{9179} Server unable to save character.
{9180} Show resource in Hak Pak warning
{9181} 5.1 Speakers
{9182} 7.1 Speakers
{9183} HTML Document
{9184} Kobold jumps.
{9185} Kobold Jump
{9186} Max Dex Bonus:
{9187} Winter Combat
{9188} Mushrooms
{9189} Desert City Block 1 2x2
{9190} Desert City Block 2 2x2
{9191} Ruined Building
{9192} Standing Pool
{9193} Wall Fountain
{9194} Obelisk
{9195} Rune Circle
{9196} Runestone 1
{9197} Runestone 2
{9198} Runestone 3
{9199} Stone Circle
{9200} Tracks
{9201} Cacti, Large
{9202} Statue, Sphinx
{9203} Rug, Oriental Round
{9204} Rug, Bearskin
{9205} Snowdrift 2
{9206} Window (Exterior)
{9207} Moss
{9208} Ivy
{9209} Broken Table
{9210} Broken Chair 1
{9211} Broken Chair 2
{9212} Broken Chair 3
{9213} Broken Chair 4
{9214} Broken Table Leg
{9215} Broken Furniture 1
{9216} Broken Furniture 2
{9217} Broken Table 2
{9218} Ruined Pillar, Broken
{9219} Rubble (Ruins 1)
{9220} Rubble (City 1)
{9221} Rubble (City 2)
{9222} Ruined Pillar, Overgrown
{9223} Ladder, Weathered
{9224} Wheelbarrow
{9225} Snowy Dip
{9226} Snowy Pines
{9227} Tree, Snowy Pine 1 
{9228} Tree, Snowy Pine 2
{9229} Tree, Snowy Pine 3
{9230} Snowdrift
{9231} Painting 1
{9232} Painting 2
{9233} Ice Floe
{9234} Draw One Card
{9235} Draw Two Cards
{9236} Draw Three Cards
{9237} Rod of Wonder
{9238} <CUSTOM9323> draws the <CUSTOM9324> card.
{9239} <CUSTOM9323> draws a blank card.
{9240} Elemental Summoning Item
{9241} Elemental Summoning (Water)
{9242} Elemental Summoning (Fire)
{9243} Elemental Summoning (Earth)
{9244} Elemental Summoning (Air)
{9245} <CUSTOM0> summons an elemental.
{9246} <CUSTOM0> transforms into an avatar.
{9247} The remaining cards vanish from your hands!
{9248} Avatar
{9249} Bequest
{9250} Gauntlet
{9251} Donjon
{9252} Fool
{9253} Jester
{9254} Hatchling
{9255} Mentor
{9256} Prince of Lies
{9257} Fountain
{9258} Hoard
{9259} Knave
{9260} Looking Glass
{9261} Oracle
{9262} Plague
{9263} Traitor
{9264} Wyrm
{9265} <CUSTOM0> is transformed into a chicken!
{9266} <CUSTOM0> is transformed into a penguin!
{9267} <CUSTOM0> is momentarily overcome by illness.
{9268} Dirt Patch
{9269} Pebbles
{9270} Stone Patch
{9271} Mythallar
{9272} Soul Jar
{9273} Huts
{9274} Mine Entrance
{9275} Footbridge 1
{9276} Footbridge 2
{9277} Adobe Building 1 1x2
{9278} Adobe Building 2 2x2
{9279} Carved Entrance 2x2
{9280} Ruined Spires 2x2
{9281} Ruined Temple 2x3
{9282} Interior Hall Door
{9283} Exterior Hall Door
{9284} Interior Door Transition
{9285} Exterior Door Transition
{9286} Exterior Exit 1
{9287} Exterior Exit 2
{9288} Exterior Fence Door
{9289} Interior Fence Door
{9290} Exterior Fountain
{9291} Interior Wall Fountain
{9292} Exterior Overgrown Garden
{9293} Exterior Wall Breach
{9294} Interior Rubble
{9295} Exterior Ruined Building
{9296} Interior Sleeping Platform
{9297} Interior Stairs Down
{9298} Exterior Stairs Down
{9299} Interior Stairs Up
{9300} Exterior Stairs Up
{9301} Exterior Water Pool
{9302} Exterior Mosaic 2x2
{9303} Interior Mosaic 2x2
{9304} Exterior Stage 2x2
{9305} Exterior Amphitheater 2x2
{9306} Exterior Walkway 2x2
{9307} Exterior Fountain 1x2
{9308} Exterior Ruined Tower 2x2
{9309} Exterior Stairs Down 2x2
{9310} Exterior Stairs Up 2x2
{9311} Alley (Exterior)
{9312} Plaza (Exterior)
{9313} Corridor (Interior)
{9314} Floor (Interior)
{9315} Candleabra (No Ambient Light)
{9316} Torch Bracket (No Ambient Light)
{9317} Trap Door (Stone)
{9318} Grate (Stone)
{9319} Grate (Wood)
{9320} Wall Door (Stone)
{9321} Wall Door (Wood)
{9322} Cushions
{9323} Hanging Shield
{9324} 
{9325} 
{9326} 
{9327} 
{9328} 
{9329} 
{9330} 
{9331} 
{9332} 
{9333} 
{9334} 
{9335} 
{9336} 
{9337} 
{9338} 
{9339} 
{9340} 
{9341} 
{9342} 
{9343} 
{9344} 
{9345} 
{9346} 
{9347} 
{9348} 
{9349} 
{9350} 
{9351} 
{9352} 
{9353} 
{9354} 
{9355} 
{9356} 
{9357} 
{9358} 
{9359} 
{9360} 
{9361} 
{9362} 
{9363} 
{9364} 
{9365} 
{9366} 
{9367} 
{9368} 
{9369} 
{9370} 
{9371} 
{9372} 
{9373} 
{9374} 
{9375} 
{9376} 
{9377} 
{9378} 
{9379} 
{9380} 
{9381} 
{9382} 
{9383} 
{9384} 
{9385} 
{9386} 
{9387} 
{9388} 
{9389} 
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{9391} 
{9392} 
{9393} 
{9394} 
{9395} 
{9396} 
{9397} 
{9398} 
{9399} 
{9400} 
{9401} 
{9402} 
{9403} 
{9404} 
{9405} 
{9406} 
{9407} 
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{9456} 
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{9460} 
{9461} 
{9462} 
{9463} 
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{9469} 
{9470} 
{9471} 
{9472} 
{9473} 
{9474} 
{9475} 
{9476} 
{9477} 
{9478} 
{9479} 
{9480} 
{9481} 
{9482} Camp 2
{9483} 
{9484} 
{9485} 
{9486} 
{9487} 
{9488} 
{9489} 
{9490} 
{9491} 
{9492} 
{9493} 
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{9509} 
{9510} 
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{9709} 
{9710} 
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{9714} 
{9715} 
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{9723} 
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{9758} 
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{9760} 
{9761} 
{9762} 
{9763} 
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{9766} 
{9767} 
{9768} 
{9769} 
{9770} 
{9771} 
{9772} 
{9773} 
{9774} 
{9775} 
{9776} 
{9777} 
{9778} 
{9779} 
{9780} 
{9781} 
{9782} 
{9783} 
{9784} 
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{9789} 
{9790} 
{9791} 
{9792} 
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{9797} 
{9798} 
{9799} 
{9800} 
{9801} 
{9802} 
{9803} 
{9804} 
{9805} 
{9806} 
{9807} 
{9808} 
{9809} 
{9810} 
{9811} 
{9812} 
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{9871} 
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{9878} 
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{9887} 
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{9896} 
{9897} 
{9898} 
{9899} 
{9900} 
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{9915} 
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{9958} 
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{9962} 
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{9965} 
{9966} 
{9967} 
{9968} 
{9969} 
{9970} 
{9971} 
{9972} 
{9973} 
{9974} 
{9975} 
{9976} 
{9977} 
{9978} 
{9979} 
{9980} 
{9981} 
{9982} 
{9983} 
{9984} 
{9985} 
{9986} 
{9987} 
{9988} 
{9989} 
{9990} 
{9991} 
{9992} 
{9993} 
{9994} 
{9995} 
{9996} 
{9997} 
{9998} 
{9999} 
{10000} 
{10001} 
{10002} 
{10003} 
{10004} 
{10005} 
{10006} 
{10007} 
{10008} 
{10009} 
{10010} 
{10011} 
{10012} 
{10013} 
{10014} 
{10015} 
{10016} 
{10017} 
{10018} 
{10019} 
{10020} 
{10021} 
{10022} 
{10023} 
{10024} 
{10025} 
{10026} 
{10027} 
{10028} 
{10029} 
{10030} 
{10031} 
{10032} 
{10033} 
{10034} 
{10035} 
{10036} 
{10037} 
{10038} 
{10039} 
{10040} 
{10041} 
{10042} 
{10043} 
{10044} 
{10045} 
{10046} 
{10047} 
{10048} 
{10049} 
{10050} 
{10051} 
{10052} 
{10053} 
{10054} 
{10055} 
{10056} 
{10057} 
{10058} 
{10059} 
{10060} 
{10061} 
{10062} 
{10063} 
{10064} 
{10065} 
{10066} 
{10067} 
{10068} 
{10069} 
{10070} 
{10071} 
{10072} 
{10073} 
{10074} 
{10075} 
{10076} 
{10077} 
{10078} 
{10079} 
{10080} 
{10081} 
{10082} 
{10083} 
{10084} 
{10085} 
{10086} 
{10087} 
{10088} 
{10089} 
{10090} 
{10091} 
{10092} 
{10093} 
{10094} 
{10095} 
{10096} 
{10097} 
{10098} 
{10099} 
{10100} 
{10101} 
{10102} 
{10103} 
{10104} 
{10105} 
{10106} 
{10107} 
{10108} 
{10109} 
{10110} 
{10111} 
{10112} 
{10113} 
{10114} 
{10115} 
{10116} 
{10117} 
{10118} 
{10119} 
{10120} 
{10121} 
{10122} 
{10123} 
{10124} 
{10125} 
{10126} 
{10127} 
{10128} 
{10129} 
{10130} 
{10131} 
{10132} 
{10133} 
{10134} 
{10135} 
{10136} 
{10137} 
{10138} 
{10139} 
{10140} 
{10141} 
{10142} 
{10143} 
{10144} 
{10145} 
{10146} 
{10147} 
{10148} 
{10149} 
{10150} 
{10151} 
{10152} 
{10153} 
{10154} 
{10155} 
{10156} 
{10157} 
{10158} 
{10159} 
{10160} 
{10161} 
{10162} 
{10163} 
{10164} 
{10165} 
{10166} 
{10167} 
{10168} 
{10169} 
{10170} 
{10171} 
{10172} 
{10173} 
{10174} 
{10175} 
{10176} 
{10177} 
{10178} 
{10179} 
{10180} 
{10181} 
{10182} 
{10183} 
{10184} 
{10185} 
{10186} 
{10187} 
{10188} 
{10189} 
{10190} 
{10191} 
{10192} 
{10193} 
{10194} 
{10195} 
{10196} 
{10197} 
{10198} 
{10199} 
{10200} 
{10201} 
{10202} 
{10203} 
{10204} 
{10205} 
{10206} 
{10207} 
{10208} 
{10209} Human, Female, Barbarian
{10210} Human, Male, Barbarian, Stupid
{10211} Half-Orc, Male, Chieftain
{10212} Human, Male, Barbarian, Warrior
{10213} Human, Male, Older, Muttering Beggar
{10214} Human, Male, Older, Street Prophet
{10215} Human, Male, Typical Brash Scumbag
{10216} Human, Male, Typical Low-Class Villain
{10217} Child, Female
{10218} Child, Male, Pleasant
{10219} Child, Male, Brat
{10220} Human, Male, Typical Cleric
{10221} Human, Male, Older, Melancholy
{10222} Elf, Male, Cleric
{10223} Human, Male, Noble, Young and Arrogant
{10224} Human, Female, Older, Strange Hermit
{10225} Elf, Female, Typical
{10226} Human, Male, Older, Confident Leader
{10227} Dwarf, Male, Veteran
{10228} Elf, Male, Brooding
{10229} Elf, Male, Typical
{10230} Human, Female, Evil, Fanatic
{10231} Human, Male, Evil, Fanatic
{10232} Elf, Female, Sensible
{10233} Human, Female, Barmaid, Flirty
{10234} Elf, Female, Commoner, Pleasant
{10235} Human, Male, Older, World-Weary
{10236} Human, Male, Commoner, Uneducated
{10237} Human, Male, Typical Druid
{10238} Dwarf, Male, Older, Grouch
{10239} Gnome, Male, Annoying
{10240} Gnome, Male, Pleasant
{10241} Halfling, Female, Sensible
{10242} Halfling, Male, Typical
{10243} Human, Male, Evil, Sly Assassin
{10244} Human, Male, Evil, Methodical Villain
{10245} Human, Male, Evil, Typical Fighter
{10246} Human, Female, Middle-Age Commoner
{10247} Human, Female, Older Commoner
{10248} Human, Female, Young, Pleasant
{10249} Human, Male, Commoner, Older
{10250} Elf, Male, Upper-Class
{10251} Elf, Female, Guard
{10252} Elf, Male, Guard, Mature Officer
{10253} Human, Male, Guard, Good, Rough
{10254} Human, Female, Noble, Caring
{10255} Human, Female, Noble, Snobbish
{10256} Human, Male, Noble, Snobbish
{10257} Human, Male, Noble, Older, Uncaring 
{10258} Human, Male, Veteran Paladin
{10259} Halfling, Female, Typical
{10260} Dwarf, Male, Typical
{10261} Gnome, Male, Typical
{10262} Elf, Male, Slight, Lilting
{10263} Human, Female, Courtesan, Friendly
{10264} Human, Female, Courtesan, Obvious
{10265} Human, Female, Courtesan, Accent
{10266} Human, Male, Gigolo, Seductive
{10267} Human, Male, Gigolo, Smarmy
{10268} Human, Male, Stoic Ranger
{10269} Human, Male, Veteran Rogue
{10270} Human, Male, Unsavory Shopkeep
{10271} Human, Male, Older Shopkeep
{10272} Human, Male, Retired Adventurer
{10273} Half-Orc, Female, Lout
{10274} Human, Male, Bully
{10275} Gnome, Male, Older
{10276} Attempting to find server.
{10277} Dwarf, Male, Evil Thug
{10278} Elf, Female, Wizard
{10279} Human, Male, Wizard, Old
{10280} Server found. Attempting to log in.
{10281} Connection to server has failed.
{10282} Connection error: 
{10283} Password incorrect.
{10284} Client and Server versions do not match.
{10285} 
{10286} 
{10287} Common, Middle Age Female 04
{10288} Human, Male, Older Slave
{10289} Your player name is already in use.
{10290} Human, Male, Commoner, Toady
{10291} Human, Male, Drunk
{10292} Human, Male, Guard, Gruff
{10293} Human, Male, Barbarian, Good
{10294} Your player name has been refused by the server.
{10295} Server is not responding (timed out).
{10296} Server is already full.
{10297} Server is not accepting multiplayer connections.
{10298} Unknown connection error.
{10299} [Server] 
{10300} [Shout] 
{10301} [Whisper] 
{10302} [Tell] 
{10303} [Party] 
{10304} Could not translate address.
{10305} Connected to server.
{10306} Acquiring server admin privileges.
{10307} Failed to acquire Server Admin privileges.
{10308} Quit Neverwinter Nights 2?
{10309} 
{10310} 
{10311} 
{10312} <FirstName> is too far away.
{10313} 
{10314} Neverwinter Nights: Prelude 
(Single Player Highly Recommended)
{10315} MODULE
{10316} Input ResRef
{10317} Create New Entry
{10318} Stores
{10319} <i>Ki</i> Strike (Adamantine)
{10320} This is not a school, but instead represents the wizard's desire to have an equal understanding of all spells, without focusing on a single school of magic. 
Prohibited School: None
{10321} Abjuration spells are used to shield the caster from magical and physical attacks.
Prohibited School: Conjuration
Prestige classes may add additional prohibited schools. Any such restrictions are explained in prestige class descriptions.

{10322} A conjuration specialist can bring creatures to him, usually in the form of summoned allies.
Prohibited School: Transmutation
Prestige classes may add additional prohibited schools. Any such restrictions are explained in prestige class descriptions.
{10323} Diviners are capable of looking forward in time to anticipate what will happen next. Although mostly useful for gathering information, several divine spells help the caster in combat situations.
Prohibited School: Illusion
Prestige classes may add additional prohibited schools. Any such restrictions are explained in prestige class descriptions.
{10324} Enchantment spells involving gaining control over another creature, or imbuing a recipient with special properties.
Prohibited School: Illusion
Prestige classes may add additional prohibited schools. Any such restrictions are explained in prestige class descriptions.
{10325} Evocation spells manipulate energy or create something from nothing. Many of the best offensive spells can be found within this school of magic.
Prohibited School: Conjuration
Prestige classes may add additional prohibited schools. Any such restrictions are explained in prestige class descriptions.
{10326} Illusion spells alter perception to create images of unreal things, or to disguise real things.
Prohibited School: Enchantment
Prestige classes may add additional prohibited schools. Any such restrictions are explained in prestige class descriptions.
{10327} Necromancy spells manipulate, create, or destroy life.
Prohibited School: Divination
Prestige classes may add additional prohibited schools. Any such restrictions are explained in prestige class descriptions.
{10328} Transmutation spells transform the recipient or his environment, either subtly or obviously.
Prohibited School: Conjuration
Prestige classes may add additional prohibited schools. Any such restrictions are explained in prestige class descriptions.
{10329} Skeleton
{10330} 
{10331} 
{10332} 
{10333} Neverwinter Nights 2 Config Utility
{10334} 
{10335} Maximum Level
{10336} << Enter text here >>
{10337} Unpacking Files
{10338} Total Progress
{10339} Loading Inventory List
{10340} Loading GIT Files
{10341} Loading Conversation Files
{10342} Loading Scripts Files
{10343} Sound Options
{10344} 
{10345} Hack n' Slash
{10346} RPG/Story
{10347} Competitive
{10348} Socializing
{10349} Persistent World
{10350} Alternate
{10351} IP
{10352} lbs.
{10353} Unpossess Creature
{10354} Search Results
{10355} You can not possess a dead creature.
{10356} Find In Files
{10357} Find in Currently Open Files
{10358} Find in All Files in Module
{10359} 
{10360} CPU Speed
{10361} Unable to determine %s
{10362} Display
{10363} Options
{10364} Video Mode
{10365} Use Texture Pack:
{10366} Determining System Configuration...
{10367} Disable Sound
{10368} Sorry, this test requires OpenGL to be installed, we could not detect valid drivers on your system. Please visit your video card manufacturer's website and download the latest OpenGL drivers before running another scan and trying the test again.
{10369} OS Type
{10370} Direct X
{10371} Open GL
{10372} Full Screen Test
{10373} Resolution Test %s
{10374} Neverwinter Nights 2
{10375} %i bit
{10376} Loading Area
{10377} Loading Creatures
{10378} Loading Doors
{10379} Loading Encounters
{10380} Loading Items
{10381} Loading Stores
{10382} Loading Placeables
{10383} Loading Sounds
{10384} Loading Triggers
{10385} Loading Waypoints
{10386} Only Dungeon Masters can possess creatures.
{10387} Enable Dialog Zoom
{10388} The file '%s' already exists. Would you like to overwrite it?
{10389} Type of Feat: Class
Prerequisite: Rogue level 10 or shadowdancer level 7.
Specifics: Characters failing their Will save versus mind-affecting spells get an automatic reroll.
Use: Automatic.
{10390} Toggle AI
{10391} Save Changes?
{10392} Delete Character
{10393} Your character was exported successfully.
{10394} There was an error exporting your character.
{10395} 
{10396} OnPlayerRest
{10397} Export request sent. Waiting for reply...
{10398} Save conversation file %s?
{10399} Detectable
{10400} Alcohol, Beer
{10401} Alcohol, Wine
{10402} Alcohol, Spirits
{10403} Herb, Belladonna
{10404} Herb, Garlic
{10405} Tech
{10406} Report
{10407} ERROR: "if" CONDITION CANNOT BE FOLLOWED BY A NULL STATEMENT.
{10408} Move/Cam
{10409} Game
{10410} Misc.
{10411} DM
{10412} Restore Defaults
{10413} Keymapping
{10414} =
{10415} Racial Modifier
{10416} There is no room for that object in your inventory.
{10417} Volume
{10418} Number of 2D Voices
{10419} Number of 3D Voices
{10420} 
{10421} You stole <CUSTOM0> GP from <CUSTOM1>.
{10422} You stole a <CUSTOM1> from <CUSTOM0>.
{10423} <CUSTOM0> is attempting to steal from you!
{10424} <CUSTOM0> stole a <CUSTOM1> from you!
{10425} <CUSTOM0> stole some money from you!
{10426} You cannot carry any more items, your inventory is full.
{10427} You have left the party.
{10428} The search string cannot be blank
{10429} Could not find the text '%s'. Start again from the beginning of the file?
{10430} Text to find:
{10431} Language
{10432} 
{10433} Removing this link will destroy all links associated with it. Continue?
{10434} Save As
{10435} There are no more spells
available at this level.
{10436} <CUSTOM0>: <CUSTOM1>
{10437} <CUSTOM0> damaged: <CUSTOM2>
{10438} 
{10439} 
{10440} 
{10441} 
{10442} 
{10443} 
{10444} 
{10445} 
{10446} 
{10447} 
{10448} 
{10449} 
{10450} 
{10451} CD Key authentication denied.
{10452} Your CD Key is still in use. Please retry in 5 minutes.
{10453} Your IP address is banned.
{10454} The server you are connecting to is banned.
{10455} This CD Key is banned.
{10456} This CD Key has expired.
{10457} This CD Key is unregistered.
{10458} <CUSTOM0> Acid
{10459} <CUSTOM0> Cold
{10460} <CUSTOM0> Divine
{10461} <CUSTOM0> Electrical
{10462} <CUSTOM0> Fire
{10463} <CUSTOM0> Negative Energy
{10464} <CUSTOM0> Positive Energy
{10465} <CUSTOM0> Sonic
{10466} <CUSTOM0> damages <CUSTOM1>: <CUSTOM2>
{10467} 
{10468} Acquired Item: <CUSTOM0>
{10469} Lost Item: <CUSTOM0>
{10470} <CUSTOM0> attacks <CUSTOM1> : *<CUSTOM2>* : (<CUSTOM3> <CUSTOM4> <CUSTOM5> = <CUSTOM6><CUSTOM7>)
{10471} <CUSTOM0> attempts <CUSTOM1> on <CUSTOM2> : *<CUSTOM3>* : (<CUSTOM4> <CUSTOM5> <CUSTOM6> = <CUSTOM7><CUSTOM8>)
{10472} 
{10473} <CUSTOM0><CUSTOM1> : <CUSTOM2><CUSTOM3> : *<CUSTOM4>* : (<CUSTOM5> <CUSTOM6> <CUSTOM7> = <CUSTOM8> vs. DC: <CUSTOM9>)
{10474} <CUSTOM0> killed <CUSTOM1>
{10475} Resize Area
{10476} Rows
{10477} Columns
{10478} Number of rows in the area
{10479} Number of columns in the area
{10480} Increase/decrease number of rows
{10481} Increase/decrease number of columns
{10482} <CUSTOM0> <CUSTOM1> <CUSTOM2>
{10483} <CUSTOM0> casts <CUSTOM1> : *spell countered by* : <CUSTOM2> casting <CUSTOM3>
{10484} <CUSTOM0> : <CUSTOM1> : *<CUSTOM2>* : (<CUSTOM3> <CUSTOM4> <CUSTOM5> = <CUSTOM6> vs. DC: <CUSTOM7>)
{10485} Take 20
{10486} 
{10487} Test
{10488} 
{10489} Counterspell target lost sight of target!
{10490} No Effect! Smite Evil only works on evil creatures.
{10491} 
{10492} No resting is allowed in this area.
{10493} 
{10494} Creature Shadow Detail
{10495} Grass Off
{10496} Number of Dynamic Lights
{10497} Environment Mapping on Creatures
{10498} <CUSTOM0> becomes ferocious.
{10499} 
{10500} Crusader
{10501} Could not load %%s.2DA
{10502} Judge
{10503} Dominator
{10504} Benefactor
{10505} Neutral
{10506} Malefactor
{10507} Rebel
{10508} Free Spirit
{10509} Destroyer
{10510} Unknown
{10511} Undetermined
{10512} This will permanently delete the selected character.
Are you sure you wish to proceed?
{10513} Encounter successfully created.
{10514} int
{10515} float
{10516} string
{10517} constant int
{10518} constant float
{10519} constant string
{10520} variable int
{10521} variable float
{10522} variable string
{10523} This has to begin with a letter
{10524} This has to be a number
{10525} 
{10526} Dire Wolf
{10527} 
{10528} 
{10529} Rotate Camera Left
{10530} Rotate Camera Right
{10531} Zoom Camera Out
{10532} Zoom Camera In
{10533} Zoom in full
{10534} Camera Up
{10535} Camera Down
{10536} 
{10537} <CUSTOM0> becomes ferocious.
{10538} Run
{10539} Keyboard Combat Step Right
{10540} Keyboard Combat Step Back
{10541} Keyboard Combat Step Left
{10542} Keyboard Combat Step Front
{10543} Drive Mode Right
{10544} Drive Mode Left
{10545} Drive Mode Step Right
{10546} Drive Mode Step Left
{10547} Drive Mode Forward
{10548} Drive Mode Backward
{10549} Target Last Attacker
{10550} Radial Menu on Self
{10551} Radial Menu Bottom Left
{10552} Radial Menu Bottom
{10553} Radial Menu Bottom Right
{10554} Radial Menu Left
{10555} Radial Menu Back
{10556} Radial Menu Right
{10557} Radial Menu Top Left
{10558} Radial Menu Top
{10559} Radial Menu Top Right
{10560} Character Sheet
{10561} Inventory
{10562} Journal
{10563} Map
{10564} Options
{10565} Player List
{10566} Spells
{10567} Quick Chat
{10568} Inspection
{10569} Screen Captured
{10570} Pause
{10571} Chat Focus
{10572} Hide/Show GUI
{10573} Close Window
{10574} 
{10575} Quick Save
{10576} Toggle DungeonMaster Mode
{10577} DM Creator
{10578} DM Chooser
{10579} Toggle Camera Mode
{10580} Zoom out full
{10581} Camera up full
{10582} Camera down full
{10583} Tool Tip
{10584} Generate a random name
{10585} *
{10586} 
{10587} Spells (Removed)
{10588} 
{10589} 
{10590} 
{10591} 
{10592} 
{10593} 
{10594} 
{10595} 
{10596} 
{10597} 
{10598} 
{10599} 
{10600} 
{10601} 
{10602} Rolled <CUSTOM0> on a <CUSTOM1> sided die.
{10603} Select appearance
{10604} Use Hardware Mouse Pointer
{10605} Currently unavailable.
{10606} Add the gender restrictions
{10607} Set the variables
{10608} Give the speaker some gold
{10609} Give the speaker some XP
{10610} Give the speaker the items
{10611} The recall stone is unable to transport you from this area.
{10612} The recall stone may not be used at this time.
{10613} Make sure the PC speaker has these items in their inventory
{10614} 
{10615} Reject player races
{10616} Reject other races
{10617} Esc
{10618} Keyboard Enter
{10619} Print Screen
{10620} Insert
{10621} Delete
{10622} Home
{10623} End
{10624} Page Up
{10625} Page Down
{10626} Left Arrow
{10627} Right Arrow
{10628} Up Arrow
{10629} Down Arrow
{10630} Numpad 0
{10631} Numpad 1
{10632} Numpad 2
{10633} Numpad 3
{10634} Numpad 4
{10635} Numpad 5
{10636} Numpad 6
{10637} Numpad 7
{10638} Numpad 8
{10639} Numpad 9
{10640} Numpad -
{10641} Numpad +
{10642} Numpad .
{10643} Numpad *
{10644} /
{10645} Numpad Enter
{10646} '
{10647} Tab
{10648} Backspace
{10649} [
{10650} ]
{10651} \
{10652} ;
{10653} ~
{10654} ,
{10655} .
{10656} /
{10657} Space
{10658} A
{10659} B
{10660} C
{10661} D
{10662} E
{10663} F
{10664} G
{10665} H
{10666} I
{10667} J
{10668} K
{10669} L
{10670} M
{10671} N
{10672} O
{10673} P
{10674} Q
{10675} R
{10676} S
{10677} T
{10678} U
{10679} V
{10680} W
{10681} X
{10682} Y
{10683} Z
{10684} Inspect local variables
{10685} Make sure the player has the required skills
{10686} Make sure the player has the required feats
{10687} Reject other races
{10688} Target is not diseased or poisoned.
{10689} Invalid Target. Valid targets for Heal are any creature that is diseased, poisoned, or injured.
{10690} Target has no items or gold.
{10691} Restrict based on the player's class
{10692} Detect
{10693} Full Report
{10694} The Neverwinter Nights 2 Configuration Utility has detected that this computer is running Windows XP.

The default video drivers installed with Windows XP do not include OpenGL support, which is required to run Neverwinter Nights 2. Please ensure that the installed video drivers support OpenGL. Contact your video card manufacturer for information on how to obtain and install adequate drivers before trying to run Neverwinter Nights 2 or the Neverwinter Nights 2 Toolset.

To test OpenGL compatibility, the Neverwinter Nights 2 Configuration Utility will now perform several tests. These tests may fail and cause the program to crash if the installed video drivers do not support OpenGL.

Would you like to skip with the OpenGL tests?

Press "No" to proceed with the tests if the installed video drivers support OpenGL. Press "Yes" to skip the OpenGL tests. If there is any doubt whether the system includes adequate OpenGL support, please press "Yes".
{10695} Processor(s)
{10696} Primary Video Card
{10697} 3D Software
{10698} OS
{10699} Type
{10700} Vendor
{10701} # CPU
{10702} Speed
{10703} Video RAM
{10704} Desktop Resolution
{10705} Desktop BPP
{10706} Direct X
{10707} OpenGL
{10708} Version
{10709} RAM
{10710} Perform skill checks
{10711} 
{10712} The object is too far away and cannot talk to you.
{10713} Action
{10714} Role Play
{10715} Team
{10716} Social
{10717} PW Action
{10718} Alternative
{10719} You cannot enter stealth mode while in combat.
{10720} The system does not meet the minimum memory requirements. Unless you install more system RAM, you will most likely not be able to run the game, or it will run extremely poorly.
{10721} The system meets the minimum memory requirements. More RAM will always help both Windows and NWN run better.
{10722} The system meets the recommended memory requirements. More RAM will always help both Windows and NWN run better.
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{11364} 
{11365} 
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{11452} 
{11453} 
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{11459} 
{11460} 
{11461} 
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{11465} 
{11466} 
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{11468} 
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{11470} 
{11471} 
{11472} 
{11473} 
{11474} 
{11475} 
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{11478} 
{11479} 
{11480} 
{11481} 
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{11487} 
{11488} 
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{11490} 
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{11492} 
{11493} 
{11494} 
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{11499} 
{11500} 
{11501} 
{11502} 
{11503} 
{11504} 
{11505} 
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{11507} 
{11508} 
{11509} 
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{11513} 
{11514} 
{11515} 
{11516} 
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{11520} 
{11521} 
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{11527} 
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{11533} 
{11534} 
{11535} 
{11536} 
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{11540} 
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{11549} 
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{11554} 
{11555} 
{11556} 
{11557} 
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{11560} 
{11561} 
{11562} 
{11563} 
{11564} 
{11565} 
{11566} 
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{11568} 
{11569} 
{11570} 
{11571} 
{11572} 
{11573} 
{11574} 
{11575} 
{11576} 
{11577} 
{11578} 
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{11580} 
{11581} 
{11582} 
{11583} 
{11584} 
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{11587} 
{11588} 
{11589} 
{11590} 
{11591} 
{11592} 
{11593} 
{11594} 
{11595} 
{11596} 
{11597} 
{11598} 
{11599} 
{11600} 
{11601} 
{11602} 
{11603} 
{11604} 
{11605} 
{11606} 
{11607} 
{11608} 
{11609} 
{11610} 
{11611} 
{11612} 
{11613} 
{11614} 
{11615} 
{11616} 
{11617} 
{11618} 
{11619} 
{11620} 
{11621} 
{11622} 
{11623} 
{11624} 
{11625} 
{11626} 
{11627} 
{11628} 
{11629} 
{11630} 
{11631} 
{11632} 
{11633} 
{11634} 
{11635} 
{11636} 
{11637} 
{11638} 
{11639} 
{11640} 
{11641} 
{11642} 
{11643} 
{11644} 
{11645} 
{11646} 
{11647} 
{11648} 
{11649} 
{11650} 
{11651} 
{11652} 
{11653} 
{11654} 
{11655} 
{11656} 
{11657} 
{11658} 
{11659} 
{11660} 
{11661} 
{11662} 
{11663} 
{11664} 
{11665} 
{11666} 
{11667} 
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{11669} 
{11670} 
{11671} 
{11672} 
{11673} 
{11674} 
{11675} 
{11676} 
{11677} 
{11678} 
{11679} 
{11680} 
{11681} 
{11682} 
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{11684} 
{11685} 
{11686} 
{11687} 
{11688} 
{11689} 
{11690} 
{11691} 
{11692} 
{11693} 
{11694} 
{11695} 
{11696} 
{11697} 
{11698} 
{11699} 
{11700} 
{11701} 
{11702} 
{11703} 
{11704} 
{11705} 
{11706} 
{11707} 
{11708} 
{11709} 
{11710} 
{11711} 
{11712} 
{11713} 
{11714} 
{11715} 
{11716} 
{11717} 
{11718} 
{11719} 
{11720} 
{11721} 
{11722} 
{11723} 
{11724} 
{11725} 
{11726} 
{11727} 
{11728} 
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{11731} 
{11732} 
{11733} 
{11734} 
{11735} 
{11736} 
{11737} 
{11738} 
{11739} 
{11740} 
{11741} 
{11742} 
{11743} 
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{11745} 
{11746} 
{11747} 
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{11750} 
{11751} 
{11752} 
{11753} 
{11754} 
{11755} 
{11756} 
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{11758} 
{11759} 
{11760} 
{11761} 
{11762} 
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{11775} 
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{11800} 
{11801} 
{11802} 
{11803} 
{11804} 
{11805} 
{11806} 
{11807} 
{11808} 
{11809} 
{11810} 
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{11870} 
{11871} 
{11872} 
{11873} 
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{11875} 
{11876} 
{11877} 
{11878} 
{11879} 
{11880} 
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{11889} 
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{11891} 
{11892} 
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{11894} 
{11895} 
{11896} 
{11897} 
{11898} 
{11899} 
{11900} 
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{11927} 
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{11939} 
{11940} 
{11941} 
{11942} 
{11943} 
{11944} 
{11945} 
{11946} 
{11947} 
{11948} 
{11949} 
{11950} 
{11951} Specify if this creature can be damaged but cannot die
{11952} 
{11953} 
{11954} 
{11955} 
{11956} 
{11957} 
{11958} 
{11959} 
{11960} 
{11961} 
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{11963} 
{11964} 
{11965} 
{11966} 
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{11968} 
{11969} 
{11970} 
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{11979} 
{11980} 
{11981} 
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{11983} 
{11984} 
{11985} 
{11986} 
{11987} 
{11988} 
{11989} 
{11990} 
{11991} 
{11992} 
{11993} 
{11994} 
{11995} 
{11996} 
{11997} 
{11998} 
{11999} 
{12000} 
{12001} 
{12002} 
{12003} 
{12004} 
{12005} 
{12006} 
{12007} 
{12008} 
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{12076} 
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{12117} 
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{12134} 
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{12141} 
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{12148} 
{12149} 
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{12154} 
{12155} 
{12156} 
{12157} 
{12158} 
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{12162} 
{12163} 
{12164} 
{12165} 
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{12167} 
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{12171} 
{12172} 
{12173} 
{12174} 
{12175} 
{12176} 
{12177} 
{12178} 
{12179} 
{12180} 
{12181} 
{12182} 
{12183} 
{12184} 
{12185} 
{12186} 
{12187} 
{12188} 
{12189} 
{12190} 
{12191} 
{12192} 
{12193} 
{12194} 
{12195} 
{12196} 
{12197} 
{12198} 
{12199} 
{12200} 
{12201} 
{12202} 
{12203} 
{12204} 
{12205} 
{12206} 
{12207} 
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{12209} 
{12210} 
{12211} 
{12212} 
{12213} 
{12214} 
{12215} 
{12216} 
{12217} 
{12218} 
{12219} 
{12220} 
{12221} 
{12222} 
{12223} 
{12224} 
{12225} 
{12226} 
{12227} 
{12228} 
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{12230} 
{12231} 
{12232} 
{12233} 
{12234} 
{12235} 
{12236} 
{12237} 
{12238} 
{12239} 
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{12242} 
{12243} 
{12244} 
{12245} 
{12246} 
{12247} 
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{12253} 
{12254} 
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{12256} 
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{12260} 
{12261} 
{12262} 
{12263} 
{12264} 
{12265} 
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{12280} 
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{12299} 
{12300} 
{12301} 
{12302} 
{12303} 
{12304} 
{12305} 
{12306} 
{12307} 
{12308} 
{12309} 
{12310} 
{12311} 
{12312} 
{12313} 
{12314} 
{12315} 
{12316} 
{12317} 
{12318} 
{12319} Specify the package to use for autolevelup via scripting
{12320} Magic Pouch
{12321} Lesser Magic Bag
{12322} Greater Magic Bag
{12323} Game Experience May Change During Online Play.
{12324} Draw one card.
{12325} Draw two cards.
{12326} Draw three cards.
{12327} Unable to save at this time, someone is in a cutscene. Wait until they are done, then try again.
{12328} Generate Debug Information When Compiling Scripts
{12329} View Inventory
{12330} These tracks look to have been left by a humanoid creature.
{12331} Tracks
{12332} Defensive casting concentration check successful.
{12333} None
{12334} Sneak Attack, Blackguard (+1d6)
{12335} Sneak Attack, Blackguard (+2d6)
{12336} Sneak Attack, Blackguard (+3d6)
{12337} The toolset has found a temporary working directory for a module.
It appears that the toolset did not properly close the last edited module, but there is no module information file to recover.

Would you like to delete the temporary working directory and continue?

If you click 'Yes', the toolset will delete the directory.
If you click 'No', you will have to manually recover any files you want to keep and delete or rename the directory yourself.
{12338} The common Badger is a small but fierce mammal. Intensely protective of their territory, they make good companions for Druids. Often, the Badger will become enraged and simply throw itself into battle without a second thought.
{12339} Badger Companion
{12340} Large and strong, Brown Bears are feared by many. Never to be underestimated for the unwary can lose a head beneath the claws of one of these powerful animals.
{12341} Brown Bear Companion
{12342} The Dire Boar is a larger, more vicious version of their common cousins. Their thick hide and bone ridges allow them to wade into battle without much of being hurt.
{12343} Dire Boar Companion
{12344} The Dire Wolf is feared by many but loved by few. For a creature of their size and power, they are surprising nimble.
{12345} Dire Wolf Companion
{12346} With their keen senses and quick movements, Hawks are efficient hunters. Many have even been trained to disarm foes.
{12347} Hawk Companion
{12348} Black as a Chultan night and just as deadly, these sleek cats attack from the shadows, disappearing back into them once the hunt is through.
{12349} Panther Companion
{12350} Giant Spider Companion
{12351} Wolves, always the pack hunter, will follow the Alpha male or female, be they Wolf, Human or Demi-Human.
{12352} Wolf Companion
{12353} Among the swiftest and most agile creatures in existence, Air Elementals are often summoned for use in great battles over vast stretches of open terrain.
{12354} Air Elemental
{12355} Even swifter and more agile than their lesser kin, these Air Elementals are among the oldest of their kind.
{12356} Elder Air Elemental
{12357} Greater Air Elemental
{12358} Huge Air Elemental
{12359} The spectral remains of people driven to madness and suicide, Allips crave only revenge against those who pushed them over the brink.
{12360} Allip
{12361} Intelligent, shapeshifting spiders with sorcerous powers, Aranea avoid physical combat, prefering to rely on their webs and spells instead.
{12362} Aranea
{12363} Azer
{12364} Natives of the Plane of Fire, these surly, flame-clad dwarves are nevertheless honorable and able warriors once provoked.
{12365} The common Badger is a small but fierce mammal. Its strong forelimbs are armed with long claws, used for both digging and self-defense.
{12366} Badger
{12367} Bandit
{12368} Bandit Archer
{12369} Bandit Rogue
{12370} Bandit Cleric
{12371} Bandit Mage
{12372} Half-Orc Bandit
{12373} Bandit Chief
{12374} Bartender
{12375} These winged, nocturnal rodents are rarely considered threatening in their own right, though traditional folklore does associate them with vampirism and the undead.
{12376} Bat
{12377} Battle Horrors are magically animated suits of empty armor. They have a greater array of magic powers than do their lesser kin, Helmed Horrors.
{12378} Battle Horror
{12379} Bred for use as spies and messengers in the Underdark, these former Intellect Devourers are virtually unkillable, though they no longer retain their psionic abilities.
{12380} Battle Devourer
{12381} A forest-dwelling omnivore, the common Black Bear is not aggressive by nature, though it can be very dangerous when protecting its cubs or food supply.
{12382} Black Bear
{12383} More aggressive and carnivorous than the smaller Black Bear, Brown Bears are commonly considered to be very bad-tempered and territorial.
{12384} Brown Bear
{12385} Dire Bears are larger, more vicious versions of their common cousins. They are often found in the company of powerful ranger or druids.
{12386} Dire Bear
{12387} Grizzly Bear
{12388} Their thick, white fur a product of their northern climate, these graceful and powerful hunters are a rarity, even in their natural habitat.
{12389} Polar Bear
{12390} Beast of Xvim
{12391} Hound of Xvim
{12392} Begger, Female
{12393} Beggar
{12394} An intelligent, predatory canine with limited teleportation abilities, Blink Dogs hunt in packs, 'blinking' randomly until they surround their prey.
{12395} Blink Dog
{12396} Though not true carnivores, these wild swine are very bad-tempered and usually charge anyone who disturbs them, ripping at them with their tusks.
{12397} Boar
{12398} Dire Boars are larger, more vicious versions of their common cousins. They are often found in the company of powerful ranger or druids.
{12399} Dire Boar
{12400} With their gray, hairless flesh and empty white gaze, Bodaks are the undead remains of those who have been destroyed by the touch of evil.
{12401} Bodak
{12402} Called such for their ability to lob balls of digestive acid over considerable distances, these giant beetles feed primarily on carrion and offal.
{12403} Bombardier Beetle
{12404} Recognizable by its distinctive red markings, the predatory Fire Beetle prefers its meals to be cooked, even a little burnt...
{12405} Fire Beetle
{12406} These creatures are serious pests that greedily devour cultivated crops. Though not carnivorous, they'll still charge any perceived threat with their oversized, horn-like mandibles.
{12407} Stag Beetle
{12408} As their name suggests, Stink Beetles defend themselves by emitting a noxious gas intended to render their assailants unconscious.
{12409} Stink Beetle
{12410} This muscular, savage humanoid stands 7 feet tall. Coarse hair covers most of its body. Its mouth is full of long, sharp fangs, and its nose is much like that of a bear.
{12411} Bugbear
{12412} Bugbear Hero
{12413} Bugbear Shaman
{12414} Leopard
{12415} This flightless, domesticated bird is prized both for its tender meat and for the eggs it lays on an almost daily basis.
{12416} Chicken
{12417} These hound-headed angels are the resolute foot soldiers of the celestial army. They are often sent to defend the innocent and protect the weak.
{12418} Hound Archon
{12419} Hound Archon, Female
{12420} Often mistaken for more malevolent Will-o-Wisps, Lantern Archons are actually celestial beings. They are very friendly and usually eager to give what assistance they can.
{12421} Lantern Archon
{12422} Commoner, Female
{12423} Commoner, Male
{12424} Convict
{12425} A large and powerful wild cat, the Cougar makes it home in mountainous regions. It's often identified by its tawny, unmarked coat.
{12426} Cougar
{12427} Raised for both its hearty meat and nourishing milk, these large herbivores are a staple resident of rural barnyards.
{12428} Cow
{12429} The fabled 'Hunter-of-Men' is a sure-footed predator of the North. More than just a simple bobcat, however, it wields some magical properties as well.
{12430} These bear-headed heavenly creatures are fiercely independent, acting as self-appointed bounty hunters with the sole aim of bringing in the unrighteous for judgment.
{12431} Celestial Avenger
{12432} This magic ammunition has a bonus to damage, but it doesn't bear the hallmarks of any specific maker.
{12433} Cult Member
{12434} Curst
{12435} Curst Warrior
{12436} Curst Rogue
{12437} Curst Ranger
{12438} Curst Monk
{12439} Typically docile in nature, these wild, skittish herbivores gather in small groupings that scatter quickly when threatened.
{12440} Deer
{12441} White Stag
{12442} With their flaming wings and skull-like countenance, these demons are among the greatest and most feared of their kind.
{12443} Balor
{12444} Bred by Mind-Flayers in the deepest Underdark, these 'four-legged brains' stalk intelligent prey, co-opting their bodies after devouring their brain.
{12445} Intellect Devourer
{12446} Dire Badgers are larger, more vicious versions of their common cousins. They are often found in the company of powerful ranger or druids.
{12447} Dire Badger
{12448} Dire Tiger
{12449} Dire Wolves are larger, more vicious versions of their common cousins. They are often found in the company of powerful rangers or druids.
{12450} Cowardly but cunning, these small, demonic humanoids are often bound to the will of sorcerers and wizards and made to do their bidding.
{12451} Quasit
{12452} With perfect builds and flawless skin, Succubi are the most comely of demons. They live to tempt mortal men into crimes of passion.
{12453} Succubus
{12454} Bony, vulture-like creatures, Vrocks are the foot soldiers of the Abyss. Notoriously vain, they prance about in battle, admiring their sharp claws and beaks.
{12455} Vrock
{12456} Easily domesticated and trained, the common Dog has been a popular guard, hunting servant, and traveling companion for ages.
{12457} Dog
{12458} The cursed, undead corruptions of once-upright paladins who fell from grace, Doom Knights are the scourge of all lands over which they hold dominion.
{12459} Doom Knight
{12460} Black Dragons are evil-tempered, cunning, and malevolent. Especially fond of coins, they often question their humanoid prey about stockpiles of gold before killing them.
{12461} Adult Black Dragon
{12462} Old Black Dragon
{12463} Ancient Black Dragon
{12464} Blue Dragons are vain and territorial. They prefer to hunt on cloudless days, when their blue scales allow them to blend with the open skies.
{12465} Adult Blue Dragon
{12466} Old Blue Dragon
{12467} Ancient Blue Dragon
{12468} Brass Dragons are talkative gossipmongers. They may have useful information, but usually share it only after long rambling and hinting for a gift.
{12469} Adult Brass Dragon
{12470} Old Brass Dragon
{12471} Ancient Brass Dragon
{12472} Bronze Dragons are inquisitive and enjoy polymorphing into animals to better observe adventurers. Fascinated by warfare, they'll eagerly join a just cause... for good pay.
{12473} Adult Bronze Dragon
{12474} Old Bronze Dragon
{12475} Ancient Bronze Dragon
{12476} Copper Dragons are incorrigible pranksters, joke tellers, and riddlers. Most are good-natured but also have a covetous, miserly streak.
{12477} Adult Copper Dragon
{12478} Old Copper Dragon
{12479} Ancient Copper Dragon
{12480} Gold Dragons are graceful, sinuous, and wise. They hate injustice and foul play, often embarking on self-appointed quests to promote good.
{12481} Adult Gold Dragon
{12482} Old Gold Dragon
{12483} Ancient Gold Dragon
{12484} Green Dragons are belligerent and prone to attacking without provocation. They make their lairs in old growth forests where they fly beneath the canopy.
{12485} Adult Green Dragon
{12486} Old Green Dragon
{12487} Ancient Green Dragon
{12488} Red Dragons are the most covetous of all Dragons. Exceptionally vain, they are forever seeking ways of making other creatures pay them tribute.
{12489} Adult Red Dragon
{12490} Old Red Dragon
{12491} Ancient Red Dragon
{12492} Silver Dragons are regal and statuesque. They cheerfully assist good creatures in genuine need, often taking human or elven form to maintain their anonymity.
{12493} Adult Silver Dragon
{12494} Old Silver Dragon
{12495} Ancient Silver Dragon
{12496} Among the smallest and least intelligent of Dragonkind, most White Dragons are simply animalistic predators with a predilection for gems and frozen meat.
{12497} Adult White Dragon
{12498} Old White Dragon
{12499} Ancient White Dragon
{12500} Drow Priestess
{12501} Drow Militia
{12502} Drow Mage
{12503} Drow Assassin
{12504} Dryads are exquisitely beautiful tree sprites found deep in secluded woodlands. They sometimes aid adventurers and can prove a source of useful information.
{12505} Dryad
{12506} Duergar
{12507} Duergar Cleric
{12508} Duergar Warrior
{12509} Duergar Mage
{12510} Duergar Rogue
{12511} Dwarf Mercenary
{12512} Earth Elementals are immensely strong and tough, capable of pounding almost anything into rubble. They are often summoned by armies laying siege to great cities.
{12513} Earth Elemental
{12514} Even stronger and tougher than their lesser kin, these Earth Elementals are among the oldest of their kind.
{12515} Elder Earth Elemental
{12516} Greater Earth Elemental
{12517} Huge Earth Elemental
{12518} Elf Mage
{12519} Elf Mercenary
{12520} Elf Ranger
{12521} Although not very intelligent, Ettercaps are cunning predators. Like the monstrous spiders that they keep as pets, they are skilled hunters and trappers.
{12522} Ettercap
{12523} Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. Their two heads make them exceptionally sharp-eyed and alert.
{12524} Ettin
{12525} Girl
{12526} Fenhounds serve as avenging spirits and guardians of the darkest moors and bogs. They draw their power from the mists of the places they protect.
{12527} Fenhound
{12528} Fire Elementals are fast and agile. The merest touch from their fiery bodies is sufficient to set many materials aflame.
{12529} Fire Elemental
{12530} Even faster and more agile than their lesser kin, these Fire Elementals are among the oldest of their kind.
{12531} Elder Fire Elemental
{12532} Greater Fire Elemental
{12533} Huge Fire Elemental
{12534} These winged, nocturnal rodents are quick, stealthy and very good at finding that that is hidden. They also seem to paralyse some with fear.
{12535} Bat Familiar
{12536} The fabled 'Hunter-of-Men', the Crag Cat is a sure-footed, intelligent, and tough predator. It is excellent at finding those that would hurt its master.
{12537} Panther Familiar
{12538} Pulled from the Elemental Planes, Mephits are cunning and swift opponents. These small creatures can be quite hard to kill and also quite deadly.
{12539} Fire Mephit Familiar
{12540} Hell Hounds are aggressive, fire-breathing canines brought to the Prime Material plane from the depths of the Abyss. Always a danger to be around, but they are loyal to their masters.
{12541} Hell Hound Familiar
{12542} Ice Mephit Familiar
{12543} Small but insidious devils often bound to the service of sorcerers and wizards, Imps have a gleeful attraction to pranks, riddles, and bawdy jokes.
{12544} Imp Familiar
{12545} These good-natured fey resemble tiny elves with long, gossamer wings. Being so small and highly intelligent, they often make very good scouts or thieves.
{12546} Pixie Familiar
{12547} Ravens are not considered the most beautiful of birds, but they can be taught to be useful. Although, they do not need to be taught how to tease, that is bred in their blood.
{12548} Raven Familiar
{12549} Gargoyles are vicious predators that enjoy torturing weaker creatures. Their ability to perch indefinitely without moving causes adventurers to frequently mistake them for statues.
{12550} Gargoyle
{12551} More deadly and cunning than their lesser kin, the Ghoul, these undead carrion eaters have the added ability to paralyze their victims.
{12552} Ghast
{12553} These undead carrion eaters haunt the graveyards and battlefields that bore them, still bearing the rotting flesh they once wore in life.
{12554} Ghoul
{12555} Corrupt officials are often said to become Ghoul Lords in their unlife. Cunning and intelligent, they often maintain a retinue of undead servants.
{12556} Ghoul Lord
{12557} Brutal and ruthless, Fire Giants resemble huge, dark-skinned dwarves. Well-organized and militaristic, they are typically encountered as well-armed phalanxes or twinned patrols.
{12558} Fire Giant
{12559} Frost giants are justifiably feared as brutal and wantonly destructive raiders. They have the appearance of oversized, muscular humans with snow-white or ivory skin.
{12560} Frost Giant
{12561} Hunters and raiders with a selfish streak, Hill Giants seldom wash or repair their garments, preferring to add hides when their old ones wear out.
{12562} Hill Giant
{12563} These brutish cave dwellers live communally and some have a basic grasp of magic. Intensely protective of their kin, they are generally reluctant to trust outsiders.
{12564} Mountain Giant
{12565} While Goblins are often considered little more than a nuisance, an unchecked population can often balloon into a serious threat to normally civilized areas.
{12566} Goblin Elite
{12567} Goblin
{12568} Goblin Shaman
{12569} Created by demented wizards, Bone Golems are generally used to guard prized possessions. Their bodies are pieced together from various creatures, both humanoid and monster.
{12570} Bone Golem
{12571} Unable to speak or make any vocal noise, these kilned and crafted horrors walk and move with a slow, clumsy gait.
{12572} Clay Golem
{12573} While not true undead, these ghoulish constructs are crafted from collections of stolen human body parts, stitched together into single composite form.
{12574} Flesh Golem
{12575} Forged from solid iron, the crafting of these mighty juggernauts often requires the expertise and master craftwork of either dwarven blacksmiths or gnome artificers.
{12576} Iron Golem
{12577} Carved and etched with arcane symbols, Stone Golems are formidable opponents. Not only are they physically powerful, they are also very difficult to harm.
{12578} Stone Golem
{12579} Gray Render
{12580} These good-natured fey resemble tiny elves with long, gossamer wings. They despise evil creatures, and will attack them relentlessly if the opportunity arises.
{12581} Grig
{12582} House Guard
{12583} Gypsy, Female
{12584} Gypsy, Male
{12585} Gypsy Warrior
{12586} Gypsy Rogue
{12587} Gypsy Mage
{12588} Gypsy Healer
{12589} Gypsy Chief
{12590} Half-Celestial
{12591} Half-Celestial Warrior
{12592} Half-Dragon Sorcerer
{12593} Half-Dragon, Red
{12594} Half-Dragon Cleric
{12595} Half-Dragon, Silver
{12596} Half-Fiend
{12597} Half-Fiend Warrior
{12598} Halfling
{12599} Halfling Mercenary
{12600} Hell Hounds are aggressive, fire-breathing canines brought to the Prime Material plane from the depths of the Abyss to serve their evil masters.
{12601} Helmed Horrors are suits of empty armor imbued with magical life and purpose. They make tireless and extremely effective guardians, soldiers, and bounty hunters.
{12602} Helmed Horror
{12603} Boddyknock
{12604} Glinckle
{12605} Daelan
{12606} Red Tiger
{12607} Daelan
{12608} Tomi
{12609} Undergallows
{12610} Grimgnaw
{12611} Linu
{12612} La'neral
{12613} Sharwyn
{12614} Prostitute
{12615} Covered in a hard, chitinous exoskeleton, their forelimbs hooked and bladed, these vicious subterranean predators can be fearsome to behold.
{12616} Hook Horror
{12617} Human Mercenary
{12618} Bloodsailor
{12619} Innkeeper
{12620} Creatures native to the Plane of Air, Invisible Stalkers are often summoned to the Prime Material to act as spies, assassins, and bounty hunters.
{12621} Invisible Stalker
{12622} With similar markings to the Leopard, the Jaguar is a common predator in densely forested regions where its natural camouflage allow for the greatest stealth.
{12623} Jaguar
{12624} Though it hunts in packs, the fearsome Krenshar behaves much like other great cats. It's skeletal face, however, can be extremely frightening to the unwary.
{12625} Krenshar
{12626} Kurth's Soldier
{12627} Lich
{12628} Driven by ambition, some powerful spellcasters attempt to cheat death itself. Those who succeed become Liches. Those who fail are cast into the Abyss.
{12629} Lich
{12630} Baelnorn
{12631} Known as the King of the Great Cats, the Lion is large, fierce, and regal. A confident hunter, it attacks swiftly and with crushing force.
{12632} Lion
{12633} Luskan Guard
{12634} Boy
{12635} Chaotic and destructive, Mephits come in many shapes and have a wide range of abilities. Most are drawn from the various Elemental and Quasi-Elemental Planes.
{12636} Air Mephit
{12637} Dust Mephit
{12638} Earth Mephit
{12639} Magma Mephit
{12640} Ooze Mephit
{12641} Salt Mephit
{12642} Steam Mephit
{12643} Water Mephit
{12644} Strong, fiercely territorial creatures, Minotaurs often lair in vast underground labyrinths where their keen memory gives them an advantage over their lost and confused prey.
{12645} Minotaur Berserker
{12646} Forged from wizard's steel and imbued with raging spirits, Minogons are dangerous foes indeed. Their savage cries have left many of their victims stunned.
{12647} Minogon
{12648} Minotaur
{12649} Minotaur Shaman
{12650} The animated corpses of unrepentant villains, Mohrgs are tortured by an all-consuming hatred of living things -- they long only to live again themselves.
{12651} Mohrg
{12652} Their time-shriveled features hidden beneath centuries-old funereal wrappings, these former kings and high priests, now undead, continue to stand guard over their places of rest.
{12653} Their time-shriveled features hidden beneath centuries-old funereal wrappings, these once-heroic warriors and generals now wield their weapons against all who disturb their rest.
{12654} Warrior Mummy
{12655} Ritually preserved and animated corpses that maintain their timeless vigil over tombs and temple complexes, Mummies are an effective deterrent to would-be grave-robbers.
{12656} Mummy
{12657} Neverwintan Militia
{12658} Nixie
{12659} Noblewoman
{12660} Nobleman
{12661} Nymphs are nature's embodiment of physical beauty: They are so unbearably lovely that even a glimpse can blind or kill unwary onlookers.
{12662} Nymph
{12663} Ogres are ugly, greedy creatures who live by raiding and scavenging. They associate freely with Giants and Trolls, banding together to prey on the weak.
{12664} Ogre
{12665} Ogre Berserker
{12666} Ogre Mage
{12667} Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit.
{12668} Lizardfolk Chieftain
{12669} Lizardfolk Shaman
{12670} Old Man
{12671} Lizardfolk Warrior
{12672} Old Woman
{12673} Orcs are aggressive humanoids that raid, pillage, and battle other creatures. They have a hatred of elves and dwarves that goes back many generations.
{12674} Orc
{12675} Orc Champion
{12676} Orc Shaman
{12677} These heavy draft animals are prized possessions that not all farmers can afford. Oxen are well suited to pulling plows and milling grain.
{12678} Ox
{12679} Plague Victim, Female
{12680} Plague Victim
{12681} Humanoid tigers garbed in the clothes of nobility, Rakshasa use their considerable powers to maintain their decadent lifestyles at others' expense.
{12682} Rakshasa
{12683} Dock
{12684} Falcons are majestic birds, often trained by adventurers to be loyal companions. Their superior eyesight and speed are their greatest assets.
{12685} Falcon
{12686} With their cold eyes and glossy black feathers, these airborne scavengers are often considered ill omens or harbingers of death.
{12687} Revenant
{12688} Shadows are creatures of living darkness, hating life and light with equal fervor. Their touch leaves the chill of nonexistence, making them very dangerous opponents.
{12689} Shadow
{12690} Dark and dangerous creatures from the dreaded lower planes, Shadow Fiends never hunger or thirst, attacking only to satisfy their desire to do evil.
{12691} Shadow Fiend
{12692} Created by spellcasters and controlled by means of a special amulet, Shield Guardians are predominantly defensive in combat, protecting their masters with unswerving loyalty.
{12693} Shield Guardian
{12694} Large, black hounds that prowl the night, these extra-planar creatures seek out any prey they can find. While not intelligent, they are cunning.
{12695} Shadow Mastiff
{12696} Shop Keeper
{12697} The bones of the dead, animated by dark magic, Skeletons have no mind of their own. They are but an extension of their master's will.
{12698} Skeleton Chieftain
{12699} Returned to vigor by evil sorcerers, these undead Intellect Devourers are more resilient and have greater mental acuity than their still-living brethren.
{12700} Skeletal Devourer
{12701} Skeleton
{12702} Skeleton Mage
{12703} Skeleton Priest
{12704} Skeleton Warrior
{12705} Creatures of chaos, Blue Slaadi are bullies that value only strength and power. They are fearsome in battle and are more agile than they appear.
{12706} Blue Slaad
{12707} Creatures of chaos, Death Slaadi are the rulers of their frog-like kind. Aside from their considerable magical powers, they are also gifted fighters.
{12708} Death Slaad
{12709} Creatures of chaos, Gray Slaadi are the wizards of their frog-like kind. They enjoy crafting items of dire magic to further their own power.
{12710} Gray Slaad
{12711} Creatures of chaos, Green Slaadi are self-centered, arrogant louts. They lust after magical power and are often in pursuit of great artifacts.
{12712} Green Slaad
{12713} Creatures of chaos, Red Slaadi are the weakest of their kind. Most seek escape from the cruel treatment offered by their more powerful kin.
{12714} Red Slaad
{12715} Spectres are incorporeal undead often mistaken for Ghosts. They haunt the places where they died, retaining their sentience but now hating all living things.
{12716} Spectre
{12717} Though not true Dire creatures, these Spiders are nevertheless fearsome to behold and appear to act with more cunning than their more common cousins.
{12718} Dire Spider
{12719} Aggressive, nightmarish predators, Giant Spiders first trap their prey within their webs, then subdue them with poisonous venom.
{12720} Giant Spider
{12721} Aggressive predators that can 'phase' back and forth between the Material and Ethereal Planes, the attacks of these magical creatures can be very disconcerting.
{12722} Phase Spider
{12723} With their chitinous, seemingly metallic shell, blade spiders are hard to kill. More dangerous, however, are the sharpened, blade-like appendages that give them their name.
{12724} Blade Spider
{12725} Permeated with the stench of decay, these undead vermin are among the most dangerous of the arachnids. Steer well clear of their chill touch.
{12726} Wraith Spider
{12727} Stirge
{12728} Summoned Greater Air Elemental
{12729} Summoned Greater Earth Elemental
{12730} Summoned Greater Fire Elemental
{12731} Summoned Greater Water Elemental
{12732} Summoned Elder Air Elemental
{12733} Summoned Huge Air Elemental
{12734} Summoned Dire Badger
{12735} Summoned Balor
{12736} Summoned Dire Bear
{12737} Summoned Dire Boar
{12738} Summoned Hound Archon
{12739} Summoned Lantern Archon
{12740} Summoned Celestial Avenger
{12741} Summoned Dire Tiger
{12742} Summoned Quasit
{12743} Summoned Doom Knight
{12744} Summoned Elder Earth Elemental
{12745} Summoned Huge Earth Elemental
{12746} Summoned Elder Fire Elemental
{12747} Summoned Huge Fire Elemental
{12748} Summoned Gargoyle
{12749} Summoned Ghast
{12750} Summoned Ghoul
{12751} Summoned Helmed Horror
{12752} Summoned Imp
{12753} Summoned Lich
{12754} Summoned Steam Mephit
{12755} Summoned Minogon
{12756} Summoned Greater Mummy
{12757} Summoned Warrior Mummy
{12758} Summoned Shadow Lord
{12759} Summoned Shadow Mastiff
{12760} Summoned Shadow
{12761} Summoned Shadow Fiend
{12762} Summoned Skeleton Chieftain
{12763} Summoned Skeleton
{12764} Summoned Skeleton Warrior
{12765} Summoned Death Slaad
{12766} Summoned Green Slaad
{12767} Summoned Red Slaad
{12768} Summoned Spectre
{12769} Summoned Dire Spider
{12770} Summoned Blade Spider
{12771} Summoned Succubus
{12772} Vampire
{12773} Summoned Vampire
{12774} Summoned Vrock
{12775} Even more ferocious and powerful than their lesser kin, these Water Elementals are among the oldest of their kind.
{12776} Summoned Elder Water Elemental
{12777} Summoned Huge Water Elemental
{12778} Summoned Wight
{12779} Summoned Dire Wolf
{12780} Summoned Wraith
{12781} Summoned Zombie
{12782} Summoned Tyrantfog Zombie
{12783} Cave
{12784} Tiefling
{12785} Trolls are horrid carnivores, devouring everything from grubs to humanoids. Most creatures avoid these beasts, as they know no fear and attack unceasingly when hungry.
{12786} Troll
{12787} Troll Berserker
{12788} Troll Shaman
{12789} Subterranean monsters that look like a cross between a great ape and a beetle, Umber Hulks leave behind a wake of destruction wherever they go.
{12790} Umber Hulk
{12791} Uthgard Elk Tribesmen
{12792} Uthgard Tiger Tribesmen
{12793} Forever anchored to their coffins and the unholy earth of their graves, these nocturnal predators scheme constantly to fill the world with their foul progeny.
{12794} Vampire Warrior
{12795} Vampire Rogue
{12796} Vampire Mage
{12797} Vampire Priest
{12798} Gaseous Form
{12799} Waitress
{12800} Elder Water Elemental
{12801} Ferocious and powerful as a stormy sea, Water Elementals are incapable of venturing far from the body of water that gave them birth.
{12802} Water Elemental
{12803} Greater Water Elemental
{12804} Huge Water Elemental
{12805} In their hybrid form, Werecats are selfish and manipulative. They have been known to toy with and enslave their prey, often driving them to madness.
{12806} Werecat
{12807} In their hybrid form, Wererats are secretive and untrustworthy. They make excellent thieves and spies, however -- if you're willing to risk being double-crossed.
{12808} Wererat
{12809} The most common of the lycanthropes, Werewolves are also the most complex, socially. While some lead solitary existences, others form complicated ritual-bound societies.
{12810} Werewolf
{12811} These dark undead seek to destroy all life, filling graveyards with their victims and populating the world with their horrid progeny.
{12812} Wight
{12813} Evil creatures that feed on the powerful emotions associated with panic, horror, and death, Will-O'-Wisps delight in luring travelers into deadly peril.
{12814} Will-O'-Wisp
{12815} An icon of rugged individualism, yet renowned for its ability to hunt in packs, the noble Wolf is an animal of both mystique and power.
{12816} Wolf
{12817} Dangerous predators of the northern reaches, winter wolves pursue their prey relentlessly. Their breath is said to be cold enough to shatter stones.
{12818} Winter Wolf
{12819} Worgs are powerful wolves with an evil disposition and an uncanny intelligence. They are sometimes found with goblins, whom they serve as mounts and guardians.
{12820} Worg
{12821} Wraiths are incorporeal creatures born of evil and darkness. They despise all living things, as well as the light that nurtures them.
{12822} Wraith
{12823} Yuan-ti
{12824} Yuan-Ti Sorcerer
{12825} Yuan-Ti Priest
{12826} Corpses reanimated through necromancy, Zombies are mindless undead that shamble about, trying to satiate the dull ache of hunger in their decaying gut.
{12827} Zombie
{12828} The remains of priests and worshipers of evil deities, the rotting corpses of these Zombies exude a sickening green fog.
{12829} Tyrantfog Zombie
{12830} Zombie Warrior
{12831} D. Bellafonto
{12832} Cincinnati
{12833} Ungrak
{12834} Blotwurst
{12835} Leather Armor
{12836} Studded Leather Armor
{12837} Scale Mail
{12838} Splint Mail
{12839} Half Plate
{12840} Hide Armor
{12841} Padded Armor
{12842} Breastplate
{12843} Banded Mail
{12844} Chain Shirt
{12845} Many-Starred Cloak
{12846} These masterfully crafted cloaks, stitched on both sides with glittering stars, are the guild emblem of the sorcerers and wizards of Neverwinter's fabled Cloaktower. Loyal to Lord Nasher, the Cloakwizards are vital to the city's defense and carry themselves with the appropriately cautious air that such a duty entails.
{12847} Pot Helmet
{12848} Spike Helmet
{12849} Winged Helmet
{12850} Horse Hair Helmet
{12851} Stag Helmet
{12852} Watchman's Helm
{12853} It is unclear if these magic headpieces were created by clerics of Helm, god of guardians, or if they acquired their name by a more convenient circumstance. Whatever the case, they are highly prized by guards and sentries. All cast a visible glow of one sort or another, and many magically hone the wearer's senses. Needless to say, rogues have also taken to wearing them, proving the old proverb that 'what's good for the goose is good for the gander.'
{12854} Thieves' Hood
{12855} Bards and rogues alike are known to reminisce on "the glory days," and the stories of an ancient guild so magnificent it outfitted even its lowliest members with the most incredibly wondrous wares. Though there is little contained in historical documents to verify such a golden age, the occasional discovery of one of these Thieves' Hoods is enough to keep the tale in circulation.
{12856} Shukenja Helm
{12857} The Shukenja are a monastic order known for their subtlety and magic power. Though rank-and-file brothers fight with a staff and wear no armor, elite members of the order are known to wear Shukenja Helms into battle to augment their sorcerous abilities. Over the years these monks have spread through the Realms, and today many of their helms can be found in the hands of the order's allies and enemies.
{12858} Thayvian Circlet
{12859} Thayvian Circlets were created by the Red Wizards of Thay to help them fend off their aggressive competitors, such as the Luskan Brotherhood and the Zhentarim. Though designed to augment the spellcasting abilities of the Thayvian wizards, they actually did much more, improving hardiness, reflexes, and will power.
{12860} Golden Circlet
{12861} Creatures that attack the mind are the stuff of nightmares, so it is not surprising that items protecting against them might acquire some of their disrepute. Golden Circlets, for example, have been linked to a claim that when the drow first retreated underground they fed on intellect devourers, and that eating such a creature without wearing a circlet produced a mind flayer. This is all, of course, nothing more than superstitious tavern talk.
{12862} Large Shield +1
{12863} This magic shield grants additional protection to its wearer, but it doesn't bear the hallmarks of any specific maker.
{12864} Shield of the Holy
{12865} These shields are first mentioned in ancient liturgies of Lathander, in which the Morninglord's champions bear radiant shields against an infestation of undead. The shields made their first appearance in modern times in dramatic fashion, appearing miraculously at the altars of several of the deity's temples in the Year of Smoldering Spells, 1020 DR. Since that time a number have been lost in battle, and not a few were stolen by foul creatures to prevent their use.
{12866} Shield of the Sun
{12867} Forged by clerics of the Mulhorandi sun god Horus-Re, these shields are constantly aglow with the golden fires of the sun. Depending on the skill and intent of the crafter, some Shields of the Sun carry more potent powers as well.
{12868} Mirror Shield
{12869} Often confused with the better-known Shield of Mirrors, which has been known to aid in the defeat of medusas and basilisks, Mirror Shields are most often seen on the arms of mage hunters. Mirror Shields are so named because they can reflect harmful spells cast against their wielder.
{12870} Dragon Shield
{12871} Evil dragons are fearful opponents, but luckily for the good races of the world every dragon carries the seeds of its own destruction. When a single dragon falls, its scales are turned into shields and armor sovereign against its own attacks. A gifted artificer can even combine scales from different dragon types to produce items that resist many forms of elemental attack. The famed Dragon Shields are of this sort, and are among the best equipment an ambitious dragonslayer can carry.
{12872} Uthgardt Holy Shield
{12873} The Uthgardt value strength above all, and these shields provide strength to spare. They also disdain fancy talk and fine words, and the shields do their best to make the wearer as barbaric as the wild men of the north.
{12874} Large Shield +2
{12875} Large Shield +3
{12876} Small Shield +1
{12877} Protector
{12878} This small shield proudly bears the mark of Luiren, homeland of the strongheart halflings. While few people think of halflings as possessing any real military tradition, the Luiren folk maintain well-organized militias led by the local clergy and supported with powerful divine magic. This shield likely belonged to an ordinary Luiren soldier who fell in defense of his homeland.
{12879} Hearth Shield
{12880} These famous shields, crafted by the dwarves of the Western Heartlands, are so called because they make even the fiercest blast of heat seem as comfortable and tolerable as a cozy hearth.
{12881} Dwarven Mirth
{12882} Among the dwarven people, the father of all bards was the Master Talesmith Simeron Steelhammer. Well-versed in his people's history and lore, he traveled extensively, spreading tales of their culture and achievements. Near the end of his long life, he returned one last time to his home in the Great Rift. From every lintel hung a version of this shield, commissioned by his clansmen to commemorate his homecoming.
{12883} Shield of the Wisp Hunter
{12884} Soggy Nurkel, legendary hero of the gnomes, is said to have lost himself while chasing swampland toads as a child. As the night fog settled in, will-o'-wisps lured him this way and that through the dark swamp. Outsmarting them, however, he wove a magic shield from the marsh reeds, crushing them with it as he sneaked up on them through the mists. Replicas are made every ten-year as part of the festivities celebrating his life.
{12885} Mithral Shield
{12886} This small shield is crafted from strips of mithral pounded so thin they are nearly transparent. Despite its light construction, it provides substantial protection to the wearer and renders him immune to spells that limit his movement.
{12887} Small Shield +2
{12888} Small Shield +3
{12889} Tower Shield +1
{12890} Imaskari Shield
{12891} Often mistaken for relics of the ancient Imaskari civilization, these massive shields were actually used against them by their enemies. While large and unwieldy, they offered substantial protection against the spells of the mighty wizards of Imaskar. Those still in use today continue to be a thorn in the side of spellcasters throughout Faerûn.
{12892} Shield of the Dragonslayer
{12893} Like many items designed to defeat dragons, these shields can be traced to the year of the Dracorage (1018 DR). They were built with immensely strong materials and techniques, and rumors put a castle engineer in charge of their construction. There may be some truth in this rumor, since the shields resemble reinforced castle gates more than ordinary armor plates.
{12894} Goblin Shield of Nulbish
{12895} Nulbish, a half-orc ranger, became a champion of the northern orc clans during their fateful Goblin Wars. Despite his half-human heritage, they appreciated his ferocity in battle and the rousing speeches he gave from atop his piled victims. When Nulbish was killed by a member of his father's own clan, the orcs squabbled for months over who should bear his shield. Numerous forgeries were crafted during this time and the fragile orc alliance eventually splintered.
{12896} Hastsezini's Shield
{12897} A legendary mercenary of Riativin, Hastsezini urged the city's five competing wizards to pool their valuables in a single storehouse where he could stand guard over them all. Such was the respect and fear he commanded that all agreed and not a single theft was ever attempted on his watch. Hastsezini showed no interest in the riches he guarded, perhaps because each of the five wizards was content to pay him a full wage.
{12898} Darksteel Tower Shield
{12899} For a brief period in its history, Darksteel Tower was ruled by a vicious coven of surface-roaming drow. From shadowed alcoves, high priestesses stood guard over the tower by night and day, wrapping their sensitive skin in swaths of black cotton. When Harpers finally destroyed the nest, these huge and ominous shields were all that survived of Darksteel Tower. Neither the blades nor magic of the Harpers could dent them.
{12900} Tower Shield +2
{12901} Tower Shield +3
{12902} Woodsman Outfit
{12903} Performer's Outfit
{12904} Noble Outfit
{12905} Rogue's Tunic
{12906} Wizard's Robe
{12907} Veteran's Outfit
{12908} Priest's Robe
{12909} Sorcerer's Robe
{12910} Urchin Rags
{12911} Paladin's Tunic
{12912} Gladiator's Outfit
{12913} Conjurer's Robe
{12914} Squire's Tunic
{12915} Jester's Outfit
{12916} Barbarian's Outfit
{12917} Monk's Outfit
{12918} Assassin's Garb
{12919} Noble Guardsman Tunic
{12920} Soldier's Tunic
{12921} Illusionist's Robe
{12922} Bard's Tunic
{12923} Commoner's Outfit
{12924} Vagabond Rags
{12925} Commoner's Tunic
{12926} Warrior's Tunic
{12927} Necromancer's Robe
{12928} Adept's Tunic
{12929} Noble's Tunic
{12930} Bloodsailor Uniform
{12931} Beast of Xvim Properties
{12932} Half-Celestial Properties
{12933} Curst Properties
{12934} Half-Fiend Properties
{12935} Silver Half-Dragon Properties
{12936} Red Half-Dragon Properties
{12937} Lich Properties
{12938} Mummy Properties
{12939} Revenant Properties
{12940} Vampire Properties
{12941} Half-Dragon/Half-Fiend Bite
{12942} Half-Dragon/Half-Fiend Claw
{12943} Lich Claw
{12944} Vampire Bite
{12945} Leaven Bread Recipe
{12946} Lantanese Ring +1
{12947} Prism Blossom Seed
{12948} Lantanese Ring +3
{12949} Dragon Scale
{12950} Prophyro's Ring +4
{12951} Boddyknock's Gem
{12952} Brooch
{12953} This is a simple brooch of iron. The designs hint that it may have been fashioned among the Uthgardt barbarian tribes of the North.
{12954} Amulet of the Red Tiger Tribe +1
{12955} This simple amulet bears the symbol of a red tiger on its face and an Uthgardt tribal rune on the back.
{12956} This fearsome weapon is remarkable only because of the distinctive notch missing from its blade.
{12957} Great Axe
{12958} Amulet of the Red Tiger Tribe +3
{12959} This simple amulet bears the symbol of a red tiger on its face and an Uthgardt tribal rune on the back.
{12960} This ceremonial spear radiates a powerful dweomer of magic. It is adorned with beads and feathers in the style of the Uthgardt people, and the shaft is covered with colorfully ornate and decorative runes.
{12961} Uthgardt Ceremonial Spear
{12962} Amulet of the Uthgardt +4
{12963} The intertwined images of a lion, tiger, eagle and elk are emblazoned on the front of this amulet. On the reverse side are the unique tribal runes of the four largest Uthgardt tribes: the Black Lion, the Red Tiger, the Elk and the Golden Eagle.
{12964} Daelan's Feather
{12965} This feather token was given to you by the Uthgardt warrior Daelen Red Tiger to signify his allegiance to you and your cause.
{12966} Official Document
{12967} This document seems to be official; the wax stamped with what appears to be the official seal of Lord Nasher and the delicately-written script spelling out a friendly endorsement for one 'Hayden, Lord Freidling'. It appears to prove that Mr. Freidling worked as a coachman in Murann for the entire duration of the previous year... and so couldn't possibly have been present in the city of Calimport for an unmentioned crime. Several words are poorly spelled and the ink smudged badly in numerous spots... making the quality of this obvious forgery rather questionable.
{12968} NW_HEN_GAL1RW
{12969} The Star of Calimshan
{12970} This small, oddly-shaped ruby appears to sparkle from within. Even for its size, it no doubt has considerable value.
{12971} NW_HEN_GAL2RW
{12972} The Ashes of Running Wolf
{12973} This bronze urn is filled with ashes... obviously human remains... and decorated with Uthgardt runes that mark the deceased as a legendary warrior of his tribe. The urn itself is crudely made and has little intrinsic value.
{12974} NW_HEN_GAL3RW
{12975} NW_HEN_GALPERS
{12976} Silver Ring
{12977} Amulet of the Long Death +1
{12978} Corpse Hand
{12979} Amulet of the Long Death +3
{12980} Dagger
{12981} Amulet of the Silent Lord +4
{12982} Grimgnaw's Gem
{12983} Silver Chalice of Moonbow
{12984} This is a simple, yet elegant chalice. Supposedly the elven goddess Sehanine Moonbow gave this chalice to an elven cleric who had uncovered a drow conspiracy against the moon elves many years ago.
{12985} Pendant of the Elf +1
{12986} Frustrated with non-elven adventurers who couldn't keep up with him on his underground adventures, the elven mage Liadon created a pendant that imbued the adventurer with low-light vision and increased his/her dexterity. When he finally retired, Liadon asked that the amulet be kept by elves and only given to trusted adventures who proved themselves to be true friends of the elven people.
{12987} Journal of Synth La'neral
{12988} This journal holds the personal thoughts of an elven archeologist named Synth La'neral.
{12989} Pendant of the Elf +3
{12990} Volcanis Oak Seed
{12991} This seed is a large and strangely shaped item.
{12992} Pendant of the Elf +4
{12993} Linu's Token
{12994} Celestial Elixir
{12995} Belt of the Performer +1
{12996} Lock of Nymph's Hair
{12997} Belt of the Performer +3
{12998} Tamorlyn's Song
{12999} Belt of the Performer +5
{13000} Sharwyn's Contract
{13001} History of the Creator Races
{13002} In a time when the North was always warm and the seas of the world were deeper, empires of inhuman peoples dominated the lands of Toril. In the elven tradition, these were the days when the Iquar'Tel'Quessir, or creator races, tamed the wilds, built towering cities of stone and glass on the shores of the warm seas, spanned the wilderness with winding roads, and fought wars of extermination - such was their hatred toward each other. These were the Days of Thunder.

First of these ancient creators was a saurian race that built an extensive if short-lived civilization. Its survivors eventually became the naga, lizardfolk, troglodytes, and similar creatures.

Supreme among the creator races were the dragons, powerful enough to raid large cities of the other creator races with impunity. Dragons dominated the surface world, claiming vast areas of territory and battling each other for land, mates, and status. The great drakes only suffered setbacks when lesser races mastered magic, and they remain influential today despite the advances of such rabble.

Developing in the later stages of the civilization of the saurians was a race of amphibious shapechangers that crept onto the land to build their proud cities. These creatures contributed to the downfall of the saurians, but they themselves eventually fell into barbarism under pressure from sahuagin, merfolk, and tritons. The survivors of this race are the locathah and tako in the sea, and doppelgangers on the land.

Least known of the creator races are the sylvan people that populated the forests and other wooded areas, living in harmony with nature and leaving few traces. It is believed that their civilization fragmented after a great plague created by a draconic or demonic power. Their descendants are the sprites, korred, and other small woodfolk that populate secret parts of the Forgotten Realms today.

The last of the creator races, and the one that spent the longest time in a primitive state, are the humans. Always adaptable and ingenious, when circumstances allowed for their rise to prominence, humans make advances with incredible speed and efficiency. Of the five creator races, only they truly have a civilization today. The dragons war with each other as individuals, and the other kinds have vanished from the world.

{13003} Wars of the Creator Races
{13004} In the ancient days, before the rise of the created races, great wars were fought by the creator races: the reptile creatures, the amphibians, and the avian peoples. Though most of these wars were fought against other races, many were fought between themselves as well, as they sought to gain dominance over one realm or another.

Only a few tales from this time survive. One recounts a group of reptile creatures that betrayed their own kind for the sake of control over a powerful temple. The traitors used the trust of the simple townsfolk to infiltrate the temple area, and then used raw force to breech the temple's defenses, murdering the loyal guardians before seizing control of the site. Once in control of the temple, the city's rulers were caught and slain and the attackers seized the reigns of the whole city. Their efforts were for naught; within the year, the city was burned to the ground by an army of the avian peoples.

{13005} The Doombringers
{13006} The world was not always as it is now. There was a time before time, when the land was shaped by the will of the creator races. These were not gods, but the power and magic they wielded was greater than anything seen since. For ages they ruled unchallenged, but at the time of the great cooling a new threat emerged. The new races, the lesser beasts that would become you and I, had grown in confidence and power and began asserting themselves on the land.

One of the creator races - their name is now lost to the wastes, and let it never be found or spoken again - turned its awesome power to conquest, and brought forth the great warrior machines. They were fearsome to behold, and there was no doubt to their intent; they were the Doombringers, and they would unleash devastating power upon the world. The young races should have been trampled underfoot, but fate intervened.

The masters of the Doombringers had seen their empire pushed to the edges of the Realms, past the peaks of what would become the Spine of the World. They huddled in the lonely mountains, waiting for their old glory to return. But this race had upset the greater balance with their war machines, taking away the very life force of the earth around them. They did not heed the groaning of the stone until their great halls and vaults fell around them and closed them under the earth.

Entombed, the Creators could not mind their Doombringers, now standing idle before the forces that would destroy them; the lesser races, the earliest of us but not yet us. They were as ants beneath the giants, but they slowly brought them down. It was victory, but it was only the inattention of the masters that allowed it. They would not stay buried. The threat would surely come again and all lived in fear... until the forgetting.

Song and tale have passed the legends of the earliest times, but much has been lost of how we gained our foothold among giants. All we really know is that now we are the masters, the creators of things grand and beautiful, and whatever came before is gone. There are ants beneath our feet that we think nothing of... but it is best to remember that we were once as they, and above us were beings greater than we shall ever be. Let us be mindful, and not look away, lest our own Doombringers fall.

{13007} The Sword Coast
{13008} Between Waterdeep and the Spine of the World lies a wedge-shaped piece of land along the coast of the Sea of Swords, roughly seven hundred miles north to south and almost two hundred miles across at its widest. At the western tip of the Spine of the World is Icewind Dale, the northernmost settled land in this part of Faerûn. The Long Road stretching from Waterdeep to Mirabar defines the eastern extent of the Sword Coast North.

The Sword Coast was the first part of the North to be inhabited by civilized people. Most of its area is covered in gently rolling grasslands, and herders and farmers found an easy living here. Sometimes the land touches the Sea of Swords in a pebble beach, but it more often meets the water in a series of sea caves, broken rock spits, and low cliffs marked by pillars of rock severed by the tireless waves. This terrain lends itself to smuggling, but it also forces ships that navigate close to the shore to be small and of shallow draft, and therefore they are vulnerable to the driving onshore storms that often pound the area.

Wooded hills and forbidding mountains bound the region to the east, and beyond this barrier is the expanse of the Dessarin river system.

Along the Sword Coast, the great trade towns of Leilon, Luskan, Neverwinter, Port Llast, and Waterdeep keep the area from descending into chaos. The central portion of the northern Sword Coast is underlain by several cavern systems; the Endless Caverns of the High Forest, the Underground River system of the High Moor (accessed from Dragonspear Castle far to the south), and the caverns under Mount Waterdeep that dwarves expanded into Undermountain.

{13009} The City of Neverwinter
{13010} The City of Skilled Hands is a beautiful, relaxed place. It is a walled city of over 20,000, mainly humans and half-elves.

Craftsmen love the beauty of Neverwinter, and constantly try to outdo each other in striving for ever-increasing efficiency and beauty of design.

Many Harpers dwell in Neverwinter, as do a few skilled dwarven craftspeople of note. Many good-aligned spellcasters also make Neverwinter their home, including the Many-Starred Cloak, a band of wizards who support Lord Nasher's rule with their spells and some say hold the real power in the city. The 'Cloak also produces blastglobes for the 400-strong city militia. 

Neverwintans tend to be quiet, mannered, literate, efficient, and hard-working folk. Deadlines and precision are important in all they do. They respect not only the property of others, but also whatever interests another person holds important for personal happiness. "Following one's weird" is a Neverwintan saying for odd or reckless behavior. Everyone native to this city understands the need to do such. 

All in all, Neverwinter is perhaps the most cosmopolitan city in Faerûn, escaping Waterdeep's slums and grasping competitiveness, and Silverymoon's harsher climate and heavier need for defense against orcs and other evils. Cities in Amn and Calimshan commonly claim to be more civilized, but merchants who trade there all say that Neverwinter truly is civilized, unlike some showier rivals who, as the sage Mellomir once put it, "have achieved decadence without the need for passing through civilization first."

Neverwinter is divided into several sections, called districts. They are the City Core, the Blacklake, the Docks, the Peninsula, and the Beggar's Nest. The City Core is the focal point of commerce, and houses Castle Never, the seat of government, and the Hall of Justice, a temple of Tyr. The Blacklake district is home to the nobility, while the Beggar's Nest is populated by many of Neverwinter's less wealthy citizens. The Peninsula is constructed around a prison complex, and the Docks district is home to one of the most extensive harbors of the Sword Coast.
{13011} The Neverwinter Wood
{13012} This hefty tome attempts a complete history of the Neverwinter Wood, but the crux of what is known is summed up in the following passage:

While many a tale has suggested that there are dark forces that call the wood their home, there is yet no definite answer as to what truly hides within. Many a glade has a guardian force watching over it, but never one so malevolent as is supposedly in residence there. These woods have never been logged by men, for they are feared and shunned by locals, and even orc hordes alter their course around and never through, though usually only after suffering a goodly number of stubborn casualties.

{13013} The City of Luskan
{13014} The City of Sails is a dangerous place, a port city filled with pirates and bloodthirsty thugs. It straddles the mouth of the icy river Mirar and stands as the gateway to the mineral wealth of Mirabar.

Luskan is ostensibly ruled by five high captains: Taerl, Baram, Kurth, Suljack, and Rethnor. However, it is suspected that the real power in Luskan is wielded by the Arcane brotherhood from their island tower.

The seafaring merchants of Luskan have always been fierce, proud, and warlike. Over their long history they have feuded with the inland city of Mirabar, the coastal city of Neverwinter, and the island realm of Ruathym. Even today they sponsor pirates who prey on ships and ports up and down the Sword Coast. They also trade with Amn, Calimshan, and many other towns that prefer not to be associated with them, but will meet them on the neutral ground of offshore Mintarn.

The Mirar River divides the city into two major parts. The northern section is a walled enclave, consisting almost entirely of warehouses. The southern half of the city is much older. Outlying walled caravan compounds surround this heavily fortified section of the city.

There are three bridges that connect the two halves of the city. They are the Harbor Cross, Dalath's Span, and the Upstream Span. Five major island crowd the mouth of the Mirar, and the three closest to the south bank are developed. The major areas within Luskan are the Captains' Close, the Harbor District, the Mirabar District, the Reach, and the Spans.

{13015} The Trade of Blades
{13016} Penned by Augustavus Cale, founder of the notorious Trade of Blades guild and freehouse, this book appears to be a rather lengthy self-published rant on why the city guards of Neverwinter should not be wasting time trying to moderate the activities of mercenaries. His "argument" appears to be thinly veiled extortion, implying untold mayhem if the needs of these sellswords are not accommodated.

Excerpt:
Much has been made of the threat to our lands and homes posed by men and women of the sword, those that walk the roads with no ties to lord or lady. Many have argued that allowing these creatures to maintain quarters in Neverwinter is to invite trouble. I would say that to turn them away would bring double or triple hardship down upon the surrounding settlements. If you deny the mercenary his living, what recourse will he or she have but to turn to banditry?

Would it not make sense to allow the Trade of Blades to welcome them, thus imparting a sense of kinship with the city? Does it need to be said that having them here for our hire is far better than turning them away and into the arms of our enemies? It is in the best interests of Neverwinter that not only is the mercenary tolerated, but welcomed.
{13017} The Ghost of Conyberry
{13018} This haunted grove is the chief landmark in the Conyberry area. The ghost of Neverwinter Wood is actually a banshee, known as Agatha. This name is almost certainly a corruption of the elven surname Auglathla, which means "Winterbreeze" in one of the older elven dialects. She lairs in a grove in Neverwinter Wood, northwest of Conyberry. Her haunt is at the end of a path whose entrance is marked by a strand of birch trees.

At one time Agatha's lair was guarded by a magic mirror spell. This was set up to hide her real location, and give her time to hurl spells at intruders. The heroes Drizzt Do'Urden and Wulfgar son of Beornegar shattered these defenses. The two adventurers then stole her treasure.

The banshee had amassed her treasure hoard by thieving in the night, slaying travelers, and pillaging old tombs and ruins. Since her wealth was stolen, she has taken to looting the Dessarin again, trying to rebuild her riches. She also seeks revenge for the theft, and so considers any adventurers fitting recipients of death.

Agatha's lair has new defenses now. Her spells enable her to charm the people of Conyberry into digging pitfall traps along the path to her lair. These servants have also been seen guarding her haunt. Other than this, Agatha does not bother the folk of Conyberry. Rather, she views them as allies. Agatha often uses her spells to bring them beasts for food in the worst winter weather. She also slaughters orcs and brigands who venture too near to the village. Folk in Conyberry regard Agatha almost affectionately as their guardian and friend. They often talk about her, and speculate on what she's up to.

{13019} The Dessarin River
{13020} Long ago, before there were roads anywhere north of Tethyr, the Dessarin was known as the Road to the North. The river reaches up past Waterdeep to the Evermoors, and into the eastern end of the Spine of the World.

When humankind first explored the North, they chose the surprisingly fertile Dessarin delta for their first settlements. To this date, more humans live in the long, broad valley of the Dessarin than in any other part of the Savage Frontier. The farms and ranches of the delta feed the remote mining settlements of the North, and fall prey to the orc hordes that sweep down the Dessarin every decade or so.

This great river carves the rough hills of the central North into a broad, gentle valley. It is the principal route for trade and commerce in the region, linking Waterdeep near its mouth with Yartar and Silverymoon hundreds of miles upstream.

Minstrels sometimes describe the Dessarin as a sword thrusting up into the heart of the North. In fact, the river itself was once known as the Sword. This is important knowledge to those puzzling out Netherese and other ancient writings, trying to locate important sites or priceless treasure.

{13021} The Rival Orc Tribes & their Great Battles
{13022} One portal opened by Mulhorand's rebellious wizards led to a world populated by savage orcs. These orcs used the portal to invade Faerûn, overrunning many northern settlements and slaying thousands. The manifestations of the god-kings of both Mulhorand and Unther battled the orcs, and the orcs retaliated by summoning divine avatars of their own deities. During these conflicts, known as the Orcgate Wars, the orc god Gruumsh slew the Mulhorandi sun god Re, the first known deicide in the Realms. Many of the Untheric deities were slain as well. The human deities eventually prevailed and the orcs were slain or driven northward.

The deities Set and Osiris battled to succeed Re, and Set murdered his rival. Horus absorbed the divine power of Re and became Horus-Re, defeated Set, and cast the evil god into the desert. Isis resurrected Osiris. All of the Mulhorandi pantheon but Set united in support of Horus-Re. The two old nations paused to rebuild their power and lick their wounds. During this time the empires of Raumathar and Narfell rose in the battlefield territories to the north. In Unther, their chief god Enlil abdicated in favor of his son Gilgeam and vanished, and Ishtar, the only other surviving Untheric deity, gave the power of her manifestation to Isis and vanished as well. Gilgeam began his 2,000-year decline into despotic tyranny as the ruler of Unther.

{13023} The Ruins of Illusk
{13024} The remnants of the ancient city of Illusk stand on the southern shore of the Mirar, in the lee of Closeguard Island. All that remains of this once-proud city are a few shattered towers and toppled statues choked with creepers and thick brush. These ruins are bounded to the north by Luskan's busy market and to the south by the city's noisy slums, and bisected by the Darkwalk, the street that leads to the Dark Arch. The Darkwalk is named for the haunted reputation that clings to the ruins of Illusk.

Fear of the magical traps and guardian monsters, as well as the sleepless undead, has kept most of the tombs and treasure undisturbed. Still, a few enterprising rogues have escaped the ruins with spellbooks, scrolls, magic armor, and rich caches of gems and coins. The dead far outnumber these lucky few though, and Luskanites have a saying: "Only the most desperate try to rob the dead of Illusk." 

Luskanites rarely brave the overgrown northern ruins, even in the full light of day. There are persistent rumors of slave traders kidnapping folk and taking them below (a fate often threatened for unruly children by Luskanite mothers). No known maps of the underground chambers and passages exist, and no Luskanite will admit to knowing their ways.

{13025} Famous Citizens of the Sword Coast
{13026} The Sword Coast North is home to some of the most noteworthy personalities of the Realms. Many won their fame with deeds of great honor, but others are known for the depths of their depravity and wickedness.

The officers of Neverwinter fall into the first camp. Lord Nasher Alagondar, Lady Aribeth de Tylmarande, Watchknight Desther Indelayne, and Abbot Fenthick Moss are celebrated for their kindness and wisdom, and each of these heroes has taken the safety of Neverwinter as his or her sacred duty.

On the more sinister side, the five High Captains of Luskan are some of the most cruel and ruthless warriors in the region. High Captains Taerl, Baram, Kurth, Suljack, and Rethnor are each vicious combatants, and together they enforce their will with merciless efficiency. 

The most powerful and feared spellcasters on the Sword Coast are members of the Arcane Brotherhood of Luskan. Among their number are Jaluth Alaerth, Ornar of the Claw, and Deltagar Zelhund. Little is known of the Brotherhood's actual role in governing Luskan and the surrounding areas, and the members themselves are loath to discuss their activities.

The untamed lands outside the cities hold countless other instances of fame and infamy alike. King Obould Many-Arrows, for instance, reigns over his orc tribes with an iron fist while such well-known rakes and ne'er-do-wells as Elaith 'The Serpent' Craulnober move constantly from hamlet to hamlet to avoid detection.

{13027} Helm's Hold
{13028} Less than a day's travel southeast of Neverwinter is Helm's Hold, a fortified monastery dedicated to the God of Guardians. It was founded around the middle 1340s DR (Dale Reckoning) by Dumal Erard, a retired member of the Company of Crazed Venturers of Waterdeep. It has grown to a watchful community of over 700 faithful. The people here grow their own crops, herd their own cattle, dig deep wells for their own water, and patrol the area with vigilance. They will give shelter to any travelers beset or weakened by brigands or monsters.
{13029} Luskan's Arcane Brotherhood
{13030} The dangers of Illusk pale in comparison to the Host Tower of the Arcane - the home of the Arcane Brotherhood. This magically created stone structure is built to resemble a giant tree or an open human hand. It rises into a central spire surrounded by four spires at the points of the compass. All are of equal height, and each bristles with many lesser spires, balconies, and branching turrets.

The Arcane Brotherhood is a mercantile company and spellcaster's guild. It maintains several safe houses in Luskan and in other cities of the North, and at least one fortress somewhere in the mountains north and east of Luskan. The Host Tower, however, is the seat of its strength.

Hard information on the upper echelons of the Arcane Brotherhood is very difficult to come by. It is clear, though, that some of the senior wizards have recently been destroyed or trapped in forms from which they can't escape, communicate, or work magic. Some have been moved behind the scenes, and some have left the Brotherhood to pursue their own aims - lichdom, mastery in other lands or planes of existence, and so on. Even still, it should be noted that current activities of the Zhentarim, the Cult of the Dragon, and the Red Wizards of Thay reveal that they haven't managed to place agents or even spies in any positions of importance within the Brotherhood.

The Brotherhood has been known to change with menacing rapidity, as its internal feuds tend to be deadly. Travelers are advised to avoid even coming to the attention of this evil, manipulative group.

{13031} Uthgardt Barbarians
{13032} The Uthgardt are a race of black-haired and blue-eyed humans who are descendants of the Northmen, Netherese, and a few savage tribes. 

The Uthgardt are presently divided into scattered tribes, each named after the beast totems which Uthgar conquered - Black Lion, Thunderbeast, Red Tiger, Blue Bear, Great Worm, Sky Pony, Tree Ghost, Black Raven, Griffon, and Gray Wolf. Although civilization has come north in waves throughout history, much of Uthgardt land is wild and untamed. Their lands extend north into the mountains of the Spine of the World, south to Stone Bridge, east to Cold Wood, and west to Neverwinter Wood.

Although some tribes have embraced agriculture and fixed habitations, the Uthgardt have few stable villages. Most tribes wander the wilderness in small clans or family groups and live within a few weeks' travel of their ancestor's mounds. Tradition is the centerpiece of Uthgardt life, and this blind devotion to their heritage keeps them savage and primitive. Strength is everything to the Uthgardt, and civilization is a weakness that cannot be tolerated. Among the Uthgardt, men are warriors and hunters - women tend to gathering and family needs. They have no written language and no art beyond geometric carvings and clothing decoration. Their religion and philosophy focus on war, plunder, and survival. Their superstitious nature extends to a deep distrust of magic - particularly arcane magic.

The Uthgardt have little to do with city folk, other than as prey, though some tribes have made "civilized" alliances. Both lone travelers and large caravans are considered ripe fruit for plunder. Though they attack civilized folk and frequently fight amongst themselves, they're quick to unite - even with non-Uthgardt - against their ancestral enemy: the orcs.

{13033} The Origin of Magic
{13034} Long ago, magic was more raw and potent than it is today. The great civilizations of the creator races were based on endless experimentation with these energies, and during their long rules they created many new forms of life.

The cruel and decadent creator races chose to release their monstrous mistakes rather than destroy them. Most died in the jungles, yet many lived and - as thought awakened in them - they hid from their creators. When the end came at last, it was they - not the old races - who seized control of Faerûn. 

And so it was that the first of the elves, the dragons, the goblin races, and an endless list of creatures of a new age took possession of their heritage. Their creators - the ancestors of the lizardfolk, bullywugs, and aarakocra - declined into savage barbarism, never to rise again.

Sages speculate about the "overnight" destruction of the creator races. There are wildly diverging theories, but all agree that a rapid climate change occurred, creating a world unsuitable to them. Many believe the change resulted from a cataclysm the races unleashed upon themselves. Proponents of this theory point to the Star Mounts in the High Forest, whose origins are most likely magical and otherworldly. The elves believe that around this time the greater and lesser powers manifested themselves, aiding the new races and confounding the survivors of the creator races. There was civilization in the North during this time period, yet little more than tantalizingly vague myths survive.

{13035} Return of the Beast
{13036} At first glance, this ragged tome appears to detail the ancient history of the Sword Coast. Closer inspection reveals the words "Return of the Beast" scrawled across the original title in an almost childlike hand. Whole sections of the book are crossed out and replaced by an indecipherable code, and weird sketches fill the margins. At one point the unnamed second author breaks into near-coherence, though the entry is obscured by some sort of fluid or slime:

"... a slow change. After ages of waiting the BEAST that ruled the land returns to take back their world [from the] upstarts. The BEAST will make slaves of the five crowns, and put whole races to the lash: the elves, the dwarves, and the kingdoms of men will all fall as one..."

{13037} Wind by the Fireside
{13038} "Wind by the Fireside" is a poem that has changed much over the ages - that much is clear to those who have studied it - but it is not know how much it has been altered, or why the alterations have taken place. Many scholars assume that these changes are representative of the natural evolution of language, as well as modern innovations of style. Little is known about the actual history of the poem, though some believe it to have some bearing upon the creator races of Faerûn. Others have speculated that it may have been written as an ode by a follower of some ancient religion. The popular version sung in Neverwinter is noted as the following, though other regions have variations in theme.

So as you shiver in the cold and the dark,
Look into the fire and see in its spark - 
My eye
Watching over you.

As you walk in the wind's whistling claws.
Listen past the howling of the wolf's jaws.
My song
Comes to you.

And when you're lost in trackless snow,
Look up high where the eagles go.
My star
Shines for you.

In deep, dark mine or on crumbling peak,
Hear the words of love I speak.
My thoughts
Are with you.

You are not forsaken
You are not forgotten.
The North cannot swallow you.
The snows cannot bury you.
I will come for you.
Faerûn will grow warmer,
And the gods will smile
But oh, my love, guard yourself well - 
All this may not happen for a long, long while.

{13039} Religions of the Sword Coast
{13040} The deities of Faerûn take an active interest in their world, channeling power through their clerics and other worshipers and sometimes intervening directly in the affairs of mortals. At the same time, they have their own plots, conflicts, intrigues, and alliances with other deities, powerful mortals, and outsiders such as elemental lords and demons. In their pettiness the deities of the Realms appear almost mortal, and some were once mortals who won the divine spark through great heroism.

Worship is the lifeblood of the gods, and a deity can actually die if his believers lose faith. To keep their worship strong, the gods work through their clerics to recruit new worshipers and keep the flames of faith alive. In return, their clerics are rewarded with spells and other manifestations of the divine will.

Many of the deities of Faerûn are specific to a certain race, such as Corellon Larethian (elves) and Moradin (dwarves) or a profession, such as Cyric (thieves) and Mystra (spellcasters). Others hold sway over aspects of nature, such as Umberlee (storms). Some deities are more central to certain locations, such as Helm's Hold, though it is fairly common to see more than one deity honored in larger towns, such as Neverwinter's devotion to Tyr and Helm, or Luskan's worship of Auril, Umberlee, and Tempus. 

{13041} The Northern Four Adventuring Troupe
{13042} The Northern Four is the name of a band of adventurers that have each gone on to become key citizens of the Sword Coast. Led by Nasher Alagondar, who became Lord of Neverwinter, the group also consisted of Dumal Erard, who went on to found and watch over Helm's Hold, Ophala Cheldarstorn, matron of the Moonstone Mask who was thought to be an important figure among the mages of the Many-Starred Cloak, and Kurth, who has become a High Captain of Luskan.

The band adventured together successfully for many years, and spawned many tales in their adventures around the region. One popular tale depicts the successful rescue of the Black Raven Tribe from a foul white dragon. As a symbol of gratitude from the tribe, Nasher was gifted with the noted Neverwintan Morregence as a "debt-child."

The success of the troupe eventually came to an end with a leadership struggle between Nasher and Kurth. Ophala was torn between her love for Kurth and her loyalty to Nasher, but after Kurth left, Ophala settled in Neverwinter, unwilling to compromise her hatred for Luskan and its Arcane Brotherhood; many assume that she still bears resentment against Nasher for the way things turned out. Regardless, Nasher and Erard have remained close, and Ophala still serves her Lord loyally. The same cannot be said of Kurth, who has joined forces with an army that would love nothing more than to see Neverwinter destroyed.

{13043} Port Llast
{13044} This village of 700 is found on the High Road between Luskan and Neverwinter, and sides with the latter in the feud between the two cities. Fifty men-at-arms from the City of Skilled Hands, bolstered by 30 of the Lords' Alliance troops, aid the local militia in guarding the town from brigand raids and the harassment of Luskan. The Lords' Alliance troops are mainly from Elturel and Baldur's Gate, so that a Luskan attack would risk war with two economically powerful cities.

Port Llast is a city of skilled stonecutters and has a fine harbor. The stonecutters work at quarries on the coastal headlands just south of the village. Other than harborage and stonecutting, there is little else to recommend it to the traveler today, for it is a tense, suspicious place, always expecting treachery or attack from Luskan. Today Port Llast is ruled by the soldier Kendrack, who recently replaced Haeromos Dothwintyl as First Captain. Haeromos was killed during the battle to protect Port Llast from a Sahuagin invasion. 

In the distant past, when Luskan was held by orcs and duergar, Port Llast was a thriving city. It was the last port in human hands as one sailed north (hence the name). In those days, it was home to 14,000 miners and explorers eager to find gold, gems, and all the rest of the fabled mineral wealth of the North. The city was eventually smashed by orc raids, and the shattered remnants of the old walls still ring it, though much stone has been used to repair local homes or has been taken away and sold. Port Llast's outer reaches are overgrown by scrub forest or are used as gardens or graveyards.

{13045} Uthgar's Legacy
{13046} Uthgar is the legendary founder and namesake of the Uthgardt barbarians of the Savage Frontier. Some of their legends claim that he is the son of Beorunna, and others that he is descended from Tempus. All the legends agree that Uthgar was a proud, strong warrior who lived three times a normal human life. He ascended to watch over the Uthgardt for all eternity after taking fatal wounds in a one-on-one battle with a frost giant named Gurt. Uthgar mastered all the primeval beast spirits in individual combat, passing down the divine gifts he gained from that mastery to his people, the Uthgardt, at his death. The Uthgardt tribes all follow a beast totem, representing one of the beasts that Uthgar bested.

Historical evidence suggests that Uthgar was probably a Ruathym Northman named Uther Gardolfsson. Uther led a long raiding career - including looting fabled Illuskan - before founding his barbarian dynasty. No one denies that Uthgar or Uther did indeed ascend to divinity on his deathbed, sponsored by the god of war, who admired his fighting spirit.

{13047} The Imps' Prison
{13048} Popular legends tell of sylvan creatures luring men within trees, where exists entire kingdoms, known as the faerie realms. A less-popular legend tells of a similarly mischievous group of imps.

According to the tale, these imps lure people into their realms by taunting them with something that they may desire, such as wealth or pleasure. Once the person follows, entranced by the whisperings of the imps, he finds himself within a twisted abyss, bereft of hope or the possibility of escape.

{13049} The Time of Troubles
{13050} When Ao cast out the gods from heaven, their avatars walked the earth, interacted with mortals (some more ruthlessly than others), and scrambled to find a way to return to their homes. Known as the Time of Troubles, the Godswar, or the Avatar Crisis, this period in the history of Faerûn is the most chaotic in recent memory.

Sudden mortality wreaked havoc on the deities. Mystra was destroyed and her essence merged with the land, causing magic to function erratically and creating many areas of wild and dead magic. Gond the Wonderbringer fell to earth as a gnome on the shores of Lantan. Grateful for the sanctuary offered by the city, he taught its citizens the secrets of smoke-powder. Tymora appeared at her temple in Arabel and it is thought that her presence there spared the city from destruction. Ibrandul, god of caverns, was slain by Shar and his portfolio stolen. 

Helm retained his divine power and was commanded by Ao to guard the path back to the outer planes. Due to his success in this endeavor, blame for much of the Godswar's destruction is laid at his feet. Malar battled Nobanion and was hunted by Gwaeron Windstrom. Shaundakul battled and destroyed the avatar of a minor orc deity. Sharess took the form of the favorite concubine of the pasha of Calimport and was liberated from the growing influence of Shar by Sune. The Red Knight appeared in Tethyr, helping that nation defeat monsters raiding from the Wealdath. 

Hoar slew Ramman, Untheric god of war, but lost his foe's portfolio to Anhur. Clangeddin Silverbeard battled Labelas Enoreth over a misunderstanding. Waukeen vanished and custody of her portfolio was claimed by her ally Lliira. The avatar of the godling Iyachtu Xvim, half-demon offspring of Bane, was imprisoned under Zhentil Keep. Gilgeam, the god-king of Unther, was slain by his rival Tiamat, ending his two-millennia rule of that nation.

Bhaal, the god of murder, was greatly weakened at the time of the Godswar and existed only as a murderous force that could possess living beings. When Bane challenged Torm, the Black Lord slew all of the assassins in Faerûn and absorbed their essence, further weakening Bhaal. 

Forging an alliance with Myrkul, Bhaal kidnapped the mortal Midnight and discovered one of the tablets of fate. But at the Boaraskyr Bridge Bhaal was killed by the mortal Cyric with the sword Godsbane (the avatar of Mask). Cyric absorbed some of Bhaal's power, while the rest went into the Winding Water, poisoning it.

Leira, goddess of deception and illusions, was slain by Cyric with Godsbane and her portfolio absorbed by him. Cyric later broke Godsbane, greatly weakening Mask.

Bane was destroyed by Torm during a battle in Tantras, and his portfolio was given to Cyric by Ao. Torm himself was destroyed in the conflict with Bane, but because at the time his realm was actually Toril and because he died in service to his ethos (obedience and duty), lord Ao restored him to life and reinstated him as a deity.

Myrkul's avatar battled Midnight, and she destroyed him. Midnight became the new incarnation of Mystra, absorbing the essence of the previous goddess from the land. Cyric became the new god of strife, tyranny, murder, and death, holding the portfolios of the slain Bane, Bhaal, and Myrkul (years later he lost the portfolio of death to the mortal Kelemvor when he was temporarily driven mad by an artifact he created).

The close of the Avatar Crisis brought a change to the way deities relate to their followers. By Ao's decree, a deity's power is related to the number and fervor of his worshippers, and so deities could no longer afford to ignore their faithful. While the Godswar reshaped the land and altered the Faerûnian pantheon dramatically, the accountability of divinity is the most powerful legacy of the Time of Troubles.
{13051} The Nether Scrolls
{13052} Long ago, an unknown adventurer discovered a set of magic writings that held vast secrets of magic. These writings came to be called the Nether Scrolls. Taken together, they granted insight into the mysteries of spellcasting, the creation of magic items and constructs, the relations and structure of the planes, and even the making of artifacts. Although all of the Nether Scrolls were lost or stolen over the following 2,000 years, by then the information they contained had changed Netherese society forever.

The lords of Netheril developed forms of magic never before seen in the world. The mythallar was a invention by the Netherese wizard Ioulaum that gave power to nearby items, negating the need for expenditure of a spellcaster's energy to create magic items. The mythallar also allowed the creation of flying cities, formed by slicing off and inverting the top of a mountain. Netheril's people took to the skies in these flying enclaves of magic, safe from human barbarians and hordes of evil humanoids. Every citizen wielded minor magic, and the Netherese traded with nearby elven and dwarven nations, expanding the reach of their empire greatly.

{13053} The War of Light and Darkness
{13054} Lord Ao created the universe that now holds the world of Toril. After this creation, there was a period of timeless nothingness, a misty realm of shadows that existed before light and darkness were separated. Eventually this shadowy essence coalesced to form twin beautiful goddesses, polar opposites of each other, one dark and one light. The twin goddesses created the bodies of the heavens, creating Chauntea, the embodiment of the world Toril. Toril was lit by the cool radiance of the goddess Selûne, and darkened by the welcoming embrace of the goddess Shar, but no heat yet existed in this place.

Chauntea begged for warmth that she might nurture life and living creatures upon her form, and this caused the twin goddesses to become divided in intent. The two fought, and from their divine conflict the deities of war, disease, murder, death, and others were created.

Selûne reached beyond the universe to a plane of fire, using pure flame to ignite one of the heavenly bodies so that Chauntea would be warmed. Shar became enraged and began to snuff out all light and warmth in the universe. Desperate and greatly weakened, Selûne tore the divine essence of magic from her body and hurled it at her sister, tearing through Shar's form and pulling with it like energy from the dark twin. This energy formed Mystryl, the goddess of magic. Composed of light and dark magic but favoring her first mother, Mystryl balanced the battle enough to establish an uneasy truce between the two sisters.

Shar, who remained powerful, nursed a bitter loneliness in the darkness and plotted her revenge. Selûne waxed and waned with the light, but drew strength from her allied daughters and sons, and even interloper deities from other planes. Their battle continues to this day.

{13055} Waterdeep
{13056} Waterdeep, often called the City of Splendors, lies on the southwestern edge of the North. It boasts a population of almost a million and a half, though the actual number varies seasonally. In times of busy trade, the city hosts five times this number. Almost every surface-dwelling race has representatives here, and many have taken up permanent residence. The halfling population grows annually, promising to become the largest nonhuman race in residence. To match the racial variety, most religions have shrines or temples.

Waterdeep was first used as a trading site more than two millennia ago. As recently as one thousand years ago, permanent farms had sprung up in the area. The first mention of a Waterdeep (not as a city, but as a collection of warlords) occurred just 400 years ago.

The city was truly established as a going concern by 1032 DR, the year Ahghairon became the first Lord of Waterdeep, and the date from which Northreckoning is counted. The city grew spectacularly, such that by 1248 DR both the City of the Dead and the guilds had been developed. The guildmasters seized control soon afterwards, ushering in a period of unrest and bitter conflict known as the Guildwars. These wars ended only when the two surviving guildmasters brought in their own period of misrule. Not until 1273 DR was the present system of government instituted, with the establishment of the Magisters and the secret Lords of Waterdeep firmly reestablished in power.

Since that time, the city has continued to grow and prosper. Members of every race come from all over the Realms to earn hard coin in the City of Splendors. Over the years these successful merchants have set up guilds and become nobility themselves. The secretive Lords of Waterdeep police the city with a light hand, exercising polite authority by means of the city guard, city watch, and over 20 black-robed magistrates. As a result, Waterdeep has grown tolerant of different races, religions, and lifestyles. This in turn has encouraged commerce, and Waterdeep today is a huge, eclectic city, one of the most vibrant and prosperous in the whole of Faerûn. 

{13057} The Adventures of Grin, Richard, and Wu-Wei 
{13058} Circumstance; she is a goddess in her own right for all she casts upon us. Witness the trials of our three heroes, and know of what I speak. Have knowledge first of young Wu-Wei, sheltered monk of the elven race. Thrown to the winds that he might find a path, instead he found a briar, but with good friends to share the pricking of his fortune.

Joined with him were Grin and Richard, young and true, and in that order. They came with dreams and hopes for fortune; their homes long lost behind them, their bridges burning literal. In time they would address what cast them out, but food and aching feet would first need their attention.

Wayward went they all, breaking trail where dungeons hide. Tales had told of treasure here and treasure there, and they forgot that tales tell tales most of all. Lost they got, and plenty of it.

Then one morn they cracked the dawn, and adventure didn't hide. They needed no scouting skill, no premonition; it landed in their lap, or rather, their camp. A tower, stretching high above as though yawing with them as they woke, somehow seeming just as surprised that its doorstep was there, as they were to be on it.

It was most peculiar, and a cheer went up, for that was what they wanted! Of course it wasn't right; it was adventure, and adventure, most of all, takes you where you shouldn't be. Up they clambered clamoring, sure of what must be done. They would search it well from top to tine, ready to let each corner yield its treasure. Wayward buildings scream of wizards and careless alchemy; there had to be something within, some fortune to walk away with.

Walk away, it did. Grin and Wu were first to sprint the stairs, while Richard lagged behind. The air was wrong for headlong joy, and the walls were unwisely damp, and he thought to himself that something just wasn't right with this instant tower. The topmost rooms would reveal why, ceding no treasure, no gems, and no captured maidens. Instead, there was a mouth, and not just any mouth, but the very worst kind of mouth, it being one that they were already in. Understanding dripped down their spines. The tower was not a tower; what it was, was hungry. Mimic. A bloody great mimic.

Our heroes lived, of course, for I would not wish to profit in their story had they met a tragic end. Although, truth be told, if they had skin on their teeth before their escape, they have surely lost it now, but gained a bit of trepidation and wisdom in its place. Remember well what has been told, and learn from their misfortune. Look for something long enough and you will find it; look for something without understanding, and it will find you.

{13059} The Rise & Fall of Netheril
{13060} To the east, on the sandy shores of the calm and shining Narrow Sea, human fishing villages grew into small towns and then joined together as the nation of Netheril. Sages believe the fishing towns were unified by a powerful human wizard who had discovered a book of great magic power that had survived from the Days of Thunder - a book that legend calls the Nether Scrolls. Under this nameless wizard and those who followed, Netheril rose in power and glory, becoming both the first human land in the North and the most powerful. Some say this discovery marked the birth of human wizardry, since before this time mankind had only shamans and witch doctors. For over 3,000 years Netheril dominated the North, but even its legendary wizards were unable to stop their final doom.

Doom for Netheril came in the form of a desert, devouring the Narrow Sea and spreading to fills its banks with dry dust and blowing sand. Legend states when the great wizards of Netheril realized their land was lost, they abandoned it and their countrymen, fleeing to all corners of the world and taking the secrets of wizardry with them. More likely, this was a slow migration that began 3,000 years ago and reached its conclusion 1,500 years later.

Whatever the truth, wizards no longer dwelled in Netheril. To the north, the once-majestic dwarven stronghold of Delzoun fell upon hard days. Then the orcs struck. Orcs have always been foes in the North, surging out of their holes every few tens of generations when their normal haunts can no longer support their burgeoning numbers. This time they charged out of their caverns in the Spine of the World, poured out of abandoned mines in the Graypeaks, screamed out of lost dwarfholds in the Ice Mountains, raged forth from crypt complexes in the Nether Mountains, and stormed upward from the bowels of the High Moon Mountains. Never before or since has then been such an outpouring of orcs.

Delzoun crumbled before this onslaught and was driven in on itself. Netheril, without its wizards, was wiped from the face of history. The Eaerlann elves alone withstood the onslaught, and with the aid of treants of Turlang and other unnamed allies, were able to stave off the final days of their land for yet a few centuries more.

In the east, Eaerlann built the fortress of Ascalhorn and turned it over to refugees from Netheril as Netherese followers built the town of Karse in the High Forest. The fleeing Netherese founded Llorkh and Loudwater. Others wandered the mountains, hills, and moors north and west of the High Forest, becoming ancestors of the Uthgardt and founders of Silverymoon, Everlund, and Sundabar.

{13061} The Leadership of Neverwinter
{13062} The city of Neverwinter was originally founded by Lord Halueth Never. This great lord was laid to rest - so local tavern tales swear - on a huge slab of stone encircled by a ring of naked swords laid with their points radiating outward. These magic blades animate to attack all intruders if the precise instructions graven in cryptic verses on the flagstones are not followed.

Today Neverwinter is ruled by Lord Nasher Alagondar, an amiable and balding warrior who keeps his city firmly in the Lords' Alliance. Lord Nasher has laid many intrigues and magical preparations against attacks from Neverwinter's warlike rival town, Luskan. Nasher doesn't allow maps of the city to be made. This is to keep the spies of Luskan busy and add a minor measure of difficulty to any Luskanite invasion plans. 

The royal badge of the city is a white swirl - a sideways "M," with points to the right. It connects three white snowflakes; each flake is different, but all are encircled by silver and blue halos.

Lord Nasher is always accompanied by his bodyguard, the Neverwinter Nine. These warriors are entrusted with the many magic items Nasher accumulated over a very successful decade of adventuring.

{13063} Large Box
{13064} Magic Bag
{13065} Bag of Holding
{13066} Vermin Properties
{13067} Shapechanger Properties
{13068} Balor Properties
{13069} Vrock Properties
{13070} Death Slaad Properties
{13071} Imp Properties
{13072} Succubus Properties
{13073} Red/Blue/Green Slaad Properties
{13074} Frost Giant/Winter Wolf Properties
{13075} Fire Giant/Hellhound Properties
{13076} Lantern Archon Properties
{13077} Quasit Properties
{13078} Gargoyle Properties
{13079} Mephit Properties
{13080} Earth/Salt Mephit Properties
{13081} Will-O'-Wisp Properties
{13082} Intellect Devourer Properties
{13083} Orc Shaman/Wizard Properties
{13084} Rakshasa Properties
{13085} Gray Slaad Properties
{13086} Troll Properties
{13087} Fenhound Properties
{13088} Yuan-ti Properties
{13089} Celestial Avenger Properties
{13090} Battle Devourer Properties
{13091} Doom Knight Properties
{13092} Fire Mephit Properties
{13093} Ice Mephit Properties
{13094} Wraith Spider Properties
{13095} Duergar Properties
{13096} Drow Level 1 Properties
{13097} Drow Level 5 Properties
{13098} Drow Level 10 Properties
{13099} Drow Level 15 Properties
{13100} Drow Level 20 Properties
{13101} Crag Cat Properties
{13102} Crag Cat FM HD 2 Properties
{13103} Crag Cat FM HD 6 Properties
{13104} Crag Cat FM HD 11 Properties
{13105} Crag Cat FM HD 16 Properties
{13106} Crag Cat FM HD 21 Properties
{13107} Raven/Faerie FM HD 1 Properties
{13108} Raven/Faerie FM HD 5 Properties
{13109} Raven/Faerie FM HD 10 Properties
{13110} Raven/Faerie FM HD 15 Properties
{13111} Raven/Faerie FM HD 20 Properties
{13112} Ice Mephit FM HD 1 Properties
{13113} Ice Mephit FM HD 5 Properties
{13114} Ice Mephit FM HD 10 Properties
{13115} Ice Mephit FM HD 15 Properties
{13116} Ice Mephit FM HD 20 Properties
{13117} Bat FM HD 1 Properties
{13118} Bat FM HD 5 Properties
{13119} Bat FM HD 10 Properties
{13120} Bat FM HD 15 Properties
{13121} Bat FM HD 20 Properties
{13122} Hellhound FM HD 2 Properties
{13123} Hellhound FM HD 6 Properties
{13124} Hellhound FM HD 11 Properties
{13125} Hellhound FM HD 16 Properties
{13126} Hellhound FM HD 21 Properties
{13127} Fire Mephit FM HD 1 Properties
{13128} Fire Mephit FM HD 5 Properties
{13129} Fire Mephit FM HD 10 Properties
{13130} Fire Mephit FM HD 15 Properties
{13131} Fire Mephit FM HD 20 Properties
{13132} Imp FM HD 1 Properties
{13133} Imp FM HD 5 Properties
{13134} Imp FM HD 10 Properties
{13135} Imp FM HD 15 Properties
{13136} Imp FM HD 20 Properties
{13137} Grig/Nixie/Pixie Properties
{13138} Hound of Xvim Properties
{13139} Vampire Half-Plate
{13140} Vampire Studded Leather Armor
{13141} Vampire Clothing
{13142} Curst Leather Armor
{13143} Curst Clothing
{13144} Half-Celestial Full Plate
{13145} Half-Fiend Studded Leather Armor
{13146} Revenant Chainmail +1
{13147} Hound Archon Properties
{13148} Tiefling Properties
{13149} Flesh Golem Properties
{13150} Iron Golem Properties
{13151} Clay Golem Properties
{13152} Stone Golem Properties
{13153} Helmed/Battle Horror Properties
{13154} Bone Golem Properties
{13155} Shield Guardian Properties
{13156} Construct Properties
{13157} Adult Gold Dragon Properties
{13158} Adult Black Dragon Properties
{13159} Old Black Dragon Properties
{13160} Ancient Black Dragon Properties
{13161} Adult Brass Dragon Properties
{13162} Old Brass Dragon Properties
{13163} Ancient Brass Dragon Properties
{13164} Old Gold Dragon Properties
{13165} Dragon Properties
{13166} Ancient Gold Dragon Properties
{13167} Adult Blue Dragon Properties
{13168} Old Blue Dragon Properties
{13169} Ancient Blue Dragon Properties
{13170} Adult Bronze Dragon Properties
{13171} Old Bronze Dragon Properties
{13172} Ancient Bronze Dragon Properties
{13173} Adult Copper/Green Dragon Properties
{13174} Old Copper/Green Dragon Properties
{13175} Ancient Copper Dragon Properties
{13176} Ancient Green Dragon Properties
{13177} Adult Red Dragon Properties
{13178} Old Red Dragon Properties
{13179} Ancient Red Dragon Properties
{13180} Adult Silver Dragon Properties
{13181} Old Silver Dragon Properties
{13182} Ancient Silver Dragon Properties
{13183} Adult White Dragon Properties
{13184} Old White Dragon Properties
{13185} Ancient White Dragon Properties
{13186} Elder Elemental Properties
{13187} Fire Elemental Properties
{13188} Elder Water Elemental Properties
{13189} Elder Fire Elemental Properties
{13190} Huge/Greater Elemental Properties
{13191} Huge/Greater Fire Elemental Properties
{13192} Huge/Greater Water Elemental Properties
{13193} Elemental Properties
{13194} Warrior/Greater Mummy Properties
{13195} Shadow/Spectre/Allip/Wraith Properties
{13196} Shadow Fiend Properties
{13197} Skeleton Mage/Priest Properties
{13198} Skeleton Warrior Properties
{13199} Zombie, Tyrantfog Properties
{13200} Skeletal Devourer Properties
{13201} Bodak Properties
{13202} Ghoul Lord Properties
{13203} Ghoul/Ghast Properties
{13204} Skeleton Properties
{13205} Undead Properties
{13206} Ogre/Hill Giant Club
{13207} Ogre Chieftain Club
{13208} Ettin Club
{13209} Helmed/Battle Horror Sword
{13210} Summoned Helmed Horror Sword
{13211} Huge Greataxe
{13212} Minotaur Chieftain Greataxe
{13213} This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.
{13214} Celestial Avenger Sword
{13215} Slam1d2
{13216} Wight Slam
{13217} Slam1d6
{13218} Fire Elemental Slam
{13219} Mummy Slam
{13220} Warrior/Greater Mummy Slam
{13221} Balor Slam
{13222} Slam1d8
{13223} Tenser's Transformation Slam
{13224} Slam2d6
{13225} Slam2d8
{13226} Slam2d10
{13227} Elder/Greater/Huge Fire Elemental Slam
{13228} Slam3d8
{13229} Gore1d2
{13230} Gore1d6
{13231} Gore1d8
{13232} Gore2d6
{13233} Imp Stinger
{13234} Bite1d2
{13235} Bite1d4
{13236} Bite2d4
{13237} Mohrg Bite
{13238} Bite1d6
{13239} Aranea Bite
{13240} Phase Spider Bite
{13241} Wraith Spider Bite
{13242} Bite1d8
{13243} Ettercap Bite
{13244} Bite1d10
{13245} Stirge Bite
{13246} Bite1d3
{13247} Bite2d6
{13248} Bite2d10
{13249} Bite2d8
{13250} Sword/Giant Spider Bite
{13251} Dire Spider Bite
{13252} Bite4d6
{13253} Bite4d4
{13254} Bite2d12
{13255} Blue Slaad Bite
{13256} Ghoul Bite
{13257} Ghast Bite
{13258} Ghoul Lord Bite
{13259} Weak Giant Spider Bite
{13260} Deadly Giant Spider Bite
{13261} Claw1d2
{13262} Claw1d3
{13263} Quasit Claw
{13264} Fire Mephit Claw
{13265} Claw1d6
{13266} Claw2d4
{13267} Ice Mephit Claw
{13268} Shadow Claw
{13269} Red Slaad Claw
{13270} Claw1d8
{13271} Will-O'-Wisp Shock
{13272} Spectre Claw
{13273} Allip Claw
{13274} Claw2d6
{13275} Claw3d6
{13276} Wraith Claw
{13277} Zombie, Tyrantfog Claw
{13278} Skeletal Devourer Claw
{13279} Battle Devourer Claw
{13280} Claw3d8
{13281} Ghoul Claw
{13282} Ghast Claw
{13283} Ghoul Lord Claw
{13284} Claw1d4
{13285} Claw2d8
{13286} Drow Shortsword
{13287} Drow Shortsword +1
{13288} Drow Shortsword +3
{13289} Balor Sword
{13290} Greenstone
{13291} As its name indicates, this gem is generally green in color. Typical samples, however, have a pattern of overlapping edges that range from yellow-green to almost black. When polished, they have a beautiful play of light within their crystalline structure.
{13292} Fire Agate
{13293} Fire agate forms in thin brown layers that refract the incoming light, giving the gem its "fire." The refraction often forms patterns reminiscent of a dragon's scales, which makes it prized by sorcerers who claim to trace their lineage back to dragonkin. A well-cut stone has its outer layers polished and ground away until only the fire is visible.
{13294} Amethyst
{13295} The most valued amethyst crystals are a milky, wine-dark purple. Some say that the original Amethyst was a young priestess favored by both Sune and Selûne. The two goddesses fought over the girl and, in their folly, destroyed her. A single glance from Selûne turned the girl into moonlight, all silver and transparent. As the struggle continued, a goblet of wine fell from Selûne's feasting table, splashing onto Amethyst and granting her the gemstone's characteristic purple hue.
{13296} Phenalope
{13297} A singularly beautiful stone, phenalope is dusty pink in color, dramatically marked with black streaks. Even when mounted in jewelry, phenalope maintains a rough texture, pocked with tiny holes that cannot be polished out. For some, this is part of the stone's attraction, and they wear it as a symbol of their own tenacious natures.
{13298} Diamond
{13299} This transparent crystal is the hardest substance found in nature. The most valued color is a clear bluish-white; most lesser stones are clear white or off-white, but other less valued color varieties are known, among them mauve, pink, peach, and chartreuse. Due to its hardness, the gem is always faceted rather than polished.
{13300} Ruby
{13301} Bright and beautiful, the ruby is famous for its clear and bloody hue. To some it is the gem of love, to others the gem of revenge. To all it is unquestionably precious, and the largest, most flawless specimens are more highly prized than diamonds. The goddess Sune is said to sometimes wear rubies in her wild hair.
{13302} Malachite
{13303} Favored by druids for its graceful and natural beauty, malachite is known for its strikingly ornamental bands of light and dark green that alternate throughout the entire stone. Painters have also been known to crush the gem and use it as a pigment. Adventurers have discovered that the gem bubbles and dissolves readily in acid, making it an effective - if expensive - means of identifying certain dangerous substances.
{13304} Sapphire
{13305} The blue sapphire is twin to the more precious ruby in all respects but color. In most stones, the sparkling blue color must be brought out by exposure to great heat. Once "cooked," the color change is permanent and does not otherwise affect the much-treasured durability of the gem.
{13306} Fire Opal
{13307} Unlike their more common cousin, fire opals are full of vibrant hues: hot yellows, oranges, and reds so bright they almost cast their own light. Some believe that these gems derive their glow from a supernatural source, and not a few sages have claimed that each gem is a tiny portal to the Elemental Plane of Fire. However, scholars claim it is just the way the gem refracts the light around it.
{13308} Topaz
{13309} Best known in its pale, orange-yellow form, topaz is an attractive gem that appears in well-formed, multifaceted crystals. These crystals can reach an incredible size, and specimens weighing several hundred pounds are not unknown. The largest stones are customarily reserved for gifts on state occasions, and only the greatest master gemcutters are allowed to work them.
{13310} Garnet
{13311} Often called the "Poor Man's Ruby," the common garnet is nevertheless a distinct and attractive blood-red gem in its own right. The violet form, also called rhodolite, is the rarest, most prized, and most valuable form of the stone.
{13312} Emerald
{13313} Prized for their vibrant green color, emeralds are fragile and need to be protected from the impacts and extreme temperature changes common to adventuring life. It is a highly prized gem by the wealthy and royalty alike.
{13314} Alexandrite
{13315} One of the world's rarest and most coveted gems, alexandrite takes on a brilliant green hue when under indirect sunlight but turns blood-red when exposed to candlelight. Loretellers claim that all alexandrite comes from the body of the oldest son of Silvanus, the Forest Father. A common nursery rhyme goes "Silvanus' wife went mad one night, murdering her child by candlelight."
{13316} Aventurine
{13317} When cut and polished, aventurine is alluring as its name. It resembles misty quartz, but contains glistening flecks of green that give it a unique sheen. The witches of Rashemen are said to use aventurine for invocations, evocations, and spirit work.
{13318} Fluorspar
{13319} A common but beautiful gem, flourspar comes in many colors - each of them nicely set off by the stones' glassy luster. Best known in its purple hues, which are commonly mistaken for amethyst, flourspar is the much softer of the two and will scratch, chip, and even burn easily.
{13320} Girdle of Holy Might
{13321} A group of these girdles was originally created for the Sword Coast Legion, a league of clerics who fought the orc multitudes in the Year of the Black Horde, 1235 DR.
{13322} Belt of Hill Giant Strength
{13323} This wide belt is made of thick leather and studded with iron. It grants the wearer the strength of a giant and the ability to make devastating melee attacks.
{13324} Ceremonial Uthgardt Belt
{13325} In an attempt to keep the thriving Uthgardt clans under control, a long-forgotten gathering of druids inflicted them with a virulent pox. This disease soon spread out of control, and far from curbing their numbers actually threatened their extinction. To maintain the balance, these same druids created a number of these ceremonial belts to ensure the survival of the clan's leaders. Ultimately the Uthgardt survived the plague, though the incident did not improve their opinion of outsiders.
{13326} Encircling Scale
{13327} A required item for all students of the Encircling Scale, a thieves' guild with many enemies, belts such as this are practical, if not particularly fashionable. A popular tale among the ranks has the vainglorious spouse of the guild leader falling to poison because she refused to wear one, although members of more sinister intent are inclined to blame her rich inheritance as the cause of her downfall.
{13328} Sash of Shimmering
{13329} When the wizard Midnight saw her abilities grow so great as to assume a station amongst the gods, her soul drank magic straight from the fabric of the weave. She ascended, abandoning much of her mortal self and belongings, though they too were transformed. The sash she wore absorbed so much energy that it sundered, and each of the many pieces became a powerful item in its own right, protecting the wielder from magical attack.
{13330} Belt of Inertial Barrier
{13331} Hoisure the Prudent was a cunning pirate who sought every advantage he could for his men. He commissioned a number of these belts at great expense, and with his men so equipped quickly took control of great tracts of coastline. Although he ruled with remarkable restraint and wisdom for many years, eventually his enemies gained the upper hand, and he remains a villain in the eyes of history.
{13332} Belt of Frost Giant Strength
{13333} Belt of Fire Giant Strength
{13334} Blessed by priests of Shaundakul the Windrider, these boots seem to make even the most arduous journey easier and more pleasant. This is accomplished not by increasing the wearer's speed, but by making him hardier and more resistant to pain. Numerous versions of these boots exist, their power varying largely in accordance with the priest who blessed them.
{13335} Boots of Striding +1
{13336} Several pairs of this type of boot were made for elven battalions during the Year of Singing Arrows, 884 DR. The scouts equipped with this stealthy footwear turned the tide of at least two major battles against Sembian mercenaries.
{13337} Boots of Elvenkind
{13338} Feryl Dragonhunter was a monster of a man who, with four kills to his credit, thought he had perfected the art of dragon slaying. He aided his efforts by creating magical equipment from his previous victories, including several different boots he mockingly called his Dragon Slippers. Amazingly, Feryl was not defeated by his preferred enemy, but was surprised by a small band of goblins on his way to a hunt.
{13339} Dragon Slippers
{13340} Legend holds that the mage who created the Gargoyle Boots trapped the spirit of an actual gargoyle within them. Unfortunately, the boots couldn't protect the nameless wizard from the vengeance of the gargoyle's mate. As there are multiple variations on the Gargoyle Boots, it is assumed that the tale is, though entertaining, a mere fabrication - an interesting way to explain the magical toughness that the boots provide.
{13341} Gargoyle Boots
{13342} "You can hide, but you cannot run!" This was the calling card of a deadly Sword Coast assassin who purportedly moved with such speed that his targets couldn't respond, even if on horseback. These boots were the source of his ability, though it is also believed that he formed an elite guild wherein each member was equipped identically, thus explaining why he was not just fast, but could seemingly appear in several places at once.
{13343} Boots of Speed
{13344} Boots of Striding +2
{13345} Boots of Striding +3
{13346} Boots of Striding +4
{13347} Boots of Striding +5
{13348} Bracers of Dexterity +1
{13349} Bracers of this type were likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of visitors from the Far East bringing these items with them on their journeys, though details remain sketchy.
{13350} Bracers of Armor +1
{13351} These items at first appear to be simple wrist or arm guards, but they surround the wearer with an invisible field of force, and grant protection just like mundane armor. They are likely from the armory of some disbanded militia.
{13352} Bracers of Dexterity +2
{13353} Bracers of Dexterity +3
{13354} Bracers of Dexterity +4
{13355} Bracers of Dexterity +5
{13356} Bracers of Armor +2
{13357} Bracers of Armor +3
{13358} Bracers of Armor +4
{13359} Bracers of Armor +5
{13360} Bracers of Locking Grip
{13361} Henisevan le Daliya - a boyish, effeminate noble - had the curious goal of becoming a master swordsman. To counter his limp grip (and avoid "unsightly muscle growth"), he had the court wizards craft several pairs of bracers, each locking hand-to-blade. All was well until a clever strike from the young noble drew the blood of his opponent. Distraught, Henisevan spent his remaining days in an isolated tower - accompanied by only fresh fruit and fawning men.
{13362} Healer's Kit +1
{13363} Healer's Kit +3
{13364} Healer's Kit +6
{13365} Healer's Kit +10
{13366} Wondrous Gloves
{13367} Maynard, a young genius of a bard (but with little wisdom to spare), found himself the victim of theft when the magic gloves that enhanced his memory were stolen. Instead of outwitting the rogues, Maynard simply recreated the gloves - over and over again. The finished product was stolen each time, and this eventually evolved into an odd working partnership, though never once did Maynard realize he was in business supplying his Wondrous Gloves.
{13368} Gloves of the Rogue
{13369} The elderly Oghmanyte Milladolin found that age was affecting her and her fellows quite rapidly, causing their hands to shake and preventing them from performing many of their priestly duties. With Oghma's blessings, Milladolin created magical gloves that steadied their hands and heightened their muscle control. Years later, a young Oghmanyte was caught for thievery - guilty of using the gloves. Word spread, and soon the gloves themselves were stolen away.
{13370} Harp of Charming
{13371} These beautiful instruments are constructed of mithral and silver to produce the purest, clearest tones. They are often strung with the hair of harpies or nymphs, to harness these creatures' innate charm abilities.
{13372} Harp of Haunting
{13373} Carved from old bones and strung with the bowstrings of dead heroes, these grim instruments are not often put on display. They are brutally effective in combat, however, and several famous bards have used them when circumstances made it necessary.
{13374} Harp of Pandemonium
{13375} Like their namesake plane, these instruments produce shifting, disconsolate tones that seem to penetrate the ear and confuse the senses. When strummed by a talent, these random notes coalesce into fields of pure chaos, turning dedicated enemies into dazed idiots.
{13376} Scabbard of Blessing
{13377} Most scabbards of this type were created by a long-forgotten order of paladins and militant clerics, but today they see use by all sorts of warriors, both good and evil.
{13378} Meat
{13379} Skin
{13380} Amulet of Natural Armor +1
{13381} When old age forced his retirement from combat, the warrior Telenn became a tutor instead, instructing local youths in the fighting arts. His longtime interest in magic was rekindled and, as his skills improved, he began creating these amulets to prevent his students from injuring themselves. Eventually his work became so good that he gave up the quiet life and resumed adventuring, amulets in tow.
{13382} Talisman of Pure Evil
{13383} These sinister talismans border on the power of artifacts. Only an evil being may wear one, and even the most evil finds his dark soul being twisted and honed by the device as it turns him more and more fiendish with every passing day. Examples of these items appear in many different forms, suggesting multiple creators at different points in history. They are thankfully very rare.
{13384} Necklace of Prayer Beads
{13385} These necklaces are occasionally distributed among the faithful by powerful temples, both to reward their followers and entice new members to join. Necklaces of this type are usable only by divine spellcasters, including rangers and paladins as well as clerics and druids.
{13386} Talisman of Pure Good
{13387} These holy talismans border on the power of artifacts. Only a good creature may wear one, and even the most beatific finds his soul challenged and refined, as the device makes him more and more righteous with every passing day. Examples of these items appear in many different forms, suggesting multiple creators at different points in history. They are unfortunately very rare.
{13388} Amulet of Power
{13389} Ger'baza was an ancient lich who sought more power than a mortal mind can fathom. Fusing captured souls to make the Amulet of Power, Ger'baza was amazed at his own success and created countless variants. Common sense, however, failed him; while attempting to wear all of the necklaces in unison, Ger'baza was quietly erased from existence. The amulets miraculously survived.
{13390} Scarab of Protection +1
{13391} A scarab is a stone amulet carved in the shape of a stout-bodied beetle. This particular example shields the wearer's person inside an invisible barrier. The strength of this barrier is determined by the power and skill of the creator of the item, and varies with each specimen. Scarabs are of a far southern design, though the original source is lost to history.
{13392} Periapt of Wisdom +1
{13393} Although it appears to be a simple pearl on a light chain, a Periapt of Wisdom is a powerful item. These items improve perception and insight, and are often used as meditative tools by high-ranking clergy of a faith.
{13394} Periapt of Wisdom +2
{13395} Periapt of Wisdom +3
{13396} Periapt of Wisdom +4
{13397} Periapt of Wisdom +5
{13398} Amulet of Natural Armor +2
{13399} Amulet of Natural Armor +3
{13400} Amulet of Natural Armor +4
{13401} Amulet of Natural Armor +5
{13402} Scarab of Protection +2
{13403} Scarab of Protection +3
{13404} Scarab of Protection +4
{13405} Scarab of Protection +5
{13406} Copper Necklace
{13407} Silver Necklace
{13408} Gold Necklace
{13409} Glittering Necklace
{13410} Used as often in the peasant's home as the dungeon's dark, these simple concoctions are common throughout Faerûn.
{13411} Potion of Cure Light Wounds
{13412} With the power to staunch the flow of blood or knit a broken bone, these potions are in common use among the dangerous professions.
{13413} Potion of Cure Serious Wounds
{13414} With the power to return people from the very brink of death, these potions do not come cheaply.
{13415} Potion of Cure Critical Wounds
{13416} Useful for that extra mile or a quick escape, these potions are in common usage among scouts and heralds.
{13417} Potion of Speed
{13418} This thick concoction smells dark and musty, like a forest after heavy rains.
{13419} Potion of Barkskin
{13420} This tonic is sovereign against venoms, mineral toxins, diseases, and poisons of all sorts.
{13421} Potion of Antidote
{13422} Made of hot liquid poured over scorched and pungent beans, this strong-smelling brew did not get its name from its appearance. It helps clear and fortify the mind against spells that affect the mind.
{13423} Potion of Clarity
{13424} The crutch of shoddy thieves and cowardly paladins, these potions are well known across the face of Faerûn.
{13425} Potion of Invisibility
{13426} Called "portable priests" by more cynical adventurers, these holy infusions are of great use to the average adventurer.
{13427} Potion of Bless
{13428} With their ability to smooth the complexion, gloss the hair, and brighten the eyes, these potions find regular use among the nobility. But it shall make anyone more comely.
{13429} Potion of Eagle's Splendor
{13430} This potion restores life force drained by creatures that channel negative energy. The murky liquid glows when brought near a living being, but the ingredients are impossible to discern.
{13431} Potion of Lesser Restoration
{13432} This potion is a wonderful restorative, healing damage and curing most ill effects as though by a Heal spell. The flask is light, and only the tightly corked seal suggests there is liquid within.
{13433} Potion of Heal
{13434} A potion of endurance combines various magical components to increase stamina and overall health, though it does not heal damage.
{13435} Potion of Bear's Endurance
{13436} This sparkling potion greatly increases the drinker's Dexterity.
{13437} Potion of Cat's Grace
{13438} These blood-red infusions, made from the horns and heart of young bulls, grant the drinker great physical strength.
{13439} Potion of Bull's Strength
{13440} Used in times of trouble, these priestly waters comfort the sorrowful and make great men of lowly cowards.
{13441} Potion of Aid
{13442} These potions are eagerly sought by sages, scholars, and adventuring wizards alike. When imbibed, they grant a bonus to the drinker's Intelligence score.
{13443} Potion of Fox's Cunning
{13444} This milky white potion seems to open the drinker's perception of his environment, making him at once more observant and more resistant to effects that target the mind.
{13445} Potion of Owl's Wisdom
{13446} These potions are in equal demand by adventurers and scholars, and see much use in the dungeons of Faerûn.
{13447} Potion of Lore
{13448} These curative potions are too expensive for most civilians, and are used almost exclusively by soldiers and adventurers.
{13449} Potion of Cure Moderate Wounds
{13450} Ale
{13451} Spirits
{13452} Wine
{13453} Ring of Protection +1
{13454} This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though the creator is unknown. The rings remained within that family for at least thirteen generations and were all lost within the space of one. Enmity between the King's heirs and those of the rings' crafter are rumored to be the cause of their disappearance.
{13455} Ring of Elemental Resistance
{13456} When Galevaar the Bold tired of mundane enemies, he decided to invade the Abyss. He spent his fortune on a ring that made him proof against all forms of elemental damage, the first ring of this type. No one knows if the ring would have protected him in the 666 layers of the pit; his men mutinied at the open portal and pushed him through without any of his equipment. He has not been heard from since.
{13457} Ring of Invisibility
{13458} Though there are numerous examples of such rings, this one may have come from a set once owned by a master thief that worked Waterdhavian crowds in broad daylight, replacing purses with bags of sand. Once thought retired, it is now suspected that the so-called "Sand Thief" was eventually killed for not joining a local thieves' guild, and that his rings were seized by a group that abused his methods liberally.
{13459} Ring of Regeneration
{13460} The lowly wizard Huhhus discovered an efficient way to distill troll flesh into a regenerative potion, but few people were willing to drink the vile liquid and it was considered a failure. Decades later, one of his students built upon these foundations to create a regenerative ring fueled by bits of troll ichor and brains. This external use caused far less nausea, and the invention met with success.
{13461} Ring of Magic Defences
{13462} These potent defensive rings are much in demand in urban areas, where duels between rival spellcasters are unfortunately common. Armed with one of these items, even a relatively inexperienced caster can withstand the attack of an archmage - albeit briefly.
{13463} Ring of Clear Thought +1
{13464} Tormented by voices that incessantly attacked his mind, young Resino of Beregost begged his local church to kill him. Understanding his pain but unable to identify any specific demonic influence, the church tried crafting rings that they hoped would clear his thoughts. Unfortunately, while the rings enhanced his senses they did nothing for the voices, and Resino eventually took his own life.
{13465} Ring of Holiness
{13466} Legend holds that this plain gold band was a gift from Ao to Helm as a reward for the God's stalwart service during the Time of Troubles. Helm, in turn, diluted and divided the ring and passed the gift on to his mortal followers. Scholars outside the church argue that Ao seems above emotion or gratitude, and chalk the story up to propaganda for the faithful.
{13467} Ring of Protection +2
{13468} Ring of Cyan
{13469} These rings are an excellent light source for adventurers, since they leave both hands free for weapons and equipment.
{13470} Ring of Crimson
{13471} Ring of Jade
{13472} Ring of Insight
{13473} These rings are coveted by sages and bards alike, and more than one befuddled professor owes his academic reputation to one of these "scholar's friends." They are no less valuable to adventurers, who put them to more practical use identifying magic items.
{13474} Ring of Scholars
{13475} Scholars and sages across the known world covet these rings and their cousins, the famed Rings of Insight. The Scholar's Ring introduces an innovation to the original design, adding a light source for hands-free reading in the dark of a basement library, or in a dungeon.

{13476} Ring of Clear Thought +2
{13477} Ring of Clear Thought +3
{13478} Ring of Clear Thought +4
{13479} Ring of Clear Thought +5
{13480} Ring of Protection +3
{13481} Ring of Protection +4
{13482} Ring of Protection +5
{13483} Copper Ring
{13484} Silver Ring
{13485} Gold Ring
{13486} Saintsblood Pearl
{13487} It is said that when the pure of heart are martyred for their faith, the blood that spills from them is white as the purest snow. As the droplets come in contact with the cold-hearted world, they harden into Saintsblood Pearls, through which the martyr may still grant blessings to the faithful.
{13488} Bodak's Tooth
{13489} Ettercap's Silk Gland
{13490} Fire Beetle's Belly
{13491} Rakshasa's Eye
{13492} Slaad's Tongue
{13493} Quartz Crystal
{13494} Fenberry
{13495} Skeleton's Knuckle
{13496} Gargoyle Skull
{13497} Special Holy Water
{13498} Adamantine
{13499} Dragon Blood
{13500} Ironwood
{13501} Fairy Dust
{13502} Fish
{13503} Rags
{13504} Top
{13505} Belladonna
{13506} Garlic
{13507} Ring of the Wood Elves
{13508} As a child, Lady Aribeth de Tylmarande helped to save her home of Thundertree from the spells of a power-hungry Luskan wizard, doing so with the aid of this ring. Crafted by the elves of the Neverwinter Wood and given to her by the ranger Ansal Bloodshoulder, it was once a dear possession of hers... but no longer. On the road to becoming a paladin of Tyr, there have been times when she felt the need to break from her past - to shed certain parts of herself so that the light of the Just God would find her unburdened. For whatever reason, Lady Aribeth no longer chooses to recognize this ring as hers, and it has passed to other hands. Like its former owner, the silver band is graceful and resilient, elegant but with a hidden strength.
{13509} Instrument of the Winds
{13510} A sinister device bearing the souls of many who have played it, the Instrument of the Winds nonetheless produces a haunting tune. Some say its strings are fashioned of the silver cords that once linked its victims to this plane. Strung in a minor chord, it has maintained its perfect timbre over the years. Its best-known player was the young Alavar who tried to free the spirits of his parents from its grasp.
{13511} Storm Armor
{13512} In a plane far distant from our own, the renowned brassworker Gisnervi crafted this breastplate to be presented to the son of the sultan of the City of Brass on his seventh birthday. Before it could be delivered, spies intercepted the gift and painted it with a curse that laid the prince low. Exiled to the material plane, Gisnervi befriended Samir, a blacksmith of Neverwinter, who was able break the curse and restore the brassworker's honor.
{13513} Moonstone Mask
{13514} Named after the storied Moonstone Mask of Neverwinter, these helmets were worn to aid the "women of the Mask" in their defense. Each of these masks heighten the senses of the wearer, making it near-impossible for even the cleverest of thieves to steal their way past a guardian so equipped.
{13515} Silvermane, heroine of the dwarves, had a jealous stepsister, Selarna, who she killed in battle. Selarna's spirit became trapped within the killing axe. From her vantage point within that blade, Selarna took her vengeance by provoking many subsequent wielders to kill their siblings. The curse was broken by the dwarf Skarlin, upon the killing of his brother Njal. Freed from Selarna's influence, the weapon has since been able to give life as well as take it.
{13516} Silvermane's Axe
{13517} Long ago, the formians built great subterranean cities and vast, cavernous empires. Societies of war, they reveled in the blood and glory of the gladiatorial pit, where slaves and prisoners fought for their cruel amusement. One such gladiator was the human Ajan, who stole the blade of his formian master and used it to escape to the surface with Zoe, his love. It is said that all who wield it are bound for greatness.
{13518} Blade of the Gladiator
{13519} In ancient times, the proud and quarrelsome wizard Valmaxian was a man of great power and prominence. He crafted this staff with the aid of a demon, all to win the heart of Chasianna, the daughter of his long-dead master. When the debt came due, the demon demanded Chasianna as his price. In a rage, Valmaxian descended into the Abyss and used the staff to battle the demon and rescue the woman he loved.
{13520} Staff of Valmaxian
{13521} This dagger was a gift from Targus, God of War, to Serreg of Neverwinter. It originally allowed its wielder to polymorph into many forms, but the magic gradually decayed and now it is the blade itself that polymorphs, from time to time, over the eons. It currently takes the shape of a greatsword and will likely remain as such for many years to come.
{13522} The Dagger of Chaos
{13523} Thieves' Tools +1
{13524} Thieves' Tools +3
{13525} Thieves' Tools +6
{13526} Thieves' Tools +10
{13527} Polymorph Giant Spider Properties
{13528} Polymorph Troll Properties
{13529} Polymorph Umberhulk Properties
{13530} Polymorph Pixie Properties
{13531} Polymorph Zombie Properties
{13532} Stone of Recall
{13533} This stone was given to you by Aribeth during the plague outbreak in the city of Neverwinter. If activated it will transport you to the nearest Temple of Tyr.
{13534} Resistance
{13535} Ray of Frost
{13536} Daze
{13537} Light
{13538} Endure Elements
{13539} Protection from Alignment
{13540} Grease
{13541} Mage Armor
{13542} Summon Creature I
{13543} Identify
{13544} Charm Person
{13545} Sleep
{13546} Magic Missile
{13547} Color Spray
{13548} Ray of Enfeeblement
{13549} Burning Hands
{13550} Resist Elements
{13551} Melf's Acid Arrow
{13552} Summon Creature II
{13553} Web
{13554} See Invisibility
{13555} Darkness
{13556} Invisibility
{13557} Ghostly Visage
{13558} Ghoul Touch
{13559} Scare
{13560} Blindness / Deafness
{13561} Bull's Strength
{13562} Cat's Grace
{13563} Darkvision
{13564} Endurance
{13565} Knock
{13566} Clarity
{13567} Lesser Dispel
{13568} Dispel Magic
{13569} Magic Circle against Alignment
{13570} Protection from Energy
{13571} Flame Arrow
{13572} Stinking Cloud
{13573} Summon Creature III
{13574} Clairaudience & Clairvoyance
{13575} Hold Person
{13576} Fireball
{13577} Lightning Bolt
{13578} Vampiric Touch
{13579} Haste
{13580} Slow
{13581} Invisibility Sphere
{13582} Minor Globe of Invulnerability
{13583} Remove Curse
{13584} Stoneskin
{13585} Summon Creature IV
{13586} Charm Monster
{13587} Confusion
{13588} Wall of Fire
{13589} Improved Invisibility
{13590} Phantasmal Killer
{13591} Shadow Conjuration
{13592} Contagion
{13593} Enervation
{13594} Fear
{13595} Bestow Curse
{13596} Polymorph Self
{13597} Elemental Shield
{13598} Lesser Spell Breach
{13599} Dismissal
{13600} Cloudkill
{13601} Dominate Person
{13602} Feeblemind
{13603} Hold Monster
{13604} Mind Fog
{13605} Cone of Cold
{13606} Greater Shadow Conjunction
{13607} Animate Dead
{13608} Summon Creature V
{13609} Lesser Mind Blank
{13610} Lesser Planar Binding
{13611} Lesser Spell Mantle
{13612} Globe of Invulnerability
{13613} Greater Dispelling
{13614} Acid Fog
{13615} Planar Binding
{13616} Summon Creature VI
{13617} True Seeing
{13618} Chain Lightning
{13619} Ethereal Visage
{13620} Shades
{13621} Circle of Death
{13622} Mass Haste
{13623} Greater Spell Breach
{13624} Greater Stoneskin
{13625} Spell Mantle
{13626} Power Word, Stun
{13627} Summon Creature VII
{13628} Delayed Blast Fireball
{13629} Mordenkainen's Sword
{13630} Prismatic Spray
{13631} Control Undead
{13632} Finger of Death
{13633} Mind Blank
{13634} Protection from Spells
{13635} Greater Planar Binding
{13636} Incendiary Cloud
{13637} Summon Creature VIII
{13638} Mass Charm
{13639} Mass Blindness / Deafness
{13640} Premonition
{13641} Horrid Wilting
{13642} Mordenkainen's Disjunction
{13643} Gate
{13644} Power Word, Kill
{13645} Summon Creature IX
{13646} Dominate Monster
{13647} Meteor Swarm
{13648} Weird
{13649} Energy Drain
{13650} Wail of the Banshee
{13651} Shapechange
{13652} Time Stop
{13653} Greater Spell Mantle
{13654} Lesser Restoration
{13655} Charm Person or Animal
{13656} Silence
{13657} Sound Burst
{13658} Remove Blindness / Deafness
{13659} Remove Disease
{13660} Restoration
{13661} Neutralize Poison
{13662} Raise Dead
{13663} Greater Restoration
{13664} Resurrection
{13665} Empty Bottle
{13666} Dwarven Ale
{13667} Minor Spike Trap Kit
{13668} Average Spike Trap Kit
{13669} Strong Spike Trap Kit
{13670} Deadly Spike Trap Kit
{13671} Minor Holy Trap Kit
{13672} Average Holy Trap Kit
{13673} Strong Holy Trap Kit
{13674} Deadly Holy Trap Kit
{13675} Minor Tangle Trap Kit
{13676} Average Tangle Trap Kit
{13677} Strong Tangle Trap Kit
{13678} Deadly Tangle Trap Kit
{13679} Minor Blob of Acid Trap Kit
{13680} Average Blob of Acid Trap Kit
{13681} Strong Blob of Acid Trap Kit
{13682} Deadly Blob of Acid Trap Kit
{13683} Minor Fire Trap Kit
{13684} Average Fire Trap Kit
{13685} Strong Fire Trap Kit
{13686} Deadly Fire Trap Kit
{13687} Minor Electrical Trap Kit
{13688} Average Electrical Trap Kit
{13689} Strong Electrical Trap Kit
{13690} Deadly Electrical Trap Kit
{13691} Minor Gas Trap Kit
{13692} Average Gas Trap Kit
{13693} Strong Gas Trap Kit
{13694} Deadly Gas Trap Kit
{13695} Minor Frost Trap Kit
{13696} Average Frost Trap Kit
{13697} Strong Frost Trap Kit
{13698} Deadly Frost Trap Kit
{13699} Minor Acid Splash Trap Kit
{13700} Average Acid Splash Trap Kit
{13701} Strong Acid Splash Trap Kit
{13702} Deadly Acid Splash Trap Kit
{13703} Minor Sonic Trap Kit
{13704} Average Sonic Trap Kit
{13705} Strong Sonic Trap Kit
{13706} Deadly Sonic Trap Kit
{13707} Minor Negative Trap Kit
{13708} Average Negative Trap Kit
{13709} Strong Negative Trap Kit
{13710} Deadly Negative Trap Kit
{13711} Armor of the Wolf
{13712} While tanned wolf hide does not offer the protection of other materials, skilled artisans can infuse these suits with the animal's spirit. Armor of the Wolf is especially prized among the Beast Cults.
{13713} Mirrored Armor
{13714} Many a stout warrior has been left unable to strike a blow against an opponent wearing this shining armor. It takes someone with a strong will to strike at his or her own reflection. While this armor does not offer much in the way of physical protection, it is an excellent defense against magic.
{13715} Armor of the Stars
{13716} This armor gleams with an iridescent inner light. It is said that the great Jerred Stormlord earned his name when he stood defiantly before an adult blue dragon while wearing such a suit. He gave no ground to the monster and its lightning breath never touched him. The name 'Stormlord' was granted posthumously however, since the armor offers little protection against tooth and claw.
{13717} Armor of Fleetness
{13718} The infamous rogue Cromback was never seen without his Armor of Fleetness. As Cromback was in fact famed for being a very poor rogue, he was often seen fleeing from angry victims. He invariably outran his pursuers due to the magical properties of his armor, but met a tragic end when one mark had the presence of mind to string a bow.
{13719} Shadow Legion Armor
{13720} The Shadow Thieves of Amn are known to have deep pockets, and while they may employ countless gutter thugs and petty crooks, their elite core members are equipped very well indeed. Items such as Shadow Legion Armor have occasionally been recovered from events where their involvement was suspected, though guild leaders have never confirmed or denied ownership.
{13721} Aurumvorax Armor
{13722} This gold-hued armor is supposedly made from the hide of a ferocious aurumvorax, a six-legged wolverine-like beast that devours not only meat, but also precious metals. The diet of the creature gives its hide a spectacular finish and incredible protective qualities, a resilience shared by armor constructed from it.
{13723} The Great Oak
{13724} The treant Birch is not noted for his tolerance toward those who threaten his forest. When giants felled a grove of his oldest oaks, he vowed revenge and enlisted the aid of a group of rangers. To help his new friends, he infused their armor with all the protective energy he could muster. Their combined might was enough to soundly defeat the invaders, and giants of the north still tell of the angry forest spirits that drove them from the lowlands. The rangers' suits have since scattered to the corners of the world.
{13725} Squire's Defense
{13726} The famed paladin Gareth Dragonsbane grew tired of losing squires to freak accidents. All sorts of misfortune befell his shield bearers, from being crushed by catapult stones to being trodden on by giants. He commissioned these suits of armor to give increased strength to his squires and hopefully prevent future losses. Nevertheless, only the bravest men ever applied for the job.
{13727} Black Flame Armor
{13728} Halfling artificers are credited with creating the best-known modern examples of this heat resistant armor, having apparently constructed a number of suits to combat a marauding efreeti some 50 years ago. The design has since been copied, though the great expense involved and the highly specific focus of the finished item means that copies are rarely seen on the market.
{13729} Kumakawa
{13730} In the right hands, the hide of a displacer beast can be tanned to a suit of potent magic armor. These particular suits were created by the famed artificer Kumakawa, whose experience at working these skins is greater than most. In addition to their protective quality, the suits endow the wearer with the exceptional reflexes of a wary predator.
{13731} Armor of Loyalty
{13732} When he angered a rival enchanter, the wizard Mekhari came under repeated attack from his own charmed or dominated bodyguards. This was expensive as well as dangerous, so he set about trying to counter the threat in a way that would not mean constantly killing his own men. With armor of this type Mekhari considered his men above reproach. He was proven wrong when his own lieutenant murdered him in a dispute over back wages.
{13733} Callurdan Smoothand's Armor
{13734} These suits are replicas of the armor worn by the Avatar of Callarduran Smoothand, and thus bear his name. Craftsmen of the svirfneblin, the deep gnomes, created these suits to honor this god of stone. Once donned, the armor gives its owner extraordinary resistance to magic. The gnomes have found this very useful in their ongoing wars with the drow.
{13735} Armor of Thorns
{13736} This unsettling suit of armor drinks the blood of an enemy and passes the life force to its wearer. Some have suggested that the armor harbors a malevolent intelligence or influence, because many warriors become ill after using such a suit for the first time. It could, however, just be the accompanying slurping sound that makes the process so disturbing.
{13737} Armor of Command
{13738} These impressive suits of armor are much in demand by nobles and generals. In addition to being beautifully made, they empower the wearer with an aura of respect and authority. Occasionally this property backfires, as when at the Battle of Moregrade a hapless sycophant was placed in charge of the defending army simply because he was wearing one of these suits.
{13739} Dragon Armor
{13740} Legends associated with armor of this type hearken to a time when armies would supposedly ally themselves with dragons, the great beast taking the fore in more important battles. Dragon Armor was developed in answer, and a troop of elite warriors in such gear apparently stood a good chance of victory. It should be noted that while this tale sounds fine repeated in a tavern over ale, it does not fare so well under historical scrutiny.
{13741} Armor of Horus-Re
{13742} Western scholars have little familiarity with the Old Empires or their long and storied history, even with items such as this providing a window into the culture. For instance, while the Armor of Horus-Re obviously venerates its namesake deity, its full significance can only be guessed at.
{13743} Broewende Family Armor
{13744} This armor, long a staple of the Broewende family, protects the user against many forms of attack. The original was most recently held by Lord Alain and could only be worn by those of his bloodline, but copies have apparently been fashioned for use by others. The design is meant to protect against a variety of spells and effects, though different examples may vary in power depending on who created them.
{13745} White Dragon Armor
{13746} White Dragon Armor is lightweight, strong, and highly resistant to cold. These suits are much sought after, but few smiths are willing to craft them. The necessary materials are rare and dangerous to acquire, and dragons have long memories where their kin are concerned. Most smiths would prefer not to even risk association with the trade in dragon hide.
{13747} Rainbow Armor
{13748} Armor of this type is not for those who wish to remain anonymous. More often it is associated with tales of the vain, and bards have even crafted songs about the appearance of 'rainbow warriors' on a battlefield. The protective quality of the multihued surface is undeniable, but it is unfortunate that the mage who crafted these items was colorblind.
{13749} Armor of Comfort
{13750} The interlocking plates, greaves, and gauntlets of this armor appear heavy and cumbersome to wear. However, once the armor is donned it feels as comfortable and light as a well-tailored tunic. The armor also exudes a faint scent of lavender to cover up any unseemly warrior odors.
{13751} Elven Ceremonial Armor
{13752} Armor such as this has been the traditional battle vestment of surface elves for generations, and that is a very long time. While many troops might prefer the lighter elven chainmail for combat, these ceremonial armors are still potent protection. 
{13753} Delver's Armor
{13754} Every profession has its hazards, and stonemasonry is no different. The dwarves of the delvers' guild are often attacked while they work stone by goblins, trolls, and beasts that are best not spoken of. As protection, the guild has created armor for their members from the hides of goblins, trolls, and beasts best not spoken of.
{13755} Balduran's Armor
{13756} No one really knows what fate befell Balduran, the founder of Baldur's Gate, but people never grow tired of speculating. When his personal armor was found on the Sword Coast - supposedly recovered and sold by a group of adventurers - it only served to spark interest in him once again, and several copies of the suit were made to accommodate collectors and historians. In this way, it could be said, Balduran obtained a measure of immortality.
{13757} Gnomish Magnetic Armor
{13758} Like so many gnome inventions, this marvel of ingenuity had its origin in a profoundly stupid idea. Engineers needed a way to clean up the tacks that were cluttering the floor of their workshop. In their effort to create a field that repelled metal (thus sweeping the tacks into the corners), they instead discovered a field that repelled magic. Once they got over their disappointment, they began mass-producing the suits and selling them to their neighbors.
{13759} Red Dragon Armor
{13760} Nothing excites awe and envy like a suit of Red Dragon Armor, but such notoriety also has its downside. These suits are magnets for thieves, and worse, they draw the attention of vengeful dragons wherever the owner travels.
{13761} Blue Dragon Armor
{13762} The year of the Dracorage (1018 DR) brought great destruction to the Heartlands, but not just to the besieged residents. Dragons also fell, their enormous corpses like surreal punctuation on the battlefields. In the aftermath, scavengers took weapons and equipment from the dead, and the hides of the great beasts as well. Several suits of Blue Dragon Armor were created, but the makers remain as anonymous as the dragons whose scales were stripped.
{13763} Enkidu's Armor
{13764} The first example of this item was created for Enkidu, a famed warrior of Kara-Tur. None dared challenge him in fair combat, but he was often subject to sneak attacks from assassins, ninjas, and wu-jen. His armor was designed to prevent such cowardly action from succeeding, protecting the wearer as well as the honor of the attacker who would otherwise shame himself. Copies have been made, though they vary in power when compared to the original.
{13765} Cloak of the High Forest
{13766} The half-elf Jasswin is probably the best-known owner of one of these cloaks, since it played a significant part in his ascension to the post of Great Druid. He acquired the cloak after spending a season with no shelter, wanting to "feel the land unhindered." He found the garment before the cold season set in, a gift from the wilds that carried a message both humbling and clear: he could appreciate the rain while still seeking shelter from it.
{13767} Nymph Cloak +1
{13768} Named for the creatures most closely associated with beauty, Nymph Cloaks are popular fodder for tavern tales among the common folk. The story usually involves some hapless noble couple spending a fortune on one or more such items so they can stand to look at one another. It always gets a big laugh among a copper-ale crowd, though most professional bards consider such pandering a tool of the unskilled.
{13769} Benzo's Luck
{13770} This item is named for Benzos Tale, a halfling favorite told to children leaving home. Ridiculed for his size, foolish Benzo tried to show off by challenging the largest dragon that he could find. He was squashed so flat that several suits of armor were cut from his original. While obviously untrue, would-be adventurers hearing this story tend to choose opponents carefully, especially after receiving a suit of Benzos Luck as a farewell gift.
{13771} Greenleaf
{13772} Through the years, elven craftsmen constructed many of these suits for the defense of their homes; the leather of the armor cleverly designed to blend with the forest. During the exodus of the Calling, some of this equipment found its way into the hands of adventurers, and from there, to black markets. It is not known what the elves think of this acquisition now that the Retreat has concluded.
{13773} Rogue Links
{13774} Armor of this type began to appear in the lands adjacent to Thay in the Year of Smoldering Spells, 1020 DR. An irremovable coating of soot has blackened it, dulling noise of movement and making it ideal for stealthy endeavors. Close examination, however, reveals that the charring was not the result of externally applied heat, and suggests the original owner suffered some sort of Thayvian-induced combustion. This lends a very morbid feeling to the suit.
{13775} Chainmail +1
{13776} This magic armor grants additional protection to its wearer, but it doesn't bear the hallmarks of any specific maker.
{13777} Doron's Mistake
{13778} Doron was a master dwarven smith, but even masters make mistakes. While disassembling a suit of "worthless elven chain" - for research, of course - he accidentally dropped several links into his forge, and that trace amount of mithral tainted everything he made until he could scour the thing from top to bottom. Each suit made during this time was infused with strange magic, but Doron threw them all on the trash heap, and was known to slap anyone he saw wearing one.
{13779} Elven Chainmail
{13780} These mithral chainmail suits are sought after by many, but rarely found outside of elven hands. Exquisite craftsmanship is a hallmark of the Fair Folk, and these suits are no exception.
{13781} Chainmail of Speed
{13782} Merko the Fleet was a firm believer that discretion is the better part of valor, and proved it in dozens of engagements he proudly outraced on foot with the help of his Chainmail of Speed. By the time of his death at a ripe old age, he had run from a dozen of the most influential battles of his time, and personally run from several famous villains. 
{13783} Adamantine Breastplate
{13784} This armor bears the trademarks of drow workmanship, though it is obviously exceptional even by their standards. Several examples have been found in recent times, and scholars are unable to explain how these suits avoid the decay that normally afflicts adamantine after exposure to daylight. An obvious answer is that the items must have been intended for surface world excursions of great length and in great numbers, which is a disturbing possibility to consider.
{13785} Mithral Splint Mail
{13786} Close examination shows that these masterpieces of silvery metal share many elements, but none bears an identifiable maker's mark. This is less surprising than it might seem, since the more reclusive of master craftsmen often forego any public recognition, if only to keep charity cases knocking their doors off their hinges.
{13787} Copper Dragon Armor
{13788} This suit is crafted from the scales of a mature copper dragon, though most smiths refuse to work with the hides of these good-aligned creatures. A previous owner claimed that the dragon perished while fighting evil, and he reluctantly commissioned the suit as a tribute to its noble sacrifice. Several dragons have wondered aloud if this defense would excuse them wearing the hides of humanoid heroes. They suspect not.
{13789} Padded Armor +1
{13790} Leather Armor +1
{13791} Studded Leather Armor +1
{13792} Chain Shirt +1
{13793} Hide Armor +1
{13794} Scale Mail +1
{13795} Breastplate +1
{13796} Splint Mail +1
{13797} Banded Mail +1
{13798} Half Plate +1
{13799} Full Plate +1
{13800} Armor of Freedom
{13801} After his escape from magical imprisonment, the warrior-priest Archiel vowed he would never again be captured by sorcery. He devoted years to forging these suits of armor for himself and his companions, but ironically was waylaid by mundane means, and died chained to the wall of an ordinary cell.
{13802} Cloak of Protection +1
{13803} Cloaks of this sort are infused with protective spells, and are among the most popular and numerous magic items on the market. The original design may have originated in the earliest of arcane guilds, but the current makers of these items are varied and widespread.
{13804} Cloak of Movement
{13805} Golloth was a druid who enjoyed the company of spiders, studying the precision of their movements and meditating on the complexity of their webs. He spent much of his time protecting giant varieties of these creatures from the wrath of well-meaning adventurers, which alienated him from his fellow humans even more than a life in service to nature usually does. This cloak appears based on one that he had received from the Drow, a gift that allowed him to better walk among the arachnids.
{13806} Cloak of Elvenkind
{13807} Elven rangers and scouts are given cloaks like this one to help hide them while patrolling the borders of their lands. These cloaks vary in effectiveness, depending on the status of the original owner.
{13808} Chromatic Breastplate +1
{13809} This suit bears the mark of the dwarf Marrok, Master Blacksmith of Neverwinter's Shining Knight Arms and Armor. He forged it early in 1373 DR, to aid the heroes who sought to free his quarantined city from the virulent grasp of the so-called Wailing Death.
{13810} Scales of Truth +1
{13811} Whitebone Armor +2
{13812} Chromatic Breastplate +3
{13813} This suit bears the mark of the dwarf Barun, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in 1373 DR, to aid the war effort against Lady Aribeth the Betrayer, who was then marching against the northern city of Neverwinter and the Lords' Alliance.
{13814} Scales of Truth +3
{13815} Silverbone Armor +2
{13816} Banded Mail +2
{13817} Breastplate +2
{13818} Chainmail +2
{13819} Chain Shirt +2
{13820} Full Plate +2
{13821} Half Plate +2
{13822} Hide Armor +2
{13823} Leather Armor +2
{13824} Padded Armor +2
{13825} Scale Mail +2
{13826} Splint Mail +2
{13827} Studded Leather Armor +2
{13828} Banded Mail +3
{13829} Breastplate +3
{13830} Chainmail +3
{13831} Chain Shirt +3
{13832} Full Plate +3
{13833} Half Plate +3
{13834} Hide Armor +3
{13835} Leather Armor +3
{13836} Padded Armor +3
{13837} Scale Mail +3
{13838} Splint Mail +3
{13839} Studded Leather Armor +3
{13840} Cloak of Protection +2
{13841} Cloak of Protection +3
{13842} Cloak of Protection +4
{13843} Cloak of Protection +5
{13844} Nymph Cloak +2
{13845} Nymph Cloak +3
{13846} Nymph Cloak +4
{13847} Nymph Cloak +5
{13848} Robe of Larloch
{13849} This cast-off robe of the archlich Larloch absorbed significant amounts of the Netherese arcanist's power in its few decades on his body. Though incredibly potent for most mortal practitioners of the Art, the robe was not valuable enough for Larloch to keep.

Larloch "lives" in the ancient Warlock's Crypt on the Sword Coast in a necropolis populated by hordes of undead and a small army of Larloch's lich students. Presumably, he has forgotten entirely about this dusty robe, but one can never be too certain, nor too safe, when it comes to wearing Netherese artifacts...
{13850} White Robe of the Archmagi
{13851} Most items of this type bear markings associated with one or more deities of good and order. Likely these are an attempt to encourage moral behavior among spellcasters, rewarding those who manage their power in responsible ways instead of lording their ability over others.
{13852} Grey Robe of the Archmagi
{13853} While garments like this have been found in almost every culture with a strong contingent of spellcasters, this example and most others in the Neverwinter area are believed to have originated within Ulcaster's School of Wizardry. The school presented no bias in its teachings, and hosted casters from all across the Sword Coast until its destruction some 200 years ago.
{13854} Black Robe of the Archmagi
{13855} Like many evil items, these robes are fashioned in great numbers by the Zhentarim and their minions. They are found far and wide across the Realms, and the more hands they touch, the more influence the Zhents enjoy.
{13856} Aslyferund Elven Chain
{13857} These fine mesh suits feel more like cloth than armor, yet many a killing blow has been turned aside by their links. Aslyferund, the most famous armorer of once-proud Myth Drannor, crafted many of these masterpieces personally, and it is rumored that the more powerful versions were created with the aid of a gold dragon.
{13858} Robe of Light
{13859} Robe of Acid Resistance
{13860} Robe of Cold Resistance
{13861} Robe of Fire Resistance
{13862} Robe of Electrical Resistance
{13863} No one knows when or where these arrows were made. It is rumored that each tip is made with a vampire tooth. That seems unlikely due to the number of quivers of these arrows that can be found.
{13864} Arrow of the Vampire
{13865} Fire Arrows burst into flames when fired, with an effect almost identical to a nonmagical arrow doused in oil and set alight.
{13866} Fire Arrow
{13867} This arrow not only pierces its target, it also releases a splash of alchemical acid on impact. 
{13868} Acid Arrow
{13869} This arrow is crafted to bite deeply into its target, delivering additional piercing damage on impact.
{13870} Piercing Arrow
{13871} Ice Arrows give off a blast of frigid cold when they strike their target, flash-freezing armor and flesh alike.
{13872} Ice Arrow
{13873} Lightning Arrows explode in sparks on impact, inflicting electrical damage to their target.
{13874} Lightning Arrow
{13875} Ice-cold to the touch, these bolts have a short message imprinted on the shaft: "Warning: A Touch of Frost."
{13876} Bolt of Frostbite
{13877} Lightning Bolts explode in sparks on impact, inflicting electrical damage to their target.
{13878} Bolt of Lightning
{13879} Bolts of this type can stun their targets, though potency and duration are determined by the power of the bolt's creator.
{13880} Paralytic Bolt
{13881} This bolt is crafted to bite deeply into its target, delivering additional piercing damage on impact.
{13882} Bolt of Piercing
{13883} Bolts of Fire burst into flames when fired, with an effect almost identical to a nonmagical bolt doused in oil and set alight.

{13884} Bolt of Fire
{13885} Giant's Bane
{13886} From the smallest of sources come weapons to strike at the largest of foes. These bullets are of halfling construction, and many a giant has fallen to them.
{13887} Bullet of Screaming
{13888} Many items of this type trace back to Jergain Hammerloud, a celebrated dwarven warrior once known for his bellowing battle cry. He was quite despondent after an injury cost him his voice, so clan priests crafted sling bullets that, as they said, would "take his screams straight to the enemy." A symbolic gesture, but Jergain enjoyed them so much he used them until the day he happily fell on the battlefield.
{13889} Farel's Gold
{13890} Forced to use coins when he ran out of proper bullets during a long dungeon crawl, Farel Harod of Amn found, much to his surprise, that he rather preferred them to normal stones. He commissioned magic versions to improve their performance, and since then, similar items have popped up on a number of occasions.
{13891} Bullets of Smiting
{13892} These bullets are especially dense and weigh twice as much as ordinary specimens. When launched, they seem to accumulate even more mass on their way to the target, finally smashing into the unlucky victim with the force of a swung mace.
{13893} Fire Bullet
{13894} Fire Bullets burst into flames when fired, and inflict additional fire damage on their target.
{13895} Ice Bullet
{13896} Ice Bullets give off a blast of frigid cold when they strike their target, flash-freezing armor and flesh alike.
{13897} Lightning Bullet
{13898} Lightning Bullets explode in sparks on impact, inflicting electrical damage to their target.
{13899} Battleaxe +1
{13900} A little-known section of ruined Illusk holds corpse after corpse from a barbarian invasion repelled ages ago. The clan is forgotten, but their surviving weapons seem to embody everything cruel and savage in warfare, and create fearful images in the minds of those who witness them.
{13901} Axe of Dead Illusk
{13902} These barbed and jagged blades have their origin in the personal armory of Mordan the Cold, 994-1021 DR, and each specimen is to be feared and respected. Even the slightest wound inflicted by one of these scourges requires quick attention or the victim will bleed to death. It is said that Mordan's soldiers moved through a battlefield striking only once, and whole legions fell in their wake.
{13903} Mordan's Withering Blade
{13904} The dwarven faithful of mighty Clangeddin have long fought with their god's might on their side. When his followers began to appear in greater numbers on the surface, wise Clangeddin created a few of these axes to give his champions power over the skies and clouds of their new land. A dwarf who comes into possession of one of these special boons is blessed indeed, for they are truly few in number.
{13905} Clangeddin's Wayward Axe
{13906} Torgin of the Light was a respected and prolific slayer of undead, which made his eventual descent into vampirism all the more tragic. His still-living companions saw the change as an insult to the life he once cherished, and vowed to destroy his undead form. To this end they crafted the Deepstone Progeny, adapted from the weapon that had previously served Torgin so well. History does not record the outcome of the battle between Torgin and his friends, but their axes are found across Faerûn.
{13907} Deepstone Progeny
{13908} Gulen Rockfire was a respected and prolific slayer of undead, which made his eventual descent into vampirism all the more tragic to his cohorts. They saw the change as an insult to the life he once cherished, and vowed to destroy his undead form. To this end they crafted the Azure Progeny, a series of weapons adapting the design that had previously served Gulen so well. History does not recall the outcome of their battle.
{13909} <Delete>Azure Progeny
{13910} This weapon bears the mark of the dwarf Marrok, Master Blacksmith of Neverwinter's Shining Knight Arms and Armor. He forged it early in 1373 DR, to aid the heroes who sought to free his quarantined city from the virulent grasp of the so-called Wailing Death.
{13911} Sentinel +1
{13912} This weapon bears the mark of the dwarf Barun, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in 1373 DR, to aid the war effort against Lady Aribeth the Betrayer, who was then marching against the northern city of Neverwinter and the Lords' Alliance.
{13913} Sentinel +2
{13914} Battleaxe +2
{13915} Battleaxe +3
{13916} Greataxe +1
{13917} Weapons such as these not only protect against magical attack, they also improve the wielder's ability to research new spells and make him more aware of threats. Long research has traced their origin to the extinct Netherese civilization, but of their creator nothing is known.
{13918} Netherese Axe
{13919} So many tales surround these axes that it is difficult to determine which are true. They have been linked to kings, celestials, dark gods, and obnoxious dwarves, but in all cases they were used to destroy some meddlesome wizard or another. Scholars suggest that the weapons were created by a single person; someone wishing either the destruction of all spellcasters, or simply the troublesome ones.
{13920} Axe of the Culling
{13921} When Mulhorand's rebellious wizards opened Faerûn to the invasion known as the Orcgate Wars, the avatars of the deities descended from the heavens to do battle. The avatar Re was slain in battle but used his dying breath to create hundreds of these greataxes. Known as Re's Redemption, each of them was dedicated to the slaying of orcs, and only with their help was the great horde forced northward.
{13922} Re's Redemption
{13923} Orcs tell of a great hero who wore no armor, and how the god Gruumsh gifted him with an axe to protect him in battle. He eventually became the avatar of that fearsome deity, and broke his weapon into many pieces to seed it among the orc hordes. Other cultures don't recognize the tale, but orcs don't care. After all, their legends also say that all the other races are born of swine, and what are the opinions of pigs worth?
{13924} Gruumsh Hand
{13925} This weapon bears the mark of the dwarf Marrok, Master Blacksmith of Neverwinter's Shining Knight Arms and Armor. He forged it early in 1373 DR, to aid the heroes who sought to free his quarantined city from the virulent grasp of the so-called Wailing Death.
{13926} Stonefire Axe +1
{13927} Greataxe +2
{13928} This weapon bears the mark of the dwarf Barun, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in 1373 DR, to aid the war effort against Lady Aribeth the Betrayer, who was then marching against the northern city of Neverwinter and the Lords' Alliance.

{13929} Stonefire Axe +2
{13930} Greataxe +3
{13931} This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.


{13932} Handaxe +1
{13933} This came from Ember's Corps, a company of adventurers in service to a dwarven paladin. Each member held a weapon nearly identical to Ember's as a reminder to act as he would in any situation, keeping virtue in mind. Demons and fell creatures constantly drew his wrath, but pompous wizardry would not go unpunished either. Mages who over-planned would be threatened with Whirling Axe of Death, a "spell" that took very little time to prepare.
{13934} Ember's Axe
{13935} Craftsmen are constantly looking for more efficient ways to approach logging, but due to terrain and budget the hands-on approach still gives the best results. To that end, these items were developed to make the individual lumberjack more effective, but some have gone on to see secondary service as weapons of war. A magic "sweet spot" can potentially fell a tree in one swing, and make short work of an opponent as well.
{13936} Woodcutter's Axe
{13937} It was the Year of Slaughter, 1090 DR, and countless victims lay slain at the Battle of the Bones. Today the site contains layers of dry white bone, but at the time it was all blood and bile, oozing from each shattered corpse and saturating the fallen equipment. No amount of polishing has been able to restore any weapon retrieved from that dread place, or even begin to remove the taint acquired there.
{13938} Blood Rust Axe
{13939} Axes of this type were created as training tools for an organization of rangers and woodsmen, but their use has fallen out of favor. When combined with another weapon they grant agility and skill in the use of both at once, but it was found that some students relied too much upon them, and did not separately develop the skills that the items enhance.
{13940} Offhand Axe
{13941} Ice Reaver +1
{13942} Ice Reaver +3
{13943} Handaxe +2
{13944} Handaxe +3
{13945} Club +1
{13946} This was one of many such weapons distributed among a short-lived private militia in Waterdeep called the Watchmen's Club. No expense was spared for their equipment because the primary backers were a group of adventurous nobles who fancied that they were "taking the night back from hoodlums and roustabouts." The movement folded when the pursuit fell out of fashion.
{13947} Watchman's Club
{13948} Strangely, the well-worn grip of this weapon is a furniture pattern from around 1200 DR, the club itself being a leg from the central table in a 500-seat festhall. The hall was the heart of a warrior clan, and the site of their last stand during the Year of the Black Horde. In the face of overwhelming orc hordes they fought with whatever means they could, but were ultimately lost to a man.
{13949} Will of the Lost
{13950} Encroachment on elven territory is not tolerated, though an exception is occasionally made for those who show proper reverence. Such is the case in the forest of Tethir, where a sect of druids have been welcomed and, on occasion, given special boons for their tireless work. While usually information, such a gift might also include an elven-crafted item like this one.
{13951} Tethir-Wood Cudgel
{13952} In the early days of exploration within the jungles of Chult, a Calimshan expedition clashed with a small tribe after removing artifacts from a burial site. A local shaman named Gol'Kai killed a noble while trying to retrieve the sacred items, and the "civilized" invaders retaliated. The tribe did not survive. Weapons such as this were found in nearby villages soon after, accompanied by a silent apparition of Gol'Kai, voiceless as his people.
{13953} The Angry Soul
{13954} In the early days of exploration within the jungles of Chult, a Calimshan expedition clashed with a small tribe after removing artifacts from a burial site. A local shaman named Gol'Kai killed a noble while trying to retrieve the sacred items, causing a voracious application of "civilized law." The tribe did not survive. Weapons such as this were found in nearby villages soon after, accompanied by a silent apparition of Gol'Kai, voiceless like his people. 
{13955} <Delete>The Angry Soul
{13956} Gladiator's Club +1
{13957} Gladiator's Club +4
{13958} Club +2
{13959} Club +3
{13960} Heavy Flail +1
{13961} Jergal was a depraved man who hated life and everything it entailed. Assembling a small army of like-minded mercenaries, he planned to sweep across Faerûn with weaponry that inflicted diseases and curses upon their victims. Though the campaign started well, it ended quickly when one of the men caught Jergal's foul disease. Within days, Jergal and the others were dead.
{13962} Flail of Jergal
{13963} Even more frightening than this weapon's power in battle are the tales told by survivors of its attack. Witnesses claim that on impact an asp was seen to snake from the flail and add its venomous fangs to the weapon's strike. 
{13964} Asp Flail
{13965} A disciple of Alaundo supposedly crafted these exquisite flails, and bards and sages agree that his intention was to craft a weapon for every star in every constellation. Whether he succeeded or not is still undecided.
{13966} Flail of Stars
{13967} A performer with the Circus of the Rose, Kintharsta offered a challenge to any member of the audience: to trade blows, their weapon versus his, until he or they conceded. He offered good odds and had many takers, but few could have hoped to win, thanks to the magic of his flail. He was paranoid of being caught without it, and had several copies crafted. Ironically, he was caught with the ringmaster's wife in the one situation he went unarmed, and was murdered with his flail just out of reach.
{13968} Kintharsta
{13969} A performer with the Circus of the Rose, Kintharsta offered a challenge to any member of the audience: to trade blows, their weapon versus his, until he or they conceded. He offered good odds and had many takers, but few could have hoped to win, thanks to the magic of his flail. He was paranoid of being caught without it, and had several copies crafted. Ironically, he was caught with the ringmaster's wife in the one situation he went unarmed, and was murdered with his flail just out of reach.
{13970} <Delete>Kintharsta
{13971} Reaver +1
{13972} Reaver +2
{13973} Heavy Flail +2
{13974} Heavy Flail +3
{13975} Light Flail +1
{13976} Created by Bertrand the Helper, these weapons saw use in many regal courts throughout the turn of the last century, though there is little in the way of documentation. They are the tools of the trusted deputy or valued assistant; the person who wields power behind the scenes. Neither the adviser nor the advised generally wish such a relationship known, so these items are usually kept a jealous secret.
{13977} Writ of the Vizier
{13978} Items from the Old Empires are difficult to catalog, because they deal with events unknown to much of Faerûn. For example, these flails may date from the Orcgate Wars and the killing of the deity Osiris. At the moment of the god's death his avatar fell also, shattering his weapon. When Osiris was resurrected, each piece of that broken flail supposedly became a diluted duplicate of the original, though none of this can be proven. 
{13979} Heirs of Osiris
{13980} If J'elnyio of the Anvil had created just a few of these powerful weapons he might have enjoyed a natural death. Instead he produced as many as he could, hoping to shift the balance against evil in the world. The problem, of course, is that his efforts eventually drew attention from the very evil the flails were designed to fight, and balance was restored.
{13981} Flail of Destruction
{13982} Eberond, a late commander for the Zhentarim, formed an elite mercenary band of spellcasting warriors to pillage the ruins of Myth Drannor. To protect his men from hostile magic, he outfitted them with these spell-resisting flails. Despite the gifts and payment, the men had no intention of entering Myth Drannor, and instead traveled to Calimshan to retire off of the sale of their weapons.
{13983} Eberond's Flail
{13984} Foundation +1
{13985} Foundation +4
{13986} Light Flail +2
{13987} Light Flail +3
{13988} Light Hammer +1
{13989} Though his clan tried to dissuade him, the young dwarf Felirik refused to accept that he wouldn't make an exceptional rogue - despite the fact that he couldn't pick a lock to save his life. To combat his inadequacies, Felirik commissioned several Hammers of Blasting. What they lacked in subtlety, they more than made up for in effectiveness, annihilating the locks of chests and doors alike.
{13990} Hammer of Blasting
{13991} Runes identify this fine weapon as having been forged by the dwarven Daraz clan some 500 years ago. Hammers of this type were created for the defense of their homes against encroaching goblins and orcs, and each was wound with mighty spells. Unfortunately, fine weapons and dwarven courage were no match for the sheer number of orc invaders. The clan was extinguished, and their weapons were scattered throughout the known world.
{13992} Daraz Hammer
{13993} Legends abound of the Beast Lords and their insatiable bloodlust, each claiming that the creatures regularly rampage across the face of Faerûn. These hammers were supposedly created in battle against such beasts, but specifics are unknown. Usually tales like these can be blamed on an imaginative bard with a gullible audience, but the story has stuck in lieu of facts.
{13994} Hammer of the Beast
{13995} A legacy that Thalantyr the Conjurer has said he would prefer to forget, these weapons are tied to his early adventuring career and a time when he was held captive by a mysterious powerful creature. He has refused to say how the weapons have retained the heat of he forge they were crafted in, usually ending such inquiries with a frustrated "pray you never find out."
{13996} Forge Fire
{13997} Storm +1
{13998} Storm +2
{13999} Light Hammer +2
{14000} Light Hammer +3
{14001} Warhammer +1
{14002} A clan of svirfneblin deep within the Underdark created the Hammers of the Wisp to guard against vicious drow hunting parties. They hoped to model an item that could erupt with light, slowing or repelling their enemy. They were initially successful, and a dark elf group broke ranks the first time the weapons were used. No record of the deep gnome clan exists after that, however, and it is unlikely they survived the drow reprisal.
{14003} Hammer of the Wisp
{14004} The dwarven smith Silverblade forged the first of these hammers - purportedly combining a masterfully crafted warhammer with a Girdle of Giant Strength and Gauntlets of Ogre Power - as a gift for his military-bound son. Sadly, the son fell before the hammer's completion and, in grief, Silverblade took it up himself, dying in valiant battle. Recently, the dwarf Barun reassembled the device, leading to the creation of additional variants by other master smiths.
{14005} Hammer of Thunderbolts
{14006} During the Time of Troubles the walls between dimensions seemed particularly thin, and many creatures normally confined to other planes walked the face of Toril. Unfamiliar items appeared as well, including several of these weapons found after portals or rifts were sighted. The true origins of the Rift Hammers have never been explained, and superstitious folk refuse even to hold them for fear they retain the taint of the lower planes.
{14007} Rift Hammer
{14008} The zealous but good-hearted warrior known only as "The Law" gained fame when he created this set of magic weapons to arm the forces of law and discipline. Each was fueled by his burning desire to eradicate chaotic behavior and, as such, they became powerful tools in the maintenance of order.
{14009} Hammer of Justice
{14010} Rune Hammer +1
{14011} Rune Hammer +2
{14012} Warhammer +2
{14013} Warhammer +3
{14014} Mace +1
{14015} A boon to the devout, this mace and others like it exude the grace and power of the Lady of Love, Sune. A service of great importance is usually required to warrant such a gift, as the creation of powerful items is costly to any faith.
{14016} Kiss of Sune
{14017} No one knows for certain where these maces originate. Perhaps they come from the outer planes to help the righteous of Faerûn defend their home, or perhaps their arrival here is simply an accident. Regardless of their origin, they are unusually effective against creatures from other planes of existence.
{14018} Planar Mace
{14019} A set of these weapons was originally created for the Sword Coast Legion, a league of clerics and paladins who fought the orc multitudes in the Year of the Black Horde, 1235 DR.
{14020} Fist of the Legion
{14021} The most recent recorded appearance of one of these weapons was in the black markets of Amn, rightfully commanding an impressive price. Several such maces have been found over time, each with an array of elemental spells and effects woven through them. The creator remains elusive, though the name "Petty" is evident on each example. It is possible he is a smith on Toril, but his obvious understanding of planar forces suggests a more traveled origin.
{14022} Petty's Tempest
{14023} It is said that lieutenants in the armies of Algarond were given these weapons, but not told of the flaws in their design. Many of the wielders died, but all fought valiantly and were accorded the honor of heroes of the realm. The generals responsible for these flawed weapons escaped punishment, and today they are remembered among the revered dead.
{14024} Soldier's Might
{14025} Mace of Disruption +2
{14026} Mace of Disruption +5
{14027} Mace +2
{14028} Mace +3
{14029} Morningstar +1
{14030} These are the hallmark weapons of the fallen Lord Craghand of Unther, and are named for the fate he suffered. Lacking magical talent himself, Craghand employed a cadre of necromancers in an effort to extend his meager legacy. These wizards succeeded only in damning his court to an age of undeath. Now his mindless form stalks Faerûn, his ageless skeletal body rising time and again even if destroyed.
{14031} Bone Phoenix
{14032} These weapons were supposed to be a great breakthrough for the orcs of Amn. Clan leaders liked the idea of rendering enemies helpless, but after the efforts of many shamans and several imprisoned human wizards, the project was abandoned. It seemed that in the hands of the orc elite, a hit strong enough to activate the ability often killed the target anyway, and the extra cost was deemed redundant.
{14033} Sleepwalker Kin
{14034} Circling Star morningstars are the creation of Lord Welther Huntsman, a retiring ranger who worried for the safety of his patrolled forests. Having amassed a small fortune in his career, he paid an artificer in Waterdeep to fashion these weapons and gifted them to carefully chosen successors, ensuring a continued reverence for the land.
{14035} Circling Star
{14036} These weapons were first used by Whyte's Legion, a fighting company so disciplined that when they marched, their synchronized front line appeared to be a single entity. When these tight formations met an enemy line, they would seem to fall back, deliberately exposing themselves to attack and naturally drawing the enemy inward. The illusion of enemy progress was shattered when a score of morningstars struck at once, beating them down as the legion closed around them.
{14037} One of Many
{14038} Drone +1
{14039} Drone +4
{14040} Morningstar +2
{14041} Morningstar +3
{14042} Longbow +1
{14043} Taralash was a skilled hunter renowned for his ability to track down even the fleetest of quarry by foot; few animals ever escaped once he had them in the sights of one of his mighty longbows. On his deathbed, when asked of his amazing hunting accomplishments, Taralash replied with honesty that "any man can bend a blade with his hands, but a thinking man uses the forge; these longbows are that forge."
{14044} Taralash
{14045} This yew bow is more a work of art than a weapon of war. Fine engravings dance over the polished wood, and the bowstring gleams of gold, almost singing when drawn. Once thought a unique and singular example of elven craftsmanship, this theory was discarded when scholars verified half a dozen identical bows in the ruins of Myth Drannor.
{14046} Elven Court Bow
{14047} This longbow was one of many made by a half-elven craftsman whose name has been lost to history. At one time there were several hundred in use by scouts who patrolled the Anauroch desert, but many have been lost or destroyed. Only a few are still known to exist, and these are highly prized and rarely find their way to the open market.
{14048} Ripper
{14049} The Pirate Isles of Nelanther are mere whimsy to most common people, and have spawned many a legend. One such tale tells of weapons able to launch arrows between the isles, a likely reference to the Longarm Bows of the region. 
{14050} Longarm
{14051} These bows seem primitive at first glance, but behind the crude sinew and hide is a powerful weapon. They are most often found in the far North, but unfortunately, they are also most often found in the hands of a devotee of Auril, the Icemaiden. Most observers will get a good look at the point of the arrows before ever seeing the bow.
{14052} North Wind Bow
{14053} Longbow +2
{14054} Longbow +3
{14055} Shortbow +1
{14056} This bow and its kin are most famously linked to Hannable the White and his defense of Gulthmere Forest. He and his men went to the aid of local dryads and defeated legions of orcs, forcing them to abandon their destructive plans. Those of Hannable's force who left the forest were paid with these bows, while those who remained with the grateful dryads received less tangible, but no less enjoyable, rewards.
{14057} Eaglebow
{14058} A small village of halflings found itself the target of an evil knight's greed for their gold. The crafty halflings crafted a series of bows that were able to create illusions, making it appear as if an entire army defended the village. Sadly, the observant knight eventually realized the ruse, and the halflings were driven away from their treasure.
{14059} Phantom Bow
{14060} In 1099 DR, scholars attempting to verify tales of Tansheron the lich found only his ramshackle keep and withered husk. Evidence suggested a long siege by at least four distinct groups of adventurers, a campaign that eventually wore down his defenses. Presumably weapons of this type were among the loot claimed. The thin, frayed string of this bow appears unusable, but when it is drawn a solid, invisible arrow becomes tangible.
{14061} Tansheron's Bow
{14062} This bow is one of several attempts to recreate the wondrous elven Oathbow, which stopped the rampage of Kaoltooth the Aged during the Year of the Dracorage, 1018 DR. Made by human hand and not as powerful as the original, a Lesser Oathbow is still a very effective weapon.
{14063} Lesser Oathbow
{14064} This finely crafted bow has the notes of a soft lilting song carved at the grip. The earliest example of the type was found in 884 DR, but the maker was never identified. All are nearly identical except for the melodies, which were, until recently, invariably elven.
{14065} Lilting Note
{14066} Shortbow +2
{14067} Shortbow +3
{14068} Sling +1
{14069} Sling of Seeking
{14070} The gnomes who invented this device weren't known for courage, but their tale was heroic just the same. Defending their home against bugbear invaders, the gnomes hurriedly invented a set of slings so accurate they could be fired behind the wielder's back. So prepared, the gnomes taunted their attackers into a chase, and rained stones on them over their shoulders. Though many bugbears were killed, the gnomes were eventually caught and the village destroyed.
{14071} Sling of Arvoreen
{14072} Thought at first to have been blessed by the halfling goddess Arvoreen and granted to the heroic Tuckerby Lettleworp after the Battle of Moor Road, there have actually been a number of these items found. In fact, much like the tales of Littleman, it would seem that nearly every halfling village has a similar story about the acquisition of such an item. What this means regarding their true origins is unknown.
{14073} Sunlight Sling
{14074} These slings are the legacy of Endermin and his family, though they did not know their true importance. Endermin and his men had little hope of survival as they descended into ancient crypts to find his vampire-kidnapped fiancé. Valiantly confronting the creature, their humble weapons suddenly erupted in a shower of light, bristling with magic the men had not known was there. The vampire fled, and the fiancé was, thankfully, recovered.
{14075} Sling of Force
{14076} A tinker without a sense of proportion, the spunky Gendlesen Barstow worried that she wasn't strong enough for the adventuring life, and so built various magical slings to enhance her strength. Although her first versions were successful, all were stolen from her workbench and eventually scattered across Faerûn.
{14077} Charming Sling
{14078} Servan and his sons made their living by removing "pests" from Waterdeep estates, be they badgers or bandits. Servan knew the value of appearances and went to great expense to spare his customers the harsh reality of death in or around their property. To be fair, his tales of peacefully luring creatures from their hiding places were mostly true. He simply neglected to mention the sling bullet that followed soon after.
{14079} Tempertuppin's Ever-Thrower
{14080} Bindle "Eye-nock" Tempertuppin based these weapons on one he supposedly saw a fire giant use, reportedly "big enough to throw a donkey 300 paces." Questioning the accuracy of this account brings the predictable retort that "you'll be sorry when a giant puts YOUR ass in a sling." He's a funny man, that Bindle.
{14081} Sling +2
{14082} Sling +3
{14083} Heavy Crossbow +1
{14084} These weapons were favored for siege work by the forces of King Shastir Longeve, and saw use in the removal of defensive forces taking cover behind battlements. As the king's fortunes waned so did the supply of these crossbows, and today only a scant few remain.
{14085} Crossbow of Accuracy
{14086} The enchantress Lady Gracia was fascinated by the legend of a celestial creature that fired love into a person's heart with magical bolts. Attempting to recreate the story she fashioned several launchers to duplicate this effect, but a bolt that would confer the spell proved difficult, and test couples lost their fascination for each other within hours or days. Regardless, Lady Gracia enjoyed the effort, and kept on playing matchmaker until her dying days.
{14087} Crossbow of Enchantment
{14088} As their name implies, Feywarden Crossbows were created for the sole task of defending the wild forests of Faerûn. Legend has it that at the dawn of creation, a druid was assigned to each of the forests of the world and these were the weapons they held. Sentiment aside, it should be noted that the "dawn of creation" was an awfully long time ago, and these items bear design principles developed somewhat more recently.
{14089} Feywarden Crossbow
{14090} Grace was a serving maid in the household of Thomas, a Cormyrian noble. It was her misfortune to fall in love with her master, who took advantage of her and then cast her aside, ordering her from the house. Enraged, Grace shot him through the heart with a crossbow, for which crime she hanged. When the bow was later examined, it exhibited surprising properties and was eventually duplicated.
{14091} Graceblood Bow
{14092} These crossbows were used by the leaders of the Glorious Revolution, a popular uprising against the tyrannical Duke Bogob in the year 1217 DR. The oppressed workers in the fields rose up when they heard the rallying cry: "You have nothing to lose but your chains!" Unfortunately, the duke's well-armed knights were not fazed by idealism and oratory, and the rebellious peasants lost not only their chains, but their lives.
{14093} Glorious Revolution
{14094} Heavy Crossbow +2
{14095} Heavy Crossbow +3
{14096} Light Crossbow +1
{14097} Crossbows of this type draw their power directly from the wielder, a liability that can prove deadly. Guil de Lyons used the original for years, before falling to a bandit who was clever enough to engage Guil in melee. His captured weapon has apparently been studied and duplicated, as more examples have appeared since his defeat.
{14098} Crossbow of Affliction
{14099} Though the current owners of these weapons might like to believe they were handed down from Mielikki herself, Crossbows of the High Forest were actually created by a powerful group of rangers called the Underwood Company. It would be easy to assume divine involvement, however, due to the substantial magic present within each item.
{14100} Crossbow of the High Forest
{14101} The first example of this bejeweled item was created for ceremonial décor, and was never intended to see use. Experiments showed, however, that the weapon instilled great fear in its targets by releasing energy from the strange ruby used in its construction. The crossbow and the assistant who supplied the gem both disappeared soon after, and the weapon has been replicated many times since.
{14102} Ruby Crossbow
{14103} The townsfolk of New Mardale created these weapons when an evil enchanter threatened their home. According to legend, the caster who infused them with magic was inspired when she sighted a unicorn at the edge of town, and sought to embody the creature's spirit in a weapon of purity and defense.
{14104} Crossbow of the Unicorn
{14105} Menacing bows like this were once the property of the Dying Light, an order of assassins known for their stealth, subtlety, and lethal precision. So feared were they, it was said that their victims were, for all practical purposes, dead from the moment the Dying Light accepted the contract to end their lives. Though these bows remain, the Dying Light is but a memory, its membership having succumbed to Time, the ultimate assassin.
{14106} Crossbow of Murder
{14107} Light Crossbow +2
{14108} Light Crossbow +3
{14109} Double Axe +1
{14110} Beast worshippers from the isles west of Chult, the Red Tigers have proven very adaptive to outside interference, remaining active while other isolated peoples have disappeared. It is a talent that has served them well, and even the design of their weaponry seems cross-cultural. While mindful of their origins, they have incorporated, among others, both elven and dwarven ritual references, a combination neither group has cared to attempt on their own.
{14111} <Delete>Red Tiger Double Axe
{14112} Beast worshippers from the isles west of Chult, the Red Tigers have proven very resilient to outside pressure, remaining active while other isolated peoples have disappeared. It is a talent that has served them well, and even the design of their weaponry seems cross-cultural. While mindful of their origins, they have incorporated, among others, both elven and dwarven ritual references, a combination neither group has cared to attempt on their own.
{14113} Red Tiger Double Axe
{14114} Fear is the primary tool of oppression, and Ch'ole of the Old Bones, a minor despot originally from Thay, took full advantage. He managed, for a time, to rule a small kingdom by threat alone, masquerading as a Lich by using illusion and magic weapons to instill the natural dread people feel toward the undead. His short reign ended when he drew the attention of a creature more familiar with the role.
{14115} Death Shroud Axe
{14116} To the displaced victims of an emerging bandit king staking a claim near The Shaar, the Ascorian Double Axe is a symbol of what a simple homegrown despot can accomplish with only a few dozen chests of ancestral pirate gold, a newly-hired personal army of mercenaries, and several puppeteer spellcasters schooled in the Shadow Weave. And they say one man can't make a difference any more.
{14117} Ascorian Double Axe
{14118} Equipped at great expense, the Bloodstone mercenaries were a company desperate to prove their worth, but fate placed them outside what should have been the defining moment of their careers. In 1090 DR they were supposed to play a part in the Battle of the Bones, but their enhanced staying power would go untapped. Their ship was swamped en route from Tethyr; they never made it to port, and the company remains a historical footnote.
{14119} Bloodstone Double Axe
{14120} Axe for the Tall Kin +1
{14121} Axe for the Tall Kin +3
{14122} Double Axe +2
{14123} Double Axe +3
{14124} Dire Mace +1
{14125} This mace is permanently bloodstained, a telltale trace of its many years spent bashing heads. The weapon would have been the bane of humanoids throughout its history, but those who wielded it seem to have been purposely left out of historic record.
{14126} Krotan's Skullcrusher
{14127} Ardulia the Agile was a man whose speed and skill at knife play made him exceptionally lethal in battle, and he repeatedly proved it by leading raids on settlements along the Sword Coast. He would often challenge the village leader for possession of the town, and with his speed, the duels were always quickly decided in his favor. Ardulia met his match one spring morn however, when he battled the priest Itgan, who wielded this mace. Ardulia seemed to stagger under each blow, slowing his pace to recoup and regain his breath. Without his speed, Ardulia was lost, and fell to the measured attacks of Itgan.
{14128} Ardulia's Fall
{14129} The Stoutcorps mercenary company of Rashemen has a faction that specializes in siege work, though terrain problems in the past have caused them to forego traditional castle-breaching equipment. They prefer muscle power over gadgetry, and boast that three of their finest equipped with these "keys" can breach a wall in moments, though it is by no means a subtle affair. 
{14130} Stoutcorps Key
{14131} Coarse tracings of the orc gods mark these weapons as indelicate, to say the least. They are deeply ridged, viciously effective, and all too common at the forefront of an orc horde. The inclusion of some "blunt magic" makes them debilitating as well as damaging, and a deep muscle bruise from a solid hit can take a fighter to his knees in short measure.
{14132} Ebon Dire Mace
{14133} Ironwood Mace +1
{14134} Ironwood Mace +3
{14135} Dire Mace +2
{14136} Dire Mace +3
{14137} Quarterstaff +1
{14138} From the Lhespenbog reed-fields of east Shaar come Aiedo Wither-Sticks, the craft of Meng Aiedo. Though accustomed to working with tall grass bamboo, this eastern craftsman traveled across the inner plains plying his trade with whatever local materials were available. Swamp products tend to be darker in nature than his usual fare, however.
{14139} Aiedo Wither-Stick
{14140} A number of these staffs were recently discovered, apparently meant to be the chief arms of a force being assembled by a beholder secreted away beneath the city of Athkatla. Why an eye tyrant would wish to attack the sight of its enemy so specifically is not known, and petitions to the local government have gone unanswered, save for claiming it a matter for local churches to explain. 
{14141} Negastaff
{14142} These items are said to manifest during times of great trouble, though the entity responsible varies depending on whose followers you question. Many have begun to think the staffs a gift of the combined gods of good alignment, deities that know their faithful must struggle, and that there is always a need for a healing hand.
{14143} Staff of Curing
{14144} These staffs all come from the workshop of Shago-Kahbo, a hermit who claims to have wandered the Anauroch desert for years at a time. He tells stories about "the coming of the dust," possibly referring to the fall of Netheril, but he is otherwise nonsensical. Trying to find meaning in his tales would be no less difficult than finding the supposed plane-shifting Blackforest he so often babbles about.
{14145} Blackforest Staff
{14146} Grand Druid is the highest rank within the druidic hierarchy, a position that deals with global concerns instead of day-to-day troubles in the forest. When called to act directly, a Grand Druid has the option to hold a Staff of Ascension that is tailored to his need. When they leave their position the weapon is released into the world, so that it might benefit nature in the hands of others.
{14147} Staff of Ascension
{14148} Quarterstaff +2
{14149} Quarterstaff +3
{14150} Two-Bladed Sword +1
{14151} These weapons belonged to the Lyons, a family that ruled in the early days of exploration around the Inner Sea. Patriarch Vargus created a sword for each of his many children, commanding that whosoever killed the finest beast with their blade would be named his successor. Daas, the weakest of the lot, immediately cut off his father's head. He claimed, as his siblings closed around him, that it was "a reasonable interpretation of the rules."
{14152} <Delete>Sword of Lyons
{14153} These weapons belonged to the Lyons, a family that ruled in the early days of exploration around the Inner Sea. Patriarch Vargus created a sword for each of his many children, commanding that whosoever killed the mightiest beast with their blade would be named his successor. Daas, the weakest of the lot, immediately cut off his father's head. He claimed, as his siblings closed around him, that it was "a reasonable interpretation of the rules."
{14154} Sword of Lyons
{14155} With armor designed to frighten and fighting styles calculated to dazzle, the Corps of the Red Masque were an oddity on any battlefield. Incorporating eastern intimidation tactics and obscure illusion spells, they were known to have turned the tide of several battles with their appearance alone. When last seen, the entire company and all their signature equipment were traveling to the city of Sigil, a planar journey from which they have not yet returned.
{14156} Blade of the Red Masque
{14157} These swords were designed for an elite group of guardians meant to stand forever over the tomb of their unnamed master in a display of utter loyalty. One of these stalwart fellows would later drunkenly admit that the core of the group left before dust had time to settle on the door. These weapons have indeed seen heroic use in their day, but not at the hands of their original owners.
{14158} Sword of Bao
{14159} Blades of this type bear the marks of elven craftsmen, though the elves as a people are more commonly associated with smaller, more elegant weapons. Certain sects among them worship Corellon Larethian as a god of war, however, and in reverence to him they let no weapon of combat go untrained. Even so, it would still be a rare occurrence for such a weapon to actually see use on an elven battlefield.
{14160} Blade of Corellon
{14161} Uthgardt Ceremonial Blade +1
{14162} Uthgardt Ceremonial Blade +2
{14163} Two-Bladed Sword +2
{14164} Two-Bladed Sword +3
{14165} With the power to restore life itself, these rods are prized indeed! It is not known if this particular example was created to aid in the good works of a saint or prolong the ills of an overlord, for such rods serve indiscriminately.
{14166} Rod of Resurrection
{14167} These twisted rods emanate an aura of evil even while inactive, and fill all who gaze upon them with unease. They are capable of projecting a wave of unspeakable horror upon a single foe, filling even the hardiest soul with acute dread, and were certainly created for nefarious use.
{14168} Rod of Terror
{14169} These devices are pleasant enough to look at, crafted of solid oak and highlighted with a modest gem or two. More importantly, the rods are potent magic items, capable of calming even the angriest of souls. In the hands of one with a quick tongue, the rods are more than worth their weight in gold.
{14170} Rod of Beguiling
{14171} These powerful items allow a wielder to quickly dispel the magic of friend or foe alike. Those who hunt spellcasters particularly prize them, although casters themselves are also quick to snatch them up on the open market.
{14172} Rod of Reversal
{14173} These long, thin rods can make their wielder become ethereal, and thus harder to engage in combat.
{14174} Rod of the Ghost
{14175} Enchantments abound in the realms of magic, but some have trouble with the incantations. This staff allows the user to charm or even dominate another, eliminating the need to study the spells.
{14176} Staff of Command
{14177} This type of staff is the pinnacle of the artificer's craft, and each one represents the culmination of decades of study by a master spellcaster. With the secrets of their creation all but lost, such staffs are more often found in the hoards of ancient dragons than the hands of living wizards.

This staff may be broken to create a retributive strike. All charges in the staff are released in a massive explosion.  Those caught in the blast take hit points of damage equal to six times the number of charges left in the staff.

The wielder may also cast spells on the staff to recharge its uses. The staff will absorb the spells, converting spell levels into charges. Care must be taken, for if the staff absorbs enough spell levels to exceed its charge limit, it will explode as if a retributive strike had been performed.
{14178} Staff of the Magi
{14179} Staffs of this kind provide much needed protection for arcane spellcasters. The level of defense varies with each example, but all are useful. Most bear no specific maker's mark, created for utility rather than notoriety.
{14180} Staff of Defense
{14181} Staffs of Power are immediately familiar to most spellcasters, and are almost icons of arcane study. The inherent utility of such staffs has resulted in many being crafted or commissioned, and specific histories are usually lost in the crowd.
{14182} Staff of Power
{14183} The faithful teach that a Staff of the Holy is the will of a deity made manifest. While this is debatable, these items do tend to find their way to the hands of the truly righteous, by accident or design. Still, the number of these staffs in circulation makes the miraculous origin theory somewhat unlikely.
{14184} Staff of the Holy
{14185} Wands of Fire draw upon a discipline of magic that has been studied and venerated for centuries, one whose practitioners are so varied that there can be no determining where the concept originated. It can be said, however, that most modern refinements in the design of such items occurred in Thay, where worship of the Firelord Kossuth is widespread.
{14186} Wand of Fire
{14187} It was once thought that creating a Wand of Fear required the arm of a lich, but today that is scoffed at as peasant lore. While most examples do contain fragments of bone, the sample need not come from such a powerful undead creature. Ordinary skeletons serve just as well, and object far less to the procedure.
{14188} Wand of Fear
{14189} It is a popular bit of lore that the first wizard to encapsulate magical projectiles within an object like this was apparently drawn and quartered, accused of releasing arcane power to the masses. Most wizards and sorcerers scoff at this, citing that if every creator of wands were killed today, magic would indeed be a VERY exclusive club.
{14190} Wand of Missiles
{14191} Those who create items of this type are not quick to let their names be known, as they are often accused of cruelty or treacherous behavior. As useful as Wands of Paralyzation are, they are forever linked to tales of strong warriors rendered helpless and forced to endure gods know what, and that never sits well with a tavern crowd.
{14192} Wand of Paralyzation
{14193} The design of the average Wand of Frost owes much to the once mighty legions under Auril the Frostmaiden and, to a lesser extent, some of the more obscure elemental lords. Few producing them today are among those faithful however, and, for the most part, base their work on the arcane rather than the divine.
{14194} Wand of Negative Energy
{14195} Wands of Lightning are highly unstable, at least in the early stages of their construction. Many an inexperienced caster has found his laboratory the site of a sudden squall or charged fog, having failed to speak the proper incantations in just the right manner. It is said that elder wizards have allowed tomes with faulty rituals to be circulated, hoping to indirectly teach some humility.
{14196} Wand of Lightning
{14197} The powers of a Wand of Summoning owes much to the ancient spells crafted by followers of forgotten beast totems, though the modern example can hardly be called a divinely-inspired tool. Sorcerers and wizards take inspiration from many places, and the resulting mix of incantations often bears little resemblance to their original form.
{14198} Wand of Summoning
{14199} Each Wand of the Heavens is a focus point and reservoir for divine power. According to sages, this power flows directly from the cosmos in a thematic rather than denominational fashion, and is thus available to all. Naturally, some say that this meandering description is no less confusing than the wishes of the individual gods themselves. 
{14200} Wand of the Heavens
{14201} The magic contained within a Wand of Stinking Cloud is quite volatile, and these items are said to have caused more accidental adventuring deaths than any other arcane item. The foul vapors can unexpectedly overwhelm a party, but the potential danger rarely stops buyers from buying. Dungeon delving is not a calling for the overly cautious.
{14202} Wand of Stinking Cloud
{14203} Of all the items sold to adventurers and militias, Wands of Arcane Disjunction cause the most dissent and argument among wizards and sorcerers. While the market cannot be denied, some find it disturbing that spellcasters sell the very thing that may mean the death of one of their kind. Sellers don't mind the debate. Controversy means an increase in demand.
{14204} Wand of Arcane Disjunction
{14205} Halberd +1
{14206} The history of this weapon is obscure, though all examples of the type seem to originate in the great wastes of the Anauroch desert, where vast storms of wind and sand charge the air with energy. Perhaps the smith who created these polearms wished them to be as formidable as that Great Sand Sea itself.
{14207} Arc Asunder
{14208} These weapons bear the mark of Atar of the Flame, high shaman of a northern cult that fell under the influence of a creature from the plane of fire. What this entity received in exchange for creating such powerful items is unknown.
{14209} Will of Atar
{14210} "...a flood from the creature's black heart, and we dipped the weapons of victory, sanctified as custom demanded. Blessed they were, by the beast and by fate, as power took hold in the steel that felled her." Thus reads a journal excerpt of Captain Jeremiah Vale penned in the Year of the Dracorage, 1018 DR. Strangely, the creature described does not match a commonly known draconic variant, nor does it explain why the weapons involved would be altered so dramatically by exposure to its blood.
{14211} Dragon's Breath
{14212} These formidable weapons shimmer slightly at the blade, but are quite solid if tested. Not many adventurers wish to test them thoroughly, however, as they were apparently designed specifically to combat elementals. The sect that created these halberds refer to themselves as "Purists Against the Pure," claiming that nothing is more unnatural than the manifestation of a single natural element. They seek to destroy such "unbalanced" creatures, though their own weapons seem similarly uniform.
{14213} Water's Edge
{14214} Ravager +1
{14215} Ravager +4
{14216} Halberd +2
{14217} Halberd +3
{14218} Scythe +1
{14219} This weapon is a vicious implement of war formed from the gnarled branch of a great oak and a monstrous blade of rough-finished cold iron. This example and several others were among the unwanted remnants of battles with demonic creatures, probably those under Malimshar or Gaulguth in the Weeping War. Left in the purest of groves for years on end, nature has leeched the evil away, leaving the pure material of the weapons behind to be her vessel.
{14220} Nature's Scythe
{14221} Scythes of this sort are truly awesome instruments of indifferent murder, created by the fanatical followers of Iyachtu Xvim just before his transformation and the rebirth of Bane. The faithful of the New Darkness wanted to ensure that no creature was beyond the touch of his fury, and even the name shows disdain for the gods that hold true domain over murder and death, former mortals that the Godson claimed were unworthy.
{14222} Death's Handmaiden
{14223} This item was modeled on Baron Gordaire Knightshold's weapon, a ceremonial scythe meant to make him look more rural and less a tyrant. His fledgling kingdom east of the Inner Sea faltered when a revolutionary movement adopted the symbol in their efforts to overthrow him. Each lieutenant in their league was paired with one of these far-more-functional duplicates to rally people behind them. There is little remaining of Gordaire's legacy.
{14224} King's Scythe
{14225} On the eve of war in Hillsfar, 679 DR, a militia force desperate for arms appropriated the wares of several traveling merchants. One of the wagons seized held weapons bound for the enemy, a score of scythes that radiated evil. Clerics tried to erase the taint within and render them useful, but the result was far from perfect. They were left as a "Wicked Union" of fell and fair, with neither satisfied completely.
{14226} Wicked Union
{14227} On the eve of war in Hillsfar, 679DR, a desperate-for-arms militia appropriated the wares of several traveling merchants. One of the wagons seized held weapons bound for the enemy, a score of scythes that radiated evil. Clerics tried to erase the taint within and render them useful, but the result was far from perfect. They were left as a "Wicked Union" of fell and fair, with neither satisfied completely.
{14228} <Delete>Wicked Union
{14229} Sea Reaver +1
{14230} Sea Reaver +2
{14231} Scythe +2
{14232} Scythe +3
{14233} Spear +1
{14234} These spears belonged to Guul Shatterneck and his bandit kin, a group quite used to making short work of targets with their magical weapons. Unfortunately they chose to attack their last "victims" without properly investigating them first, and captured members of the Gray Wolf Tribe tore them limb from limb at the next full moon.
{14235} <Delete>Black Kumade
{14236} This weapon was a gift from the elven nation to the kingdom of Algarond after the declaration of peace between the two peoples in 1065 DR. Spears of this type are carefully crafted, and rumored to come from the wood of Evereska itself.
{14237} Heartwood Spear
{14238} These spears belonged to Guul Shatterneck and his bandit kin, a group quite used to making short work of targets with their magic weapons. Unfortunately, they chose to attack their last "victims" without properly investigating them first, and captured members of the Gray Wolf Tribe tore them limb from limb at the next full moon.
{14239} Black Kumade
{14240} The Year of the Awakening, 1001 DR, saw the reemergence of many ancient evils as treasure-hungry explorers unearthed ruins in several locations. One such breach freed Sek'coTul, a lich imprisoned beneath the Forest of Mir. He left for some unknown hold, but his opened tomb quickly tainted trees in the area. Druids cleansed the area with fire, but some of the wood was taken by a local mage and made into these spears.
{14241} Spear of Withering
{14242} Briarspikes look like they could have been plucked from some giant quill-covered beast, but the methods involved are very sophisticated and bear the hallmarks of Menold of Waterdeep. This may shed some light on his fate, as he was reported lost to an orc raid on his tower years ago. He may have attempted to buy his freedom with his services, but it would have only made him more valuable as a prisoner.
{14243} Briarspike
{14244} Fey Spear +1
{14245} Fey Spear +3
{14246} Spear +2
{14247} Spear +3
{14248} Kama +1
{14249} Not everyone on the battlefield is eager for a fight. The devout of Aido Glade seek out conflicts solely to ply their healing skills, trying to ease the suffering of the fallen while avoiding harm themselves. A Thread of Life kama aids in their efforts while marking them as impartial to the cause of the skirmish. They do not judge, knowing that some wars are inevitable. They tend to those in need, regardless of circumstance.
{14250} Thread of Life
{14251} There are very few examples of "known" peasant weapons, as most were adapted from farm implements in the absence of "real" martial blades, and by their nature are nondescript. There are exceptions, however, and from the defense of Kyo prefecture comes Hideo's Kama, created to bolster a group of farmers against marauding pirates. The farms survived, though Hideo himself, the architect of the plan, fell out of favor having spent his fortune on the effort.
{14252} Hideo's Kama
{14253} Strange as it may seem, this item bears markings that identify it as the equivalent of a courtly dagger, though it is obviously adapted from a simple farming implement. The leader who sponsored the creation of this and similar weapons likely began life in the fields, which suggests a rise to power quite outside traditional bloodlines of royalty.
{14254} Peasant Dynasty
{14255} Weapons of this type may have come from a series of destroyed villages in southern Calimshan, though details of that destruction are hard to come by. There are suggestions that a pestilence infested the crops of a small barony during harvest, causing dementia in the citizens and turning them against each other. Whatever the reason, whole communities are thought to have erupted in chaos, leaving behind nothing but their bloodstained tools.
{14256} Empty Fields
{14257} A palpable aura around this item marks it as tainted, perhaps rightly so, for all that is known of the Imaskari civilization points to a depth of depravity unmatched in modern times. Of course, such condemnation has had many years to fester, and while a goodly number of Imaskari may have been involved in necromantic studies, it is likely that their vilification springs from later societies elevating themselves through the slandering of others.
{14258} Imaskari Kama
{14259} Kama +2
{14260} Kama +3
{14261} Kukri +1
{14262} This variant of the kukri is thought to be associated with worshippers of Akadi, greater power of the elemental plane of air, but this is unverified. These weapons do exhibit abilities that seem appropriate for her domain, but they lack the markings her followers are known to use. Likely these blades are from her realm, but draw their magical energy from elsewhere.
{14263} Ladymist Talon
{14264} A regional variant of a very exotic blade, Neverwinter Kukri are made by special order of the Calimshan Businessman's Embassy, and are presented to those who best represent their cultural interests within the area. Occasionally they are found on the black market, but never cheaply.
{14265} Neverwinter Kukri
{14266} These blades are occasionally brought to civilization by adventurers, along with tales of ruined temples and the gods of old. Likely this weapon fell under the domain of a sun- or star-worshipping sect, and while possibly far-reaching in their day, no official record detailing their practices has survived.
{14267} Cutting Star
{14268} A quick-cutting blade, suited to those who prefer to strike fast and retreat rather than stand toe to toe with their enemies. The name suggests a history with the Shadow Thieves of Amn, though it is not documented as some of their other tools are. The organization has many sub-guilds however, and this may have come from one of them.
{14269} Sharpshadow Blade
{14270} These assassin's blades may have originated with a single cult, or perhaps were the signature weapons of a guild for a time, but whatever the case, the makers took their work very seriously.
{14271} Messenger Blade
{14272} Kukri +2
{14273} Kukri +3
{14274} Sickle +1
{14275} The product of a summoning gone awry, the Blightbringer was a demonic creature unleashed in the Chondalwood centuries ago. Slain at great cost, the spot where it fell remained tainted for years, twisting anything that took root there. These abominations were meticulously removed and destroyed by local druids, and while the area eventually did return to normal, the tools used to tend it were corrupted over time, resulting in the sickles now called Blightbringer Lineage.
{14276} Blightbringer Lineage
{14277} Normally sickles are associated with druidic pursuits, but these items are dark and sinister, and would hardly have belonged to a neutral man or woman of the wood. Blacksoul Sickles speak of nighttime ritual and evil intent, and that is probably why their creator remains anonymous.
{14278} Blacksoul Sickle
{14279} This sickle is a pure weapon, crafted by hands careful to let nothing despoil the process of creation. A number of these items were made in memory of fallen heroes, though no specific individual was named. They seem to honor a higher concept instead, and each weapon is a tribute to those who fell unremembered and gave their lives in good faith hoping their sacrifice would mean something.
{14280} Sickle of Holy Mourning
{14281} A design easily traceable to Teneraard Treekin, hunter turned blacksmith turned ranger. He spent years making tools for servants of nature, eventually taking them up himself, but he never truly felt accepted in the role. His efforts, while admirable, were born of memories of his father standing over a Cloakwood stag, a species that was eventually hunted to extinction.
{14282} Teneraard's Sickle
{14283} A design easily traceable to Teneraard Treekin, hunter turned blacksmith turned ranger. He spent years making tools for servants of nature, eventually taking them up himself, but he never truly felt accepted in the role. His efforts, while admirable, were born of guilt, and the memories of his father standing over a Cloakwood stag, a species that they later learned was hunted to extinction. 
{14284} <Delete>Teneraard's Sickle
{14285} Golden Sickle +1
{14286} Golden Sickle +2
{14287} Sickle +2
{14288} Sickle +3
{14289} Bastard Sword +1
{14290} Legend states that the warrior Alesia brought the Nameless Light from the stars, although other tales claim it was forged by a grieving father, or was the weapon of a virtuous paladin. In truth, several such blades exist. They were created with the blessing of the Harpers, and each has had many stories from any number of owners. Perhaps that is their true power: they compel people to craft heroes of their own.
{14291} Nameless Light
{14292} Forged in smoldering brimstone fires and cooled in the blood of its creator, a Bloodletter blade is a typically evil weapon, the kind of sword that has inspired more than a little diabolical laughter while being waved in the face of one or another virtuous knight. It is possessed of thoroughly heinous life-stealing energies, but if the fates of its previous owners are any indication, its major characteristic could well be the attraction of "comeuppance."
{14293} Bloodletter
{14294} The bane of the chaotic or morally suspect, a Lawgiver blade has but one purpose: to enforce the rule of law wherever that authority is challenged or questioned. Whether or not the concept of "law" coincides with the concept of "justice" is largely irrelevant, as the owners of these weapons often view the world in a very polarized fashion. There is right and there is wrong, and other details only serve to confuse the matter.
{14295} Lawgiver
{14296} Everyone knows the story: a blade, a dragon, a titanic struggle, and a virtuous knight saving hundreds, nay, thousands of lives! Yes, everyone knows a version of this tale, but how? Could one sword have traveled the world so completely? Perhaps there have been many, perhaps only a few, but it is likely that weapons such as this have become so "well known" in legend that their true histories are forgotten.
{14297} Dragonslayer
{14298} A line of black crystal runs the length of this blade, marking it the handiwork of Ortius of Gond, the Mad Tinker. Blades from his stock resonate unnaturally when struck, and although mortal ears can barely perceive the tone, they certainly suffer the effects well enough. The origin of the crystal is not clear, though Ortius was known to have bartered his services to planar creatures on occasion.
{14299} Discord
{14300} <Delete>Discord
{14301} Bastard Sword +2
{14302} Bastard Sword +3
{14303} Dagger +1
{14304} Courtesan assassins were famous for using their wit and charm to infiltrate the intimate chambers of the enemy by the most disarming method imaginable: they were invited. The practice became infamous, which is likely why it is used so infrequently today.
{14305} Courtesan Blade
{14306} Weapons of this type are technically impossible, since their blades are made of nothing but razor-sharp ice crystals. Most sages agree they are kept frozen by some sort of link to the inner planes, but this is ultimately just speculation. Ice Talon daggers show a jagged blade and may have been part of a single larger weapon at one time, though the force required to shatter the magic blade must have been enormous indeed.
{14307} Ice Talon
{14308} This weapon is thoroughly evil, a quality undiminished by the number of duplicates that have been found in the past. It pulses with a sickening energy, and its moist and yielding grip seems almost alive in the hand. All of this adds to the discomforting thought that it may have been grown, not forged. There is no indication what the source of these items might be.
{14309} Leech
{14310} Tagget Coldspring was a smith and tinker who specialized in automated guardians. He did a brisk business in the rich southern lands of Amn, earning the praise of nobles and government institutions for his low-maintenance fortifications. His masterpiece was a griffin-shaped golem with talons that held their edge no matter what they struck. It was eventually recycled, the individual blades sold to finance a new creation.
{14311} Tagget's Talon
{14312} Necromancers have very little tolerance for jokes at their expense, so the reaction of Lord Agorn Deathknell to a precariously perched bucket of chum above his laboratory door was entirely predictable, as was the death of the pixie responsible. The surprising part, especially to Argon, was the retaliation of dozens of outraged fey folk, who never suffer a poor sport. A number of their blades were recovered from Agorn's carcass.
{14313} Pixie Lance
{14314} Dagger +2
{14315} Dagger +3
{14316} Greatsword +1
{14317} All gemswords feature a prismatic blade that is fractured throughout, but still magically maintains its shape. Tales speak of a great crystal from which these weapons can be split, but the plane-traveling souls who relate these stories are often suffering from dementia, having lost their faculties while navigating dimensional barriers.
{14318} Gemsword
{14319} Like all greatswords from the Land of Berserkers, these weapons are massively built, and so durable that some have survived for thousands of years. These swords are notable for their effectiveness against spellcasters, and history records that the land's Witch rulers expelled all known copies out of fear of their abilities.
{14320} Blade of the Rashemi
{14321} The Church of Lathander is a wealthy institution, and makes no secret of its affinity for adventurers. In their eyes, these people dare to bring light to the forgotten and secret places, and therefore they will always find safe haven in a house of the Morninglord. On occasion the church will grant a boon to a particularly favorable person, a weapon that will serve to light the dark paths ahead.
{14322} Shining Light of Lathander
{14323} Forged by deep gnome craftsmen of the Underdark, blades of this sort were thought lost until a specimen was recently seen in the company of Finihan's Raiders, a group of casual adventurers. That sword, Vermin's Bane, traveled widely as a result, and was last reported as having been stolen in a caravan raid north of Luskan.
{14324} Vermin's Bane
{14325} This suit bears the mark of the dwarf Marrok, Master Blacksmith of Neverwinter's Shining Knight Arms and Armor. He forged it early in 1373 DR, to aid the heroes who sought to free his quarantined city from the virulent grasp of the so-called Wailing Death.


{14326} Harbinger Kin +1
{14327} This suit bears the mark of the dwarf Barun, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in 1373 DR, to aid the war effort against Lady Aribeth the Betrayer, who was then marching against the northern city of Neverwinter and the Lords' Alliance.

{14328} Harbinger Kin +3
{14329} Greatsword +2
{14330} Greatsword +3
{14331} Katana +1
{14332} "...in the night there came the rain of fire, which crashed as though an avalanche of stone. There were craters in the square, and inside were the stars, from which we forged our vengeance and took back the land of our fathers." The writings of Kaa Mihnd, explaining how a poor fishing village could possess the weapons to challenge their wealthy overlord. The account has never been verified, though these blades are the supposed outcome.
{14333} <Delete>Celestial Fury
{14334} "...in the night there came the rain of fire, which crashed as though an avalanche of stone. There were craters in the square, and inside were the stars, from which we forged our vengeance and took back the land of our fathers." The writings of Kaa Mihnd, explaining how a poor fishing village could possess the weapons to challenge their wealthy overlord. The account has never been verified, though these blades are the supposed outcome.
{14335} Divine Fury
{14336} If memory serves correctly, these weapons date to the stadium battles of old Kai Chen province, where promising warriors would test their skills against the greatest samurai of the day in ritual combat. If ever a challenger was victorious, he or she won the people's ovation and fame forever, symbolized by a Kaga-To katana. The blade is etched with a simple phrase: "Tell me how you fight, and I will tell you what you are."
{14337} Kaga-To 
{14338} Once thought a unique instance of the swordmaker's craft, several katanas of this type have now been linked to a ship that ran aground on the Sword Coast some years ago. All bear the markings of Master Hu Li, a great artificer from the east, but little else is known of him. 
{14339} Master Li's Way
{14340} Besieged by a powerful wu-jen, Lord Sunang of Kara-Tur was forced into some very expensive alliances. Weapons like these were plentiful, but not cheap, and the strain of equipping his army against an ever-strengthening foe eroded his influence. In the end, Sunang's lands fell to their own weakness, not the swords of his enemy. Merchants may have supplied both sides with these same arms to extend their profits, but three centuries have hidden the answers.
{14341} Blade of the Elements
{14342} Sword Saint Legacy +1
{14343} Sword Saint Legacy +4
{14344} Katana +2
{14345} Katana +3
{14346} Longsword +1
{14347} A Soulrazor Minion is a shadow of the Soulrazor sword, duplicated with meticulous effort by Khol of Zhentil Keep. While unable to name the evil force behind the original blade, Khol found he could encourage it to infest other weapons in a process he called "bleeding the void." He created a number of Minions but apparently upset some greater balance, and was drawn through to whatever dark place it was that he had tapped. 
{14348} <Delete>Blackrazor Minion
{14349} A Soulrazor Minion is a shadow of the original Soulrazor sword, duplicated with meticulous effort by Khol of Zhentil Keep. Soulrazor possessed seemingly limitless evil, corrupting all that dared wield it. While unable to name the force behind the first blade, Khol found he could encourage it to infest other weapons in a process he called "bleeding the void." He created a number of Minions but apparently upset some greater balance, and was drawn through to whatever dark place it was that he had tapped.
{14350} Soulrazor Minion
{14351} Blades of this type hail from the workshop of Raegik Hammerhold, a Rashemar smith who refused to reveal the secrets of his craft to any but his chosen apprentice. It is unknown how many Angurvadal blades may exist, but it is certain there are no more being produced. Raegik discovered his student dealing with the Red Wizards of Thay, and is believed to have died in the ensuing battle.
{14352} Angurvadal (Flame Tongue)
{14353} A legacy blade, this Blessing of the Daystar is one of several recovered from the Sons of Light, a group of knights who fought in the latter days of the Weeping War, 713 DR. Their leader, Scottie Torilson, was possessed of the one true Daystar, and through it they received the blessing of Torm in their last hour. They went to their deaths for a strategically unimportant elven village, because duty demanded nothing less.
{14354} Blessing of the Daystar
{14355} A series of these weapons were constructed for the defense of the library fortress of Candlekeep some 200 years ago. The keep had acquired a tome detailing the imprisonment of the pit fiend Aegatohl, and a score of malevolent creatures came to claim it. A small horde was held at bay by the Knights of the Mailed Fist, along with the unexpected assistance of Devon's Privateers, a group of pirates. The tome was later destroyed. 
{14356} Cold Iron Blade
{14357} Astral Blade +1
{14358} Longsword +2
{14359} Astral Blade +2
{14360} Longsword +3
{14361} Rapier +1
{14362} Black Rider Quills take their name from a celebrated epic repeated in any bardic college worth its salt. The subject of the tale is dark, encouraging one to "dance around in your bones," but it is referenced here solely to stimulate the muse. These blades were likely forged in tribute, and were probably not present for the events of the original story. It is not known if they were commissioned together or individually.
{14363} <Delete>Black Rider Quill
{14364} Black Rider Quill
{14365} A series of runes claim these blades are designed for the "quick eradication of evil, that they will suffer no longer as creatures at odds with all that is good." A sweeping proclamation, one that suggests the involvement of a radical group no longer giving second thought to deadly force where villains are concerned. Certainly an unpopular stance in some quarters, though probably welcomed in others.
{14366} Mercykiller Blade
{14367} In recent years, a number of thieves' guilds reported losing members to these blades, the weapons left as gruesome signatures impaled in the victims' chests. The craftsman behind them was unknown, but the intent of the group using them was clear enough: to destabilize existing groups to facilitate their own expansion. It has been some time since the last killing, however, suggesting that the incursion was either abandoned or succeeded through less violent means. Members of the underground community have not been forthcoming with information.
{14368} Bleederkin
{14369} Bandits who prey on honest travelers have need of weapons that are light and easily concealed - weapons such as this one. It is certain that, whatever its origin, this deadly rapier was not meant for honest purposes. Merely holding it in the hand produces a larcenous gleam in the eye, and thoughts of fat merchants with fatter purses spring to mind unbidden. This weapon is a boon for thieves and a bane of honest men.
{14370} Rapier of the High Road
{14371} Namarra (Neversleep) +1
{14372} Namarra (Neversleep) +2
{14373} Rapier +2
{14374} Rapier +3
{14375} Scimitar +1
{14376} This magic scimitar bears the mark of Taka Kobe, an honored swordsmith of Kara-Tur whose work has been traveling the world in the hands of adventurers for quite some time now. Perfectly balanced, all of his blades are masterful examples of the swordmaker's craft, and are highly prized by collectors and combatants alike.
{14377} <Delete>Scimitar of Speed
{14378} Known blades of this configuration are traceable to the armory of Daavid Ali Fazeer, a merchant of renown 50 years ago. He claimed to have acquired these weapons aboard a drifting ghost ship, a vessel that sank soon after he found it, though he refused to state whether its crew achieved their ghost status before or after he arrived on the scene.
{14379} Shimmering Blade
{14380} This magic scimitar bears the mark of Taka Kobe, an honored swordsmith of Kara-Tur whose work has traveled the world in the hands of adventurers for quite some time now. Each of his blades is a masterful, perfectly balanced creation, and they are highly prized by collectors and combatants alike.
{14381} Scimitar of Speed
{14382} It is doubtful the victim of a Laughing Blade finds anything humorous about it. These items were created by master illusionist Daniel Suther, who wanted an interesting twist in the hedge maze he built. Several automatons were equipped with the weapons and heroes accepting his challenge had to battle them, the maze, and their own senses. Suther was eventually jailed after several deaths on his estate.
{14383} Laughing Blade
{14384} When the smithy guild of Endrab refused to admit Ula on the basis of her gender, she challenged their best weaponsmith to a contest to see who could forge the finer sword. She toiled for weeks, her workshop busy day and night, until she produced a flawless, beautiful scimitar. Enraged that a 'mere' woman should best him, the guildsman hired assassins to do away with her. Ula's story has since inspired many more women to take up her profession, and make many copies of Ula's famous blade.
{14385} Ula's Heart
{14386} Desert Wind +1
{14387} This weapon bears the mark of the dwarf Barun, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in 1373 DR, to aid the war effort against Lady Aribeth the Betrayer, who was then marching against the northern city of Neverwinter and the Lords' Alliance.


{14388} Desert Wind +2
{14389} Scimitar +2
{14390} Scimitar +3
{14391} Short Sword +1
{14392} A rogue's dream, these weapons were commissioned by the Shadow Thieves to bolster their fledgling guild chapter in Baldur's Gate. Seen as a threat to local interests, they now face stiff resistance from the existing thieves' guild and law enforcement for the city, the Flaming Fist. Deaths have occurred, so a few of these items are beginning to surface on the black market.
{14393} Short Sword of Quickness
{14394} Spellcasters facilitate research by bartering magic, and though the practice does not usually span across planes, some resources just cannot be had locally. Such is the case for Ichthia, a sorceress currently peddling finely crafted implements of death. Though never seen, the cost of her shadowy aid is well known: she barters in souls, usually with people not aware of their worth. The original owners of a Neck-Knife are often dead on the inside themselves.
{14395} Ichthia's Neck-Knife
{14396} Swords of this type are boldly marked and clearly come from a single source, though the significance of that source remains hidden as yet. Known owners have not volunteered any revealing information, or even the cost they paid to acquire their weapons, if there was a cost other than a dangerous dungeon retrieval.
{14397} Breath of the Maiden
{14398} This is a swashbuckler's blade that has seen endless use in grand fights against "big nasties" sent forth by whomever. The Lucky Ones mercenary company commissioned these blades while still flush from their last big score. After their windfall they only adventured for the thrill of it, challenging each other to ever-greater feats of daring-do. Why are these weapons no longer with them? Sometimes the "big nasty" wins.
{14399} The Lucky One
{14400} Feyduster +1
{14401} Short Sword +2
{14402} Feyduster +2
{14403} This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker..
{14404} Short Sword +3
{14405} Throwing Axe +1
{14406} These axes are so named because each strikes with a blast of thunder, often dazing or deafening the target. Though legend holds that the axes were a gift from the heavens themselves, they are too variable in power to have come from a single source. Most scholars agree that they were likely fashioned by several different artisans, perhaps in tribute to a lost original.
{14407} Thunderbeast Axe
{14408} The pride of the Thunderkind Corps until their dissolution in 1095 DR, these axes have seen battle countless times. Unfortunately, any individual acts of heroism accomplished with these weapons have been forgotten, forever overshadowed by a more dubious honor. Hangard's Axe is the only one of the lot individually remembered, losing its original name after a dwarf fond of ale made it famous by continually burying it in the foreheads of his friends.
{14409} Axe of the Coming Storm
{14410} These weapons supposedly came from a group of druids and rangers who appealed to Mielikki for aid in the defense of their wood. In answer, a flock of ravens descended, each transforming into a throwing axe capable of striking fear into the heart of its target. As with many such tales, the name of the group and even the location of the forest change with every teller.
{14411} Black Raven Axe
{14412} These items are vexing to modern sages, since their dwarven creator remains completely unknown. No dwarf yet encountered has claimed kinship with the mysterious smith, and further investigations are met with gruff explanations and eventually stony silence.
{14413} Rifthome Axe
{14414} These glowing red axes explode in flames when they strike their target. Like many such items, they are viewed by druids and rangers with suspicion, and by treants with open hostility.
{14415} Fire Axe
{14416} Throwing Axe +2
{14417} Throwing Axe +3
{14418} Dart +1
{14419} Dart of Stunning
{14420} Darts of this type can stun their targets, though potency and duration are determined by the power of the bolt's creator.
{14421} Asp's Nest
{14422} Asp's Nest darts are vicious, their tips covered by a neatly arranged collection of fangs that deliver venom as effectively as snake's fang. These weapons may have originated with the beast tribes of the north, but their use has spread in recent times.
{14423} Ice Dart
{14424} Ice Darts give off a blast of frigid cold when they strike their target, flash-freezing armor and flesh alike.
{14425} Acid Dart
{14426} These darts have a stinging, indescribable odor about them. There is also seems to be a faint hissing sound coming from the tips.
{14427} Dart of Accuracy
{14428} These precisely milled darts are balanced as well as the finest arrow, and seem to unerringly seek out their targets.
{14429} Dart +2
{14430} Dart +3
{14431} Shuriken +1
{14432} Stars of Ojy-do
{14433} Ojy was the spiritual guide for the village of Golden, but found himself pressed into work as a smith when bandits laid siege to the community. He fashioned these and other weapons so the defenders could fight back, and though he was unskilled in metalworking, he offered thanks to his guiding spirits for each successful hit of his hammer. That these stars still exist is a testament to the strength of his faith.
{14434} Dragon's Tail
{14435} Each weapon of this type bears the following inscription: "As the tail of the Dragon sweeps across the sky, so too will these stars be unerring and true, if no other intent is meant or suffered." Of course, this ungainly text is actually the poor translation of a single elegant symbol. Is it any wonder that the creator of the item remains unknown, when such lengths must be taken to understand so small a thing?
{14436} Shining Light
{14437} Years ago, Vilaneux of the Iron Order was lost to a hurricane and stranded in then-unknown Kara Tur. He and his full plate armor were an oddity to locals, but he soon proved his commitment to justice. He became so respected that, when he died, his armor was cut into these Shining Light weapons in tribute. 
{14438} Many Talons
{14439} "The Calling" was an evil that infested the Azaki assassins' guild of Kara-Tur some 200 years ago. It corrupted a minor attendant, and elevated his family in exchange for gruesome service. The attendant's body eventually played host to the creature's soul, and in the chaos that followed it generated dozens of these weapons, apparently at will, before falling to an unknown sohei.
{14440} Grains of Sand
{14441} These are from the armory of Miri Shokiro, a warrior whose legacy is largely lost to history. What survives is the philosophy that defined her existence: "Be the sand, and nothing but time will take you. The rocks must become it, the waves and wind must bear it, and those who would hold it find it slips through their grasp. Always some trace in a faraway nook, if never the whole is seen again."
{14442} Shuriken +2
{14443} Shuriken +3
{14444} Evil Stone Door
{14445} Fancy Door
{14446} Iron Portcullis
{14447} Iron Portcullis 2
{14448} Jeweled Door
{14449} Metal Door
{14450} Normal Door
{14451} Rusted Door
{14452} Stone Door
{14453} Strong Door
{14454} Wall 1 Gate
{14455} Wall 2 Gate
{14456} Bridge Wooden
{14457} Barn 1 Door
{14458} Barn 2 Door
{14459} Weak Door
{14460} Aberration Group
{14461} Air Creatures Group
{14462} Animal, Ambient Citylife Group
{14463} Animal, Ambient Wildlife - Prey Group
{14464} Animal, Flying Non-hostile Group
{14465} Animal, High Hunters Group
{14466} Animal, Low Hunters Group
{14467} Beast Group
{14468} Bugbear Group
{14469} Construct Group
{14470} Corporeal Undead Group
{14471} Curst Group
{14472} Deer Group
{14473} Demon Group
{14474} Dragon, Strong Group
{14475} Dragon, Weaker Group
{14476} Dwarf, Duergar Group
{14477} Earth Creatures Group
{14478} Elemental, High Group
{14479} Elemental, Low Group
{14480} Elf, Drow Group
{14481} Fairy Group
{14482} Fire Creatures Group
{14483} Fire Giants Group
{14484} Forest Cats Group
{14485} Frost Giants Group
{14486} Giant, Evil Group
{14487} Goblin Group
{14488} Goblinoid Group
{14489} Good Outsider Group
{14490} Hill Giants Group
{14491} Human, Bandit Group
{14492} Human, Gypsy Group
{14493} Incorporeal Undead Group
{14494} Lizardfolk Group
{14495} Magical Beast Group
{14496} Mechanical Golems Group
{14497} Mephit Group
{14498} Minotaur Group
{14499} Mixed Friendlies Group
{14500} Mixed Mercenaries, All Group
{14501} Mixed Mercenaries, High Group
{14502} Mixed Mercenaries, Medium Group
{14503} Mixed Mercenaries, Weak Group
{14504} Mummies Group
{14505} Orc, High Group
{14506} Orc, Low Group
{14507} Ogre Group
{14508} Outsider, Evil Non Demon Group
{14509} Skeletons Group
{14510} Slaad Group
{14511} Stirge Group
{14512} Trolls Group
{14513} Undead, All Group
{14514} Undead, High Group
{14515} Undead, Low Group
{14516} Undead, Medium Group
{14517} Vampire Group
{14518} Vermin, All Group
{14519} Vermin, Beetle Group
{14520} Vermin, Spider Group
{14521} Water Creatures Group
{14522} Werecat Group
{14523} Were-creatures, Low Group
{14524} Wererat Group
{14525} Zombie Group
{14526} NW_DEFPORTAL
{14527} Docked Drow Boat
{14528} Debris
{14529} Someone has arranged these skulls into a pile.
{14530} Skeleton Bones
{14531} With the face turned down, it's hard to determine if the victim was male or female.
{14532} Zombie corpse
{14533} A portal glows softly before you. You wonder where it leads.
{14534} Recall Portal
{14535} This hunched creature is fashioned from dark stone. From the corner of your eye it almost seems to move, but when you turn to face it, all is still.
{14536} Statue
{14537} The sarcophagus' heavy lid is fashioned from unadorned stone.
{14538} Coffin
{14539} A sickly sweet smell emanates from the bubbling flasks and vials on this table. It appears to be the work of some form of alchemy.
{14540} A small altar rests before you. Age-old bloodstains have seeped into the stone, mingling with scorchmarks left from a long-extinguished fire.
{14541} Altar
{14542} A small altar rests before you. You catch your reflection in its polished gleam, feeling somehow at peace within its presence.
{14543} A small altar rests before you. The heavy stone seems stoic and firmly rooted, leaving you wondering how long it has been there.
{14544} The iron bars on this cage seem sturdy and well-fashioned. It would be a hard task to break them.
{14545} Cage
{14546} This sturdy blacksmith's anvil bears the dented sheen of long use. Something in you wonders what great weapons and armor have been shaped upon its well-worn surface.
{14547} The wicker bulls-eye of this archery target bears a fresh coat of paint.
{14548} The smell of mothballs has long since seeped into the wood of this armoire.
{14549} Armoire
{14550} Two arrows pierce the dead man's back.
{14551} Arrow-filled corpse
{14552} A heavy javelin sits in its groove, notched against the ballista's taut-drawn wire. You can imagine how a well-aimed shot might have the power to fell a dragon from the sky.
{14553} The remains of this ballista lay abandoned on the battlefield.
{14554} Wrecked Ballista
{14555} Thick metal bands encircle the barrel-planks, ensuring a tight seal.
{14556} The bedding is clean and soft, with feather pillows and a soft down comforter pulled over the sheets.
{14557} The sleeping mat is thin but does offer some measure of protection from the cold ground beneath it.
{14558} Bed Roll
{14559} The stout planks of this bench have been worn smooth by years of use.
{14560} A carefully constructed marker denoting a point of interest.
{14561} Merchants Shingle
{14562} A carefully constructed marker denoting a point of interest.
{14563} A carefully constructed marker denoting a point of interest.
{14564} A carefully constructed marker denoting a point of interest.
{14565} A carefully constructed marker denoting a point of interest.
{14566} A carefully constructed marker denoting a point of interest.
{14567} A carefully constructed marker denoting a point of interest.
{14568} A carefully constructed marker denoting a point of interest.
{14569} A slight breeze ripples the water's surface, giving your reflection a life of its own.
{14570} The gilded bars curl around each other gracefully, conjuring up sensations of jasmine-scented evenings, cool breezes, and the songs of a nightingale.
{14571} Bird Cage
{14572} A pool of blood leaves its mark upon this place.
{14573} Silks from far east, light cottons from across the sea, hand-spun wool from local herds, all of them jumbled together like close neighbors in a foreign land. 
{14574} The books lay piled atop each other with little in the way of rhyme or reason, as if someone was interrupted while in the process of returning them to their place.
{14575} A dizzying array of written works, each catalogued according to some fashion you cannot fathom. A number of them appear to be written in foreign tongues altogether.
{14576} Bookshelf
{14577} Loosely nailed, this wooden crate appears intended for temporary storage.
{14578} Crate
{14579} The brazier gives off a hot glow. As you reach toward it, you can feel beads of sweat forming on the palm of your hand.
{14580} Sap still leaks from the rough-hewn tip of this battering ram. It appears to have been recently fashioned.
{14581} One of the axles has snapped, rendering this battering ram useless.
{14582} Wrecked Battering Ram
{14583} Broken in various places, this wagon has seen better days.
{14584} A small flock of butterflies have gathered here, fluttering delicately with the breeze.
{14585} The wood's rich grain adds an unexpected vibrancy to this humble cabinet. Whoever crafted it clearly did so with great love.
{14586} The smell of woodsmoke draws you closer to the dancing fire. The sap of a birch log burns blue at its center.
{14587} A thick stew cooks over the fire. It smells bland, though, and ill-prepared.
{14588} Something roasts over the crackling fire. Grease drippings feed the flames below.
{14589} Thick tallow candles burn low upon their iron stand. Small mounds have formed on the floor below, where the fallen tallow has accumulated.
{14590} The catapult is small but well-built. With a proper counterweight, it should be able to deliver its payload quite a ways.
{14591} This catapult appears to have collapsed where it stood, perhaps by retreating forces who didn't want it turned against them.
{14592} Wrecked Catapult
{14593} It is a simple chair but the grace of its lines speaks to the quality of its craftmanship.
{14594} Bound in iron and with a heavy lock, this heavy chest was obviously meant to protect something of value.
{14595} Strange runes and pictographs, likely arcane in nature, have been scorched into the sides of this hide-covered strongbox.
{14596} Metal studs poke through the woodwork of this ornate chest. Judging by the fine craftsmanship, this strongbox appears to have been intended for public display.
{14597} Low and flat, this chest seems to have been designed for the storage and filing of a merchant's accounts.
{14598} The antique drawer pulls are touched by rust and the drawers themselves fit ill within their sockets. It seems the damp air has not been kind to this piece.
{14599} With its bucket head and straw-filled chest, the combat dummy seems far from threatening.
{14600} Either he owned little to begin with or this man was stripped of all he had.
{14601} Corpse
{14602} Rats nibble on the corpse's fingers and scurry about his ears. It looks like the body has been here awhile.
{14603} In death, the face of the bare-chested man seems frozen with fear. You wonder what it was that killed him.
{14604} The rickety cot seems well-used. The loose-woven cotton holds the shape of unknown bodies.
{14605} Cot
{14606} The sofa seems warm and inviting, perfect for a short nap.
{14607} A small drawer extends beneath the gleaming tabletop. It probably doubles as a desk when there's the need.
{14608} The marble is smooth and cool to the touch. You find it hard to determine where the stone ends and the water begins.
{14609} The smoke has an acrid smell, as if something foul smoulders at its source.
{14610} The old wagon lies empty, abandoned, like a faithful pet that still expects its master to come home.
{14611} Wagon
{14612} A tarp covers the wagon's cargo, possibly cabbages being brought to market.
{14613} Corpse Wagon
{14614} Fenberry Bush
{14615} A banner - stitched and dyed - denoting a point of interest.
{14616} Banner
{14617} A banner - stitched and dyed - denoting a point of interest.
{14618} A banner - stitched and dyed - denoting a point of interest.
{14619} A banner - stitched and dyed - denoting a point of interest.
{14620} A banner - stitched and dyed - denoting a point of interest.
{14621} A banner - stitched and dyed - denoting a point of interest.
{14622} A banner - stitched and dyed - denoting a point of interest.
{14623} A banner - stitched and dyed - denoting a point of interest.
{14624} The fire crackles and burns, consuming everything within its scorching heat.
{14625} Flame
{14626} The fire burns strong, fanned anew with each gust of air.
{14627} The fire is small and slow-burning. It leaves behind a small scattering of ash.
{14628} A complex series of runes that look as if they may mean something to a wizard. Perhaps only to the wizard that made them in the first place, though.
{14629} Floor Design
{14630} A swirl of a vortex adorns the floor. Its meaning is not known to you.
{14631} This symbol seems to point the way. But for good or not, you do not know.
{14632} A slender lever rises from the floor, controlling some unseen mechanism below.
{14633} Floor Lever
{14634} A heavy lever protrudes out of the ground, controlling some unseen mechanism below.
{14635} The chains on these floor-bound shackles are chipped and marked as if someone had been pounding on them with a rock. Whoever it was, it doesn't appear that their efforts met with any success.
{14636} Floor-anchored shackles
{14637} The low footstool is bound in an exotic leather, possibly monstrous in its origin.
{14638} Hearty billows fan the forge-borne flames. The air is blisteringly hot, leaving you feel light-headed and not quite yourself.
{14639} The water tumbles into the pool below, the sound of its fall marking a cheerful note.
{14640} Flies buzz around the fetid corpse. The body is curled into a fetal position as if cold or in great pain.
{14641} Plague Victim Corpse
{14642} The torch paints its environs in warmer hues. You find yourself grateful for its glow. 
{14643} Torch Bracket
{14644} Crates of goods rest easy in the wagon, dusty from their recent journey.
{14645} Scraps and detritus cling together in an unsightly pile.
{14646} The sound of the machine is truly infernal, as if devils and demons made war against each other within.
{14647} Gnomish Contraption
{14648} If you listen closely, you can hear the brass gong resonating softly with your every step, as if acknowledging your presence.
{14649} A tuft of grass extends above the others, catching your eye.
{14650} Grass Tuft
{14651} The noose sways gently in the wind, as if searching for a corpse.
{14652} Gallows
{14653} The hay smells fresh and sweet, the product of some farmwife's labor.
{14654} Hay Bale
{14655} This granite headstone was carefully chiseled.
{14656} The sun-bleached corpse groans and shifts, a gust of wind giving it the brief appearance of unlife.
{14657} Impaled Human Corpse
{14658} Impaled Monster Corpse
{14659} This once-noble face now wears the gruesome mask of death. The eye sockets are bloodied and empty -- the ravens have already plucked the nectar out.
{14660} Impaled Human Head
{14661} Impaled Monster Head
{14662} You look about you, suspicious, but see nothing.
{14663} You can almost taste the hearty mead within the cask. It looks to have aged well.
{14664} The lamp post is pitted and scarred by the harsh night air.
{14665} This lectern is well-designed to hide the knocking knees of those who speak from it.
{14666} The sack seems small and poorly-sewn.
{14667} The sack seems plump and full.
{14668} The little sack is made of fine-spun cotton, tightly stitched.
{14669} The heavy sack dances with the sound of coins.
{14670} The satchel lies half-open, as if abandoned in the very act of being filled.
{14671} The satchel-clasp is hooked and drawn to ensure its contents don't spill out.
{14672} Blue sparks rise up from the ground like will-o'-wisps on cool night air.
{14673} Magic Sparks
{14674} Cyan-colored sparks rise up from the ground like will-o'-wisps on cool night air.
{14675} Green sparks rise up from the ground like will-o'-wisps on cool night air.
{14676} Orange sparks rise up from the ground like will-o'-wisps on cool night air.
{14677} Purple sparks rise up from the ground like will-o'-wisps on cool night air.
{14678} Blood-red sparks rise up from the ground like will-o'-wisps on cool night air.
{14679} Sparks, white and pure, rise up from the ground like will-o'-wisps on cool night air.
{14680} Golden sparks rise up from the ground like will-o'-wisps on cool night air.
{14681} The low pedestal gleams an alabaster white, shadows playing across its fluted column.
{14682} Pile of Stones
{14683} The dark stone of the pillar is inlaid with bands of gold.
{14684} Pillar
{14685} The rough-hewn beam shows the stains of countless sweaty hands and shoulders leaning up against it.
{14686} You can see the shapes of shellfish trapped within the limestone.
{14687} A carefully constructed marker denoting a point of interest.
{14688} Placard
{14689} A carefully constructed marker denoting a point of interest.
{14690} A carefully constructed marker denoting a point of interest.
{14691} A carefully constructed marker denoting a point of interest.
{14692} A carefully constructed marker denoting a point of interest.
{14693} A carefully constructed marker denoting a point of interest.
{14694} A carefully constructed marker denoting a point of interest.
{14695} A tarp extends to protect this pile of bloated corpses from the sun.
{14696} A button protrudes from the wooden pillar.
{14697} A button protrudes from the limestone pillar.
{14698} A slender lever extends from the wooden pillar.
{14699} A slender lever extends from the limestone pillar.
{14700} An empty canvas sits upon the easel, ready for the painter's brush.
{14701} Easel
{14702} The plant seems cramped within its rootbound pot.
{14703} The small pressure plate appears to activate some hidden mechanism below.
{14704} Pressure Plate
{14705} The chain disappears into some unseen recess above you where it presumably activates some hidden mechanism.
{14706} Pull Chain
{14707} A small pile of rubble lays strewn about the ground.
{14708} The sacks exude a musty smell, like flour slowly rotting in the damp.
{14709} Sacks of Flour
{14710} Sarcophagus
{14711} An indecipherable message is scrawled on the tombside in fresh blood. You wonder what undead lord calls this sarcophagus his home.
{14712} The stone lid is heavy, designed as much to keep thieves out as to keep the dead entombed within.
{14713} Original bark still clings to the simple sawhorse, giving it a rustic charm.
{14714} You spy the soft leaves of a fenberry bush.
{14715} A carefully constructed marker denoting a point of interest.
{14716} A carefully constructed marker denoting a point of interest.
{14717} A carefully constructed marker denoting a point of interest.
{14718} A searing shaft of blue light descends from some unseen place above.
{14719} Shaft of Light
{14720} A searing shaft of cyan light descends from some unseen place above.
{14721} A searing shaft of green light descends from some unseen place above.
{14722} A searing shaft of orange light descends from some unseen place above.
{14723} A searing shaft of purple light descends from some unseen place above.
{14724} Shaft of Light 
{14725} A searing shaft of red light descends from some unseen place above.
{14726} A searing shaft of white light descends from some unseen place above.
{14727} A searing shaft of golden light descends from some unseen place above.
{14728} A matted mass of webbing surrounds the central core of the cocoon.
{14729} Cocoon
{14730} It's hard to tell if the spears killed him or if his enemies pierced the corpse as a means of defilement.
{14731} Speared Corpse
{14732} The unblinking eyes of this stature blankly return your gaze. There is no marker identifying who this figure might have been.
{14733} The crumbled statue still bears the shadow of its former dignity.
{14734} Defaced Statue
{14735} The stocks lie open, smell of rotten vegetables and human waste still clinging to it.
{14736} A few small stones are gathered here, their dull surfaces washed clean.
{14737} One leg seems slightly loose. You wonder how long the stool will last.
{14738} The sun gleams off the radiant dial, the shadow cast marking the time.
{14739} The rustic table is filled with knife marks, faded charcoal etchings, and the stains of spilt food.
{14740} The high-backed throne looms out of the shadows, drawing your attention. Something in the design of it fills your heart with dread.
{14741} Throne
{14742} Whether by magic or the weight of history, the gold-seated throne exudes confidence and authority. Wise are the rulers who have called this seat their own.
{14743} A simple mat adorns the floor, faded and worn with use.
{14744} The metal structure still seems to resonate with the screams of those held captive here.
{14745} Blood runs in rivulets from the well-pierced corpse, leaving stains upon the floor below.
{14746} Birds play in the branches above you, chirping merrily.
{14747} The leaves of this tree are slowly turning to gold as Autumn continues.
{14748} The sound of your footsteps echoes back to you, resonating from the urn's dark depths.
{14749} The wheel rests there with nowhere to go and no means to get there.
{14750} You can hear the steady drip of water. Reaching out your hand, you catch a drop within your palm.
{14751} The water trough is empty, the water having left nothing but its stain upon the wood.
{14752} The weapons lean into the wooden rack, waiting for release.
{14753} A smudge of dirt or ash marks the ground here.
{14754} Scorch Mark
{14755} The light penetrates only so far into the gloomy depths. From somewhere deep below, you hear something splash.
{14756} The smells of hickory smoke and fresh bread waft out of the earthen oven, making your mouth water.
{14757} Oven
{14758} Ants march along the small stack of firewood, claiming it as their own.
{14759} New Generic
{14760} New Area Transition
{14761} New Trap
{14762} Average Acid Splash Trap
{14763} Average Blob of Acid Trap
{14764} Average Electrical Trap
{14765} Average Fire Trap
{14766} Average Frost Trap
{14767} Average Gas Trap
{14768} Average Holy Trap
{14769} Average Negative Trap
{14770} Average Sonic Trap
{14771} Average Spike Trap
{14772} Average Tangle Trap
{14773} Deadly Acid Splash Trap
{14774} Deadly Blob of Acid Trap
{14775} Deadly Electrical Trap
{14776} Deadly Fire Trap
{14777} Deadly Frost Trap
{14778} Deadly Gas Trap
{14779} Deadly Holy Trap
{14780} Deadly Negative Trap
{14781} Deadly Sonic Trap
{14782} Deadly Spike Trap
{14783} Deadly Tangle Trap
{14784} Minor Acid Splash Trap
{14785} Minor Blob of Acid Trap
{14786} Minor Electrical Trap
{14787} Minor Fire Trap
{14788} Minor Frost Trap
{14789} Minor Gas Trap
{14790} Minor Holy Trap
{14791} Minor Negative Trap
{14792} Minor Sonic Trap
{14793} Minor Spike Trap
{14794} Minor Tangle Trap
{14795} Strong Acid Splash Trap
{14796} Strong Blob of Acid Trap
{14797} Strong Electrical Trap
{14798} Strong Fire Trap
{14799} Strong Frost Trap
{14800} Strong Gas Trap
{14801} Strong Holy Trap
{14802} Strong Negative Trap
{14803} Strong Sonic Trap
{14804} Strong Spike Trap
{14805} Strong Tangle Trap
{14806} Tavern
{14807} Magic Store
{14808} Nature Store
{14809} Speciality Store
{14810} Blackmarket Store
{14811} Temple Store
{14812} Weapon and Armor Store
{14813} General Store
{14814} Map Note
{14815} <Place text here>
{14816} Post
{14817} Waypoint
{14818} Map_M1Q5A
{14819} Map_M1Q5D
{14820} Map_M1Q5F
{14821} Map_M1S2F
{14822} Map_M1Q5I
{14823} Map_M1Q5H1
{14824} Map_M1Q5H2
{14825} Map_M1Q3A
{14826} Map_M1Q3B
{14827} Map_M1Q3C
{14828} Map_M1Q3D
{14829} Map_M1Q3E
{14830} Map_M1Q3F
{14831} Map_M1Q3G
{14832} Map_M1S1F
{14833} Map_M1Q1B
{14834} Map_M1Q2H
{14835} Map_M1Q1A
{14836} Map_M1Q1C
{14837} Map_M1Q1D
{14838} Map_M1Q1E
{14839} Map_M1Q1F
{14840} Map_M1Q1G1
{14841} Map_M1Q1G2
{14842} Map_M1Q1H1
{14843} Map_M1Q1H2
{14844} Map_M1Q1I
{14845} Map_M1Q1J
{14846} Map_M1Q1K
{14847} Map_M1Q2G
{14848} Map_M1Q2I
{14849} Map_M1Q2L
{14850} Map_M1Q2M
{14851} Map_M1Q2N
{14852} Map_M1Q2O
{14853} Map_M1Q2P
{14854} Map_M1Q2Q
{14855} Map_M1Q2R
{14856} Map_M1Q3I
{14857} Map_M1Q3J
{14858} Map_M1Q3K
{14859} Map_M1Q3L
{14860} Map_M1Q3M
{14861} Map_M1Q3N
{14862} Map_M1Q3O
{14863} Map_M1Q4A
{14864} Map_M1Q4B
{14865} Map_M1Q4C
{14866} Map_M1Q4D
{14867} Map_M1Q4E
{14868} Map_M1Q4F
{14869} Map_M1Q4G
{14870} Map_M1Q4H
{14871} Map_M1Q4I
{14872} Map_M1Q4J
{14873} Map_M1Q4K
{14874} Map_M1Q4L
{14875} Map_M1Q4M
{14876} Map_M1Q4N
{14877} Map_M1Q4O
{14878} Map_M1Q4P
{14879} Map_M1Q4Q
{14880} Map_M1Q4R
{14881} Map_M1Q4S
{14882} Map_M1Q4T
{14883} Map_M1Q5E1
{14884} Map_M1Q5G
{14885} Map_M1Q5J
{14886} Map_M1Q5M
{14887} Map_M1Q5N
{14888} Map_M1Q5O
{14889} Map_M1Q5P
{14890} Map_M1Q5Q
{14891} Map_M1S1A
{14892} Map_M1S1B
{14893} Map_M1S1C
{14894} Map_M1S1D
{14895} Map_M1S1E
{14896} Map_M1S2A
{14897} Map_M1S2B
{14898} Map_M1S2C
{14899} Map_M1S2D
{14900} Map_M1S3A
{14901} Map_M1S3B
{14902} Map_M1S3C
{14903} Map_M1S3D
{14904} Map_M1S3E
{14905} Map_M1S3F
{14906} Map_M1S3G
{14907} Map_M1S4A
{14908} Map_M1S4B
{14909} Map_M1S4C
{14910} Map_M1S4D
{14911} Map_M1S4E
{14912} Map_M1S4F
{14913} Map_M1S5B
{14914} Map_M1Q2K
{14915} Map_M1Q2E
{14916} Map_M1Q2B
{14917} Map_M1Q2C
{14918} Map_M1Q2D
{14919} Map_M1Q5B1
{14920} Map_M1Q5B2
{14921} Map_M1Q5K
{14922} Map_M1Q5L
{14923} Map_M1Q2A
{14924} Map_M1S2E
{14925} Map_M1Q2J
{14926} Map_M1Q5C
{14927} Map_M1S5A
{14928} _Base
{14929} 
{14930} 
{14931} 
{14932} 
{14933} 
{14934} 
{14935} 
{14936} 
{14937} 
{14938} 
{14939} 
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{14941} 
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{14943} 
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{14990} 
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{14997} 
{14998} 
{14999} 
{15000} 
{15001} 
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{15003} 
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{15005} 
{15006} 
{15007} 
{15008} 
{15009} 
{15010} 
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{15012} 
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{15014} 
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{15017} 
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{15019} 
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{15035} 
{15036} 
{15037} 
{15038} 
{15039} 
{15040} 
{15041} 
{15042} 
{15043} 
{15044} 
{15045} 
{15046} 
{15047} 
{15048} 
{15049} 
{15050} 
{15051} 
{15052} 
{15053} 
{15054} 
{15055} 
{15056} 
{15057} 
{15058} 
{15059} 
{15060} 
{15061} 
{15062} 
{15063} 
{15064} 
{15065} 
{15066} 
{15067} 
{15068} 
{15069} 
{15070} 
{15071} 
{15072} 
{15073} 
{15074} 
{15075} 
{15076} 
{15077} 
{15078} 
{15079} 
{15080} 
{15081} 
{15082} 
{15083} 
{15084} 
{15085} 
{15086} 
{15087} 
{15088} 
{15089} 
{15090} 
{15091} 
{15092} 
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{15094} 
{15095} 
{15096} 
{15097} 
{15098} 
{15099} 
{15100} 
{15101} 
{15102} 
{15103} 
{15104} 
{15105} 
{15106} 
{15107} 
{15108} 
{15109} 
{15110} 
{15111} 
{15112} 
{15113} 
{15114} 
{15115} 
{15116} 
{15117} 
{15118} 
{15119} 
{15120} 
{15121} 
{15122} 
{15123} 
{15124} 
{15125} 
{15126} 
{15127} 
{15128} 
{15129} 
{15130} 
{15131} 
{15132} 
{15133} 
{15134} 
{15135} 
{15136} 
{15137} 
{15138} 
{15139} 
{15140} 
{15141} 
{15142} 
{15143} 
{15144} 
{15145} 
{15146} 
{15147} 
{15148} 
{15149} 
{15150} 
{15151} 
{15152} 
{15153} 
{15154} 
{15155} 
{15156} 
{15157} 
{15158} 
{15159} 
{15160} 
{15161} 
{15162} 
{15163} 
{15164} 
{15165} 
{15166} 
{15167} 
{15168} 
{15169} 
{15170} 
{15171} 
{15172} 
{15173} 
{15174} 
{15175} 
{15176} 
{15177} 
{15178} 
{15179} 
{15180} 
{15181} 
{15182} 
{15183} 
{15184} 
{15185} 
{15186} 
{15187} 
{15188} 
{15189} 
{15190} 
{15191} 
{15192} 
{15193} 
{15194} 
{15195} 
{15196} 
{15197} 
{15198} 
{15199} 
{15200} 
{15201} 
{15202} 
{15203} 
{15204} 
{15205} 
{15206} 
{15207} 
{15208} 
{15209} 
{15210} 
{15211} 
{15212} 
{15213} 
{15214} 
{15215} 
{15216} 
{15217} 
{15218} 
{15219} 
{15220} 
{15221} 
{15222} 
{15223} 
{15224} 
{15225} 
{15226} 
{15227} 
{15228} 
{15229} 
{15230} 
{15231} 
{15232} 
{15233} 
{15234} 
{15235} 
{15236} 
{15237} 
{15238} 
{15239} 
{15240} 
{15241} 
{15242} 
{15243} 
{15244} 
{15245} 
{15246} 
{15247} 
{15248} 
{15249} 
{15250} 
{15251} 
{15252} 
{15253} 
{15254} 
{15255} 
{15256} 
{15257} 
{15258} 
{15259} 
{15260} 
{15261} 
{15262} 
{15263} 
{15264} 
{15265} 
{15266} 
{15267} 
{15268} 
{15269} 
{15270} 
{15271} 
{15272} 
{15273} 
{15274} 
{15275} 
{15276} 
{15277} 
{15278} 
{15279} 
{15280} 
{15281} 
{15282} 
{15283} 
{15284} 
{15285} 
{15286} 
{15287} 
{15288} 
{15289} 
{15290} 
{15291} 
{15292} 
{15293} 
{15294} 
{15295} 
{15296} 
{15297} 
{15298} 
{15299} 
{15300} 
{15301} 
{15302} 
{15303} 
{15304} 
{15305} 
{15306} 
{15307} 
{15308} 
{15309} 
{15310} 
{15311} 
{15312} 
{15313} 
{15314} 
{15315} 
{15316} 
{15317} 
{15318} 
{15319} 
{15320} 
{15321} 
{15322} 
{15323} 
{15324} 
{15325} 
{15326} 
{15327} 
{15328} 
{15329} 
{15330} 
{15331} 
{15332} 
{15333} 
{15334} 
{15335} 
{15336} 
{15337} 
{15338} 
{15339} 
{15340} 
{15341} 
{15342} 
{15343} 
{15344} 
{15345} 
{15346} 
{15347} 
{15348} 
{15349} 
{15350} 
{15351} 
{15352} 
{15353} 
{15354} 
{15355} 
{15356} 
{15357} 
{15358} 
{15359} 
{15360} 
{15361} 
{15362} 
{15363} 
{15364} 
{15365} 
{15366} 
{15367} 
{15368} 
{15369} 
{15370} 
{15371} 
{15372} 
{15373} 
{15374} 
{15375} 
{15376} 
{15377} 
{15378} 
{15379} 
{15380} 
{15381} 
{15382} 
{15383} 
{15384} 
{15385} 
{15386} 
{15387} 
{15388} 
{15389} 
{15390} 
{15391} 
{15392} 
{15393} 
{15394} 
{15395} 
{15396} 
{15397} 
{15398} 
{15399} 
{15400} 
{15401} 
{15402} 
{15403} 
{15404} 
{15405} 
{15406} 
{15407} 
{15408} 
{15409} 
{15410} 
{15411} 
{15412} 
{15413} 
{15414} 
{15415} 
{15416} 
{15417} 
{15418} 
{15419} 
{15420} 
{15421} 
{15422} 
{15423} 
{15424} 
{15425} 
{15426} 
{15427} 
{15428} 
{15429} 
{15430} 
{15431} 
{15432} 
{15433} 
{15434} 
{15435} 
{15436} 
{15437} 
{15438} 
{15439} 
{15440} 
{15441} 
{15442} 
{15443} 
{15444} 
{15445} 
{15446} 
{15447} 
{15448} 
{15449} 
{15450} 
{15451} 
{15452} 
{15453} 
{15454} 
{15455} 
{15456} 
{15457} 
{15458} 
{15459} 
{15460} 
{15461} 
{15462} 
{15463} 
{15464} 
{15465} 
{15466} 
{15467} 
{15468} 
{15469} 
{15470} 
{15471} 
{15472} 
{15473} 
{15474} 
{15475} 
{15476} 
{15477} 
{15478} 
{15479} 
{15480} 
{15481} 
{15482} 
{15483} 
{15484} 
{15485} 
{15486} 
{15487} 
{15488} 
{15489} 
{15490} 
{15491} 
{15492} 
{15493} 
{15494} 
{15495} 
{15496} 
{15497} 
{15498} 
{15499} 
{15500} 
{15501} 
{15502} 
{15503} 
{15504} 
{15505} 
{15506} 
{15507} 
{15508} 
{15509} 
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{23687} 
{23688} 
{23689} 
{23690} 
{23691} 
{23692} 
{23693} 
{23694} 
{23695} 
{23696} 
{23697} 
{23698} 
{23699} 
{23700} 
{23701} 
{23702} 
{23703} 
{23704} 
{23705} 
{23706} 
{23707} 
{23708} 
{23709} 
{23710} 
{23711} 
{23712} 
{23713} 
{23714} 
{23715} 
{23716} 
{23717} 
{23718} 
{23719} 
{23720} 
{23721} 
{23722} 
{23723} 
{23724} 
{23725} 
{23726} 
{23727} 
{23728} 
{23729} 
{23730} 
{23731} 
{23732} 
{23733} 
{23734} 
{23735} 
{23736} 
{23737} 
{23738} 
{23739} 
{23740} 
{23741} 
{23742} 
{23743} 
{23744} 
{23745} 
{23746} 
{23747} 
{23748} 
{23749} 
{23750} 
{23751} 
{23752} 
{23753} 
{23754} 
{23755} 
{23756} 
{23757} 
{23758} 
{23759} 
{23760} 
{23761} 
{23762} 
{23763} 
{23764} 
{23765} 
{23766} 
{23767} 
{23768} 
{23769} 
{23770} 
{23771} 
{23772} 
{23773} 
{23774} 
{23775} 
{23776} 
{23777} 
{23778} 
{23779} 
{23780} 
{23781} 
{23782} 
{23783} 
{23784} 
{23785} 
{23786} 
{23787} 
{23788} 
{23789} 
{23790} 
{23791} 
{23792} 
{23793} 
{23794} 
{23795} 
{23796} 
{23797} 
{23798} 
{23799} 
{23800} 
{23801} 
{23802} 
{23803} 
{23804} 
{23805} 
{23806} 
{23807} 
{23808} 
{23809} 
{23810} 
{23811} 
{23812} 
{23813} 
{23814} 
{23815} 
{23816} 
{23817} 
{23818} 
{23819} 
{23820} 
{23821} 
{23822} 
{23823} 
{23824} 
{23825} 
{23826} 
{23827} 
{23828} 
{23829} 
{23830} 
{23831} 
{23832} 
{23833} 
{23834} 
{23835} 
{23836} 
{23837} 
{23838} 
{23839} 
{23840} 
{23841} 
{23842} 
{23843} 
{23844} 
{23845} 
{23846} 
{23847} 
{23848} 
{23849} 
{23850} 
{23851} 
{23852} 
{23853} 
{23854} 
{23855} 
{23856} 
{23857} 
{23858} 
{23859} 
{23860} 
{23861} 
{23862} 
{23863} 
{23864} 
{23865} 
{23866} 
{23867} 
{23868} 
{23869} 
{23870} 
{23871} 
{23872} 
{23873} 
{23874} 
{23875} 
{23876} 
{23877} 
{23878} 
{23879} 
{23880} 
{23881} 
{23882} 
{23883} 
{23884} 
{23885} 
{23886} 
{23887} 
{23888} 
{23889} 
{23890} 
{23891} 
{23892} 
{23893} 
{23894} 
{23895} 
{23896} 
{23897} 
{23898} 
{23899} 
{23900} 
{23901} 
{23902} 
{23903} 
{23904} 
{23905} 
{23906} 
{23907} 
{23908} 
{23909} 
{23910} 
{23911} 
{23912} 
{23913} 
{23914} 
{23915} 
{23916} 
{23917} 
{23918} 
{23919} 
{23920} 
{23921} 
{23922} 
{23923} 
{23924} 
{23925} 
{23926} 
{23927} 
{23928} 
{23929} 
{23930} 
{23931} 
{23932} 
{23933} 
{23934} 
{23935} 
{23936} 
{23937} 
{23938} 
{23939} 
{23940} 
{23941} 
{23942} 
{23943} 
{23944} 
{23945} 
{23946} 
{23947} 
{23948} 
{23949} 
{23950} 
{23951} 
{23952} 
{23953} 
{23954} 
{23955} 
{23956} 
{23957} 
{23958} 
{23959} 
{23960} 
{23961} 
{23962} 
{23963} 
{23964} 
{23965} 
{23966} 
{23967} 
{23968} 
{23969} 
{23970} 
{23971} 
{23972} 
{23973} 
{23974} 
{23975} 
{23976} 
{23977} 
{23978} 
{23979} 
{23980} 
{23981} 
{23982} 
{23983} 
{23984} 
{23985} 
{23986} 
{23987} 
{23988} 
{23989} 
{23990} 
{23991} 
{23992} 
{23993} 
{23994} 
{23995} 
{23996} 
{23997} 
{23998} 
{23999} 
{24000} 
{24001} 
{24002} 
{24003} 
{24004} 
{24005} 
{24006} 
{24007} 
{24008} 
{24009} 
{24010} 
{24011} 
{24012} 
{24013} 
{24014} 
{24015} 
{24016} 
{24017} 
{24018} 
{24019} 
{24020} 
{24021} 
{24022} 
{24023} 
{24024} 
{24025} 
{24026} 
{24027} 
{24028} 
{24029} 
{24030} 
{24031} 
{24032} 
{24033} 
{24034} 
{24035} 
{24036} 
{24037} 
{24038} 
{24039} 
{24040} 
{24041} 
{24042} 
{24043} 
{24044} 
{24045} 
{24046} 
{24047} 
{24048} 
{24049} 
{24050} 
{24051} 
{24052} 
{24053} 
{24054} 
{24055} 
{24056} 
{24057} 
{24058} 
{24059} 
{24060} 
{24061} 
{24062} 
{24063} 
{24064} 
{24065} 
{24066} 
{24067} 
{24068} 
{24069} 
{24070} 
{24071} 
{24072} 
{24073} 
{24074} 
{24075} 
{24076} 
{24077} 
{24078} 
{24079} 
{24080} 
{24081} 
{24082} 
{24083} 
{24084} 
{24085} 
{24086} 
{24087} 
{24088} 
{24089} 
{24090} 
{24091} 
{24092} 
{24093} 
{24094} 
{24095} 
{24096} 
{24097} 
{24098} 
{24099} 
{24100} 
{24101} 
{24102} 
{24103} 
{24104} 
{24105} 
{24106} 
{24107} 
{24108} 
{24109} 
{24110} 
{24111} 
{24112} 
{24113} 
{24114} 
{24115} 
{24116} 
{24117} 
{24118} 
{24119} 
{24120} 
{24121} 
{24122} 
{24123} 
{24124} 
{24125} 
{24126} 
{24127} 
{24128} 
{24129} 
{24130} 
{24131} 
{24132} 
{24133} 
{24134} 
{24135} 
{24136} 
{24137} 
{24138} 
{24139} 
{24140} 
{24141} 
{24142} 
{24143} 
{24144} 
{24145} 
{24146} 
{24147} 
{24148} 
{24149} 
{24150} 
{24151} 
{24152} 
{24153} 
{24154} 
{24155} 
{24156} 
{24157} 
{24158} 
{24159} 
{24160} 
{24161} 
{24162} 
{24163} 
{24164} 
{24165} 
{24166} 
{24167} 
{24168} 
{24169} 
{24170} 
{24171} 
{24172} 
{24173} 
{24174} 
{24175} 
{24176} 
{24177} 
{24178} 
{24179} 
{24180} 
{24181} 
{24182} 
{24183} 
{24184} 
{24185} 
{24186} 
{24187} 
{24188} 
{24189} 
{24190} 
{24191} 
{24192} 
{24193} 
{24194} 
{24195} 
{24196} 
{24197} 
{24198} 
{24199} 
{24200} 
{24201} 
{24202} 
{24203} 
{24204} 
{24205} 
{24206} 
{24207} 
{24208} 
{24209} 
{24210} 
{24211} 
{24212} 
{24213} 
{24214} 
{24215} 
{24216} 
{24217} 
{24218} 
{24219} 
{24220} 
{24221} 
{24222} 
{24223} 
{24224} 
{24225} 
{24226} 
{24227} 
{24228} 
{24229} 
{24230} 
{24231} 
{24232} 
{24233} 
{24234} 
{24235} 
{24236} 
{24237} 
{24238} 
{24239} 
{24240} 
{24241} 
{24242} 
{24243} 
{24244} 
{24245} 
{24246} 
{24247} 
{24248} 
{24249} 
{24250} 
{24251} 
{24252} 
{24253} 
{24254} 
{24255} 
{24256} 
{24257} 
{24258} 
{24259} 
{24260} 
{24261} 
{24262} 
{24263} 
{24264} 
{24265} 
{24266} 
{24267} 
{24268} 
{24269} 
{24270} 
{24271} 
{24272} 
{24273} 
{24274} 
{24275} 
{24276} 
{24277} 
{24278} 
{24279} 
{24280} 
{24281} 
{24282} 
{24283} 
{24284} 
{24285} 
{24286} 
{24287} 
{24288} 
{24289} 
{24290} 
{24291} 
{24292} 
{24293} 
{24294} 
{24295} 
{24296} 
{24297} 
{24298} 
{24299} 
{24300} 
{24301} 
{24302} 
{24303} 
{24304} 
{24305} 
{24306} 
{24307} 
{24308} 
{24309} 
{24310} 
{24311} 
{24312} 
{24313} 
{24314} 
{24315} 
{24316} 
{24317} 
{24318} 
{24319} 
{24320} 
{24321} 
{24322} 
{24323} 
{24324} 
{24325} 
{24326} 
{24327} 
{24328} 
{24329} 
{24330} 
{24331} 
{24332} 
{24333} 
{24334} 
{24335} 
{24336} 
{24337} 
{24338} 
{24339} 
{24340} 
{24341} 
{24342} 
{24343} 
{24344} 
{24345} 
{24346} 
{24347} 
{24348} 
{24349} 
{24350} 
{24351} 
{24352} 
{24353} 
{24354} 
{24355} 
{24356} 
{24357} 
{24358} 
{24359} 
{24360} 
{24361} 
{24362} 
{24363} 
{24364} 
{24365} 
{24366} 
{24367} 
{24368} 
{24369} 
{24370} 
{24371} 
{24372} 
{24373} 
{24374} 
{24375} 
{24376} 
{24377} 
{24378} 
{24379} 
{24380} 
{24381} 
{24382} 
{24383} 
{24384} 
{24385} 
{24386} 
{24387} 
{24388} 
{24389} 
{24390} 
{24391} 
{24392} 
{24393} 
{24394} 
{24395} 
{24396} 
{24397} 
{24398} 
{24399} 
{24400} 
{24401} 
{24402} 
{24403} 
{24404} 
{24405} 
{24406} 
{24407} 
{24408} 
{24409} 
{24410} 
{24411} 
{24412} 
{24413} 
{24414} 
{24415} 
{24416} 
{24417} 
{24418} 
{24419} 
{24420} 
{24421} 
{24422} 
{24423} 
{24424} 
{24425} 
{24426} 
{24427} 
{24428} 
{24429} 
{24430} 
{24431} 
{24432} 
{24433} 
{24434} 
{24435} 
{24436} 
{24437} 
{24438} 
{24439} 
{24440} 
{24441} 
{24442} 
{24443} 
{24444} 
{24445} 
{24446} 
{24447} 
{24448} 
{24449} 
{24450} 
{24451} 
{24452} 
{24453} 
{24454} 
{24455} 
{24456} 
{24457} 
{24458} 
{24459} 
{24460} 
{24461} 
{24462} 
{24463} 
{24464} 
{24465} 
{24466} 
{24467} 
{24468} 
{24469} 
{24470} 
{24471} 
{24472} 
{24473} 
{24474} 
{24475} 
{24476} 
{24477} 
{24478} 
{24479} 
{24480} 
{24481} 
{24482} 
{24483} 
{24484} 
{24485} 
{24486} 
{24487} 
{24488} 
{24489} 
{24490} 
{24491} 
{24492} 
{24493} 
{24494} 
{24495} 
{24496} 
{24497} 
{24498} 
{24499} 
{24500} 
{24501} 
{24502} 
{24503} 
{24504} 
{24505} 
{24506} 
{24507} 
{24508} 
{24509} 
{24510} 
{24511} 
{24512} 
{24513} 
{24514} 
{24515} 
{24516} 
{24517} 
{24518} 
{24519} 
{24520} 
{24521} 
{24522} 
{24523} 
{24524} 
{24525} 
{24526} 
{24527} 
{24528} 
{24529} 
{24530} Mulland
{24531} the Administrator
{24532} Bertrand
{24533} Blacklake cleaning lady
{24534} Blacklake Patrol
{24535} Siril
{24536} Master Johns
{24537} Ms. Dulcimae
{24538} Callahan
{24539} Joe
{24540} Patron
{24541} Krestal
{24542} Gulnan
{24543} Drawl
{24544} Walters
{24545} Gulnan Placeholder
{24546} Gulnan PlaceHolder 2
{24547} Victim
{24548} Cultist
{24549} Desther
{24550} Disgruntled Nobleman
{24551} Disgruntled Woman
{24552} Drake
{24553} Dumal
{24554} Ergus
{24555} Escaped Prisoner
{24556} Formosa
{24557} Gate Guard
{24558} Grommin
{24559} Halfling Prisoner
{24560} Harben
{24561} Ashensmith
{24562} Helm Guard
{24563} House Guard
{24564} House Guard
{24565} Jared
{24566} Luskan
{24567} Noble
{24568} Guard
{24569} Commoner
{24570} Guard
{24571} Priest of Helm
{24572} Captain Aedoric
{24573} Aedoric
{24574} Head Gaoler
{24575} Alaefin
{24576} Bloodsailor
{24577} Frightened
{24578} Bloodsailor
{24579} Dhanis
{24580} the Thug
{24581} Gubdlo
{24582} the Dockworker
{24583} Former Guard
{24584} Former
{24585} Guard
{24586} Former Prisoner
{24587} Fleeing
{24588} Prisoner
{24589} Helmite
{24590} Priest
{24591} Irid
{24592} Kurdan
{24593} Fenkt
{24594} Marty
{24595} Militia
{24596} Archer
{24597} Old
{24598} Fen
{24599} Peasant
{24600} Prisoner
{24601} Tervan
{24602} the Supervisor
{24603} Seldana
{24604} Spirit
{24605} Lurker
{24606} Townsfolk
{24607} Vasco
{24608} the Mauler
{24609} Agnes
{24610} Masterson
{24611} Auctioneer
{24612} Avista
{24613} Callik
{24614} Chef
{24615} Cristov
{24616} Dara'nei
{24617} Festiliard
{24618} Gilda
{24619} Hemmel
{24620} Jalek
{24621} Jerol
{24622} Katalia
{24623} Morden
{24624} Neibor
{24625} Hinkle
{24626} Lil' Bill
{24627} Argus
{24628} Mugger
{24629} Peasant Man
{24630} Peasant Woman
{24631} Tavern Patron
{24632} Thug
{24633} Callik's Guard
{24634} Vengaul's Guard
{24635} Traitor
{24636} Vengaul
{24637} Wittian
{24638} Graxx
{24639} Commoner
{24640} Commoner
{24641} Commoner
{24642} Captain Bunovard
{24643} Nyatar
{24644} Durga
{24645} Marrok
{24646} Eravian
{24647} Citizen
{24648} Kyle
{24649} Mercenary
{24650} Aribeth
{24651} Sergol
{24652} Ibarum
{24653} Fenthick
{24654} Nurse
{24655} Commoner
{24656} Guard
{24657} Noblewoman
{24658} Nobleman
{24659} Kipp
{24660} Gate Captain Kipp
{24661} Fallen Tower Barkeep
{24662} Barmaid
{24663} Bartender
{24664} Emernik
{24665} Forlorn Woman
{24666} Former Captain
{24667} Guard Dog
{24668} Mirinelle
{24669} Sedgewick
{24670} Sedos
{24671} Sebile
{24672} Meldanen Guard
{24673} Blacklake Gate Guard
{24674} Blacklake Dryad
{24675} Meldanen
{24676} Guardian
{24677} Guardian
{24678} Guardian
{24679} Guardian
{24680} Waterdhavian Dryad
{24681} Kimble
{24682} Bo
{24683} Formosa's Warrior
{24684} Militia
{24685} NW Militia
{24686} Estate Servant
{24687} Docks Citizen
{24688} Jace
{24689} Young Cockatrice
{24690} Sauna Dwarf
{24691} Aldo
{24692} Biddy
{24693} Hector
{24694} Mattily
{24695} Jemanie
{24696} Animated Armor
{24697} Patrol
{24698} Weak Zombie
{24699} Eltoora
{24700} Sarptyl
{24701} Golem
{24702} Agar
{24703} Claudus
{24704} Fashi
{24705} Young Woman
{24706} Young Man
{24707} Hrusk
{24708} Kellisai
{24709} Briley
{24710} Punkin
{24711} Telma
{24712} Noble Guard
{24713} Talonite
{24714} Gilles
{24715} Talona
{24716} Oleff
{24717} Torgo
{24718} Androd
{24719} Courtesan
{24720} Tamora
{24721} Cook
{24722} Damaera
{24723} Hoff
{24724} Luce
{24725} Cheldarstorn
{24726} Ophala
{24727} Tanith
{24728} Rumbottom
{24729} Thoms
{24730} Keener
{24731} Hubert
{24732} Hunter
{24733} Master of the Pens
{24734} "Sureshot" Weatherson
{24735} Montgomery
{24736} Mercenary Wizard
{24737} Hired Thug
{24738} Citizen
{24739} Gate Soldier
{24740} Hired Assassin
{24741} Mysterious Assailant
{24742} Mano
{24743} Marcus
{24744} Militia Archer
{24745} Militia Soldier
{24746} Neph
{24747} Blacklake Nobleman
{24748} Audience Member
{24749} Barkeep
{24750} Customer
{24751} Diseased Thug
{24752} Ritual Zombie
{24753} Thoms Estate Guard
{24754} Wall Guard
{24755} Zelieph
{24756} ZooPatron
{24757} Clothing: Common (Green)
{24758} Armor: Studded (Grey)
{24759} Armor: Chain (Multi Color)
{24760} Armor: Plate (Red)
{24761} Clothing: Rags
{24762} Clothing: Common (Yellow/Brown)
{24763} Armor: Leather (Green)
{24764} Penhold Robes
{24765} This suit belonged to Melthius Penhold, a scholar who traveled the south in the last century. His unassuming manner led to a long and peaceful life, and a lineage of anonymity. These simple garments served his family well through the years, but did not propel them to any great height of renown. The last descendants of the Penhold line are two great great grandchildren: Marcus, now evidently deceased, and Bertrand, both of Neverwinter.
{24766} Armor: Scale (Dull)
{24767} Clothing: Helmite
{24768} Armor: Chain (Dark)
{24769} Clothing: Spellcaster (Purple)
{24770} Clothing: Bondage
{24771} Clothing: Common (Grey)
{24772} Clothing: Snake Cult
{24773} Aribeth Temporary
{24774} Clothing: Spellcaster (Orange)
{24775} Clothing: Prisoner's Rags
{24776} Clothing: Commoner
{24777} Armor: Leather (Black)
{24778} Armor: House Guard
{24779} Clothing: Tyrist
{24780} Plain Helm
{24781} The Head Gaoler's Journal
{24782} Day 2084 of my Duty
 Kurdan Fenkt ate another inmate today. Solitary confinement may be the only solution.

Day 2085 of my Duty
 Emernik fell asleep on the job again today. He has been reprimanded and demoted to storeroom duty on the main floor.

Day 2086 of my Duty
 Meeting with my cousin, Lady Tanglebrook, in the tunnels today. The poor woman has lost almost everyone to the Wailing Death and I fear there is little I can do to console her.
{24783} Lady Tanglebrook's Journal
{24784} ...Everyone, everyone is dead. All I have left is my cousin Alaefin, the Head Gaoler. He has been so good to me in the past, even building a tunnel between his office and the estate so I could visit him without running the risk of actually walking the dangerous peninsula streets. How fortuitous that these same tunnels now protect me from exposure to the plague. I am going to meet with him later today, for I know a good game of chess shall cheer me up from this spiteful malaise into which I have fallen.

Hmm -- that was odd. I thought I heard something crashing around downstairs but when I went down there, there was nothing. Must have been the rats! Oh, how I hate living alone. I shall visit my cousin at once!
{24785} Prison Logbook
{24786} Entry 247:
 We guards are beginning to question Captain Alaefin's sanity. He has been out of sorts ever since he went to visit with his cousin, Lady Tanglebrook. The prisoners grow restless.

Entry 248:
 Someone has unlocked the prisoners and cursed Captain Alaefin is nowhere to be found! We have had prison breaks before but this is serious. I don't know if we'll be able to keep it under control...

Entry 249:
 Heh. This your pretty book, guards? Whoever reads this, we prisoners killed half your stupid guards and locked the rest away where they belong. Long live the Head Gaoler and may the Wailing get the rest of ya...
{24787} Prisoner's Journal
{24788} The Head Gaoler left my cell door open today... unlocked all of them on the block... Madman. Sure, I'm a criminal but I was a thief, that's all -- If I'm going to go free, I'm not going to do it alongside a bunch of cold-hearted killers like the lot of them. I've closed my door again, heard the lock click shut... I can hear them in the common room -- The Head Gaoler's rallying them to some cause, they're all shouting and cheering, it makes me sick. They're mad, all of them... I can hear them coming for me.
{24789} Journal of Marcus Penhold
{24790} This is the journal of Marcus Penhold, a young mage. The details of his life are uneventful, although the last entry is now likely more prophetic than the writer might have wished.

Excerpt:
I have hidden with the rest in fear of the plague, but I have no such anxiety about some pitiful shambling zombies. My brother awaits at the shrine the Helmites maintain in the Beggar's Nest, but I will not be joining him. Finally there is something real to fight.
{24791} Devourer's Brain
{24792} This is part of the body of an Intellect Devourer, an aberration consisting almost entirely of brain matter. This beast was one of four different creatures brought from Waterdeep as components of a powerful spell to cure the Wailing Death plague. It should be delivered to Lady Aribeth with all haste.
{24793} Anonymous Letter
{24794} In place of a signature, this letter bears the mark of a stylized, reptilian eye. It strikes you as somehow familiar, as if you've seen it before, perhaps in a different context. You examine the text closer...

"Read this letter well. Commit its words to heart, for I am your Master and there are those who would seek to thwart us, the People of the Eye.

"Lady Aribeth has promoted some adventurers into the militia and sent them out to seek the creatures of the cure. They have already been successful once and they must not be so again. You must stalk them from every shadow, pursue them at every turn. Those creatures are to be set loose and hidden wherever they are out of reach.

"Do not fail me in this. Remember, I hold the power to grant you life in this place of death. Your lives are mine to deny.

"Long live the People of the Eye..."

This note should be shown to someone in authority.
{24795} Torin's Ring
{24796} This is a simple signet ring, bearing a small family crest. The inscription in the band marks it as a gift between brothers, from Jemanie to Torin. It is otherwise unremarkable.
{24797} Lock of Dryad Hair
{24798} This is a lock of dryad hair, an important component for the spell to stop the Wailing Death plague. The dryad this came from was one of four magical creatures brought from Waterdeep to participate in the cure attempt. All were lost in an attack, and Lady Aribeth eagerly awaits their return.
{24799} Clothing: Noble (Orange)
{24800} Clothing: Child (Orange)
{24801} Simple Key
{24802} Auction Announcement
{24803} This document details an auction to be held at the Seedy Tavern in the Docks district. It does not reveal exactly what will be for sale, but it does seem to suggest that anyone interested in surviving the plague should attend. It also mentions that anyone bringing this to the attention of the city guard will be dealt with in "a manner that suggests finality." The seal at the bottom is apparently that of the Bloodsailors, a group of pirates.

There is a map on the back that shows the whole of the Docks District. The Seedy Tavern is one of the larger buildings along the northern edge.
(your automap has been updated...)
{24804} Dara'nei's Locket
{24805} Opening this locket reveals an inscription from Vengaul Bloodsail to Dara'nei.
"If separated we be, this locket shall unfurl the Silver Sails and float you to safety in my arms."
{24806} Masterson Family Amulet
{24807} The Masterson family rose to moderate nobility through persistent mercantile efforts, rather than royal bloodlines or great achievements. Nevertheless, William Masterson did dabble in the occasional dungeon excursion, and a number of his more interesting finds became heirlooms passed to his three generations of offspring. This amulet is one of several marked with his crest, though he never revealed where he acquired them, and made little use of them once retired in Neverwinter.
{24808} This amulet bears a small ornate crest typical of the merchant nobilty. The family name of "Masterson" is present on the back face of it.
{24809} Instructions from Callik
{24810} This note is from Callik, the traitorous lieutenant of Vengaul Bloodsail. It appears to be instructions on how to access the sea caves through the city aqueducts.

Excerpt:
When you have pulled what information you can from Vengaul's wench, join us in the Aqueducts. The entrance is in the very northwest of the Docks District, through an old maintenance building. I believe I know an alternate path to where the old fool keeps his secret stores. The Cockatrice should be there, as well as whatever else he has been keeping from us. Time to take our due! Use the hand signs below to pass the seal on the aqueduct gates. Keep this note with you! I doubt you could remember the signs without it!

Callik

(A complex series of hand motions is detailed below. You will definitely need this note present to reproduce them accurately enough to pass the gate.)
{24811} Smugglers' Coin
{24812} Smugglers' Coins are the currency of the Docks District black market. They are made with drops of blood-red glass, each pressed with the image of a ship and a cutlass. The exact value of these "coins" compared to gold is debatable, and seems to vary primarily on the prominence of the person using them. Despite this wild fluctuation, many thieves prefer them, knowing that a person buying with Smugglers' Coins is usually not concerned about where the merchandise is coming from.
{24813} Shining Knight Ward
{24814} This ward stone allows the bearer to enter the back room of the Shining Knight Arms and Armor blacksmithy.
{24815} Clothing: Common (Rust)
{24816} This key allows access to the storeroom on the first floor of the prison in the Peninsula District.
{24817} Prison Storeroom Key
{24818} Tanglebrook Estate Key
{24819} Prison Key
{24820} A key for the estate of Lady Tanglebrook along the northern shore in the Peninsula District.
{24821} Tanglebrook Key
{24822} This copied key will open any door on the prison's second floor. It's flimsy, however, and quickly crafted. You doubt you will be able to use it more than once.
{24823} Prison Key (2nd Floor)
{24824} Judging by the insignia etched into the cold metal, this is a key to the main doors of the Peninsula district prison.
{24825} This is Meldanen's personal key, and it probably fits every lock in his estate. It also has a small magical rune on it, matching a similar one just visible on the lock of the cage that houses the Dryad.
{24826} Meldanen's Master Key
{24827} Meldanen's Silver Tooth
{24828} This is Meldanen's silver tooth, unceremoniously ripped from his jaw. It is a gruesome trophy.
{24829} This key grants access to the Meldanen Estate in the Blacklake district.
{24830} Key to Meldanen Estate
{24831} Journal of Meldanen
{24832} This book is full of tightly-scripted dates and notes, a journal kept by the wizard Meldanen. Most entries are short and to the point, regarding his various magical experiments and some of the creatures he has paid to have smuggled into the city for his examination.

Most recently, however, his entries become much more interesting:

Excerpt:
The gods have smiled on my destiny. I had heard a little about the creatures being brought to the city from Waterdeep, but thought little of my chances of even laying eyes upon them. Lo and behold, however, I discovered a dryad from that very shipment wandering the streets of the district, lost and frightened after the battle in the Academy. It was glad enough to accompany me and I have caged it for the moment until I decide what to do with it.

Excerpt (the following day):
I have decided to experiment upon this dryad and find a cure for this plague on my own. Think of all the gold the panicked nobles of this city would offer for a cure! It is too bad that the dryad must be sacrificed, however... she is comely, if inhuman.

Excerpt (Several Days Later):
I cannot get the dryad out of my mind. Thoughts of her are with me always. Today I attempted to draw blood from her to fuel my experiment and found I could not hurt her even that much. Has she enchanted me? Or am I simply lonely for such beauty? I cannot think clearly. Still she recoils from my touch... I must win her love, I must! I will not release her from the cage until she feels as I do!
{24833} This key allows entry to the west wing of the Meldanen estate.
{24834} Meldanen West Wing Key
{24835} This key grants access to the cells of Meldanen's prison in his estate.
{24836} Meldanen Prison Key
{24837} Clothing: Wizard
{24838} One of many staffs created by the mage Meldanen. Over his career he supplied gold to a small industry of adventurers that would bring him exotic materials for his workshop. In his later years he was not so charitable, and occasionally set two or more groups against each other to secure the most reasonable prices for himself. Recently he stopped the practice altogether, preferring that as few people knew of his experiments as possible.
{24839} This staff was the weapon of the sorceror Meldanen, and is likely imbued with magic.
{24840} Staff of Meldanen 
{24841} Armor: Halfplate (Multicolor)
{24842} Clothing: Pants only
{24843} Clothing: Bloodsailor (Vengual)
{24844} Clothing: Bloodsailor (Fancy)
{24845} Cockatrice Feather
{24846} This cockatrice feather is a spell component for the magical attempt to stop the Wailing Death plague. The bird-like beast it came from was one of four magical creatures sent from Waterdeep to be part of the cure attempt. They were all lost in an attack as they were brought into the city. This feather should be delivered to Lady Aribeth with all haste.
{24847} Silverware
{24848} Clothing: Common (Brown)
{24849} Clothing: Child (Red)
{24850} Clothing: Child (Blue)
{24851} Gulnan's Journal
{24852} Excerpt:
The sheep of Cyric fell swiftly. Fools. And to think their pathetic leader Jared was going to smash the altar to keep its power from me. Perhaps I should just kill him. It would quell the last of his followers, although they already seek to appease me. My own sect of snake-worshippers, how amusing! Soon I won't need to cower in the Warrens with their precious Necromantic Focus. 

It is an interesting device, I will grant Jared that. I have used it to create an army of undead, and I learn more about it each time I link with its power. Its pillar-like appearance disguises how fragile it truly is, and despite its power I must constantly watch that my undead servants don't inadvertently damage it with their clumsy flailing.
{24853} In Service of Cyric
{24854} Excerpt:
Cyric, why have you allowed me to be so weak? That conniving Yuan-Ti wench has taken our beloved focus, the altar that I constructed to show your glory, the glory of the Dark Sun! Now she kills what few loyalists I have left, and raises them as undead with its power! Great Prince of Lies, I must smash the focus before her army grows too great with its misuse! How dare she drag it to the depths of the Warrens! She wastes its potential on plague dead! Her scales will be plucked one by one! I will rend...

It appears that whatever writing implement Jared was using broke at this point.
{24855} Drawl's Journal
{24856} Drawl apparently had big expectations of what serving Gulnan would get him, but if this Gulnan truly wanted her servant to be anything more than a pawn, she probably would have placed more emphasis on grammatical aptitude when making her selection.

Excerpt:
My minions shall address me as:
High Eminence of Evil
Overlorder
Invulneron
The Black Dark - this one's good!

The journal of The Black Dark, Master of the Necromantic link to Gulnan! Nobody can pass while the link strengthens me! I am invulnerable, and recording my thoughts for posterior-ity just like a real overlord! I am so tough! Nothing can stop me now! I sacrificed the whole gang for Gulnan to grant me power... but I'm dead too, sort of. Does that mean they could still come back? And, wait, am I writing this for me to read? I already know all this stuff. Journals are stupid. And necromantic doesn't mean I have to kiss her, does it?
{24857} In Service of Gulnan
{24858} This journal tells of the changes that this cult went through once a creature named Gulnan was captured. It deals mostly with how the Cyric loyalists were ousted, allowing for the writer to move swiftly up the ranks. 

Excerpt:
Things are very different now, though they might not appear as such from the outside. We still follow blindly, and a number of us are still slain for no reason, but I finally believe a potent entity is acting through our master. Gulnan seems surprised at her own power, but her desire for conquest has erased any questions from her mind. I welcome her intensity, and her strong use of the focus. Jared was more interested in lining his pockets than causing true havoc, and he would never have dared use his precious fragile altar to focus necromantic energy and create an army of undead as Gulnan has. She is well worth following, this Yuan-Ti, even into the depths of the Warrens below.
{24859} This small blade has the name "Zelieph" inscribed near the hilt. It is otherwise unremarkable, likely more a utility knife than a prized weapon. A simple everyday tool, although it was probably an important part of this Zelieph's life.
{24860} Zelieph's Dagger
{24861} Zelieph's Ring
{24862} This simple ring is inscribed with the name "Zelieph," alongside the initials "SCB." It is an unassuming accessory, meant to be worn everyday without calling too much attention to it. Even so, it was likely an important part of this Zelieph's life.
{24863} Cockatrice Bite
{24864} Cockatrice Hide
{24865} Estate Ward Stone
{24866} This wardstone allows the bearer to bypass whatever magic protections have been placed on the entrance of an estate in the northwest of the Beggar's Nest.
{24867} Armor: Splint (Yuan-Ti)
{24868} Clothing: Cyric
{24869} This key was found among the servants of Gulnan, a creature that appears to be behind the undead infestation in the Beggar's Nest district. It looks like it fits a large lock, probably on one of the ancient doors in the Warrens of the Damned beneath the Great Graveyard.
{24870} Ancient Key
{24871} Crumpled Note
{24872} This note is disjointed and sloppy, as though the author wrote it after suddenly waking from a deep sleep.

Excerpt:
I have gained much since the Academy was attacked. I did not see who freed me, and I don't care. Strength has come to me strangely... quickly. There is definitely some greater power at work in Neverwinter, and it favors me this day. I have seen it in the dreams... I see the eye... I don't know what it means, but I know this: if the Neverwintans want me for their cure they can carve the contribution from my corpse! So sayeth Gulnan!
{24873} Yuan-Ti Heart
{24874} This is the heart of Gulnan, a humanoid snake-like Yuan-Ti. Gulnan was one of the Waterdhavian creatures brought to Neverwinter to be part of the magical attempt to end the Wailing Death. She used the confusion of an unexpected attack to escape and cause untold horror in the Beggar's Nest. Aribeth awaits the delivery of this foul remnant, in the hopes that it may yet help provide a cure.
{24875} This ring is little more than a simple metal band, with a short inscription on the surface identifing the owner as "Torin." There is also a message around the interior, naming the person that apparently gave the ring as a gift. "Your brother, Jemanie."
{24876} Armor: Splint (Dull)
{24877} Clothing: Noble (Blue)
{24878} Clothing: Helmite (Torn)
{24879} Armor: Chain (Ruined)
{24880} Armor: Leather (Grey)
{24881} Clothing: Courtesan (Green)
{24882} Rare Earth Clay
{24883} A careful mixture of earth makes this small bit of clay ideal for use as a reagent in magical study. There may once have been a rather long description of this item pressed or carved into its surface, but it appears to have been deliberately smudged.
{24884} Cloaktower Badge 1
{24885} Cloaktower Badge 2
{24886} Flask of Water
{24887} Written on a piece of tape that is stretched across the flask: "For while the water should have generally been proud, having existed far longer than many of those within this world, it could not exist without a solid foundation to settle in upon - and for that, it remained humble."
{24888} Puff of Fog
{24889} This small container appears to hold a swirling puff of fog. The following message delicately inscribed on the surface: "When air became, in its youth, jealous of its place in the world, it sought out ways to assert its power. It floated high in the night air, and obscured the view of the stars from those that lay beneath it. But soon it filled with water that became too heavy, and it came crashing down to rejoin with those who came before - an embrace that left it no longer uncertain of its place within the world."
{24890} Kindling Wood
{24891} Carved upon this bit of kindling wood is the following phrase: "And the fire was angry that it could not overcome the rain above. The air taunted the fire, knowing that fire needed the air to live. Such is the way of those who have come late in life."
{24892} Gauntlet Award: First Round
{24893} Badges like this are given to would-be gladiators participating in the Gauntlet fighting club beneath Neverwinter's Board Laid Bare tavern. This particular award signifies that the bearer has defeated the lowest ranked fighter in the competition. Higher ranked battles can occur, but only if this badge is presented when the challenge is made.
{24894} Gauntlet Award: Second Round
{24895} Badges like this are given to would-be gladiators participating in the Gauntlet fighting club beneath Neverwinter's Board Laid Bare tavern. This particular award signifies that the bearer has won their second battle in the competition, and may now challenge fighters of still higher rank. The badge must be presented before a challenge can be recognized.
{24896} Gauntlet Award: Third Round
{24897} Badges like this are given to would-be gladiators participating in the Gauntlet fighting club beneath Neverwinter's Board Laid Bare tavern. This particular award signifies that the bearer has defeated all comers, and is now eligible to challenge for ownership of the club. The badge must be presented before a challenge can be recognized.
{24898} Gauntlet Championship Award
{24899} There is only one badge of this type. It signifies that the bearer is the Grand Champion of the Gauntlet fighting club beneath Neverwinter's Board Laid Bare tavern. The owner of this item has defeated all comers, including the group's founder, and has taken the Board Laid Bare tavern as their prize.
{24900} This key opens the door to the back room of Neverwinter's Board Laid Bare tavern, thereby granting access to the Gauntlet combatant's club below.
{24901} Gauntlet Key
{24902} Gauntlet Pass
{24903} This chit will allow the bearer passage into the secretive Gauntlet combatant's club beneath Neverwinter's Board Laid Bare tavern. It must be presented to the bartender and will be exchanged for a key.
{24904} Halueth's Rusted Armor
{24905} This armor once belonged to Lord Halueth Never, but it has barely survived the ages. It was exposed to a damaging amount of moisture over time, although you can still see the quality it must have once had. There is light etching throughout, including a faint image of the symbol of Tyr. It remains an important artifact for Neverwinter, even if it should never see combat again.
{24906} Halueth Dig Logbook
{24907} This book details the initial search for the tomb of Halueth Never. It is unfinished, the writer obviously falling to the plague before he could include many details, but it does point to the possible locations for three tombs in addition to the one in the Peninsula District.

Beggar's Nest: Great Graveyard
Docks District: Northwestern quarter aqueducts
Blacklake District: Southwestern quarter

The directions are vague, but the book does mention that each tomb is likely sealed with a magically protected door. A riddle of some sort is the "key" to each. The solution to the Peninsula tomb door was "Emerald," which was answered by actually placing an emerald in the container immediately next to the door. It is worth noting that this action seemed to destroy the item, making it an expensive discovery.

Text of the "Emerald riddle" on the Peninsula tomb:
Diamond of the forest, if the seasons never changed.

{24908} Ancient Chronicles of Halueth Never
{24909} This aged tome details the latter life of Halueth Never, and the trials that he overcame to found the city of Neverwinter. Much of it is written in an archaic script that will likely take Tyrran scholars years to decipher. 
{24910} Clothing: Talonite
{24911} Jones' Key
{24912} Archeologist's Key
{24913} Letter from Oleff
{24914} This letter bears the seal of Reverend Judge Oleff Uskar, and indicates that the bearer is in his service. This letter is to be presented to Briley, a young cleric guarding a tomb in the Peninsula District.
{24915} Jacob's Quill
{24916} This object bears an inscription in delicate writing. "Jacob in service of Tyr. Truth be revealed in your words."
{24917} Ancient Symbol of Tyr
{24918} The meticulous carving that went in to this item is evident even through the dust of ages on its surface. This would be a very valuable artifact to the Temple of Tyr, even without the provenance of having possibly belonged to Lord Halueth Never.
{24919} Tamora's Brooch
{24920} This brooch is not the best of quality, but the inscription on the back likely means it has tremendous sentimental value to someone.

"Yours always. I will return - this I swear. Keep a good thought for me."

The message is dated 1360DR, so it is more than a decade old.
{24921} 
{24922} Clothing: Courtesan (Teal)
{24923} Clothing: Courtesan (Red)
{24924} Clothing: Courtesan (Purple)
{24925} Clothing: Courtesan (Purple)
{24926} Clothing: Noble
{24927} This key grants access to the fabulous Rumbottom Estate in the Blacklake district.
{24928} Key to the Rumbottom Estate
{24929} This key grants access to the Hodge Estate.
{24930} Key to Hodge's Estate
{24931} This key enables the bearer to enter the backroom of the Moonstone Mask.
{24932} Moonstone Mask Back Room Key
{24933} This looks to be a skeleton key, and is likely good for almost every lock in the Androd Estate.
{24934} Androd Golden Key
{24935} Letter from Ophala
{24936} This letter is from Ophala Cheldarstorn of the Moonstone Mask. It directs Oleff of the Temple of Tyr to examine the bearer and certify that they are plague-free.
{24937} Writ from Oleff
{24938} This writ certifies that the bearer is plague-free. It is signed by Reverend Judge Oleff Uskar, and directed to the attention of Ophala Cheldarstorn of the Moonstone Mask.
{24939} Order of Closure
{24940} This paper bears the signature of Reverend Judge Oleff Uskar, and orders the closure of the Moonstone Mask for health reasons in this time of plague. This action is to be carried out upon delivery of the note to Ophala Cheldarstorn.
{24941} Note From Hodge
{24942} This note from Hodge is intended for Ophala Cheldarstorn, and consists of an almost steady stream of profanities and curses. Apparently they have been exchanging such sentiments for a great deal of time, and he is none too pleased with having had to flee his refuge yet again. Standard fare for vanquished foes.
{24943} Pass Coin
{24944} This coin is the recognized currency of the Moonstone Mask, and entitles the bearer to approach one of the men or women working in the back room.
{24945} Portrait of Sir Reginald Rumbottom III
{24946} This portrait is a rather unremarkable likeness of Sir Reginald Rumbottom III. The only things that stand out about it are the strange markings on the back of the canvas. They are largely illegible, but the name "Ophala Cheldarstorn" does appear to be among them.
{24947} Gaudy Statuette
{24948} The workmanship responsible for this item is questionable, at best. A small plaque declares it to be a partially nude representation of Ophala Cheldarstorn of the Moonstone Mask, but you cannot see how it could be an accurate likeness.
{24949} Gilded Urn
{24950} This urn makes a rather cheap attempt at appearing stately, and may have once held the ashes of a respected but poor merchant or minor noble. More recently it has held delicious-smelling after-dinner mints. It bears a dent that could have come from gripping it at the lip and delivering a swinging blow to the back of someone's skull, likely leaving his or her head in much the same condition as the urn. Strangely, "Best wishes, Ophala Cheldarstorn" has been scratched into the base of it. 
{24951} This wand is infused with elemental fire, allowing the user to cast a single Burning Hands spell. It will only function in the testing chamber of the Many-Starred Cloak guild tower.
{24952} Elemental Wand of Fire
{24953} Many-Starred Cloak
{24954} These masterfully crafted cloaks, stitched on both sides with glittering stars, are the guild emblem of the sorcerers and wizards of Neverwinter's fabled Cloaktower. Loyal to Lord Nasher, the Cloakwizards are vital to the city's defense and carry themselves with the appropriately cautious air that such a duty entails.
{24955} This wand is infused with energy from the elemental plane of earth, allowing the user to cast a single Stoneskin spell. It will only function in the testing chamber of the Many-Starred Cloak guild tower.
{24956} Elemental Wand of Earth
{24957} Scented Fetish
{24958} Nyatar created this item to aid in rescuing the animals in the Blacklake zoo. It grants the bearer very specific use of certain ranger and druid abilities, allowing communication with the captive animals.
{24959} This wand is infused with energy partially from the elemental plane of water, allowing the user to cast a single Slow spell. It will only function in the testing chamber of the Many-Starred Cloak guild tower.
{24960} Elemental Wand of Water
{24961} This wand is infused with energy partially from the elemental plane of air, allowing the user to cast a single Color Spray spell. It will only function in the testing chamber of the Many-Starred Cloak guild tower.
{24962} Elemental Wand of Air
{24963} This key apparently opens a number of locks within the zoo operated by Montgomery "Sureshot" Weatherson. Nyatar's animal companion stole the original, and Nyatar made copies.
{24964} Zoo Key Copy
{24965} This key belongs to Eltoora of the Many-Starred Cloak. It allows entry to the various workshops the mage guild has established around the city.
{24966} Eltoora's Key
{24967} Transport Via Plants Scroll
{24968} This magic scroll is to be used near the large tree outside the zoo in the Blacklake district. It will transform that single large tree into a portal through which the animals of the zoo can escape. After they are through, the druid Nyatar will see to their well-being. 
{24969} Clothing: Thug
{24970} Map of the Peninsula
{24971} This map of the Peninsula district is well annotated and easy to memorize. The mapmakers' art has gone largely unrecognized in Neverwinter. Lord Nasher has forbidden the mass production of such documents, for fear they might aid enemy spies.
{24972} Map of Blacklake
{24973} This map of the Blacklake district is well annotated and easy to memorize. The mapmakers' art has gone largely unrecognized in Neverwinter. Lord Nasher has forbidden the mass production of such documents, for fear they might aid enemy spies.
{24974} Map of the Docks
{24975} This map of the Docks district is well annotated and easy to memorize. The mapmakers' art has gone largely unrecognized in Neverwinter. Lord Nasher has forbidden the mass production of such documents, for fear they might aid enemy spies.
{24976} Map of the Beggar's Nest
{24977} This map of the Beggar's Nest district is well annotated and easy to memorize. The mapmakers' art has gone largely unrecognized in Neverwinter. Lord Nasher has forbidden the mass production of such documents, for fear they might aid enemy spies.
{24978} Armor: Plate (Neverwinter Nine)
{24979} Clothing: Neverwinter Militia
{24980} This is the somewhat garish uniform of the Bloodsailors pirate guild. By wearing this, a person might be able to fool a casual observer into thinking they are a Bloodsailor. Other actual members would probably see through the deception, however, as such groups are usually very adept at recognizing their own people.
{24981} Talismans such as this border on the power of artifacts. Drawing from the soul of the wearer, these magical devices focus and hone intentions to an extreme level. The good become more charismatic and wise, while the evil become more cunning and manipulative. Examples of these items are varied in form, suggesting multiple creators at different points in history.
{24982} This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though the creator is unknown. History records that the rings remained within that family for at least 13 generations, though they were all apparently lost within the space of one. Enmity between the King and the family of the creator may be to blame.
{24983} Ring of Protection
{24984} Armor: Plate (Dark)
{24985} Clothing: Spellcaster (Blue)
{24986} Ring
{24987} Villain's Object
{24988} This weapon was fashioned to the tastes of Melthius Penhold, a scholar who traveled the south in the last century. His unassuming manner led to a long and peaceful life, a similarly uneventful death, and a lineage of anonymity. His staff is of modest ability, and that quality mirrors his honest family history. The last descendants of the Penhold line are two great great grandchildren: Marcus, now evidently deceased, and Bertrand, both of Neverwinter.
{24989} Penhold Staff
{24990} Door
{24991} Prison Door
{24992} Tower Door
{24993} Gate Door
{24994} Stone Door
{24995} North Door
{24996} South Door
{24997} Inner Cage Door
{24998} Cage Door
{24999} Main Door
{25000} Core To Wilderness
{25001} Iron Portcullis
{25002} Cloaktower Door
{25003} Metal Door
{25004} Tyrran Door
{25005} Helmite Door
{25006} DryadGuardian
{25007} Empty Encounter
{25008} False Helmite (Inactive)
{25009} Mummy
{25010} Zombie-M1Q5N
{25011} Zombie-M1Q5T
{25012} Ghouls
{25013} Armor
{25014} M1Q5Cultists
{25015} Zombie-M1Q6
{25016} Undead-M1Q6
{25017} M1Q6C05Goblins
{25018} M1Q6C04Archer
{25019} M1Q6C04Grunt
{25020} M1Q6C02Ogres
{25021} M1Q6C06Luskans
{25022} M1Q6D08Undead
{25023} M1Q6D10Spiders
{25024} M1Q6EGhouls
{25025} ENCOUNTER017
{25026} Meldanen Guards
{25027} M1Q5E11Armor
{25028} M1Q5E13Final
{25029} Undead Weak
{25030} Undead Normal
{25031} Undead Difficult
{25032} False Helmites
{25033} M1Q6D1Ogre
{25034} M1S1Talonites
{25035} M1S2Guards
{25036} Peninsula Prisoners
{25037} Peninsula Militia
{25038} Peninsula Commoners
{25039} Peninsula Friendly Prisoners
{25040} Former Prisoners (North)
{25041} Former Prisoners (South)
{25042} House Guards
{25043} Former Prisoners (2nd Floor)
{25044} Former Prisoners (3rd Floor)
{25045} M1Q3BBadger
{25046} M1Q3BMeph
{25047} M1S5Hunters
{25048} FrmsaWarrior
{25049} HouseGuards
{25050} Muggers
{25051} Peasants
{25052} PEASANTELFF
{25053} m1q2_Emernik
{25054} M1Q4BloodSailors
{25055} M1Q5AZombies
{25056} Guard Dogs
{25057} MapARebels
{25058} MapDGuards
{25059} Meldanenites
{25060} Neverwintan Militia
{25061} Diseased Thugs
{25062} ENCOUNTER016
{25063} Alarm Gong
{25064} Chest
{25065} Debug_Blue
{25066} Debug_Cyan
{25067} Debug_Green
{25068} Debug_Orange
{25069} Debug_Purple
{25070} Debug_Red
{25071} Debug_White
{25072} Debug_Yellow
{25073} Door Lever
{25074} Door Lever
{25075} Door Lever
{25076} Gong Target
{25077} DELETE
{25078} Shackles
{25079} Sign
{25080} Invisible
{25081} Chest 
{25082} Bag 
{25083} Magic Shop (Chapter 1)
{25084} Magic Shop (Chapter 2)
{25085} Magic Shop (Chapter 3)
{25086} Nature Store (Chapter 1)
{25087} Nature Store (Chapter 2)
{25088} Nature Store (Chapter 3)
{25089} Special Shop (Chapter 1)
{25090} Special Shop (Chapter 2)
{25091} Special Shop (Chapter 3)
{25092} Black Market (Chapter 1)
{25093} Black Market (Chapter 2)
{25094} Black Market (Chapter 3)
{25095} Temple (Chapter 1)
{25096} Temple (Chapter 2)
{25097} Temple (Chapter 3)
{25098} Weapon and Armor Shop (Chapter 1)
{25099} Weapon and Armor Shop (Chapter 2)
{25100} Weapon and Armor Shop (Chapter 3)
{25101} General Store (Chapter 1 only)
{25102} General Store (Chapter 2 only)
{25103} General Store (Chapter 3 only)
{25104} STORE001
{25105} Temp
{25106} Staff of Marcus
{25107} Robes of Marcus
{25108} Bench
{25109} Crate
{25110} Hangman's Post
{25111} Militia Uniform
{25112} New Clothing
{25113} Mattily Suit
{25114} Zelieph Suit
{25115} To Krestal's Home
{25116} To Jemanie's Home
{25117} To Siril's Home
{25118} Warehouse Door
{25119} Warehouse Door
{25120} To City Core
{25121} Temple of Helm
{25122} Shining Serpent
{25123} Neverwinter Academy
{25124} Great Graveyard
{25125} Cult hideout
{25126} Sword Coast Boys
{25127} Torch Bracket
{25128} This journal tells of the changes that this cult went through once a creature named Gulnan was captured. It deals mostly with how the Cyric loyalists were ousted, allowing for the writer to move swiftly up the ranks.

Excerpt:
Things are very different now, though they might not appear as such from the outside. We still follow blindly, and a number of us are still slain for no reason, but I finally believe a potent entity is acting through our master. Gulnan seems surprised at her own power, but her desire for conquests has erased any questions from her mind. I welcome her intensity, and her strong use of the focus. Jared was more interested in lining his pockets than causing true havoc. 
{25129} Cultist Uniform
{25130} Short Sword
{25131} Stairs down
{25132} Exit
{25133} Inscribed on the chest are the words "A wall at arms length."
{25134} Here is my description
{25135} To the Beggar's Nest
{25136} Underground Passage
{25137} Warrens of the Damned
{25138} Oven
{25139} This club has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25140} Chest
{25141} Assassination Victim
{25142} Victim Head
{25143} Decent Clothing
{25144} Jemanie's Suit
{25145} To Beggar's Nest
{25146} To Beggar's Nest
{25147} This simple ring is inscribed with the name "Zelieph," alongside the initials "SCB." It is an unassuming accessory, meant to be worn everyday without calling too much attention to it.
{25148} Krestal's Suit
{25149} Milly
{25150} Although it appears to be little more than a simple pearl strung upon light chain, this Periapt of Wisdom is a very powerful object. Occasionally crafted by the highest ranking clergy of a church, such objects serve to improve perception and insight, and are often used as meditative tools.
{25151} Clothing: Noble Child
{25152} Blacklake Citizen
{25153} Hodge Estate Guard
{25154} Rumbottom Estate Guard
{25155} Door
{25156} To the Board Laid Bare
{25157} To the Zoo
{25158} To the Hodge Estate
{25159} Door
{25160} Hodge's Estate
{25161} Rumbottom Estate
{25162} 
{25163} Meldanen Estate
{25164} Meldanen's Journal
{25165} Meldanen's Key
{25166} Samuel
{25167} This greatsword has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25168} Tree
{25169} A sense of evil washes over you. A pentagram has been painted on the ground in red.
{25170} A Lock of Dryad's Hair
{25171} Stairs up
{25172} Strange Portal
{25173} Jones
{25174} This armor grants additional protection to its wearer, but it doesn't bear the hallmarks of any specific maker.
{25175} Chain Mail
{25176} Chain Mail +1
{25177} This shield grants additional protection to its wearer, but it doesn't bear the hallmarks of any specific maker.
{25178} Weary is the traveler who must walk the winding road. Blessed by priests of Shaundakul the Windrider, these boots are crafted to make the road rise up to meet you and to keep the wind forever at your back. Numerous versions exist, their power varying largely in accordance with the priest who blessed them.
{25179} These items at first appear to be simple wrist or arm guards, but they surround the wearer with an invisible field of force, and grant protection as though actual armor. They are likely from the armory of some disbanded militia.
{25180} Gauntlets of this type were likely developed in Kara-Tur to aid masters of the martial arts. Legends speak of such masters from the Far East bringing these items with them on their journeys, though details remain sketchy.
{25181} This bastard sword has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25182} This dagger has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25183} This longsword has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25184} This katana has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25185} This rapier has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25186} This scimitar has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25187} This short sword has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25188} Short Sword +1
{25189} This halberd has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.
{25190} This spear has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25191} This heavy crossbow has a bonus to its attack, but does not bear the mark of a specific craftsman.
{25192} This light crossbow has abonus to its attack, but does not bear the mark of a specific craftsman.
{25193} This longbow has a bonus to its attack, but does not bear the mark of a specific craftsman.
{25194} This shortbow has a bonus to its attack, but does not bear the mark of a specific craftsman.
{25195} This arrow provides a damage bonus, but does not bear the mark of a specific craftsman.

{25196} Magical Arrow
{25197} This arrow carries a small bladder at the tip, not only piercing its victim but injecting a small dose of magical acid as well. This acid eats away at the wound, increasing its severity.
{25198} A Fire Arrow is a magical arrow that will burst into flames as it is fired at an enemy. The effect is similar to an arrow doused in oil and set aflame.
{25199} This bolt provides a damage bonus, but does not bear the mark of a specific craftsman.

{25200} Magical Bolt
{25201} Ice-cold to the touch, these bolts have a short message imprinted on the shaft:

Warning: A Touch of Frost.
{25202} Any target hit by a bolt of this type suffers a chance of being stunned, though how likely and for how long a duration is determined by the power of the bolt's creator.
{25203} This potion will greatly increase strength when consumed, its transmutation magic enhanced by scrapings from a bulls horns. 
{25204} This potion sparkles with transmutation magic, greatly increasing dexterity when consumed. 
{25205} A potion of endurance combines various magical components to increase stamina and overal health, though it will not heal damage.
{25206} This ring and several of its type were originally crafted to protect the sons of King Castter De'wess, though the creator is unknown. History records that the rings remained within that family for at least 13 generations, though they were all apparently lost within the space of one. Enmity between the King and the family of the creator may be to blame.
{25207} ...Everyone, everyone is dead. All I have left is my cousin Alaefin, the Head Gaoler. He has been so good to me, even building a tunnel between his office and the estate, so I can visit him without running the risk of infection on the streets. I am going to meet with him later today, for I know he can cheer me up from this spiteful malaise into which I have fallen.

Hmm -- that was odd. I thought I heard something crashing around downstairs but when I went down there, there was nothing. Must have been the rats! Oh, how I hate living alone. I shall visit my cousin at once!
{25208} Cabbage
{25209} Winthorp
{25210} Clancy
{25211} Halion
{25212} Duke
{25213} Errol
{25214} Belarian
{25215} Issabon
{25216} William
{25217} Merchant
{25218} Doomsayer
{25219} Nunchaku
{25220} Magical Bullet
{25221} This bullet provides a damage bonus, but does not bear the mark of a specific craftsman.

{25222} This map of the Blacklake district is well annotated and easy to memorize.
{25223} This map of the Beggar's Nest district is well annotated and easy to memorize.
{25224} This map of the Docks district is well annotated and easy to memorize.
{25225} This map of the Peninsula district is well annotated and easy to memorize.
{25226} This quarterstaff has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25227} This sickle has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25228} This sling has a bonus to its attack, but does not bear the mark of a specific craftsman.
{25229} This scythe has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25230} This potion restores life force drained by creatures of negative energy, the liquid glowing slightly when brought near a living being. The ingredients are impossible to discern.
{25231} Castle Never
{25232} 
{25233} Cloaktower
{25234} Shining Knight Arms and Armor
{25235} Moonstone Mask
{25236} Trade of Blades
{25237} Docks District
{25238} Peninsula District
{25239} Beggar's Nest
{25240} City Gate
{25241} Blacklake District
{25242} Pants
{25243} Henchman respawn
{25244} Forced into retirement by deteriorating skills, Telenn was a powerful warrior who spent his time studying wizardry and training local youths in combat. Combining his skills, Telenn created amulets that allowed his students to train using real weapons without risk of injury. This worked so well that Telenn gave up the quiet life, and resumed his adventuring life, necklaces in tow.
{25245} Fenthick's Suit
{25246} This Cockatrice feather is a spell component for the magical attempt to stop the Wailing Death plague. The bird-like beast it came from was one of four magical creatures sent from Waterdeep to be part of the cure. They were all lost in an attack as they entered the city. This feather should be delivered to Lady Aribeth with all haste.
{25247} Yuan-Ti Heart
{25248} This heavy flail has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25249} This light flail has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.
{25250} This light hammer has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25251} This warhammer has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25252} This mace has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25253} This morningstar has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25254} This dire mace has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25255} Death respawn
{25256} Daniel's Suit
{25257} Patient
{25258} Design Build number
{25259} There is a large hole in the side of Lady Tanglebrook's skull, revealing a dark and cavernous space within. Whatever she died of, it wasn't the Wailing Death.
{25260} Lady Tanglebrook
{25261} Gargoyle
{25262} This two-bladed sword has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25263} Broken Ballista
{25264} Rags
{25265} To Blacklake
{25266} This document details an auction to be held at the Seedy Tavern. It does not reveal what goods will be for sale, though it does seem to suggest that anyone interested in surviving the plague should attend. It also mentions that anyone bringing this to the attention of the city guard will be dealt with in "a manner that suggests finality."
{25267} Helmite Uniform
{25268} Custom Armor
{25269} Area Transition
{25270} Silver Sails Trading Company
{25271} The Golden Apple
{25272} The Seedy Tavern
{25273} Twenty in a Quiver
{25274} Androd Estate
{25275} Strange door
{25276} Inscribed on the chest are the words "Tooth of the forge."
{25277} Boat
{25278} Area Transition
{25279} To the Silver Sails
{25280} Mysterious boat
{25281} You hear
{25282} Voice
{25283} Crate
{25284} Warning
{25285} Noble's Amulet
{25286} Cockatrice
{25287} Vengaul Bloodsail's Outfit
{25288} Area Transition
{25289} Boat landing
{25290} Area Transition
{25291} Area Transition
{25292} To Docks District
{25293} Hand Axe
{25294} Christov
{25295} Tavern Key
{25296} Auctioneer
{25297} Noble Clothing
{25298} Used as often in the peasant's home as in the dungeon's dark, these simple concoctions are very common throughout the realms.
{25299} The crutch of shoddy thieves and cowardly paladins, these potions are well-known throughout the realms.
{25300} Pressure Plate
{25301} Sauna Wrap
{25302} Ulfnog
{25303} Dara'nei's Outfit
{25304} This note is from Callik, the traitorous lieutenant of Vengaul Bloodsail. It appears to be instructions on how to access the sea caves through the city aqueducts.

Excerpt:
When you have pulled what information you can from Vengaul's wench, join us in the sea caves. The entrance is in the very northwest of the Docks District, through the city aqueducts. I believe I know an alternate path to where the old fool keeps his secret stores. The cockatrice should be there, as well as whatever else he has been keeping from us. Time to take our due! Use the hand signs below to pass the seal on the aqueduct gates. Keep this note with you! I doubt you could remember the signs without it!

Callik

(A complex series of hand motions is detailed below. You will definitely need this note present to reproduce them accurately enough to pass the gate.)
{25305} Smugglers' Coin
{25306} Area Transition
{25307} Merchant Guard Armor
{25308} Area Transition
{25309} This note is disjointed and sloppy, as though the author wrote it after suddenly waking from a deep sleep.

Excerpt:
I have gained much since I made my escape from those blasted pens at the Academy. Strength has come to me strangely... quickly. There is definitely some greater power at work in Neverwinter, and it favors me this day. I have seen it in the dreams... I see the eye... I don't know what it means, but I know this: if the Neverwintans want me for their cure they can carve the contribution from my corpse! So sayeth Gulnan!
{25310} Jared's Suit
{25311} Yuan-Ti Armor
{25312} To the Great Graveyard
{25313} Altar of Cyric
{25314} Floor Lever
{25315} To the Great Graveyard
{25316} Hector's Suit
{25317} This book details the initial search for the tomb of Halueth Never. It is unfinished, the writer obviously falling to the plague before he could include many details, but it does point to the possible locations for three tombs in addition to the one in the Peninsula District:

Beggar's Nest: Eastern quarter
Docks District: Northeastern quarter
Blacklake District: Southwestern quarter

The directions are vague, but the book also mentions that each tomb may be sealed with a magically protected door. A riddle of some sort is the "key" to each. The solution to the Peninsula tomb door was "Emerald," which was answered by actually placing an emerald in the container immediately next to the opening. It is worth noting that this action seemingly destroyed the emerald.

Text of the 'Emerald riddle' on the Peninsula tomb:
"Diamond of the forest, if the seasons never changed."

{25318} Halueth's Tomb: An Archeological Logbook
{25319} Inscribed on the chest are the words "Diamond of the forest, if the seasons never changed."
{25320} The meticulous carving of this item is evident even through the age-old dust upon its surface. This would be a very valuable artifact to the Temple of Tyr, even had it not once belonged to Lord Halueth Never.
{25321} This bookshelf at first appears unremarkable, but close inspection reveals that it does not sit flush against the wall. Additionally, a small breeze seems to come from beneath it. You get the sense that there may be something of interest behind.
{25322} Inscribed on the chest are the words "A splinter delivered in flight."
{25323} This greataxe has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25324} This armor once belonged to Lord Halueth Never, but it has barely survived the ages. It was exposed to a damaging amount of moisture over time, although you can still see the quality it must have once had. There is light etching throughout, including a faint image of the symbol of Tyr. It remains an important artifact for Neverwinter, even if it will never see combat again.
{25325} Ophala Cheldarstorn's Suit
{25326} Callahan's Suit
{25327} Chest
{25328} Talonites
{25329} Luce's Outfit
{25330} Tamora's Suit
{25331} Tanith's suit
{25332} Androd's Suit
{25333} Cloaks of this sort are crafted from a simple but protective weave. The original design may have found its origins within the earliest of arcane guilds, but the current makers of such items are varied and widespread.
{25334} The design of the average Wand of Frost owes much to the once mighty legions under Auril the Frostmaiden and, to a lesser extent, some of the more obscure elemental lords. Few producing them today are among those faithful however, and most contemporary versions are the product of arcane rather than divine spellcasters.
{25335} It is a popular bit of lore that the first wizard to encapsulate magical projectiles within an object like this was apparently drawn and quartered, accused of releasing the staples of arcane power to the masses. Most mages and sorcerers scoff at this, citing that if every crafter of wands were killed today, magic would indeed be a very exclusive club.
{25336} Thurin
{25337} Door
{25338} Door Lever
{25339} North Wing Lever
{25340} South Wing Lever
{25341} Entry 247:
 We guards are beginning to question Captain Alaefin's sanity. He has been out of sorts ever since his last chess game with Lady Tanglebrook. The prisoners grow restless.

Entry 248:
 Someone has unlocked the prisoners and cursed Captain Alaefin is nowhere to be found! We have had prison breaks before but this is one I do not think we'll quell...

Entry 249:
 Heh. This your pretty book, guards? Whoever reads this, we prisoners killed half your stupid guards and locked the rest away where they belong. Long live the Head Gaoler and may the Wailing get the rest of ya...
{25342} End Table
{25343} To Peninsula District
{25344} Freed Guards (South)
{25345} Freed Guards (North)
{25346} Main Door
{25347} Animal Cage
{25348} This double axe has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{25349} Prison Wizard Talk Trigger
{25350} Alaefin Talk Trigger
{25351} Drake's Suit
{25352} To Beggar's Nest
{25353} To Beggar's Nest
{25354} To Beggar's Nest
{25355} Clothing
{25356} Information Giver
{25357} Clothing
{25358} Storekeeper
{25359} Clothing
{25360} Priest
{25361} Assassination Plot Giver
{25362} Rescue Plot Giver
{25363} Clothing
{25364} Clothing
{25365} Innkeeper
{25366} Clothing
{25367} Townsperson
{25368} Prisoner (Rescue Plot)
{25369} Clothing
{25370} Mage
{25371} Red Robes
{25372} Artifact Plot Giver
{25373} Chain Mail +2
{25374} Artifact
{25375} Bertrand's Suit
{25376} Welcome Mat
{25377} Chest
{25378} To City Core
{25379} To Militia HQ
{25380} Door
{25381} Door
{25382} Door
{25383} To the Tanglebrook Estate
{25384} Gate Guard Post
{25385} HQ Guard Post
{25386} Tanglebrook Estate
{25387} The Prison
{25388} Militia HQ
{25389} Wizard Lab
{25390} Chest
{25391} Guard Uniform: Noble
{25392} To Peninsula District
{25393} To Beggar's Nest
{25394} To Beggar's Nest
{25395} Stairs down
{25396} Crate
{25397} Crate
{25398} Lady Zemeria
{25399} Lord Eldan
{25400} Sally
{25401} Billiam
{25402} Grove
{25403} Map_M1Q6F1
{25404} Map_M1Q6A
{25405} Map_M1Q6B
{25406} Map_M1Q6C
{25407} Map_M1Q6E
{25408} Map_M1Q6F2
{25409} Map_M1Q6F3
{25410} Map_M1Q6F4
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{25691} 
{25692} 
{25693} 
{25694} 
{25695} 
{25696} 
{25697} 
{25698} 
{25699} 
{25700} 
{25701} 
{25702} 
{25703} 
{25704} 
{25705} 
{25706} 
{25707} 
{25708} 
{25709} 
{25710} 
{25711} 
{25712} 
{25713} 
{25714} 
{25715} 
{25716} 
{25717} 
{25718} 
{25719} 
{25720} 
{25721} 
{25722} 
{25723} 
{25724} 
{25725} 
{25726} 
{25727} 
{25728} 
{25729} 
{25730} 
{25731} 
{25732} 
{25733} 
{25734} 
{25735} 
{25736} 
{25737} 
{25738} 
{25739} 
{25740} 
{25741} 
{25742} 
{25743} 
{25744} 
{25745} 
{25746} 
{25747} 
{25748} 
{25749} 
{25750} 
{25751} 
{25752} 
{25753} 
{25754} 
{25755} 
{25756} 
{25757} 
{25758} 
{25759} 
{25760} 
{25761} 
{25762} 
{25763} 
{25764} 
{25765} 
{25766} 
{25767} 
{25768} 
{25769} 
{25770} 
{25771} 
{25772} 
{25773} 
{25774} 
{25775} 
{25776} 
{25777} 
{25778} 
{25779} 
{25780} 
{25781} 
{25782} 
{25783} 
{25784} 
{25785} 
{25786} 
{25787} 
{25788} 
{25789} 
{25790} 
{25791} 
{25792} 
{25793} 
{25794} 
{25795} 
{25796} 
{25797} 
{25798} 
{25799} 
{25800} 
{25801} 
{25802} 
{25803} 
{25804} 
{25805} 
{25806} 
{25807} 
{25808} 
{25809} 
{25810} 
{25811} 
{25812} 
{25813} 
{25814} 
{25815} 
{25816} 
{25817} 
{25818} 
{25819} 
{25820} 
{25821} 
{25822} 
{25823} 
{25824} 
{25825} 
{25826} 
{25827} 
{25828} 
{25829} 
{25830} 
{25831} 
{25832} 
{25833} 
{25834} 
{25835} 
{25836} 
{25837} 
{25838} 
{25839} 
{25840} 
{25841} 
{25842} 
{25843} 
{25844} 
{25845} 
{25846} 
{25847} 
{25848} 
{25849} 
{25850} 
{25851} 
{25852} 
{25853} 
{25854} 
{25855} 
{25856} 
{25857} 
{25858} 
{25859} 
{25860} 
{25861} 
{25862} 
{25863} 
{25864} 
{25865} 
{25866} 
{25867} 
{25868} 
{25869} 
{25870} 
{25871} 
{25872} 
{25873} 
{25874} 
{25875} 
{25876} 
{25877} 
{25878} 
{25879} 
{25880} 
{25881} 
{25882} 
{25883} 
{25884} 
{25885} 
{25886} 
{25887} 
{25888} 
{25889} 
{25890} 
{25891} 
{25892} 
{25893} 
{25894} 
{25895} 
{25896} 
{25897} 
{25898} 
{25899} 
{25900} 
{25901} 
{25902} 
{25903} 
{25904} 
{25905} 
{25906} 
{25907} 
{25908} 
{25909} 
{25910} 
{25911} 
{25912} 
{25913} 
{25914} 
{25915} 
{25916} 
{25917} 
{25918} 
{25919} 
{25920} 
{25921} 
{25922} 
{25923} 
{25924} 
{25925} 
{25926} 
{25927} 
{25928} 
{25929} 
{25930} 
{25931} 
{25932} 
{25933} 
{25934} 
{25935} 
{25936} 
{25937} 
{25938} 
{25939} 
{25940} 
{25941} 
{25942} 
{25943} 
{25944} 
{25945} 
{25946} 
{25947} 
{25948} 
{25949} 
{25950} 
{25951} 
{25952} 
{25953} 
{25954} 
{25955} 
{25956} 
{25957} 
{25958} 
{25959} 
{25960} 
{25961} 
{25962} 
{25963} 
{25964} 
{25965} 
{25966} 
{25967} 
{25968} 
{25969} 
{25970} 
{25971} 
{25972} 
{25973} 
{25974} 
{25975} 
{25976} 
{25977} 
{25978} 
{25979} 
{25980} 
{25981} 
{25982} 
{25983} 
{25984} 
{25985} 
{25986} 
{25987} 
{25988} 
{25989} 
{25990} 
{25991} 
{25992} 
{25993} 
{25994} 
{25995} 
{25996} 
{25997} 
{25998} 
{25999} 
{26000} 
{26001} 
{26002} 
{26003} 
{26004} 
{26005} 
{26006} 
{26007} 
{26008} 
{26009} 
{26010} 
{26011} 
{26012} 
{26013} 
{26014} 
{26015} 
{26016} 
{26017} 
{26018} 
{26019} 
{26020} 
{26021} 
{26022} 
{26023} 
{26024} 
{26025} 
{26026} 
{26027} 
{26028} 
{26029} 
{26030} 
{26031} 
{26032} 
{26033} 
{26034} 
{26035} 
{26036} 
{26037} 
{26038} 
{26039} 
{26040} 
{26041} 
{26042} 
{26043} 
{26044} 
{26045} 
{26046} 
{26047} 
{26048} 
{26049} 
{26050} 
{26051} 
{26052} 
{26053} 
{26054} 
{26055} 
{26056} 
{26057} 
{26058} 
{26059} 
{26060} 
{26061} 
{26062} 
{26063} 
{26064} 
{26065} 
{26066} 
{26067} 
{26068} 
{26069} 
{26070} 
{26071} 
{26072} 
{26073} 
{26074} 
{26075} 
{26076} 
{26077} 
{26078} 
{26079} 
{26080} 
{26081} 
{26082} 
{26083} 
{26084} 
{26085} 
{26086} 
{26087} 
{26088} 
{26089} 
{26090} 
{26091} 
{26092} 
{26093} 
{26094} 
{26095} 
{26096} 
{26097} 
{26098} 
{26099} 
{26100} 
{26101} 
{26102} 
{26103} 
{26104} 
{26105} 
{26106} 
{26107} 
{26108} 
{26109} 
{26110} 
{26111} 
{26112} 
{26113} 
{26114} 
{26115} 
{26116} 
{26117} 
{26118} 
{26119} 
{26120} 
{26121} 
{26122} 
{26123} 
{26124} 
{26125} 
{26126} 
{26127} 
{26128} 
{26129} 
{26130} 
{26131} 
{26132} 
{26133} 
{26134} 
{26135} 
{26136} 
{26137} 
{26138} 
{26139} 
{26140} 
{26141} 
{26142} 
{26143} 
{26144} 
{26145} 
{26146} 
{26147} 
{26148} 
{26149} 
{26150} 
{26151} 
{26152} 
{26153} 
{26154} 
{26155} 
{26156} 
{26157} 
{26158} 
{26159} 
{26160} 
{26161} 
{26162} 
{26163} 
{26164} 
{26165} 
{26166} 
{26167} 
{26168} 
{26169} 
{26170} 
{26171} 
{26172} 
{26173} 
{26174} 
{26175} 
{26176} 
{26177} 
{26178} 
{26179} 
{26180} 
{26181} 
{26182} 
{26183} 
{26184} 
{26185} 
{26186} 
{26187} 
{26188} 
{26189} 
{26190} 
{26191} 
{26192} 
{26193} 
{26194} 
{26195} 
{26196} 
{26197} 
{26198} 
{26199} 
{26200} 
{26201} 
{26202} 
{26203} 
{26204} 
{26205} 
{26206} 
{26207} 
{26208} 
{26209} 
{26210} 
{26211} 
{26212} 
{26213} 
{26214} 
{26215} 
{26216} 
{26217} 
{26218} 
{26219} 
{26220} 
{26221} 
{26222} 
{26223} 
{26224} 
{26225} 
{26226} 
{26227} 
{26228} 
{26229} 
{26230} 
{26231} 
{26232} 
{26233} 
{26234} 
{26235} 
{26236} 
{26237} 
{26238} 
{26239} 
{26240} 
{26241} 
{26242} 
{26243} 
{26244} 
{26245} 
{26246} 
{26247} 
{26248} 
{26249} 
{26250} 
{26251} 
{26252} 
{26253} 
{26254} 
{26255} 
{26256} 
{26257} 
{26258} 
{26259} 
{26260} 
{26261} 
{26262} 
{26263} 
{26264} 
{26265} 
{26266} 
{26267} 
{26268} 
{26269} 
{26270} 
{26271} 
{26272} 
{26273} 
{26274} 
{26275} 
{26276} 
{26277} 
{26278} 
{26279} 
{26280} 
{26281} 
{26282} 
{26283} 
{26284} 
{26285} 
{26286} 
{26287} 
{26288} 
{26289} 
{26290} 
{26291} 
{26292} 
{26293} 
{26294} 
{26295} 
{26296} 
{26297} 
{26298} 
{26299} 
{26300} 
{26301} 
{26302} 
{26303} 
{26304} 
{26305} 
{26306} 
{26307} 
{26308} 
{26309} 
{26310} 
{26311} 
{26312} 
{26313} 
{26314} 
{26315} 
{26316} 
{26317} 
{26318} 
{26319} 
{26320} 
{26321} 
{26322} 
{26323} 
{26324} 
{26325} Moss
{26326} Lord Nasher
{26327} Alagondar
{26328} Judge Oleff
{26329} Priest of Tyr
{26330} Bregan
{26331} Guardian of Helm
{26332} Jinkies
{26333} Johnny
{26334} the Knife
{26335} Yari
{26336} False Helmite
{26337} Grobah
{26338} Armor of Lord Nasher
{26339} Armor: Tyrran
{26340} Clothing: Tyrran
{26341} Armor: Helmite Plate
{26342} Black Grimoire
{26343} This aged text feels cold to the touch, and your fingers are numb after handling it. Within its tainted pages are revealed the methods by which a person can summon forth the most heinous of creatures. Interestingly, there are also instructions on how to banish evil once summoned, should it prove too troublesome for the caster to deal with. This book would have to be used in very controlled circumstances, lest it have no effect, or worse, an uncontrolled one. Merely having it in one's possession will allow the use of a properly prepared altar.
{26344} This key allows access to some of the holding cells beneath Helm's Hold.
{26345} Cell Key
{26346} Etched Gem
{26347} This Gem is inscibed with the symbol of Helm, and the image of his fist sweeping his enemies aside. You also see a pedestal that the gem is supposed to sit upon, possibly near the entrance to the Helm's Hold Keep. You are not sure how so much detail could be held within one gem. Perhaps it is merely a focus, magically causing the images to form in your mind.
{26348} Door
{26349} Johnny's Store
{26350} Johnny
{26351} This Gem is Inscibed with the symbol of Helm.
{26352} Bridge
{26353} Morag's Suit
{26354} Morag
{26355} To Basement
{26356} of the Void
{26357} Chaohinon
{26358} Book of Helm
{26359} the Knife
{26360} Custom Armor
{26361} Helmite Uniform (Torn)
{26362} Helmite Uniform
{26363} Magical Mace
{26364} Ritual Creature
{26365} Slum Building
{26366} Slum Building
{26367} Slum Building
{26368} Slum Building
{26369} Brothel
{26370} MAP_M2Q1B
{26371} MAP_M2Q1C
{26372} MAP_M2Q1D
{26373} MAP_M2Q1E
{26374} MAP_M2Q1H
{26375} MAP_M2Q1KA
{26376} MAP_M2Q2A
{26377} Luskan - Jadale's Estate
{26378} Kurth's Outer Defenses
{26379} MAP_M2Q2AB
{26380} MAP_M2Q2BA
{26381} MAP_M2Q2E
{26382} MAP_M2Q2F
{26383} MAP_M2Q2G
{26384} MAP_M2Q2H
{26385} MAP_M2Q2I
{26386} Map_M2Q3A
{26387} Map_M2Q3B
{26388} The air is thick with a musty odor. Some large animal seems to call this cave its home. 
{26389} Map_M2Q3C
{26390} Strands of grey fur float on unseen winds and you can smell the sharp scent of predation.
{26391} Map_M2Q3DC
{26392} Map_M2Q3E
{26393} Map_M2Q3F
{26394} Map_M2Q3GC
{26395} Map_M2Q3GD
{26396} Map_M2Q3GA
{26397} Map_M2Q3GB
{26398} Luskan
{26399} Luskan - The Cutlass
{26400} Luskan - Colmarr's Shop
{26401} Delilah's Home
{26402} Luskan - Mercantile Shop
{26403} Luskan - Smithy
{26404} Brothel: Upper Floor
{26405} Kurth's Inner Compound
{26406} Baram's Outer Defenses
{26407} Luskan - Sewers
{26408} Baram's Inner Compound
{26409} Map_M2Q1A
{26410} MAP_M2Q1F
{26411} MAP_M2Q1GA
{26412} MAP_M2Q1GB
{26413} Map_M2Q1KB
{26414} Map_M2Q1L
{26415} Map_M2Q1M
{26416} Map_M2Q1N
{26417} Map_M2Q1O
{26418} Map_M2Q1P
{26419} Map_M2Q1Q
{26420} MAP_M2Q2AC
{26421} MAP_M2Q2BB
{26422} MAP_M2Q2BC
{26423} Map_M2Q2CC
{26424} Map_M2Q2CD
{26425} Map_M2Q2CE
{26426} Map_M2Q2D
{26427} MAP_M2Q2E2
{26428} MAP_M2Q2F2
{26429} MAP_M2Q2J
{26430} MAP_M2Q2K
{26431} Map_M2Q3DA
{26432} Map_M2Q3DB
{26433} Map_M2Q3DD
{26434} Map_M2Q3EB
{26435} Map_M2Q3EC
{26436} Map_M2Q3GE
{26437} Map_M2Q3GF
{26438} Map_M2Q3GG
{26439} Map_M2Q3H
{26440} Map_M2Q3I
{26441} Map_M2Q3J
{26442} Map_M2Q3K
{26443} Map_M2Q5B
{26444} Map_M2Q5C
{26445} Map_M2Q5D
{26446} Map_M2Q5E
{26447} Map_M2Q5F
{26448} Map_M2Q5G
{26449} Map_M2Q5H
{26450} Map_M2Q5I
{26451} Map_M2Q5J
{26452} Map_M2Q5JB
{26453} Map_M2Q5K
{26454} Map_M2Q5L
{26455} Map_M2Q5M
{26456} Map_M2Q5N
{26457} Map_M2Q5A
{26458} Map_M2Q5O
{26459} Map_M2Q5P
{26460} Map_M2Q5Q
{26461} Map_M2Q5R
{26462} Map_M2Q5S
{26463} Map_M2Q5T
{26464} Map_M2Q5U
{26465} Map_M2Q5V
{26466} Map_M2Q5W
{26467} Map_M2Q5X
{26468} Map_M2Q5Y
{26469} Slum Building
{26470} Slum Building
{26471} Temple of Tempus
{26472} 
{26473} 
{26474} 
{26475} 
{26476} 
{26477} 
{26478} 
{26479} 
{26480} 
{26481} 
{26482} 
{26483} 
{26484} 
{26485} 
{26486} 
{26487} 
{26488} 
{26489} 
{26490} 
{26491} 
{26492} 
{26493} 
{26494} 
{26495} 
{26496} 
{26497} 
{26498} 
{26499} 
{26500} 
{26501} 
{26502} 
{26503} 
{26504} 
{26505} 
{26506} 
{26507} 
{26508} 
{26509} 
{26510} 
{26511} 
{26512} 
{26513} 
{26514} 
{26515} 
{26516} 
{26517} 
{26518} 
{26519} 
{26520} 
{26521} 
{26522} 
{26523} 
{26524} 
{26525} 
{26526} 
{26527} 
{26528} 
{26529} 
{26530} 
{26531} 
{26532} 
{26533} 
{26534} 
{26535} 
{26536} 
{26537} 
{26538} 
{26539} 
{26540} 
{26541} 
{26542} 
{26543} 
{26544} 
{26545} 
{26546} 
{26547} 
{26548} 
{26549} 
{26550} 
{26551} 
{26552} 
{26553} 
{26554} 
{26555} 
{26556} 
{26557} 
{26558} 
{26559} 
{26560} 
{26561} 
{26562} 
{26563} 
{26564} 
{26565} 
{26566} 
{26567} 
{26568} 
{26569} 
{26570} 
{26571} 
{26572} 
{26573} 
{26574} 
{26575} 
{26576} 
{26577} 
{26578} 
{26579} 
{26580} 
{26581} 
{26582} 
{26583} 
{26584} 
{26585} 
{26586} 
{26587} 
{26588} 
{26589} 
{26590} 
{26591} 
{26592} 
{26593} 
{26594} 
{26595} 
{26596} 
{26597} 
{26598} 
{26599} 
{26600} 
{26601} 
{26602} 
{26603} 
{26604} 
{26605} 
{26606} 
{26607} 
{26608} 
{26609} 
{26610} 
{26611} 
{26612} 
{26613} 
{26614} 
{26615} 
{26616} 
{26617} 
{26618} 
{26619} 
{26620} 
{26621} 
{26622} 
{26623} 
{26624} 
{26625} 
{26626} 
{26627} 
{26628} 
{26629} 
{26630} 
{26631} 
{26632} 
{26633} 
{26634} 
{26635} 
{26636} 
{26637} 
{26638} 
{26639} 
{26640} 
{26641} 
{26642} 
{26643} 
{26644} 
{26645} 
{26646} 
{26647} 
{26648} 
{26649} 
{26650} 
{26651} 
{26652} 
{26653} 
{26654} 
{26655} 
{26656} 
{26657} 
{26658} 
{26659} 
{26660} 
{26661} 
{26662} 
{26663} 
{26664} 
{26665} 
{26666} 
{26667} 
{26668} 
{26669} 
{26670} 
{26671} 
{26672} 
{26673} 
{26674} 
{26675} 
{26676} 
{26677} 
{26678} 
{26679} 
{26680} 
{26681} 
{26682} 
{26683} 
{26684} 
{26685} 
{26686} 
{26687} 
{26688} 
{26689} 
{26690} 
{26691} 
{26692} 
{26693} 
{26694} 
{26695} 
{26696} 
{26697} 
{26698} 
{26699} 
{26700} 
{26701} 
{26702} 
{26703} 
{26704} 
{26705} 
{26706} 
{26707} 
{26708} 
{26709} 
{26710} 
{26711} 
{26712} 
{26713} 
{26714} 
{26715} 
{26716} 
{26717} 
{26718} 
{26719} 
{26720} 
{26721} 
{26722} 
{26723} 
{26724} 
{26725} 
{26726} 
{26727} 
{26728} 
{26729} 
{26730} 
{26731} 
{26732} 
{26733} 
{26734} 
{26735} 
{26736} 
{26737} 
{26738} 
{26739} 
{26740} 
{26741} 
{26742} 
{26743} 
{26744} 
{26745} 
{26746} 
{26747} 
{26748} 
{26749} 
{26750} 
{26751} 
{26752} 
{26753} 
{26754} 
{26755} 
{26756} 
{26757} 
{26758} 
{26759} 
{26760} 
{26761} 
{26762} 
{26763} 
{26764} 
{26765} 
{26766} 
{26767} 
{26768} 
{26769} 
{26770} 
{26771} 
{26772} 
{26773} 
{26774} 
{26775} 
{26776} 
{26777} 
{26778} 
{26779} 
{26780} 
{26781} 
{26782} 
{26783} 
{26784} 
{26785} 
{26786} 
{26787} 
{26788} 
{26789} 
{26790} 
{26791} 
{26792} 
{26793} 
{26794} 
{26795} 
{26796} 
{26797} 
{26798} 
{26799} 
{26800} 
{26801} 
{26802} 
{26803} 
{26804} 
{26805} 
{26806} 
{26807} 
{26808} 
{26809} 
{26810} 
{26811} 
{26812} 
{26813} 
{26814} 
{26815} 
{26816} 
{26817} 
{26818} 
{26819} 
{26820} 
{26821} 
{26822} 
{26823} 
{26824} 
{26825} 
{26826} 
{26827} 
{26828} 
{26829} 
{26830} 
{26831} 
{26832} 
{26833} 
{26834} 
{26835} 
{26836} 
{26837} 
{26838} 
{26839} 
{26840} 
{26841} 
{26842} 
{26843} 
{26844} 
{26845} 
{26846} 
{26847} 
{26848} 
{26849} 
{26850} 
{26851} 
{26852} 
{26853} 
{26854} 
{26855} 
{26856} 
{26857} 
{26858} 
{26859} 
{26860} 
{26861} 
{26862} 
{26863} 
{26864} 
{26865} 
{26866} 
{26867} 
{26868} 
{26869} 
{26870} 
{26871} 
{26872} 
{26873} 
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{39137} 
{39138} 
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{40033} Svirfneblin Building 2
{40034} Svirfneblin Building
{40035} Svirfneblin Sector
{40036} Could not delete the temporary working directory '%s'.
It may be read-only, contain read-only files, or an application may be currently using the directory or one or more files inside it.

Please close any applications that are using the directory or files in the directory.
If this error message appears again, you may have manually delete the directory.

{40037} Cached Scripts
{40038} This is a list of scripts that will be cached by the game. If you have any scripts that will be executed very frequently, add them to this list to help improve server performance.
{40039} Total memory required for cached scripts (kilobytes):
{40040} Warning: the script cache uses up memory, so it is recommended that you do not exceed 3000 kilobytes of scripts or the cache may start to hinder rather than help performance.
{40041} Chapter 1
{40042} Interlude
{40043} Chapter 2
{40044} Now Available
{40045} Installed
{40046} Spellstaff
{40047} Power Stone
{40048} Enter your Shadows of Undrentide CD Key
{40049} Cancelled Building Module
{40050} Desert Night
{40051} You may not rest while your henchman is dying.
{40052} Type of Feat: Class
Prerequisite: Blackguard level 4.
Specifics: Whenever the character makes a successful attack against an opponent who is flat-footed, cannot see them, or who is in combat with someone else, the character's blow delivers extra damage. This extra damage is +1d6 at 4th level and an additional +1d6 every three levels thereafter. This extra damage is not multiplied in the case of a critical hit.
Use: Automatic. Monsters of the construct and undead types are immune to sneak attacks, as are any creatures that are immune to critical hits.
{40053} Magical Electrifier - Charge
{40054} Magical Electrifier - Destroy
{40055} Item charged
{40056} There is no charge. You must use the destroy ability on other items to charge this item.
{40057} Item destroyed. The electrifier has been charged.
{40058} Spectorial was a sorcerer who grew tired of having to return to his tower and spend months recharging his favorite wand. The orb he constructed can be focused on an item to break it down into energy, destroying the targeted object. This works best with higher quality and enchanted items. Once the orb has enough power, it can then target the item needing to be recharged and infuse it with the stolen energy.
{40059} Though this orb glows with harnessed magical power, its use is not obvious.
{40060} Hosgali the Purified was a monk who believed in purification through fire. He would travel the lands, fighting for those he believed to be unjustly accused of crimes. With his hands flaming, he became a symbol of the defendant's champion. When he died, Hosgali's spirit entered the fighting gloves he always wore. Now his spirit will assume the flaming form of whoever wears these gloves.
{40061} These gloves are obviously magical, though what they do is beyond your knowledge.
{40062} Flame Twin
{40063} You are not able to use your bard song at the moment.
{40064} A quick glance at these pages of music reveals the most unearthly collection of notes ever composed. 
{40065} Possibly one of the strangest stories in Thayvian history is that of Rachzin Pala, the lich who decided to become a bard. The music he composed was of such mournful effect that he became a success for playing at funerals for the rich and powerful. His masterpiece was a work that actually created a similar spell effect to Horrid Wilting and was known to actually kill the audience.
{40066} Lyrics of the Lich
{40067} While in Stealth mode, your character is nearly undetectable. Creatures will roll Listen and Spot checks versus your Move Silently and Hide skills. If you fail the skill check, you will be noticed by them. Your movement rate is halved while in Stealth mode.
{40068} While in Detect mode, your character will roll 1d20 + your appropriate check to either Listen, Spot, or Search. All three activities are activated while in Detect mode, making you move half your normal movement rate.
{40069} While in counterspell mode, if an enemy casts a spell for which you have an appropriate counter, you will counterspell his spell.
{40070} Defensive casting mode allows casting without triggering an attack of opportunity. However a Concentration check (DC 15 + spell level) must be made or else the spell is lost.
{40071} The power of nature seems to be focused in this branch, though what it should be used for is not obvious.
{40072} The creative forces of nature are focused in this branch, allowing the sapling to be transported without being planted. Once every day, the branch can grow two berries, harnessing the powers of fire and ice. The berries can then be fed to one's animal companion, granting them special abilities. Ice berries grant the animals the power of winter, while Flame berries grant the power of fire.
{40073} Iceberry
{40074} Flameberry
{40075} Robe of Energy
{40076} You may only feed the berry to your animal companion.
{40077} It was one of the members of the Arcane Brotherhood who discovered the ability to infuse her garment with the energy of a magic missile. With unexpectedly powerful results, her garment became a popular black market commodity on the streets of Luskan. When the Brotherhood discovered that their secrets were being sold to outsiders, they had the inventor roasted slowly over an open flame.
{40078} Skin of the Forest
{40079} Henna, a druid of the Neverwinter grove, was lost in the forest, hunted by trolls, and huddled up against a great oak to stave off the rain. As she heard the two monstrous creatures coming closer, she felt a sudden warm presence surrounding her. The trolls lumbered on by, without seeming to notice her. When she stood up, she found a bark-like cloak covered her shoulders.
{40080} Prayer to the Overgod
{40081} This immense book explains the history of Ao and the attempts at its priesthood to contact him. It is a long, dry and strange record, and since Ao has never responded, it is surprising how positive the scribes have remained. In the hope of getting Ao's attention, it has been enchanted to be able to cast several spells.
{40082} Boots of the Shifting Sands
{40083} The most infamous halfling bard in Faerûn, Stompin' Con Tommers, claimed that entire tribes of goblins would quiver in fear when they heard he was coming. Strangely enough, the boasts of this halfling might have had some basis in truth, as the magical boots he wore really could cause earthquakes. He claimed to have pilfered the boots from an extra-planar bard whose voice could destroy entire cities. Con's career was cut short when he miscalculated a leap over a gorge he created and the earth swallowed him.
{40084} Skin of the Manticore
{40085} A manticore is a fearsome beast whose claws and teeth are deadly. Despite these weapons, it is the spikes from the manticore's tail that give the beast a legendary status. When Daegasus, an elven ranger, slew one of these beasts, he took the skin to a mage and together they developed this cloak. The mage was able to give Daegasus partial control over the manticore's tail, which was still attached to the skin. When Daegasus died, his powerful cloak disappeared.
{40086} Flaming Gloves +2
{40087} Known more for his flamboyant personality than his fighting technique, Glassun Moss represented everything most monks hate. He was impulsive, driven to acts of charity, followed by acts of extreme cruelty. He was lustful, talkative and boastful. Why he became a monk, no one really knew, except that he liked to fight with his hands. One night, in a drunken brawl, Moss lit his hands on fire. Despite the pain, he was so pleased with the fear in his opponent's eyes; he sought these legendary gloves for the rest of his life.
{40088} The Nomad's Ring
{40089} Another Thayvian product for their highly successful enclaves to sell, when wizards or sorcerers are traveling, it is always useful to have more spells available. When the young and very talented Red Wizard, Johan Kist, created this item, his apprentice attempted to steal the original, to sell as his own invention. Kist caught the thief and instantly created a new spell that caused the victim's flesh to peel away from his body in small strips. Kist has yet to share the secrets of his new spell.
{40090} The Wanderer's Ring
{40091} Success will never be possible
{40092} The slavers from the jungles of Chult often rely on underhanded techniques to keep their slaves in line. When a particularly difficult slave is caught attempting to escape, he will sometimes be kept in line by poisoning him, just enough to make him sick. The slavers then show the slave the antidote and force his cooperation. Most of these slavers allow their guards to carry weapons coated in the vile substance, for quick punishment or weakening an attacker.
{40093} The Sandstorm
{40094} Along the edge of the Anauroch lived a tribe of nomads whose ferocity in battle became a legend that told of a giant whirlwind of sand that would destroy caravans, leaving nothing but corpses behind. The truth behind the legend was that the shaman of this tribe was more powerful than he knew and he created this weapon that sprays sand with every swipe, often blinding opponents. 
{40095} The Nightthief's Nimbleknife
{40096} The Nightthief was a vicious assassin who specialized in fighting with two daggers. His Nimbleknife was the weaker of the two items, but it granted him greater abilities in combat. One merchant in Sembia discovered these abilities when he laid an ambush for the assassin. He found all twelve of his guards dead and the lure, a two pound diamond, gone.
{40097} Blade of Chult
{40098} The Singing Sword
{40099} This blade literally hums with power. The closer a person's hand comes to the pommel, the louder the hum. The blade is supposed to have belonged to the famous swordsman known as the "Laughing Knight". He would ride his charger into battle, laughing loudly while holding the Singing Sword, striking fear into the hearts of his opponents and lifting the moral of his allies.
{40100} The Nightthief's Claw
{40101} The Nightthief was a vicious assassin who specialized in fighting with two weapons. His claw was an evil looking blade with the magical ability to send shocks into his victim, increasing the damage and the pain felt. The Nightthief disappeared recently, after he was accused of killing a relative of the new regent in Cormyr. The burns on the victims face and throat were consistent with the Nightthief's style.
{40102} Lesser Mace of Disruption
{40103} Possibly the singular most popular weapon amongst the ranks of Lathandar's clerics, the mace of disruption is the bane of the undead. It is rumored that the last cleric carrying such a weapon in Thay was caught by Szazz Tam and flayed alive, before being turned into a zombie servant.
{40104} ERROR: "else" CANNOT BE FOLLOWED BY A NULL STATEMENT.
{40105} Target immune to spell.
{40106} Pit Fiend Properties
{40107} Pit Fiend Bite
{40108} Remains
{40109} You can switch between camera modes in game with the '*' key.
{40110} To unlock special features (such as guides and tutorials) and content, log on to nwn.bioware.com.
{40111} Create a guild at nwn.bioware.com and join the thousands playing online.
{40112} Press the 'v' key to access your character's voicechat and quickly give commands to your companions.
{40113} In some areas you may only rest when inside a secure room, with the door closed.
{40114} Henchmen inventory control is not supported in the original Neverwinter Nights campaign. Look for it in Shadows of Undrentide and Hordes of the Underdark!
{40115} Area effect spells will never harm commoners or other neutral creatures.
{40116} Scrolls of stone to flesh are invaluable as you travel through the lands of Shadows of Undrentide.
{40117} If an enemy has been turned to stone, bash them and their treasure will drop to the ground.
{40118} Mystra's ring will only function in Chapter 1. After that you must brave the dangers without Drogan's assistance.
{40119} You now have control of your henchmen's inventory. If you don't like the weapons or armor they are using, give them better ones.
{40120} You can put your henchman's inventory button on your quickbar by selecting the Assign Command option.
{40121} Many magical items in the game have mysterious uses. Right-click on an item to see if it has any special powers.
{40122} The game automatically saves before some dangerous encounters. If you have been defeated, reload the autosave and try a different tactic.
{40123} If your henchman falls in battle, use a healing kit on them or drag a potion to them and their health will be restored.
{40124} Build trap kits with the Craft Trap skill and such items as acid flasks, holy water and tanglefoot bags!
{40125} Caltrops are useful when fighting groups of weaker enemies.
{40126} Many a foul dungeon is darker than despair. Be prepared! Many merchants sell magical rings of light to foil the darkness.
{40127} The prestige class, Arcane Archer, requires at least one level in an arcane spellcasting class. Combined with a ranger's skills, this makes a potent ranged adversary.
{40128} The prestige class, Harper Scout, greatly extends the usefulness of the bard class.
{40129} Evil and cunning rogues often find great benefit in becoming assassins.
{40130} The temptation of power has corrupted many a warrior, transforming them into the brutal Blackguard.
{40131} With a variety of talents, the Shadowdancer is one of the more versatile prestige classes.
{40132} Though your character requires no food or water to survive, monsters do. They eat adventurers.
{40133} Characters with high appraise scores can often get better prices from merchants.
{40134} Extra information can be gained by watching for tracks in soft terrain.
{40135} Rangers and druids may find a special boon if they take the time to converse with the more gentle creatures of the world.
{40136} Many of the new feats are only available at first level, so choose carefully.
{40137} The tumbling skill allows your character to avoid attacks of opportunity when running around during combat.
{40138} Unnamed Server
{40139} 
{40140} Expeditious Retreat
{40141} Choose an option below.
{40142} You ran out of focus crystals and are now permanently dead. You must load a savegame to continue.
{40143} Transmogrifying Wand
{40144} There must be two items, no more and no less, in the prayer bag for its divine magic to be released.
{40145} The two items inside the prayer bag do nothing when mixed. Try another combination.
{40146} This small bag throbs slightly in your hand, as if alive and waiting for something. Without a better understanding of the nature of this odd object, you cannot activate its power.
{40147} This living bag was created by either Chauntea or one of her high priestesses and is considered a minor artifact. Its powers can only be activated though by using the Transmogrifying Wand upon the bag. When certain pairs of items are placed within the warm folds of the bag and the Transmogrifying Wand is activated overtop the bag, a creature of undying loyalty to the creator is created. The exact creature summoned depends on the items placed within the bag. The following is a partial list of creatures that can be summoned:

  Meat and Holy Water = Lantern Archon
  Meat and Dragon's Blood = Steam Mephit
  Meat and Skeleton's Knuckles = Tyrantfog Zombie
  Bear hide and Holy Water = Celestial Avenger
  Bear hide and Dragon's Blood = Dire Bear
  Bear hide and Skeleton's Knuckles = Skeleton Chief
  Wolf hide and Holy Water = Hound Archon
  Wolf hide and Dragon's Blood = Dire Wolf
  Wolf hide and Skeleton's Knuckles = Shadow

{40148} Unable to save, someone is in a cutscene.
{40149} Can not save using slot 0 or 1.
{40150} Save failed. No module is running.
{40151} Save attempt was canceled.
{40152} Save game failed. Module load in progress.
{40153} Save game failed.
{40154} This wand trembles with divine magic but without additional study you cannot hope to understand the nature of its power.
{40155} This divine wand does nothing without a Prayer Bag. When used on a bag containing a pair of appropriate reagents however, it can create a powerful summoned creature to assist the caster.
{40156} This is a dangerous area. You should find a secure room to rest in.
{40157} Interlude
{40158} Caster Level(s): Cleric 5, Wizard / Sorcerer 6
Innate Level: 5
School: Transmutation
Descriptor(s): Divine
Component(s): Verbal
Range: Medium
Area of Effect / Target: Colossal
Duration: Permanent
Save: Will negates
Spell Resistance: Yes

All enemies within the area of effect have a curse placed on them, lowering all of their stats by 3.
{40159} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s): Divine
Component(s): Verbal
Range: Personal
Area of Effect / Target: Colossal
Duration: Instant
Save: None
Spell Resistance: No

Centered around the caster, this spell rains down holy damage on all within the area of effect, including the caster. Each target will take between 30 and 100 damage.
{40160} 
{40161} 
{40162} 
{40163} 
{40164} 
{40165} 
{40166} 
{40167} 
{40168} 
{40169} 
{40170} 
{40171} 
{40172} 
{40173} 
{40174} 
{40175} 
{40176} 
{40177} 
{40178} 
{40179} 
{40180} 
{40181} 
{40182} 
{40183} 
{40184} 
{40185} 
{40186} Projectile Trap, Acid Fog
{40187} Projectile Trap, Acid Splash
{40188} Projectile Trap, Arrow
{40189} This is a projectile trap.
{40190} Projectile Trap, Balagarn's Iron Horn
{40191} Projectile Trap, Blade Barrier
{40192} Projectile Trap, Blindness/Deafness
{40193} Projectile Trap, Bolt
{40194} Projectile Trap, Chain Lightning
{40195} Projectile Trap, Circle of Death
{40196} Projectile Trap, Cloudkill
{40197} Projectile Trap, Dart
{40198} Projectile Trap, Daze
{40199} Projectile Trap, Delayed Blast Fireball
{40200} Projectile Trap, Dispel Magic
{40201} Projectile Trap, Entangle
{40202} Projectile Trap, Fireball
{40203} Projectile Trap, Flame Arrow
{40204} Projectile Trap, Grease
{40205} Projectile Trap, Greater Dispelling
{40206} Projectile Trap, Greater Spell Breach
{40207} Projectile Trap, Grenade - Acid
{40208} 
{40209} 
{40210} 
{40211} 
{40212} 
{40213} 
{40214} 
{40215} 
{40216} 
{40217} 
{40218} 
{40219} 
{40220} 
{40221} 
{40222} 
{40223} 
{40224} 
{40225} 
{40226} 
{40227} 
{40228} 
{40229} 
{40230} 
{40231} 
{40232} Projectile Trap, Grenade - Caltrops
{40233} Projectile Trap, Grenade - Choking
{40234} Projectile Trap, Grenade - Fire
{40235} Projectile Trap, Grenade - Holy
{40236} Projectile Trap, Grenade - Tangle
{40237} Projectile Trap, Grenade - Thundestone
{40238} Projectile Trap, Gust of Wind
{40239} Projectile Trap, Hold Monster
{40240} Projectile Trap, Hold Person
{40241} Projectile Trap, Isaac's Greater Missile Storm
{40242} Projectile Trap, Isaac's Lesser Missile Storm
{40243} Projectile Trap, Lesser Dispel Magic
{40244} Projectile Trap, Lesser Spell Breach
{40245} Projectile Trap, Lightning Bolt
{40246} Projectile Trap, Magic Missile
{40247} Projectile Trap, Melf's Acid Arrow
{40248} Projectile Trap, Mind Fog
{40249} Projectile Trap, Negative Energy Burst
{40250} Projectile Trap, Negative Energy Ray
{40251} Projectile Trap, Quillfire
{40252} Projectile Trap, Ray of Enfeeblement
{40253} Projectile Trap, Ray of Frost
{40254} Projectile Trap, Searing Light
{40255} Projectile Trap, Shuriken
{40256} Projectile Trap, Sleep
{40257} Projectile Trap, Sound Burst
{40258} Projectile Trap, Stinking Cloud
{40259} Projectile Trap, Sunburst
{40260} Projectile Trap, Wall of Fire
{40261} Projectile Trap, Web
{40262} 
{40263} 
{40264} 
{40265} 
{40266} 
{40267} 
{40268} 
{40269} 
{40270} 
{40271} 
{40272} 
{40273} 
{40274} 
{40275} 
{40276} 
{40277} 
{40278} 
{40279} 
{40280} 
{40281} 
{40282} 
{40283} 
{40284} 
{40285} 
{40286} 
{40287} 
{40288} 
{40289} 
{40290} 
{40291} 
{40292} 
{40293} 
{40294} 
{40295} 
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{40297} 
{40298} 
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{40301} 
{40302} 
{40303} 
{40304} 
{40305} 
{40306} 
{40307} 
{40308} 
{40309} 
{40310} 
{40311} 
{40312} 
{40313} 
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{40315} 
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{40317} 
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{40399} 
{40400} 
{40401} 
{40402} 
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{40404} 
{40405} 
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{40408} 
{40409} 
{40410} 
{40411} 
{40412} 
{40413} 
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{40415} 
{40416} 
{40417} 
{40418} 
{40419} 
{40420} 
{40421} 
{40422} 
{40423} 
{40424} Base Attack Bonus: 
{40425} These gloves feel cold to the touch.
{40426} The chain links slide silently over one another as you examine this armor.
{40427} The star of Cimbar was a magical jewel, guarded by 20 crossbowmen at all times, in the royal palace in Cimbar. A few years ago a thief snuck in and stole the jewel in a daring raid. Before he was executed, the head guard claimed that he saw a dark shadow moving near the jewel's case, but when he fired his crossbow, the bolt bounced off like it had hit a wall.  The ricochet never made a sound.   
{40428} This gem seems to emit a warm comforting aura.
{40429}  It is said that when the Battle of the Bridge was fought in the High Forest, a nymph fell in love with a warrior. When the warrior was wounded on the battlefield, the nymph came to him and drew her heart from her chest. She placed it in the soldier's hand and it turned into this gem. The nymph disappeared, but the soldier kept the gem as a treasure, passed down through generations of his family. 
{40430} The devout clerics of the forgotten Ashen Order made these clubs for neophytes. When the main hold of the order was destroyed by an infestation of zombies, most of the batons were lost.
{40431} "A warm heart hidden by a cold exterior is the sign of a true warrior." - Yang Tsung - Monk of the Cali Fist order 
{40432} Almost everything you would want to know about strange items can be found in this book, though it has been used so much, it might fall apart at any moment.
{40433} This appears to be a necklace with many small golden symbols attached to it.
{40434} "Knowledge, and the wisdom to use it, is far better than any sword."  Ventrue the illusionist gave his apprentice this piece of advice shortly before his head was chopped off by a warrior who felt differently.
{40435} This axe is coated in a thin layer of frost.
{40436} The origins of this axe are as deeply hidden in the past as the blade of the axe is hidden in frost. The only bit of lore still known is that this axe is known on the Elemental Plane of Fire as "Clisirick", or "Fire Eater".
{40437} This blade is warm to the touch.
{40438} More than one fiend has felt the scorching sting of righteousness by a crusader's blade. The paladin that draws this weapon calls upon all the great spirit's that have fought against evil since the creation of the sword.
{40439} Stained with the blood of thousands of victims, this weapon once represented the fury of the orc tribes of the Great Rift. The March of Leaves was an elven campaign that destroyed most of the orc tribes, leaving them scattered and leaderless. Nothing is known of the fate of the bloody weapon, Flesh Ripper.
{40440} Eliak, an elven ranger, was consumed with hatred for trolls. As a child he had witnessed the death of his parents at the hands of marauding trolls. The trolls killed, then ate his parents, while the young child cowered under a nearby bush. Eliak spent the rest of his life trying to hunt the creatures to extinction. Eventually his lifelong enemies caught him and tore him apart in the borderlands of the Silver Marches. His magical bow was all that could be recovered from his remains.
{40441} This hammer seems to vibrate in your hand.
{40442} "Nothin' finer than dwarven forged hammers to break through the ice to where I keeps me ale. I tried to use a pathetic human forged hammer once and it shattered in me hand. I went three days without ale; gods wipe that image from me mind!" - Kilrav, dwarven rogue.
{40443} Kilrav Klugehose, once a leader of the Grey Ash Order of Thieves in Cormyr, was rumored to wear this ring when on assassination assignments as a charm for the success of his missions. When the Purple Dragons destroyed his guild, Kilrav's body was found, with his finger and ring missing. 
{40444} A beautiful golden rod.
{40445} Ventrue the illusionist found himself at the head of a small nation when he used his Rod of Majesty to charm his way through an inheritance struggle. When he discovered that his kingdom was about to be invaded, his first act as king was to renounce the throne and flee.
{40446} Tinoman was a famous smith whose reputation was built on his study of using precious gems and rocks to enhance his weapons. His first discovery was the joining of quartz to a great blade, making the now infamous, Tinoman's Sword.
{40447} Shower of Earth
{40448} Column of Air
{40449} The Fountain of Earth
{40450} Crumble (11)
{40451} Infestation of Maggots (5)
{40452} Healing Sting (5)
{40453} Great Thunderclap (13)
{40454} Ball Lightning (9)
{40455} Battletide (9)
{40456} Combust (3)
{40457} The Waters of Wisdom
{40458} The Fires of Knowledge
{40459} Gedlee's Electric Loop (3)
{40460} Horizikaul's Boom (2)
{40461} Ironguts (2)
{40462} Mestil's Acid Breath (5)
{40463} Mestil's Acid Sheath (9)
{40464} Monstrous Regeneration (9)
{40465} Scintillating Sphere (5)
{40466} Stone Bones (3)
{40467} Undeath to Death (11)
{40468} Vine Mine (9)
{40469} Black Blade of Disaster (17)
{40470} Death Armor (3)
{40471} Shelgarn's Persistent Blade (2)
{40472} Blade Thirst (12)
{40473} Deafening Clang (6)
{40474} Bless Weapon (6)
{40475} Holy Sword (15)
{40476} Keen Edge (5)
{40477} Z_Module Random Treasure Control Area
{40478} Blackstaff (15)
{40479} Flame Weapon (3)
{40480} Ice Dagger (2)
{40481} Magic Weapon (2)
{40482} Greater Magic Weapon (5)
{40483} Magic Vestment (5)
{40484} Stonehold (11)
{40485} Darkfire (5)
{40486} Glyph of Warding (5)
{40487} * Failure  - You do not have the necessary feat to enchant this item *
{40488} Cloud of Bewilderment (3)
{40489} 
{40490} 
{40491} 
{40492} 
{40493} "There is nothing funny about a serious head wound. I once watched a man get his head crushed by a morningstar - brains and blood everywhere! Next time you think it is too hot to wear your helmet while on guard duty, you just think about that!"   - Admonition to a guard, overheard on a caravan through the Anauroch Desert.
{40494} 
{40495} Summon Air Elemental
{40496} Summon Water Elemental
{40497} Summon Earth Elemental
{40498} Summon Fire Elemental
{40499} Get the critical rebuild.
{40500} 
{40501} 
{40502} 
{40503} 
{40504} 
{40505} 
{40506} 
{40507} 
{40508} 
{40509} 
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{40511} 
{40512} 
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{40515} 
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{40517} 
{40518} 
{40519} 
{40520} 
{40521} 
{40522} 
{40523} 
{40524} 
{40525} 
{40526} Choose an option below. Respawning will incur a penalty of 50 XP per level of your character.
{40527} 
{40528} 
{40529} 
{40530} 
{40531} 
{40532} 
{40533} 
{40534} 
{40535} 
{40536} 
{40537} 
{40538} Twin Fists of Fire
{40539} Hosgali the Purified was a monk who believed in purification through fire. He would travel the lands, fighting for those he believed to be unjustly accused of crimes. With his hands flaming, he became a symbol of the defendant's champion. When he died, Hosgali's spirit entered the fighting gloves he always wore. Now his spirit will assume the flaming form of whoever wears these gloves.
{40540} 
{40541} 
{40542} 
{40543} 
{40544} 
{40545} To truly enjoy the powerful new items unveiled in Shadows of Undrentide make sure that the item level restrictions for your game are turned off.
{40546} Creature Levelup Wizard
{40547} Add Classes and Levels
{40548} Levelup Wizard
{40549} 
{40550} This ability is tied to your turn undead ability, which has no more uses for today.
{40551} I cannot disarm this trap. My disable trap skill is not high enough.
{40552} In hardcore difficulty mode or higher it is difficult to rest in several of the dungeons. To rest, you must find a safe room and close the door to keep the monsters out.
{40553} Maximum allowed class level is %d
{40554} Incompatible alignment
{40555} Must have at least %d ranks in '%s' skill
{40556} Must have '%s' feat
{40557} Total Base Attack Bonus is %d, but must have at least %d
{40558} The %d levels in class '%s' could not be added to this creature because of the following reason(s):
%s

To correct this error, try adding levels in other classes first.
{40559} Must have at least one of the following feats: %s
{40560} Must be one of the following races: %s
{40561} , 
{40562} Choosing this card automatically draws two additional cards...
{40563} 
{40564} The great 
{40565} Flying Debris
{40566} Master
{40567} Mistress
{40568} Miss
{40569} mean 
{40570} boss
{40571} great hero
{40572} 
{40573} 
{40574} 
{40575} You may only use healing potions on henchmen if they are still members of your party. If they have left your service, healing kits can be used to heal them.
{40576} When players die, they can only be returned to life by use of a Raise Dead or Resurrection spell.
{40577} 
{40578} 
{40579} You have been turned to stone.
{40580} Hang onto any magical weapons you find -- you never know when you will confront a creature that is immune to normal weapons.
{40581} CHEATER
{40582} Evard's Black Tentacles
{40583} Arrow +1
{40584} Arrow +2
{40585} Arrow +3
{40586} Bolt +1
{40587} Bolt +2
{40588} Bolt +3
{40589} Bullet +1
{40590} Bullet +2
{40591} Bullet +3
{40592} Cheating Stick
{40593} Asabis are desert-dwelling reptilian humanoids who are often found as mercenaries or slaves in the service of evil creatures.  The average asabi male stands nearly seven feet tall, and their thick, pebbly skin is brown or gray in hue.  They have yellow, egg-shaped eyes with horizontal slit pupils.
{40594} Asabis are desert-dwelling reptilian humanoids who are often found as mercenaries or slaves in the service of evil creatures.  The average asabi female is slightly shorter and quicker than the male, and their thick, pebbly skin is brown or bronze in hue.  They have yellow, egg-shaped eyes with horizontal slit pupils.
{40595} The basilisk is a reptilian monster that is justly feared for its ability to petrify living creatures with a mere glance.  Basilisks are omnivorous and able to consume their petrified victims.  A basilisk usually has a dull brown body with a yellowish underbelly.  A single row of bony spines lines its back, and some specimens sport a short, curved horn atop the nose.  The creature's most distinctive feature is its eyes, which glow with an eerie, pale green incandescence. 
{40596} Cockatrice
{40597} The cockatrice is an eerie, repulsive hybrid of lizard, cockerel and bat.  It is infamous for its ability to turn flesh to stone with its bite.  A cockatrice is about the size of a large goose or turkey, with the head and body of a cockerel, bat wings and the long tail of a lizard. 
{40598} A chaotic offshoot of the pseudodragon, the faerie dragon lives in peaceful, tangled forests and thrives on pranks, mischief and practical jokes.  Faerie dragons resemble miniature dragons with gossamer butterfly wings.  Although they are generally well-meaning, most adventurers are advised to be wary of their sense of humor.
{40599} Pseudodragons resemble miniature red dragons, but are red-brown in color rather than deep red.  They have fine scales and sharp horns and teeth.  Their barbed, venomous tails are a favored weapon.
{40600} Pseudodragons resemble miniature red dragons, but are red-brown in color rather than deep-red.  They have fine scales and sharp horns and teeth.  A pseudodragon's tail is about 2 feet long (twice as long as its body), barbed, and very flexible.
{40601} A formian resembles a strange, centaur-like creature with the body and head of a giant ant, but with humanoid forelimbs. Their bodies are encased in a brownish-red, black or white carapace. They are not cruel, but live in a strict, regimented society.  Formian myrmarchs are high-ranking members of their civilization.  They wear bronze helms to signify their position, with more elaborate designs signifying higher rank.
{40602} A formian resembles a strange, centaur-like creature with the body and head of a giant ant, but with humanoid forelimbs. Their bodies are encased in a brownish-red, black or white carapace. They are not cruel, but live in a strict, regimented society.  A formian queen rules over a single hive-city and never leaves the royal chamber at its heart, although her telepathic abilities enable her to communicate with and direct the activities of all the members of her hive. 
{40603} Formian Taskmaster
{40604} A formian resembles a strange, centaur-like creature with the body and head of a giant ant, but with humanoid forelimbs. Their bodies are encased in a brownish-red, black or white carapace. They are not cruel, but live in a strict, regimented society.  Formian taskmasters oversee the activities of the ordinary workers and warriors of the hive, reporting to the myrmarchs in turn.
{40605} A formian resembles a strange, centaur-like creature with the body and head of a giant ant, but with humanoid forelimbs. Their bodies are encased in a brownish-red, black or white carapace. They are not cruel, but live in a strict, regimented society.  Formian warriors protect the hive from incursions ferociously, and their deadly claws are designed specifically for combat.
{40606} A formian resembles a strange, centaur-like creature with the body and head of a giant ant, but with humanoid forelimbs. Their bodies are encased in a brownish-red, black or white carapace. They are not cruel, but live in a strict, regimented society.   Formian workers are the lowest-ranking and most common formians.  They exist only to serve, performing all the necessary, lowly tasks that the hive needs.  Their clumsy claws are suitable only for manual labor.
{40607} Female fire giants are as savage and ruthless as their male kin, delighting in the heat of battle and the forge. Their skin ranges from deep red to black in tone, and their eyes are a hot yellow. They prize flaming weapons and brightly-jeweled armor that catches firelight.
{40608} Perhaps even more cold and cruel than their male counterparts, female frost giants similarly make their homes in the frozen wastes, leaving their icy strongholds only to raid and plunder. Their pale skin is the bluish-white hue of glacier ice. 
{40609} Gorgons are bull-like creatures that guard their territory fiercely.  A typical gorgon stands over six feet tall at the shoulder and measures eight feet from snout to tail.  Although built like a bull, the gorgon is covered with metallic black scales and has silver horns.  Its eyes glow with an eerie green light, particularly when it grows angry. The gorgon's most dangerous weapon is its fearsome petrification breath attack.
{40610} Sphinxes are enigmatic creatures with great, feathery wings and leonine bodies.  Gynosphinxes are the female counterparts of androsphinxes.  They have the bodies of winged lions with female humanoid facial features.  They gladly bargain for treasure or service but constantly seek out challenges to their staggering intellects.  Riddles, puzzles and other such things delight them to no end.
{40611} Summoned Wyrmling Red Dragon
{40612} Red dragons are the most covetous of all dragons, even as wyrmlings, though their opportunities for gathering treasure are more limited, making them even more greedy when the chance presents itself.  The small scales of wymlings are a bright glossy scarlet, making them easily spotted by predators and hunters, so they generally stay underground and do not venture outside until they are more able to take care of themselves.  Toward the end of their young stage the scales turn a deeper red and the glossy texture is replaced by a smooth, dull finish. 
{40613} Summoned Wyrmling Gold Dragon
{40614} Gold dragons are graceful and sinuous.  They hate injustice and foul play, and will do what they can to right wrongs even at a young age.  On hatching, a gold dragon's scales are dark yellow with golden metallic flecks.  They smell faintly of saffron and incense.
{40615} A manticore is a monster in every sense of the word.  It has the head of a vaguely humanoid beast, the body of a lion and the wings of a dragon.  The creature's back is set with curved barbs, and its long tail ends in a cluster of vicious spikes, which it can hurl to deadly effect. 
{40616} The hideous face of a medusa is crowned with a mass of writhing, hissing snakes instead of hair, and its eyes glow a deep, feral red.  In contrast, its body is perfectly proportioned and exceptionally attractive, although scaly and earthen-colored.  A medusa will often wear garments that enhance its body while hiding its face behind a hood or veil. 
{40617} Penguin
{40618} Androsphinx
{40619} Sphinxes are enigmatic creatures with great, feathery wings and leonine bodies.  Androsphinxes resemble winged lions with humanoid facial features.  They are always male.  Androsphinxes are clever and generally good-natured, but they can be savage opponents when provoked.
{40620} Stingers look like a bizarre variant of centaur with the lower bodies of scorpions.  Their human half is red-skinned, hairless, and almost inhumanly handsome.  Their faces are preternaturally calm.
{40621} Stingers look like a bizarre variant of centaur with the lower bodies of scorpions.  Their human half is red-skinned, hairless, and almost inhumanly handsome.  Their faces are preternaturally calm. The mages are extensively scarified and tattooed, and their eyes glow a strange, eerie gold.
{40622} Summoned Ancient Red Dragon
{40623} Summoned Ancient Gold Dragon
{40624} Wyrmling Black Dragon
{40625} Black dragons are evil-tempered, cunning and malevolent, characteristics that are reflected in their crafty, sinister faces.  Even at a young age, they are already dangerous.  The wyrmling's scales are thin, small, and glossy. 
{40626} Wyrmling Blue Dragon
{40627} Wyrmling blue dragons have scales of iridescent azure and lack the large horn that grows on their snout as they age.  Their wings beat with quick energy and tend to hum and crackle faintly with built-up static electricity.
{40628} Wyrmling Brass Dragon
{40629} Brass dragons are talkative, although as wyrmlings they may have some initial shyness.  Like older brass dragons, they love presents and long chats when they can get them.  Their scales are a dull, mottled brown at birth, and grow more warm and burnished with age.  Brass dragons love intense, dry heat and spend most of their time basking in the desert sun.  They are accompanied by a tangy metallic or sandy odor.
{40630} Wyrmling Bronze Dragon
{40631} Bronze dragons are inquisitive even as wyrmlings, and will frequently spy on adventuring parties for fun.  A bronze wyrmling's scales are tinged with green, showing only a hint of bronze.  They are fascinated by warfare, although they are cautious enough to avoid getting too close to battlefields when young and vulnerable.
{40632} Wyrmling Copper Dragon
{40633} Copper dragons are incorrigible pranksters, joke tellers and riddlers.  Most are good-natured but also have a covetous, miserly streak.  They are powerful jumpers and climbers, with strong thighs and shoulders.  At birth, a copper dragon's scales have a ruddy brown color with a metallic tint. 
{40634} Wyrmling Gold Dragon
{40635} Wyrmling Green Dragon
{40636} Green dragons are belligerent and tend to attack without provocation, although as wyrmlings they are more cautious.  A wyrmling green dragon's scales are thin, very small and a deep shade of green. 
{40637} Wyrmling Red Dragon
{40638} Wyrmling Silver Dragon
{40639} Silver dragons are cheerful and good-natured, and are inclined to help worthy mortals.  A silver wyrmling's scales are blue-gray with silver highlights.  As the dragon approaches adulthood, its color slowly brightens until the individual scales are scarcely visible.  From a distance, these dragons look as if they have been sculpted from pure metal.  A faint smell of rain always accompanies them.
{40640} Wyrmling White Dragon
{40641} Among the smallest and least intelligent of dragonkind, most white dragons are simply animalistic predators, the young in particular.  The scales of a wyrmling white dragon glisten like mirrors, and it is marked by a crisp, faintly chemical odor.
{40642} Summoned Air Elemental
{40643} Summoned Earth Elemental
{40644} Summoned Fire Elemental
{40645} Summoned Water Elemental
{40646} Minor Circlet of Blasting
{40647} Found occasionally among the Bedine, these helms bear an elaborate golden band circling the head, which looks like a sun disc when viewed from above.  On command, the band projects a blast of searing light once per day.  Zhentarim records of helms captured from the Bedine propose that they are lesser artifacts from the days of Netheril.

{40648} Major Circlet of Blasting
{40649} Found occasionally among the Bedine, these helms bear an elaborate golden band circling the head, which looks like a sun disc when viewed from above.  On command, the band projects a blast of searing light three times per day.  Zhentarim records of helms captured from the Bedine suggest that they are lesser artifacts from the days of Netheril.

{40650} Eyes of Charming
{40651} This helm mounts two crystal lenses over the wearer's eyes that to outside observers appear to sparkle and swirl with color.  The wearer is able to charm a person merely by meeting a target's gaze.  Those failing a Will saving throw are charmed as per the spell.

Through the power of one such helm, the Chessentan warlord Guivandar quickly gathered an army of loyal followers from the exiles and murderous criminals in the Threskel region.

With an army behind him, Guivandar turned his ambitions on conquering the nation's more established city-states.  However, before his army could even begin to march on Luthcheq, a reclusive wizard living in the Smoking Mountains dispelled the power of Guivandar's helm as punishment for trespassing the army through his territory.  Freed of the helm's charm, Guivandar's lieutenants murdered him in his sleep and the army quickly scattered throughout the region.
{40652} Eyes of Doom
{40653} This helm mounts two crystal lenses over the wearer's eyes that to outside observers appear as a swirling infinite void. The wearer is able to cast doom on those around him merely by meeting a target's gaze. Those failing a Will saving throw are doomed as per the spell. It is inscribed with the symbol of Bane.

At one time, helmets of this type were popular equipment among Zhentarim soldiers. Due to the enchantment's use of the symbol of Bane, the helms fell into disuse and many were abandoned during the Black Network's dedication to Cyric and Iyachtu Xvim. With Bane's recent rebirth, the Zhentarim are eager to reclaim those that were lost.
{40654} Eyes of the Eagle
{40655} This helm mounts two special crystal lenses over the wearer's eyes that grant a +5 bonus to Spot checks. 

Fiercely protective of their borders, the elves of the Moonwood often use these helms to better patrol their borders for marauding orcs and to better aim their bows in the wood's defense.
{40656} Eyes of Petrification
{40657} Hammered from a gorgon's armor plates, this helm mounts two crystal lenses over the wearer's eyes.  These special lenses, made from the calcified corneas of a medusa, allow the wearer to use the medusa's petrification gaze attack.

Rare indeed, the origin of the few known helms have been traced back to an abandoned temple the jungles of Chult containing some of the most elaborate human and animal statuary ever seen in the region.
{40658} Goggles of Minute Seeing
{40659} This metallurgist's helm bears the distinctive look of Lantanese make.  It has been specially constructed to allow an intricate series of lenses to swivel over the wearer's eyes. They enable much improved close-range vision and are very useful for locating or identifying features such as tiny seams, marks, cracks, or imperfections.  

Such helms are valued by Lantanese archeologists when manipulating experimental contraptions - both for their investigatory and protective properties.
{40660} Goggles of Night
{40661} This helm mounts two lenses of dark crystal over the wearer's eyes. Even though the lenses are opaque, when placed over the eyes of the wearer they enable normal sight and also grant darkvision.

Common equipment for adventurers in the Underdark, these helms are also hailed as "the great equalizer" by humans and are quite popular among human rogues.
{40662} Headband of Intellect +2
{40663} Woven round the brim of this helm is a light cord with a small gem set so that it rests upon the forehead of the wearer.  The magic of the headband has the power to dramatically sharpen the wearer's intellect.

Considered 'cheating' by some wizards, these bands are highly sought after by many wizards, especially the Red Wizards of Thay.
{40664} Headband of Intellect +4
{40665} Headband of Intellect +6
{40666} Helm of Brilliance
{40667} This nondescript helm appears entirely ordinary.
{40668} This helm appears ordinary until its true nature is perceived. Made of brilliant silver and polished steel, the Helm of Brilliance is set with diamonds, rubies, fire opals, and opals, each of large size and enchanted.  When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crown-like, gem-tipped spikes. The jewels allow the wearer to cast a variety of powerful spells, although each such use drains some power from the helm. 

In addition to these specific powers, the helm can absorb significant amounts of fire damage. The wearer may also focus the light from the helm at will to produce an effect similar to flame lash.

The few such helms reported to still exist have been traced back to a great cleric of Lathander from Baldur's Gate named Ergelion.  Ergelion equipped his companions with these helms to turn back a horde of undead swarming out of the Troll Hills to the north.  Though the horde never reached Baldur's Gate, none of that band of adventurers was seen or heard from again.
{40669} Mask of the Skull
{40670} This ivory mask has been fashioned into the likeness of a human skull.  Once per day, the mask can be loosed to fly from the wearer's face.  It charges and attacks a target assigned to it, affecting the target as per a finger of death spell.  After attacking (whether successful or not), the mask flies back to its user.

Although the masks were originally made by sects of Myrkul-worshipers, several groups of Cyricists have begun claiming the masks as their own.
{40671} Beholder Crown
{40672} This bizarre helm mounts a crown of tarnished bronze with eight metal eyestalks sprouting upward, each eyestalk bearing a gem.
{40673} This bizarre helm mounts a crown of tarnished bronze with eight metal eyestalks sprouting upward, each eyestalk bearing a gem.  

These items are greatly valued by members of beholder cults, and some sages believe that powerful beholders have their servants construct such items to reward valuable servants and slaves. Of course, since all such servants are usually dead before they are ever free from the beholder's control, this is likely nothing more than a rumor.
{40674} Cowl of Warding
{40675} This headpiece of fine black cloth covers the wearer's face completely.  The wearer of the cowl is protected by a mind blank spell and acts as if wearing a ring of freedom of movement.

Originally designed by clerics of Mask, more recently these cowls have been commissioned from Amnish spellcasters by the local Shadow Thieves.
{40676} Headband of the Binder
{40677} This helm mounts a circlet of blue-green metal around the wearer's forehead.  The circlet is stamped with the blank-scroll symbol of Oghma and grants the wearer insight into the origins of magical creations and spells.
{40678} Helm of Darkness
{40679} This ordinary-looking helmet appears slightly worn and battered.
{40680} This helm only takes its true form when the user first perceives its true nature.  Made of blackened silver and steel, a newly created helm of darkness is set with thirty-six black opals along its lower edge and a great black sapphire in the front.

With a command word, the wearer can bring forth a darkness effect.  The power issues from the sapphire, which can generate fifty such effects before crumpling to useless dust.

The helm is also capable of absorbing significant amounts of cold damage. The wearer is also immune to death magic and fear effects and can see through any form of darkness as though it were daylight.

Such helms are rumored to slowly corrupt their wearers to bend to Shar's whim, so that ultimately the Dark Goddess gains a powerful follower by greatly warding the victim in what her clerics often refer to as the subject's "infancy."
{40681} Aruph
{40682} Elynwyd
{40683} Londa
{40684} Colmarr
{40685} Bane Gaurdian
{40686} Priestess of Bane
{40687} Brothel Guard Dog
{40688} Gaurd Dog
{40689} Lady Jadale
{40690} Canty
{40691} Black Knives Customer
{40692} Escort
{40693} Courtesan
{40694} Jarri
{40695} Black Knives
{40696} Bloody Hand Customer
{40697} Noble Visitor
{40698} Noble Customer
{40699} Oerth
{40700} Rhaine
{40701} Yvette
{40702} Priestess of Auril
{40703} Goblin Book Burner
{40704} High Captain Kurth
{40705} Bloody Hand Mercenary
{40706} Priestess of Mask
{40707} Rakshasa
{40708} Evaine
{40709} High Captain Baram
{40710} Evil Spirit 
{40711} Skeleton Acolyte
{40712} Spirit of Bone
{40713} Yuan-Ti Conjurer
{40714} Yuan-Ti Necromancer
{40715} Ghoul Outcast
{40716} Black Knives Archer
{40717} Black Knives Infiltrator
{40718} Black Knives Wizard
{40719} Black Knives Sniper
{40720} Child Refugee
{40721} Sleeping Commoner
{40722} Erb
{40723} Father
{40724} Customer
{40725} Black Knives Rogue
{40726} Host Tower Bridge Guard
{40727} Cutlass Gaurd
{40728} Jadale Family Guard
{40729} Priest of Auril
{40730} Bugbear Archer
{40731} Black Knives Footpad
{40732} Black Knives Killer
{40733} Luskan Gate Guard
{40734} Store Guardian
{40735} Bloody Hand Assassin
{40736} Mother
{40737} Customer
{40738} Ogre Body Guard
{40739} Ogre Assault Trooper
{40740} Ogre Warden
{40741} Gregor Armiste
{40742} Smith
{40743} Acolyte of Tempus
{40744} Archeologist
{40745} Brothel Mercenary
{40746} Galrone
{40747} Drextar
{40748} Flarg
{40749} Ganon
{40750} Orc Chief
{40751} Jax
{40752} Port Llast Mercenary
{40753} Captain Mung
{40754} Sailor
{40755} Farmer
{40756} O'Deel
{40757} Prichev
{40758} Wanev's Bugbear
{40759} The people of this town look perfectly healthy, but there is something wrong. Their eyes are all focussed far away, and no one seems to have much of a purpose. There is no work being done, and there is no bustle of commerce. Everyone is listless, and a pall of despair hangs on everyone's faces.
{40760} Man
{40761} Woman
{40762} This man is obviously agitated, and you half expect him to lash out at any second. His face is confused, and he stares as though trying to see right through things. His clothes are not those of a simple villager. He is definitely not from Charwood.
{40763} Maryweather
{40764} Mayor
{40765} Mobley
{40766} Quint
{40767} DELETE
{40768} Shadowy Creature
{40769} Shara
{40770} Maegel
{40771} Wanev's Golem
{40772} Wanev's Guard
{40773} Mother
{40774} Bela
{40775} Bloody Hand
{40776} Bridge Guard
{40777} Delilah
{40778} Jansen
{40779} Fortune Teller
{40780} Jurdan
{40781} Kennel Master
{40782} Priestess
{40783} Child
{40784} Kurth's Man
{40785} Baram's Man
{40786} Maugrim's Preist
{40787} Oreth
{40788} Saemon
{40789} Havarian
{40790} Sir Jadale
{40791} Thorik
{40792} Baram's Merenary
{40793} Bugbear Beastmaster
{40794} Bugbear Scout
{40795} Bugbear Warrior
{40796} Bugbear Chief
{40797} Goblin Prisoner
{40798} Caretaker
{40799} Dergiab
{40800} Dydd
{40801} Elminster
{40802} Statue
{40803} Gerrol
{40804} Leah
{40805} Gam
{40806} Goblin Elite
{40807} Goblin Fighter
{40808} Goblin Chief
{40809} Goblin Priest
{40810} Gorkan
{40811} Gulgash
{40812} Diplomat
{40813} Jaroo
{40814} Kasma
{40815} Dwarf
{40816} Mutamin
{40817} Nuglat
{40818} Orc Warrior
{40819} Orc Berserker
{40820} Orc Elite
{40821} Orc Priest
{40822} Servant
{40823} Yuan-Ti
{40824} Zamithra's Guard
{40825} Halfling Slave
{40826} Priest of Bane
{40827} Soldier
{40828} Arcane Brother
{40829} Brother Gourkin
{40830} Torturer
{40831} Yeanasha
{40832} Aralan
{40833} Gurgan
{40834} Falah Woodsprite
{40835} Maeve the Black
{40836} Aarin
{40837} Gend
{40838} Albie
{40839} Alhelor
{40840} Ander
{40841} Azariah
{40842} Craulnober
{40843} Ballard
{40844} Bran
{40845} Daeorn
{40846} Darktongue
{40847} Breakbone
{40848} Mister
{40849} Eisenfeldt
{40850} Missus
{40851} Elaith
{40852} Farmer's Boy
{40853} Farmer's Daughter
{40854} Farmer's Girl
{40855} Farmer's Son
{40856} Farmer's Wife
{40857} Geth
{40858} Kendrack
{40859} Haljal
{40860} Throndor
{40861} Archon
{40862} Ironheart
{40863} Karathis
{40864} Neurik
{40865} Peren
{40866} Saer
{40867} Bodkin
{40868} Setara
{40869} Shaldrissa
{40870} Dothwintyl
{40871} Zamithra
{40872} Urth
{40873} Viirda
{40874} Wanev
{40875} Witless
{40876} Fighter
{40877} Wyvern
{40878} Yesgar
{40879} Zor
{40880} Adventurer
{40881} Barax
{40882} Larana
{40883} Janis
{40884} Lenton
{40885} Darius
{40886} Aawill
{40887} Bree
{40888} Crypt Gargoyle
{40889} Seal Guardian Golem
{40890} Jaer
{40891} Janken
{40892} Huber
{40893} Welcar
{40894} Halfling Monster
{40895} Creator Sorceror
{40896} Fairy
{40897} Ghost
{40898} Kezkulla
{40899} Lenton
{40900} Orlane
{40901} Relmar
{40902} Rovat
{40903} Mother Spider
{40904} Spirit of the Wood
{40905} Terari
{40906} Archdruid Aawill
{40907} Dregin
{40908} Elgar
{40909} Henna
{40910} Puma
{40911} Mephit
{40912} Spirit
{40913} of the Wood
{40914} Human Slave
{40915} Half-Elf Slave
{40916} Nymph Ranger Slave
{40917} Nymph Druid Slave
{40918} Nymph Slave
{40919} Badger
{40920} Disclaimer
{40921} Wanev's Gargoyle
{40922} Strange Man
{40923} Castle Guard
{40924} Belial
{40925} Lord of Fire
{40926} Karlat
{40927} Jhareg
{40928} Lerk the Troll
{40929} Shady Character
{40930} Goblin Patrol
{40931} Lieutenant
{40932} Angelo
{40933} Benleran
{40934} Breakweather
{40935} Craddock
{40936} Tower Captain
{40937} Credik
{40938} Deltagar
{40939} Zelhund
{40940} Eltuth
{40941} Oyim
{40942} G'urdach
{40943} Ambassador
{40944} Jaheel
{40945} Jaluth
{40946} Alaerth
{40947} Lerner
{40948} Maugrim
{40949} Korothir
{40950} Mik'kranelle
{40951} Neva
{40952} Ornar
{40953} of the Claw
{40954} Sickfinger
{40955} Solomon
{40956} Solomon's Guards
{40957} Surrey
{40958} Tarran
{40959} Thurwin
{40960} Master
{40961} Vardoc
{40962} Vigo
{40963} the Rat
{40964} Yeanasha
{40965} Mary
{40966} Pete
{40967} Silverback
{40968} Constance
{40969} Erik
{40970} Ingo
{40971} Troll Chieftain
{40972} Troll Elite
{40973} Priest of Tempus
{40974} Revat
{40975} Tolan Losen
{40976} This is a large, solid key. It was given to you by Londa, who told you it was for her husband's vault.
{40977} Vault Key
{40978} Sewer Control Key
{40979} Baram's Base Key
{40980} Baram's Head
{40981} Erb's Ring
{40982} Glowing Sphere
{40983} This sphere appears to be made of glass, although it is feather-light and has a steady, unnatural glow to it. The sphere is filled with pure blue water. Whatever use it might have is unknown.
{40984} Kurth's Base Key
{40985} Lever of Stone
{40986} Lever of Water
{40987} Lever of Wind
{40988} Necromancer's Journal
{40989} This small, leather-bound journal is filled with notes written in a hurried and almost-indecipherable script. Most of them seem to relate to the complex creation of some kind of gargoyle statue that will bestow magical power upon the necromancer's ally... who, by the description, is undoubtedly Baram.

One of the last notes reads:
"The latest statues have been fired and inscribed with all the proper runes. Our ally wishes to use them immediately, even though we have warned him that they will be very fragile until they have time to properly set! He is far too impatient!"
{40990} Parchment
{40991} This lengthy sheet of aged and yellowed parchment contains several complex drawings annotated in a strange language. The impression one gets at a glance is that the contents involve some form of necromantic ritual.

On the reverse side is written the following:

"Sisters of the night,

"It falls on you to see the ritual through that will provide Baram with the army he requires. This akhamic ritual will infuse the bones of the long-buried with the spirits of the mourned and form a powerful mummy construct. Baram should be pleased with the results.

"So long as you read the words of the ritual, you will be protected from harm. Allow nothing to distract you. Ensure that the skeletal priests continue their worship unhindered and that the tablets remain intact or your ritual will be worthless.

"Success will bring you great status within the new order, so you are promised."

It is signed with one name: "Maugrim."
{40992} Smooth Token
{40993} This small piece of metal appears to be a token or coin of some kind. It has absolutely no features embossed upon it, however, and its odd warmth and lightness suggest it is no ordinary metal.
{40994} Bottle of Sewage
{40995} Burke's Manual
{40996} This dusty tome is filled with tight script by a wizard who names himself "Burke." By the writings within, it appears that this place was once his own home, and his experiments revolved around the creation of a permanent dimensional aperture through which he could summon and control planar creatures.

The wizard notes several times that High Captain Kurth wishes to use the aperture for his own purposes and has become quite demanding. This made the wizard nervous enough that he jotted down some thoughts on how to close the aperture, if necessary. He notes that he possesses a sphere filled with water from Celestia and a sample of abyssal metal elsewhere in his home. Placed together in the aperture, these would bring about the desired disruption.

His only concern about doing such a thing is that the magic that controlled the planar creatures summoned by the aperture would also be disrupted, resulting in chaos.
{40997} Yvette's Baby
{40998} Aarin's Amulet
{40999} The Spymaster Aarin Gend is said to have given this amulet to his lover during their search for the cultists of Neverwinter. Wrought from gold, its heavy base bears markings from far-off Chult. It is set with a single, polished moonstone that seems to glow as if from within.
{41000} Aribeth's Ring
{41001} Lady Aribeth, Paladin of Neverwinter, gave this ring to one of her city's heroes as a token of their friendship. The thick band of gold inlaid with elven figures has a look that is both striking and graceful.
{41002} Clothing: Commoner
{41003} Evaine's Ring
{41004} This ring belongs to Elynwyd, who gave it to you in case you should find Evaine.
{41005} Head of the Troll Chieftain
{41006} The eyes of the decapitated troll chieftain seem to follow you from within their sunken sockets. Even though you were sure to sear the neck stump over the campfire, the thought of it somehow regenerating within your pack still haunts you. You can't wait to find Lenton and leave the accursed thing on his doorstop in exchange for his promised reward.
{41007} This key feels warm to the touch. It was found in a chest owned by the escaped convict, Yesgar, deep in the mines of Port Llast. It probably opens further doors within those darkened depths.
{41008} Yesgar's Key
{41009} Dydd's Journal
{41010} This the journal of one Dydd, another contestant of the Gauntlet. The last entry seems to make reference the riddle with the numbered doors in the room where his body lies:

Curse this riddle! As near as I can tell the grand daughters that the riddle mentions expand in a pattern. 4 to 5 to 7 to 11? What comes next? It isn't 16. That is all that I know.
{41011} Wanev's Wardstone
{41012} A tower, framed by forked lightning, has been engraved into this rough stone, as have a number of arcane symbols. On the back is the sigil of Wanev, a wizard of Port Llast. It appears to be a wardstone granting access to his tower south of town.
{41013} Mayor Kendrack made this key available upon learning that the escaped convict, Yesgar, had locked himself within the Port Llast mines. While the key will open the mine's main entrance, other keys will be still be required beyond that point.
{41014} Port Llast Mine Key
{41015} Imaskarran Tome of Death
{41016} This heavy and tattered tome is labeled with a large and ancient rune that translates simply to 'Death'. Among its more interesting passages is the following:

"The Ettercap Silk Gland is a substance known to augment and accentuate the capabilities of other reagents, and is therefore quite popular amongst the scholars of wizardry. The Skeleton Knuckle is a popular reagent to combine with the gland because the solidifying of the boundaries between life and death causes brief flickers in existence, allowing the wielder to temporarily become invisible. However, when further empowered with the spell Improved Invisibility, the end result is much more stable, and allows for the wielder to maintain more control over the boundaries of magic, life and death."
{41017} Imaskarran Tome of Fire
{41018} This heavy and tattered tome is labeled with a large and ancient rune that translates simply to 'Fire'. Among its more interesting passages is the following:

"The Fire Beetle Belly is an amazing organ that manages to retain its full heat, even after the beetle's death. When combined with the resilience of the Quartz Crystal, and then empowered with the spell Fireball, the end result is a device that can emit bursts of fire at will. The creation of most fire-based wands is based on this simple formula."
{41019} Imaskarran Tome of Ice
{41020} This heavy and tattered tome is labeled with a large and ancient rune that translates simply to 'Ice'. Among its more interesting passages is the following:

"Calling forth the icy grip of death within the constraints of a spell too often results in the death of the caster and target alike. Yet if the reagent of death, in this case the Skeleton Knuckle, is gripped within the strength of the Quartz Crystal and then the spell Mage Armor is cast, the tendrils of death are redirected. This potent magic effect has been placed on more than one amulet hung close to the wearer's heart, a ward to keep death at arm's length a while longer."
{41021} Imaskarran Tome of Life
{41022} This heavy and tattered tome is labeled with a large and ancient rune that translates simply to 'Life'. Among its more interesting passages is the following:

"By using an Endure Elements spell to protect their essences, a Fen Berry and a Quartz crystal can be combined. The powerful magical energy that results from their union can then be used to craft a magical ring."
{41023} Imaskarran Tome of Resonance
{41024} This heavy and tattered tome is labeled with a large and ancient rune that translates simply to 'Resonance'. Among its more interesting passages is the following:

"The Ettercap Silk Gland is a substance known to augment and accentuate the capabilities of other reagents, and is therefore quite popular amongst the scholars of wizardry. When combined with a Fen Berry and the spell Lightning Bolt, a magical mass is created that shimmers and glows while maintaining the electric charge of the spell. Those who have experimented with this mass find that the creation shows a resistance to many magical effects. It can only be guessed that the nature-bound regenerative focus of the Fen Berry discharges Faerûn's often-magical effects, while the Silk maintains the power of the Lightning Bolt."
{41025} Wyvern's Ear
{41026} This ragged ear bears a tattoo of the Bastion, a well-known prison of Waterdeep. The number corresponds to that of an escaped convict named Wyvern. Kendrack, the Mayor of Port Llast, will be pleased to learn that its former owner has fallen upon misfortune.
{41027} Stirge's Ear
{41028} This ragged ear bears a tattoo of the Bastion, a well-known prison of Waterdeep. The number corresponds to that of an escaped convict named Stirge. Kendrack, the Mayor of Port Llast, will be pleased to learn that its former owner has fallen upon misfortune.
{41029} Delilah's Ear
{41030} This ragged ear bears a tattoo of the Bastion, a well-known prison of Waterdeep. The number corresponds to that of an escaped convict named Delilah. Kendrack, the Mayor of Port Llast, will be pleased to learn that its former owner has fallen upon misfortune.
{41031} Head of the Bugbear Chieftain
{41032} Caked with dirt and half-dried blood, this gruesome trophy should be sufficient evidience to prove the death of the bugbear chieftain waylaying travellers along the North Road.
{41033} Crystal Egg
{41034} Light shimmers within this finely engraved crystal egg. Dangling from a simple gold chain, it may be the prize required to complete Mutamin's Challenge in the basement of the Green Griffon Inn.
{41035} Crystal Frog
{41036} Fashioned from cut crystal, this frog seems so lifelike that you fear it might jump from your hand to shatter on the ground below. It may be the prize required to complete Mutamin's Challenge in the basement of the Green Griffon Inn.
{41037} Crystal Insect
{41038} Legs wide and crystalline wings spread, this beautiful insectoid statuette may be the prize required to complete Mutamin's challenge in the basement of the Green Griffon Inn.
{41039} Crystal Skull
{41040} Forboding and almost weightless, this faceted crystal skull may be the prize needed to complete Mutamin's Challenge in the basement of the Green Griffon Inn.
{41041} It is strange to work so hard for something so small. This key was found in the final puzzle room within Mutamin's Challenge Dungeon in the Green Griffon Inn. It offers the chance for escape.
{41042} Green Griffon Puzzle Door Key
{41043} The popular Green Griffon Inn, situated between Luskan and Port Llast, is a large establishment and full of secrets. This key grants its wielder access to the Inn's well-locked basement.
{41044} Green Griffon Basement Key
{41045} Cold as death itself, this key unlocks a mausoleum found in a graveyard along the road to Luskan. The mausoleum is said to house the bones of one of Luskan's feared Arcane Brothers. 
{41046} Mausolem Key
{41047} Wedding Ring
{41048} An inscription around the outside of this simple wedding band reads "To Leah, my love for all of my life. Your husband, Gerrol."
{41049} Head of the Orc Chieftain
{41050} The head of the Orc Chieftain from the network of caves beneath the North Road.
{41051} Portal Tome
{41052} In my life of travel and study, I have found three great places to which I wish to always return. They are places of wisdom and great consequence! For each I have crafted a portal and for each a stone. Ah, wardstones... They are simple things but they bear the weight of a world within them!

Into each wardstone I have painstakingly etched the name of the place to which their portal leads. All this craftsmanship, all this time... I admit, the task and puzzle of it all has left me quite obsessed! But you should see the pedestal! Ah, now that is the pinnacle of this entire labor of love and genius! So simple, so elegant. One need only place the proper stone (and no other, I have seen to that!) upon the pedestal and the proper portal shall be revealed.

Yes, I am old now and can die a happy man. I think I'll ask them to bury me here, inside this laboratory, so I can always revel in the glow of my accomplishments. Still, I have a few things to tinker with! Though I've now set this task aside, I'll not while away my final years in idle musings...
{41053} Shadowdale Stone
{41054} This stone seems strangely heavy, as if it bears the weight of some distant world. Etched into its surface is a simple inscription: "Shadowdale."
{41055} City of the Dead Stone
{41056} This stone seems strangely heavy, as if it bears the weight of some distant world. Etched into its surface is a simple inscription: "The City of the Dead."
{41057} Dark Wyrm Stone
{41058} This stone seems strangely heavy, as if it bears the weight of some distant world. Etched into its surface is a simple inscription: "Dark Wyrm."
{41059} The foul stench of the undead who once held it still permeates this half-rusted key. While it's hard to say for sure, it seems fair to assume that the key will open a further lock within the Arcane Brother's tomb where it was found.
{41060} Tomb Key
{41061} Yesgar's Ear
{41062} This ragged ear bears a tattoo of the Bastion, a well-known prison of Waterdeep. The number corresponds to that of an escaped convict named Yesgar. Kendrack, the Mayor of Port Llast, will be pleased to learn that its former owner has fallen upon misfortune.
{41063} Stout and heavy, this key has been designed to withstand frequent use. It bears the mark of the Green Griffon Inn and a room number on the second floor.
{41064} Zamithra's Room Key
{41065} Stout and heavy, this key has been designed to withstand frequent use. It bears the mark of the Green Griffon Inn and a room number on the second floor. Judging by the key's intricacy, however, it fits something more than just an inn-room door. It's likely for one of the strongboxes that come standard with all of the Green Griffon's rooms.
{41066} Zamithra's Strongbox Key
{41067} Zor's Ear
{41068} This ragged ear bears a tattoo of the Bastion, a well-known prison of Waterdeep. The number corresponds to that of an escaped convict named Zor. Kendrack, the Mayor of Port Llast, will be pleased to learn that its former owner has fallen upon misfortune.
{41069} Aarin's Forged Letter
{41070} This pass appears almost identical to the one belonging to the High Captain, except that it names the bearer as an ambassador of the far-off nation of Mulhorand, invited personally to attend the Arcane Brotherhood of the Host Tower.

The document is affixed with an unbreakable seal that glows slightly with an unknown magic.
{41071} Letter to Neva
{41072} Neva,

Our efforts with the Orc Clans and Uthgardt tribes continue and we are close to a breakthrough. The resulting army, already strong, should be enough to bring about the New and Holy Empire. Not all is as smooth as hoped, however, as some meddlers are proving to be of small but growing concern to our cause, interrupting our search for the artifact in Charwood, the Neverwinter Wood, and the ogre caves north of Port Llast.

I have already sent Solomon against these interlopers but he has failed. If you should fail, I will have to take Vardoc from his current tasks and set him upon them.

In other words, do not fail...
Maugrim Korothir
{41073} Letter to Solomon
{41074} Solomon,

The Old Ones, may they live forever, seek an ancient artifact said to be in the vicinity of Port Llast. I have sent agents to retrieve it but, for you, I have a greater task: There are meddlers about, the very same who thwarted Desther's good work in Neverwinter. If you succeed, you shall have a place in the heavenly kingdom of our beloved Old Ones... If you fail, your soul be damned and I shall send others to do what you cannot.

Should you require the assistance of other agents, those seeking the artifact have been dispatched to the Neverwinter Wood, the cavern system north of Port Llast, and the remote village of Charwood. Their work is important, however, so do not disturb them without good cause.

Do not fail me,
Maugrim Korothir
{41075} Solomon's Ring
{41076} This ring was given to you by Solomon, an odd-looking halfling who approached you and offered the ring as a gift to a 'Hero of Neverwinter.'
{41077} Alhelor's Tooth
{41078} This tooth was pulled from the jaw of Alhelor, the Black Wolf. Neurik, a priest in Port Llast, will be glad to see such evidence of the lycanthrope's demise.
{41079} Setara's Gem
{41080} This is a magical gem that appears to have once been part of some greater item. It was owned by Setara, the forest witch.
{41081} Zamithra's Gem
{41082} This is a magical gem that appears to have once been part of some greater item. It was owned by Zamithra, a mercenary woman.
{41083} Wanev's Gem
{41084} This is a magical gem that appears to have once been part of some greater item. It was owned by Wanev the mage.
{41085} The Journal of Sir Karathis Ironheart
{41086} May the celestial armies rain fire upon mine enemy, Alhelor! Alhelor the Werewolf, Alhelor the Alpha Male... I have hunted him for years and with a simple bite, he has turned me into the very thing I hate! No doubt he hides beneath his merchant guise even now...

As the lycanthropic blood coursed through me, I lashed out at the poor boys and thereby spread this horror all the more. One, at least, escaped my maddened lunge. Ander, the smallest. I can only hope that he makes it back to town and tells his tale to Neurik. Surely the priest will send a hunting party after me. I can only hope they are capable of killing me before I spread this dreaded curse any further.

May the gods have mercy on my soul...
{41087} Urth's Ring
{41088} Urth's adventuring ring which can be returned to Neurik in Port Llast for a reward.
{41089} Bran's Ring
{41090} Bran's adventuring ring which can be returned to Neurik in Port Llast for a reward.
{41091} Geth's Ring
{41092} Geth's adventuring ring which can be returned to Neurik in Port Llast for a reward.
{41093} Silver Charm
{41094} Formed with the blessings of Neurik, priest of Port Llast, this smooth-surfaced charm has the power to save the souls of those recently afflicted with lycanthropy. Beyond that one purpose, it is a very weak charm indeed.
{41095} Tome of Death Research Notes
{41096} This parchment lists Eltoora's research notes regarding the Tome of Death. Simply put, she writes:

One Ettercap Silk Gland mixed with one Skeleton Knuckle. Cast Improved Invisibility.

{41097} Tome of Fire Research Notes
{41098} This parchment lists Eltoora's research notes regarding the Tome of Fire. Simply put, she writes:

One Fire Beetle Belly mixed with one Quartz Crystal. Cast Fireball.

{41099} Tome of Ice Research Notes
{41100} This parchment lists Eltoora's research notes regarding the Tome of Ice. Simply put, she writes:

One Skeleton's Knuckle mixed with one Quartz Crystal. Cast Mage Armor.

{41101} Tome of Life Research Notes
{41102} This parchment lists Eltoora's research notes regarding the Tome of Life. Simply put, she writes:

One Fen Berry mixed with one Quartz Crystal. Cast Endure Elements.

{41103} Tome of Resonance Research Notes
{41104} This parchment lists Eltoora's research notes regarding the Tome of Resonance. Simply put, she writes:

One Fen Berry mixed with one Ettercap Silk Gland. Cast Lightning Bolt.

{41105} Letter to Vardoc
{41106} Vardoc.

The Old Ones call you to battle. What was once a gnat has become a poisonous asp at the side of the cult. You know who I send you against. Solomon failed against them, as did Agent Neva. You, I trust, shall not.

When you are done, return to Luskan and we shall dine together in the Host Tower, feasting upon the fallen.

Your friend in faith,
Your lord in blood,
Maugrim Korothir
{41107} Revat's Ring
{41108} This broad-banded iron ring is large and heavy, intended for a man's hand. Those who knew its owner, Revat's father, will recognize it as his and may be more prone to trust the one who bears it.
{41109} This key opens a door in the troll caves north of Port Llast.
{41110} Troll Key
{41111} This key opens a door in the troll caves north of Port Llast.
{41112} Initiate's Primer
{41113} The letters swim before your eyes, shaping themselves into text that you can understand. This book seems to be a basic guide for priestly initiates who took care of the ancient tomb in which it was found. One passage catches your eye...

"In the early years of the reign of the Thunder Queen, Lagosra, a call went out for the greatest architects and builders of the age. Kerik, hatched of Menron, came to the king and agreed to build a tomb that would house the rulers of our people for all time.

"Kerik took ten years to complete the project, but when it was finished the citizens of the kingdom gaped in amazement at the wonder that had been wrought. Lagosra was pleased and bestowed upon Kerik the honor of being first sacrifice at the tomb's blessing."
{41114} Dread Queen Morag
{41115} The letters in this book swim before your eyes, finally shaping themselves into text that you can understand. It tells the history of a Queen named Morag. While the book is lengthy, one passage of interest tells of Morag's ascension to the throne.
 
"At the dawning of her first red moon, Morag, the future queen, began her slow and bloody climb toward the seat of power, her sen-mother's throne. Her ascension to the heights of the Dragon Throne was as that of a slow poison: deadly, inevitable, and filled with fatal pleasures.
 
"Morag's yolk-sister, Sedat, was the first victim of the rising queen's awesome cunning. On the day before her ring-stone ceremony, Sedat entered her hibernation chambers to meditate. Out of the fire's glowing embers crawled a venomous Zelfit. When the priestess arrived to escort Sedat to the ceremonial chambers the next morning, she found the limp, dead husk of the favored child.

"So it was that Morag, our blessed Dreadqueen, made the first move in her Game of Maids. Many moons later it would lead to the Siege of Tykalat, where she would take the head of her sen-mother and display it in glorious triumph to her adoring throng. Thus began the rule of our all-magnificent Queen Morag."

{41116} Golem Signet Ring
{41117} A signet ring of the so-called Creator Race. Golems, guarding the deeper passages of crypt in which it was found, have demanded it.
{41118} History of the Slave Race
{41119} The letters in this book swim before your eyes, finally shaping themselves into text you are capable of understanding. The book speaks of many things and appears to prove, beyond the shadow of a doubt, that a creator race lived in these ruins. A certain passage catches your eye...

"In 501 SD, a few thousand members of the enslaved race revolted. The uprising took several years to quell, the most successful uprising the slaves had experienced to date. Though far from posing a military threat, the slaves complicated the recapture process by hiding in caves along the Sentiege Range where they lived like savages. 

"Further complications came in the form of the draconic presence in the Sentienge, as they refused to bow to our will. The dragons were defeated in the Second Great War of Hiromire, however, and our hunters were finally able to recover the missing slaves.

"As is customary, the elderly were eliminated, the young males crippled and sent to work in the iron mines, and the virile females were returned to the pens for the purposes of breeding."
{41120} This key unlocks the the seal between the rooms of the crypt of the so-called Creator Race. The key belonged to the first of the golems who have been guarding the place for untold millennia.
{41121} Seal Key
{41122} This key, fashioned from ironwood, bears the markings of Archdruid Aawill's druid grove.
{41123} Creator Scroll
{41124} An ancient, crumbling scroll that reads: 'Thurth mog lama gat rag.'
{41125} This key unlocks the the seal between the rooms of the crypt of the so-called Creator Race. The key belonged to the second of the golems who have been guarding the place for untold millennia.
{41126} An ancient, crumbling scroll that reads: 'Shub shoggoth hastur hastur; nog sothot bl'syu'.
{41127} History Scroll
{41128} The alien text on the aging scroll before you swims and distorts, finally forming a language that you can understand.

"Faerûn was once ruled by a cruel and ancient race, known as the Creators, who were left in stasis during the great ice age."
{41129} This aging scroll tells some of the history of the so-called Creator Race.
{41130} The alien text on this ancient scroll swims before your eyes before forming into a language you can understand.

"The Creator race forced a group of slaves to protect them through the ice age."
{41131} This ancient scroll tells some of the history of the so-called Creator Race.
{41132} This key unlocks the the seal between the rooms of the crypt of the so-called Creator Race. The key once belonged to the third of the golems who have been guarding the place for untold millennia but it was stolen by a thief whose dead body was found nearby.
{41133} Stolen Seal Key
{41134} Thief's Journal
{41135} A page ripped from a journal, which reads:

Day 1: Stole some loot. Drank ale. Wench not friendly.

Day 2: Stole some more loot. Drank more ale. Wench more friendly.

Day 3: Stole some more loot. Head hurts. Heard rumour about better loot in caves. Wench might be more friendly if I had more loot.

Day 4: Snuck past some trolls into caves. Plan on exploring everywhere.

Day 5: Hungry. Head hurts.

Day 6: (unreadable due to blood splotches).
{41136} This key, fashioned from ironwood, bears the markings of Archdruid Aawill's druid grove.
{41137} Druid Bridge Key
{41138} Ring of the Fourth Circle
{41139} This ring is given to a druid upon successfully challenging for membership to the Fourth Circle of Archdruid Aawill's grove.
{41140} Ring of the Third Circle
{41141} This ring is given to a druid upon successfully challenging for membership to the Third Circle of Archdruid Aawill's grove.
{41142} Ring of the Second Circle
{41143} This ring is given to a druid upon successfully challenging for membership to the Second Circle of Archdruid Aawill's grove.
{41144} Ring of the First Circle
{41145} This ring is given to a druid upon successfully challenging for membership to the First Circle of Archdruid Aawill's grove.
{41146} A poison to kill the Spirit of the Wood, found at a campsite in the Neverwinter Wood.
{41147} Spirit Poison
{41148} Relmar's Journal
{41149} This is a journal, obviously written by the dwarf Relmar before he went insane. It details much of his journey to the Spirit's realm. There are several sections of particular note.

Entry # 32.
Word came down from Maugrim in the tower in Luskan today. I'm being sent to Neverwinter Wood with some lackeys to attack some spirit creature. The bloody wizard's given me a vial of poison, supposed to be incurable, short of the single-shot antidote he gave me. I'm not sure why he gave me the antidote though. Possibly I could use it for bartering for something, though Talos only knows what we're searching for. Some of his wizards are coming with us. They'd better not get in my way or I'll...

Entry # 34.
... stupid wizards want to kill me. They say it's the only way to enter this other realm. I'll be damned if I let some bony-arsed ...

Entry # 39.
Idiot wizards let it slip that there be three other cult agents in the area. One be holed up in Luskan, (and let me just add that the finest of whorehouses be in that town), the second be exploring some caves to the north of Port Llast, while the other be in Charwood, a place I know precious little about. I'm thinking that when me adventure here be done, there may be a wee bit of gold to be earned with such information.

Entry # 52
... and a damn-fine pickle me be in now. Hork and Tythit both are dead, killed by the Spirit while I poisoned the tree. Then those... wizards took off and left me here to die. I don't know how, but ya can count on Relmar to find his way back home and when I do...

Entry # 57.
What be wrong with this place? Every landmark disappears without a trace. It seems like there be no way out. It makes me want to shout... What the blazes am I rhyming for? I don't know what's happening, but I decided I had better hide the antidote to the poison, before I get jumped by the Spirit. All blasted night the thing wails. Last night I just about got up and took the antidote over to pour on its tree. Can't imagine what I was thinking...

The last entry is almost incomprehensible, as the ability to think or write coherently seems to have been stripped from the dwarf's mind. It does mention something about a pile of rocks to the northwest of the Spirit.
{41150} The only antidote for the poison that has weakened and crazed the Spirit of the Wood. Found in a pile of rubble in the Spirit's realm.
{41151} Spirit Poison Antidote
{41152} A putrid slime coats the grooves and etchings of this horrid key. It was found in the troll caves that emerge onto the plains east of Port Llast and no doubt unlocks some further horror there within.
{41153} Mirror of Vanity
{41154} The magic Mirror of Vanity offers the viewer an image of themselves that is incredibly attractive. In fact, the image is so perfect that many viewers become lost in the illusion, believing themselves to hold greater physical charms than they truly do.
{41155} This mirror seems to offer you an unusually flattering image of yourself. Something seems strange.
{41156} Troll Note
{41157} The handwriting in this letter is blotted out with numerous bloodstains. A part of it remains legible, however:
 
"Dear Amatia, 

"These caves are deep and dangerous. We've found layers and layers of caves but there is construction down at the bottom, and prison cells right before the crypts we seek. 

"We tried to get Darius out, but barely escaped ourselves. We're going back tomorrow, love, to try again. I hope I'll get a chance to send this to you."
{41158} Treatise on the Spirit of the Wood
{41159} This musty old tome appears to be the type of book that was written and never read. It is a long, boring text written by a druid, Jordius Caini Getafix III, several hundred years ago. It uses large, complicated and often seemingly meaningless words to discuss his observations on the Spirit of the Neverwinter Wood. One page in the text has been earmarked and there is a small comment beside an underlined passage in the margin.

"This could mean that if one stood in the pool, below the waterfall, and somehow died, one could reappear, alive (presumably) in the realm of the Spirit."
{41160} Dead Animal
{41161} The carcass of this animal is beginning to stink.
{41162} Dead Body
{41163} This rigid corpse is curled into a fetal position, its stricken features indecipherable.
{41164} The home of the witchwoman, Setara, in the Neverwinter Wood holds many secrets. Perhaps this wrought-iron key will bring some of them to light...
{41165} Setara's Key
{41166} Heavy and dull, this iron key fits the barracks at the archeologists' camp on the road east of Port Llast.
{41167} Barracks Key
{41168} Peasant's Brooch
{41169} This simple brooch has a short engraving: "To my dear son Erik. You will always be in my heart. Love, Ma."
{41170} Silverback's Head
{41171} This is the head of the dire wolf, Silverback. She preyed upon cattle from a cave near the Charwood.
{41172} Wolf Pelt
{41173} While a little nicked and scarred, this wolf pelt still looks like it could fetch a fair price.
{41174} Charwood Cultist's Journal
{41175} I have killed them. Killed them all yet still they come, again and again! All of this and I have yet to find the Old One's precious artifact. I am at the edge of my sanity but I must press on. To return to Luskan's iron tower empty-handed is to tempt the wrath of our great leader, Maugrim.

True, it has been an honor to serve the Cult of the Eye. If only I could have seen Neverwinter as it suffered. Instead I am stuck here in the Charwood, too tired to carry on yet too driven to turn away...

Hush, here they come to be killed once more. The longer I stay here, the more I become like them, it seems. I doubt I'll ever see my home again.
{41176} This key was given to you by the spirit who stands guard over Jhareg Castle. It will unlock the path to the brothers Jhareg, imprisoned above.
{41177} Castle Jhareg Key of Judgment
{41178} Another Letter in a Strange Hand
{41179} This note was found in the west passage of Castle Jhareg's main floor. It chastises you in its graceful scrawl:

"Just as a candle's flame is thrust into darkness, 'tis the destiny of a Judge to be surrounded by deceit. But even as a forgotten candle gutters and goes out, so too shall the Judgment of anyone who lingers there. Remember this lesson when it comes time to Judge."
{41180} This note was found in the eastern passage of Castle Jhareg's main floor. It chastises you in its graceful scrawl:

"To be Judge is to be a ship upon a sea of great Regret. If you shift the ballast of your Compassion wholly to starboard or to port, you will capsize and be Lost beneath the waves. For even Compassion cannot bring the dead to life nor change the horror of the past. Remember this lesson when it comes time to Judge."
{41181} This note was found in the central passage of Castle Jhareg's main floor. It congratulates you in its graceful scrawl:

"Straight is the path of True Justice and narrow are its ways. Though no choice is free of Consequence, you have chosen wisely and earned your due reward. Remember this lesson when it comes time to Judge."
{41182} Letter by a Strange Hand
{41183} Written in a strange but delicate hand, this note was found alongside a key in the foyer of Castle Jhareg. It appears to be a riddle of some sort and reads as follows:

"The Three Paths of Justice

"Wary must be the Judge and straight His course, for His one hand is burnt by the fire of treachery and His other chilled by the ghosts of vengeance. The True Path of Justice lies with the Heart and Head for only with Reason can He determine the Truth and only with Compassion can He know its Consequences."
{41184} This key was found in the foyer of Castle Jhareg. An accompanying note advised you to choose wisely between the three paths available to you.
{41185} Castle Jhareg Riddle Key
{41186} Gulgash's Heart
{41187} A faint pulse still seems to beat within this small and twisted heart. It belonged to the imp, Gulgash. The creature used to serve Wanev, a wizard who maintains his tower to the south of Port Llast.
{41188} Wanev's Bedroom Journal
{41189} This appears the be a journal of one Wanev, a mage. It reads: "Curse the demon ale! Dammit! Dammit! Dammit! I have no idea where I've put the ingredients for the recipe. How drunk was I? What was the blonde's name? Curses! If I can't find the ingredients, I can't get into my den! I think I left my wardstone and journal in there. What was I supposed to tell the bugbears again?!" There are numerous expletives here. Then: "I intend to return to my tower and never return to this stupid overpriced cottage! Thank the gods that I've nothing worse than trolls guarding the back way. Stupid wardstone..."
{41190} Wanev's Cookbook
{41191} This appears to be a recipe for something revolting. It reads: "Por. Stew - Slaad Tongues ground with fire beetle belly make the base. Place in brazier. Add 2 parts skeleton knuckles and stir. Note to self: Smells disgusting. Drink heavily before mixing."
{41192} A tag tied to this well-ornamented piece of tin identifies it as the key to a Port Llast cottage owned by Wanev, a local wizard.
{41193} Wanev's Cottage Key
{41194} Wanev's Lab Journal
{41195} This appears to be plans for tower construction written by one Wanev, a mage. A section catches your eye: "At last my tower defences are complete! The gates require my wardstone and the caves are heavily guarded. Note to self: The bugbears are idiots. They simply must learn not to all rush to the alarm gong every time it's sounded. While they are all milling about the gong, someone could slip into the empty barracks and right to the portal. I'd best take this journal back to the tower or I'll forget to tell the fools."
{41196} A demon head adorns this saw-toothed key, as does the sigil of Wanev, a well-known wizard of the Port Llast area. It presumably opens the door to his summoning room.
{41197} Wanev's Summoning Room Key
{41198} The Journal of Karlat Jhareg
{41199} Midwinter Night, 1183 D.R.

A part of me feels guilty for having tricked my brother into such a crime... but it was necessary: I am growing old and my research is not done. These northern wastes are a brutal land but so full of magic! If only I could be undying, then my studies could go on unhindered by this call of mortal flesh.

I can hear Quint's voice cutting through the walls as he reads to the children in the Library. I can hear their laughter. Belial says they must die tonight. All of them, all the children of Charwood... It is a grim task but for a greater good, I swear to it. There must be blood tonight if I am to bind my soul to that phylactery. 
{41200} This is the key to the room where Karlat Jhareg has been confined.
{41201} Castle Jhareg: Karlat's Key
{41202} This is the key to the room where Quint Jhareg has been confined.
{41203} Castle Jhareg: Quint's Key
{41204} The Journal of Quint Jhareg
{41205} Two Days Until Midwinter, 1183 D.R.

It seems so odd of Karlat to suggest we have a party for the village children. Normally he hates it when even just a few of them show up, asking to be read to!

"The whole village!" he said, trying to sound gruff. "Every child! I want them all in the library on Midwinter Night." Lathander be praised, I think I've finally found a soft spot in the old rascal! That's the thing with children: they tend to grow on you.

Off to the village then, to spread the good news.
{41206} Letter to Quint Jhareg
{41207} Dear Brother Quint,

Here are the alchemical instructions you requested on your last pilgrimage to the temple. Hopefully they will be of use to you as you continue to bring the people of Charwood to the Morninglord's grace.

May the dawn ever greet you,
Brother Brightmane

--------------------

Notes on the Crafting of Divine Potions:

The crafting of the more typical divine potions is generally very simple, requiring only a healer's kit, an empty and well-cleansed bottle into which you shall decant the potion, and the casting of the desired spell. Be careful, however, as not all spells will result in a potion and a wrongful casting can prove quite painful. It is best to start on potions with which you are already familiar...
{41208} The Oath of Belial, Lord of Fire
{41209} This is the written oath of the demon Belial, Lord of Fire.
{41210} The Oath of Karlat Jhareg
{41211} This is the written oath of the sorcerer and half-lich, Karlat Jhareg.
{41212} The Oath of Quint Jhareg
{41213} This is the written oath of the madman and former cleric of Lathander, Quint Jhareg.
{41214} The Phylactery of Karlat Jhareg
{41215} This is the phylactery of the sorcerer and half-lich, Karlat Jhareg. It is empty and whatever essence of Karlat was once there has long since passed.
{41216} Child's Bear
{41217} The large, stuffed doll is damaged by the marks of countless small, sharp teeth. Blood stains it in several spots. A small name has been embroidered into its torn chest: "Tamlen Whitesnow."
{41218} Ganon's Journal
{41219} I find I've grown fond of the monsters in these caves. They are savage, violent, and easily whipped into a frenzy by my puppet ogre mage Dergiab. Not entirely unlike the rest of us who have turned following Maugrim into a religion... He the puppeteer, we his willing puppets. We chant his name through every hall of his Host Tower and dance down Luskan streets to do his bidding.

And to think he sent me here to search for some ancient artifact! It isn't in this place. It would have left some tell-tale sign. It would *want* to be found. It would call me to it. So, instead of being a puppet, I have become the puppeteer. Not so grand as Maugrim but, even so, look how Dergiab struts and schemes at my bidding... 
{41220} Dergiab's Head
{41221} This ragged trophy is the head of Dergiab, an ogre mage threatening Gerrol and the other farmers along the North Road out of Port Llast.
{41222} Stone Mail
{41223} This key, found in the City of the Dead, has an archaic rune for 'Boat' scratched into it.
{41224} Boat Key
{41225} This key, found in the City of the Dead, has an archaic rune for 'Fish' scratched into it.
{41226} Fish Key
{41227} This key, found in the City of the Dead, has an archaic rune for 'Knight' scratched into it.
{41228} Knight Key
{41229} This key, found in the City of the Dead, has an archaic rune for 'Sword' scratched into it.
{41230} Sword Key
{41231} Elminster's Lab Notes
{41232} This journal is written in a graceful hand by someone going by the name of Elminster the Sage. The journal details some of Elminster's experiments in his lab. One particular passage catches your eye:

"A most wonderful staff can be summoned if one can simply find the right reagents. Indeed, I need only a Rakshasa's Eye, which I have right here, and some Ironwood. Now where did I put that... Regardless, once the reagents are placed in the brazier, a simple Blindness spell will complete the ritual."
{41233} Journal Fragment
{41234} This seems to be a fragment of someone's journal. The only words that can be made out are: "I have hunted him for years and with a simple bite, he has turned me into the very thing I hate! I could not bear it if those boys remain werewolves! I shall go and try to discover what has happened to them. Until I find them, I will not return to this cave - this prison where I must pay for my mistake." The cave where this was found show signs of recent human activity though the writer seems to vacated it for the time being.
{41235} High Captains' Seal
{41236} This seal, imbued with the magic of the Host Tower of the Arcane, is used by the High Captains to mark important documents relevant to city business.
{41237} Mercenary Armor
{41238} Plate Armor
{41239} Mixed Armor
{41240} Peasant Outfit
{41241} Merchant Outfit
{41242} Barmaid Outfit
{41243} Innkeeper Outfit
{41244} Farmer Outfit
{41245} Mage Robes
{41246} Sailor Outfit
{41247} Commoner Outfit
{41248} Zamithra's Clothes
{41249} Prison Door
{41250} Colmarr's Door
{41251} Hallway Door
{41252} Smithy Door
{41253} Locked Portcullis
{41254} Brothel Door
{41255} Brothel Door
{41256} Ruined Tower Door
{41257} Elaborate Door
{41258} Slum Door
{41259} Merchant Door
{41260} Mechanical Door
{41261} Slum Door
{41262} Slum Door
{41263} A wooden door.
{41264} This door is inscribed with druidic runes.
{41265} Druid Door
{41266} A metal door.
{41267} Reinforced Door
{41268} Yesgar Orc Group
{41269} All Undead
{41270} Baram's Wererats
{41271} Baram Patrol
{41272} Baram Rogues Patrol
{41273} Baram Base Attack
{41274} Undead Horde
{41275} Crypt Beetles
{41276} M2Q3DireWolf
{41277} M2Q3Wolf
{41278} M2Q3Worg
{41279} Bloody Hand
{41280} Kasma Minotaur
{41281} Iron Golem
{41282} Vault Guard
{41283} Wererat Mercenary
{41284} M2Q5BugBearEnc
{41285} M2Q5DireBear
{41286} M2Q5GiantSpider
{41287} M2Q5GoblinEnc
{41288} M2Q5GoblinElite
{41289} M2Q5OgreMinion2
{41290} M2Q5OgreMinion
{41291} M2Q5OrcEnc
{41292} M2Q5StagBeetle
{41293} M2Q5ZhentSoldier
{41294} East Road Bear
{41295} East Road Deer
{41296} Animal Encounter
{41297} NWW Dire Bears
{41298} Imprisoned Dire
{41299} Ghoul/Ghasts
{41300} MINOGON_SPAWN_POINT
{41301} M2Q2CC05_MINOGON_SPAWN_POINT
{41302} M2Q2CC09_MINOGON_SPAWN_POINT
{41303} M2Q2CC10_MINOGON_SPAWN_POINT
{41304} M2Q2CD04_MINOGON_SPAWN_POINT
{41305} M2Q2CD05_MINOGON_SPAWN_POINT
{41306} M2Q2CD06_MINOGON_SPAWN_POINT
{41307} M2Q2CE05_MINOGON_SPAWN
{41308} M2Q2CE04_MINOGON_SPAWN
{41309} M2Q2CE06_MINOGON_SPAWN
{41310} M2Q2CE08_MINOGON_SPAWN
{41311} NWW Boar Encounter
{41312} NWW Puma Encounter
{41313} NWW Dire Boars
{41314} NWW Mephit Group
{41315} Nymph Fairy Group
{41316} Nymph Surrender Slave Group
{41317} Nymph Slave Group
{41318} Spider Ettercap Spawn
{41319} Hostile Trolls Group
{41320} Elite Hostile Trolls
{41321} Wanev Portal Imps
{41322} Wolves
{41323} Fire Creatures
{41324} Fire Patrollers
{41325} Incorporeal Undead
{41326} Animal, Ambient Wildlife - Deer
{41327} Animal, Ambient Hunter, Wolves
{41328} Giant, Troll Group
{41329} Night Undead
{41330} Undead Group
{41331} Vermin, Spider Phase
{41332} Spider Spawn
{41333} Fire Ballista
{41334} Dampening Field
{41335} The dead body before you is that of the wizard who most likely once owned the fortress around you.
{41336} Burke's Corpse
{41337} Altar of Bone
{41338} Portal of Bone
{41339} Bone Transmitter Tablet
{41340} Gargoyle of Mask's Shield
{41341} Nanny
{41342} Lever of Wind
{41343} The broken arm of the Air Lever protrudes from the ground.
{41344} Pedestal of Air
{41345} Book Pile
{41346} Common Chest
{41347} Fancy Chest
{41348} Colmarr's Fantabulous Contrapulator
{41349} Burning Corpses
{41350} Ceiling Rubble
{41351} Planar Portal
{41352} Grave Light Evil
{41353} Grave Light Holy
{41354} Londa's Corpse
{41355} Dark Light
{41356} Necromantic Totem
{41357} Colmarr's Potion Spawn
{41358} Contrapulator Activation Switch
{41359} Lever of Stone
{41360} Undead Portal
{41361} Lever of Water
{41362} The broken arm of the Water Lever protrudes from the ground.
{41363} Pedestal of Water
{41364} Mayor Kendrack's Mercenary Barracks
{41365} Port Llast Mines
{41366} Crossroad Sign
{41367} Large Chest
{41368} Small Chest
{41369} Human Body
{41370} Scroll Chest
{41371} Dead Thief
{41372} A magic force shield surrounds her.
{41373} Force shield
{41374} Nymph Tree
{41375} Dryad Tree
{41376} Wanev's Den Portal
{41377} Wanev's Gargoyle Statue
{41378}  Danford Q. Mobley
Mayor of Charwood
 Since 1172
{41379} Mayor's Office
{41380} Bridge Sign
{41381} Crossroad Sign
{41382} Green Griffon Inn.
{41383} Neverwinter Wood.
{41384} Charwood.
{41385} Port Llast.
{41386} Port Llast.
{41387} Barracks.
{41388} Temple.
{41389} Inn.
{41390} Shop.
{41391} The Cracked Anvil.
{41392} Alliance Arms Inn.
{41393} To Charwood.
{41394} To Green Griffon Inn.
{41395} To Neverwinter Wood.
{41396} To Port Llast.
{41397} Lever of Fire
{41398} This scrawl of arcane incantations is likely meant to prevent evil from passing this point. The tracks in the road suggest that it is not that effective, although the words resist any direct wear.
{41399} The broken arm of the Stone Lever protrudes from the ground.
{41400} Pedestal of Stone
{41401} MainPlot Neutral Trigger
{41402} MainPlot Hostile Trigger
{41403} Crypt Area Transition
{41404} Gorkan's Trap
{41405} Werecreature Hunting Supplies
{41406} Barkeep Waypoint
{41407} Baram's Quarter
{41408} Baram's Quarter
{41409} Kurth's Quarter
{41410} Kurth's Quarter
{41411} The Sewers
{41412} The Sewers
{41413} Barrack's Waypoint
{41414} Mayor Kendrack's Barracks
{41415} Dockhouse Waypoint
{41416} Dockhouse
{41417} East Road NW Wood
{41418} To East Road and Neverwinter Wood.
{41419} Alliance Arms Inn Mapnote
{41420} Alliance Arms Inn
{41421} North Gate
{41422} To North Road, Green Griffon Inn and Luskan
{41423} South Gate
{41424} To South Road and Charwood
{41425} Temple
{41426} Temple of Tyr
{41427} Wanev's Mapnote
{41428} Wanev's Cottage
{41429} Red Wiz Mapnote
{41430} Red Wizard Enclave
{41431} Exit Generic
{41432} Stairs Up Generic
{41433} Stairs Up
{41434} Portal Generic MN
{41435} Portal
{41436} Stairs Down Generic
{41437} Stairs Down
{41438} M2Q2BA Death Point
{41439} Barracks Back Room
{41440} Barracks back room.
{41441} Barracks Exit Point
{41442} Barracks Map Note
{41443} Archaeologist Barracks.
{41444} Jax Exit Waypoint
{41445} Dire Bear Map Point
{41446} Prison Chamber
{41447} Troll Chieftain Map Point
{41448} Cavern of the Chieftains
{41449} M2Q2BB Death Point
{41450} Troll Key Map Point
{41451} Chamber of Keys
{41452} Troll Shaman Map Point
{41453} Chamber of the Shaman
{41454} M2Q2BC Death Point
{41455} Prisoner Exit Waypoint
{41456} Prison chamber map point
{41457} Prison chamber
{41458} Barracks Death Point
{41459} M2Q2CC Death Point
{41460} M2Q2CC Bridge Map Point
{41461} Terabithia Bridge
{41462} M2Q2CC-CD Map Point
{41463} Door to next area of the crypts.
{41464} M2Q2CD Death Point
{41465} M2Q2CD-CC Map Pointq
{41466} Exit to the first part of the crypts.
{41467} M2Q2CD-CE Map Point
{41468} Entrance to the third area of the crypts.
{41469} Gargoyle Circle Map Point
{41470} Circle of Stone
{41471} Portcullis Room Map Point
{41472} Tigana Chamber
{41473} M2Q2CE Death Point
{41474} M2Q2CE-CD Map Point
{41475} Exit from the third area of the crypts.
{41476} Dead Thief Mappoint
{41477} Dead Man's Chamber
{41478} Creators Waypoint
{41479} Chamber of the Creators
{41480} M2Q2D Death Point
{41481} Portal Waypoint
{41482} Prison Island Map Point
{41483} Prisoners Island
{41484} Druid Circle Map Note
{41485} Door Out of Druid Circle
{41486} Nymph Home Map Note
{41487} Entrance to Nymph Home
{41488} Dryad Exit Waypoint
{41489} To Charwood
{41490} To Charwood
{41491} To East Road and Neverwinter Wood.
{41492} Wanev's Tower
{41493} Wanev's Tower
{41494} Cave Generic
{41495} Cave
{41496} Green Griffon Luskan
{41497} North to Green Griffon Inn and Luskan
{41498} Port Llast Mines
{41499} Port Llast Mines
{41500} To Port Llast
{41501} To Port Llast
{41502} Goblin King 5C
{41503} Goblin King
{41504} Orc King 5C
{41505} Orc King
{41506} Orc Temple 5C
{41507} Orc Temple
{41508} Bugbear King 5D
{41509} Bugbear King
{41510} Kennels
{41511} Kennels
{41512} Prison
{41513} Prison
{41514} Dergiab's Lair
{41515} Dergiab's Lair
{41516} East Road Deathpoint
{41517} NW_EXIT
{41518} Tavern Waypoint
{41519} Generic Waypoint
{41520} Mapnote
{41521} Host Tower of the Arcane
{41522} Runehammer Smithy
{41523} Runehammer Smithy
{41524} Mercantile Store
{41525} Mercantile Store
{41526} Colmarr's Store
{41527} Colmarr's Fantabulous Contraptions and Magical Errata
{41528} Bela's Brothel
{41529} The Wink and Tickle
{41530} City Gate
{41531} City Gates
{41532} The Cutlass
{41533} The Cutlass
{41534} Jadale Estate
{41535} The Slums
{41536} The Slums
{41537} Downstairs Waypoint
{41538} Upstairs
{41539} Exit to Main Floor
{41540} Lenton Exit Waypoint
{41541} Golem Waypoint
{41542} Waypoint G1
{41543} Waypoint G2
{41544} Druid Circle Waypoint
{41545} Druid Bree Waypoint
{41546} Druid Orlane Waypoint
{41547} Druid Terari Waypoint
{41548} Spirit Falls
{41549} Neverwinter Wood Exit
{41550} Cave entrance
{41551} Entrance to bear caves
{41552} Deeper into the Neverwinter Wood
{41553} Terari Exit Waypoint
{41554} Orlane Exit Waypoint
{41555} Bree Exit Waypoint
{41556} MainPlot Waypoint
{41557} Revat's Walk Waypoint
{41558} Slum Exit
{41559} WAYPOINT001
{41560} Chest
{41561} Thayvian Circlets were created by the Red Wizards of Thay to help them fend off their aggressive competitors, such as the Luskan Brotherhood and the Zhentarim. Though designed to augment the spellcasting abilities of the Thayvian wizards, they actually did much more, improving hardiness, reflexes, and will power.
{41562} Portcullis
{41563} Cult Portal
{41564} Kurth's Mercenaries
{41565} Brothel Guard Dog
{41566} Brothel Door
{41567} Shortsword +2
{41568} While wolf's hide armor doesn't provide as much protection as that made from certain other animals, it has other desirable benefits. Skilled magical artisans can fuse the wolf's spirit to such a suit, granting the wearer greatly enhanced powers of stealth. Such armorers usually find their work best appreciated among the Beast Cults.
{41569} Chain Mail +3
{41570} Forged in smoldering brimstone fires and cooled in the blood of its creator, a Bloodletter blade is considered a weapon of great evil. No doubt such blades have inspired more than a little diabolical laughter while being waved in the face of one or another virtuous knight.
{41571} Encroachment into elven territory is generally not tolerated, though an exception is occasionally made for those who show proper reverence. Such is the case in the forest of Tethir, where a sect of druids have been welcomed and, on occasion, given special boons for their tireless work. Such gifts have typically taken the form of shared knowledge or the occasional feast. Occasionally, however, elven-crafted items such as this are given, ultimately to find their way to other parts of the Realms entirely.
{41572} Feywarden Crossbows, as the name implies, were created for the sole task of defending the forests of the Realms. Legend has it that, at the dawn of creation, a druid was assigned to each of the forests of the world and these were the weapons they proudly bore. Sentiment aside, it should be noted that the "dawn of creation" was an awfully long time ago, and these items bear design principles developed somewhat more recently...
{41573} This handaxe has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{41574} This battleaxe has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{41575} Shortsword +3
{41576} This kama has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{41577} This kukri has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{41578} This dart has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{41579} This shuriken has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{41580} This throwing axe has an enhancement bonus to attack and damage, but does not bear the mark of a specific craftsman.
{41581} When these arrows strike their target they are as cold as winter's breath.
{41582} If this arrow misses, your target will know it by the prickling of their flesh and the raising of the hairs on their head.
{41583} With the power to return people from the very brink of death, these priestly potions do not come cheaply.
{41584} Stairs Up
{41585} Grass Tuft
{41586} Shrub
{41587} Campfire
{41588} Shrine
{41589} Entrance to Troll Caves.
{41590} To the East Road and the Neverwinter Wood.
{41591} The East Road; south is Charwood.
{41592} Entrance into troll caves.
{41593} The East Road; West is Port Llast.
{41594} The east road. North is the Northern Plains.
{41595} Entrance to troll caves.
{41596} Door
{41597} Jadale Estate Door
{41598} Creatures that attack the mind are the stuff of nightmares, so it is not surprising that items protecting against them might acquire some of their disrepute. Golden Circlets, for example, have been linked to a claim that, when the Drow first retreated underground, they fed on Intellect Devourers. Eating such a creature without wearing a circlet was said to produce a Mind Flayer. This is all nothing more than superstitious tavern talk, of course...
{41599} Harbor Door
{41600} Door to Kurth's Fortress
{41601} Breach To Luskan
{41602} Kurth Base Attack Trigger
{41603} Kurth's Fortress
{41604} Exit to Luskan
{41605} Exit out of barracks.
{41606} A journal is clutched in this corpse's cold hands.
{41607} A dead body.
{41608} This is the head of the troll chieftain.
{41609} Troll
{41610} Exit out of the troll caves.
{41611} Exit Troll Caves
{41612} Exit out of troll caves.
{41613} Exit deeper into troll caves.
{41614} This piece bears the mark of the dwarf Marrok, Master Blacksmith of the Shining Knight Arms and Armor of Neverwinter. He forged it early in the year 1373 DR, to aid the heroes who sought to free his quarantined city from the virulent grasp of the so-called Wailing Death.
{41615} A heavy door.
{41616} Bridge Door
{41617} Exit to the East Road
{41618} Exit to NeverWinter Wood
{41619} Entrance to Spider Caves
{41620} Exit to Druid Camp
{41621} Exit from Nymph's Home.
{41622} Exit from Spider Caves
{41623} Loot Bag
{41624} Loot Bag
{41625} Arsenic
{41626} By Stuufshirt the Scribe

As the title suggests, this rather hefty tome deals with the lives of heroes and villains. It does not condone or condemn, but instead looks at how history defines the roles they played. A leather bookmark identifies the last passage read.

"The ages have long since turned his enemies to dust, but it has done as much to his own people as well. There is no one left to curse or praise his name. What, therefore, is Maegel now? History cannot judge him hero or villain: he is simply dead. He suffers the same as many others; disinterest has allowed the location of his resting-place to fall into obscurity. The family Ortov has no living extensions, and even the long buried Mirialis Clan founded by his siblings has had its major works removed from the libraries of Candlekeep in favor of books more likely to be of interest to anyone."

{41627} A Treatise on Forgotten Heroes and Villains
{41628} By Pragmatix the Sage

Excerpt:

"Curses notwithstanding, the debate is ongoing as to whether a great many of these encounters are manifestations of the actual dead creature or merely phantoms of what they represented in life. Many philosophers maintain that such a fate does not bode well for a purposeful afterlife, especially if the first several hundred years of death are spent waiting for some apathetic adventurer to guess the names of your stepchildren, or figure out that a "tooth in the ocean" is an iceberg. Such a function would be far better performed by a simple triggered cantrip: a projection that assumes the tedium of delivering postmortem messages, hopefully allowing the deceased to get on with the business of resting in peace."
{41629} On Riddles and the Dead
{41630} This person appears to have died scrawling out their last words on the floor. The cold, dry air in this part of the caves has preserved much of his corpse. He looks to have been an adventurer of sorts, or at least a well-equipped spelunker. His foot is twisted at a most uncomfortable angle.
{41631} The seams of this once-fine backpack are barely holding together.
{41632} This sack was not placed here gently. Several potions have spilled together in a volatile combination that has dissolved away the bottom of the bag. Any movement could spill the contents across the floor.
{41633} Loot Bag
{41634} I was Glavius, that quested to fulfill the great destiny of Maegel. Tripped and broke my ankle. Lost my picks. Food running out. Was prepared for the riddle, but I will not make it. Watch ye well the treacherous low rocks that twist the foot, or ye may as well lay beside me now.
{41635} Writing
{41636} An ornate chain, disappearing into the rock of the ceiling. If this cave were an estate, you might think that pulling on this would summon the master of the house.
{41637} Descending Chain
{41638} The inscription on this sarcophagus has been slowly eroded by water and whatever mold grows in this dank place. You are not sure it would have been important even if you could make it out.
{41639} Remains of Maegel
{41640} This guardian statue has not weathered the ages as well as its maker would have hoped.
{41641} A pattern of wear and scorch marks define the spot where you would have to stand to pull on the chain above.
{41642} A corpse in still water, preserved by whatever protective magics that failed to safeguard his life, this person now seems frozen in time.
{41643} Loot Bag
{41644} This door is very old and very strong, although whatever gilding it might have had is long since worn away.
{41645} This portcullis has not been moved in quite a long time, although scorch marks at the base suggest that it was not for someone's lack of trying.
{41646} Shifting of the earth has twisted this door out of shape, forcing it open despite its rather impressive lock and hinges.
{41647} M2Q3BMushroomTrap
{41648} M2Q3BIceTrap
{41649} Loot Bag
{41650} Loot Bag
{41651} To Charwood Forest
{41652} Old Tree Hollow
{41653} Wolf Den
{41654} Standing Stones
{41655} Standing Stones
{41656} Erik & Ingo's Home
{41657} Ingo & Erik's Home
{41658} O'Deel Ranch
{41659} To the South Plains
{41660} Silverback
{41661} This corpse has obviously been dead for some time, but the blood beneath it has not dried.
{41662} This gruesome trophy has been mounted here for some time, but the blood beneath it will not dry.
{41663} This corpse seems frozen in the moment of its violent death yet the blood beneath remains strangely wet.
{41664} West: Charwood. East: South Road.
{41665} This gate is adorned with skulls and various carrion, obviously meant to instill fear as much as prevent trespassers.
{41666} Castle Gate
{41667} A rickety gate, barely on its hinges.
{41668} Mayor Mobley's Office
{41669} Castle Jhareg
{41670} Charwood Haunted
{41671} The paint has all but peeled from the dry and brittle wood. You can almost make out what it used to say:

 Da f rd Q obl y
 ay r of Cha woo 
 Si e 11 2
{41672} Mayor Init Dlg Trigger
{41673} Charwood at Peace
{41674} Broken Catapult
{41675} Luskan Entrance
{41676} Host Tower Bridge
{41677} Sewer Entrance
{41678} Cutlass Door
{41679} Slum Entrance
{41680} Slum Entrance
{41681} Sewer Pipe Entrance
{41682} Harbor Breach
{41683} The Temple of Tempus
{41684} Temple of Tempus
{41685} Gates into the Host Tower of the Arcane
{41686} Jadale Estate
{41687} Door
{41688} Bar Way Point
{41689} No one knows when or where these arrows were made. It is rumored that each tip is crafted from a vampire's tooth, however. That seems unlikely due to the number of quivers in which these arrows can be found.
{41690} From the smallest of sources come weapons to strike at the largest of foes. These bullets are of halfling construction, and many a giant has fallen to them.
{41691} A scarab is a stout-bodied, beetle-shaped amulet crafted of stone. This particular variant protects the wearer by creating an invisible barrier around him. The strength of the barrier is determined by the power and skill of the creator of the item, and varies with each specimen. Scarabs are of a far southern design, though the original source is lost to history.
{41692} Though there are numerous examples of such rings, this one may have come from a set once owned by a master thief who worked Waterdhavian crowds in broad daylight, replacing purses with bags of sand. Once thought retired, it is now suspected that the notorious "Sand Thief" was eventually killed for not joining a local thieves' guild, and that his rings were seized by a group that abused his methods liberally.
{41693} This plain-looking belt grants its wearer the strength of a giant, but does not the equivalent size. Many warriors have stories about the surprising power of a seemingly small opponent, often blaming a belt such as this as the reason. 
{41694} Kurth's Head
{41695} Throne Room Door
{41696} 2Q4D_PortalTrigger
{41697} Evaine Jump
{41698} Door to Baram's Quarters
{41699} Sewer Exit
{41700} 2Q4E_AlertSewer
{41701} Baram Outer Base Exit
{41702} Baram's Fortress
{41703} Surface Exit
{41704} Ghoul Lord Spawn
{41705} Sewer Pipe Exit
{41706} Gargoyle of Mask's Might
{41707} Door to Baram's Inner Sanctum
{41708} Undead Spawn Point
{41709} CryptActivate
{41710} Burial Mound
{41711} The Real Journal of Shaldrissa Dothwintyl
{41712} Dear Journal,

I met Yesgar, the escaped convict my father is hunting, and fell instantly in love. We have already laid plans to run away together and get away from this stupid town. But I won't go without a dowry and, seeing my father won't give it freely, I'll have to force it from him! Yesgar and I have planned to take some of the townsfolk hostage and demand a ransom as my dowry. We'll then fake our own deaths and be done with Port Llast and my father forever! I have already written a false journal to convince my father that I am dead by Yesgar's hand.
{41713} The Silk Gland of the spider-like Ettercap is a substance known to augment and accentuate the capabilities of other reagents. The Skeleton Knuckle is a popular reagent to combine with the gland because the solidifying of the boundaries between life and death causes brief flickers in existence, allowing the wielder to temporarily become invisible. However, when further empowered with the spell Improved Invisibility, the end result is much more stable, and allows for the wielder to maintain more control over the boundaries of magic, life and death.
{41714} This ragged ear bears a tattoo of the Bastion, a well-known prison of Waterdeep. The number corresponds to that of an escaped convict named The Stirge. Kendrack, the Mayor of Port Llast, will be pleased to learn that its former owner has fallen upon misfortune.
{41715} This ragged ear bears a tattoo of the Bastion, a well-known prison of Waterdeep. The number corresponds to that of an escaped convict named Zor. Kendrack, the Mayor of Port Llast, will be pleased to learn that its former owner has fallen upon misfortune.
{41716} This ragged ear bears a tattoo of the Bastion, a well-known prison of Waterdeep. The number corresponds to that of an escaped convict named Yesgar. Kendrack, the Mayor of Port Llast, will be pleased to learn that its former owner has fallen upon misfortune.
{41717} These twisted rods emanate an aura of evil even while inactive, and fill all who gaze upon them with a sense of sharp unease. Capable of projecting a wave of unspeakable horror upon a single foe, filling even the hardiest soul with acute dread, these items were certainly intended for nefarious purposes.
{41718} Staffs of this kind provide much needed protection for spellcasters who prefer to forgo constraining armor. The level of protection varies with each, but all enhance some aspect of defense. Most bear no specific maker's mark, as they are created for utility rather than notoriety.
{41719} Of all the magic tools sold to adventurers and militias, Wands of Arcane Disjunction cause the most dissent and argument among wizards and sorcerers. While the market cannot be denied, some find it disturbing that one enterprising spellcaster would sell the very thing that may mean the death of another. Sellers don't mind the debate. Controversy means an increase in demand.
{41720} It was once believed that constructing a Wand of Fear required the arm of a lich, but artificers making them today have proven this to be mere superstition. While most examples do contain fragments of bone, it need not come from such a powerful undead creature. Skeletons serve just as well, and are far less resilient in their objections to the procedure.
{41721} Wands of Fire draw upon a discipline of magic that has been studied and venerated for centuries, one whose practitioners are so varied that there can be no determining where the concept originated. It can be said, however, that most modern refinements in the design of such items occurred in Thay, where worship of the Firelord Kossuth is widespread.
{41722} Wands of Lightning are actually very unstable, at least in the formative stages of their construction. Many an inexperienced mage has found his laboratory the site of a sudden squall or charged fog, having failed to speak the proper incantations in just the right manner. It is said that elder wizards have allowed tomes with faulty rituals to be circulated, hoping to indirectly teach some humility.
{41723} Those who create items of this type are not quick to let their names be known, as they are often accused of cruelty or treacherous behavior. As useful as Wands of Paralyzation are, they are forever linked to tales of otherwise strong people being rendered helpless and forced to endure gods know what, and that never sits well with a tavern crowd. 
{41724} A Wand of Mists can be very volatile, and these items are said to have caused more accidental or self-inflicted adventuring deaths than almost any other magic tool associated with the trade. The vapors and similar emissions can overwhelm unexpectedly, and the areas affected are not always obvious, but the possible danger rarely stops buyers from buying. Dungeon delving is not a calling for the overly cautious.
{41725} The potency of a Wand of Summoning owes much to the ancient magics crafted by followers of forgotten beast totems, though the modern example can hardly be called a divinely-inspired item. Sorcerers and wizards take inspiration from many places, and the resulting mix of incantations often bear little resemblance to the rituals they might have once been a part of. 
{41726} The Cracked Anvil
{41727} M2ShopMapnote
{41728} Temple
{41729} M2TempleMapnote
{41730} Docks
{41731} M2DocksMapnote
{41732} M2Q1Farmer
{41733} Kermit
{41734} Rods of this nature enable anyone to restore a life as if they were a powerful priest, and therefore they are prized indeed! It is not known if this particular example was created to aid in the good works of a saint or prolong the ills of an overlord, for such rods are indiscriminate in their choice of masters.
{41735} A Wand of the Heavens can be said to represent a focal point and reservoir for divine power flowing directly from the cosmos in a thematic rather than denominational fashion. It is a meandering description that some say is no more confusing than the wishes of the individual gods themselves. Of course, while some may indeed say that, they do not say so very loudly.
{41736} An exit to points deeper in the troll caverns.
{41737} Exit to the troll caves above.
{41738} Exit to the upper layers of troll caverns.
{41739} Entrance to the crypts.
{41740} Gargoyle Statue
{41741} Seal Door
{41742} Door out of crypts, into troll caves.
{41743} The most valued Amethyst crystals are a milky, wine-dark purple. Some say that the original Amethyst was a young priestess favored by both Sune and Selûne. The two goddesses fought over the girl and, in their folly, destroyed her. A single glance from Selûne turned the girl into moonlight, all silver and transparent. As the struggle continued, a goblet of wine fell from Selûne's feasting table, splashing onto Amethyst and granting her her purple hue.
{41744} Unlike its more common cousins, the Fire Opal is full of vibrant hues: hot yellows, oranges, and reds so bright they look as if they might cast a light all their own. Some believe that these gems are actually portals to the Elemental Plane of Fire and that it is from there that their warm glow still comes.
{41745} M2Q2CD-CC Map Point
{41746} Pressure Plate
{41747} Tree Key
{41748} Exit from the troll caves.
{41749} Elven Long Sword
{41750} NWW Exit Waypoint
{41751} Fen Berry
{41752} Skeleton Knuckle
{41753} Ettercap Silk Gland
{41754} Exit from Setara's home
{41755} Exit from Dire Bear Caves
{41756} Fire licks the base of this sign and the paint blisters and scorches in the heat. You can almost make out what it used to say:

 Da f rd Q obl y
 ay r of Cha woo 
 Si e 11 2
{41757} Charwood Burning
{41758} Riddle Chest
{41759} The Guardian
{41760} Quint's Spawn Point
{41761} Karlat's Spawn Point
{41762} Belial's Spawn Point
{41763} To the Village of Charwood
{41764} The Chamber of Judgment
{41765} To Karlat Jhareg's Tower
{41766} To Quint Jhareg's Tower
{41767} Ritual Brazier
{41768} Staffs of Power are immediately familiar to most spellcasters, and are almost icons of arcane study. A spellcaster on the attack is rarely complete without brandishing one or another items of this type. The inherent utility of such staffs has resulted in many being crafted or commissioned, and specific histories are usually lost in the crowd.
{41769} Summoner's Candles
{41770} Karlat Jhareg's Summoning Chambers
{41771} Summoning Target
{41772} To the Chamber of Judgment
{41773} Karlat Jhareg
{41774} Bloodstained and desecrated, this statue of Lathander, god of the dawn, feels cold to the touch. It seems void of any divine presence.
{41775} Statue of Lathander, the Morninglord
{41776} Holy Urn
{41777} Alchemical Lab
{41778} Shrine to Lathander
{41779} Quint Jhareg
{41780} To the South Road
{41781} To Charwood Village
{41782} Campfire
{41783} M2Q5C_M2Q5A
{41784} M2Q5C_M2Q5A2
{41785} Orc King 5A
{41786} Torture Equipment
{41787} Floor Lever
{41788} M2Q5D_M2Q5A
{41789} Bugbear Head
{41790} Merchant's Shingle
{41791} Door
{41792} Door
{41793} Door
{41794} Door
{41795} Door
{41796} M2Q5F_M2Q5A
{41797} M2Q5F_M2Q4A
{41798} Graveyard
{41799} Graveyard
{41800} Gravekeeper's Shack
{41801} Gravekeeper
{41802} Green Griffon Inn
{41803} Green Griffon Inn Mapnote
{41804} To Luskan
{41805} To Luskan
{41806} Dark Wyrm Stone
{41807} This stone has two words inscribed on it: Dark Wyrm.
{41808} Door
{41809} Library
{41810} Library Mapnote
{41811} Tomb
{41812} Tomb Mapnote
{41813} Mirror Pool
{41814} Mirror Pool Mapnote
{41815} Helmet of the Duergar
{41816} Duergar Studded Leather Armor
{41817} Dragon Lair
{41818} Door
{41819} Door
{41820} The head of the ogre mage, Dergiab, who was attempting to raise an army in the cave complex just off of the North Road.
{41821} Master of Games
{41822} An ornate crystal egg that may be the prize needed to complete Mutamin's Challenge in the basement of the Green Griffon Inn.
{41823} M2Q5Q_M2Q5P
{41824} Booming Voice
{41825} Pillar of Light
{41826} Competition Exit
{41827} M2Q5T_M2Q5G
{41828} M2Q5U_M2Q5F
{41829} Door
{41830} Karathis' Lair
{41831} Yesgar's Hideout
{41832} Temple Door
{41833} Abassadors' Quarters
{41834} Host Tower of the Arcane: Exterior
{41835} Host Tower of the Arcane: 2nd Floor
{41836} Host Tower of the Arcane: 3rd Floor
{41837} 
{41838} Host Tower of the Arcane: 4th Floor
{41839} Host Tower of the Arcane: 5th Floor
{41840} Host Tower of the Arcane: 6th Floor
{41841} Host Tower of the Arcane: 7th Floor
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{42534} 
{42535} 
{42536} Large Shield +4
{42537} 
{42538} 
{42539} Captain Islund
{42540} Host Tower Gaurd
{42541} Gurak Entrailspiller
{42542} Familiar
{42543} Shadowmantle
{42544} Valindra
{42545} Warden Erjack
{42546} Blaskar
{42547} Lauthlon
{42548} Host Tower Acolyte
{42549} Nyphithys
{42550} Rimardo
{42551} Domine
{42552} Host Tower Underwizard
{42553} Small Diary
{42554} The book is a small journal of sorts that does not appear to have been in use for long. The entries appear to have been made by Lady Aribeth. Of particular note is the last:

"Maugrim has assigned me quarters with the other ambassadors, though I don't know for how long. He tells me only that he serves a greater power, and hints that I will come to revere this being far more than I ever did Tyr.

"I do not know if that is true. I am not sure of anything anymore except that I have Fallen. Fallen out of love with my lord, my people and my God. I am alone in a world where there is no justice and no hope and I cannot... I cannot get these thoughts out of my mind.

"They burn my every waking moment and whisper to me in my dreams. I shall go mad, I think, if I am not mad already. To do the wrong thing seems far better, however, than to do nothing at all. I am on this path now, and it goes only forward... perhaps at its end I shall find my own justice and the dreams will stop.

"I can only hope."
{42555} Letter
{42556} This letter was found hidden away on the body of the cultist, carefully sealed. It is written in a fluid script and reads:

"Support the High Captain as you see fit. Ensure that he believes he will be the one whom the cult supports to lead the coming war effort. Neverwinter is ripe for the plucking now that our plague has left them reeling... the High Captains should be delirious with greed just at the thought of it. With luck, we will soon have a host worthy enough to make the entire North tremble in fear.

"Do this well and your place in the coming order will be assured.

"-- Maugrim"
{42557} Tower Entry Key
{42558} Golem Control Rod
{42559} Discipline
{42560} Erinye's Hide
{42561} Hope Slayer
{42562} Imp's Eye
{42563} Dispatch
{42564} This scrap of paper was obviously written in a great hurry.

"Maugrim's forces have completely taken over the North Tower. Archmage Arklem is nowhere to be found. How did Maugrim gain so many followers without being noticed?! It is beyond belief!

"Deltagar has commanded us to turn loose the experiments... with luck, they will be more trouble for Valinda and her men than for us.

"If you find this and have not succumbed to Maugrim's lies, flee the Tower immediately! Do not fall into his hands! The secrets of the Brotherhood will not be lost... we shall return!"
{42565} Letter to Rimardo
{42566} This letter is written in a tight script, addressed to 'Rimardo.' It reads as follows:

"The last war golem of your creation went berserk and killed almost an entire battalion of orcs. Needless to say, King Obould was not impressed. Ensure that the next three war golems that you deliver for the army are more stable... or the consequences shall be unpleasant, to say the least."

It is signed by "Maugrim, Archmage Arcane."
{42567} Maugrim's Journal
{42568} This small book is filled sparsely with notes in Maugrim's now-familiar scrawl. Several entries are of particular interest:

"The tower is ours! That over-ambitious fool, Arklem, trusted me far too much. I would gladly have ended his undead existence had his demon witch not sent him away so quickly. Well, he'll not have use of her advice any longer, I've seen to that."

"Morag is displeased with me, however. So far the wizards I have sent forth from the tower have found only one of the Words of Power. She needs them all! We shall have the one in Neverwinter soon... and once the last three are located, all shall be as Morag wished. I remain confident of success."

"The plague ravages Neverwinter, just as Morag foretold. With each death by Wailing she grows stronger. Already she is able to appear in corporeal form... and with the coming war, she shall become even stronger still!"

"I have received word that the old fool Nasher has been successful in stopping the plague, having acquired some help from adventurers. No matter...the deed is already done. Neverwinter is weakened and what strength it has lost, Morag has gained. Morag says that Nasher's execution of the fool Fenthick will only serve us... soon his greatest champion shall be ours, instead!"

"The High Captains decimate each other daily, just as I suspected. I care not whether any of the fools actually succeed... better is they all die, for none of them will lead the army as I promised them. Morag's nightly visits to Aribeth have had the desired effect: the former paladin has come and lain herself willingly at our feet. She shall lead the great host herself as Morag's champion! The Words will be ours and Morag shall triumph! Glorious shall be the day!"
{42569} This letter is written in dark reddish ink and reads as follows:

"Valinda,

Have the construction of the war golems hurried. The fool Deltagar left us little else to work with, they shall have to provide the brunt of our force in the coming battles.
Also ensure that my sanctum is not disturbed. The elf woman, Aribeth, has arrived and is being prepared for the ritual.

Please Morag and your place in the new order shall be certain.

Archwizard Arcane Maugrim"
{42570} Quasit's Eye
{42571} 1st Floor Portal Stone
{42572} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 1.
{42573} 2nd Floor Portal Stone
{42574} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 2.
{42575} 3rd Floor Portal Stone
{42576} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 3.
{42577} 4th Floor Portal Stone
{42578} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 4.
{42579} 5th Floor Portal Stone
{42580} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 5.
{42581} 6th Floor Portal Stone
{42582} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 6.
{42583} 7th Floor Portal Stone
{42584} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 7.
{42585} 8th Floor Portal Stone
{42586} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 8.
{42587} 9th Floor Portal Stone
{42588} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 9.
{42589} Pinnacle Portal Stone
{42590} This small magical stone pulses with a faint glow. Etched into its surface in arcane writing is the number 10.
{42591} Diplomatic Pass
{42592} Valindra Alarm
{42593} Magically Locked Door
{42594} Secure Door
{42595} Host Tower Door
{42596} Magic Field
{42597} Reinforced Host Tower Door
{42598} Wizards Acolytes
{42599} Golems
{42600} Underwizards
{42601} Cultists
{42602} Battle Devourer
{42603} Cultists Hard
{42604} Patrol Golem
{42605} Valindra
{42606} Minotaurs
{42607} Familiar
{42608} Golem Replication Pod
{42609} Power Stone
{42610} Spell Dummy
{42611} Host Tower Portal
{42612} Teleport Landing Pad
{42613} Portal Light
{42614} Portal Light
{42615} Portal Light
{42616} Portal Light
{42617} Portal Light
{42618} Portal Light
{42619} Portal Light
{42620} Portal Light
{42621} Portal Light
{42622} Portal Trigger
{42623} Alarm Trap
{42624} Teleport Start Point
{42625} Teleport Landing
{42626} This piece bears the mark of the dwarf Barun, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in the year 1373 DR, to aid the war effort against the Lady Aribeth the Betrayer, who was marching against the northern city of Neverwinter and the Lords' Alliance.
{42627} Several pairs of this type of boot were reported made for elven battalions during the Year of Singing Arrows, 884 DR. They allowed for stealthy attacks which turned the tide of several battles against mercenaries in Sembia.
{42628} Host Tower Exit
{42629} The lowly wizard Huhhus discovered an efficient way to distill troll flesh into a regenerative potion, but few people were willing to drink the vile liquid and it was considered a failure. Decades later, however, a student of his built upon those foundations and created a regenerative ring fueled by bits of troll ichor and brains. This external use caused far less nausea, and the invention met with much greater success than the potion that first spawned it.
{42630} Abyssal Portal
{42631} Hellish Portal
{42632} An elemental weapon, cooled by its link to the frozen wastes of the lower planes. Blades of this type are jagged, and may have been part of a larger weapon at some time, though the force required to shatter it must have been enormous indeed. 
{42633} Valindra Preperation
{42634} Conversation
{42635} M3Q1A06
{42636} M3Q1A07
{42637} M3Q1A08
{42638} M3Q1A09
{42639} M3Q1A10
{42640} M3Q1A11
{42641} M3Q1A11B
{42642} M3Q1map
{42643} M3Q2A09
{42644} M3Q2A10
{42645} M3Q2A11
{42646} M3Q2B
{42647} M3Q2C
{42648} M3Q2C04
{42649} M3Q2C04A
{42650} M3Q2C05
{42651} M3Q2C06
{42652} M3Q2C06A
{42653} M3Q2D
{42654} M3Q2E
{42655} M3Q2F
{42656} M3Q2G
{42657} M3Q2map
{42658} M3Q3A
{42659} M3Q3A2
{42660} M3Q3B
{42661} M3Q3C
{42662} M3Q3CA
{42663} M3Q3D
{42664} Moonwood
{42665} Orc Lair
{42666} Caves
{42667} Moonwood: Hill Giant Lair
{42668} Moonwood: Spine of the World
{42669} M3Q4G
{42670} M3Q4GA
{42671} M3Q4GB
{42672} M3Q4HA
{42673} M3Q4HB
{42674} M3Q4HC
{42675} Moonwood A2
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{42754} Large Shield +5
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{42795} Laeral's Spell Shield
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{45214} 
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{45217} 
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{45219} 
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{45232} 
{45233} 
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{45246} 
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{45265} 
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{45268} 
{45269} 
{45270} 
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{45272} 
{45273} 
{45274} 
{45275} 
{45276} 
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{45282} 
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{45284} 
{45285} 
{45286} 
{45287} 
{45288} 
{45289} 
{45290} 
{45291} 
{45292} 
{45293} 
{45294} 
{45295} 
{45296} 
{45297} 
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{45300} 
{45301} 
{45302} 
{45303} 
{45304} 
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{45306} 
{45307} 
{45308} 
{45309} 
{45310} 
{45311} 
{45312} 
{45313} 
{45314} 
{45315} 
{45316} 
{45317} 
{45318} 
{45319} 
{45320} 
{45321} 
{45322} 
{45323} 
{45324} 
{45325} 
{45326} 
{45327} 
{45328} 
{45329} 
{45330} 
{45331} 
{45332} 
{45333} 
{45334} 
{45335} 
{45336} 
{45337} 
{45338} 
{45339} 
{45340} 
{45341} 
{45342} 
{45343} 
{45344} 
{45345} 
{45346} 
{45347} 
{45348} 
{45349} 
{45350} 
{45351} 
{45352} 
{45353} 
{45354} 
{45355} 
{45356} 
{45357} 
{45358} 
{45359} 
{45360} 
{45361} 
{45362} 
{45363} 
{45364} 
{45365} 
{45366} 
{45367} 
{45368} 
{45369} 
{45370} 
{45371} 
{45372} 
{45373} 
{45374} 
{45375} 
{45376} 
{45377} 
{45378} 
{45379} 
{45380} 
{45381} 
{45382} 
{45383} 
{45384} 
{45385} 
{45386} 
{45387} 
{45388} 
{45389} 
{45390} 
{45391} 
{45392} 
{45393} 
{45394} 
{45395} 
{45396} 
{45397} 
{45398} 
{45399} 
{45400} 
{45401} 
{45402} 
{45403} 
{45404} 
{45405} 
{45406} 
{45407} 
{45408} 
{45409} 
{45410} 
{45411} 
{45412} 
{45413} 
{45414} 
{45415} 
{45416} 
{45417} 
{45418} 
{45419} 
{45420} 
{45421} 
{45422} 
{45423} 
{45424} 
{45425} 
{45426} 
{45427} 
{45428} 
{45429} 
{45430} 
{45431} 
{45432} 
{45433} 
{45434} 
{45435} 
{45436} 
{45437} 
{45438} 
{45439} 
{45440} 
{45441} 
{45442} 
{45443} 
{45444} 
{45445} 
{45446} 
{45447} 
{45448} 
{45449} 
{45450} 
{45451} 
{45452} 
{45453} 
{45454} 
{45455} 
{45456} 
{45457} 
{45458} 
{45459} 
{45460} 
{45461} 
{45462} 
{45463} 
{45464} 
{45465} 
{45466} 
{45467} 
{45468} 
{45469} 
{45470} 
{45471} 
{45472} 
{45473} 
{45474} 
{45475} 
{45476} 
{45477} 
{45478} 
{45479} 
{45480} 
{45481} 
{45482} 
{45483} 
{45484} 
{45485} 
{45486} 
{45487} 
{45488} 
{45489} 
{45490} 
{45491} 
{45492} 
{45493} 
{45494} 
{45495} 
{45496} 
{45497} 
{45498} 
{45499} 
{45500} 
{45501} 
{45502} 
{45503} 
{45504} 
{45505} 
{45506} 
{45507} 
{45508} 
{45509} 
{45510} 
{45511} 
{45512} 
{45513} 
{45514} 
{45515} 
{45516} 
{45517} 
{45518} 
{45519} 
{45520} 
{45521} 
{45522} 
{45523} 
{45524} 
{45525} 
{45526} 
{45527} 
{45528} 
{45529} 
{45530} 
{45531} 
{45532} 
{45533} 
{45534} 
{45535} 
{45536} 
{45537} 
{45538} 
{45539} 
{45540} 
{45541} 
{45542} 
{45543} 
{45544} 
{45545} 
{45546} 
{45547} 
{45548} 
{45549} 
{45550} 
{45551} 
{45552} 
{45553} 
{45554} 
{45555} 
{45556} 
{45557} 
{45558} 
{45559} 
{45560} 
{45561} 
{45562} 
{45563} 
{45564} 
{45565} 
{45566} 
{45567} 
{45568} 
{45569} 
{45570} 
{45571} 
{45572} 
{45573} 
{45574} 
{45575} 
{45576} 
{45577} 
{45578} 
{45579} 
{45580} 
{45581} 
{45582} 
{45583} 
{45584} 
{45585} 
{45586} 
{45587} 
{45588} 
{45589} 
{45590} 
{45591} 
{45592} 
{45593} 
{45594} 
{45595} 
{45596} 
{45597} 
{45598} 
{45599} 
{45600} 
{45601} 
{45602} 
{45603} 
{45604} 
{45605} 
{45606} 
{45607} 
{45608} 
{45609} 
{45610} 
{45611} 
{45612} 
{45613} 
{45614} 
{45615} 
{45616} 
{45617} 
{45618} 
{45619} 
{45620} 
{45621} 
{45622} 
{45623} 
{45624} 
{45625} 
{45626} 
{45627} 
{45628} 
{45629} 
{45630} 
{45631} 
{45632} 
{45633} 
{45634} 
{45635} 
{45636} 
{45637} 
{45638} 
{45639} 
{45640} 
{45641} 
{45642} 
{45643} 
{45644} 
{45645} 
{45646} 
{45647} 
{45648} 
{45649} 
{45650} 
{45651} 
{45652} 
{45653} 
{45654} 
{45655} 
{45656} 
{45657} 
{45658} 
{45659} 
{45660} 
{45661} 
{45662} 
{45663} 
{45664} 
{45665} 
{45666} 
{45667} 
{45668} 
{45669} 
{45670} 
{45671} 
{45672} 
{45673} 
{45674} 
{45675} 
{45676} 
{45677} 
{45678} 
{45679} 
{45680} 
{45681} 
{45682} 
{45683} 
{45684} 
{45685} 
{45686} 
{45687} 
{45688} 
{45689} 
{45690} 
{45691} 
{45692} 
{45693} 
{45694} 
{45695} 
{45696} 
{45697} 
{45698} 
{45699} 
{45700} 
{45701} 
{45702} 
{45703} 
{45704} 
{45705} 
{45706} 
{45707} 
{45708} 
{45709} 
{45710} 
{45711} 
{45712} 
{45713} 
{45714} 
{45715} 
{45716} 
{45717} 
{45718} 
{45719} 
{45720} 
{45721} 
{45722} 
{45723} 
{45724} 
{45725} 
{45726} 
{45727} 
{45728} 
{45729} 
{45730} 
{45731} 
{45732} 
{45733} 
{45734} 
{45735} 
{45736} 
{45737} 
{45738} 
{45739} 
{45740} 
{45741} 
{45742} 
{45743} 
{45744} 
{45745} 
{45746} 
{45747} 
{45748} 
{45749} 
{45750} 
{45751} 
{45752} 
{45753} 
{45754} 
{45755} 
{45756} 
{45757} 
{45758} 
{45759} 
{45760} 
{45761} 
{45762} 
{45763} 
{45764} 
{45765} 
{45766} 
{45767} 
{45768} 
{45769} 
{45770} 
{45771} 
{45772} 
{45773} 
{45774} 
{45775} 
{45776} 
{45777} 
{45778} 
{45779} 
{45780} 
{45781} 
{45782} 
{45783} 
{45784} 
{45785} 
{45786} 
{45787} 
{45788} 
{45789} 
{45790} 
{45791} 
{45792} 
{45793} 
{45794} 
{45795} 
{45796} 
{45797} 
{45798} 
{45799} 
{45800} 
{45801} 
{45802} 
{45803} 
{45804} 
{45805} 
{45806} 
{45807} 
{45808} 
{45809} 
{45810} 
{45811} 
{45812} 
{45813} 
{45814} 
{45815} 
{45816} 
{45817} 
{45818} 
{45819} 
{45820} 
{45821} 
{45822} 
{45823} 
{45824} 
{45825} 
{45826} 
{45827} 
{45828} 
{45829} 
{45830} 
{45831} 
{45832} 
{45833} 
{45834} 
{45835} 
{45836} 
{45837} 
{45838} 
{45839} 
{45840} 
{45841} 
{45842} 
{45843} 
{45844} 
{45845} 
{45846} 
{45847} 
{45848} 
{45849} 
{45850} 
{45851} 
{45852} 
{45853} 
{45854} 
{45855} 
{45856} 
{45857} 
{45858} 
{45859} 
{45860} 
{45861} 
{45862} 
{45863} 
{45864} 
{45865} 
{45866} 
{45867} 
{45868} 
{45869} 
{45870} 
{45871} 
{45872} 
{45873} 
{45874} 
{45875} 
{45876} 
{45877} 
{45878} 
{45879} 
{45880} 
{45881} 
{45882} 
{45883} 
{45884} 
{45885} 
{45886} 
{45887} 
{45888} 
{45889} 
{45890} 
{45891} 
{45892} 
{45893} 
{45894} 
{45895} 
{45896} 
{45897} 
{45898} 
{45899} 
{45900} 
{45901} 
{45902} 
{45903} 
{45904} 
{45905} 
{45906} 
{45907} 
{45908} 
{45909} 
{45910} 
{45911} 
{45912} 
{45913} 
{45914} 
{45915} 
{45916} 
{45917} 
{45918} 
{45919} 
{45920} 
{45921} 
{45922} 
{45923} 
{45924} 
{45925} 
{45926} 
{45927} 
{45928} 
{45929} 
{45930} 
{45931} 
{45932} 
{45933} 
{45934} 
{45935} 
{45936} 
{45937} 
{45938} 
{45939} 
{45940} 
{45941} 
{45942} 
{45943} 
{45944} 
{45945} 
{45946} 
{45947} 
{45948} 
{45949} 
{45950} 
{45951} 
{45952} 
{45953} 
{45954} 
{45955} 
{45956} 
{45957} 
{45958} 
{45959} 
{45960} 
{45961} 
{45962} 
{45963} 
{45964} 
{45965} 
{45966} 
{45967} 
{45968} 
{45969} 
{45970} 
{45971} 
{45972} 
{45973} 
{45974} 
{45975} 
{45976} 
{45977} 
{45978} 
{45979} 
{45980} 
{45981} 
{45982} 
{45983} 
{45984} 
{45985} 
{45986} 
{45987} 
{45988} 
{45989} 
{45990} 
{45991} 
{45992} 
{45993} 
{45994} 
{45995} 
{45996} 
{45997} 
{45998} 
{45999} 
{46000} 
{46001} 
{46002} 
{46003} 
{46004} 
{46005} 
{46006} 
{46007} 
{46008} 
{46009} 
{46010} 
{46011} 
{46012} 
{46013} 
{46014} 
{46015} 
{46016} 
{46017} 
{46018} 
{46019} 
{46020} 
{46021} 
{46022} 
{46023} 
{46024} 
{46025} 
{46026} 
{46027} 
{46028} 
{46029} 
{46030} 
{46031} 
{46032} 
{46033} 
{46034} 
{46035} 
{46036} 
{46037} 
{46038} 
{46039} 
{46040} 
{46041} 
{46042} 
{46043} 
{46044} 
{46045} 
{46046} 
{46047} 
{46048} 
{46049} 
{46050} 
{46051} 
{46052} 
{46053} 
{46054} 
{46055} 
{46056} 
{46057} 
{46058} 
{46059} 
{46060} 
{46061} 
{46062} 
{46063} 
{46064} 
{46065} 
{46066} 
{46067} 
{46068} 
{46069} 
{46070} 
{46071} 
{46072} 
{46073} 
{46074} 
{46075} 
{46076} 
{46077} 
{46078} 
{46079} 
{46080} 
{46081} 
{46082} 
{46083} 
{46084} 
{46085} 
{46086} 
{46087} 
{46088} 
{46089} 
{46090} 
{46091} 
{46092} 
{46093} 
{46094} 
{46095} 
{46096} 
{46097} 
{46098} 
{46099} 
{46100} 
{46101} 
{46102} 
{46103} 
{46104} 
{46105} 
{46106} 
{46107} 
{46108} 
{46109} 
{46110} 
{46111} 
{46112} 
{46113} 
{46114} 
{46115} 
{46116} 
{46117} 
{46118} 
{46119} 
{46120} 
{46121} 
{46122} 
{46123} 
{46124} 
{46125} 
{46126} 
{46127} 
{46128} 
{46129} 
{46130} 
{46131} 
{46132} 
{46133} 
{46134} 
{46135} 
{46136} 
{46137} 
{46138} 
{46139} 
{46140} 
{46141} 
{46142} 
{46143} 
{46144} 
{46145} You spellcasters ain't too popular among the soldiers' barracks. They ain't forgot that Luskan is run by mages!
{46146} 
{46147} 
{46148} 
{46149} 
{46150} 
{46151} 
{46152} 
{46153} 
{46154} 
{46155} 
{46156} 
{46157} 
{46158} 
{46159} 
{46160} 
{46161} 
{46162} 
{46163} 
{46164} 
{46165} 
{46166} 
{46167} 
{46168} 
{46169} 
{46170} 
{46171} 
{46172} 
{46173} 
{46174} 
{46175} 
{46176} 
{46177} 
{46178} 
{46179} 
{46180} 
{46181} 
{46182} 
{46183} 
{46184} 
{46185} 
{46186} 
{46187} You spellcasters ain't too popular among the soldiers' barracks. They ain't forgot that Luskan is run by mages!
{46188} 
{46189} 
{46190} 
{46191} 
{46192} 
{46193} 
{46194} 
{46195} 
{46196} 
{46197} 
{46198} 
{46199} 
{46200} 
{46201} 
{46202} 
{46203} 
{46204} 
{46205} 
{46206} 
{46207} 
{46208} 
{46209} 
{46210} 
{46211} 
{46212} 
{46213} 
{46214} 
{46215} 
{46216} 
{46217} 
{46218} Named for Laeral Silverhand Arunsun, who created the first shield of this type, this large steel shield also imbues the wearer with resistance against spells.
{46219} 
{46220} 
{46221} 
{46222} 
{46223} 
{46224} 
{46225} 
{46226} 
{46227} 
{46228} 
{46229} 
{46230} 
{46231} 
{46232} 
{46233} 
{46234} 
{46235} 
{46236} 
{46237} 
{46238} 
{46239} 
{46240} 
{46241} 
{46242} 
{46243} 
{46244} 
{46245} 
{46246} 
{46247} 
{46248} 
{46249} 
{46250} 
{46251} 
{46252} 
{46253} 
{46254} 
{46255} 
{46256} 
{46257} 
{46258} 
{46259} 
{46260} 
{46261} 
{46262} 
{46263} 
{46264} 
{46265} 
{46266} 
{46267} 
{46268} 
{46269} 
{46270} 
{46271} 
{46272} 
{46273} 
{46274} 
{46275} 
{46276} 
{46277} 
{46278} 
{46279} 
{46280} 
{46281} 
{46282} 
{46283} 
{46284} 
{46285} 
{46286} 
{46287} 
{46288} 
{46289} 
{46290} 
{46291} 
{46292} 
{46293} 
{46294} 
{46295} 
{46296} 
{46297} 
{46298} 
{46299} 
{46300} 
{46301} 
{46302} 
{46303} 
{46304} 
{46305} 
{46306} 
{46307} 
{46308} 
{46309} 
{46310} 
{46311} 
{46312} 
{46313} 
{46314} 
{46315} 
{46316} 
{46317} 
{46318} 
{46319} 
{46320} 
{46321} 
{46322} 
{46323} 
{46324} 
{46325} 
{46326} 
{46327} 
{46328} 
{46329} 
{46330} 
{46331} 
{46332} 
{46333} 
{46334} 
{46335} 
{46336} 
{46337} 
{46338} 
{46339} 
{46340} 
{46341} 
{46342} 
{46343} 
{46344} 
{46345} 
{46346} 
{46347} 
{46348} 
{46349} 
{46350} 
{46351} 
{46352} 
{46353} 
{46354} 
{46355} 
{46356} 
{46357} 
{46358} 
{46359} 
{46360} 
{46361} 
{46362} 
{46363} 
{46364} 
{46365} 
{46366} 
{46367} 
{46368} 
{46369} 
{46370} 
{46371} 
{46372} 
{46373} 
{46374} 
{46375} 
{46376} 
{46377} 
{46378} 
{46379} 
{46380} 
{46381} 
{46382} 
{46383} 
{46384} 
{46385} 
{46386} 
{46387} 
{46388} 
{46389} 
{46390} 
{46391} 
{46392} 
{46393} 
{46394} 
{46395} 
{46396} 
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{46946} 
{46947} 
{46948} 
{46949} 
{46950} 
{46951} 
{46952} 
{46953} 
{46954} 
{46955} 
{46956} 
{46957} Akulatraxas
{46958} Endar
{46959} Heartfood
{46960} Charlotte
{46961} Bret
{46962} CREATURE001
{46963} Commander Damas
{46964} Galia
{46965} Eckel
{46966} Rolkid
{46967} Gorgotha
{46968} Guzud
{46969} Haedraline
{46970} of the Swift Sword
{46971} Igland
{46972} Disclaimer the Third
{46973} Lillian
{46974} Cambridge
{46975} Slave
{46976} Golem Slave
{46977} Lokar
{46978} Cleric
{46979} Slave Worker
{46980} Many-Arrows
{46981} Obould
{46982} Uthgardt Shaman
{46983} Uthgardt Warrior
{46984} Hill Giant Prisoner
{46985} Orc Fire Archer
{46986} Wogar
{46987} Olaf
{46988} Advanced Stone Golem
{46989} King Scogg
{46990} Klauth
{46991} Black Dragon
{46992} Barun
{46993} Silverblade
{46994} Husher
{46995} Clay
{46996} Elk Patroller
{46997} Elk Tribe Guard
{46998} Elk Tribe Warrior
{46999} Elk Tribe Archer
{47000} Elk Tribe Warrior
{47001} Elk Tribe Archer
{47002} Catapult Commander
{47003} Lords' Alliance Captain
{47004} Lords' Alliance Soldier
{47005} Subchief Arness
{47006} Page
{47007} Uthgardt Druid
{47008} Chaplain
{47009} Lords' Alliance Wizard
{47010} Ruzon
{47011} Vond
{47012} Orc Enforcer
{47013} Orc Scout
{47014} Elk Tribe Brute
{47015} Subchief
{47016} Elk Tribe Defender
{47017} Elk Tribe Defender
{47018} Plague-Stricken Warrior
{47019} Dead Wild Mage
{47020} Sprite
{47021} Iron Golem 
{47022} This creature flits in and out of existence.
{47023} Temporal Slave
{47024} Temporal Lizard
{47025} Responder
{47026} Old One Wizard
{47027} Old One Evoker
{47028} Old One Commander
{47029} Old One Scout
{47030} Old One Leader
{47031} Fort Ilkard Crossbowman
{47032} Knight
{47033} Delvar
{47034} Vanathar
{47035} Vaath
{47036} Arwyl
{47037} Hodd
{47038} Fire Guardian
{47039} Nax
{47040} Guardian White Dragon
{47041} Bandit Acher
{47042} Hill Giant Chief
{47043} Brass Dragons are talkative gossip-mongers. They may have useful information, but usually share it only after long rambling and hinting for a gift. By the look of this dragon it had recently laid a clutch of eggs, the fragments of one still lingers in the dragon's dead claws.
{47044} Obould Many-Arrows
{47045} Lodar
{47046} Zed
{47047} Edegar
{47048} Jevon
{47049} Dalcia
{47050} Averik
{47051} Palla
{47052} Blue Dragon
{47053} Rolgan
{47054} Sapphira
{47055} Scared Merchant
{47056} Settler
{47057} Male Soldier
{47058} Female Soldier
{47059} This guard stares at you suspiciously.
{47060} Elk Warrior
{47061} Elk Tribeswoman
{47062} Elk Tribe Child
{47063} Prisoner
{47064} Prisoner
{47065} Uthgardt Tribe Member
{47066} Uthgardt Tribe Member
{47067} Uncas
{47068} Vanda
{47069} Yusam
{47070} Zokan
{47071} Aarin Gend's Amulet
{47072} Aarin Gend's Amulet
{47073} Item001
{47074} Rakshasa Eye
{47075} Slaadi Bones
{47076} Teleport Scroll
{47077} This parchment contains powerful magic and a single command word of the type used to activate a magic portal. Mages and sorcerers often employ such scrolls as 'keys' to protect the entrances to their lairs or laboratories.

When read while standing within the area of an appropriate portal, the scroll will instantly draw the reader through to the destination on the other side, wherever that may be.
{47078} Ritual Book
{47079} This tome details the process of capturing a dragon's essence within a dragon sphere:

The ritual is most effective when used upon a newly-hatched wyrm whose growth has been accelerated through the use of spells and rituals: a beast whose mind is still empty and pure. Only these have the vitality and energy of youth necessary to prolong the life of the mighty Klauth. 

The creature to be absorbed must be lured or trapped within the center of the ritual room, and the dragon sphere must be placed upon the pedestal. The dragon's body will be instantly consumed even as its very life force is sucked into the sphere for Klauth to feed on at his leisure.

But a warning, lest you displease the Master and suffer his terrible wrath: should a dead dragon's body be absorbed, the sphere must be destroyed immediately. If it is mistakenly presented to Klauth, the essence of the dead wyrm will poison him and deal a crippling blow to his awesome.
{47080} Dragon Sphere
{47081} This sphere is roughly the size of an ogre's head and appears to be made of polished black stone, though it is far lighter than one would first expect. The flawless surface is cool to the touch and seems to draw all light into it.
{47082} Dead Dragon Sphere
{47083} This sphere is roughly the size of an ogre's head and appears to be made of polished black stone, though it is far lighter than one would first expect. 

The sphere radiates a powerful heat, and on closer inspection there appears to be a winged shape lying motionless beneath the smooth, dark surface. It is the captured essence of a dead dragon.
{47084} Full Dragon Sphere
{47085} This sphere is roughly the size of an ogre's head and appears to be made of polished black stone, though it is far lighter than one would first expect. 

The sphere radiates a powerful heat, and on closer inspection there appears to be a draconic shape moving slowly beneath the smooth, dark surface. It is the captured essence of a living dragon.
{47086} The handle of this heavy, ornate key is fashioned into the likeness of an ancient red wyrm. It is a replica of the mighty Klauth.

{47087} Pass Amulet
{47088} There is a picture of a golem on one side of this amulet and a rune of warding on the other.
{47089} This writ identifies you as being authorized to hunt bandits for Rolkid in Beorunna's Well. It would be unwise to lose or misplace this.
{47090} Bounty Hunter's Writ
{47091} The delicate material of these robes emits an eerie glow that hints at the powerful magic contained within.
{47092} Crystal Robes
{47093} Tome of the Amulet
{47094} Tome of Boots
{47095} Tome of Power
{47096} Tome of the Ring
{47097} Tome of Robes
{47098} White Portal Key
{47099} This key gives you access to the laboratory of the Order of the Many Starred Cloak through the portal in Eltoora's mage shop.
{47100} This notebook identifies the bearer as an official representative of Tyr's justice in Rolgan's murder trial. It explains the rules of court, including the right for defense council to question any of the participants involved before the trial begins.

To aid you in your task Neurik has included notes on the witnesses and jurors and where you might be able to locate them for questioning.

Witnesses:
Rolgan - the accused. Currently under my protection in the Temple of Tyr.
Zed - a Lords' Alliance soldier. Recently has been spending most of his time in the soldiers' barracks.
Lodar - a Lords' Alliance soldier. Usually found in the drinking house when not on duty.
Vanda - wife of the accused. Spends her time on the plateau by Beorunna's Well.

Jurors: The jurors have been selected to ensure a fair representation to all sides in the dispute.

Edegard - my assistant, a good and honest man. He is usually to be found here helping out in the temple.
Averik - a Lords' Alliance soldier. When not in the company of a female he can be found in the drinking house.
Jevon - a Lords Alliance soldier. A reliable young man who spends most of his free time in the barracks.
Dalcia - a female ranger. She spends her time living with the Uthgardt on the plateau near Beorunna's Well.
Palla - a wise woman of the Uthgardt. She makes her home on the plateau near Beorunna's Well.
{47101} Defense Council Journal
{47102} Lillian's Musings
{47103} This text appears to discuss some sort of connection between star sapphires and snow globes. Its meaning is not entirely clear to you.
{47104} Snow Globe
{47105} Roughly the size of an ogre's fist, this crystal sphere is far heavier than it would appear. Inside the globe can be seen an exquisitely detailed miniature realm, right down to the tiny figures of dwarves and dryads populating the landscape. From time to time the position of these figures seems to shift and change, as if they were somehow moving too slowly for the naked eye to see. 

When flipped or turned, drifting flakes of snow swirl and settle over the figures within the globe, covering the tiny world in a blanket of purest white. There is also a strong aura of magic surrounding the snow globe, and you sense that, despite its fragile appearance, it would be virtually impossible to destroy the glass casing.
{47106} Star Sapphire
{47107} Gate Key
{47108} This is the key to the gate of the Elk Tribe enclave.
{47109} Even in its dormant state, the magic contained within this artifact is undeniable. The surface of this heavy stone tablet tingles with raw energy and untapped potential, and its face and back are inscribed with the strange runes of a long-forgotten cursive tongue. The arcane symbols and unfamiliar glyphs pulsate and glow with a sinister inner light, bathing the entire stone in a warm reddish glow.

One can only imagine the unfathomable power that will be unleashed when the magic of the Word is fully awakened.
{47110} The First Word of Power
{47111} Even in its dormant state, the magic contained within this artifact is undeniable. The surface of this heavy stone tablet tingles with raw energy and untapped potential, and its face and back are inscribed with the strange runes of a long-forgotten, cursive tongue. The arcane symbols and unfamiliar glyphs pulsate and glow with a sinister inner light, bathing the entire stone in a warm reddish glow.

One can only imagine the unfathomable power that will be unleashed when the magic of the Word is fully awakened.
{47112} The Second Word of Power
{47113} The Third Word of Power
{47114} Even in its dormant state, the magic contained within this artifact is undeniable. The surface of this heavy stone tablet tingles with raw energy and untapped potential, and its face and back are inscribed with the strange runes of a long-forgotten, cursive tongue. The arcane symbols and unfamiliar glyphs pulsate and glow with a sinister inner light, bathing the entire stone in a warm reddish glow.

One can only imagine the unfathomable power that will be unleashed when the magic of the Word is fully awakened.
{47115} Bounty Writ
{47116} Bret's Wedding Band
{47117} Bret's wife will recognize anyone bearing this plain gold band as a messenger sent by her husband.
{47118} Eckel's Note
{47119} This is a note from Eckel to his wife giving detailed instructions regarding the sale of the crops produced by their farm.
{47120} Arness's Head
{47121} This is the head of Arness, sub-chieftain of the Uthgardt Elk tribe.
{47122} Plague Cure
{47123} This is a large batch of the cure created to counter the effects of the Wailing Death.
{47124} Homestead Journal
{47125} Blood stains the cover and many of the pages of this diary. Most of the entries are written in a firm, bold hand and describe the day-to-day activities of a settler family as they worked the fields and tilled the land. The final entry is written in a finer script:

"The Uthgardt fell upon us as we were working in the fields. There was no warning and we can find no reason for the sudden attack. Father stumbled when an arrow took him in the leg but, while the savages hacked away at his fallen form, Mother and I escaped to the homestead and barred the doors. 

"There is no escape for us now: the barbarians have the home surrounded. The soldiers at Fort Ilkard are too far away to arrive in time to save us, and I fear our neighbors are already dead. I can only pray that, when the savages break through the door, our deaths are merciful and quick."
{47126} Zokan's Head
{47127} The is the head of Zokan Thunderer, legendary chieftain of the Uthgardt Elk tribe.
{47128} This book appears to be the final volume in Islegood's Complete History of Flight, a legendary series written well over a century ago. The work gives a detailed overview of the evolution of flight, both magical and mundane, throughout Faerûn's history, beginning with the earliest attempts by mages to master the art of levitation and concluding with the schematics for several outlandish flying machines created by the gnomes of Lantan.
{47129} Islegood's Complete History of Flight
{47130} This book is the final volume in one of the lesser known works of Islegood, the famous historian and chronicler of the North who died well over a century ago. The Complete History of Seafaring chronicles the evolution of ship building, navigation and mapping methods. It also contains a detailed examination of all the perils associated with sea travel in general. A short chapter on the pleasures of swimming has been included as a hand-written appendix to the end of the book, but given Islegood's well-documented fear of water, the addendum is likely a forgery by some anonymous prankster.
{47131} Islegood's Complete History of Seafaring
{47132} This is the final volume in Islegood's highly acclaimed Complete History of Horses. While earlier books in the series discuss equine breeding, the proper training methods for horses and a variety of recreational riding methods, this work deals exclusively with mounted combat. The chapter on jousting is particularly interesting, as is Islegood's account of the Tuigan riders from the Hordelands of the East.
{47133} Islegood's Complete History of Horses
{47134} This is a blue gem of little intrinsic value. All light passing through the translucent stone takes on a bluish hue.
{47135} Blue Gem
{47136} This is a green gem of little intrinsic value. All light passing through the translucent stone takes on a greenish hue.
{47137} Green Gem
{47138} This is an orange gem of little intrinsic value. All light passing through the translucent stone takes on an orange hue.
{47139} Orange Gem
{47140} This is a purple gem of little intrinsic value. All light passing through the translucent stone takes on a purplish hue.
{47141} Purple Gem
{47142} This is a red gem of little intrinsic value. All light passing through the translucent stone takes on a reddish hue.
{47143} Red Gem
{47144} This is a yellow gem of little intrinsic value. All light passing through the translucent stone takes on a yellowish hue.
{47145} Yellow Gem
{47146} This is a small paper packet full of blue powder.
{47147} Blue Powder
{47148} This is a small paper packet full of red powder.
{47149} Red Powder
{47150} This is a small paper packet full of yellow powder.
{47151} Yellow Powder
{47152} Even in its dormant state, the magic contained within this artifact is undeniable. The surface of this heavy stone tablet tingles with raw energy and untapped potential, and its face and back are inscribed with the strange runes of a long-forgotten, cursive tongue. The arcane symbols and unfamiliar glyphs pulsate and glow with a sinister inner light, bathing the entire stone in a warm reddish glow.

One can only imagine the unfathomable power that will be unleashed when the magic of the Word is fully awakened.
{47153} Word of Power
{47154} Time Golem Powers (Full)
{47155} Time Golem Powers (Fire Vulnerability)
{47156} Time Golem Powers (Cold Vulnerability)
{47157} Time Golem Powers (Blunt Vulnerability)
{47158} Time Golem Powers (Piercing & Slashing Vulnerability)
{47159} This remarkable stone is obviously a time crystal. According to legend, the power of these stones can be used as a catalyst to facilitate the process of time travel. However, most accounts indicate that the magic of the time crystals can only be unlocked when used in conjuction with a temporal conduit such as a time portal or time sink.
{47160} Time Crystal
{47161} This book is written in an ancient language you cannot understand. In the margins, however, someone has scribbled notes in the common tongue detailing how the time crystals can be used to travel back to ancient days:

"The Creators built this complex over a time sink, and constructed several sundials that tap into the heart of the temporal instability. Using a time crystal on one of these sundials activates the time sink, drawing the person back into the ancient past. Using the crystal on the sundial in the past will return the person to the future.

"In my explorations of the ancient past, I have discovered several interesting anomalies associated with time travel. First, it is not possible to travel beyond the range of the time sink's influence. For this reason I have only been able to explore the complex itself, despite my desire to see the world as it was before the changing climate covered the land in ice and snow. 

Also, I have discovered that it is not possible to bring certain items back from the past into the present. This is likely an inherent aspect of temporal displacement that minimizes paradoxes and disruptions of the time stream. This is fortunate, for I shudder to think of the consequences if the Creators had ever discovered a way to travel from the past into our own time. 

"Had another run-in with the Creator Race during my last visit to the past. Those walking lizards surprised me in a dead-end hall. It was all I could do to escape with my life. I am beginning to wonder if further exploration of these ruins is truly worth the risk."
{47162} Principles of Time Travel
{47163} This note appears to be instructions from a high priest to one of his underlings describing how to enter the central vault of the complex:

"As a keeper of the sacred artifacts, you must understand the secrets of our inner sanctum. Only the rituals of smoke, light and sound will unbind the door. There is no other way to enter its hallowed walls. 

"The enslaved fairy will guide you through the ritual of sound, for she is bound to the magic of the gongs. 

"To complete the ritual of smoke you must cast the blessed powders on the sacred brazier so that their combinations match the descending order of the stones set into brazier's base.

"The ritual of light can only be completed using the stones drawn from the holy pool. Begin by placing any two of the single stones in the primary pillars. The secondary pillars must then be filled with the twin gems that match the corresponding color that would be created by combining the hues of the stones in the primary pillar.

"You may keep this letter for a fortnight, and then you will be tested on what you have learned. Master the secrets of the rituals and the Queen will be pleased with you. Fail to learn them and you shall suffer a grisly fate."
{47164} Old One Defenses
{47165} This is the signet ring of Lokar, leader of the Creator Race's human slaves. It identifies the bearer as an ally of the underground slave resistance.
{47166} Lokar's Ring
{47167} The magic of this amulet translates all communication, verbal or otherwise, into a language both speaker and listener can understand. Such a device must be equipped for its magic to work.

The use of these powerful charms enabled ancient races to organize and command the massive slave labor forces their empires had assembled from the farthest ends of the world. 
{47168} Translation Amulet
{47169} This note appears to be instructions from a high priest to one of his underlings describing how to enter the central vault of the complex:

"As a keeper of the sacred artifacts you must understand the secrets of our inner sanctum. Only the rituals of smoke, light and sound will unbind the door. There is no other way to enter its hallowed walls. 

"The enslaved fairy will guide you through the ritual of sound, for she is bound to the magic of the gongs. 

"To complete the ritual of smoke you must cast the blessed powders on the sacred brazier so that their combinations match the descending order of the stones set into brazier's base.

"The ritual of light can only be completed using the stones drawn from the holy pool. Begin by placing any two of the single stones in the primary pillars. The secondary pillars must then be filled with the twin gems that match the corresponding color that would be created by combining the hues of the stones in the primary pillar.

"You may keep this letter for a fortnight, and then you will be tested on what you have learned. Master the secrets of the rituals and the Queen will be pleased with you. Fail to learn them and you shall suffer a grisly fate."
{47170} Temple Defenses
{47171} When activated, this scroll will place a person into a stasis sleep for ten thousand years. While in stasis, the magic of the scroll will render the person completely invulnerable and undetectable. After ten thousand years, they will awaken unharmed and unchanged as if only an instant had passed, though the world around them will be greatly altered.
{47172} Stasis Scroll
{47173} At first glance these appear to be tiny rocks or pebbles. However, in truth these are the seeds of the legendary Ultarg Tree. Though an exceptionally hardy species the Ultarg takes 10,000 years to reach maturity and bear fruit, making it one of the rarest plants in Faerûn.
{47174} Ultarg Seeds
{47175} Bret's Bracelet
{47176} This bracelet appears to have no magical properties, though its simple yet elegant design should bring a fair price at market.
{47177} Plague-Ridden Blankets
{47178} Though no longer contagious, these blankets show obvious signs of having once been contaminated with the Wailing Death. Anyone who used them was certain to have contracted the disease.
{47179} Feather of Peace
{47180} This feather, plucked from a snow dove, is a symbol among the Uthgardt identifying the bearer as an envoy of peace. The markings on this particular token appear to belong to those of the Elk tribe.
{47181} Dreamcatcher
{47182} Among the Uthgardt, dreamcatchers are often exchanged to symbolize reconciliation and a willingness to repair damaged relations or resume broken alliances. This particular ornament bears the distinctive marks of the Elk tribe.
{47183} Elk War Helm
{47184} The text of this brief letter is written in a plain and unremarkable script:

"Dearest Mathilda:

"I meant to send this note to offer you words of comfort, but even in a letter I cannot lie to you, my love. In the morning I am being sent out on patrol to verify reports of a strange ruin found far to the south of Fort Ilkard. It is further south than even the newly settled homesteads and farmlands. The last two patrols sent out were set upon by the Uthgardt and brutally slaughtered, and I fear I may suffer the same fate. 

"Yet I am more troubled by the ever-growing number of reports of defenseless settlers being butchered by the savages. I fear the homestead is no longer safe. You must take the children and flee to Neverwinter as soon as you can.

"I would come to escort you myself, but Commander Damas has a heart of stone. He has ordered anyone caught leaving their post without authorization to be hung as a deserter without trial. All I can do is send this note and pray it reaches you before the Uthgardt do.

Love, Willem"
{47185} This key allows entrance into Fort Ilkard.
{47186} Orc Head
{47187} These appear to be the lab notes of Cyril, the mage who created this laboratory:

"I believe I have at last unlocked the keys to creating the Staff of Command! As I suspected all along, the key ingredients were rakshasa eyes and a quartz crystal. However, determining the proper spell to cast on the components once they were combined in my laboratory was not as simple as I had at first assumed.

"My error came in looking for an obscure solution, and missing the stunningly obvious answer right in front of me. Of course the necessary spell to create a Staff of Command is Dominance.

"I must remember this valuable lesson: the most obvious solution is often the right one, even when dealing with the arcane.
{47188} Laboratory Notes
{47189} This note appears to have been left by Cyril, the mage who created this dungeon.

"As I suspected, there are a number of natural pools in these underground chambers that can be easily converted into summoning cisterns. Once I have completed construction of my laboratory, summoning a powerful elemental to do my bidding should simply require the addition of a Slaadi tongue to the pool, along with the casting of Melf's Acid Arrow."
{47190} The Nature of Water Summoning
{47191} Broken Amulet of the Ages
{47192} A hairline crack runs through the center of this amulet, the only flaw in its otherwise perfect construction. On one side are inscribed strange symbols from a long-forgotten language, and on the other is an engraving of a dryad's tree and a dwarven hammer.
{47193} Drained Amulet of the Ages
{47194} One side of this perfectly constructed amulet is inscribed with strange symbols from a long-forgotten language. The other bears the images of a dryad's tree and a dwarven hammer.
{47195} Arwyl's Journal
{47196} Hodd's Journal
{47197} Amulet of the Ages
{47198} This artifact is warm beneath your touch and bears a weight far greater than its size might suggest. The symbols of an ancient tongue are inscribed on one side, the strange words shimmering and glowing with an inner light. The other side flickers between the alternating images of a dryad's tree, a dwarven hammer, and a dragon's head.
{47199} Gem of Misery
{47200} A transparent, crystalline stone, the hardest substance known in nature. The most valued color is a clear bluish-white. Most lesser stones are clear white or off-white, but other less valued color varieties are known, among them mauve, pink, peach, and chartreuse. Due to its hardness, the gem is always faceted rather than polished.
{47201} Gem of Honor
{47202} The blue Sapphire is twin to the more precious Ruby in all respects but color. That sparkling blue does not come easily, however, as the vast majority must be held over a hot flame or otherwise magically treated in order to take on that hue. Once heated, the change is permanent and does not otherwise affect the much-treasured durability of the gem.
{47203} Gem of Pain
{47204} Prized for their vibrant green color, emeralds are fragile and need to be protected from the impacts and extreme temperature changes typical to adventuring life. They are popular among rulers fearful of treachery, however, as many believe them to offer some measure of protection against noxious vapors and the attacks of venomous creatures.
{47205} Gem of Duty
{47206} Ring of Melf
{47207} This ring is a finely fashioned band of purest gold, though sporadic splashes of discoloration mar its otherwise smooth surface.
{47208} Guzud's Head
{47209} This is the decapitated head of the infamous orc bandit Guzud.
{47210} Obould's Head
{47211} This grisly trophy appears to be the decapitated head of the powerful orc king Obould Many-Arrows.
{47212} Vaath's Head
{47213} This severed head once sat upon the shoulders of the infamous orc bandit Vaath.
{47214} Diary Page
{47215} This appears to be an old and crumbling page from a diary.

"The Mountain Witch is no more! I have defeated the Hag Nebacha in a summoning duel.

"I began with a standard opening, the summoning of a feral cat. She countered with the rather predictable conjuration of a large hunting dog to best my feline.
I then escalated the proceedings by summoning a great bear to devour her canine champion.

"Nebacha was not expecting such a bold move. Caught off guard, she summoned a great red dragon, a classic case of panicked over-reaction. Needless to say the wyrm was enraged at her foolishness, and promptly devoured her.

"Perhaps I should commemorate this victory in a song: something that encompasses the essence of all the combatants in the duel: feline, canine, ursine and draconic."
{47216} Note
{47217} This note is written in the flawless script of a professional scribe. The bottom is marked with an official seal in the shape of a dragon's head:

"A wise chieftain knows there is a time for war and there is a time for allegiance with and submission to a greater power. The time for petty warfare and tribal strife among the giants is over. King Skrogg has already bowed to my greatness, and has reaped the rewards for his people. Now I demand the same from you.

"As proof or your allegiance I require tribute in the form of undamaged, living eggs seized from the lairs of the dragons throughout these mountains. Should you agree to my terms I will reward you with a thousand pieces of gold for each dragon egg delivered to my lair. Should you refuse I will destroy you and all your tribe. 

"You may give your answer to my envoy, who will convey your message back to me with the utmost urgency.

"Klauth the Terrible, Overlord of the Mountains and Ruler of the North"
{47218} Notes
{47219} This letter is penned in a crude, almost child-like hand and there are numerous spelling errors in the text. Based on the poorly rendered seal at the bottom of the page it would be safe to assume this was some type of official correspondence from the hill giant chieftain: 

"You big tuff master. Me no want be squiched. Me tribe give tribute and eggs and stuff. We want lots gold. Them fire giants say you big good master. We want be frend with you. Klauth be boss and we be servents for hire."
{47220} Dragon Egg
{47221} The tough but pliable leather shell of this dragon's egg is warm to the touch, a sure sign there is still life within.
{47222} Hill Giant Head
{47223} This is the severed head of the Hill Giant Chieftain.
{47224} Klauth's Head
{47225} This is the head of the ancient red dragon Klauth. Though dulled somewhat by his recent demise, his ruby red scales still possess a luster far deeper than any gem. Klauth's features are forever frozen in an expression of malevolent evil, his enormous jaws curled into a sinister snarl exposing the beast's razor sharp fangs. Even in death the great wyrm's grandeur remains terrible to behold.
{47226} This piece bears the mark of the dwarf Silverblade, a Master Blacksmith who worked from a makeshift forge in the Uthgardt village of Beorunna's Well. He forged it late in the year 1373 DR, to aid the war effort against Lady Aribeth the Betrayer, who marched against the Lords' Alliance stationed in defense of the northern city of Neverwinter.
{47227} M3Q1F20GongSound
{47228} M3Q1F20GongSound1
{47229} Eckel's Homestead
{47230} Interior Dorr
{47231} Door of Three
{47232} Door
{47233} There appears to be a poem etched into the door:

Fleet and sleek with grace, but it dare not face;
Loyal, steadfast, friend, but not there at the end;
Fierce forest beast, but in the end was least;
The Hag who went insane fell to Nebacha's bane.
{47234} Globe Gate
{47235} Exit
{47236} Entrance
{47237} Inn Door
{47238} Lillian's Door
{47239} Deer
{47240} M3Q2A02
{47241} Hill Giant
{47242} Fire Elementals
{47243} M3Q2AOpenGate
{47244} Vaaths Orcs
{47245} M3Q2B Orc Spawn
{47246} Uthgardt Archer Ambush
{47247} Wife Ambush
{47248} Ambush Lord's Alliance M3Q2C03
{47249} Elk Fortress Defenders
{47250} Elk Fortress Subchief
{47251} M3Q2G10DieSlaveE
{47252} Old One Encounter (Past)
{47253} Spawn Soldier
{47254} Siege NWN
{47255} Siege Uthgardt
{47256} Siege Uthgardt Melee Only
{47257} Winter Wolf
{47258} Ogre Only
{47259} Fire Giants
{47260} Hell Hounds
{47261} Cook Encounter
{47262} M3Q4_Giant
{47263} M3Q4_Giant2
{47264} 'Nice' Hill Giant
{47265} Boar
{47266} Summoning Shrine
{47267} Door Spells
{47268} Guzud's Head
{47269} This is the head of the Orc bandit Guzud
{47270} Obould Many-Arrow's Head
{47271} This is the head of the Orc bandit Obould Many-Arrows
{47272} Vaath's Head
{47273} This is the head of the Orc bandit Vaath.
{47274} Trading Post
{47275} To Beorunna's Well
{47276} Drinking House
{47277} Component Chest
{47278} Junk Start War
{47279} Wizard's Chest
{47280} Rolgan's Head
{47281} There is a small sign on the ground near the body: "Rolgan of the Uthgardt shares the fate of all who commit the crime of murder. Tyr's justice is swift."
{47282} To Beorunna's Well.
{47283} To Northern Homesteads.
{47284} To Sundabar.
{47285} This is the head of the Uthgardt Subchieftain Arness.
{47286} Arness' Head
{47287} This is the head of the Uthgardt Chieftain Zokan.
{47288} Zokan's Head
{47289} Uthgardt Spawn
{47290} Fort Ilkard Spawn
{47291} To Fort Ilkard
{47292} Elk Tribe Chest 
{47293} Elk Tribe Faction Object
{47294} Treasure Chest 
{47295} This is an elegant Ultarg Tree, fabled to live ten thousand years or longer.
{47296} Ultarg Tree
{47297} Colored water swirls about this odd little pool. You see several gems being pushed back and forth in the gentle current.
{47298} Pool of Swirling Color
{47299} Blue Color Sparks
{47300} Green Color Sparks
{47301} Orange Color Sparks
{47302} Purple Color Sparks
{47303} Red Color Sparks
{47304} Yellow Color Sparks
{47305} Strange runes have been carved into the ground here. Their meaning remains a mystery to you.
{47306} Riddle of Light
{47307} Riddle of Smoke
{47308} Riddle of Sound
{47309} Colored residue coats the surface of this cold brazier. Imbedded in the side of the brazier are three gems. The top gem is an orange sunstone, below it resides a purple amethyst and finally there is a piece of green jade.
{47310} Smoky Brazier
{47311} Bloodstain
{47312} Flame
{47313} Catapult Rubble
{47314} Scorch Mark
{47315} Destroyed Catapult
{47316} Destroyed Ballista
{47317} Present-Day Lizard Ruins
{47318} Summoning Pool
{47319} Dryad Tree
{47320} Dragon Cage
{47321} An inscription reads: "Placing an empty dragon sphere into this pedestal will make it trap the soul of the dragon in this room."
{47322} Dragon Orb Pedestal
{47323} Sack
{47324} Old Bookshelf
{47325} Important-Looking Chest
{47326} Chest
{47327} Messenger
{47328} Dirt and Weeds
{47329} Hay
{47330} This is just hay, obviously for the horses.
{47331} Wild Magic
{47332} Snow Globe Dryad Faction
{47333} Snow Globe Dwarf Faction
{47334} Small Shield +4
{47335} Small Shield +5
{47336} This lamp is covered with small purple, green, and orange decorations.
{47337} Tower Shield +4
{47338} Temple of Tyr
{47339} To Fort Ilkard.
{47340} To the Coldwood
{47341} To the Moonwood
{47342} Yuan Ti Truth Trigger
{47343} Beorunna's Well to Fort Ilkard
{47344} Beorunna's Well to Coldwood
{47345} Jump Out of Lab
{47346} Fort Ilkard to Beorunna's Well
{47347} M3Q2D15Shelf1
{47348} M3Q2D15Shelf2
{47349} M3Q2D15Shelf3
{47350} M3Q2StartTheWar
{47351} Summon Guardian
{47352} Snowglobe fights
{47353} M3Q4H02_DragonCage
{47354} M3WILDMAGIC
{47355} Jump into Lab
{47356} Wife Trigger
{47357} CC #1 Trigger
{47358} Coldwood to Beorunna's Well
{47359} CC #6 Trigger
{47360} CC #4 Trigger
{47361} CC #3 Trigger
{47362} CC #5 Trigger
{47363} CC #2 Trigger
{47364} Temple of Tyr
{47365} Catapult Target Waypoint
{47366} Back from Globe
{47367} M3Q1 Map Note
{47368} Ilkard Breech Point
{47369} Druid Patrol
{47370} Chaplain Waypoint
{47371} Wizard Patrol
{47372} Water Elemental Summoning
{47373} MapF Room 11 Area Tran
{47374} Haedraline Word of Power Spawn #2
{47375} Golem Spawn 1
{47376} Golem Spawn 2
{47377} Golem Spawn 3
{47378} MapG Room 11 Area Tran
{47379} SnowGlobe: Dryad Spawnpoint
{47380} SnowGlobe: Dwarf Spawnpoint
{47381} SnowGlobe: Encounter SpawnIn
{47382} _Temple Respawn
{47383} Exit Waypoint
{47384} Catapult Commander 3 Post
{47385} Catapult Commander 4 Post
{47386} Catapult Commander 5 Post
{47387} Catapult Commander 6 Post
{47388} Catapult Commander 2 Post
{47389} Catapult Commander 1 Post
{47390} __Standard Waypoint
{47391} Crossbowman moves here
{47392} M3Q2 Map Note
{47393} Cave Entrance
{47394} Bret's homestead
{47395} Entrance to Uthgardt Fort
{47396} Old One Scout Waypoint
{47397} M3Q3 Map Note
{47398} Tomb Entrance
{47399} Wizards' Grove
{47400} Ettin Patrol
{47401} M3Q4 Map Note
{47402} Cave Exit
{47403} Deeper into Caves
{47404} Guard Waypoint
{47405} Aarin Waypoint
{47406} Door
{47407} Door
{47408} Door
{47409} These devices are pleasant enough, crafted of solid oak and highlighted with a modest gem or two. More importantly, the rods are magical in nature, and can calm even the most angry of souls. In the hands of one with a quick tongue, the rods are more than worth their weight in gold. 
{47410} These powerful items allow a wielder to quickly dispel the magic of friend or foe alike. They are particularly prized by those who make it a habit to hunt wizards and other spellcasters.
{47411} These long, thin rods can be wielded like a staff, and any golem struck by them suffer a great chance of being completely and instantly destroyed. Obviously intended to combat the unnatural, the devices also seem to be more potent against outsiders to the Prime Material plane.
{47412} This staff allows the user to dominate other creatures, with each use draining a single charge. They are often wielded by nefarious people who seek to sway others into following their ways.
{47413} Door
{47414} Door
{47415} Sack of Grain
{47416} Door
{47417} Snowdrift
{47418} Door
{47419} Door
{47420} Door
{47421} Door
{47422} Door
{47423} Door
{47424} Door
{47425} To Moonwood
{47426} Mercenary Enclave
{47427} Many-Starred Cloak Enclave
{47428} Uthgardt Settlement
{47429} Drinking House
{47430} Trading Post
{47431} Druid Grove
{47432} Moonwood
{47433} Cold Wood
{47434} Fort Ilkard
{47435} Aarin's Camp
{47436} Door
{47437} Door
{47438} Door
{47439} Door
{47440} Door
{47441} Door
{47442} Trigger
{47443} M3Q2B02OrcGongA
{47444} Door
{47445} Door
{47446} fromM3Q2A
{47447} Destroyed Homestead
{47448} Eckel's Homestead
{47449} Door
{47450} Bretsdownstairs
{47451} Bretsupstairs
{47452} Exit downstairs
{47453} Door
{47454} Eckelsdownstairs
{47455} Eckelsupstairs
{47456} One of the world's rarest and most coveted gems, Alexandrite takes on a brilliant green hue when under indirect sunlight but turns blood-red when exposed to candlelight. Loretellers claim that all Alexandrite comes from the body of the oldest son of Silvanus, the Forest Father. A common nursery rhyme goes "Silvanus' wife went mad one night, murdering her child by candlelight."
{47457} Often called the "Poor Man's Ruby," the common Garnet is nevertheless a distinct and attractive blood-red gem in its own right. The violet form, also called Rhodolite, is the rarest, most prized, and most valuable.
{47458} Beggar's Clothes
{47459} Uthgardtinner
{47460} Room 8
{47461} Prisoner Escape Waypoint
{47462} Standard Waypoint
{47463} Elk Tribe Fortress Patrol Guard Spawn
{47464} To Fort Ilkard
{47465} TO3Q2A
{47466} To Fort Ilkard
{47467} Creatorraceinside
{47468} TimePresent
{47469} Dungeon Exit
{47470} Timesink
{47471} TimeAncienthistory
{47472} Door
{47473} Door
{47474} Door
{47475} Door
{47476} Door
{47477} Door
{47478} To3Q2C
{47479} TO3Q2E
{47480} To Ruins
{47481} To Northern Homesteads
{47482} Beorunna's Well
{47483} Main Barracks
{47484} Settler's Barracks
{47485} Commander's Building
{47486} The tree seems dead and barren.
{47487} Layenestomb
{47488} Wizardsdungeon
{47489} To Coldwood Part II
{47490} Exit to Beorunna's Well
{47491} ColdWood
{47492} Exit from ColdWood
{47493} Adventurer's Corpse
{47494} Wizardsdungeoninside
{47495} Teleportation Circle
{47496} Insidesnowglobe
{47497} Tolowersnowglobe
{47498} Teleporter
{47499} Tower Shield +5
{47500} Robe of Blending
{47501} Glyph Generator
{47502} A robe of blending enables the wearer to blend into the surrounding area, adding a +15 bonus to the Hide skill.  

Robes of this type often have the symbol of Mask sewn somewhere into the hem, though original credit for the design may be due to the drow, who use similar enchantments on their garb.
{47503} Tomb Exit
{47504} Toobould
{47505} To MoonWood A2
{47506} To Beorunna's Well
{47507} InsideObouldslair
{47508} M3Q4B05_SPAWN_O
{47509} Akulatraxaslair
{47510} Tohillgiantlower
{47511} Hillgiantbottom
{47512} Todeaddragon
{47513} ToGorgothas
{47514} Tofiregiantentrance1
{47515} Tofiregiantentrance2
{47516} SpineoftheWorld
{47517} Insidedeaddragon
{47518} InsideGorgothaslair
{47519} Firegiantentrance1
{47520} Tosouthfiregiant
{47521} Tofiregiantstairs
{47522} Togreendragon
{47523} Main Exit
{47524} South to Fire Giant Domain
{47525} ToM3Q4Gwest
{47526} ToM3Q4Geast
{47527} Firegiantentrance2
{47528} Tobluedragon
{47529} Tofiregiantking
{47530} East Fire Giant Domain
{47531} North to Fire Giant Domain
{47532} Firegiantking
{47533} West to Fire Giant Domain
{47534} Greendragonlair
{47535} Bluedragonslair
{47536} Reddragon
{47537} Cave Entrance
{47538} To Coldwood part A
{47539} To Spine of the World
{47540} Spine of the World
{47541} Abandoned House
{47542} Beggar's Nest: Temple of Helm
{47543} War Zone
{47544} Abandoned Home
{47545} M4Q1B10
{47546} Old Man's Home
{47547} M4Q1B13
{47548} M4Q1B15
{47549} M4Q1B18
{47550} M4Q1B20
{47551} M4Q1B21
{47552} M4Q1B22
{47553} M4Q1B23
{47554} Maugrim's Sanctuary
{47555} Castle Caverns
{47556} M4Q1C2
{47557} M4Q1C3
{47558} M4Q1D
{47559} M4Q1D2
{47560} Shop
{47561} City Core
{47562} Shop: Upper Floor
{47563} Mercenary Enclave
{47564} Temple of Tyr
{47565} The Castle
{47566} City Core: Moonstone Mask
{47567} City Core: Cloaktower
{47568} Past Life
{47569} 
{47570} 
{47571} 
{47572} 
{47573} 
{47574} 
{47575} 
{47576} 
{47577} 
{47578} 
{47579} 
{47580} 
{47581} 
{47582} 
{47583} 
{47584} 
{47585} 
{47586} 
{47587} 
{47588} 
{47589} 
{47590} 
{47591} 
{47592} 
{47593} 
{47594} 
{47595} 
{47596} 
{47597} 
{47598} 
{47599} 
{47600} 
{47601} 
{47602} 
{47603} 
{47604} 
{47605} 
{47606} 
{47607} 
{47608} 
{47609} 
{47610} 
{47611} Lesser Robe of Eyes
{47612} This colorful robe is marked all over with patterns that look vaguely like eyes. 
{47613} The lesser robe of eyes, like its more powerful counterpart, provides the wearer with improved vision and the ability to detect many things that are hidden. Once per day, the wearer can invoke the power of the robe to pierce the veil of invisibility or etherealness.

When not fully armored, the more powerful clerics of Helm often wear such robes to allow them to maintain their vigilance, even when unable to maintain their armament.
{47614} Robe of Scintillating Colors
{47615} This light robe is woven of many different brightly-colored wools and gives off a faint aura of magic.
{47616} The wearer can cause the Robe of Scintillating Colors to become a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light.  The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings.

The first of such robes was said to have been made by a Halruaan Lliira-worshipper named Persephenon.  An unusual Halruaan, Persephenon showed talent for sorcery rather than wizardry.  This social stigma, combined with his pursuit of the Joybringer's path and his flamboyant personality, put Persephenon at odds with his contemporaries.  

Despite these obstacles, Persephenon was appointed captain of a skyship.  He made his robe as a tribute to Lliira, in order to paint rainbows across the sky as he flew.

This undignified behavior ultimately lost Persephenon his captaincy and later led to his exile from Halruaa.  Welcomed in Luiren by the less-rigid halfling culture, Persephenon enjoyed a happy life and copies of his robes have similarly enjoyed a favored place among the hin bards.
{47617} Vest of Escape
{47618} This simple vest is plain but well-constructed of good quality silk in dusky colors. The fabric feels slightly slippery to the touch.
{47619} 
{47620} 
{47621} 
{47622} 
{47623} 
{47624} 
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{47904} 
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{48237} 
{48238} 
{48239} 
{48240} 
{48241} 
{48242} 
{48243} 
{48244} 
{48245} 
{48246} Developed by Lantanese spelunkers, this type of silk vest has been coated by a slick, oily substance allowing the wearer to slip through small crevices -- and incidentally making it very difficult to restrain the wearer in any way. Calmishite thieves quickly adopted the vest, and now sets of magically enhanced lock picks are commonly found in secret pockets throughout the vest.
{48247} 
{48248} Greater Robe of Eyes
{48249} The greater robe of eyes provides the wearer with improved vision and the ability to detect many things that are hidden. Invisibility and ethereal effects have no power to cloud the wearer's vision.

When not fully armored, the more powerful clerics of Helm often wear such robes to allow them to maintain their vigilance, even when unable to maintain their armament.
{48250} Cockatrice's Touch
{48251} The Avatar
{48252} 
{48253} Ancient Netherese magic, steeped for millennia, has somehow imbued this artifact with the ability to transform the possessor at will into an avatar of their chosen alignment. 

This mystical object is almost unattainable, as its only known origin is from the dangerous Deck of Hazards.
{48254} Faerie Dragon Hide
{48255} Formian Sting
{48256} Formian Myrmarch Properties
{48257} 
{48258} 
{48259} Myrmarch Sting
{48260} Formian Queen Properties
{48261} Formian Taskmaster Properties
{48262} Formian Warrior Properties
{48263} Formian Worker Properties
{48264} Dire Rat Animal Companion level 01 Bite
{48265} Dire Rat Animal Companion level 05 Bite
{48266} Dire Rat Animal Companion level 10 Bite
{48267} Dire Rat Animal Companion level 15 Bite
{48268} 
{48269} Dire Rat Animal Companion level 20 Bite
{48270} 
{48271} 
{48272} 
{48273} 
{48274} 
{48275} 
{48276} 
{48277} 
{48278} Faerie Dragon Familiar Level 01 Hide
{48279} Faerie Dragon Familiar level 05 Hide
{48280} Faerie Dragon Familiar level 10 Hide
{48281} Faerie Dragon Familiar level 15 Hide
{48282} Pseudodragon Familiar Level 01 Hide
{48283} Pseudodragon Familiar Level 05 Hide
{48284} Pseudodragon Familiar Level 10 Hide
{48285} Pseudodragon Familiar Level 15 Hide
{48286} Monk's Belt
{48287} This simple rope belt, when wrapped around a person's waist, confers increased ability in unarmed combat.  

The Lady's Hand Monastery in the Nether Mountains has recently taken to equipping all of their members with this item. Though not nearly as powerful as some of the Netherese weaponry they are rumored to possess, their recent clashes with the Morueme clan of blue dragons has forced the monastery to rely on lesser resources.
{48288} Belt of Lions
{48289} This leather belt grants its wearer excellent night vision and greater influence over animals.  Acquiring the lion's feline grace, the wearer also gains a bonus to Move Silently and Tumble checks.

Druids and rangers of the Wealdath and the Forest of Mir have adopted such belts both for their practical applications as well their symbolic association with the highly regarded lions of the area.

{48290} Shar's Belt of Priestly Might
{48291} These items first appeared in Halruaa at the end of the Time of Troubles, which the wizards took as a sign that Mystra had returned. 

The belt of priestly might grants its wearer protection from damage and increased strength.

This particular belt is inscribed with the dark symbol of Shar, goddess of shadow. 
{48292} Kossuth's Belt of Priestly Might and Warding
{48293} These items first appeared in Halruaa at the end of the Time of Troubles, which the wizards took as a sign that Mystra had returned. 

The belt of priestly might and warding grants its wearer protection from attack and increased strength, and further allows them to create a magic circle against alignment once per day.

This particular belt is inscribed with the holy symbol of Kossuth.
{48294} 
{48295} 
{48296} 
{48297} 
{48298} Mystran Belt of Priestly Might
{48299} These items first appeared in Halruaa at the end of the Time of Troubles, which the wizards took as a sign that Mystra had returned. 

The belt of priestly might grants its wearer protection from damage and increased strength.

This particular belt is inscribed with the holy symbol of Mystra.
{48300} Kossuth's Belt of Priestly Might
{48301} These items first appeared in Halruaa at the end of the Time of Troubles, which the wizards took as a sign that Mystra had returned. 

The belt of priestly might grants its wearer protection from damage and increased strength.

This particular belt is inscribed with the holy symbol of Kossuth, god of the forge.
{48302} 
{48303} 
{48304} 
{48305} 
{48306} 
{48307} 
{48308} 
{48309} 
{48310} Mystran Belt of Priestly Might and Warding
{48311} These items first appeared in Halruaa at the end of the Time of Troubles, which the wizards took as a sign that Mystra had returned. 

The belt of priestly might and warding grants its wearer protection from attack and increased strength, and further allows them to create a magic circle against alignment once per day.

This particular belt is inscribed with the holy symbol of Mystra, goddess of magic.
{48312} Shar's Belt of Priestly Might and Warding
{48313} These items first appeared in Halruaa at the end of the Time of Troubles, which the wizards took as a sign that Mystra had returned. 

The belt of priestly might and warding grants its wearer protection from attack and increased strength, and further allows them to create a magic circle against alignment once per day.

This particular belt is inscribed with the dark symbol of Shar, goddess of shadow magic.
{48314} Boots of the Winterlands
{48315} A common magic item among adventurers, travelers and monsters of the frozen North alike, these thick, furry boots have been enchanted to magically warm the wearer, offering protection against cold similar to that provided by an endure elements spell.
{48316} Lesser Boots of Tumbling
{48317} Made for members of a militant order of Lliira-worshippers known as the Scarlet Mummers, these boots aid those deadly dancers in their acrobatic assassinations of the agents of the Maiden of Pain.
{48318} Boots of Tumbling
{48319} Greater Boots of Tumbling
{48320} Bracers of Archery
{48321} These wristbands look like normal protective wear. The bracers grant the wearer deadly accuracy when using bows. They are likely from the armory of some disbanded elven militia.
{48322} Bracers of the Blinding Strike
{48323} Beyl Van Yoren was a young student in the monastery of the Dark Moon who was seduced away from her order by a local transmuter named Vergol. 

To punish Beyl for her desertion, the Order's elder monks contracted a rival spellcaster to arm several of their best remaining students with these bracers, hoping the bracers would prove a match to Vergol's haste-inducing spells. However, the Order did not foresee Vergol's equal expertise with hindering spells, and the students have not been seen since.
{48324} Gloves of Appraisal
{48325} At one time, almost every successful merchant in Waterdeep was reputed to own a pair of these gloves.  Embroidered with the image of the goddess Waukeen, the supple balance of the glove and the sheen of its silk are enhanced with a minor magic to help the wearer better gauge the weight and quality of gems and other small goods.

During the Interdeium of Waukeen, many lost faith in the Merchant's Friend, and many such gloves were sold into general circulation on the open market.
{48326} Greater Gloves of Appraisal
{48327} At one time almost every successful merchant in Waterdeep was reputed to own a pair of these gloves.  Embroidered with the image of the goddess Waukeen, the supple balance of the glove and the sheen of its silk are enhanced with a minor magic to help the wearer better gauge the weight and quality of gems and other small goods.  

During the Interdeium of Waukeen, many lost faith in the Merchant's Friend, and many of these gloves were sold into general circulation on the open market.
{48328} 
{48329} 
{48330} 
{48331} Gloves of the Artificer
{48332} 
{48333} 
{48334} 
{48335} 
{48336} 
{48337} 
{48338} 
{48339} 
{48340} 
{48341} 
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{48343} 
{48344} 
{48345} 
{48346} 
{48347} 
{48348} 
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{48399} 
{48400} 
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{48410} 
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{48414} 
{48415} 
{48416} 
{48417} 
{48418} 
{48419} 
{48420} 
{48421} 
{48422} 
{48423} 
{48424} 
{48425} 
{48426} 
{48427} 
{48428} 
{48429} 
{48430} 
{48431} 
{48432} 
{48433} 
{48434} 
{48435} 
{48436} 
{48437} 
{48438} 
{48439} 
{48440} 
{48441} 
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{48457} 
{48458} 
{48459} 
{48460} 
{48461} 
{48462} 
{48463} 
{48464} 
{48465} 
{48466} 
{48467} 
{48468} 
{48469} 
{48470} 
{48471} 
{48472} 
{48473} 
{48474} 
{48475} 
{48476} 
{48477} 
{48478} 
{48479} 
{48480} 
{48481} 
{48482} 
{48483} 
{48484} 
{48485} 
{48486} 
{48487} 
{48488} 
{48489} 
{48490} 
{48491} 
{48492} 
{48493} 
{48494} 
{48495} 
{48496} 
{48497} 
{48498} 
{48499} 
{48500} 
{48501} 
{48502} 
{48503} 
{48504} 
{48505} 
{48506} 
{48507} 
{48508} 
{48509} 
{48510} 
{48511} 
{48512} 
{48513} 
{48514} 
{48515} 
{48516} 
{48517} 
{48518} 
{48519} 
{48520} 
{48521} 
{48522} 
{48523} 
{48524} 
{48525} 
{48526} 
{48527} 
{48528} 
{48529} 
{48530} 
{48531} 
{48532} 
{48533} 
{48534} 
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{48540} 
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{48562} 
{48563} 
{48564} 
{48565} 
{48566} 
{48567} 
{48568} 
{48569} 
{48570} 
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{48578} 
{48579} 
{48580} 
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{48589} 
{48590} 
{48591} 
{48592} 
{48593} 
{48594} 
{48595} 
{48596} 
{48597} 
{48598} 
{48599} 
{48600} 
{48601} 
{48602} 
{48603} 
{48604} 
{48605} 
{48606} 
{48607} 
{48608} 
{48609} 
{48610} 
{48611} 
{48612} 
{48613} 
{48614} 
{48615} 
{48616} 
{48617} 
{48618} 
{48619} 
{48620} 
{48621} 
{48622} 
{48623} 
{48624} 
{48625} 
{48626} 
{48627} 
{48628} 
{48629} 
{48630} 
{48631} 
{48632} 
{48633} 
{48634} 
{48635} 
{48636} 
{48637} 
{48638} 
{48639} 
{48640} 
{48641} 
{48642} 
{48643} 
{48644} 
{48645} 
{48646} 
{48647} 
{48648} 
{48649} 
{48650} 
{48651} 
{48652} 
{48653} 
{48654} 
{48655} 
{48656} 
{48657} 
{48658} 
{48659} 
{48660} 
{48661} 
{48662} 
{48663} 
{48664} 
{48665} 
{48666} 
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{48878} 
{48879} Though the true origin of gloves of this type is unknown, those sold in Waterdeep often claim to be functional replicas of a pair of gloves once used by Halaster Blackcloak to assist him in making the notorious traps of Undermountain.
{48880} Greater Gloves of the Artificer
{48881} Gauntlet of Fury
{48882} This single wrought iron gauntlet was wrought by a former student of Laeral Silverhand Arunsun who joined the Red Wizards of Thay when he turned to evil. 

An invisible but tangible field of force continuously surrounds the wearer, providing a bonus similar to a mage armor spell.

Once per day, the wearer can also cast a magic missile spell and a greater missile storm spell.
{48883} Gloves of Lightning
{48884} Once a personal "interrogation tool" of Rimardo Domine, an Overwizard of Luskan's Host Tower of the Arcane, these flexible leather gloves have since been circulated among powerful members of the pirate community.  

The gloves are covered with small copper rivets.  The wearer may use the gloves to throw a sharp electric jolt at a nearby target.
{48885} Gloves of the Balanced Hands
{48886} Used as a training aid by the rangers of the Moonwood when tutoring aspiring students, these fine leather gloves allow the wearer to fight as if already trained in two-weapon fighting and ambidexterity.
{48887} Brooch of Shielding
{48888} A simple gold brooch, such as might be used to fasten a cloak.
{48889} This appears to be a piece of simple gold jewelry used to fasten a cloak or cape. In addition to this mundane task, the Brooch of Shielding can be activated with a touch to place an invisible field of force around the wearer, granting extra protection and immunity to magic missiles.

A common defensive tool among wizards, these brooches commonly bear the symbol of Mystra or Azuth.
{48890} Dove's Harp
{48891} A hand-held harp.
{48892} This item's original name has been lost, and its current name derives from Dove Falconhand, who owns such a harp.  These masterwork harps have from twenty to thirty-six strings.  When it is played, the harp's music can cure listeners and cast a warm light. 
{48893} Austruth Harp
{48894} A small but well-crafted hand-held harp.
{48895} A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the student of his bardic college.  Others have since copied the designs, keeping the name Falataer gave them to honor him.
{48896} Ollamh Harp
{48897} A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the students of his bardic college. Others have since copied the designs, keeping the name Falataer gave them to honor him.

This masterwork harp can be played to cast mass charm, mass haste, and summon monster VI each once per day.
{48898} Janthra's Harp
{48899} By playing this masterwork harp the harpist can envelop all creatures within 10 feet of the harp in an invisibility sphere.
{48900} Deck of Hazards
{48901} This deck of cards is appears to be designed for some kind of game of chance. The cards are ornately decorated and made of unusually thick paper that seems highly resistant to damage. A palpable aura of magic and danger surrounds them. 
{48902} The mages of the Empire of Netheril once played the card game of Hazard for idle amusement, building decks of slightly magical cards to use in friendly competition against each other. 

In the millennia since the fall of Netheril, however, the magic in the surviving decks has gradually steeped and intensified. Now, a Deck of Hazards produces many powerful effects both beneficial and baneful on those who take the risk of drawing cards from the deck.

An adventurer who is so fortunate -- or unfortunate, as the case may be -- to discover a Deck of Hazards may choose to draw one, two, or three cards. Once the decision has been made, however, it cannot be retracted. The specified number of cards will be drawn automatically, and then the deck will vanish forever. 
{48903} Amulet of Undead Turning
{48904} These necklaces are occasionally distributed among the faithful by powerful temples, to protect them in holy missions against the undead. Necklaces of this type are usable only by non-evil clerics and paladins.  Amulets of this type are most commonly found in use among followers of Lathander, and these pendants often bear the symbol of the Morninglord.
{48905} Necklace of Fireballs
{48906} This appears to be nothing but a cheap medallion. 
{48907} Once its true nature has been perceived, this necklace appears as a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer, who can easily hurl them over long distances.  When a sphere arrives at the end of its trajectory, it bursts into a magic fireball.  

Different spheres do different amounts of damage.  The more damage a sphere deals, the bigger it is.

Many such devices have been created by wizards across Faerûn, and this particular device bears no distinguishing marks to identify its creator.
{48908} Scarab of Protection
{48909} This device appears to be a silver medallion in the shape of a dung beetle. It gives off a faint magical aura.
{48910} This slender silver chain bears a medallion in the shape of a dung beetle. 

The dung beetle was originally a holy creature associated with the Mulhorandi sun-god Ra due to its tendency to burrow a solar-disk-like circular hole in dung.  These creatures' likenesses were often used for the holy protective charms known as scarabs.  Since Ra's demise in the Orcgate Wars, his successor Horus-Re grants these totems their protective powers.
{48911} Luckstone
{48912} This thin chain bears a small pendant of roughly polished agate.
{48913} This slender chain bears a luckstone pendant of rough polished agate. Such stones come from the halfling homeland, Lurien.  "The luck of the hin" is said to have rubbed off on the rocks and grants the luck to the bearers of such trinkets.
{48914} Arvoreen's Amulet of Aid
{48915} This item is a three-inch-diameter gold disk with the holy symbol of Arvoreen inlaid in platinum. It grants the wearer the ability to cast aid six times.  It cannot be used by an evil creature.
{48916} Amulet of the Harpers
{48917} The mysterious semi-secret society called the Harpers makes these amulets  for their senior members. The amulets are fashioned from silver that has been magically treated to give it the hardness of steel and grant the wearer several magical protections.
{48918} Lesser Ice Necklace of the Ulutiun
{48919} Several of these necklaces of magically hardened and preserved ice were created by a half-mad sorcerer who wandered among the Ulutiun tribes of the Great Glacier. 

The necklace mounts four transparent acorn-sized crystals.  The wearer can detach a crystal and hurl it at a distance.  When the crystal reaches the end of its trajectory, it explodes into a storm of ice storm.
{48920} Ring of Animal Friendship
{48921} Crafted of magically preserved twisted green twigs infused with the scent of edible berries, these rings are often employed by druids and rangers throughout the High Forest in pacifying the local wildlife.  Many have their twigs woven into subtle prayers to nature deities like Mielikki and Silvanus.
{48922} Ring of Hiding
{48923} This ring is actually a magic leather cord that ties around a finger.  It is tanned to be vaguely flesh-toned and is so subtle that it often goes unnoticed when worn.  Similarly, it allows the wearer to blend easily into the background to escape detection.

Though a common item among rogues and others who wish to go unnoticed, this item is rapidly becoming standard equipment among the Night Masks, according to the Westgate city watch.
{48924} Ring of Improved Evasion
{48925} This ring continually grants the wearer extreme nimbleness, allowing her to avoid damage as if she had the improved evasion ability. 

These rings have been used as training tools among the Red Wizards in an effort to lower the mortality rate among apprentice battle mages.
{48926} Ring of Force Shield
{48927} Made by the Harpell clan of wizards in Longsaddle, these simple iron bands generate a large shield-sized invisible wall of force that stays with the ring and can be wielded by the wearer as if it were a normal shield. This special creation, since it can be activated and deactivated at will, has no armor check penalty or arcane spell failure chance.
{48928} Ring of Freedom of Movement
{48929} This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.  The name of Shaundakul is inscribed in flowing script on the inside of the band.
{48930} Aribeth's Ring
{48931} Once the family heirloom of an elven paladin of Tyr, this protective ring was lost with the fall of its owner in combat. 
{48932} Bone Ring
{48933} Crafted by clerics of Myrkul, these rings are carved from stone or ivory as often as from bone, but are never made of metal. The rings grant their wearer immunity to energy drain and ability drain attacks.  
{48934} Commander's Ring
{48935} The war wizards of Cormyr forge these protective rings for use by the Cormyrian military. With the proper command word, a commander's ring can also cast the useful spell of <i>knock</i> to enter locked buildings quickly and silently.
{48936} Ring of Disease Immunity
{48937} The wearers of these rings are immune to all types of infections and diseases.

Lacksun Zollan, a Cormyrian paladin of Ilmater, has traveled much of Faerûn granting such rings to those he deems to be victims of priests of Talona.  As he has become fond of saying, he plans to break Talona's work "one finger at a time."
{48938} Ring of Might
{48939} These rings are forged by clerics of Tyr to assist adherents. The wearer of such a ring of might gains great prowess at unarmed combat.
{48940} Ring of Nine Lives
{48941} This ancient Netherese ring is made of ivory and carved to resemble a snarling cat's face on one end.  It allows the wearer to cast a heal spell up to nine times.
{48942} Purple Dragon Ring
{48943} These rings are brass and engraved with the purple dragon symbol of the Obarskyr royal family. The Purple Dragons use these rings to protect the royal family from assassination attempts by poison.  Over 4,000 of these rings have been made.  Rings with similar functions are in common circulation, created for nobles or merchants fearing poison.
{48944} Ring of Spell Battle
{48945} This potent Netherese ring is typically made of gold and set with small spheres of silver. The ring aids the wearer in identifying spells being cast nearby. In the event of unwanted spell effects, the ring also allows the wearer to cast dispel magic once per day.
{48946} Bowl of Commanding Water Elementals
{48947} This large bowl is fashioned out of a pale blue semiprecious stone. It seems fairly fragile.
{48948} This large bowl is fashioned out of pale blue lapis lazuli, and the rim of the bowl is etched with a smooth, flowing script spelling out prayers to Istishia. When filled with water, a water elemental will be summoned to serve the caster.
{48949} 
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{49066} 
{49067} 
{49068} Brazier of Commanding Fire Elementals
{49069} This small golden pan appears to hold constantly glowing coals.
{49070} This small golden pan holds smoldering coals. If the coals are stirred up, the brazier will summon a fire elemental to serve the user.
{49071} Gem of Brightness
{49072} 
{49073} 
{49074} 
{49075} 
{49076} 
{49077} 
{49078} 
{49079} 
{49080} 
{49081} 
{49082} Game Over
{49083} Nasher
{49084} Trancar
{49085} Vanya
{49086} Neverwinter Soldier
{49087} Neverwinter Soldier 2
{49088} Leesa
{49089} Asgard
{49090} Wounded Soldier
{49091} Master Ford
{49092} Esmerelda
{49093} Cletus
{49094} Gedry
{49095} Wilbur
{49096} Old One Warrior
{49097} Morag (Projection)
{49098} Jail Guard
{49099} Luskan Wizard
{49100} Asheera
{49101} Morag's Chosen
{49102} Old One Cleric
{49103} Protector Against the Mace
{49104} Protector Against Frost
{49105} Protector Against the Storm
{49106} Protector Against Flame
{49107} Protector Against the Lessers
{49108} Protector Against the Spear
{49109} Protector Against Venom
{49110} Protector Against the Sword
{49111} Old One Evoker2
{49112} Warrior2
{49113} Warrior
{49114} Luskan Archer
{49115} M4Q1Luskans
{49116} Luskan Soldier
{49117} Servants of Flesh
{49118} This horrific construct is controlled by a Luskan wizard.
{49119} Siege Golem
{49120} Junk Ring
{49121} Notebook
{49122} This notebook is written in your own hand and describes your life as a slave at the hands of the cruel lizardman masters.

It details your escape from the slave pens of the Creator Race and describes how you organized other escaped slaves and set up an underground network to free your fellows from the bondage of the Old Ones.

Of particular interest is the last entry:

"The revolution will fail. I know this - I can sense our doom is near. It's like I'm caught in a trap, a terrible looping pattern repeated in a never ending cycle and there is no way to break out.

"I had the dream again last night. I dreamt I was not a slave, but another person in another time, where the Old Ones no longer ruled. Sometimes the dream seems more real than this terrible nightmare.

"But I know this world is real - the evidence is here in this notebook, written in my own words."
{49123} This is the key you recovered from Aribeth
{49124} Inner Sanctum Key
{49125} Key from light/darkmaze
{49126} THIRD: KEYKey from past life plot
{49127} You recognize this as the key to the front door of the headquarters of the slave resistance.
{49128} Inkwell
{49129} This is an ordinary inkwell, complete with ink. If you had a quill and some paper you could write yourself a note.
{49130} Quill
{49131} This is a plain writing quill. If you had an inkwell and some paper you could write yourself a note.
{49132} M4Q1D08_IMM_BLUN
{49133} M4Q1D08_IMM_COLD
{49134} M4Q1D08_IMM_ELEC
{49135} M4Q1D08_IMM_FIRE
{49136} M4Q1D08_IMM_OTHE
{49137} M4Q1D08_IMM_PIER
{49138} M4Q1D08_IMM_POIS
{49139} M4Q1D08_IMM_SLAS
{49140} This is the journal of Maugrim Korothir. Most of the entries are gibberish - the diatribes and rantings of a diseased mind. But scattered amidst the insane ramblings are several lucid entries of particular interest:

"The ancient scrolls were correct! It was a simple task to infiltrate Castle Never using disguise and illusion. Beneath the dungeons I discovered the secret chamber, and the mysterious stone within. It pulses with unfathomable power - I must return soon to try and unlock its secrets."

----------

"My experiments unleashed one of the stone's magical defenses - a great plague that will destroy Neverwinter. As I lay dying at the epicenter of the terrible spell, my body ravaged by disease, she came to me in a vision promising life and power if I would but serve her. Morag, High Priestess of the Creator Race, Queen of the Old Ones. My Queen."

----------

"Morag feasts upon the souls of the afflicted, devouring the very essence of their being as they succumb to the Wailing Death. And as my Queen's power grows, so does my own!"

----------

"Desther is dead, but Morag has promised me a far greater ally - the Lady Aribeth de Tylmarande herself! My Queen speaks to the young paladin through her dreams, feeding her hatred and bending her to our will! Soon she will be ours!"

----------

"The Neverwinter forces are routed, but Castle Never still stands and three of the Words of Power are beyond our reach. Morag grows impatient, she demands I perform the ritual of Awakening using the only Word we possess. I dare not defy my Queen."

----------

"The ritual is done. The Old Ones will be reborn. The Creators will rule once more. The Awakening has begun. It is now only a matter of time."


{49141} This is a simple note in your own hand, though you have no recollection of writing the message.

It says simply:

"Beldar is a traitor."
{49142} This is the final word of power, obtained from a chest in Maugrim's sanctuary.
{49143} Water Door
{49144} Woods Door
{49145} Future Door
{49146} Alien Door
{49147} Luskan Spawn
{49148} M4Q1DLizards
{49149} M4Q1A04 Rally
{49150} M4Q1A04 Rally2
{49151} This is a blank writing pad.
{49152} Writing Desk
{49153} Wizard Light Node 1
{49154} This bars of this cage upon close inspection appear to have been wrought from the tightly coiled skins of some reptile. Curious and disturbing energy flows from this dark artifact.
{49155} Morag's Shell
{49156} This sign seems to indicate darkness.
{49157} Dark Sign
{49158} This sign seems to indicate light.
{49159} Light Sign
{49160} Puzzler's Machine
{49161} POSITION: For Area HeartBeat
{49162} Parts of the building have collapsed due to the siege weapons firing at the city. The way is blocked.
{49163} Shell
{49164} Self
{49165} Word of Power Pedestal
{49166} Catapult
{49167} Source Stone Entrance
{49168} Soldier Bye
{49169} Wounded Go
{49170} Catapult Target
{49171} Outside Source Stone to Inside
{49172} Inside Source Stone to Outside
{49173} Inside Past Life
{49174} Outside Past Life
{49175} Aribeth JumpTo
{49176} Chest Spawn In
{49177} Light and Dark Startpoint
{49178} Morag Jump Point
{49179} M4QD07_ENTER
{49180} Aribeth Cell
{49181} Rally Point
{49182} M4 Castle Dungeon Map Note
{49183} Castle Dungeon Entrance
{49184} M4 Castle Map Note
{49185} Castle Exit
{49186} M4 Cloak Tower Map Note
{49187} Cloak Tower
{49188} M4 Druid Tree Map Note
{49189} Druid Tree
{49190} M4 Temple Helm Map Note
{49191} M4 House Map Note
{49192} House Entrance
{49193} M4 Inner Sanctum Map Note
{49194} Inner Sanctum
{49195} Woudned Rally Point
{49196} Golem Walk
{49197} Golem 2 Walk
{49198} M4 Stairs Down Map Note
{49199} M4 Stairs Up Map Note
{49200} M4 Temple Tyr Map Note
{49201} M4 Exit Map Note
{49202} M4 Nasher Waypoint
{49203} City Centre
{49204} House Entrance
{49205} Exit
{49206} Teleportation Pedestal
{49207} To War Zone
{49208} Mercenary Enclave
{49209} Moonstone Mask
{49210} MoonstoneMask
{49211} War Zone
{49212} Castle NeverWinter
{49213} It is unclear if these headpieces were created by clerics of Helm, god of guardians, or if they acquired their name by a more convenient circumstance. Whatever the case, they are highly prized by guards and sentries. All cast a visible glow of one sort or another, and many magically hone the wearer's senses. Needless to say, rogues have also taken to wearing them, proving the old proverb that 'what's good for the goose is good for the gander.'
{49214} Box Low
{49215} Temple Infirmary
{49216} Temple Side Room
{49217} Castle Dungeon
{49218} This is a simple note in your own hand, though you have no recollection of writing the message.

It says simply:

"Beldar is a traitor."

{49219} blah
{49220} M0Q1A
{49221} M0Q1B
{49222} M0Q1C
{49223} M0Q1D
{49224} M0Q1E
{49225} 
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{49350} 
{49351} 
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{50715} 
{50716} 
{50717} 
{50718} 
{50719} 
{50720} 
{50721} 
{50722} 
{50723} 
{50724} 
{50725} 
{50726} 
{50727} 
{50728} 
{50729} 
{50730} 
{50731} 
{50732} 
{50733} 
{50734} 
{50735} 
{50736} 
{50737} 
{50738} 
{50739} 
{50740} 
{50741} 
{50742} 
{50743} 
{50744} 
{50745} 
{50746} 
{50747} 
{50748} 
{50749} 
{50750} 
{50751} 
{50752} 
{50753} 
{50754} 
{50755} 
{50756} 
{50757} 
{50758} 
{50759} 
{50760} 
{50761} 
{50762} 
{50763} 
{50764} 
{50765} 
{50766} 
{50767} 
{50768} 
{50769} 
{50770} 
{50771} 
{50772} 
{50773} 
{50774} 
{50775} 
{50776} 
{50777} 
{50778} 
{50779} 
{50780} 
{50781} 
{50782} 
{50783} 
{50784} 
{50785} 
{50786} 
{50787} 
{50788} 
{50789} 
{50790} 
{50791} 
{50792} 
{50793} 
{50794} 
{50795} 
{50796} 
{50797} 
{50798} 
{50799} 
{50800} 
{50801} 
{50802} 
{50803} 
{50804} 
{50805} 
{50806} 
{50807} 
{50808} 
{50809} 
{50810} 
{50811} 
{50812} 
{50813} 
{50814} 
{50815} 
{50816} 
{50817} 
{50818} 
{50819} 
{50820} 
{50821} 
{50822} 
{50823} 
{50824} 
{50825} 
{50826} 
{50827} 
{50828} 
{50829} 
{50830} 
{50831} 
{50832} 
{50833} 
{50834} 
{50835} 
{50836} 
{50837} 
{50838} 
{50839} 
{50840} 
{50841} 
{50842} 
{50843} 
{50844} 
{50845} 
{50846} 
{50847} 
{50848} 
{50849} 
{50850} 
{50851} 
{50852} 
{50853} 
{50854} 
{50855} 
{50856} 
{50857} 
{50858} 
{50859} 
{50860} 
{50861} 
{50862} 
{50863} 
{50864} 
{50865} 
{50866} 
{50867} 
{50868} 
{50869} 
{50870} 
{50871} 
{50872} 
{50873} 
{50874} 
{50875} 
{50876} 
{50877} 
{50878} 
{50879} 
{50880} 
{50881} 
{50882} 
{50883} 
{50884} 
{50885} 
{50886} 
{50887} 
{50888} 
{50889} 
{50890} 
{50891} 
{50892} 
{50893} 
{50894} 
{50895} 
{50896} 
{50897} 
{50898} 
{50899} 
{50900} 
{50901} 
{50902} 
{50903} 
{50904} 
{50905} 
{50906} 
{50907} 
{50908} 
{50909} 
{50910} 
{50911} 
{50912} 
{50913} 
{50914} 
{50915} 
{50916} 
{50917} 
{50918} 
{50919} 
{50920} 
{50921} 
{50922} 
{50923} 
{50924} 
{50925} 
{50926} 
{50927} 
{50928} 
{50929} 
{50930} 
{50931} 
{50932} 
{50933} 
{50934} 
{50935} 
{50936} 
{50937} 
{50938} 
{50939} 
{50940} 
{50941} 
{50942} 
{50943} 
{50944} 
{50945} 
{50946} 
{50947} 
{50948} 
{50949} 
{50950} 
{50951} 
{50952} Door Guard
{50953} Erdan
{50954} Gilbert
{50955} Chandra
{50956} Zedir
{50957} Injured Man
{50958} Shade
{50959} Silk
{50960} Indelayne
{50961} Bruno
{50962} Dinadus
{50963} Unknown Mage
{50964} Unknown Assassin
{50965} Geldar
{50966} Herban
{50967} Ketta
{50968} Olgerd
{50969} Meiron
{50970} Zarn
{50971} Kurdis
{50972} Fonlim
{50973} Kiki
{50974} Deelin
{50975} Rezron
{50976} Naiad
{50977} Mysterious Mage
{50978} Ansel
{50979} Berna
{50980} Dendy
{50981} Combat Dummy
{50982} Hewwet
{50983} Tabitha
{50984} Target
{50985} Weak Goblin
{50986} Dead Goblin
{50987} Pavel
{50988} Aribeth's Key
{50989} This key unlocks a door you have previously been unable to open in the main hallway of the training area.
{50990} Rogue Key
{50991} This is the key that Ketta requested be brought to her as part of the Rogue Test.
{50992} Weak Goblins (D17)
{50993} Bag
{50994} One of your fellow students lays slain on the ground.
{50995} Student Corpse
{50996} Olgerd's Store
{50997} WP_M0Q0_EVILMAGE_01
{50998} _temp
{50999} WP_M0Q0_EVILMAGE_02
{51000} WP_M0Q0_EVILROGUE_01
{51001} WP_M0Q0_GOB_1
{51002} WP_M0Q0_GOB_2
{51003} Merchants Shingle - 1
{51004} The image of a flaming hand has been painstakingly dyed into the loose-spun fabric, presumably the symbol of a local wizards' guild.
{51005} The simple pennant, crudely painted, is scrawled with gibberish. A red border surrounds it.
{51006} The banner depicts a noble blade, shown stark against the purple background. It has the appearance of a warrior's guild crest about it.
{51007} A wicked-looking axe has been woven into the hanging tapestry, possibly the emblem of a local barbarian gathering.
{51008} Halfling Merc Padded Armor
{51009} Elven rangers and warriors are given cloaks like this one to help hide them while patrolling the borders of their land. Each cloak can vary in power, possibly based on the station of the elf who originally wore it.
{51010} Armor of this type began to appear in the lands adjacent to Thay after the Year of Smoldering Spells, 1020DR. An irremovable coating of soot has blackened it, dulling noise of movement and making it ideal for stealthy endeavors. Close examination, however, reveals that the charring was not the result of externally applied heat, and suggests the original owner suffered some sort of Thayvian induced combustion. This lends a very morbid feeling to the item.
{51011} Human Merc Padded Armor
{51012} Graduation Room
{51013} Combat Training
{51014} Magic Training
{51015} Cleric Training
{51016} Rogue Training
{51017} Store
{51018} Training Area
{51019} Stables
{51020} To Neverwinter
{51021} 
{51022} 
{51023} 
{51024} 
{51025} 
{51026} 
{51027} 
{51028} 
{51029} 
{51030} 
{51031} 
{51032} 
{51033} 
{51034} 
{51035} 
{51036} 
{51037} 
{51038} 
{51039} 
{51040} 
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{51100} 
{51101} 
{51102} 
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{51107} 
{51108} 
{51109} 
{51110} 
{51111} 
{51112} 
{51113} 
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{51120} 
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{51129} 
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{51190} 
{51191} 
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{51197} 
{51198} 
{51199} 
{51200} 
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{51300} 
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{51368} 
{51369} 
{51370} 
{51371} 
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{51397} 
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{51399} 
{51400} 
{51401} 
{51402} 
{51403} 
{51404} 
{51405} 
{51406} 
{51407} 
{51408} 
{51409} 
{51410} 
{51411} 
{51412} 
{51413} 
{51414} 
{51415} 
{51416} 
{51417} 
{51418} 
{51419} 
{51420} 
{51421} 
{51422} 
{51423} 
{51424} 
{51425} 
{51426} 
{51427} 
{51428} 
{51429} 
{51430} 
{51431} 
{51432} 
{51433} 
{51434} 
{51435} 
{51436} 
{51437} 
{51438} 
{51439} 
{51440} 
{51441} 
{51442} 
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{51464} 
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{51468} 
{51469} 
{51470} 
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{51478} 
{51479} 
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{51484} 
{51485} 
{51486} 
{51487} 
{51488} 
{51489} 
{51490} 
{51491} 
{51492} 
{51493} 
{51494} 
{51495} 
{51496} 
{51497} 
{51498} 
{51499} 
{51500} 
{51501} 
{51502} 
{51503} 
{51504} 
{51505} 
{51506} 
{51507} 
{51508} 
{51509} 
{51510} 
{51511} 
{51512} 
{51513} 
{51514} 
{51515} 
{51516} 
{51517} 
{51518} 
{51519} 
{51520} 
{51521} 
{51522} 
{51523} 
{51524} 
{51525} 
{51526} 
{51527} 
{51528} 
{51529} 
{51530} 
{51531} 
{51532} 
{51533} 
{51534} 
{51535} 
{51536} 
{51537} 
{51538} 
{51539} 
{51540} 
{51541} 
{51542} 
{51543} 
{51544} 
{51545} 
{51546} 
{51547} 
{51548} 
{51549} 
{51550} 
{51551} 
{51552} 
{51553} 
{51554} 
{51555} 
{51556} 
{51557} 
{51558} 
{51559} 
{51560} 
{51561} 
{51562} 
{51563} 
{51564} 
{51565} 
{51566} 
{51567} 
{51568} 
{51569} 
{51570} 
{51571} 
{51572} 
{51573} 
{51574} 
{51575} 
{51576} 
{51577} 
{51578} 
{51579} 
{51580} 
{51581} 
{51582} 
{51583} 
{51584} 
{51585} 
{51586} 
{51587} 
{51588} 
{51589} 
{51590} 
{51591} 
{51592} 
{51593} 
{51594} 
{51595} 
{51596} 
{51597} 
{51598} 
{51599} 
{51600} 
{51601} 
{51602} 
{51603} 
{51604} 
{51605} 
{51606} 
{51607} 
{51608} 
{51609} 
{51610} 
{51611} 
{51612} 
{51613} 
{51614} 
{51615} 
{51616} 
{51617} 
{51618} 
{51619} 
{51620} 
{51621} 
{51622} 
{51623} 
{51624} 
{51625} 
{51626} 
{51627} 
{51628} 
{51629} 
{51630} 
{51631} 
{51632} 
{51633} 
{51634} 
{51635} 
{51636} 
{51637} 
{51638} 
{51639} 
{51640} 
{51641} 
{51642} 
{51643} 
{51644} 
{51645} 
{51646} 
{51647} 
{51648} 
{51649} 
{51650} 
{51651} 
{51652} 
{51653} 
{51654} 
{51655} 
{51656} 
{51657} 
{51658} 
{51659} 
{51660} 
{51661} 
{51662} 
{51663} 
{51664} 
{51665} 
{51666} 
{51667} 
{51668} 
{51669} 
{51670} 
{51671} 
{51672} 
{51673} 
{51674} 
{51675} 
{51676} 
{51677} 
{51678} 
{51679} 
{51680} 
{51681} 
{51682} 
{51683} 
{51684} 
{51685} 
{51686} 
{51687} 
{51688} 
{51689} 
{51690} 
{51691} 
{51692} 
{51693} 
{51694} 
{51695} 
{51696} 
{51697} 
{51698} 
{51699} 
{51700} 
{51701} 
{51702} 
{51703} 
{51704} 
{51705} 
{51706} 
{51707} 
{51708} 
{51709} 
{51710} 
{51711} 
{51712} 
{51713} 
{51714} 
{51715} 
{51716} 
{51717} 
{51718} 
{51719} 
{51720} 
{51721} 
{51722} 
{51723} 
{51724} 
{51725} 
{51726} 
{51727} 
{51728} 
{51729} 
{51730} 
{51731} 
{51732} 
{51733} 
{51734} 
{51735} 
{51736} 
{51737} 
{51738} 
{51739} 
{51740} 
{51741} 
{51742} 
{51743} 
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{51745} 
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{51749} 
{51750} 
{51751} 
{51752} 
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{51755} 
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{51764} 
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{51769} 
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{51779} 
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{51788} 
{51789} 
{51790} 
{51791} 
{51792} 
{51793} 
{51794} 
{51795} 
{51796} 
{51797} 
{51798} 
{51799} 
{51800} 
{51801} 
{51802} 
{51803} 
{51804} 
{51805} 
{51806} 
{51807} 
{51808} 
{51809} 
{51810} 
{51811} 
{51812} 
{51813} 
{51814} 
{51815} 
{51816} 
{51817} 
{51818} 
{51819} 
{51820} 
{51821} 
{51822} 
{51823} 
{51824} 
{51825} 
{51826} 
{51827} 
{51828} 
{51829} 
{51830} 
{51831} 
{51832} 
{51833} 
{51834} 
{51835} 
{51836} 
{51837} 
{51838} 
{51839} 
{51840} 
{51841} 
{51842} 
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{51844} 
{51845} 
{51846} 
{51847} 
{51848} 
{51849} 
{51850} 
{51851} 
{51852} 
{51853} 
{51854} 
{51855} 
{51856} 
{51857} 
{51858} 
{51859} 
{51860} 
{51861} 
{51862} 
{51863} 
{51864} 
{51865} 
{51866} 
{51867} 
{51868} 
{51869} 
{51870} 
{51871} 
{51872} 
{51873} 
{51874} 
{51875} 
{51876} 
{51877} 
{51878} 
{51879} 
{51880} 
{51881} 
{51882} 
{51883} 
{51884} 
{51885} 
{51886} 
{51887} 
{51888} 
{51889} 
{51890} 
{51891} 
{51892} 
{51893} 
{51894} 
{51895} 
{51896} 
{51897} 
{51898} 
{51899} 
{51900} 
{51901} 
{51902} 
{51903} 
{51904} 
{51905} 
{51906} 
{51907} 
{51908} 
{51909} 
{51910} 
{51911} 
{51912} 
{51913} 
{51914} 
{51915} 
{51916} 
{51917} 
{51918} 
{51919} 
{51920} 
{51921} 
{51922} 
{51923} 
{51924} 
{51925} 
{51926} 
{51927} 
{51928} 
{51929} 
{51930} 
{51931} 
{51932} 
{51933} 
{51934} 
{51935} 
{51936} 
{51937} 
{51938} 
{51939} 
{51940} 
{51941} 
{51942} 
{51943} 
{51944} 
{51945} 
{51946} 
{51947} 
{51948} 
{51949} 
{51950} 
{51951} 
{51952} 
{51953} 
{51954} 
{51955} 
{51956} 
{51957} 
{51958} 
{51959} 
{51960} 
{51961} 
{51962} 
{51963} 
{51964} 
{51965} 
{51966} 
{51967} 
{51968} 
{51969} 
{51970} 
{51971} 
{51972} 
{51973} 
{51974} 
{51975} 
{51976} 
{51977} 
{51978} 
{51979} 
{51980} 
{51981} 
{51982} 
{51983} 
{51984} 
{51985} 
{51986} 
{51987} 
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{52200} 
{52201} 
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{52205} 
{52206} 
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{52210} 
{52211} 
{52212} 
{52213} 
{52214} 
{52215} 
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{52220} 
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{52223} 
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{52225} 
{52226} 
{52227} 
{52228} 
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{52233} 
{52234} 
{52235} 
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{52264} 
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{52266} 
{52267} 
{52268} 
{52269} 
{52270} 
{52271} 
{52272} 
{52273} 
{52274} 
{52275} 
{52276} 
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{52295} 
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{52300} 
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{52302} 
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{52310} 
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{52315} 
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{52355} 
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{52364} 
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{52664} 
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{52666} 
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{52668} 
{52669} 
{52670} 
{52671} 
{52672} 
{52673} 
{52674} 
{52675} 
{52676} 
{52677} 
{52678} 
{52679} 
{52680} 
{52681} 
{52682} 
{52683} 
{52684} 
{52685} 
{52686} 
{52687} 
{52688} 
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{52690} 
{52691} 
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{52700} 
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{52714} 
{52715} 
{52716} 
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{52718} 
{52719} 
{52720} 
{52721} 
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{52723} 
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{52727} 
{52728} 
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{52731} 
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{52734} 
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{52752} 
{52753} 
{52754} 
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{52756} 
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{52760} 
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{52786} 
{52787} 
{52788} 
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{52814} 
{52815} 
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{52827} 
{52828} 
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{52832} 
{52833} 
{52834} 
{52835} 
{52836} 
{52837} 
{52838} 
{52839} 
{52840} 
{52841} 
{52842} 
{52843} 
{52844} 
{52845} 
{52846} 
{52847} 
{52848} 
{52849} 
{52850} 
{52851} 
{52852} 
{52853} 
{52854} 
{52855} 
{52856} 
{52857} 
{52858} 
{52859} 
{52860} 
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{52862} 
{52863} 
{52864} 
{52865} 
{52866} 
{52867} 
{52868} 
{52869} 
{52870} 
{52871} 
{52872} 
{52873} 
{52874} 
{52875} 
{52876} 
{52877} 
{52878} 
{52879} 
{52880} 
{52881} 
{52882} 
{52883} 
{52884} 
{52885} 
{52886} 
{52887} 
{52888} 
{52889} 
{52890} 
{52891} 
{52892} 
{52893} 
{52894} 
{52895} 
{52896} 
{52897} 
{52898} 
{52899} 
{52900} 
{52901} 
{52902} 
{52903} 
{52904} 
{52905} 
{52906} 
{52907} 
{52908} 
{52909} 
{52910} 
{52911} 
{52912} 
{52913} (PRIVATE)
{52914} Joined Room
{52915} Left Room
{52916} has changed their name to
{52917} Ctrl
{52918} Alt
{52919} Shift
{52920} Highest
{52921} Lowest
{52922} This elixir smells sweet, similar to honeysuckle, and contains a small amount of liquid inside that bubbles faintly. It's use is unknown, though it is likely a curative of some form.
{52923} This lock of hair sparkles faintly, obviously coming from a magical being.
{52924} 
{52925} This operating system is not officially supported by Neverwinter Nights 2. Neverwinter Nights 2 will run under Windows NT4.0 but there may be some unknown issues that will interfere with the game.
{52926} This operating system is supported by Neverwinter Nights 2.
{52927} The system does not meet the minimum processor speed requirements. You will most likely have performance problems running the game, which can be reduced by lowering detail settings in the nwconfig program.
{52928} The system meets the minimum processor speed requirements. You may encounter some performance issues, but these can be reduced by lowering detail settings in the nwconfig program or the in-game options menu.
{52929} The system meets the recommended processor speed requirements.
{52930} DirectX 9.0c or higher was not detected on your computer. If you wish to install DirectX, run the DirectX setup from the Neverwinter Nights 2 CD or download the latest DirectX from Microsoft.
{52931} DirectX (9.0c) was detected on your computer.
{52932} The recommended version (or higher) of DirectX was detected on your computer.
{52933} This crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright light of one of three sorts.  

The first type of light shines as brightly as a torch. The second type of light shines as a very bright ray that can strike and blind a single target. The last type of light shines in a wide beam out from the gem, blinding all targets in the area.
{52934} OpenGL was not detected on your computer. Please contact your video card manufacturer and obtain the latest drivers. Refer to the readme file from the game launcher or in the \docs folder for more information.
{52935} OpenGL was detected on your computer.
{52936} The system does not meet the minimum free harddrive space requirements for installing Neverwinter Nights 2. Ignore this message if you already have the game installed.
{52937} Ale, a dark and delicious drink made from barley and hops.
{52938} The system meets the minimum free space requirements for installing Neverwinter Nights 2. You will only be able to do a minimal install. Ignore this message if you already have the game installed.
{52939} The system meets the recommended free space requirements for installing Neverwinter Nights 2.
{52940} Spirits, usually made from distilled grains, are very potent and should not be taken lightly.
{52941} Either a dark red or pale yellow, wine is made from the pressing of grapes that have been fermented and aged.
{52942} Error: Unable to load driver
{52943} CreateWindow failed. Error %d
{52944} GetDC failed. Error %d
{52945} Error: glsCreateContext failed
{52946} Spell failed due to arcane spell failure!
{52947} Renderer
{52948} Free Disk Space
{52949} Unable to determine type.
{52950} DRIVE %s, [%s]
{52951} (Class skill)
{52952} Free Disk Space:
{52953} Driver %i: %s
{52954} Error Loading OpenGL Driver:
{52955} OpenGL Registry Key Information:
{52956} OPERATING SYSTEM:
{52957} The file %s could only be\nopened in read only mode.
{52958} Error determining CPU type.
{52959} Error, Registry Key not fount.
{52960} Error, Can't open registry Key.
{52961} <CUSTOM0> : Damage Immunity absorbs <CUSTOM1> point(s) of<CUSTOM2>
{52962} <CUSTOM0> : Damage Resistance absorbs <CUSTOM1> damage
{52963} <CUSTOM0> : Damage Reduction absorbs <CUSTOM1> damage
{52964} %s is hostile toward %s
{52965} %s is neutral toward %s
{52966} %s is friendly toward %s
{52967} 
{52968} Your concentration has been disrupted by Entangle.
{52969} <CUSTOM0> : Damage Resistance absorbs <CUSTOM1> damage : <CUSTOM2> points remaining
{52970} <CUSTOM0> : Damage Reduction absorbs <CUSTOM1> damage : <CUSTOM2> points remaining
{52971} <CUSTOM0> : Immune to <CUSTOM1>
{52972} <CUSTOM0> : Spell Level Absorption absorbs <CUSTOM1> spell level(s)
{52973} <CUSTOM0> : Spell Level Absorption absorbs <CUSTOM1> spell level(s) : <CUSTOM2> spell level(s) remaining
{52974} 
{52975} 
{52976} Drive Mode Forward Run
{52977} Select
{52978} Paint
{52979} Bad value entered
{52980} Remove the journal category '%s'?
{52981} 
{52982} Gem of Seeing
{52983} This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance.  When gazed through, the gem of seeing enables the user to see as though she were affected by a true seeing spell.
{52984} Game Options
{52985} Change Faction Name
{52986} What would you like to change the faction '%%s' to?
{52987} 
{52988} Audio
{52989} File Word Count
{52990} Line Word Count
{52991} Line Letter Count
{52992} Module Word Count
{52993} Outdoors
{52994} Torch Lit Interior
{52995} Moody Dungeon
{52996} Trap Door
{52997} Bones
{52998} Boulder
{52999} Fern
{53000} Customize Environment
{53001} Edit specific values of the environment
{53002} Note: Selecting an Environment Scheme from the above list will cause any custom area lighting or weather settings, as well as custom tile lighting, to be lost in the current area.
{53003} 
{53004} Human, Female, Guard, Sedos
{53005} Human, Male, Teen
{53006} Human, Male, Guard, Arrogant
{53007} Human, Male, Wizard
{53008} Half-Orc, Male, Gruff Lout
{53009} Human, Male, Average Joe
{53010} Human, Female, Noble, Unfriendly
{53011} Human, Male, Farmer
{53012} Halfelf, Male, Agitated
{53013} Nymph/Dryad, Arwyl
{53014} Minotaur, Zor
{53015} This conversation file could not be saved. Do you want to save it under another name?
{53016} Celestial, Female, Guardian
{53017} Spirit, male, Zelieph
{53018} Imp, Ebrax
{53019} Lich, Karlat
{53020} Goblin King
{53021} Orc, Pompous
{53022} Succubus, Manipulative
{53023} Dragon, Female, Green Akula
{53024} Dragon, Female, Brass Gorg
{53025} Dragon, Male, Red Klauth
{53026} Orc Chieftain
{53027} Lizardfolk, Male Fanatical
{53028} Linu La'neral
{53029} Sharwyn
{53030} Daelan Red Tiger
{53031} Tomi Grin Undergallows
{53032} Grimgnaw 
{53033} Boddyknock Glinckle
{53034} Male, Brash Persistent
{53035} Male, Boisterous Goodnatured
{53036} Male, Brooding Dark Hero
{53037} Male, Violent Fighter
{53038} Ranged Touch Attack
{53039} Female, Noble Scholar
{53040} Melee Touch Attack
{53041} Male, Large Rowdy
{53042} Male, High-strung Evangelist
{53043} Male, Reserved Guardian
{53044} Male, Pious Scholar
{53045} Female, Noble Matron
{53046} Female, Guardian Reserved
{53047} Female, Innocent Idealist
{53048} Male, Manic Psychotic
{53049} Male, Mature Swashbuckler
{53050} Aribeth
{53051} Haedraline
{53052} Maugrim
{53053} Morag
{53054} Nasher
{53055} Fenthick
{53056} Desther
{53057} Wraith, Drawl
{53058} Intellect Devourer Victim
{53059} Dragon, Male, White Evil Guardian
{53060} Yuan-Ti, Female, Gulnan
{53061} Aarin Gend
{53062} Currently Open Files
{53063} Current File
{53064} All Files in Module
{53065} Server status
{53066} Idle, login disabled.
{53067} Module loaded, but server is busy
{53068} Running, login at will
{53069} 
{53070} 
{53071} Mischievous and lighthearted, Grigs have no fear of big people and take great joy in playing tricks on them.
{53072} Dire Tigers are larger, more vicious versions of their common cousins. They are often found in the company of powerful rangers or druids.
{53073} At the same time both savage and maternal, the Gray Render is a deadly predator that often protects weaker creatures within its habitat.
{53074} Touched by the evil deity, Iyachtu Xvim, this Hound has undergone a horrible transformation to become an agent of his infernal will.
{53075} With their webbed fingers and toes, the tiny Nixies are well suited to their amphibious lifestyle. It's rare to find one far from its lakeshore home.
{53076} Talented illusionists and irreverent pranksters, Pixies make their homes in hollowed trees and rocky grottoes, deep within the forests.
{53077} With the leathery, bat-like wings and the thirsty persistence of mosquitoes, Stirges rarely attack alone. In large swarms, they can be quite dangerous.
{53078} Facing widely held stereotypes of being twisted, devious, or untrustworthy, all Tieflings can trace their bloodline back to some form of fiendish origin.
{53079} Devout worshipers of evil, pureblooded Yuan-ti often appear human at first glance. It is only when they draw close that their snake-like features can be seen.
{53080} Play
{53081} Movies
{53082} Toolset
{53083} DM Client
{53084} Readme
{53085} Configure
{53086} Update
{53087} Exit
{53088} Made from a fine silk, this robe seems to have a permanent aura of light around it.
{53089} Either open the store with that tag or let the user know that no store exists.
{53090} 
{53091} Archon, Hound
{53092} Archon, Lantern
{53093} Bugbear
{53094} Bugbear Chieftain
{53095} Bugbear Shaman
{53096} Goblin
{53097} Goblin Chieftain
{53098} Goblin Shaman
{53099} Ogre
{53100} Ogre Chieftain
{53101} Ogre Mage
{53102} Orc
{53103} Orc Shaman
{53104} Demon
{53105} Elemental, Air
{53106} Elemental, Earth
{53107} Elemental, Fire
{53108} Elemental, Water
{53109} Yuan-ti, Female
{53110} Wolf
{53111} Wolf, Dire
{53112} Wolf, Winter
{53113} Worg
{53114} Zombie Warrior
{53115}  (Local)
{53116}  (Server Savegame)
{53117}  (Server Vault)
{53118}  (DM)
{53119} Server Characters
{53120} Local Characters
{53121} 
{53122} Armor/Shield Applies: Skill Armor Check Penalty: <CUSTOM0> Arcane Spell Failure: <CUSTOM1>%
{53123} 
{53124} Packing Files
{53125} Saving custom item palette
{53126} Saving custom creature palette
{53127} Saving custom encounter palette
{53128} Saving custom door palette
{53129} Saving custom sound palette
{53130} Saving custom trigger palette
{53131} Saving custom waypoint palette
{53132} Saving custom placeable palette
{53133} Saving custom store palette
{53134} Saving custom palettes
{53135} Learn
{53136} Sorry, you do you not have Windows 2000 Service Pack 2 or greater installed. You must download the Service Pack before you can run Neverwinter Nights 2.
{53137} Sit
{53138} This trap appears to be a: <CUSTOM0>
{53139} Difficulty Level: <CUSTOM0>
{53140} Impossible
{53141} Difficult
{53142} Challenging
{53143} Easy
{53144} Effortless
{53145} Resources to Show
{53146} All Resources
{53147} Module Resources Only
{53148} Hak Pak Resources Only
{53149} Tiny
{53150} Small
{53151} Medium
{53152} Large
{53153} Rotations
{53154} CounterClockwise 90
{53155} CounterClockwise 180
{53156} CounterClockwise 270
{53157} Clockwise 90
{53158} Clockwise 180
{53159} Clockwise 270
{53160} Module Wizard
{53161} Welcome to the MODULE CREATION WIZARD!
{53162} This wizard will take you step by step through the creation of a basic module with things like areas, creatures, treasure and more. 
{53163} Press the NEXT button to get started!
{53164} Module Name
{53165} Please enter the module title
{53166} Create Areas
{53167} New Area
{53168} Current areas
{53169} Congratulations!
{53170} You now have a playable module that you can adventure on your own, give to friends or explore in a group. Use the NWToolset to make the experience even more immersive and distinctively yours.
{53171} Press FINISH to complete the module
{53172} 
{53173} Do you want to quit the module wizard and cancel the creation of the module?
{53174} <CUSTOM0> : Initiative Roll : <CUSTOM1> : (<CUSTOM2> <CUSTOM3> <CUSTOM4> = <CUSTOM5>)
{53175} Calculating static lighting
{53176} Rotating object instances
{53177} Rotating tiles
{53178} 
{53179} Rotating Area
{53180} Rotate Area
{53181} 0. Weak
{53182} 4. Fatal
{53183} Full
{53184} Party
{53185} None
{53186} 
{53187} <CUSTOM0> uses charm gaze.
{53188} <CUSTOM0> uses confusion gaze.
{53189} <CUSTOM0> uses daze gaze.
{53190} <CUSTOM0> uses death gaze.
{53191} <CUSTOM0> uses destruction gaze.
{53192} <CUSTOM0> uses domination gaze.
{53193} <CUSTOM0> uses doom gaze.
{53194} <CUSTOM0> uses fear gaze.
{53195} <CUSTOM0> uses paralysis gaze.
{53196} <CUSTOM0> uses stunning gaze.
{53197} <CUSTOM0> breathes gas.
{53198} <CUSTOM0> breathes fire.
{53199} <CUSTOM0> bolsters undead.
{53200} <CUSTOM0> howls.
{53201} <CUSTOM0> uses intensity attack.
{53202} <CUSTOM0> uses scare attack.
{53203} <CUSTOM0> uses adjust body.
{53204} <CUSTOM0> breathes salt.
{53205} <CUSTOM0> breathes steam.
{53206} <CUSTOM0> activates pulse attack.
{53207} <CUSTOM0> enters Barbarian Rage.
{53208} <CUSTOM0> is surrounded by deadly fog.
{53209} <CUSTOM0> turns undead.
{53210} <CUSTOM0> activates wholeness of body.
{53211} <CUSTOM0> activates quivering palm.
{53212} <CUSTOM0> enables Empty Body.
{53213} <CUSTOM0> smites evil.
{53214} <CUSTOM0> removes disease.
{53215} <CUSTOM0> summons animal companion.
{53216} <CUSTOM0> summons familiar.
{53217} <CUSTOM0> shifts into elemental form.
{53218} <CUSTOM0> shifts into animal form.
{53219} <CUSTOM0> is surrounded by an aura.
{53220} <CUSTOM0> uses item's special power.
{53221} <CUSTOM0> drinks.
{53222} <CUSTOM0> uses belladonna.
{53223} <CUSTOM0> uses garlic.
{53224} <CUSTOM0> sings.
{53225} <CUSTOM0> wing buffets.
{53226} <CUSTOM0> breathes acid.
{53227} <CUSTOM0> breathes cold.
{53228} <CUSTOM0> breathes fear.
{53229} <CUSTOM0> breathes lightning.
{53230} <CUSTOM0> uses breath weapon.
{53231} <CUSTOM0> uses bolt attack.
{53232} <CUSTOM0> uses cone attack.
{53233} <CUSTOM0> (Faction <CUSTOM1> CR <CUSTOM2>)
{53234} 
{53235} <CUSTOM0> : Spell Interrupted
{53236} spell disrupted
{53237} Sneak Attack!
{53238} Spell Countered
{53239} Countered Spell
{53240} Invalid Target. Valid targets for Quivering Palm are lower level creatures.
{53241} resisted
{53242} Level Up!
{53243} Out Of Ammo!
{53244} The server has gone down.
Your server-side character has been saved.
{53245} The server has gone down.
{53246} Exterior
{53247} Artificial
{53248} Above ground
{53249} Removing Players, please wait.
{53250} There are other people logged into your server
Are you sure you want to exit?
{53251} 
{53252} Monster Abilities
{53253} All Spells and Abilities
{53254} 
{53255} 
{53256} 
{53257} 
{53258} 
{53259} 
{53260} 
{53261} 
{53262} 
{53263} 
{53264} 
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{53280} 
{53281} 
{53282} 
{53283} 
{53284} 
{53285} 
{53286} 
{53287} 
{53288} 
{53289} 
{53290} Memorize Spells
{53291} Known Spells
{53292} You are portalling, you can't do anything right now.
{53293} You are no longer portalling, you can do things again.
{53294} Unknown (unidentified)
{53295} 
{53296} 
{53297} Empty Ale Stein
{53298} Empty Spirits Bottle
{53299} Empty Wine Bottle
{53300} failed
{53301} Searching Areas for Instances to Update
{53302} Base Item:
{53303} Assign innate special abilities
{53304} Special Abilities Selection Summary
{53305} Displays summary of assigned special abilities
{53306} automatic success
{53307} <CUSTOM0> has been added to your spellbook.
{53308} You already have that spell in your spellbook.
{53309} You cannnot learn anything from that item.
{53310} You do not possess that item.
{53311} 
{53312} 
{53313} 
{53314} 
{53315} 
{53316} 
{53317} 
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{56498} 
{56499} 
{56500} 
{56501} 
{56502} 
{56503} 
{56504} 
{56505} 
{56506} 
{56507} 
{56508} 
{56509} 
{56510} 
{56511} 
{56512} 
{56513} 
{56514} 
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{56517} 
{56518} 
{56519} 
{56520} 
{56521} 
{56522} 
{56523} 
{56524} 
{56525} 
{56526} 
{56527} 
{56528} 
{56529} 
{56530} 
{56531} 
{56532} 
{56533} 
{56534} 
{56535} 
{56536} 
{56537} 
{56538} 
{56539} 
{56540} 
{56541} 
{56542} 
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{56546} 
{56547} 
{56548} 
{56549} 
{56550} 
{56551} 
{56552} 
{56553} 
{56554} 
{56555} 
{56556} 
{56557} 
{56558} 
{56559} 
{56560} 
{56561} 
{56562} Balor Lord
{56563} Ancient Dire Bear
{56564} Hive Mother
{56565} Bugbear Chieftain
{56566} Doom Knight Commander
{56567} Ghoul Ravager
{56568} Goblin Chieftain
{56569} Minotaur Chieftain
{56570} Mummy Lord
{56571} Ogre Chieftain
{56572} Ogre High Mage
{56573} Orc Chieftain
{56574} Death Slaad Lord
{56575} Gray Slaad Lord
{56576} Queen Spider
{56577} Troll Chieftain
{56578} Pack Leader
{56579} Zombie Lord
{56580} Shield of Dawn
{56581} During the Time of Troubles, Lathander was disturbed with the number of undead walking the realms. To counter this, he taught several of his followers how to create these shields. The shields are now bestowed upon those clerics who show the greatest ability to hunt and destroy undead.
{56582} Shield of the Watch
{56583} This shield originated in the faraway Shaar, in the armory of a fighting brigade called "The Watch." A group of warrior wemics, the goals of these half men, half lions were never fully disclosed. They were involved in extensive trading of weapons for information, however, and neighboring communities of the region learned to fear and avoid them. Distrust of the group may have been justified, as several nomadic human tribes of the region did disappear over time.
{56584} Greater Shield of Dawn
{56585} Greater Shield of the Watch
{56586} A cunning mind seems to have taken control of the wemic society in the Shaar, as they have now formed fighting brigades called 'The Watch.' What plans this new leader may have can only be guessed at from the creation of the shields, that the elite warriors carry. The nomadic human tribes are beginning to grow wary, as several tribes have disappeared completely in the last year.
{56587} This parchment details the ingredients and cooking instructions for leaven bread, a delicacy particular to the city of Neverwinter.
{56588} The band of this ring is covered with scripts and etchings in a strange foreign language.
{56589} At first glance this appears to be a tiny gem. However, the stone is warm to the touch and on closer inspection it appears to be a small seed.
{56590} This small, ragged piece of hide must have been torn from a dragon during a fierce battle. Though this bit of scale contains the remarkable strength and toughness of all dragon hide it is too small to be of any use in forging armor or the like.
{56591} This ring bears a mage symbol under which is carved the name Prophyro. Judging by the craftsmanship the ring appears to be of Lantanese origin.
{56592} This small white stone was given to you by the Lantanese sorcerer Boddyknock Glinckle to signify his allegiance to you and your cause.
{56593} This silver band is etched with the image of a bird soaring against a moonlit sky - likely a family crest from an obscure house. The ring is of little value.
{56594} This amulet is forged from black obsidian. The image of an elongated skull is etched onto either side.
{56595} This dried and withered hand is remarkably well preserved - a testament to the embalming techniques used on the owner, rather than an indication of any special magic.
{56596} This ornate dagger is chill to the touch and radiates a powerful aura of malignant magic. The hilt bears an engraving of an elongated skull.
{56597} This disc of cold black steel radiates a palpable aura of evil. The front bears the image of a cowled and faceless figure on the face. At first glance the back appears a blank void, but in certain light the hint of strange runes can be seen traced onto the surface.
{56598} This small red gem was given to you by Grimgnaw, the monk from the Order of the Long Death to signify his allegiance to you and your cause.
{56599} Balor Lord Sword
{56600} Swordsman's Belt
{56601} To honor those warriors who accomplish great deeds within the ranks of the Purple Dragon Knights, King Azoun IV had the Royal Magician Vangerdahast create these belts. His daughter, Alusair, now continues that tradition, occasionally offering these belts to entice proven adventurers into joining the ranks of the Purple Dragons.
{56602} Brawler's Belt
{56603} The Dark Moon sect has a reputation for hardiness in the hand-to-hand combat challenges they hold annually. Unbeknownst to the other monastic orders, the Dark Moon sect has developed this belt which gives their champions an unfair advantage over their unenhanced brethren.
{56604} Archer's Belt
{56605} Having felt the sting of Sundabar's archers in too many raids, the orcs from the spine of the world were thrilled when King Obould Many-Arrows suggested that his shamans should create a belt to protect the most worthy and cunning warriors of the tribe. The contests to decide who gets each belt are now considered the highest form of entertainment in orc society.
{56606} Greater Swordsman's Belt
{56607} Greater Brawler's Belt
{56608} Greater Archer's Belt
{56609} In the dark night of Amn, the rich and powerful protect themselves from the predations of the Shadow Thieves by constructing elaborate traps throughout their homes. To counter this, the Shadow Thieves created these boots to quicken the reactions of their top assassins and burglars.
{56610} Boots of Reflexes +1
{56611} Boots of Reflexes +2
{56612} Boots of Reflexes +3
{56613} Boots of Reflexes +4
{56614} Boots of Reflexes +5
{56615} Gloves of Concentration
{56616} As age began to creep up on him, Beregost Hamish found it difficult to concentrate while casting challenging spells. The gloves he developed relaxed his mind in even the direst of situations. Before he died, Beregost made a fortune selling replicas of the original gloves to others in his chosen profession.
{56617} Gloves of the Minstrel
{56618} Lendoku Mar'hael was reputed to be one of the best performers of his generation. When his son, Gardoku, proved to be of only middling talent, Lendoku commissioned the development of these performance enhancers. The mage who developed the gloves heard of Gardoku's success and began selling similar gloves to Gardoku's competitors. The mage died shortly thereafter, outside a pub owned by the Mar'hael family.
{56619} Gloves of Animal Handling
{56620} The nomad tribes of the Shaaryan peoples depend on their ability to control the wild horses of the plains for survival. The best animal handlers of the tribes use these special gloves that allow them a more direct link to the minds of the noble steeds. When raids on other tribes occur, scouts always have their eyes open, searching for a man with these impressive gloves.
{56621} Gloves of Spellcraft
{56622} In an effort to help stave off the expansion of the Mulhorand Theocracy, several Red Wizards of Thay worked together to create these gloves to assist the Magocracy that controls Unther. While the gloves assist mages in recognizing some of the powerful spells being cast, the superior numbers of the Mulhorand mages still gives them the advantage.
{56623} Gloves of Discipline
{56624} Tired of watching new recruits to the Silver Ravens fumble and drop their weapons during training, Miklos Selkirk hired a mage to develop a magic item to help their discipline. When the first recruit to don the gloves couldn't be disarmed by the Silver Raven champion, Miklos knew he had something extraordinary.
{56625} Gloves of Swordplay
{56626} It was the infamous swashbuckler, Eisneid Clume who first requested magical assistance to help her parrying ability. She had been run through in seven duels before she had the gloves made. Once the gloves were in her possession, Eisneid won over thirty duels without a single scratch. Finally, word of her magical assets leaked out, and the level of swordplay in Hillsfar increased dramatically.
{56627} Greater Gloves of Concentration
{56628} Greater Gloves of the Minstrel
{56629} Greater Gloves of Animal Handling
{56630} Greater Gloves of Spellcraft
{56631} Greater Gloves of Discipline
{56632} Greater Gloves of Swordplay
{56633} Amulet of Will +1
{56634} Jeraboam Cantor, a high ranking Harper, commissioned the creation of these amulets to help protect the minds and secrets of Harper spies. Unfortunately, Jeraboam was one of the first Harper spies caught wearing one, and when the amulet was removed, the bard's weak willed mind revealed everything he knew.
{56635} Amulet of Will +2
{56636} Amulet of Will +3
{56637} Amulet of Will +4
{56638} Amulet of Will +5
{56639} Amulet of Fire Resistance
{56640} Under the direction of Druxus Rhym, these amulets are created by the Red Wizards of Thay and are sold in their enclaves across the realms. Cheap and easy to make, this magical protection from certain elements is a huge source of profit for the enclaves.
{56641} Amulet of Cold Resistance
{56642} Amulet of Electrical Resistance
{56643} Amulet of Acid Resistance
{56644} Ring of Fortitude +1
{56645} Created by the Bedine shaman for survival in the harsh climate of the Anauroch desert, Rings of Fortitude are gifts given to warriors who prove their worth in raids on other tribes. While the least powerful of these are fairly common, the more powerful and rare rings are generally owned by the sheik of a tribe.
{56646} Ring of Fortitude +2
{56647} Ring of Fortitude +3
{56648} Ring of Fortitude +4
{56649} Ring of Fortitude +5
{56650} Cloak of Protection vs Good
{56651} Before being murdered by a Harper spy, General Menthan Calcoler proposed to garb an entire Zhentarim army with these cloaks and march them into the Dales. When Menthan's plan wasn't implemented by his successor, the mages who created the cloaks sold them to the highest bidder in order to recoup their expenses.
{56652} Cloak of Protection vs Evil
{56653} Khelben "Blackstaff" Arunsun spent several months teaching one of his apprentices to make these magical cloaks. The cloaks were then given to members of the Waterdeep militia. The fashionable, yet practical cloaks were so popular that the apprentice has opened his own shop, making different styles of the same basic design.
{56654} Cloak of Protection vs Chaos
{56655} Fearing a coordinated attack by the chaotic, but deadly army of orcs to the north, Taern "Thunderspell" Hornblade created these cloaks to protect the rangers and fighters who defend the fair city of Silverymoon.
{56656} Cloak of Protection vs Law
{56657} Hoping to return to his lands in Cormyr, Lord Tagreth, head of the Fire Knives assassins guild, paid for these cloaks to assist assassins willing to hunt members of house Obarskyr. So far more assassins have died than targets, but Tagreth considers each target to be worth the cost.
{56658} Greater Cloak of Protection vs Good
{56659} Greater Cloak of Protection vs Evil
{56660} Greater Cloak of Protection vs Chaos
{56661} Greater Cloak of Protection vs Law
{56662} Tenser's Sword
{56663} Server Portal
{56664} Map_M1Q3P
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{57332} This man looks worried. He is constantly looking out across the street, obviously hoping he will see someone.
{57333} A cleaning lady working for some of the Blacklake nobles. Her plain style of dress is a stark contrast to the finery of her employers.
{57334} This man is scared out of his mind. It would be remarkable to get anything coherent out of him.
{57335} This person is clearly agitated. From his haggard appearance, it is fair to surmise that the plague has turned his life upside down.
{57336} This woman is obviously upset. From her haggard appearance, it is fair to surmise that the plague has turned her life upside down.
{57337} This is one of Neverwinter's many fine purveyors of spirits. He is dressed plainly, wanting to appear friendly and unassuming to his customers.
{57338} This young dwarf looks nervous and uncertain. He's seen too much death recently, and apparently far too much undeath as well.
{57339} This undead creature looks formidable, but there's something in the way it acts that suggests inexperience, and perhaps more talk than sense.
{57340} This half-elf militia guard looks like he has seen better days. His captor has not been gentle.
{57341} Desther shifts uncomfortably, obviously displeased with those around him. He looks preoccupied and strained, as though wanting more control over the situation than he has.
{57342} This man looks supremely confident, like he is used to commanding during a crisis. He's a seasoned veteran of the battlefield.
{57343} Still wearing the tatters of his prison uniform, this escaped prisoner has the vicious look of someone with nothing to lose.
{57344} This is an elven member of the city militia, his face showing the strain that he and his fellow guards suffer in these troubled times.
{57345} This Halfling appears totally in control of himself and the situation around him. He acts like a leader, and the people around him act accordingly.
{57346} This man glares angrily, ready to lash out at least verbally. He looks utterly frustrated with his predicament. His armor bears the symbol of Cyric.
{57347} One of the city militia, this man's face shows the strain of long hours dealing with the effects of the plague.
{57348} A proud looking ruffian in a red and blue uniform, obviously a member of a mercenary company or a highly organized group of bandits.
{57349} This man's robes proudly display the symbol of Helm. He meets your gaze with suspicion, at first, but then offers a friendly smile.
{57350} This woman returns your gaze with a cold glance, dismissing you utterly. She appears to be in no mood for conversation.
{57351} This is a fast-talking auctioneer, looking very annoyed that the evening has apparently not gone as planned.
{57352} This woman smiles politely, but pats her sword while she does it.
{57353} This is the traitorous lieutenant of Vengaul Bloodsail, looking absolutely incensed that his plan has not gone as smooth as it was supposed to.
{57354} A large man, obviously watching the door behind him, but he doesn't really look like a properly trained guard.
{57355} This man is keeping to himself, but appears to be observing the room very closely. He's being carefully watched by the half-orc next to him.
{57356} This elven woman looks defiant, despite having been harassed by her captors. She's wearing a Bloodsailor uniform, but doesn't look like much of a fighter.
{57357} This amiable gnome seems oblivious to his poverty. He is bright-eyed amidst the gloom of the plague. Certainly he must be mad.
{57358} Gilda is an older, friendly serving wench trying to keep customers in the Golden Apple happy, despite the turmoil outside. 
{57359} A noble, trying to maintain his dignity, but clearly out of his element. He looks lost, as though not sure what to do next.
{57360} A jovial half-orc in a Bloodsailor uniform. He's keeping a close eye on the man next to him... and drinking a heroic amount of ale.
{57361} This merchant looks secure and content, like the plague has not affected his business. Perhaps he sells to a clientele that can't go anywhere else.
{57362} A dignified butler, looking not at all pleased about being in the Docks.
{57363} This man looks accustomed to rough living. He scans the area nervously, person to person, looking close at what they are wearing and carrying.
{57364} This man looks haggard and ready to fight. He's obviously not friendly.
{57365} A Bloodsailor traitor that now follows Callik, although he looks a bit nervous, as though he was told this would all go a lot smoother.
{57366} A wiry old swashbuckler dressed in flashy, well-kept garments. A scoundrel that likes to twirl his moustache whilst dueling with deserving and respected rivals.
{57367} This man looks to be about two drinks away from being flat on his back.
{57368} This elf returns your gaze intently. He is almost out of place amidst the city backdrop, his manner suggesting a very personal connection to nature.
{57369} Lydia
{57370} Harris
{57371} Jerome
{57372} Maureen
{57373} Saulter
{57374} Bethany
{57375} Lady Aribeth is the epitome of grace and concentration, although she is obviously preoccupied with worry for those suffering from the plague.
{57376} This man looks serious and composed, his armor impeccably maintained. He obviously regards his duties as being of the utmost importance.
{57377} Fenthick looks concerned for those suffering, obviously willing to do anything if it would help the situation. His face looks weary, but hopeful.
{57378} This elf has been run off her feet caring for the endless number of plague victims that pass though here. She looks very tired.
{57379} A common man of Neverwinter, this person wears simple clothes and the harried look of someone living in the shadow of plague.
{57380} Elves are possessed of extraordinary beauty and grace, but the misery of the Wailing has given this woman a deeply sad expression.
{57381} This elf of Neverwinter carries himself proudly, although concern about the plague weighs in his eyes, like it does for everyone else.
{57382} Still wearing the tatters of his prison uniform, this escaped dwarf has the vicious look of someone with nothing to lose.
{57383} Still wearing the tatters of his prison uniform, this escaped half-orc has the vicious look of someone with nothing to lose.
{57384} A smartly dressed and ordered militia captain. He shares the weary look of those under him, however. The plague is a strain on everyone.
{57385} A simple barmaid, looking a bit tired from the strain of continuing to serve customers while the world apparently ends outside.
{57386} A thoroughly repugnant creature, the Waterdhavian Intellect Devourer radiates evil. You cannot read its strange features, but only a fool would think it friendly.
{57387} This woman appears aware of everything around her, thriving amidst the chaos. She doesn't have the tired look her militia companions suffer from.
{57388} A privately hired guard, this elf regards you coldly. He appears quite capable of defending himself, if need be.
{57389} A privately hired guard, which are usually valued for their viciousness. He regards you coldly. He appears quite capable of defending himself, if need be.
{57390} A privately hired guard, which are usually valued for their viciousness. She regards you coldly, appearing quite capable of defending herself, if need be.
{57391} Despite being caged for a number of days, this Waterdhavian creature is still eerily beautiful. She looks sad, however, and more than a little weak.
{57392} His clothing crisp and spotless, this elf scans the room nervously. He appears terribly preoccupied, his manner suggesting that he is greatly troubled.
{57393} An utterly despondent man, he looks as though he has lost everything in the world. Given the state of the city, he just may have.
{57394} A proud looking woman in a red and blue uniform, obviously a member of a mercenary company or a highly organized group of bandits.
{57395} A ragged looking elf in a red and blue uniform, obviously a member of a mercenary company or a highly organized group of bandits.
{57396} One of the few people not affected by the plague. Well, at least not physically affected. This person looks a bit... unsteady.
{57397} Charon
{57398} The Waterdhavian Cockatrice looks understandably skittish, given the chaotic happenings of the last few weeks. It is small, but threatened animals are doubly dangerous.
{57399} This dwarf looks exceptionally friendly.
{57400} A half-orc militia member. Stronger than many of his companions, dealing with the horrors of the plague have left him looking just as weary.
{57401} This halfling stares back at you with accusing eyes, obviously not trusting a soul a single step more than he has to.
{57402} This man looks exceptionally strong, but his manner is childlike and simple. He looks like he doesn't know what he should be doing.
{57403} A practical looking halfling, rolling her eyes at the absurdity of her situation.
{57404} This young man looks very worried and does not appear to have slept for the last day or so.
{57405} An animated suit of armor, obviously echanted by powerful magics.
{57406} The Waterdhavian Yuan-Ti appears cold and reptilian, appropriately enough. She looks well armored and armed, not at all friendly, and determined not to be captured.
{57407} This corpse has somehow been animated, but not actually restored to life. It wanders mindlessly, drawn to attack the living.
{57408} This woman appears calm and immensely sure of herself. Her clothes are impeccable, as though they repel the very dust in the air.
{57409} A powerful example of his kind, this half-orc appears ready for battle... any battle.
{57410} A large man obviously used to fighting. He's ready to fight and does not look like he plans on holding back.
{57411} A remarkably calm individual, this halfling gives no outward indication of what he might be thinking.
{57412} This woman is enthralled by combat, showing obvious admiration for anyone who can prove competent in the pit.
{57413} This dwarf eyes you cautiously. He appears sturdy and well groomed, his beard impeccably maintained.
{57414} This woman carries the tools of a healer with her, though from the look of her scars, she has seen a goodly number of battles herself.
{57415} Briley is a young dwarf, and looks earnest but inexperienced. He proudly wears the symbols of Tyr, the Even-Handed.
{57416} This woman looks nervous. Perhaps it is just the plague, but she keeps glancing around her home in an odd manner.
{57417} This man eyes the room carefully, making note of each person present. His cold manner is in stark contrast to the other clientele.
{57418} This gnome is visibly shaking, obviously terrified that you might hurt him.
{57419} This woman looks at you immodestly. She winks and makes an obscene gesture.
{57420} This halfling looks very tense and controlling. He does not look like the type to tolerate visitors in his kitchen.
{57421} A thoroughly unpleasant looking creature, his very manner suggests bully to the core.
{57422} This woman looks at you immodestly with reassuring eyes. She has an honest face.
{57423} This woman appears extremely confident. She watches everything with a knowing eye -- nothing escapes her notice.
{57424} This man looks about the room impassively, patiently waiting for his next customer.
{57425} This noble looks a blustery sort, used to getting his own way.
{57426} The construct stares straight ahead, waiting for some predetermined condition to set it in motion. It looks frighteningly strong and battle-ready.
{57427} This halfling male is enthralled by combat, showing obvious admiration for anyone brave enough to prove competent in the pit.
{57428} An indignant noble, he is a man used to getting his way no matter the cost or obstacles.
{57429} Obviously hostile, this elf looks like a spellcaster. He is well equipped, suggesting that he is a mercenary or an adventurer, and likely dangerous.
{57430} This man looks well equipped and ready to fight. He doesn't have a uniform, so he's either a mercenary or an adventurer, and likely dangerous.
{57431} This woman belongs to Neverwinter's lower middle-class. Her clothes are simple, but dignified. Her manner is understandably downtrodden, given that death is all around.
{57432} This man is ignoring the room, seeming more intent on drinking than on paying attention to what he probably thinks is none of his business.
{57433} This man is slowly dying, his body rotting away from the Wailing Death plague. No doubt it will have affected his mind as well.
{57434} This wandering spirit is obviously distraught. Such phantoms are often unable to rest until the matters of their lives are settled.
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{57623} 
{57624} This person looks to have been overwhelmed by the horde of undead that now lay around him. He must have put up quite a fight, judging by the severity of his wounds, though it did him no good in the end. His red robes were practically torn from his body, though they actually appear to be in fair condition.
{57625} Body of Marcus
{57626} A fanatical looking man dressed in garish robes that appear to have intricate snake-like patterns woven throughout. They appear almost new.
{57627} A fanatical looking woman dressed in garish robes that appear to have intricate snake-like patterns woven throughout. They appear almost new.
{57628} Not wearing the uniform of the Neverwinter Militia, members of the Blacklake Patrol were privately retained by the citizens of the Blacklake.
{57629} While concerned, this man lacks the haggard look common among people of other districts. Isolated in the Blacklake, the plague has not affected him directly.
{57630} An agitated half-elven woman, trying to sway those around her to her cause. Her clothes seem deliberately simple compared to the nobles around her.
{57631} This child seems happy enough. She has obviously been shielded from the true horrors of the plague.
{57632} This elf looks much more rested than even the citizens in the City Core. Isolated in the Blacklake, the plague has not affected him directly.
{57633} This gnome is nowhere near as haggard as the citizens of the other districts are. Isolated in the Blacklake, the plague has not affected him directly.
{57634} This man is rather scrawny to be a guard. It does not appear that he is much of a fighter at all. He looks nervous.
{57635} Something tells you this half-orc is a creature of very little brain. Perhaps it's how he picks his nose... with his axe. Yes, an axe.
{57636} A halfling member of the Neverwinter Militia, looking not at all pleased at being locked up in this unpleasant place.
{57637} This man looks in an absolute huff that anyone would disturb him. He's obviously used to the company of his fellow nobles and nobody else.
{57638} This is one of Neverwinter's many merchants. The plague has not been kind to the economy, but they try to maintain adequate stock, nonetheless.
{57639} This is a common man of Neverwinter obviously strained by these uncertain times. He glares at you angrily.
{57640} This elf stands before Castle Never, his officious gaze meant to reinforce that even in dangerous times, rule of order must be observed.
{57641} Though barely dressed, this woman meets your gaze immodestly. She would be quite comely if not for the obvious signs of the plague developing.
{57642} Phoebe
{57643} Borlan
{57644} This dwarf looks rough and strong from years of working the forge and anvil. He wields his hammer like he was born with it.
{57645} Mercenaries are typically cold and distant, and this dwarf is no exception. He looks like he has seen many battles for any number of causes.
{57646} Mercenaries are typically cold and distant, and this half-orc is no exception. He looks like he has seen many battles for any number of causes.
{57647} Mercenaries are typically cold and distant, and this one is no exception. He looks like he has seen many battles for any number of causes.
{57648} Mercenaries are typically cold and distant, and this elf is no exception. He looks like he has seen many battles for any number of causes.
{57649} With her haughty gaze and challenging posture, this beautiful young bard almost dares people not to notice her.
{57650} There is something unsettling about this dwarven monk. His eyes are cold and empty and there is a stillness about him that seems almost unnatural.
{57651} While rubbing a stain off her shirt, this young elf glances around with a cheerful visage; yet there is a hardiness that belies her gentle exterior.
{57652} This gnome sorcerer's brow is perpetually furled into wrinkles of intense concentration as he studies the world around him with a careful and analytical gaze.
{57653} This imposing half-orc barbarian wears the colors of the Uthgardt Red Tiger tribe. There is something honorable in his gaze that sets him apart from others of his race.
{57654} Reverend Judge Oleff Uskar is a stern looking man. Like many officials in Neverwinter, however, the current crisis has left him looking tired and uncertain.
{57655} This halfling scrutinizes his surroundings with a mischievous look that, given time and opportunity, could only mean trouble.
{57656} This man looks to be an exceptionally well-trained combatant. Obviously he is one of the Bloodsailor elite still loyal to Vengaul.
{57657} A rough looking customer of the Seedy Tavern, he eyes the room warmly. He seems comfortable, like he's a regular.
{57658} This man looks very impatient. It certainly seems like he came here tonight expecting something to happen.
{57659} This man is concentrating on his drinking, likely trying to forget about the troubles outside.
{57660} This half-orc woman is wearing simple clothes. Her manner is understandably downtrodden, given that death that is all around.
{57661} This stone altar is marked with a defaced symbol of Cyric, the Prince of Lies, and hums with energy as you approach. Flashes of light are visible through myriad cracks across its surface, suggesting that it is barely containing whatever necromantic forces are focussed within. Whoever created it should have chosen a more sturdy vessel for the power they wished to collect. It would not take much to shatter the stressed container.
{57662} An animated corpse with no thoughts of its own, this creature is magically channeling a message for its twisted master.
{57663} This man looks comfortable despite the turmoil outside. It would appear that the Moonstone Mask is truly a place to abandon your cares.
{57664} This woman looks at you immodestly with reassuring eyes.
{57665} A nondescript customer trying to relax. There do seem to be a lot of fighter-types in here, though.
{57666} A disciplined militia captain. He looks well rested, the Blacklake barricades having kept the plague to a minimum and his responsibilities largely unchanged.
{57667} A large man obviously used to fighting. He eyes everyone in the room suspiciously.
{57668} A gruff and confident half-orc. He has countless scars wherever he isn't armored.
{57669} This man is enthralled by combat, showing obvious admiration for anyone brave enough to prove competent in the pit.
{57670} Captain Alaefin looks... wrong. It's hard to explain why. He seems to move as though imitating someone else -- each step is slightly exaggerated and forced.
{57671} This guard seems to be in some sort of trance, as though something is suppressing his thoughts.
{57672} Captured by the prisoners he once guarded, this man looks like he has been roughed up quite a bit.
{57673} In the proper hands, this canine could track and subdue criminals. Days of taunting by the escaped prisoners have turned it against any handler now.
{57674} Captured by the prisoners, this elven guard looks like he was roughed up. He seems capable of giving as good as he got, though.
{57675} Captain Alaefin looks... wrong. It's hard to explain why. He seems to move as though imitating someone else -- each step is slightly exaggerated and forced.
{57676} A tired looking noblewoman that does not appear at all thrilled to be in this place.
{57677} An aging nobleman, living through his past deeds.
{57678} An insufferable child, thoroughly enjoying taunting the animals in their cages.
{57679} This child does not look like she enjoys the zoo. Seeing the animals caged appears to make her sad.
{57680} A blustering noble, enjoying the fact that the animals are caged for his amusement.
{57681} 
{57682} 
{57683} The Guardian of Helm stands before you, a truly imposing figure of righteous law and strength.
{57684} Having given up impersonating the good followers of Helm, this False Helmite is openly hostile and ready for a fight.
{57685} 
{57686} 
{57687} 
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{57701} 
{57702} 
{57703} Fenthick is utterly broken, looking as though his world has been shattered. He barely acknowledges his surroundings.
{57704} Fenthick looks absolutely elated. He is certain that the cure for the plague is mere moments away. He is smiling broadly at Desther.
{57705} Desther looks strangely calm, like he has complete control of the situation. He repeatedly scans the room, taking note of every detail.
{57706} Lord Nasher is a regal looking man, easy to picture as an adventurer in his youth. He is showing early symptoms of the plague, however.
{57707} A devout of Tyr, this priest proudly wears the symbols of his faith.
{57708} Uskar
{57709} This woman appears... odd. The air around her is cold, and her features are impossible to discern. She may actually be some sort of illusion.
{57710} Strange Visage
{57711} This dwarf watches over his land, looking for anything out of the ordinary. He seems concerned, as though he is expecting something to happen.
{57712} Guardian Armor
{57713} This animated suit of armor is adorned with the markings of Helm, the Watcher, god of guardians.
{57714} This infernal creatures radiates evil, so much so that you begin to feel sick just looking at it.
{57715} This man looks like he has been imprisoned for weeks, and given barely enough food and water to survive.
{57716} This half-orc is raving, and looks absolutely insane.
{57717} This young man cowers before you, deathly afraid.
{57718} This fanatical underling of Desther still wears the tatters of the robe he and his cohorts used to impersonate the good followers of Helm.
{57719} This is one of the undead Desther is presumably raising to try and fill the ranks of his fallen False Helmites.
{57720} Desther is absolutely incensed, frantically attempting to complete his ritual. His plans are crumbling around him, and he does not look pleased.
{57721} This hastily ensorcelled collection of body parts is channeling raw magical energy. Desther is doubtless conducting some sort of ritual to fortify his position.
{57722} 
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{57870} 
{57871} This man looks vicious and hateful. His nondescript apparel gives no indication of what group or individual he might work for.
{57872} This instructor looks at you critically. Everyone at the Academy must prove his or her worth, and he expects no less from you.
{57873} This student seems confident and able, appropriately enough given that he is graduating with you. Hopefully he'll be ready for the troubled times ahead.
{57874} This student seems confident and able, appropriately enough given that she is graduating with you. Hopefully she'll be ready for the troubled times ahead.
{57875} Tough Goblin
{57876} This man looks at you expectantly, ready for your questions. He is the spitting image of the man standing next to him.
{57877} I love <CUSTOM50>.
{57878} 
{57879} 
{57880} 
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{57901} 
{57902} Bim
{57903} This instructor looks at you critically. Everyone at the Academy must prove his or her worth, and she expects no less from you.
{57904} This half-orc looks friendly enough. He doesn't seem like the smartest of creatures.
{57905} This Academy student seems confident and able, and is likely close to finishing his training here. Hopefully he'll be ready for the troubled times ahead.
{57906} This Academy student seems confident and able, and is likely close to finishing her training here. Hopefully she'll be ready for the troubled times ahead.
{57907} A human skeleton used for training the Turn Undead ability. The dark magics required to animate it are rarely used in such a beneficial manner.
{57908} A simple archery target.
{57909} A leather-bound straw-stuffed dummy used for combat training.
{57910} Ferdinand
{57911} Ferdinand appears more relaxed than the other staff of the Academy. Likely he is here for his affinity with exotic beasts, rather than military training.
{57912} This elven student seems confident and able, appropriately enough given that she is graduating with you. Hopefully she'll be ready for the troubled times ahead.
{57913} Pavel looks very concerned about what has happened. He seems unsure of what to do next.
{57914} The Waterdhavian Yuan-Ti appears cold and reptilian, appropriately enough. She looks determined not to be recaptured.
{57915} Dryads are exquisitely beautiful tree sprites found deep in secluded woodlands. This one looks absolutely terrified.
{57916} 
{57917} You have been BANNED
{57918} Environment Options
{57919} Crag Cat
{57920} Recalculate the word counts?
{57921} Server doesn't allow local vault characters.
{57922} Server doesn't allow server vault characters.
{57923} You cannot equip an unidentified item.
{57924} Character level disallowed by server restrictions.
{57925} You aren't allowed to use that character.
{57926} All Feats
{57927} Active Combat Feats
{57928} Class/Racial Feats
{57929} Combat Feats
{57930} Defensive Feats
{57931} Magical Feats
{57932} Other Feats
{57933} Feats Selection Summary
{57934} Displays summary of assigned feats
{57935} 
{57936} 
{57937} Exterior Clear
{57938} Exterior Overcast
{57939} Exterior Dark
{57940} Exterior Sunset
{57941} Exterior Poisoned
{57942} Exterior Evil
{57943} Exterior Dry
{57944} Exterior Foggy
{57945} Exterior Raining
{57946} Exterior Snowing
{57947} Exterior Stormy
{57948} Exterior Windy
{57949} Interior Bright
{57950} Interior Normal
{57951} Interior Dark
{57952} Interior Poisoned
{57953} Interior Evil
{57954} Interior Cold
{57955} Interior Sewers
{57956} Interior Magical 1
{57957} Interior Magical 2
{57958} Interior Magical 3
{57959} Interior Torch-lit Only
{57960} A Blueprint having this ResRef already exists. Please choose a different ResRef.
{57961} Blueprint Already Exists
{57962} Save the current Script using a new name
{57963} A tab with that name already exists.
It must be closed or renamed before this file can be saved under that name.
{57964} Confirm File Selection
{57965} Closing Area
{57966} Stone of Controlling Earth Elementals
{57967} This is an oddly-shaped bit of roughly polished rock, incised with a few runes.
{57968} This roughly-polished stone is incised with a few runes spelling out prayers to Grumbar. When used, it will summon an earth elemental to the service of the user. 
{57969} Heart of the Beast
{57970} Normally created by clerics of Malar, this item has begun to appear in the hands of others. This item is the heart of a predatory animal, smoked and magically cured.  The heart confers the effects of a divine power spell upon the creature that eats it.
{57971} Gray Bag of Tricks
{57972} This small gray sack appears ordinary and empty.
{57973} This small gray sack appears ordinary and empty. However, the owner can reach into the bag of tricks and pull out a small furry ball, which will transform into a random animal as a temporary servant.
{57974} Rust Bag of Tricks
{57975} This small rust-colored sack appears ordinary and empty.
{57976} This small rust-colored sack appears ordinary and empty. However, the owner can reach into the bag of tricks and pull out a small furry ball, which will transform into a random animal as a temporary servant.
{57977} Tan Bag of Tricks
{57978} This small tan sack appears ordinary and empty.
{57979} This small tan sack appears ordinary and empty. However, the owner can reach into the bag of tricks and pull out a small furry ball, which will transform into a random animal as a temporary servant.
{57980} Chime of Opening
{57981} A small set of windchimes. 
{57982} When played, the Chime of Opening sends forth magic vibrations that cause locks, lids, doors, valves, and portals to open.  The device functions against most normal bars, shackles, chains, bolts, and so on.

These chimes can be used extensively, but will eventually crack and become useless.
{57983} Dust of Appearance
{57984} This fine powder appears to be a very fine, very light metallic dust.
{57985} 
{57986} 
{57987} Every module needs at least one area. Areas are easily created using the area wizard. Use the area wizard now to create as many areas as you would like. You can always create more areas later by accessing the wizard in the main menu.
{57988} Equipping this armor has disabled your monk abilities.
{57989} No Permanent Death
{57990} Specify if this creature should never explode on death
{57991} Infinite Respawn
{57992} 
{57993} Assign a unique Tag
{57994} A ResRef may not contain spaces or any of the following characters:
\ / : * . ? " < > |
{57995} Invalid ResRef
{57996} Reset to Black
{57997} Exterior Red Fog
{57998} Local Characters Allowed
{57999} This fine powder appears to be a very fine, very light metallic dust.  A single handful of this substance flung in the air coats surrounding objects, making them visible even if they are invisible.  
{58000} Invalid Filename
{58001} The resource '%s' cannot be deleted because it is a global resource and is not part of the module.
{58002} Confirm Delete
{58003} Are you sure you want to delete this resource?
{58004} Drag Link Options
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{58248} 
{58249} Available Skills
{58250} Allocate skill points.
{58251} Allocate points to your skills. Class skills cost 1 point per skill rank, cross-class skills cost 2 points per skill rank, and you are not allowed to get any ranks in restricted skills with your current class.
{58252} Pasting Tiles
{58253} Pasting Objects
{58254} Pasting tiles to current area
{58255} Pasting tiles to current area failed. There was a feature
or a group within the region where you are attempting to 
paste to, or part of the region was out of bounds.
{58256} Computing Static Lighting
{58257} Pasting tiles to current area failed. This paste
operation would have generated tiles that don't exist.
{58258} Receiving character from server.
{58259} Do you want to save your local character?
{58260} Confirm Area Change
{58261} Welcome to Neverwinter Nights 2!

Before you begin playing, this program will attempt to configure your game settings for optimal performance.
If you encounter any problems, simply run this program again for help.

You can:

1. Press "OK" to begin.

2. Press "Cancel" to return to the launcher.

{58262} Dedicated Internet Connection
{58263} Windows 2000 sp 2 or less detected.
{58264} Open GL Test skipped.
{58265} Cutting Tiles
{58266} This installation of Windows 2000 does not include Service Pack 2 or greater. Windows 2000 Service Pack 2 or greater is STRONGLY recommended for network / internet play.
{58267} Select the parent faction
{58268} English
{58269} French
{58270} German
{58271} Korean
{58272} Celestial Avenger
{58273} You triggered a Trap!
{58274} Trap Triggered!
{58275} Search Mode Activated (Run Disabled)
{58276} Search Mode Deactivated (Run Enabled)
{58277} Stealth Mode Activated (Run Disabled)
{58278} Stealth Mode Deactivated (Run Enabled)
{58279} Parry Mode Activated
{58280} Parry Mode Deactivated
{58281} Power Attack Mode Activated
{58282} Power Attack Mode Deactivated
{58283} Improved Power Attack Mode Activated
{58284} Improved Power Attack Mode Deactivated
{58285} There is a backup of the file '%s'. Would you like to load that instead?
{58286} Backup Found
{58287} Automatically backup the conversation files
{58288} minutes
{58289} 
{58290} Main Hand Weapon: 
{58291} Unarmed
{58292} Attack bonus: 
{58293} 
{58294} Shadow Opacity
{58295} 
{58296} Dust of Disappearance
{58297} An item has been dropped to make room in your inventory.
{58298} Item dropped
{58299} 
{58300} 
{58301} Physical Damage
{58302} Magical Damage
{58303} Acid Damage
{58304} Cold Damage
{58305} Divine Damage
{58306} Electrical Damage
{58307} 
{58308} Fire Damage
{58309} Negative Energy Damage
{58310} Positive Energy Damage
{58311} Sonic Damage
{58312} Critical:
{58313} Damage: 
{58314} 1d4
{58315} 1d6
{58316} 1d8
{58317} 1d10
{58318} 2d6
{58319} 5 lbs.
{58320} 10 lbs.
{58321} 15 lbs.
{58322} 30 lbs.
{58323} 50 lbs.
{58324} 100 lbs.
{58325} Weight Increase
{58326} Please enter the filename
{58327} You cannot use an unidentified item.
{58328} Off Hand Weapon: 
{58329} Not Applicable
{58330} Pitch Variation (octaves)
{58331} Pitch Variation specifies how much the pitch of a Sound object can differ between each time that it plays.

A Pitch Variation of zero means that the sound will always play at its normal pitch.

If the Pitch Variation is greater than zero, then each time the sound plays, its pitch may be higher or lower than normal. The difference between the normal pitch and actual pitch is a random value between zero and the Pitch Variation value.
{58332} 
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{58334} 
{58335} 
{58336} 
{58337} 
{58338} 
{58339} 
{58340} 
{58341} Piercing Damage
{58342} This pool swirls with purple, green, and orange colors.
{58343} This pool swirls with subtle blue, yellow, and red colors.
{58344} Slashing Damage
{58345} Bludgeoning Damage
{58346} Italian
{58347} Spanish
{58348} Alignment: 
{58349} Spell Resistance: 
{58350} Arcane Spell Failure: 
{58351} Armor Check Penalty: 
{58352} Effects:
{58353} Authorizing Player Name...
{58354} Authorization Server down, Skipping auth
{58355} Player Name authorized, proceeding.
{58356} Error on playername.
{58357} Account created, proceeding.
{58358} Error on account creation.
{58359} Connecting to GameSpy
{58360} GameSpy Didn't like that nick, trying:
{58361} Receiving Game Rooms
{58362} Received Room:
{58363} Received All Rooms
{58364} Attempting to Join Room
{58365} Room joinning failled, retrying
{58366} Listing Games
{58367} You can hear the sound of a door opening.
{58368} Something seems wrong.
{58369} Strength Increased
{58370} Strength Decreased
{58371} Dexterity Increased
{58372} Dexterity Decreased
{58373} Constitution Increased
{58374} Constitution Decreased
{58375} Intelligence Increased
{58376} Intelligence Decreased
{58377} Wisdom Increased
{58378} Wisdom Decreased
{58379} Charisma Increased
{58380} Charisma Decreased
{58381} You have not achieved the required level to equip this item.
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{58533} 
{58534} Boddyknock's Crossbow
{58535} Boddyknock's Crossbow +1
{58536} Boddyknock's Crossbow +2
{58537} Boddyknock's Crossbow +3
{58538} Daelan's Longbow
{58539} Daelan's Longbow +1
{58540} Daelan's Longbow +2
{58541} Daelan's Longbow +3
{58542} Tomi's Shortbow
{58543} Tomi's Shortbow +1
{58544} Tomi's Shortbow +2
{58545} Tomi's Shortbow +3
{58546} Henchmen Properties
{58547} Linu's Crossbow
{58548} Linu's Crossbow +1
{58549} Linu's Crossbow +2
{58550} Linu's Crossbow +3
{58551} Sharwyn's Shortbow
{58552} Sharwyn's Shortbow +1
{58553} Sharwyn's Shortbow +2
{58554} Sharwyn's Shortbow +3
{58555} Less than a day's travel southeast of Neverwinter is Helm's Hold, a fortified monastery dedicated to the God of Guardians. It was founded around the middle 1340s DR (Dale Reckoning) by Dumal Erard, a retired member of the Company of Crazed Venturers of Waterdeep. It has grown to a watchful community of over 700 faithful. The people here grow their own crops, herd their own cattle, dig deep wells for their own water, and patrol the area with vigilance. They will give shelter to any travelers beset or weakened by brigands or monsters.
{58556} Stink Beetle Properties
{58557} Zombie Properties
{58558} A large piece of meat has dislodged from the creature. It would not be wise to eat it.
{58559} This is the skin of a freshly killed animal or some other creature.
{58560} This is the tooth from a bodak.
{58561} This is the gland that allows an ettercap to create webs.
{58562} This is the ventral shell or belly of a fire beetle.
{58563} This is the eye from a rakshasa.
{58564} This is the tongue from a slaad.
{58565} A hexagonal crystal, quartz is quite common and comes in a variety of colors.
{58566} These are the berries made by the fenberry bush.
{58567} This is the knuckle bone from a skeleton's hand.
{58568} This is the skull of a gargoyle.
{58569} This bowl has in it an amount of holy water.
{58570} This is a lump of adamantine ore.
{58571} This is the blood of a dragon.
{58572} This is a piece of wood from an ironwood tree.
{58573} This is the dust that comes from small fey creatures such as pixies or grigs.
{58574} Looks like fresh or nearly fresh caught fish.
{58575} These rags are nothing more than dirty, moldy pieces of cloth.
{58576} This is a child's toy top.
{58577} Belladonna is a rare plant that seems to have an adverse effect on were-creatures. The plant is used like a potion and will temporarily protect the user from shapechanger attacks.
{58578} Garlic is well known as an herb for flavoring foods. It also is used to repulse vampires.
{58579} Negative Energy Ray
{58580} Ultravision
{58581} Eagle's Splendor
{58582} Fox's Cunning
{58583} Owl's Wisdom
{58584} Negative Energy Burst
{58585} Caster Level(s): Bard 3, Wizard / Sorcerer 4
Innate Level: 3
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/ Target: Large
Duration: 1 Round / Level
Additional Counter Spells: Remove Fear
Save: Will Negates
Spell Resistance: Yes

Affected creatures are consumed with mind-numbing fear that overrides all other actions. The affected creatures run away from all those they do not consider allies.
{58586} Tenser's Transformation
{58587} These clubs have great power and when striking a golem there is a good chance of the construct being completely and instantly destroyed.
{58588} Club of Smiting
{58589} This rod is one of many crafted by the gnomish wizard Jaroo. Jaroo is a teacher in the Adventurer's Academy located in Neverwinter. Jaroo gives out these rods to students that he feels are a cut above the rest.
{58590} Rod of Frost
{58591} Wands of Sleep are among the most stable and least expensive of magical wands, making them quite popular with adventurers. Though not instruments of mass destruction, when properly applied a Wand of Sleep can prove to be a powerful weapon against unexpected encounters with orcs, goblins and their ilk. Many adventuring parties owe their lives to the anonymous mage who first fashioned this simple but highly effective item.
{58592} Wand of Sleep
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{58648} M1Q6Cultists
{58649} Map_M2Q1E
{58650} Map_M2Q3KA
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{59308} 
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{59310} 
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{59315} 
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{59390} 
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{59403} 
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{59409} 
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{59416} 
{59417} 
{59418} 
{59419} 
{59420} 
{59421} 
{59422} 
{59423} 
{59424} 
{59425} 
{59426} 
{59427} 
{59428} 
{59429} This man twitches with fear at the slightest sound or movement. His whole body quivers with anxiety.
{59430} This dwarf's arms bulge with muscles from years of hammering at the forge.
{59431} Blacksmith
{59432} This half-orc deckhand trudges around the docks, muttering under his breath as he works.
{59433} This human has the look of one carried away in religious fervor.
{59434} This old man has an air of nervousness and forgetfulness.
{59435} This armed and armoured fighter carries himself with assured confidence.
{59436} This man staggers around with the reek of cheap ale on his breath.
{59437} This sailor walks with a swagger as he whistles an old sea shanty.
{59438} This little child seems filled with boundless energy.
{59439} This man's facial expressions shift constantly between determined and purpose-filled, to vacant and confused looking.
{59440} Between the facial ticks and the wandering eyes, there is something very wrong with this person.
{59441} This creature is little more than a shadow, at least to look at.
{59442} Shadowy Figure
{59443} Forged from solid iron, the crafting of these mighty juggernauts often requires the expertise and master craftwork of either dwarven blacksmiths or gnomish tinkers.
{59444} A bitter look from this halfling is all that anyone seems to get.
{59445} This little gnome smirks and chuckles to himself as he works.
{59446} This customer waits with eager anticipation for something exciting to happen.
{59447} This arrogant-looking elf waits impatiently for something to happen.
{59448} An elderly, yet commanding man, this is plainly a wizard of immense power. Despite that, he seems a little addled.
{59449} This statue of a dwarf is surprisingly life-like in detail.
{59450} This woman looks terrified and cold.
{59451} This warrior looks like he is ready to battle entire hordes of orcs and goblins.
{59452} Goblin Archer
{59453} This dwarf eyes the others in the room as if gauging, then dismissing each of them.
{59454} This waitress looks exhausted from running around, serving the large crowd of customers who gather in here.
{59455} This eager elf is collecting the fees for entrants who wish to begin the contest.
{59456} This gnome has a pleasant, though shy smile for just about everyone.
{59457} Luskan Sergeant
{59458} There is something not quite right about this child.
{59459} There is something not quite right about this dwarf.
{59460} There is something strange about this old man.
{59461} This innkeeper eyes the large crowd with a mixed reaction of pleasure and distrust.
{59462} This half-orc, like so many before him, looks like he has a habit of cleaving others in two.
{59463} Orc Archer
{59464} This halfling looks busy, running errands for a man over in the corner of the inn.
{59465} This warrior looks like she is ready to battle entire hordes of orcs and goblins.
{59466} This halfling's eyes are blank and his face is set in an unnatural smile.
{59467} Aribeth looks tired, distracted, and far more guarded than she did the first time you met her.
{59468} This fierce-looking creature is different from anything else found in the realms. Its reptilian features are both frightening and savage.
{59469} Deep wrinkles surround the perpetual frown on this man's face.
{59470} Caliandros
{59471} A worried frown covers this commoner's face as she goes about her business.
{59472} A worried frown covers this commoner's face as he goes about his business.
{59473} This is a man who measures each step with the smooth grace of a stalking panther. His eyes shift around the room with an intense awareness.
{59474} This rough, burly-looking man has a confident, almost cocky air about him.
{59475} This young man appears to be rather nervous and shaken.
{59476} This serious-looking elf eyes everything with an intense, piercing gaze.
{59477} The dwarf sits at a table, rubbing one of his legs in between sips of ale.
{59478} An impecibly-dressed elf with silver hair, stands casually near a table. He looks like he could spring into action at a second's notice.
{59479} This glassy-eyed lady stares into the sky with a contemplative gaze.
{59480} This energetic, young child seems to have endless energy.
{59481} This commoner goes about her business with a capable air.
{59482} This lively, young child seems to have endless energy.
{59483} This commoner goes about his business with a capable air.
{59484} This man brow is wrinkled, as if he has carried the weight of the world for a long time now.
{59485} Revenants are vengeful spirits that have risen in a decayed version of their earlier bodies so that they can find and destroy their killers.
{59486} This gnome carries himself with an aura of holiness and dignity.
{59487} This intense looking man stares off into nothing, seemingly lost in deep contemplation.
{59488} This beautiful young lass sneers as she looks at other townsfolk, then smiles when she sees you.
{59489} This young girl looks truly miserable and frightened.
{59490} This woman glares around the tavern, staring down any unfortunate male who happens to look her way.
{59491} This is a shifty-eyed gnome who would look suspicious saying prayers in a temple, let alone here.
{59492} This elf exudes the extremely confident air of one who has never known defeat.
{59493} This man sits and stares at a woman, oblivious to the drool running down his chin.
{59494} There is nothing pleasant about the smile on this ranger's face. Malevolent hatred is the only description that could fit.
{59495} This half-orc looks and acts more intelligent than his orcish relations in the area. He obviously dominates them.
{59496} With grim determination, this warrior carries himself with the strain of controlled violence. You pity the cult member who runs into this soldier.
{59497} This cheerful lass stands in your room, eyeing you with an eager anticipation.
{59498} The innkeep survey's his customers with a professional eye, watching for thirsty customers with a full purse.
{59499} This elderly female is surrounded by some sort of glowing energy field.
{59500} This is a hard, angry-looking man. There is a barely controlled rage behind his eyes.
{59501} This frightened man looks thin and weak. His clothes are torn to shreds and he bears several wounds.
{59502} Despite numerous days of being a prisoner, this elf looks stunning, and she seems to know it.
{59503} This older gentleman has the kind of ready-to-spring look of a wild animal.
{59504} This vicious, little halfling looks to be seeking a fight.
{59505} This halfling druid looks like he could run through the bushes like a fox chasing a rabbit.
{59506} This ghostly figure shifts between raging anger and sad desperation as it hovers near a large tree.
{59507} This frustrated elf looks like he has been pacing here for a long time.
{59508} This man exudes a sense of great power, rooted in the primal forces of nature.
{59509} Though dwarven druids are rather rare, the few who choose this path can be quite imtimidating.
{59510} With a rough and tumble grin, this half-orc looks ready to fight an army by himself.
{59511} Smiling and humming a little tune to herself, this well-muscled woman has an air of quiet confidence.
{59512} This elven woman presents a powerful, intimidating front, that leaves no question of her authority.
{59513} This young druid has an eager, excited look about him.
{59514} This mangy-looking dwarf, wanders around, chanting strange things to himself.
{59515} Eyes blank and feverish, this man is obviously under some kind of charm.
{59516} This man has a blank but pleased look on his face.
{59517} This woman moves with a lack of awareness and confusion on her face.
{59518} This elf's calm composure could come across as arrogant if it weren't for the gentle smile on his face.
{59519} This beautiful woman has a proud, almost arrogant look about her, that detracts from an almost perfect face.
{59520} This ancient creature is almost too unbearably hideous to look at.
{59521} This guard wanders around with a slightly confused and dazed look on his face.
{59522} This spirit appears to be agitated and quite fearful.
{59523} This well-armed halfling looks like he takes life too seriously, or perhaps like he seriously enjoys taking lives.
{59524} Deadly looking halflings may not be common, but this one certainly falls into that category.
{59525} A brutal, cruel-looking gnome, with an eye out for trouble.
{59526} This barmaid looks exhausted from running around, serving the large crowd of customers who gather in here.
{59527} This farmer's brow is furrowed in worry and desperation.
{59528} Drex'liggarr
{59529} This young woman shows concern on her face as she goes about her chores.
{59530} This lad has all the markings of a sullen youth.
{59531} This well-to-do farmer goes about his business with a brisk efficiency.
{59532} Worgs are powerful wolves with an evil disposition and an uncanny intelligence. They are sometimes found with goblins, whom they serve as mounts and guardians.
{59533} Drool dribbles off the lips of this man, who's eyes are brimming over with tears.
{59534} This is a small and unadorned key.
{59535} This katana is a fine blade... it is doubtful that it was forged by human hands, but the only hint as to its origins are the runes along its hilt. These indicate that the precious weapon was enchanted within the walls of the Host Tower of the Arcane.
Fire occasionally flares along its cruel edge... this blade has been used often by warriors of great skill in the service of their wizards.
{59536} This katana is a fine weapon, obviously kept well-maintained by its owner. It gleams with constant polish. There are no hints as to its origin other than the series of small runes inscribes along its handle.
{59537} This squishy little thing is an eyeball from an abyssal Imp.
{59538} This small eyeball came from one of the small baatezu Quasits.
{59539} This is a large, light key that would seem likely to open the gate doors to Luskan.
{59540} This is an official-looking document describing the bearer as an ambassador from the far-off state of Mulhorand, allowing admittance into the Host Tower of Luskan. The document is affixed with the seal of the Arcane Brotherhood.
{59541} A letter; the hand writing is blood stained but part of it is legible:
 
"Dear Amatia: 

These caves are deep and dangerous; we've found layers and layers of caves - but there is construction down at the bottom, and the crypts we seek. 

We tried to get Darius out, but barely escaped ourselves. We're going back tomorrow, love, to try again; I hope I'll get a chance to send this to you."
{59542} I find I've grown fond of the monsters in these caves. They are savage, violent, and easily whipped into a frenzy by my puppet ogre mage Dergiab. Not entirely unlike the rest of us who have turned following Maugrim into a religion... He the puppeteer, we his willing puppets.

And to think he sent me here to search for some ancient artifact as he sent my brothers to Charwood and the Neverwinter Wood. It isn't in this place. It would have left some tell-tale sign. It would want to be found. It would call me to it. Perhaps they have had better luck in the two Woods. So, instead of being a puppet, I have become the puppeteer. Not so grand as Maugrim but, even so, look how Dergiab struts and schemes at my bidding...
{59543} Rogue Outfit
{59544} Weird Gauntlet
{59545} NEW_STONE_DOOR
{59546} NEW_STONE_DOOR2
{59547} Ambient Bats
{59548} M2Q3E Charwood Sign
{59549} M2Q3K Charwood Sign
{59550} Boss1N
{59551} Boss2BA
{59552} Boss2BB
{59553} Boss3DD
{59554} M2Q2D_M2Q2AB
{59555} Alhelor's Store
{59556} Alhelor's House
{59557} Alhelor's House Mapnote
{59558} Henchmen Death Waypoint
{59559} 
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{59778} 
{59779} 
{59780} 
{59781} The massive muscles of this blacksmith flex with every movement of his body.
{59782} This ghostly figure hovers above the ground, waiting for something.
{59783} Box / Crate
{59784} This chicken appears to be engaged in some kind of polka.
{59785} This chicken ignores you, eyeing instead the nearby road, perhaps trying to decide whether it should cross it or not.
{59786} This cow gives a moo moo here, then a moo moo there...
{59787} This sailor appears to be upset about something.
{59788} This sailor is better dressed than most of the sailors you've ever seen.
{59789} This despondent figure seems to be confused and morose.
{59790} This goblin's crossed-eyes and bad teeth have made him the butt of all goblin jokes.
{59791} This goblin looks more miserable and depressed than most goblins do.
{59792} Despite the fact that he looks like a prisoner, this half-orc has a savage nobility about him.
{59793} A wary paranoia of other's and grim determination seem to grip this guard's demeanor.
{59794} This guard goes about his duty with a pleasant, but firm, demeanor.
{59795} Wall Gate
{59796} The bartender moves his bulk behind the bar, trying to keep up with the frantic pace of the incoming drink orders.
{59797} With shoulders stooped, this commoner holds himself with the posture of one who has lost everything, including hope.
{59798} Kurth, Outer
{59799} Luskan - Harbor Sewers
{59800} Ruins of Illusk Level 1
{59801} Ruins of Illusk Level 2
{59802} Ruins of Illusk Level 3
{59803} Luskan - Ruined House
{59804} Luskan - Maugrim's Lair
{59805} Host Tower Lvl 8
{59806} Host Tower - Pinnacle
{59807} Luskan - Temple of Tyr
{59808} 
{59809} 
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{60200} 
{60201} This innkeeper keeps a wary eye on the traffic flowing in an dout of his establishment.
{60202} This elf seems upset about something, which in this city, really comes as no surprise.
{60203} This noblewoman has obviously seen better times. Clothes worn thin, she appears completely despondant.
{60204} This gnome has a wary, yet cheerful disposition that seems quite out-of-place in this city.
{60205} With the symbol of Bane marked clearly on her armor, this priestess has a cold sneer of disdain etched permanently on her face.
{60206} This hound looks lean and mean, trained to maul and kill any who would harm a worker here.
{60207} Paranoia and terror seem to dominate the features of this older man.
{60208} This noble woman carries herself with an air of superiority, yet a troubled expression clouds her features momentarily.
{60209} Marked with the sign of the Black Knives, this patron looks as though he has partaken of the pleasures of this house numerous times in the past.
{60210} This beautiful, young courtesan has a bored expression on her face, until she notices someone is looking, then she becomes cheerful and attentive.
{60211} Marked with the sign of the Bloody Hands, this patron looks as though he has partaken of the pleasures of this house numerous times in the past.
{60212} This patron looks as though he has partaken of the pleasures of this house numerous times in the past.
{60213} This young, handsome male courtesan has a troubled look on his face.
{60214} This beautiful, young courtesan has a troubled expression on her face.
{60215} This brute of a warrior carries himself with the assurance of a man who has won many victories and known few defeats.
{60216} Kurth's warriors have seen a lot of action in their days, and they have the scars and skills to show for it.
{60217} Voleron
{60218} This dark-cowled figure moves with a silent, deadly grace, like the shadow of an owl over a moonlit forest.
{60219} This beautiful elf has obviously been mistreated as Kurth's prisoner, as testified by the large bruises on her wrists and neck, and the tender way she moves.
{60220} This weasel-faced man seems to command a great deal of power, though it is not clear how.
{60221} This female has waxy, deathly-pale skin and a chilling gaze.
{60222} This man appears to be very nervous and edgy; working in Luskan often does that to people.
{60223} Acolyte of Tyr
{60224} The Black Knives are quick, sneaky and dirty fighters, who use every tactic they can think of to kill others without direct confrontation. When they must fight, they show no mercy.
{60225} This poor child doesn't look to have eaten very well, or had new clothes in a long time.
{60226} Having lost his home in these desperate times, this man snores soundly, seeking blissful refuge from reality.
{60227} This outlandishly dressed male, gnome prostitute smells faintly of turnips. Not the earthy, farm-like turnip smell, but like he is wearing some kind of turnip-based perfume.
{60228} Paranoia and terror seem to dominate the features of this cringing man.
{60229} Having given up on life in Luskan, this woman seeks the safety of oblivion in the bottom of a tankard of some foul-smelling brew.
{60230} Tears of terror stream down the face of this small child.
{60231} A wary paranoia of others and grim determination seem to grip this guard's demeanor.
{60232} Cutlass Guard
{60233} This merchant keeps a close watch on his goods; a paranoia bred of true survival instincts here in Luskan.
{60234} The Bloody Hand warriors have seen a lot of action in their days, and they have the scars and skills to show for it.
{60235} Bloody Hand Archer
{60236} Paranoia and terror seem to dominate the features of this cringing woman.
{60237} Having given up on life in Luskan, this man seeks the safety of oblivion in the bottom of a tankard of some foul-smelling brew.
{60238} Ogre Deathward
{60239} This smith has the deep scowl of one who is little impressed by the happenings going on around him.
{60240} This gruff and muscular guard frowns as he looks around and the tower and the city.
{60241} These guard have the nervous wariness that marks a man who's used to being attacked.
{60242} This barbarian woman looks tired, bored and frustrated; a deadly combination in any barbarian.
{60243} This elf has a nasty looking weapon which she obviously wields with great skill.
{60244} Based on the blood matting his hair, this powerful minotaur looks like he enjoys his control over the prisoners in this area.
{60245} Large bruises, cuts and other signs of torture mark this man as a prisoner.
{60246} Aribeth stands here, with a blank, passionless, mask-like visage, like armour for her soul.
{60247} Gorgoth
{60248} There is something very strange about the expression on this man's face. His very presence radiates extreme evil.
{60249} This creature radiates a cold, calculating evil presence.
{60250} High Captain Suljack
{60251} Whatever god this priest serves, the blood and markings on his clothes show him as clearly evil.
{60252} This exceedingly beautiful woman looks completely out of place in this evil place.
{60253} This large man carries himself with nervous dignity, as if afraid to show his true nature, yet unable to hide it completely.
{60254} Zhelhund
{60255} This man has a dark, piercing gaze that slides around as if trying to solve some kind of puzzle.
{60256} This is a combat dummy, marked up with slashes and sewn back together many times.
{60257} Fred
{60258} This guard stands at attention, as if his life depends on his being aware of everything, which it is.
{60259} Host Tower Guard
{60260} Aarin Gend looks like a caged tiger, all of his energy and anger focused inwards, ready to attack at the earliest possible chance.
{60261} This well-rounded, worried-looking woman, seems able to cope with the rigorous treatment of the rowdy men in this establishment, with a firm hand.
{60262} Greater Stink Beetle
{60263} An exhausted priest stands here with a small smile on his face.
{60264} Alaya
{60265} Imp Ravager
{60266} Lizardfolk Archer
{60267} Greater Quasit
{60268} Wererat Captain
{60269} Elynwyd's Signet Ring
{60270} This is a simple skeleton key designed for opening a large number of similar locks.
{60271} This key is covered with Yuan-Ti sigils and looks like it would be able to over come magical wards and protections.
{60272} Crypt Key
{60273} This amulet has obviously seen better days. It's face is cracked and caked with grime and tarnish, and the metal is dented in many places... obviously it has been gnawed on extensively.
Whatever the amulet once was, it still seems to hold some of its power and has a subdued reddish glow when worn.
{60274} This key is made of a light metal and, by its severe wear and tarnish, is obviously quite old.
{60275} The book is a small journal of sorts that does not seem to have been in use for long. The entries, however, appear to have been made by Lady Aribeth. Of particular note is the last:

"Maugrim has assigned me quarters with the other ambassadors, though I don't know for how long. He tells me that he serves a greater power, and hints that I will come to revere this being far more than I ever did Tyr.

"I do not know if that is true. I am not sure of anything anymore except that I have Fallen. Fallen out of love with my lord, my people and my God. I am alone in a world where there is no justice and no hope and I cannot... I cannot get these thoughts out of my mind.

"They burn my every waking moment and whisper to me in my dreams. I shall go mad, I think, if I am not mad already. To do the wrong thing seems far better, however, than to do nothing at all. I am on this path now, and it goes only forward... perhaps at its end I shall find my own justice and the dreams will stop.

"I can only hope."
{60276} This is a simple brass key that smells faintly of sulphur.
{60277} This is the head of the very dead High Captain Baram of Luskan...
{60278} This ring is a simple golden band. On the inside is inscribed the name 'Erb' in small letters.
{60279} This is a simple steel key, without any special markings.
{60280} This is the head of the very dead High Captain Kurth of Luskan...
{60281} This object appears to be some manner of lever or handle, oddly sculpted and made of a bluish marble material.
{60282} This is a lever or handle that might belong to some larger device. The object is made of a light metal and painted to look like gold.
{60283} This piece of gnomish machinery might be useful as some sort of lever or handle, perhaps from a larger device.
{60284} Written Orders
{60285} This letter has been written quickly and is smeared with blood.

"We have taken Burkes mansion with considerable casualties. Burke seems to have been in contact with a being called Voleron within the Ruins of Illusk. There is talk of treasure. Find him, kill him, and bring back all that you find to fund the war effort.

"Signed High Captain Kurth"
{60286} By the smell and appearance, this bottle seems to be filled with... sewer water...
{60287} This infant human girl is less than a year old, swaddled in several small blankets. Currently she is sleeping blissfully and is unaware that a stranger is holding her... no doubt for the best.
{60288} This small, brass key is unremarkable except for the small carving on its surface of a warship... the symbol of the Arcane Brotherhood.
{60289} Blood War Research Journal
{60290} This thick volume is filled with numerous details on the planar experiments the Arcane Brotherhood has been performing, at the request of Archmage Arklem Greeth.

Most of the entries go into exhaustive detail. It seems the wizards have 'attuned' several portals to the abyssal and hellish planes, attempting to research the eternal Blood War being carried on by the demons and devils.

No conclusion seems to have been drawn, but it is pointed out in several places that one curious property of the portals is that their attunement is easily disrupted by material of the opposing planes. One wizard warns that trying to actually send material from one plane through the wrong portal could be highly destructive.
{60291} This small rod pulses with an unknown magical energy. Engraved on one side is a small picture of what appears to be a Helmed Horror.
{60292} Journal of Arteno Geth
{60293} This is the journal of a minor wizard in the Arcane Brotherhood, Arteno Geth. His notes are sporadic and personal, detailing his dislike of certain tutors, his tribulations in learning certain magics, and his suspicions over Maugrim.

His most recent entry is the one of greatest relevence:

"I should never have joined Rimardo. The Archmage disappeared almost as soon as Maugrim began his campaign in the tower... meaning we were left to fend for ourselves. None of us thought that the man's influence was spread so deeply.
Yet it was. After all the fighting was done, I found myself on the losing side. So now I must slave away with Rimardo on these bloody golems.

"Today I finished work on the replication rod, though I surely shall receive no congratulations for it. When it is placed together with the control rod in the replication chamber, the magics start an automatic creation cycle... a golem is formed in a fraction of the time it would once have taken. It is powerful, as well... I've told Rimardo several times that we should be careful to retain control over these golems, lest they break through the magical barrier around the inner sanctum, here.

"He doesn't heed my warnings, naturally. Bah! I would do anything not to have to slave away for that fool Maugrim anymore!"
{60294} Golem Replication Rod
{60295} This small rod pulses with an unknown magical energy. Engraved on one side is a small picture of what appears to be a Helmed Horror rising out of some kind of circle or hole.
{60296} Master Portal Stone
{60297} This small magical stone pulses with a faint glow and is etched with the letter X in arcane writing.
{60298} Golem Slayer
{60299} This eyeball belonged to a small demon from the Abyss, before it was destroyed. Why it remained intact when the rest of the body was turned to dust is unknown.
{60300} Letter to Aribeth
{60301} This letter is written in a delicate hand:

"My dear Lady Aribeth,

"Master Maugrim has told me that I must inform you on how to move about the Host Tower for when you come.

"I do not know if you are aware, but much of the Host Tower is not connected in the normal fashion. We use a teleporter to move about from area to area... when you are in the ambassador's area, you can find the first teleporter in the far chamber.

"You only need touch the portal and express your desired location, and it shall open the way for you. The second level anyone may reach, but beyond that you must have a runestone which allows your access (for security, of course).

"The portals, once open, remain so for a mere half-minute, my Lady. Hurry on through once has been opened. Enclosed with this letter is a runestone that will allow you to reach master Maugrim's private sanctum. He awaits your arrival eagerly.

"Your servant,
  Apprentice Pim."
{60302} This eyeball belonged to a small devil from the plane of Baatezu, before it was destroyed. Why it remained intact when the rest of the body was turned to dust is unknown.
{60303} Barred Door
{60304} Inner Sanctum
{60305} Baram Soldiers
{60306} Londa Killers
{60307} Kurth Soldiers
{60308} Simple Acolytes
{60309} Bugbear Archers
{60310} Host Tower Warden
{60311} Shadows
{60312} Zombies
{60313} Zombies 2
{60314} Faction Bucket
{60315} Corpse of Arteno Geth
{60316} Exit Portal
{60317} NW_HENCHMAN_BAR
{60318} Host Tower Teleporter
{60319} Host Tower Map Note
{60320} Stairs down
{60321} Stairs up
{60322} 
{60323} 
{60324} 
{60325} 
{60326} High Captain Kurth
{60327} Breach
{60328} This shady-looking halfling watches the chaos in the street with a look of unadulterated joy.
{60329} This poor child doesn't look to have eaten well, or had new clothes in a long time.
{60330} Oreth's Room
{60331} Yvette's Room
{60332} Rhaine's Room
{60333} Kurth's warriors have seen a lot of action in their days, and they have the scars and strength to show for it.
{60334} This prisoner must have been bound and poorly fed for quite a while to reach this emaciated state.
{60335} This woman has the look of one lost in religious fervor, or magical enchantment.
{60336} Sewer Gate
{60337} Islund Greets
{60338} Abyssal Portal
{60339} Hellish Portal
{60340} This dog growls as it stares around the area, looking for someone or something to bite.
{60341} Galrone's Home
{60342} This warrior priest has the burning glow of a man who is fighting in a losing battle, but won't give up.
{60343} Fort Ilkard: Creator Race Ruins
{60344} Fort Ilkard: Creator Race Ruins Past
{60345} Garden
{60346} M3Q2Z
{60347} M3Q3A3
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{60897} Neverwinter's Spymaster is holding up remarkably well considering the grave consequences of Aribeth's unexpected betrayal. However, beneath the confident assurance he projects there seems to be a subtle discomfort at having been thrust from the shadows into the prominent and highly visible position of Lord Nasher's right hand.
{60898} The ornaments on this man's garb distinguish him as the leader of the Uthgardt Black Lion tribe.
{60899} This woman is a common farm wife.
{60900} This man is one of the local settlers conscripted to defend Fort Ilkard.
{60901} There is a pompous arrogance in the manner of Fort Ilkard's commander.
{60902} Though dressed as a simple farm wife, this gnome has an air that suggests she is not to be trifled with.
{60903} This gnome is one of the local settlers conscripted to defend Fort Ilkard.
{60904} This burly gnome bears the look of a gruff, well-seasoned warrior.
{60905} This orcish bandit is as large and fierce looking as his reputation would suggest.
{60906} Though resembling the reptilian humanoids known as lizardmen there is an intelligence in the eyes of this creature not usually seen in the species.
{60907} This young woman seems quite intent on enjoying the libations served in this establishment.
{60908} From the iron collar around his neck it is obvious this man is a slave.
{60909} Though his features bear a kindly smile there is an ominous air about this cleric, for he holds power over life and death.
{60910} There is something imperious and cruel in the bearing of this reptilian humanoid.
{60911} In addition to being one of the largest orcs you have ever seen, there is a gleam of dangerous cunning in Obould's eyes.
{60912} This man is a member of the Uthgardt Elk tribe.
{60913} The markings on this woman's clothes identify her as an Uthgardt barbarian of the Golden Eagle tribe.
{60914} The markings on this man's clothes identify him as an Uthgardt barbarian of the Golden Eagle tribe.
{60915} This half-orc, though as ugly as most of his kind, actually possess a glimmer of intelligence in his features.
{60916} This Frost Giant is the son of Gerti Orelsdottr.
{60917} This elf is obviously a prisoner of the fire giants.
{60918} King Skrogg
{60919} The Fire Giant king looks neither royal nor wise, but rather resembles a cruel and stupid bully.
{60920} Covered in wicked-looking scars, the ancient colossal Red Dragon nicknamed "Old Snarl" is perhaps the most fearsome and powerful single mortal creature in all of Faerûn.
{60921} The aura of true majesty one would expect in an adult black dragon is undercut by the vapid, mindless expression on this beast's face. 
{60922} Even for his kind, this dwarven smith is stocky and heavily muscled - the result of many years spent hammering away at his forge.
{60923} The eyes of this middle-aged shopkeeper are those of a wily and successful businessman.
{60924} This man is one of the many commoners who has come to Beorunna's Well to help see to the various needs of the soldiers in camp.
{60925} Dylan
{60926} Alekos
{60927} This dwarf is one of the many commoners who has come to Beorunna's Well to join the Lords' Alliance Cause.
{60928} This man is obviously one of the many soldiers who have been recruited to the Lords' Alliance cause.
{60929} This woman is one of the many commoners who has come to Beorunna's Well to help see to the various needs of the soldiers in camp.
{60930} The markings on this man's clothes identify him as an Uthgardt warrior of the Elk tribe.
{60931} This woman is obviously one of the many soldiers who have been recruited to the Lords' Alliance cause.
{60932} The markings on this woman's clothes identify her as an Uthgardt warrior of the Elk tribe.
{60933} This man is in charge of one of the Luskan catapults attacking Fort Ilkard.
{60934} This man is a captain in the Lords' Alliance army.
{60935} Lords' Alliance Captain
{60936} Lords' Alliance Soldier
{60937} This man bears markings identifying him as a sub-chief of the Uthgardt Elk tribe.
{60938} This woman is one of the defenders of Fort Ilkard.
{60939} This halfling is one of the many commoners who has come to Beorunna's Well to aid the Lords' Alliance.
{60940} This man bears the tribal markings of the Uthgardt Elks.
{60941} This woman is obviously a cleric.
{60942} This wizard is one of many who fight alongside the soldiers of the Lords' Alliance.
{60943} Lords' Alliance Wizard
{60944} This man was wounded during the battle at Fort Ilkard.
{60945} This man wears the markings of an Elk tribe sub-chieftain.
{60946} This warrior of the Uthgardt Elk tribe shows signs of having been infected with the Wailing Death.
{60947} A nimbus of powerful magical energy surrounds this tiny fairy.
{60948} Old One Bodak Champion
{60949} Forged from solid iron, the crafting of these mighty juggernauts often requires the expertise and master craftwork of either dwarven blacksmiths or gnome artificers. This construct appears ancient, the product of a thousand years of vigilance, and nigh invulnerable.
{60950} Old One Guardian Golem
{60951} Though resembling the reptilian lizardmen, this creature possess a cruel intelligence not normally seen in the species.
{60952} This halfling is a brutalized slave.
{60953} Though resembling the reptilian humanoids known as lizardmen there is a cruel intelligence in the eyes of this creature not usually seen in the species.
{60954} This is one of the soldiers returning from the battles against the Elk tribe near Fort Ilkard to the south.
{60955} This man is one of the many soldiers defending Fort Ilkard.
{60956} This man is one of the defenders of Fort Ilkard.
{60957} This elven ranger is relaxed yet alert and obviously at ease in his current surroundings.
{60958} Vampire Champion
{60959} This orc bandit is as large and fearsome as his reputation would suggest.
{60960} This dwarf is armed and ready for battle.
{60961} This creature is composed of flame and fire.
{60962} It is obvious this elf is a practitioner of the arcane arts.
{60963} Though White Dragons are among the weakest of the wyrms of Faerûn, this particular specimen's enormous size indicates it is of great age and formidable power.
{60964} (null)
{60965} Hill Giant Chieftain
{60966} Fire Giant Champion
{60967} Hill Giant Champion
{60968} Old One Champion
{60969} Ogre Archer
{60970} Bone Golem Champion
{60971} This young soldier seems to be more than a little into his cups already.
{60972} This middle-aged man has the look of an earnest and eager acolyte performing the will of his chosen god.
{60973} This is just one of the many off duty soldiers spending their time at the drinking house.
{60974} Though not wearing the traditional tribal dress of the Uthgardt, this young woman is obviously used to surviving in the wilds and forests of the northern frontier.
{60975} It is hard to decide what is more off-putting in this leecherous patron - the offensive leers he casts at every woman in the place, or the repulsive scabs and sores covering his skin.
{60976} Though shrunken and withered with age, the wise woman of the Uthgardt Black Lion tribe still commands respect.
{60977} The dwarven high priest of Tyr shows the strain of his recent relocation from Port Llast, yet he still manages to convey an air of confident authority.
{60978} The markings on this man's clothes identify him as an Uthgardt barbarian of the Black Lion tribe. Though obviously troubled he maintains an air of quiet dignity.
{60979} Though extremely rare in the Realms, this young woman's appearance leaves little doubt that she is a wild mage.
{60980} This man is a common merchant.
{60981} This woman is one of the settlers who has been conscripted into the army defending Fort Ilkard.
{60982} This man is one of the settlers who has been conscripted into the army defending Fort Ilkard.
{60983} This man is one of the many soldiers who has joined the Lords' Alliance cause.
{60984} This woman is a member of the Uthgardt Elk tribe.
{60985} This child is a member of the Uthgardt Elk tribe.
{60986} The markings on this woman's clothes identify her as a shaman of the Uthgardt Elk tribe.
{60987} This man is a prisoner of the Elk tribe.
{60988} This woman's well tailored clothing hint at a life of wealth and luxury. Though a prisoner, she appears to have been well treated.
{60989} The markings on this man's clothes identify him as an Uthgardt barbarian of the Black Lion tribe.
{60990} The markings on this woman's clothes identify her as an Uthgardt barbarian of the Black Lion tribe.
{60991} The markings on this man's clothes identify him as an Uthgardt shaman of the Elk tribe.
{60992} As with most druids, there is something wild and untamed about this man - as if the fetters of civilization have no hold upon him. Yet in his eyes can be seen a gentle compassion toward all of nature's creatures.
{60993} This man wears the tribal dress of a chieftain of the Uthgardt Elk tribe.
{60994} Brunhilda's Diary
{60995} This appears to be the diary of Brunhilda Orelsdottr, a frost giant princess. 

The entries are a hate-filled chronicle of the mistreatment and cruelty Brunhilda suffered at the hands of King Skrogg, the fire giant she was forced to marry nearly three months ago.

The final entry explains Brunhilda's ultimate fate:

Today in front of his court Skrogg vowed to consumate our marriage this very night. The coward will no doubt keep his entire retinue of guards in the room during our bedding for fear I may try to kill him, as I did the last time he dared to defile my bedchamber.

I will never let that pig touch me, though if I resist I know they will beat me again. I can endure the suffering and pain of this life no longer. Skrogg dares not kill me for fear of breaking the alliance with my mother, but tonight I shall take my own life and finally be free of this wretched existence. 
{60996} This soft, gelatinous orb is a powerful magical component used in numerous spells.
{60997} The remains of these demonic, frog-like creatures contain many magical properties and are highly sought after by wizards for their experiments.
{60998} This parchment bears a powerful enchantment and a single command word of the type used to activate a magic portal. Mages and sorcerers often employ such scrolls as 'keys' to protect the entrances to their lairs or laboratories.

When read while standing within the area of an appropriate portal the scroll will instantly draw the reader through to the destination on the other side - wherever that may be.
{60999} This tome details the process of capturing a dragon's essence within a dragon sphere:

The ritual is most effective when used upon a newly hatched wyrm whose growth has been accelerated using spells and enchantments; a beast whose mind is still empty and pure. Only these have the vitality and energy of youth necessary to prolong the life of the mighty Klauth. 

The creature to be absorbed must be lured or trapped within the center of the ritual room, and the dragon sphere must be placed upon the pedestal. The dragon's body will be instantly consumed even as its very life force is sucked into the sphere itself for Klauth to feed on at his leisure.

But a warning, lest you displease the master and suffer his terrible wrath: should a dead dragon's body be absorbed, the sphere must be destroyed immediately. If it is mistakenly presented to Klauth he may devour the essence of the dead wyrm, poisoning him and dealing his awesome might a crippling blow.
{61000} This sphere is roughly the size of an ogre's head and appears to be made of polished black stone, though it is far lighter than one would first expect. 

The sphere radiates a powerful heat, and on closer inspection there appears to be a winged shape lying motionless beneath the smooth, dark surface - the captured essence of a dead dragon.
{61001} This sphere is roughly the size of an ogre's head and appears to be made of polished black stone, though it is far lighter than one would first expect. 

The sphere radiates a powerful heat, and on closer inspection there appears to be a draconic shape slowly moving below the smooth, dark surface - the captured essence of a living dragon.
{61002} Writ of Authorization

This writ grants the bearer the authority to use any and all means necessary to bring the orc bandits Vaath and Guzud to justice.

A reward of 500 gold pieces will be paid upon delivery of the head of either bandit to my person.

Rolkid of the Mighty Lance
{61003} The florid, swooping, elongated hand in which this manuscript is written leaves little doubt as to its author. The wizard's mark on the inside cover further confirms that this is indeed one of the many tomes of magical item construction written by Hasuraman the Muddled.

"Though the secrets are known to me, the creation of the Amulet of Natural armor is not an endeavor I am likely to undertake, for reasons that at first glance should be obvious.

Fenberry, the complimentary component, presents no particular difficulty to the intrepid mage who wishes to acquire it in any substantial quantity. 

However, the primary ingredient - the tongue of a slaad - poses challenges far beyond the capabilities of most. In the unlikely event one should encounter and defeat one of these demonic beings, the casting of Mage Armor is the only further requirement to obtaining the desired amulet.

Needless to say, anyone attempting the process beyond the confines of a carefully controlled environment such as a mage's laboratory would be doomed to encounter failure and disappointment."
{61004} The florid, swooping, elongated hand in which this manuscript is written leaves little doubt as to its author. The wizard's mark on the inside cover further confirms that this is indeed one of the many tomes of magical item construction written by Hasuraman the Muddled.

"The fashioning of the magical footwear known as Gargoyle Boots (or, as some insist on calling them, Boots of the Gargoyle) is an involved and difficult process not to be lightly undertaken.
 
Before beginning the procedure it is imperative that one perform said procedure within the confines of a proper mage's laboratory to avoid contaminations that would render the procedure ineffective.

As one might imagine, the primary ingredient is the skull of the creature that gives its name to the footwear. 
The skull must then be combined with a bodak's tooth and subjected to a stoneskin spell in order to complete the construction of said item."
{61005} The florid, swooping, elongated hand in which this manuscript is written leaves little doubt as to its author. The wizard's mark on the inside cover further confirms that this is indeed one of the many tomes of magical item construction written by Hasuraman the Muddled.

"The Staff of Power is an item of great power that can only be created by unleashing the power of similarly powerful items.

One such item is the bodak's tooth. When paired with a like twin, the bodak's tooth (or teeth, as would perhaps be more appropriate in this instance) must be enchanted with a feeblemind spell.

If these instructions are followed within the confines of a proper wizard's laboratory, the resulting item will be the all powerful Staff in question."
{61006} The florid, swooping, elongated hand in which this manuscript is written leaves little doubt as to its author. The wizard's mark on the inside cover further confirms that this is indeed one of the many tomes of magical item construction written by Hasuraman the Muddled.

"The Ring of Regeneration is an item eagerly sought after by both mage and warrior - not to mention priests and rogues. A perpetual fountain of healing magic constantly draining into one's own body is a boon to any man or woman, regardless of their profession.

Yet the creation of such an item is deceptively simple, if one merely possesses some fenberry and the eye of a rakshasa. (Of course acquiring said eye is another matter entirely - I have yet to meet the rakshasa that would part with one willingly.)

Once these ingredients are assembled the procedure can be completed using the equipment found in any standard mage's laboratory, supplemented with the casting of Melf's Acid Arrow on the combined ingredients."
{61007} The florid, swooping, elongated hand in which this manuscript is written leaves little doubt as to its author. The wizard's mark on the inside cover further confirms that this is indeed one of the many tomes of magical item construction written by Hasuraman the Muddled.

"Though an item of great use and application, the Crystal Robe is not without its peculiar failings. However, those willing to accept the drawbacks will be more than happy to reap the benefits of said item if they precisely follow my instructions, as follow:

Combine the belly of a fire beetle with one flawless quartz crystal in an appropriate magic container (the like of which can be found in any respectable wizard's laboratory). 

Once the respective ingredients are in place, enchant them with an enervation spell to create the Crystal Robes."
{61008} This notebook identifies the bearer as an official representative of Tyr's justice in Rolgan's murder trial and explains the rules of court, including the right for defense council to question any of the participants involved before the trial begins.

To aid you in your task Neurik has included notes on the witnesses and jurors and where you might be able to locate them for questioning.

Witnesses:
Rolgan - the accused. Currently under my protection in the Temple of Tyr.
Zed - a Lords' Alliance soldier. Recently has been spending most of his time in the soldiers' barracks.
Lodar - a Lords' Alliance soldier. Usually found in the drinking house when not on duty.
Vanda - wife of the accused. Spends her time on the plateau by Beorunna's Well.

Jurors: The jurors have been selected to ensure a fair representation to all sides in the dispute.

Edegar - my assistant, a good and honest man. He is usually to be found here helping out in the temple.
Averik - a Lords' Alliance soldier. When not in the company of a female he can be found in the drinking house.
Jevon - a Lords' Alliance soldier. A reliable young man who spends most of his free time in the barracks.
Dalcia - a female ranger. She spends her time living with the Uthgardt on the plateau near Beorunna's Well.
Palla - a wise woman of the Uthgardt. She makes her home on the plateau near Beorunna's Well.
{61009} Roughly the size of an ogre's fist, this crystal sphere is far heavier than it would appear. Inside the globe can be seen an exquisitely detailed miniature realm, right down to the tiny figures of dwarves and dryads populating the landscape. From time to time the position of these figures seems to shift and change, as if they were somehow moving too slowly for the naked eye to see. 

When flipped or turned drifting flakes of snow swirl and settle over the figures within the globe, covering the tiny world in a blanket of purest white. There is also a strong aura of magic surrounding the snow globe, and you sense that despite its fragile appearance it would be virtually impossible to destroy the glass casing.
{61010} Its size is impressive, with a unique quality and cut. This semi-precious stone has great value, particularly for those interested in the history of the Cheroux family.
{61011} Even in its dormant state, the magic contained within this artifact is undeniable. The surface of this heavy stone tablet tingles with raw energy and untapped potential, and the face and back are inscribed with the strange runes of a long forgotten alien tongue. The arcane symbols and unfamiliar glyphs pulsate and glow with a sinister inner light, bathing the entire stone in a warm reddish glow.

One can only imagine the unfathomable power that will be unleashed when the magic of the Word is fully awakened.
{61012} Blood stains the cover and many of the pages of this diary. Most of the entries are written in a firm, bold hand and describe the day-to-day activities of a settler family as they worked the fields and tilled the land. The final entry is written in a finer script:

"The Uthgardt fell upon us as we were working in the fields. There was no warning and we can find no reason for the sudden attack. Father stumbled when an arrow took him in the leg, but while the savages hacked away at his fallen form Mother and I escaped to the homestead and barred the doors. 

"There is no escape for us now: the barbarians have the home surrounded. The soldiers at Fort Ilkard are too far away to arrive in time to save us, and I fear our neighbors are already dead. I can only pray that when the savages break through the door our deaths are merciful and quick."
{61013} Galia's baby
{61014} Galia holds a sleeping baby in her arms, wrapped in blankets.
{61015} Fairy Bottle
{61016} Through the dark glass of this bottle you see a small creature. It ignores you, concentrating instead on playing a variety of musical instruments that are scattered about the inside of the bottle.
{61017} This note appears to be instructions from a high priest to one of his underlings describing how to enter the central vault of the complex:

As a keeper of the sacred artifacts you must understand the secrets of our inner sanctum. Only the rituals of smoke, light and sound will unbind the door - there is no other way to enter its hallowed walls. 

The enslaved fairy will guide you through the ritual of sound, for she is bound to the magic of the gongs. 

To complete the ritual of smoke you must cast the blessed powders on the sacred brazier so that their combinations match the descending order of the stones set into brazier's base.

The ritual of light can only be completed using the stones drawn from the holy pool in the center of the pillars. Begin by placing any two of the single stones in the primary color pools. The secondary pools must then be filled with the twin gems that match the corresponding color that would be created by combining the hues of the stones in the primary pool.

You may keep this letter for a fortnight, and then you will be tested on what you have learned. Master the secrets of the rituals and the Queen will be pleased with you. Fail to learn them and you shall suffer a grisly fate.
{61018} The text of this brief letter is written in a plain and unremarkable script:

Dearest Mathilda:

I meant to send this note to offer you words of comfort, but even in a letter I cannot lie to you, my love. In the morning I am being sent out on patrol to verify reports of a strange ruin found far to the south of Fort Ilkard - further south than even the newly settled homesteads and farmlands. The last two patrols sent out were set upon by the Uthgardt and brutally slaughtered, and I fear I may never return from this mission. 

Yet I am more troubled by the ever growing number of reports of defenseless settlers being butchered by the savages. I fear the homestead is no longer safe. You must take the children and flee Neverwinter as soon as you can.

I would come to escort you myself, but Commander Damas has a heart of stone. He has ordered anyone caught leaving their post without authorization to be hung as a deserter without trial. All I can do is send this note and pray it reaches you before the Uthgardt do.

Love, Willem
{61019} This is the decapitated head of an orc.
{61020} This note appears to have been left by Cyril, the mage who created this dungeon.

As I suspected, there are a number of natural pools in these underground chambers that can be easily converted into summoning cisterns. Once I have completed construction of my laboratory summoning a powerful elemental to do my bidding should simply require the addition of a Slaadi tongue to the pool, along with the casting of Melf's Acid Arrow.
{61021} This is the journal of Arwyl, leader of the snow globe dryads. The final entry is of particular interest:

The dwarves fell upon us yet again. Their savagery was terrifying, but at last I and my sisters managed to drive them off.

How many times was I slain in that battle, only to be reborn and slain yet again? Does it even matter anymore? War, death, rebirth - the cycle never ends.

In my dreams there are visions of a different world. I see dwarf and dryad working together, allied against a common and terrible foe in a bid to escape this pointless existence. And I remember the whisper of a powerful talisman, a tool to free both dryads and dwarves - the Amulet of Ages.

Is this a beautiful memory of a time long forgotten, or a promise of hope for the future? If we could only speak with the dwarves and make them understand...

But they are mad with bloodlust and attack us on sight. I fear this gruesome cycle will continue forever and this brutal existence will never end.
{61022} This is the journal of Hodd, leader of the snow globe dwarves. The final entry is of particular interest:

The dryads came at us again, using their foul magic. The fighting was bloody fierce, but at last we drove the tree huggers back. 

How many times did I die in that battle only to be reborn and slain again? Does it even matter anymore? Fighting, death, rebirth, fighting - it never ends.

Sometimes in my dreams I see a different world. I see dwarf and dryad working together, allied against a common and terrible foe in a bid to escape this pointless existence. And I remember the fading echoes of a powerful talisman, a tool to free both them dryads and we dwarves - the Amulet of Ages.

Is it a memory of a time lost, or a hope for the future? If the dryads would only listen to reason then maybe...

But they are mad and attack us on sight. The fighting will never end and this pointless existence will continue forever.
{61023} The face of this amethyst has been inscribed with a symbol from a long forgotten alphabet. The enchantment on the stone allows even those unfamiliar with the archaic language to recognize the that the rune signifies 'Misery'.

The bottom of the stone contains a small groove, as if the gem had been intended for mounting on a stand or pedestal.
{61024} The face of this diamond has been inscribed with a symbol from a long forgotten alphabet. The enchantment on the stone allows even those unfamiliar with the archaic language to recognize the that the rune signifies 'Honor'.

The bottom of the stone contains a small grove, as if the gem had been intended for mounting on a stand or pedestal.

{61025} The face of this sapphire has been inscribed with a symbol from a long forgotten alphabet. The enchantment on the stone allows even those unfamiliar with the archaic language to recognize the that the rune signifies 'Pain'.

The bottom of the stone contains a small grove, as if the gem had been intended for mounting on a stand or pedestal.
{61026} The face of this emerald has been inscribed with a symbol from a long forgotten alphabet. The enchantment on the stone allow even those unfamiliar with the archaic language to recognize the that the rune signifies 'Duty'.

The bottom of the stone contains a small grove, as if the gem had been intended for mounting on a stand or pedestal. 
{61027} Succubus Necklace
{61028} This necklace glitter darkly in your hands.
{61029} Succubus Ring
{61030} This ring glitters darkly in your hand.
{61031} Succubus Stone
{61032} A small stone glitters lightly in your hand; it has a strange beauty.
{61033} This note is written in the flawless script of a professional scribe. The bottom is marked with an official seal in the shape of a dragon's head:

A wise chieftain knows there is a time for war and there is a time for allegiance with and submission to a greater power. The time for petty warfare and tribal strife among the giants is over. King Skrogg has already bowed to my greatness, and has reaped the rewards for his people. Now I demand the same from you.

As proof of your allegiance I require tribute in the form of undamaged, living eggs seized from the lairs of the dragons throughout these mountains. Should you agree to my terms I will reward you with a thousand pieces of gold for each dragon egg delivered to my lair. Should you refuse I will destroy you and all your tribe. 

You may give your answer to my envoy, who will convey your message back to me with the utmost urgency.

Klauth the Terrible, Overlord of the Mountains and Ruler of the North
{61034} This letter is penned in a crude, almost child-like hand and there are numerous spelling errors in the text. Based on the poorly rendered seal at the bottom of the page it would be safe to assume this was some type of official correspondence from the hill giant chieftain: 

You big tuff master. Me no want be squiched. Me tribe give tribeaut and eggs and stuff. We want lots gold. Them fire giants say you big good master. We want be frend with you. Klauth be boss and we be servents.
{61035} Green Dragon Egg
{61036} Gold Dragon Egg
{61037} M3Q1F20GongSound3
{61038} M3Q1F20GongSound4
{61039} M3Q1F20GongSound2
{61040} M3Q3BBearSound
{61041} M3Q3BCatSound
{61042} M3Q3BDogSound
{61043} M3Q3BDragonSound
{61044} M3Q3D_DOORSHUT
{61045} This magical door is locked with three powerful locks, each of which can be disarmed only by completing one of the puzzles within this dungeon.
{61046} LizardMen
{61047} Merchant Ambush
{61048} Bats
{61049} A simple pedestal, its basin filled with shimmering water.
{61050} Vampire Victim
{61051} Lightening Invisible 1
{61052} Lightening Invisible 2
{61053} Lightening Invisible 3
{61054} Lightening Invisible 4
{61055} Lightening Invisible 5
{61056} Lightening Invisible 6
{61057} Lightening Invisible 7
{61058} Lightening Invisible 8
{61059} Pole
{61060} This pool swirls with subtle blue, yellow, and red colors.
{61061} Pool of Primary Colors
{61062} This pool swirls with purple, green, and orange colors.
{61063} Pool of Secondary Colors
{61064} Morag Garden Trigger
{61065} Acid Trap Trigger
{61066} Boss Monster Trigger
{61067} Electrical Trap Trigger
{61068} Fire Trap Trigger
{61069} Alt Spawn
{61070} Soldier Waypoint
{61071} Soldier F2 Waypoint
{61072} Sun Dial
{61073} Sundial Map Note
{61074} Garden Door
{61075} Garden Map Note
{61076} Bat Exit Waypoint
{61077} Garden Exit
{61078} Garden Exit Map Note
{61079} M3Q1A10 Map Note
{61080} Exit 
{61081} M3Q1A10S Map Note
{61082} Patrol Waypoint
{61083} WP_M3Q1FEMALECOMMON2_02
{61084} WP_M3Q1FEMALECOMMON2_03
{61085} WP_M3Q1FEMALECOMMON3_03
{61086} WP_M3Q1MALECOMMON2_01
{61087} WP_M3Q1MALECOMMON2_02
{61088} WP_M3Q1MALECOMMON2_03
{61089} WP_M3Q1MALECOMMON3_01
{61090} WP_M3Q1MALECOMMON3_02
{61091} WP_M3Q1MALECOMMON3_03
{61092} WP_M3Q1FEMALECOMMON3_02
{61093} WP_M3Q1FEMALECOMMON3_01
{61094} WP_M3Q1FEMALECOMMON2_01
{61095} Meditate Waypoint
{61096} M3Q2Z_N Map Note
{61097} M3Q2Z_S Map Note
{61098} Fireball Waypoint
{61099} Fire Elemental Way Point
{61100} Hell Hound Waypoint
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{61170} 
{61171} As befitting a represntative of the Many Starred Cloak, there is both sage wisdom and an element of dark and dangerous knowledge in Eltoora's gaze.
{61172} Initiate Conversation Trigger
{61173} This gruff looking bartender seems to take no particular joy in serving drinks to his customer.
{61174} This female elf is one of the many commoners who has come to Beorunna's Well to help see to the various needs of the soldiers in camp.
{61175} This dwarf is one of the many commoners who has come to Beorunna's Well to help see to the various needs of the soldiers in camp.
{61176} This is one of the many commoners who has come to Beorunna's Well to help see to the various needs of the soldiers in camp.
{61177} Aarin's Settlement
{61178} To the Moonwood
{61179} To Coldwood
{61180} This woman is one of the local settlers conscripted to defend Fort Ilkard.
{61181} The body of the Elk tribe warrior in this cage has been stuffed - a monstrous trophy that makes Commander Damas' troops think twice about disobeying his orders.
{61182} Cave Exit
{61183} The man guarding this door is clad in the tribal garments of the Uthgardt Elk tribe.
{61184} Uthgardt Cave Entrance
{61185} Door Upstairs
{61186} Door Downstairs
{61187} Garden Exit
{61188} This man is one of many who has joined the soldiers of the Lords' Alliance.
{61189} Boys too young to fight are often used as pages by the military.
{61190} This druid wears the tribal dress of the Uthgardt Elks.
{61191} Forest Entrance
{61192} Forest Exit
{61193} Ruin Door
{61194} This gong has a picture of a puma growling engraved on it.
{61195} This gong has a picture of a winter wolf snarling engraved on it.
{61196} This gong has a picture of a dire bear posed in full attack engraved on it.
{61197} This gong has a picture of a dragon breathing fire engraved on it.
{61198} Cave Entrance
{61199} This is the journal of Arwyl, leader of the snow globe dryads. The final entry is of particular interest:

The dwarves fell upon us yet again. There savagery was terrifying, but at last I and my sisters managed to drive them off.

How many times was I slain in that battle, only to be reborn and slain yet again? Does it even matter anymore? War, death, rebirth - the cycle never ends.

In my dreams there are visions of a different world. I see dwarf and dryad working together, allied against a common and terrible foe in a bid to escape this pointless existence.

Is this a beautiful memory of a time long forgotten, or a promise of hope for the future? If we could only speak with the dwarves and make them understand...

But they are mad with bloodlust and attack us on sight. I fear this gruesome cycle will continue forever and this brutal existence will never end.
{61200} This is the journal of Hodd, leader of the snow globe dwarves. The final entry is of particular interest:

The dryads came at us again, using their foul magic. The fighting was bloody fierce, but at last we drove the tree huggers back. 

How many times did I die in that battle only to be reborn and slain again? Does it even matter anymore? Fighting, death, rebirth, fighting - it never ends.

Sometimes in my dreams I see a different world. I see dwarf and dryad working together, allied against a common and terrible foe in a bid to escape this pointless existence.

Is it a memory of a time lost, or a hope for the future? If the dryads would only listen to reason then maybe...

But they are mad and attack us on sight. The fighting will never end and this pointless existence will continue forever.
{61201} An impression has been carved from the stone of this pedestal, as if it was meant to hold a small stone or gem. There is also an inscription:

The Princess hides within her chambers;
Never does she leave the room.
Betrothed to one she does not love;
She weeps for a forbidden groom.
{61202} An impression has been carved from the stone of this pedestal, as if it was meant to hold a small stone or gem. There is also an inscription:

The king sits ever on his throne;
Regal wisdom in his gaze.
Heroes come to bow before him;
His subjects sing his name with praise.
{61203} An impression has been carved from the stone of this pedestal, as if it was meant to hold a small stone or gem. There is also an inscription:

A young man locked beneath the castle;
Punished for forbidden love.
His broken body writhes in torment;
His wife imprisoned up above.
{61204} An impression has been carved from the stone of this pedestal, as if it was meant to hold a small stone or gem. There is also an inscription:

The guard stands ever vigilant;
Never noticed, he stands ignored.
A sworn oath to protect his master;
Service is its own reward.

{61205} It is obvious powerful magical enchantments have been placed on this pedestal, likely to protect something of great value. The protections on the central pedestal seem to be linked to the four surrounding pedestals in this room.
{61206} (null)
{61207} The ceremonial markings on this Uthgardt barbarian are those of a shaman of the Golden Eagle tribe.
{61208} There is an evil glint of desperate cunning in the eye of this emerald scaled wyrm. 
{61209} By the look of this brass dragon's scarred corpse it had recently laid a clutch of eggs; the fragments of shell still linger in the dragon's dead claws.
{61210} From the great claw wounds on this corpse it is obvious this fire giant was slain during a fearsome battle with a dragon.
{61211} This elf is a prisoner of the Fire Giants.
{61212} This woman is a prisoner of the Fire Giants.
{61213} East to Fire Giant Domain
{61214} The aura of true majesty one would expect in an adult blue dragon is undercut by the vapid, mindless expression on this beast's face. 
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{61266} With the latest setbacks in the war to save the city, all hope seems to have drained from Aarin Gend's features. Yet blazing in his eyes is a grim determination to fight for Neverwinter to his dying breath.
{61267} The leader of the Word Slaves holds the wisdom of ten thousand years in her eyes - along with a terrible understanding of what will happen should Morag be reborn into the Realms.
{61268} The suffering of his city weighs heavily upon Lord Nasher, though his features are set in a grim determination to see this latest crisis through to the end... whatever the outcome.
{61269} Though more attuned to nature, it is obvious the suffering of the city weighs heavily upon the druid.
{61270} Luce shows no signs of moving from the small corner she is in.
{61271} The matron of the Moonstone Mask looks as though she has hardly slept in days.
{61272} The suffering of the wounded soldiers has been greatly alleved by the cheerful bedside manner of this attractive gnome.
{61273} The bloodstains on this handsome young man's clothes attest to his willingness to tend to the wounded with no regard for his appearance.
{61274} This man is one of the many soldiers still fighting to save Neverwinter.
{61275} This is one of the many brave Neverwinter soldiers who still stands against the Luskan horde.
{61276} There is a grace and fluidity in the movements of this elf that hint at her skill with a blade.
{61277} The grim expression on this half-orc storekeeper's face reveals that he knows all too well what will happen to the citizens of Neverwinter should the City Core fall.
{61278} Captain Aethelred
{61279} This man stands rigidly at attention, intent on fulfilling his guard duties until the gates to the City Core have fallen.
{61280} This little girl seems strangely out of place in this war ravaged city.
{61281} This old man is obviously blind.
{61282} The body of the man who unleashed the plague on Neverwinter has been ravaged by death and decay as the evil power he serves consumes him from within.
{61283} An insatiable lust for knowledge gives a twinkle to the eye of this aged archeologist, though beneath the gleam there is a hint of a dark and sinister shadow.
{61284} This young woman's eyes are quick and intelligent, though something is obviously troubling her.
{61285} The haughty arrogance with which this young gnome carries himself is obviously a false front hiding deep seated insecurities about his own worth.
{61286} Gedry has been your best friend and closest ally in your efforts to free the slaves from the tyranny of the Old Ones.
{61287} The Keeper of the Ravens has been a valuable ally to the slave underground, yet you cannot help but feel something is amiss when you look at him.
{61288} There is a cruel arrogance in this reptilian humanoid's bearing.
{61289} Though only a projection there is no denying the imperious cruelty of Morag, Queen of the Old Ones.
{61290} The Queen of the Old Ones embodies all the royal majesty, ancient power and evil cruelty of the Creator Race. 
{61291} From his strictly rigid posture it is obvious this gnome takes his guard duties very seriously.
{61292} The representative of the guild of the Many Starred Cloak is doing her best to put on a brave front in the face of impending doom for the city she loves.
{61293} The cleric of Tyr does his best to keep his spirits up for the sake of those seeking refuge in his church.
{61294} This is one of the Luskan war wizards intent on destroying the city.
{61295} The evil shadow has lifted from Aribeth's face, though there is still sadness upon her features. However, for the first time since Fenthick's death there is a peaceful acceptance in her eyes.
{61296} Though dressed in clothing from a strange and unfamiliar land, the physical resemblance between this elven paladin and Aribeth is uncanny.
{61297} These elite guards are chosen from among the largest and strongest of the Creator Race.
{61298} This cleric of the Old Ones calls upon ancient evil Gods for its powers.
{61299} This cleric is in deep meditation, completely focused on maintaining one of the spells that shields Morag from harm.
{61300} The evokers of the Old Ones know dark secrets of the arcane.
{61301} This man is one of the invading Luskan soldiers.
{61302} This soldier is one of the Luskan invaders.
{61303} This woman is one of the many refugees fleeing the advancing Luskan horde.
{61304} This man is one of the many refugees fleeing the advancing Luskan horde.
{61305} Lizardman Chieftain
{61306} Mirniman
{61307} Theren
{61308} Waynolt
{61309} Chani
{61310} Jalana
{61311} Goran
{61312} Reyer
{61313} Vale
{61314} This young woman's face is tired and drawn from her ceaseless ministrations to those injured in the battle to defend Neverwinter.
{61315} Rae
{61316} Thessaly
{61317} Tansey
{61318} Emily
{61319} Old Peasant
{61320} This man is obviously a refugee from one of the war torn sections of the city.
{61321} Neverwinter Commander
{61322} Neverwinter Guard
{61323} Joriin
{61324} Korynth
{61325} This woman is one of the many commoners fleeing the advancing Luskan horde.
{61326} Guin
{61327} Disil
{61328} This dwarf is one of the many refuges fleeing the advancing Luskan horde.
{61329} Starr
{61330} Ilse
{61331} Di'ren
{61332} Sinjin
{61333} This elf is one of the many commoners fleeing the advancing Luskan horde.
{61334} Schwa
{61335} Perigor
{61336} Tonn
{61337} Enoch
{61338} Temple Guard
{61339} This guard stands watch over the refugees congregating in the Temple of Tyr.
{61340} This key has a sequence of musical notes inscribed over its surface.
{61341} Key of Music
{61342} The surface of this key seems to shimmer and glow one moment, then become dull and dark the next.
{61343} Key of Light and Darkness
{61344} This key is unremarkable in design, yet each time you gaze upon it you get the distinct feeling you have seen it somewhere before.
{61345} Past Life Key
{61346} Adventurer's Diary
{61347} This appears to be a set of notes, written carefully:

The puzzle of light and dark haunts me; I know there's a key in here somewhere. But where? It is a strange labyrinth, and half the time I end up back where I began. 

I do know that carrying the torch is part of the light. But the light only goes so far; eventually, you have to enter the dark.
{61348} M4Q1C2_GONG1
{61349} M4Q1C2_GONG2
{61350} M4Q1C2_GONG3
{61351} Version Headstone
{61352} Wounded Soldier
{61353} Electrical Trigger Trap
{61354} Peasant trigger
{61355} Salute Commander End
{61356} Salute Commander Mid
{61357} Asgard Waypoint
{61358} Death Waypoint
{61359} Luce Waypoint
{61360} Wounded Rally Point
{61361} Nurse Waypoint
{61362} Commander Waypoint
{61363} Peasant Waypoint
{61364} Vanya Start Point
{61365} 
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{61386} 
{61387} 
{61388} This young woman's face is haggard and drawn from her constant tending to the needs of the wounded.
{61389} 
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{61600} 
{61601} 
{61602} 
{61603} This goblin looks much tougher than those you have faced thus far.
{61604} 
{61605} 
{61606} 
{61607} Appear
{61608} Disappear
{61609} Hide Triggers
{61610} Show Triggers
{61611} Pause
{61612} Difficulty Slider
{61613} 
{61614} You cannot sell this item.
{61615} You cannot sell containers that are not empty.
{61616} You cannot sell plot items.
{61617} You cannot afford this item.
{61618} Transaction Successful!
{61619} Sell <CUSTOM0> for <CUSTOM1>GP?
{61620} Buy <CUSTOM0> for <CUSTOM1>GP?
{61621} Portal failed, server timed out.
{61622} Portal failed, server won't accept your character.
{61623} Undo
{61624} Cut
{61625} Copy
{61626} Paste
{61627} Select &All
{61628} automatic hit
{61629} Coup De Grace
{61630} Coup De Grace!
{61631} Cannot force a Player into Limbo.
{61632} Unused
{61633} Check for use
{61634} Check that resources are available
{61635} Creatures
{61636} Creature CR
{61637} Palettes
{61638} Advanced Controls
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{61825} 
{61826} Character Record
{61827} Starting Movie
{61828} Unused creature blueprint : %s
{61829} Unused door blueprint : %s
{61830} Unused encounter blueprint : %s
{61831} Unused item blueprint : %s
{61832} Unused placeable blueprint : %s
{61833} Unused sound blueprint : %s
{61834} Unused store blueprint : %s
{61835} Unused trigger blueprint : %s
{61836} Unused waypoint blueprint : %s
{61837} Unused conversation : %s
{61838} Unused script : %s
{61839} Starting Year
{61840} Create New Character
{61841} Select Premade Character
{61842} Rural Day 1
{61843} Rural Day 2
{61844} Rural Night
{61845} Forest Day 1
{61846} Forest Day 2
{61847} Forest Night
{61848} Generic Dungeon
{61849} Sewer 
{61850} Mines 1
{61851} Mines 2
{61852} Crypt 1
{61853} Crypt 2
{61854} Evil Dungeon 1
{61855} Evil Dungeon 2
{61856} City Slum Day
{61857} City Slum Night
{61858} City Docks Day
{61859} City Docks Night
{61860} City Wealthy
{61861} City Marketplace 
{61862} City Night
{61863} Tavern 1
{61864} Tavern 2
{61865} Tavern 3
{61866} Generic Wealthy House
{61867} Generic Store
{61868} Good Temple
{61869} Evil Temple
{61870} NWN City Theme
{61871} NWN Chapter 1
{61872} NWN Chapter 2 
{61873} NWN Chapter 3
{61874} NWN Chapter 4
{61875} Rural Combat 1
{61876} Forest Combat 1
{61877} Forest Combat 2
{61878} Dungeon Combat 1
{61879} Dungeon Combat 2
{61880} Dungeon Combat 3
{61881} City Combat 1
{61882} City Combat 2
{61883} City Combat 3
{61884} Boss Combat City 
{61885} Boss Combat Forest
{61886} Boss Lizardfolk
{61887} Dragon Combat
{61888} Combat Aribeth
{61889} Final Boss Combat Source Stone
{61890} Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, or Wizard
{61891} Set Quick Group 1
{61892} Set Quick Group 2
{61893} Set Quick Group 3
{61894} Set Quick Group 4
{61895} Select Quick Group 1
{61896} Select Quick Group 2
{61897} Select Quick Group 3
{61898} Select Quick Group 4
{61899} Player not found.
{61900} The door is blocked; you'll have to find another way.
{61901} (No Music Track)
{61902} 
{61903} There! Those are my eight notes! Aren't they pretty?
{61904} You cannot cast spells while polymorphed.
{61905} Treasure Model
{61906} ;These are your CD Keys for Neverwinter Nights 2.
;DO NOT share these CD Keys with ANYONE.
;Apart from this installation, or when registering with the Official Neverwinter Nights 2 Community Site [http://nwn.bioware.com], Obsidian, BioWare and Atari will NEVER ask you for this CD Key.
{61907} Entry
{61908} You are resting: unsummoning <CUSTOM0>.
{61909} You are no longer dominating <CUSTOM0>.
{61910} This fine powder appears to be a very fine, very light metallic dust.  
{61911} 
{61912} Available to Clerics of the Death Domain. The cleric is able to summon a shadow that gains in power as the cleric 
advances in level.
{61913} Available to Clerics of the Trickery Domain. Bonus to Hide, Persuade, Search, Disable Trap, Move Silently, Open Lock, Pick Pockets, and Hide checks equal to the 1 per 2 levels. This effect lasts for 5 turns + the cleric's Charisma modifier.
{61914} Available to Clerics of the War Domain. The clerics gains a bonus of 1 + 1per 5 levels to Dexterity, Constitution, Attack Rolls and Damage. As well this bonus modifier is used to grant the cleric damage reduction in the amount of bonus / +5. The effect will last for 5 rounds + charisma modifer.
{61915} Available to Clerics of the Strength Domain. The cleric gains a bonus to Strength equal to 2 + 1 per 3 class levels. This 
effect has a duration of 5 turns + the cleric's Charisma modifier.

{61916} Available to Clerics of the Protection Domain. The cleric is able to cast an improved form of Sanctuary that sets the save DC 
at 10 + Chr Modifier + Clerical Level. The effect has a duration of 1 round per caster level + Charisma modifier.
{61917} Provides a temporary +5 bonus to Open Locks and +10 bonus to Search, Disable Trap, Move Silently, Pick Pockets, Set Trap, and Hide. 
{61918} Provides a bonus of 2d4 +1 to the listed ability score.
Greater Bull's Strength increases Strength
Greater Cat's Grace increases Dexterity
Greater Eagle's Splendor increases Charisma
Greater Endurance increases Constitution
Greater Fox's Cunning increases Intelligence
Greater Owl's Wisdom increases Wisdom
{61919} Base Ability Score
{61920} Select a Class for Your Character
{61921} Your actions have shifted your alignment <CUSTOM0> point(s) toward <CUSTOM1>.
{61922} Your alignment has changed. You are now <CUSTOM0>.
{61923} You have lost your ability to advance as a <CUSTOM0> and may not advance in that class until you return to an acceptable alignment.
{61924} Level 1 Spells
{61925} Level 2 Spells
{61926} Level 3 Spells
{61927} Level 4 Spells
{61928} Level 5 Spells
{61929} Level 6 Spells
{61930} Level 7 Spells
{61931} Level 8 Spells
{61932} Level 9 Spells
{61933} <CUSTOM0>'s actions have shifted your alignment <CUSTOM1> point(s) toward <CUSTOM2>.
{61934} If you continue your current course, you will no longer be able to advance as a <CUSTOM0>.
{61935} If you continue your current course, you will once again be able to advance as a <CUSTOM0>.
{61936} You have regained the ability to advance as a <CUSTOM0>.
{61937} You have earned the title of <CUSTOM0> the <CUSTOM1>.
{61938} You have been stripped of your title as <CUSTOM0>.
{61939} Your target has resisted all damage from your attack!
{61940} Target resisted all damage!
{61941} Counterspell target failed to cast spell due to arcane spell failure!
{61942} Door Wizard
{61943} Encounter Wizard
{61944} Placeable Wizard
{61945} Sound Wizard
{61946} Merchant Wizard
{61947} Trigger Wizard
{61948} Waypoint Wizard
{61949} Item Wizard
{61950} Hak Files (*.hak)|*.hak
{61951} You must select a file from the '%s' directory.
{61952} OnPlayerLevelUp
{61953}  : Threat Roll: <CUSTOM0>
{61954} 
{61955} 
{61956} 
{61957} 
{61958} 
{61959} 
{61960} 
{61961} 
{61962} 
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{61987} 
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{62000} 
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{62008} 
{62009} 
{62010} 
{62011} 
{62012} 
{62013} 
{62014} 
{62015} 
{62016} 
{62017} 
{62018} Sound
{62019} Door
{62020} Store
{62021} 
{62022} 
{62023} 
{62024} 
{62025} 
{62026} 
{62027} 
{62028} 
{62029} 
{62030} 
{62031} 
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{62033} 
{62034} 
{62035} 
{62036} 
{62037} 
{62038} 
{62039} 
{62040} 
{62041} 
{62042} 
{62043} This fine powder appears to be a very fine, very light metallic dust. A creature touched by the dust becomes invisible.  Dust of appearance reveals people made invisible by dust of disappearance.  Other factors, such as sound and smell, also allow possible detection.
{62044} 
{62045} 
{62046} 
{62047} 
{62048} 
{62049} 
{62050} 
{62051} 
{62052} 
{62053} 
{62054} 
{62055} 
{62056} 
{62057} 
{62058} 
{62059} 
{62060} 
{62061} 
{62062} 
{62063} 
{62064} 
{62065} 
{62066} 
{62067} 
{62068} You do not have the proficiencies required to equip that item.
{62069} 
{62070} 
{62071} 
{62072} You are too small to equip that item.
{62073} 
{62074} 
{62075} Weapon equipped as a one-handed weapon.
{62076} Weapon equipped as a two-handed weapon.
{62077} 
{62078} 
{62079} Equipped item swapped out.
{62080} 
{62081} 
{62082} 
{62083} 
{62084} 
{62085} 
{62086} 
{62087} 
{62088} 
{62089} 
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{62222} 
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{62298} 
{62299} 
{62300} 
{62301} 
{62302} 
{62303} 
{62304} 
{62305} 
{62306} 
{62307} 
{62308} 
{62309} 
{62310} 
{62311} 
{62312} 
{62313} 
{62314} 
{62315} 
{62316} 
{62317} 
{62318} 
{62319} 
{62320} 
{62321} 
{62322} 
{62323} 
{62324} 
{62325} 
{62326} 
{62327} 
{62328} 
{62329} 
{62330} 
{62331} 
{62332} 
{62333} 
{62334} %s.%s - Compile Error
{62335} You can only have one chain weapon equipped at a time.
{62336} attacker miss chance: <CUSTOM0>%
{62337} target concealed: <CUSTOM0>%
{62338} Horn of Blasting
{62339} This horn appears to be a normal trumpet. 
{62340} This horn appears to be a normal trumpet. It can be played to create an ultrasonic burst of sound as with the spell sound burst.
{62341} Horn of Goodness/Evil
{62342} This trumpet has two distinct tones that it can produce.  The high ringing peal creates a magic circle against evil effect.  The low rumbling moan creates a magic circle against good effect.  In either case, the horn can be blown once per day.
{62343} Lantern of Revealing
{62344} This lantern operates as a normal hooded lantern.  While it is lit, it also reveals all invisible creatures and objects nearby, just as the spell invisibility purge.
{62345} Lens of Detection
{62346} This circular prism enables its user to detect minute details, magically revealing all nearby traps to the user as per the spell find traps. The lens is about 6 inches in diameter and set in a frame with a handle.
{62347} Elixir of Horus-Re
{62348} When consumed, this elixir allows the imbiber to glow with mystical light that is released as a powerful sunbeam.
{62349} Golden Chalice of Lathander
{62350} This pure gold chalice is finely worked and bears the symbol of a sun rising upon a blooming rose.
{62351} This pure gold chalice is finely worked and bears the symbol of a sun rising upon a blooming rose. On command, it sheds a bright light equal to a light spell. The chalice can be commanded to create a healing circle, which uses one charge. When all three of its charges have been used, the chalice retains its light ability.
{62352} Fochluchan Bandore
{62353} A simple but well-crafted lute.
{62354} A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the student of his bardic college.  Others have since copied the designs, keeping the name Falataer gave them to honor him.

This 3-stringed masterwork lute can be played to produce light once per day.
{62355} Mac-Fuirmidh Cithern
{62356} A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the student of his bardic college. Others have since copied the designs, keeping the name Falataer gave them to honor him.

This pear-shaped masterwork lute can be played to produce cure light wounds, mage armor, and sleep each once per day.
{62357} Doss Lute
{62358} A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the student of his bardic college.  Others have since copied the designs, keeping the name Falataer gave them to honor him.

This pear-shaped masterwork lute can be played to produce ghostly visage, hold person, and neutralize poison each once per day.
{62359} Canaith Mandolin
{62360} This is an elegantly-crafted mandolin, giving off a faint aura of magic.
{62361} A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the student of his bardic college. Others have since copied the designs, keeping the name Falataer gave them to honor him.

This eight-stringed masterwork mandolin can be played to cast cure serious wounds, dispel magic, and summon monster III each once per day.
{62362} Cli Lyre
{62363} A simple but well-crafted lyre.
{62364} A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the students of his bardic college.  Others have since copied the designs, keeping the name Falataer gave them to honor him.

This eight-stringed masterwork mandolin can be played to cast haste, remove curse, and sound burst each once per day.
{62365} Instrument of the Winds
{62366} When the proper tune is played, these masterwork pipes summon a large air elemental.
{62367} Censer of Controlling Air Elementals
{62368} This small golden vessel is an incense burner etched with letters in a smooth, flowing script. 
{62369} This small golden incense burner is etched with a smooth, flowing script spelling out prayers to Akadi. When used, it will summon an air elemental to serve the user. 
{62370} Padded Armor +4
{62371} Padded Armor +5
{62372} Leather Armor +4
{62373} Leather Armor +5
{62374} Studded Leather Armor +4
{62375} Studded Leather Armor +5
{62376} Hide Armor +4
{62377} Hide Armor +5
{62378} Chain Shirt +4
{62379} Chain Shirt +5
{62380} Scale Mail +4
{62381} Scale Mail +5
{62382} Chainmail +4
{62383} Chainmail +5
{62384} Breastplate +4
{62385} Breastplate +5
{62386} Splint Mail +4
{62387} 
{62388} 
{62389} 
{62390} 
{62391} 
{62392} 
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{62445} 
{62446} 
{62447} 
{62448} 
{62449} 
{62450} 
{62451} 
{62452} 
{62453} <CUSTOM0> : Immune to Disease.
{62454} <CUSTOM0> : Immune to Critical Hits.
{62455} <CUSTOM0> : Immune to Death Magic.
{62456} <CUSTOM0> : Immune to Fear.
{62457} <CUSTOM0> : Immune to Knockdown.
{62458} <CUSTOM0> : Immune to Paralysis.
{62459} <CUSTOM0> : Immune to Negative Levels.
{62460} <CUSTOM0> : Immune to Mind Affecting Spells.
{62461} <CUSTOM0> : Immune to Poison.
{62462} <CUSTOM0> : Immune to Sneak Attacks.
{62463} <CUSTOM0> : Immune to Sleep.
{62464} <CUSTOM0> : Immune to Daze.
{62465} <CUSTOM0> : Immune to Confusion.
{62466} <CUSTOM0> : Immune to Stun.
{62467} <CUSTOM0> : Immune to Blindness.
{62468} <CUSTOM0> : Immune to Deafness.
{62469} <CUSTOM0> : Immune to Curse.
{62470} <CUSTOM0> : Immune to Charm.
{62471} <CUSTOM0> : Immune to Dominate.
{62472} <CUSTOM0> : Immune to Entangle.
{62473} <CUSTOM0> : Immune to Silence.
{62474} <CUSTOM0> : Immune to Slow.
{62475} Journal Editor
{62476} Add
{62477} ID
{62478} Text
{62479} Priority
{62480} XP
{62481} Finish Category
{62482} People
{62483} Nature
{62484} Weather
{62485} Containers
{62486} Switches
{62487} Magical
{62488} Counterspell target failed to cast spell due to concentration disruption from entangle!
{62489} Acquired <CUSTOM0>GP
{62490} Lost <CUSTOM0>GP
{62491} Unknown Item
{62492} Splint Mail +5
{62493} Banded Mail +4
{62494} Text bubble mode:
{62495} Off
{62496} Text only
{62497} Full (text, portrait, and bubble)
{62498} Show mouse-over feedback
{62499} module
{62500} Banded Mail +5
{62501} Half Plate +4
{62502} Half Plate +5
{62503} Your Pickpocket attempt was detected!
{62504} <CUSTOM0> : Healed <CUSTOM1> hit points.
{62505} 
{62506} 
{62507} 
{62508} 
{62509} 
{62510} 
{62511} 
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{62534} 
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{62537} 
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{62539} 
{62540} 
{62541} Ring of the Rogue +1
{62542} This plain-looking ring pulsates with a faint glow and is warm to the touch. While not alive in any sense of the word, it does seem likely that this ring takes time to adjust to its wearer, and over time its abilities may grow. Tomi Undergallows, its previous owner, stated that he 'couldn't get it to work'... no doubt he discarded it after first placing it on his finger and was unaware of its unique properties.
{62543} Ring of the Rogue +3
{62544} Ring of the Rogue +4
{62545} Tomi's Contract
{62546} This short piece of paper is covered with more than a few grease stains and has been signed in a near-illegible script by Tomi, himself. Apparently it exists to prove that the halfling is in your service as a henchman.
{62547} Just a simple flower, given to you by Linu when she joined with you.
{62548} This leather belt appears innocuous enough, its true power not evident until it is actually worn. There are small inscriptions embedded in the leather throughout the item, its language unknown and the true history of the item unknowable.
{62549} This small document dictates that the bard, Sharwyn, currently works for you in the capacity of a henchman. You are not sure why she insisted on such a formality.
{62550} Beggar's Nest: Snake Cult Estate
{62551} Beggar's Nest: Great Graveyard
{62552} Blacklake: Hodge Estate
{62553} Blacklake
{62554} Blacklake: Meldanen's Estate
{62555} Blacklake: Milly's House
{62556} Blacklake: Nobleman Residence
{62557} Blacklake: Meldanen's Warehouse
{62558} House
{62559} City Core: Marrok's Forge
{62560} City Core: Trade of Blades
{62561} City Core: Apse
{62562} City Core: Hall of Justice
{62563} Upstairs
{62564} City Core: Storage
{62565} City Core: Sanatorium
{62566} Peninsula: Militia HQ
{62567} Peninsula: Tanglebrook Tunnels
{62568} Sewers
{62569} Blacklake: No-Man's-Land
{62570} Blacklake: Barricades
{62571} Luskan - Docks
{62572} Docks: Silver Sails Trading Company
{62573} Docks: Aqueducts
{62574} Docks: Seedy Tavern
{62575} Docks: Bloodsailor Hideout
{62576} Basement
{62577} Silversails Trading Company
{62578} Docks: Twenty in a Quiver
{62579} Docks: Golden Apple
{62580} Beggar's Nest
{62581} Beggar's Nest: Shining Serpent Inn
{62582} Beggar's Nest: Warrens of the Damned
{62583} Beggar's Nest: Crypts
{62584} Tomb
{62585} Beggar's Nest: Thomas' Wheelwright
{62586} Beggar's Nest: Warehouse
{62587} Blacklake: Passage
{62588} Blacklake: Never's Tomb
{62589} Docks: Androd Estate
{62590} Map_M1S2G
{62591} Peninsula: Arcane Laboratory
{62592} Blacklake: Board Laid Bare
{62593} Blacklake: Gauntlet
{62594} Blacklake: Arena
{62595} Blacklake: Grove
{62596} City Core: Shining Knight Arms and Armor
{62597} Peninsula: Tanglebrook Estate
{62598} Peninsula: Mizzenmast Mercantile
{62599} Peninsula: Lair of the Devourer
{62600} Peninsula: Prison Main Floor
{62601} Peninsula: Containment Level
{62602} Peninsula: The Pits
{62603} Beggar's Nest: Siril's Bakery
{62604} Peninsula
{62605} Blacklake: Rumbottom Estate
{62606} Blacklake: Zoo
{62607} 
{62608} 
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{62800} 
{62801} 
{62802} 
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{62925} 
{62926} 
{62927} 
{62928} 
{62929} 
{62930} 
{62931} 
{62932} 
{62933} 
{62934} 
{62935} 
{62936} 
{62937} 
{62938} 
{62939} 
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{62945} 
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{62949} 
{62950} 
{62951} 
{62952} 
{62953} 
{62954} 
{62955} 
{62956} 
{62957} 
{62958} 
{62959} 
{62960} 
{62961} 
{62962} 
{62963} 
{62964} 
{62965} 
{62966} 
{62967} 
{62968} 
{62969} 
{62970} 
{62971} 
{62972} 
{62973} 
{62974} 
{62975} 
{62976} 
{62977} 
{62978} 
{62979} 
{62980} 
{62981} 
{62982} 
{62983} 
{62984} 
{62985} 
{62986} 
{62987} 
{62988} 
{62989} 
{62990} 
{62991} 
{62992} 
{62993} 
{62994} 
{62995} 
{62996} 
{62997} 
{62998} 
{62999} 
{63000} 
{63001} 
{63002} 
{63003} 
{63004} 
{63005} 
{63006} 
{63007} 
{63008} 
{63009} 
{63010} 
{63011} 
{63012} 
{63013} 
{63014} 
{63015} 
{63016} 
{63017} 
{63018} 
{63019} 
{63020} 
{63021} 
{63022} 
{63023} 
{63024} 
{63025} 
{63026} 
{63027} 
{63028} 
{63029} 
{63030} 
{63031} 
{63032} 
{63033} 
{63034} 
{63035} 
{63036} 
{63037} 
{63038} 
{63039} 
{63040} 
{63041} 
{63042} 
{63043} 
{63044} 
{63045} 
{63046} 
{63047} 
{63048} 
{63049} 
{63050} 
{63051} 
{63052} 
{63053} 
{63054} 
{63055} 
{63056} 
{63057} 
{63058} 
{63059} 
{63060} 
{63061} 
{63062} 
{63063} 
{63064} 
{63065} 
{63066} 
{63067} 
{63068} 
{63069} 
{63070} 
{63071} 
{63072} 
{63073} 
{63074} 
{63075} 
{63076} 
{63077} 
{63078} 
{63079} 
{63080} 
{63081} 
{63082} 
{63083} 
{63084} 
{63085} 
{63086} 
{63087} 
{63088} 
{63089} 
{63090} 
{63091} 
{63092} 
{63093} 
{63094} 
{63095} 
{63096} 
{63097} 
{63098} 
{63099} 
{63100} 
{63101} 
{63102} 
{63103} 
{63104} 
{63105} 
{63106} 
{63107} 
{63108} 
{63109} 
{63110} 
{63111} 
{63112} 
{63113} 
{63114} 
{63115} 
{63116} 
{63117} 
{63118} 
{63119} 
{63120} 
{63121} 
{63122} 
{63123} 
{63124} 
{63125} 
{63126} This man looks displeased, as though angry that his status as a noble has not afforded any immunity to the effects of the plague.
{63127} This woman looks displeased, as though angry that her status as a noble has not afforded any immunity to the effects of the plague.
{63128} Captain Alaefin looks... wrong. It's hard to explain why. He seems to move as though imitating someone else --each step is slightly exaggerated and forced.
{63129} Escaped Sorcerer
{63130} Gang Leader
{63131} Nasty Imp
{63132} Meldanen Apprentice
{63133} Loxar
{63134} Cendran
{63135} Rabid Dog
{63136} Lothar
{63137} Bloodsailor Lieutenant
{63138} Bloodsailor Lieutenant
{63139} Bloated Dire Spider
{63140} Snake Cult Leader
{63141} An animated corpse with no thoughts of its own, this creature is strangely enchanted, channeling a message for its twisted master.
{63142} This corpse has suffered many grievous injuries, either before or after it was raised as undead. The resulting zombie is weak and halting.
{63143} This man is wears the grab of a devout of Talona, goddess of Chaos and Destruction. His eyes are wide with hatred.
{63144} Sword of Never
{63145} Androd Estate Guard
{63146} Attack Dog
{63147} Sword Coast Boy
{63148} This hastily enchanted collection of body parts is channeling raw magical energy. Desther is doubtless conducting some sort of ritual to fortify his position.
{63149} M1_Drunk
{63150} This note bears no markings as to who may have written it.

"The plague spreads more quickly than we could possibly have hoped; the streets are thick with corpses and the citizens are on the verge of open rebellion. Soon Neverwinter will be brought to its knees and the next phase can begin!

"But this will not happen if a cure for the Wailing Death is discovered. You must do everything in your power to prevent Aribeth and her agents from ending the plague."

This note should be shown to someone in authority.
{63151} In place of a signature, this letter bears the mark of a stylized, reptilian eye. Other than this marking, there is nothing to indicate who the author may be: 

"Our agent within Neverwinter has informed us that several of the Waterdhavian Creatures have been delivered to Aribeth and are now stored in the safety of Castle Never. If all of the creatures are recovered a cure for the Wailing Death will be discovered, and our efforts will be for naught.

"It will not be possible for our agent to orchestrate an attack upon
Castle Never, as was done with the Academy. Those who serve Lady Aribeth must be stopped before they deliver the creatures to the safety of the castle, at any cost.

"Should you succeed in this your rewards will surpass your grandest imaginings. Should you fail, you will feel pain and suffering such as no mortal was meant to bear. "Long live the People of the Eye." 

This note should be shown to someone in authority.

{63152} A simple key, apparently for the front door of Milly the cleaning lady's home in the north central area of the Blacklake, near the Meldanen estate.
{63153} Milly's Key
{63154} Head of Loxar
{63155} The severed head of the villainous bandit Loxar.
{63156} Orders from Callik
{63157} This note consists of hastily scrawled instructions, mostly orders to members of a search party.

Excerpt:
The old fool has to be somewhere! Even Vengaul can't disappear into thin air. I want patrols by the ship, and I want someone to get a hold of that damn wench he favors. She's usually around the Seedy Tavern somewhere. Take her downstairs and find out where Vengaul would hide himself. Shut down all his plans, boys, and when we find that fool we'll be rich as kings! I won't let him give up the chance at the largest ransom we've ever seen! We're doing things MY way now.

Callik
{63158} M1S1Gauntlet
{63159} This key should unlock all of Androd's chests.
{63160} Androd's Key
{63161} M1S4HurskAxe
{63162} Fashis Outfit
{63163} DrunkWalk
{63164} Prisoners (New)
{63165} M1Q3Ambient
{63166} This wagon is filled with sacks of grain.
{63167} Grain Wagon
{63168} Guard Dog
{63169} M1_AMB_Peasant
{63170} Boss Trigger
{63171} Dog Post
{63172} Ambush
{63173} Guard Post
{63174} Peasant Exit
{63175} Init station
{63176} 
{63177} 
{63178} 
{63179} 
{63180} 
{63181} 
{63182} 
{63183} 
{63184} 
{63185} 
{63186} 
{63187} 
{63188} 
{63189} 
{63190} 
{63191} 
{63192} 
{63193} 
{63194} 
{63195} 
{63196} Neverwinter Zoo
{63197} Orrean
{63198} Meldanen's Grain Warehouse
{63199} Porticullis
{63200} Oleff's chamber
{63201} Rabid Bite
{63202} Gate Captain Harn
{63203} Harsh times have made good help scarce. This man appears to lack any of the discipline normally attributed to the professional guard.
{63204} Gate Captain Soren
{63205} Gate
{63206} Locked House
{63207} Web Trigger
{63208} Web
{63209} Gate Captain Ergus
{63210} Warehouse
{63211} Barricaded home
{63212} Strange building
{63213} Thomas Wheelwright Wagon Repair.
{63214} Holga
{63215} Siril the Baker
{63216} Sewer access
{63217} Mizzenmast Mercantile
{63218} Door to Giant Tree
{63219} Cage release
{63220} 
{63221} Spell check is complete
{63222} The current name is invalid
{63223} 
{63224} Duplicate tag detected
{63225} Automatically Compile Scripts on Save
{63226} Invalid tag
{63227} You have been booted.
{63228} You have been banned.
{63229} You are too excited to talk right now.
{63230} Also known as gray dwarves, the duergar are from the Underdark and are the evil cousins of the surface dwarves.
{63231} Static
{63232} Treasure Small
{63233} Treasure Medium
{63234} Treasure Large
{63235} Aberrations
{63236} Animals
{63237} Beasts
{63238} Constructs
{63239} Dragons
{63240} Goblinoids
{63241} Orcs
{63242} Reptiles
{63243} Elementals
{63244} Name Filter:
{63245} Giants
{63246} Magical Beasts
{63247} Outsiders
{63248} Shapechangers
{63249} You cannot rest while possessing your familiar.
{63250} Aura, Dragon Fear
{63251} Unsummoning <CUSTOM0>.
{63252} Summoned <CUSTOM0>.
{63253} You have lost consciousness. <CUSTOM0> is unsummoned.
{63254} Dominated <CUSTOM0>.
{63255} Total Cost
{63256} Required Level
{63257} Required Lore
{63258} Your CD Key is already in use on that server.
{63259} Saving
{63260} Game saved successfully.
{63261} Features
{63262} Groups
{63263} Remove the journal entry?
{63264} uses
{63265} unknown <CUSTOM0>
{63266} Expand All
{63267} Collapse All
{63268} Save All
{63269} Highlight Comments
{63270} Highlight Actions
{63271} Highlight Quests
{63272} Highlight Animations
{63273} Highlight Sounds
{63274} Data
{63275} Text Appears When ...
{63276} Actions Taken
{63277} Other Actions
{63278} Scrap
{63279} Speaker Tag
{63280} Script
{63281} Script Preview
{63282} Unique Script
{63283} Play Animation
{63284} Play Sound
{63285} End Conversation Script
{63286} Aborted
{63287} Nothing appears to happen. Perhaps it is the wrong combination.
{63288} Edit Property
{63289} Civilization
{63290} Could not connect to Master Server, some multiplayer services may not be available.
{63291} Eraser
{63292} Raise/Lower
{63293} Loading Tiles
{63294} Unique Power Self Only
{63295} Allows the user to create a special scripted event that can be triggered by an item within a specific module.
{63296} 
{63297} Cobble
{63298} Building
{63299} EvilCastle
{63300} GoodCastle
{63301} Wall
{63302} Stream
{63303} Dock
{63304} Bridge
{63305} Arena 3x3
{63306} Barracks 2x2
{63307} Boat
{63308} Boathouse
{63309} Bridge Door
{63310} Burned Building
{63311} Burned Building 2x1
{63312} Building Wall Breach
{63313} Building Wall Temple
{63314} Cave Entrance
{63315} Chessboard
{63316} City Gate 2x2
{63317} Cloaktower 2x2
{63318} Construction
{63319} Destroyed Building 1x2
{63320} Destroyed Building 1
{63321} Destroyed Building 2
{63322} Destroyed Building 3
{63323} Dock Door
{63324} Evil Castle Breach
{63325} Evil Castle Main Door
{63326} Evil Castle Small Door
{63327} Elevation Door
{63328} Elevation Tower 1
{63329} Elevation Tower 2
{63330} Evil Temple 2x3
{63331} Flower Garden
{63332} Flower Garden 1x2
{63333} Footbridge
{63334} Fountain
{63335} Fountain 1x2
{63336} Gazebo
{63337} Good Castle Breach
{63338} Good Castle Main Door
{63339} Good Castle Small Door
{63340} Giant Tree 2x2
{63341} Good Temple 3x3
{63342} Guard Tower 1x2
{63343} Holy Pool 2x2
{63344} House
{63345} House 1 2x3
{63346} House 2 2x2
{63347} House 3 2x2
{63348} House 4 2x2
{63349} House 5 2x2
{63350} House 6 2x2
{63351} House 7 1x2
{63352} House 8 1x2
{63353} House 9 1x2
{63354} House 10 1x2
{63355} Market 2x1
{63356} Market 1
{63357} Market 2
{63358} Neutral Temple 2x2
{63359} Plaza 2x2
{63360} Plaza 1
{63361} Plaza 2
{63362} Portal
{63363} Ramp
{63364} Ruined Tower 2x2
{63365} Ruined Park 1x2
{63366} Sewer Entrance 1
{63367} Sewer Entrance 2
{63368} Ship Docked 2x2
{63369} Ship Floating 1x2
{63370} Slum House 1x2
{63371} Slum House 1
{63372} Slum House 2
{63373} Slum Inn 1 1x2
{63374} Slum Inn 2 1x2
{63375} Slum Market 1
{63376} Slum Market 2
{63377} State Building 1
{63378} State Building 2
{63379} Streetlight
{63380} Tree
{63381} Vegetable Garden
{63382} Wagon
{63383} Wall Chunk
{63384} Wall Gap 1
{63385} Wall Gap 2
{63386} Wall Gate
{63387} Well
{63388} Wizard Tower 1x2
{63389} Script <CUSTOM1>, <CUSTOM0>
{63390} %s already exists. Overwrite?
{63391} Confirmation
{63392} Volume Distances
{63393} Random Range
{63394} Specific Hours
{63395} AM
{63396} PM
{63397} Play Style
{63398} Once
{63399} Repeating
{63400} Play Order
{63401} Sequential
{63402} Random
{63403} Add the randomness
{63404} Set the faction to hate the player, then attack the player
{63405} Modify the player's reputation
{63406} is greater than
{63407} is less than
{63408} is equal to
{63409} No feats available with the current restrictions
{63410} What type of script would you like to make?
{63411} Script Wizard
{63412} Conditional script
{63413} Action script
{63414} What conditions would you like to test for?
{63415} Item In Inventory
{63416} Local Variable
{63417} Action List Overflow: <CUSTOM0>
{63418} Effect List Overflow: <CUSTOM0>
{63419} AI Update Time Overflow: <CUSTOM0>
{63420} What are the ability requirements?
{63421} What are the class and level restrictions?
{63422} Rejected
{63423} Accepted
{63424} What are the required feats?
{63425} Required Feats
{63426} Which gender(s)?
{63427} Select required genders
{63428} Which items must be in the inventory?
{63429} Enter a new tag
{63430} Currently required item tags
{63431} What local variables have to be set?
{63432} Local Expressions
{63433} What are the race restrictions?
{63434} What are the required skills?
{63435} All Skills
{63436} Required Skills
{63437} What skill checks must be done?
{63438} Checks
{63439} 
{63440} Give what rewards?
{63441} Give gold
{63442} Give XP
{63443} Give item (by resref)
{63444} Environmental Audio Effects
{63445} To Party
{63446} Set what local variables?
{63447} Set local variable
{63448} How much gold?
{63449} Enter the script name
{63450} Start the script editor
{63451} (Generic)
{63452} What actions would you like to perform?
{63453} Error: Invalid CD Key used to create the account.
{63454} Error: Player Name in use
{63455} Error: Your CD Key has expired. Please go to http://www.atari.com/us/support/
{63456} Error: Your CD Key is unregistered, please go to http://www.atari.com/us/support/
{63457} Error: Player Name exists
{63458} Error: Player Profile creation failed.
{63459} Floor
{63460} Pit
{63461} Corridor
{63462} Fence
{63463} Doorway
{63464} Big Door 1
{63465} Big Door 2
{63466} Door Transition
{63467} Exit 1
{63468} Exit 2
{63469} Fence Door 1
{63470} Fence Door 2
{63471} Mass Grave
{63472} Pillar 1x2
{63473} Pillar 1
{63474} Pillar 2
{63475} Pillar 3
{63476} Platform 1 2x2
{63477} Platform 2 2x2
{63478} Platform 3 2x2
{63479} Platform 4 1x2
{63480} Platform 5 1x2
{63481} Stairs Down
{63482} Stairs Down 2x2
{63483} Stairs Up
{63484} Stairs Up 2x2
{63485} Treasure 1
{63486} Treasure 2
{63487} Wall Section 1 1x2
{63488} Wall Section 2 1x2
{63489} 
{63490} Bridge Door
{63491} Wall Door
{63492} Temple Door
{63493} Lava
{63494} Energy Source
{63495} Corridor Door
{63496} Big Door 3
{63497} Quests
{63498} Notes
{63499} Completed Quests
{63500} Fence Door
{63501} Tracks
{63502} Big Door 4
{63503} Corridor Exit
{63504} Crystal Casket 1
{63505} Crystal Casket 2
{63506} Crystal Crypt 1
{63507} Crystal Crypt 2
{63508} Exit 3
{63509} Ice Column
{63510} Cave Door
{63511} Mineshaft
{63512} Give rewards
{63513} Mine Door
{63514} Portal 2x2
{63515} Stairs Down 1
{63516} Set local variables
{63517} Stairs Down 2
{63518} Crypt Exit
{63519} Perform an action
{63520} Double Doors
{63521} Stairs Up 1
{63522} Stairs Up 2
{63523} Dock Door
{63524} City Door
{63525} No Action
{63526} Castle Door
{63527} House Door
{63528} Storage Exit
{63529} Start a Merchant
{63530} Jail Exit
{63531} Modify Faction
{63532} Castle Exit
{63533} Cave Exit
{63534} Mine Exit
{63535} Forest Exit
{63536} Sewer Exit
{63537} Breach
{63538} How random is this?
{63539} Has the chance of appearing of
{63540} Dungeon Exit
{63541} in
{63542} Rural Exit
{63543} Rich Exit
{63544} Camp
{63545} Camp Wall
{63546} You hear a door creaking open.
{63547} Storage
{63548} Rich
{63549} Library
{63550} Jail
{63551} Stone
{63552} Bath
{63553} Bedroom
{63554} Bedroom 1 1x2
{63555} Bedroom 2 1x2
{63556} Corridor Exit
{63557} Corridor Exit Big
{63558} Door Jail 1
{63559} Door Jail 2
{63560} Door Library 1
{63561} Door Library 2
{63562} Door Rich 1
{63563} Door Rich 2
{63564} Door Stone 1
{63565} Door Stone 2
{63566} Door Storage 1
{63567} Door Storage 2
{63568} Jail Room
{63569} Jail Room 1 1x2
{63570} Jail Room 2 1x2
{63571} Library Room
{63572} Library Room 1 1x2
{63573} Library Room 2 1x2
{63574} Stone Room
{63575} Stone Room 1 1x2
{63576} Stone Room 2 1x2
{63577} Storage Room
{63578} Storage Room 1 1x2
{63579} Storage Room 2 1x2
{63580} Clothing and Armor
{63581} Weapons
{63582} Scrolls and Potions
{63583} Magic Items
{63584} Miscellaneous
{63585} Livingroom
{63586} Kitchen
{63587} Inn
{63588} Shop
{63589} Barracks 2x3
{63590} Barn 2x3
{63591} Bordello 2x2
{63592} Door Inn
{63593} Door Kitchen
{63594} Door Livingroom
{63595} Door Shop
{63596} Home Lower 1 2x2
{63597} Home Lower 2 2x2
{63598} Home Lower 3 2x2
{63599} Home Lower 4 2x2
{63600} Home Lower 5 2x2
{63601} Home Upper 1 2x2
{63602} Home Upper 2 2x2
{63603} Home Upper 3 2x2
{63604} Inn Room
{63605} Inn Room 1 1x2
{63606} Inn Room 2 1x2
{63607} Kitchen Corner Exit 1
{63608} Kitchen Corner Exit 2
{63609} Kitchen Corner Stairs Both
{63610} Kitchen Corner Stairs Down
{63611} Kitchen Corner Stairs Up
{63612} Kitchen Room
{63613} Kitchen Room 1 1x2
{63614} Kitchen Room 2 1x2
{63615} Livingroom 1 1x2
{63616} Livingroom 2 1x2
{63617} Livingroom Corner Exit 1
{63618} Livingroom Corner Exit 2
{63619} Livingroom Corner Stairs Both
{63620} Livingroom Corner Stairs Down
{63621} Livingroom Corner Stairs Up
{63622} Shop 1 1x2
{63623} Shop 2 1x2
{63624} Shop Room
{63625} Shop Room 1 1x2
{63626} Shop Room 2 1x2
{63627} Slum Home 1 2x2
{63628} Slum Home 2 2x2
{63629} Smithy 1x2
{63630} Temple Evil 3x4
{63631} Temple Good 4x4
{63632} Temple Neutral 3x3
{63633} Tent 2x2
{63634} Wizards Den 2x2
{63635} Grass
{63636} Ant Hill
{63637} Dragon Skeleton 1x2
{63638} Loop
{63639} Cliff
{63640} Forest
{63641} Road
{63642} Big Tree
{63643} Bridge Door 1
{63644} Bridge Door 2
{63645} Camp 1 2x2
{63646} Camp 2 1x2
{63647} Exit 1 2x3
{63648} Exit 2 2x2
{63649} Graveyard
{63650} Graveyard 1x2
{63651} Grove 3x3
{63652} Lodge 2x2
{63653} Meeting Area 1x2
{63654} Ruin
{63655} Ruin 1 2x2
{63656} Ruin 2 1x2
{63657} Shack 1 2x2
{63658} Shack 2 1x2
{63659} Stream Bridge 1
{63660} Stream Bridge 2
{63661} Temple 3x2
{63662} Tower
{63663} Webbed Corner
{63664} Webbed Forest
{63665} Spelling
{63666} Insert Token
{63667} Wall Gate 1
{63668} Wall Gate 2
{63669} Exit
{63670} Trees
{63671} Wall 1
{63672} Wall 2
{63673} Barn 1 2x2
{63674} Barn 2 1x2
{63675} Barn 3 1x2
{63676} Barracks 1x2
{63677} Cave
{63678} Crystal
{63679} Farm 1 2x2
{63680} Farm 2 1x2
{63681} Farm 3 1x2
{63682} Field
{63683} Field 1 2x2
{63684} Field 2 2x2
{63685} Field 3 1x2
{63686} Garden 1
{63687} Garden 2
{63688} Granary
{63689} Graves 1
{63690} Graves 2
{63691} Graves 3
{63692} Graves 4
{63693} Graves 5
{63694} House 1
{63695} House 2
{63696} Inn 1x2
{63697} Mausoleum 1
{63698} Mausoleum 2
{63699} Menhir
{63700} Orchard
{63701} Ruined Cart
{63702} Ship Docked 1 2x2
{63703} Ship Docked 2 2x2
{63704} 
{63705} Shrine 1
{63706} Shrine 2
{63707} Temple Good 3x2
{63708} Temple Neutral 2x2
{63709} Temple Evil 3x2
{63710} Tower 1x2
{63711} Tree Hollow
{63712} Wall 1 Gate w/ Road
{63713} Wall 1 Gate
{63714} Wall 2 Gate w/ Road
{63715} Wall 2 Gate
{63716} Warzone 1
{63717} Warzone 2
{63718} Warzone 1x2
{63719} Well
{63720} Windmill 2x2
{63721} Padded Cell
{63722} Room
{63723} Bathroom
{63724} Living Room
{63725} Stone Room
{63726} Auditorium
{63727} Concert Hall
{63728} Cave
{63729} Arena
{63730} Hangar
{63731} Carpeted Hallway
{63732} Hallway
{63733} Stone Corridor
{63734} Alley
{63735} Forest
{63736} City
{63737} Mountains
{63738} Quarry
{63739} Plain
{63740} Parking Lot
{63741} Sewer Pipe
{63742} Underwater
{63743} Drugged
{63744} Dizzy
{63745} Psychotic
{63746} Action List Erased: <CUSTOM0>
{63747} Effect List Erased: <CUSTOM0>
{63748} 
{63749} Choose the template to apply to this creature
{63750} Wooden Door (Strong)
{63751} Wooden Door (Weak)
{63752} Porticullis 2
{63753} Force Field
{63754} Ambient Sound, Day Volume
{63755} Ambient Sound, Night Volume
{63756} 
{63757} 
{63758} Null Human
{63759} Show welcome dialog at startup
{63760} Non player character.
{63761} Invalid ability scores.
{63762} Invalid race.
{63763} Invalid visibility range.
{63764} Invalid number of multiclasses.
{63765} Invalid character class.
{63766} Invalid class level.
{63767} Character doesn't exist.
{63768} Error: Player name already registered with a different password or email address.
{63769} Move camera Left
{63770} Move camera right
{63771} Move camera forwards
{63772} Move camera backwards
{63773} Rotate camera counterclockwise
{63774} Rotate camera clockwise
{63775} Pitch camera up
{63776} Pitch camera down
{63777} Rotate object counterclockwise
{63778} Rotate object clockwise
{63779} Zoom camera out
{63780} Zoom camera in
{63781} Add To Palette
{63782} Create Set
{63783} Redraw Polygon
{63784} Add Spawn Point
{63785} Reverse Door
{63786} Initial State
{63787} Stop Animation
{63788} Opened Forward
{63789} Opened Backward
{63790} Closed
{63791} Opening Forward
{63792} Opening Backward
{63793} Closing from Front
{63794} Closing from Back
{63795} Default
{63796} Opened
{63797} Destroyed
{63798} Activated
{63799} Deactivated
{63800} Mute
{63801} Turn On
{63802} With the death of the guardian white dragon, the world within the snowglobe has disappeared. You must exit through the portal.
{63803} Party
{63804} Rapid Shot Mode
{63805} Cancel Rapid Shot Mode
{63806} Flurry Of Blows Mode
{63807} Cancel Flurry Of Blows Mode
{63808} 
{63809} Rapid Shot Mode Activated
{63810} Rapid Shot Mode Deactivated
{63811} Flurry Of Blows Mode Activated
{63812} Flurry Of Blows Mode Deactivated
{63813} Ambient music volume
{63814} Required Expansion Pack Missing
{63815} Character has unuseable skills.
{63816} 
{63817} 
{63818} Plot Characters
{63819} Show portraits for plot characters.
{63820} You cannot recover a trap while possessing your familiar.
{63821} You cannot barter while possessing your familiar.
{63822} You cannot equip while possessing your familiar.
{63823} You cannot move things in your repository while possessing your familiar.
{63824} You cannot pick things up while possessing your familiar.
{63825} You cannot drop anything while possessing your familiar.
{63826} You cannot unequip while possessing your familiar.
{63827} You cannot rest while possessing your familiar.
{63828} You cannot engage others in dialogue while possessing your familiar.
{63829} You cannot give items to others while possessing your familiar.
{63830} You cannot take items from others while possessing your familiar.
{63831} You cannot use this container while possessing your familiar.
{63832} 
{63833} Show Encounter Spawnpoint Markers
{63834} Choose a Faction for this creature.
{63835} The Faction determines how this creature reacts to players and other creatures.
{63836} Remove faction %s?
{63837} This can not be selected, it is for comparison only
{63838} Error
{63839} The maximum viewable number of factions has been reached.
You will need to remove a faction from the view before this can be displayed.
{63840} Warning
{63841} Full Plate +4
{63842} Loading Custom Palettes...
{63843} Saving Custom Palettes...
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{64100} 
{64101} The drow are an evil subrace of elves, living deep underground in the dangerous Underdark.
{64102} Baelnorns are elven spellcasters that have used their magic to extend their lives. Usually to become a protector to family and friends or as a mentor and teacher to new generations.
{64103} This elixir smells sweet, similar to honeysuckle, and contains a small amount of liquid inside that bubbles faintly. It's use is unknown, though it is likely a curative of some form.
{64104} Pale imitations of true Bags of Holding, these lesser creations bear only a tenuous connection to the distant planes. Items held within still exist (and therefore retain some portion of their mass) on the Prime Material. The degree to which this is true varies according to the bag's craftsmanship.

These magic containers are essential for inventory management, and can hold many items, both large and small. The weight of the items within will still be a factor, however, especially when added to that of the container itself.
{64105} Prized by pack rats far and wide, Bags of Holding originated among the mischievous kender in the far-off world of Krynn. According to popular folklore, one enterprising kender actually founded a utopian village inside his Bag of Holding. It apparently continues to thrive to this very day.

{64106} Spider Properties
{64107} Ettercap Properties
{64108} Your flesh crawls as your fingers close around the gruesome fetishes that dangle from this wand. The elven femur that forms its shaft is yellowed and worn smooth by the oils of countless hands.
{64109} The enchantment on a Wand of Summoning owes much to the ancient magics crafted by followers of forgotten beast totems, though the modern example can hardly be called a divinely inspired tool. Sorcerers and wizards take inspiration from many places, and the resulting mix of incantations can bear little resemblance to the rituals they might have once been a part of.
{64110} Wand of Lesser Summoning
{64111} The marble is smooth and cool to the touch. This pool is where important items that have been lost appear.
{64112} Treasure
{64113} NW_LOSTITEMS
{64114} City Core: Refugee Shelter
{64115} 
{64116} 
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{64257} 
{64258} 
{64259} 
{64260} 
{64261} 
{64262} 
{64263} 
{64264} Meldanen Acolyte
{64265} Meldanen Elite Guard
{64266} Bloodsailor Commander
{64267} Ruffian
{64268} Refugee
{64269} Enhanced Animated Armor
{64270} Weak Allip
{64271} Weak Shadow
{64272} M1_SpiderSpec
{64273} M1S1Never01
{64274} M1S1Never02
{64275} M1S1Never03
{64276} M1S1Never04
{64277} "Tooth of the forge"
{64278} "A wall at arms length"
{64279} "A splinter delivered in flight"
{64280} Hursk's Axe
{64281} M1S4Protection
{64282} Generic Post
{64283} Generic Night Post
{64284} Facing Point
{64285} 
{64286} 
{64287} 
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{64315} 
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{64318} 
{64319} 
{64320} Grate
{64321} Mysterious Voice
{64322} Corpse of Torin
{64323} This young man is only recently dead. Undoubtedly he was yet another expendable member of the cult killed to further Gulnan's power. Nothing sets him apart from any other member, save the personal effects in his pockets.
{64324} Ritual Chamber
{64325} Farmhouse
{64326} Barn
{64327} Road to Helm's Hold
{64328} Helm's Hold
{64329} Courtyard
{64330} 
{64331} 
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{64425} 
{64426} False Helmite Elite
{64427} Despite its size, this well-maintained tome is exceptionally light. The pages also seem to have a strange, almost warming glow. Inside is revealed the methods by which the Guardian Spirit of Helm's Hold may be restored, should an evil entity have displaced it, though the taint must first be banished by other means. Simply having this book in one's backpack will allow the use of a properly prepared altar.
{64428} WP_MapNote
{64429} 
{64430} 
{64431} 
{64432} 
{64433} 
{64434} 
{64435} 
{64436} 
{64437} 
{64438} Ritual chamber
{64439} Farmhouse
{64440} Helm's Hold
{64441} The open palm of this stone pedestal has a small recessed area at the center, about the size of a large gem. There is a faint inscription: "Place in my hand the message I have made clear, and I shall summon the Watcher's Armor, the protectors."
{64442} Main Entrance
{64443} Side Entrance
{64444} Stairs up
{64445} Sealed exit
{64446} Main entrance
{64447} Side entrance
{64448} Port Llast - Inn Level 1
{64449} Port Llast - Inn Level 2
{64450} Port Llast - Cracked Anvil
{64451} Port Llast - Kendrack's Barracks
{64452} Luskan - Slum Building
{64453} House Interior - Main Floor
{64454} East Road
{64455} East Road - Jax's Barracks Level 1
{64456} East Road - Troll Caves Level 1
{64457} Neverwinter Wood - Druid Encampment
{64458} Neverwinter Wood - Deep Woods
{64459} Neverwinter Wood - Realm of the Spirit
{64460} Neverwinter Wood - Nymph's Home
{64461} South Road
{64462} South Road - Wanev's Tower Cellar
{64463} South Road - Farmland
{64464} Charwood - Inn
{64465} Charwood - Mayor's Office
{64466} Charwood
{64467} Charwood - Town Ruins
{64468} Port Llast
{64469} Port Llast - Eltoora's Lab
{64470} Port Llast - Eisenfeldt Home Level 1
{64471} Port Llast - Eisenfeldt Home Level 2
{64472} House Interior - Second Floor
{64473} Port Llast - Dockhouse
{64474} Port Llast - Wanev's Cottage Basement
{64475} Port Llast - Wanev's Cottage Kitchen
{64476} Port Llast - Wanev's Cottage Foyer
{64477} East Road - Jax's Barracks Level 2
{64478} East Road - Troll Caves Level 2
{64479} East Road - Troll Caves Level 3
{64480} East Road - Creator Ruins Level 1
{64481} East Road - Creator Ruins Level 2
{64482} East Road - Creator Ruins Level 3
{64483} East Road - Troll Caves - Storage Area
{64484} Neverwinter Wood - Druid Challenge Circle
{64485} Neverwinter Wood - Heart of the Forest
{64486} Neverwinter Wood - Setara's Home
{64487} South Road - Wanev's Tower - Main Floor
{64488} South Road - Wanev's Tower - Second Floor
{64489} South Road - Wanev's Tower - Summoning Chambers
{64490} South Road - Farmer Odeel's House
{64491} South Road - Farmer Ingo's House
{64492} Charwood - Castle Jhareg - Main Floor
{64493} Charwood - Castle Jhareg - Karlat's Chambers
{64494} Charwood - Castle Jhareg - Quint's Chambers
{64495} Charwood - Haunted Forest
{64496} Charwood - Haunted Crypt
{64497} North Road - Goblin and Orc Caves
{64498} North Road - Bugbear Caves
{64499} North Road - Ogre Caves
{64500} North Road - Green Griffon Inn
{64501} North Road - Gerrol's House Level 1
{64502} North Road - Arcane Brother's Tomb
{64503} North Road - Green Griffon Inn Level 1
{64504} North Road
{64505} North Road - Green Griffon Inn Level 2
{64506} North Road - Green Griffon Inn Basement
{64507} North Road - Mutamin's Challenge Level 1
{64508} North Road - Mutamin's Challenge Level 2
{64509} North Road - Mutamin's Challenge Level 3
{64510} North Road - Gerrol's House Level 2
{64511} North Road - Caretaker's House
{64512} North Road - Port Llast Mines
{64513} 
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{65165} 
{65166} 
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{65168} 
{65169} 
{65170} 
{65171} 
{65172} 
{65173} 
{65174} 
{65175} 
{65176} 
{65177} 
{65178} 
{65179} 
{65180} 
{65181} 
{65182} 
{65183} 
{65184} 
{65185} 
{65186} 
{65187} 
{65188} 
{65189} 
{65190} 
{65191} 
{65192} 
{65193} 
{65194} 
{65195} 
{65196} 
{65197} 
{65198} 
{65199} 
{65200} 
{65201} 
{65202} 
{65203} 
{65204} 
{65205} 
{65206} 
{65207} Advanced Grig
{65208} Nixie Mage
{65209} Bugbear Prisoner
{65210} Young Troll
{65211} Brother Toras
{65212} Sleeping Woman
{65213} Sleeping Man
{65214} Ceremonial Dagger
{65215} Complete History of the Creator Ruins
{65216} This musty old tome appears to be the type of book that was written and never read. It is a long, boring text written by a druid, Jordius Caini Getafix the Third, several hundred years ago. It uses large, complicated and often seemingly meaningless words to discuss his observations on the Spirit of the Wood. One page in the text has been earmarked and there is a small comment beside an underlined passage in the margin.

"This could mean that if one stood in the pool, below the waterfall, and somehow died, one could reappear, alive (presumably) in the realm of the Spirit. I think it would take a combination of two magical forces, one to kill the body, yet capture its essence and transport both to the Spirit's realm, the other to preserve the corpse and bring it back to life once it enters the realm. The death-giver should be easy, some kind of weapon, perhaps a dagger, since that should be easiest to manipulate in taking one's life. It would hardly to to imbue a morningstar with this power and then try to bash one's head in with it, ha ha."
{65217} Explorer's Journal
{65218} Though this book has been severely damaged by exposure to the elements, large parts of it are surprisingly legible.

Included in its pages are translations of the runic language used by the ancient Netherese.

The remainder seems to be the personal journal of an unnamed explorer who had come to this region determined to find an ancient Netherese temple which he referred to as 'the Ruin of Gur-Atol'.

The last page is of particular interest and reads:

"I've decided to camp in the forest, tonight. Whatever has happened in Charwood, it's something I certainly don't want to get involved in. The villagers there are frightening and will be no help in my search for the temple. It's best I just avoid them entirely.

"Resting in the forest will not be much better, however. To think I scoffed at the tales I was told of it being haunted. It is so eerily silent... yet I will not be deterred. The secret portal that leads into the Ruins of Gur-Atol must be in this area... and I WILL find it. If I am right, the treasure that will still be there will make all these long months worthwhile." 
{65219} Old Scroll
{65220} This weathered scroll is severely time-worn and covered with almost-indecipherable runes. There is a hand-written translation across the bottom, showing this to be some manner of religious text written by a Netherese priest. Part of the translation is of particular note:

"The lands of NETHER will one day return to the destiny to which they were born. Its people SHALL rise up from their ancient graves and RULE all those which have come after them."
{65221} Seal Golem Properties
{65222} Setara's Elementals
{65223} M2Q3A Crossroads
{65224} Entrance to Charwood
{65225} Entrance to Charwood
{65226} Crypt
{65227} Crypt Generic
{65228} Deeper into caves
{65229} Deeper into caves
{65230} Deeper into forest
{65231} Deeper into forest
{65232} Exit to surface
{65233} Exit to surface
{65234} Feeding Chamber
{65235} Feeding Chamber
{65236} Outlying farm
{65237} Urth Farm Mapnote
{65238} Ballard's Grove
{65239} Ballard's Mapnote
{65240} Kendrack's Mercenary Barracks
{65241} To shallow caves
{65242} To shallow caves
{65243} To upper caves
{65244} To upper caves
{65245} 
{65246} 
{65247} 
{65248} 
{65249} 
{65250} 
{65251} 
{65252} 
{65253} 
{65254} 
{65255} 
{65256} 
{65257} 
{65258} 
{65259} 
{65260} 
{65261} 
{65262} 
{65263} 
{65264} 
{65265} 
{65266} 
{65267} 
{65268} 
{65269} 
{65270} 
{65271} 
{65272} 
{65273} 
{65274} 
{65275} 
{65276} 
{65277} 
{65278} 
{65279} 
{65280} 
{65281} 
{65282} 
{65283} 
{65284} 
{65285} 
{65286} 
{65287} 
{65288} 
{65289} 
{65290} 
{65291} 
{65292} 
{65293} 
{65294} 
{65295} 
{65296} 
{65297} 
{65298} 
{65299} 
{65300} 
{65301} 
{65302} 
{65303} The East Road; north is the Green Griffon Inn.
{65304} The East Road; west is Port Llast.
{65305} Grove of the Spirit
{65306} Grove of the Spirit
{65307} Collapsed Wall
{65308} The spirit before you is bathed in a divine and peaceful light. From behind her crystal mask, however, you can feel the piercing desperation of her eyes.
{65309} Slaad Patrollers
{65310} Slaad Creatures
{65311} To the South Road and Port Llast
{65312} This pillar shines with a holy light, basking the room in its warm glow.
{65313} Werewolf Lair
{65314} Luskan - Wink and Tickle - 1st Level
{65315} Luskan - Wink and Tickle - 2nd Level
{65316} Luskan - Ruins of Illusk - Level 1
{65317} Luskan - Kurth's Lair
{65318} Luskan - Ruins of Illusk - Level 2
{65319} Luskan - Ruins of Illusk - Level 3
{65320} Luskan - Baram's Sewers
{65321} Luskan - Baram's Lair
{65322} Host Tower - Courtyard
{65323} Host Tower - Level 2
{65324} Host Tower - Level 3
{65325} Host Tower - Level 4
{65326} Host Tower - Ambassadors' Quarters
{65327} Host Tower - Level 5
{65328} Host Tower - Level 6
{65329} Host Tower - Level 7
{65330} Host Tower - Level 8
{65331} 
{65332} 
{65333} 
{65334} 
{65335} 
{65336} 
{65337} 
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{65474} 
{65475} 
{65476} 
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{65512} 
{65513} 
{65514} 
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{65523} 
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{65532} 
{65533} 
{65534} 
{65535} 
{65536} 
{65537} 
{65538} 
{65539} 
{65540} 
{65541} 
{65542} 
{65543} 
{65544} 
{65545} 
{65546} 
{65547} 
{65548} 
{65549} 
{65550} 
{65551} 
{65552} 
{65553} 
{65554} 
{65555} 
{65556} Fallen Hero
{65557} Skull Warrior
{65558} Water Elemental Guardian
{65559} Lizardfolk Mage
{65560} Space Penguin
{65561} Nanny
{65562} Wererat Captain Bite
{65563} Skull Warrior's Head
{65564} This is the head of the powerful skull warrior that was destroyed in the Ruins of Illusk.
{65565} Hero's Heart
{65566} This is the preserved heart of a nameless paladin who gave his life so that Voleron the Damned might stay sealed in these ruins.
{65567} 2Q4_IlluskPaladin
{65568} 2Q4_IlluskPalSw
{65569} This ivory bowl of sweet-smelling water has a phrase written on the side: Lest great evil be released, may the twin seals never be broken.
{65570} Blessed Water
{65571} Host Tower Lab Notes
{65572} This book explains that the focus of a lab found on this level is to summon a powerful weapon. The arcane ritual appears to mention two ingredients to be placed within the Alchemist's Apparatus - a gargoyle's skull and a slaad's tongue. It is not clear which spell is to be the catalyst that summons the item but the final line reads: 'Dispel the magical essence from the components that you may reap your reward.'
{65573} This finely crafted ring bears the family crest of a proud and noble elven family.
{65574} The note is handwritten and dated from shortly before the events in the tower were likely to take place. It reads:

"Please inform the apprentices that they are no longer to dump their failed alchemical experiments into the sewer. One can only wonder how those potions affect the water under the city."

The signature is indecipherable.
{65575} This forged diplomatic pass was given to you by Aarin Gend. It designates the bearer as an official representative of the far-off land of Mulhorand come to deal with the leader of the Arcane Brotherhood. The pass bears the magical seal that will allow the bearer to pass unharmed through the wards on the bridge to the island of the Host Tower.
{65576} Abandoned House
{65577} Abandoned House
{65578} Kurth's Lair
{65579} Kurth's Lair
{65580} Exit to the Surface
{65581} Exit to the Surface
{65582} 
{65583} 
{65584} 
{65585} 
{65586} 
{65587} 
{65588} 
{65589} 
{65590} 
{65591} 
{65592} 
{65593} 
{65594} 
{65595} 
{65596} 
{65597} 
{65598} 
{65599} 
{65600} 
{65601} Harbor Gate
{65602} Temple of Tyr
{65603} Exit Portal
{65604} Bone Spirit Ritual
{65605} Shrine Spirit Ritual
{65606} Necromantic Summoning Portal
{65607} Wizard Lab Library
{65608} This large sarcophagus glows with a magical radiance. Two rod sized slots can be clearly seen built into its sides.
{65609} Golem Construction Chamber
{65610} Beorunna's Well: Mercenary Enclave
{65611} Beorunna's Well: Trading Post
{65612} Beorunna's Well: Many-Starred Cloak Enclave
{65613} Beorunna's Well: Aarin's Lodge
{65614} Beorunna's Well: Drinking House
{65615} Beorunna's Well: Drinking House Upstairs
{65616} Beorunna's Well
{65617} Fort Ilkard: Barracks
{65618} Fort Ilkard: Settlers' Barracks
{65619} Fort Ilkard: Damas' Lodge
{65620} Fort Ilkard: Homesteads
{65621} Fort Ilkard: Bret's Homestead
{65622} Fort Ilkard: Bret's Homestead Upstairs
{65623} Fort Ilkard: Massacred Homestead
{65624} Fort Ilkard: Eckel's Homestead
{65625} Fort Ilkard: Eckel's Homestead Upstairs
{65626} Fort Ilkard: Elk Tribe Keep
{65627} Fort Ilkard: Ruins
{65628} Fort Ilkard
{65629} Countryside
{65630} Coldwood
{65631} Coldwood: Wizard's Dungeon
{65632} Snow Globe
{65633} Snow Globe Cave
{65634} Coldwood: Layenne's Tomb
{65635} Moonwood: Fire Giant Lair
{65636} Moonwood: Dragon Dungeon
{65637} Moonwood: Klauth's Lair
{65638} 
{65639} 
{65640} 
{65641} 
{65642} 
{65643} 
{65644} 
{65645} 
{65646} 
{65647} 
{65648} 
{65649} 
{65650} 
{65651} 
{65652} 
{65653} 
{65654} 
{65655} 
{65656} 
{65657} 
{65658} 
{65659} 
{65660} 
{65661} 
{65662} 
{65663} 
{65664} 
{65665} 
{65666} 
{65667} 
{65668} 
{65669} 
{65670} 
{65671} 
{65672} 
{65673} 
{65674} 
{65675} 
{65676} 
{65677} 
{65678} 
{65679} 
{65680} 
{65681} 
{65682} 
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{65685} 
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{65687} 
{65688} 
{65689} 
{65690} 
{65691} 
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{65695} 
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{65698} 
{65699} 
{65700} 
{65701} 
{65702} 
{65703} 
{65704} 
{65705} 
{65706} 
{65707} 
{65708} 
{65709} 
{65710} 
{65711} 
{65712} 
{65713} 
{65714} 
{65715} 
{65716} 
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{65718} 
{65719} 
{65720} 
{65721} 
{65722} 
{65723} 
{65724} 
{65725} 
{65726} 
{65727} 
{65728} 
{65729} 
{65730} 
{65731} 
{65732} 
{65733} 
{65734} 
{65735} 
{65736} 
{65737} 
{65738} Cultist Archer
{65739} Cult Leader
{65740} Elk Tribe Hero
{65741} Elk Tribe Sniper
{65742} Ixaristu
{65743} The markings on this man's clothes identify him as an Uthgardt warrior of the Elk tribe, but he appears unable to see or hear; his ears have been chopped off and his eyes blinded. He appears to be very close to death.
{65744} Elk Tribe Subchief
{65745} Elk Tribe Druid
{65746} Elk Tribe Defender Subchief
{65747} Elk Tribe Defender Archer
{65748} Elk Tribe Defender
{65749} Elk Tribe Worshipper
{65750} Bad Strref
{65751} Old One Elite
{65752} Old One Shaman
{65753} Lich Warrior
{65754} Elk Tribe Shaman
{65755} Cultist Journal
{65756} This is the personal journal of one of the cult members. Most of the entries are detailed observations about a woman named Esthelia, who might have been another member of the search party. Sandwiched in between the sexual commentary are a few entries about the duties of the group.

Excerpt:
"I hate these stinking woods. We were supposed to be doing guard duty in Luskan, but orders came down and next thing you know, we're racing north and hunting for some kind of magical words. 

"Boyd 'The Cockroach' figures we're going to have to try to sneak into the lair of those giants we saw the other day and try to search there. I think his time as patrol leader must be nearly up. I still have that elven arrow I found. It would be a real pity if the elves managed to assassinate our brave leader..."
{65757} This is the journal of a cult member. It would appear that at one point in time, this cultist was a nobleman, due to the constant reminiscences of the "days of wealth and privilege."

Excerpt:
"I amused myself today with memories of the annual fox-hunt at the Vintner Estate. There were some old ruins, back in the woods behind his southern fields that the fox might head for. As we searched the ruins today, I imagined that the Words of Power were the fox and I the hound.

"The other's must have thought I was cracking up when I started to laugh for no apparent reason, but I suddenly conjured up the image of Lord Vintner as a bespectacled hound and I couldn't help myself."
{65758} This is the journal of a cult member. It details the search for the Words of Power.
Excerpt:
"All glory to the coming Queen of the Old Ones. Today I had to deal with a traitor in our midst. Jerica was walking beside me as I discussed the possibility of another foray into that cursed dungeon. She was behaving strangely, quiet and introspective. Suddenly she asked me if I thought what we were doing was right. I asked her what she meant and she hesitantly replied that she was wondering if we should actually be serving the Old Ones.
The Coldwood knew blood that day. I had her stripped and tied between two of the trees. I whipped her myself until the flesh hung from her back in long strips. As I whipped her, she begged for forgiveness for her doubt. I was going to let her live, but then she cried out to Ilmater, for release.
As she muttered her prayer, I cut out her beating heart and burnt it as a sacrifice to the Old Ones.
{65759} Gold
{65760} The handle of this heavy, ornate key is fashioned into the likeness of an ancient red wyrm - a replica of the mighty Klauth himself.

{65761} This notebook identifies the bearer as an official representative of Tyr's justice in Rolgan's murder trial and explains the rules of court, including the right for defense council to question any of the participants involved before the trial begins.

To aid you in your task Neurik has included notes on the witnesses and jurors and where you might be able to locate them for questioning.

Witnesses:
Rolgan - the accused. Currently under my protection in the Temple of Tyr.
Zed - a Lords' Alliance soldier. Recently has been spending most of his time in the soldiers' barracks.
Lodar - a Lords' Alliance soldier. Usually found in the drinking house when not on duty.
Vanda - wife of the accused. Spends her time on the plateau by Beorunna's Well.

Jurors: The jurors have been selected to ensure a fair representation to all sides in the dispute.

Edegar - my assistant, a good and honest man. He is usually to be found here helping out in the temple.
Averik - a Lords' Alliance soldier. When not in the company of a female he can be found in the drinking house.
Jevon - a Lords' Alliance soldier. A reliable young man who spends most of his free time in the barracks.
Dalcia - a female ranger. She spends her time living with the Uthgardt on the plateau near Beorunna's Well.
Palla - a wise woman of the Uthgardt. She makes her home on the plateau near Beorunna's Well.

When you are ready to start the trial, go speak to Neurik at the Temple of Tyr.
{65762} Adventurer's Note
{65763} An adventurer's journal; most of the pages are torn and blood-stained, but a few notes can be made out still:

"The golems are invincible; it is only luck that has them move so slowly they cannot keep up.

"There must be some way to defeat them; the strange wizard in the garden seems to know something, but she won't tell me.

"I must leave now, I know, else I may never see my family again. If only I can make it back to the door.
{65764} This key was possessed by the guardian golems in the Creator Race Ruins; it opens the door they were protecting.
{65765} Golem Key
{65766} This note appears to be instructions from a high priest to one of his underlings describing how to enter the central vault of the complex:

As a keeper of the sacred artifacts you must understand the secrets of our inner sanctum. Only the rituals of smoke, light and sound will unbind the door - there is no other way to enter its hallowed walls. Once the slaves have finished building our golems, our defenses will be fully intact.

The enslaved fairy will guide you through the ritual of sound, for she is bound to the magic of the gongs. 

To complete the ritual of smoke you must cast the blessed powders on the sacred brazier so that their combinations match the descending order of the stones set into the brazier's base.

The ritual of light can only be completed using the stones drawn from the holy pool in the center of the pillars. Begin by choosing any two of the single stones set in the primary color pools. The secondary pools must then be filled with the twin gems that match the corresponding color that would be created by combining the hues of the stones in the primary pool.

You may keep this letter for a fortnight, and then you will be tested on what you have learned. Master the secrets of the rituals and the Queen will be pleased with you. Fail to learn them and you shall suffer a grisly fate.
{65767} These appear to be the lab notes of Cyril, the mage who created this laboratory:

I believe I have at last unlocked the keys to creating the Staff of Command! As I suspected all along, the key ingredients were a rakshasa eye and a quartz crystal. However, determining the proper spell to cast on the components once they were combined in my laboratory was not as simple as I had at first assumed.

My error came in looking for an obscure solution, and missing the stunningly obvious answer right in front of me. Of course the necessary spell to create a Staff of Command is Dominance.

I must remember this valuable lesson - the most obvious solution is often the right one, even when dealing with the arcane.
{65768} This door is protected by a golem. It must be killed before this door can be opened.
{65769} The door is blocked; you'll have to find another way.
{65770} Cultist
{65771} Siege Uthgardt 2 Only
{65772} Elk Tribe Countryside
{65773} Ghoul Encounter
{65774} Miscellaneous Creatures
{65775} Fort Ilkard Bad Faction OBJ
{65776} No sunlight reaches this dark ruin, but the sundial somehow still casts an accurate shadow; some magic must propel it.
{65777} No sunlight reaches this dark room, but the sundial somehow still casts an accurate shadow; some magic must propel it.
{65778} To Ruins
{65779} The ground beneath this rune is soft and easy for digging.
{65780} Bookshelf Trigger
{65781} Snow Globe Cave Trigger
{65782} Wizard Dungeon Trigger
{65783} Uthgardt 1 Post
{65784} Uthgardt 2 Post
{65785} Uthgardt Post
{65786} Creator Race Ruins Exit
{65787} M3Q2F_EXIT Map Note
{65788} Arwyl's Post
{65789} M3Q3C04_ARWYL
{65790} Hodd's Post
{65791} M3Q3C07_HODD
{65792} Neurik Post
{65793} Uthgardt Shaman Post
{65794} Meditate Way Point
{65795} Portal Exit Waypoint
{65796} Portal WayPoint
{65797} M3Q3D Golem Waypoint
{65798} Arwyl's Fountain
{65799} Arwyl Map Note
{65800} Hodd's Plateau
{65801} Hodd Map Note
{65802} 
{65803} 
{65804} 
{65805} 
{65806} 
{65807} 
{65808} Aarin Gend's Lodge
{65809} The man inside this cage appears unable to hear or see; his eyes have been blinded and his ears have been cut off. He appears to be very close to death.
{65810} Sapphira Trigger
{65811} Garden Trigger
{65812} Commander's Lodge
{65813} Wizard's Circle
{65814} Wizard's Grove
{65815} Hodd's Camp
{65816} Door Trap
{65817} Uthgardt Post 3
{65818} Egg Incubation Pool
{65819} Door Shutting Trigger
{65820} Lock Door Trigger
{65821} Wizard's Chantry
{65822} Luskan Guardhouse
{65823} Maugrim's Sanctuary
{65824} Source Stone Sanctuary
{65825} Source Stone Inner Sanctum
{65826} Castle Never Dungeon
{65827} Shining Knight Arms & Armor Upstairs
{65828} Temple of Tyr Apse
{65829} Temple of Tyr Sanitorium
{65830} Castle Never
{65831} Shining Knight Arms & Armor
{65832} 
{65833} 
{65834} 
{65835} 
{65836} 
{65837} 
{65838} 
{65839} 
{65840} 
{65841} 
{65842} 
{65843} 
{65844} 
{65845} 
{65846} 
{65847} 
{65848} 
{65849} 
{65850} 
{65851} 
{65852} 
{65853} 
{65854} 
{65855} 
{65856} 
{65857} 
{65858} 
{65859} 
{65860} 
{65861} 
{65862} 
{65863} 
{65864} 
{65865} 
{65866} 
{65867} 
{65868} 
{65869} 
{65870} 
{65871} 
{65872} 
{65873} 
{65874} 
{65875} 
{65876} 
{65877} 
{65878} 
{65879} 
{65880} 
{65881} 
{65882} 
{65883} 
{65884} 
{65885} 
{65886} 
{65887} 
{65888} 
{65889} 
{65890} 
{65891} 
{65892} 
{65893} 
{65894} 
{65895} 
{65896} 
{65897} 
{65898} 
{65899} 
{65900} 
{65901} 
{65902} 
{65903} 
{65904} 
{65905} 
{65906} 
{65907} 
{65908} 
{65909} 
{65910} 
{65911} 
{65912} 
{65913} 
{65914} 
{65915} 
{65916} 
{65917} 
{65918} 
{65919} 
{65920} 
{65921} 
{65922} 
{65923} 
{65924} 
{65925} 
{65926} Neverwinter Castle Guard
{65927} Luskan Captain
{65928} Lizardman Warrior
{65929} Morag's Hand
{65930} Old One Minion
{65931} Thel
{65932} Norieriston
{65933} A key to the main gate in the War Zone.
{65934} mMoragHide
{65935} Luskan Spawn No Captain
{65936} The remains of this catapult lay abandoned on the battlefield.
{65937} Eggsac
{65938} Firewall1
{65939} Maugrim Start Conversation
{65940} Henchmen End Trigger
{65941} Morag Projection Start Conversation
{65942} Jail Guard Post
{65943} Rally Soldier Waypoint
{65944} Castle
{65945} Castle Map Note
{65946} Castle Caverns
{65947} Caverns Map Note
{65948} Secret Exit Waypoint
{65949} 
{65950} 
{65951} 
{65952} SourceStone
{65953} Conversation Trigger
{65954} Shining Knight Waypoint
{65955} Aarin Init Trigger
{65956} Castle Dungeons
{65957} Senior Barracks
{65958} Training Halls
{65959} Graduation Chamber
{65960} Academy
{65961} Stables
{65962} 
{65963} 
{65964} 
{65965} 
{65966} 
{65967} 
{65968} 
{65969} 
{65970} 
{65971} 
{65972} 
{65973} 
{65974} 
{65975} 
{65976} 
{65977} 
{65978} 
{65979} 
{65980} 
{65981} 
{65982} 
{65983} 
{65984} 
{65985} 
{65986} 
{65987} 
{65988} 
{65989} Weak Skeleton
{65990} 
{65991} 
{65992} Select None
{65993} Ban CD
{65994} Export to File
{65995} Castle, small room
{65996} Castle, short passage
{65997} Castle, medium room
{65998} Castle, long passage
{65999} Castle, large room
{66000} Castle, hall
{66001} Castle, cupboard
{66002} Castle, courtyard
{66003} Castle, alcove
{66004} Factory, alcove
{66005} Factory, short passage
{66006} Factory, medium room
{66007} Factory, long passage
{66008} Factory, large room
{66009} Factory, hall
{66010} Factory, cupboard
{66011} Factory, courtyard
{66012} Factory, small room
{66013} Ice palace, alcove
{66014} Ice palace, short passage
{66015} Ice palace, medium room
{66016} Ice palace, long passage
{66017} Ice palace, large room
{66018} Ice palace, hall
{66019} Ice palace, cupboard
{66020} Ice palace, courtyard
{66021} Ice palace, small room
{66022} Space station, alcove
{66023} Space station, medium room
{66024} Space station, short passage
{66025} Space station, long passage
{66026} Space station, large room
{66027} Space station, hall
{66028} Space station, cupboard
{66029} Space station, small room
{66030} Wooden, alcove
{66031} Wooden, short passage
{66032} Wooden, medium room
{66033} Wooden, long passage
{66034} Wooden, large room
{66035} Wooden, hall
{66036} Wooden, cupboard
{66037} Wooden, small room
{66038} Wooden, courtyard
{66039} Sport, empty stadium
{66040} Sport, squash court
{66041} Sport, small swimming pool
{66042} Sport, large swimming pool
{66043} Sport, gymnasium
{66044} Sport, full stadium
{66045} Sport, stadium tannoy
{66046} Prefab, workshop
{66047} Prefab, school room
{66048} Prefab, practise room
{66049} Prefab, outhouse
{66050} Prefab, caravan
{66051} Dome, tomb
{66052} Dome, saint paul's
{66053} Pipe, small
{66054} Pipe, long and thin
{66055} Pipe, large
{66056} Pipe, resonant
{66057} Outdoors, backyard
{66058} Outdoors, rolling plains
{66059} Outdoors, deep canyon
{66060} Outdoors, creek
{66061} Outdoors, valley
{66062} Mood, heaven
{66063} Mood, hell
{66064} Mood, memory
{66065} Driving, commentator
{66066} Driving, pit garage
{66067} Driving, incar racer
{66068} Driving, incar sports
{66069} Driving, incar luxury
{66070} Driving, full grandstand
{66071} Driving, empty grandstand
{66072} Driving, tunnel
{66073} City, streets
{66074} City, subway
{66075} City, museum
{66076} City, library
{66077} City, underpass
{66078} City, abandoned
{66079} Dusty room
{66080} Chapel
{66081} Small water room
{66082} 
{66083} 
{66084} A key for the cells in the west wing of Meldanen's estate.
{66085} 
{66086} Temporal Golem Slave
{66087} Forged from solid iron, the crafting of these mighty juggernauts often requires the expertise and master craftwork of either dwarven blacksmiths or gnome artificers. This construct seems somehow weakened, despite its impressive appearance.
{66088} Pawn
{66089} 
{66090} 
{66091} Guardian Golem Room
{66092} Low
{66093} Set Violence Password
{66094} 
{66095} 
{66096} Full Plate +5
{66097} Cloak of Resistance +1
{66098} Old Password
{66099} New Password
{66100} Confirm Password
{66101} Fort Ilkard Good Faction Object
{66102} Email contained invalid characters, they have been removed.
{66103} Tablet of the Purple Light
{66104} Player name contained invalid characters, they have been removed.
{66105} Tablet of the White Light
{66106} Tablet of the Blue Light
{66107} Tablet of the Green Light
{66108} The password you entered was incorrect.
{66109} The new password and confirmation must match.
{66110} Please enter the violence setting password.
{66111} Marrok of the Hammer's catalog of weapon and armor modifications.

Here be the list of whats I need and whats you, the customer, get. I'll be wanting a goodly number of coins as well, depending on what I wants to charge you. Puts the items in the forge and talks to me, Marrok, with your gold in your pocket.

Armor and Axes:
Chromatic Breastplate: Requires a diamond and a suit of magical armor of total AC:6.

Scales of Truth: Requires special holy water and a suit of magical armor of total AC:5.

Leather Whitebone Armor: Requires gargoyle skull and a suit of magic armor of total AC:3.

Sentinel: Requires adamantite and a magic battleaxe.

Double Axe of the Tall Kin: Requires adamantite and a magic double axe.

Stonefire Great Axe: Requires adamantite and a magic great axe.

Ice Reaver Hand Axe: Requires dragon blood and a magic hand axe.

Maces and the like:
Gladiator Club: Requires ironwood and a magic club.

Ironwood Mace: Requires ironwood and a magic dire mace.

Reaver Heavy Flail: Requires dragon blood and a magic heavy flail.

Storm Light Hammer: Requires a diamond and a magic light hammer.

Foundation Light Flail: Requires ironwood and a magic light flail.

Mace of Disruption: Requires special holy water and a magic mace.

Drone Morning Star: Requires fairy dust and a magic morning star.

Rune Hammer: Requires adamantite and a magic war hammer.

Blades both Sharp and True:
Harbinger Kin Greatsword: Requires adamantite and a magic greatsword.

Sword Saint Katana: Requires adamantite and a magic katana.

Astral Blade Longsword: Requires a diamond and a magic longsword.

Namarra Rapier: Requires dragon blood and a magic rapier.

Desert Wind Scimitar: Requires adamantite and a magic scimitar.

Feyduster Short Sword: Requires Fairy Dust and a magic short sword.

Uthgardt Ceremonial Two-Bladed Sword: Requires ironwood and a magic two-bladed sword.

Rarer Fare:
Ravager Halberd: Requires dragon blood and a magic halberd.

Sea Reaver Scythe: Requires adamantite and a magic scythe.

Fey Spear: Requires fairy dust and a magic spear.

Golden Sickle: Requires special holy water and a magic sickle.
{66112} Recipes of the Forge
{66113} Arklem
{66114} Host Tower - Level 9
{66115} Giant Attacking Gorgotha
{66116} The gem is rejected.
{66117} Show reserved Blueprint ResRef namespace warning
{66118} This is a corpse, impaled on a spear. Judging from the warmth of the body, the victim died recently.
{66119} This stern warrior guards his ballista with his life.
{66120} 
{66121} The garb of this man shows him to be a member of Maugrim's cult; his eyes gleam with a fanatic light.
{66122} Fire Summoning Chamber
{66123} Summoning Pool
{66124} Help me!
{66125} Nax Trigger
{66126} This is one barkeeper who does not seem to welcome confidences; his appearance is stern and business-like.
{66127} 
{66128} Immunity: All
{66129} Immunity: Mind spells
{66130} Immunity: Poison
{66131} Immunity: Disease
{66132} Immunity: Fear
{66133} 
{66134} Immunity: Trap
{66135} Immunity: Paralysis
{66136} Immunity: Blindness
{66137} Immunity: Deafness
{66138} <CUSTOM0>  Player Name: <CUSTOM1>  Player ID: <CUSTOM2>  Character: <CUSTOM3> 
{66139} Immunity: Slow
{66140} Immunity: Entangle
{66141} Immunity: Silence
{66142} Immunity: Stun
{66143} Immunity: Sleep
{66144} Immunity: Charm
{66145} Immunity: Dominate
{66146} Immunity: Confuse
{66147} Immunity: Curse
{66148} Immunity: Dazed
{66149} Immunity: Ability decrease
{66150} Immunity: Attack decrease
{66151} Immunity: Damage decrease
{66152} The markings on this man's arms show him to be a member of the Uthgardt Golden Eagle tribe.
{66153} Immunity: Damage immunity decrease
{66154} Immunity: AC decrease
{66155} Character applied invalid number of skillpoints.
{66156} Immunity: Movement speed decrease
{66157} Immunity: Saving throw decrease
{66158} Immunity: Spell resistance decrease
{66159} Immunity: Skill decrease
{66160} Immunity: Knockdown
{66161} Immunity: Negative level
{66162} Immunity: Sneak attack
{66163} Immunity: Critical hit
{66164} Immunity: Death Magic
{66165} Character has invalid skill ranks.
{66166} Character race is a non player race.
{66167} Character class is non player class.
{66168} Invalid character - player login refused.
{66169} 
{66170} This elf looks gaunt and desperate; it seems as if he has been a captive far too long.
{66171} Remember Password
{66172} Magic Sparkle Waypoint
{66173} Klauth Chest Waypoint
{66174} 
{66175} Character does not meet ability requirements for feat.
{66176} Character does not meet minimum spell level requirement for feat.
{66177} Select Ability to Increase by 1
{66178} This key was taken from the fallen body of one of Morag's battle priests.
{66179} 
{66180} 
{66181} 
{66182} Character does not have prerequisite feats required for feat.
{66183} Character does not have prerequisite skill required for feat.
{66184} 
{66185} The blade of this dagger, shaped like a flame, is cold to the touch, yet the hilt, looking like a skeleton, feels warm. While it isn't much of a weapon, it obviously has a symbolic or ceremonial purpose.
{66186} 
{66187} 
{66188} 
{66189} 
{66190} Targeting Feedback:
{66191} Never
{66192} Only When Paused
{66193} Always
{66194} Full
{66195} Special
{66196} Wands cannot be equipped to any of your inventory slots. You may assign a wand to your quickslots.

{66197} Rods cannot be equipped to any of your inventory slots. You may assign a rod to your quickslots.

{66198} Alignment Title: 
{66199} 
{66200} 
{66201} The note reads, "I have paid you well for your services. You must help bolster the defences of this cave complex. My orc warriors will probably be unable to stop the elite warriors of Neverwinter." The note is signed by King Obould. 
{66202} This is what happens to any orc who trespasses in the drow quarters.
{66203} 
{66204} 
{66205} 
{66206} 
{66207} 
{66208} 
{66209} 
{66210} This is a key to a chest watched over by the Briley
{66211} Briley's Key
{66212} A young dwarven follower of Tyr is guarding a small tomb in the east of the Peninsula district. He will only speak to those sent by Oleff to find the tombs of Never.
{66213} 
{66214} 
{66215} 
{66216} 
{66217} 
{66218} 
{66219} Choose an option below. Respawning will incur a penalty of 50 XP per level of your character and the loss of 10% of your gold.
{66220} 
{66221} Barter cancelled
{66222} Character has too many feats.
{66223} Uthgardt Command Post
{66224} Loading Module...
{66225} Loading Area...
{66226} The terrain and game object palettes contain all kinds of interesting things like creatures and items, which you can place in your area.
{66227} 
{66228} 
{66229} 
{66230} 
{66231} Reflex Saving Throw Increased
{66232} Fortitude Saving Throw Increased
{66233} Will Saving Throw Increased
{66234} You cannot rest while there are enemies nearby.
{66235} Loading
{66236} Saving
{66237} 
{66238} 
{66239} 
{66240} 
{66241} The magic of the Creator Race compels me to destroy you!
{66242} 
{66243} 
{66244} 
{66245} You cannot perform that action on a friendly target due to PvP settings
{66246} You cannot activate that mode with your currently equipped weapon(s)
{66247} You have multiple items equipped or spell effects active that give a Natural AC bonus and the effects will not stack.
{66248} You have multiple items equipped or spell effects active that give an Armor AC bonus and the effects will not stack.
{66249} You have multiple items equipped or spell effects active that give a Shield AC bonus and the effects will not stack.
{66250} You have multiple items equipped or spell effects active that give a Deflection AC bonus and the effects will not stack.
{66251} 
{66252} Yuan-ti Encounter
{66253} You must have at least one gender selected
{66254} Your CD Key is unauthorized.
{66255} You need to have at least a "@" and a "." in your email.
{66256} Player Name needs to be entered.
{66257} Password needs to be entered.
{66258} Pawn
{66259} 
{66260} 
{66261} 
{66262} 
{66263} 
{66264} 
{66265} 
{66266} 
{66267} 
{66268} 
{66269} 
{66270} 
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{66383} 
{66384} 
{66385} 
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{66387} 
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{66398} 
{66399} 
{66400} 
{66401} 
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{66410} 
{66411} 
{66412} 
{66413} 
{66414} 
{66415} 
{66416} 
{66417} 
{66418} 
{66419} 
{66420} 
{66421} Take what?
{66422} Take gold
{66423} Take XP
{66424} Take item (by Tag)
{66425} Remove some gold from the player
{66426} Remove some xp from the player
{66427} 
{66428} The Great Tree
{66429} 
{66430} 
{66431} 
{66432} 
{66433} 
{66434} 
{66435} 
{66436} 
{66437} 
{66438} 
{66439} 
{66440} 
{66441} 
{66442} 
{66443} 
{66444} 
{66445} 
{66446} 
{66447} 
{66448} 
{66449} 
{66450} 
{66451} 
{66452} 
{66453} 
{66454} 
{66455} 
{66456} 
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{66458} 
{66459} 
{66460} 
{66461} 
{66462} 
{66463} 
{66464} 
{66465} 
{66466} 
{66467} 
{66468} 
{66469} 
{66470} 
{66471} 
{66472} 
{66473} 
{66474} 
{66475} 
{66476} 
{66477} Key to the Pits
{66478} This key unlocks the door that leads to "The Pits" of the Prison.
{66479} Peninsula: Prison Barracks
{66480} Use Random Loading Screen
{66481} To the value
{66482} 
{66483} Potion
{66484} Scroll
{66485} Take from the player
{66486} This document is a short summary of the basic plan of attack that the Luskan force is using during its assault on Neverwinter. Aribeth as war leader, is commanding the army from Maugrim's Sanctuary, an extra-planar domain created by Maugrim. Supposedly it can be reached via a portal located in a courtyard to the southeast. The final line reads, "Beware the Baalor, for he guards the entrance into Maugrim's Sanctuary and will kill all trespassers."
{66487} You are dead. Please load a saved game or exit.
{66488} Armor
{66489} Garment
{66490} Treasure
{66491} 
{66492} Body
{66493} Bones
{66494} Pouch
{66495} This is a large pedestal.
{66496} Script Tag
{66497} The file name is too long. The maximum allowed (including path) is %d.
{66498} Character does not meet level requirements for spell.
{66499} Character has invalid known spells.
{66500} Character can't know spells belonging to opposition school.
{66501} You are about to give this link a different condition than the original node it is linked to.
Any updates to the original will not be filtered down.
Proceed?
{66502} Greeting
{66503} Create New Account
{66504} Worship
{66505} Steal
{66506} Talk Normal
{66507} Talk Pleading
{66508} Talk Forceful
{66509} Talk Laughing
{66510} Victory 1
{66511} Victory 2
{66512} Victory 3
{66513} Look Far
{66514} Drink
{66515} Read
{66516} Finished spell check
{66517} Name already exists
{66518} Barun's catalog of weapon and armor modifications.

Toss the magical weapon and the component I require to improve it onto my forge and I'll give it a whack with my hammer.
You'll need to pay me first, of course.

Armor and Axes:
Chromatic Breastplate: Requires a diamond and a suit of magical armor of total AC:6.
Scales of Truth: Requires special holy water and a suit of magical armor of total AC:5.
Whitebone Armor: Requires gargoyle skull and a suit of magic armor of total AC:3.
Sentinel: Requires adamantite and a magic battleaxe.
Double Axe of the Tall Kin: Requires adamantite and a magic double axe.
Stonefire Great Axe: Requires adamantite and a magic great axe.
Ice Reaver Hand Axe: Requires dragon blood and a magic hand axe.

Maces and the like:
Gladiator Club: Requires ironwood and a magic club.
Ironwood Mace: Requires ironwood and a magic dire mace.
Reaver Heavy Flail: Requires dragon blood and a magic heavy flail.
Storm Light Hammer: Requires a diamond and a magic light hammer.
Foundation Light Flail: Requires ironwood and a magic light flail.
Mace of Disruption: Requires special holy water and a magic mace.
Drone Morning Star: Requires fairy dust and a magic morning star.
Rune Hammer: Requires adamantite and a magic war hammer.

Blades both Sharp and True:
Harbinger Kin Greatsword: Requires adamantite and a magic greatsword.
Sword Saint Katana: Requires adamantite and a magic katana.
Astral Blade Longsword: Requires a diamond and a magic longsword.
Namarra Rapier: Requires dragon blood and a magic rapier.
Desert Wind Scimitar: Requires adamantite and a magic scimitar.
Feyduster Short Sword: Requires Fairy Dust and a magic short sword.
Uthgardt Ceremonial Two-Bladed Sword: Requires ironwood and a magic two-bladed sword.

Rarer Fare:
Ravager Halberd: Requires dragon blood and a magic halberd.
Sea Reaver Scythe: Requires adamantite and a magic scythe.
Fey Spear: Requires fairy dust and a magic spear.
Golden Sickle: Requires special holy water and a magic sickle.
{66519} It appears as if Dydd has failed to solve the puzzle.
{66520} Setara's Room
{66521} 
{66522} 
{66523} 
{66524} 
{66525} 
{66526} 
{66527} 
{66528} These nondescript garments offer a varying level of general magic protection. 
{66529} The player needs to meet all of the restrictions
{66530} Any level
{66531} Specific level
{66532} The player needs to meet only one of the restrictions
{66533} Disease: Incubation Started
{66534} If you have not set up an account or would like to set up a new one press the 'Create New Account' button. If you are just logging in then enter your user name and your password in the fields provided. By checking the 'Remember Password' checkbox the game will remember your password the next time you run the game. It will always remember the last user name that logged in.
{66535} Disease: Ability Damage Applied
{66536} Disease: Ability Damage Resisted
{66537} Recovered From Disease
{66538} Enter a user name, email address, and password in the fields provided. You must confirm your password in order to ensure it is indeed what you believe it to be. Although the email address field is not necessary, if you don't enter one, you won't be able to to recover your password should you forget it. When logging into the Neverwinter master server and creating a new account, user names are unique. You will have to keep trying until you find one that is not used. If you want the game to remember your password for the next time you log in, check the 'Remember Password' checkbox.  You must be careful, however, not to leave this checked when playing on a public machine.
{66539} Cloak of Resistance +2
{66540} Cloak of Resistance +3
{66541} Cloak of Resistance +4
{66542} Cloak of Resistance +5
{66543} Cloak of Arachnida
{66544} This black garment, embroidered with a web-like pattern in silk, gives the wearer many of the abilities of a spider.  The cloak also grants immunity to entrapment by web spells or webs of any sort.

Cloaks of this type are common in the Underdark, and are almost standard raiment for drow priestesses.
{66545} Cloak of the Bat
{66546} Known only by his nickname, Stiletto the thief became renowned for his amazing skill at burglary. He claimed he could get in and out of the most secure, heavily guarded treasure rooms without ever getting caught. Once, on a dare, he snuck into Zhentil Keep and stole a ring from Fzoul's high chambers. Getting in seemed to be easy, but escaping turned out to be more difficult. When Stiletto found himself surrounded by multiple guards, the secret of his career was revealed.  Stiletto turned into a bat and flew out through a window.
{66547} Cloak of Displacement
{66548} Interwoven with strands of sinew from a displacer beast's tentacles, the fabric of a Cloak of Displacement distorts and warps light waves, much like the displacement spell, making it much harder for enemies to score a proper hit on the wearer.
{66549} Cloak of Greater Sanctuary
{66550} These silvery gray cloaks seem to absorb light rather than be illuminated by it.  On command, these cloaks make their wearer wraithlike in appearance.  

The gnome wizard Dimble Deagal confounded Lathander's clerics in Featherdale for years before his secret was finally revealed by a traveler skilled in the Art.  Dimble owned one of these cloaks and used it to scare the local farmers.  The Featherdarrans had mistaken the often insubstantial gnome for an actual ghost and roused the local exorcists who continually failed to turn the false specter.
{66551} Greater Mantle of Spell Resistance
{66552} This embroidered garment is worn over normal clothing or armor.  A favored defensive tool of powerful spellcasters, it grants the wearer significant resistance to all spells.
{66553} Vestments of Faith
{66554} These holy garments are most often a gift from Lathander to a favored disciple.  They are worn over normal clothing and grant a special protection to the person wearing it, helping to ease that faithful soul's physical suffering.
{66555} Laeral's Storm Armor
{66556} This well-crafted suit of full plate armor is made of a strange, nonmetallic material that does not conduct electricity. Lore has it that the substance is native to some other plane. 
{66557} Storm Armor of the Earth's Children
{66558} This well-crafted suit of full plate armor is sized for smaller humanoids, and is crafted of a strange nonmetallic substance that does not conduct electricity or heat. Lore has it that the substance comes from some other plane of existence.
{66559} Cape of the Fire Bath
{66560} Common among clerics and other powerful followers of Kossuth, these cloaks of resistance are brilliant red and embroidered with images of flames. The wearer can withstand both extremely hot weather and mystical fire damage.
{66561} Cape of Winter
{66562} These cloaks of resistance are commonly found among frost giants and other Auril-worshipping creatures in the frozen North. The cloak is white and trimmed with white fur.  

The wearer can withstand extremes of cold weather and magical cold damage as well.
{66563} Cloak of Blackflame
{66564} This cloak resembles a tangle of thick, black cobwebs when not worn, but smoothes into a woven black cloak of coarse threads when donned.  It protects its wearer from energy-draining attacks.

Such cloaks originated in the halls of Sorcere in the city of Menzoberranzan where they are used by drow necromancers to protect themselves from their own creations.  This cloak is an adaptation for use in the surface realm.
{66565} Hair Shirt of Ilmater
{66566} This heavy shirt is made of coarse brown horsehair, unpleasant to the touch.
{66567} This thick shirt of coarse brown horsehair constrains its wearer but provides additional protection from damage. In addition, the wearer can invoke cure serious wounds once per day.  

Generally made and worn by disciples of Ilmater, the wearers of these garments usually only use the shirt's curative powers to ease the suffering of others.
{66568} Manticore Spikes
{66569} Medusa Snakes
{66570} Magic Electrifier
{66571} Lich Lyrics
{66572} Prayer Bag
{66573} Transmogrifying Wand
{66574} Branch of Giving
{66575} Pseudodragon Hide
{66576} Pseudodragon Stinger
{66577} Shocker Lizard Bite
{66578} Shocker Lizard Properties
{66579} Stinger Hide
{66580} Stinger Tail
{66581} Battleaxe +4
{66582} Battleaxe +5
{66583} Greataxe +4
{66584} Greataxe +5
{66585} Handaxe +4
{66586} Handaxe +5
{66587} Club +4
{66588} Club +5
{66589} Heavy Flail +4
{66590} Heavy Flail +5
{66591} Light Flail +4
{66592} Light Flail +5
{66593} Light Hammer +4
{66594} Light Hammer +5
{66595} Warhammer +4
{66596} Warhammer +5
{66597} Mace +4
{66598} Mace +5
{66599} Morningstar +4
{66600} Morningstar +5
{66601} Longbow +4
{66602} Longbow +5
{66603} Composite Longbow +4
{66604} Composite Longbow +5
{66605} Shortbow +4
{66606} Shortbow +5
{66607} Composite Shortbow +4
{66608} Composite Shortbow +5
{66609} Sling +4
{66610} Sling +5
{66611} Heavy Crossbow +4
{66612} Heavy Crossbow +5
{66613} Light Crossbow +4
{66614} Light Crossbow +5
{66615} Double Axe +4
{66616} Double Axe +5
{66617} Dire Mace +4
{66618} Dire Mace +5
{66619} Quarterstaff +4
{66620} Quarterstaff +5
{66621} Two-Bladed Sword +4
{66622} Two-Bladed Sword +5
{66623} This rod has an aura of magic that produces a slight sensation of dizziness. It appears to be constructed somewhat haphazardly, of mismatched parts.  
{66624} The rod of wonder is a strange and unpredictable device whose effects are an odd mixture of beneficial, harmful, and useless. They are often the product of magical experiments in crafting gone awry. 
{66625} Halberd +4
{66626} Halberd +5
{66627} Scythe +4
{66628} Scythe +5
{66629} Spear +4
{66630} Spear +5
{66631} Kama +4
{66632} Kama +5
{66633} Kukri +4
{66634} Kukri +5
{66635} Sickle +4
{66636} Sickle +5
{66637} Bastard Sword +4
{66638} Bastard Sword +5
{66639} Dagger +4
{66640} Dagger +5
{66641} Greatsword +4
{66642} Greatsword +5
{66643} Katana +4
{66644} Katana +5
{66645} Longsword +4
{66646} Longsword +5
{66647} Rapier +4
{66648} Rapier +5
{66649} Scimitar +4
{66650} Scimitar +5
{66651} Short Sword +4
{66652} Short Sword +5
{66653} Throwing Axe +4
{66654} Throwing Axe +5
{66655} Dart +4
{66656} Dart +5
{66657} Shuriken +4
{66658} Shuriken +5
{66659} Wyrmling Hide, Black
{66660} Wyrmling Hide, Blue
{66661} Wyrmling Hide, Brass
{66662} Wyrmling Hide, Bronze
{66663} Wyrmling Hide, Copper
{66664} Wyrmling Hide, Gold
{66665} Wyrmling Hide, Green
{66666} Wyrmling Hide, Red
{66667} Wyrmling Hide, Silver
{66668} Wyrmling Hide, White
{66669} Harper Pin
{66670} The Harper Pin is commonly used to identify members of the secretive Harper's organization.
{66671} Isaac's Greater Missile Storm
{66672} Beggar Calls Men Outside
{66673} Chants Men Outside
{66674} Chants Women Outside
{66675} City Yells Men Outside
{66676} Customer Yells Outside
{66677} Merchant Calls Men Outside
{66678} Rock Crumbles Cave Large
{66679} Smithy Furnace 
{66680} Soldier Calls Men Outside
{66681} Waterfall Over Edge Medium
{66682} Waterfall Small
{66683} Door
{66684} NPC Interactive Placeable
{66685} NPC Altar
{66686} Bear Skin Rug
{66687} The skin of this once mighty animal has been turned into an attractive carpet.  It feels like it's looking at you.
{66688} Bed
{66689} A comfortable bed large enough to accommodate two medium-sized creatures.
{66690} Chair
{66691} This elegantly carved chair is both functional and beautiful to look at.
{66692} Vase
{66693} This oversized vase holds some local vegetation for decorative purposes.
{66694} Bookcase
{66695} This well-made bookcase holds many ancient tomes of quaint and curious lore.
{66696} Stuffed with tomes of all shapes and sizes, this bookcase stores a wealth of knowledge.
{66697} Rural Fence
{66698} A simple log fence, made from trees in the area.
{66699} 
{66700} 
{66701} 
{66702} 
{66703} 
{66704} 
{66705} A guard in the Peninsula held this key. He was guarding a door inside a house in the southeast of the district.
{66706} Player Pause Enabled
{66707} P vs. P Mode
{66708} Server Version
{66709} 
{66710} Click on the button to choose the default loading screen that appears when loading this Area.

Note that an Area Transition that links to this Area can specify a different loading screen that overrides the one specified here.
{66711} waiting...
{66712} Use default loading screen for Area
{66713} Druid Camp
{66714} 
{66715} 
{66716} 
{66717} Use Generic Appearance
{66718} You cannot equip armor during combat!
{66719} You cannot unequip armor during combat!
{66720} 
{66721} 
{66722} This mode allows only 3 distinct classes. Any others will be removed. Proceed?
{66723} Expansion Pack %d
{66724} 
{66725} The following expansion packs are required by this file but have not been installed:

%s
{66726} 
{66727} This restriction will have no effect. It will not be added.
{66728} You may not disable this mode. Characters with Keen Senses always receive the benefits of active search mode.
{66729} 
{66730} 
{66731} 
{66732} 
{66733} 
{66734} 
{66735} You cannot leave the party. This server has been set to "One Party Only."
{66736} You cannot remove anyone from the party. This server has been set to "One Party Only."
{66737} 
{66738} Empower
{66739} Extend
{66740} Maximize
{66741} Quicken
{66742} Silent
{66743} Still
{66744} Known
{66745} 
{66746} Remove items from the player's inventory
{66747} 
{66748} 
{66749} The bright, healthy green leaves and stems of this fern shift slighty in the breeze.
{66750} 
{66751} Shout
{66752} Whisper
{66753} Tell
{66754} Talk
{66755} Party
{66756} DM
{66757} 
{66758} Are you sure you want to boot <CUSTOM0>?

{66759} Are you sure you want to PERMANENTLY ban <CUSTOM0> from your server?
The only way to get them back is to modify your nwnplayer.ini file.

{66760} Destroy
{66761} Keep
{66762} Empowered
{66763} Extended
{66764} Maximized
{66765} Quickened
{66766} Silenced
{66767} Stilled
{66768} There was already an entry with the ID %d. The new node was given ID %d.
{66769} Only One Party
{66770} PAUSED
{66771} 
{66772} 
{66773} UNPAUSED
{66774} Accept
{66775} Reject
{66776} You have been invited by <CUSTOM0> to join a party.
{66777} Never show this again.
{66778} Bread
{66779} Tell Player
{66780} You cannot use this feat while armed.
{66781} 
{66782} Ring of Yusam
{66783} 
{66784} Error: Invalid Player Name or Password
{66785} Player Pausing
{66786} Easy
{66787} Server administrator connection refused.
{66788} Normal
{66789} Dungeon Master connection refused.
{66790} D&D Hardcore Rules
{66791} 
{66792} Very Difficult
{66793} No Player Death
{66794} 
{66795} 
{66796} This sarcophagus is deceptively plain, as great care was obviously taken in its construction. There is a short inscription, perfectly arranged and carved.

"Though the foundation is buried, always is it there. Build with promise and hope, never with regret."
Halueth Never
Father. Founder.
{66797} You have no uses remaining for this feat!
{66798} Moonwood: Slaad Cavern
{66799} 
{66800} 
{66801} Show invalid creature spell assignment warning
{66802} Moonwood: Caves
{66803} Fort Ilkard: Countryside
{66804} Fort Ilkard: Creator Race Ruins Garden
{66805} Fort Ilkard: Orc Lair
{66806} Moonwood: Orc Lair
{66807} North Road - Barn
{66808} Beorunna's Well: Temple of Tyr
{66809} Neverwinter Wood - Caves
{66810} South Road - Cave
{66811} North Road - Cave
{66812} Port Llast - House Level 1
{66813} Port Llast - House Level 2
{66814} Port Llast - House
{66815} Charwood - House
{66816} Peninsula: House
{66817} Docks: House
{66818} Beggar's Nest: House
{66819} 
{66820} Bloodstained Book
{66821} Summoning Tome
{66822} Beggar's Nest: Tomb
{66823} Docks: Tomb
{66824} Peninsula: Tomb
{66825} Docks: Arcane Laboratory
{66826} Beggar's Nest: Arcane Laboratory
{66827} Blacklake: Arcane Laboratory
{66828} City Core: House
{66829} Port Llast - Temple of Tyr
{66830} Blacklake: House
{66831} Peninsula: Sewers
{66832} Docks: Sewers
{66833} Good Temple 2
{66834} 
{66835} 
{66836} 
{66837} 
{66838} This item is too flimsy to be of any real use in combat. Obviously it is made for some other purpose related to Halueth Never.
{66839} Ceremonial Sword
{66840} Ceremonial Shield
{66841} Ceremonial Arrow
{66842} Ignore
{66843} Ignore Inviter
{66844} Reject Invitation
{66845} Accept Invitation
{66846} Dual-Wield
{66847} Type of Feat: Class
Prerequisite: Ranger level 1.
Specifics: Rangers, when wearing light armor, get all the benefits of having the ambidexterity and two-weapon fighting feats. While wearing medium or heavy armor they lose these benefits.
Use: Automatic.
{66848} More Actions
{66849} Equipping this armor has disabled your ranger abilities.
{66850} 
{66851} Milly's House
{66852} Party Leader
{66853} Treatise on Forgotten Heroes
{66854} This book is full of stories about the deeds of ancient heroes. A particular passage has been marked: The Mirialis Clan, led by the great warrior Maegal, braved near certain death to rid their lands of the Black Lich and his minions.
{66855} 
{66856} Laugh
{66857} Goodbye
{66858} Only the party leader may perform this action.
{66859} Threaten
{66860} Look Far
{66861} Bored
{66862} Drunk
{66863} Tired
{66864} Nod
{66865} Make this a magical item
{66866} Server response timed out.
You have been disconnected.
{66867} 
{66868} 
{66869} 
{66870} 
{66871} 
{66872} 
{66873} 
{66874} 
{66875} 
{66876} This wagon was likely built to transport merchant goods. Now it helps in the grim duty of disposing of the plague-dead.
{66877} 
{66878} Aribeth Theme 1
{66879} Aribeth Theme 2
{66880} Theme Aarin Gend
{66881} Theme Maugrim
{66882} Theme Morag
{66883} Generic Castle Interior
{66884} The smell of this warm loaf makes your mouth water.  Is it rye?  Pumpernickel?  Who can tell?
{66885} A large, solid piece of granite juts out from the ground.
{66886} 
{66887} 
{66888} A sad pile of humanoid bones lay on the ground.
{66889} Ruined Tower
{66890} 
{66891} Invitation failed: <CUSTOM0> is already in a party.
{66892} 
{66893} The selected file type is not supported.
{66894} Invalid File Type
{66895} Error: Invalid TileSet
{66896} Please choose a TileSet to use with this area.
{66897} This area is in an old file format.
Please ensure that the Area Name, ResRef, and Tag have correct values
{66898} An area with the same ResRef already exists.
Please choose a different ResRef.
{66899} A Tag may only contain alphanumeric characters or underscores
{66900} Old File Format
{66901} The area name is blank.
Please enter a name.
{66902} You have just chosen a new ambient sound bed for the area.
This will automatically create new default sound objects in the area.
Normally, it will also delete any exising sound objects that were automatically created.

However, the area contains automatically generated sound objects that you have modified.
Do you wish to keep the sound objects that you modified?
{66903} Broken Chair
{66904} Icon (*.ico)|*.ico|Bitmap (*.bmp)|*.bmp
{66905} Please select a target for the area transition.
{66906} 
{66907} 
{66908} The CURRENT object has not been given a tag.
Its tag still has its original value.
Are you sure you wish to continue creating this area transition?

If you are unsure, then click No, click Cancel, assign a unique Tag to the current object and try creating the area transition again.
{66909} The TARGET object has not been given a tag.
Its tag still has its original value.
Are you sure you wish to continue creating this area transition?

If you are unsure, then click No and click Cancel until you are back in the area viewer.
Find the target object and give it a unique Tag, then try creating the area transition again.
{66910} There is no current object to link to or from
{66911} The object '%s' already links to object '%s'.
If you continue creating this area transition, the original link will be overwritten.


{66912} The object '%s' already has an OnClick script '%s' assigned to it.
If you continue creating this area transition, a different script will be assigned to it.


{66913} A sticky yellow substance coats the head of the missile. It is said missiles such as these sap the strength from the muscles of those struck by it.
{66914} Mild Poison Arrow
{66915} Mild Poison Bolt
{66916} Teleport
{66917} Teleport Without Error
{66918} Flagging Trap...
{66919} Recovering Trap...
{66920} Poison Arrow
{66921} Disarming Trap...
{66922} Poison Bolt
{66923} Examining Trap...
{66924} Setting Trap...
{66925} Resting...
{66926} Unlocking...
{66927} The eyes of a Curst show pain and madness. Such creatures suffer powerful magical curses that bind them to undeath. They know peace only when destroyed.
{66928} Locking...
{66929} A small chest for storing valuables.
{66930} A small pile of baubles of indeterminate value.
{66931} The grizzly is a much larger and even more territorial variant of the brown bear. They can be exceptionally dangerous when challenged or threatened.
{66932} Leopards are large, territorial spotted cats. They are very successful hunters, moving silently trough the vegetation to attack their prey at close quarters.
{66933} 
{66934} Stop
{66935} Click the Stop button to stop playing the current sound, if any.
{66936} Play the selected wave file
{66937} 
{66938} 
{66939} 
{66940} 
{66941} 
{66942} 
{66943} 
{66944} 
{66945} 
{66946} Poisoned: Initial Ability Damage Applied
{66947} Poison: Secondary Ability Damage Applied
{66948} 
{66949} 
{66950} 
{66951} 
{66952} 
{66953} 
{66954} 
{66955} 
{66956} Young Mephit
{66957} Men Whisper Inside
{66958} Women Whisper Inside
{66959} People Whisper Inside
{66960} Small Group Talks Inside
{66961} Medium Group Talks Inside
{66962} Large Group Talks Inside
{66963} Commoner Tavern Talk
{66964} Noble Tavern Talk
{66965} City Slums Day Crowded
{66966} City Slums Day Sparse
{66967} City Slums Night
{66968} City Day Crowded
{66969} City Day Sparse
{66970} City Night
{66971} City Market
{66972} City Temple District
{66973} Town Day Crowded
{66974} Town Day Sparse
{66975} Town Night
{66976} Bordello Women
{66977} Bordello Men and Women
{66978} Riot Outside
{66979} Riot Muffled
{66980} Combat Outside 1
{66981} Combat Outside 2
{66982} Combat Muffled 1
{66983} Combat Muffled 2
{66984} Dungeon Lava Lake
{66985} Sewer Sludge Lake
{66986} Wind Soft
{66987} Wind Medium
{66988} Wind Strong
{66989} Wind Forest
{66990} Wind Chasm
{66991} Wind Cavern
{66992} Wind Grass
{66993} Wind Draft
{66994} Rain Light
{66995} Rain Hard
{66996} Rainstorm Small
{66997} Rainstorm Big
{66998} Cave Insects 1
{66999} Cave Insects 2
{67000} Interior Insects 1
{67001} Interior Insects 2
{67002} Lizardfolk Cave Crystals
{67003} Sewers 1
{67004} Sewers 2
{67005} Forest Day 1
{67006} 
{67007} Forest Day 2
{67008} Forest Day 3
{67009} Forest Day Scary
{67010} Forest Night 1
{67011} Forest Night 2
{67012} Forest Night Scary
{67013} Forest Magical
{67014} Evil Dungeon Small
{67015} Evil Dungeon Medium
{67016} Cave Small
{67017} Cave Medium
{67018} Cave Large
{67019} Evil Dungeon Large
{67020} Mine Small
{67021} Mine Medium
{67022} Mine Large
{67023} Castle Interior Small
{67024} Castle Interior Medium
{67025} Castle Interior Large
{67026} Crypt Small
{67027} Crypt Medium 1
{67028} Crypt Medium 2
{67029} House Interior 1
{67030} House Interior 2
{67031} House Interior 3
{67032} Kitchen Interior Small
{67033} Kitchen Interior Large
{67034} Haunted Interior 1
{67035} Haunted Interior 2
{67036} Haunted Interior 3
{67037} Blacksmith Shop
{67038} Magical Interior Small
{67039} Magical Interior Medium
{67040} Magical Interior Large
{67041} Magical Interior Evil
{67042} Magical Interior Firelab
{67043} Magical Interior Earthlab
{67044} Magical Interior Airlab
{67045} Magical Interior Waterlab
{67046} Pit Cries
{67047} Current Trigger not found.
{67048} Target Trigger not found.
{67049} Waypoint not found.
{67050} This action requires that the current area be saved.
Do you wish to continue?
{67051} Unable to create an area transition.
A module start location was not detected.
{67052} Do you wish to continue?
{67053} Saving the game while in conversation will not break a plot, but is considered the same as escaping from conversation. Some NPCs will be angered at this.
{67054} Your henchman might give you items; do not drop or sell them! You may need them later.
{67055} Magic Bags are extremely useful items that will allow a character to carry more weight than they could otherwise.
{67056} Enter what the player says next:
{67057} Enter what the NPC says next:
{67058} Enter the NPC greeting:
{67059} Create your own Neverwinter Nights modules using the Aurora Neverwinter Nights Toolset!
{67060} What would you like to do?
{67061} Create a new Module
{67062} Open an existing Module
{67063} Start normally
{67064} Show this screen at startup
{67065} Welcome!
{67066} 
{67067} Appearance
{67068} Assign Palette Category
{67069} Choose the palette category that this new blueprint should appear under
{67070} Please enter a name for the new blueprint
{67071} Duplicate resref detected
{67072} Name
{67073} You must first specify a valid portrait before saving.
{67074} Someone or something has knocked this chair over.
{67075} The model for the specified appearance was not available.
{67076} The model for the specified appearance was not available. Using default model instead.
{67077} Casting Level
{67078} Prepared
{67079} Please enter a Name of 32 characters or less or enter a Tag.
{67080} Uses
{67081} Assigned
{67082} This spell cannot be memorized by this NPC because it is of too high a level.
{67083} You must first specify a category for this blueprint to appear under in the palette.
{67084} Wave List
{67085} The supplied Blueprint ResRef contains invalid characters.
Would you like to automatically generate a valid one?
{67086} Someone or something has knocked this chair over, breaking it.
{67087} The supplied Blueprint ResRef is empty.
{67088} The appearance for this creature must have at least one part\nthat has geometry. Please return to the Appearance tab\nand select some new parts.
{67089} This creature has already had this Template applied to it.
{67090} The supplied Blueprint ResRef contains invalid characters.\nWould you like to automatically generate a valid one?
{67091} This class cannot cast spells.
{67092} An art resource could not be located.
{67093} This creature has spells assigned to it that are too high for its current %s level. Do you wish to proceed?
{67094} This creature's %s class has been assigned spells that it cannot use because its %s is too low. Do you wish to proceed?
{67095} This creature's %s class can have a maximum of %d level %d spells, but has been assigned %d spells. Do you wish to proceed?
{67096} This item has reached its maximum number of properties (%d).
{67097} Checking For Missing Resources
{67098} This item has exceeded its maximum number of properties (%d).
{67099} Checking for Missing Resources In Conversations
{67100} Checking for Missing Resources In Blueprints (Type: %s)
{67101} Calculating Challenge Rating for Creature Blueprints
{67102} Calculating Cost for Item Blueprints
{67103} Updating Creature lists in Encounter Blueprints
{67104} %s '%s.%s' is missing resource %s.%s
{67105} This item does not have the required minimum number of properties (%d). Note that only one light property will count towards to total number of properties on this item.
{67106} Area '%s': %s %d: missing resource %s.%s
{67107} Processing Areas
{67108} Compiling Scripts
{67109} Checking for Unused Resources
{67110} Compiling
{67111} This item has exceeded its maximum number of Cast Spell properties (%d).
{67112} No errors found
{67113} Building Module...
{67114} Finished Building Module
{67115} Module needs at least one area
{67116} Module needs a starting position
{67117} The selected model does not exist. Please choose another one.
{67118} This item has exceeded its maximum number of Light properties (%d).
{67119} A creature with this name already exists.\nThe first 16 characters have to be unique.\nPlease choose a different name.
{67120} Launch Properties Dialog
{67121} Choose the Trigger Type.
{67122} No suitable parts were found for this item type. Aborting Blueprint creation.
{67123} One or more event scripts do not exist. Please check the events.
{67124} Unclickable (No Cursor)
{67125} Modified
{67126} Please enter a name
{67127} Please enter a Template name.
{67128} Copying from unopened area not supported yet!
{67129} %d kB
{67130} Invalid Action
{67131} Edit String
{67132} Unique
{67133} 
{67134} Single Shot
{67135} Please add at least one creature to the creature list
{67136} You may not delete a standard Blueprint
{67137} String Ref
{67138} Are you sure you wish to delete this Blueprint?
{67139} Deleting this Item will also remove references to it from all Creature, Placeable Object, and Store Blueprints in the Module.
Do you wish to continue?
{67140} PC
{67141} Hostile
{67142} Deleting this Creature will also remove references to it from all Encounter Blueprints and Instances in the Module.
Do you wish to continue?
{67143} You must add at least one wave file to the sound list.
{67144} Defender
{67145} This faction is permanent and cannot be removed
{67146} Loading palette
{67147} Loading palette names
{67148} Loading standard palette
{67149} Loading custom palette
{67150} Loading custom creature palette
{67151} Loading custom item palette
{67152} Loading custom encounter palette
{67153} Loading custom door palette
{67154} Loading custom placeable palette
{67155} Loading custom trigger palette
{67156} Loading custom waypoint palette
{67157} Loading custom merchant palette
{67158} Loading custom sound palette
{67159} Timing
{67160} Choose how you want the Sound Object to play.
{67161} One wave that seamlessly repeats over and over again with no breaks
{67162} Single-shot(s)
{67163} This will cause all instances\nto revert their assignable properties\nback to the template default, and re-resolve\nany random parameters again.
{67164} One or more waves that are played separately with a random delay between each
{67165} This ResRef is already being used. Please choose a different one.
{67166} Select the Wave files that this Sound Object will play
{67167} One or more assignable properties on this item\nhas random parameters still assigned to it.
{67168} This item has reached its maximum number of properties (%d)
{67169} This item has exceeded its maximim\nnumber of properties (%d)
{67170} This item does not have the required\nminimum number of properties (%d). Note that only one light\nproperty will count towards the number of available\nproperties on this item.
{67171} [*NOT USED*] 
{67172} This item has exceeded its maximum\nnumber of Cast Spell properties (%d)
{67173} This item has exceeded its maximum\nnumber of Light properties (%d)
{67174} Choose where you would like this Sound Object to play from.
{67175} Area-wide
{67176} Play everywhere in the Area, coming from no particular direction.
{67177} Always play from exactly the same position.
{67178} Randomly play from various positions near the point where the Sound Object was placed.
{67179} Select instances to update
{67180} Normal Text
{67181} Normal Background
{67182} Selected Text
{67183} Selected Background
{67184} Comment
{67185} Area: %s
The following are the names and tags of the instances that were derived from this Palette Object. Select the instances that you wish to update. Deselect the instances that you do not wish to update.
{67186} Directive
{67187} Identifier
{67188} Keyword
{67189} Do you wish to update all instances in all areas of this module, or just in the current area?
Answer YES to update ALL areas.
Answer NO to update in ONLY this area.
Click CANCEL to not update anything.
{67190} Number
{67191} Do you wish to update all items, even those inside a container (creature, placeable object, store)?
Answering YES will update items inside containers.
Answering NO will only update items that you can actually see in the area.
{67192} String
{67193} Error
{67194} Do you wish to see a list of instances that would be affected in each area?
Answering YES will show a list of instance names and tags for each area that you have chosen to update, allowing you to select and deselect instances for update.
Answering NO will automatically update every instance without asking for confirmation.
Click CANCEL if you wish to cancel the entire update operation.
{67195} Margin
{67196} Finished updating instances from blueprints
{67197} Finished updating instances from blueprints in area '%s'
{67198} Update complete
{67199} // Comment
#include "HeaderFile"

int  Number  = 100;
string Sentence = "Hello, world.";
!@# SyntaxError $%^
{67200} %d resource(s)
{67201} Are you sure you want to delete these resources?
{67202} This container is full and cannot accomodate the selected item.
{67203} The Blueprint %s.%s was not found and will not be loaded into the inventory of %s.%s.

{67204} Wave sounds
{67205} MP3 Audio File
{67206} NWScript Source
{67207} Area File
{67208} Conversation File
{67209} Blueprint for Doors
{67210} Blueprint for Creatures
{67211} Blueprint for Encounters
{67212} Blueprint for Items
{67213} Blueprint for Market/Merchants (Stores)
{67214} Blueprint for Placeables
{67215} Blueprint for Sounds
{67216} Blueprint for Triggers
{67217} Blueprint for Waypoints
{67218} Sound Set Files
{67219} BINK Movie File
{67220} Resource '%s' not found. Creating new script.
{67221} The file '%s' has a name that is longer than %d characters.
Please choose another name.
{67222} The script could not be saved. Check that you have permission to write to the file.
{67223} The script could not be found after saving it.
Please ensure that you have sufficient disk space and that you saved it to a valid directory.
{67224} Script names must be at least 1 character long
{67225} %s: Error. '%s' did not compile.
Internal Error: empty compiler log
{67226} %s: Error. '%s' did not compile.
{67227} %s: 0 Errors. '%s' compiled successfully
{67228} Circular file dependency detected:
File %s includes itself.
Reverse heirarchy of files included from current file:


{67229} #include directive ignored
{67230} Circular file dependency detected.
This script will not compile.
See Help tab for more information.
{67231} Script resource %s not found.
{67232} '%s' was not found
{67233} Search String Not Found
{67234} beginning
{67235} end
{67236} '%s' not found. Search again from %s?
{67237} Replace this instance of
'%s' with '%s'?
{67238} Save changes to %s?
{67239} %d: Line %d: %s
{67240} 
{67241} Dwarven Urgrosh
{67242} Gnome Hooked Hammer
{67243} There was no "void main()" function in the script.
Would you like to compile the script as a conditional script instead?
{67244} Siangham
{67245} Ranseur
{67246} There was no "int StartingConditional()" function in the script.
Would you like to compile the script as a normal script instead?
{67247} Guisarme
{67248} Glaive
{67249} Falchion
{67250} After you modify a Script, you must compile it for it to run correctly.
This script will now be automatically compiled.
If you need to turn off automatic compilation, you can do so via the Options dialog.
This message will not be displayed again.
{67251} Trident
{67252} Heavy Pick
{67253} Compilation Notice
{67254} Lance
{67255} A file with this name is already being edited. Please choose a different name.
{67256} Light Pick
{67257} A Module must have a name
{67258} You are about to change the list of Hak Files used by this module.
Doing this carries the risk of causing the Game and/or Toolset to behave incorrectly or crash. If you continue with this operation, the currently open area will be saved and closed, and your module will undergo a full build in order to update its data and find certain errors. Note that a build will not catch all errors, however. Depending on the size of your module and the speed of your computer, a build can take several seconds or over half an hour.

Are you sure you wish to continue?
{67259} This module requires a Hak File named '%s', but the file was not found.
{67260} Select the folder that contains your script templates
{67261} Preview Text
{67262} 
{67263} Opened 1
{67264} Opened 2
{67265} Robes of the Old Order
{67266} Robes of the Dark Moon
{67267} Whatever the motives of the Monks of the Old Order might be, no one doubts that they are keenly, defensively minded. Rumor has it that the masters of the order attain ranks by being able to survive a beating by an Ogre, without ever raising a hand in defense. True or not, these robes, produced by the order to fund monasteries, are the trade mark of any monk who would survive in the frontlines of combat, against an enemy clad in armor.
{67268} When she was a young student in the monastery of the Dark Moon monks, Beyl Van Yoren's teachers would constantly urge her to move faster and faster. They were finally appeased, when she suddenly began to be able to hit them four shots for every one of theirs. Despite her speed, Beyl found she had trouble concentrating on lessons, usually because she was moving so much faster than everyone else, that she would often grow bored and restless. Eventually she gave up the robes and the monastery to go and live with the wizard, whom she had traded 'personal favors' with for months, to earn the robes.
{67269} 
{67270} Improved Robes of the Old Order
{67271} There was insufficient hard disk space to perform this operation.
{67272} 
{67273} Wizard's Table
{67274} Never warn again
{67275} Creature (ResRef %s) was not found in Encounter '%s' (ResRef %s) so it will not be loaded.
{67276} Some objects were deleted as a result of this operation.
You may recover these objects by undoing the previous action.
{67277} You have specified a file with an extension of '%s' but the normal extension for this type of resource is '%s'.
Are you sure you wish to continue?
{67278} The selected file has no extension and so its type could not be determined.
Please rename it or choose a different file.
{67279} The selected file has an unrecognized extension and so its type could not be determined.
Please rename it or choose a different file.
{67280} The selected file has no name. Please rename it or choose a different file.
{67281} blue
{67282} red
{67283} Module resources can have up to 16 characters in their names. The file selected has a name longer than 16 characters.
Please rename it or choose a different file.
{67284} green
{67285} yellow
{67286} The filename of a module resource cannot contain more than one '.' character and it cannot contain any of the following characters: 
\\ / : * ? \" < > |
Please rename the file or choose a different one.
{67287} There are no resources to export, so the export operation has been canceled.
{67288} Finished exporting resources
{67289} Export complete
{67290} Finding resource dependencies
{67291} Unable to open file: %s
{67292} Invalid terrain, %s
{67293} Invalid crosser, %s
{67294} File
{67295} Display
{67296} Selection Mode
{67297} Object Filters
{67298} Someone or something has destroyed this chair completely.
{67299} Blank Parameter
{67300} Close
{67301} Do you wish to close %s and lose your changes?
{67302} New
{67303} Create a new Module
{67304} You are using an old tileset. Please convert it to the new format.
{67305} Old TileSet Detected
{67306} Failed to create logs folder. Cannot compile.
{67307} Open
{67308} Go to Start Location
{67309} Wizards
{67310} Options
{67311} The Blueprint ResRef conflicts with a reserved namespace (nw_ or plc_ or x[#]). While this is valid, it is not recommended as future updates or expansions may use the same Blueprint ResRef. 
Do you wish to proceed?
{67312} Blueprints must be edited from the palette.
{67313} -
{67314} There was not enough room in the inventory. Please delete some objects to make more room
{67315} Module Contents
{67316} Message Log
{67317} This creature is either too large or too small to handle this item
{67318} Toolbar
{67319} Full Screen
{67320} You cannot directly swap an item from one hand to another hand. Please move it to the backpack first, and then to the desired hand.
{67321} You cannot edit this item since it is already loaded in the Item Properties dialog.
{67322} Visual Camera Controls
{67323} Verify Area
{67324} Show Preview Window
{67325} Placeable Properties
{67326} Select Terrain
{67327} Select Objects
{67328} Invalid trigger geometry. The shape was too complex.
{67329} Delete the OnClick script (%s) for this Area Transition?
{67330} 
{67331} Mouse(x:%d y:%d) Grid(row:%d col:%d) Tile(%s)
{67332} Build
{67333} Tools
{67334} Open TileSet File
{67335} Tileset Files (*.SET)|*.SET
{67336} View
{67337} This tile painting operation will delete one or more Doors or Sounds that you have edited. Do you wish to continue?
{67338} Environment
{67339} This tile painting operation will delete one or more Doors that you have edited. Do you wish to continue?
{67340} Play Ambient Sound
{67341} This tile painting operation will delete one or more Sounds that you have edited. Do you wish to continue?
{67342} Random Item Generators can only be placed\ninside containers.
{67343} This object's properties are identical to their original values, so there is no need to copy this object to the palette.
{67344} Play Ambient Music
{67345} Play Placed Sounds
{67346} Help
{67347} This object contains %d modified inventory items that would also need to be added to the palette.
If you add the selected object to the palette you will have to add its modified inventory items as well.
There is no way to cancel this operation if you start.
Do you wish to continue?
{67348} Exit
{67349} Redo
{67350} You cannot delete the start location because every module requires one. You may move it to another location or simply place a new one elsewhere.
{67351} Neverwinter Nights 2 Website
{67352} Toolbars
{67353} Interface Panels
{67354} Show Creatures
{67355} Show Doors
{67356} Show Encounters
{67357} Show Items
{67358} Show Merchants
{67359} Show Sounds
{67360} Show Placeables
{67361} Show Triggers
{67362} Show Waypoints
{67363} Show Start Location
{67364} This type of object (natural creature equipment) cannot be placed in the area. These items can only be placed in a creature's inventory.
{67365} Refresh
{67366} Display Grid
{67367} Display Shadows
{67368} Could not save the list of objects in the area.  Please check that the .GIT and .GIC files in %s are not read-only and that you have enough disk space.
{67369} Fog
{67370} Use Area Lighting
{67371} Fade Geometry
{67372} Never
{67373} Object Mode Only
{67374} Always
{67375} This area contains %d creature(s) located in invalid locations.
Area was NOT saved!!
{67376} There were %d creature(s) located in invalid locations.
{67377} Reorient Camera
{67378} There were %d object(s) that rest on non-accessible parts of tiles.
{67379} The module start location in this area is placed in an invalid location. Please reposition it.
{67380} &New
{67381} Blueprint created from instance and added to the palette
{67382} Blueprint Created
{67383} The area %s was successfully saved
{67384} Show All
{67385} There were objects that have been automatically\nremoved due to the resize operation.
{67386} Show None
{67387} Area verified successfully.
{67388} You cannot raise this corner anymore.
{67389} Focus on Object
{67390} &View Area
{67391} Create Copy
{67392} Refresh Area
{67393} Export Area
{67394} Module '%s' saved
{67395} Would you like to save your changes to the module?
{67396} This area has been modified. Keep changes?
{67397} The starting location is located in a different area. 
Do you wish to load that area?
{67398} The file %s is already in use and locked.
{67399} The file %s can only be opened in read only mode.
Do you wish to continue opening it?
WARNING: If you say Yes, then you will have to remove write protection from the file or save it under a different name.
{67400} A module must have at least one area to be valid.
{67401} A module must have a starting location to be valid.
{67402} Warning! This will permanently remove the area from the module. 
Do you wish to Continue?
{67403} The ResRef will be defaulted to the filename
{67404} Could not create new area
{67405} The specified file could not be found.
{67406} Someone or something has knocked this chair over, damaging it in the process.
{67407} Are you sure you wish to delete this blueprint?
{67408} Could not open module.
{67409} Could not open module.
Reason: invalid header.
It is possible that this is not a module file or that the file is corrupted.
{67410} Could not create temporary working directory.
Please check that you have no files open in the Module temp directories.
{67411} Could not write one or more files to the temporary working directory.
Please check that you have sufficient disk space.
It is also possible that the module file is corrupted and contains incorrect information about the files that it contains.
{67412} You must save the current area first before exporting it.
Do you wish to continue?
{67413} The selected area has the same filename as the currently open area.
To import the selected area, you must first close the currently open area.
{67414} Could not save one or more custom palettes.
Please check that the .ITP files in %s are not read-only and that you have enough disk space.
{67415} The module contains a blank name.
{67416} There was an error while packing files into the module.
{67417} There was an error writing module information to disk
{67418} There was an error while saving the module.
{67419} Cannot paste contents of the clipboard because the current tileset differs from the clipboard source.
{67420} Would you like to remove all references to this Script from the Conversations, Instances, and Blueprints in this Module?
{67421} Would you like to remove all references to this Conversation from the Instances and Blueprints in this Module?
{67422} Warning: this module uses one or more Hak Files.
It is possible that this can cause unexpected or incorrect behaviour in the Game and/or Toolset.
Do you wish to continue opening this module?
{67423} 
{67424} Registry key %s not found.
{67425} The selected object has already been removed from this area.
{67426} UNASSIGNED
{67427} CATEGORY NOT FOUND
{67428} Current Day:%d/%d/%d %s
{67429} Leather %d
{67430} Cloth %d
{67431} Metal %d
{67432} Hair
{67433} Tattoo %d
{67434} Advanced Video Options
{67435} Elsewhere
{67436} Luskan - Abandoned House
{67437} Insufficient disk space
{67438} Always
{67439} 
{67440} Error: You do not have permission to create a new account. Please visit nwn.bioware.com
{67441} To:
{67442} Min Level
{67443} Any
{67444} Patsy
{67445} All
{67446} Item Level Restrictions
{67447} Ban Name
{67448} Mouse Wheel Sensitivity
{67449} Camera Turn Speed
{67450} Enable Shiny Water
{67451} Never
{67452} Auto
{67453} Always
{67454} Shadow Casting Lights
{67455} Environment Effects
{67456} Tool Tip Delay
{67457} Dire Hell Hound
{67458} SERVER
{67459} Docks
{67460} Robes of the Shining Hand +1
{67461} Robes of the Shining Hand +2
{67462} Robes of the Shining Hand +3
{67463} Robes of the Shining Hand +4
{67464} Robes of the Shining Hand +5
{67465} The Shining Hand Monastery in Vaasa has made an impressive reputation, and a small fortune, designing these robes. Demand has spread across many nations, such that different variations on the similar robes keep the monks hard at work. The robes increase a monk's senses to such a degree that she can focus on her opponent and move her body to absorb blows. One drawback to these robes is that they make the wearer supersensitive to noise. Even in the quiet rooms of the monastery the wearer would have a hard time distinguishing between the snoring of a brother down the hall and the scuttling of a rat under his bed.
{67466} Boots of the Sun Soul +1
{67467} Boots of the Sun Soul +2
{67468} Boots of the Sun Soul +3
{67469} Boots of the Sun Soul +4
{67470} The server is going down in <CUSTOM 0> seconds.
{67471} Boots of the Sun Soul +5
{67472} The original version of these boots were said to be worn by the wise wanderer, Teki Jin, of Kara-Tur. As he traveled and grew in strength, Teki was joined by students who would follow in his path. When a student left to travel their own path, Teki would pass his old boots to his student, to remind them that every path under the sun should be walked in the wisdom of the past. After his death, many copies of his boots would show up in stores, each supposedly handed down from Teki to a student. Even if these copies are nothing more than clever forgeries, they do seem to assist the wearer in avoiding enemy attacks.
{67473} 
{67474} Gloves of the Hin Fist +1
{67475} Founded by a sect of isolationist halflings, the Monastic Order of the Hin Fist maintains a tradition of solitude paired with the belief that one must first master the self before one can attain mastery over the outside world. Monks of the Order fashioned these gloves with sonic properties so that the outside world could be forewarned of their training and thereby know to keep a distance.
{67476} Gloves of the Hin Fist +2
{67477} Gloves of the Hin Fist +3
{67478} Gloves of the Hin Fist +4
{67479} Gloves of the Hin Fist +5
{67480} Gloves of the Long Death +1
{67481} Founded in distant Thay, the Monastic Order of the Long Death celebrates the passage from life to lifelessness in all of its forms. It is said by those who have survived encounters with the Order that the grip of its adherents is like the icy touch of death itself, not soon to be forgotten.
{67482} Gloves of the Long Death +2
{67483} Gloves of the Long Death +3
{67484} Gloves of the Long Death +4
{67485} Gloves of the Long Death +5
{67486} Gloves of the Yellow Rose +1
{67487} Also referred to as the Disciples of the Saint Sollars, the Monastic Order of the Yellow Rose is known equally for its acts of great loyalty to its allies and those of great destruction to its enemies. Monks of this Order frequently travel alongside paladins of Ilmater, serving as trusted guides and companions to these knights of the suffering lord.
{67488} Gloves of the Yellow Rose +2
{67489} Gloves of the Yellow Rose +3
{67490} Gloves of the Yellow Rose +4
{67491} Gloves of the Yellow Rose +5
{67492} Control Options
{67493} Feedback Options
{67494} Select All
{67495} 
{67496} How many items?
{67497} 
{67498} 
{67499} Tool Tip Delay
{67500} Enable Floaty Text Feedback
{67501} Composite Longbow +1
{67502} Composite Longbow +2
{67503} Composite Longbow +3
{67504} This magic bow has a bonus to attack. As well, it allows the wielder to add part of his strength modifier to the damage dealt.
{67505} Composite Shortbow +1
{67506} Composite Shortbow +2
{67507} Composite Shortbow +3
{67508} There is a new version of Neverwinter Nights 2 available.
Do you want to run the update utility now?
{67509} 
{67510} Critical Hit!
{67511} Checking version.
{67512} 
{67513} 
{67514} 
{67515} This altar has been badly mistreated by the false Helmites. Carvings indicate that the Guardian Spirit of the hold would normally reside here, summoned through the use of the Book of Helm.
{67516} Lesser Amulet of the Master
{67517} Ciressa Gind'ra was a mage who infiltrated the Night Masks for the Harpers, before she was found drowned in a two-inch puddle outside her residence. To infiltrate them, Ciressa created an amulet that allowed her to mimic the abilities of a master thief. One night she used it to break into the Night King's private quarters. She didn't anticipate the Night King's personal guard, who had a permanent detect magic spell surrounding the room. When the Night King was finished with her, he took the amulet and since it had qualities useful for any adventurer, he made copies of it, which he sold throughout the land.
{67518} Amulet of the Master
{67519} Lesser Amulet of Health
{67520} Natnea Chesh was one of the first priestesses of Kelemvor in the Moonshae Islands, and became known as "The Defender of the Dead", when she helped stop a necromancer from raising an army of undead. As a gift for her heroic deeds, Kelemvor gave her this amulet, along with the secret of making copies for other clerics dedicated to the destruction of powerful undead creatures. Many a thief has since found these items to be invaluable in their line of work as well.
{67521} Amulet of Health
{67522} Greater Amulet of Health
{67523} Lesser Ring of Power
{67524} Mynseril Lostbone was a powerful priest of Malar who enjoyed many a bloody brawl or battle, but felt that such fights were simply over too soon. Studying the regenerative capabilities of trolls, Mynseril was convinced that more entertainment value could be garnered from a field of regenerating warriors than a regular battlefield, so he commissioned the creation of a number of powerful rings. When the rings were finished, he distributed them to particularly vicious warriors, who were often on opposite sides of the battlefield.
{67525} Ring of Power
{67526} Ring of Resistance +1
{67527} Confounded by the inability to wear more than two magical rings at once, and desiring the powers of several of his own rings, Jagen Marsk, a Turmish noble, researched the combining of powers in magical rings. While what he was really hoping for was to combine invisibility with teleportation, he eventually had to settle with this ring, that provided a measure of magical protection, with a handy light source. He now sells these rings to finance his ever-growing obsession with more powerful combinations.
{67528} Ring of Resistance +2
{67529} Ring of Resistance +3
{67530} Assign Use
{67531} You may give only potions to your own associates (they will drink them immediately). Associates of other players will not accept your potions.
{67532} Normal Modules
{67533} Campaign Modules
{67534} Undo Levels
{67535} Unknown Connection Error.
{67536} Enable VSync
{67537} This key opens the altar of the Word of Power in the Creator Race Ruins.
{67538} Anti Aliasing
{67539} Antialiasing Off
{67540} Normal 2 Sample Antialiasing
{67541} Quincunx Antialiasing
{67542} 4 Sample Antialiasing
{67543} Nice 4 Sample Antialiasing
{67544} 
{67545} Tavern 4
{67546} Spitting Fire Beetle
{67547} Creature Wind Off (grass)
{67548} Player Creature Wind (grass)
{67549} Creature Wind On (grass)
{67550} Paste As Link
{67551} Test
{67552} Bookmark
{67553} Intro
{67554} Prelude
{67555} Chapter 1
{67556} Chapter 2
{67557} Chapter 3
{67558} Chapter 4
{67559} End
{67560} Server AutoSave Interval (minutes)
{67561} 
{67562} Fast Grass
{67563} Full Grass
{67564} Assign Other Actions
{67565} Assign Talk To
{67566} Assign Examine
{67567} Assign Animal Empathy
{67568} Assign Pick Pocket
{67569} Assign Barter
{67570} Deeper into dungeon
{67571} 
{67572} Include Dungeon Master Messages
{67573} Exclude Dungeon Master Messages
{67574} Include Normal Chat
{67575} Exclude Normal Chat
{67576} 
{67577} DM Easy:

- Single Player: No PvP (Fireballs and other area effect spells will not harm party members)
- Multi Player: As per server setting

- No critical hits on PCs
- No attacks of opportunity on players using ranged weapons
- No attacks of opportunity on players using potions
- PC does a minimum of 100% of damage
- NPC does a maximum 25% of damage
- Players cannot die
- Sleep effectss on players last for a short duration
- Domination and Charm effects on players cause daze
- Hold, Paralyze and Stun effects will daze a player
- Confusion effects will daze a player
- Fears effects will cause a -2 penalty to hit
{67578} Easy:

- Single Player: No PvP (Fireballs and other area effect spells will not harm party members)
- Multi Player: As per server setting

- No critical hits on PCs
- No attacks of opportunity on players using ranged weapons
- No attacks of opportunity on players using potions
- PC does a minimum of 50% of damage
- NPC does a maximum 50% of damage
- Players can die
- Sleep effects on players last for a short duration
- Domination and Charm effects on players cause daze
- Hold, Paralyze and Stun effects on players last for a short duration
- Confusion effects on players function normally
- Fears effects on players will give them a -4 penalty to hit
{67579} Normal:

- Single Player: No PvP (Fireballs and other area effect spells will not harm party members)
- Multi Player: As per server setting

- No critical hits on PCs
- No attacks of opportunity on players using ranged weapons
- No attacks of opportunity on players using potions
- PC damages normally
- NPC damages normally
- Players can die
- Sleep effects on players last for a short duration
- Domination and Charm effects on players cause daze
- Hold, Paralyze and Stun effects on players last for a short duration
- Confusion effects on players function normally
- Fears effects on players function normally
{67580} D&D Hardcore:

- Single Player: Full PvP (Fireballs and other area effect spells will hurt party members)
- Multi Player: As per server setting

- Critical hits on PCs
- Attacks of opportunity on players using ranged weapons
- Attacks of opportunity on players using potions
- PC damages normally
- NPC damages normally
- Players can die
- Sleep effects on players function normally
- Domination and Charm effects on players cause daze
- Hold, Paralyze and Stun effects on players function normally
- Confusion effects on players function normally
- Fears effects on players function normally
{67581} Very Difficult:

- Single Player: Full PvP (Fireballs and other area effect spells will hurt party members)
- Multi Player: As per server setting

- Critical hits on PCs
- Attacks of opportunity on players using ranged weapons
- Attacks of opportunity on players using potions
- PC damages normally
- NPC's do 200% damage
- Players can die
- Sleep effects on players function normally
- Domination and Charm effects on players cause daze
- Hold, Paralyze and Stun effects on players function normally
- Confusion effects on players function normally
- Fears effects on players function normally
{67582} Overall Graphics Quality:
{67583} Best
{67584} Good
{67585} Low
{67586} Fast
{67587} Cloak of Fortification +1
{67588} After the assassination of the High Selûnian Priestess, the church invested some time and money coming up with a way to protect their members against the aggressive followers of Mask. Once the powers of these cloaks became known, however; the clerics wearing such cloaks became targets for every thief, mage and fighter who wanted similar protection. Church officials have been singularly unimpressed with the rising violence against Selûne's followers.
{67589} Cloak of Fortification +2
{67590} Cloak of Fortification +3
{67591} Add map pin
{67592} Zoom in
{67593} Zoom out
{67594} Send Message
{67595} Attack Of Opportunity!
{67596} Encumbered!
{67597} Heavily Encumbered!
{67598} 
{67599} 
{67600} 
{67601} 
{67602} Shut down
{67603} 
{67604} Credits
{67605} Area Statistics
{67606} Never Show This Message Again
{67607} Message of the Day
{67608} Dodge
{67609} Natural
{67610} Armor
{67611} Shield
{67612} Deflection
{67613} 
{67614} 
{67615} 
{67616} Taunted
{67617} Cave
{67618} 2D/3D Bias
{67619} Music Volume
{67620} Voices Volume
{67621} Sound Effects Volume
{67622} Enable Hardware Sound
{67623} Enable EAX
{67624} Speaker Configuration:
{67625} 2 Speakers
{67626} 4 Speakers
{67627} Headphones
{67628} Surround
{67629} Advanced Sound Options
{67630} A small pile of stones.
{67631} A trap door set in the floor.
{67632} A nondescript bit of shrubbery.
{67633} (IPX)
{67634} EAX Level
{67635} Master Volume
{67636} You do not have the required alignment to equip this item.
{67637} You do not have the required class to equip this item.
{67638} You are not the correct race to equip this item.
{67639} You do not have full use of your hands and may not cast spells with somatic components.
{67640} You cannot speak and may not cast spells with verbal components.
{67641} Dungeon Master Character.
{67642} Sorry, %s could not be found.
{67643} This trap is a complicated mass of cogs and gears.
{67644} 2D
{67645} 3D
{67646} WARNING: The game may unequip items from this creature if they do not possess the appropriate feats or are not of sufficient level. This only applies to the Standard Equipment.
{67647} Show creature inventory warning
{67648} Test
{67649} 
{67650} Violence Level
{67651} Blacklake: Meldanen's Sanctum
{67652} is not equal to
{67653} If you use missile weapons, don't forget to stock up on ammunition before you go adventuring.
{67654} Refugee Shelter
{67655} The Stone of Recall is a useful way to get back to the core areas to shop, heal, or end nearby quests.
{67656} Choose henchmen, animal companions, or familiars that complement your abilities. Ex. Strong fighters need someone that can find traps, heal, or cast spells. 
{67657} You have an additional 24 quickslots that can be accessed by holding the CTRL or SHIFT keys.
{67658} Remember that you can keep your own notes in the journal. 
{67659} Choose the Point Blank Shot feat if you want to use a ranged weapon in close combat; or, switch to a melee weapon.
{67660} Area maps have notes to draw your attention to points of interest. You can add your own map notes as well.
{67661} If you find the game to be too difficult or too easy, try changing the difficulty in the Game Options page.
{67662} Different types of stores sell different items. If you don't find what you want at one store, check other stores as well.
{67663} You can pause the game at any time by pressing the spacebar so you can strategically choose your next few actions in safety.
{67664} Poison and disease don't do hit point damage, but lower ability scores instead.
{67665} If you are in need of healing, then remember to return to the Temple of Tyr, where healing is free.
{67666} While using the Stone of Recall is free, returning to where you were will cost some gold. Still, it is cheaper than dying.
{67667} Misplaced plot items can be recovered in any Temple of Tyr. Important lost items will reappear in the temple divining pool.
{67668} You can use the radial menu off the chat window to set the different levels of feedback available in the game.
{67669} If you join an existing multi-player game, your journal will lack entries given for quests already begun. Your party can tell you what you need to do.
{67670} The difficulty setting assumes you will hire a henchman. The game may be too difficult to beat without one.
{67671} It costs 100 gold to have an item identified. Several items in the game give you a bonus to your Lore skill to identify items for free.
{67672} Clerics don't have to memorize basic healing spells in advance. If dragged directly from spellbook to quickbar, such spells can be cast spontaneously by sacrificing a memorized spell of equal level.
{67673} There are components, such as adamantite, that can be used to create magic items in wizard labs and by certain blacksmiths.
{67674} 
{67675} Show 32-bit color depth warning
{67676} Your current desktop settings are not set to 32-bit color.   This may cause some serious performance issues.  It is highly recommended that you:
    - Shut down the BioWare Aurora Neverwinter Nights Toolset
    - Set your desktop settings to 32-bit color (True Color)
    - Restart the BioWare Aurora Neverwinter Nights Toolset
{67677} The impaled and rotting corpse of a large humanoid beast.
{67678} The decapitated head of a large creature, mounted on a pike.
{67679} A cage used to confine creatures of roughly human size.
{67680} A stylized pillar constructed of iron and stone.
{67681} Paint Creatures
{67682} Paint Doors
{67683} Paint Encounters
{67684} Paint Items
{67685} Paint Merchants
{67686} Paint Sounds
{67687} Paint Placeable Objects
{67688} Paint Triggers
{67689} Paint Waypoints
{67690} Paint Terrain
{67691} Paint Start Location
{67692} Summoned Balor Properties
{67693} Summoned Lantern Archon Properties
{67694} Summoned Imp Properties
{67695} Summoned Succubus Claw
{67696} Summoned Succubus Slam
{67697} Summoned Celestial Avenger Sword
{67698} Summoned Hound Archon Sword
{67699} Disarmable
{67700} Small Stature
{67701} Type of Feat: Race
Prerequisite: Gnome or Halfling.
Specifics: Gnomes and halflings are small creatures.  As such, they gain bonuses to their attack rolls, armor class and hide checks when dealing with larger creatures. 
Note: Because they are so small, they cannot use the following weapons: dire mace, two-bladed sword, double axe, greataxe, greatsword, halberd, heavy flail, quarterstaff, scythe and spear. 
Use: Automatic.
{67702} How to Use This Server Browser

To change the order of information displayed in each of the columns, click on its title at the top. For example: 'Server Name'.

Under the box labled 'Game Type' there are a list of themes. By clicking on one of these themes you are moving from your current Chat Room and Server Filter to the one you selected.
Select a theme that best suits you.

To learn more about the settings of a specific server, highlight that server in the server list and click on the 'Server Details' button.

To connect to a server that is listed, highlight that server in the server list and click on the 'Connect' button.

To connect to a friend's specific unlisted server, click on the 'Direct Connect' button. Type in either your friend's IP address (for example - 192.168.0.25) or their DNS name (my.friend.org).
If you need to specify a port number, just add the port number to the end of the IP address or DNS name. For example - 192.168.0.25:5122 - my.friend.org:5122

To send a Private Message to someone, double click on their name in the Player List, located in the lower left. Type in your message, then press Enter.
{67703} 
{67704} 
{67705} Neverwinter Nights: Prelude
{67706} 
{67707} There are certain areas in the game where death is permanent and you cannot respawn.
{67708} Instant Kill
{67709} Jump To Point
{67710} Object Debug Info
{67711} Module Debug Info
{67712} Something or someone has snapped this leg off of some piece of furniture.
{67713} Broken Furniture
{67714} Someone or something has turned this furniture into a mess fit for nothing but kindling a fire.
{67715} Broken Pillar
{67716} This ancient pillar was snapped in half by some great force, long ago.
{67717} Some force has turned this table over, breaking it in the process.
{67718} Choose Neverwinter Nights 2 Campaign Module
{67719} Load
{67720} Save
{67721} Enable Screen Edge Camera Turning
{67722} GameSpy Disconnected, please Retry.
{67723} GameSpy Game Room Failure, please Retry.
{67724} This container is full.
{67725} GameSpy Timeout Error, please Retry.
{67726} Adventurer's Robe
{67727} Greater Battle Robe
{67728} Mage's Battle Robe
{67729} Sick to death of hearing about the prowess of mages like Elminster, Blackstaff, and the Red Wizards of Thay; Klaphen Fortier, a powerful, but relatively unknown wizard, created these robes to bolster young spellcasters across the realms. His hope was that youthful and unscrupulous mages might be encouraged to challenge more powerful wizards in hopes of making a name for themselves. Rumor has it that Klaphen died in an accident of spectacular proportions, when 56 lightning bolts and numerous large meteors struck his tower.
{67730} Master Adventurer's Robe
{67731} Former Royal Magician Vangerdahast to King Azoun IV of Cormyr was once an accomplished adventurer of high fame. One reason he became popular in wizardly circles was his creation of the Adventurer's Robe. Mages have always struggled with the limitations placed on them by the ability to cast arcane magics. These robes give the mage an edge in surviving encounters with melee fighters by being able to absorb some damage from hits.
{67732} Create Creature
{67733} Create Item
{67734} Create Encounter
{67735} Create Waypoint
{67736} Create Trigger
{67737} Create Portal
{67738} Create Placeable
{67739} Could not create 3D preview window.
Please check that you are running the latest drivers for your video card.
This program will now exit.
{67740} Could not initialize sound.
Please check that your audio hardware is installed correctly and that you are running the latest drivers.
{67741} Module Description Not Available
{67742} An error occured reading the module description.  Perhaps the module file has been corrupted.
{67743} Next Inventory Tab
{67744} 
{67745} Previous Inventory Tab
{67746} 
{67747} 
{67748} 
{67749} 
{67750} 
{67751} 
{67752} 
{67753} 
{67754} 
{67755} 
{67756} 
{67757} 
{67758} 
{67759} 
{67760} Mask of Persuasion
{67761} In his battle to deflect the attentions of the god Mask, the drow deity of thievery, Vhaeraun, granted his followers the knowledge to create these helms. These special helms not only mask the faces of his followers, but they make infiltration into enemy camps, such as the Church of Mask, far easier. With these helms, Vhaeraun's dedicated followers are some of the most effective and deadly spies in the realm.
{67762} Greater Mask of Persuasion
{67763} Zombie Lord's Slam
{67764} Slam1d10
{67765} Zombie Warrior's Slam
{67766} Bombardier Beetle Bite
{67767} Stag Beetle Bite
{67768} Lesser Belt of Guiding Light
{67769} Lost and alone in the gloomy wilderness of the underdark, Polt Henrikson prayed for guidance from his venerated deity, Savras. His pleas did not go unheard, and Polt felt a weight around his waist that he soon discovered was a belt. When he touched it, the belt began to glow and suddenly Polt felt a confidence he had never known before. When he emerged from the underdark, Polt went on to lead a revival amongst the worshipers of Savras.
{67770} Belt of Guiding Light
{67771} Greater Belt of Guiding Light
{67772} Belt of Agility +1
{67773} Attempting to form an anti-thieves' guild, Ronger Delphos, a successful merchant, paid thieves to become security experts, to guard merchants in Waterdeep. The guards were trained to use wands with the Hold Person spell, to capture the thieves for interrogation. To counteract this security measure, magical belts were purchased by the thieves' guild, which nullified the effects of such spells. In the escalating war between the two guilds, many of these belts found their way into pawnshops and equipment stores.
{67774} Belt of Agility +2
{67775} Belt of Agility +3
{67776} Belt of Agility +4
{67777} Boots of Hardiness +1
{67778} Having explored the northlands extensively, a druid named Aawill commissioned the creation of these comfortable boots. Knowing he was heading for the sometimes-dangerous domain of the Neverwinter Woods, Aawill was looking for something helpful in combat, to lighten his need for armor. Since becoming the Archdruid for the Neverwinter Wood's Druid Grove, Aawill has commissioned several, more powerful versions of his original boots.
{67779} Boots of Hardiness +2
{67780} Boots of Hardiness +3
{67781} Lesser Gauntlets of Ogre Power
{67782} While these magical items have been around for thousands of years, their popularity never seems to decrease. Recently, a party of adventurers out of Calimshan uncovered a vast treasure trove, filled with magical items like these. The sudden influx of magical gauntlets does not seem to have decreased their value, as every adventurer across the land clamors for the assistance of these useful artifacts.
{67783} Gauntlets of Ogre Power
{67784} Ailing Men
{67785} Ailing Women
{67786} Animal Cries Day
{67787} Animal Cries Night
{67788} Bat Cries & Flaps
{67789} Bats Crying & Flapping
{67790} Battle Cries Group
{67791} Bee Nest Loop
{67792} Beggar Calls Men Outside
{67793} Belching Men
{67794} Bell Rings
{67795} Bell Tower Rings
{67796} Bird Flaps
{67797} Bird Scary Cries
{67798} Boiler Groans
{67799} Booms Distant
{67800} Branch Snaps
{67801} Brick Scrapes
{67802} Bug Nest Loop
{67803} Bugs Scary
{67804} Building Crumblings
{67805} Bush Rustles
{67806} Campfire
{67807} Campfire & Pot
{67808} Cat Meows
{67809} Cat Screeches
{67810} Chants Men Outside
{67811} Chants Men Inside
{67812} Chants Women Outside
{67813} Cheers Commoner Group
{67814} Cheers Men Outside
{67815} Cheers Noble Group
{67816} Cheers Women Outside
{67817} Chickens Loop
{67818} Chickens Squwak
{67819} Chiselings
{67820} City Gutter Splashes
{67821} City Yells Children Outside
{67822} City Yells Men Outside
{67823} City Yells Women Outside
{67824} Commoners Laugh Outside
{67825} Commoners Talk Outside
{67826} Coughs Men
{67827} Coughs Women
{67828} Cow Moos
{67829} Crank Creaks Large
{67830} Crickets Loop
{67831} Critters
{67832} Crow Caws
{67833} Crying Men
{67834} Crying Women
{67835} Crypt Moans
{67836} Customer Yells Outside
{67837} Despairing Men
{67838} Dock Creaks
{67839} Dog Barks
{67840} Draft Gust Interior
{67841} Draft Interior Loop
{67842} Dragon Roars
{67843} Drunken Yells Men Outside
{67844} Entrance Evil
{67845} Entrance Mysterious
{67846} Entrance Scary
{67847} Entrance Very Evil
{67848} Entrance Very Scary
{67849} Evangelist Calls Men Outside
{67850} Fire Bowl
{67851} Fire Large 1
{67852} Fire Large 2
{67853} Fire Medium
{67854} Firepit
{67855} Firepit & Pot
{67856} Fireplace
{67857} Fireplace & Pot
{67858} Fire Smolder
{67859} Flies Loop
{67860} Fly
{67861} Fountain Large
{67862} Fountain Small
{67863} Frog
{67864} Furnace
{67865} Glass Breaks
{67866} Gong Rings
{67867} Grass Rustles
{67868} Hammerings
{67869} Hangover Man
{67870} Hangover Woman
{67871} Hawk Cry
{67872} Hiccup Man
{67873} Jacobs Ladder
{67874} Laughing Children
{67875} Laughing Kids Spooky
{67876} Laughs Men
{67877} Laughs Women
{67878} Lava Bursts
{67879} Lava Geyser
{67880} Lava Grate 1
{67881} Lava Grate 2
{67882} Lava Lake Loop
{67883} Lava Pillar
{67884} Lava Pool
{67885} Lava Pool Fire
{67886} Leaf Rustles
{67887} Lighting Pillar
{67888} Lizardfolk Hisses
{67889} Magical Forest Noises
{67890} Magic Portal Neutral
{67891} Magic Bubbling Beaker
{67892} Magic Cauldron
{67893} Magic Chants
{67894} Magic Crystal Evil
{67895} Magic Crystal Good
{67896} Magic Crystal Ice
{67897} Magic Crystal Lava
{67898} Magic Crystal Neutral
{67899} Magic Crystal Sourcestone
{67900} Magic Glowing Ball
{67901} Magic Portal Evil
{67902} Magic Portal Fire
{67903} Magic Portal Water
{67904} Magic Teleport In & Out
{67905} Market Calls Group
{67906} Market Wares Workings
{67907} Mephit & Gargoyle Grunts
{67908} Merchant Calls Men Outside
{67909} Merchant Calls Women Outside
{67910} Metal Fan Large
{67911} Mill Wheel
{67912} Mine Car Workings
{67913} Miner Pickings
{67914} Miner Shovellings
{67915} Mosquito Loop
{67916} Noble Laugh Outside
{67917} Nobles Laugh Inside
{67918} Nobles Talk Outside
{67919} Officer Calls Men Outside
{67920} Ogre Cave Grunts
{67921} Orc Cave Grunts
{67922} Owl Hoots
{67923} Pain Cries Men Outside
{67924} Pain Cries Women Outside
{67925} Panic Cries Group
{67926} Pigeon Coos
{67927} Pipe Flushes
{67928} Pipe Groans
{67929} Pot Clangs
{67930} Pottery Breaks
{67931} Prostitute Calls Men Outside
{67932} Prostitute Calls Women Outside
{67933} Rain Heavy
{67934} Rain Light
{67935} Rainstorm Heavy
{67936} Rainstorm Light
{67937} Rat Squeaks
{67938} Riot Yells Mob
{67939} Rock Crumbles Cave Large
{67940} Rock Crumbles Cave Small
{67941} Rock Crumbles Large
{67942} Rock Crumbles Small
{67943} Rooster
{67944} Rope Creaks
{67945} Rope & Pulley Squeaks
{67946} Sailor Calls Men Outside
{67947} Sawings
{67948} Screams Men
{67949} Scream Women
{67950} Seagull Cries
{67951} Sea Surf Large
{67952} Sea Surf Small
{67953} Sewer Gloops
{67954} Sewer Grate
{67955} Ship Bell Rings
{67956} Ship Creaks
{67957} Ship Sail Flutters
{67958} Shrieks Men Outside
{67959} Shrieks Women Outside
{67960} Sludge Grate 1
{67961} Sludge Grate 2
{67962} Sludge Lake
{67963} Smithy Bellows
{67964} Smithy Furnace 
{67965} Smithy Hammerings
{67966} Smithy Workings
{67967} Smolder Large
{67968} Sneeze Man
{67969} Sneeze Woman
{67970} Snores Men
{67971} Snore Woman
{67972} Soldier Calls Men Outside
{67973} Songbird Chirps
{67974} Spitting Men
{67975} Steam Large Loop
{67976} Steam Long Bursts
{67977} Steam Short Bursts
{67978} Steam Small Loop
{67979} Stream Cave Medium
{67980} Stream Cave Small
{67981} Stream Cave Tunnel
{67982} Stream Medium
{67983} Stream Medium-Soft
{67984} Stream Soft
{67985} Stream Strong
{67986} Taunting Men
{67987} Taunting Women
{67988} Taunts Noble Group
{67989} Taunts Commoner Group
{67990} Tavern Barmaid
{67991} Tavern Bartender
{67992} Tavern Claps
{67993} Tavern Glass Clinks
{67994} Tavern Group
{67995} Tavern Men
{67996} Tavern Women
{67997} Thunder Claps Far
{67998} Thunder Claps Near
{67999} Toad
{68000} Toads Loop
{68001} Torch Fire Medium
{68002} Torch Fire Small
{68003} Town Crier Man
{68004} Town Yells Children Outside
{68005} Town Yells Men Outside
{68006} Town Yells Women Outside
{68007} Twig Snaps
{68008} Vulture Cry
{68009} Wails Children
{68010} Wails Men
{68011} Wails Women
{68012} Water Dripping Loop
{68013} Water Drips
{68014} Waterfall Large
{68015} Waterfall On Metal Medium
{68016} Waterfall Over Edge Medium
{68017} Waterfall Over Edge Large
{68018} Waterfall Small
{68019} Water Laps
{68020} Water Pool Small
{68021} Waterpump
{68022} Water Splashes
{68023} Wererat Cave Grunts
{68024} Whistles
{68025} Winch Squeak
{68026} Wind Cave Loop
{68027} Wind Chasm Loop
{68028} Wind Grass Loop
{68029} Wind Gust Cave
{68030} Wind Gust Chasm
{68031} Wind Gust Forest
{68032} Wind Gust Grass
{68033} Wind Gust Soft
{68034} Wind Gust Strong
{68035} Windmill
{68036} Wolf & Bear Cave Grunts
{68037} Wolf Howls
{68038} Wood Beam Creaks
{68039} Wood Breaks
{68040} Wood Creaks
{68041} Woodpecker Pecks
{68042} Yawning Man
{68043} Yawning Woman
{68044} Zombie Moans
{68045} TilePathfindWarning
{68046} This module was designed for 1-4 players of levels 3-8.
{68047} 
{68048} 
{68049} 
{68050} 
{68051} 
{68052} 
{68053} 
{68054} 
{68055} 
{68056} A key to the backdoor and storerooms of the Seedy Tavern.
{68057} 
{68058} 
{68059} 
{68060} 
{68061} 
{68062} 
{68063} 
{68064} 
{68065} 
{68066} 
{68067} 
{68068} 
{68069} 
{68070} 
{68071} 
{68072} 
{68073} 
{68074} 
{68075} 
{68076} 
{68077} 
{68078} 
{68079} 
{68080} 
{68081} 
{68082} 
{68083} 
{68084} 
{68085} 
{68086} 
{68087} 
{68088} This module was designed for 1-4 players of levels 3 to 8.
{68089} 
{68090} This module was designed for 1-4 players of levels 7 to 15.
{68091} 
{68092} 
{68093} 
{68094} 
{68095} 
{68096} 
{68097} 
{68098} 
{68099} 
{68100} 
{68101} 
{68102} 
{68103} 
{68104} 
{68105} 
{68106} 
{68107} 
{68108} 
{68109} 
{68110} 
{68111} 
{68112} 
{68113} 
{68114} 
{68115} 
{68116} 
{68117} 
{68118} 
{68119} 
{68120} 
{68121} 
{68122} 
{68123} 
{68124} 
{68125} 
{68126} 
{68127} 
{68128} 
{68129} Though dwarven druids are rather rare, the few who choose this path can be quite intimidating.
{68130} This is the journal of one Dydd, another contestant in Mutamin's Challange. The last entry seems to make reference to the riddle with the numbered doors in the room where his body lies:

Curse this riddle! As near as I can tell the grand daughters that the riddle mentions expand in a pattern. 4 to 5 to 7 to 11? What comes next? It isn't 16. That is all that I know.
{68131} Karlat's Burning Wand
{68132} This wand is an extremely simple to use wand that casts the spell Burning Hands. The wand need only be waved and no arcane knowledge is required to use it. It was likely the very first wand given to a young apprentice mage.
{68133} Karlat's Protection Wand
{68134} This wand was used to cast protections on Karlat while he was summoning fiends. Anyone attempting to summon a fiend without protection will quickly have the beast at their throat.
{68135} This ragged trophy is the head of Dergiab, an ogre mage threatening Gerrol and the other farmers along the North Road out of Port Llast.
{68136} All Undead 2
{68137} 
{68138} 
{68139} 
{68140} 
{68141} 
{68142} 
{68143} 
{68144} 
{68145} 
{68146} 
{68147} 
{68148} 
{68149} 
{68150} 
{68151} 
{68152} 
{68153} 
{68154} 
{68155} 
{68156} 
{68157} 
{68158} 
{68159} 
{68160} 
{68161} 
{68162} 
{68163} 
{68164} 
{68165} 
{68166} 
{68167} 
{68168} 
{68169} 
{68170} 
{68171} 
{68172} 
{68173} 
{68174} 
{68175} 
{68176} 
{68177} 
{68178} 
{68179} 
{68180} 
{68181} 
{68182} 
{68183} 
{68184} 
{68185} 
{68186} 
{68187} 
{68188} 
{68189} 
{68190} 
{68191} 
{68192} 
{68193} 
{68194} 
{68195} 
{68196} 
{68197} 
{68198} 
{68199} 
{68200} 
{68201} 
{68202} 
{68203} 
{68204} 
{68205} 
{68206} No dryad may stray far from her tree, which is both her home and her health. To a dryad, there is nothing more sacred or precious than this part of her living self.
{68207} Eltoora's Magical Sundries
{68208} 
{68209} 
{68210} 
{68211} 
{68212} 
{68213} 
{68214} 
{68215} 
{68216} 
{68217} 
{68218} 
{68219} 
{68220} 
{68221} 
{68222} 
{68223} 
{68224} 
{68225} 
{68226} 
{68227} 
{68228} 
{68229} 
{68230} 
{68231} 
{68232} 
{68233} 
{68234} 
{68235} 
{68236} 
{68237} 
{68238} 
{68239} 
{68240} 
{68241} 
{68242} 
{68243} 
{68244} 
{68245} 
{68246} 
{68247} 
{68248} 
{68249} 
{68250} 
{68251} 
{68252} 
{68253} 
{68254} 
{68255} 
{68256} 
{68257} 
{68258} 
{68259} 
{68260} 
{68261} 
{68262} Arto
{68263} Webber
{68264} 
{68265} 
{68266} 
{68267} 
{68268} 
{68269} 
{68270} 
{68271} This module was designed for 1-4 players of levels 13 to 17.
{68272} 
{68273} 
{68274} 
{68275} 
{68276} 
{68277} 
{68278} 
{68279} 
{68280} 
{68281} 
{68282} 
{68283} 
{68284} 
{68285} 
{68286} 
{68287} 
{68288} 
{68289} 
{68290} 
{68291} 
{68292} 
{68293} 
{68294} 
{68295} 
{68296} 
{68297} 
{68298} 
{68299} 
{68300} 
{68301} 
{68302} 
{68303} 
{68304} 
{68305} 
{68306} 
{68307} 
{68308} 
{68309} 
{68310} 
{68311} 
{68312} 
{68313} 
{68314} 
{68315} 
{68316} 
{68317} 
{68318} 
{68319} 
{68320} 
{68321} 
{68322} 
{68323} 
{68324} 
{68325} 
{68326} 
{68327} 
{68328} 
{68329} 
{68330} 
{68331} 
{68332} 
{68333} 
{68334} 
{68335} 
{68336} 
{68337} 
{68338} 
{68339} 
{68340} 
{68341} 
{68342} 
{68343} 
{68344} 
{68345} 
{68346} 
{68347} 
{68348} 
{68349} 
{68350} 
{68351} 
{68352} 
{68353} 
{68354} Drow Commander
{68355} The garb of this man shows him to be a member of Maugrim's cult; his eyes gleam with a fanatic light.
{68356} Yuan-Ti Mage
{68357} Yuan-Ti Warrior
{68358} This shady-looking halfling watches the bar with an appraising eye.
{68359} This is one barkeeper who does not seem to welcome confidences; his appearance is stern and business-like.
{68360} M3LizardHide
{68361} CaveDrow
{68362} Ettin
{68363} Keg of All Plot Items
{68364} To get all plot items in Chapter 3, type '`runscript m3_plotitems'
{68365} Door to Eggs
{68366} Uthgardt Map Note
{68367} 
{68368} 
{68369} 
{68370} 
{68371} 
{68372} 
{68373} 
{68374} 
{68375} 
{68376} 
{68377} 
{68378} 
{68379} 
{68380} 
{68381} 
{68382} 
{68383} 
{68384} 
{68385} 
{68386} 
{68387} 
{68388} 
{68389} 
{68390} 
{68391} 
{68392} 
{68393} 
{68394} 
{68395} 
{68396} 
{68397} Mysterious Cave
{68398} Klauth's Lair
{68399} Deep Cave
{68400} This module was designed for 1-4 players of levels 15+.
{68401} Source Stone Guardian Lair
{68402} Astral Pocket
{68403} 
{68404} 
{68405} 
{68406} 
{68407} 
{68408} 
{68409} 
{68410} 
{68411} 
{68412} 
{68413} 
{68414} 
{68415} 
{68416} 
{68417} 
{68418} Trained Krenshar
{68419} Luskan Animal Handler
{68420} This brute is in the service of the Luskan army as an animal handler.
{68421} Luskan Assassin
{68422} His heritage unknown, this creepy rogue appears very dangerous.
{68423} Luskan Cleric
{68424} An aura of terror surrounds this evil cleric.
{68425} This evil wizard stares at you as if deciding which spell of his would cause you the most pain.
{68426} Half-Dragon Baalor
{68427} Luskan Frost Giant
{68428} Luskan Monk
{68429} This monk appears to have demonic blood in his veins.
{68430} Corrupted Copper Dragon
{68431} Corrupted Silver Dragon
{68432} Trained Umber Hulks
{68433} M4AribHide
{68434} Aribeth's Sword
{68435} This magical sword was taken from the corpse of Aribeth.
{68436} Asheera's Amulet
{68437} This amulet was given away by Asheera, a mysterious warrior from another world. Its magical properties will provide some additional protection against Morag and her own lizard minions.
{68438} M4DemonHalb
{68439} Guardian Key
{68440} This key can be used to unlock one of the massive doors blocking your progress deeper into the Source Stone.
{68441} M4Q1D09_IMM_MAG
{68442} M4SeeHide
{68443} M4LuskanAnimal
{68444} M4LuskanGiant
{68445} Gnomish Contraption of Plot Items
{68446} To have all the plot items in chapter four put in this gnomish contraption, type '`runscript m4_plotitems'.
{68447} M4RandomVisual
{68448} M4MakePortal
{68449} Aribeth2Theme
{68450} M4WakeSleepers
{68451} M4Wind
{68452} M4NoWind
{68453} DragonWaypoint
{68454} Strange Courtyard
{68455} This module was designed for one, level 1 character.
{68456} 
{68457} 
{68458} 
{68459} 
{68460} 
{68461} 
{68462} 
{68463} 
{68464} 
{68465} 
{68466} 
{68467} 
{68468} 
{68469} 
{68470} 
{68471} Nodamage
{68472} 
{68473} Insufficient or below recomended system RAM
{68474} Insufficient or below recomended CPU Speed
{68475} Unsuported OS
{68476} Insufficient or below recomended Disk Space
{68477} Unsuported Direct X version
{68478} Open GL not detected
{68479} Insufficient or below recomended Video RAM
{68480} You cannot rest while under the influence of this effect.
{68481} Sorcerers and bards may unlearn spells when gaining a level to get rid of a disliked spell in favor of a better one.
{68482} Spell Immunity
{68483} 
{68484} Are you sure you want to overwrite this saved game?
{68485} Are you sure you want to delete this saved game?
{68486} Remember, rogues and bards get the Use Magic Device skill which allows them to use powerful magic items, such as wands and spell scrolls.
{68487} PvP
{68488} Join LAN Game
{68489} Female, Fighter
{68490} Female, Cold Killer
{68491} Female, Seductress
{68492} Female, Brutish Thug
{68493} 
{68494} Cannot force a Familiar into Limbo.
{68495} 
{68496} RAM test skipped.
{68497} Processor test skipped.
{68498} OS test skipped.
{68499} DirectX test skipped.
{68500} Video Card test skipped.
{68501} DirectX was unable to detect your Video RAM amount.
{68502} Unable to detect RAM amount.
{68503} Unable to determin Processor Speed.
{68504} Unable to determin OS type
{68505} Unable to determin Open GL version.
{68506} Unable to determin Direct X version.
{68507} Unable to get Registry information.
{68508} Game Paused
{68509} Level Up
{68510} Timestop
{68511} 
{68512} You may not rest at this time.
{68513} Exit to Main Menu
{68514} 
{68515} Hide Local Vault
{68516} Hide Server Vault
{68517} Hide Password Protected
{68518} Summoned a creature.
{68519} School of Magic:
{68520} All 1st level and lower Cleric spells
{68521} Item equipped with an "item level" disallowed by server restrictions.
{68522} All 2nd level and lower Cleric spells
{68523} All 3rd level and lower Cleric spells
{68524} All 4th level and lower Cleric spells
{68525} All 5th level and lower Cleric spells
{68526} All 6th level and lower Cleric spells
{68527} All 7th level and lower Cleric spells
{68528} 
{68529} All 8th level and lower Cleric spells
{68530} All 9th level and lower Cleric spells
{68531} All 1st level and lower Druid spells
{68532} All 2nd level and lower Druid spells
{68533} All 3rd level and lower Druid spells
{68534} All 4th level and lower Druid spells
{68535} All 5th level and lower Druid spells
{68536} All 6th level and lower Druid spells
{68537} All 7th level and lower Druid spells
{68538} All 8th level and lower Druid spells
{68539} All 9th level and lower Druid spells
{68540} Unpause
{68541} Could not load the Module.
Module file might be corrupt.
{68542} Could not load the Module.
Missing required HAK file.
{68543} Could not load the Module.
Could not allocate memory.
{68544} 
{68545} City 01
{68546} City 02
{68547} City 03
{68548} City 04
{68549} City 05
{68550} Crypt 05
{68551} Crypt 01
{68552} Crypt 02
{68553} Crypt 03
{68554} Crypt 04
{68555} Dungeon 01
{68556} Dungeon 02
{68557} Dungeon 03
{68558} Dungeon 04
{68559} Dungeon 05
{68560} Dungeon 06
{68561} Dungeon 07
{68562} Dungeon 08
{68563} Mines 01
{68564} Mines 02
{68565} Mines 03
{68566} Mines 04
{68567} Mines 05
{68568} Mines 06
{68569} Mines 07
{68570} Mines 08
{68571} Mines 09
{68572} Sewer 01
{68573} Sewer 02
{68574} Sewer 03
{68575} Sewer 04
{68576} Sewer 05
{68577} Castle 01
{68578} Castle 02
{68579} Castle 03
{68580} Castle 04
{68581} Castle 05
{68582} Castle 06
{68583} Castle 07
{68584} Castle 08
{68585} Interior 01
{68586} Interior 02
{68587} Interior 03
{68588} Interior 04
{68589} Interior 05
{68590} Interior 06
{68591} Interior 07
{68592} Interior 08
{68593} Interior 09
{68594} Interior 10
{68595} Interior 11
{68596} Interior 12
{68597} Interior 13
{68598} Interior 14
{68599} Interior 15
{68600} Interior 16
{68601} Forest 01
{68602} Forest 02
{68603} Forest 03
{68604} Forest 04
{68605} Forest 05
{68606} Rural 01
{68607} Rural 02
{68608} Rural 03
{68609} Rural 04
{68610} Rural 05
{68611} Only Wizards may learn spells in that manner.
{68612} You have not achieved the required level to learn that spell.
{68613} You do not have the minimum attribute required to learn this spell.
{68614} You cannot learn spells from your school of opposition.
{68615} Some great force has smashed this table in half.
{68616} 
{68617} &Yes
{68618} Yes to &All
{68619} &No
{68620} N&o to All
{68621} &Cancel
{68622} Confirm Action
{68623} Remember this Response
{68624} Server Description
{68625} Module Description
{68626} Invalid target.  Target is immune to Taunt.
{68627} Character has learned spells at an illegal level.
{68628} Character does not meet ability requirements for spell.
{68629} Character class has spell learned twice.
{68630} Character learned an illegal number of spells.
{68631} Illegal removed spells.
{68632} Video Quality
{68633} Scan
{68634} Resolution
{68635} Your base ability score
is not high enough to learn
spells of this level.
{68636} Texture Packs
{68637} This is the resolution at which the game runs. Higher resolutions will usually look better but they may result in reduced frame rates. This program will automatically set the resolution to a safe setting but you can adjust it yourself by clicking "Change".
{68638} 
{68639} This is the overall graphics quality of the game. The range is from Fastest to Highest Quality. This program will automatically select an appropriate value based on the speed of your CPU and the video card detected but you can adjust it yourself by clicking "Change".
{68640} 
{68641} Accept
{68642} Change
{68643} While attempting to configure the game settings, the Config Utility made the following observations that may affect how well Neverwinter Nights 2 works on your system. If the Config Utility reported something incorrectly, please ignore it and change whatever recommendations it made in the options window. Review the system specifications on the game box for more information.

NOTE: Neverwinter Nights 2 may run well in spite of the reported observations. If you have problems, please refer to the Atari Support Website at http://www.atarisupport.com or the Neverwinter Nights 2 Community Website at http://nwn.bioware.com/support for the latest known issues and additional information.


{68644} Story
{68645} Story lite
{68646} Melee
{68647} Arena
{68648} PW Story
{68649} Solo
{68650} Select the creatures that this Encounter can spawn.
{68651} Add
{68652} Challenge Rating
{68653} Game Version
{68654} 
{68655} Unloading Area...
{68656} Assign Open Lock
{68657} Undo System
{68658} You will need to restart the application for the new Texture Quality or new number of Undo Levels to take effect.
{68659} Unpacking Module...
{68660} Could not load the Module.
Could not unpack the module..
{68661} You can only learn Arcane spells.
{68662} Sound Provider:
{68663} Server Message:
{68664} Server saving game...
{68665} Server done saving.
{68666} 
{68667} Unable to reach target!
{68668} (127.0.0.1 Is always your local machine.  It is not your real IP address).
{68669} It will cost <CUSTOM0>GP to have this item identified.
{68670} Year
{68671} Month
{68672} Day
{68673} Hour
{68674} Cantrips
{68675} First Level
{68676} Second Level
{68677} Third Level
{68678} Fourth Level
{68679} Fifth Level
{68680} Sixth Level
{68681} Seventh Level
{68682} Eighth Level
{68683} Ninth Level
{68684} Firstname
{68685} Lastname
{68686} Domain Name
{68687} (none)
{68688} Shift-
{68689} Ctrl-
{68690} Bards and rogues alike are known to reminisce on "the glory days," and the stories of an ancient guild so magnificent it outfitted even its lowliest members with the most incredibly wondrous wares. Though there is little contained in historical documents to verify such a golden age, the occasional discovery of one of these Thieves' Hoods is enough to keep the tale in circulation.
{68691} Chapter One
{68692} Chapter Two
{68693} Chapter One Finale
{68694} Luskan and Host Tower
{68695} Chapter Three
{68696} Chapter Four
{68697} By the nature of the note, it is clear that the body upon which it was found was that of a spy in Aarin Gend's employ. His mission had been to protect Lady Aribeth from any hidden dangers that may have befallen her.
{68698} You are attempting to use the following stereo WAV files in a 3D positional sound object.
Stereo WAV files can only be used as 2D sounds (set as "Plays everywhere in area" under the Positioning tab), which are non-positional and are heard the same throughout an area.
Attempting to use stereo WAV files in a 3D positional sound object may cause errors when the game or toolset tries to play them.

Are you sure you wish to continue using these WAV files?
Select the WAV files that you wish to keep.

Click OK to proceed. Click Cancel to avoid making any changes.
{68699} Recalculate Challenge Ratings
{68700} If dead, your henchman will always respawn back at the Temple of Tyr, even if you do not.
{68701} DC=14
{68702} DC=16
{68703} DC=18
{68704} DC=20
{68705} DC=22
{68706} DC=24
{68707} DC=26
{68708} You cannot view the inventory for a possessed familiar.
{68709} Show listener position for 3D sounds
{68710} Show character set warning
{68711} The game Neverwinter Nights 2 only supports characters from the Common Character Set.  Please use only characters from that character set.
{68712} Show Door Orientation Arrows
{68713} There is already an official campaign module called '%s'.
If you save your module with this name, you will not be able to load it in the game.
Please choose a different name.
{68714} There is already an NWM file called '%s'.
In many cases, the NWM file will override the MOD file when attempting to load a module.
Are you sure you want to continue saving your module with this name?
{68715} Language versions are incompatable.
{68716} Bat Familiar Bite
{68717} Hell Hound Familiar Bite
{68718} Raven Familiar Claw
{68719} Please Enter DM Password:
{68720} New Internet/LAN Game
{68721} Load Internet/LAN Game
{68722} Your CD Key is still in use, please wait 5 minutes and try again.
{68723} Tech Support
{68724} Cacti
{68725} Some meager vegetation sprouts from the desert floor.
{68726} This module was designed for 1-4 players of levels 3-8. Version 1.0.6
{68727} Ailing Men 2
{68728} City Yell Men
{68729} Fountain Large 2
{68730} Magic Crystal Good 2
{68731} Rat Squeaks 2
{68732} Riot Yells Mob 2
{68733} Sewer Grate 2
{68734} Ship Creaks 2
{68735} Songbird Chirps 2
{68736} Spooky Child Laugh
{68737} Stream Cave Tunnel 2
{68738} Tavern Men 2
{68739} Tavern Women 2
{68740} Waterfall Large 2
{68741} Waterfall Over Edge Large 2
{68742} Waterfall Small 2
{68743} Water Laps 2
{68744} Water Laps 3
{68745} Water Pool Large Radius
{68746} Zombie Moans 2
{68747} This module was designed for 1-4 players of levels 3 to 8. Version 1.0.2
{68748} Stream Soft 2
{68749} 
{68750} Chickens Squawk
{68751} Commoners Talk Outside 2
{68752} Coughs and Sneezes
{68753} Coughs and Sneezes Women
{68754} Magic Glowing Ball2
{68755} Rat Squeaks2
{68756} Rat Squeaks3
{68757} Rat Squeaks4
{68758} Seagull Cries Random
{68759} Wind Gust Cave Every
{68760} Wolf Howls All Times
{68761} Wood Beam Creaks2
{68762} This module was designed for 1-4 players of levels 7 to 15.
1.0.1
{68763} Draft Gust Interior 2
{68764} Draft Gust Interior 3
{68765} Flies Loop 2
{68766} Rat Squeaks 3
{68767} Sewer Gloops 2
{68768} Ship Creaks 3
{68769} Wererat Cave Grunts 2
{68770} This module was designed for 1-4 players of levels 13 to 17.
Version 1.0.3
{68771} CustomLava Geyser
{68772} Custom Lava Pillar
{68773} Leaf Rustles2
{68774} SmallMagic Cauldron
{68775} CustomOgre Cave Grunts
{68776} CustomRock Crumbles Cave Large
{68777} Torch Fire Small2
{68778} Wind Gust Strong Town
{68779} Wind Gust Strong Moonwood
{68780} m3plcflies
{68781} This module was designed for 1-4 players of levels 15+.
Version 1.0.1
{68782} 
{68783} 
{68784} This module was designed for one, level 1 character. Version 1.0.1
{68785} Battle Cries After Attack
{68786} Officer Calls Before Attack
{68787} Pain Cries After Attack
{68788} Soldier Calls Before Attack
{68789} Allow what alignments?
{68790} Restrict based on the player's alignment
{68791} Use same texture quality as game
{68792} Could not find a valid starting location. You will need to place one before this module can be saved.
{68793} An entry was found with the journal tag %s. This tag does not exist in the current project. Remove the tag?
{68794} Bad Journal Found
{68795} Highlight
{68796} Action
{68797} Use environment mapping on Creatures and Items
{68798} Disable if you are experiencing crashes when opening/closing secondary windows that use the 3D graphics engine.
{68799} Could not open file because it was created using a newer version of the toolset and/or game resources.
{68800} Could not load the Module.
Module file might be corrupt OR it was created using a 
newer version of the toolset and/or game resources.
{68801} Cage Top
{68802} This is the topmost part of a structure often used to contain dangerous animals and sometimes, people.
{68803} Cage Wall
{68804} This is the sidepiece of a structure often used to contain dangerous animals and sometimes, people.
{68805} Cauldron
{68806} A large iron pot commonly used for cooking, spellcasting and alchemy.
{68807} A solid but comfortable wooden chair, of a kind often used in the home.
{68808} Chandelier
{68809} A brace of candles sit in this simple wooden chandelier.
{68810} Rubble
{68811} These pieces of masonry look as if they may have been broken off a nearby structure.
{68812} This piece of masonry looks as if it may have been broken off a nearby structure.
{68813} Cookpot
{68814} A simple iron pot used for cooking food.
{68815} These comfortable-looking cushions have been arranged in a loose pile.
{68816} Dead Tree
{68817} Long dead, this tree has definitely seen better days.
{68818} The Hatchling
{68819} The Oracle
{68820} The Plague
{68821} Desert Boulder
{68822} Desert Rocks
{68823} These wind-worn stones jut from the desert floor.
{68824} A large patch of dirt, unsuitable for almost anything but getting dirty or making mud.
{68825} Doorway
{68826} This imposing door seems to have been carved from a single slab of metal.
{68827} Dragon Skull
{68828} This skull is all that remains of some tremendous creature who died here.
{68829} Chapter 1 Event Router
{68830} Chapter 2 Event Router
{68831} Chapter 3 Event Router
{68832} Fallen Timber
{68833} A finished piece of wood, normally used in construction.
{68834} Ruined Fence 
{68835} This ancient piece of masonry now slowly crumbles into dust.
{68836} Rural Fence Gate
{68837} A gate for passing through a simple fence.
{68838} Globe
{68839} This model represents what Faerûn would look like from a great distance.
{68840} Golem Parts
{68841} These random pieces of bone have been lashed together in a way that suggests that they may be used for some spell or ritual.
{68842} Camp
{68843} These slabs of clay have been connected in a fashion suggesting that they might be used in some spell or ritual.
{68844} Trench Bridge 01
{68845} These slabs of iron have been connected in a fashion suggesting that they might be used in some spell or ritual.
{68846} Trench Bridge 02
{68847} These rocks suggest some large statue or creature once stood here.
{68848} A mighty iron-banded shield hangs upon the wall, the relic of battles long gone.
{68849} Hobby Horse
{68850} A toy for children that allows them to pretend to be one of the great horse riders of Faerûn.  A very popular toy, despite the scarcity of horses in this region.
{68851} This large piece of ice has broken away, and now floats freely in the water.
{68852} Long tendrils of ivy hang down, forming a green curtain.
{68853} Ladder
{68854} Strongly built, this ladder seems secure enough to climb.
{68855} Brew Potion
{68856} Well-made and covered in soft blankets, this bed would clearly comfort all but the most pampered of royalty.
{68857} Bench
{68858} This wide bench can seat many people at once.
{68859} Large Cactus
{68860} These large, hardy plants tower overhead, reaching towards the sky.
{68861} Desk
{68862} A solid wooden desk.
{68863} Loom
{68864} A beautiful rug is in the process of being woven on this loom.
{68865} Map
{68866} This map depicts much of the known realms.
{68867} Module High Treasure Base Container
{68868} Module Low Treasure Base Container
{68869} Module Medium Treasure Base Container
{68870} Module Unique Treasure Base Container
{68871} This large patch of moss lends an extra spring to your step as you walk across it.
{68872} This pestilent fungi grows in even the darkest of caves.
{68873} This ancient obelisk hints at dark powers once used here.
{68874} Ottoman
{68875} A small footstool, often used in conjunction with a comfortable chair.
{68876} Overgrown Pillar
{68877} Nature has begun to reclaim this ancient pillar, covering it in vegetation.
{68878} Painting
{68879} This simple oil painting depicts some exotic locale, unfamiliar to your eyes.
{68880} A wooden-framed painting hangs on the wall, depicting a hazy scene from the ancient past. A floating city is visible in the sky, hanging above majestic towers.
{68881} Desert Pebbles
{68882} Pebbles and small rocks mingle with the sand in this rougher patch.
{68883} Plate
{68884} A simple piece of dishware, ready to take a meal.
{68885} Corpse
{68886} Death comes to us all... 
{68887} Pump
{68888} A simple device for pulling water from deep underground.
{68889} Reeds
{68890} These cattails and lily pads often spring up by the side of lakes and streams.
{68891} Type of Feat: Item Creation
Prerequisite: Spellcaster Level 3+.
Specifics: You can create a potion of any beneficial, single-target spell of 3rd level or less that you know. To create a potion, cast an appropriate spell on an empty magic potion bottle in your inventory. Creating a potion costs gold pieces based on the relative power of the spell. Potions containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Warlock invocations cannot be used in the creation of potions.
Use: Cast a spell on a magic potion bottle in your inventory.
{68892} This rug is beautifully woven, with intricate patterns that draw your eye inward the longer you look.
{68893} Carpet
{68894} A large area throw rug.
{68895} Scribe Scroll
{68896} This rug is beautifully woven, with intricate patterns that draw you in more the closer you look.
{68897} Pillar
{68898} This ancient pillar seems to have withstood the ravages of many centuries and remained standing.
{68899} These runes suggest that some great ritual has or will be conducted here.
{68900} Rune Pillar
{68901} A large, solid piece of granite carved with strange runes.
{68902} Rune Stone
{68903} None of the ancient characters on this slab of stone are still legible.
{68904} Scales
{68905} Used for determining weight, this tool can be found in many different kinds of shops.
{68906} Secret Door 
{68907} Secret Grate
{68908} Secret Portal
{68909} Secret Trap Door 
{68910} Skull Pole
{68911} This gruesome totem is undoubtedly meant as a warning...or a threat.
{68912} Type of Feat: Item Creation
Prerequisite: Spellcaster Level 1st+.
Specifics: You can create a scroll of any spell that you know. Scribing a scroll is accomplished by casting a spell on a blank scroll in your inventory. Creating a scroll costs gold pieces based on the relative power of the spell. Scrolls containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Any arcane or divine spell of any level may be placed on a scroll. Warlock invocations cannot be placed on scrolls.
Wizards automatically receive this feat at 1st level.
Use: Cast a spell on a blank scroll in your inventory

{68913} A small desk, appropriate for a scribe or minor functionary.
{68914} Small Pine Tree
{68915} A small pine tree, lightly dusted with snow, has taken root in the ground.
{68916} Snow Drift
{68917} A pile of snow has collected here, pushed by the wind.
{68918} Sphinx Statue
{68919} This ancient statue, carved from local rock, depicts one of the mightiest creatures of the desert, the sphinx.
{68920} This broad circle of stone has been placed here for mysterious reasons.  You almost trip over it as you move across.
{68921} A patch of rougher stone is visible on the ground.
{68922} Stone Trap Door
{68923} This solid door seems as if it will take great strength to lift open.
{68924} Strange, ineffable smell wafts up from the grate in this heavy stone trap door.
{68925} Doorway
{68926} Carved from stone, this impressive portal leads onward into darkness.
{68927} Telescope
{68928} Useful for scholars, this device allows viewing things at great distance, without magic.
{68929} Throne
{68930} Made entirely of wood, this handsomely carved throne suggests a subtle majesty.
{68931} Sarcophagus
{68932} Whether for good or ill, some creature lies here, long undisturbed.
{68933} Tome
{68934} An oversized book, such as a mage or scholar might use in their studies.
{68935} Book Piles
{68936} A pile of books, carelessly discarded.
{68937} Area High Treasure Base Container
{68938} Area Low Treasure Base Container
{68939} Area Medium Treasure Base Container
{68940} Area Unique Treasure Base Container
{68941} Palm Tree
{68942} Arching overhead, this elegant tree suggests that life can blossom even in the most desolate of surroundings.
{68943} Pine Tree
{68944} This coniferous tree has kept its dark green coloring through the season, despite the chill.
{68945} Armor Rack
{68946} Pieces of armor lean into the wooden rack, waiting for release.
{68947} Chest of Gold
{68948} Bag of Gold
{68949} Pile of Gold
{68950} Melee Weapon Rack
{68951} Large Weapon Rack
{68952} Ranged Weapon Rack
{68953} Weapon Rack
{68954} Flower Vase
{68955} A bouquet of bright colored flowers has been placed into this earthenware vase.
{68956} Ladder
{68957} While this ladder has clearly seen many seasons, it still looks strong enough to hold your weight.
{68958} This wheelbarrow has been well-used, and remnants of its last load remain at the bottom.
{68959} Window
{68960} This window allows light to pass through, but gives no hint as to what lies on the other side.
{68961} Craft Wand
{68962} This massive oak desk may contain many important things.
{68963} Trap Door
{68964} A grate set into the floor, made of wood.
{68965} Inventory
{68966} Tracks Trigger
{68967} Henchman Trigger
{68968} X0_SAFEREST
{68969} Secret Chest Unique
{68970} Secret Walldoor Stone
{68971} Secret Walldoor Metal
{68972} Secret Pattern
{68973} Secret Pattern - Reset
{68974} Secret Mark
{68975} Secret Mark - Reset
{68976} Secret Grate Wooden
{68977} Secret Grate Stone
{68978} Secret Portal
{68979} Secret Portal - Reset
{68980} Secret Trapdoor Wooden
{68981} Secret Trapdoor Stone
{68982} Secret Trapdoor Wooden - Reset
{68983} Secret Chest High
{68984} Secret Chest Low
{68985} Secret Chest Medium
{68986} Secret Walldoor Wooden
{68987} Secret Walldoor Wooden - Reset
{68988} Secret Walldoor Stone - Reset
{68989} Secret Walldoor Metal - Reset
{68990} Secret Grate Wooden - Reset
{68991} Secret Grate Stone - Reset
{68992} Projectile Trap Trigger, Arrow (Average)
{68993} Projectile Trap Trigger, Blindness/Deafness (Average)
{68994} Projectile Trap Trigger, Bolt (Average)
{68995} Projectile Trap Trigger, Dart (Average)
{68996} Projectile Trap Trigger, Dispel Magic (Average)
{68997} Projectile Trap Trigger, Entangle (Average)
{68998} Projectile Trap Trigger, Flame Arrow (Average)
{68999} Projectile Trap Trigger, Gust of Wind (Average)
{69000} Projectile Trap Trigger, Hold Person (Average)
{69001} Projectile Trap Trigger, Magic Missile (Average)
{69002} Projectile Trap Trigger, Negative Energy Burst (Average)
{69003} Projectile Trap Trigger, Negative Energy Ray (Average)
{69004} Projectile Trap Trigger, Quillfire (Average)
{69005} Projectile Trap Trigger, Ray of Enfeeblement (Average)
{69006} Projectile Trap Trigger, Shuriken (Average)
{69007} Projectile Trap Trigger, Sleep (Average)
{69008} Projectile Trap Trigger, Stinking Cloud (Average)
{69009} Projectile Trap Trigger, Web (Average)
{69010} Projectile Trap Trigger, Acid Fog (Deadly)
{69011} Projectile Trap Trigger, Arrow (Deadly)
{69012} Projectile Trap Trigger, Blade Barrier (Deadly)
{69013} Projectile Trap Trigger, Bolt (Deadly)
{69014} Projectile Trap Trigger, Dart (Deadly)
{69015} Projectile Trap Trigger, Greater Spell Breach (Deadly)
{69016} Projectile Trap Trigger, Shuriken (Deadly)
{69017} Projectile Trap Trigger, Arrow (Fatal)
{69018} Projectile Trap Trigger, Bolt (Fatal)
{69019} Projectile Trap Trigger, Circle of Death (Fatal)
{69020} Projectile Trap Trigger, Cloudkill (Fatal)
{69021} Projectile Trap Trigger, Chain Lightning (Fatal)
{69022} Projectile Trap Trigger, Dart (Fatal)
{69023} Projectile Trap Trigger, Delayed Blast Fireball (Fatal)
{69024} Projectile Trap Trigger, Flame Arrow (Fatal)
{69025} Projectile Trap Trigger, Greater Dispelling (Fatal)
{69026} Projectile Trap Trigger, Hold Monster (Fatal)
{69027} Projectile Trap Trigger, Hold Person (Fatal)
{69028} Projectile Trap Trigger, Isaac's Greater Missile Storm (Fatal)
{69029} Projectile Trap Trigger, Mind Fog (Fatal)
{69030} Projectile Trap Trigger, Negative Energy Burst (Fatal)
{69031} Projectile Trap Trigger, Sunburst (Fatal)
{69032} Projectile Trap Trigger, Shuriken (Fatal)
{69033} Projectile Trap Trigger, Wall of Fire (Fatal)
{69034} Projectile Trap Trigger, Arrow (Strong)
{69035} Projectile Trap Trigger, Blindness/Deafness (Strong)
{69036} Projectile Trap Trigger, Bolt (Strong)
{69037} Projectile Trap Trigger, Dart (Strong)
{69038} Projectile Trap Trigger, Fireball (Strong)
{69039} Projectile Trap Trigger, Grease (Strong)
{69040} Projectile Trap Trigger, Isaac's Lesser Missile Storm (Strong)
{69041} Projectile Trap Trigger, Lesser Spell Breach (Strong)
{69042} Projectile Trap Trigger, Lightning Bolt (Strong)
{69043} Projectile Trap Trigger, Melf's Acid Arrow (Strong)
{69044} Projectile Trap Trigger, Searing Light (Strong)
{69045} Projectile Trap Trigger, Shuriken (Strong)
{69046} Projectile Trap Trigger, Acid Splash (Weak)
{69047} Projectile Trap Trigger, Arrow (Weak)
{69048} Projectile Trap Trigger, Balagarn's Iron Horn (Weak)
{69049} Projectile Trap Trigger, Bolt (Weak)
{69050} Projectile Trap Trigger, Dart (Weak)
{69051} Projectile Trap Trigger, Daze (Weak)
{69052} Projectile Trap Trigger, Grenade - Acid (Weak)
{69053} Projectile Trap Trigger, Grenade - Caltrops (Weak)
{69054} Projectile Trap Trigger, Grenade - Choking (Weak)
{69055} Projectile Trap Trigger, Grenade - Fire (Weak)
{69056} Projectile Trap Trigger, Grenade - Holy (Weak)
{69057} Projectile Trap Trigger, Grenade - Tangle (Weak)
{69058} Projectile Trap Trigger, Grenade - Thunderstone (Weak)
{69059} Projectile Trap Trigger, Lesser Dispel Magic (Weak)
{69060} Projectile Trap Trigger, Shuriken (Weak)
{69061} Projectile Trap Trigger, Sound Burst (Weak)
{69062} Detect Mode Toggle Waypoint
{69063} Home Waypoint
{69064} Safe Waypoint
{69065} Shop Waypoint
{69066} Stealth Mode Toggle Waypoint
{69067} Generic Stop Waypoint
{69068} Tavern Waypoint
{69069} This module was designed for 1-4 players of levels 1-7.



{69070} AREA DAY_NIGHT
{69071} Elven Crypt - Upper Level
{69072} Blumberg
{69073} Nether Mountains - Dragon Caves
{69074} Elven Crypt - Lower Level
{69075} Nether Mountains - Kobold Caves
{69076} Drogan's Home - Main Floor
{69077} Drogan's Home - Apprentices' Quarters
{69078} Drogan's Home - Laboratory
{69079} Hilltop - West
{69080} Hilltop - East
{69081} Hilltop - House
{69082} Hilltop - Herbalist
{69083} Hilltop - The Bubbling Cauldron.
{69084} Hilltop - Drogan's Barn
{69085} Hilltop - Foothills - Hurst Farm
{69086} Hilltop - The Smith
{69087} Hilltop - Community Hall
{69088} Hilltop - Blake House - Top Floor
{69089} Hilltop - Blake House - Main Floor
{69090} Hilltop - Fortune Teller's Caravan
{69091} Hilltop - The Old Farm - Cellar
{69092} Hilltop - The Old Farm
{69093} Hilltop - Foothills - Rumgut's Cave
{69094} Nether Mountains
{69095} Nether Mountains - Cave
{69096} Hilltop - Foothills
{69097} High Forest - Ancient Hall
{69098} High Forest - Gnoll Caves
{69099} High Forest - Underground Ruins
{69100} Blumberg - Deekin's Shop
{69101} High Forest - Cave
{69102} High Forest - The Hermit's Home
{69103} High Forest
{69104} 
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{69658} 
{69659} 
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{74690} 
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{74700} 
{74701} 
{74702} 
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{74705} 
{74706} 
{74707} 
{74708} 
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{74714} 
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{74761} 
{74762} 
{74763} 
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{74767} 
{74768} 
{74769} 
{74770} 
{74771} 
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{74776} 
{74777} 
{74778} 
{74779} 
{74780} 
{74781} 
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{74796} 
{74797} 
{74798} 
{74799} 
{74800} 
{74801} 
{74802} 
{74803} 
{74804} 
{74805} 
{74806} 
{74807} 
{74808} 
{74809} 
{74810} 
{74811} 
{74812} 
{74813} 
{74814} 
{74815} 
{74816} 
{74817} 
{74818} 
{74819} 
{74820} 
{74821} 
{74822} 
{74823} 
{74824} 
{74825} 
{74826} 
{74827} 
{74828} 
{74829} 
{74830} 
{74831} 
{74832} 
{74833} 
{74834} 
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{74836} 
{74837} 
{74838} 
{74839} 
{74840} 
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{74847} 
{74848} 
{74849} 
{74850} 
{74851} 
{74852} 
{74853} 
{74854} 
{74855} 
{74856} 
{74857} 
{74858} 
{74859} 
{74860} 
{74861} 
{74862} 
{74863} 
{74864} 
{74865} 
{74866} 
{74867} 
{74868} 
{74869} 
{74870} 
{74871} 
{74872} 
{74873} 
{74874} 
{74875} 
{74876} 
{74877} 
{74878} 
{74879} 
{74880} 
{74881} 
{74882} 
{74883} 
{74884} 
{74885} 
{74886} 
{74887} 
{74888} 
{74889} 
{74890} 
{74891} 
{74892} 
{74893} 
{74894} 
{74895} 
{74896} 
{74897} 
{74898} 
{74899} 
{74900} 
{74901} 
{74902} 
{74903} Warrior Spirit
{74904} The spectral remains of a fallen elven warrior.
{74905} Ayala
{74906} This deadly looking elven woman moves with a smooth grace and wary eye, as one who has faced great dangers over the years. Her skin is pale, but a fiery energy burns in her eyes.
{74907} Goblin Wizard
{74908} Drogan
{74909} Droganson
{74910} Master Drogan is a famed adventurer who decided to retire and start a school for young adventurers. As your mentor, he has shown both compassion and firmness. He is a powerful cleric of Mystra, and a wizard.
{74911} Dying Man
{74912} Fiona
{74913} Fiona the smith is a large, crudely-humorous woman, with a reputation as a steadfast and reliable worker and friend.
{74914} Gnoll Warrior
{74915} Gnoll Archer
{74916} Gnoll Berserker
{74917} Gnoll Hunter
{74918} Haniah
{74919} Dales
{74920} Haniah is a half-elf who came to Hilltop only a short time ago. Her assistance to the mayor has led to improvements in the town. She has always been very friendly to you and the other students.
{74921} Kobold Sergeant
{74922} Yazka
{74923} Kobold Looter
{74924} This is one of the many children of Hilltop.
{74925} Bethsheva
{74926} Bethsheva is Farghan's animal companion, a powerful winter wolf bitch, and the dominant canine in Hilltop.
{74927} Hilltop Guard
{74928} The guards of Hilltop look battle weary but alert.
{74929} This is a beautiful, young halfling. She appears very concerned with the well being of the other members of the halfling caravan.
{74930} Shadow Hart
{74931} Typically docile in nature, these rare, wild herbivores travel alone.  They possess limited teleportation ability, which they use to escape predators.
{74932} Nora
{74933} Blake
{74934} Nora Blake is a beautiful young woman and a new mother.
{74935} Daschnaya
{74936} This halfling has a wisdom in her eyes that speaks of one who sees more than most.
{74937} Mara the Cook
{74938} This is Mara, the cook at the Bubbling Cauldron.
{74939} Farghan
{74940} This is Farghan, the herbalist. He is a respected member of the community and a strong calming influence for the locals.
{74941} Ferran
{74942} Valiantheart
{74943} This elf has a quiet awareness about him that seems almost uncanny.
{74944} Farm Hand
{74945} This young, human farmhand looks strangely familiar. Perhaps you have met him before in Hilltop.
{74946} Blumberg Refugee
{74947} The refugees fill the back of the town hall, alive and well.
{74948} Piper
{74949} Piper has always been a little strange, making prophecies that never seem to come true. He spends a lot of time annoying the local guards and the mayor. Despite that, he has always been a harmless nuisance and most people ignore him completely.
{74950} Adam
{74951} This was Adam Blake, husband to young Nora and father of Tynan, a mere babe. Nora will be devastated to lose her husband.
{74952} Lodar the Tavernmaster
{74953} This is Lodar the tavernmaster. He is usually quite cheerful, but the kobold attack has left him in a poor mood.
{74954} Mayor Veraunt
{74955} Shuttlescomb
{74956} This is Mayor Veraunt. Although you have never seen him drunk before, he appears to be far gone in his cups at this point.
{74957} Nathan's farmhands look very physically fit and aware of their surroundings. Obviously they play a role in the survival of the Hurst homestead.
{74958} Nathan
{74959} Hurst
{74960} The dark skin of this dwarf reveals his race to be one of the grey dwarves, or duergar. He has a grim demeanor and a wary eye.
{74961} Becka
{74962} This female dwarf has a grayish cast to her skin that almost seems to be duergar. She wears a scowl on her face, but seems to be quite a pretty dwarf.
{74963} Szaren
{74964} The Red Wizard Szaren has returned to Hilltop and appears to have set up a temporary shop in this house.
{74965} This stranger appears to be wearing the garb of the infamous Red Wizards of Thay.
{74966} Thayvian Slave
{74967} This is one of Szaren's slaves. Despite his ragged clothes, he seems quite content with his lot.
{74968} Kipper
{74969} Gilford
{74970} Gilford, the local priest of Ilmater, looks exhausted. He moves more slowly than you remember him ever moving.
{74971} Azath
{74972} A strange creature that seems to feed on magical emanations of all kinds.
{74973} Azith
{74974} Chief Gishnak
{74975} This gnoll barks orders at the other gnolls. He is obviously the leader here.
{74976} Warrior
{74977} These are exotic and deadly elven warriors, though of a subrace you have never encountered before.
{74978} Glendir
{74979} This half-orc looks to be a very frustrated and uncooperative slave.
{74980} Gnoll Lieutenant
{74981} Hooded Figure
{74982} A strange, shimmering figure stands here. Although she is difficult to see, her presence is almost overwhelmingly powerful and evil.
{74983} J'nah is an unusual looking elf, with features that seem elven, yet of an exotic strain you have never encountered before. Every move seems controlled, every word from her mouth calculated, and her posture is highly arrogant.
{74984} Nafeeli
{74985} While kobolds often seem rather pathetic, this one seems to have taken it to an extreme.
{74986} Quemozeng 
{74987} Slave
{74988} This slave looks ragged and miserable.
{74989} This slave looks starved and desperate.
{74990} Hurc
{74991} Kobold Jumper
{74992} Urko
{74993} This looks like the kobold leader from the elven crypt, Urko. It appears he made it safely back to his kin.
{74994} Kobold Adept
{74995} Chief Arzig
{74996} This kobold belligerently commands the other kobolds. Obviously he is the clan chief.
{74997} Kobold Commoner
{74998} Kobold Guard
{74999} Kobold Ice Hound
{75000} Kobold Slasher
{75001} Kobold Slinger
{75002} Kobold Sniper
{75003} Kobold Sorcerer
{75004} Deekin
{75005} Deekin is a kobold bard, who carries himself with a flair that is unusual in a kobold. The grin on his face and twinkle in his eye show that no matter the circumstances, he is bound to explore the world and attempt to satisfy his curiosity.
{75006} Riisi
{75007} This is Master Drogan's familiar, the faerie dragon, Riisi. She is flighty and loves to play games. Asking riddles is her favorite form of entertainment.
{75008} Skeleton Archer
{75009} Spirit of Nilmaldor
{75010} The ghostly figure that paces here looks to have once been an elven warrior, but his spirit is now trapped in this crypt.
{75011} Toli
{75012} This dwarven woman appears to be very pregnant.
{75013} Toman
{75014} Bross
{75015} Toman appears a crushed and broken man, now that his home has been taken away from him.
{75016} From the way he is yipping commands at the other kobolds, this is obviously the leader of this small group. He appears to be very tense.
{75017} Dorna
{75018} Trapspringer
{75019} Dorna seldom speaks of her past, but you know she traveled for nearly a week through a treacherous part of the Silver Marches to apprentice herself to Drogan Droganson when he retired and decided to take on some apprentices.  She is somewhat dour and pragmatic.  Her role as professional ambush-spotter and trap-springer has left her with a rather grim outlook on life.
{75020} Mischa
{75021} Waymeet
{75022} This bright-eyed young woman gazes out on the world with an earnest and cheerful expression, despite the ready sword at her side. An elaborate pendant, the holy symbol of Mystra, hangs around her neck, and the aura of grace and gentle power that surrounds her unmistakably marks her as a paladin, unusual though it is to find one of the holy warriors in the service of the goddess of magic. 
{75023} Messarmos
{75024} Xanos is a poor tempered, arrogant, but fairly intelligent half-orc. He loves to speak of how much smarter he was than most of his family and has little tolerance for the slow of mind or weak of will. He claims not to care what others think of him, yet spends a lot of time making sure others note his intelligence and power.
{75025} The Alchemist's Cookbook
{75026} Amongst the more interesting passages are:

'Fenberries are a potent ingredient.  The essence of several fenberries can be used to make the barkskin potion.  A simple bottle is enough to hold the berries essence - no special precautions are needed.'

'Pure quartz crystal is another valuable reagent.  Necessary in many rituals that imbue magical power into various items.' 

{75027} Amulet of Ascalhorn
{75028} Found in an elven crypt, this item was once the treasure given to elven soldiers who completed their training and successfully passed a dangerous challenge.
{75029} Ancient Sword
{75030} This ancient weapon is set with stones and has an elaborate elven crest worked into the hilt. It does not seem magical, but obviously has some worth. The skeleton this weapon was found on did not appear to be elven, and was most likely a grave robber who found the tomb to be better guarded than expected.
{75031} Ayala's Armor
{75032} Becka's Outfit
{75033} Smith's Outfit
{75034} Dagger
{75035} Deekin's Crossbow
{75036} This crossbow is finely fashioned and possesses a diamond in its handle that sparkles intensely when looked at. Whether Deekin stole this crossbow out of Tymofarrar's treasure pile or whether it was given to Deekin is unknown, but the kobold cradles it closely.
{75037} Deekin's Rapier
{75038} This rapier is finely fashioned and possesses a ruby in its pommel that sparkles intensely when looked at it. Whether Deekin stole it out of Tymofarrar's treasure pile or whether it was given to Deekin is unknown, but the kobold cradles it closely.
{75039} Dorna's Battleaxe
{75040} This axe is carved along its blade with large dwarven runes, each indicating a member of Dorna's clan who has held the weapon prior to her. It is a finely crafted and superior weapon that Dorna will not give up for any reason.
{75041} Drogan's Robes
{75042} Elven Hall of Trials key
{75043} This key has fine elven designs covering the surface and probably opens something in the elven crypt.
{75044} Elven Trap Protective Helmet
{75045} This helmet was designed to protect the user against the poisonous gases emitted by a special trap in the elven crypt. It is unlikely that the helm would work against other poisons, as it was created for this specific trap.
{75046} Focus Crystal
{75047} Though rather common, these crystals are highly sought for use in controlling, directing and powering magic spells and items.

One crystal is consumed every time use is made of Mystra's Hand.
{75048} Ilmater Robe
{75049} Giant Spider Bite
{75050} This small golden vessel appears to be an incense burner of some sort.
{75051} This small golden incense burner is etched with a smooth, flowing script spelling out prayers to Akadi. When used, it will summon a fire elemental to serve the user. 
{75052} J'Nah's Outfit
{75053} J'Nah Properties
{75054} Daemonfey Chainmail
{75055} Dark Hood
{75056} Katriana's Outfit
{75057} Journal
{75058} This is your journal, which chronicles your life at Drogan's academy. From the day you set foot in the door, to last eve's entry, all of your experiences are contained within.
One section of the journal talks about your interaction with the other apprentices.  Xanos, the half-orc sorcerer, has a superior attitude that rubs most of the other apprentices the wrong way. Dorna is a dwarven rogue, who loves to incite arguments between Xanos and the third apprentice, Mischa.
Mischa is a human paladin of Mystra, whose vision of the world is limited to black and white, with nothing in between.
You are the fourth and senior apprentice, and Drogan has always held a respect for you and your abilities.
Lately Drogan has begun to seek new apprentices, as your term here has nearly reached completion. Your final examination will soon be upon you.

{75059} Katana of the North
{75060} The katana is the pinnacle of the swordsmith's craft, combining grace and artful design with razor-edged efficiency. 
{75061} The Katana of the North was crafted by small order of monks in the Nether Mountains.  It grants its wielder some protection from the harsh elements of the north as well as having a calming influence on beasts that may be encountered. 
{75062} Klonk's Ice Blade
{75063} These blades belong to a clan of kobolds known as the Ice Kobolds. Despite their cold-blooded nature, these kobolds have adapted to their cold environment. Even their weapons have been magically altered to send chills of frost into an opponent unlucky enough to be hit with an Ice Blade.
{75064} Kobold Ice Blade
{75065} misclarge
{75066} miscmed
{75067} miscsmall
{75068} miscthin
{75069} The Mummified Hand
{75070} One of the missing artifacts is the mummified hand of the lich, Belpheron, and is said to still retain some of his power. 
Its user must be standing still for its power to function correctly.
{75071} Dorna's Footlocker key
{75072} Xanos's Footlocker key
{75073} Room Key
{75074} This is the key to Drogan's personal quarters. It was guarded by his familiar, Riisi. Drogan's room is sure to have some useful equipment, including the alchemist's table, where focus crystals can be made.
{75075} Idol of the Bear
{75076} The great white bear stood on its hind legs and roared its challenge at you to come and fight. Instead you stood your ground and hooted and spun in circles, daring it to come to you. Your patience won out and in great anger, the bear lumbered forward, falling into the pit you had prepared the night before.
Drogan was impressed with how you handled the challenge, and as a trophy, he turned the mighty bear into a frozen statue. Gazing at the statue, you laughed loudly and realized that there was something magical about it. 
Once per day you can use the statue to increase your taunt skill.
{75077} Quality Lute
{75078} The thin, tight-lipped old woman absolutely refused to impart the secrets of her dead husband's life to anyone, until you came along. He had been quite a local hero, and you knew that his exploits could make an impressive epic ballad, if only the woman would give you the details. 
You played a tune on your old lute, and it took all of your control to keep the old instrument from losing its tuning during the song. The woman was sufficiently impressed with your abilities and relented from her silence. Drogan obviously recognized the struggle you had with your poor old instrument, for upon completion of this test, he presented you with this new, Quality Lute. The most surprising thing about this gift was when you recognized the magic imbued in the lute, that allows you to use the powers of your perform skills to a higher extent, once per day.
{75079} Fortune Cards
{75080} This is an unusual deck of cards.  The cards are covered in strange runes and symbols the likes of which you have never seen before. Despite the markings, there does not seem to be anything magical about them.
{75081} Hilltop Guard Armor
{75082} Hilltop Guard Axe
{75083} Hilltop Guard Helmet
{75084} Piper's Sword
{75085} Wolf Pelt
{75086} Holy Symbol
{75087} It seemed as though you were trapped in a great war. All around you were the dead and dying. You quickly used up all your spells and potions. Then you turned to your medical kits. One soldier after another was brought to you with wounds. Eventually you had no more energy left. You had to choose; rest or burn yourself out. It was a difficult choice, but you made it decisively and as you lay your head to rest, you knew the next day would be even harder then the day before.
You awoke from the dream to realize that Drogan had been testing you. You passed the test. Drogan told you that had you gone on any longer, you would not have been fit to help anyone the next day. By conserving yourself, you would have saved more lives in the long run. Upon your success, Drogan presented you with this finely crafted symbol of the deity your life is dedicated to. Once per day you can use the power of this symbol to enhance your healing skill.
{75088} Tressym Tongue
{75089} The Tressym is a winged cat about the size of a housecat with a pair of feathered, leathery wings - well known for their immunity to poison.
Their tongues are well known for their poison-immunity qualities.
{75090} Pieces of Charcoal
{75091} A handful of small ground up pieces of charcoal.  Known for their neutralizing qualities when it comes to poisons.
{75092} Helmthorn Berries
{75093} A handful of indigo berries.  Helmthorn berries are tart in flavor and often used in winemaking.  They also can be used in the preparation of certain restorative potions.
{75094} Hurc's Dagger
{75095} This dagger pulses faintly in the hand when held, but otherwise seems unremarkable in its craftsmanship.
{75096} While the craftsmanship of this blade is rather crude by non-kobold standards, it becomes quickly apparent that this dagger has been strongly enchanted to drain the life force from its victim and add it to that of the user. Peering closely at the blade it is also obvious that this dagger has been often (and recently) coated with poison to supplement its damage.
{75097} Dorna's Short Sword
{75098} Scented Fetish
{75099} When Drogan announced that a wild panther was slaughtering the local farmers' cattle, you knew you faced a true test of your druidic abilities. Entering the woods, you cautiously followed the creature's path. You crossed a small stream, and then found yourself facing a protective panther with cubs. It took every ounce of patience and empathy you had to calm the panther and convince her that this area did not make a safe home.
Upon successful completion of this exam, Drogan presented you with a magical scented fetish. Once per day you can use its powers to send forth the scent of a peaceful forest glade, enhancing your animal empathy skill.
{75100} Scale of Discipline
{75101} It was a fairly straight-forward test. All you had to do was run to the top of the hill and grab an item on a pedestal, then return it to Drogan. It was the twenty heavily-muscled orcs waiting to knock you back down the hill, and the strap that held your hands behind your back that gave the task its difficulty.
The first few were easy enough to dodge around, but they got closer and closer together until it was only your bullheaded determination that kept you on your feet.
When the assignment was completed, your body was sore, but the red scale was dropped from your mouth into Drogan's waiting hands. After cutting the strap around your arms, Drogan explained that the scale had the magical ability to increase your discipline for a short time during battle, but only one time each day. It was a suitable reward for a grueling task.
{75102} Valiantheart Longbow
{75103} This is a finely made longbow, the wood of its shaft richly oiled and carved with delicate elven lettering.
{75104} This finely-crafted longbow most recently belonged to the Arcane Archer Ferran Valiantheart... and has been passed down from generation to generation within the Valiantheart clan for thousands of years. The magic of the bow, a spell written into the grain of the wood in the elven language, is designed to enhance a hunter's senses... making it easier to spot one's prey and the archer more accurate with his arrow when firing.
{75105} Horns of the Shadow
{75106} The horns of the Shadow Hart - one of the most unusual creatures in the realms.
{75107} Heart of the Shadow
{75108} The heart of the Shadow Hart - one of the most unusual creatures in the realms.
{75109} Green Spores
{75110} A clump of spores covered in a green mucus like substance.  Touching them causes long emerald strands to form between your hands and the spores.
{75111} Baby
{75112} This small bundle of joy seems to be emanating a peculiar odor. The baby's name is Tynan, the son of Nora and Adam Blake. He was rescued from a vicious kobold.
{75113} Fortune Teller's Key
{75114} Crystal of Concentration
{75115} Drogan's last trial for you seemed to be a bit unfair. To test your powers of concentration, Drogan created a situation filled with interesting distractions, including music, drink and nudity. In the midst of the distraction, Drogan walked into the room and shouted "Now!" Immediately you stumbled to your feet, shook your head to clear the cobwebs and cast a spell.
Surprisingly, you cast the spell quickly and effectively; then you passed out. When you came to, Drogan handed you this crystal. You stared into it, and found your head cleared quickly, with your ability to concentrate improved. The crystal can be used once per day in this manner.
{75116} Censer of Readiness
{75117} When your opponent swings his weapon, don't be there for him to connect. This is the advice Drogan gave you before a very unusual trial. You had to move through a room that had all sorts of swinging blades and jets of flame firing across.
Despite a few minor nicks and burns, you emerged from the room successfully. Drogan took you to a separate room and lit a small censer filled with incense. After inhaling some of the smoke, you were taken back to the dangerous room and you dodged through it without a single problem.
The magical censer can be used to increase your tumbling skill. After a single use it requires a day to recharge itself.
{75118} Nora's Wedding Ring
{75119} This is the wedding ring of Nora Blake, given as a reward for saving her child from kobolds.
{75120} Instrument of the Inquisition
{75121} Battle was not an option, unless of course you chose to die. Death seemed a bit of an extreme option, and the brutish horde of orcs around you did not seem particularly bright. With this in mind, you brought a deep scowl to your face and eyed the orc captain.
He would be the first to die, followed by the orc beside him; at least, that is what you told him. The rest might eventually bring you down, but how many of them were prepared to face death over such a small, insignificant object.
Your intimidation tactics worked well and the orcs handed over the odd shaped device, then disappeared as Drogan's test ended. Drogan told you to keep the instrument, as it was a holy item of the inquisition. The blade may be used once per day to increase your persuasion skill for a short period of time. It was a fine, worthy trophy.
{75122} Practice Sword
{75123} Gift of the Dryad
{75124} The shadows of the forest lay heavy on the ground, as you made your way towards the cries of a wounded animal. Then, suddenly you knew that someone was following you. With all of your senses focused outward, you crept forward quietly. The most minute movement from behind a bush drew your attention and you sprang lightly overtop, to land on a beautiful forest dryad. She giggled, kissed your forehead and slipped out from underneath you. In your hands she left a simple wooden cup.
Drogan congratulated you on your abilities and told you to keep the cup as a trophy to remember that day. Placing the cup to your lips creates a small amount of dryad wine, which heightens the senses, increasing your spot skill. This ability is only usable once per day.
{75125} Horn of Listening
{75126} All was pitch black as you slid through the halls of a wealthy merchant. You could hear his guards moving about, but the magical darkness concealed their position from you. Focusing all your concentration on the sounds of breathing and creaking armor, you slipped around the last of the merchant's guards and entered his treasure room.
This was the last test Drogan gave you, and though it was not your final examination, it proved your abilities were sharp as a blade. Drogan presented you with this special device, which has the magical ability to enhance your listening skill.
{75127} Rumgut's Key
{75128} This key belongs to Rumgut, the hill giant. It opens the cage where he is keeping his 'wife'.
{75129} Hurst's Morningstar
{75130} Shadow Helm
{75131} The horns of a Shadow Heart incorporated into this helm give its owner the ability to fade out slightly, once per day.
{75132} Rod of the Magi
{75133} One at a time, they came at you, casting their spells. All you had to do was identify each spell before it was completed and the spell would dissipate, as would the caster. But it was hard, so very hard. Each spell was different, some simple, some complex, but you had to wrack your mind to remember what you had been taught about each. What words, what gestures and what components were used in each spell? 
In the end, you passed with flying colors, and Drogan presented you with a small gift, the Rod of the Magi. The rod can be used once per day to increase your spellcraft ability.
{75134} Szaren's Cloak
{75135} This cloak belonged to Szaren, the Red Wizard, and was traded for a dragon's egg. It gives off an eerie blue light that protects the wearer from fire.

{75136} This cloak belonged to Szaren, the Red Wizard, and was traded for a dragon's egg. It gives off an eerie blue light that protects the wearer from fire.
{75137} Ring of the Wolf
{75138} This silver ring has a sapphire set into it, making it quite valuable. When you look closely at the gem, it appears to have the faint image of a white wolf within.
{75139} Once belonging to the druid Farghan, this ring has a sapphire set into it that contains the faint image of a wolf within. Wearing it increases one's ability to communicate with animals... and the wolf within the gem can be summoned to aid the wearer.
{75140} Ancient Tome
{75141} This thick tome's pages are yellowed and crumbling from extreme age, and the writing within is quite compact and in a language unfamiliar to you. Numerous notes have been scrawled into its sidebars throughout, most in a strange goblin tongue but some in Common. One of the larger notes reads:

"The ruins uncovered below these caves are, in my estimation, none other than Netherese in origin. A remarkable discovery so far outside of the Anauroch Desert. I can only surmise that this facility was some form of training area for Netherese magic, perhaps remotely located from the main Empire. Regardless, it seems it did not escape the destruction of the rest of the Netherese... most of the scrolls and other magic we have uncovered below have been destroyed or useless. What few good artifacts have been found have been jealously snatched by that damnable sorceress. If she would only tell us what she seeks here, this entire process would be much less frustrating! Will send apprentices below again to discover more..."
{75142} Beastmaster's Horn
{75143} This brass horn is less of an instrument and more of a crudely-made device intended to make one particular note when blown into. It reeks of fur and stale gnoll saliva.
When blown, the horn will make the bears that live in this cave friendly, for a time.
{75144} Cage Key
{75145} A simple brass key bent and twisted with age and use.
{75146} Gnoll Chieftain's Key
{75147} This key is finely crafted, almost elven in its appearance, and appears to be made out of some kind of brilliant silver alloy. It is doubtful that the gnolls made this.
{75148} Parchments
{75149} These sheets of parchment are all dirty and covered with stains and greasy fingerprints. There are notes in a crude goblin tongue scribbled on most of them, with some parts in simple Common. Some of the clearer sections read:

"Pulled lever and made it to the Waters of Wisdom. Have not figured out the correct cantrip to cast on the Waters of Wisdom yet...I'm not sure if each pedestal will release a token or not...not sure if I want to face the elementals again to find out."

"The Tokens appear to be used in the central well...I will experiment more one day.  Perhaps Gishnak will send an escort with me."


"Must identify these soon."
{75150} These sheets of parchment are all dirty and covered with stains and greasy fingerprints. There are notes in a crude goblin tongue scribbled on most of them, with some parts in simple Common. Some of the clearer sections read:

"Have not figured out the correct cantrip to cast on the Waters of Wisdom yet...I'm not sure if each pedestal will release a token or not...not sure if I want to face the elementals again to find out."

"The Tokens appear to be used in the central well...I will experiment more one day.  Perhaps Gishnak will send an escort with me."
{75151} Potion of Protection from Elements
{75152} This potion shields its imbiber against the forces of nature. It has only one use.
{75153} Promissary Note
{75154} This is a quickly-scribbled note written in Glendir's shaky script promising two thousand gold pieces to his savior, payable by the Baron of Hilltop. The note has been signed with flourish by Glendir, himself.
{75155} Air Elemental Properties
{75156} Earth Elemental Properties
{75157} Water Elemental Properties
{75158} Lightning Bolt
{75159} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Chain of targets in a straight line
Duration: Instant
Additional Counter Spells: 
Save: Reflex 1/2
Spell Resistance: Yes

The caster fires a bolt of lightning that passes through all creatures in a straight line from the caster. The bolt does 1d6 points of electricity damage per caster level, to a maximum of 10d6.
{75160} Melf's Acid Arrow
{75161} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: Single
Duration: 1 Round, + 1 Round / 3 Levels
Additional Counter Spells:
Save: None
Spell Resistance: Yes

The caster targets a single creature with an acid bolt and must succeed at a ranged touch attack for the missile to be effective. The initial damage from the spell is 3d6, +1d6 every round until the spell expires.
{75162} Flame Arrow
{75163} Caster Level(s): Wizard / Sorcerer 3 
Innate Level: 3
School: Conjuration
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: 
Save: Reflex 1/2
Spell Resistance: Yes

The caster launches 1 conjured fiery arrow at the target creature for every 4 caster levels. Each arrow does 4d6 points of damage.
{75164} Cone of Cold
{75165} Caster Level(s): Wizard / Sorcerer 5 
Innate Level: 5
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Cone, 30ft
Area of Effect / Target: Spell Cone
Duration: Instant
Additional Counter Spells: 
Save: Reflex 1/2
Spell Resistance: Yes 

A cone of frost and snow shoots forth from the caster's hands, doing 1d6 points of cold damage per caster level to all those within the area of effect, to a maximum of 15d6.
{75166} Gnoll Jail Key
{75167} This is a large, rusted iron key that is obviously meant for an equally large lock.
{75168} Slave Den Key
{75169} This is a plain brass key that has been heavily dented and pitted with bite marks along its length.
{75170} Magical Token
{75171} This small token is made of an unfamiliar metal that radiates a slight magical aura. There are small inscriptions chiseled into its face, but they are in an ancient language you do not recognize.
{75172} The Tale of Rusty McFinger
{75173} In the 12th year of Evenstide a vicious outbreak of cats spawned the need for an effective way to deal with these vicious little nasties. 
A gnomish inventor by the name of Rusty McFinger came up with a most ingenious solution; a "trap" (as he called it). These "traps" would be fiendish devices left everywhere where an unsuspecting feline might step upon it and get immediately immolated, frozen, skewered, sizzled and/or exploded on the spot. 
They were so effective that they impressed the current Pasha of Calimshan who commissioned Rusty McFinger to make the most deadly "trap" he could devise. After many, many years of research and thousands of gold invested, Rusty McFinger had finally begun to build the most deadly "trap" in existence... 
On the final day of construction, the god Omnicron ate the planet... and the resulting turmoil toppled Rusty McFinger into his own device, causing his death.
{75174} Stuffed Doll
{75175} This small and vaguely humanoid doll is made mostly of burlap stuffed with hay and dried grass. It is extremely worn and the burlap is torn in many places. Written in a crude, almost child-like fashion on the back of the doll's head is the word "Deekin". There is a small cloth tag attached to the doll that has a message written on it in tiny, delicate letters:

"Search for your dreams, lad, and good luck. -- T."
{75176} J'Nah's Journal
{75177} This is a collection of J'Nah's personal musings and memories. There are many discussions about her allies and her research, which includes the excavation of these tunnels, an old wizard laboratory, lost for centuries.
Of Tymofarrar, J'Nah writes:
"The haughty beast is ripe for betrayal and I wait only until I can find a willing dupe to take the phylactery and destroy the beast. His arrogance is almost equal to my own and is insufferable."
and:
"The cold-hearted reptile dares to betray me? If I do not find someone willing to battle this creature soon, I shall probably have to do it myself. Then I will take control of his kobold army and between them and my gnolls, we shall be a force to reckon with."
Of her mistress, J'Nah writes:
"She is a persuasive creature, but I do not trust her. Once I have collected the artifacts, I will call my sisters to me, and compel her to assist us. If she refuses... she dies. Allies are only useful when they are obedient."

{75178} This is a collection of J'Nah's personal musings and memories. There are many discussions about her allies and her research, which includes the excavation of these tunnels, an old wizard laboratory, lost for centuries.
Of Tymofarrar, J'Nah writes:
"The haughty beast is ripe for betrayal and I wait only until I can find a willing dupe to take the phylactery and destroy the beast. His arrogance is almost equal to my own and is insufferable."
and:
"The cold-hearted reptile dares to betray me? If I do not find someone willing to battle this creature soon, I shall probably have to do it myself. Then I will take control of his kobold army and between them and my gnolls, we shall be a force to reckon with."
Of her mistress, J'Nah writes:
"She is a persuasive creature, but I do not trust her. Once I have collected the artifacts, I will call my sisters to me, and compel her to assist us. If she refuses... she dies. Allies are only useful when they are obedient."
{75179} Flask of Powder
{75180} The small, heavy flask is filled with a deep red powder... enough for one use, more than likely. It smells strongly of smoke and copper.
{75181} Notebook
{75182} This large tome is filled almost completely with scribbled notes, arcane diagrams, journal entries and often just poorly-drawn doodles. Much of the writing is in draconic, but some parts are in Common. Amongst them such notes as:

"Must look into creating non-freezing ink. Damn kobolds tried thawing the last bottle over a fire and it exploded. Upper cave still dotted with ink marks."

"Swam to the outside today and encountered a group of orcs on my favorite ledge. Why do orcs have to taste so bad? Note to self: raid for salt."

"Received an interesting letter today. Interesting proposition. Must remember to practice my Common more often."

"J'Nah sent me the most interesting vial of poison today. She did not say where it comes from, but it smells like serpent venom. Deekin licked the vial and was in a coma for three days."

"DAMNATIONS!! Why must every greedy plan of mine end in ruin?!"

"Acquired interesting powder today at great expense. It is only of use against that damned sorceress, but she will certainly not see *this* coming. I am so cunning!"

"Note to self: writing plans out may be bad idea. Stop until after the witch is dead."

Most of the legible writing seems to end there, though there is one spectacular drawing showing an elven woman being torn to bloody, gory pieces by a large lizard-like creature.
{75183} Stone Key
{75184} This large key is made of oddly-colored stone that is rough to the touch.
{75185} Tymofarrar's Head
{75186} This large skull once belonged to the white dragon, Tymofarrar. Even in death he appears to be smirking.
{75187} Rusty Key
{75188} This key was dropped by the kobold warden. It probably opens the cell doors, although from the condition of the key, it is unlikely that a lot of prisoners are ever released.
{75189} Rod of Ruler
{75190} The Rod of Ruler is a rather pathetic attempt on the part of the kobolds to create an imperial scepter. The craftsmanship is shoddy, and the gold leaf has mostly peeled off. 
{75191} Garg's Book
{75192} This grease stained, water damaged book was obviously the journal of one of the bandits you killed. The writing is simplistic and the poor spelling and grammar make it almost unreadable.

Apparently the bandit was learning to be a scribe when a large stack of books fell over, landing on his head. The bandit must have taken a severe blow to the head, and he was fired from his job.

Recently, he joined a small group of bandits. The bandits robbed and killed some merchants, finding a key and some notes about an old tomb. They burned the notes and have been looking for the tomb, hoping it will have riches hidden within it.
{75193} This grease stained, water damaged book was obviously the journal of one of the bandits you killed. The writing is simplistic and the poor spelling and grammar make it almost unreadable. 

Apparently the bandit was learning to be a scribe when a large stack of books fell over, landing on his head. The bandit must have taken a severe blow to the head, and he was fired from his job.

Recently, he joined a small group of bandits. The bandits robbed and killed some merchants, finding a key and some notes about an old tomb. They burned the notes and have been looking for the tomb, hoping it will have riches hidden within it.
{75194} Silver Key
{75195} Dragon Egg
{75196} This is a dragon egg, found in a cave full of wyrmlings. Such eggs are often highly sought after by wizards and other arcanists.
{75197} Robe of Elemental Resistance
{75198} This robe sends shivers all over your skin when you touch it.  Its many colors reflect the types of energy it absorbs.
{75199} Drogan's Walking Stick
{75200} Winter Armor
{75201} Bear Hide
{75202} A bearskin is useful in making clothes and rugs; but few hunters will tell you that that the value of these pelts is worth the risk of the claws.
{75203} Dorna's Armor
{75204} Half Plate (Mischa L1)
{75205} Mischa's Longsword
{75206} Mischa's Tower Shield
{75207} Xanos's Dagger
{75208} Xanos' Garb
{75209} Wolf hide has a small, but vibrant market, particularly in large cities, where wolves are rare, and often feared.
{75210} Censer of Air 
{75211} This roughly-polished stone is incised with a few runes spelling out prayers to Grumbar. When used, it will summon an earth elemental to the service of the user. 
{75212} Brazier of Fire 
{75213} Phylactery of Ice
{75214} Swirling energies of pale blue and white fill this glass container. Cold to the touch, J'nah claims it holds the life force of an ice elemental inside. Whoever breaks the container will be filled with this force and gain the strength and constitution of the elemental. It will also transform the imbiber into the shape of a frost giant.
{75215} Cloak of Ascalhorn
{75216} Found in an elven crypt, this cloak was once given to elven soldiers who completed their training and successfully passed a dangerous challenge.
{75217} Baton of the Holy
{75218} Chain of Stealth
{75219} Crusader's Blade
{75220} The Dragon's Tooth
{75221} This is a tooth that once belonged to an ancient, evil wyrm named Hephaestagon. The power the tooth contains is unknown.
{75222} Eliak's Vengeance
{75223} Fist of the North
{75224} Flesh Ripper
{75225} Frost Bringer
{75226} Heart of Neely
{75227} Ice Grinder
{75228} Kilrav's Ring
{75229} Ventrue's Lucky Charms
{75230} The Mask
{75231} This is one of the artifacts stolen from Drogan by the kobolds. It is a mask that once belonged to a high priest of the god of thieves, Mask. While possessing great power, most of its abilities are unknown... though potentially very dangerous, considering the source.
{75232} Potion of Vitality
{75233} The potion of vitality grants the imbiber the illusion of youth.
{75234} Ventrue's Rod of Majesty
{75235} The Tinoman
{75236} Tome of Worldly Knowledge
{75237} The Tower Statue
{75238} This is one of the artifacts stolen from Drogan by the kobolds. While it was discerned to have considerable power within it, the nature of that power remained a mystery.
The tower has been broken and there is some sort of glowing orb that must have been hidden inside it.
{75239} The Tower Crystal
{75240} This is the Crystal that was carried inside the Tower Statue, one of the artifacts recovered for Drogan. It has an unusually strong magical aura.
{75241} Valiant Defender
{75242} The shield almost seems to glow with a holy aura. 
{75243} "Many an attack has been turned by this shield, my greatest creation! This is far better than my boltless crossbow, although I still think that a crossbow that fires field mice could be potentially useful, given the right circumstances." - Wandatin Di'Noga - gnomish tinker.
{75244} Valiant Helm
{75245} Valiant Plate
{75246} "Gird yourself in the armor of valor, for the evils of the world will oppress all but the most courageous of us." - Baron Dyson Teklinson - Commander of the Knights of the Shroud.
{75247} Xanos' Bracers
{75248} These bracers are made of heavy brass and are covered with crude drawings... likely orcish runes meant to bless the wearer with protection and good health. Carved into the rim of the brass, by someone other than an orc craftsman, is the word "Messarmos". Xanos will not give up his prized bracers to anyone.
{75249} Mystra's Hand
{75250} This ring is one of many forged by Drogan Droganson.  Drogan retired after a long life of adventure and took to training young would-be adventurers how not to get killed.  He gave each of them a ring that would teleport them back to him if they found themselves in mortal peril.
To power this ring, the user must possess a focus crystal.  The focus crystal is consumed during the teleportation.
{75251} Rooster Cries Day
{75252} Building Crumblings
{75253} Campfire
{75254} Crickets Loop NGT ONLY low volum
{75255} Critters
{75256} Dog Barks
{75257} Dog Barks AREA
{75258} Fire Bowl
{75259} Firepit & Pot
{75260} Fireplace
{75261} Fountain Small
{75262} Furnace
{75263} Glass Breaks
{75264} Gnolls
{75265} Magical Forest Noises
{75266} Magic Bubbling Beaker
{75267} Magic Cauldron
{75268} Magic Crystal Sourcestone
{75269} Magic Crystal Sourcestone QUIET
{75270} Magic Glowing Ball
{75271} Rat Squeaks
{75272} Riot Yells Mob
{75273} Screams Men AREA RND
{75274} Scream Women
{75275} Songbird Chirps
{75276} Stream Cave Medium
{75277} Stream MediumSoft
{75278} Stream Soft
{75279} Torch Fire Small
{75280} Water Drips
{75281} Water Laps LOUD
{75282} Water Laps
{75283} Water Pool Small
{75284} Wind Gust Strong short rnd time
{75285} Wolf Howls NIGHT ONLY
{75286} Wood Creaks
{75287} 3 Black Bears
{75288} J'Nah's Followers
{75289} Giant Spiders, 1HD
{75290} Highforest Group
{75291} Kobolds
{75292} Air Mephits
{75293} Earth Mephits
{75294} Fire Mephits
{75295} Gnolls
{75296} Gnolls, Mixed
{75297} Gnolls, Ranged
{75298} Water Mephits
{75299} Rats, Easy
{75300} Skeletons
{75301} Secret Door
{75302} Here lies Adam Blake.  Loving Husband and Father...
{75303} Tracks in the snow.
{75304} Thaymart - Opening Soon!
{75305} Air Path
{75306} Earth Path
{75307} Fire Path
{75308} Air Path Effect
{75309} Earth Path Effect
{75310} Fire Path Effect
{75311} Water Path Effect
{75312} Water Path
{75313} Spider Webs Mass
{75314} Spider Webs Small
{75315} Massive Boulder
{75316} A massive chunk of granite rests before you.  It looks impossible to move. The kobolds appear to have carved the rough image of a human head onto the boulder.
{75317} Platform
{75318} This platform looks like it is on some kind of weighted pulley system.  It looks almost like something is meant to dive into it.
{75319} Fire Trap Head
{75320} Desk, Library
{75321} Giant Head
{75322} Potion
{75323} Scroll
{75324} Wizard's Table
{75325} Blink Stag Tracks
{75326} Notice Tracks Trigger
{75327} Blink Stag Trigger
{75328} Water Damage Trigger
{75329} Air Damage Trigger
{75330} Earth Damage Trigger
{75331} Fire Damage Trigger
{75332} Path Trigger
{75333} Water Spawn Trigger
{75334} Air Spawn Trigger
{75335} Earth Spawn Trigger
{75336} Fire Spawn Trigger
{75337} 
{75338} 
{75339} 
{75340} 
{75341} 
{75342} 
{75343} 
{75344} 
{75345} 
{75346} 
{75347} 
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{75350} 
{75351} 
{75352} 
{75353} 
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{75355} 
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{75357} 
{75358} 
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{75365} 
{75366} 
{75367} 
{75368} 
{75369} 
{75370} 
{75371} 
{75372} 
{75373} 
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{75375} 
{75376} 
{75377} 
{75378} 
{75379} 
{75380} 
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{75382} 
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{75384} 
{75385} 
{75386} 
{75387} 
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{75394} 
{75395} 
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{75398} 
{75399} 
{75400} 
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{75403} 
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{75411} 
{75412} 
{75413} 
{75414} 
{75415} 
{75416} 
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{75418} 
{75419} 
{75420} 
{75421} 
{75422} 
{75423} 
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{75425} 
{75426} 
{75427} 
{75428} 
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{75450} 
{75451} 
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{75453} 
{75454} 
{75455} 
{75456} 
{75457} 
{75458} 
{75459} 
{75460} 
{75461} 
{75462} 
{75463} 
{75464} 
{75465} 
{75466} 
{75467} 
{75468} 
{75469} 
{75470} 
{75471} 
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{75473} 
{75474} 
{75475} 
{75476} 
{75477} 
{75478} 
{75479} 
{75480} 
{75481} 
{75482} 
{75483} 
{75484} 
{75485} Draft Gust Interior
{75486} Battle Cries Group
{75487} Magic Crystal Good
{75488} Bats Crying & Flapping
{75489} Amulet Journal Trigger
{75490} Fire Flagstone
{75491} Acid Flagstone
{75492} Bats Blocker
{75493} Crypt Entrance
{75494} Shrine
{75495} To Lower Crypt
{75496} Hall of Remembrance
{75497} Trial Hall
{75498} Ray Target
{75499} Marker
{75500} This granite marker is cracked and threatens to crumble into dust. It has a long message scrawled into its surface in several languages.
{75501} Large Vase
{75502} Bench
{75503} Overgrown Pillar
{75504} Scribed Pillar
{75505} A soft light that seems to carry a note of sadness with it lights from above this pillar. The pillar itself is clearly inscribed with many runes belonging to an unknown language.
{75506} Hall of Remembrance
{75507} The stone of this small marker is cracked and covered with small patches of moss. The words "Hall of Remembrance" are written in several languages across its face, though the individual letters have worn almost to the point of illegibility.
{75508} Elven Statue
{75509} Once this was a glorious statue that almost reached the ceiling of this shrine. The stone has worn and cracked with age, but the visage is still mostly discernable. It depicts a handsome but androgynous elven man who wears an amulet depicting a crescent moon and wields a brilliant longsword.
{75510} An old sign
{75511} Bones
{75512} Pile of Skulls
{75513} Tracks on the ground.
{75514} Elvish Voice
{75515} Fire Smolder
{75516} Crow Caws
{75517} Smolder Large
{75518} Wind Gust Soft
{75519} Campfire & Pot
{75520} To the Hilltop Foothills
{75521} Deekin's Place
{75522} Welcome to Blumberg 'The Beautiful'
{75523} Dying Man
{75524} Tymofarrar
{75525} Klonk "The Freezer"
{75526} Kobold Ice Hounds
{75527} Kobolds
{75528} Dragon Roars
{75529} Waterfall Large
{75530} To Upper Level
{75531} Oxen Den
{75532} Tymofarrar's Cave
{75533} Area Random Treasure Chests
{75534} Area Low Treasure Chest
{75535} Crate
{75536} "Master's Food - do not open - animals might stampede"
{75537} Desk
{75538} Square Shaped Rock
{75539} A small, square-shaped rock rests before you. The heavy stone seems stoic and firmly rooted, leaving you wondering how long it has been there.
{75540} Skeletal Remains
{75541} Spirit
{75542} Zombie Moans
{75543} Kobold Area Trigger
{75544} Spirit Effects
{75545} Kipper-Urko Lines
{75546} Nilmaldor Warning
{75547} Blockade Feedback
{75548} To Upper Crypt
{75549} Nilmaldor's Crypt
{75550} Spider's Lair
{75551} Haunted Crypt
{75552} Barricaded Kobolds
{75553} Control Room
{75554} Area Random Treasure Containers
{75555} Tomb of Nilmaldor, Knight-Gallant of Ascalhorn
{75556} Spider Egg Sacs
{75557} Door
{75558} Area Medium Treasure Chest
{75559} Shield
{75560} A voice behind the door
{75561} Bored Kobold
{75562} Tired Kobold
{75563} Kobold Warden
{75564} Master Jumper Klumph
{75565} Kobold Shaman
{75566} Kobold Guard Faction
{75567} Kobold Commoner Faction
{75568} Portcullis
{75569} Kobold, Mixed - No Magic
{75570} Kobold, Ranged Weapons
{75571} Kobold, Mixed
{75572} 5 Kobold Commoners
{75573} 6 Kobold Commoners
{75574} 4 Kobold Commoners
{75575} 3 Kobold Commoners
{75576} Wolves
{75577} Kobold, Slashers
{75578} Kobold Guards
{75579} Kobolds Random
{75580} Firepit
{75581} Magic Crystal Neutral
{75582} Smithy Bellows
{75583} Crickets Loop
{75584} Rock Crumbles Cave Small RNDAREA
{75585} BoltTrap
{75586} Portcullis trap trigger
{75587} Found Blocked Passage Trigger
{75588} Shoot Barrel Trigger
{75589} Exit to Nether Mountains
{75590} Jail
{75591} Kobold Chieftain's Cavern
{75592} To Lower Level
{75593} Half-Eaten Corpse
{75594} This corpse has obviously served as a meal for many small vermin for the past several days.
{75595} Jumper Caster
{75596} To Master - Authorized kobolds Only!
{75597} Strange Machine
{75598} This strange machine seems to be attached to many different chains and levers.
{75599} Fireplace & Pot
{75600} Magic Portal Water
{75601} Kitchen
{75602} Dining Room
{75603} To Drogan's Laboratory
{75604} Stairs Up
{75605} Front Door (To Hilltop)
{75606} Cut1 Placeable Waypoint
{75607} Divining Pool
{75608} Drogan
{75609} Dorna's Armor (1)
{75610} Xanoses' Dagger
{75611} The door to Master Drogan's room has always been sealed by magical means.  Master Drogan and Riisi, his familiar, have the only keys to the room.
{75612} Stairs Down
{75613} Dorna's Room
{75614} Mischa's Room
{75615} Xanos's Room
{75616} Your Room
{75617} Extra Room
{75618} Drogan's Room
{75619} Drogan's Private Laboratory
{75620} Xanos's Footlocker
{75621} Wand of Acid
{75622} Wands with minor spells such as Acid Splash are often given to spellcasters in training for self-defense.
{75623} Influential Sorcerers through the Ages
{75624} An engraved plate inside the front cover of the book identifies it as the property of Xanos Messarmos, one of your fellow apprentices, which is unsurprising considering that this is his room.

The book seems to concern the histories and deeds of powerful sorcerers who had a lasting effect on the lands of Faerûn.  Several passages have been underlined and have cryptic notes in the margin.  Without exception these noted sections deal with sorcerers who used their magic to gain control of some city or kingdom.
{75625} Mischa's Footlocker
{75626} Prayers to Mystra
{75627} This dog-eared and well-worn book contains several dozen prayers to Mystra, goddess of magic, who is often called simply "The Lady" by her devotees.
{75628} Dorna's Footlocker
{75629} Mysterious Footlocker
{75630} 101 Tales of Adventure
{75631} This is a storybook that recounts the adventures of many of Faerûn's best-known heroes.  Jam stains and scribbles render some of the stories almost illegible and many of the woodcut illustrations have been 'enhanced' with strategically placed moustaches.
{75632} Your Footlocker
{75633} Bird Cage
{75634} Drogan's Crystal Table
{75635} The Grinder
{75636} Drogan's own invention - the gem grinder has a gaping maw on top in which you insert ingredients.
{75637} Miscellaneous Supply Chest
{75638} Medical Supplies Chest
{75639} This helm mounts two special crystal lenses over the wearer's eyes that grant a +5 bonus to Spot checks. 

Fiercely protective of their borders, the elves of the Moonwood often use these helms to better patrol their borders for marauding orcs and to better aim their bows in the wood's defense.
{75640} Glowing Light
{75641} A sentient glowing ball of light that Drogan seems to have some use for in his laboratory.
{75642} One of Drogan's many laboratory assistants.
{75643} Bell Rings
{75644} Lab Forcefield Trigger
{75645} Drogan's Laboratory
{75646} These Rune Stones have been placed here by Master Drogan in order to protect his laboratory from intrusion.
{75647} This is one frozen chicken.
{75648} Commoner
{75649} This is one of the villagers of Hilltop.
{75650} Fleeing Kobolds
{75651} Wind Gust Strong
{75652} Evangelist Calls Men Outside
{75653} Chickens Squwak
{75654} Chickens Loop
{75655} Cat Meows
{75656} Interjection 8
{75657} Interjection 9
{75658} The Smithy
{75659} Smithy
{75660} The Herbalist
{75661} Herbalist
{75662} Bubbling Cauldron Tavern
{75663} Bubbling Cauldron Tavern
{75664} Master Drogan's Gate
{75665} Hilltop Community Hall
{75666} Drogan's House
{75667} Hilltop Midtown Gates
{75668} Drogan's Barn
{75669} The Bubbling Cauldron
{75670} The Bubbling Cauldron Public House
{75671} Farghan, Herbalist
{75672} Farghan McFarghan's house of herbs, roots and beastie bits.
Potions, poultices, compresses, concoctions and various jellies.
Special orders welcome.
Farghan McFarghan, prop.
est. 1370
{75673} Fiona, Smith
{75674} This is the shop of Fiona, Hilltop's one and only smith.
{75675} Hilltop Community Hall
{75676} Hilltop Village - Population 57 
{75677} Pile of Stones
{75678} These wind-worn stones jut out from the ground
{75679} Torias
{75680} This is one of the halflings who all form a merchant caravan.
{75681} Halfling
{75682} This is one of the halflings who all form a merchant caravan.  He still shows the scars of the recent battle.
{75683} Birgen
{75684} This is one of the halflings who all form a merchant caravan.  He looks very similar to the halfling standing next to him.
{75685} Furten
{75686} Gate Captain
{75687} This gate guard is not the regular man, who must have been killed in the kobold attack.
{75688} Gate
{75689} Blake Trigger
{75690} Blake House
{75691} Trader Caravans
{75692} Hilltop Town Gate
{75693} Hilltop Farm Gate
{75694} Mistress Daschnaya's Caravan
{75695} Old Hilltop Farm
{75696} Hilltop Midtown Gate
{75697} Welcome to Hilltop - 2nd place Communities in Bloom
{75698} Thank you for visiting Hilltop - A community that cares!
{75699} Caravan Park
{75700} Merchant's Caravan Park - Visitors Please Report To The Community Hall. 
79 Days Since Last Invasion - (Someone has scratched this line out.)
{75701} Exit
{75702} Toman is a quiet, reclusive man. He is a poor woodcutter with few friends.
{75703} Acid Splash
{75704} Amplify
{75705} Balagarn's Iron Horn
{75706} Continual Flame
{75707} Electric Jolt
{75708} Flare
{75709} Tasha's Hideous Laughter
{75710} True Strike
{75711} Wounding Whispers
{75712} Blood Frenzy
{75713} Camouflage
{75714} Greater Magic Fang
{75715} Magic Fang
{75716} One with the Land
{75717} Quillfire
{75718} Spike Growth
{75719} Herbalist Trigger
{75720} Although normally cowardly by nature, this kobold seems to have more confidence and control than the rest of his kin.
{75721} Kobold
{75722} Mob Member
{75723} Drunken Yells Men Outside
{75724} Makeshift Barricade
{75725} Someone has stacked broken furniture and other debris on top of each other to create a makeshift barricade.
{75726} Cow Moos
{75727} This heavyset female is Fiona, the smith. Her rather bawdy sense of humor is often the subject of much discussion among the more prim and proper females of Hilltop.
{75728} This is one of the villager's children.
{75729} Magic Chants
{75730} Bane
{75731} Divine Favor
{75732} Entropic Shield
{75733} Inflict Minor Wounds
{75734} Inflict Light Wounds
{75735} Inflict Moderate Wounds
{75736} Inflict Serious Wounds
{75737} Shrine to Ilmater
{75738} Guard Quarters
{75739} Community Hall
{75740} Altar to Ilmater
{75741} A small altar rests before you. You catch your reflection in its polished gleam, feeling somehow at peace within its presence.
{75742} Stair's Down
{75743} These cushions look well used, but comfy.
{75744} Cradle
{75745} This small wooden cradle has seen much use over the years.  It has apparently been passed down over many generations.
{75746} Kobold Footpad
{75747} Adam Blake
{75748} Adam Blake's Corpse
{75749} The corpse of Adam Blake lies on the floor of his home.  He has been pierced repeatedly by kobold swords.
{75750} Mold Covered Crate
{75751} Loosely nailed, this wooden crate appears intended for temporary storage.
This crate is covered in a slimy green mold.  It doesn't look very sanitary.
{75752} Rumgut
{75753} This female dwarf has a grayish cast to her skin that almost seems to be duergar, but mixed with another dwarven race. She wears a scowl on her face, but seems to be quite a pretty dwarf.
{75754} Cave Exit
{75755} Lit d'amour
{75756} Cage Door
{75757} Wind Gust Chasm
{75758} Rock Crumbles Small
{75759} Wolf & Bear Cave Grunts
{75760} Wolf Howls
{75761} Kobold Cave
{75762} Cave Entrance
{75763} Sky Box
{75764} Stream Strong
{75765} Stream Medium
{75766} Stream Medium-Soft
{75767} Hawk Cry
{75768} Entrance Mysterious
{75769} Entrance Evil
{75770} Owl Hoots
{75771} Magic Portal Evil
{75772} To Hilltop
{75773} To Blumberg
{75774} To the High Forest
{75775} The Hurst Farmhold
{75776} To the Nether Mountains
{75777} Tunnel Entrance to Rumgut's Cave
{75778} The Elven Crypt
{75779} Rumgut's Cave
{75780} Blumberg - Jewel of the North
{75781} North - the High Pass : South - Blumberg
{75782} East - Blumberg : West - Hilltop : South - High Forest
{75783} Loose Rocks
{75784} These wind-worn stones jut up from the snow-covered ground.
{75785} Magic Portal Neutral
{75786} Fire Medium
{75787} To the Underground Ruins
{75788} J'Nah's Hall
{75789} Azith
{75790} Beastmaster
{75791} Warden
{75792} For faction purposes - do not remove me
{75793} Ogre Cave Grunts
{75794} Extra Wakeup Check
{75795} Ambush Trigger
{75796} Returned Slave Trigger
{75797} Hole Trigger
{75798} Gate Guards Trigger
{75799} Approach Chief
{75800} Cave Exit (To the High Forest)
{75801} Caged Slave
{75802} Slaves' Den
{75803} Chieftain's Hall
{75804} Prison
{75805} Animals' Den
{75806} Chieftain's Cave
{75807} Arrow +1
{75808} Deep Hole
{75809} Mephit & Gargoyle Grunts
{75810} Waterfall Over Edge Large
{75811} Magic Portal Fire
{75812} Ranger Clue
{75813} Rope (Up to Gnoll Caves)
{75814} Central Hall
{75815} Hall of Air
{75816} Hall of Earth
{75817} Hall of Fire
{75818} Hall of Water
{75819} Rope
{75820} Magical Pool
{75821} The pool before you is covered with runes, but it is an unknown and ancient language. Carved into its rim appear to be five large symbols.
{75822} Tornado Creator
{75823} Water seems to permeate the very air in this chamber - seeming to emanate from this fountain.
{75824} Fires seemingly burn throughout this room but they mysteriously do not give off any heat.
{75825} Cave Bear
{75826} This large powerful bear rarely sees the light of day, preferring its unlit den.
{75827} Wind Gust Cave
{75828} Magic Crystal Ice
{75829} Mine Car Workings
{75830} Miner Pickings
{75831} Miner Shovellings
{75832} Inner Chamber
{75833} Bugbear Cave
{75834} Cave Bear Den
{75835} Forests are often home to dangerous highwaymen and bandits. It appears that this is one of those men.
{75836} Forests are often home to dangerous highwaymen and bandits. It appears that this woman is a member of such a gang.
{75837} Bandit Woman
{75838} Jacobs Ladder
{75839} Bandit Lair
{75840} A very old looking, tarnished silver key.
{75841} Dragon Hatchery
{75842} Hermit
{75843} Why is there a shopkeeper out in the middle of nowhere? Very strange, indeed.
{75844} Gust of Wind
{75845} When played, the Chime of Opening sends forth magic vibrations that cause locks, lids, doors, valves, and portals to open.  The device functions against most normal bars, shackles, chains, bolts, and so on.

These chimes can be used extensively, but will eventually crack and become useless.
{75846} Exit (To the High Forest)
{75847} Library
{75848} Storage
{75849} Recharger
{75850} The sound of the machine is truly infernal, as if devils and demons made war against each other within.
This machine recharges magical items with multiple charges, such as wands. It does not work to recharge once-per-day items.
{75851} Recharge Lever
{75852} Wind Gust Forest
{75853} Ship Creaks
{75854} Ship Sail Flutters
{75855} Seagull Cries
{75856} Gnoll Cave
{75857} Small Manor Home
{75858} Drogan's Home - Area Treasure Container
{75859} Drogan's Home - Area Treasure Container
{75860} 
{75861} 
{75862} Powerful blasts of swirling winds seem to be concentrated on this column of air.
{75863} Rocks of all sizes and shapes seem to appear out of nowhere and disappear again into nowhere.
{75864} Module Goblinoid Treasure Base Container
{75865} Module ReptilianTreasure Base Container
{75866} Module Random Treasure Base Containers
{75867} Module Animal Random Treasure Base Container
{75868} Module Medium Treasure Base Container
{75869} Module High Treasure Base Container
{75870} 
{75871} 
{75872} 
{75873} 
{75874} Statue, Giant
{75875} Rune Circle
{75876} Rune Stone 1
{75877} Rune Stone 2
{75878} Rune Stone 3
{75879} Tracks
{75880} Cactus, Large
{75881} Statue, Sphinx
{75882} Rug, Oriental, Round
{75883} Rug, Bearskin
{75884} Stone Circle
{75885} Trapdoor, Stone 1
{75886} Grate, Stone
{75887} Broken Furniture 1
{75888} Broken Table 2
{75889} Broken Furniture 2
{75890} Wall Door, Stone
{75891} Cushions
{75892} Tree, Pine, Snowy 1
{75893} Snow Drift 2
{75894} Stone Patch
{75895} Pebble Patch
{75896} Hanging Shield
{75897} Tree, Pine, Snowy 2
{75898} Tree, Pine, Snowy 3
{75899} Ice Floe
{75900} Dirt Patch
{75901} Painting 1
{75902} Candelabra, No Ambient
{75903} Free Torch, No Ambient
{75904} Painting 2
{75905} Soul Jar
{75906} Mythallar
{75907} Brazier, No Ambient
{75908} Campfire, No Ambient
{75909} Campfire with Pot, No Ambient
{75910} Campfire with Spit, No Ambient
{75911} Lamp Post, No Ambient
{75912} Pillar 1, No Ambient
{75913} Mushrooms
{75914} Moss
{75915} Ruined Pillar, Broken
{75916} Rubble Ruins 1
{75917} Ruined Pillar, Overgrown
{75918} Ivy
{75919} Broken Table
{75920} Broken Furniture Leg
{75921} Rubble, City 1
{75922} Rubble, City 2
{75923} Ladder, Weathered
{75924} Broken Chair 1
{75925} Broken Chair 2
{75926} Broken Chair 3
{75927} Broken Chair 4
{75928} Wheelbarrow
{75929} Window, Exterior
{75930} 
{75931} 
{75932} 
{75933} Module Animal Treasure Base Container
{75934} You have found a secret door. This is bound to lead somewhere interesting.
{75935} 
{75936} 
{75937} 
{75938} Aaaiiiiiiii!!!!
{75939} Uh You first!
{75940} I kill you!!!
{75941} Death to whoever you are!
{75942} Eeek! I'm dying!
{75943} Help! Heeeeeelp!
{75944} Huh?
{75945} Yes, master.
{75946} No, master.
{75947} Uh Back to work Yeah, that's it. Back to work.
{75948} Huzzah!
{75949} Uh Excuse me. Hello?
{75950} Why, I oughta
{75951} 
{75952} 
{75953} 
{75954} 
{75955} 
{75956} 
{75957} 
{75958} 
{75959} 
{75960} 
{75961} 
{75962} 
{75963} 
{75964} 
{75965} 
{75966} 
{75967} 
{75968} 
{75969} 
{75970} 
{75971} 
{75972} 
{75973} 
{75974} 
{75975} 
{75976} 
{75977} 
{75978} 
{75979} 
{75980} 
{75981} 
{75982} 
{75983} 
{75984} 
{75985} 
{75986} 
{75987} 
{75988} 
{75989} 
{75990} 
{75991} 
{75992} 
{75993} 
{75994} 
{75995} 
{75996} 
{75997} 
{75998} 
{75999} 
{76000} 
{76001} 
{76002} 
{76003} 
{76004} 
{76005} 
{76006} 
{76007} 
{76008} 
{76009} 
{76010} 
{76011} 
{76012} 
{76013} 
{76014} 
{76015} 
{76016} 
{76017} 
{76018} 
{76019} 
{76020} 
{76021} 
{76022} 
{76023} 
{76024} 
{76025} 
{76026} 
{76027} 
{76028} 
{76029} 
{76030} 
{76031} 
{76032} 
{76033} 
{76034} 
{76035} 
{76036} 
{76037} 
{76038} 
{76039} 
{76040} 
{76041} 
{76042} 
{76043} 
{76044} 
{76045} 
{76046} 
{76047} 
{76048} 
{76049} 
{76050} 
{76051} 
{76052} 
{76053} 
{76054} 
{76055} 
{76056} 
{76057} 
{76058} 
{76059} 
{76060} 
{76061} 
{76062} 
{76063} 
{76064} Death comes to you
{76065} The very sand cries out!
{76066} Fools and their flesh are often parted
{76067} Only the blood of our enemies can appease us!
{76068} See how I bleed? Heal me, my thralls
{76069} All hands to me! I need your aid!
{76070} Death
{76071} Vengeance
{76072} Fury
{76073} 
{76074} 
{76075} 
{76076} 
{76077} Come, let us share wine together.
{76078} I would deny you nothing.
{76079} It will not be so.
{76080} Long life and good journeys
{76081} 
{76082} Ah, the sweet taste of triumph
{76083} There are words I must share with you.
{76084} Your life holds no meaning.
{76085} Join the battle! Evil must be vanquished!
{76086} You will never defeat us!
{76087} Run while you can!
{76088} A blow well struck!
{76089} I need healing at once!
{76090} I need another by my side!
{76091} 
{76092} 
{76093} 
{76094} 
{76095} 
{76096} 
{76097} <gasp!> The gods shall avenge me!
{76098} Greetings, my friend.
{76099} Aye.
{76100} Nay.
{76101} Fare you well.
{76102} 
{76103} The gods have smiled on us today!
{76104} Allow me to speak.
{76105} Nothing you can say shall help you now!
{76106} Then they charges into certain death!
{76107} He smites his enemy!
{76108} 
{76109} Huzzah! 
{76110} Oh! The kobold is in dire needs of a healer's art!
{76111} The tiny bard is beset on all sides! He calls for help!
{76112} The enemy is spotted!
{76113} <terrified scream> Run away! Run away!
{76114} You tells me your name. Me wants to get it right on your epitaph
{76115} You keeps Deekin safe?
{76116} Waits here! Deekin comes right back!
{76117} 
{76118} 
{76119} 
{76120} 
{76121} 
{76122} 
{76123} Suddenly death was loooooming!
{76124} Oh! the tragedy!
{76125} Too late he realizes their cowardly foe had poisoned him...
{76126} And just then, his magic fails!
{76127} The weapon could do nothing! Doom was at hand!
{76128} Come! Come! This way! Follow Deekin!
{76129} Ooo! Ooo! Here it is!
{76130} Come on, gather round!
{76131} Please, let Deekin through! Me not sees through big legs!
{76132} A devious mechanism bars their way!
{76133} The heroes were on the lookout, wary of danger!
{76134} He creeps along like shadow in the night...
{76135} Ummm okay!
{76136} Ummm nope. Me can't do that.
{76137} Huzzah! 
{76138} Me... Not... Carry... All... This... Phew... We gots to get rid of somethings.
{76139} Deekin?
{76140} Deekin greets the noble hero!
{76141} Is okay!
{76142} Nope.
{76143} Wait! Stop!
{76144} Umm we gots to rest for a moment so me can organize notes.
{76145} Could we go do something heroic now, maybe?
{76146} Fare well, may your looting be plentiful.
{76147} 
{76148} 
{76149} Oh that make Deekin so-oooo mad!!
{76150} And there was much rejoicing!
{76151} You wants to know what Deekin think?
{76152} Oooo! That sound good!
{76153} Ummm you thinks of something else now, okay?
{76154} You keeps that up and Deekin write you out of saga completely!
{76155} For honor and glory!
{76156} 
{76157} By the blood of the All-Father!
{76158} Fall before me!
{76159} I need to be healed!
{76160} Give me a hand here!
{76161} There, up ahead.
{76162} We must get out of here!
{76163} Is that all you've got?
{76164} Watch my back!
{76165} Stay here and don't move.
{76166} 
{76167} 
{76168} 
{76169} 
{76170} 
{76171} 
{76172} If you're going to do something, do it fast!
{76173} 
{76174} Ah, Poison!  I should have known...
{76175} What? Now my magic is failing?
{76176} My weapon cannot hurt this one!
{76177} Follow me closely, now.
{76178} Hmm. Found something.
{76179} We should stick together, here.
{76180} Please, let me through.
{76181} Allow me.
{76182} Let me see
{76183} Where the shadow goes, so do I.
{76184} Indeed.
{76185} I can't do that.
{76186} All done here.
{76187} I can't carry that. We'll have to leave something behind.
{76188} What now?
{76189} Well met.
{76190} Yes, of course.
{76191} Certainly not.
{76192} Stop right there!
{76193} I believe we should rest soon.
{76194} I don't see what we're accomplishing sitting around like this.
{76195} Perhaps we'll meet again.
{76196} I appreciate that.
{76197} 
{76198} By Clangeddin's beard!
{76199} I knew this would go well!
{76200} Hold on a minute, I have a suggestion.
{76201} Hmm.. That may work.
{76202} That won't work.
{76203} Berronar help me, I'll strike you down where you stand.
{76204} We shall triumph this day! Attack!
{76205} Back with you!
{76206} You will not win this time!
{76207} Right shall prevail!
{76208} Don't just stand there! Help me!
{76209} I need assistance!
{76210} 
{76211} 
{76212} 
{76213} 
{76214} 
{76215} 
{76216} Aargh!
{76217} Well, hello there.
{76218} Very well.
{76219} I think not.
{76220} I wish you well.
{76221} 
{76222} Hah! Well done!
{76223} I think I may have something to say about that.
{76224} I believe the two of us are about to have a disagreement.
{76225} Slaughter them like the vermin they are!
{76226} Tremble before my power!
{76227} I will see the flesh stripped from your bones!
{76228} You shall not survive my wrath!
{76229} Servant, heal me at once!
{76230} You useless fools, come to my aid!
{76231} 
{76232} 
{76233} 
{76234} 
{76235} 
{76236} 
{76237} 
{76238} A mortal comes before me, I see.
{76239} As you wish.
{76240} Never!
{76241} Fool! We shall meet again!
{76242} 
{76243} Victory is mine!
{76244} I suggest you hear me out.
{76245} Wretched creature! Do you think to defy me? 
{76246} Attack! Kill them all!
{76247} Die like the vermin you are!
{76248} May the hells take you!
{76249} You fall now!
{76250} What?! Fix this injury now!
{76251} Don't make me call you again... Assist me!
{76252} 
{76253} 
{76254} 
{76255} 
{76256} 
{76257} 
{76258} 
{76259} Well, well... What have we here?
{76260} I suppose so.
{76261} Not a chance.
{76262} Next time, I won't be so pleasant.
{76263} 
{76264} <laughter> Yes!
{76265} Oh, you can bet I have something to say about that...
{76266} You'll beg for death before I'm through!
{76267} Lay them low!  Attack!
{76268} Mess with me, will you?
{76269} That's it - you're dead! 
{76270} 
{76271} I could use some healing here!
{76272} Give me some back-up, damn it!
{76273} 
{76274} 
{76275} 
{76276} 
{76277} 
{76278} 
{76279} 
{76280} Hullo there, friend.
{76281} Indeed.
{76282} Not on your life.
{76283} Travel well.
{76284} Hah! Excellent!
{76285} Listen to me for a minute.
{76286} When I'm done even the buzzards won't want you.
{76287} When I'm done even the buzzards won't want you.
{76288} For the glory of Mystra, attack! 
{76289} There will be justice!
{76290} Have at you!
{76291} Mystra grant me strength!
{76292} I need healing!
{76293} I can't do this on my own!
{76294} 
{76295} 
{76296} 
{76297} 
{76298} 
{76299} 
{76300} Mystra, save me!
{76301} Greetings, friend.
{76302} Of course.
{76303} No. 
{76304} Fare you well, and may the Lady watch over you.
{76305} 
{76306} For glory and honor!
{76307} Wait, I have something to say to you.
{76308} I don't want to have to hurt you!
{76309} All will perish now!
{76310} You shall pay for your insolence!
{76311} 
{76312} Die, warmling!
{76313} I require aid! Now!!
{76314} Aid me at once!
{76315} 
{76316} 
{76317} 
{76318} 
{76319} 
{76320} 
{76321} 
{76322} So what have we here?
{76323} So shall it be.
{76324} I think not.
{76325} This is not over!
{76326} 
{76327} Victory is mine!
{76328} Listen to me now.
{76329} Do not anger me, warmling.
{76330} Let's make this quick, shall we?
{76331} Taste true power!
{76332} 
{76333} You cannot win!
{76334} I need healing, damn you!
{76335} I need assistance! Now!
{76336} Looks like trouble.  Excellent.
{76337} You can't possibly win. I'm leaving.
{76338} Is that your face or has your neck thrown up?
{76339} Protect me, would you? Thanks.
{76340} Hold it!
{76341} 
{76342} 
{76343} 
{76344} 
{76345} 
{76346} 
{76347} Do something, damn you!
{76348} No! It cannot end like this!
{76349} Poisoned.  Great!
{76350} What!?!  How is that even possible?
{76351} Well this clearly won't work.
{76352} This way!
{76353} Look at this, will you?
{76354} Everyone, together!
{76355} One side, fool!
{76356} A spell would be far quicker
{76357} Fine. I shall look about, then.
{76358} Quiet it is.
{76359} Consider it done.
{76360} Think again.
{76361} There.
{76362} I am not a mule! I refuse to carry everything!
{76363} Mm?
{76364} You have something to say?
{76365} Yes.
{76366} No.
{76367} Stop Just stop.
{76368} I think I need a little "me" time.
{76369} At this rate we'll get quite far, won't we?
{76370} I've had enough of this.
{76371} Thanks.  Really.
{76372} 
{76373} Shar's blight on you, fool!
{76374} Hah-ha! Now that I like!
{76375} A-hem!
{76376} Well, look at the big brain on you!
{76377} I have nothing to say.
{76378} You'll not live long, fool!
{76379} You have found a secret trap door. This is bound to lead somewhere interesting.
{76380} You have found a secret grate. This is bound to lead somewhere interesting.
{76381} You have found a secret portal. This is bound to lead somewhere interesting.
{76382} 
{76383} Character has an invalid feat.
{76384} test
{76385} Hanging Shield
{76386} A mighty iron-banded shield hangs upon the wall, the relic of battles long gone.
{76387} Type of Feat: Item Creation
Prerequisite: Spellcaster Level  5th+.
Specifics: You can create a wand of any spell of 4th level or less that you know. To create a wand, cast an appropriate spell on a bone wand in your inventory. Creating a wand costs gold pieces based on the relative power of the spell. Wands containing first level spells can cost a few thousand gold pieces while those made with higher level spells can cost tens of thousands. Warlock invocations cannot be used in the creation of wands. Newly crafted wands have 50 charges.
Use: Cast a spell on a bone wand in your inventory.
{76388} A small pine tree, lightly dusted with snow, has taken root in the ground.
{76389} Potion Bottle
{76390} Blank Scroll
{76391} Wand (not enchanted)
{76392} 
{76393} Henchmen only move between the chapters with the correct equipment, if they are currently hired by a player.
{76394} With a final tremble, the massive city tears itself free from the desert sands.
{76395} 
{76396} Winter Rural 01
{76397} Winter Rural 02
{76398} Winter Rural 03
{76399} Winter Rural 04
{76400} Winter Rural 05
{76401} Desert 01
{76402} Desert 02
{76403} Desert 03
{76404} Desert 04
{76405} Desert 05
{76406} Ruins 01
{76407} Ruins 02
{76408} Ruins 03
{76409} Ruins 04
{76410} Ruins 05
{76411} Caravan Winter 01
{76412} Caravan Desert 01
{76413} Caravan Rural 01
{76414} Magical Transition 01
{76415} Magical Transition 02
{76416} * Failure - potions can not hold spells higher than level 3 *
{76417} * Failure - Item creation not successful! *
{76418} Dwarven Defender
{76419} Dwarven Defenders
{76420} dwarven defender
{76421} 
{76422} <color=Gold><b>Dwarven Defender</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

The dwarven defender is a sponsored champion of a dwarven cause, a dwarf aristocrat, a dwarven deity, or the dwarven way of life. As the name might imply, this character is a skilled combatant trained in the arts of defense. A line of dwarven defenders is a far better defense than a 10- foot-thick wall of stone, and much more dangerous. Most dwarven defenders are fighters, paladins, rangers, or clerics, although ex-barbarians, sorcerers, wizards, and druids can certainly all benefit from the defensive capabilities of this prestige class. Rogues, bards, and monks usually depend too heavily on mobility to use the abilities of the dwarven defender class to their fullest.

<color=Gold>Requirements:</color>

<b>Race:</b> Dwarf.

<b>Alignment:</b> Any lawful.

<b>Base Attack Bonus:</b> +7.

<b>Feats:</b> Dodge, Toughness.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d12

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude and Will.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b> All types of armor (light, medium, and heavy) as well as shields (except for tower shields).

- <b>Weapon and Armor Proficiency:</b> A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.

- <b>Skill Points:</b> 2 + Int modifier.

- <b>Class Skills:</b> Craft Alchemy, Craft Armor, Craft Weapon, Listen, Parry, and Spot.

- <b>Defensive Stance:</b> The dwarven defender can become a bastion of defense. He cannot move from the spot he's defending, but he gains +2 Strength, +4 Constitution, and a +2 bonus to all saves. A 1st-level dwarven defender can use this ability 1/day. He gains an additional use every two levels beyond 1st.

- <b>Improved Defense:</b> The dwarven defender receives a +1 dodge bonus to AC at 1st level. This bonus improves by an additional +1 at 4th, 7th, and 10th level.

- <b>Uncanny Dodge:</b> At 2nd level the dwarven defender retains his Dexterity bonus to AC even when caught flat-footed.

- <b>Trap Sense:</b> At 4th level the dwarven defender gets a +1 Reflex bonus against all traps. At 9th level this bonus increases by an additional +1.

- <b>Damage Reduction:</b> At 6th level, the dwarven defender gains DR 3/-. This increases to DR 6/- at 10th level.

- <b>Improved Uncanny Dodge:</b> At 6th level the dwarven defender can no longer be sneak attacked except by a rogue 4 or more levels higher than him.
{76423} Defensive Stance
{76424} Type of Feat: Class
Prerequisite: Dwarven Defender Level 1.
When he needs to, the defender can become a stalwart bastion of defense. In this defensive stance, a defender gains phenomenal strength and durability but he cannot move from the spot he is defending. He gains the following benefits:
 +2 Strength
 +4 Constitution
 +2 resistance bonus on all saves
 +4 dodge bonus to AC
At first level, this ability can be used 1/day. Every 2 levels beyond 1, the dwaven defender gains an additional use per day.
Use: Selected
{76425} Defensive Stance
{76426} 
{76427} <CUSTOM0> enters defensive stance.
{76428} Dwarven Defender Damage Reduction
{76429} Type of Feat: Defensive
Specifics: At 6th level, the dwarven defender gains the ability to shrug off 3 points of damage from each blow or attack.  At 10th Level the damage reduction increases to 6 points of damage per attack or blow. 
Epic Progression: For each 4 levels after 10, the damage reduction increases by 3 points.
Use: Automatic.
{76430} Defensive Awareness (1)
{76431} Type of Feat: Class
Prerequisite: Dwarven Defender Level 2.
Specifics: The character retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Use: Automatic.
{76432} Defensive Awareness (2)
{76433} Defensive Awareness (3)
{76434} Type of Feat: Class
Prerequisite: Dwarven Defender Level 5
Specifics: The character can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack. The character also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Use: Automatic.
{76435} Type of Feat: Class
Prerequisite: Dwarven Defender Level 10.
Specifics:  The character gains an intuitive sense that alerts him to danger from traps, giving him a +1 bonus to Reflex saves made to avoid traps. Additionally the character cannot be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attack and also retains his Dex bonus to AC, even if caught flat-footed or attacked by a hidden or invisible creature.
Use: Automatic.
{76436} Base Damage: 1d6
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Medium
Feats Required: Simple, Druid, Monk, Rogue, or Wizard
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{76450} 
{76451} 
{76452} Ha Ha!  We tricked you stoopid!
{76453} 
{76454} Note
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{76459} East - Blumberg : West - Hilltop :
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{78510} 
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{78523} 
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{78578} 
{78579} 
{78580} 
{78581} 
{78582} 
{78583} 
{78584} 
{78585} 
{78586} 
{78587} 
{78588} 
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{78590} 
{78591} 
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{78593} 
{78594} 
{78595} 
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{78597} 
{78598} 
{78599} 
{78600} 
{78601} 
{78602} 
{78603} 
{78604} 
{78605} 
{78606} 
{78607} 
{78608} 
{78609} 
{78610} 
{78611} 
{78612} 
{78613} 
{78614} 
{78615} 
{78616} 
{78617} 
{78618} 
{78619} 
{78620} 
{78621} 
{78622} 
{78623} 
{78624} 
{78625} 
{78626} 
{78627} 
{78628} 
{78629} 
{78630} 
{78631} 
{78632} 
{78633} This is some sort of lens that one could use, but what it is supposed to reveal is a mystery.
{78634} Snowy Pine Tree
{78635} Shadows of Undrentide

This module was designed for 1-4 players of levels 1-7.



{78636} 
{78637} 
{78638} 
{78639} 
{78640} 
{78641} 
{78642} 
{78643} 
{78644} 
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{78651} 
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{78660} 
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{78700} 
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{78705} 
{78706} 
{78707} 
{78708} 
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{78810} 
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{78832} 
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{78834} 
{78835} 
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{78838} 
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{78840} 
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{78844} 
{78845} 
{78846} 
{78847} 
{78848} 
{78849} 
{78850} 
{78851} 
{78852} 
{78853} 
{78854} 
{78855} 
{78856} 
{78857} 
{78858} 
{78859} 
{78860} 
{78861} Goblin Note
{78862} Master mean to send us down here. He says look for magic stuff. No find nothing! Days and days go by. Mung and Jer all gone now. Me no go back now, master be angry. Me starve, less painful than master's anger. Lever makes pretty light...me thinks pathways with same pretty light safe. Mung and Jer no believe me and now they dead -- they went down the wrong path and burned all up. Me right, but me no fight flying imps by self. Me eat boots now and hope for best...
{78863} Goblin Bones
{78864} 
{78865} 
{78866} A large mass of spider eggs has been delicately wrapped into a silk sac.
{78867} A door this large and solid must protect something very impressive or valuable.
{78868} Shadows of Undrentide
Chapter 2

This module was designed for 1-4 players of levels 9-12.
{78869} Crypt Tower - 1st Floor
{78870} Crypt Tower - 2nd Floor
{78871} Crypt Tower - 3rd Floor
{78872} Crypt Tower - Hall of the Dead Wind
{78873} . . . For a time, you knew only darkness . . .
{78874} . . . The world collapsed around you . . .
{78875} The Great Library
{78876} Library - The smell of wildflowers reminded him of her . . .
{78877} Library - The temple smelled of blood and sulfur . . .
{78878} Library - Sunlight streamed into the long-dark temple . . .
{78879} Library - And in the depths of hell, he was endlessly tormented . . .
{78880} Library - And from the depths of hell, he rose forgiven . . .
{78881} Library - Amidst a raging blizzard, I sprung my trap upon the Wise Wind . . .
{78882} Library - Beside a calm oasis, I sprung my trap upon the Wise Wind . . .
{78883} Library - In a darkened wood, I sprung my trap upon the Wise Wind . . .
{78884} Library - Along a storm-lashed coast, I sprung my trap upon the Wise Wind . . .
{78885} Undrentide - Asabi Camp
{78886} Undrentide - East Fragment
{78887} Undrentide - North Fragment
{78888} Undrentide - West Fragment
{78889} Temple of the Winds - 1st Floor
{78890} Temple of the Winds - 2nd Floor
{78891} Temple of the Winds - Chamber of the Mythallar
{78892} Temple of the Winds - Outer Sanctum
{78893} Plane of Shadow
{78894} Arcanists' Tower - 2nd Floor
{78895} Arcanists' Tower - High Arcanist's Chambers
{78896} Plane of Shadow - Lair of the Shadow Lich
{78897} Arcanists' Tower - 1st Floor
{78898} X_Random Treasure Control Area
{78899} 
{78900} 
{78901} 
{78902} 
{78903} 
{78904} 
{78905} 
{78906} 
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{79534} 
{79535} 
{79536} 
{79537} 
{79538} 
{79539} 
{79540} 
{79541} 
{79542} Allip
{79543} The spectral remains of people driven to madness and suicide, Allips crave only revenge against those who pushed them over the brink.
{79544} Vengeful Spirit
{79545} The jagged-edged blades float towards you.
{79546} Archangel
{79547} Calm and pristine amidst her hellish surroundings, the archangel shows no sign of fear.
{79548} Asabi Thrall
{79549} Asabis are desert-dwelling reptillian humanoids who are often found as mercenaries or slaves in the service of evil creatures.  The average asabi female is slightly shorter and quicker than the male,  and their thick, pebbly skin is brown or bronze in hue.  They have yellow, egg-shaped eyes with horizontal slit pupils.
{79550} Ashtara,
{79551} Asabi Merchant
{79552} Bearing the luxurious trappings of an Asabi merchant prince, Ashtara's confidence rests as a thin veneer atop an underlying tone of menace.
{79553} The Fury
{79554} This creature stares menacingly at you.
{79555} Beholder Tyrant
{79556} These creatures are serious pests that greedily devour cultivated crops. Though not carnivorous, they'll still charge any perceived threat with their oversized, horn-like mandibles.
{79557} Bombardier Beetle
{79558} Called such for their ability to lob balls of digestive acid over considerable distances, these giant beetles feed primarily on carrion and offal.
{79559} Fire Beetle
{79560} Recognizable by its distinctive red markings, the predatory Fire Beetle prefers its meals to be cooked, even a little burnt...
{79561} Spitting Fire Beetle
{79562} Stag Beetle
{79563} Stink Beetle
{79564} As their name suggests, Stink Beetles defend themselves by emitting a noxious gas intended to render their assailants unconscious.
{79565} Burning Man
{79566} The reddened skin and brass collars of these penitent spirits make them seem almost tangible. The flames they cast about themselves certainly are.
{79567} The Dark Wind
{79568} Dagget
{79569} Filth
{79570} This rat's mangy fur has grown gray and speckled over the years. It seems very tired.
{79571} Dead Priestess
{79572} The Dead Wind
{79573} The Dead Wind brings a chill to the place. The sound of its fury is all about you.
{79574} Vain servants of the dark gods, devils have long been known to meddle in the affairs of men.
{79575} Disturbed
{79576} Wrapped in gravecloths and bound in steel, the Disturbed seek to destroy all living things for only then can they find their rest.
{79577} Fire Elemental
{79578} A fool's grin paints the crusted face of this fire elemental. Its eyes seem vacant and witless.
{79579} Brittle Bone Golem
{79580} Created by demented wizards, Bone Golems are generally used to guard prized possessions. Their bodies are pieced together from various creatures, both humanoid and monster.
{79581} Grand Matron
{79582} Broad of shoulder and cruel of eye, this woman is the Grand Matron of the fell cult that calls this place its temple.
{79583} Dust Elemental
{79584} Born of the Quasi-Elemental Plane of Dust, these creatures are denizens of hidden or forgotten places. There are no known limits to their size and have been known to grow to considerable proportions.
{79585} Maddened with power, this former medusa smells of death and decay.
{79586} Jendra
{79587} Gallendt
{79588} You remember Jendra's broken form lying on this same dais, bathed in blood. She is young and beautiful and it calms your heart to see her here, alive.
{79589} Karsus
{79590} the Archwizard
{79591} His skin blistered by hell's own fury, this heavily muscled wizard stands, his posture wary.
{79592} Medusa Handmaiden
{79593} The hideous face of a medusa is crowned with a mass of writhing, hissing snakes instead of hair, and its eyes glow a deep, feral red.  In contrast, its body is perfectly proportioned and exceptionally attractive, although scaly and earthen-colored.  A medusa will often wears garments that enhance its body while hiding its face behind a hood or veil. 
{79594} Ancient Dust Mephit
{79595} Chaotic and destructive, Mephits come in many shapes and have a wide range of abilities. Most are drawn from the various Elemental and Quasi-Elemental Planes.
{79596} Skeleton Chieftain
{79597} The bones of the dead, animated by dark magic, Skeletons have no mind of their own. They are but an extension of their master's will.
{79598} Shadovar Archer
{79599} Shadows cling to the hollows of this skeletally thin woman's face. Her eyes are dark, and cruel lines mark her mouth.
{79600} Shadovar Healer
{79601} Sparkling trailers of white mist tangle around this mysterious, shrouded woman, glimmering on her pale skin.
{79602} Shadovar Warrior
{79603} This heavyset warrior appears almost wreathed in shadow and fog, his eyes like black pools in his face.
{79604} Shadovar Mage
{79605} Trailing wisps of dark energy wreathe the hands of this spellcaster, his black eyes gleaming with malice.
{79606} Shadow Lich
{79607} Only a shadow remains of this former Archwizard of Netheril. His eyes still burn red in their misty sockets, but all else is darkness.
{79608} Shadow Servant
{79609} This creature reveres you with a certain awe and curiosity. You suspect he's never seen anyone fashioned from true flesh before.
{79610} Sir William
{79611} Rey
{79612} The blue enamel on Sir William's armor gleams in the temple's new light. 
{79613} Skeletal Archer
{79614} Skeletal Devourer
{79615} Returned to vigor by evil sorcerers, these undead Intellect Devourers are more resilient and have greater mental acuity than their still-living brethren.
{79616} Spectre
{79617} Spectres are incorporeal undead often mistaken for Ghosts. They haunt the places where they died, retaining their sentience but now hating all living things.
{79618} Stone Butler
{79619} Carved and etched with arcane symbols, Stone Golems are formidable opponents. Not only are they physically powerful, they are also very difficult to harm.
{79620} Tower Builder
{79621} Shield Guardian
{79622} Created by spellcasters and controlled by means of a special amulet, Shield Guardians are predominantly defensive in combat, protecting their masters with unswerving loyalty.
{79623} Unholy Crusader
{79624} Unholy Priestess
{79625} Her features twisted by her fury, this young priestess seems intent on your destruction.
{79626} Weird Spawner
{79627} William
{79628} Though strong of build and noble of bearing, this young man is cursed with blindness and a twisted leg that has left him lame.
{79629} Wisp
{79630} Evil creatures that feed on the powerful emotions associated with panic, horror, and death, Will-O'-Wisps delight in luring travelers into deadly peril.
{79631} Wind Zombie
{79632} Corpses reanimated through necromancy, Zombies are mindless undead that shamble about, trying to satiate the dull ache of hunger in their decaying gut.
{79633} Greater Wind Zombie
{79634} The Wise Wind
{79635} Lightning crackles and thunder booms. The Wise Wind is a tiny tempest within its fictional domain.
{79636} Wraith
{79637} Wraiths are incorporeal creatures born of evil and darkness. They despise all living things, as well as the light that nurtures them.
{79638} Dorna seldom speaks of her past, but you know she travelled for nearly a week through a treacherous part of the Silver Marches to apprentice herself to Drogan Droganson when he retired and decided to take on some apprentices.  She is somewhat dour and pragmatic.  Her role as professional ambush-spotter and trap-springer has left her with a rather grim outlook on life.
{79639} Rusted Plate
{79640} The joints of this armor have gone stiff with time and the panels have been eaten through, leaving you dangerously exposed.
{79641} Amulet of Ultravision
{79642} The Art of Lichdom
{79643} A foul odor clings to the pages of this ragged book. In rather gruesome terms, it discusses the process by which a powerful arcanist can slowly transform himself into a lich. The frankness with which the topic is discussed leads you to believe that this was a relatively common practice in ancient Netheril.
{79644} Burning Man Loincloth
{79645} The City of Shadows
{79646} This tome appears to be a long-winded diatribe against a rival city. The City of Shadows, as it was known, was apparently founded by a former student of Undrentide's own High Arcanist. The unnamed student apparently claimed to have discovered a new source of magic he called the Shadow Weave, though the High Arcanist claims to have discovered it first. A mage duel was scheduled but had not yet come to pass by the time the tome was completed.
{79647} Heurodis Properties
{79648} Shadow Lich Properties
{79649} Shank of Meat
{79650} You wonder how long this shank of meat has been here...
{79651} Golem-Maker's Ring
{79652} The Golems of Undrentide have long outlived their maker. There was a time, however, when he was still called upon to repair his mighty creations. This is the ring he used to still them, that he might tinker with them unharmed.
{79653} Elder Dust Mephit Properties
{79654} Shield Guardian Properties
{79655} Guardian Golem Properties
{79656} Fury Properties
{79657} Fire Slug Properties
{79658} Greater Wind Zombie Properties
{79659} Guardian Golem Slam
{79660} Wise Wind Hide
{79661} Staff of Valmaxian
{79662} In ancient times, the proud and quarrelsome wizard Valmaxian was a man of great power and prominence. He crafted this staff with the aid of a demon, all to win the heart of Chasianna, the daughter of his long-dead master. When the debt came due, the demon demanded Chasianna as his price. In a rage, Valmaxian descended into the Abyss and used the staff to battle the demon and rescue the woman he loved.
{79663} Remove Curse
{79664} Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 4
Innate Level: 3
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: 
Save: Harmless
Spell Resistance: No

All curses and curse effects are removed from the target creature.
{79665} Stone to Flesh
{79666} Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Additional Counter Spells: Flesh to Stone
Save: None
Spell Resistance: No

This spell restores a petrified creature to its normal state, restoring life and goods.
{79667} Resurrection
{79668} Caster Level(s): Cleric 7
Innate Level: 7
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Single
Duration: Instant
Additional Counter Spells: 
Save: Harmless
Spell Resistance: No

Returns a single target corpse to life with full Hit Points.
{79669} The Dark Wind
{79670} The Dark Wind, once held by the Arcanists of Undrentide, then stolen from the long-dead city by a Shadow Lich, has finally been recaptured and encased behind glass.
{79671} The Dead Wind
{79672} The Dead Wind, once the ruler of the Crypts of Undrentide, has now been captured and encased behind glass.
{79673} The Wise Wind
{79674} The Wise Wind, once hidden in the Great Library of Undrentide, has now been captured and encased behind glass.
{79675} Crypt Key
{79676} Found in one of the Dread Sarcophagi of the Crypts of Undrentide, this key appears to grant access to the crumbling edifice's second floor.
{79677} Inkwell
{79678} Ink glistens darkly within the small container. It smells of blood and ash.
{79679} Pen
{79680} The fringes of this quill pen seem ragged and sparse but the nib is firm. Regardless, you will require some ink before you can use it.
{79681} Padded Armor +2
{79682} This magic armor grants additional protection to its wearer, but it doesn't bear the hallmarks of any specific maker.
{79683} Silvermane's Axe +2
{79684} Silvermane, heroine of the dwarves, had a jealous stepsister, Selarna, who she killed in battle. Selarna's spirit became trapped within the killing axe. From her vantage point within that blade, Selarna took her vengeance by provoking many subsequent wielders to kill their siblings. The curse was broken by the dwarf Skarlin, upon the killing of his brother Njal. Freed from Selarna's influence, the weapon has since been able to give life as well as take it.
{79685} Discord
{79686} A line of black crystal runs the length of this blade, marking it the handiwork of Ortius of Gond, the Mad Tinker. Blades from his stock resonate unnaturally when struck, and although mortal ears can barely perceive the tone, they certainly suffer the effects well enough. The origin of the crystal is not clear, though Ortius was known to have bartered his services to planar creatures on occasion.
{79687} Tethir-Wood Cudgel
{79688} Encroachment on elven territory is not tolerated, though an exception is occasionally made for those who show proper reverence. Such is the case in the forest of Tethir, where a sect of druids have been welcomed and, on occasion, given special boons for their tireless work. While usually information, such a gift might also include an elven-crafted item like this one.
{79689} Courtesan Blade
{79690} Courtesan assassins were famous for using their wit and charm to infiltrate the intimate chambers of the enemy by the most disarming method imaginable: they were invited. The practice became infamous, which is likely why it is used so infrequently today.
{79691} This magic weapon has an enhancement bonus to attack and damage, but it doesn't bear the hallmarks of any specific maker.
{79692} Ascorian Double Axe +2
{79693} To the displaced victims of an emerging bandit king staking a claim near The Shaar, the Ascorian Double Axe is a symbol of what a simple homegrown despot can accomplish with only a few dozen chests of ancestral pirate gold, a newly-hired personal army of mercenaries, and several puppeteer spellcasters schooled in the Shadow Weave. And they say one man can't make a difference any more.
{79694} Ebon Dire Mace +2
{79695} Coarse tracings of the orc gods mark these weapons as indelicate, to say the least. They are deeply ridged, viciously effective, and all too common at the forefront of an orc horde. The inclusion of some "blunt magic" makes them debilitating as well as damaging, and a deep muscle bruise from a solid hit can take a fighter to his knees in short measure.
{79696} Blade of Corellon
{79697} Blades of this type bear the marks of elven craftsmen, though the elves as a people are more commonly associated with smaller, more elegant weapons. Certain sects among them worship Corellon Larethian as a god of war, however, and in reverence to him they let no weapon of combat go untrained. Even so, it would still be a rare occurrence for such a weapon to actually see use on an elven battlefield.
{79698} Gloves of the Hin Fist Masters
{79699} Founded by a sect of isolationist halflings, the Monastic Order of the Hin Fist maintains a tradition of solitude paired with the belief that one must first master the self before one can attain mastery over the outside world. Monks of the Order fashioned these gloves with sonic properties so that the outside world could be forewarned of their training and thereby know to keep a distance.
{79700} Re's Redemption
{79701} When Mulhorand's rebellious wizards opened Faerûn to the invasion known as the Orcgate Wars, the avatars of the deities descended from the heavens to do battle. The avatar Re was slain in battle but used his dying breath to create hundreds of these greataxes. Known as Re's Redemption, each of them was dedicated to the slaying of orcs, and only with their help was the great horde forced northward.
{79702} Shining Light of Lathander
{79703} The Church of Lathander is a wealthy institution, and makes no secret of its affinity for adventurers. In their eyes, these people dare to bring light to the forgotten and secret places, and therefore they will always find safe haven in a house of the Morninglord. On occasion the church will grant a boon to a particularly favorable person, a weapon that will serve to light the dark paths ahead.
{79704} Will of Atar +2
{79705} These weapons bear the mark of Atar of the Flame, high shaman of a northern cult that fell under the influence of a creature from the plane of fire. What this entity received in exchange for creating such powerful items is unknown.
{79706} Offhand Axe +2
{79707} Axes of this type were created as training tools for an organization of rangers and woodsmen, but their use has fallen out of favor. When combined with another weapon they grant agility and skill in the use of both at once, but it was found that some students relied too much upon them, and did not separately develop the skills that the items enhance.
{79708} Kintharsta
{79709} A performer with the Circus of the Rose, Kintharsta offered a challenge to any member of the audience: to trade blows, their weapon versus his, until he or they conceded. He offered good odds and had many takers, but few could have hoped to win, thanks to the magic of his flail. He was paranoid of being caught without it, and had several copies crafted. Ironically, he was caught with the ringmaster's wife in the one situation he went unarmed, and was murdered with his flail just out of reach.
{79710} Crossbow of Enchantment
{79711} The enchantress Lady Gracia was fascinated by the legend of a celestial creature that fired love into a person's heart with magical bolts. Attempting to recreate the story she fashioned several launchers to duplicate this effect, but a bolt that would confer the spell proved difficult, and test couples lost their fascination for each other within hours or days. Regardless, Lady Gracia enjoyed the effort, and kept on playing matchmaker until her dying days.
{79712} Thread of Life +2
{79713} Not everyone on the battlefield is eager for a fight. The devout of Aido Glade seek out conflicts solely to ply their healing skills, trying to ease the suffering of the fallen while avoiding harm themselves. A Thread of Life kama aids in their efforts while marking them as impartial to the cause of the skirmish. They do not judge, knowing that some wars are inevitable. They tend to those in need, regardless of circumstance.
{79714} Master Li's Way
{79715} Once thought a unique instance of the swordmaker's craft, several katanas of this type have now been linked to a ship that ran aground on the Sword Coast some years ago. All bear the markings of Master Hu Li, a great artificer from the east, but little else is known of him. 
{79716} Ladymist Talon +2
{79717} This variant of the kukri is thought to be associated with worshippers of Akadi, greater power of the elemental plane of air, but this is unverified. These weapons do exhibit abilities that seem appropriate for her domain, but they lack the markings her followers are known to use. Likely these blades are from her realm, but draw their magical energy from elsewhere.
{79718} North Wind Bow
{79719} These bows seem primitive at first glance, but behind the crude sinew and hide is a powerful weapon. They are most often found in the far North, but unfortunately, they are also most often found in the hands of a devotee of Auril, the Icemaiden. Most observers will get a good look at the point of the arrows before ever seeing the bow.
{79720} Blade of the Gladiator
{79721} Long ago, the formians built great subterranean cities and vast, cavernous empires. Societies of war, they reveled in the blood and glory of the gladiatorial pit, where slaves and prisoners fought for their cruel amusement. One such gladiator was the human Ajan, who stole the blade of his formian master and used it to escape to the surface with Zoe, his love. It is said that all who wield it are bound for greatness.
{79722} Flail of Destruction
{79723} If J'elnyio of the Anvil had created just a few of these powerful weapons he might have enjoyed a natural death. Instead he produced as many as he could, hoping to shift the balance against evil in the world. The problem, of course, is that his efforts eventually drew attention from the very evil the flails were designed to fight, and balance was restored.
{79724} Forge Fire
{79725} A legacy that Thalantyr the Conjurer has said he would prefer to forget, these weapons are tied to his early adventuring career and a time when he was held captive by a mysterious powerful creature. He has refused to say how the weapons have retained the heat of he forge they were crafted in, usually ending such inquiries with a frustrated "pray you never find out."
{79726} Crossbow of the High Forest
{79727} Though the current owners of these weapons might like to believe they were handed down from Mielikki herself, Crossbows of the High Forest were actually created by a powerful group of rangers called the Underwood Company. It would be easy to assume divine involvement, however, due to the substantial magic present within each item.
{79728} Petty's Tempest
{79729} The most recent recorded appearance of one of these weapons was in the black markets of Amn, rightfully commanding an impressive price. Several such maces have been found over time, each with an array of elemental spells and effects woven through them. The creator remains elusive, though the name "Petty" is evident on each example. It is possible he is a smith on Toril, but his obvious understanding of planar forces suggests a more traveled origin.
{79730} Sleepwalker Kin
{79731} These weapons were supposed to be a great breakthrough for the orcs of Amn. Clan leaders liked the idea of rendering enemies helpless, but after the efforts of many shamans and several imprisoned human wizards, the project was abandoned. It seemed that in the hands of the orc elite, a hit strong enough to activate the ability often killed the target anyway, and the extra cost was deemed redundant.
{79732} Aiedo Wither-Stick +2
{79733} From the Lhespenbog reed-fields of east Shaar come Aiedo Wither-Sticks, the craft of Meng Aiedo. Though accustomed to working with tall grass bamboo, this eastern craftsman traveled across the inner plains plying his trade with whatever local materials were available. Swamp products tend to be darker in nature than his usual fare, however.
{79734} Bleederkin
{79735} In recent years, a number of thieves' guilds reported losing members to these blades, the weapons left as gruesome signatures impaled in the victims' chests. The craftsman behind them was unknown, but the intent of the group using them was clear enough: to destabilize existing groups to facilitate their own expansion. It has been some time since the last killing, however, suggesting that the incursion was either abandoned or succeeded through less violent means. Members of the underground community have not been forthcoming with information.
{79736} Ula's Heart
{79737} When the smithy guild of Endrab refused to admit Ula on the basis of her gender, she challenged their best weaponsmith to a contest to see who could forge the finer sword. She toiled for weeks, her workshop busy day and night, until she produced a flawless, beautiful scimitar. Enraged that a 'mere' woman should best him, the guildsman hired assassins to do away with her. Ula's story has since inspired many more women to take up her profession, and make many copies of Ula's famous blade.
{79738} King's Scythe
{79739} This item was modeled on Baron Gordaire Knightshold's weapon, a ceremonial scythe meant to make him look more rural and less a tyrant. His fledgling kingdom east of the Inner Sea faltered when a revolutionary movement adopted the symbol in their efforts to overthrow him. Each lieutenant in their league was paired with one of these far-more-functional duplicates to rally people behind them. There is little remaining of Gordaire's legacy.
{79740} Tansheron's Bow +2
{79741} Scholars attempting to verify tales of Tansheron the lich have found only his ramshackle keep and withered husk. Evidence suggested a long siege by at least four distinct groups of adventurers, a campaign that eventually wore down his defenses. Presumably weapons of this type were among the loot claimed. The thin, frayed string of this bow appears unusable, but when it is drawn a solid, invisible arrow becomes tangible.
{79742} The Lucky One +2
{79743} This is a swashbuckler's blade that has seen endless use in grand fights against "big nasties" sent forth by whomever. The Lucky Ones mercenary company commissioned these blades while still flush from their last big score. After their windfall they only adventured for the thrill of it, challenging each other to ever-greater feats of daring-do. Why are these weapons no longer with them? Sometimes the "big nasty" wins.
{79744} Teneraard's Sickle +2
{79745} A design easily traceable to Teneraard Treekin, hunter turned blacksmith turned ranger. He spent years making tools for servants of nature, eventually taking them up himself, but he never truly felt accepted in the role. His efforts, while admirable, were born of memories of his father standing over a Cloakwood stag, a species that was eventually hunted to extinction.
{79746} Sling of Force
{79747} A tinker without a sense of proportion, the spunky Gendlesen Barstow worried that she wasn't strong enough for the adventuring life, and so built various magical slings to enhance her strength. Although her first versions were successful, all were stolen from her workbench and eventually scattered across Faerûn.
{79748} Heartwood Spear +2
{79749} This weapon was a gift from the elven nation to the kingdom of Algarond after the declaration of peace between their two peoples. Spears of this type are carefully crafted, and rumored to come from the wood of Evereska itself.
{79750} Hammer of the Wisp
{79751} A clan of svirfneblin deep within the Underdark created the Hammers of the Wisp to guard against vicious drow hunting parties. They hoped to model an item that could erupt with light, slowing or repelling their enemy. They were initially successful, and a dark elf group broke ranks the first time the weapons were used. No record of the deep gnome clan exists after that, however, and it is unlikely they survived the drow reprisal.
{79752} Robe of Light
{79753} Made from a fine silk, this robe seems to have a permanent aura of light around it.
{79754} Shadow Robe
{79755} Shadovar mages often garb themselves in these robes of preternatural darkness, prefering concealment over more direct protections.
{79756} Shadovar Armor
{79757}  
{79758} This armor is the traditional armor of an elite force of Shadovar warriors called "Sharith's Talon" after a black dragon of legend.
{79759} Shadovar Robes
{79760} Mechanics of Flight
{79761} This well-thumbed book is signed by the author, someone named The Great Karsus. The technical jargon is too difficult to decipher fully but, judging by the illustrations, it was a popular textbook outlining the fundamentals of how to shear off the top of a mountain and make it hover at varying heights above sea level.
{79762} Rusted Two-Bladed Sword
{79763} The weapon feels fragile in your hand, as if ready to crumble with age at any moment.
{79764} Rusted Bastard Sword
{79765} Rusted Battleaxe
{79766} Motheaten Robes
{79767} These robes, once elegant, now hang in filthy tatters.
{79768} Rotten Club
{79769} Rusted Dagger
{79770} Rusted Dire Mace
{79771} Rusted Double Axe
{79772} Rusted Greataxe
{79773} Rusted Greatsword
{79774} Rusted Halberd
{79775} Rusted Handaxe
{79776} Rusted Heavy Flail
{79777} Rusted Kama
{79778} Rusted Katana
{79779} Rusted Kukri
{79780} Tattered Leather
{79781} Rusted Longsword
{79782} Rusted Light Flail
{79783} Rusted Light Hammer
{79784} Rusted Mace
{79785} Rusted Mail
{79786} Rusted Morningstar
{79787} Rotten Quarterstaff
{79788} Rusted Rapier
{79789} Rusted Scimitar
{79790} Rusted Scythe
{79791} Rusted Short Sword
{79792} Rusted Sickle
{79793} Rusted Spear
{79794} Rusted Warhammer
{79795} Moldy Tome
{79796} Stained by centuries of mildew, the damp pages cling to each other, long since illegible.
{79797} Kabbernacky's Guide to Mythals
{79798} This book appears to be an ill-organized reference almanac. It defines the term "mythal" as "a large, semi-permanent, spherical zone of interwoven and highly customized magics in which the laws of arcanism are altered or adjusted to better suit the day-to-day needs of those choosing to live within said sphere." The text goes on to explain that every mythal depends on the existence of powerful artifacts known as mythallar and it is through these mythallar that the mythal is controlled. In a later appendix listing the various flying cities that were then a part of the Netherese Empire, it is noted that Undrentide's mythallar were housed atop a central structure called the Temple of the Winds.
{79799} The Poetry of Dagget Filth
{79800} I can smell your feet.
Their odor lingers even these many years
after you last tread here.
Now there is only dust and shadows,
as my belly
scrapes
the ground...

Dagget Filth
Year 832 after The Fall

Damn, I'm bored...
{79801} Portable Door
{79802} A small stone door, as if fit for a dollhouse. The phrase "Here there be shadows" is inlaid with silver on the door's surface.
{79803} Scarab Key
{79804} The head of this key has the look of a scarab beetle. It was given to you by the Asabi Merchant, Ashtara, and grants access in and out of the Asabi camp.
{79805} Shadovar Properties
{79806} Shadow Gem
{79807} Shadows flit within this strange gem. Something about it seems insubstantial, as if it is not fully of this place. 
{79808} Shadow Sword
{79809} These vicious blades are the traditional weapons of an elite force of Shadovar warriors called "Sharith's Talon" after a black dragon of legend.
{79810} This key was found in a secret compartment within the leg of the Stone Butler, in Undrentide's northern fragment. It seems well-worn, as if it has seen much use over the years.
{79811} Temple of the Winds - Rites and Rituals
{79812} The Ritual of the Three Winds:

When the mythal's master wields its power atop the Temple of the Winds, the holy secrets of its workings are to remain sealed behind the temple gates and none but the Giver of the Winds may pass.

The Giver of the Winds must first be their Seeker, however, and then their Finder. The Winds are known as the Dark, the Dead, the Wise; in three places do they lie in wait.

The Dark is held by he who created it, the High Arcanist of Undrentide, may his lifeblood be eternal. The Dead is held by the priests who tend the crypts. The Wise is held by the librarians and lorekeepers, the knowers of wisdom, the sages of dust and time.

When all three are gathered, the Giver of the Winds must relinquish them into the Ark, that the Winds might be transformed and seal at last be broken.
{79813} Walking Stick
{79814} Arrow +2
{79815} Arrow +3
{79816} Bolt +1
{79817} Bolt +2
{79818} Bolt +3
{79819} Bullet +1
{79820} Bullet +2
{79821} Bullet +3
{79822} Rotten Longbow
{79823} Termites have all but ruined this weapon.
{79824} Shadovar Longbow +1
{79825} Rotten Shortbow
{79826} Rotten Heavy Crossbow
{79827} Rotten Light Crossbow
{79828} Severed Head
{79829} This gruesome trophy appears to be your own head.
{79830} Throwing Axe +1
{79831} Throwing Axe +2
{79832} Throwing Axe +3
{79833} Dart +1
{79834} Dart +2
{79835} Dart +3
{79836} Shuriken +1
{79837} Shuriken +2
{79838} Shuriken +3
{79839} Animal Cries Day AREA
{79840} Animal Cries Night AREA
{79841} Bird Flaps AREA
{79842} Bugs Scary AREA
{79843} Crickets Loop NIGHT AREA
{79844} Critters AREA
{79845} Fire Large 1
{79846} Fire Large 2
{79847} Fountain LARGE
{79848} Hawk Cry DAY
{79849} Laughing Kids Spooky
{79850} Lava Bursts
{79851} Lava Pool
{79852} Lava Pool Fire
{79853} Lighting Pillar
{79854} SFX - Dead Wind
{79855} Magic Crystal Lava
{79856} Owl HootsNIGHT
{79857} Pain Cries Men Outside
{79858} Pain Cries Women Outside
{79859} Screams Men
{79860} Seagull Cries AREA
{79861} Shrieks Men Outside
{79862} Shrieks Women Outside
{79863} Steam Small Loop
{79864} Torch Fire Medium
{79865} Water Dripping Loop
{79866} Windmill
{79867} Wolf Howls NIGHT
{79868} Woodpecker Pecks DAY
{79869} Zombie Moans AREA
{79870} Bound in iron strips, this stone door hangs heavily upon its stout hinges.
{79871} Fashioned from rough iron, these bars extend into a narrow slot in the floor.
{79872} Decorated in ivy patterns, this ornate gate rises from a slot in the floor below.
{79873} Force Field
{79874} Bolts of electricity bar your way.
{79875} Beetles
{79876} Ethereal
{79877} DustMephits
{79878} Hell Encounter
{79879} Shadovar
{79880} Shadovar (Respawning)
{79881} Vermin, Spider Group
{79882} Altar
{79883} A small altar rests before you. Age-old bloodstains have seeped into the stone, mingling with scorchmarks left from a long-extinguished fire.
{79884} Arcanist's Tower VFX Confusion
{79885} Ark of the Three Winds
{79886} The ancient runes carved deep into the mithral-bound stone identify this as the Ark of the Three Winds. Inside are three round depressions, lined with the rotten remnants of what might have once been a luxurious purple velvet.
{79887} Armoire
{79888} The smell of mothballs has long since seeped into the wood of this armoire.
{79889} Double Bed
{79890} A comfortable bed large enough to accomodate two medium-sized creatures.
{79891} 1800 West Alahambra Avenue
{79892} The weathered marker still bears an address.
{79893} 913A South Idylwyld Place
{79894} Birdbath
{79895} A slight breeze ripples the water's surface, giving your reflection a life of its own.
{79896} Crumbling Bookcase
{79897} Dust lines these crumbling shelves and you can smell the rotten sweetness of mold-claimed pages.
{79898} The books lay piled atop each other with little in the way of rhyme or reason, as if someone was interrupted while in the process of returning them to their place.
{79899} The ancient Mythallar is strangely beautiful.
{79900} Cabinet
{79901} The wood's rich grain adds an unexpected vibrancy to this humble cabinet. Whoever crafted it clearly did so with great love.
{79902} "To Catch the Wind"
{79903} Fresh ink still glistens on the ancient vellum.
{79904} Chest
{79905} Strange runes and pictographs, likely arcane in nature, have been scorched into the sides of this hide-covered strongbox.
{79906} Chest of Drawers
{79907} The antique drawer pulls are touched by rust and the drawers themselves fit ill within their sockets. It seems the damp air has not been kind to this piece.
{79908} Shadow Portal
{79909} A dark vortex swirls before you.
{79910} A large, solid piece of granite juts out from the ground.
{79911} A small drawer extends beneath the gleaming tabletop. It probably doubles as a desk when there's the need.
{79912} Dread Sarcophagus
{79913} The heavy stone sarcophagus seems to be imbued with a dark energy.
{79914} An Empty Tome
{79915} The ink that once covered these pages has all but faded away, leaving a pale, blank surface. 
{79916} Maze Wall (Visible)
{79917} This ancient piece of masonry flickers before your eyes, as if it is only halfway there.
{79918} Maze Wall
{79919} Footstool
{79920} The low footstool is bound in an exotic leather, possibly monstrous in its origin.
{79921} Fountain
{79922} The water tumbles into the pool below, the sound of its fall marking a cheerful note.
{79923} "On the Nature of Hell"
{79924} Blood stains the pages of this illuminated manuscript. It appears to be a religious treatise of some sort.
{79925} Heurodis
{79926} Jendra's Corpse
{79927} Sadly, it appears that you have arrived too late and that the fears of Jendra's lover, William, were well-founded. This pretty young maiden has been sacrificed in some sort of unholy ritual.
{79928} "The Confessions of Karsus"
{79929} This book is bound in human flesh and the edges of its pages are charred and black. Cinder holes have burned their way through much of the text. 
{79930} Lamp Post
{79931} The lamp post is pitted and scarred by the harsh night air.
{79932} Large Bed
{79933} Well made and covered in soft blankets, this bed would clearly comfort all but the most pampered of royalty.
{79934} East Lever
{79935} A heavy lever protrudes out of the ground, controlling some unseen mechanism below.
{79936} East Lever (Fake)
{79937} North Lever
{79938} North Lever (Fake)
{79939} South Lever
{79940} South Lever (Fake)
{79941} West Lever
{79942} West Lever (Fake)
{79943} Library Desk
{79944} Bloodied Altar
{79945} Blood congeals between the great stone fingers and scraps of flesh litter the ground.
{79946} Portable Door
{79947} Fashioned of living shadow, this impressive portal leads onward into darkness.
{79948} Carved from stone, this impressive portal leads back to the material plane.
{79949} Crypt 4 Reference Point
{79950} "The Beggar's Love"
{79951} Dust covers the pages of this unassuming romance novel. It is lovingly illustrated, though the inks have dulled with age.
{79952} Ruined Pillar
{79953} Tentacle Demon
{79954} Scattered about the sarcophagus are the rusted remains of various sorts of clockwork. When you bend down to touch one, it crumbles into dust.
{79955} Small Desk
{79956} Tentacle Beast (Center)
{79957} You look about you, suspicious, but see nothing.
{79958} Tentacle Beast (Corner)
{79959} Spider and Beetle Tracks dialog object
{79960} Beetle Tracks dialog object
{79961} Spider Tracks dialog object
{79962} Web Caster
{79963} Casket
{79964} Temple Door
{79965} Imbued with magic, this door leads further upward into the Temple.
{79966} Wind Tower Door
{79967} Wind Tower Facet
{79968} Wishing Well
{79969} Something glitters in the pool's depths.
{79970} Wizard's Desk
{79971} Wood Grate
{79972} Arcanist's Tower VFX MagBlue
{79973} Arcanist's Tower VFX BlindDeaf
{79974} Arcanist's Tower VFX HowlMind
{79975} Crypt Tower VFX Fire
{79976} VFX only
{79977} Crypt Tower VFX Fire Ring
{79978} Crypt Tower VFX BlindDeaf
{79979} Crypt Tower VFX Confusion
{79980} Ruined Furniture
{79981} Tentacle Trigger
{79982} TremorTrigger
{79983} Shadow Portal Trigger
{79984} XP (Crypt Maze Room)
{79985} Asabi Merchant Store
{79986} Shadow Merchant Store
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{80096} 
{80097} Reference Point
{80098} Arrow of the Vampire
{80099} No one knows when or where these arrows were made. It is rumored that each tip is made with a vampire tooth. That seems unlikely due to the number of quivers of these arrows that can be found.
{80100} Snores Men
{80101} Soul Jar Light
{80102} Oriental Rug
{80103} Tomb
{80104} City Rubble
{80105} These pieces of masonry looks as if they may have been broken off a nearby structure.
{80106} Round Oriental Rug
{80107} This high-backed throne seems to exude a calming influence as you draw near to it.
{80108} This gruesome totem is undoubtably meant as a warning...or a threat.
{80109} Noel
{80110} Here lies the one-time king of all,
Who died because he grew too tall.
{80111} Sydney
{80112} Here lies the mortal grave of Sydney
Who said "I don't need no steenkin' kidney!"
{80113} Ross
{80114} Lover, wizard, pirate, fool,
He choked upon his morning gruel.
{80115} Brent
{80116} His ways so wise, his manners mild,
torn apart by beasts most wild.
{80117} Dave
{80118} Here he lies forevermore -
Listen close and you'll hear him snore.
{80119} Jon
{80120} Once he was the king's taste tester,
'Til a poisoned meal left him to fester.
{80121} Dan
{80122} With a pretty wife and children five,
'Tis a shame he isn't still alive.
{80123} Keith
{80124} Hard is the life of a pleasure slave -
Women keep weeping on his grave.
{80125} Nolan
{80126} From this cold world doth Nolan part,
Forever remembered by his art.
{80127} Sung
{80128} For painting the queen's skin too coarse,
he was drawn and quartered by a horse.
{80129} Paul
{80130} He did not die of mortal sin;
'Twas the music that did him in.
{80131} Yaron
{80132} A traveller from across the seas,
This one died of a nasty sneeze.
{80133} Dead Wind Activator
{80134} Zombie Spawn
{80135} Player Statue Spawn
{80136} Thrall Jump 2 (Cut 10)
{80137} Thrall Flee Collapse
{80138} Cutscene 10 Spectator
{80139} Thrall Jump 4 (Cut 10)
{80140} Thrall Jump 5 (Cut 10)
{80141} Thrall Jump 1 (Cut 10)
{80142} Thrall Jump 3 (Cut 10)
{80143} Thrall Jump 6 (Cut 10)
{80144} Asabis are desert-dwelling reptillian humanoids who are often found as mercenaries or slaves in the service of evil creatures.  The average asabi male stands nearly seven feet tall, and their thick, pebbly skin is brown or gray in hue.  They have yellow, egg-shaped eyes with horizontal slit pupils.
{80145} Crumbling Door
{80146} This gate hangs awkwardly on its hinges, its former beauty all but gone. A stout chain binds it, held together by a magical clasp you do not recognize.
{80147} Thrall Bash
{80148} Ashtara Start Point
{80149} Cut 11 Thrall_2 Spawn
{80150} Cut 11 Thrall_3 Spawn
{80151} Cut 11 Thrall_1 Spawn
{80152} Cut 11 Thrall_4 Spawn
{80153} Player Statue Jump Target
{80154} Player Spectator
{80155} Ashtara End Point
{80156} This wheelbarrow has been well-used, and reminants of its last load remain at the bottom.
{80157} Rubble fills the collapsed passageway.
{80158} From Karsus' Hell
{80159} From Wise Wind Battle
{80160} The door to a small safe hangs open on one side of this stone pillar. It appears to have once held something important.
{80161} A sad pile of humanoid bones lay on the ground.
{80162} Temple Passage
{80163} The passage looms dark before you. The temple must lie deep within the rock.
{80164} From Library
{80165} Overgrown Ruined Pillar
{80166} Nature has begun to reclaim this ancient pillar, covering it in vegitation.
{80167} The weapons lean into the wooden rack, waiting for release.
{80168} You spy some hidden compartments amongst the runes.
{80169} Rust pocks the once-smooth surface of this metal-plated door.
{80170} From Romance Novel
{80171} Impaled Human Corpse
{80172} The sun-bleached corpse groans and shifts, a gust of wind giving it the brief appearance of unlife.
{80173} With the face turned down, it's hard to determine if the victim was male or female.
{80174} Impaled Corpse
{80175} This bloated corpse emits a foul odour.  You can only guess at how long the lifeless body has been here.
{80176} Player Spawn
{80177} Sir William Spawnpoint
{80178} Karsus Spawnpoint
{80179} Wise Wind Jump Point
{80180} Reference Waypoint
{80181} Player Spawnpoint
{80182} Wise Wind Jumpoint
{80183} Statue
{80184} Karsus Spawn
{80185} Sir William Spawn
{80186} Asabi Camp
{80187} Asabi Camp
{80188} Ashtara's Post
{80189} Ashtara
{80190} Undrentide Start Location
{80191} Respawn Waypoint
{80192} Henchman Start Point
{80193} To East Fragment
{80194} To East Fragment
{80195} To North Fragment
{80196} To North Fragment
{80197} To West Fragment
{80198} To West Fragment
{80199} 1334 East Vanderbaerk Way
{80200} This pustulent fungi grows in even the darkest of caves.
{80201} These cattails and lilypads often spring up by the side of lakes and streams.
{80202} This map depict much of the known realms.
{80203} Some meager vegitation sprouts fromt the desert floor.
{80204} Large Bench
{80205} Wood Throne
{80206} Large Rug 
{80207} Big Vase
{80208} This oversized vase holds some local vegitation for decorative purposes.
{80209} Map Note Trigger
{80210} The Great Library
{80211} The Great Library
{80212} To Asabi Camp
{80213} To Asabi Camp
{80214} Great Library
{80215} This weathered marker denotes an important official building.
{80216} A large iron pot, commonly used for cooking, spellcasting and alchemy.
{80217} WeatheredLadder
{80218} To West Fragment
{80219} Crypt Tower
{80220} Crypt Tower
{80221} Golem-Crafter's Home
{80222} Golem-Crafter's Home
{80223} Crypt Tower
{80224} Golem Parts Iron
{80225} A boquet of bright colored flowers has been placed into this earthenware vase.
{80226} Arcanists' Tower
{80227} Arcanists' Tower
{80228} Arcanists' Tower
{80229} This crystal appears to be a long, rough prism.  Upon utterance of a command word, the crystal emits bright light of one of three sorts.  

The first type of light shines as brightly as a torch. The second type of light shines as a very bright ray that can strike and blind a single target. The last type of light shines in a wide beam out from the gem, blinding all targets in the area.
{80230} Helmed Horror
{80231} Helmed Horrors are suits of empty armor imbued with magical life and purpose. They make tireless and extremely effective guardians, soldiers, and bounty hunters.
{80232} Battle Horror
{80233} Battle Horrors are magically animated suits of empty armor. They have a greater array of magic powers than do their lesser kin, Helmed Horrors.
{80234} City Liftoff
{80235} NE Door Spawner
{80236} SE Door Spawner
{80237} SW Door Spawner
{80238} NW Door Spawner
{80239} From 3rd Floor, SW
{80240} From 3rd Floor, SE
{80241} From 3rd Floor, NE
{80242} From 3rd Floor, NW
{80243} From Outer Sanctum
{80244} Wind Pillar South
{80245} Wind Pillar East
{80246} Wind Pillar North
{80247} Wind Pillar West
{80248} Low and flat, this chest seems to have been designed for the storage and filing of a merchant's accounts.
{80249} Metals studs poke through the woodwork of this ornate chest. Judging by the fine craftsmanship, this strongbox appears to have been intended for public display.
{80250} Stone Door
{80251} Something echoes beyond these tall stone doors.
{80252} From 2nd Floor SW
{80253} From 2nd Floor SE
{80254} From 2nd Floor NE
{80255} From 2nd Floor NW
{80256} Beast Blastpoint
{80257} Beast Blastpoint (Vertical)
{80258} Map Note - To Previous Floor
{80259} To Previous Floor
{80260} Map Note - To Next Floor
{80261} To Next Floor
{80262} Map Note - Center Tentacle Demon
{80263} Tentacle Demon
{80264} Map Note - Tentacle Demon
{80265} Vertical Caster
{80266} Heurodis Trigger
{80267} Spiral Staircase
{80268} The staircase spirals ever upwards into the Temple of the Winds.
{80269} VFX Base 3
{80270} Tower of the Winds
{80271} VFX Base 2
{80272} Plane of Shadows Ref Point
{80273} These vicious blades are the traditional weapons of an elite force of shadovar warriors called "Sharith's Talon" after a black dragon of legend.
{80274} Stairwell
{80275} The staircase spirals down to the first floor of the Arcanists' Tower.
{80276} The stairs ascend in darkness.
{80277} Shadow Portal 01
{80278} Shadow Portal 02
{80279} Shadow Portal 03
{80280} Shadow Portal 07
{80281} Shadow Portal 08
{80282} Shadow Portal 09
{80283} Shadow Portal 10
{80284} Shadow Portal 06
{80285} Shadow Portal 05
{80286} Shadow Portal 12
{80287} Shadow Portal 04
{80288} Shadow Portal 14
{80289} Shadow Portal 13
{80290} Shadow Portal 18
{80291} Shadow Portal 11
{80292} Shadow Portal 17
{80293} Shadow Portal 16
{80294} Shadow Portal 15
{80295} Shadow Portal 20
{80296} Shadow Portal 19
{80297} Shadow Portal 22
{80298} Shadow Portal 23
{80299} Shadow Portal 21
{80300} Arcanists' Tower 02 Ref Point
{80301} Something glistens amidst the splintered wood.
{80302} Metal Door
{80303} Portable Door Target
{80304} Servant Spawn
{80305} This is the side piece of a structure often used to contain dangerous animals and sometimes, people.
{80306} Module Random Treasure Chests
{80307} Bound in iron and with a heavy lock, this heavy chest was obviously meant to protect something of value.
{80308} Metal studs poke through the woodwork of this ornate chest. Judging by the fine craftsmanship, this strongbox appears to have been intended for public display.
{80309} A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the student of his bardic college.  Others have since copied the designs, keeping the name Falataer gave them to honor him.

This eight-stringed masterwork mandolin can be played to cast haste, remove curse, and sound burst each once per day.
{80310} An adventure designed for 1-4 characters, of levels 7-9.
{80311} _temp
{80312} Netherese Ruin
{80313} Anauroch - Valley of Winds
{80314} Anauroch - Underground Tunnel
{80315} Anauroch - Night Camp
{80316} Stinger Caves - Temple
{80317} Oasis of the Green Palm - Catacomb of Al-Rashid
{80318} Oasis of the Green Palm - House of the Morninglord
{80319} Tomb of Kel-Garas
{80320} Tomb of Kel-Garas - Inner Catacombs
{80321} Anauroch - Excavated Ruins
{80322} Ao Encampment
{80323} Ao Encampment - Temple of Ao
{80324} Formian Hive
{80325} Oasis of the Green Palm
{80326} Caravan Camp - Fortune Teller's Caravan
{80327} Stinger Caves
{80328} 
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{82988} 
{82989} High Priest
{82990} This is the Minister of the Ao Encampment.
{82991} Ao Worshipper
{82992} This is one of the Ao Worshippers. They seem to be a rather eccentric bunch.
{82993} Ao Guard
{82994} Garrick
{82995} Halassar
{82996} This is Garrick, the archeologist Drogan sent you to find.
{82997} Minister of Ao
{82998} Armor Stand
{82999} This ancient suit of armor is full of rust and it seems it might crumble to the slightest touch.
{83000} Statue
{83001} Daschnaya is a halfling tarot card reader who claims to be able to see into the future.
{83002} This is one of the halflings who is part of the caraven.
{83003} Torias, a mischievous halfling, has a small collection of illicit goods to sell you.
{83004} This halfling lass spends much of her time frowning and trying to decide on ways to improve her profits.
{83005} Birgen's brother, Furten, is a jovial halfling with an odd sense of humor.
{83006} An odd halfling, as if there is any other kind, Birgen never speaks clearly enough for you to understand him.
{83007} This is one of the halflings who is part of the caraven you travel with.
{83008} You are positive you have seen this figure before. J'nah was speaking to the same shadowy figure.
{83009} humanoid_orc001
{83010} Jasmeena 
{83011} This Bedine woman has a very earthy quality to her appearance.
{83012} Master Zaar
{83013} This undead creature is in incredible shape, considering what most similar creatures look like. This one appears to be the master of the other creatures.
{83014} Stinger Archer
{83015} Stinger Officer
{83016} Zidan
{83017} Zidan is your guide through the Anauroch desert. He is a Bedine tribesman.
{83018} Zidan is your guide through the anauroch desert. He is a Bedine tribesman.
{83019} Kel-Garas
{83020} This is obviously the foe you have been seeking, the deadly mummy, Kel-Garas.
{83021} Zombie
{83022} Ali
{83023} Ibn-Musud
{83024} This Bedine warrior scowls as he surveys the ruins of the oasis. There is a power and grace in every movement; a dangerous foe, or a valuable ally.
{83025} Bedine Warrior
{83026} These fearsome warriors belong to the Bedine tribe.
{83027} Gargoyle Statue
{83028} Statue of Kel-Garas
{83029} This statue is of a priest of Jergal. This is probably what Kel-Garas looked like before he became a mummy.
{83030} Statue of Jergal
{83031} This large statue has come to life and is intent on killing the person who tried to steal the rubies from its eyes.
{83032} Skeleton Blackguard
{83033} Stinger High Priest
{83034} Undead Monk
{83035} This undead creature is in incredible shape, considering what most similar creatures look like.
{83036} Worker
{83037} This is Deekin, the kobold you helped free from the dragon, Tymofarrar.
{83038} Zombie Lord
{83039} Ao Cultist Robe
{83040} Cloak of Ao
{83041} This cloak belonged to a member of the Ao encampment and was a gift for demonstrating your ability to be apathetic.
{83042} Minister of Ao Tunic
{83043} Heurodis' Cape
{83044} Master Zaar's Outfit
{83045} Undead Monk's Outfit
{83046} Deekin Properties
{83047} Drogan has worn these robes for as long as you can remember. They served him well until the end. Perhaps now they will serve you too.
{83048} Drogan has worn these robes for as long as you can remember. They served him well until the end. Perhaps now they will serve you too. Once their nature was uncovered, it became obvious how Drogan could never seem to be fooled.
{83049} Holy Avenger
{83050} The Holy Avenger is the Paladin's weapon of choice. It is one of the most highly sought-after and valuable weapons in the realms. 
{83051} Statue of Bane Properties
{83052} Gargoyle Statue Properties
{83053} Statue Properties
{83054} Ali's Properties
{83055} Kel-Garas Properties
{83056} Statue of Jergal Greataxe
{83057} Circle of Doom
{83058} Ali's Robe
{83059} Talona's Strike
{83060} The goddess of disease and poison is said to favor those followers who cause the most suffering in thier victims. Accordingly, Rajahar the Darksmith made a halberd that could afflict its opponent with acid burns, both painful and effective.
{83061} Jergal's Claw
{83062} Jergal's Claw was created when Ali's soul was stolen and placed in a magical dagger. The dagger was transformed by Jergal into this magic weapon.
{83063} Garrick's Outfit
{83064} Maticore Properties
{83065} Kel-Garas' Robe
{83066} Greater Adventurer's Robe
{83067} Ointment of Stone to Flesh
{83068} This jar contains some kind of ointment. 
{83069} This jar contains an ointment to turn stone to flesh, but only on a creature that was once flesh already.
{83070} Desert's Fury
{83071} Al-Rashid's weapon lay in his crypt, waiting for the one told of in prophesy. Its main purpose is to destroy undead.
{83072} Blackguard Armor
{83073} The evil form of the paladin, the blackguard, is opposite in every way. As the image of the paladin often takes the form of a knight in shining armor, so the blackguard wears the dark plate that blends with the night.
{83074} Blackguard Helmet
{83075} The evil form of the paladin, the blackguard, is opposite in every way. As the image of the paladin often takes the form of a knight in shining armor, so the blackguard wears the dark plate that blends with the night. The blackguards helm is fashioned to frighten enemies with a single glance.
{83076} Dragon Tooth Amulet
{83077} This amulet is small and was made from a tooth of the dreaded legendary dracolich, Hephaestagon, by Deekin the kobold bard. It only functions for one with draconic blood, giving them greater strength.
{83078} Dragon Tooth Dagger
{83079} Carved from the tooth of the legendary dracolich, Hephaestagon, this sharp knife was carved by the kobold bard, Deekin Scalesinger, and is designed to battle the undead.
{83080} Helmet of Discharge
{83081} Fashioned from the scales of a blue dragon, these helms were designed by Lord Carios to assist his crusades against the evil dragons of the Great Rift.
{83082} Rod of Blight
{83083} The Rod of Blight is the home of Kel-Garas's soul. Only when it is destroyed will the mummy be truly defeated.
{83084} Rod of Dawn
{83085} The Rod of Dawn is a powerful magic item created by Lathander himself, when the Rod of Blight was destroyed on his altar.
{83086} Rune Stone
{83087} These heavy rune stones have symbols on them, but their use is not obvious.
{83088} Calian Belt
{83089} Calian Fervent was an aging adventurer who could never seem to keep up with adventuring groups. Taking his life savings, he invested in the creation of this magical belt, which allowed him to keep up when it really mattered. One day he got into a fight with one of his other party members and when Calian activated the haste on his belt, his heart gave out.
{83090} Formian Crystal
{83091} This crystal will summon formian warriors to assist you in battling the slaadi. It can only be used once.
{83092} Sacrificial Blade
{83093} This is the dagger Kel-Garas gave you to kill Ali. Once Ali is dead, placing the dagger on the altar of Lathader will curse the altar and Bane will transform the dagger into a powerful magic item.
{83094} A Note
{83095} This note was written by one of the archeologists and reads: "After a long careful study of this machine I have figured out that it can be used to create a magical item of some kind. The right urn is used to store components for the item's offensive powers and the left urn is used to store components for the item's defensive powers. The type or quantity of these components or their effect on the item's powers is still unknown to me - maybe the pillars in this hall can explain this..."
{83096} Wine of Ao
{83097} This bottle, adorned with simple label depicting a set of scales... the symbol of the god Ao... is filled with what is reputedly the finest wine found outside of elven lands.
{83098} Musharak's Idol
{83099} This idol once belonged to the hobgoblin merchant, Musharak, perhaps representing a god to his race. It has been carved out of bone and stained a deep blood-red.
{83100} Rustic Armor
{83101} Rustic Helmet
{83102} Spellstaff
{83103} This staff is filled with magic, amplified by the magical powers of the Netheril. What other wonders this race might have been capable of before they were destroyed fill your imagination with great desire.
{83104} Stinger Poison Gland
{83105} These glands contain deadly toxic chemicals, of great value to alchemists and assassins.
{83106} Ali's Scimitar
{83107} Dorna's leather armor was given to her by her grandfather, before she left her home to join Drogan's school. 
{83108} Xanos must have had this outfit designed especially for him. Few half-orcs would choose to wear such an outfit, preferring heavy armor to such flimsy cloth.
{83109} Power Stone
{83110} This power stone was created using ancient Netherese magic. When used it casts a defensive spell and an offensive spell at the same time. The power of the stone is limited by a number of charges.
{83111} Animal Cries Night
{83112} Crickets Loop Night AREA
{83113} Crypt Moans AREA
{83114} Flies Loop
{83115} Formians
{83116} Hawk Cry AREA
{83117} Owl Hoots Night AREA low
{83118} Owl Hoots Night AREA hi
{83119} Rock Crumbles Cave Small
{83120} Slaadi
{83121} Stingers
{83122} Stingers AREA
{83123} Vulture Cry
{83124} Chasm Wind
{83125} Asabi
{83126} Basilisks
{83127} Red, Blue Slaadi
{83128} Red, 1 Green Slaadi
{83129} Blue Slaadi
{83130} Formian Workers
{83131} Formian Warriors
{83132} Rats
{83133} Red Slaadi
{83134} Skeleton Warriors
{83135} Stingers
{83136} Wraiths
{83137} Zombies
{83138} Zombie Warriors
{83139} Crystal Ball
{83140} This crystal ball glows with magical force. Perhaps it is connected to the portal somehow.
{83141} Join Party Portal
{83142} This body has been horribly maimed by something with large claws and even larger teeth. Discoloration, possibly from poison, and burn marks are also evident.
{83143} Hole
{83144} Some sort of hole in the ground, probably made by the stingers.
{83145} Stone Face
{83146} Spell Orb
{83147} This orb has a glowing magical aura. This is obviously a Netherese artifact of some sort.
{83148} Gargoyle Trap
{83149} Spawn Stingers
{83150} Debris Encounter
{83151} Statue Face
{83152} Fire trigger
{83153} Daschnaya Store
{83154} Musharak Store
{83155} Torias Store
{83156} Katriania in caravan Store
{83157} 
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{83199} 
{83200} 
{83201} Clean me to go to Chapter 3
{83202} This is a very realistic statue of an angry Stinger.
{83203} These statues are particularly realistic carvings of different people.
{83204} This is a very realistic statue of an angry Ogre.
{83205} This is a very realistic statue of an angry Crag Cat.
{83206} This is a very realistic statue of an angry Manticore.
{83207} This is a very realistic statue of an angry Umber Hulk.
{83208} Bugs Scary
{83209} Petrify Trigger
{83210} Assabi Trigger
{83211} Dispel possession
{83212} Ruined Temple
{83213} This body has been horribly maimed by something with large claws and even larger teeth. Discoloration, possibly from poison, and burn marks are also evident.
{83214} This is one of the workers from the excavation site.
{83215} Down to Excavated Ruins
{83216} To Ao Encampment
{83217} Worker
{83218} To the Caravan Camp
{83219} Deep into the tunnel
{83220} Burrowed Hole
{83221} Caravan Camp
{83222} Ghouls
{83223} To Upper Caves
{83224} Stinger Temple
{83225} Altar of the Morninglord
{83226} Broken Furniture Leg
{83227} Kel-Garas
{83228} This statue of a minotaur is very lifelike.
{83229} Bug Nest Loop
{83230} Paladin Trigger
{83231} Deadly Fire Trap
{83232} Tomb Exit
{83233} Area Treasure
{83234} Shield of Faith
{83235} Inflict Critical Wounds
{83236} This simple rope belt, when wrapped around a person's waist, confers increased ability in unarmed combat.  

The Lady's Hand Monastery in the Nether Mountains has recently taking to equipping all their members with this item. Though not nearly as powerful as some of the Netherese weaponry they are rumored to possess, their recent clashes with the Morueme clan of blue dragons has forced the monastery to rely on lesser resources.
{83237} Made for members of a militant order of Lliira-worshippers known as the scarlet mummers, these boots aid those deadly dancers in their acrobatic assassinations of the agents of the Maiden of Pain.
{83238} Spectres
{83239} Magic Crystal Evil
{83240} Return Kel-Garas to Tomb
{83241} Tomb of Kel-Garas
{83242} Altar of Jergal
{83243} Statue of Jergal
{83244} Statue
{83245} Statue of Jergal
{83246} This massive statue looms above you, as if about to strike you at any moment. Two exceptionally large rubies seem to be the statue's eyes.
{83247} This black garment, embroidered with a weblike pattern in silk, gives the wearer many of the abilities of a spider.  The cloak also grants immunity to entrapment by web spells or webs of any sort.

Cloaks of this type are common in the Underdark, and are almost standard raiment for drow priestesses.
{83248} Skeleton
{83249} Portal Room Trigger
{83250} Armor Stand Attack
{83251} Ruins Exit
{83252} A Crevice
{83253} Strange Machine
{83254} Portal Hall
{83255} Isaac's Lesser Missile Storm
{83256} Bigby's Interposing Hand
{83257} Bigby's Forceful Hand
{83258} Firebrand
{83259} This ancient piece of masonry now slowy crumbles into dust.
{83260} Skeleton
{83261} This statue is unusually lifelike and appears to be carved from a rock you've never seen before.  The amount of dust indicates it was placed here after the city fell.
{83262} Musharak
{83263} Marketplace Guard
{83264} Yawning Man
{83265} Nobles Talk Outside
{83266} Temple of Ao
{83267} To the desert
{83268} To the Valley of Winds
{83269} Valana
{83270} Telnix
{83271} Rifkin
{83272} Talissica
{83273} Garrick
{83274} Sturdy Table
{83275} HenchmanTrigger
{83276} To Ruins Above
{83277} Queen's Chamber
{83278} Entrance Very Evil
{83279} Start
{83280} Catacomb of Al-Rashid
{83281} House of the Morninglord
{83282} Catacomb of Al-Rashid
{83283} Catacomb of Al-Rashid
{83284} House of the Morninglord
{83285} House of the Morninglord
{83286} Tome Pile
{83287} Caves' Exit
{83288} Treasure Room
{83289} To Lower Caves
{83290} 
{83291} Please insert the Neverwinter Nights : Shadows of Undrentide disc.

{83292} 
{83293} This feature is only available if you have installed the Neverwinter Nights: Shadows of Undrentide expansion.
{83294} The file %s already exists as a standard game resource.
If you save it, then this module will use your modified version instead of the global one.
{83295} Show standard resource overwrite warning
{83296} Maximum total character level is %d
{83297} This large chunk of meat could feed a family for several days.
{83298} Adjust Location
{83299} Position
{83300} Orientation
{83301} Bearing
{83302} OnPlayerEquipItem
{83303} OnPlayerUnEquipItem
{83304} The OnPlayerEquipItem Event fires when a player equips an Item.
{83305} The OnPlayerUnEquipItem Event fires when a player unequips an Item.
{83306} You have been ambushed by enemies and must defend yourself.
{83307} You wake up from the noise of creatures heading your way...
{83308} That item must be equipped first.
{83309} *Target evades grapple attempt*
{83310} Dwarven Waraxe
{83311} A dwarven waraxe is much like the dwarves themselves; strong, hardy and very brutal.
{83312} Base Damage: 1d10
Base Critical Threat: x3 
Base Damage Type: Slashing
Weapon Size: Medium
Feats Required: Exotic or Dwarf
{83313} Weapon of Choice
{83314} Click this button to edit the scripting variables that this object will have on creation
{83315} Edit scripting variables
{83316} Click the Variables button to edit the scripting variables on this object.

The variables that are set on the object from within the toolset will be immediately available when the object is created in the game.
These variables can then be examined, modified, or deleted by a script while the game is running.

To inspect or change the variables in a script, use the scripting functions that have names such as GetLocalString(), SetLocalString(), and DeleteLocalString().
{83317} Spell Failure
{83318} Weapon Focus (Dwarven Waraxe)
{83319} Weapon Specialization (Dwarven Waraxe)
{83320} Improved Critical (Dwarven Waraxe)
{83321} Devastating Critical (Dwarven Waraxe)
{83322} Epic Weapon Focus (Dwarven Waraxe)
{83323} Epic Weapon Specialization (Dwarven Waraxe)
{83324} Overwhelming Critical (Dwarven Waraxe)
{83325} Weapon of Choice (Dwarven Waraxe)
{83326} * Spell failed - Target must be creature or an item that can be equipped * 
{83327} Toggle Spell-Casting
{83328} Clear Class Spell List
{83329} Electrical Trap, Epic
{83330} Fire Trap, Epic
{83331} Frost Trap, Epic
{83332} Sonic Trap, Epic
{83333} Epic
{83334} Beholder Door
{83335} Beholder Caves
{83336} Dye: Cloth 1
{83337} 
{83338} Dye: Cloth 2
{83339} Dye: Leather 1
{83340} Dye: Leather 2
{83341} Dye: Metal 1
{83342} Dye: Metal 2
{83343} Dye Armor
{83344} 
{83345} Left Foot
{83346} Right Foot
{83347} 
{83348} Left Shin
{83349} Right Shin
{83350} Left Thigh
{83351} Right Thigh
{83352} * Failure: You can not use this item while in combat! *
{83353} * Failure: Use on armor or helmet only! *
{83354} * Failure: Item must be in your possession *
{83355} 
{83356} Add Item Property
{83357} Poison Weapon
{83358} 
{83359} * Failure: Target must be a melee weapon or projectile *
{83360} * Nothing happens *
{83361} * Success: The weapon is coated with poison *
{83362} * Failure: Weapon already poisoned *
{83363} Crafted Wand
{83364} Enchanted Scroll
{83365} Brewed Potion
{83366} Golem, Demonflesh
{83367} * Failure: Target weapon must do slashing or piercing damage *
{83368} * Failure: Dexterity check failed *
{83369} * Automatic Success: Use Poison feat *
{83370} * Use Poison: Dexterity check success! *
{83371} Use Poison
{83372} Type of Feat: Class specific
Prerequisite: Assassin level 1 or Blackguard level 1.
Specifics: The  character is trained in the use of poison and never  has to make a dexterity check when applying poison to a blade.
Use: Automatic.
{83373} * Failure - Can not use one item to enchant another! *
{83374} * Item Creation Failed - Missing required required material component *
{83375} 
{83376} Craft Weapon
{83377} Craft Armor
{83378} 
{83379} Basic Crafting Component
{83380} Small Crafting Component 
{83381} Check for Conflicts...
{83382} 
{83383} Jump to DM
{83384} * Failure - Invalid Target *
{83385} * Failure - Item already has that property! *
{83386} * Success - Item has been enchanted with a new property! *
{83387} 
{83388} Type of Feat: Class
Prerequisite: Monk, Improved <i>Ki</i> Strike +4
Specifics: The monk's unarmed attack counts as a +5 magic weapon against creatures with damage reduction.
Use: Automatic.
{83389} Temporary
{83390} 
{83391} Type of Feat: Class
Prerequisite: Shifter, Epic Druid.
Specifics: The character with this ability can take the shape of a red, green, black, white or blue wyrmling three times per day. He gains the wyrmling's signature ability, its breath weapon. As the shifter rises in levels, the damage potential of the breath weapon increases. 
Use: Selected. After choosing the ability, the character must select which kind of wyrmling he wants to transform into.
{83392} Visual Effect
{83393} Acid
{83394} Cold
{83395} Electrical
{83396} Fire
{83397} Sonic
{83398} Holy
{83399} Evil
{83400} On Hit Cast Spell
{83401} Epic Spell Focus (Enchantment)
{83402} Epic Spell Focus (Illusion)
{83403} 
{83404} <CUSTOM0> performs Whirlwind Attack.
{83405} <CUSTOM0> performs Improved Whirlwind Attack.
{83406} 
{83407} * Failure!  This weapon is already poisonous *
{83408} 
{83409} 
{83410} Toggle Stealth Mode
{83411} Toggle Search Mode
{83412} Bunk Bed
{83413} Phylactery
{83414} Drow Table
{83415} Drow Chair
{83416} Round Wooden Table
{83417} Illithid Table
{83418} Illithid Chair
{83419} Mining Well
{83420} Mining Well Platform
{83421} Large Mirror
{83422} Female Statue
{83423} Monster Statue
{83424} Flaming Statue
{83425} Big Hole
{83426} Small Hole
{83427} Tent
{83428} Tent
{83429} 
{83430} Rune Plate 1
{83431} Rune Plate 2
{83432} Rune Plate 3
{83433} Rune Plate 4
{83434} Rune Plate 5
{83435} Rune Plate 6
{83436} Rune Plate 7
{83437} Rune Plate 8
{83438} Crystal Ball
{83439} Drow Chest
{83440} Rope
{83441} Mold
{83442} Big Mushroom
{83443} Mushrooms
{83444} Mirror
{83445} Crystal
{83446} You can only put armor inside this container!
{83447} Not enough gold!
{83448} Craft Armor - Modify armor appearance failed!
{83449} Craft Armor - Modify armor appearance successful!
{83450} This spell can not be used with the Brew Potion feat
{83451} This spell can not be used with the Scribe Scroll feat
{83452} This spell can not be used with the Craft Wand feat
{83453} *Failure - Object is not a valid target for this spell *
{83454} The module builder disabled the ability of casting this spell on a scroll!
{83455} The Spell Check was cancelled
{83456} Tide of Battle (17)
{83457} Evil Blight (9)
{83458} Purchase scrolls of Raise Dead to raise characters you find slain as you explore the Underdark. These scrolls are also useful to bring back dead henchmen.
{83459} Automatically check spelling when editing localized strings
{83460} Automatically check spelling when editing conversation nodes
{83461} Use interactive spellcheck on enter
{83462} Use interactive spellcheck on exit
{83463} When doing a spelling/grammar check, check the following:
{83464} Grammar
{83465} Conversation Editor Spell Check Options
{83466} Spell Checking
{83467} Spell Check
{83468} These options control how spellchecking is handled in text fields that edit localized strings. A similar set of options is available separately for the Conversation Editor.

Some text fields have a button labelled "..." next to them, and clicking the button allows you to edit the string in multiple languages. Some of these text fields may contain automated spellchecking, controlled by the options below.

You can also manually initiate a spellcheck by pressing F7 in these text fields.
{83469} Color of Text with Spelling Errors
{83470} Color of Text with Grammatical Errors
{83471} Color of Text with both Spelling and Grammatical Errors
{83472} Enable Spell Check (master toggle for all spell checking in toolset)
{83473} Teleport Projectile Properties
{83474} Chaos Shield (2% chance to strike on attacker)
{83475} Epic Weapon Focus
{83476} Visgove was known as an incredibly lazy adventurer, so it was not surprising when he announced that he had developed a new type of crossbow bolt that would bring his enemies within reach of his enormous great axe. "Why charge across the battlefield when you can simplify the whole process," quipped Visgove when asked why he spent such an enormous sum of gold developing the bolt. 
{83477} Teleportation Bolt
{83478} Arrows of Petrification
{83479} "Always likes to give 'em a taste of their own medicine," was the motto of famed basilisk hunter, Bliney Gratter. He carried these arrows, which he would use to destroy or slow the dangerous lizards before finishing them off with his magical warhammer, Shattermaster. Usually a very careful hunter, Bliney's life came to a quick end when he accidentally nicked a finger on one of the arrowheads. But he is on display in the courtyard of his widow's estate.
{83480} Overwhelming Critical
{83481} Epic Weapon Specialization
{83482} Devastating Critical
{83483} Epic Spell
{83484} Epic Spellcasters begin to understand how magic really works. Through application of formidable intellect, vast wisdom, or sheer force of personality, a spellcaster can manipulate cosmic and personal energy directly. Epic spells are neither considered arcane, nor divine, thus all spellcasting classes capable of casting 9th level spells can learn how to cast them. 

Each epic spell known to a character can be cast only once per day. 

For a list and description of epic spells available in Hordes of the Underdark, please refer to your manual.
{83485} Epic Skill Focus
{83486} Epic Spell Focus
{83487} Epic Energy Resistance
{83488} Type of Feat: Epic, Defensive
Prerequisite: 21st Level
Specifics: You can resist the effects of a chosen type of energy (acid, cold, electricity, fire, sonic). Your resistance to the selected kind of energy increases by 10.
Special: A character can take this feat multiple times. If the same type of energy is chosen, the effects stack.
Use: Automatic
{83489} Red Dragon Disciple
{83490} Red Dragon Disciples
{83491} red dragon disciple
{83492} <color=Gold><b>Red Dragon Disciple</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

It is known that certain dragons can take humanoid form and even have humanoid lovers. Sometimes a child is born of this union, and every child of that child unto the thousandth generation claims a bit of dragon blood, be it ever so small. Usually, little comes of it, though mighty sorcerers occasionally credit their powers to draconic heritage. For some, however, dragon blood beckons irresistibly. These characters become dragon disciples, who use their magical power as a catalyst to ignite their dragon blood, realizing its fullest potential. Members of this prestige class draw on the potent blood of red dragons coursing in their veins. Though red dragons are among the most cruel and evil creatures on Faerûn, red dragon disciples may be of any alignment.

<color=Gold>Requirements:</color>

<b>Skills:</b> Lore 8 ranks.

<b>Class:</b> Bard or Sorcerer.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d12

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Fortitude and Will.

- <b>Weapon Proficiencies:</b> None.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 2 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Listen, Lore, Parry, Search, Spellcraft, and Spot.

- <b>Natural Armor Increase:</b> At 1st level, the red dragon disciple's skin toughens and begins to grow scaly, granting him a +1 natural armor bonus to AC. This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level.

- <b>Draconic Ability Scores:</b> As the red dragon disciple's oneness with his draconic blood increases, his ability scores improve significantly. At 2nd level, he gains a +2 to Strength. At 4th level, this bonus increases to +4. At 7th level, the red dragon disciple gains a +2 to Constitution, and at 8th level he gains +2 Intelligence. Finally, at 10th level, he gains an additional +4 bonus to Strength (for a total of +8).

- <b>Breath Weapon:</b> At 3rd level, the red dragon disciple gains the ability to breathe a cone of fire that deals 2d10 points of damage to all creatures within its area. This damage increases to 4d10 at 7th level and 6d10 at 10th level. Targets may make a Reflex save (DC 10 + 1/2 the red dragon disciple's class level + the character's Charisma bonus). This ability may be used once per day.

- <b>Blind-Fight:</b> At 5th level, the red dragon disciple gains the ability to fight well, even if blinded or against invisible creatures. A character with this ability gets to reroll her miss chance percentile one time to see if she actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.

- <b>Half-Dragon:</b> At 10th level, the red dragon disciple's transformation is complete. He becomes a half-dragon, and gains darkvision as well as immunity to sleep, paralysis, and fire.
{83493} Dye
{83494} Natural Armor Increase
{83495} Dragon Abilities
{83496} Celestial Resistance
{83497} Immunity to Fire
{83498} Dragon Breath
{83499} Type of Feat: Class
Prerequisite: Red Dragon Disciple.
Specifics: A dragon disciple becomes more draconic in appearance. His skin develops tiny iridescent scales, nearly invisible. This provides increasing natural armor bonuses to his base Armor Class (+1 at 1st, +2 at 4th, +3 at 7th  and +4 at 10th level).
Use: Automatic
{83500} Type of Feat: Class
Prerequisite: Red Dragon Disciple.
Specifics: As the dragon disciple gains levels in this prestige class, his ability scores increase by the following table:
 Level
 2 :  +2 to Strength
 4 :  +2 to Strength
 6 :  +2 to Con
 8 :  +2 to Int
 10: +4 to Strength, +2 to Charisma
Use: Automatic
{83501} Type of Feat: Class
Prerequisite: Red Dragon Disciple level 10.
Specifics: The red dragon disciple gains immunity to paralysis.
Use: Automatic
{83502} Type of Feat: Class
Prerequisite: Red Dragon Disciple level 10.
Specifics: The character gains immunity to fire.
Use: Automatic
{83503} Type of Feat: Class
Prerequisite: Red Dragon Disciple level 3.
Specifics: At 3rd level, the red dragon disciple gains the ability to breate a cone of fire that deals 2d10 points of damage to all creatures within its area. This damage increases to 4d10 at 7th level and 6d10 at 10th level. Targets may make a Reflex save (DC 10 + 1/2 the red dragon disciple's class level + the disciple's Charisma bonus).
Use: Selected. This ability may be used once per day.
{83504} Epic Fighter
{83505} You have advanced from the ranks of seasoned warriors to become the epic fighter -- a true master of battle. More than a mere sword-swinger, the epic fighter knows how to best his opponents in any arena. Though your journey to achieve this goal has been long and hard, you are in fact just starting out on another path --  you are a fledgling in the realm of Gods and other powerful beings.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic fighter gains a bonus feat every two levels after 20th

Epic Fighter Bonus Feats List:
Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess,  Epic Weapon Specialization, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative.

{83506} <CUSTOM0> casts Divine Wrath
{83507} 
{83508} Epic Barbarian
{83509} Epic Bard
{83510} Epic Cleric
{83511} Epic Druid
{83512} Epic Monk
{83513} Epic Paladin
{83514} Epic Ranger
{83515} Epic Rogue
{83516} Epic Sorcerer
{83517} Epic Wizard
{83518} Epic Arcane Archer
{83519} Epic Assassin
{83520} Epic Shadowdancer
{83521} Epic Blackguard
{83522} Epic Harper Scout
{83523} Epic Champion of Torm
{83524} Epic Weapon Master
{83525} Epic Dwarven Defender
{83526} Epic Shifter
{83527} Epic Palemaster
{83528} Epic Red Dragon Disciple
{83529} You are now an epic barbarian -- a furious warrior who can cut his opponents to ribbons with awe-inspiring ease. You have become the very incarnation of rage.

Hit Die: d12
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic barbarian gains a bonus feat every four levels after 20th

Epic Barbarian Bonus Feats List:
Armor Skin, Damage Reduction, Devastating Critical, Epic Toughness, Epic Prowess,  Epic Weapon Focus, Mighty Rage, Overwhelming Critical, Superior Initiative, Terrifying Rage, Thundering Rage.

{83530} Your music is beyond merely inspiring...it has become epic. You can move even the cruelest creature or inspire your allies to the heights of power and bravery.

Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic bard gains a bonus feat every three levels after 20th

Epic Bard Bonus Feats List:
Curse Song, Epic Skill Focus, Epic Will, Great Charisma, Great Dexterity, Improved Combat Casting, Lasting Inspiration, Epic Spell Focus.
{83531} You are among the most elite of your deity's servants, spreading the word and acting as emissary. You are the epic cleric, commanding great power and respect.

Hit Die: d8
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic cleric gains a bonus feat every three levels after 20th

Epic Cleric Bonus Feats List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting, Planar Turning.
{83532} Powerful, primal forces dominate nature and now you have become the epic druid, capable of harnessing them. You have become a mighty symbol of the natural world and the balance demands that you use your great powers responsibly.

Hit Die: d8
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic druid gains a bonus feat every four levels after 20th

Epic Druid Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell,  Dragon Shape, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Great Wisdom, Improved Combat Casting,
{83533} Your speed, power, grace, and force of will are unmatched by mortal beings. You are the epic monk, with an inner tranquility that lesser characters cannot even dream of.

Hit Die: d8
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic monk gains a bonus feat every five levels after 20th

Epic Monk Bonus Feats List:
Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Toughness, Improved <i>Ki</i> Strike, Improved Spell Resistance, Improved Stunning Fist, Self-Concealment.
{83534} You, the epic paladin, stand at the forefront of the battle against chaos and evil in the world. You shine as a beacon of hope to all who fight the good fight.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic paladin gains a bonus feat every three levels after 20th

Epic Paladin Bonus Feats List:
Armor Skin, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Prowess, Epic Reputation, Great Smiting, Improved Combat Casting, Overwhelming Critical, Perfect Health, Planar Turning.
{83535} You move with deadly grace and keen mind through the natural world. The epic ranger is both a protector and a hunter and your powers reflect this.

Hit Die: d10
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic ranger gains a bonus feat every three levels after 20th

Epic Ranger Bonus Feats List:
Bane of Enemies, Blinding Speed, Epic Toughness, Epic Prowess, Epic Weapon Focus, Favored Enemy, Improved Combat Casting, Perfect Health.
{83536} You are the ultimate thief with legendary skills and many a tale of a derring-do. 

Hit Die: d6
Skill Points at Each Additional Level: 8+ Int Modifier
Bonus Feats:  The epic rogue gains a bonus feat every four levels after 20th
Special: 
 Sneak Attack: this continues to improve by 1d6 at each odd-numbered level the epic rogue gains.

Epic Rogue Bonus Feats List:
Blinding Speed, Crippling Strike, Defensive Roll, Epic Skill Focus, Epic Dodge, Epic Reputation, Improved Evasion, Improved Sneak Attack, Opportunist, Self-Concealment, Skill Mastery, Slippery Mind, Superior Initiative.
{83537} You have become a near mythic being -- the epic sorcerer. But still the need for ever greater power never ceases.

Hit Die: d4
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic sorcerer gains a bonus feat every three levels after 20th

Epic Sorcerer Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting.
{83538} Knowledge is power and the quest for knowledge never ends. There is an ever lasting supply of arcane lore for you, the epic wizard,  to discover.

Hit Die: d4
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic wizard gains a bonus feat every three levels after 20th

Epic Wizard Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration, Great Intelligence, Improved Combat Casting.
{83539} You are the living extension of your bow. Lesser beings can only gape in awe at the wonders you can achieve by combining your arcane abilities with your peerless archery.
Hit Die: d8
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic arcane archer gains a bonus feat every four levels
Special: 
 Enchant Arrow: For every two levels beyond 9th, the potency of the arrows fired by the arcane archer increases by +1.

Epic Arcane Archer Bonus Feats List:
Blinding Speed, Devastating Critical (longbow), Devastating Critical (shortbow), Epic Prowess, Epic Toughness, Epic Reflexes, Great Dexterity, Improved Combat Casting, Overwhelming Critical (longbow), Overwhelming Critical (shortbow), Epic Weapon Focus (longbow), Epic Weapon Focus (shortbow)
{83540} You are the epic assassin, capable of sliding from shadow to shadow; lying in wait until your target is vulnerable, then striking like a cobra, leaving only a cold corpse behind.

Hit Die: d6
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic assassin gains a bonus feat every four levels after 10th. 
Special: 
 Sneak Attack: improves by +1d6 every two levels after 9th. 
 Poison Saving Throws: an additional +1 for every two levels after 10th on the assassin's saving throws against poison.

Epic Assassin Bonus Feats List:
Epic Reflexes, Epic Skill Focus (Hide), Epic Skill Focus (Move Silently), Great Dexterity, Improved Combat Casting, Improved Sneak Attack, Self-Concealment, Superior Initiative.
{83541} You have become almost indistinguishable from the darkness that cloaks you. As an epic shadowdancer you can become as shadow.

Hit Die: d8
Skill Points at Each Additional Level: 6+ Int Modifier
Bonus Feats:  The epic shadowdancer gains a bonus feat every three levels
Special: 
Shadow Evade: gains an additional +2 to its damage reduction amount and an additional +1 to its ability to resist magical weapons for every five levels (i.e., a 15th level shadowdancer has 20% concealment and 12/4 damage reduction).

Epic Shadowdancer Bonus Feats List:
Blinding Speed, Epic Shadow Lord, Epic Skill Focus, Epic Dodge, Epic Reflexes, Improved Whirlwind Attack, Self-Concealment, Superior Initiative.
{83542} You are a twisted reflection of the epic paladin, radiating evil power from every pore of your body.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic blackguard gains a bonus feat every three levels
Special: 
 Sneak attack: increases by +1d6 every three levels after 10th. 
 Summon Fiend: For every five blackguard levels above 10th, the summoned fiend gains +2 bonus Hit Dice, its natural armor increases by +2, and its Strength and Intelligence each increase by +1.

Epic Blackguard Bonus Feats List:
Armor Skin, Devastating Critical, Epic Toughness, Epic Weapon Focus, Epic Reputation, Epic Fiendish Servant,  Epic Prowess, Great Smiting, Improved Combat Casting, Improved Sneak Attack, Overwhelming Critical, Perfect Health, Planar Turning.
{83543} Leather Hide
{83544} Torm guides the Epic Champion of Torm on her life journey. She has ascended through the ranks of holy warriors to become a symbol of Torm's might.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic champion of Torm gains a bonus feat every four levels.
Special: 
 Sacred Defense: Saving throws continue to improve by +1 for every 2 levels.
 Divine Wrath: Every five levels the attack, damage and saving throw bonuses increases by a further +2.

Epic Champion of Torm Bonus Feats List:
Automatic Quicken Spell, Automatic Silence Spell, Automatic Still Spell, Armor Skin, Epic Damage Reduction, Epic Prowess, Devastating Critical, Epic Toughness, Epic Weapon Focus, Great Wisdom, Greater Smiting, Improved Combat Casting, Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming Critical, Planar Turning, Epic Spell Focus, Epic Spell Penetration, Superior Initiative.

{83545} Your bond with your weapon of choice becomes stronger and devastatingly effective as you become the epic weapon master.

Hit Die: d10
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic weapon master gains a bonus feat every three levels
Special:  Superior Weapon Focus: For every three levels after 10th an additional +1 bonus to attack is granted to the Weapon of Choice.

Epic Weapon Master Bonus Feats List:
Armor Skin, Blinding Speed, Epic Damage Reduction, Devastating Critical, Epic Toughness, Epic Prowess, Epic Weapon Focus, Improved Whirlwind Attack, Overwhelming Critical, Superior Initiative.
{83546} You have become the very definition of immovable object. You are a stalwart warrior that can stand your ground against virtually any foe imaginable.

Hit Die: d12
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic dwarven defender gains a bonus feat every four levels
Special:
 Defensive Stance: an additional use per day is gained for every two levels past 9th.
 Damage Reduction: the damage reduction increases by 3 points for every four levels above 10th.

Epic Dwarven Defender Bonus Feats List:
Armor Skin, Damage Reduction, Devastating Critical, Energy Resistance, Epic Toughness, Epic Prowess, Epic Weapon Focus, Overwhelming Critical, Perfect Health. 

{83547} You are the master of shapeshifting, able to become virtually any creature imaginable. Your powers continue to grow as an epic shifter.

Hit Die: d8
Skill Points at Each Additional Level: 4+ Int Modifier
Bonus Feats:  The epic shifter gains a bonus feat every three levels
Special:  Increases Shifting - At level 13 the shifter gains the ability to use his Humanoid Shape Ability infinite times. 
At level 16 he gains unlimited use of his Greater Wildshape IV ability.
Many aspects of the shifter's Greater Wildshape forms continue to improve as he gains epic levels.

Epic Shifter Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Construct Shape, Dragon Shape, Energy Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat Casting, Great Wisdom, Outsider Shape, Undead Shape, 
{83548} Your bond with the undead continues to grow as you become the epic pale master.

Hit Die: d6
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic pale master gains a bonus feat every three levels
Special
  Boneskin: Improves by +2 for every four levels past level 8.
  Undead Graft: Can use this supernatural attack an additional time per day for every 3 levels gained.
  Death Master Touch: The DC to resist the deadly effect of the epic pale master's touch raises by +1 each 2 levels past level 10.
  Deathless Vigor: This feat now grants 5 hit points every five levels.
  Epic Spells: From level 15 on, the Epic Spells are added to the list of bonus feats the pale master can choose from.

Epic Pale Master Bonus Feats List:
Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell,  Energy Resistance, Epic Spell Focus,  Epic Spell Penetration, Improved Combat Casting.

{83549} Embracing your draconic heritage is but one stop on your life journey. Your quest to understand, command, and harness your draconic energies has taken you into realm of the epic.

Hit Die: d12
Skill Points at Each Additional Level: 2+ Int Modifier
Bonus Feats:  The epic dragon disciple gains a bonus feat every four levels after 10th

Your breath weapon damage potential increases by 1d10 for every 3 levels after 10th. 
The save DC against your breath weapon increses by +1 every 4 levels after 10th.
Your natural AC increases by +1 for every 5 levels after 10th.

Epic Dragon Disciple Bonus Feats List:
Armor Skin, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell,  Epic Damage Reduction, Epic Prowess, Epic Reputation, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Improved Combat Casting. 

{83550} 
{83551} 
{83552} Evil Entrance
{83553} 
{83554} Toggle Immortality
{83555} 
{83556} <CUSTOM0> turns planar creatures.
{83557} 
{83558} Planar Turning
{83559} Illithid Interior
{83560} Frozen Wastes
{83561} 
{83562} Floor 2
{83563} 
{83564} <CUSTOM0> performs gaze attack
{83565} Blessed Bolt Properties (Slay Rakshasa)
{83566} * Weapon already enchanted *
{83567} 
{83568} Thundering Rage
{83569} Type of Feat: General
Prerequisite: Epic Barbarian, Strength 25.
Specifics:  Any weapon the barbarian wields while in a rage does an additional 2d6 points of damage on a critical hit. There is a 50% chance for a creature hit by one of the barbarian's weapons to deafened for 3 rounds.
Use: Automatic
{83570} Ice Crater
{83571} 2d8
{83572} 2d8
{83573} Remains of <CUSTOM0>
{83574} Captivating Song
{83575} Loot Creature
{83576} * You can not concentrate on using this ability effectively *
{83577} 
{83578} <CUSTOM0> shapeshifts.
{83579} Large Dire Tiger
{83580} Type of Feat: General
Prerequisite: Epic Shifter.
Specifics: The character with this ability can transform into a selection of powerful undead creatures three times per day:
Risen Lord, Vampire and Spectre. 
Use: Selected. After choosing the ability, the character must select an undead type to change into.
{83581} Terrifying Rage
{83582} Type of Feat: General
Prerequisite: Epic Barbarian, Intimidate 25 ranks.
Specifics:  While the barbarian is raging, any enemy that comes close to him must make a Will save opposed by the barbarian's Intimidate check or becomes panicked for 1d6 rounds. Opponents with up to twice the barbarian's Hit Dice will not flee but will receive a -2 penalty to attack and saving throw rolls. Creatures with more then 2x the barbarian's Hit Dice are not affected by the rage.
Use: Automatic while in rage

{83583} * trembling with fear! *
{83584} 
{83585} 6
{83586} 7
{83587} 8
{83588} 9
{83589} 10
{83590} 2d10
{83591} 1d12
{83592} 2d4
{83593} 
{83594} 2d10
{83595} 2d4
{83596} 1d12
{83597} 2d12
{83598} 2d12
{83599} 
{83600} That item cannot be transferred.
{83601} That item cannot be given away.
{83602} Crafting/Tradeskill Material
{83603} * Whirlwind Attack *
{83604} * Improved Whirlwind Attack *
{83605} henchman
{83606} henchmen
{83607} Epic Spell: Epic Warding
{83608} Type of Feat: Epic Spell
Prerequisite: Epic Level Caster, the ability to cast 9th level spells and 34 ranks in spellcraft
Specifics: The spell conjures a powerful magical ward around the caster protecting against all  bludgeoning, piercing and slashing damage. It grants damage reduction 50/+20 for 1 round per level.
Use: Cast.
{83609} This module does not currently require the following expansion packs:

%s
However, the current instance of the toolset has these expansion packs installed.

IF YOU SAVE THIS MODULE, THE MODULE WILL BE PERMANENTLY FLAGGED AS REQUIRING THE ABOVE LISTED EXPANSION PACKS.

Do not save the module unless you are sure you want this to happen.
If you do not want this to happen, you must edit the module using a copy of the toolset that does not have the above expansion(s) installed.
{83610} Expansion Packs Installed:
{83611} More Henchmen
{83612} * Item creation feats are not enabled in this module *
{83613} Item Creation Feats are not available in the original NWN Campaign or Shadows of Undrentide. Look for them in Hordes of the Underdark.
{83614} Flaming Weapon Properties (Fire Damage)
{83615} * Spell Failed - Target must be a melee weapon or creature with a melee weapon equipped *
{83616} Inventory:
{83617} Whip
{83618} Greater Magic Weapon (10)
{83619} Greater Magic Weapon (15)
{83620} * Invalid Target - This spell must be cast on a quarterstaff *
{83621} * Invalid Target - This spell must be cast on a slashing weapon *
{83622} Activate Item (Long Range)
{83623} * Failure! - wands can not hold spells higher than level 4 *
{83624} Dragonbreath, Negative Energy 
{83625} Spell Special Abilities
{83626} 2x2 Room
{83627} room 1x2
{83628} Cell
{83629} Room
{83630} Epic Spells
{83631} <CUSTOM0> breathes negative energy.
{83632} A skilled creafter can create basic crafting component  from various materials. These materials can be combined with small crafting components to create a variety of weapons, armor or cloth. Please consult the manual to get more information on crafting materials and components.




{83633} Master Crafter
{83634} Type of Feat: Class
Prerequisite: Harper Scout level 10.
Specifics: At 10th level, the Harper Scout becomes a master of crafting. His indepth knowledge of the the crafting skills and secret harper lore allows the character to craft powerful weapons and armor no other class has access to.
Use: Automatic (When using the craft skills)
{83635} Scrounger
{83636} Type of Feat: Class
Prerequisite: Harper Scout level 6. 
Specifics: The harper scout's crafting skills continue to improve, he/she gets a +2 bonus on all Craft (armor, weapon, trap) checks. This improves by an additional +2 for every 2 levels past 6th.
Use: Automatic (When using the craft skills)
{83637} Devastating Critical (whip)
{83638} Epic Weapon Focus (whip)
{83639} Epic Weapon Specialization (whip)
{83640} 
{83641} Overwhelming Critical (whip)
{83642} Weapon of Choice (whip)
{83643} Leaves Lootable Corpse
{83644} Corpse Decay Time (s)
{83645} The decay time specifies the amount of time the creature's body remains after death (if not lootable) or after being looted (if lootable).

{83646} Undroppable
{83647} Specify if this item cannot be removed from the owner's inventory.
{83648} Paragon
{83649} Barbarian, Blackguard
{83650} With his thoughts turning to greed and power, this barbarian package will lead to the dark world of a blackguard.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Blackguard prestige class later.
{83651} Bard, Harper Agent
{83652} <color=Gold><b>Harper Agent Path</b></color>

Striving to hold back evil, this bard package will lead to the secretive life of a Harper agent.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Harper Agent prestige class later.

NOTE: Your character cannot be evil if he wishes to become a Harper agent.
{83653} Cleric, Divine Champion
{83654} <color=Gold><b>Divine Champion Path</b></color>

Dedicating his life to his god, this cleric package will lead to the path of the righteous divine champion.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Divine Champion prestige class later.
{83655} Druid, Shifter
{83656} 
{83657} Not content to remain in her original form, this druid package will lead to the ever-changing world of a shifter. These druids usually have wolf companions.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Shifter prestige class later.
{83658} Fighter, Weapon Master (Longsword)
{83659} <color=Gold><b>Weapon Master Path</b></color>

Focusing all of his talent on one weapon, the longsword, this fighter package will lead to the focused life of a weapon master.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Weapon Master prestige class later.
{83660} Monk, Shadowdancer
{83661} <color=Gold><b>Shadowdancer Path</b></color>

Operating on the border between light and darkness, this monk package leads to the mysterious path of the shadowdancer.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Shadowdancer prestige class later.
{83662} Paladin, Divine Champion
{83663} <color=Gold><b>Divine Champion Path</b></color>

Dedicating her life to her god, this paladin package will lead to the path of the righteous divine champion.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Divine Champion prestige class later.
{83664} Crafting Base Material
{83665} Epic Character
{83666} Your training and arduous ordeals have finally brought you to the threshold that divides the realms of mortal from those of the divine. You are an epic character, capable of choosing legendary feats and raising your skills to god-like levels. Please refer to your epic class feat(s) for specific information on class benefits derived from becoming an epic character.

{83667} Ranger, Arcane Archer
{83668} <color=Gold><b>Arcane Archer Path</b></color>

Using magic to enhance his prowess with the bow, this ranger package leads to the path of the mystic arcane archer.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Arcane Archer prestige class later.

NOTE: Your character must be an elf or a half-elf and he must take one level of bard, sorcerer or wizard if he wishes to become an arcane archer. 
{83669} Rogue, Assassin
{83670} <color=Gold><b>Assassin Path</b></color>

Specializing in the art of striking from the shadows and killing swiftly, this rogue package leads to the path of the deadly assassin.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Assassin prestige class later.

NOTE: Your character must be evil if he wishes to become an assassin.
{83671} Sorcerer, Red Dragon Disciple
{83672} <color=Gold><b>Red Dragon Disciple Path</b></color>

With the blood of a red dragon coursing through his veins, this sorcerer package will lead to the power of a red dragon disciple.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Red Dragon Disciple prestige class later.
{83673} Wizard, Pale Master
{83674} <color=Gold><b>Pale Master Path</b></color>

Hearing the call of the undead, this wizard package will lead into the rotting and mouldering world of the pale master.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Pale Master prestige class later.

NOTE: Your character cannot be good if he wishes to become a pale master.
{83675} Unique Power (OnHit)
{83676} Wizard, Assassin
{83677} This package focuses on using the arcane arts to become the ultimate assassin.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the assassin prestige class later.
{83678} Fighter, Weapon Master (Heavy Flail)
{83679} Focusing all of their talent on one weapon, the Heavy Flail, this fighter package will lead to the focused life of a weapon master.

These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to and so you may pick the weapon master prestige class.
{83680} Rogue, Shadowdancer (dual-wielding kukri)
{83681} This rogue drawn into the darkness to become a shadowdancer. He is also a specialist with exotic kukri.

These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to and so you may pick the shadowdancer prestige class.
{83682} Cleric, Support
{83683} War and Healing are the two main tenants of this cleric's philosophy, and the two domains that give him power.

These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
{83684} Barbarian, Balanced
{83685} This barbarian is using a longbow for ranged combat while focusing on the powerful double sided axe for melee combat.

These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
{83686} Sworddancer, Bard
{83687} This bard package focuses on the two bladed sword, making the character a  formidable melee combatant.

These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
{83688} Specify if this creature leaves a lootable corpse when it dies instead of leaving a treasure model.
{83689} Specify the treasure model left behind when this creature dies.
{83690} Specify how many seconds the creature's corpse remains after being looted or after the creature dies.
{83691} Robe
{83692} Summon Baatezu
{83693} Summoning abilities allow creatures to enlist the aid of extraplanar allies at will. The following types of Summons are available in the game:

Summon Tanar'ri: Summons a  succubus to aid the caster in combat
Summon Celestial: Summons one of the following creatures: lantern archon, hound archon, or trumpet archon.
Summon Mephit: Summons  a mephit (if the caster is a mephit, it will attempt to summon another mephit of its own type).
Summon Slaadi: A percentage chance of summoning a red slaad or green slaad according to creature's HD.
Summon Baatezu:  Summons an erinyes baatezu to aid the caster in combat
{83694} Unavailable
{83695} (See Conversation Editor page for spell-check options for the Conversation Editor)
{83696} Non-conversation automatic spellcheck
{83697} 
{83698} Various materials, once properly prepared, can be made into components. These components in turn can be combined via various crafting
recipes to make weapons and armor. Please refer to the manual for more detailed information on crafting and materials.
{83699} A skilled crafter can create small crafting component  from various materials. These materials can be combined with basic crafting components to create a variety of weapons, armor or cloth. Please consult the manual to get more information on crafting materials and components.



{83700} Epic Shadowlord
{83701} Epic Fiendish Servant
{83702} Type of Feat: General
Prerequisite: Epic Shadowdancer.
Specifics:  The character's Summon Shadow ability is reinforced, allowing him to call an Epic Shadowlord to his side. Unlike a non-epic  Shadowlord, an Epic Shadowlord is a potent fighter, reinforced by his master's lifeforce, making him stronger each time the shadowdancer gains a level. 
Use: Automatic
{83703} Type of Feat: General
Prerequisite: Level 15 Blackguard. 
Specifics:  The character's evil and hatred grow strong enough to attract the attention of an Epic Vrock when summoning a fiendish servant from the outer planes. This vile creature is a master in the arts of melee combat and, fueled by its master's evil soul, grows in strength and power as the blackguard gains new levels.
Use: Automatic
{83704} Mimic
{83705} Resource
{83706} Type
{83707} List of Hak Paks attached to module
{83708} List of available Hak Paks
{83709} Click to generate conflict and resource usage information.
{83710} Complete Resource List
{83711} List of all resources in all Hak Paks
{83712} The Complete Resource List is a list of all resources contained in all Hak Paks.
{83713} Overriden Standard Resources
{83714} Standard resources overriden by Hak Pak resources
{83715} The Overriden Standard Resources listview is a list of resources that exist in standard game resources as well as in Hak Paks. The Hak Pak versions take precedence.
{83716} Conflicting Resources
{83717} Resources found in multiple Hak Paks
{83718} The Conflicts listview is a list of resources that are found in more than one Hak Pak. The copy in the first Hak Pak listed is the one that takes precedence over all the other copies.
{83719} Hak Paks Containing Resource
{83720} Report Resources and Conflicts...
{83721} Paladin, Falling
{83722} Listing Hak Paks
{83723} Listing Hak Pak Resources and finding conflicts...
{83724} Are you sure you want to report the hak paks being used and search for conflicts?
You have %d files in all hak paks.
If there are a lot of files, this process may take very long and use a lot of system resources.
{83725} Hak Pak Conflict Analysis
{83726} 
{83727} Death Attack (+6d6)
{83728} Death Attack (+7d6)
{83729} Death Attack (+8d6)
{83730} 
{83731} Sneak Attack, Blackguard (+4d6)
{83732} Sneak Attack, Blackguard (+5d6)
{83733} Sneak Attack, Blackguard (+6d6)
{83734} Sneak Attack, Blackguard (+7d6)
{83735} Sneak Attack, Blackguard (+8d6)
{83736} 
{83737} Sneak Attack, Blackguard (+9d6)
{83738} Sneak Attack, Blackguard (+10d6)
{83739} Sneak Attack, Blackguard (+11d6)
{83740} Sneak Attack, Blackguard (+12d6)
{83741} Sneak Attack, Blackguard (+13d6)
{83742} Sneak Attack, Blackguard (+14d6)
{83743} Sneak Attack, Blackguard (+15d6)
{83744} Death Attack (+9d6)
{83745} Sneak Attack, Blackguard (+17d6)
{83746} Death Attack (+10d6)
{83747} Death Attack (+11d6)
{83748} Death Attack (+12d6)
{83749} Death Attack (+13d6)
{83750} Death Attack (+14d6)
{83751} Death Attack (+15d6)
{83752} Death Attack (+16d6)
{83753} Death Attack (+17d6)
{83754} Death Attack (+18d6)
{83755} Death Attack (+19d6)
{83756} Death Attack (+20d6)
{83757} 
{83758} Sneak Attack (+11d6)
{83759} Sneak Attack (+12d6)
{83760} Sneak Attack (+13d6)
{83761} Sneak Attack (+14d6)
{83762} Sneak Attack (+15d6)
{83763} Sneak Attack (+16d6)
{83764} Sneak Attack (+17d6)
{83765} Sneak Attack (+18d6)
{83766} Sneak Attack (+19d6)
{83767} Sneak Attack (+20d6)
{83768} Clearing Conflicts listview...
{83769} Clearing Overrides listview...
{83770} Clearing Resources listview...
{83771} Planar Rift Properties (Black Blade of Disaster)
{83772} 
{83773} Bone Wand
{83774} This wand, carved from a piece of bone, seems to have no magic on it.

A character with the Craft Wand feat can cast any spell of 4th level or less on this item to create a magical wand containing that spell. Creating a wand costs gold pieces based on the relative power of the spell. Wands containing first level spells can cost a few thousand gold pieces while those made with higher level spells can cost tens of thousands. Warlock invocations cannot be used in the creation of wands. Newly crafted wands have 50 charges.
{83775} Elmwood Bow Shaft
{83776} This is the base component for the standard bow types.
{83777} Feathers
{83778} A bunch of feathers, probably from some medium sized bird. A skilled crafter could probably use them to create objects like arrows and crossbow bolts.
{83779} Iron Bands
{83780} These metal bands act as components in the creation of armor and weapons.

{83781} Iron Chain
{83782} Several pieces of a metal chain, that can be used as components for crafting various types of weapons and armor.
{83783} Iron Hammer Head
{83784} The metal headpiece component of a hammer.
{83785} Iron Orb
{83786} Cast Continual Flame on an equipped item and it will glow brightly forever.
{83787} The metal orb, useful to a skilled crafter as a headpiece component for weapons like a mace.
{83788} Iron Rings
{83789} A collection of iron rings a skilled crafter could combine with other basic crafting components to create different types of armor.
{83790} Iron Spikes
{83791} A set of metal spikes, useful for crafting certain types of armor
{83792} Large Steel Blade
{83793} A blade, made of fine steel - perfectly suited for the creation of most martial weapon.
{83794} Leather Armor Torso
{83795} The base component for the most types of light armor.
{83796} Leather Patches
{83797} A skilled crafter could use these patches of leather to create cloth and armor.
{83798} Leather Strings
{83799} These strings, cut from the leathery hide of some creature, can be combined with basic crafting components to craft different types of weapons (like whips and crossbows).
{83800} Oaken Crossbow Shelf
{83801} This is the basic component crafter's can use to build various types of crossbows.
{83802} Oaken Pole
{83803} This pole made from sturdy oakwood can be used as component for many types of weapons with the craft weapon skill.
{83804} Oaken Shield Body
{83805} The base component for most types of shield, except for tower shields.
{83806} Oaken Weapon Grip
{83807} Made from sturdy oakwood this crafting component can be used to assemble many different types of martial weapons.
{83808} Small Steel Blade
{83809} A small blade, made of steel - a skilled crafter could create all kinds of small bladed weapons from this component.
{83810} Steel Axe Head
{83811} Hit Die Increase (d6)
{83812} Hit Die Increase (d8)
{83813} Hit Die Increase (d10)
{83814} Type of Feat: Class
Prerequisite: Red Dragon Disciple.
Specifics: As the dragon disciple gains levels in this prestige class, his base hit die type changes. This change is not retroactive

Level
1 -  d6
4 -  d8
6 -  d10


Use: Automatic
{83815} Made from stainless steel, this axehead can be used by a skilled crafter to create axe weapons.
{83816} Steel Chain Armor Tunic
{83817} This is the base crafting component for most types of chain armor.
{83818} Steel Plated Armor Chest
{83819} A plated armor torso is the basic crafting component for all types of heavy armor. 

{83820} Steel Shield Body
{83821} This is a shield body that a crafter could reinforce with other materials to craft a steel shield. 
{83822} Steel Weapon Hilt
{83823} An fine steel weapon hilt of the type usually used for the martial weapons such as swords.
{83824} Woolen Cloth Pads
{83825} These woolen clothpads are components that can be used in the creation of various types of armor.
{83826} * Spell Failed - Target must be a valid creature, armor or shield *
{83827} Nasher's Ring of Strength
{83828} Nasher was quite fond of this ring for the additional strength it granted him saved his life on several occasions. He gifted the ring to the hero who saved Neverwinter from the plague. This item is one of four other items that once belonged to Lord Nasher-- if worn together their magic grants the wearer additional benefits.
{83829} Dark Fire (Immolate)
{83830} 
{83831} Nasher's Gloves of Combat
{83832} Lord Nasher of Neverwinter prides himself on his fighting capability and these gloves gave him an added bonus to his skillful parries. Wounded from an encounter with umber hulks, Nasher sought shelter in a small cave. The sneaky goblin living within snatched these gloves from Nasher and disappeared into the dark. This item is one of four other items that once belonged to Lord Nasher-- if worn together their magic grants the wearer additional benefits.
{83833} Nasher's Cloak of Protection
{83834} This worn cloak of protection has the name Nasher woven in rough letters along its trim. The Lord of Neverwinter adventured through the Underdark and tales tell that he traded this cloak to duergar for some other powerful magical item. This item is one of four other items that once belonged to Lord Nasher-- if worn together their magic grants the wearer additional benefits.
{83835} Nasher's Nimble Boots
{83836} These boots have a large "N" carved into their heel, marking them as the property of Lord Nasher. The story of how he came to lose these has never been told to anyone other than his closest confidantes. This item is one of four other items that once belonged to Lord Nasher-- if worn together their magic grants the wearer additional benefits.
{83837} %s (%d/%d)
{83838} Anti Magic Cone
{83839} <CUSTOM0> uses eye rays.
{83840} Psionic Mind Blast 10m Radius
{83841} Psionic Mind Blast (Paragon)
{83842} 
{83843} Enchant Arrow VI
{83844} Enchant Arrow VII
{83845} Enchant Arrow VIII
{83846} Enchant Arrow IX
{83847} Enchant Arrow X
{83848} Flame Weapon (17)
{83849} Bless Weapon (17)
{83850} Flame Weapon (10)
{83851} Bless Weapon (10)
{83852} Holy Sword (17)
{83853} Keen Edge (10)
{83854} Keen Edge (17)
{83855} <CUSTOM0> uses psionic ability.
{83856} <CUSTOM0> uses tentacle attack
{83857} Extract Brain
{83858} Illithid Pod Door
{83859} This sequencer is full, no more spells may be added to it.
{83860} Sequencer (1 spell)
{83861} This object can not be brought back from the dead!
{83862} 
{83863} 
{83864} <CUSTOM0> uses spell sequencer
{83865} Illithid Mind Blast
{83866} 
{83867} 
{83868} Sequencer (2 spells)
{83869} Sequencer (3 spells)
{83870} Enchant Arrow XI
{83871} Enchant Arrow XII
{83872} Enchant Arrow XIII
{83873} Enchant Arrow XIV
{83874} Enchant Arrow XV
{83875} Enchant Arrow XVI
{83876} Enchant Arrow XVII
{83877} 
{83878} Enchant Arrow XVIII
{83879} Enchant Arrow XIX
{83880} Enchant Arrow XX
{83881} Clear Sequencer
{83882} Sequencer: All stored spells removed!
{83883} 
{83884} Sequencer: Spell stored!
{83885} Sequencer: Can not store offensive spells!
{83886} Sequencer: No spells stored!
{83887} * Failure! - Door unaffected by magic *
{83888} Flaming Hide
{83889} This object's appearance can not be modified.
{83890} <CUSTOM0> shifts into undead form.
{83891} Undead Shape
{83892} Risen Lord
{83893} Etherealness
{83894} <CUSTOM0> turns ethereal
{83895} <CUSTOM0> shifts into dragon form.
{83896} Resting Pod
{83897} Transporter
{83898} Resting Pods
{83899} Observation Pit
{83900} Great Brain
{83901} Fighting Pit
{83902} You ran out of rogue stones and are now permanently dead. You must load a savegame to continue.
{83903} 
{83904} 
{83905} 
{83906} 
{83907} 
{83908} 
{83909} 
{83910} 
{83911} 
{83912} 
{83913} 
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{83930} 
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{83935} 
{83936} 
{83937} 
{83938} 
{83939} 
{83940} 
{83941} 
{83942} 
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{83946} 
{83947} 
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{83952} 
{83953} 
{83954} 
{83955} 
{83956} 
{83957} 
{83958} 
{83959} 
{83960} 
{83961} 
{83962} 
{83963} 
{83964} 
{83965} 
{83966} 
{83967} 
{83968} 
{83969} 
{83970} 
{83971} 
{83972} 
{83973} 
{83974} 
{83975} 
{83976} 
{83977} 
{83978} 
{83979} 
{83980} 
{83981} 
{83982} 
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{83987} 
{83988} 
{83989} 
{83990} 
{83991} 
{83992} 
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{83994} 
{83995} 
{83996} 
{83997} 
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{83999} 
{84000} 
{84001} 
{84002} 
{84003} 
{84004} 
{84005} 
{84006} 
{84007} 
{84008} 
{84009} 
{84010} 
{84011} 
{84012} 
{84013} 
{84014} 
{84015} 
{84016} 
{84017} 
{84018} 
{84019} 
{84020} 
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{84022} 
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{84024} 
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{84026} 
{84027} 
{84028} 
{84029} 
{84030} 
{84031} 
{84032} 
{84033} 
{84034} 
{84035} 
{84036} 
{84037} 
{84038} 
{84039} 
{84040} 
{84041} 
{84042} 
{84043} 
{84044} 
{84045} 
{84046} 
{84047} 
{84048} 
{84049} 
{84050} 
{84051} 
{84052} 
{84053} 
{84054} 
{84055} 
{84056} 
{84057} 
{84058} 
{84059} 
{84060} 
{84061} 
{84062} 
{84063} 
{84064} 
{84065} 
{84066} 
{84067} 
{84068} 
{84069} 
{84070} 
{84071} 
{84072} 
{84073} 
{84074} 
{84075} 
{84076} 
{84077} Beholder Antimagic Cone
{84078} Beholder Eyestack Attack
{84079} 
{84080} 
{84081} 
{84082} 
{84083} 
{84084} 
{84085} 
{84086} 
{84087} 
{84088} 
{84089} 
{84090} 
{84091} 
{84092} 
{84093} 
{84094} 
{84095} 
{84096} <CUSTOM0> eats.
{84097} 
{84098} 
{84099} 
{84100} 
{84101} 
{84102} 
{84103} 
{84104} 
{84105} 
{84106} This paladin package represents a paladin who is tempted by the forces of evil, slowly being corrupted to become a blackguard.

These packages do not give any special abilities to your character, they simply configure your skills and feats so you don't have to.
{84107} 
{84108} 
{84109} 
{84110} 
{84111} 
{84112} 
{84113} 
{84114} 
{84115} 
{84116} 
{84117} 
{84118} 
{84119} 
{84120} 
{84121} 
{84122} 
{84123} 
{84124} 
{84125} 
{84126} 
{84127} 
{84128} 
{84129} 
{84130} 
{84131} 
{84132} 
{84133} 
{84134} 
{84135} 
{84136} 
{84137} 
{84138} 
{84139} 
{84140} 
{84141} 
{84142} 
{84143} 
{84144} 
{84145} 
{84146} 
{84147} 
{84148} 
{84149} 
{84150} 
{84151} 
{84152} Constrict Weapon
{84153} Statue, Huge
{84154} The statue's timeless gaze rests on you ... 
{84155} Not too spacey, uncomfortable and definitely cheap, just like most furniture found in lower class homes and barracks.
{84156} 
{84157} Not your standard container, a phylactery contains the essence, or soul, of a creature that has moved itself into the realm of undead immortality.
{84158} The twisted, spider-like design of this table could only appeal to those who spent all their life in the Underdark. 
{84159} Gazing at this genuinely ugly chair sends a cold shiver down your back, almost like small spiders crawling through your cloth.
{84160} Lootable creature has no items
{84161} The surface of this strangely formed table strangely feels smooth. It appears to be made out of one large piece of strange black stone. 
{84162} This strangely formed chair seems to be cut out of a block of black stone, yet its surface feels smooth like silk.
{84163} A round oaken table like the ones found in most taverns. It could probably withstand the impact of a drunken customer.
{84164} In the center of this well a wooden platform hangs on a rope, ready to be lowered into the darkness below.
{84165} The small wooden platform is held by a thick strand of rope extending into a black hole in the ceiling.
{84166} Rune Plate
{84167} You gaze back at your own reflection created by the shiny surface of this huge, stone-framed mirror.
{84168} The timeless gaze of this long forgotten heroine stares on you.
{84169} You can only guess how many tons of stone have been used to create this almost breathing statue of a giant...
{84170} This statue depicts a humanoid creature in a worshipping pose. It must be made from some kind of stone not affected by the flames engulfing statues head and hands.
{84171} A freshly dug hole, just wide enough for a humanoid to fit through ...
{84172} Someone or something has dug here, not too long ago. 
{84173} This very basic tent is not the most comfortable place to spend a night, but still better than having nothing to cover you from rain.
{84174} This very basic tent is not the most comfortable place to spend a night, but still better than having nothing to cover you from rain.
{84175} Into the marble surface of the plate, some strange runic symbol has been carved.
{84176} COPY strings from Source Language to Destination Language
{84177} <CUSTOM0> shoots web.
{84178} Bebilith Web
{84179} The surface of this interesting table feels strangely smooth. It appears to be made out of one large piece of strange black stone.
{84180} Kobold Commando
{84181} Outsider Shape
{84182} Construct Shape
{84183} From the orb's cold crystal surface a deformed reflection of yourself is staring back at you.
{84184} This chest appears to be crafted out of the black shimmering stone usually found in the drow inhabited regions of the underdark.
{84185} A strong rope made from hemp, dangling from some place above you.
{84186} You smile and nod to the handsome person gazing back at you from this expensive and stylish mirror
{84187} <CUSTOM0> shifts into outsider form.
{84188} A patch of green, boring mold
{84189} <CUSTOM0> shifts into construct form.
{84190} This huge mushroom nearly has reached the size of a small tree. 
{84191} The color and stench of this patch of mushrooms makes you think that it would not be a good idea to cook them.
{84192} Beautiful and certainly thousands of years old, these crystals seem to glow in a soft light from within.
{84193} Tent
{84194} Azer Chieftain
{84195} Demonflesh Golem
{84196} Your character must achieve Epic status (level 20) before being allowed to advance into an Epic Prestige class. 


{84197} Pit Room
{84198} Big Chamber
{84199} Customize Character
{84200} The crafting container is empty
{84201} Failure - You can not combine these two items
{84202} Craft Weapon Component
{84203} Craft Armor Component
{84204} <CUSTOM0> uses craft skill.
{84205} <CUSTOM0> coats his weapon with poison.
{84206} 
{84207} 
{84208} Enter your Hordes of the Underdark CD Key
{84209} This feature is only available if you have installed the Neverwinter Nights: Hordes of the Underdark expansion.
{84210} Underdark01
{84211} Underdark02
{84212} 
{84213} Underdark03
{84214} 
{84215} Underdark04
{84216} Underdark05
{84217} Underdark06
{84218} 
{84219} Underdark07
{84220} Beholder01
{84221} Beholder02
{84222} Drow01
{84223} Drow02
{84224} Illithid01
{84225} Illithid02
{84226} Could not close module
{84227} Parameters
{84228} Source Language
{84229} Destination Language
{84230} COPY strings from Source Language to Destination Language
{84231} MOVE strings from Source Language to Destination Language
{84232} LEAVE existing strings in Destination Language alone
{84233} OVERWRITE Destination Language strings with Source Language strings
{84234} Convert Strings...
{84235} Converting files...
{84236} Done converting module
{84237} Default Language for Editing Localized Text
{84238} Conversion
{84239} Overwrite Behaviour
{84240} Main Game Install Directory
{84241} Changes will take effect after you restart the application.
{84242} BioWare Neverwinter Nights Module Language ID Converter
{84243} Copyright (c) 2003 BioWare Corp
{84244} Progress
{84245} Language ID Converter
{84246} Projectile Shaft
{84247} This is the base components that, when combined with feathers, can be used to craft projectiles such as arrows and bolts. 
{84248} Woolen Cloth
{84249} This set of woolen clothing can be used by a skilled crafter as basic material to create most types of light armor and cloth.
{84250} 
{84251} 11
{84252} 12
{84253} 13
{84254} 14
{84255} 15
{84256} 16
{84257} 17
{84258} 18
{84259} 19
{84260} 20
{84261} Helmet Pot
{84262} Paladin Helmet
{84263} The basic component for all metal helmets. 
{84264} Fighter Helmet
{84265} Neverwinter Nights 2 stores user-visible text, such as Conversations, Names, and Descriptions, as Localized Strings, or LocStrings.

A LocString can contain several substrings in different languages. Each substring has an ID that tells the game what language the substring is written for.

When a user plays a module, the game will pick the substring that matches the user's own language, if there is such a string. Otherwise, it picks the first string available.

The available languages are:

English
French
German
Italian
Spanish
Polish
Korean
Chinese Traditional
Chinese Simplified
Japanese

This is also the order that the game will search for a string if there is no string in the user's own language.
{84266} Level 11
{84267} Level 12
{84268} Level 13
{84269} Level 14
{84270} Level 15
{84271} Level 16
{84272} Level 17
{84273} Level 18
{84274} Level 19
{84275} Level 20
{84276} Level 21
{84277} Level 22
{84278} Level 23
{84279} Level 24
{84280} Level 25
{84281} Level 26
{84282} Level 27
{84283} Level 28
{84284} Level 29
{84285} Level 30
{84286} Level 31
{84287} Level 32
{84288} Level 33
{84289} Level 34
{84290} Level 35
{84291} Level 36
{84292} Level 37
{84293} Level 38
{84294} Level 39
{84295} Level 40
{84296} Level 10
{84297} + 6
{84298} + 7
{84299} + 8
{84300} + 9
{84301} +10
{84302} +11
{84303} +12
{84304} +13
{84305} +14
{84306} +15
{84307} +16
{84308} +17
{84309} +18
{84310} +19
{84311} +20
{84312} Beholder Entrance
{84313} Use Default Language:
{84314} Language for editing localized text (Conversations, Journals, Names, Descriptions, etc)
{84315} Specified Language:
{84316} This thigh bone of some long since dead creature can be the perfect material for making a wand.
{84317} Large Bone
{84318} Plank of Elm Wood
{84319} Elm wood is strong, yet flexible. A very good source for making bowshafts or projectiles, if you are a skilled crafter.
{84320} 
{84321} Arcane Spell Failure
{84322} -50%
{84323} -45%
{84324} -40%
{84325} -35%
{84326} -30%
{84327} -25%
{84328} -20%
{84329} -15%
{84330} 
{84331} -10%
{84332} -05%
{84333} +05%
{84334} +10%
{84335} +15%
{84336} Fog Clip Distance (m)
{84337} +20%
{84338} Adjust the Fog Clip Distance to set the distance of the fog clipping plane from the camera.

Be careful when setting this value, as a large clip distance may cause performance problems on lower end machines.

{84339} +25%
{84340} +30%
{84341} +35%
{84342} +40%
{84343} +45%
{84344} +50%
{84345} 
{84346} Arcane Spell Failure:
{84347} Arcane Spell Failure: This property modifies the effect the item has on the percent chance to successfully cast a spell while wearing it.

{84348} Firebomb
{84349} Acidbomb
{84350} 
{84351} Fire Bomb
{84352} Acid Bomb
{84353} This small leather bag is filled with some alchemical powder and several small pieces of black rock. 
{84354} This small vial contains a highly reactive acid. When smashed, it will explode into a cloud of acid fog.
{84355} Darkvision: This property grants the ability to see in the dark to its wearer.
{84356} Ironwood is an extremely durable yet light type of wood that can only be found in the oldest and deepest forests. Despite its amazing properties it is considered a non magical material. 
Shields made from ironwood are lighter than their counterparts made from oak and have a 5% reduce chance of triggering an arcane spell failure. 
{84357} You can not work on this item directly!
{84358} Could not find custom tlk file '%s' for this module. Some text may not show up.
{84359} Custom Tlk File
{84360} Select a Custom TLK file to use with this module by choosing an item from the dropdown list.

A Custom TLK file is an optional file located in the user's TLK folder that contains user-created text. It is usually used in combination with one or more HAK files.

{84361} Choose a custom TLK file to use with this module.
{84362} 
{84363} + 1
{84364} + 2
{84365} + 3
{84366} + 4
{84367} + 5
{84368} Rock Door
{84369} Will Identify Items
{84370} Identify Price
{84371} Has Maximum Buy Price
{84372} Max Buy Price
{84373} Has Limited Gold
{84374} Gold Amount
{84375} OnStoreClosed
{84376} Enter the price to identify an item
{84377} Enter the maximum price that the store will pay for an item
{84378} Enter the amount of gold that this store has
{84379} Restrictions
{84380} Observation Dome
{84381} The store cannot buy items of this value. 
{84382} The store does not have enough gold to purchase this item.
{84383} 
{84384} 
{84385} 
{84386} This store cannot identify items.
{84387} >>
{84388} <<
{84389} Store will NOT buy the following items
{84390} Store will ONLY buy the following items
{84391} Restricted Items
{84392} * Light Gem socketed successfully *
{84393} 
{84394} 
{84395} Beholders are formidable opponents, capable of incapacitating their enemies in a variety of horrible ways.
{84396} Attack 1: 
{84397} Attack 2: 
{84398} Attack 3: 
{84399} Beholders are formidable opponents, capable of incapacitating their enemies in a variety of horrible ways.
{84400} Beholder mages have sacrificed the use of their eye-stalks in favor of more traditional (but just as deadly) magical spells.
{84401} Driders are bloodthirsty creatures that lurk in the depths of the earth, seeking warm-blooded prey of any kind.
{84402} Mind flayers, or illithids, are so insidious, diabolical and powerful that all denizens of the dark fear them. Elder mind flayers were once but a whispered threat, an unseen nightmare. Until now.
{84403} Mind flayers, or illithids, are so insidious, diabolical and powerful that all denizens of the dark fear them.
{84404} These small creatures are close cousins to beholders. They are powerful only in great numbers.
{84405} This massive golem towers above most other creatures and is resistant to most physical and magical attacks.
{84406} A mithral golem is capable of quick and lethal action, making it one of the most powerful of golems.
{84407} Mimics take the form of inanimate objects to catch unwary adventures.
{84408} Prismatic dragons are flamboyant, personable and charming. They avoid confrontation, fighting only if attacked
{84409} Shadow dragons prefer to attack from hiding, employing their natural abilities to blend into the shadows.
{84410} A staple in the diets of many drow and duergar communities, these herd animals of the Underdark are small but powerfully built.
{84411} A more malignant and wretched creature than the harpy is difficult to imagine. Taking great glee in causing suffering and death, the sadistic harpy is always watching for new victims.
{84412} Bebiliths are huge, predatory, arachnid demons that hunt other demons. While their favorite prey is tanar'ri they aren't picky -- they will stalk and attack anything.
{84413} Azers are dwarves native to the Elemental Plane of Fire.
{84414} A death slaad that survives for more than a century retreats into isolation for an entire year, metamorphosing into the dread white slaad.
{84415} After a white slaad has survived for a century it transforms into a larger, stronger form of slaad -- the black.
{84416} These undead mind flayers are a rising power in the twisted politics of the Underdark.
{84417} Demiliches are wiser, older and far deadlier than common liches.
{84418} Dracoliches are undead dragons that have taken the path of immortality, gaining tremendous powers and abilities in the process.
{84419} Svirfneblin or deep gnomes are reclusive, suspicious and resentful of intrusion.
{84420} You can not use this item!
{84421} Under Well
{84422} Dome Door
{84423} Gate Door
{84424} Ruin Armor (Bebilith)
{84425} Rocky Gates
{84426} * Your armor was torn away! *
{84427} 
{84428} * Your armor was destroyed! *
{84429} * Your shield was torn away! *
{84430} * Your shield was destroyed! *
{84431} Shadowblend
{84432} <CUSTOM0> disappears into the shadows.
{84433} Paralyzing Touch (Demilich)
{84434} Harm Self (Undead)
{84435} <CUSTOM0> sings captivating song.
{84436} Divine Champion
{84437} Ooze
{84438} ooze
{84439} Gelatinous Cube
{84440} Paralyzing Touch (Dracolich)
{84441} 
{84442} Round Room
{84443} Pillar Room
{84444} 
{84445} 
{84446} 
{84447} 
{84448} 
{84449} 
{84450} 
{84451} 
{84452} 
{84453} 
{84454} Beholder Special Attacks
{84455} Aura of Hellfire
{84456} Hell Inferno
{84457} Dungeon Entrance
{84458} 
{84459} Wyrmling Breath, Cold
{84460} Wyrmling Breath, Acid
{84461} Wyrmling Breath, Fire
{84462} Wyrmling Breath, Gas
{84463} Wyrmling Breath, Lightning
{84464} Psionic Mass Concussion
{84465} Creates a telekinetic shockwave in a 10 meter sphere, causing all creatures and objects within the area of effect to explosively rupture, dealing 7d6 points of damage.
{84466} 
{84467} You try to put the stone down, but it teleports back into your pack.
{84468} Mindflayer Special Attacks
{84469} 
{84470} Talk to
{84471} <CUSTOM0> talks to an item.        
{84472} Speak to the item
{84473} Mephistopheles
{84474} Intelligent Weapon
{84475} Infinite Greater Wildshape I
{84476} Infinite Greater Wildshape II
{84477} Infinite Greater Wildshape III
{84478} Infinite Greater Wildshape IV
{84479} Infinite Humanoid Shape
{84480} Type of Feat: Class
Prerequisite: Shifter
Specifics: A shifter's ability to shapeshift into different forms grows while he is gaining levels. At some point the shifter is able to change into certain forms an infinite number of times per day:
Level 4 : Infinite Greater Wildshape I
Level 7: Infinite Greater Wildshape II
Level 10: Infinite Greater Wildshape III
Level 13: Infinite Humanoid Shape
Level 16: Infinite Greater Wildshape IV
Use: Automatic.
{84481} * Concentration broken, summoned creature dispelled * 
{84482} The shadow has reduced your strength to 0. You are dead.
{84483} Your strength has been lowered!
{84484} Shadow attack
{84485} <CUSTOM0> uses strength damage attack.
{84486} Eyeball Frost Ray Attack 
{84487} Eyeball Inflict Wounds Ray
{84488} Eyeball Flame Ray Attack
{84489} 
{84490} Eyeball
{84491} These small creatures are close cousins to beholders. Like their cousins, they are capable of casting magic using their eyestalks. Eyeballs are usually adopted as familiars by spellcasters of evil alignment.
{84492} Mystic Forge
{84493} Statue of Lathander
{84494} Drow Bar
{84495} Sheets of Paper
{84496} Many Sheets of Paper
{84497} Sheet of Paper
{84498} Drow Bookcase
{84499} Drow Dresser
{84500} BlackCrate
{84501} BlackBarrel
{84502} Book
{84503} Illithid Mechanism
{84504} Illithid Control
{84505} ScienceTube
{84506} Alhoon
{84507} 
{84508} Capture Enemy
{84509} 
{84510} Chaos Spittle
{84511} <CUSTOM0> attacks with  chaos spittle.
{84512} Slaadi can spit gobs of chaos at any target withing their range as a ranged touch attack. 
Damage varies by Slaad:

Black Slaad: 20d4
White Slaad: 10d4

if assigned to any other creature, this spell will do HD/2*d4 points of magical damage
{84513} Dragon Breath, Prismatic
{84514} <CUSTOM0> breathes prismatic spray.
{84515} All creatures within the area of effect randomly experience 1 or 2 of the following effects:
20 fire damage
40 acid damage
80 electrical damage
Struck with Bebilith Venom poison
Paralyzed for 10 rounds
Confused for 10 rounds
Struck dead
{84516} Altar Drow
{84517} Summoning Circle
{84518} Web
{84519} Broken Bookcase
{84520} Stone Door
{84521} Dragon Statue
{84522} Aribeth, Paladin
{84523} Aribeth, Blackguard
{84524} Drow Boat
{84525} * Target immune *
{84526} Deflecting Force
{84527} 
{84528} Summons a shield of shimmering light around the caster, that provides a deflection bonus to AC, equal to the caster's Charisma bonus.
{84529} <CUSTOM0> is surrounded by a shield of shimmering light.
{84530} * Gaze attack failed - blinded! *
{84531} Wastelands01
{84532} Wastelands02
{84533} Wastelands03
{84534} Drow03
{84535} Drow04
{84536} 
{84537} 
{84538} Beholder Tyrant
{84539} 
{84540} Top
{84541} Middle
{84542} Bottom
{84543} Crafting Skills
{84544} * Failure - This spell is not supported on wands, scrolls or potions *
{84545} This merchant will not buy items of this type.
{84546} This merchant will not buy stolen goods.
{84547} Hurl Rocks
{84548} <CUSTOM0> hurls a rock.
{84549} Hurls a huge rock at the target location or object doing (HD/ 5 *d8)+ strength ability modifier  points of damage to anyone caught in the impact zone.
{84550} <CUSTOM0> becomes fast as lightning.
{84551} You need to install Expansion Pack 1 : Shadows of Undrentide in order to load this module.
{84552} You need to install Expansion Pack 2 : Hordes of the Underdark in order to load this module.
{84553} Defensive Stance Deactivated
{84554} You need to install Expansion Pack 3 in order to load this module.
{84555} Cancel Defensive Stance
{84556} Defensive Stance Activated
{84557} This creature reflects the light with its eye, causing the shadow bridge to materialize.
{84558} You use Halaster's magnifying glass to redirect the sunlight, causing the shadow bridge to materialize.
{84559} Statue of Lathander
{84560} Drow Bar
{84561} Papersheets
{84562} Pile of Papersheets
{84563} Papersheet 
{84564} Drow Bookcase
{84565} Drow Dresser
{84566} Black Crate
{84567} Black Barrel
{84568} Book
{84569} Illithid Mechanism
{84570} Illithid Control
{84571} ScienceTube
{84572} The ground gives way and you fall into a sinkhole.
{84573} The bar appears to have been carved whole out of a black, granite-like material that sparkles and is cool to the touch. Hidden underneath it are numerous shelves full of flasks containing the most exotic wines (referred to as "jhinrae") and other sorts of beverages available in the Underdark. A great many of them appear black and vile... indeed, some may actually be poison for those instances when the barkeep decides that one of his clientele has become more trouble than he's worth... or perhaps is worth more dead than alive. Either way, poison is far from the only thing that kills customers in a drow drinking establishment, so as the saying goes: "Khaless nau uss mzild taga dosstan" ...trust no-one more than yourself.
{84574} Several sheets of paper, scattered on the ground.
{84575} A heap of paper sheets scattered around on the floor.
{84576} A simple, blank sheet of paper ... not the most exciting sight.
{84577} This marble bookcase is filled with dusty old tomes.
{84578} A drow made dresser ... even the dark elves need a place to store their cloth.
{84579} Judging from its style, this elaborate dresser has been crafted from a rare type of marble, usually only found in the depths of the Underdark. 
{84580} A storage crate, crafted from the black stone usually found in the Underdark.
{84581} A sturdy crate, made from the type of black stone that is usually found in the areas of the Underdark that are inhabited by the drow.
{84582} A black barrel - made of stone and reinforced with metal bands - a simple and cheap storage solution.
{84583} Bound in leather this tome looks well worn and the writing on the cover already started to fade.
{84584} This odd device appears organic and is warm to the touch. A tremor or pulse runs through it when you touch it.
{84585} This odd device appears organic and is warm to the touch. A tremor or pulse runs through it when you touch it.
{84586} This odd device appears organic and is warm to the touch. A tremor or pulse runs through it when you touch it.
{84587} This is a small control panel of unfamiliar design.
{84588} This is a large control panel, with what might be a viewing panel embedded in it. 
{84589} Only illithids would know what use this bizarre tube could be put towards.
{84590} Summoning Circle
{84591} Web
{84592} Broken Bookcase
{84593} Stone Door
{84594} Dragon Statue 
{84595} An altar.
{84596} You can sense the powerful magic bound into this arcane circle. Symbols like this are often used in planar summoning rituals ... or worse.
{84597} Even thinking about the creature that created this web makes you shiver.
{84598} Someone bashed this once sturdy wooden bookcase into pieces.
{84599} Made from solid granite, this door could withstand almost any attacker for quite some time.
{84600} The mere sight of this huge, black dragon statue is awe inspiring. It must have taken years to complete a monumentum of this size and detail.
{84601} Mystic Forge
{84602} This powerful forge rumbles like an angered demon when you near it. Symbols unknown to you cover the it, and a putrid, magical smoke bellows from it.
{84603} When to clear the Change All and Ignore All word lists:
{84604} Clear Ignore All and Change All word lists after every spellcheck
{84605} Remember Ignore All and Change All word lists between spellchecks
{84606} Create backups of modules
{84607} You must place a binding point before this door can lead you anywhere.
{84608} Paralysis (Gelatinous Cube Poison)
{84609} Paralyzed!
{84610} Engulfed!
{84611} Immobilized!
{84612} Spell Failed - Another glyph is already in place at target location!
{84613} 
{84614} 
{84615} Drow Temple
{84616} Drow Sector
{84617} 
{84618} 
{84619} 
{84620} 
{84621} 
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{84766} 
{84767} 
{84768} 
{84769} 
{84770} 
{84771} 
{84772} You may not use the relic at this time.
{84773} Drow Altar
{84774} This is a dark and evil looking drow altar.
{84775} Valsharess
{84776} Quarry Boss
{84777} Arden Swift
{84778} Sensei Dharvana
{84779} Sleeping Man
{84780} Knower of Places 
{84781} Knower of Names 
{84782} Deekin XP2
{84783} Durnan
{84784} The GateKeeper
{84785} Mephisopheles
{84786} Daelan XP2
{84787} Linu XP2
{84788} Sharwyn XP2
{84789} Tomi XP2
{84790} Valen Shadowbreath
{84791} Nathyrra
{84792} The Genie
{84793} Legendary Weapon
{84794} Aribeth XP2 Paladin
{84795} You do not have enough gold to have this item identified.
{84796} Male, Good Wizard
{84797} Male, Typical Fighter
{84798} Male, Archer
{84799} Female, Rogue
{84800} Female, Healer
{84801} Female, Maiden
{84802} Mhaere
{84803} White Thesta
{84804} Grovel
{84805} The Fairy Queen
{84806} The Ogre Boss
{84807} Sobrey
{84808} Agarly
{84809} Berger
{84810} Halaster
{84811} Female, Adventurer
{84812} Mystic Forge
{84813} This powerful forge rumbles like an angered demon when you near it. Symbols unknown to you cover the it, and a putrid, magical smoke bellows from it.
{84814} Armand
{84815} Deva
{84816} Drow Seer
{84817} Drow Imloth
{84818} Drow Matron2
{84819} Drow Rebel
{84820} Boatman
{84821} Slave Leader
{84822} Boulder Toss
{84823} 
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{85163} 
{85164} 
{85165} 
{85166} 
{85167} 
{85168} 
{85169} 
{85170} 
{85171} 
{85172} 
{85173} 
{85174} 
{85175} 
{85176} 
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{85183} 
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{85192} 
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{85375} 
{85376} 
{85377} 
{85378} 
{85379} 
{85380} 
{85381} 
{85382} 
{85383} 
{85384} 
{85385} 
{85386} 
{85387} Deafening Clang (Deafness 5 rounds; Fort Save DC 15 to avoid)
{85388} Deafened!
{85389} 
{85390} * Failure! - This spell only affects undead creatures *
{85391} Base Damage: 1d2
Base Critical Threat: x2
Base Damage Type: Slashing
Weapon Size: Small
Feats Required: Exotic
Special: Can not be used in the off-hand
{85392} While a whip is not capable of inflicting substantial damage in combat, it can be very useful for disarming enemies, leaving them vulnerable to attacks by other weapons.
While wielding a whip, a character gets the Disarm Feat for free. 
{85393} Disarm (Whip)
{85394} Whip +1
{85395} Whip +2
{85396} Whip +3
{85397} Whip +4
{85398} Whip +5
{85399} Whip +6
{85400} Whip +7
{85401} Check Spelling
{85402} &Ignore
{85403} I&gnore All
{85404} &Add
{85405} &Change
{85406} Change A&ll
{85407} &Suggest
{85408} U&ndo
{85409} &Options...
{85410} &Dictionaries...
{85411} &Help...
{85412} Cancel
{85413} Consider Changing:
{85414} S&uggestions:
{85415} Add &words to:
{85416} Spelling Dictionaries
{85417} &Words:
{85418} A&ction:
{85419} O&ther word:
{85420} &Add Word
{85421} &Delete Word
{85422} I&mport...
{85423} &Export...
{85424} F&iles:
{85425} Add &File
{85426} &New File...
{85427} &Remove File
{85428} Cl&ose
{85429} Language:
{85430} Spelling Options
{85431} Ignore &capitalized words (e.g., Canada)
{85432} Ignore &all-caps words (e.g., ASAP)
{85433} I&gnore words with &numbers (e.g., Win95)
{85434} Ignore words with mi&xed case (e.g., SuperBase)
{85435} &Ignore domain names (e.g., xyz.com)
{85436} Report &doubled words (e.g., the the)
{85437} Cas&e sensitive
{85438} &Phonetic suggestions (English only)
{85439} &Typographical suggestions
{85440} Suggest sp&lit words
{85441} A&uto correct
{85442} Suggestions
{85443} &Fast but less accurate
{85444} &Moderately fast and accurate
{85445} Slo&w but accurate
{85446} &OK
{85447} Main Dictionar&y language:
{85448} New Dictionary
{85449} &File Name:
{85450} &Browse...
{85451} &Language
{85452} OK
{85453} 
{85454} Knockdown (Monster Only; DC 10 + Casterlevel)
{85455} Freeze (Slow Attacker; Fort Save, DC 10 + Casterlevel)
{85456} Add
{85457} American English
{85458} UnspecifiedAny
{85459} Auto change (use case of other word)
{85460} Auto change (use case of checked word)
{85461} %s is not a user dictionary
{85462} British English
{85463} Canadian English
{85464} Capitalization
{85465} Conditionally change (use case of other word)
{85466} Conditionally change (use case of checked word)
{85467} Consider changing
{85468} Delete
{85469} Doubled word=
{85470} Edit Dictionary
{85471} Error opening dictionary %s
{85472} Error replacing word in text (probably out of space)
{85473} Exclude (treat as misspelled)
{85474} Export Dictionary
{85475} French (Canadian)
{85476} French (European)
{85477} German
{85478} Ignore (skip)
{85479} Text files (*.txt)|*.txt|All files (*.*)|*.*|
{85480} Import Dictionary
{85481} UnspecifiedLanguage 1
{85482} UnspecifiedLanguage 2
{85483} UnspecifiedLanguage 3
{85484} Dictionary files (*.tlx)|*.tlx|External dictionaries (*.dic)|*.dic|Text files (*.txt)|*.txt|All files (*.*)|*.*|
{85485} Not in Dictionary=
{85486} Unusual letter case=
{85487} Embedded digits=
{85488} Create Dictionary File
{85489} Add Dictionary File
{85490} Polish
{85491} Change
{85492} Spanish
{85493} Undo edit
{85494} Could not load %s.
The spellcheck dialogs might not show up in the correct language.
{85495} Type of Feat: Class
Prerequisite: Barbarian level 23+.
Specifics: An epic barbarian's damage reduction allows him to ignore the first 5 points of damage from any physical attack. This ability increases by +1 point every 3rd level past 23rd.  
Use: Automatic.
{85496} Epic Barbarian Damage Reduction
{85497} You discovered this artifact when you were briefly trapped in the Plane of Shadows. Ever since you first picked it up, it has refused to leave your possession. Drop it, throw it away, crush it... always it immediately reappears, pulsing warmly with power as it ever does.

Its main ability that you know of is that it can teleport you to a pocket dimension ruled over by a mysterious being that calls itself the Reaper. The Reaper's dimension is a nexus of sorts.

The Reaper, not an unfriendly sort, allows you to use the relic to "bind" a location to a door in the dimension, allowing instant transportation back to that point. He will also teleport you to the dimension upon the moment of your death, saving you. The relic may only be used in this fashion, however... to bind a point or save you from death... if you have a Rogue Stone in your possession. The Reaper uses the power inherent within the gem to power the relic, consuming the gem in the process. Naturally this makes Rogue Stones even more valuable to you than they would be otherwise.

Where the Reaper comes from or how the relic stone was created has never been revealed to you. You suspect that one day its mysterious history will catch up with you. For the moment, however, it has been far more of a boon.
{85498} Rogue Stones are powerful gems that release a tremendous amount of energy when properly consumed. The Relic that has attached itself to you is able to devour these gems in order to provide you with protection from death and a limited means of teleportation.
{85499} 
{85500} 
{85501} 
{85502} 
{85503} 
{85504} 
{85505} 
{85506} 
{85507} 
{85508} 
{85509} 
{85510} 
{85511} 
{85512} 
{85513} 
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{85523} 
{85524} 
{85525} 
{85526} 
{85527} 
{85528} 
{85529} 
{85530} 
{85531} 
{85532} 
{85533} Dragon, Shadow
{85534} Golem, Demonflesh
{85535} Cube, Gelatinous
{85536} 
{85537} Evil Drone
{85538} Plane of Fire
{85539} Frozen Hell
{85540} Cave Evil 1
{85541} Cave Evil 2
{85542} Cave Evil 3
{85543} Tavern, Rowdy
{85544} Damage Immunity Increased (magic)
{85545} Damage Immunity Increased (acid)
{85546} Damage Immunity Increased (cold)
{85547} Damage Immunity Increased (divine)
{85548} Damage Immunity Increased (electrical)
{85549} Damage Immunity Increased (fire)
{85550} Damage Immunity Increased (negative)
{85551} Damage Immunity Increased (positive)
{85552} Damage Immunity Increased (sonic)
{85553} Damage Immunity Decreased (magical)
{85554} Damage Immunity Decreased (acid)
{85555} Damage Immunity Decreased (cold)
{85556} Damage Immunity Decreased (divine)
{85557} Damage Immunity Decreased (electrical)
{85558} Damage Immunity Decreased (fire)
{85559} Damage Immunity Decreased (negative)
{85560} Damage Immunity Decreased (positive)
{85561} Damage Immunity Decreased (sonic)
{85562} <CUSTOM0> uses Demonic Grappling Hand.
{85563} Psionic Inertial Barrier
{85564} 
{85565} Creates a psychokinetic barrier around the creature that grants 10/+5 damage reduction and absorbs  a total of 10 points of damage per level. It lasts 1 round per hit die of the using creature
{85566} Extract brain successful!
{85567} Your henchmen can prepare themselves and the rest of your party before combat. Just talk to them and discuss tactics with them. You'll find difficult battles become easier with a little preparation.
{85568} With your death the Seer's army was quickly overwhelmed.
{85569} Whenever you hire on a new henchman you should rest, so that they can replenish their spells and special abilities.
{85570} 
{85571} 
{85572} Not ready!
{85573} Drow Boat
{85574} <CUSTOM0> : Successfully saved versus Massive Damage
{85575} If you are having trouble damaging your opponents, try using power attack. This mode increases the damage you do with each hit.
{85576} Golem, Dwarf
{85577} Golem, Half-Orc
{85578} Golem, Organic
{85579} Golem, Metal
{85580} Gold Hoard
{85581} Character class requires the Neverwinter Nights : Shadows of Undrentide Expansion Pack
{85582} Character class requires the Neverwinter Nights : Hordes of the Underdark Expansion Pack
{85583} Top Down Camera Activated
{85584} Chase Camera Activated
{85585} Could not create backup file '%s' from '%s'.
There may be insufficient disk space, or the backup file may already exist and be in use by another program.

Would you like to retry creating a backup?
{85586} Gelatinious Cube
{85587} This ability is tied to your bard song ability, which has no more uses for today.
{85588} Lying to the Valsharess has aroused her fury!
{85589} This is an entire barrel full of a volatile mix of alchemist's fire.
{85590} Drow Warrior
{85591} * Immune to Undead Graft ! * 
{85592} Infinite Wildshape
{85593} Infinite Elemental Shape
{85594} Type of Feat: Class
Prerequisite: Druid, 22th Level;
Specifics: Upon reaching 22th level, a Druid gains unlimited uses of his Wildshape ability.
Use: Automatic.
{85595} Type of Feat: Class
Prerequisite: Druid, 26th Level;
Specifics: Upon reaching 26th level, a Druid gains unlimited uses of his Elemental Shape ability.
Use: Automatic.
{85596} 
{85597} 
{85598} 
{85599} 
{85600} 
{85601} 
{85602} 
{85603} 
{85604} 
{85605} 
{85606} 
{85607} 
{85608} 
{85609} 
{85610} 
{85611} 
{85612} 
{85613} 
{85614} 
{85615} 
{85616} 
{85617} 
{85618} 
{85619} 
{85620} 
{85621} 
{85622} 
{85623} 
{85624} 
{85625} 
{85626} 
{85627} 
{85628} 
{85629} 
{85630} 
{85631} 
{85632} 
{85633} 
{85634} 
{85635} 
{85636} 
{85637} 
{85638} 
{85639} 
{85640} 
{85641} 
{85642} 
{85643} 
{85644} 
{85645} 
{85646} 
{85647} 
{85648} 
{85649} 
{85650} 
{85651} 
{85652} 
{85653} 
{85654} 
{85655} 
{85656} 
{85657} 
{85658} 
{85659} 
{85660} 
{85661} 
{85662} 
{85663} 
{85664} 
{85665} 
{85666} 
{85667} 
{85668} 
{85669} 
{85670} 
{85671} 
{85672} 
{85673} 
{85674} 
{85675} 
{85676} 
{85677} 
{85678} 
{85679} 
{85680} 
{85681} 
{85682} 
{85683} 
{85684} 
{85685} 
{85686} 
{85687} 
{85688} 
{85689} 
{85690} 
{85691} 
{85692} 
{85693} 
{85694} 
{85695} 
{85696} 
{85697} 
{85698} 
{85699} 
{85700} 
{85701} 
{85702} 
{85703} Pale Masters continue to gain spell uses per day. A wizard who becomes a pale master should purchase or find scrolls to memorize spells for these new spell slots.
{85704} A Pale Master/Monk is a potent adversary.
{85705} 
{85706} 
{85707} 
{85708} 
{85709} 
{85710} 
{85711} 
{85712} 
{85713} 
{85714} 
{85715} 
{85716} 
{85717} 
{85718} 
{85719} 
{85720} 
{85721} 
{85722} 
{85723} This is the Reaper; a dark and chilling creature who guards a plane of doors.
{85724} 
{85725} 
{85726} 
{85727} 
{85728} 
{85729} 
{85730} 
{85731} 
{85732} 
{85733} 
{85734} 
{85735} 
{85736} 
{85737} 
{85738} 
{85739} 
{85740} 
{85741} 
{85742} 
{85743} 
{85744} 
{85745} 
{85746} 
{85747} 
{85748} 
{85749} 
{85750} 
{85751} 
{85752} 
{85753} 
{85754} 
{85755} 
{85756} 
{85757} 
{85758} 
{85759} 
{85760} 
{85761} 
{85762} 
{85763} 
{85764} * You can not use this feat while silenced *
{85765} Some weapons have the Wounding item property on them. Once a character is wounded by one of these weapons they will continue to take damage until they have been healed by potion, spell or healing kit.
{85766} 
{85767} 
{85768} 
{85769} 
{85770} 
{85771} 
{85772} 
{85773} 
{85774} 
{85775} 
{85776} 
{85777} 
{85778} 
{85779} 
{85780} 
{85781} 
{85782} 
{85783} 
{85784} 
{85785} 
{85786} 
{85787} 
{85788} 
{85789} 
{85790} 
{85791} 
{85792} 
{85793} 
{85794} 
{85795} 
{85796} 
{85797} 
{85798} 
{85799} 
{85800} 
{85801} 
{85802} 
{85803} 
{85804} 
{85805} 
{85806} 
{85807} 
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{85809} 
{85810} 
{85811} 
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{85813} 
{85814} 
{85815} 
{85816} 
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{85818} 
{85819} 
{85820} 
{85821} 
{85822} 
{85823} 
{85824} 
{85825} 
{85826} 
{85827} 
{85828} 
{85829} 
{85830} 
{85831} 
{85832} 
{85833} 
{85834} 
{85835} 
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{85840} 
{85841} 
{85842} 
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{85844} 
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{85852} 
{85853} 
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{85855} 
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{85864} 
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{85868} 
{85869} 
{85870} 
{85871} 
{85872} 
{85873} 
{85874} 
{85875} 
{85876} 
{85877} 
{85878} 
{85879} 
{85880} 
{85881} 
{85882} 
{85883} 
{85884} 
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{85886} 
{85887} 
{85888} 
{85889} 
{85890} 
{85891} 
{85892} 
{85893} 
{85894} 
{85895} 
{85896} 
{85897} 
{85898} 
{85899} 
{85900} 
{85901} 
{85902} 
{85903} 
{85904} 
{85905} 
{85906} 
{85907} 
{85908} 
{85909} 
{85910} 
{85911} 
{85912} 
{85913} 
{85914} 
{85915} 
{85916} 
{85917} 
{85918} 
{85919} 
{85920} 
{85921} 
{85922} 
{85923} 
{85924} 
{85925} 
{85926} 
{85927} 
{85928} 
{85929} 
{85930} 
{85931} 
{85932} 
{85933} 
{85934} 
{85935} 
{85936} 
{85937} 
{85938} 
{85939} 
{85940} 
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{85942} 
{85943} 
{85944} 
{85945} 
{85946} 
{85947} 
{85948} 
{85949} 
{85950} 
{85951} 
{85952} 
{85953} 
{85954} 
{85955} 
{85956} 
{85957} 
{85958} 
{85959} 
{85960} 
{85961} 
{85962} 
{85963} 
{85964} 
{85965} 
{85966} 
{85967} 
{85968} 
{85969} 
{85970} 
{85971} 
{85972} 
{85973} 
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{85975} 
{85976} 
{85977} 
{85978} 
{85979} 
{85980} 
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{85986} 
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{85988} 
{85989} 
{85990} 
{85991} 
{85992} 
{85993} 
{85994} 
{85995} 
{85996} 
{85997} 
{85998} 
{85999} 
{86000} 
{86001} 
{86002} 
{86003} 
{86004} 
{86005} 
{86006} 
{86007} 
{86008} 
{86009} 
{86010} 
{86011} 
{86012} 
{86013} 
{86014} 
{86015} 
{86016} 
{86017} 
{86018} 
{86019} 
{86020} 
{86021} 
{86022} 
{86023} 
{86024} 
{86025} 
{86026} 
{86027} 
{86028} 
{86029} 
{86030} 
{86031} 
{86032} 
{86033} 
{86034} 
{86035} 
{86036} 
{86037} 
{86038} 
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{86040} 
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{86046} 
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{86048} 
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{86050} 
{86051} 
{86052} 
{86053} 
{86054} 
{86055} 
{86056} 
{86057} 
{86058} 
{86059} 
{86060} 
{86061} 
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{86063} 
{86064} 
{86065} 
{86066} 
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{86068} 
{86069} 
{86070} 
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{86076} 
{86077} 
{86078} 
{86079} 
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{86087} 
{86088} 
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{86117} 
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{86135} 
{86136} 
{86137} 
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{86139} 
{86140} 
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{86175} 
{86176} 
{86177} 
{86178} 
{86179} 
{86180} 
{86181} 
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{86185} 
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{86196} 
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{86199} 
{86200} 
{86201} 
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{86203} 
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{86205} 
{86206} 
{86207} 
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{86209} 
{86210} 
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{86212} 
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{86214} 
{86215} 
{86216} 
{86217} 
{86218} 
{86219} 
{86220} 
{86221} 
{86222} 
{86223} 
{86224} 
{86225} 
{86226} 
{86227} 
{86228} 
{86229} 
{86230} Poison Save VI+
{86231} Type of Feat: Class
Prerequisite: Epic Assassin.
Specifics: The Assassins natural saving throw bonus to all poisons continues to increase by +1 for each two levels after 10th.
Use: Automatic.
{86232} Aribeth XP2 Blackguard
{86233} 
{86234} 
{86235} 
{86236} 
{86237} 
{86238} 
{86239} 
{86240} 
{86241} 
{86242} 
{86243} 
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{86245} 
{86246} 
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{86250} 
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{86254} 
{86255} 
{86256} 
{86257} 
{86258} 
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{86263} 
{86264} 
{86265} 
{86266} 
{86267} 
{86268} 
{86269} 
{86270} 
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{86272} 
{86273} 
{86274} 
{86275} 
{86276} 
{86277} 
{86278} 
{86279} 
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{86282} 
{86283} 
{86284} 
{86285} 
{86286} 
{86287} 
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{86294} 
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{86296} 
{86297} 
{86298} 
{86299} 
{86300} 
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{86305} 
{86306} 
{86307} 
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{86314} 
{86315} 
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{86336} 
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{86345} 
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{86354} 
{86355} 
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{86376} 
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{86380} 
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{86382} 
{86383} 
{86384} 
{86385} 
{86386} 
{86387} 
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{86389} 
{86390} 
{86391} 
{86392} 
{86393} 
{86394} 
{86395} 
{86396} 
{86397} 
{86398} 
{86399} 
{86400} 
{86401} 
{86402} 
{86403} 
{86404} 
{86405} 
{86406} 
{86407} 
{86408} 
{86409} 
{86410} 
{86411} 
{86412} 
{86413} 
{86414} 
{86415} 
{86416} 
{86417} 
{86418} 
{86419} 
{86420} 
{86421} 
{86422} 
{86423} 
{86424} 
{86425} 
{86426} 
{86427} 
{86428} 
{86429} 
{86430} 
{86431} 
{86432} 
{86433} 
{86434} 
{86435} 
{86436} 
{86437} 
{86438} 
{86439} 
{86440} 
{86441} 
{86442} 
{86443} 
{86444} 
{86445} 
{86446} 
{86447} 
{86448} 
{86449} 
{86450} 
{86451} 
{86452} 
{86453} 
{86454} 
{86455} 
{86456} 
{86457} 
{86458} 
{86459} 
{86460} 
{86461} 
{86462} 
{86463} 
{86464} 
{86465} 
{86466} 
{86467} 
{86468} 
{86469} 
{86470} 
{86471} 
{86472} 
{86473} 
{86474} 
{86475} 
{86476} 
{86477} 
{86478} 
{86479} 
{86480} 
{86481} 
{86482} 
{86483} 
{86484} 
{86485} 
{86486} 
{86487} 
{86488} 
{86489} 
{86490} 
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{86493} 
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{86498} 
{86499} 
{86500} 
{86501} 
{86502} 
{86503} 
{86504} 
{86505} 
{86506} 
{86507} 
{86508} 
{86509} 
{86510} 
{86511} 
{86512} 
{86513} 
{86514} 
{86515} 
{86516} 
{86517} 
{86518} 
{86519} 
{86520} 
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{86522} 
{86523} 
{86524} 
{86525} 
{86526} 
{86527} 
{86528} 
{86529} 
{86530} 
{86531} 
{86532} 
{86533} 
{86534} 
{86535} 
{86536} 
{86537} 
{86538} 
{86539} 
{86540} 
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{86548} 
{86549} 
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{86554} 
{86555} 
{86556} 
{86557} 
{86558} 
{86559} 
{86560} 
{86561} 
{86562} 
{86563} 
{86564} 
{86565} 
{86566} 
{86567} 
{86568} 
{86569} 
{86570} 
{86571} 
{86572} 
{86573} 
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{86575} 
{86576} 
{86577} 
{86578} 
{86579} 
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{86589} 
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{86596} 
{86597} 
{86598} 
{86599} 
{86600} 
{86601} 
{86602} 
{86603} 
{86604} 
{86605} 
{86606} 
{86607} 
{86608} 
{86609} 
{86610} 
{86611} 
{86612} 
{86613} 
{86614} 
{86615} 
{86616} 
{86617} 
{86618} 
{86619} 
{86620} 
{86621} 
{86622} 
{86623} 
{86624} 
{86625} 
{86626} 
{86627} 
{86628} 
{86629} 
{86630} 
{86631} 
{86632} 
{86633} 
{86634} 
{86635} 
{86636} 
{86637} 
{86638} 
{86639} 
{86640} 
{86641} 
{86642} 
{86643} 
{86644} 
{86645} 
{86646} 
{86647} 
{86648} 
{86649} 
{86650} 
{86651} 
{86652} 
{86653} 
{86654} 
{86655} 
{86656} XP2 - Theme
{86657} XP2 - Waterdeep
{86658} XP2 - Undermountain
{86659} XP2 - Rebel Camp
{86660} XP2 - Beholder Caves
{86661} XP2 - Queen of the Shattered Mirror
{86662} XP2 - Chapter 3
{86663} XP2 - Dracolich
{86664} XP2 - Battle, Small
{86665} XP2 - Battle, Medium
{86666} XP2 - Battle, Large
{86667} XP2 - Battle, Chapter 3
{86668} XP2 - Battle, Matron
{86669} XP2 - Battle, Final
{86670} Random Walk
{86671} Adamantine Full Plate Armor
{86672} Adamantine Helmet
{86673} Armor made from adamantine is extremely resistant and durable, granting it a +2 natural AC bonus. 
{86674} Adamantine Chainmail
{86675} You run out of gold while crafting!
{86676} Pain wracks your body... your attempt at manipulating the machine has failed.
{86677} Despite your death, the Seer's army was quickly overwhelmed. The Valsharess has no further use for you.
{86678} 
{86679} Golem Slam
{86680} Immortal 
{86681} 
{86682} Demonflesh Golem Properties
{86683} <CUSTOM0> : Successfully saved versus Devastating Critical
{86684} 
{86685} 
{86686} 
{86687} 
{86688} 
{86689} 
{86690} 
{86691} 
{86692} 
{86693} 
{86694} 
{86695} 
{86696} 
{86697} 
{86698} 
{86699} 
{86700} 
{86701} 
{86702} 
{86703} 
{86704} 
{86705} 
{86706} 
{86707} 
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{86775} Armor made from mithral is very light and has a reduced chance for arcane spell failure compared to a standard armor of the same type.

{86776} Mithral Shirt
{86777} Mithral Chainmail
{86778} Faerûn is a huge continent located on the world of Toril.
{86779} The magically enhanced drow piwafi cloak is one of the most important accoutrements of a drow's possession. Even the most common of these cloaks carries a most powerful enchantment to protect its wearer. All drow long to own a piwafi; though, only those who have proven themselves useful, or who come from rich, powerful families can afford to own one.
{86780} This nearly transparent cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creature and trash.
{86781} Activate Item (Touch)
{86782} Wounded
{86783} Epic Superior Weapon Focus
{86784} Type of Feat: Class
Prerequisite: Weapon of Choice, Epic Weapon Master.
Specifics: The Weapon Master gains a +1 bonus to all attack rolls with their weapon of choice at 13th level and every three levels afterwards. This bonus stacks with the Weapon Master's Superior Weapon Focus feat.
Use: Automatic.
{86785} The first known creation of this type was by a powerful devil, Maligothez, who stripped the flesh from an enemy demon, Llargash. Maligothez bound his rival's flesh to the bones of a troll and then animated them, creating a powerful construct of pure malevolence. Although Maligothez was eventually destroyed by rival devils, his creation survived his death and killed most of its master's attackers with a ferocity that impressed all devil-kin. The creation of other, similar constructs has become something akin to a sport on certain levels of hell. 
{86786} Potion bottles can be used by characters with the brew potion feat to create magical potions of any beneficial spell of 3rd level or lower that can be targeted on the caster. In order to create a magical potion, the caster needs to target the bottle with the spell he wants to brew a potion of.
{86787} Blank scrolls can be used by characters with the scribe scroll feat to create magical scrolls of spells they know. In order to scribe a scroll, the character needs to target the blank scroll with the spell he wants to scribe onto the scroll.
{86788} Bone wands can be used by characters with the craft wand feat to create magical wands of any targeted spell of 4th level or lower.  
In order to craft a magical wand, the caster needs to target the wand with the spell he wants to craft into the wand.
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{86874} 
{86875} Please insert the Neverwinter Nights : Hordes of the Underdark disc.

{86876} <CUSTOM0> strikes with undead arm.
{86877} 
{86878} 
{86879} 
{86880} 
{86881} Use the Relic of the Reaper to place binding locations that you can teleport to. This makes moving around easier, but each binding consumes a Rogue Stone. 
{86882} Look in the Pool of Lost Souls in the Reaper's realm for items left or dropped by henchmen who are no longer with you.
{86883} After hiring a henchman or gaining a level you should rest, to refresh yours and theirs abilities.
{86884} If you have less than AC 30, you are going to die in combat. Often.
{86885} Your henchmen may look cute in their skivvies, but please put armor on them. They will live longer.
{86886} Spell Mantle and similar spells are useful in that they make you virtually untouchable by enemy spell-casters.
{86887} The enemy will use invisibility to hide themselves and buff up. Be prepared to counter them with Dispel Magic, See Invisibility or True Seeing.
{86888} Your henchmen have a variety of abilities. Please consult their character sheets to view the list of their current skills and feats, so that you may equip them with the weapons that they will use most effectively.
{86889} Wearing a helmet when fighting Illithids will make it harder for them to use their deadly Extract Brain attack.
{86890} An intricate outline of a dragon is etched on the surface of this obviously magical container.
{86891} 
{86892} Pseudodragon
{86893} Pseudodragons resemble miniature red dragons, but are red-brown in color rather than deep-red.  They have fine scales and sharp horns and teeth.  A pseudodragon's tail is about 2 feet long (twice as long as its body), barbed, and very flexible.
{86894} This magic bow has a bonus to attack. As well, it allows the wielder to add part of his strength modifier to the damage dealt.
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{89354} 
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{89363} 
{89364} 
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{89366} 
{89367} 
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{89373} 
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{89375} 
{89376} 
{89377} 
{89378} 
{89379} 
{89380} 
{89381} 
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{89383} 
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{89385} 
{89386} 
{89387} 
{89388} 
{89389} 
{89390} 
{89391} 
{89392} 
{89393} 
{89394} 
{89395} 
{89396} 
{89397} 
{89398} 
{89399} 
{89400} 
{89401} 
{89402} 
{89403} 
{89404} 
{89405} 
{89406} 
{89407} 
{89408} 
{89409} 
{89410} 
{89411} 
{89412} 
{89413} 
{89414} 
{89415} 
{89416} 
{89417} 
{89418} 
{89419} 
{89420} 
{89421} 
{89422} 
{89423} 
{89424} 
{89425} 
{89426} 
{89427} 
{89428} 
{89429} 
{89430} 
{89431} 
{89432} 
{89433} 
{89434} 
{89435} 
{89436} 
{89437} 
{89438} 
{89439} 
{89440} 
{89441} 
{89442} 
{89443} 
{89444} 
{89445} 
{89446} 
{89447} 
{89448} 
{89449} 
{89450} 
{89451} 
{89452} 
{89453} 
{89454} 
{89455} 
{89456} 
{89457} 
{89458} 
{89459} 
{89460} 
{89461} 
{89462} 
{89463} 
{89464} 
{89465} 
{89466} 
{89467} 
{89468} 
{89469} 
{89470} 
{89471} 
{89472} 
{89473} 
{89474} 
{89475} 
{89476} 
{89477} 
{89478} 
{89479} 
{89480} 
{89481} 
{89482} 
{89483} 
{89484} 
{89485} 
{89486} 
{89487} 
{89488} 
{89489} 
{89490} 
{89491} 
{89492} 
{89493} 
{89494} 
{89495} 
{89496} 
{89497} 
{89498} 
{89499} 
{89500} 
{89501} 
{89502} 
{89503} 
{89504} 
{89505} 
{89506} 
{89507} 
{89508} 
{89509} 
{89510} 
{89511} 
{89512} 
{89513} 
{89514} 
{89515} 
{89516} 
{89517} 
{89518} 
{89519} 
{89520} 
{89521} 
{89522} 
{89523} 
{89524} 
{89525} 
{89526} 
{89527} 
{89528} 
{89529} 
{89530} 
{89531} 
{89532} 
{89533} 
{89534} 
{89535} 
{89536} 
{89537} 
{89538} 
{89539} 
{89540} 
{89541} 
{89542} 
{89543} 
{89544} 
{89545} 
{89546} 
{89547} 
{89548} 
{89549} 
{89550} 
{89551} 
{89552} 
{89553} 
{89554} 
{89555} 
{89556} 
{89557} 
{89558} 
{89559} 
{89560} 
{89561} 
{89562} 
{89563} 
{89564} 
{89565} 
{89566} 
{89567} 
{89568} 
{89569} 
{89570} 
{89571} 
{89572} 
{89573} 
{89574} 
{89575} 
{89576} 
{89577} 
{89578} 
{89579} 
{89580} 
{89581} 
{89582} 
{89583} 
{89584} 
{89585} 
{89586} 
{89587} 
{89588} 
{89589} 
{89590} 
{89591} 
{89592} 
{89593} 
{89594} 
{89595} 
{89596} 
{89597} 
{89598} 
{89599} 
{89600} 
{89601} 
{89602} 
{89603} 
{89604} 
{89605} 
{89606} 
{89607} 
{89608} 
{89609} 
{89610} 
{89611} 
{89612} 
{89613} 
{89614} 
{89615} 
{89616} 
{89617} 
{89618} 
{89619} 
{89620} 
{89621} 
{89622} 
{89623} 
{89624} 
{89625} 
{89626} 
{89627} 
{89628} 
{89629} 
{89630} 
{89631} 
{89632} 
{89633} 
{89634} 
{89635} 
{89636} 
{89637} 
{89638} 
{89639} 
{89640} 
{89641} 
{89642} 
{89643} 
{89644} 
{89645} 
{89646} 
{89647} 
{89648} 
{89649} 
{89650} 
{89651} 
{89652} 
{89653} 
{89654} 
{89655} 
{89656} 
{89657} 
{89658} 
{89659} 
{89660} 
{89661} 
{89662} 
{89663} 
{89664} 
{89665} 
{89666} 
{89667} 
{89668} 
{89669} 
{89670} 
{89671} 
{89672} 
{89673} 
{89674} 
{89675} 
{89676} 
{89677} 
{89678} 
{89679} 
{89680} 
{89681} 
{89682} 
{89683} 
{89684} 
{89685} 
{89686} 
{89687} 
{89688} 
{89689} 
{89690} 
{89691} 
{89692} 
{89693} 
{89694} 
{89695} 
{89696} 
{89697} 
{89698} 
{89699} 
{89700} 
{89701} 
{89702} 
{89703} 
{89704} 
{89705} 
{89706} 
{89707} 
{89708} 
{89709} 
{89710} 
{89711} 
{89712} 
{89713} 
{89714} 
{89715} 
{89716} 
{89717} 
{89718} 
{89719} 
{89720} 
{89721} 
{89722} 
{89723} 
{89724} 
{89725} 
{89726} 
{89727} 
{89728} 
{89729} 
{89730} 
{89731} 
{89732} 
{89733} 
{89734} 
{89735} 
{89736} 
{89737} 
{89738} 
{89739} 
{89740} 
{89741} 
{89742} 
{89743} 
{89744} 
{89745} 
{89746} 
{89747} 
{89748} 
{89749} 
{89750} 
{89751} 
{89752} 
{89753} 
{89754} 
{89755} 
{89756} 
{89757} 
{89758} 
{89759} 
{89760} 
{89761} 
{89762} 
{89763} 
{89764} 
{89765} 
{89766} 
{89767} 
{89768} 
{89769} 
{89770} 
{89771} 
{89772} 
{89773} 
{89774} 
{89775} 
{89776} 
{89777} 
{89778} 
{89779} 
{89780} 
{89781} 
{89782} 
{89783} 
{89784} 
{89785} 
{89786} 
{89787} 
{89788} 
{89789} 
{89790} 
{89791} 
{89792} 
{89793} 
{89794} 
{89795} 
{89796} 
{89797} 
{89798} 
{89799} 
{89800} 
{89801} 
{89802} 
{89803} 
{89804} 
{89805} 
{89806} 
{89807} 
{89808} 
{89809} 
{89810} 
{89811} 
{89812} 
{89813} 
{89814} 
{89815} 
{89816} 
{89817} 
{89818} 
{89819} 
{89820} 
{89821} 
{89822} 
{89823} 
{89824} 
{89825} 
{89826} 
{89827} 
{89828} 
{89829} 
{89830} 
{89831} 
{89832} 
{89833} 
{89834} 
{89835} 
{89836} 
{89837} 
{89838} 
{89839} 
{89840} 
{89841} 
{89842} 
{89843} 
{89844} 
{89845} 
{89846} 
{89847} 
{89848} 
{89849} 
{89850} 
{89851} 
{89852} 
{89853} 
{89854} 
{89855} 
{89856} 
{89857} 
{89858} 
{89859} 
{89860} 
{89861} 
{89862} 
{89863} 
{89864} 
{89865} 
{89866} 
{89867} 
{89868} 
{89869} 
{89870} 
{89871} 
{89872} 
{89873} 
{89874} 
{89875} 
{89876} 
{89877} 
{89878} 
{89879} 
{89880} 
{89881} 
{89882} 
{89883} 
{89884} 
{89885} 
{89886} 
{89887} 
{89888} 
{89889} 
{89890} 
{89891} 
{89892} 
{89893} 
{89894} 
{89895} 
{89896} 
{89897} 
{89898} 
{89899} 
{89900} 
{89901} 
{89902} 
{89903} 
{89904} 
{89905} 
{89906} 
{89907} 
{89908} 
{89909} 
{89910} 
{89911} 
{89912} 
{89913} 
{89914} 
{89915} 
{89916} 
{89917} 
{89918} 
{89919} 
{89920} 
{89921} 
{89922} 
{89923} 
{89924} 
{89925} 
{89926} 
{89927} 
{89928} 
{89929} 
{89930} 
{89931} 
{89932} 
{89933} 
{89934} 
{89935} 
{89936} 
{89937} 
{89938} 
{89939} 
{89940} 
{89941} 
{89942} 
{89943} 
{89944} 
{89945} 
{89946} 
{89947} 
{89948} 
{89949} 
{89950} 
{89951} 
{89952} 
{89953} 
{89954} 
{89955} 
{89956} 
{89957} 
{89958} 
{89959} 
{89960} 
{89961} 
{89962} 
{89963} 
{89964} 
{89965} 
{89966} 
{89967} 
{89968} 
{89969} 
{89970} 
{89971} 
{89972} 
{89973} 
{89974} 
{89975} 
{89976} 
{89977} 
{89978} 
{89979} 
{89980} 
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{89983} 
{89984} 
{89985} 
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{89988} 
{89989} 
{89990} 
{89991} 
{89992} 
{89993} 
{89994} 
{89995} 
{89996} 
{89997} 
{89998} 
{89999} 
{90000} 
{90001} 
{90002} 
{90003} 
{90004} 
{90005} 
{90006} 
{90007} 
{90008} 
{90009} 
{90010} 
{90011} 
{90012} 
{90013} 
{90014} 
{90015} 
{90016} 
{90017} 
{90018} 
{90019} 
{90020} 
{90021} 
{90022} 
{90023} 
{90024} 
{90025} 
{90026} 
{90027} 
{90028} 
{90029} 
{90030} 
{90031} 
{90032} 
{90033} 
{90034} 
{90035} 
{90036} 
{90037} 
{90038} 
{90039} 
{90040} 
{90041} 
{90042} 
{90043} 
{90044} 
{90045} 
{90046} 
{90047} 
{90048} 
{90049} 
{90050} 
{90051} 
{90052} 
{90053} 
{90054} 
{90055} 
{90056} 
{90057} 
{90058} 
{90059} 
{90060} 
{90061} 
{90062} 
{90063} 
{90064} 
{90065} 
{90066} 
{90067} 
{90068} 
{90069} 
{90070} 
{90071} 
{90072} 
{90073} 
{90074} 
{90075} 
{90076} 
{90077} 
{90078} 
{90079} 
{90080} 
{90081} 
{90082} 
{90083} 
{90084} 
{90085} 
{90086} 
{90087} 
{90088} 
{90089} 
{90090} 
{90091} 
{90092} 
{90093} 
{90094} 
{90095} 
{90096} 
{90097} 
{90098} 
{90099} 
{90100} 
{90101} 
{90102} 
{90103} 
{90104} 
{90105} 
{90106} 
{90107} 
{90108} 
{90109} 
{90110} 
{90111} 
{90112} 
{90113} 
{90114} 
{90115} 
{90116} 
{90117} 
{90118} 
{90119} 
{90120} 
{90121} 
{90122} 
{90123} 
{90124} 
{90125} 
{90126} 
{90127} 
{90128} 
{90129} 
{90130} 
{90131} 
{90132} 
{90133} 
{90134} 
{90135} 
{90136} 
{90137} 
{90138} 
{90139} 
{90140} 
{90141} 
{90142} 
{90143} 
{90144} 
{90145} 
{90146} 
{90147} 
{90148} 
{90149} 
{90150} 
{90151} 
{90152} 
{90153} 
{90154} 
{90155} 
{90156} 
{90157} 
{90158} 
{90159} 
{90160} 
{90161} 
{90162} 
{90163} 
{90164} 
{90165} 
{90166} 
{90167} 
{90168} 
{90169} 
{90170} 
{90171} 
{90172} 
{90173} 
{90174} 
{90175} 
{90176} 
{90177} 
{90178} 
{90179} 
{90180} 
{90181} 
{90182} 
{90183} 
{90184} 
{90185} 
{90186} 
{90187} 
{90188} 
{90189} 
{90190} 
{90191} 
{90192} 
{90193} 
{90194} 
{90195} 
{90196} 
{90197} 
{90198} 
{90199} 
{90200} 
{90201} 
{90202} 
{90203} 
{90204} 
{90205} 
{90206} 
{90207} 
{90208} 
{90209} 
{90210} 
{90211} 
{90212} 
{90213} 
{90214} 
{90215} 
{90216} 
{90217} 
{90218} 
{90219} 
{90220} 
{90221} 
{90222} 
{90223} 
{90224} 
{90225} 
{90226} 
{90227} 
{90228} 
{90229} 
{90230} 
{90231} 
{90232} 
{90233} 
{90234} 
{90235} 
{90236} 
{90237} 
{90238} 
{90239} 
{90240} 
{90241} 
{90242} 
{90243} 
{90244} 
{90245} 
{90246} 
{90247} 
{90248} 
{90249} 
{90250} 
{90251} 
{90252} 
{90253} 
{90254} 
{90255} 
{90256} 
{90257} 
{90258} 
{90259} 
{90260} 
{90261} 
{90262} 
{90263} 
{90264} 
{90265} 
{90266} 
{90267} 
{90268} 
{90269} 
{90270} 
{90271} 
{90272} 
{90273} 
{90274} 
{90275} 
{90276} 
{90277} 
{90278} 
{90279} 
{90280} 
{90281} 
{90282} 
{90283} 
{90284} 
{90285} 
{90286} 
{90287} 
{90288} 
{90289} 
{90290} 
{90291} 
{90292} 
{90293} 
{90294} 
{90295} 
{90296} 
{90297} 
{90298} 
{90299} 
{90300} 
{90301} 
{90302} 
{90303} 
{90304} 
{90305} 
{90306} 
{90307} 
{90308} 
{90309} 
{90310} 
{90311} 
{90312} 
{90313} 
{90314} 
{90315} 
{90316} 
{90317} 
{90318} 
{90319} 
{90320} 
{90321} 
{90322} 
{90323} 
{90324} 
{90325} 
{90326} 
{90327} 
{90328} 
{90329} 
{90330} 
{90331} 
{90332} 
{90333} 
{90334} 
{90335} 
{90336} 
{90337} 
{90338} 
{90339} 
{90340} 
{90341} 
{90342} 
{90343} 
{90344} 
{90345} 
{90346} 
{90347} 
{90348} 
{90349} 
{90350} 
{90351} 
{90352} 
{90353} 
{90354} 
{90355} 
{90356} 
{90357} 
{90358} 
{90359} 
{90360} 
{90361} 
{90362} 
{90363} 
{90364} 
{90365} 
{90366} 
{90367} 
{90368} 
{90369} 
{90370} 
{90371} 
{90372} 
{90373} Azer
{90374} Beholder Mage
{90375} Volkarion
{90376} Arsetis
{90377} This powerful humanoid is a djinn, summoned from the outer planes by its master.
{90378} Prismatic Dragon
{90379} Ancient Shadow Dragon
{90380} Drider Chief
{90381} Drider Wizard
{90382} Drow Slave
{90383} Drow Wizard
{90384} Duergar Slave
{90385} Duergar Chief
{90386} Erinyes
{90387} Unlike other devils, erinyes appear attractive to humans, resembling very comely women except for their huge feathery wings and sinister eyes.
{90388} Female Drider
{90389} Drider Cleric
{90390} Eyeball Familiar
{90391} Mithral Golem
{90392} Adamantine Golem
{90393} Huge Iron Golem
{90394} Drow Rogue
{90395} Drow Warrior
{90396} Drow Mage
{90397} Drow Priestess
{90398} Duergar Warrior
{90399} Duergar Rogue
{90400} Duergar Mage
{90401} Duergar Priestess
{90402} Mind Flayer Darkener
{90403} Mind Flayer
{90404} Ulitharid
{90405} Mind Flayer Venerator
{90406} Black Blade of Disaster
{90407} This magical weapon was summoned by the black blade of disaster spell.
{90408} Summoned Skeleton Blackguard
{90409} Summoned Greater Bodak
{90410} Summoned Red Dragon
{90411} Summoned Epic Shadow Lord
{90412} This shadow was summoned by a powerful shadowdancer.
{90413} Shelgarn's Persistent Blade
{90414} This blade was summoned via a spell.
{90415} Summoned Ghoul King
{90416} Summoned Lich
{90417} Summoned Lich Lord
{90418} Summoned Alhoon
{90419} Summoned Alhoon Elder
{90420} Summoned Lesser Demilich
{90421} Summoned Mummy
{90422} Summoned Warrior Lord
{90423} Summoned Spectre
{90424} Tynan the Drider
{90425} Tynan the Goblin
{90426} Summoned Vampire Rogue
{90427} Summoned Vampire Mage
{90428} Summoned Epic Vrock
{90429} This vrock serves a powerful blackguard.
{90430} Black Slaad
{90431} White Slaad
{90432} Bebilith
{90433} Svirfneblin
{90434} Mindflayer Tentacle
{90435} Mask of Death
{90436} Composite Longbow +4
{90437} This magic bow has a bonus to attack. As well, it allows the wielder to add part of his strength modifier to the damage dealt.
{90438} Composite Longbow +5
{90439} Composite Shortbow +4
{90440} Composite Shortbow +5
{90441} Badger Animal Companion Hide Level 21
{90442} Badger Animal Companion Hide Level 25
{90443} Badger Animal Companion Hide Level 30
{90444} Badger Animal Companion Hide Level 35
{90445} Badger Animal Companion Hide Level 40
{90446} Drow Large Shield +2
{90447} Drow Large Shield +3
{90448} Drow Large Shield +5
{90449} Drow Helm
{90450} Duergar Helm
{90451} Helm of the Stranger
{90452} Mask of the Skull
{90453} A recent decision by Archmage Szass Tam has led to the creation of these masks, which all necromancers in the borders of Thay are required to wear. Those wearing the mask have access to powerful magics, but are also subject to Tam's control. Any wizard caught practicing necromancy while not wearing such a mask is killed and turned into a ghoul to serve Tam in death better than they did in life.
{90454} Spellchain
{90455} Drow spellswords often wear this light armor. It is formed of an unusual, lightweight metal, that makes the armor more flexible. These properties reduce the difficulty for arcane spellcasters to cast spells while wearing these suits.
{90456} Full Plate +6
{90457} Large Shield +6
{90458} Large Shield +7
{90459} Shield of Prator
{90460} Dethin Prator was a hero of Unther, who led one of the most successful uprisings against the new Magocracy, run by the Mulhorandi conquerors.  His rebellion lasted two months, during which time his army swelled to total over 1500 men. His army came to the attention of a dissatisfied Unther mage, who began to supply his army with magical assistance, including this shield. When the army was finally destroyed, Prator was found dead, but his shield was gone.
{90461} Chaos Shield
{90462} Small Shield +6
{90463} Small Shield +7
{90464} Tower Shield +6
{90465} Tower Shield +7
{90466} Bulwark of the Great Dragon
{90467} Darson the master smith constructed this mighty shield out of the bones and scales of an ancient wyrm. While Darson, never afraid of bragging, claims he slew the beast himself, few believe it. Most likely he came upon the corpse of the great beast and salvaged what he could. Whatever the truth may be, the protections on this shield are formidable enough to please the bravest of knights.
{90468} Lathar's Last Belt
{90469} Lathar was a wizard of little renown who thought himself worthy to test a powerful archmage in a magical duel. Knowing his rival's penchant for death magic, Lathar crafted this special belt to grant himself immunity against such wizardry. 
The day of the duel came and the two wizards squared off against each other. The archmage flung nasty fingers of death and invoked powerful power word kills left and right and all the while Lathar laughed. 
"Do your worst!" Lathar said, mocking his rival.
The archmage frowned. Then with a clever smile he snapped his fingers and summoned forth a dire bear which promptly swallowed poor Lathar in just one bite. 

{90470} Fiendforged Plate
{90471} This malevolent armor tingles as you run your hand over it. It is not uncommon for lesser devils or demons to be bound by a higher entity into armor or weapons. One such servant of evil is trapped within this finely forged armor and his will is now bound to the wearer of this armor. He is able to anticipate the wearer's movements, decreasing the chance of arcane spell failure.
{90472} Souldrinker's Sire
{90473} Thirsting for fresh blood, usually only a warrior intent on death and destruction wields such an evil blade. Some warriors claiming to be doing good have attempted to master the souldrinker and use it for noble purposes, but more often than naught, they are found surrounded by carnage and death too horrible to bear. One such warrior was found in a cathedral, surrounded by the corpses of priests and resting on the end of his own blade, where he had thrown himself in a fit of guilt.
{90474} Cleric's Robe
{90475} Armor of Faith
{90476} The silver in this armor seems to shine with a soothing light.
{90477} Created in a forge blessed by unknown gods to match the resolve shown by the wearer this armor almost glows with its own light. Worn by zealots and kings it is a symbol of the righteous and the bold.
{90478} Bindings of Blood
{90479} This clothing is worn only by warriors of exceptional skill, who survive by agility and luck. Anyone wearing this armor is extremely difficult to hold in one place and is able to move more swiftly than is natural.
{90480} Casiel's Soul
{90481} There is something unwholesome in the black spikes and muted glint of this armor that is disturbing.
{90482} The plates of blackened steel are fashioned with a slaver's cruelty to fit only those who seek the foul things of the world. This armor was known to be worn by Lord Casiel the Vile in his campaign against the Purple Dragon Knights of Cormyr. Upon Lord Casiel's death the armor was said to be destroyed.
{90483} Dancer's Silhouette
{90484} A collection of dark hardened leather held together with soft joints and cushioned padding.
{90485} This armor was created to allow for quiet workwhile still affording protection against a dagger in the back. Movement in this armor is utterly silent due to the ingenious construction of the joints and links holding the pieces together.
{90486} Fletcher's Friend
{90487} A delicate set of armor that has been made for a specific occupation.
{90488} There is no doubt this delicate suit of armor is made by the skilled hands of the Elves. 
It is specifically designed to add modest protection to the warriors that have fused the arcane ways of magic with the deadly work of the bowman. Each piece is fashioned to afford protection without sacrificing any movement required for the art of the bow.

{90489} Last Words
{90490} A set of dark clothing that fits snugly over the skin.
{90491} This is the uniform of the assassin elite. Only one very sure of his abilities would even dare to wear such a costume in public. Most will not recognize this mark of a trained and professional killer but those who do will heed its message.
{90492} Shiver-ring
{90493} This ring is warm to the touch. When worn it will accelerate the body's natural  warming process. This increase in shivering makes the character a little more clumsy and also weakens their constitution. However, the ring keeps out all but the coldest cold, so the side-effects of wearing it may sometimes be worthwhile.
{90494} Robes of the Dark Maiden
{90495} The members of the Order of the Dark Maiden are devoted to the service of the Drow goddess Eilistraee.  The monks of the Order promote peace and harmony between the Drow race and the races of the surface world, but will repond to evil with swift and deadly action.
{90496} Shifter Tunic
{90497} This clothing would afford little protect and seems to be designed for some specific purpose.
{90498} The blood of the wild runs through the veins of those that would wear this unassuming clothing. The crack of bones and the sliding of flesh is the common state for one who can assume any shape of nature and clothing is of little value.
{90499} The Gilded Defender
{90500} This is a very finely crafted suit of armor with inlays of gold and brass.
{90501} The ring of metal against metal seems to cling to this ornate suit of the very finest armor. Hammered into the most intricate of shapes by the finest dwarven smiths this armor speaks of the dwarven cultures most honored companions: the Defenders. None shall pass their shield wall, and none shall withstand their charge.
{90502} The Iron Skeleton
{90503} This armor seems to be a collection of metal bones over leather.
{90504} It is not clear what darkness possessed the talented smith who created this unsettling armor. The steel seems to slither along the wearer's limbs; reshaping itself into a new suit with each new wearer. It acts as protection against the darkness but also seems to call to the shadows themselves.
{90505} Volkarion's Robe
{90506} Fists of Balance
{90507} An old legend tells of an order of monks who lived within a castle of ice submerged beneath a sea of fire, a symbol of balance and stability within a chaotic world. Though many have searched for this fabled contradiction, for the most part, only rumors have been recovered. Yet a few crazed adventurers have stumbled into this tavern or that tavern clutching a pair of these gloves -- keeping the legend from fading away and the curious searching for the elusive order.
{90508} Lichskull
{90509} Hans Kludgen spent his life assisting the arch-mage Cledos. He traveled for many years across the world to hunt for arcane components to assist Cledos in the wizard's many rituals. Cledos rewarded Hans one fateful day by decapitating the faithful assistant and through a rare ritual, transformed the half-orc's skull into this powerful helmet. Hans -- always the dutiful assistant -- had delivered his final components to his master.
{90510} The Regal
{90511} This bronze helm was last worn by a hero of little fame who led a crusade into the Underdark. His goal? To eliminate the drow. His mission sadly failed, the hero lies in an unmarked grave. His helmet was taken as a trophy by the drow who slaughtered him.
{90512} Platinum Helm
{90513} This helmet hums with electrical energy. Capable of absorbing and discharging energy, this helmet is unpredictable, but when used properly, very powerful. 
{90514} Crown of Thorns
{90515} A demon with no name crafted this macabre helmet from the flesh of a planetar he slew. It still pulsates with the blood of that long dead planetar. 
{90516} Lesser Ioun Stone: Blue
{90517} This flawless gem radiates strong magic and seems to glow from within. The exact nature of the gem's enchantment remains a mystery.
{90518} Ioun stones are well known to possess different powers depending upon their color.  When activated they orbit around the head of their owner.  Only 1 lesser ioun stone may be activated at a time. The blue ioun stone increases your wisdom by 2 while active.
{90519} Lesser Ioun Stone: Deep Red
{90520} Ioun stones are well known to possess different powers depending upon their color.  When activated they orbit around the head of their owner.  Only 1 lesser ioun stone may be activated at a time. The deep red ioun stone increases your dexterity by 2 while active.
{90521} Lesser Ioun Stone: Dusty Rose
{90522} Ioun stones are well known to possess different powers depending upon their color.  When activated they orbit around the head of their owner.  Only 1 lesser ioun stone may be activated at a time. The dusty rose ioun stone increases your AC by 1 while active.
{90523} Lesser Ioun Stone: Pale Blue
{90524} Ioun stones are well known to possess different powers depending upon their color.  When activated they orbit around the head of their owner.  Only 1 lesser ioun stone may be activated at a time. The pale blue ioun stone increases your strength by 2 for while active.
{90525} Lesser Ioun Stone: Pink and Green
{90526} Ioun stones are well known to possess different powers depending upon their color.  When activated they orbit around the head of their owner.  Only one lesser ioun stone may be activated at a time. The pink and green ioun stone increases your charisma by two while active.
{90527} Lesser Ioun Stone: Pink
{90528} Ioun stones are well known to possess different powers depending upon their color.  When activated they orbit around the head of their owner.  Only one ioun stone may be activated at a time. The pink ioun stone increases your constitution by two while active.
{90529} Lesser Ioun Stone: Scarlet and Blue
{90530} Ioun stones are well known to possess different powers depending upon their color.  When activated they orbit around the head of their owner.  Only one lesser ioun stone may be activated at a time. The scarlet and blue ioun stone increases your intelligence by two while active.
{90531} Adamantine Helm
{90532} Adamantine Full Plate 
{90533} Beholder Properties
{90534} This is a blank scroll of the kind spellcasters use to scribe magic scrolls.

A character with the Scribe Scroll feat can cast a spell on this scroll to create a magic scroll of that spell. Creating a scroll costs gold pieces based on the relative power of the spell. Scrolls containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Any arcane or divine spell of any level may be placed on a scroll. Warlock invocations cannot be placed on scrolls.

{90535} Magical Potion Bottle
{90536} Bar of Adamantine
{90537} This incredibly rare metal is usually found deep beneath the surface and is as dark as the skin of those who mine it.
{90538} Bolt of Cloth
{90539} This bolt of cloth holds enough material to make a set of clothing.
{90540} Bar of Iron
{90541} Melted down and poured into shape, iron is used to make many weapon and armor components.
{90542} Ironwood Planks
{90543} This very hard and dense wood is used to create shields, quaterstaves and various other crafting components.
{90544} A tanned hide such as this is used to make light armor and various weapon components such as bowstrings.
{90545} Bar of Mithral
{90546} Very light but strong, mithral is usually found worked into the best weapons and armor.
{90547} Plank of Oak Wood
{90548} Oak is a very strong and durable wood, that can be used to create weapons such as clubs or weapon parts such as the body of a crossbow.
{90549} Bar of Steel
{90550} Steel is a combination of metals, much stronger than iron. Most weapon and armor components of made of it.
{90551} Epic Vampire Bite
{90552} Dracolich Properties
{90553} Mimic Properties
{90554} Risen Lord Properties
{90555} Epic Vampire Properties
{90556} Baatezu Properties
{90557} Minor Demilich Properties
{90558} Demilich Properties
{90559} Drider Properties
{90560} Elder Mind Flayer Properties
{90561} Erinyes Properties
{90562} Slam 1d6+4 (+1d6 Acid + Paralyze)
{90563} Huge Iron Golem Properties
{90564} Bebilith Properties
{90565} Epic Drider Properties
{90566} Deep Rothe Properties
{90567} Azer Properties
{90568} Mind Flayer Properties
{90569} Alhoon Properties
{90570} Pit Fiend Properties
{90571} Mithral Golem Properties
{90572} Adamantine Golem Properties
{90573} Prismatic Dragon Properties
{90574} White Slaad Properties
{90575} Black Slaad Properties
{90576} Shadow Dragon Properties
{90577} Spider Demon Properties
{90578} Svirfneblin Properties
{90579} Bat FM HD 25 Properties
{90580} Bat FM HD 30 Properties
{90581} Fire Mephit FM HD 25 Properties
{90582} Fire Mephit FM HD 30 Properties
{90583} Giant Spider Companion HD 15 Properties
{90584} Hawk Companion HD 20 Properties
{90585} Hawk Companion HD 30 Properties
{90586} Ice Mephit FM HD 25 Properties
{90587} Ice Mephit FM HD 30 Properties
{90588} Imp FM HD 25 Properties
{90589} Imp FM HD 30 Properties
{90590} Hawk Companion HD 35 Properties
{90591} Hawk Companion HD 40 Properties
{90592} Raven/Faerie FM HD 35 Properties
{90593} Raven/Faerie FM HD 40 Properties
{90594} Summoned Dragon Knight Properties
{90595} Epic Manticore Properties
{90596} Shifter Mithral Golem Form Properties
{90597} Katana of the Mummylord
{90598} Paragon Hide Properties
{90599} Paragon Attack
{90600} Epic Vampire Claw
{90601} Summoned Battle Horror Sword
{90602} Azer Flaming Waraxe +5
{90603} Icy Blade
{90604} Dracolich Claw
{90605} Slam2d4
{90606} Slam4d10
{90607} Slam6d10
{90608} Slam4d6
{90609} Spider Demon Bite
{90610} Bebilith Claw
{90611} Demilich Slam
{90612} Dracolich Special Attack
{90613} Drider Bite
{90614} Flaming Light Crossbow 
{90615} Magic
{90616} Kobold Commando Sword
{90617} Elder Mindflayer Tentacle
{90618} Mimic Slam
{90619} Gore1d3
{90620} Imp Familiar Stinger Level 15
{90621} Imp Familiar Stinger Level 20
{90622} Imp Familiar Stinger Level 25
{90623} Imp Familiar Stinger Level 30
{90624} Pseudodragon Familiar Stinger Level 15
{90625} Pseudodragon Familiar Stinger Level 20
{90626} Pseudodragon Familiar Stinger Level 25
{90627} Pseudodragon Familiar Stinger Level 30
{90628} Imp Familiar Stinger Level 35
{90629} Imp Familiar Stinger Level 40
{90630} Pseudodragon Familiar Stinger Level 35
{90631} Pseudodragon Familiar Stinger Level 40
{90632} Rakshasa Crossbow
{90633} Dracolich Bite
{90634} Pit Fiend Bite
{90635} Bite4d8
{90636} White Slaad Bite
{90637} Black Slaad Bite
{90638} Bat Familiar Bite level 15
{90639} Bat Familiar Bite level 20
{90640} Bat Familiar Bite level 25
{90641} Bat Familiar Bite level 30
{90642} Brown Bear Companion Bite level 21
{90643} Brown Bear Companion Bite level 25
{90644} Brown Bear Companion Bite level 30
{90645} Dire Boar / Dire Wolf Companion Bite level 21
{90646} Dire Boar Companion Bite level 25
{90647} Dire Boar Companion Bite level 30
{90648} Dire Rat Animal Companion level 25 Bite
{90649} Dire Rat Animal Companion level 30 Bite
{90650} Dire Wolf Companion level 25 Bite
{90651} Dire Wolf Companion level 30 Bite
{90652} Faerie Dragon Familiar Bite Level 15
{90653} Faerie Dragon Familiar Bite Level 20
{90654} Faerie Dragon Familiar Bite Level 25
{90655} Faerie Dragon Familiar Bite Level 30
{90656} Giant Spider Companion Bite Level 15
{90657} Giant Spider Companion Bite Level 20
{90658} Giant Spider Companion Bite Level 25
{90659} Giant Spider Companion Bite Level 30
{90660} Hell Hound Familiar Bite Level 15
{90661} Hell Hound Familiar Bite Level 20
{90662} Hell Hound Familiar Bite Level 25
{90663} Hell Hound Familiar Bite Level 30
{90664} Panther Companion Bite Level 20
{90665} Panther Companion Bite Level 25
{90666} Panther Companion Bite Level 30
{90667} Panther Familiar Bite Level 15
{90668} Panther Familiar Bite Level 20
{90669} Panther Familiar Bite Level 25
{90670} Panther Familiar Bite Level 30
{90671} Wolf Companion Bite Level 21
{90672} Wolf Companion Bite Level 26
{90673} Wolf Companion Bite Level 31
{90674} Badger Companion Bite Level 21
{90675} Badger Companion Bite Level 25
{90676} Badger Companion Bite Level 30
{90677} Badger Companion Bite Level 35
{90678} Badger Companion Bite Level 40
{90679} Brown Bear Companion Bite level 35
{90680} Brown Bear Companion Bite level 40
{90681} Bat Familiar Bite level 35
{90682} Bat Familiar Bite level 40
{90683} Dire Boar Companion Bite level 35
{90684} Dire Boar Companion Bite level 40
{90685} Dire Rat Animal Companion level 35 Bite
{90686} Dire Rat Animal Companion level 40 Bite
{90687} Dire Wolf Companion level 35 Bite
{90688} Dire Wolf Companion level 40 Bite
{90689} Faerie Dragon Familiar Bite Level 35
{90690} Faerie Dragon Familiar Bite Level 40
{90691} Giant Spider Companion Bite Level 35
{90692} Giant Spider Companion Bite Level 40
{90693} Hell Hound Familiar Bite Level 35
{90694} Hell Hound Familiar Bite Level 40
{90695} Panther Companion Bite Level 35
{90696} Panther Companion Bite Level 40
{90697} Panther Familiar Bite Level 35
{90698} Wolf Companion Bite Level 35
{90699} Wolf Companion Bite Level 40
{90700} Claw4d6
{90701} Claw5d6
{90702} Claw5d8
{90703} Claw1d10
{90704} Brown Bear Companion level 21 Claw
{90705} Brown Bear Companion level 25 Claw
{90706} Brown Bear Companion level 30 Claw
{90707} Fire Mephit Familiar Claw Level 15
{90708} Fire Mephit Familiar Claw Level 20
{90709} Fire Mephit Familiar Claw Level 25
{90710} Fire Mephit Familiar Claw Level 30
{90711} Hawk Companion Claw Level 15
{90712} Hawk Companion Claw Level 20
{90713} Hawk Companion Claw Level 25
{90714} Hawk Companion Claw Level 30
{90715} Ice Mephit Familiar Claw Level 15
{90716} Ice Mephit Familiar Claw Level 20
{90717} Ice Mephit Familiar Claw Level 25
{90718} Ice Mephit Familiar Claw Level 30
{90719} Panther Companion Claw Level 20
{90720} Panther Companion Claw Level 25
{90721} Panther Companion Claw Level 30
{90722} Panther Familiar Claw Level 15
{90723} Panther Familiar Claw Level 20
{90724} Panther Familiar Claw Level 25
{90725} Panther Familiar Claw Level 30
{90726} Raven Familiar Claw Level 15
{90727} Raven Familiar Claw Level 17
{90728} Raven Familiar Claw Level 19
{90729} Raven Familiar Claw Level 20
{90730} Raven Familiar Claw Level 25
{90731} Raven Familiar Claw Level 30
{90732} Badger Companion Claw Level 21
{90733} Badger Companion Claw Level 25
{90734} Badger Companion Claw Level 30
{90735} Badger Companion Claw Level 35
{90736} Badger Companion Claw Level 40
{90737} Brown Bear Companion level 35 Claw
{90738} Brown Bear Companion level 40 Claw
{90739} Fire Mephit Familiar Claw Level 35
{90740} Fire Mephit Familiar Claw Level 40
{90741} Ice Mephit Familiar Claw Level 35
{90742} Ice Mephit Familiar Claw Level 40
{90743} Panther Companion Claw Level 35
{90744} Panther Companion Claw Level 40
{90745} Panther Familiar Claw Level 35
{90746} Panther Familiar Claw Level 40
{90747} Raven Familiar Claw Level 35
{90748} Raven Familiar Claw Level 40
{90749} Risen Lord Scythe 
{90750} Azer Warhammer
{90751} Drow Piwafi Cloak
{90752} Cloth Dye, Bleach
{90753} This cloth dye can be rubbed into the fabric of clothing, armor or even helmets to change its look.
{90754} Cloth Dye, Brown
{90755} Cloth Dye, Light Grey
{90756} Cloth Dye, Black
{90757} Cloth Dye, Dark Blue
{90758} Cloth Dye, Light Blue
{90759} Cloth Dye, Light Turquoise
{90760} Cloth Dye, Dark Turquoise
{90761} Cloth Dye, Light Green
{90762} Cloth Dye, Yellow
{90763} Cloth Dye, Gold
{90764} Cloth Dye, Light Orange
{90765} Cloth Dye, Dark Orange
{90766} Cloth Dye, Light Red
{90767} Cloth Dye, Dark Red
{90768} Cloth Dye, Pink
{90769} Cloth Dye, Purple
{90770} Cloth Dye, Dark Grey
{90771} Cloth Dye, Dark Green
{90772} Leather Dye, Bleach
{90773} This leather dye can be rubbed into the leather components of clothing, armor or even helmets to change its look.
{90774} Leather Dye, Dark Brown
{90775} Leather Dye, Light Grey
{90776} Leather Dye, Black
{90777} Leather Dye, Dark Blue
{90778} Leather Dye, Light Blue
{90779} Leather Dye, Light Turquoise
{90780} Leather Dye, Dark Turquoise
{90781} Leather Dye, Light Green
{90782} Leather Dye, Yellow
{90783} Leather Dye, Gold
{90784} Leather Dye, Light Orange
{90785} Leather Dye, Dark Orange
{90786} Leather Dye, Light Red
{90787} Leather Dye, Dark Red
{90788} Leather Dye, Pink
{90789} Leather Dye, Purple
{90790} Leather Dye, Dark Grey
{90791} Leather Dye, Dark Green
{90792} Metal Dye, Bleach
{90793} This metal dye can bond with the surfaces of metal components of clothing, armor or even helmets to change its look.
{90794} Metal Dye, Dark Iron
{90795} Metal Dye, Black
{90796} Metal Dye, Light Gold
{90797} Metal Dye, Dark Gold
{90798} Metal Dye, Bright Copper
{90799} Metal Dye, Dark Copper
{90800} Metal Dye, Bright Red
{90801} Metal Dye, Dark Red
{90802} Metal Dye, Bright Pink
{90803} Metal Dye, Bright Blue
{90804} Metal Dye, Dark Blue
{90805} Metal Dye, Light Turquoise
{90806} Metal Dye, Dark Turquoise
{90807} Metal Dye, Bright Green
{90808} Metal Dye, Dark Green
{90809} Metal Dye, Rainbow
{90810} Empty Creature Skin
{90811} Eyeball Familiar Level 5 Property
{90812} Eyeball Familiar Level 1 Property
{90813} Eyeball Familiar Level 10 Property
{90814} Eyeball Familiar Level 15 Property
{90815} Eyeball Familiar Level 20 Property
{90816} Eyeball Familiar Level 25 Property
{90817} Eyeball Familiar Level 30 Property
{90818} Eyeball Familiar Level 35 Property
{90819} Eyeball Familiar Level 40 Property
{90820} Blue Light Gem
{90821} These sort of gems can be used on items you equip to light your way.
{90822} Yellow Light Gem
{90823} Purple Light Gem
{90824} Red Light Gem
{90825} Green Light Gem
{90826} Orange Light Gem
{90827} White Light Gem
{90828} Belt of Cloud Giant Strength
{90829} Belt of Storm Giant Strength
{90830} Belt of Agility +5
{90831} Belt of Agility +6
{90832} Belt of Agility +7
{90833} Belt of Agility +8
{90834} Belt of Agility +9
{90835} Belt of Agility +10
{90836} Boots of Reflexes +6
{90837} Boots of Reflexes +7
{90838} Boots of Reflexes +8
{90839} Boots of Reflexes +9
{90840} Boots of Reflexes +10
{90841} Boots of Striding +6
{90842} Boots of Striding +7
{90843} Boots of Striding +8
{90844} Boots of Striding +9
{90845} Boots of Striding +10
{90846} Bracers of Armor +6
{90847} Bracers of Armor +7
{90848} Bracers of Armor +8
{90849} Bracers of Armor +9
{90850} Bracers of Armor +10
{90851} Bracers of Dexterity +6
{90852} Bracers of Dexterity +7
{90853} Bracers of Dexterity +8
{90854} Bracers of Dexterity +9
{90855} Bracers of Dexterity +10
{90856} Cloak of the Bat
{90857} Known only by his nickname, Stiletto the thief became renowned for his amazing skill at burglary. He claimed he could get in and out of the most secure, heavily guarded treasure rooms without ever getting caught. Once, on a dare, he snuck into Zhentil Keep and stole a ring from Fzouls high chambers. Getting in seemed to be easy, but escaping turned out to be more difficult. When Stiletto found himself surrounded by multiple guards, the secret of his career was revealed.  Stiletto turned into a bat and flew out through a window.
{90858} Cloak of Epic Spell Resistance
{90859} Vhaerun, the drow god of night and thievery, had a run in with Mask, the human god with the same portfolio. Attempting to work his magic against the other god, Vhaerun found his energies deflected from his target. As each god studied the other, Vhaerun realized that Mask wore a cloak that tied into his spell resistance. Eventually the two gods formed an uneasy truce, and Vhaerun put some of his talented followers to work making similar cloaks.
{90860} Mantle of Great Stealth
{90861} It was a duergar scout named Barnund Dokenhand who discovered the ancient hall of Verik, filled with wondrous, ancient magical items. As the hall was icy cold, the dwarf grabbed an old cloak and draped it around his shoulders. When he returned to his party, he was amazed to discover how close he was able to get before they noticed him. He reported that he had found nothing but this old cloak. When Barnund decided to return on his own, he was discovered by a suspicious mage, who ended Barnunds life and took the cloak for himself.
{90862} Cloak of Fortification +4
{90863} Cloak of Fortification +5
{90864} Cloak of Protection +6
{90865} Cloak of Protection +7
{90866} Nymph Cloak +6
{90867} Nymph Cloak +7
{90868} Medusa Properties
{90869} Gloves of the Hin Fist +6
{90870} Gloves of the Hin Fist +7
{90871} Gloves of the Hin Fist +8
{90872} Gloves of the Hin Fist +9
{90873} Gloves of the Hin Fist +10
{90874} Gloves of the Long Death +6
{90875} Gloves of the Long Death +7
{90876} Gloves of the Long Death +8
{90877} Gloves of the Long Death +9
{90878} Gloves of the Long Death +10
{90879} Gloves of the Yellow Rose +6
{90880} Gloves of the Yellow Rose +7
{90881} Gloves of the Yellow Rose +8
{90882} Gloves of the Yellow Rose +9
{90883} Gloves of the Yellow Rose +10
{90884} Epic Gloves of Animal Handling
{90885} Epic Gloves of Concentration
{90886} Epic Gloves of Discipline
{90887} Epic Gloves of Spellcraft
{90888} Epic Gloves of Swordplay
{90889} Epic Gloves of the Minstrel
{90890} Great Wyrm Gauntlets
{90891} These bulky gauntlets were stitched from the flesh of a great wyrm slain many seasons ago. The slayer, known only as Redshadow, was a dragon disciple, rumored to be the child of the slain dragon. Their epic battle thundered across the skies over the Dragonsfire Mountains. When the great wyrm fell the ground shook in outrage. Redshadow made these powerful gauntlets and wore them till her own death at which point they disappeared, becoming just another part of the legend lost to time...
{90892} Epic Minotaur Axe
{90893} Amulet of Vitality +2
{90894} When Jacin Maltis, a petty lord in Sembia, paid for the crafting of an amulet to increase his health, he expected a tasteful necklace with a small, but precious gem mounted in it. When he placed the necklace around his neck and the diamond turned a gaudy blood red, he refused to pay the wizard who created it. The wizard simply smiled, and loosed a spell that instantly destroyed the noble. Copies of this amulet were found circulating months later in the distant city of Waterdeep.
{90895} Amulet of Vitality +4
{90896} Amulet of Vitality +6
{90897} Amulet of Divine Radiance
{90898} Said to have been created by the hand of Lathander himself, these amulets shine brightly with divine power. The divine light streaming forth is said to paralyze or even destroy the undead. 
{90899} Necklace of Fireballs
{90900} When Szass Tam was a living mage, he faced a competitor who was famous for his skill at evocation. Not wanting to be outdone by someone from another school of magic, Szass Tam came prepared to the duel. He threw twelve fireballs in a row, much to the consternation of his opponent, who came ready to face the powers of a necromancer. When the Necklace of Fireballs was used up, Tam began to actually cast his own spells, while his opponent had already used most of his up.
{90901} Periapt of Wisdom +6
{90902} Periapt of Wisdom +7
{90903} Periapt of Wisdom +8
{90904} Periapt of Wisdom +9
{90905} Periapt of Wisdom +10
{90906} Scarab of Protection +6
{90907} Scarab of Protection +7
{90908} Scarab of Protection +8
{90909} Scarab of Protection +9
{90910} Scarab of Protection +10
{90911} Amulet of Will +6
{90912} Amulet of Will +7
{90913} Amulet of Will +8
{90914} Amulet of Will +9
{90915} Amulet of Will +10
{90916} Amulet of Natural Armor +6
{90917} Amulet of Natural Armor +7
{90918} Potion of Ironguts
{90919} This potions protects the wearer from poison, granting a +4 circumstance bonus on Fortitude saves against all poisons.
{90920} Potion of Death Armor
{90921} Drinking this potion will cause a  magical aura to surround the caster

Any creature striking the caster takes 1d4 points of damage +1 point per 2 caster levels (maximum +5).
{90922} Ring of Major Acid Resistance
{90923} Under the direction of Druxus Rhym, these rings are created by the Red Wizards of Thay and are sold in their enclaves across the realms. Cheap and easy to make; this magical protection from certain elements is a huge source of profit for the enclaves.
{90924} Ring of Major Cold Resistance
{90925} Ring of Major Electrical Resistance
{90926} Ring of Major Fire Resistance
{90927} Ring of Major Sonic Resistance
{90928} Ring of the Ram
{90929} Pal Verbosh was the deadliest pirate of the Nelanther Ilses. While other pirate ships would work together to capture large, heavily guarded cargos, the Tight-lipped Sailor would wait and watch, then steal in and pillage from the other pirates. No one except Verbosh's own crew ever lived to tell about it, because Verbosh put them all to the sword, then sank their ships. Finally, Verbosh and his fellow cutthroats bit off more than they could chew and were sunk by a fellow pirate, whose magical ring punched a hole in the Tight-lipped Sailor's hull that sank the ship in only a few minutes.
{90930} Ring of Elemental Acid Immunity
{90931} Under the direction of Druxus Rhym, these rings are created by the Red Wizards of Thay and are sold in their enclaves across the realms. While these rings are far more expensive and difficult to make than their lesser counterparts, they are still a huge source of profit for the enclaves.
{90932} Ring of Elemental Cold Immunity
{90933} Ring of Elemental Lightning Immunity
{90934} Ring of Elemental Fire Immunity
{90935} Ring of Elemental Sonic Immunity
{90936} Ring of Protection +6
{90937} Ring of Protection +7
{90938} Ring of Protection +8
{90939} Ring of Protection +9
{90940} Ring of Protection +10
{90941} Ironskin Ring
{90942} The Nimbral Lords are powerful mages whose accomplishments usually remain hidden, for fear of drawing the attentions of jealous powers. Of the creations that have escaped the isle, this ring has a tragic story that could make even the most jaded bard's eyes well up in tears. This tale of love and death, revenge and unsuspected discoveries is a favorite amongst the most romantic and chivalrous knights in the realm.
{90943} Ring of Universal Elemental Immunity
{90944} Druxus Rhym, an important Red Wizard of Thay created only a few of these spectacular rings. His allies among the tharchions and zulkiers have earned theirs by helping Druxus amass even greater power than before.  A few others have been used to bribe ruling lords, who were attempting to stop the growth of the Thavian enclaves. Some mages have speculated whether Druxus might have some darker purpose in distributing these rings, but so far, no proof has been offered.
{90945} Major Ring of Universal Elemental Resistance
{90946} Ring of Clear Thought +6
{90947} Ring of Clear Thought +7
{90948} Ring of Clear Thought +8
{90949} Ring of Clear Thought +9
{90950} Ring of Clear Thought +10
{90951} Ring of Fortitude +6
{90952} Ring of Fortitude +7
{90953} Ring of Fortitude +8
{90954} Ring of Fortitude +9
{90955} Ring of Fortitude +10
{90956} Ooze Properties
{90957} Magic Potion
{90958} Magic Wand
{90959} Thieves' Tools +8
{90960} Thieves' Tools +12
{90961} Spider Venom, Weak
{90962} The contents of this vial can be used to coat a blade and poison an unsuspecting foe.
{90963} Centipede Venom, Weak
{90964} Giant Bee Venom, Weak
{90965} Spider Venom, Mild
{90966} Centipede Venom, Mild
{90967} Giant Bee Venom, Mild
{90968} Spider Venom, Average
{90969} Centipede Venom, Average
{90970} Giant Bee Venom, Average
{90971} Spider Venom, Strong
{90972} Centipede Venom, Strong
{90973} Giant Bee Venom, Strong
{90974} Spider Venom, Very Strong
{90975} Centipede Venom, Very Strong
{90976} Giant Bee Venom, Very Strong
{90977} Spider Venom, Deadly
{90978} Centipede Venom, Deadly
{90979} Giant Bee Venom, Deadly
{90980} Shadow Properties
{90981} Summoned Spectre Properties
{90982} Wraith Properties
{90983} Epic Electrical Trap Kit
{90984} Epic Fire Trap Kit
{90985} Epic Frost Trap Kit
{90986} Epic Sonic Trap Kit
{90987} Venom Halberd
{90988} This magic weapon has an enhancement bonus to attack and damage damage and its blade has been coated with an unknown poison, but it doesn't bear the hallmarks of any specific maker.
{90989} Rod of Thunder and Lightning
{90990} Xkehrmensh the Destroyer was a kobold chieftain whose tribe laid waste to a vast Underdark city of goblin-folk with lightning and thunder, uncommon forces in the depths. To this day, goblins terrorize their young with the sounds of drums and flashes of light; telling them that the kobolds are coming with a "boomstick" to kill bad little goblins and bugbears.
{90991} Black Blade of Disaster
{90992} Drider Spear +2
{90993} This magic weapon has an enhancement bonus to attack and damage,  but it doesn't bear the hallmarks of any specific maker.
{90994} Drider Spear +5
{90995} Hellish Whip
{90996} Used usually by the hellish Erinyes, these whips inflict fire damage on hit.
{90997} Stormwalker
{90998} Ancient armies, their names and deeds lost to legend and mystery, fought and died not far from Forest of Mir, their bodies slowly covered by nature's tenacious grasp. Among their numbers were the Stormwalkers and each warrior of that faction carried one of these blades into battle. Every few years a farmer recovers one of these remarkable weapons while working his fields.
{90999} Padded Armor +6
{91000} Padded Armor +7
{91001} Leather Armor +6
{91002} Leather Armor +7
{91003} Studded Leather Armor +6
{91004} Studded Leather Armor +7
{91005} Hide Armor +6
{91006} Hide Armor +7
{91007} Chain Shirt +6
{91008} Chain Shirt +7
{91009} Scale Mail +6
{91010} Scale Mail +7
{91011} Chainmail +6
{91012} Chainmail +7
{91013} Breastplate +6
{91014} Breastplate +7
{91015} Splint Mail +6
{91016} Splint Mail +7
{91017} Banded Mail +6
{91018} Banded Mail +7
{91019} Half Plate +6
{91020} Half Plate +7
{91021} Full Plate +7
{91022} Warlord's Breastplate
{91023} Centuries ago a warlord called Golgemir ruled the lands called Damara. His warriors wore light armor and rode incomparable warhorses known as the dark steeds. Those lands his army conquered swore it was impossible to kill the savage ruler who kept his magical breastplate wrapped in the skin of those he slew. Eventually several neighboring countries allied to destroy the warlord and his hosts. The warlord died like any other man, but only after killing over 300 men single handedly.
{91024} Lesser Golem Armor
{91025} When Poderik Strind survived his first attack from a golem, he was struck by a thought. If a person could harness the same magical energies that animated a powerful golem, and put them on a suit of armor, that person would be a walking death machine. Such a warrior would be better than either a golem or a regular warrior, since he would have the strength and toughness of the golem, but the flexible mind of a man. The design disappeared with Poderik when he went to test his armor in a haunted cavern and never came back.
{91026} Robes of the Shining Hand +6
{91027} Robes of the Shining Hand +7
{91028} Mantle of Epic Spell Resistance
{91029} Only very few epic wizards are known to be able to create an Epic Mantle of Spellresistance. This embroidered garnment grants the wearer a spell resistance of 32..
{91030} Drow Leather Armor +1
{91031} Drow Leather Armor +2
{91032} Drow Leather Armor +3
{91033} Drow Leather Armor +4
{91034} Drow Leather Armor +5
{91035} Drow Leather Armor +6
{91036} Drow Leather Armor +7
{91037} Drow Studded Leather Armor +1
{91038} Drow Studded Leather Armor +2
{91039} Drow Studded Leather Armor +3
{91040} Drow Studded Leather Armor +4
{91041} Drow Studded Leather Armor +5
{91042} Drow Studded Leather Armor +6
{91043} Drow Studded Leather Armor +7
{91044} Drow Scale Mail +1
{91045} Drow Scale Mail +2
{91046} Drow Scale Mail +3
{91047} Drow Scale Mail +4
{91048} Drow Scale Mail +5
{91049} Drow Scale Mail +6
{91050} Drow Scale Mail +7
{91051} Drow Chainmail +1
{91052} Drow Chainmail +2
{91053} Drow Chainmail +3
{91054} Drow Chainmail +4
{91055} Drow Chainmail +5
{91056} Drow Chainmail +6
{91057} Drow Chainmail +7
{91058} Drow Half Plate +1
{91059} Drow Half Plate +2
{91060} Drow Half Plate +3
{91061} Drow Half Plate +4
{91062} Drow Half Plate +5
{91063} Drow Half Plate +6
{91064} Drow Half Plate +7
{91065} Drow Full Plate +1
{91066} Drow Full Plate +2
{91067} Drow Full Plate +3
{91068} Drow Full Plate +4
{91069} Drow Full Plate +5
{91070} Drow Full Plate +6
{91071} Drow Full Plate +7
{91072} Duergar Full Plate +3
{91073} Duergar Full Plate +4
{91074} Duergar Full Plate +5
{91075} Duergar Scale Mail +3
{91076} Duergar Scale Mail +4
{91077} Duergar Scale Mail +5
{91078} Duergar Studded Leather Armor +3
{91079} Duergar Studded Leather Armor +4
{91080} Duergar Studded Leather Armor +5
{91081} Duergar Mage Robe
{91082} Relic of the Reaper
{91083} You discovered this artifact many years ago when you were briefly trapped in the Plane of Shadows. Ever since you first picked it up, it has refused to leave your possession. Drop it, throw it away, crush it... always it immediately reappears in your hand, pulsing warmly with power as it ever does.
Its main ability that you know of is that it can teleport you to a pocket dimension ruled over by a mysterious being that calls itself the Reaper. The Reaper's dimension is a nexus of sorts.
The Reaper, not an unfriendly sort, allows you to use the relic to "bind" a location to a door in the dimension, allowing instant transportation back to that point. The Reaper will also teleport you to the dimension upon the moment of your death, saving you. The relic may only be used in this fashion, however... to bind a point or save you from death... if you have a Rogue Stone in your possession. The Reaper uses the power inherent within the gem to power the relic, destroying the gem in the process. Naturally this makes Rogue Stones even more valuable to you than they would be otherwise.
Where the Reaper comes from or how the relic stone was created has never been revealed to you. You suspect that one day it's mysterious history will catch up with you. For the moment, however, it has been far more of a boon.
{91084} Rogue Stone
{91085} Stoneeater's Ring
{91086} This ring can turn stone creatures to flesh. There's more history to this item but its irrelevant and distracting.
{91087} Sequencer Robe
{91088} The fabric of this robe bristles with magical energy as you run your hand across it.
{91089} The fabric of this robe is woven from thin strips of a mysterious material that is capable of storing magical spells. A caster need only cast a defensive spell upon the robe. The robe will then store the spell so that it may be cast at a later time, instantly. This robe is capable of storing one spell, though there are rumors that more powerful robes exist.
{91090} Greater Sequencer Robe
{91091} The fabric of this robe is woven from thin strips of a mysterious material that is capable of storing magical spells. A caster need only cast a defensive spell upon the robe. The robe will then store the spell so that it may be cast at a later time, instantly. This robe is capable of storing two spells, though there are rumors that more powerful robes exist.
{91092} Isaac's Sequencer Robe
{91093} The fabric of this robe is woven from thin strips of a mysterious material that is capable of storing magical spells. A caster need only cast a defensive spell upon the robe. The robe will then store the spell so that it may be cast at a later time, instantly. This robe is capable of storing three spells.
{91094} Renewal
{91095} Thomas Alvanthorn led the Circle of Flame, a group of druids dedicated to the use of fire as a tool to replenish the forests. Their actions often led them into direct opposition with other, more traditional druids, who strive to keep the forest free of flame. Still Alvanthorn perservers and many druids wield his Renewal sickles, spreading both flame and the cause.
{91096} Arrow +4
{91097} Arrow +5
{91098} Bolt +4
{91099} Bolt +5
{91100} Bullet +4
{91101} Bullet +5
{91102} Battleaxe +6
{91103} Battleaxe +7
{91104} Sentinel +8
{91105} When the heroes of Neverwinter became famous, the dwarven smith of Neverwinter crafted a special axe in honor of their deeds. During the crafting of this weapon, a fever consumed the smith and drove him to work such magical forces as he had never crafted before. Afterwards he claimed that a god had come upon him and blessed his work.  Mysteriously, the weapon disappeared while on display in the Halls of Justice and has never been seen again.
{91106} Greataxe +6
{91107} Greataxe +7
{91108} Stonefire Axe +8
{91109} The head of this great axe is hot to the touch, which explains why the shaft is made of ironwood and is immensely long. Though the origins of this axe are long forgotten, the power inhabiting the axe is obviously that of a master craftsman.
{91110} Handaxe +6
{91111} Handaxe +7
{91112} Ice Reaver +8
{91113} When the barbarian tribes north of Icewind Dale encountered a fierce band of fire giants, lost and alone, their Ice Reaver hand axes made short work of them. Finding a vast sum of gold on the giants, the chieftain commemorated the battle by having new, more powerful reavers crafted for his warriors. Over time, most of these axes disappeared, and occasionally a young warrior will set off to quest for one of the legendary items.
{91114} Club +6
{91115} Club +7
{91116} Gladiator's Club +8
{91117} Jorag Muthkik was the champion of the gladiator pits in Chessenta. His owner, a mage of dubious reputation, made certain that Jorag always had the latest in equipment. He made this club as a gift when Jorags win made the mage a fortune in bets. Jorag eventually retired and became a teacher at one of the top gladiator schools in Chessenta. His club was a feared disciplinary weapon.
{91118} Heavy Flail +6
{91119} Heavy Flail +7
{91120} Reaver +8
{91121} The chaotic nature of the denizens of the Elemental Plane of Fire has led to an increased interest in these icy weapons. Despite the dangers of handling such weapons, the increased damage makes reavers perfect for assassinating rivals.  Merchants who travel the planes have made massive fortunes smuggling the much-coveted flails.
{91122} Light Flail +6
{91123} Light Flail +7
{91124} Foundation +8
{91125} The High Inquisitor of Auril was a bitterly cold woman with a penchant for crushing her enemies skulls with her magical mace.  This diabolical fetish led her to hunt for better, more effective weapons, until she found the Foundation mace. Armed with the ultimate mace, the inquisitor led her soldiers in an attack on a clan of ogres who refused to work for her army. While the mace destroyed many ogres, it disappeared along with its owner, when she was taunted into following an ogre mage into the caverns the ogres called home.
{91126} Light Hammer +6
{91127} Light Hammer +7
{91128} Storm +8
{91129} In the city-states of Chessenta, a mythic war hero called Cevalias figures prominently in the rise of the city Cimbar, as the nations capital. Legends claim that Cevalias with his sparking war hammer became the champion of the city when he fell in love with the rulers daughter, a young woman called Saphia.  Saphia quickly learned to manipulate the champion, and with her fathers guidance, turned him into a tool of destruction who killed over ten thousand warriors of other cities.
{91130} Izu's Hammer of Fabrication
{91131} The blind smith Izu passed away during a particularly brutal winter in the Silver Marches and it was only after his death that his family discovered his connections with the Harpers. For years Izu toiled on his forge producing weapons and magical equipment for the Harpers. This hammer was given by Izu's heirs to a young Harper Scout whom Izu had been fond of. Sadly, the scout disappeared while mapping the upper reaches of the Underdark.
{91132} Warhammer +6
{91133} Warhammer +7
{91134} Rune Hammer +8
{91135} Glittering with silver runes, capable of absorbing powerful spells, this mighty war hammer was the holy artifact of a dwarven tribe known as the Broodhull Clan. For centuries the Broodhulls ruled the mountains of Vilhon Reach. Then, in only a single year, the entire clan of over two hundred dwarves disappeared entirely. Only their empty halls remain, although some claim that the ghosts of the past can still be heard, echoing through what became their tomb.
{91136} Fiendfoe
{91137} A divine champion of Selûne, Ashen Harcall, wielded this warhammer against the fiendish forces of darkness many times. His last mission sent him into the bowels of the Underdark, searching for news of a possible outsider invasion. No word of him has reached the church and they fear him dead.
{91138} Mace +6
{91139} Mace +7
{91140} Mace of Disruption +8
{91141} The bane of all undead, the mace of disruption, interferes with the magic animating undead. Sometimes this means that it does increased damage to undead, while other times it destroys the creature entirely. These weapons are often highly sought after by the priests of Lathander, who hunt undead with great zeal. Those who distinguish themselves as undead hunters are occasionally rewarded with one of these powerful maces.
{91142} Morningstar +6
{91143} Morningstar +7
{91144} Drone +8
{91145} The deaf master, Vondin Clatch, was a ruthless warrior who learned to use his infirmity to his advantage. The glowing, vibrating morningstar he used would create a magical warping of its immediate area to create a sonic burst that could stun enemies it hit. The piercing sound could also cause damage to those around him; a problem that was not fixed until the masters apprentice inherited the weapon. Being unable to use the weapon, he paid a wizard to focus the sonics to only damage those who were hit.
{91146} Longbow +6
{91147} Longbow +7
{91148} Composite Longbow +6
{91149} Composite Longbow +7
{91150} North Wind Bow +8
{91151} These bows seem primitive at first glance, but behind the crude sinew and hide is a powerful weapon. They are most often found in the far North, but unfortunately, they are also most often found in the hands of a devotee of Auril, the Icemaiden. Most observers will get a good look at the point of the arrows before ever seeing the bow.
{91152} Forever
{91153} This elegant bow quivers with magic when touched. Engraved, ancient elven runes tell the tale of the arcane archer Meadow Everleaf and how she found this bow growing in the forests of Cormanthor. She plucked this gentle weapon and carried it with her but could never find any material to string the bow with. One fateful evening trolls attacked her and she soon depleted her arrows. Tossing away her mundane bow she pulled out Forever...and saw a magical bow-string appear. Knocking an imaginary arrow she let loose and slew the trolls. The bow has been kept in her tomb since her death but rumors suggest that drow thieves may have taken it.
{91154} Shortbow +6
{91155} Shortbow +7
{91156} Composite Shortbow +6
{91157} Composite Shortbow +7
{91158} Battle Legion Bow
{91159} No one remembers much about the mighty battle legions of ancient Unther, but if this bow is a representative of their armament, then it is no wonder the Mulhorandi feared them so. Now that time has passed, and Unther is weak, these bows are rarely found within her borders. Occasionally one turns up in the black markets of Mulhorand, where it will sell for as much as a legion of modern mercenaries. 
{91160} Sling +6
{91161} Sling +7
{91162} Bane of the Undead
{91163} One of Kelemvor's first gifts to his church was this sling, a mark of favor for priests who showed ability at hunting undead. While these slings are protected and treasured above all earthly treasures, the risk involved in hunting the undead has caused the disappearance of a small number of slings. The church of Kelemvor offers large rewards for the return of these powerful and holy weapons.
{91164} Heavy Crossbow +6
{91165} Heavy Crossbow +7
{91166} Crossbow of the Seer
{91167} Taigen Bladekin became a master assassin in Calimshan when she proved to be able to anticipate where her competitors would be and how they would try to kill her. Though great at her job, her social skills were weak, since she never went anywhere without her powerful crossbow. Employers frequently were too nervous to meet with her in person and sent contacts to set up jobs. The contacts would soon grow wary of meeting with the deadly young woman who stroked her crossbow as if it were a loved one, rather than a weapon.
{91168} Light Crossbow +6
{91169} Light Crossbow +7
{91170} Crossbow of Lightning Strike
{91171} "Load faster! Aim faster! Fire faster!"
These are the words that haunted the dreams of Lord Bishik, whose training in the militia seemed a never-ending nightmare. Putting all of his energies into overcoming his slowness in combat, Bishik finally accepted a magical solution to his problems. The mage who created Bishik's crossbow appeared from nowhere, gave the weapon to Bishik and disappeared into the night. Only the powerful magic of the crossbow was left behind to prove that Bishik hadn't simply dreamed up the wizard.
{91172} Double Axe +6
{91173} Double Axe +7
{91174} Axe for the Tall Kin +8
{91175} The warriors of Rashemen have a legend of a giant king called Kirsk, who carried an axe that could split a mountain in twain. This axe was supposedly lost when the king split a mountain that held back the sea and all of the giants were drowned. It is commonly agreed in more civilized lands that the warriors of Rasheman are a very strange lot.
{91176} Dire Mace +6
{91177} Dire Mace +7
{91178} Ironwood Mace +8
{91179} Legends of this mace being used to crush a dragons skull may have been exaggerated by the bard Duss Dorien. According to his "Song of King Ethos", the king was battling a ferocious black dragon and had lost his spear to the dragons thick hide. When the king cried out to Torm, a dire mace appeared in his hands, and Ethos brought it down on the dragons head with a very satisfying crunch.
{91180} Quarterstaff +6
{91181} Quarterstaff +7
{91182} Aiedo Wither-Stick +8
{91183} From the Lhespenbog reed-fields of east Shaar come Aiedo Wither-Sticks, the craft of Meng Aiedo. Though accustomed to working with tall grass bamboo, this eastern craftsman traveled across the inner plains plying his trade with whatever local materials were available. Swamp products tend to be darker in nature than his usual fare, however.
{91184} Fiery Power Quarterstaff
{91185} Rumors tell of Baalzebul forging a deal with a wizard of Faerûn, which traded minor demons for large numbers of innocent mortal souls. Each demon was captured in the magical wood of rare, ancient fire oak trees. Their spirits give birth to the blazing powers of these weapons. Whether this tale is true or not, the power of these quarterstaffs cannot be denied.
{91186} Thornshield
{91187} This heavy staff was hand-carved by Winh of the Ivy Lake, an ancient shifter who was truly the master of a thousand shapes. Thousands of thin, barb-like thorns from an exotic vine that grew in Winh's protectorate grow along this wooden staff. The thorns snare and deflect any attacks made against the staff's wielder. Winh died fighting a horde of drow skirmishers who were invading his lands some time ago.
{91188} Two-Bladed Sword +6
{91189} Two-Bladed Sword +7
{91190} Uthgardt Ceremonial Blade +8
{91191} When he returned to his tribe, Daelan RedTiger crafted a weapon that could match his power and skill as a warrior. When he was finished, he lay down beside his forge to rest, but when he awoke, instead of one sword, he found ten. Thanking the gods, he gave each weapon to the mightiest warriors of his tribe. Each of the warriors then set out on a quest to improve themselves and strengthen their tribes. So far, only a few have returned.
{91192} Drow Light Flail +2
{91193} Drow Light Flail +3
{91194} Drow Light Flail +5
{91195} Drow Longsword +2
{91196} Drow Longsword +3
{91197} Drow Longsword +5
{91198} Drow Venomblade +3
{91199} Duergar Battleaxe +2
{91200} Duergar Battleaxe +3
{91201} Duergar Battleaxe +5
{91202} Duergar Greataxe +2
{91203} Duergar Greataxe +3
{91204} Duergar Greataxe +5
{91205} Duergar Scimitar +2
{91206} Duergar Scimitar +3
{91207} Duergar Scimitar +5
{91208} Deathcoil
{91209} This sleek coil of hardened leather slithers in your grasp and reeks of dark magic. The previous owner used it against his own undead minions, healing them through the negative damage the whip delivers.
{91210} Dwarven Waraxe +1
{91211} Dwarven Waraxe +2
{91212} Dwarven Waraxe +3
{91213} Dwarven Waraxe +4
{91214} Dwarven Waraxe +5
{91215} Dwarven Waraxe +6
{91216} Dwarven Waraxe +7
{91217} Axe of the Dwarf Lord
{91218} This waraxe was created in ancient times for the dwarven lord Grundy Ironfist. He had trouble leading his troops into battle, they grumbled at his orders and laughed at the way his knees knocked together. Once this waraxe was placed in his hand, his troops saw Grundy in a new light and he went on to be a celebrated hero of his clan.
{91219} Harvest Axe
{91220} Its name suggests that this waraxe was for peaceful chores. This could not be further from the truth. It is known as the Harvest Axe because it has a penchant for harvesting the heads of its enemies. Some swear that the waraxe itself controls the weilder, and not the other way round.
{91221} Spellsmasher
{91222} The Battleroarer family maintained an inn alongside the river Delimbiyr, frequented mainly by adventurers. A trio of red robed Thayan wizards blasted the inn and all within it to dust over a disagreement resulting from the Battleroarer's refusal to offer service to the distrustful wizards. Hagan Battleroar, just a young dwarf at the time, was tending to the family's herd of sheep on a nearby hill and saw the massacre. Hagan abandoned his family's peaceful ways and with steadfast perseverance became a dwarven defender. He crafted this weapon to aid him in a vendetta against all users of magic, specifically Thayans. His clan recently began asking for news of Hagan's whereabouts, after he disappeared recently tracking several red wizards near the mouth of the Underdark.
{91223} Withering
{91224} This ghastly magical staff is the legbone of the evil Khonderous Vilemoth, a wickedly evil Pale Master who lost this limb and his life to a brave but nameless paladin. Vilemoth's pupils took the limb, polished it and enchanted it with the magic of their master.
{91225} Halberd +6
{91226} Halberd +7
{91227} Ravager +8
{91228} The guards upon the walls of the evil fortress, Darkhold carry halberds of ancient, demonic creation. The halberds were purchased from the forges of hell in trade for the souls of captured heroes, so each halberd is a valued possession. Those who wield these weapons outside the walls of Darkhold do so at their own peril, for the master of the hold is said to be linked to each one.
{91229} Scythe +6
{91230} Scythe +7
{91231} Sea Reaver +8
{91232} Legends tell of how the mighty hero, Igulik, was blessed by a visit from the great water spirit of Lake Ashane. The stories tell of how the warrior was given the holy Sea Reaver to defend his people from an evil wizard, who sought to enslave the tribes of the north using summoned elementals. In the traditional fashion of Rashemi legends, the hero was successful, but died valiantly after killing the treacherous wizard. When he died, the holy weapon was returned to the water spirit, to return when another hero was needed.
{91233} Spear +6
{91234} Spear +7
{91235} Fey Spear +8
{91236} During a recent crisis, when the Spirit of the Neverwinter Woods was wounded, several dryads and nymphs worked together to create a weapon, which they hoped would help them protect their home. Before they could find a hero to give this weapon to, the crisis was ended, and the fey folk forgot about their weapon, leaving it lying in the woods.
{91237} Kama +6
{91238} Kama +7
{91239} Imaskari Kama +8
{91240} A palpable aura around this item marks it as tainted, perhaps rightly so, for all that is known of the Imaskari civilization points to a depth of depravity unmatched in modern times. Of course, such condemnation has had many years to fester, and while a goodly number of Imaskari may have been involved in necromantic studies, it is likely that their vilification springs from later societies elevating themselves through the slandering of others.
{91241} Kukri +6
{91242} Kukri +7
{91243} Cutting Star +8
{91244} These blades are occasionally brought to civilization by adventurers, along with tales of ruined temples and the gods of old. Likely this weapon fell under the domain of a sun- or star-worshipping sect, and while possibly far-reaching in their day, no official record detailing their practices has survived.
{91245} Sickle +6
{91246} Sickle +7
{91247} Golden Sickle +8
{91248} In recent years, powerful druids have quit their groves and begun searching for the golden sickle. Once considered merely a legend, rumors say that the weapon has reappeared in the realms. Having been hidden by the goddess Chauntea, many centuries ago, no one knows what its return might portend. A prophet of the druids claims that the one to bear the Golden Sickle will restore balance to Faerûn.
{91249} Bastard Sword +6
{91250} Bastard Sword +7
{91251} Bloodletter +8
{91252} Forged in smoldering brimstone fires and cooled in the blood of its creator, a Bloodletter blade is a typically evil weapon, the kind of sword that has inspired more than a little diabolical laughter while being waved in the face of one or another virtuous knight. It is possessed of thoroughly heinous life-stealing energies, but if the fates of its previous owners are any indication, its major characteristic could well be the attraction of "comeuppance."
{91253} Souldrinker
{91254} Dagger +6
{91255} Dagger +7
{91256} Leech +8
{91257} Risktaker
{91258} Damien Oneknife, an assassin of great skill who traveled the breadth of Faerûn to claim his targets, refused only one quest. A man known only as the Dockman, sent him against the legendary Drizzt. Damien knew he was not the equal of the famed drow warrior and declined. The next day Damien received this dagger from the Dockman as a gift with a gentle request to reconsider the offer. His facilities clouded by the dagger, Damien accepted the offer. He died, never even reaching Drizzt himself, but falling instead to the ranger's loyal companions.
{91259} Greatsword +6
{91260} Greatsword +7
{91261} Harbinger Kin +8
{91262} The illithid brain known as Kwukgixrin sent its followers to scouring the Underdark for an artifact that it discovered when it absorbed the mind of a powerful human warrior. The warrior had hidden the sword when he realized that he was too wounded to survive another attack from the illithid thralls. Before the illithid thralls could find the sword, the warriors twin brother discovered it. The twin was in strong health and he made short work of the thralls and many illithids before leaving the Underdark.
{91263} Katana +6
{91264} Katana +7
{91265} Sword Saint Legacy +8
{91266} With death being the ultimate challenge for a great warrior to overcome, powerful and noble warriors have begun to sacrifice their physical bodies, so that their spirits can inhabit an ancestral Katana.  The more powerful the warrior was in life, and the more noble his spirit, the more powerful the sword. It is told that the great Master Kendai Kousra inhabits a weapon so powerful that a god claimed it as his weapon of choice.
{91267} Radiant Death
{91268} This finely craft katana belonged to the renowned swordsman Viromoto, a weapon master from the East who fought a hundred duels before finally dying. The keen blade shatters through any opponent's defenses but it is so sharp and light that it is difficult for even a master to wield. Viromoto gradually became distrustful of the weapon and for his final duel he favored a different weapon -- only to fall in battle, his first and only defeat.
{91269} Longsword +6
{91270} Longsword +7
{91271} Aramil's Blade
{91272} Aramil the Triumphant was a gladiator famed for his great strength and his brutish lack of grace. Near the end of his career, the fading champion requisitioned the creation of a special sword on the eve of what was to be his final match, even contributing a vial of his own blood so that the weapon's magic would draw upon and amplify his own legendary strength. However, Aramil's scheduled opponent - Unferth the Cunning - convinced the wizard crafting the blade to use the blood to imbue the weapon with *all* of Aramil's traits, including his oafish clumsiness.

An awkward combatant at the best of times, the sword's drawback turned Aramil into a stumbling buffon and he was easily dispatched by Unferth. The poor performance left an ugly stain on an otherwise glorious career, and Aramil  - along with the magical blade that had been his downfall - was quickly forgotten.
{91273} Astral Blade +8
{91274} On an exploration into the ruins of Northkeep, the bard Leldor claimed to have found and identified this powerful magic longsword; yet he could offer no proof of its existence. According to the fanciful tale he wove, the ghosts of the original defenders came to him whilst he slept and claimed the sword belonged to the Lady of the North. When he asked who this Lady was, a beautiful apparition appeared, and Leldor immediately fell in love and returned her weapon.
{91275} Holy Avenger
{91276} The dream of every paladin is to claim his own Holy Avenger. These blessed weapons are found only amongst the most elite paladins, whose lives have been fully dedicated to the pursuits of their gods. One famous paladin described his weapon as his best and last friend in every situation. When peace fails, the Holy Avenger becomes the embodiment of the law.
{91277} Rapier +6
{91278} Rapier +7
{91279} Namarra (Neversleep) +8
{91280} Feckle Raspude was considered one of the most unusual gnomes of his generation. A swashbuckler with a flair for attracting attention, Feckle drove the young, gnomish ladies wild, with his lopsided grin and impudent behavior. Many a young glory-hunting gnome challenged Feckle to a dual, but the magic of his rapier quickly dispatched his naysayers into gentle slumber. A consummate prankster, Feckle humbled his opponents with practical jokes that were simply unbeatable.
{91281} Scimitar +6
{91282} Scimitar +7
{91283} Desert Wind +8
{91284} If rumors of Calimshite ancestry are true, then this scimitar is likely the product of the genies that founded the city long ago. All of the raging heat of the desert seems to be captured within the blade of the sword. Tales of enemies surrendering after merely a scratch only seem true until one has tasted the blistering pain the Desert Wind causes a wound.
{91285} Short Sword +6
{91286} Short Sword +7
{91287} Feyduster +8
{91288} The twisted mind of Nolls the evil enchanter, created the Fey Duster short sword. His masterwork was made by crushing the bodies of captured pixies to gather the dust that enhances this weapon. While it is widely believed that the dust itself causes some opponents to fall insensate, some druids claim that it is the death screams of the mutilated pixies, overpowering the minds of those struck down.
{91289} Shadowsilk
{91290} During one of her frequent sojourns into the realm of shadows, Cendra -- a shadowdancer who could slip in and out of the shadows even during the brightest of days -- became ensnared on the webs of a wraith spider. Luckily for her, if being captured in the first place could be considered lucky, she found this shortsword stuck beside her. With a dexterous tug she pulled the blade free and punctured the wraith spider's belly with it. She used the keen blade to shave herself free of the webs. She and the blade were lost when she joined an expedition into the Underdark.
{91291} Throwing Axe +6
{91292} Throwing Axe +7
{91293} Dart +6
{91294} Dart +7
{91295} Shuriken +6
{91296} Shuriken +7
{91297} Beggar Calls Men Outside
{91298} Bongo 1
{91299} Bongo 2
{91300} Cave Bats
{91301} Cave Creatures
{91302} Cave Drips
{91303} Chain Rattles
{91304} Chants Men Outside
{91305} Chants Women Outside
{91306} City Yells Men Outside
{91307} Customer Yells Outside
{91308} Door Noises
{91309} Draft Interior Loop
{91310} Ghosts
{91311} Ice Cracking
{91312} Ice Crumbling
{91313} Illithid Elder Brain
{91314} Illithid Grand Hall Sphere
{91315} Low Rumbles
{91316} Merchant Calls Men Outside
{91317} Rain Heavy
{91318} Rain Light
{91319} Rainstorm Heavy
{91320} Rainstorm Light
{91321} Rock Crumbles Cave Large
{91322} Rowdy Tavern
{91323} Screams Men
{91324} Screams Women
{91325} Smithy Furnace 
{91326} Soldier Calls Men Outside
{91327} Tabla
{91328} Underdark Spiders
{91329} War Drum 1
{91330} War Drum 2
{91331} Waterfall Over Edge Medium
{91332} Waterfall Small
{91333} Wind Cave Loop
{91334} Wind Chasm Loop
{91335} Wind Grass Loop
{91336} Animal, Ambient Citylife Encounter
{91337} Asabi Encounter
{91338} Beholder Encounter
{91339} Demon Encounter
{91340} Devil Encounter
{91341} Small Dragon, Evil Encounter
{91342} Small Dragon, Good Encounter
{91343} Duergar Encounter
{91344} Formian Encounter
{91345} Gnoll Encounter
{91346} Construct, All Encounter
{91347} Hobgoblin Encounter
{91348} Kobold Encounter
{91349} Lich Encounter
{91350} Lizard Encounter
{91351} Magic Beast Encounter
{91352} Mephisto Drow
{91353} Mephisto Duergar
{91354} Mind Flayer Encounter
{91355} Slaad, All Encounter
{91356} Stinger Encounter
{91357} Undead, High Encounter
{91358} Undead, All Encounter
{91359} Underdark Minions Encounter
{91360} Ambient Underdark Encounter
{91361} Planar Gate
{91362} Glyph of Warding
{91363} Glyph of Warding, Fireball
{91364} Item Property System Container
{91365} This container is required to be placed in any module that uses the crafting feat and skill system that comes with Neverwinter Nights: Hordes of the Underdark.

There needs to be exactly one instance of this container in your module. 

Just place this container in an area that is not accessible for players.

{91366} Volkarion
{91367} Epic Electrical Trap
{91368} Epic Fire Trap
{91369} Epic Frost Trap
{91370} Epic Sonic Trap
{91371} XP2 Interjection, Non-Random
{91372} XP2 Interjection, Random
{91373} XP2 One-Liner, Non-Random
{91374} XP2 One-Liner, Random
{91375} XP2 PARTY Interjection, Random
{91376} Volkarion's Planar Wares
{91377} Dye Store
{91378} Craft Armor: Mockup Position
{91379} Beholder AI Exit
{91380} Beholder AI Exit Downwards
{91381} Hordes of the Underdark
Chapter 1
For one, 15th level character.

{91382} You dream...
{91383} Waterdeep - Yawning Portal - Well Room
{91384} Undermountain - Entry Chamber
{91385} z_Random Treasure Area
{91386} Waterdeep - Argali's Arms
{91387} Waterdeep - University District
{91388} Realm of the Reaper
{91389} Waterdeep - Magic Shoppe
{91390} Waterdeep - House
{91391} Waterdeep - Shop
{91392} Waterdeep - Yawning Portal - Main Room
{91393} Undermountain Level 1 - Central
{91394} Undermountain Level 1 - North
{91395} Undermountain Level 1 - South
{91396} Undermountain Level 2 - East
{91397} Undermountain Level 2 - North
{91398} Undermountain Level 2 - South
{91399} Undermountain Level 3 - North
{91400} Undermountain Level 3 - West
{91401} Undermountain Level 3 - Central
{91402} Undermountain Level 2 - Central
{91403} Waterdeep
{91404} Waterdeep - Yawning Portal - Makeshift Shelter
{91405} Waterdeep - Yawning Portal - Second Floor
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{94509} 
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{94600} 
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{94602} 
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{94641} 
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{94650} 
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{94667} 
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{94750} 
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{94754} 
{94755} 
{94756} 
{94757} 
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{94798} 
{94799} 
{94800} 
{94801} 
{94802} 
{94803} 
{94804} 
{94805} 
{94806} 
{94807} 
{94808} 
{94809} 
{94810} 
{94811} 
{94812} 
{94813} 
{94814} 
{94815} Argali
{94816} Silth
{94817} This halfling has a hard, uncompromising look in her eyes. The clothes she wears and her general bearing indicate a successful merchant. There is also a pride in her bearing as she touches her merchandise.
{94818} The unusual red markings on the armor of the drow in Undermountain mark these drow as some sort of community or special clan.
{94819} Waterdeep Wizard
{94820} This is one of the powerful wizards who defend Waterdeep from invasion.
{94821} Waterdeep Militia
{94822} The militia are men, trained specifically for invasions and otehr problems that might be too much for The Guard to handle themselves.
{94823} Drezzy
{94824} This dwarf looks as if he could be a fearsome opponent in battle... if he wasn't so drunk.
{94825} Drow House Soldier
{94826} Glim
{94827} Folkor
{94828} This gnome is one of the many adventurers that has answered Waterdeep's call for heroes.
{94829} LaFontaine
{94830} This man is one of the many adventurers that has answered Waterdeep's call for heroes.
{94831} The Matron
{94832} The Matron Mother of a drow family reigns supreme. The higher a house stands in drow society, the more power a Matron Mother can command.
{94833} Pappilon
{94834} Parley
{94835} Though far from the forest, this druid seems remarkably at ease in her surroundings.
{94836} Sabine
{94837} Tanarell
{94838} Drow Handmaiden
{94839} Drow Handmaidens carry a lot of respect and power in drow society. They reign over the inferior male drow counterparts with an iron fist, brooking no insults and often killing a male simply for getting in their way.
{94840} Jyslin
{94841} Female priestesses are the pinnacle of drow society, commanding the attention and obedience of all lesser drow.
{94842} Matron Mother
{94843} Drow mages are generally considered superior to the warriors of a drow society. Of course, males don't usually outrank female drow, period.
{94844} Berger
{94845} Flesh golems are the creations of powerful wizards. This one has a gruesome smile on its face. It could just be the unusual stitching that is forcing it to smile though.
{94846} Drow Elite Soldier
{94847} The Guard
{94848} The Guard is an elite force of Waterdhavian warriors, trained and chosen by the only openly acknowledged Lord of Waterdeep.
{94849} Cyphus
{94850} Ordinae
{94851} Although this man looks human, faint traces of elven blood reveal a mixed heritage. His face is careworn, as of one who has seen and experienced much hardship through out his life.
{94852} Drow Marksman
{94853} Like their fairer cousins, some drow pride themselves on their abilities with missle weapons.
{94854} Durnan
{94855} The confident demeanor and burly muscles on this innkeeper indicate a past rooted in either military or high adventure. Durnan is one of the most reputable people in Waterdeep. This is no small feat in a city filled with famed adventurers.
{94856} Frinli
{94857} Hinkille
{94858} This halfling moves with a quick confidence about the kitchen.
{94859} OLD TOMI
{94860} NEW TOMI
{94861} OLD Linu
{94862} Mother Salinka
{94863} The beauty of this woman at her peak must have been something to behold, because age certainly doesn't seem to have had much effect on her.
{94864} Merin
{94865} Falle
{94866} Mhaere
{94867} Mhaere is the innkeeper's wife. Strong and beautiful, her noble ideals as a paladin of Tyr keep patrons in line most of the time. Her cool competence is one of her greatest strengths, and a quality that draws a better crowd than is found in most taverns.
{94868} Refugee
{94869} This is just one of the many refugees who have come to Durnan's inn seeking shelter from the attacks on Waterdeep.
{94870} Citizen
{94871} This is one of the million citizens in Waterdeep.
{94872} Duergar Barbarian
{94873} Gate Captain
{94874} Grayban
{94875} Though missing part of his arm, this half-orc still ably serves as Durnan's bouncer.
{94876} Bone Golem Guardian
{94877} Drow Thief
{94878} Olgin Hasterean
{94879} Although this monster looks like a brutish thug, the fact that it can cast spells would imply a higher intelligence.
{94880} Fairy Sorceress
{94881} This would appear to be the ruler of the strangely twisted and evil fey folk here in Undermountain.
{94882} Harpy Minion
{94883} Fairy Minion
{94884} Turned cruel and evil, these fairies are a far cry from their usual mischevious but mostly harmless nature.
{94885} Tree Golem
{94886} This golem must have been made by the fairy, from the trees that somehow grow in Undermountain.
{94887} Duergar Battle Cleric
{94888} Duergar Heavy Infantry
{94889} Duergar Spellbinder
{94890} Grovel
{94891} Goblin Siege Engineer
{94892} Goblin Picket
{94893} These goblins appear to be firing sdome kind of special, colored arrows.
{94894} Argo Blacktooth
{94895} This goblin is pulling colored levers and laughing maniacally for some reason.
{94896} Divine Apparition
{94897} Rakshasa First-Born
{94898} Rakshasa Adept
{94899} Shareesh
{94900} Disheveled Slave
{94901} This ragged man has the worn and downtrodden look of a slave.
{94902} Unwashed Slave
{94903} Unkempt Slave
{94904} Filthy Slave
{94905} Dire Bat
{94906} Drow Tactitian
{94907} The most powerful drow are almost always female. The female drow of this group have the most ornate, red armor and are probably the leaders of the invaders.
{94908} Drow Mine Guard
{94909} Formian Digger
{94910} Halaster
{94911} Blackcloak
{94912} Halaster Blackcloak is the ageless and insane creator of Undermountain.
{94913} Drow Commando
{94914} Bearing the markings of their fiendish parentage, these warriors tend to follow their chaotic heritage and hunt mortals as a pleasurable hobby.
{94915} Partially divine warriors enjoy some of the powers of the celestial, while maintaining a common link to the mortal realms.
{94916} Noble Warrior
{94917} This is a noble looking warrior.
{94918} Noble Elf Mage
{94919} The beauty of an elf is often even more pronounced in the face of an elven noble. Occasionally such beauty is marred by a streak of cruelty, but most elven nobles know how to hide such emotions.
{94920} Noble Dwarf Lord
{94921} Dwarf Lords have a long and noble history, which is often recited in the halls of the great kings of the past.
{94922} Sobrey
{94923} This mage's fingers move rapidly, but with a very dexterous and delicate touch across the pages of the book in front of him. He seems to be completely oblivious to his surroundings as he mutters quietly to himself.
{94924} Statue
{94925} Tamsil
{94926} Tamsil, the innkeeper's beautiful daughter, has a grace and confidence that give her the aura of nobility. Her smile and her innocent nature make her the popular target of boisterous attentions, which she deflects with humourous quips and a peircing frown.
{94927} Tavern Patron
{94928} Blacksmith
{94929} The blacksmith is busy hammering away at her anvil.
{94930} White
{94931} Thesta
{94932} A stunningly beautiful woman watches Durnan and other men with a predatory look. Other women she glances at only occassionally, frowning and raising her nose in contempt.
{94933} Deekin
{94934} Nathyrra
{94935} This strikingly beautiful, but dangerous drow slips in and out of the shadows almost without any effort. Her platinum hair contrasts with her skin to give her an almost ghostly aura. Her sudden appearances and disappearances only enhance her surreal image.
{94936} Malevolent Grig
{94937} Normally mischievous and lighthearted, these Grigs have become far more violent and cruel than their usual nature dictates.
{94938} Formian Slave
{94939} Formian Forgeworker
{94940} Formian Warrior
{94941} Minotaur Brute
{94942} Skeleton Bomb
{94943} Evil Nymph
{94944} What an nymph is doing in Undermountain, and why Halaster brought her here, is one of those philosophical questions that will probably never be answered satisfactorily.
{94945} Zombie Protector
{94946} Drow Expert Marksman
{94947} Like their fairer cousins, some drow pride themselves on their abilities with a longbow.
{94948} Drow Gunnery Specialist
{94949} These drow use huge, often magical weapons to attack thier enemies from great distances.
{94950} Drow Diviner
{94951} Drow Curate
{94952} Drow Head Curate
{94953} Drow Skirmisher
{94954} With the skill of the perfectly trained warrior, drow skirmishers are feared through out the underdark.
{94955} Drow Veteran Scout
{94956} Drow Weapon Master
{94957} With the skill of the perfectly trained warrior, a drow weapon master is the elite of the drow fighter society.
{94958} Drow Magus
{94959} Drow mages are generally considered superior to the warriors of a drow society. Of course males don't usually outrank female drow.
{94960} Drow Magus Champion
{94961} Drow Wizard Captain
{94962} Evil Fairy
{94963} Normally mischievous and lighthearted, these fairies have become far more violent and cruel than their usual nature dictates.
{94964} Frenzied Harpy
{94965} Imp
{94966} Raging Ogre
{94967} Noxious Ogre
{94968} Orc Dart Master
{94969} Crazed Orc
{94970} Orc Warpriest
{94971} Troll Bodyguard
{94972} Troll bodyguards are smarter than your average troll. They often hire themselves out to mages or other powerful creatures, in return for food and treasure.
{94973} The Reaper
{94974} This is the Reaper, a chilling creature who guards this plane of doors.
{94975} Djinni Bottle
{94976} This bottle holds Volkarion, a merchant djinni, who has access to wares from different planes of existence. He is trapped in this bottle and can be spoken to for purchasing these wares. Through the use of soul gems, Volkarion can give you access to new wares.
{94977} Shield of Lies
{94978} This magic shield grants additional protection to its wearer, but it doesn't bear the hallmarks of any specific maker.
{94979} To make life more difficult for her enemies, Joaquim Theest sacrificed part of her life energy to forge a powerful shield. When used properly, the will of an opponent is sapped, leaving him dazed and confused for a short time.
{94980} Half-Blood Gloves
{94981} These magical gloves are woven from thick reeds and radiate nature magic. Daelan found them while traveling through the Cloakwood forest, a gift from a mysterious druid that Daelan speaks of only very briefly. His memories of the druid appear to be quite personal to him, and all he mentions is that the gloves were a gift, supposedly meant for the half-blooded children of two races.
{94982} Drow Note
{94983} This scroll is written in a tight, elegant hand:

"This is the equipment taken from the Red Sister's latest victim. When our mistress arrives she will want to inspect these items herself."
{94984} Inventory Note
{94985}   These items are intended for use only during an emergency. Please take only what you need.

Some special notes on our more exotic equipment:

  Potion of Clarity: These are useful for warding off fear effects and other mental distortions.
  Barkskin: Purchased these from druids outside the city proper -- they insist they will harden the skin of an adventurer. Probably most useful for those who do not wear armor.
  Ale:  Best used only in the most dire of cirumstances.

 - Durnan
{94986} Bloody Plate
{94987} Worn Book
{94988} This large tome has a rather interesting title: "Shadows of Undrentide", written by one "D. Scalesinger". Inside its pages is the full account of an adventure from earlier in your career... your first adventure, in fact. The facts seem a bit exaggerated, according to your memory, but that apparently didn't stop the book from becoming a great hit amongst the nobility in several major cities throughout Faerûn. For a time, you had the unique experience of becoming a household name... people who you didn't know would shout out to you happily as you passed or treated you like a trusted friend. The fame eventually died down somewhat, which was a relief at the time, but you have held onto a copy of the book as a souvenir.

As for the author, a kobold bard by the name of Deekin, you haven't met him since those early days. Part of you has to wonder if you aren't owed some royalties...
{94989} Cloak of the Sentry
{94990} A cloak commonly found amongst the guardians of the rich and powerful, this cloak protects the wearer against attacks that could affect the mind. Since guards are often more physically strong, but mentally weak, such protection is a wise idea.
{94991} Darkfist's Tunic
{94992} Sabine's Tunic
{94993} Tamsil's Tunic
{94994} Argali's Tunic
{94995} Confusion Toy
{94996} This small top is covered with delicate runes that, when spun, cause an opponent's mind to wander, making it difficult for them to concentrate on the battle. The top can be spun three times a day.
{94997} Craven Necklace
{94998} Amulets are necklaces with some form of large decoration or symbol. Most are ornamental, but some are potent magic items.
{94999} Hephanik the Cowardly was a king who constantly feared assassination. He ruled his kingdom with an iron fist, amassing a huge army, not to conquer other lands, but to protect him from his worst fear, an uprising of the peasantry. 
As part of his personal protections, Hephanik had his royal wizard craft him a necklace to keep him safe. Eventually, even the necklace was not enough to save him, as one of his concubines removed it and slit his throat while he slept.

{95000} Drow Wizard Armor, maiden, Cutscene 20 (intro)
{95001} Drow Wizard Armor, Cutscene 20 (intro)
{95002} Drow Wizard Armor, lesser, Cutscene 20 (intro)
{95003} Dragon Tooth Amulet
{95004} The dragon tooth amulet that Deekin wears looks very much like one of the artifacts that was stolen from your mentor's home in Hilltop during your adventure involving Undrentide. When asked about it, Deekin merely shuffles from foot to foot and mumbles that it was given to him but little more. Regardless of its significance, Deekin doesn't seem willing to give it up to anyone... even you.
{95005} Drow Armor
{95006} This is the armor of a drow warrior in the Valsharess's army.
{95007} Drow Armor, Past
{95008} Drow armor is powerful.
{95009} Drow dress Two
{95010} Drow Handmaiden Robes, Past
{95011} Drow Handmaiden Robes
{95012} Drow Katana +3
{95013} Drow weapons are deadly.
{95014} Drow Longsword +1
{95015} Drow Priestess Robes, Past
{95016} Drow Priestess Robes, Past Main
{95017} Drow Priestess Robes
{95018} Drow Robes
{95019} Drow Short Sword +2
{95020} Drow Short Sword +1
{95021} Drow Skin Level 11
{95022} Drow Skin Level 7
{95023} Faerûn's Tears
{95024} Legends tell that whenever an entire species is destroyed, the earth itself weeps. These magical amulets are said to be made from those tears, which hardened into diamonds.
{95025} Fight
{95026} Fright
{95027} Gauntlets of Bonding
{95028} Grayban's Armor
{95029} Warhammer +4
{95030} Grenade
{95031} Note
{95032} Much to your displeasure, here there is no treasure!

 - H
{95033} Handmaiden Dress
{95034} Honor and Death
{95035} The Rakshasha general, Kalikin, came from a long line of fierce warriors and cunning strategists. Their personal code of behavior was covered by the motto "Honor and Death". The words represented the idea that chaos led to the propogation of lesser species, and through the bounds of honor one could work effectively to strike down these lesser races and fulfill the destiny of the one great race, the Rakshasha. This two-bladed sword was the weapon of choice for striking the blow against chaos.
{95036} Infernal Chain Female
{95037} This unusual admantite chainmail bears the markings of dark elf craftsmanship, but is fused with a strange, deep red alloy not known to you.
{95038} The deep burnished red of this armor comes from admantite tempered in infernal flames. Only the army of the Valsharess wears this armor, which is scaldingly hot to the touch.
{95039} Infernal Chain Male
{95040} Infernal Ceremonial Helm
{95041} This helm should never be dropable.
{95042} Infernal Plate
{95043} Infernal Silk Female
{95044} Infernal Silk Male
{95045} Infernal Leather A
{95046} Infernal Leather B
{95047} Copper Helmet
{95048} Though this helmet has been fitted with straps for wearing, you are reasonably certain that it used to be a spittoon.

{95049} This armor was created through the power of celestial beings, who used the light of a star the temper the metal.
{95050} Hastefel's Skin
{95051} Prince Fire Elemental Properties
{95052} Pile of Gold
{95053} Enserric the Dagger
{95054} Black Longsword
{95055} Enserric the Greatsword
{95056} Enserric the Longsword
{95057} Enserric the Shortsword
{95058} Kobold Fire Grenade
{95059} Goblin fire grenades are highly unstable and highly explosive. Many goblins have died when their grenades exploded before they could be thrown.
{95060} Kobold Grenade
{95061} Goblin grenades are highly unstable and highly explosive. Many goblins have died when their grenades exploded before they could be thrown.
{95062} Robe of the Night Skies
{95063} This deep blue robe covers heavy half-plate armor, both being particular to the elven Starsinger priestesses of Sehanine Moonbow. The robe and armor have mystical qualities which can only be used by a Starsinger and would be useless to others... not that Linu would readily give her armor up.
{95064} Lord's Robes
{95065} Delphus Plate
{95066} Matron Armor
{95067} Thesta's Robe
{95068} Halaster's Black Cloak
{95069} This is a one-of-a-kind cloak created by Halaster to replace the rings he lost while disecting a balor.
{95070} Darklord's Robes
{95071} Mithral
{95072} This is a light weight metal often used by the elves to create magical armor or weapons. In the hands of the right smith, the metal can be used to enhance magical items or to create new new items entirely. While the value of the unforged metal is high, once it is properly molded, the value climbs rapidly.
{95073} Neverwinter Militia Armor
{95074} This is the official uniform of the Waterdeep militia.
{95075} Prisoner's Clothing
{95076} Duergar Chain
{95077} Duergar Battle Helm, Red
{95078} Duergar Battle Helm
{95079} Duergar Plate
{95080} Fairy Dust
{95081} The use of fairy dust in magical spells is well documented, particularly in magnifying the power of certain spells. In certain parts of Faerûn, such as Thay, fairies have been hunted to the brink of extinction.
{95082} Duergar Battlestaff
{95083} Halaster's Magnifying Glass
{95084} This magnifiying glass is warm to the touch and radiates powerful magic. However, it does little to amplify or improve the vision of the user. In fact, this glass doesn't appear to have any practical purpose whatsoever... short of using it to fry insects.
{95085} Seeds
{95086} These are seeds that would be useful for feeding birds or small rodents.
{95087} Blue Rod
{95088} This metal rod has many intricate designs carved on its shiny blue surface.
{95089} Green Rod
{95090} This metal rod has many intricate designs carved on its shiny green surface.
{95091} Red Rod
{95092} This metal rod has many intricate designs carved on its shiny red surface.
{95093} White Rod
{95094} This metal rod has many intricate designs carved on its shiny white surface.
{95095} Yellow Rod
{95096} Zombie Kama
{95097} Key
{95098} This is the key that Berger, the flesh golem created by Halaster, had.
{95099} Green Chain
{95100} This chain has a green, magical glow that gives off an unusual aura. It doesn't seem to have any use in and of itself, but perhaps combined with something else it might have a purpose.
{95101} Purple Chain
{95102} This length of chain has a purple aura, but seems to have no purpose by itself. Perhaps combined with something else, its use might become apparent.
{95103} Red Chain
{95104} This length of chain has a red aura, but seems to have no purpose by itself. Perhaps combined with something else, its use might become apparent.
{95105} Yellow Chain
{95106} This length of chain has a yellow aura, but seems to have no purpose by itself. Perhaps combined with something else, its use might become apparent.
{95107} Small Key
{95108} You found this key on the body of a goblin who was fleeing drow.
{95109} Small Red Key
{95110} This is the key you found on the corpse of drow scout guarding a door.
{95111} Marker Arrow
{95112} These are arrows that the goblins use to target an enemy.
{95113} Activation Stone
{95114} This stone was a gift from Volkarion the djinni. It can be used in conjunction with a portal in Undermountain to instantly transport you back to Waterdeep.
{95115} Halaster's Robe
{95116} Stone to Flesh
{95117} Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: Single
Duration: Permanent
Additional Counter Spells: Flesh to stone
Save: None
Spell Resistance: No

This spell restores a petrified creature to its normal state, restoring life and goods.
{95118} tickle
{95119} Delphus Axe
{95120} Star Frost
{95121} Tear Jerker
{95122} The Tear Jerker is a legendary dagger whose blade is said to be so cold that a simple touch could kill a man. On the elemental plane of fire, this weapon is considered one of the most loathsome daggers in existence. Mere possession of the weapon could mean permanent exile, or even death.
{95123} Scale Cap
{95124} This is a small red dragon scale folded into a small cap. Deekin says he found it lying around somewhere. He refuses to part with it.
{95125} Alchemist's Fire
{95126} Kegs with gunpowder are usually used in mining operation to speed up the excavation process.
{95127} Potion of Restoration
{95128} Potions store various spells, both beneficial and otherwise, until consumed.
{95129} This is a Potion of Greater Restoration.
{95130} Yawning Portal Dagger
{95131} This is a complimentary dagger supplied to all guests of the Yawning Portal Inn. The once flawless blade has been dulled from much use. A stamp on the hilt suggests that it was crafted by a cabal of wizards hidden along the Sword Coast.
{95132} Cloak of Bedazzlement
{95133} This cloak seems to shimmer in the light and is very hard for your eyes to focus on.
{95134} Drow Dagger
{95135} This dagger has many intricately carved runes all over its surface.  
{95136} The runes on this dagger identify it as belonging to the Red Sisters, a notorious sect of drow assassins.
{95137} Infernal Leather C
{95138} Sharwyn's Ring
{95139} This finely-wrought ring of platinum appears to be elven in origin and most likely was some form of engagement or promissary ring. It is something Sharwyn rarely talks about, though by the way she absently touches it when her thoughts appear far away its significance to her is obvious. The ring's enchantment is very strong, and it is almost impossible to remove from Sharwyn's person unless she wills it.
{95140} Tomi's Armor
{95141} This suit of dark leather appears to fit Tomi like a second skin and is not easily removed... not that Tomi would allow it to be, given the option. It is heavily enchanted and supposedly has something to do with Tomi's status as a Shadowdancer, something Tomi generally refuses to discuss.
{95142} Animal Cries Night
{95143} Battle Cries Group
{95144} Boiler Groans
{95145} Crypt Moans
{95146} Dragon Roars
{95147} Entrance Very Evil
{95148} Fire Large 1
{95149} Laughing Kids Spooky
{95150} Laughs Women
{95151} Magic Portal Evil
{95152} Mephit & Gargoyle Grunts
{95153} Miner Shovellings
{95154} Nobles Talk Outside
{95155} Alarm Sound
{95156} Rock Crumbles Cave Small
{95157} Scream Women
{95158} Smithy Bellows
{95159} Smithy Hammerings
{95160} Tavern Men
{95161} Tavern Women
{95162} Water Drips
{95163} Booms Distant
{95164} Zombie Moans
{95165} Drow Mine Guard (Single)
{95166} Cursed Folk
{95167} Dire Bat
{95168} Earth Elemental
{95169} Fake Rakshasa 1
{95170} Fairy Queen 1
{95171} Fairy Queen 2
{95172} Formian Slaves
{95173} Harpies/Imps
{95174} Ogre Mage 1
{95175} Ogre Mage Orc Single Darts
{95176} Ogre Mage Orcs
{95177} Orc and Ogre
{95178} Corridor Ambush 1A
{95179} Corridor Ambush 1B
{95180} Fake Rakshasa 2
{95181} Rakshasa Raiders
{95182} Formians
{95183} Spiders
{95184} The Guard
{95185} Town Duerger
{95186} Undermountain Drow
{95187} Vampires
{95188} Waterdeep Drow
{95189} Barrel, Cutscene 52 (Well)
{95190} Bed
{95191} Barrel 1, Cutscene 10
{95192} Barrel 1, Cutscene 10, broken
{95193} Barrel 2, Cutscene 10
{95194} Barrel 2, Cutscene 10, broken
{95195} Cutscene 10 Wagon
{95196} Cutscene 10 Wagon, broken
{95197} Cutscene 10 Flame 1
{95198} Cutscene 10 Flame 2
{95199} Green Sparks, Sobrey Telescope
{95200} Red Sparks, Sobrey Telescope
{95201} Cutscene 10 Statue
{95202} Cutscene 10 Statue, broken
{95203} Target 1
{95204} Target 2
{95205} Target 3
{95206} Target 4
{95207} Target 5
{95208} Sands of Time
{95209} Web Target
{95210} Invisible Wizard Target
{95211} Cleaner
{95212} An unfortunate creature's corpse
{95213} Well Lever
{95214} Secret Door 
{95215} You are not sure how you missed this door the first time - it must have been magic that caused it to blend in with its surroundings.
{95216} Hidden Wall Door Trigger
{95217} Drow Light
{95218} Dwarven Corpse
{95219} Beholder
{95220} Pool of Lost Souls
{95221} A thick, icy mist tumbles continuously into this frozen pool. Indistinguishable shapes seem buried in the ice, rising and sinking within its slushy center.
{95222} zportal
{95223} Council Meeting Conversation
{95224} Durnan
{95225} The Well
{95226} The light penetrates only so far into the gloomy depths. From somewhere deep below, you hear something growl.
{95227} Mirror Clone Hearbeat
{95228} Blue Pillar
{95229} Green Pillar
{95230} Red Pillar
{95231} White Pillar
{95232} Yellow Pillar
{95233} Oak Tree
{95234} A fully grown oak tree sways before you.
{95235} Spider Webs Small
{95236} Fire Tile
{95237} Flame Tile
{95238} Grass Tile
{95239} Water Tile
{95240} Sleeping Dwarf
{95241} townhub
{95242} Vines
{95243} WBASE
{95244} This is TEMPORARY. It is the BASE designer controlled recall portal. It is placed by design so that the player also has a place to spawn to.
It is where you go if you die.
{95245} W1P1
{95246} Wall
{95247} Player
{95248} Corpse
{95249} Reaper Door
{95250} Alchemist's Fire
{95251} Plot Chest
{95252} Anti Magic Area
{95253} bk_ogrevsfairy
{95254} Old Friends
{95255} Ambush 1a
{95256} Dragon Trigger
{95257} Level 3 - Special Trap 2 Zone
{95258} RuinLifeDrain
{95259} Special Placeable Trap
{95260} TamsilTrigger
{95261} FixItAll
{95262} Reaper Door Trigger
{95263} Crafting Supplies
{95264} Sobrey's Magic Shoppe
{95265} White Thesta's Temple Supplies
{95266} Argali's Armor and Weapons
{95267} beholderspawn
{95268} bk_way_ogrevs
{95269} Recall Waypoint
{95270} blank
{95271} NW_EXIT
{95272} q2b_darkness
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{95351} 
{95352} 
{95353} 
{95354} 
{95355} Drawing
{95356} Cutscene Storage
{95357} This is one of the soldiers sworn to protect Waterdeep.
{95358} This massive door covers the entrance to Undermountain.
{95359} The Well
{95360} To the Main Floor
{95361} I was fired
{95362} Brazier, Cutscene 52 (Well)
{95363} Cowardly Goblin
{95364} Up to Yawning Portal
{95365} Pull Rope
{95366} This is the pull rope that can be used to signal Durnan when you want to come back up.
{95367} Random Treasure Area
{95368} This is Argali's personal guard.
{95369} A tanned hide such as this is used to make light armors and weapon components such as bowstrings.
{95370} Oak is a very strong and durable wood, that can be used to create clubs or the body of a crossbow.
{95371} Cutscene Statue
{95372} This is the Reaper; a chilling creature who guards a plane of doors.
{95373} Gatekeeper's Robe
{95374} This monastic robe is fashion from a heavy wool. It feels slightly oily to the touch.
{95375} Portal
{95376} Cold air wafts through this portal, forming a thick, obscuring mist.
{95377} Death Door
{95378} Leader Door
{95379} Dead Henchman Spawn
{95380} Dead PC Spawn
{95381} Gatekeeper's Post
{95382} Door Home
{95383} This is a a blank scroll of the kind spellcasters use to creat magic scrolls. 

A character with the Scribe Scroll feat could cast any spell on this scroll to scribe a magical scroll.
{95384} Telescope
{95385} Useful for scholars, telescopes usually allow viewing things at great distance, without magic.  However, Sobrey's telescope seems to radiate magic and you guess it serves another purpose.
{95386} This is the elderly owner of this house.
{95387} Sack
{95388} Cook
{95389} The Yawning Portal's cook is known for a temper as fiery as his ovens.
{95390} This halfling moves about the kitchen with quickness and confidence.
{95391} q2a_cutattack
{95392} To Waterdeep
{95393} Kitchens
{95394} To The Well Room
{95395} Yawning Portal Well Room
{95396} Entrance to Undermountain - 1 GP - CLOSED UNTIL FURTHER NOTICE
{95397} King Bolon
{95398} This is the skeleton of a long dead ruler of the north. Why Halaster would want to store it here is unknown.
{95399} Chief Urdon
{95400} The Sorceress
{95401} Lady Fensor
{95402} King Krolon
{95403} Revisionist Balorthon
{95404} The Vivisectionist
{95405} Draft Gust Interior
{95406} Exit
{95407} To Level 2
{95408} The Hall of Sleeping Kings
{95409} The Grim Statue
{95410} Hall of Mirrors
{95411} This is a magical portal that might teleport you anywhere.
{95412} Rogue stones are popular with adventurers, as they very useful in teleportation incantations.
{95413} Grim Target 1
{95414} Grim Target 2
{95415} Grim Target 3
{95416} Grim Target 4
{95417} Grim Target 5
{95418} Grim Target 6
{95419} Mirror
{95420} A distortion of the light almost makes the surface of the mirror ripple, giving your reflection a life of its own.
{95421} Disturb not the rest of the Sleeping Kings!
{95422} Leave Sitting Kings Be!
{95423} The variety of colors amongst these pillars might be a clue as to how to get past them to the lower stairway.
{95424} The handles for these levers appear to be missing. Perhaps if the handles were found, the path to the stairwell could be cleared.
{95425} Black Longsword
{95426} Olgin Hasterean
{95427} Stairs Down
{95428} DartMaster
{95429} Dart Master
{95430} SPELL_CONSTANT_HERE
{95431} Dartmaster
{95432} Spiders
{95433} Stairs To Level 2
{95434} The Maze
{95435} Hall of the Ogre Mage
{95436} The Vanishing Treasure
{95437} Spellcraft Check Success
{95438} What a nymph is doing in Undermountain, and why Halaster brought her here, is one of those philosophical questions that will probably never be answered satisfactorily.
{95439} Fairy Bomb Maker
{95440} Turned cruel and evil, these fairies appear to like causing large explosions.
{95441} Refuge of the Nymph
{95442} The Three Guardians
{95443} Tombs of the Sleepers
{95444} The Bombmaker's Sanctum
{95445} Strange Portal
{95446} Portal Stone
{95447} Stoney
{95448} Stone Cold Club
{95449} Lizardfolk Hisses
{95450} Drow Sub-commander
{95451} With the skill of the perfectly trained warrior, this high-ranking drow has a fearsome presence.
{95452} Drow Encounter
{95453} Drow Encounter 1
{95454} Fountain Small
{95455} Voices
{95456} Hidden Tunnel
{95457} Ballista
{95458} Encampment
{95459} Gates
{95460} Drow War Cannon
{95461} Alarm Target
{95462} Chest
{95463} This chest is of drow design.
{95464} Drow Mage Robe
{95465} Drow Squad Leader
{95466} check waypoint
{95467} Large Portal
{95468} Passage North
{95469} Energy Stone
{95470} Portal Effect
{95471} Portal
{95472} Drow Lookout
{95473} Stairs Up
{95474} Bats Crying & Flapping
{95475} Hammerings
{95476} Formian Cutscene Trigger
{95477} Passage to Level 2
{95478} Slave Pens
{95479} The Mines
{95480} Drow Camp
{95481} Fleeing Goblin
{95482} This is a small key you found on a goblin fleeing from drow.
{95483} Drow Captain
{95484} The unusual red markings on the armor of the drow in Undermountain are even more prevalent on this obviously high-ranking warrior.
{95485} Water Pool Small
{95486} Special Trap
{95487} Stairs Up
{95488} Stairs Down
{95489} Kelvin Blackstaff
{95490} The inscription reads:
Kelvin Blackstaff - 
Cruel Intentions, Foul Breath, and Flatulence all rolled into one package.
{95491} Birtron the Magnificent
{95492} The inscription reads:
Birtron the Magnificent - 233 - 475
Birtron - unholy avenger of the nine hells.  Enjoyed a long reign of terror in the Southern Reaches.
{95493} Gregor the Unshaven
{95494} The inscription reads:
Gregor the Unshaven - Ruler of the Northern Wilds.  Ravisher of Women.  Vile demi-god of those too lazy to shave.
{95495} Ugbash the Unwashed
{95496} The inscription reads: 
Ugbash the Unwashed - 1101 - 1154
Ugbash, favorite son of King Leopold the Gap Toothed.  Replaced his father in the coup of '54, only to be himself 'replaced' a month later by his son, Reggie the Clean.
{95497} Argrisdfzak
{95498} The inscription reads:
Argrisdfzak - 744 - ?
Argrisdfzak, demon of the fifth plane, summoned by Ulysses the Not-So-Smart at his son, Harry's 5th birthday party.
Most memorable birthday party ever...
{95499} Black Jack 'The Butcher'
{95500} The inscription reads:
Black Jack - 777 - 799
Black Jack's reign of evil was short lived but memorable due to the high death count of chickens within his empire.
{95501} The low pedestal gleams in the green light, shadows playing across its fluted column.
{95502} The low pedestal gleams in the red light, shadows playing across its fluted column.
{95503} The low pedestal gleams in the yellow light, shadows playing across its fluted column.
{95504} The low pedestal gleams in the purple light, shadows playing across its fluted column.
{95505} Pool of Colors
{95506} The prominence of this pool makes it obvious that it must play some special role in this puzzle.
{95507} Jonah the Unlucky
{95508} The inscription reads:
Jonah the Unlucky - 815 - 874
Jonah - Cruel King of the Urgh - almost conquerer of the North, close to being champion of the West Marches.  Died of shock when he won the State lottery.
{95509} Wind Gust Strong
{95510} Wind Gust Soft
{95511} The Yawning Portal
{95512} Little Musings and Magic Shoppe
{95513} Argali's Arms
{95514} Barricade
{95515} The Empty Keg Tavern
{95516} The River Gate
{95517} The Yawning Portal
{95518} Soothsayer's Way
{95519} The River Gate
{95520} Rainrun Street
{95521} Argali's Arms
{95522} Little Musings and Magic Shoppe
{95523} Little Musings and Magic Shoppe: CLOSED UNTIL FURTHER NOTICE!
{95524} Docks closed until further notice.
{95525} The Empty Keg Tavern
{95526} Crowd Disperse Point
{95527} To the Rooms
{95528} Though frail with age, this noble paladin still maintains an air of dignity.
{95529} Armory
{95530} Armory
{95531} Common Room
{95532} You stashed your equipment in this chest before resting for the night.
{95533} Your Mind
{95534} Small Dirty Bag
{95535} Armor Stand
{95536} Ranged Weapons Rack
{95537} Miscellaneous Equipment
{95538} Armory
{95539} Hordes of the Underdark
Chapter 3
For one, 22nd level character.
{95540} An Army is Born
{95541} Planar Entrance
{95542} Outer Gem Hall
{95543} Ice Prison
{95544} Den of Fire
{95545} Den of Ice
{95546} Feeding on Chaos
{95547} Courtyard
{95548} Greater Wastelands
{95549} Hellbreath Tavern
{95550} Inner Gem Hall
{95551} Ice Cave
{95552} Ice Quarry
{95553} Knower of Places
{95554} Plane of the Fallen
{95555} Arriving at the Yawning Portal
{95556} Quarry Office
{95557} Temple of the Sleeping Man
{95558} City of Lost Souls
{95559} The End
{95560} Deep Wastelands
{95561} Chamber of the Three Rings
{95562} Wastelands
{95563} 
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{95978} 
{95979} 
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{98560} 
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{98564} 
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{98578} 
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{98583} 
{98584} 
{98585} 
{98586} 
{98587} 
{98588} 
{98589} 
{98590} 
{98591} 
{98592} 
{98593} 
{98594} 
{98595} 
{98596} 
{98597} 
{98598} 
{98599} 
{98600} 
{98601} 
{98602} 
{98603} 
{98604} 
{98605} 
{98606} 
{98607} 
{98608} 
{98609} 
{98610} 
{98611} 
{98612} 
{98613} 
{98614} 
{98615} 
{98616} 
{98617} 
{98618} 
{98619} 
{98620} 
{98621} 
{98622} 
{98623} 
{98624} 
{98625} 
{98626} 
{98627} 
{98628} 
{98629} 
{98630} 
{98631} 
{98632} 
{98633} 
{98634} 
{98635} 
{98636} 
{98637} 
{98638} 
{98639} 
{98640} 
{98641} 
{98642} 
{98643} 
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{98645} 
{98646} 
{98647} 
{98648} 
{98649} 
{98650} 
{98651} 
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{98654} 
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{98657} 
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{98659} 
{98660} 
{98661} 
{98662} 
{98663} 
{98664} 
{98665} 
{98666} 
{98667} 
{98668} 
{98669} 
{98670} 
{98671} 
{98672} 
{98673} 
{98674} 
{98675} 
{98676} 
{98677} 
{98678} 
{98679} 
{98680} 
{98681} 
{98682} 
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{98685} 
{98686} 
{98687} 
{98688} 
{98689} 
{98690} 
{98691} 
{98692} 
{98693} 
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{98695} 
{98696} 
{98697} 
{98698} 
{98699} 
{98700} 
{98701} 
{98702} 
{98703} 
{98704} 
{98705} 
{98706} 
{98707} 
{98708} 
{98709} 
{98710} 
{98711} 
{98712} 
{98713} 
{98714} 
{98715} 
{98716} 
{98717} 
{98718} 
{98719} 
{98720} 
{98721} 
{98722} 
{98723} 
{98724} 
{98725} 
{98726} 
{98727} 
{98728} 
{98729} 
{98730} 
{98731} 
{98732} 
{98733} 
{98734} 
{98735} 
{98736} 
{98737} 
{98738} 
{98739} 
{98740} 
{98741} 
{98742} 
{98743} 
{98744} 
{98745} 
{98746} 
{98747} 
{98748} 
{98749} 
{98750} 
{98751} 
{98752} 
{98753} 
{98754} 
{98755} 
{98756} 
{98757} 
{98758} 
{98759} 
{98760} 
{98761} 
{98762} 
{98763} 
{98764} 
{98765} 
{98766} 
{98767} 
{98768} 
{98769} 
{98770} 
{98771} 
{98772} 
{98773} 
{98774} 
{98775} 
{98776} 
{98777} 
{98778} 
{98779} 
{98780} 
{98781} 
{98782} 
{98783} 
{98784} 
{98785} 
{98786} 
{98787} 
{98788} 
{98789} 
{98790} 
{98791} 
{98792} 
{98793} 
{98794} 
{98795} 
{98796} 
{98797} 
{98798} 
{98799} 
{98800} 
{98801} 
{98802} 
{98803} 
{98804} 
{98805} 
{98806} 
{98807} 
{98808} 
{98809} 
{98810} 
{98811} 
{98812} 
{98813} 
{98814} 
{98815} 
{98816} 
{98817} 
{98818} 
{98819} 
{98820} 
{98821} 
{98822} 
{98823} 
{98824} 
{98825} 
{98826} 
{98827} 
{98828} 
{98829} 
{98830} 
{98831} 
{98832} 
{98833} 
{98834} 
{98835} 
{98836} 
{98837} 
{98838} 
{98839} 
{98840} 
{98841} 
{98842} 
{98843} 
{98844} 
{98845} 
{98846} 
{98847} 
{98848} 
{98849} 
{98850} 
{98851} 
{98852} 
{98853} 
{98854} 
{98855} 
{98856} 
{98857} 
{98858} 
{98859} 
{98860} 
{98861} 
{98862} 
{98863} 
{98864} 
{98865} 
{98866} 
{98867} 
{98868} 
{98869} 
{98870} 
{98871} 
{98872} 
{98873} 
{98874} 
{98875} 
{98876} 
{98877} 
{98878} 
{98879} 
{98880} 
{98881} 
{98882} 
{98883} 
{98884} 
{98885} 
{98886} 
{98887} 
{98888} 
{98889} 
{98890} 
{98891} 
{98892} 
{98893} 
{98894} 
{98895} 
{98896} 
{98897} 
{98898} 
{98899} 
{98900} 
{98901} 
{98902} 
{98903} 
{98904} 
{98905} 
{98906} 
{98907} 
{98908} 
{98909} 
{98910} 
{98911} 
{98912} 
{98913} 
{98914} 
{98915} 
{98916} 
{98917} 
{98918} 
{98919} 
{98920} 
{98921} 
{98922} 
{98923} 
{98924} 
{98925} 
{98926} 
{98927} 
{98928} 
{98929} 
{98930} 
{98931} 
{98932} 
{98933} 
{98934} 
{98935} 
{98936} 
{98937} 
{98938} 
{98939} 
{98940} 
{98941} 
{98942} 
{98943} 
{98944} 
{98945} 
{98946} 
{98947} 
{98948} 
{98949} 
{98950} 
{98951} 
{98952} 
{98953} 
{98954} 
{98955} 
{98956} 
{98957} 
{98958} 
{98959} 
{98960} 
{98961} 
{98962} 
{98963} 
{98964} 
{98965} 
{98966} 
{98967} 
{98968} 
{98969} 
{98970} 
{98971} 
{98972} 
{98973} 
{98974} 
{98975} 
{98976} 
{98977} 
{98978} 
{98979} 
{98980} 
{98981} 
{98982} 
{98983} 
{98984} 
{98985} 
{98986} 
{98987} 
{98988} 
{98989} 
{98990} 
{98991} 
{98992} 
{98993} 
{98994} 
{98995} 
{98996} 
{98997} 
{98998} 
{98999} 
{99000} 
{99001} 
{99002} 
{99003} 
{99004} 
{99005} 
{99006} 
{99007} 
{99008} 
{99009} 
{99010} 
{99011} 
{99012} 
{99013} 
{99014} 
{99015} 
{99016} 
{99017} 
{99018} 
{99019} 
{99020} 
{99021} 
{99022} 
{99023} 
{99024} 
{99025} 
{99026} 
{99027} 
{99028} 
{99029} 
{99030} 
{99031} 
{99032} 
{99033} 
{99034} 
{99035} 
{99036} 
{99037} 
{99038} 
{99039} 
{99040} 
{99041} 
{99042} 
{99043} 
{99044} 
{99045} 
{99046} 
{99047} 
{99048} 
{99049} 
{99050} 
{99051} 
{99052} 
{99053} 
{99054} 
{99055} 
{99056} 
{99057} 
{99058} 
{99059} 
{99060} 
{99061} 
{99062} 
{99063} 
{99064} 
{99065} 
{99066} 
{99067} 
{99068} 
{99069} 
{99070} 
{99071} 
{99072} 
{99073} 
{99074} 
{99075} 
{99076} 
{99077} 
{99078} 
{99079} 
{99080} 
{99081} 
{99082} 
{99083} 
{99084} 
{99085} 
{99086} 
{99087} 
{99088} 
{99089} 
{99090} 
{99091} 
{99092} 
{99093} 
{99094} 
{99095} 
{99096} 
{99097} 
{99098} 
{99099} 
{99100} 
{99101} 
{99102} 
{99103} 
{99104} 
{99105} 
{99106} 
{99107} 
{99108} 
{99109} 
{99110} 
{99111} 
{99112} 
{99113} 
{99114} 
{99115} 
{99116} 
{99117} 
{99118} 
{99119} 
{99120} 
{99121} 
{99122} 
{99123} 
{99124} 
{99125} 
{99126} 
{99127} 
{99128} 
{99129} 
{99130} 
{99131} 
{99132} 
{99133} 
{99134} 
{99135} 
{99136} 
{99137} 
{99138} 
{99139} 
{99140} 
{99141} 
{99142} 
{99143} 
{99144} 
{99145} 
{99146} 
{99147} 
{99148} 
{99149} 
{99150} 
{99151} 
{99152} 
{99153} 
{99154} 
{99155} 
{99156} 
{99157} 
{99158} 
{99159} 
{99160} 
{99161} 
{99162} 
{99163} 
{99164} 
{99165} 
{99166} 
{99167} 
{99168} 
{99169} 
{99170} 
{99171} 
{99172} 
{99173} 
{99174} 
{99175} 
{99176} 
{99177} 
{99178} 
{99179} 
{99180} 
{99181} 
{99182} 
{99183} 
{99184} 
{99185} 
{99186} 
{99187} 
{99188} 
{99189} 
{99190} 
{99191} 
{99192} 
{99193} 
{99194} 
{99195} 
{99196} 
{99197} 
{99198} 
{99199} 
{99200} "Fine, but the armor stays."
{99201} 
{99202} 
{99203} 
{99204} 
{99205} 
{99206} 
{99207} 
{99208} 
{99209} 
{99210} 
{99211} 
{99212} 
{99213} 
{99214} 
{99215} 
{99216} 
{99217} 
{99218} 
{99219} 
{99220} 
{99221} 
{99222} 
{99223} 
{99224} 
{99225} 
{99226} 
{99227} 
{99228} 
{99229} 
{99230} 
{99231} 
{99232} 
{99233} 
{99234} 
{99235} 
{99236} 
{99237} 
{99238} 
{99239} 
{99240} 
{99241} 
{99242} 
{99243} 
{99244} 
{99245} 
{99246} 
{99247} 
{99248} 
{99249} 
{99250} 
{99251} 
{99252} 
{99253} 
{99254} 
{99255} 
{99256} 
{99257} 
{99258} 
{99259} 
{99260} 
{99261} 
{99262} 
{99263} 
{99264} 
{99265} 
{99266} 
{99267} 
{99268} 
{99269} 
{99270} 
{99271} 
{99272} 
{99273} 
{99274} 
{99275} 
{99276} 
{99277} 
{99278} 
{99279} 
{99280} 
{99281} 
{99282} 
{99283} 
{99284} 
{99285} 
{99286} 
{99287} 
{99288} 
{99289} 
{99290} 
{99291} 
{99292} 
{99293} 
{99294} 
{99295} 
{99296} 
{99297} 
{99298} 
{99299} 
{99300} 
{99301} 
{99302} 
{99303} 
{99304} 
{99305} 
{99306} 
{99307} 
{99308} 
{99309} 
{99310} 
{99311} 
{99312} 
{99313} 
{99314} 
{99315} 
{99316} 
{99317} 
{99318} 
{99319} 
{99320} 
{99321} 
{99322} 
{99323} 
{99324} 
{99325} 
{99326} 
{99327} 
{99328} 
{99329} 
{99330} 
{99331} 
{99332} 
{99333} 
{99334} 
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{99336} 
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{99339} 
{99340} 
{99341} 
{99342} 
{99343} 
{99344} 
{99345} 
{99346} 
{99347} 
{99348} 
{99349} 
{99350} 
{99351} 
{99352} 
{99353} 
{99354} 
{99355} 
{99356} 
{99357} 
{99358} 
{99359} 
{99360} 
{99361} 
{99362} 
{99363} 
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{99365} 
{99366} 
{99367} 
{99368} 
{99369} 
{99370} 
{99371} 
{99372} 
{99373} 
{99374} 
{99375} 
{99376} 
{99377} 
{99378} 
{99379} 
{99380} 
{99381} 
{99382} 
{99383} 
{99384} 
{99385} 
{99386} 
{99387} 
{99388} 
{99389} 
{99390} 
{99391} 
{99392} 
{99393} 
{99394} 
{99395} 
{99396} 
{99397} 
{99398} 
{99399} 
{99400} 
{99401} 
{99402} 
{99403} 
{99404} 
{99405} 
{99406} 
{99407} 
{99408} 
{99409} 
{99410} 
{99411} 
{99412} 
{99413} 
{99414} 
{99415} 
{99416} 
{99417} 
{99418} 
{99419} 
{99420} 
{99421} 
{99422} 
{99423} 
{99424} 
{99425} 
{99426} 
{99427} 
{99428} 
{99429} 
{99430} 
{99431} 
{99432} 
{99433} 
{99434} 
{99435} 
{99436} 
{99437} 
{99438} 
{99439} 
{99440} 
{99441} 
{99442} 
{99443} 
{99444} 
{99445} 
{99446} 
{99447} 
{99448} 
{99449} 
{99450} 
{99451} 
{99452} 
{99453} 
{99454} 
{99455} 
{99456} 
{99457} 
{99458} 
{99459} 
{99460} 
{99461} 
{99462} 
{99463} 
{99464} 
{99465} 
{99466} 
{99467} 
{99468} 
{99469} 
{99470} 
{99471} 
{99472} 
{99473} 
{99474} 
{99475} 
{99476} 
{99477} 
{99478} 
{99479} 
{99480} 
{99481} 
{99482} 
{99483} 
{99484} 
{99485} 
{99486} 
{99487} 
{99488} 
{99489} 
{99490} 
{99491} 
{99492} 
{99493} 
{99494} 
{99495} 
{99496} 
{99497} 
{99498} 
{99499} 
{99500} 
{99501} 
{99502} 
{99503} 
{99504} 
{99505} 
{99506} 
{99507} 
{99508} 
{99509} 
{99510} 
{99511} 
{99512} 
{99513} 
{99514} 
{99515} 
{99516} 
{99517} 
{99518} 
{99519} 
{99520} 
{99521} 
{99522} 
{99523} 
{99524} 
{99525} 
{99526} 
{99527} 
{99528} 
{99529} 
{99530} 
{99531} 
{99532} 
{99533} 
{99534} "I don't see Tyr down here in the Hell's... I don't need some god to take responsibility for what I've done. I made my actions knowingly and knowingly I pay the price."
{99535} 
{99536} 
{99537} 
{99538} 
{99539} 
{99540} 
{99541} 
{99542} 
{99543} 
{99544} 
{99545} 
{99546} 
{99547} 
{99548} 
{99549} 
{99550} 
{99551} 
{99552} 
{99553} 
{99554} 
{99555} 
{99556} 
{99557} 
{99558} 
{99559} 
{99560} 
{99561} 
{99562} 
{99563} 
{99564} 
{99565} 
{99566} 
{99567} 
{99568} 
{99569} 
{99570} 
{99571} 
{99572} 
{99573} 
{99574} 
{99575} 
{99576} 
{99577} 
{99578} 
{99579} 
{99580} 
{99581} 
{99582} 
{99583} 
{99584} 
{99585} 
{99586} 
{99587} 
{99588} 
{99589} 
{99590} 
{99591} 
{99592} 
{99593} 
{99594} 
{99595} 
{99596} 
{99597} 
{99598} 
{99599} 
{99600} 
{99601} 
{99602} 
{99603} 
{99604} 
{99605} 
{99606} 
{99607} 
{99608} 
{99609} 
{99610} 
{99611} 
{99612} 
{99613} 
{99614} 
{99615} 
{99616} 
{99617} 
{99618} 
{99619} 
{99620} 
{99621} 
{99622} 
{99623} 
{99624} 
{99625} 
{99626} 
{99627} 
{99628} 
{99629} 
{99630} 
{99631} 
{99632} 
{99633} 
{99634} 
{99635} 
{99636} 
{99637} 
{99638} 
{99639} 
{99640} 
{99641} 
{99642} 
{99643} 
{99644} 
{99645} 
{99646} 
{99647} 
{99648} 
{99649} 
{99650} 
{99651} 
{99652} 
{99653} 
{99654} 
{99655} 
{99656} 
{99657} 
{99658} 
{99659} 
{99660} 
{99661} 
{99662} 
{99663} 
{99664} 
{99665} 
{99666} 
{99667} 
{99668} 
{99669} 
{99670} 
{99671} 
{99672} 
{99673} 
{99674} 
{99675} 
{99676} 
{99677} 
{99678} 
{99679} 
{99680} 
{99681} 
{99682} 
{99683} 
{99684} 
{99685} 
{99686} 
{99687} "The Hells can pose no threat to any of us."
{99688} 
{99689} 
{99690} 
{99691} 
{99692} 
{99693} 
{99694} 
{99695} 
{99696} 
{99697} 
{99698} 
{99699} 
{99700} 
{99701} 
{99702} 
{99703} 
{99704} 
{99705} 
{99706} 
{99707} 
{99708} 
{99709} 
{99710} 
{99711} 
{99712} 
{99713} 
{99714} 
{99715} 
{99716} 
{99717} 
{99718} 
{99719} 
{99720} 
{99721} 
{99722} 
{99723} 
{99724} 
{99725} 
{99726} 
{99727} 
{99728} 
{99729} 
{99730} 
{99731} 
{99732} 
{99733} 
{99734} 
{99735} 
{99736} 
{99737} 
{99738} 
{99739} 
{99740} 
{99741} 
{99742} 
{99743} 
{99744} 
{99745} 
{99746} 
{99747} 
{99748} 
{99749} 
{99750} 
{99751} 
{99752} 
{99753} 
{99754} 
{99755} 
{99756} 
{99757} 
{99758} 
{99759} 
{99760} 
{99761} 
{99762} 
{99763} 
{99764} 
{99765} 
{99766} 
{99767} 
{99768} 
{99769} 
{99770} 
{99771} 
{99772} 
{99773} 
{99774} 
{99775} 
{99776} 
{99777} 
{99778} 
{99779} 
{99780} 
{99781} 
{99782} 
{99783} 
{99784} 
{99785} 
{99786} 
{99787} 
{99788} 
{99789} 
{99790} 
{99791} 
{99792} 
{99793} 
{99794} 
{99795} 
{99796} 
{99797} 
{99798} 
{99799} 
{99800} 
{99801} 
{99802} 
{99803} 
{99804} 
{99805} 
{99806} 
{99807} 
{99808} 
{99809} 
{99810} 
{99811} 
{99812} 
{99813} 
{99814} 
{99815} 
{99816} 
{99817} 
{99818} 
{99819} 
{99820} 
{99821} 
{99822} 
{99823} 
{99824} 
{99825} 
{99826} 
{99827} 
{99828} 
{99829} 
{99830} 
{99831} 
{99832} 
{99833} 
{99834} 
{99835} 
{99836} 
{99837} 
{99838} 
{99839} 
{99840} 
{99841} 
{99842} 
{99843} "The Hells are a little colder than I expected, that's for sure."
{99844} 
{99845} 
{99846} 
{99847} 
{99848} 
{99849} 
{99850} 
{99851} 
{99852} 
{99853} 
{99854} 
{99855} 
{99856} 
{99857} 
{99858} 
{99859} 
{99860} 
{99861} 
{99862} 
{99863} 
{99864} 
{99865} 
{99866} 
{99867} 
{99868} 
{99869} 
{99870} 
{99871} 
{99872} 
{99873} 
{99874} 
{99875} 
{99876} 
{99877} 
{99878} 
{99879} 
{99880} 
{99881} 
{99882} 
{99883} 
{99884} 
{99885} 
{99886} 
{99887} 
{99888} 
{99889} 
{99890} 
{99891} 
{99892} 
{99893} 
{99894} 
{99895} 
{99896} 
{99897} 
{99898} 
{99899} 
{99900} 
{99901} 
{99902} 
{99903} 
{99904} 
{99905} 
{99906} 
{99907} 
{99908} 
{99909} 
{99910} 
{99911} 
{99912} 
{99913} 
{99914} 
{99915} 
{99916} 
{99917} 
{99918} 
{99919} 
{99920} 
{99921} 
{99922} 
{99923} 
{99924} 
{99925} 
{99926} 
{99927} 
{99928} 
{99929} 
{99930} 
{99931} 
{99932} 
{99933} 
{99934} 
{99935} 
{99936} 
{99937} 
{99938} 
{99939} 
{99940} 
{99941} 
{99942} 
{99943} 
{99944} 
{99945} 
{99946} 
{99947} 
{99948} 
{99949} 
{99950} 
{99951} 
{99952} 
{99953} 
{99954} 
{99955} 
{99956} 
{99957} 
{99958} 
{99959} 
{99960} 
{99961} 
{99962} 
{99963} 
{99964} 
{99965} 
{99966} 
{99967} 
{99968} 
{99969} 
{99970} 
{99971} 
{99972} 
{99973} 
{99974} 
{99975} 
{99976} 
{99977} 
{99978} 
{99979} 
{99980} 
{99981} 
{99982} 
{99983} 
{99984} 
{99985} 
{99986} 
{99987} 
{99988} 
{99989} 
{99990} 
{99991} 
{99992} 
{99993} 
{99994} 
{99995} 
{99996} 
{99997} 
{99998} 
{99999} 
{100000} 
{100001} 
{100002} 
{100003} 
{100004} 
{100005} 
{100006} 
{100007} 
{100008} 
{100009} 
{100010} 
{100011} 
{100012} 
{100013} 
{100014} 
{100015} 
{100016} 
{100017} 
{100018} 
{100019} 
{100020} 
{100021} 
{100022} 
{100023} 
{100024} 
{100025} 
{100026} 
{100027} 
{100028} 
{100029} 
{100030} 
{100031} 
{100032} 
{100033} 
{100034} 
{100035} 
{100036} 
{100037} 
{100038} 
{100039} 
{100040} 
{100041} 
{100042} 
{100043} 
{100044} 
{100045} 
{100046} 
{100047} 
{100048} 
{100049} 
{100050} 
{100051} 
{100052} 
{100053} 
{100054} 
{100055} 
{100056} 
{100057} 
{100058} 
{100059} 
{100060} 
{100061} 
{100062} 
{100063} 
{100064} 
{100065} 
{100066} 
{100067} 
{100068} 
{100069} 
{100070} 
{100071} 
{100072} 
{100073} 
{100074} 
{100075} 
{100076} 
{100077} 
{100078} 
{100079} 
{100080} Aribeth
{100081} de Tylmarande
{100082} Drow Rebel Swordmaster
{100083} Drow Weapon Hero
{100084} Donan
{100085} Brinsbane
{100086} Frurry
{100087} Brushe
{100088} Arden
{100089} Swift
{100090} Gru'ul the Quarry Boss
{100091} Rage, almost palpable, billows off the Quarry Boss like a stormcloud. The very walls seem to ripple and change in the wake of his anger.
{100092} Slaadi Quarry Slave
{100093} The pale white flesh of this muscular creature is scarred from countless beatings. A lifetime of hellish servitude is seeming less and less appealing to you.
{100094} Erinyes Quarry Worker
{100095} The fair skin of this once-comely Erinyes is leathery with scars and vericose veins and other vestiges of a too-hard life.
{100096} Imp Quarry Worker
{100097} The imp flaps its wings wearily, letting its arms and legs dangle limp after a hard day's work.
{100098} Lazy the Quarry Imp
{100099} This half-conscious imp has had a nasty run-in with a Quarry Grinder. His arm is horribly mangled.
{100100} Githzerai Pilgrim
{100101} Fierce-looking as he is, this man seems intensely bored. His dour expression seems well-suited to the gray pallor of his face.
{100102} Fierce-looking as she is, this woman seems intensely bored. Her dour expression seems well-suited to the gray pallor of her face.
{100103} Githzerai Berry Picker
{100104} This woman is stooped over a small bush, picking berries from it and placing them in a small pouch beside her on the ice.
{100105} Pit Fiend Quarry Worker
{100106} This Pit Fiend is has a stooped posture and its clawed hands are cracked and blistered from heavy labor.
{100107} Scrivener
{100108} Sensei Dharvana
{100109} The Sleeping Man
{100110} Spirit of the Dead
{100111} This ghostly spirit seems to flit in and out of existence, barely visible save for the layer of frost that clings to its features.
{100112} Tavern Keeper
{100113} The tavern keeper peers down at you with sullen eyes.
{100114} Tavernkeeper
{100115} This is one of the stranger tavernkeepers you've ever seen. Then again, this is probably one of the strangest taverns...
{100116} Fallen Aasimar
{100117} Fiendish Azer
{100118} Commoner, Female (Victim)
{100119} Commoner, Male (Victim)
{100120} White (Victim)
{100121} Cook (Victim)
{100122} The Yawning Portal's cook is know for a temper as fiery as his ovens.
{100123} Drow Maeviir Guard
{100124} Granite Beast
{100125} Fire Elemental Scout
{100126} Fire Elemental
{100127} Fire Imp
{100128} Lava Beast
{100129} Frost Giant Guard
{100130} Frost Giant Ranger
{100131} Fiendish Ice Mephit
{100132} Greater Ice Troll
{100133} Ice Beast
{100134} Devil Prisoner
{100135} Pit Fiend Prisoner
{100136} Knower of Names
{100137} Mephistopheles
{100138} Scavenger Rat
{100139} Outcast Devil
{100140} Water Beast
{100141} Outcast Slaad
{100142} Frost Giant Hunting Wolf
{100143} Alpha Winter Wolf
{100144} Winter Wolf Pup
{100145} Knower of Places
{100146} Miner
{100147} Waterdeep Militia Archer
{100148} Rizolvir's Ghost
{100149} Scorching Beetle
{100150} Walking Bone Mass
{100151} Bugbear
{100152} Bugbear Chieftan
{100153} Bugbear Shaman
{100154} Lava Goblin
{100155} Mawgwump
{100156} Bessy
{100157} Shadow Keeper
{100158} Shadow Sharpshooter
{100159} Skeletal Archer
{100160} Skeletal Minion
{100161} Veregon
{100162} Helper
{100163} Wizard Cloak
{100164} Bard's Barding
{100165} Holes have been cut and laced into the back of this bardswear, apparently to make room for wings.
{100166} cheat_belt
{100167} Fallen Mage's Outfit
{100168} Adept's Robe
{100169} Dead Armor
{100170} Stone Gargoyle Ear
{100171} This is a Stone Gargoyle Ear, seemingly broken off from one of the statues.
{100172} Githzerai Properties
{100173} Githzerai Strapping
{100174} Worn by the Sensei, the spiritual and military leaders of the Githzerai, these woven strappings are adorned with passages from the Book of Zerthimon.
{100175} Demonic Grappling Hand
{100176} This hand seems to have a life about it. It wriggles and writhes as you hold it, constantly gripping at your fingers.

When properly thrown, it will latch onto nearby obstacles - provided there is something it can grab onto. Upon hooking onto something, it will pull its owner over to it, and place itself back in its owner's backpack.

The Demonic Grappling Hand can also be used to manipulate some objects, like activating them, or pulling them closer to its owner.
{100177} Gruul's Bracer
{100178} Dream Journal, Vol. I
{100179} The Sleeping Man dreams more and more about his search, now, tossing and turning restlessly as I probe deeper into his thoughts. The search had led him to the vast wastes of Cania, well beyond the Gates. I could almost feel the biting cold he suffered, on the verge of death amidst the blinding snows. He had a ring that turned the whole world dark and marked the path that compelled him ever forward. Every step was agony but every step brought him closer to his quest's completion. Only at the end of the dream did the nature of that quest become clear. He sought the Knower of Places... Thus I learned the Fourth-Fold Mystery of the Sleeping Man. He has slept more peacefully ever since and he has not dreamed of his time in the wastes since.
{100180} Sensei's Amulet
{100181} Sensei Dharvana uses this amulet to focus on the dreams of the Sleeping Man. For those of sufficient mental acuity, simply wearing the amulet while in the Sleeping Man's presence should be sufficient to bring any latent psionic powers to the fore.
{100182} Trumpet of Pandemonium
{100183} Bent and battered, this strange trumpet is somehow linked to the howling winds of Pandemonium. Its sound is definitely more jarring than it is musical.
{100184} Aribeth's Armor
{100185} Velox Potion
{100186} The potion contained within this bottle can warm the body for quite some time. The energy of the Velox Berries it was made from, has been harnessed within.

When times are tough, and there are no berries or wood to be found, this potion can be a life-saver.
{100187} Velox Berry
{100188} This highly sought after berry has a very unique attribute at its core. While it is not edible for most beings, it does provide a fiery spark when crushed or broken apart.

This can be quite useful for anyone traveling in harsh environments, as the spark can be used on flammable objects to create a fire that can burn far longer and far warmer than natural fires.
{100189} Band of Fire and Frost
{100190} Engraved on the face of this ring are two symbols - one to represent fire and one to represent ice. When these forces work together in harmony, the body is at peace with either of these elements.

It seemingly did its last owner no good, but this balancing power in the hands of either of the ring's elemental ties could cause a great uprising.

It is for this reason that the previous owner must have "hid" it away and embraced his death rather than giving it up. 
{100191} Gem Pile
{100192} While these assorted gems are shiny and quite nice looking, they have no real value - except that the Mimic seems to like them.
{100193} Ring of Guidance
{100194} 'H' - A Piece of the Sleeping Man's Ring
{100195} This portion of the Sleeping Man's ring is marked with the initial 'H'.
{100196} 'F' - A Piece of the Sleeping Man's Ring
{100197} This portion of the Sleeping Man's ring is marked with the initial 'F'.
{100198} 'L' - A Piece of the Sleeping Man's Ring
{100199} This portion of the Sleeping Man's ring is marked with the initial 'L'.
{100200} Scrivener Hide
{100201} Paragon Pit Fiend Properties
{100202} Paragon Pit Fiend Bite
{100203} Paragon Claw1d6
{100204} Staff of Fire
{100205} Loincloth
{100206} Knower Armor
{100207} Mephistopheles Properties
{100208} Mephistopheles' Trident
{100209} Maeviir Chain
{100210} Rebel Chain
{100211} Small Stone Key
{100212} A small stone key, smooth to the touch.
{100213} Empty Bucket
{100214} This bucket is empty.
{100215} Bucket with Magic Water
{100216} This bucket is filled with the Magic Water the miners used to keep their oxen healthy.
{100217} Warding Amulet
{100218} A heavy amulet, adorned with a shrunken skull and a few smaller, unrecognizable bones.
{100219} TEMP - The Warding Amulet ties the wearer's soul to the healing rods throughout the land.

Wearing this will have the rods heal you insetad of hurting you. 
{100220} Velox Leaf
{100221} This leaf has been foraged from the Velox Fern. The healing properties of these leaves are well-known throughout the land - that is, if the user knows how to extract them properly.

Use: Heals target and regenerates for a short period.

Can also be used on some water sources to dilute the healing properties, making the water more suitable for certain creatures.
{100222} Crystal of Form Fooling
{100223} TEMP - Used to morph the PC into different forms.
{100224} Rusted Copper Key
{100225} This is a small, rusted copper key, that is barely holding its shape. Even still, it still looks as if it could open something.
{100226} Sponge Spores
{100227} Sponge Spores are small, living bits of fungus, broken off of Water Mold. When eaten, the Spores die and release their air into the bloodstream of the imbiber.

This release of air only lasts a short while, but during that time, breathing is unnecessary, making travel through harsh, gaseous areas and deep waterways possible. 
{100228} Water Mold
{100229} Water Mold is a very rare fungus, found only in remote caverns and swamps.

The Water Mold itself is not very useful, but the hundreds of living Sponge Spores it contains are.

When broken off, the Sponge Spores immediately replace themselves, feeding off the very air we breathe.

These Spores contain pockets of air, and when eaten can be very useful in the right situation.

Use this item to break off some Sponge Spores.
{100230} Scavenger Rat Skull
{100231} The skull of a scavenger rat, surprisingly clean for being devoured by a gutless beast.
{100232} Shroud of Kings
{100233} This is a very ordinary looking cloak.
{100234} The origin of this cloak dates back to the days when King Richard Garrison held power in Cania. It was crafted for him by his servant, a demented and twisted man named Pony Tall.

Pony was not a gifted being, but he managed to sew the cloak in a matter of just a few days. Barely resembling a cloak, Pony Tall had done the best he could and so wrapped the tattered garment up and made way to his master. 

After giving the cloak to the King, Pony was slaughtered for his foul gift, his blood staining and possibly corrupting the garment.

Before tossing the cloak out along with Pony's body, King Richard put it on to mock his dead, incompetant servant. Upon doing so, he felt better - in all ways - and the cold night air ceased.

It was never known how the cloak came to have the powers it has, but most suspect they actually originated from his dead servant's blood.
{100235} Sleeping Man Properties
{100236} Hammer of The Glacier
{100237} The dwarven smith Silverblade forged the first of these hammers - purportedly combining a masterfully crafted warhammer with a Girdle of Giant Strength and Gauntlets of Ogre Power - as a gift for his military-bound son. Sadly, the son fell before the hammer's completion and, in grief, Silverblade took it up himself, dying in valiant battle. Recently, the dwarf Barun reassembled the device, leading to the creation of additional variants by other master smiths.

This is one of those variants.
{100238} Firestarter
{100239} Giant's Sword
{100240} Frost Giant Blade
{100241} Frost Dart
{100242} Frost Darts give off a blast of frigid cold when they strike their target, flash-freezing armor and flesh alike.
{100243} Campfire RING_DAY *1*
{100244} Berry Fire Medium
{100245} Berry Fire Large
{100246} Berry Fire Small
{100247} gem_sound_cut
{100248} Fire Beam
{100249} h4b_fist
{100250} Anchor Break
{100251} hx_coldspell_sound
{100252} hx_crystal3_male_scream
{100253} hx_crystal3_female_scream
{100254} hx_crystal3_large_fire
{100255} hx_crystal_door_explode2
{100256} hx_crystal_door_explode
{100257} hx_crystal_fire_explode
{100258} hx_crystal_meph_sound1
{100259} hx_cutx_devil_dead
{100260} Cutscene hit sound
{100261} hx_death_sound2
{100262} hx_death_sound
{100263} hx_devil_cut_dead2
{100264} hx_devil_cut_dead
{100265} hx_final_meph_appear
{100266} hx_final_pc_appear
{100267} Meph Ice Sound
{100268} hx_knower_sound
{100269} hx_mimic_dead_s
{100270} hx_prisoner_sound
{100271} hx_ring_strike_sound
{100272} Rock Blast 1
{100273} Rock Blast 2
{100274} Rock Blast 3
{100275} Body Squash sound
{100276} Meph Water
{100277} Meph water
{100278} Gem Thrower
{100279} Velox Camp Smolder
{100280} Bugbears/Beetle
{100281} Scorching Beetles
{100282} Shadows
{100283} Shadows / Archers
{100284} Energy Rod
{100285} Blue Light
{100286} Splintered Fence
{100287} Boulder
{100288} PC Blocker 3000
{100289} Wolf Pen Gate
{100290} Lamp Post
{100291} Gem Thrower
{100292} Treasure
{100293} Blood-Soaked Bag
{100294} Soaked in blood, it is obvious the bag had been long ago swallowed by the prisoner.
{100295} Prison Anchor
{100296} An anchor, holding the magical prison in place.
{100297} Chain
{100298} A chain hangs down from above.
{100299} Statue
{100300} Card Table
{100301} This massive wooden table is gouged, scarred, and stained by many years of gambling.
{100302} Aribeth Door VFX Target
{100303} Lazy the Quarry Imp
{100304} This half-conscious imp has had a nasty run-in with a Quarry Grinder. His arm is horribly mangled.
{100305} Wall of Lost Names
{100306} A sea of names has been etched into the ice, buried between its countless layers. Many of them are so deep that you can only make out their dim outlines amidst the soft blue light.
{100307} Carved Post: "Alternate"
{100308} The word "Alternate" has been carved into the gray stone.
{100309} Carved Post: "Coordinate"
{100310} The word "Coordinate" has been carved into the gray stone.
{100311} Carved Post: "Dimension"
{100312} The word "Dimension" has been carved into the gray stone.
{100313} Carved Post: "Elysium"
{100314} The word "Elysium" has been carved into the gray stone.
{100315} Carved Post: "Infinity"
{100316} The word "Infinity" has been carved into the gray stone.
{100317} Carved Post: "Treason"
{100318} The word "Treason" has been carved into the gray stone.
{100319} Carved Post
{100320} A word has been carved into the gray stone.
{100321} Sleeping Man
{100322} Invisible Caster
{100323} Invisible Cutscene Grapple 2
{100324} Invisible Cutscene Grapple
{100325} Debris
{100326} A small gathering of wood lies before you. It is clear that this was once a campsite.
{100327} Campsite
{100328} Skull Marker
{100329} Astral Door
{100330} A door sits before you. You wonder where it leads.
{100331} Ring Arrow
{100332} Invisible Beam
{100333} Stone Slab
{100334} Conductor Lever
{100335} Fire Conductor
{100336} The orb on this conductor can harness great power.
{100337} Invisible Flame Burst
{100338} Skeletal Remains
{100339} Anchor Target
{100340} Small Berry Flame
{100341} Medium Berry Flame
{100342} Large Berry Flame
{100343} Crystal Flame
{100344} Cutscene Morph
{100345} Planar Portal
{100346} Durnan Effects
{100347} End Flames (cutscene)
{100348} Essence Orb
{100349} A glowing orb sits atop the pedestal. You can see a hinge, indicating that it can be opened.
{100350} Hall of Fire
{100351} Fire wall
{100352} Meph Fire Shot
{100353} Frozen Prisoner
{100354} Fence
{100355} Fallen Ice
{100356} A piece of ice, among many, blocking the path in front of you.
{100357} Ice Chunk
{100358} Ice Controller
{100359} Ice Tile
{100360} Invisible Chest
{100361} Invisible Facing
{100362} Invisible Gem
{100363} !! Meph Fight Last !!
{100364} !! Meph Fight Buildings !!
{100365} Building Morph Final
{100366} Meph Scene Post
{100367} MephDestroy Fence
{100368} Meph Scene Fence
{100369} MephDestroy Post
{100370} Mimic Corpse
{100371} A lifeless version of the Mimic, slightly scarred from its fiery demise.
{100372} Invisible Mimic Center
{100373} Gem Pile
{100374} While these assorted gems are shiny and quite nice looking, they have no real value - except that the Mimic seems to like them.
{100375} Prison Blocker
{100376} Door
{100377} Prisoner
{100378} It is hard to make out anything specific about the prisoner, other than just that.
{100379} Wall Tile
{100380} Invisible Thrower
{100381} Invisible Prison Glow
{100382} Wolf Den
{100383} Wolf Den Storage
{100384} Invisible Bash
{100385} Fire Puzzle Sphere
{100386} Cook Pot Berry VFX
{100387} Invisible Prison Grapple
{100388} Crystal Fire
{100389} Durnan Protect Wizard Ring
{100390} End Grapple
{100391} Building Safety Object
{100392} hx_finalcut_runner
{100393} hx_scriv_target
{100394} hx_scriv_cutscene
{100395} Ice wall cutscene
{100396} Orange Light
{100397} Pink Light
{100398} Fire Effect
{100399} Bone Golem Spawner
{100400} Mine Light
{100401} Mine Switch
{100402} Mawgwump
{100403} Invisible Skeleton
{100404} Blue Skeletal Light
{100405} Quarry Grinder 5
{100406} Red Light
{100407} Meph Building Door
{100408} Treasure Chest
{100409} Velox Nettle
{100410} It is not common to see green plants where there is little sunlight, but the Velox Nettle is an exception. While some warmth is required for this plant to exist, it has been known to thrive even in the harshest conditions. The berries of this plant, while coarse and cold to the touch, offer a warm, sparking energy in their interior.
{100411} The smells of hickory smoke and fresh bread waft out of the earthen oven, making your mouth water.
{100412} Yellow Light
{100413} Carved Stone (Wrong One)
{100414} Carved Stone (Treason)
{100415} Carved Stone (Dimension)
{100416} Carved Stone (Infinity)
{100417} Wolf Den
{100418} City Fire Trig
{100419} Giant Fire Trig
{100420} Wall Explosion
{100421} Meph safe trigger
{100422} Den of Fire
{100423} Prisoner Trigger
{100424} Fire Hall
{100425} XP2 Interjection, Custom
{100426} TavernStore
{100427} Gruul the Quarry Boss
{100428} h4a_ringarrow
{100429} Used to light up the path created by the ring.
{100430} Ring Path
{100431} !!Don't update instances - ON!!
{100432} !!Don't update instances - OFF!!
{100433} Planar Gate
{100434} Mimic WP
{100435} Building Explosion
{100436} !!SPAWN WALK - Don't update!!
{100437} !!SPAWN - Don't update!!
{100438} Cutscene Fire
{100439} Lazy's Spawnpoint
{100440} Quarry Exit
{100441} 
{100442} 
{100443} 
{100444} 
{100445} 
{100446} 
{100447} 
{100448} 
{100449} 
{100450} 
{100451} 
{100452} 
{100453} 
{100454} 
{100455} 
{100456} 
{100457} 
{100458} 
{100459} 
{100460} 
{100461} 
{100462} 
{100463} 
{100464} 
{100465} 
{100466} 
{100467} 
{100468} 
{100469} 
{100470} 
{100471} 
{100472} 
{100473} 
{100474} 
{100475} 
{100476} 
{100477} 
{100478} 
{100479} 
{100480} 
{100481} 
{100482} 
{100483} 
{100484} 
{100485} 
{100486} 
{100487} 
{100488} 
{100489} 
{100490} 
{100491} 
{100492} 
{100493} 
{100494} 
{100495} 
{100496} 
{100497} 
{100498} 
{100499} 
{100500} 
{100501} 
{100502} 
{100503} 
{100504} 
{100505} 
{100506} 
{100507} 
{100508} 
{100509} 
{100510} 
{100511} 
{100512} 
{100513} 
{100514} 
{100515} 
{100516} 
{100517} 
{100518} 
{100519} 
{100520} 
{100521} 
{100522} 
{100523} 
{100524} 
{100525} 
{100526} 
{100527} 
{100528} 
{100529} 
{100530} 
{100531} 
{100532} 
{100533} 
{100534} 
{100535} 
{100536} 
{100537} 
{100538} 
{100539} 
{100540} 
{100541} 
{100542} 
{100543} 
{100544} 
{100545} 
{100546} 
{100547} 
{100548} 
{100549} 
{100550} 
{100551} 
{100552} 
{100553} 
{100554} 
{100555} 
{100556} 
{100557} 
{100558} 
{100559} 
{100560} 
{100561} 
{100562} 
{100563} 
{100564} 
{100565} 
{100566} 
{100567} 
{100568} 
{100569} 
{100570} 
{100571} 
{100572} 
{100573} 
{100574} 
{100575} 
{100576} 
{100577} 
{100578} 
{100579} 
{100580} 
{100581} 
{100582} 
{100583} 
{100584} 
{100585} 
{100586} 
{100587} 
{100588} 
{100589} 
{100590} 
{100591} 
{100592} 
{100593} 
{100594} 
{100595} 
{100596} 
{100597} 
{100598} 
{100599} 
{100600} 
{100601} 
{100602} 
{100603} 
{100604} 
{100605} 
{100606} 
{100607} 
{100608} 
{100609} 
{100610} 
{100611} 
{100612} 
{100613} 
{100614} 
{100615} 
{100616} 
{100617} 
{100618} Barrier Wall
{100619} Entrance to the Fallen
{100620} small hole
{100621} A small hole is mysteriously present behind the barrier that surrounds this wall of crates.
{100622} Wall of Crates
{100623} Rat's Nest
{100624} Cutscene 2
{100625} Mimic backup
{100626} h4b_ringoff_blk
{100627} h4b_ringon_blk
{100628} tres_anyhigh001
{100629} h4b_lever_on
{100630} h4b_lever_off
{100631} hx_mimic_enemy_wp_rw_rs030
{100632} 1
{100633} Outer Gem Hall Exit
{100634} Flame Statues
{100635} Fortress Breach
{100636} Demon Encampment
{100637} Devil Encampment
{100638} War Machine Graveyard
{100639} Ice Prison
{100640} Impaled Corpse
{100641} The frost-bleached corpse hangs silent, staring into the ice prison below it.
{100642} hx_fire_elem2_rw
{100643} hx_fire_elem2
{100644} hx_ice_troll2
{100645} hx_ice_troll
{100646} hx_ice_troll_rw
{100647} To Greater Wastelands
{100648} Main Entrance
{100649} Fortress Breach
{100650} hx_frost_giantg
{100651} hx_frostg_rang_hp
{100652} hx_winter_hunter
{100653} hx_frost_giantf
{100654} hx_frost_giantm
{100655} hx_frost_giantf_rw
{100656} hx_winter_hunt2
{100657} Fortress Entrance
{100658} Hunting Wolf Pen
{100659} Home Base
{100660} hx_ice_troll2_hp
{100661} freetorch_grap
{100662} hx_fire_elem
{100663} hx_winter_wolf_p
{100664} hx_frost_giantm_rw
{100665} Den of Fire
{100666} Den of Ice
{100667} Frost Giant Fortress
{100668} Wolf Pup Pen
{100669} Gate
{100670} Portcullis
{100671} Fire Conductor
{100672} Fire Conductor Lever
{100673} Gem Machine
{100674} Inner Gem Hall Exit
{100675} Cave Exit
{100676} Aribeth Journal Trigger
{100677} Grinder 5 Bump Point
{100678} Quarry Grinder 4
{100679} Quarry Grinder 3
{100680} Quarry Grinder 2
{100681} Quarry Grinder 1
{100682} Entry Point
{100683} VFX Target
{100684} Lava Pool Fire
{100685} Lava Bursts
{100686} Lighting Pillar
{100687} Steam Small Loop
{100688} Entrance Evil
{100689} Magic Chants
{100690} gong_mid
{100691} gong_high
{100692} gong_low
{100693} hx_assimar_rog
{100694} hx_hell_hound_rw
{100695} hx_assimar
{100696} hx_assimar_rw
{100697} hx_assimar_fight
{100698} hx_assimar_cleri
{100699} hx_assimar_cleri_rw
{100700} Planar Entrance
{100701} Planar Portal Room
{100702} Large Gong
{100703} A small depression in the stone bears a familiar mark. You think you've seen it on the amulet that the Sensei wears about her neck.
{100704} Sensei Meditate Trigger
{100705} Sleeping Man's Dais
{100706} Sensei Awake
{100707} Sensei Asleep
{100708} Sensei Jump Point
{100709} Names Return
{100710} Bigby VFX
{100711} Cave Entrance
{100712} h2_rebus_infin
{100713} Carved Post: "Infinity"
{100714} h2_rebus_dimen
{100715} Carved Post: "Dimension"
{100716} h2_rebus_coord
{100717} Carved Post: "Coordinate"
{100718} Hellbreath Tavern
{100719} Aribeth's Cave
{100720} h2_rebus_elysi
{100721} Carved Post: "Elysium"
{100722} h2_rebus_treas
{100723} Carved Post: "Treason"
{100724} h2_rebus_altern
{100725} Carved Post: "Alternate"
{100726} Portal to Gates
{100727} h4a_port_c2_was
{100728} Hellbreath Tavern
{100729} To the Gatehouse
{100730} Quarry Office
{100731} Temple of the Sleeping Man
{100732} Aribeth Door VFX Spawner
{100733} Berry Bag
{100734} New Generic 2
{100735} h4a_portal_in
{100736} h4a_tent_red
{100737} h4a_portal_in2
{100738} hx_winter_wolf
{100739} hx_winter_wolf_rw
{100740} hx_winter_wolf_hp_rs300
{100741} hx_frostg_rang_wp_rw
{100742} 2
{100743} 3
{100744} 4
{100745} hx_white_slaad_rw
{100746} hx_white_slaad
{100747} hx_winter_wolf_a_rw
{100748} h4a_corpse_1
{100749} h4a_corpse_2
{100750} hx_winter_wolf_s
{100751} hx_white_slaad_hp
{100752} 5
{100753} Wastelands
{100754} Wolf Den
{100755} Bones
{100756} gnome_contrap
{100757} grapple_pillar
{100758} Essence Pedestal
{100759} Gargoyle Target
{100760} Prayer Card
{100761} A brief prayer is written on this card in the Sleeping Man's graceful scrawl:

   As a child, I learned to Hope.
   When I became a man, my Hope matured into Faith.
   With my old age approaching, I pray my Faith bears Love upon its branches.
{100762} Rebel General
{100763} Exit
{100764} h4a_port_2_city
{100765} Deeper Wastes of Cania
{100766} Meph start
{100767} 453_452
{100768} 456_454
{100769} 449_451
{100770} 455_454
{100771} 455_450
{100772} 458_450
{100773} 457_450
{100774} 
{100775} Target already has this effect!
{100776} 
{100777} Hordes of the Underdark: Chapter 1
{100778} Hordes of the Underdark: Chapter 2
{100779} Hordes of the Underdark: Chapter 3
{100780} Odd Pile of Rocks
{100781} This pile of rocks looks oddly out of place - like it has been placed here by hand.
{100782} 
{100783} 
{100784} 
{100785} 
{100786} 
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{100886} 
{100887} 
{100888} 
{100889} 
{100890} 
{100891} 
{100892} 
{100893} 
{100894} 
{100895} You are not allowed to look at this creature's inventory.
{100896} 
{100897} 
{100898} 
{100899} 
{100900} 
{100901} 
{100902} 
{100903} 
{100904} 
{100905} 
{100906} 
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{100911} 
{100912} 
{100913} 
{100914} 
{100915} 
{100916} 
{100917} 
{100918} 
{100919} 
{100920} 
{100921} 
{100922} 
{100923} 
{100924} You can use the Craft Skills radial option to access your character's craft trap, craft weapon and craft armor skills.
{100925} * Chaos Shield Triggered *
{100926} Legend holds that this powerful item was created by the god Cyric during the Time of Troubles, giving him one more powerful weapon to use against his foes in battle. For, unlike most shields, the Shield of Chaos truly is a weapon. Whenever its wearer is hit during combat, the shield can retaliate with any number of powerful and disabling effects, ranging from blindness to paralysis to blasts of fire and lightning that will engulf the unfortunate opponent.
{100927} Enable Sky Boxes
{100928} Driving Camera Activated
{100929} * Area of effect dispelled  *
{100930} * Area of effect not dispelled *
{100931} 
{100932} * Death through ability damage *
{100933} 
{100934} 
{100935} 
{100936} 
{100937} 
{100938} Remember that you can use alchemist's fire on your melee weapons to add fire damage to your attacks for a short duration.
{100939} Fire Stream
{100940} <CUSTOM0> projects a stream of flames.
{100941} 
{100942} A shifter that transforms into azer chieftain shape can project a stream of flames on a single enemy.  If the shifter succeeds a ranged touch attack on the target, 
he will do 1d4 points of firedamage damage / classlevel + his wisdom ability modifier.
{100943} <CUSTOM0> performs touch attack.
{100944} *  Only melee weapons can be coated with alchemist's fire! *
{100945} 
{100946} 
{100947} 
{100948} Evil Temple 2 2x3
{100949} 
{100950} Ironwood Small Shield
{100951} Ironwood Large Shield
{100952} Ironwood Tower Shield
{100953} 
{100954} Drow, Red Sister 1
{100955} Drow, Red Sister 2
{100956} Drow, Fighter 2
{100957} Drow, Fighter 3
{100958} Drow, Fighter 4
{100959} Drow Wizard
{100960} 
{100961} Ironwood Quarterstaff
{100962} Ironwood Club
{100963} Ironwood is an extremely durable yet light type of wood that can only be found in the oldest and deepest forests. Despite its amazing properties it is is considered a non magical material. 
Weapons made from ironwood are highly accurate and offer a +1 bonus to attack rolls. 
{100964} Azer, Male
{100965} Azer, Female
{100966} 
{100967} * Your charisma is too low to use this feat! *
{100968} The ogre seems to have painted a portrait of a stunningly beautiful ogress, but for some unknown reason, he has painted over all the good parts.
{100969} 
{100970} magical beast
{100971} 
{100972} monstrous humanoid 
{100973} reptilian
{100974} 
{100975} 
{100976} 
{100977} Palemaster's Robe
{100978} Scintillating Sphere (20)
{100979} Ball Lightning (20)
{100980} 
{100981} 
{100982} 
{100983} 
{100984} 
{100985} 
{100986} 
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{101015} 
{101016} 
{101017} 
{101018} 
{101019} 
{101020} 
{101021} 
{101022} Duergar Slaver
{101023} Clearing resource list...
{101024} Loading resource list...
{101025} 
{101026} 
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{101118} 
{101119} 
{101120} 
{101121} 
{101122} 
{101123} 
{101124} 
{101125} 
{101126} 
{101127} You have died in the Hells and are now permanently dead.
{101128} 
{101129} You suddenly feel weaker, as your weapon starts taking away a part of your life force.
{101130} 
{101131} 
{101132} 
{101133} 
{101134} You were defeated in the temple of Talona and are now permanently dead. You must load a savegame to continue.
{101135} 
{101136} 
{101137} Lizardfolk Whipmaster
{101138} 
{101139} 
{101140} 
{101141} 
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{101712} 
{101713} 
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{102989} 
{102990} 
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{102998} 
{102999} 
{103000} 
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{103012} 
{103013} 
{103014} 
{103015} 
{103016} 
{103017} 
{103018} 
{103019} 
{103020} 
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{103091} 
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{103093} 
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{103096} 
{103097} 
{103098} 
{103099} 
{103100} 
{103101} 
{103102} 
{103103} 
{103104} 
{103105} 
{103106} 
{103107} 
{103108} 
{103109} 
{103110} 
{103111} 
{103112} 
{103113} 
{103114} 
{103115} 
{103116} 
{103117} 
{103118} 
{103119} 
{103120} 
{103121} 
{103122} 
{103123} 
{103124} 
{103125} 
{103126} 
{103127} 
{103128} 
{103129} 
{103130} 
{103131} 
{103132} 
{103133} 
{103134} 
{103135} 
{103136} 
{103137} 
{103138} 
{103139} 
{103140} 
{103141} 
{103142} 
{103143} 
{103144} 
{103145} 
{103146} 
{103147} 
{103148} 
{103149} 
{103150} 
{103151} 
{103152} 
{103153} 
{103154} 
{103155} 
{103156} 
{103157} 
{103158} 
{103159} 
{103160} 
{103161} 
{103162} 
{103163} 
{103164} 
{103165} 
{103166} 
{103167} 
{103168} 
{103169} 
{103170} 
{103171} 
{103172} 
{103173} 
{103174} 
{103175} 
{103176} 
{103177} 
{103178} 
{103179} 
{103180} 
{103181} 
{103182} 
{103183} 
{103184} 
{103185} 
{103186} 
{103187} 
{103188} 
{103189} 
{103190} 
{103191} 
{103192} 
{103193} 
{103194} 
{103195} 
{103196} 
{103197} 
{103198} 
{103199} 
{103200} 
{103201} 
{103202} 
{103203} 
{103204} 
{103205} 
{103206} 
{103207} 
{103208} 
{103209} 
{103210} 
{103211} 
{103212} 
{103213} 
{103214} 
{103215} 
{103216} 
{103217} 
{103218} 
{103219} 
{103220} 
{103221} 
{103222} 
{103223} 
{103224} 
{103225} 
{103226} 
{103227} 
{103228} 
{103229} 
{103230} 
{103231} 
{103232} 
{103233} 
{103234} 
{103235} 
{103236} 
{103237} 
{103238} 
{103239} 
{103240} 
{103241} 
{103242} 
{103243} 
{103244} 
{103245} 
{103246} 
{103247} 
{103248} 
{103249} 
{103250} 
{103251} 
{103252} 
{103253} 
{103254} 
{103255} 
{103256} 
{103257} 
{103258} 
{103259} 
{103260} 
{103261} 
{103262} 
{103263} 
{103264} 
{103265} 
{103266} 
{103267} 
{103268} 
{103269} 
{103270} 
{103271} 
{103272} 
{103273} 
{103274} 
{103275} 
{103276} 
{103277} 
{103278} 
{103279} 
{103280} 
{103281} 
{103282} 
{103283} 
{103284} 
{103285} 
{103286} 
{103287} 
{103288} 
{103289} 
{103290} 
{103291} 
{103292} 
{103293} 
{103294} 
{103295} 
{103296} 
{103297} 
{103298} 
{103299} 
{103300} 
{103301} 
{103302} 
{103303} 
{103304} 
{103305} 
{103306} 
{103307} 
{103308} 
{103309} 
{103310} 
{103311} 
{103312} 
{103313} 
{103314} 
{103315} 
{103316} 
{103317} 
{103318} 
{103319} 
{103320} 
{103321} 
{103322} 
{103323} 
{103324} 
{103325} 
{103326} 
{103327} 
{103328} 
{103329} 
{103330} 
{103331} 
{103332} 
{103333} 
{103334} 
{103335} 
{103336} 
{103337} 
{103338} 
{103339} 
{103340} 
{103341} 
{103342} 
{103343} 
{103344} 
{103345} 
{103346} 
{103347} 
{103348} 
{103349} 
{103350} 
{103351} 
{103352} 
{103353} 
{103354} 
{103355} 
{103356} 
{103357} 
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{103359} 
{103360} 
{103361} 
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{103366} 
{103367} 
{103368} 
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{103370} 
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{103372} 
{103373} 
{103374} 
{103375} 
{103376} 
{103377} 
{103378} 
{103379} 
{103380} 
{103381} 
{103382} 
{103383} 
{103384} 
{103385} 
{103386} 
{103387} 
{103388} 
{103389} 
{103390} 
{103391} 
{103392} 
{103393} 
{103394} 
{103395} 
{103396} 
{103397} 
{103398} 
{103399} 
{103400} 
{103401} 
{103402} 
{103403} 
{103404} 
{103405} 
{103406} 
{103407} 
{103408} 
{103409} 
{103410} 
{103411} 
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{103413} 
{103414} 
{103415} 
{103416} 
{103417} 
{103418} 
{103419} 
{103420} 
{103421} 
{103422} 
{103423} 
{103424} 
{103425} 
{103426} 
{103427} 
{103428} 
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{103430} 
{103431} 
{103432} 
{103433} 
{103434} 
{103435} 
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{103438} 
{103439} 
{103440} 
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{103442} 
{103443} 
{103444} 
{103445} 
{103446} 
{103447} 
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{103449} 
{103450} 
{103451} 
{103452} 
{103453} 
{103454} 
{103455} 
{103456} 
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{103459} 
{103460} 
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{103462} 
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{103466} 
{103467} 
{103468} 
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{103470} 
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{103478} 
{103479} 
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{103484} 
{103485} 
{103486} 
{103487} 
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{103493} 
{103494} 
{103495} 
{103496} 
{103497} 
{103498} 
{103499} 
{103500} 
{103501} 
{103502} 
{103503} 
{103504} 
{103505} 
{103506} 
{103507} 
{103508} 
{103509} 
{103510} 
{103511} 
{103512} 
{103513} 
{103514} 
{103515} 
{103516} 
{103517} 
{103518} 
{103519} 
{103520} 
{103521} 
{103522} 
{103523} 
{103524} 
{103525} 
{103526} 
{103527} 
{103528} 
{103529} 
{103530} 
{103531} 
{103532} 
{103533} 
{103534} 
{103535} 
{103536} 
{103537} 
{103538} 
{103539} 
{103540} 
{103541} 
{103542} 
{103543} 
{103544} 
{103545} 
{103546} 
{103547} 
{103548} 
{103549} 
{103550} 
{103551} 
{103552} 
{103553} 
{103554} 
{103555} 
{103556} 
{103557} 
{103558} 
{103559} 
{103560} 
{103561} 
{103562} 
{103563} 
{103564} 
{103565} 
{103566} 
{103567} 
{103568} 
{103569} 
{103570} 
{103571} 
{103572} 
{103573} 
{103574} 
{103575} 
{103576} 
{103577} 
{103578} 
{103579} 
{103580} 
{103581} 
{103582} 
{103583} 
{103584} 
{103585} 
{103586} 
{103587} 
{103588} 
{103589} 
{103590} 
{103591} 
{103592} 
{103593} 
{103594} 
{103595} 
{103596} 
{103597} 
{103598} 
{103599} 
{103600} 
{103601} 
{103602} 
{103603} 
{103604} 
{103605} 
{103606} 
{103607} 
{103608} 
{103609} 
{103610} 
{103611} 
{103612} 
{103613} 
{103614} 
{103615} 
{103616} 
{103617} 
{103618} 
{103619} 
{103620} 
{103621} 
{103622} 
{103623} 
{103624} 
{103625} 
{103626} 
{103627} 
{103628} 
{103629} 
{103630} 
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{103632} 
{103633} 
{103634} 
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{103638} 
{103639} 
{103640} 
{103641} 
{103642} 
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{103644} 
{103645} 
{103646} 
{103647} 
{103648} 
{103649} 
{103650} 
{103651} 
{103652} 
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{103654} 
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{103656} 
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{103658} 
{103659} 
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{103662} 
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{103667} 
{103668} 
{103669} 
{103670} 
{103671} 
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{103679} 
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{103681} 
{103682} 
{103683} 
{103684} 
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{103686} 
{103687} 
{103688} 
{103689} 
{103690} 
{103691} 
{103692} 
{103693} 
{103694} 
{103695} 
{103696} 
{103697} 
{103698} 
{103699} 
{103700} 
{103701} 
{103702} 
{103703} 
{103704} 
{103705} 
{103706} 
{103707} 
{103708} 
{103709} 
{103710} 
{103711} 
{103712} 
{103713} 
{103714} 
{103715} 
{103716} 
{103717} 
{103718} 
{103719} 
{103720} 
{103721} 
{103722} 
{103723} 
{103724} 
{103725} 
{103726} 
{103727} 
{103728} 
{103729} 
{103730} 
{103731} 
{103732} 
{103733} 
{103734} 
{103735} 
{103736} 
{103737} 
{103738} 
{103739} 
{103740} 
{103741} 
{103742} 
{103743} 
{103744} 
{103745} 
{103746} 
{103747} 
{103748} 
{103749} 
{103750} 
{103751} 
{103752} 
{103753} 
{103754} 
{103755} 
{103756} 
{103757} 
{103758} 
{103759} 
{103760} 
{103761} 
{103762} 
{103763} 
{103764} 
{103765} 
{103766} 
{103767} 
{103768} 
{103769} 
{103770} 
{103771} 
{103772} 
{103773} 
{103774} 
{103775} 
{103776} 
{103777} 
{103778} 
{103779} 
{103780} 
{103781} 
{103782} 
{103783} 
{103784} 
{103785} 
{103786} 
{103787} 
{103788} 
{103789} 
{103790} 
{103791} 
{103792} 
{103793} 
{103794} 
{103795} 
{103796} 
{103797} 
{103798} 
{103799} 
{103800} 
{103801} 
{103802} 
{103803} 
{103804} 
{103805} 
{103806} 
{103807} 
{103808} 
{103809} 
{103810} 
{103811} Born of mortal and immortal, the half-celestial is a mysterious being.
{103812} Half dragon creature are always more formidable than their fellows and their appearance betray their draconic heritage.
{103813} Demons and devils sometimes bring their offspring along to the Material Plane and loose them upon the world...
{103814} The barely visible, incorporeal form of a creature moves with the wind...
{103815} It is said that Sir Jasper, a paladin and one of the most faithful servants of Torm, was given this helm by a mysterious kobold stranger when he was about to embark on a quest to kill a powerful red dragon. Unfortunately it turned out that poor Sir Jasper had been misinformed about the dragon's color and the helm's true nature, that, while it indeed would have aided him against a red dragon, made him vulnerable to the powerful breath weapon of the white dragon Tymofarrar.
{103816} This is a robe. 
{103817} Shifter Lizard Form Properties
{103818} Shifter Epic Lizard Form Properties
{103819} Imp Familiar Stinger Level 50
{103820} Imp Familiar Stinger Level 55
{103821} Imp Familiar Stinger Level 60
{103822} Pseudodragon Familiar Stinger Level 50
{103823} Pseudodragon Familiar Stinger Level 55
{103824} Pseudodragon Familiar Stinger Level 60
{103825} Badger Companion Bite Level 50
{103826} Badger Companion Bite Level 60
{103827} Bat Familiar Bite level 45
{103828} Bat Familiar Bite level 50
{103829} Bat Familiar Bite level 55
{103830} Bat Familiar Bite level 60
{103831} Brown Bear Companion Bite level 50
{103832} Brown Bear Companion Bite level 60
{103833} Dire Boar Companion Bite level 50
{103834} Dire Boar Companion Bite level 60
{103835} Dire Rat Animal Companion level 50 Bite
{103836} Dire Rat Animal Companion level 60 Bite
{103837} Dire Wolf Companion level 50 Bite
{103838} Dire Wolf Companion level 60 Bite
{103839} Faerie Dragon Familiar Bite Level 45
{103840} Faerie Dragon Familiar Bite Level 50
{103841} Faerie Dragon Familiar Bite Level 55
{103842} Faerie Dragon Familiar Bite Level 60
{103843} Giant Spider Companion Bite Level 50
{103844} Giant Spider Companion Bite Level 60
{103845} Hell Hound Familiar Bite Level 51
{103846} Hell Hound Familiar Bite Level 61
{103847} Panther Companion Bite Level 50
{103848} Panther Companion Bite Level 60
{103849} Panther Familiar Bite Level 51
{103850} Panther Familiar Bite Level 61
{103851} Wolf Companion Bite Level 51
{103852} Wolf Companion Bite Level 61
{103853} Badger Companion Claw Level 50
{103854} Badger Companion Claw Level 60
{103855} Brown Bear Companion level 50 Claw
{103856} Brown Bear Companion level 60 Claw
{103857} Fire Mephit Familiar Claw Level 45
{103858} Fire Mephit Familiar Claw Level 50
{103859} Fire Mephit Familiar Claw Level 55
{103860} Fire Mephit Familiar Claw Level 60
{103861} Hawk Companion Claw Level 40
{103862} Hawk Companion Claw Level 50
{103863} Hawk Companion Claw Level 60
{103864} Ice Mephit Familiar Claw Level 45
{103865} Ice Mephit Familiar Claw Level 50
{103866} Ice Mephit Familiar Claw Level 55
{103867} Ice Mephit Familiar Claw Level 60
{103868} Panther Companion Claw Level 50
{103869} Panther Companion Claw Level 60
{103870} Panther Familiar Claw Level 51
{103871} Panther Familiar Claw Level 61
{103872} Raven Familiar Claw Level 50
{103873} Raven Familiar Claw Level 55
{103874} Raven Familiar Claw Level 60
{103875} Shocking Whip
{103876} Crafted from the skin of a shocker lizard, the Shocking Whip is capable of unleasing a burst of electrical energy when hitting, causing heavy damage and potentially stunning the target for a short period of time.
{103877} Epic Shocking Whip
{103878} Crafted from the skin of a shocker lizard, the Shocking Whip is capable of unleasing a burst of electrical energy when hitting, causing heavy damage and potentially stunning the target for a short period of time. 
{103879} Shifter Epic Drow Hide
{103880} Frozen Drow Blade
{103881} Only the most skilled of all drow weaponsmiths know how to forge these deadly weapons. It is rumored that one must venture into the frozen wastelands of Cania to obtain the necessary components to forge such a powerful weapon, but it is completely unknow what those components may be.
{103882} Kobold Commando Properties
{103883} Rakshasa Staff
{103884} Shifter Demonflesh Golem Properties
{103885} Shifter Epic Death Slaad Properties
{103886} Shifter Iron Golem Properties
{103887} Shifter Rakshasa Form Properties
{103888} Shifter Stone Golem Properties
{103889} Epic Spectre Properties
{103890} Small Chaos Shield
{103891} Enserric the sword
{103892} 
{103893} 
{103894} 
{103895} 
{103896} 
{103897} 
{103898} 
{103899} 
{103900} 
{103901} 
{103902} 
{103903} 
{103904} 
{103905} 
{103906} 
{103907} 
{103908} 
{103909} 
{103910} 
{103911} 
{103912} 
{103913} 
{103914} 
{103915} 
{103916} 
{103917} 
{103918} 
{103919} 
{103920} 
{103921} 
{103922} 
{103923} 
{103924} 
{103925} 
{103926} 
{103927} 
{103928} 
{103929} 
{103930} 
{103931} 
{103932} 
{103933} 
{103934} 
{103935} 
{103936} 
{103937} 
{103938} 
{103939} 
{103940} 
{103941} 
{103942} 
{103943} 
{103944} 
{103945} 
{103946} 
{103947} 
{103948} 
{103949} 
{103950} 
{103951} 
{103952} 
{103953} 
{103954} 
{103955} 
{103956} 
{103957} 
{103958} 
{103959} 
{103960} 
{103961} 
{103962} 
{103963} 
{103964} 
{103965} 
{103966} 
{103967} 
{103968} 
{103969} 
{103970} 
{103971} 
{103972} 
{103973} 
{103974} 
{103975} 
{103976} 
{103977} 
{103978} 
{103979} 
{103980} 
{103981} 
{103982} 
{103983} 
{103984} 
{103985} 
{103986} 
{103987} 
{103988} 
{103989} 
{103990} 
{103991} 
{103992} 
{103993} 
{103994} 
{103995} 
{103996} 
{103997} 
{103998} 
{103999} 
{104000} 
{104001} 
{104002} 
{104003} 
{104004} 
{104005} 
{104006} 
{104007} 
{104008} 
{104009} 
{104010} 
{104011} Matron Whip +7
{104012} Skull Key
{104013} This key will unlock the door leading out of the Hall of Sleeping Kings.
{104014} Drow Commander's Key
{104015} Brass Key
{104016} Battle Cries Group 2
{104017} Crypt Moans Undermtn
{104018} Intro Death SFX
{104019} Intro Summoning SFX
{104020} Lava Grate Small
{104021} Torch Fire Medium 2
{104022} Waterfall Large Cave
{104023} Waterfall Cave
{104024} Destroyed Drow War Cannon
{104025} 
{104026} 
{104027} 
{104028} 
{104029} 
{104030} 
{104031} 
{104032} 
{104033} 
{104034} 
{104035} 
{104036} 
{104037} 
{104038} Hordes of the Underdark
Chapter 2
For one, 18th level character.

{104039} Underdark: Sinkhole
{104040} Underdark: Cave
{104041} Isle of the Maker: Lower Ruins
{104042} Isle of the Maker: The Maker's Sanctum
{104043} Isle of the Maker: Upper Ruins
{104044} Shaori's Fell
{104045} Outside the Valsharess' Fortress
{104046} Underdark: The Infernal Tower
{104047} Lith My'athar: Temple of Lolth
{104048} Lith My'athar: House Maeviir
{104049} Underdark: West of Lith My'athar
{104050} Throne Room
{104051} Lith My'athar: Environs
{104052} Lith My'athar: City Core & Port
{104053} Lith My'athar: Maeviir Public House
{104054} Lith My'athar: Public House
{104055} zz_Cutscene Creature Area
{104056} The Dark River
{104057} Zorvak'Mur - Sleeping Chamber
{104058} Zorvak'Mur - Entrance Cavern
{104059} Zorvak'Mur - The Pit
{104060} Peaceful Clearing
{104061} Zorvak'Mur - Grand Hall
{104062} Zorvak'Mur - Thrall Pens
{104063} Zorvak'Mur - The Poison Chalice Palace
{104064} Zorvak'Mur
{104065} Cult Temple: Crypt
{104066} Cult Temple: Hall of the Sacred One
{104067} Drearing's Deep - Dwelling
{104068} Cult Temple: The Inner Sanctum
{104069} Cult Temple: Level 1
{104070} Cult Temple: Level 2
{104071} Cult Temple: Level 3
{104072} Drearing's Deep
{104073} Isle of the Maker
{104074} Underdark: Chasm of the Eye Tyrants
{104075} Beholder Caves
{104076} Beholder Caves: Lower Tunnels
{104077} Shaori's Fell: The Castle
{104078} Shaori's Fell: Cave
{104079} Shaori's Fell: Docks
{104080} Shaori's Fell: Temple
{104081} Shaori's Fell: Throne Room
{104082} The Valsharess' Throne Room
{104083} Shaori's Fell: Wizard Tower Level 1
{104084} Shaori's Fell: Wizard Tower Level 2
{104085} Shaori's Fell: Wizard Tower Level 3
{104086} Shaori's Fell: Library
{104087} 
{104088} 
{104089} 
{104090} 
{104091} 
{104092} 
{104093} 
{104094} 
{104095} 
{104096} 
{104097} 
{104098} 
{104099} 
{104100} 
{104101} 
{104102} 
{104103} 
{104104} 
{104105} 
{104106} 
{104107} 
{104108} 
{104109} 
{104110} 
{104111} 
{104112} 
{104113} 
{104114} 
{104115} 
{104116} 
{104117} 
{104118} 
{104119} 
{104120} 
{104121} 
{104122} 
{104123} 
{104124} 
{104125} 
{104126} 
{104127} 
{104128} 
{104129} 
{104130} 
{104131} 
{104132} 
{104133} 
{104134} 
{104135} 
{104136} 
{104137} 
{104138} 
{104139} 
{104140} 
{104141} 
{104142} 
{104143} 
{104144} 
{104145} 
{104146} 
{104147} 
{104148} 
{104149} 
{104150} 
{104151} 
{104152} 
{104153} 
{104154} 
{104155} 
{104156} 
{104157} 
{104158} 
{104159} 
{104160} 
{104161} 
{104162} 
{104163} 
{104164} 
{104165} 
{104166} 
{104167} 
{104168} 
{104169} 
{104170} 
{104171} 
{104172} 
{104173} 
{104174} 
{104175} 
{104176} 
{104177} 
{104178} 
{104179} 
{104180} 
{104181} 
{104182} 
{104183} 
{104184} 
{104185} 
{104186} 
{104187} 
{104188} 
{104189} 
{104190} 
{104191} 
{104192} 
{104193} 
{104194} 
{104195} 
{104196} 
{104197} 
{104198} 
{104199} 
{104200} 
{104201} 
{104202} 
{104203} 
{104204} 
{104205} 
{104206} 
{104207} 
{104208} 
{104209} 
{104210} 
{104211} 
{104212} 
{104213} 
{104214} 
{104215} 
{104216} 
{104217} 
{104218} 
{104219} 
{104220} 
{104221} 
{104222} 
{104223} 
{104224} 
{104225} 
{104226} 
{104227} 
{104228} 
{104229} 
{104230} 
{104231} 
{104232} 
{104233} 
{104234} 
{104235} 
{104236} 
{104237} 
{104238} 
{104239} 
{104240} 
{104241} 
{104242} 
{104243} 
{104244} 
{104245} 
{104246} 
{104247} 
{104248} 
{104249} 
{104250} 
{104251} 
{104252} 
{104253} 
{104254} 
{104255} 
{104256} 
{104257} 
{104258} 
{104259} 
{104260} 
{104261} 
{104262} 
{104263} 
{104264} 
{104265} 
{104266} 
{104267} 
{104268} 
{104269} 
{104270} 
{104271} 
{104272} 
{104273} 
{104274} 
{104275} 
{104276} 
{104277} 
{104278} 
{104279} 
{104280} 
{104281} 
{104282} 
{104283} 
{104284} 
{104285} 
{104286} 
{104287} 
{104288} 
{104289} 
{104290} 
{104291} 
{104292} 
{104293} 
{104294} 
{104295} 
{104296} 
{104297} 
{104298} 
{104299} 
{104300} 
{104301} 
{104302} 
{104303} 
{104304} 
{104305} 
{104306} 
{104307} 
{104308} 
{104309} 
{104310} 
{104311} 
{104312} 
{104313} 
{104314} 
{104315} 
{104316} 
{104317} 
{104318} 
{104319} 
{104320} 
{104321} 
{104322} 
{104323} 
{104324} 
{104325} 
{104326} 
{104327} 
{104328} 
{104329} 
{104330} 
{104331} 
{104332} 
{104333} 
{104334} 
{104335} 
{104336} 
{104337} 
{104338} 
{104339} 
{104340} 
{104341} 
{104342} 
{104343} 
{104344} 
{104345} 
{104346} 
{104347} 
{104348} 
{104349} 
{104350} 
{104351} 
{104352} 
{104353} 
{104354} 
{104355} 
{104356} 
{104357} 
{104358} 
{104359} 
{104360} 
{104361} 
{104362} 
{104363} 
{104364} 
{104365} 
{104366} 
{104367} 
{104368} 
{104369} 
{104370} 
{104371} 
{104372} 
{104373} 
{104374} 
{104375} 
{104376} 
{104377} 
{104378} 
{104379} 
{104380} 
{104381} 
{104382} 
{104383} 
{104384} 
{104385} 
{104386} 
{104387} 
{104388} 
{104389} 
{104390} 
{104391} 
{104392} 
{104393} 
{104394} 
{104395} 
{104396} 
{104397} 
{104398} 
{104399} 
{104400} 
{104401} 
{104402} 
{104403} 
{104404} 
{104405} 
{104406} 
{104407} 
{104408} 
{104409} 
{104410} 
{104411} 
{104412} 
{104413} 
{104414} 
{104415} 
{104416} 
{104417} 
{104418} 
{104419} 
{104420} 
{104421} 
{104422} 
{104423} 
{104424} 
{104425} 
{104426} 
{104427} 
{104428} 
{104429} 
{104430} 
{104431} 
{104432} 
{104433} 
{104434} 
{104435} 
{104436} 
{104437} 
{104438} 
{104439} 
{104440} 
{104441} 
{104442} 
{104443} 
{104444} 
{104445} 
{104446} 
{104447} 
{104448} 
{104449} 
{104450} 
{104451} 
{104452} 
{104453} 
{104454} 
{104455} 
{104456} 
{104457} 
{104458} 
{104459} 
{104460} 
{104461} 
{104462} 
{104463} 
{104464} 
{104465} 
{104466} 
{104467} 
{104468} 
{104469} 
{104470} 
{104471} 
{104472} 
{104473} 
{104474} 
{104475} 
{104476} 
{104477} 
{104478} 
{104479} 
{104480} 
{104481} 
{104482} 
{104483} 
{104484} 
{104485} 
{104486} 
{104487} 
{104488} 
{104489} 
{104490} 
{104491} 
{104492} 
{104493} 
{104494} 
{104495} 
{104496} 
{104497} 
{104498} 
{104499} 
{104500} 
{104501} 
{104502} 
{104503} 
{104504} 
{104505} 
{104506} 
{104507} 
{104508} 
{104509} 
{104510} 
{104511} 
{104512} 
{104513} 
{104514} 
{104515} 
{104516} 
{104517} 
{104518} 
{104519} 
{104520} 
{104521} 
{104522} 
{104523} 
{104524} 
{104525} 
{104526} 
{104527} 
{104528} 
{104529} 
{104530} 
{104531} 
{104532} 
{104533} 
{104534} 
{104535} 
{104536} 
{104537} 
{104538} 
{104539} 
{104540} 
{104541} 
{104542} 
{104543} 
{104544} 
{104545} 
{104546} 
{104547} 
{104548} 
{104549} 
{104550} 
{104551} 
{104552} 
{104553} 
{104554} 
{104555} 
{104556} 
{104557} 
{104558} 
{104559} 
{104560} 
{104561} 
{104562} 
{104563} 
{104564} 
{104565} 
{104566} 
{104567} 
{104568} 
{104569} 
{104570} 
{104571} 
{104572} 
{104573} 
{104574} 
{104575} 
{104576} 
{104577} 
{104578} 
{104579} 
{104580} 
{104581} 
{104582} 
{104583} 
{104584} 
{104585} 
{104586} 
{104587} 
{104588} 
{104589} 
{104590} 
{104591} 
{104592} 
{104593} 
{104594} 
{104595} 
{104596} 
{104597} 
{104598} 
{104599} 
{104600} 
{104601} 
{104602} 
{104603} 
{104604} 
{104605} 
{104606} 
{104607} 
{104608} 
{104609} 
{104610} 
{104611} 
{104612} 
{104613} 
{104614} 
{104615} 
{104616} 
{104617} 
{104618} 
{104619} 
{104620} 
{104621} 
{104622} 
{104623} 
{104624} 
{104625} 
{104626} 
{104627} 
{104628} 
{104629} 
{104630} 
{104631} 
{104632} 
{104633} 
{104634} 
{104635} 
{104636} 
{104637} 
{104638} 
{104639} 
{104640} 
{104641} 
{104642} 
{104643} 
{104644} 
{104645} 
{104646} 
{104647} 
{104648} 
{104649} 
{104650} 
{104651} 
{104652} 
{104653} 
{104654} 
{104655} 
{104656} 
{104657} 
{104658} 
{104659} 
{104660} 
{104661} 
{104662} 
{104663} 
{104664} 
{104665} 
{104666} 
{104667} 
{104668} 
{104669} 
{104670} 
{104671} 
{104672} 
{104673} 
{104674} 
{104675} 
{104676} 
{104677} 
{104678} 
{104679} 
{104680} 
{104681} 
{104682} 
{104683} 
{104684} 
{104685} 
{104686} 
{104687} 
{104688} 
{104689} 
{104690} 
{104691} 
{104692} 
{104693} 
{104694} 
{104695} 
{104696} 
{104697} 
{104698} 
{104699} 
{104700} 
{104701} 
{104702} 
{104703} 
{104704} 
{104705} 
{104706} 
{104707} 
{104708} 
{104709} 
{104710} 
{104711} 
{104712} 
{104713} 
{104714} 
{104715} 
{104716} 
{104717} 
{104718} 
{104719} 
{104720} 
{104721} 
{104722} 
{104723} 
{104724} 
{104725} 
{104726} 
{104727} 
{104728} 
{104729} 
{104730} 
{104731} 
{104732} 
{104733} 
{104734} 
{104735} 
{104736} 
{104737} 
{104738} 
{104739} 
{104740} 
{104741} 
{104742} 
{104743} 
{104744} 
{104745} 
{104746} 
{104747} 
{104748} 
{104749} 
{104750} 
{104751} 
{104752} 
{104753} 
{104754} 
{104755} 
{104756} 
{104757} 
{104758} 
{104759} 
{104760} 
{104761} 
{104762} 
{104763} 
{104764} 
{104765} 
{104766} 
{104767} 
{104768} 
{104769} 
{104770} 
{104771} 
{104772} 
{104773} 
{104774} 
{104775} 
{104776} 
{104777} 
{104778} 
{104779} 
{104780} 
{104781} 
{104782} 
{104783} 
{104784} 
{104785} 
{104786} 
{104787} 
{104788} 
{104789} 
{104790} 
{104791} 
{104792} 
{104793} 
{104794} 
{104795} 
{104796} 
{104797} 
{104798} 
{104799} 
{104800} 
{104801} 
{104802} 
{104803} 
{104804} 
{104805} 
{104806} 
{104807} 
{104808} 
{104809} 
{104810} 
{104811} 
{104812} 
{104813} 
{104814} 
{104815} 
{104816} 
{104817} 
{104818} 
{104819} 
{104820} 
{104821} 
{104822} 
{104823} 
{104824} 
{104825} 
{104826} 
{104827} 
{104828} 
{104829} 
{104830} 
{104831} 
{104832} 
{104833} 
{104834} 
{104835} 
{104836} 
{104837} 
{104838} 
{104839} 
{104840} 
{104841} 
{104842} 
{104843} 
{104844} 
{104845} 
{104846} 
{104847} 
{104848} 
{104849} 
{104850} 
{104851} 
{104852} 
{104853} 
{104854} 
{104855} 
{104856} 
{104857} 
{104858} 
{104859} 
{104860} 
{104861} 
{104862} 
{104863} 
{104864} 
{104865} 
{104866} 
{104867} 
{104868} 
{104869} 
{104870} 
{104871} 
{104872} 
{104873} 
{104874} 
{104875} 
{104876} 
{104877} 
{104878} 
{104879} 
{104880} 
{104881} 
{104882} 
{104883} 
{104884} 
{104885} 
{104886} 
{104887} 
{104888} 
{104889} 
{104890} 
{104891} 
{104892} 
{104893} 
{104894} 
{104895} 
{104896} 
{104897} 
{104898} 
{104899} 
{104900} 
{104901} 
{104902} 
{104903} 
{104904} 
{104905} 
{104906} 
{104907} 
{104908} 
{104909} 
{104910} 
{104911} 
{104912} 
{104913} 
{104914} 
{104915} 
{104916} 
{104917} 
{104918} 
{104919} 
{104920} 
{104921} 
{104922} 
{104923} 
{104924} 
{104925} 
{104926} 
{104927} 
{104928} 
{104929} 
{104930} 
{104931} 
{104932} 
{104933} 
{104934} 
{104935} 
{104936} 
{104937} 
{104938} 
{104939} 
{104940} 
{104941} 
{104942} 
{104943} 
{104944} 
{104945} 
{104946} 
{104947} 
{104948} 
{104949} 
{104950} 
{104951} 
{104952} 
{104953} 
{104954} 
{104955} 
{104956} 
{104957} 
{104958} 
{104959} 
{104960} 
{104961} 
{104962} 
{104963} 
{104964} 
{104965} 
{104966} 
{104967} 
{104968} 
{104969} 
{104970} 
{104971} 
{104972} 
{104973} 
{104974} 
{104975} 
{104976} 
{104977} 
{104978} 
{104979} 
{104980} 
{104981} 
{104982} 
{104983} 
{104984} 
{104985} 
{104986} 
{104987} 
{104988} 
{104989} 
{104990} 
{104991} 
{104992} 
{104993} 
{104994} 
{104995} 
{104996} 
{104997} 
{104998} 
{104999} 
{105000} 
{105001} 
{105002} 
{105003} 
{105004} 
{105005} 
{105006} 
{105007} 
{105008} 
{105009} 
{105010} 
{105011} 
{105012} 
{105013} 
{105014} 
{105015} 
{105016} 
{105017} 
{105018} 
{105019} 
{105020} 
{105021} 
{105022} 
{105023} 
{105024} 
{105025} 
{105026} 
{105027} 
{105028} 
{105029} 
{105030} 
{105031} 
{105032} 
{105033} 
{105034} 
{105035} 
{105036} 
{105037} 
{105038} 
{105039} 
{105040} 
{105041} 
{105042} 
{105043} 
{105044} 
{105045} 
{105046} 
{105047} 
{105048} 
{105049} 
{105050} 
{105051} 
{105052} 
{105053} 
{105054} 
{105055} 
{105056} 
{105057} 
{105058} 
{105059} 
{105060} 
{105061} 
{105062} 
{105063} 
{105064} 
{105065} 
{105066} 
{105067} 
{105068} 
{105069} 
{105070} 
{105071} 
{105072} 
{105073} 
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{105075} 
{105076} 
{105077} 
{105078} 
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{105100} 
{105101} 
{105102} 
{105103} 
{105104} 
{105105} 
{105106} 
{105107} 
{105108} 
{105109} 
{105110} 
{105111} 
{105112} 
{105113} 
{105114} 
{105115} 
{105116} 
{105117} 
{105118} 
{105119} 
{105120} 
{105121} 
{105122} 
{105123} 
{105124} 
{105125} 
{105126} 
{105127} 
{105128} 
{105129} 
{105130} 
{105131} 
{105132} 
{105133} 
{105134} 
{105135} 
{105136} 
{105137} 
{105138} 
{105139} 
{105140} 
{105141} 
{105142} 
{105143} 
{105144} 
{105145} 
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{105149} 
{105150} 
{105151} 
{105152} 
{105153} 
{105154} 
{105155} 
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{105189} 
{105190} 
{105191} 
{105192} 
{105193} 
{105194} 
{105195} 
{105196} 
{105197} 
{105198} 
{105199} 
{105200} 
{105201} 
{105202} 
{105203} 
{105204} 
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{107709} 
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{107787} 
{107788} 
{107789} Drow Battle Priest
{107790} Drow Flamemaster
{107791} Drow Champion Marksman
{107792} Drow Rebel Guard
{107793} Drow Scout
{107794} Drow Skeleton
{107795} Cult Monk
{107796} The pallid flesh of this humanoid is inscribed with dark tattoos marking him as a worshipper of an undead cult.
{107797} Cult Knight
{107798} Clad in armor made of bone, these humanoids are neither man nor beast, and are trapped between the world of the living and the dead.
{107799} Drow Rebel Marksman
{107800} Duergar Battle Mage
{107801} Duergar Raider
{107802} Duergar Merchant
{107803} This duergar is older than most, and it is clear his days of battle are long behind him.
{107804} Silver Golem
{107805} Smaller than other metal constructs, silver golems are often underestimated in battle. Created by magically cooling molten silver, these golems have the ability to shoot blasts of frost and ice at their enemies.
{107806} Bronze Golem
{107807} Though not as physically imposing as other metal constructs, the bronze golem is still a formidable opponent. Forged from molten metal, these golems radiate warmth and heat and are able to shoot blasts of fire at their enemies.
{107808} Lavoera
{107809} This astral deva has the form of a lithe and beautiful female, with the noticeable addition of feathered wings. She also appears to be quite young... for a celestial being.
{107810} Faction Boy Red
{107811} Faction Boy Blue
{107812} Freed Thrall
{107813} Humans are the most widespread and dominant race on Faerûn.
{107814} Drow Duelist
{107815} High Wizard Gulhrys
{107816} Sinna
{107817} Svirfneblin Servant
{107818} Maeviir Soldier
{107819} Maeviir Archer
{107820} Duergar Black Watch
{107821} Duergar Bolt Master
{107822} Paragon Mind Flayer
{107823} Battle Golem
{107824} Drow Catapult Loader
{107825} Sergeant Osyyr
{107826} Drow Rebel Catapult Loader
{107827} Drow Commoner
{107828} Pit Fiend Captain
{107829} Balor Baron
{107830} Drow Rebel Cleric
{107831} Cavallas
{107832} There is something unsettling about this cloaked and hooded figure.
{107833} Drow Female
{107834} Drow Male
{107835} Drow Merchant
{107836} Dock Worker
{107837} The Valsharess
{107838} Striking in her beauty and terrifying in her cruelty, the Valsharess is remarkable even among the drow.
{107839} The Valsharess' Hand
{107840} Battle Herald
{107841} This wisp appears to be little more than a ball of dancing light.
{107842} Captain Tebimar
{107843} Drow Maeviir Marksman
{107844} Matron Mother Myrune
{107845} Drow Maeviir Sergeant
{107846} Zesyyr Maeviir
{107847} This young drow wears the dress of nobility, and her eyes possess the hunger and ambition of youth.
{107848} Drow Private
{107849} Follower of Eilistraee
{107850} Commander Imloth
{107851} This drow carries himself with pride, but lacks the cruel arrogance normally seen in his kind. His features hint at patience and understanding, as well as a quiet self-confidence.
{107852} Rizolvir
{107853} Though still long and lean, there is an obvious strength in the muscled limbs of this drow smith.
{107854} The Seer
{107855} Like all drow, this woman is beautiful, but her features have a softness not usually found in her kind. Her eyes are deep wells of wisdom, hinting at both advanced age and limitless compassion.
{107856} Female Thrall Gladiator
{107857} This woman has the look of a fierce warrior.
{107858} Blue Thrall
{107859} Thralls of the illithid fighting pits are little more than mindless beasts.
{107860} Red Thrall
{107861} Intellect Ravager
{107862} Charming Young Man
{107863} There is something strangely compelling about this man.
{107864} Charming Young Woman
{107865} There is something strangely compelling about this woman.
{107866} Mind Flayer Nourisher
{107867} Mind Flayer Possessor
{107868} The Warden
{107869} One look into this duergar's mad eyes leaves little doubt as to the state of his twisted and deranged mind.
{107870} Ulitharid Venerator
{107871} Female Thrall
{107872} Freed Drow Thrall
{107873} Freed Duergar Thrall
{107874} Freed Svirfneblin Thrall
{107875} Argosus
{107876} This drow's eyes burn with passion and fire... and the desire for freedom.
{107877} Expressionless Duergar
{107878} Judging by the blank stare and empty eyes, this poor soul's mind is long gone.
{107879} Vacant-looking Drow
{107880} Witless Svirfneblin
{107881} Hook Horror Thrall
{107882} Minotaur Thrall
{107883} Cordigan the Rock Gnome
{107884} There is a weariness in this gnome's features, as if he carries a heavy burden he cannot bear.
{107885} Dracolich Body
{107886} The bones of the dracolich Vix'thra lie inanimate at last. Even so, you can't help but shudder as you gaze upon the remains of the fearsome beast.
{107887} Cult Elder Monk
{107888} The pallid flesh of this humanoid female is inscribed with dark tattoos marking her as a worshipper of an undead cult.
{107889} This creature is nothing but an incorporeal cloud of sentient mist.
{107890} Shadow Master
{107891} The flesh of this hooded figure bears tattoos identifying him as a worshipper of an undead cult.
{107892} Human Slave
{107893} This woman is clad only in tattered rags.
{107894} Breather
{107895} Planetar
{107896} Planetars resemble muscular humans with emerald skin, hairless heads and feathered wings.
{107897} temp
{107898} Ghost
{107899} This is obviously the spirit of a long dead lizardman.
{107900} Beholder tyrants are powerful enough to command subservience from large groups of their kin.
{107901} Attiz
{107902} Unlike the other slaves here, this kobold still has his tongue.
{107903} Kobold Slave
{107904} Slaves of the beholders have had their tongues removed to both protect the secrets of the owners, as well as, to make any thoughts of revolt more difficult to communicate with other slaves.
{107905} Drider Assassin
{107906} Zephid
{107907} Petyr
{107908} Trenkhold
{107909} This winged elf wears the robes of a wizard.
{107910} Shaori
{107911} This winged elf wears the clothes of royalty.
{107912} Red Sister Cleric
{107913} This drow wears the robes of the Red Sisters, an elite group of assassins.
{107914} Red Sister Rogue
{107915} Red Sister Warrior
{107916} Sabal
{107917} The Fool
{107918} This winged elf is stunted in height and wears the garb of a court jester.
{107919} Ulithar
{107920} This winged elf appears to be some type of guard or soldier.
{107921} Diseased Troll
{107922} A Prince of Hell, Mephistopheles resembles a large, muscular man with the horns and hooves of a goat, and a writhing, serpentine tail.
{107923} TEMP Get Rid of Me
{107924} Faction Boy
{107925} This kobold's tongue has been removed; a common practice among beholders to make their slaves less likely to band together in revolt.
{107926} Valen
{107927} Shadowbreath
{107928} Despite the horns and tail that mark his demonic heritage, this tiefling would be considered handsome by many. However, the fierce intensity of his cold, hard eyes hints at a savage fury barely held in check.
{107929} There is no denying this drow's obvious beauty, but there is something dangerous about her as well. Her eyes dark eyes burn with terrible secrets lurking below their surface.
{107930} Drow Field Commander
{107931} Gelatinous Cube Properties
{107932} Pearl of Bashing
{107933} This small pearl has some mysterious symbols engraved on its surface.
{107934} Pearl of Tongues
{107935} There are many words from numerous languages precisely carved across the surface of this pearl.
{107936} Tynan's Top
{107937} This wooden child's top was created by a mysterious machine in the Underdark. It can be spun rapidly to summon forth a powerful ally.
{107938} Black Pearl
{107939} You found this strange stone in the Vix'thrite temple in Drearing's Deep. Your not quite sure what it is, however, or what its significance might be.
{107940} Darkness swims within this glossy pearl. You found it in the Vix'thrite temple in Drearing's Deep and suspect the priests there use it for some ceremonial purpose.
{107941} Burned Book
{107942} This book is badly burnt, its charred pages illegible. It is worth less than nothing.
{107943} Deva's Robes
{107944} Cult Knight Armor
{107945} Cult Knight Helment
{107946} Cult Elder Knight Properties
{107947} Cult Knight Properties
{107948} Energy Orb
{107949} The orb hisses and sparks, its energies fully charged.
{107950} Golem Attractor
{107951} When placed on the ground, this item will generate a magical call to all golems within range, drawing them towards the attractor.

It is particularly useful for luring golems into deadly traps.
{107952} Golem Seal
{107953} This large seal has a picture of a golem etched on the front.
{107954} Golem Tatters
{107955} Hatred
{107956} The fearsome twin of its partner, "Strife," the sandalwood grip of this finely crafted kukri has been stained and darkened by the sweat and blood of countless Shadow Masters over the centuries. There was a time when ownership of the pair inferred the right of leadership over the fabled Guild of Night but, over time, duplicates surfaced, splintering the Guild into countless secret societies, some of which still exist today.
{107957} Devil's Bane
{107958} This is Valen's flail, its dual spiked heads carved from a black bone-like material that is extremely cold to the touch. The weapon was with Valen throughout the many years that he spent in the Abyss fighting the Blood Wars... it specializes in dealing death to devils and other outsiders, but is still very effective against other opponents. Even if Valen was to be given another weapon, he would still not relinquish this one.
{107959} Valen's Breastplate
{107960} This suit of mithral armor was made specifically for Valen, crafted by the rebel drow of Lith My'athar and enchanted to allow him brief periods of enhanced speed. It is a symbol of Valen's ability to keep the rebels alive even as the Valsharess hounded them to the ends of the Underdark, and even should he receive better armor he will not part with it.
{107961} Special Drider Properties
{107962} Nathyrra Hide
{107963} Astral Deva Properties
{107964} Paragon Mind Flayer Properties
{107965} Paragon Mindflayer Tentacle
{107966} Prismatic Dragon Boots
{107967} These boots are based on the design for dragon slippers, but fortified with the skin of a prismatic dragon. The garish colors offend the sensitivities of others though, so care should be made in choosing appropriate times and places to wear these boots.
{107968} Lower Crypt Key
{107969} The key feels heavy in your hand, as if the skull that marks it is made of lead.
{107970} Sodalis' Outfit
{107971} Magics of Golem Enhancements
{107972} When constructing golems, it is important not to forget the importance of adding enhancements through enchantments. The easiest way to accomplish this is to include spell conduits on your golem creation machine. These conduits can then be filled with the appropriate spells.

It is important to remember that the effects of spells can be altered during the creation process, often producing an unexpected result when they are passed through the spell conduit.

For example:
1. Greater Spell Mantle will improve a golem's resistance to magic.
2. Bigby's Crushing Hand increases a golem's strength.
3. Greater Sanctuary provides more protection against physical attacks.
4. Time Stop grants the golem improved regenaration.
5. Premonition results in improved damage reduction.
6. Mass Haste provides a permanent haste effect.
7. True Seeing provides a permanent True Seeing effect.
8. Chain Lightning causes a lightning bolt to be released whenever the golem is hit by an enemy.
9. Mordenkainen's Disjuntion gives the golem the ability to Dispel Magic each time it hits an opponent.

By placing these spells in the respective conduits, a golem's attributes and abilities can be customized to the creators exact specifications.

Alsigard the Maker
{107973} Red Assassin Chainmail +3
{107974} Nathyrra's Cloak
{107975} This is Nathyrra's cloak. She has enchanted it with tremendous protective magic -- helping her hide in the shadows and defending her from physical attacks.
{107976} Nullifier Rod
{107977} It's difficult to determine the purpose of this rod, though one end of it is flattened, exposing various copper nodes. It's probably meant to be inserted into some larger structure.
{107978} Planetar Armor
{107979} Planetar Properties
{107980} Tebimar's Scythe
{107981} The blade of this scythe had been honed to an edge keen enough to sever an opponent in two with a single blow.
{107982} Maeviir Plate
{107983} House Maeviir Signet Ring
{107984} The delicate work on this signet ring for House Maevir must have been done by a master craftsman. The pattern seems to twist and turn in on itself, giving the illusion that the gold is alive and moving. You almost expect the ring to begin crawling off your hand, like a metallic spider.
{107985} Drow Rebel Squad Leader Helm
{107986} Rebel Plate
{107987} Seer's robe
{107988} Battle Training Crossbow
{107989} Blue Gladiator Axe
{107990} Red Gladiator Sword
{107991} Prison Master Key
{107992} This key will unlock the illithid slave pens.
{107993} Robe
{107994} Blue Gladiator Robe
{107995} Helm of Shielding
{107996} This helm seems to close around your neck when donned, creating a firm seal between you and the outside.
{107997} Commonly worn by slavers who deal with the illithid, the Helm of Shielding protects the user against mental telepathy and the other psionic powers of the mind flayers.

Without the helm's protection the slave trade would be impossible, as the illithid are prone to attack any vulnerable non-illithid they speak with.
{107998} Red Gladiator Robe
{107999} Sodalis Properties
{108000} Staff of Armand
{108001} This vile staff was wielded by Armand, the fearsome High Priest of Vix'thra who ruled over the free-village of Drearing's Deep in the Underdark. The swirling vortex at the staff's tip is said to be a god's-eye view of the infinite layers of the Abyss.
{108002} Crystal of Undeath
{108003} An eerie purple crystal is attached to this otherwise indistinctive amulet. Your hand grows cold and clawlike as it clutches the glowing crystal shard. In its purple light, your skin looks pale and gray, almost skeletal. Its power fascinates you but a part of you can't help but question what it might be asking of you in return.
{108004} Shadow Cultist's Outfit
{108005} Lavoera's Wrath
{108006} This mace, pale as alabaster, shines with a holy light. Encased in the weapon's cut-glass head is the image of a young and smiling angel. Written in gold filigree down the shaft are the words:

"Bestowed upon the deva, Lavoera, in recognition of the vital mission that lies before her."
{108007} Tome of the Vix'thrite Elders
{108008} This book appears to be written in human blood, its ornate text apparently a mixture of the Common Tongue and Old Draconic. Trying to make sense of it gives you a headache.
{108009} "...On the eve of Darkentide, 1034 DR, did Vix'thra at last attain His true form. Shadow are His wings no more but fearsome bone, His power made greater by our faith and labors. We created our god and made Him eternal by our faith. He shall be undying, as we are. Now and forever shall we serve His power..."
{108010} Cult Elder Monk Properties
{108011} Shadow Fiend Bite
{108012} Shadow Fiend Claw
{108013} Letter from the Valsharess
{108014} "...As wise and powerful as you are, Vix'thra'na'arxterys, your lack of progress on the matters we have agreed to angers me. You promised me an army of undead, to the order of 200 a day. What I have seen from you thus far has been half that. Your foolish Elders sing the praises of their exceptional craftsmanship and might. While this is true, it does not forgive the shortfall. I am sending some of my slaves with this letter to oversee the process. Satisfy me and your elders may have their blood and you their bones. Exceed my expectations and I will give you their weight in gold as well. Disappoint me, however, and I will destroy even the memory of your pathetic little cult. The choice is yours..."
{108015} Cultist's Gloves
{108016} Elder Cultist's Gloves
{108017} Cultist's Outfit
{108018} Bolt of Negative Energy
{108019} With their black shafts and blood-red tips, these crossbow bolts are as gruesome as they are powerful. The oily black feathers that help them stay their course are said to be those of graveyard crows.
{108020} Rod of Fire
{108021} A relatively simple device in concept, the Rod of Fire is rather nefarious in its execution. Countless careless wizards have incinerated themselves over the years while trying to explore the rod's more unconventional uses. If you intend to wield it, you had best do so with great caution.
{108022} Shadow Master Properties
{108023} Blade of Shadows
{108024} Wielded by the fabled Black Lotus Assassins of the far-off Jade Empire, the blades of these sturdy weapon are fashioned from countless layers of thin, many-folded steel. With each folding, the blade is cooled in liquid poison until its every cut brings weakness.
{108025} Vix'thrite Tome
{108026} Though written in the Common Tongue, you find the ornate script near impossible to read. To make matters worse, the faded ink has been thumbed bare in places.
{108027} "...the Priesthood of Vix'thra shall make its home above, both in the world and of the world, that it might lure more believers to the divine light. But below shall dwell the Elders, those who serve Vix'thra for all eternity, neither in the world nor of it, for they shall be undying. To them shall sacrifice be made in blood. To Vix'thra shall it be made in bone..."
{108028} Splintered Wood
{108029} Jagged splinters protrude from this shattered piece of wood. It's well-weighted, however, and you suspect you could use it as a crude weapon if you had to.
{108030} Deva's Blood
{108031} Extracted from the veins of a celestial deva through nefarious means, this lifeblood holds great power.
{108032} Monk's Key
{108033} You gained this key from one of the cultist monks beneath the Vix'thrite temple in Drearing's Deep. The metal it is fashioned from has a bloody hue.
{108034} Lexicon Arcana
{108035} This appears to be some kind of a dictionary for ancient arcane languages:

"I have decided to use the Unuraakil language for the special-purpose golems. I'll just have to make sure that they remind me of their numbers, as I will need them for their maintenance. For now, I would probably need only the following words:

Omon = Zero
Arthas = One
Kinthas = Two
Ivon = Three 
Thesti = Four
Sinth = Five
Kali = Six
Laz = Seven
Urvil = Eight
Zand = Nine"
{108036} Ferron's Properties
{108037} Searing Armor
{108038} Uligon Yarbided, a svirfneblin smith, is rumored to have formed this magnificent suit of armor from molten magma. Though many have sought to emulate its design, its creation uses a secret technique known only to Uligon himself.
{108039} Mage Golem Slam2d8
{108040} Golem Torso
{108041} This is a piece of a very large golem.
{108042} Golem Left Hand
{108043} Golem Left Leg
{108044} Golem Right Hand
{108045} Golem Right Leg
{108046} Greater Minogon Properties
{108047} Guardian Golem Properties
{108048} Mage Shield Guardian Properties
{108049} Lab Notes
{108050} These appear to be notes detailing the Maker's efforts to create sentient golems.

"Despite my best efforts to give birth to a perfect being, all I have managed to create are intelligent golems.

Gifted with self awareness, they are unable to make use of what I have given them. They drift without purpose or direction, they have no concept of accomplishment, art or culture."
{108051} These appear to be notes detailing the Maker's efforts to create an entire society of sentient golems.

"I am growing more frustrated with my golem children. They seem incapable of those things that make a living creature truly alive.

Though I have tried to create a society for them, they continue to exist only as isolated individuals. They seem incapable of forming associations and friendships, they only know servant and master.

Perhaps it is my own presence that stunts their growth. Maybe if I leave them to develop their own society, they can overcome the limitations of their own nature."
{108052} These appear to be notes detailing the Maker's mounting frustration in his efforts to create a truly sentient creature.

"I am beginning to wonder if a golem can ever be anything more than lifeless materials given animation and form.

Despite all I have given my children - intelligence, self-awareness - they are stunted. They cannot learn or grow, they seem as immutable and fixed as the stone, steel and clay from which they were born."
{108053} These appear to be notes detailing the Maker's efforts to create sentient golems.

"I have given my creations the divine spark, the awareness and free will of a sentient being. Yet even with this, they are somehow... flawed.

It is as if they do not know how to exist without a master. They need to be given a purpose in life - they seem incapable of discovering a purpose of their own."
{108054} Golem Machine Activator
{108055} This appears to be a magical activation key, probably to unlock Alsigard's golem creation machine.
{108056} Merkil's Hammer
{108057} This hammer was forged for the express purpose of destroying golems and other constructs.

It was given to Merkil Thunderfist, a famous gnomish adventurer. Armed with this fantastical hammer, Merkil descended into the depths of the Maker's dungeon, but was never seen again.
{108058} Merkil's Helmet
{108059} This helmet grants the user protection against all forms of mental domination and mind affecting spells.

It was last seen in the possession of Merkil Thunderfist, a famous gnomish adventurer who never returned from his expedition to the Isle of the Maker.
{108060} Merkil's Plate
{108061} This suit of armor was created for Merkil Thunderfist, the legendary svirfneblin hero. To prevent it from falling into the hands of the drow or other potential enemies, the suit was crafted so that only one of svirfneblin stature could wear it. 

The armor was lost in the dungeons of Alsigard the Maker, along with Merkil himself.
{108062} Metal Golem Properties
{108063} Minogon Properties
{108064} Golems' Power Source
{108065} The Power Source glows with radiant energy and pulses with a slow, steady beat as if it had a life of its own. It is quite likely that this artifact is closely tied to the golems of this level.

Despite the tremendous energy contained within, the Power Source itself is surprisingly fragile. If shattered it will unleash all of its energy in a single, apocalyptic explosion.
{108066} Searing Helmet
{108067} This helm was rumored to have been forged in molten fires of magma far beneath the earth by Uligon Yarbided, a deep gnome smith famed for his armor and weapons.
{108068} Golem Binder
{108069} Any golem targeted by this item will be slowed for 1d6+2 rounds.

Each use depletes a single charge from the item.
{108070} Blue Powder
{108071} This powder has obvious magical properties, though you would likely need an alchemist's equipment to extract it.
{108072} Red Powder
{108073} Yellow Powder
{108074} Magical Crystal
{108075} This crystal has obvious magical properties, though you would likely need an alchemist's equipment to extract it.
{108076} Golden Rod
{108077} This rod has obvious magical properties, though you would likely need an alchemist's equipment to extract it.
{108078} Mithral Statue
{108079} This statue has obvious magical properties, though you would likely need an alchemist's equipment to extract it.
{108080} Golem Crasher
{108081} When used against a construct, this item will send out a devastating ray that will damage the golem for 3d10+30 damage, as well as knocking it to the ground for 1d4 rounds.

Each use of the item depletes a single charge.
{108082} Ferron's Head
{108083} This is the head of the golem Ferron.
{108084} Controlling Amulet
{108085} This amulet is a necessary component of constructing any golem. When combined with the proper pieces, it will ensure the construct remains subservient to the will of the master.
{108086} This amulet establishes a special connection between the owner of a shield guardian and the golem itself. While the amulet is worn, the golem would be extremely protective of its master, reflecting blows and magical attacks.
Also, the power of the amulet is capable of teleporting the golem to its master, even if they are on different planes of existence.
{108087} Golem Head
{108088} Anduvir
{108089} Forged within the heavenly fires of an electrical storm, the hilt of this blade pulses with barely contained energy, and constant bursts of lightning arc along the twin blades of this powerful sword.
{108090} Armor props
{108091} Ettercap Hide
{108092} Ghost Skin
{108093} Beholder Hive Mother Properties
{108094} Obelisk's Core
{108095} This magical orb of power was taken from the obelisk that created the dead-magic area below the beholder caves. Considering the fact that it powered the obelisk, this orb might be used to create dead-magic zones.
{108096} Stone Slab
{108097} Strange and ancient writings are inscribed on this stone slab. Over the scribing are many remarks written in common with a bold and clear black ink. It seems as if the remarks translate the ancient text:
 "The great obelisk has been activated and all magic has been negated within our compound. Hopefully, this would stop the onslaught of this powerful magical enemy as they won't be able to cast their destructive spells upon us nor use their magical artifacts and weapons. Even with the obelisk deactivated and destroyed, we could still use the core as a weapon against them. Activating the core while being carried by a living creature would trigger a burst of magic negating force that would negate the enemy's ability to channel magical energy long enough for our warriors to bring them down."
{108098} Merchant's Compass
{108099} This magical compass will help direct you to the item it is keyed to: in this case, a shard of broken glass.

When activated, the compass will flash periodically. The closer you are to the desired item, the faster it will flash.
{108100} Drider Chief Properties
{108101} Mirror of All-Seeing
{108102} Also known as "The Shattered Mirror", the surface of this looking glass is scarred with a criss-crossing network of cracks, and it has obviously been broken and pieced together many times.

Peering into the glass reveals a distorted image that seems to shift and change the longer one stares at it. While it is clear the image is not a reflection of the person looking in, the exact details of the scene within the mirror are difficult to fathom.

{108103} Red Assassin Light Flail +3
{108104} Red Assassin Rapier +3
{108105} Red Assassin Longsword +3
{108106} Sabal's Armor
{108107} Sabal's Flail
{108108} Sabal Properties
{108109} Mirror Shard
{108110} This appears to be a piece of broken glass, as if from a mirror. Although you can't be certain, it seems as if the images in the surface are twisted and warped in strange and bizarre ways.

Perhaps this shard has come from a mirror with magical properties
{108111} Winged Elf Clothing
{108112} Winged Elf Queen Clothing
{108113} Potion of Sight Warding
{108114} This potion grants the user complete protection from the petrifying gaze of a medusa, though the effects are temporary.
{108115} Talona's Antidote
{108116} The magic of this powerful talisman is the only known cure for the dreaded affliction known as Talona's Fever.
{108117} Matron Properties
{108118} Talisman of the Valsharess
{108119} Will of Lloth
{108120} Rope
{108121} Though frayed and old from years of neglect, this hempen rope is quite long, at least.
{108122} Scriptures of the Created
{108123} This appears to be a manual devoted to the creation and maintenance of golems.

"The golems you create are like your children, but like all children they must be disciplined from time to time. There are several items a mage would be wise to consider to help maintain control over his or her creations. 

A Mithral Statue combined with two parts of blue powder will yield a Golem Crasher.
Combining Golden Rod with one part blue powder and one part yellow will give a Golem Binder.
To create a Golem Attractor, take a Magical Crystal and combine it with one part blue powder and one part red powder.

These three items will allow you to maintain control of your golems, and prevent them from ever turning against you.

Alsigard the Maker"
{108124} Soul Gem
{108125} Dark mists seem to swirl just below the surface of this otherwise unremarkable stone.
{108126} Strife
{108127} The grey-bladed twin of its partner, "Hatred," the witchwood grip of this finely crafted kukri has been stained and darkened by the sweat and blood of countless Shadow Masters over the centuries. There was a time when ownership of the pair inferred the right of leadership over the fabled Guild of Night but, over time, duplicates surfaced, splintering the Guild into countless secret societies, some of which still exist today.
{108128} The Guardian Guide
{108129} This work appears to detail the Maker's efforts to create a single, perfect golem.
Most of the volume describes failed experiments, interspersed with ramblings that demonstrate Alsigard's downward spiral into complete insanity.

However, the final passage reveals an important breakthrough:

"It is all clear to me now. I must construct my greatest success from my previous failures. 

First, I must gather 6 pieces from destroyed golems: 2 legs, 2 arms, a torso and the head. 
Then, I can unlock the golem construction machine by targeting it with the Activator. Once open, I can then place the pieces inside, along with the controlling amulet.
This will activate the spell conduits so that I can cast my enchantments on them, giving my creation powers and abilities far beyond any other golem, as described in my previous work 'Magics of Golem Enhancements'.

When the process is complete, I can then retrieve the controlling amulet and use it to summon my perfect being.

The enchantments and powerful arcane spells needed for this delicate process could only be channeled by the most powerful wielders of arcane sorcery. However, I trust that even my apprentices would be able to follow these instructions".
{108130} Mace of Disruption +3
{108131} Assanti
{108132} Assanti was once a demon worshipped by the kuo-toa, until the tribe that worshipped him was slaughtered and the demon was captured by a powerful drow wizard. The demon is said to reside in this weapon, which was made for the wizard's pet, a drider named Harahasha. When the wizard's clan was destroyed by a rival family, the weapon was lost in an earthquake that engulfed the wizard's home.
{108133} The Robe of the Drow
{108134} The fabric of this robe is woven from thin strips of a mysterious material that is capable of storing magical spells. A caster need only cast a defensive spell upon the robe. The robe will then store the spell so that it may be cast at a later time, instantly. This robe is capable of storing three spells.

Among the ever treacherous drow, these garments are popular as gifts to allies and underlings, as they are magically bound with their creators in such a way that betrayal will result in the garment becoming cursed. 
{108135} Bebilith Poison
{108136} This extremely potent poison was taken from the remains of a Bebilith - a venomous spider demon.
It can be used to coat a blade and poison an unsuspecting foe.
{108137} Golems
{108138} Illithid machine
{108139} Dragon Roar
{108140} War Drums
{108141} Waterfall Small big low
{108142} Water Pool small HUGE
{108143} Drow + 1 Red Sister Cleric
{108144} Bone Golems
{108145} Clay Golems
{108146} Driders
{108147} Dropping Shadow Fiends
{108148} Drow in dracolich domain
{108149} Flesh Golems
{108150} Golems
{108151} Green Slaads
{108152} Iron Golems
{108153} Metal Golems
{108154} Minogons
{108155} Beholders (In Rooms)
{108156} Drow
{108157} Spiders (1-3)
{108158} Spiders (2-4)
{108159} Spiders (3-6)
{108160} Spiders (4-8)
{108161} Beholders (Attack in caves)
{108162} Beholders (Ambient appearance in caves)
{108163} Skeletal Devourers
{108164} Stone Golems
{108165} Thrall 1
{108166} Vrocks
{108167} bk_invis_blck
{108168} bk_invisibles
{108169} Source Light
{108170} Sunlight undulates within this odd device, somehow trapped by a magical membrane.
{108171} This is a plain mirror, useful only for reflecting. The stone around it holds it in place.
{108172} bk_target_sun
{108173} Secret Door Trigger
{108174} Natural Drain
{108175} Water is sucked down through this hole and, judging by the echo, into a large chamber.
{108176} Bridge Control
{108177} Tunnel Entrance
{108178} Battle Reinforcement Target
{108179} Zesyyr's Head
{108180} Impaled Head of Argosus
{108181} Impaled Gladiator Corpse
{108182} Viewing Port
{108183} This viewing port is covered with a viscous film of glistening, translucent fluid.
{108184} Dead Elder Brain
{108185} The Elder Brain of Zorvak'Mur now emits a foul smelling green haze from its smashed remains.
{108186} Underdark VFX Tile
{108187} Illithid Light
{108188} Rope
{108189} Clay Golem Parts
{108190} Iron Golem Parts
{108191} Minogon Parts
{108192} Golem Attractor
{108193} Stone Golem Parts
{108194} Number Vertex
{108195} Power Source
{108196} The Power Source glows with radiant energy and pulses with a slow, steady beat as if it had a life of its own. It is quite likely that this artifact is closely tied to the golems of this level.
{108197} Charge Source
{108198} Grease Pump
{108199} Ancient Mechanism
{108200} Dead Magic Item Chest
{108201} Formian Hill Tile
{108202} Wild Magic
{108203} Pillar of Revival
{108204} Pillar of Dispelling
{108205} Pillar of Entrapment
{108206} Pillar of the Guardian
{108207} Pillar of Time
{108208} Pillar of Mirroring
{108209} River Boat
{108210} Destroyable Flame
{108211} Destroyable Scorch Mark
{108212} bk_createdriders
{108213} bk_fallinhole
{108214} bk_shadowbrd
{108215} Shaker
{108216} bk_shaker_warning
{108217} bk_sunpoint
{108218} Gas + Blades Trap
{108219} Unsummoning Trigger
{108220} Mind Flayer Illusion Check Trigger
{108221} Blades Trap
{108222} Drearing's Deep Duergar Merchant
{108223} Duergar Merchant: Isle of the Maker
{108224} Temple Guard Store
{108225} Blades Trap Focus
{108226} Blades WP
{108227} Gas Source WP
{108228} 
{108229} 
{108230} 
{108231} 
{108232} 
{108233} 
{108234} 
{108235} 
{108236} 
{108237} 
{108238} 
{108239} 
{108240} 
{108241} 
{108242} 
{108243} 
{108244} 
{108245} 
{108246} 
{108247} 
{108248} 
{108249} 
{108250} 
{108251} 
{108252} 
{108253} 
{108254} 
{108255} 
{108256} 
{108257} 
{108258} 
{108259} 
{108260} 
{108261} 
{108262} 
{108263} 
{108264} 
{108265} 
{108266} 
{108267} 
{108268} 
{108269} 
{108270} 
{108271} 
{108272} 
{108273} 
{108274} 
{108275} 
{108276} 
{108277} 
{108278} 
{108279} 
{108280} 
{108281} 
{108282} 
{108283} 
{108284} 
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{108288} 
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{108293} 
{108294} 
{108295} 
{108296} 
{108297} 
{108298} 
{108299} 
{108300} 
{108301} 
{108302} 
{108303} 
{108304} 
{108305} 
{108306} 
{108307} 
{108308} 
{108309} 
{108310} 
{108311} 
{108312} 
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{108314} 
{108315} 
{108316} 
{108317} 
{108318} 
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{108321} 
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{108324} 
{108325} 
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{108330} 
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{108354} 
{108355} 
{108356} 
{108357} 
{108358} 
{108359} 
{108360} 
{108361} 
{108362} Huge Gelatinous Cube
{108363} Cutscene Trigger
{108364} bk_fall_loc
{108365} Aghaaz
{108366} Ferron
{108367} Forged from solid gold, the crafting of these mighty juggernauts often requires the expertise and master craftwork of either dwarven blacksmiths or gnome artificers.
{108368} Greater Minogon
{108369} Gloignar
{108370} Flesh Golem Guard
{108371} REPUTATION GOLEM 1
{108372} REPUATION GOLEM 2
{108373} Ferron Talk Trigger
{108374} Aghaaz Talk Trigger
{108375} Vines + Firewall Trap
{108376} Resume Fight Trigger
{108377} Ferron's Camp
{108378} Aghaz's Camp
{108379} Power Source
{108380} Power Source
{108381} The Keeper
{108382} This strange being appears to be a ball of dancing light; a creature whose essence is pure energy.
{108383} The Maker
{108384} Blocker Trigger
{108385} Talk Trigger
{108386} Block Waypoint
{108387} Trap Reject
{108388} The Maker's Study
{108389} Portal
{108390} Magical Surface
{108391} A swirl of magical energy can be seen on the surface of this large mirror-like device.
{108392} Blocker
{108393} Zap Source
{108394} Golem Construction Machine
{108395} The Maker must have used this strange machine to construct his golems. Although it seems clear that the respective pieces of the golem would be assembled on the table, the four pillars on the corners seem to be an important element in the creation process.
{108396} Spell Conduit
{108397} This alabaster pillar is inscribed with powerful runes of spell storing and transference.
{108398} Hans Kludgen spent his life assisting the arch-mage Cledos. He traveled for many years across the world to hunt for arcane components to assist Cledos in the wizard's many rituals. Cledos rewarded Hans one fateful day by decapitating the faithful assistant and through a rare ritual transforming the half-orc's skull into this powerful helmet. Hans -- always the dutiful assistant -- had delivered his final components to his master.
{108399} Scavenger Golem
{108400} This golem appears to be gathering up the fallen pieces of other golems.
{108401} Merkil
{108402} This is the body of a gnomish adventurer. From his condition it appears as though any attempts to resurrect him would be futile.
{108403} Weapon Spirit
{108404} The weapon dances in the air as though it had a life of its own.
{108405} Weapon Spirit Properties
{108406} Guardian Golem
{108407} This golem appears to be made of pure adamantine, making it a truly formidable foe.
{108408} Golden Armor Suit
{108409} This suit of armor was obviously fashioned by a master craftsman. Every line and joint meshes perfectly. Most remarkable, however, is that it seems to be made entirely of gold.
{108410} Weapon Spirit Trigger
{108411} Golem Block Trigger
{108412} Init Numbers
{108413} Golems Encounter
{108414} Numbers
{108415} Control Room
{108416} Stair Down
{108417} This appears to be some kind of a dictionary for ancient arcane languages:

"I have decided to use the Unuraakil language for the special-purpose golems. I'll just have to make sure that they remind me their numbers as I would need it for their maintenance. For now, I would probably need only the following words:

Omon = Zero
Arthas = One
Kinthas = Two
Ivon = Three 
Thesti = Four
Sinth = Five
Kali = Six
Laz = Seven
Urvil = Eight
Zand = Nine"

{108418} Sign
{108419} Control Panel
{108420} Control Room
{108421} "Control Room"
{108422} Skaa
{108423} The avariel are an elusive subrace of winged elves normally not seen outside the high mountain peaks they call home.
{108424} Nairow
{108425} Winged Elf
{108426} Winged Elf Merchant
{108427} Alarm Trigger
{108428} Greet Trigger
{108429} Ambush Trigger
{108430} Destroy Sabal
{108431} Init Rest Trigger
{108432} Destroy Sabal Trigger
{108433} Merchant
{108434} Library
{108435} Cave
{108436} Wizard Tower
{108437} Castle
{108438} Temple
{108439} Docks
{108440} Winged Elf Merchant
{108441} Petyr Trenkhold
{108442} The Infernal Tower
{108443} PUT_STARTING_LOC_HERE
{108444} Sinkholes
{108445} Socut Trigger 2
{108446} Socut Trigger 1
{108447} Umber Hulks
{108448} SunlightTarget
{108449} To North Tunnels
{108450} To Lith My'athar
{108451} To West Tunnels
{108452} To South Tunnels
{108453} To South Tunnels
{108454} DM To Lith
{108455} Freedom
{108456} The sign says freedom but the gouges on the stain seem suspicious.
{108457} These massive gates are the first line of defense for Lith My'athar. Should they be breached, the inner gates could still protect the town.
{108458} These massive gates are the last line of defense for Lith My'athar. Should they ever be breached, the town would be left vulnerable and exposed.
{108459} Ledge Entry trigger
{108460} Ledge Exit trigger
{108461} The Outer Gates
{108462} Gates to the City Core
{108463} The Northwest Passage
{108464} The Inner Gates
{108465} Right Outer Tower
{108466} Left Outer Tower
{108467} Right Inner Tower
{108468} Left Inner Tower
{108469} Target: Outer Tower Left
{108470} Battle Master
{108471} Target: Gates
{108472} Target: Outer Tower Right
{108473} Target: Inner Tower Left
{108474} Target: InnerTower Right
{108475} Target: Outer Gates
{108476} Target: Inner Gates
{108477} Drow Apprentice
{108478} Drow Rothe Herder
{108479} Drow Noble
{108480} Drow Barmaster
{108481} Drow Rebel Swordsman
{108482} Cloth Dye, Dark Brown
{108483} Gates to Lith My'athar Environs
{108484} Temple of Lolth
{108485} House Maeviir
{108486} The Ale Gardens
{108487} The Docks
{108488} The Corral
{108489} The Armory and Forge
{108490} Maeviir Public House
{108491} Lith My'athar Public House
{108492} Merchants
{108493} Training Grounds
{108494} Matron Mother Brizafae
{108495} Drow Deani Guard
{108496} Cutscene Creature Area
{108497} Mindflayer Base Treasure Container
{108498} Illithid Sleeping/Birthing Chamber
{108499} Black Chest
{108500} Illithid Abysmal
{108501} To the Underdark
{108502} Stairs to the Inner Ring
{108503} Quiet Village
{108504} Mind Flayer Pit Controller
{108505} Elder Brain
{108506} Amplifier Room
{108507} Portal to City
{108508} The Elder Brain
{108509} The Elder Brain of Zorvak'Mur pulses with a slow, steady rhythm as it draws nourishment from the bubbling pool of cerebral fluid surrounding it.
{108510} Underdark Pillar VFX Tile
{108511} Underdark Cover VFX Tile
{108512} Wall of Blades
{108513} Hidden Wall of Swords Lever Trigger
{108514} Illithid Mental Amplifier
{108515} Duergar Gladiator
{108516} Drow Gladiator
{108517} Svirfneblin Gladiator
{108518} Beserk Krenshar
{108519} Guard Room
{108520} Gladiator Pens
{108521} Adamantine Bartender
{108522} This enormous construct seems to be the bartender of this strange establishment.
{108523} Lizardfolk Slaver
{108524} Duergar Guard
{108525} Lizardfolk Merchant Guard
{108526} The Keg
{108527} Artuur
{108528} Mind Flayer Merchant
{108529} Mind Flayer Slave Merchant
{108530} Mind Flayer Pit Boss
{108531} Stairs to Outer Ring
{108532} Slave Auction
{108533} Stairs to the Slave Pens
{108534} Illithid Chambers
{108535} Merchants Compound
{108536} The Fighting Pits
{108537} Portal to the Grand Hall
{108538} The Poison Chalice Palace
{108539} Stairs Up
{108540} Pit
{108541} Pit
{108542} Pit's Edge
{108543} Vixthra
{108544} Possess Sound
{108545} protect wp
{108546} Phylactery
{108547} Phylactery
{108548} The orb spins within its sanctuary, Vix'thra's draconic soul coating it in a fine red mist.
{108549} Glow Object
{108550} Drow Elite Warrior
{108551} The High Priest of Vix'thra is a tall, gaunt man with pale skin and strangely compelling eyes.
{108552} Spawn Monks
{108553} Deva leaves
{108554} Sodalis Appearance
{108555} Elder Talk
{108556} Rope
{108557} Rope
{108558} Torture Device
{108559} Torture Device
{108560} Exit
{108561} test deva
{108562} Lightning Origin
{108563} Lightning Target
{108564} A small orb-shaped niche adorns the top of this white alabaster pedestal. A slight sizzle of magical energy can be seen coursing through the pedestal's fluted column.
{108565} Sit Focus
{108566} Tomb
{108567} Magical Apparatus
{108568} barrier rune
{108569} Beam 1
{108570} Beam 2
{108571} Lavoera
{108572} Body
{108573} Cult Knight Helmet
{108574} To Drearing's Deep
{108575} To Drearing's Deep
{108576} Stairs Down
{108577} Altar
{108578} Altar
{108579} Dragon Statue
{108580} Armand's Robe
{108581} Cult Elite Knight
{108582} test
{108583} Dwarf Slave
{108584} Dwarves are hard-working people that usually live below the ground.
{108585} Greeting Trigger
{108586} Camera1
{108587} To the Underdark
{108588} Gong
{108589} Gong
{108590} Temple
{108591} Duergar Merchant
{108592} Duergar Merchant
{108593} Focus Object
{108594} Dahanna
{108595} Duergar Camp
{108596} Dungeon Entrance
{108597} Harbor
{108598} Eldath
{108599} Ra'sin
{108600} To Western Underdark
{108601} Drow Emissary
{108602} A Letter from the Valsharess
{108603} "...As wise and powerful as you are, Great Tyrant Arutha, your lack of progress on the matters we have agreed to angers me. You promised me at least a dozen beholders to help attack the rebellious drow. What I have seen from you thus far is only two beholders! I am sending some of my slaves with this letter to escort the remaining beholders. Satisfy me and I may not bind you to spend the rest of eternity in the dark. Exceed my expectations and I will give you their weight in gold as well. Disappoint me, however, and I will destroy even the memory of your pathetic little hive. The choice is yours..."
{108604} Attiz Trigger
{108605} Hole
{108606} Hole
{108607} Spider Blocker
{108608} Ghost Trigger 1
{108609} Ghost Trigger 3
{108610} Bebelith Retreat Trigger
{108611} Ghost Trigger 2
{108612} Beholder Caves
{108613} Camera 1
{108614} Camera 2
{108615} copy sp
{108616} Obelisk
{108617} Ancient Obelisk
{108618} Web Object
{108619} Big Web Object
{108620} Assassin Trigger
{108621} Throne Room
{108622} Lomylithrar
{108623} This winged elf wears the vestments of the clergy, though the holy symbols on his robe look as if they have been willfully defiled.
{108624} Disease Trigger
{108625} Trap Trigger
{108626} Drow Guard
{108627} Mephistophales
{108628} Jansil
{108629} Quathala
{108630} Magical orange flames consume the pages of these books, forever destroying the knowledge contained within.
{108631} The Rebel Camp: An Army is Born
{108632} Abandoned Entryway
{108633} The Mimic's Nest
{108634} Hordes of the Underdark
{108635} Windswept Battlefield
{108636} Beneath the Ice
{108637} Ice-Bound Lair
{108638} The Underdark: A Battle Rages
{108639} Fortress Courtyard
{108640} Deepest Wastes of Cania
{108641} Hall of Gems
{108642} Frozen Cave
{108643} Puzzlers' Sepulcher
{108644} The Yawning Portal: Mephistopheles Gains the Surface
{108645} Temporary Ending Location
{108646} Deeper Wastes of Cania
{108647} Subterranean Vault
{108648} Wastes of Cania
{108649} 
{108650} 
{108651} 
{108652} 
{108653} 
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{108655} 
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{108657} 
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{108751} 
{108752} 
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{108807} 
{108808} 
{108809} 
{108810} 
{108811} 
{108812} 
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{108990} 
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{108997} 
{108998} 
{108999} 
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{109129} 
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{109779} 
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{109781} 
{109782} 
{109783} 
{109784} 
{109785} 
{109786} 
{109787} 
{109788} 
{109789} 
{109790} 
{109791} 
{109792} 
{109793} 
{109794} 
{109795} 
{109796} Fake Nathyra for her tag
{109797} Balpheron
{109798} While most liches tend to withdraw from the world, Balpheron is more ambitious. His empty eye sockets blaze with the fire of conquest and a burning lust for power that cannot be cooled by the chill of his own undead state.
{109799} Commoner
{109800} This human is helpless, frightened and in dire need of rescuing.
{109801} Koth Uth-Kalin
{109802} The minotaur Koth Uth-Kallin once roamed the wilds around Neverwinter, leaving death and destruction in his wake. His reign of terror was ended by a young hero named Nasher Alagondar, who slew the beast to avenge his murdered wife and infant child.
{109803} Crimson 
{109804} An infamous bounty hunter from the Dragon Coast, Crimson was renowned for her cruelty and her relentless pursuit of perfection. It was said she plucked out her own left eye after she failed to detect an enemy hiding in the shadows. 
{109805} The drow are an evil subrace of elves, living deep underground in the dangerous Underdark.
{109806} Donan is a good man, a quiet man. He is also a bald man.
{109807} This halfling warrior appears... incomplete. Several good jokes come to mind, but he likely wouldn't appreciate them.
{109808} Grimgnaw
{109809} A monk of the Order of the Long Death, Grimgnaw was one of the followers of the Hero of Neverwinter. Little is known of his fate after he left the city, though it is safe to assume he continued the work of the Silent Lord, and delivered hundreds of innocent victims to an early grave.
{109810} An elderly man with a lopsided grin casually juggles balls of fire at a side table, occasionally earning the scowls of some of the more dour-faced patrons. Two horns protrude from his forehead, one slightly chipped.
{109811} Weary Quarry Worker
{109812} Weary Quarry Slave
{109813} Sullen Pilgrim
{109814} Although this creature has been mutated and twisted into an aberration covered in a black carapace and with brain matter exposed, it still exibits an almost dog-like quality. It whines and paces in place as if waiting for something or someone.
{109815} The Sleeping Man, Dead
{109816} A celestial being, his aura of power mingled with sadness and a the taint of the surrounding hells, the Sleeping Man stands almost motionless. You are uncertain whether he is in some kind of meditation or if he is truly asleep. There is a stillness around him which seems difficult to break.
{109817} Worried Spirit
{109818} Deekin, Dead
{109819} Nathyrra, Dead
{109820} Evil Aribeth
{109821} Good Aribeth
{109822} Dead Aribeth
{109823} Puzzler
{109824} This planar creature is clearly devilish, but has mannerisms which one would identify more with an excited bird. It twitches and blinks and moves skittishly, focusing on those nearby with nervousness and uncertainty. It would be difficult to ascribe any true intelligence to this half-witted being.
{109825} Azer Gem Miner
{109826} The gem miner eyes you hungrily.
{109827} Guardian of the Path
{109828} A black slaad waits for you in the shadows. Something about it leaves you sure that it is another of Mephistopheles' Guardians of the Path. It must have tracked the Sleeping Man this far, then lost the trail somehow.
{109829} Victim
{109830} The Yawning Portal's cook is know for a temper as fiery as his ovens. (And his outfits)
{109831} The drow are an evil subrace of elves, living deep underground in the dangerous Underdark. This one in particular is marked with the insignia of House Maeviir.
{109832} This creature is a malevolent elemental formed from the very essence of the hellish rock around you. It is nearly mindless but thrives on its desire to destroy anything living it comes in contact with.
{109833} Scribe
{109834} This creature is a living extension of hellish lava and flame, sparked into consciousness by some unknown force. Not unlike an elemental, it is tainted with a malevolence that is inimical to the surrounding plane.
{109835} Gargamesh
{109836} The one-handed fiend, Gargamesh, bellows in anger.
{109837} This demon is huge and spider-like, possessing deadly mandibles and a poisonous stinger as well as the customary number of legs. It slavers with an almost mindless viciousness, ready to hunt its fellow fiends as well as whatever other prey crosses its path.
{109838} Ice Troll Shaman
{109839} Ice Troll Berserker
{109840} This shimmering creatures appears to have been formed from the hellish ice and frost of the surrounding planes, sparked into a malevolent consciousness by some unknown force.
{109841} This pale, unearthly creature radiates with an inner energy that seems to penetrate your skin and warm your insides. For all her power, however, this planar being seems to be very much immature, appearing as a teenage human girl.
{109842} Mephistopheles is one of the archdevils that rule the layers of Baator. In that plane, his power is supreme... and were he ever loosed upon the Prime Material Plane, the resulting death and chaos would be unimagineable.
{109843} Mephistopheles, Small
{109844} If you hadn't seen it move with your own eyes, you would believe this creature to be an ordinary treasure chest. Seemingly content with eating gems and rats in its home here, it doesn't seem overly interested in you.
{109845} It seems even the hells have their own vermin. These rat-like creatures are slothly and portly, sniffing around the area casually as they search for more gems to gnaw on.
{109846} Illithid
{109847} This fanged horror bears the scars of its horrendous battle against the Sleeping Man, long ago. It must be one of the Guardians of the Path left behind by Mephistopheles.
{109848} This being has been animated from the murky, acidic waters of Cania itself. Akin to an elemental, it has retained the malevolent nature of this hellish plane and exists only to torment any lost souls that are unfortunate to encounter it.
{109849} This fiendish wolf is a hunting companion to the frost giants, bred to race after prey and bring it down by force of numbers. It is not native to the prime material plane, existing only in the Outer Planes.
{109850} Hell Frost Worg
{109851} This is not a wolf at all, truly, but a worg... a fiendish creature filled with hate and rage and existing solely to torment the lost souls of icy Cania.
{109852} Alpha Hell Frost Worg
{109853} This is not a wolf at all, truly, but a worg... a fiendish creature filled with hate and rage and existing solely to torment the lost souls of Baator. This worg in particular is larger than the rest, being a leader of its pack.
{109854} This being has the head of an elderly yet matronly woman... but no body, only butterfly wings. As strange as she looks, she stares at you sternly and likely wouldn't welcome commentary.
{109855} Maugrim
{109856} A madman who was determined to resurrect the long dead race of lizard folk known as the Old Ones, Maugrim met his end during the siege of Neverwinter. After the battle, the citizens of Neverwinter burned his remains and scattered the ashes to the wind.
{109857} This man is covered with coal dust and coughs continuously. When he spots a dead parakeet nearby, he turns pale and begins blubbering with pure terror.
{109858} A member of the Waterdeep Militia. The few. The proud. The mighty.
{109859} A magic-using member of the Waterdeep Militia. Until recently, all local wizards were required to wear pajamas. This wizard in particular is quite happy that the era of robelessness has ended.
{109860} Once a drow of the Underdark, this being is now but a lost spirit, doomed to wander the hells.
{109861} A fiendish version of the fire beetle, this creature thrives in the hellish lava pits of Cania and preys on lost souls that come within range.
{109862} This monstrosity has been cobbled together from spare bones, animated by an unknown magic. It is completely mindless, akin to a golem, and likely was made to guard something nearby.
{109863} This fiendish goblin creature lives amongst the lava pits of Cania, preying on lost souls that pass by. For its relative size and strength, it is a cunning opponent that relies on traps and numbers to take down opponents much stronger than itself.
{109864} This small goblin appears unremarkable, though its drooling would indicate that it is less intelligent than others of its kin... if that is possible.
{109865} Nhagruul
{109866} Valen, Dead
{109867} A dark, tainted mist that seemed barely animated by a living consciousness, this creature is likely the twisted remnant of a lost soul that has been drained of all its energy.
{109868} This creature is likely the twisted remnants of a lost soul that has been drained of all its energy. Now it exists only to feed upon the living, drawing what sustenance it can from life-force it no longer possesses.
{109869} This skeleton is animated by unknown magics and possessed with an evil consciousness. It will hunt down any life it encounters and extinguish it.
{109870} Dust forms a skin-like film over the bones of these undead minions. They have been guarding this vault for quite some time.
{109871} This hellish abomination can only be described as a mass of devil-flesh animating a host skeleton. Whether the creature will one day abandon its current, decayed host and slither out to inhabit another victim can only be guessed at.
{109872} Devil Warrior
{109873} Twin blades held high, the final Guardian of the Path challenges you to battle.
{109874} White Abishai
{109875} Abishai are the torturers and wardens of hell. The five different colors of abishai have supernatural affinities with chromatic dragonkind. 
{109876} Aribeth's Shield
{109877} Demonflesh Shield
{109878} Some forgotten crusader in the Blood Wars fashioned this shield from the flesh of a fallen enemy. The surface is pocked and marred by countless blows but there is no way of knowing whether the scars came before or after the demon died.
{109879} Blood Plate
{109880} This armor not only provides the wearer with excellent protection in combat, it also draws upon the life-force of the wearer to regenerate wounds and injuries. Of course, such magic comes with a heavy price, and those who wear the armor find themselves feeling tired and drained.
{109881} Scibe's Tunic
{109882} Sensei Strapping
{109883} Gru'ul's Bracer
{109884} This thick bracer appears to be carved out of a black, granite-like material. Burned on the outside of it is the name "Gru'ul".
{109885} This thick bracer appears to be carved out of a black, granite-like material. Burned on the outside of it is the name "Gru'ul"... this being the name of the pit fiend that you traded for the item. It glows with a dark power and surely would only be of any use to someone of an evil nature.
{109886} Helm of Righteousness
{109887} Crafted by the Sleeping Man for his long journey into the depths of hell, this helm clearly shows the labors of his love. Etched into its enameled surface are a series of finely-detailed engravings depicting the pastoral hills and woods of his home in Elysium's far-off blessed fields. A shapely woman appears in a number of the engravings but her face has been left blank and uncarved.
{109888} Caniam Cathix
{109889} With a blade as cold as its name, this weapon can shatter an enemy's shield - or the enemy themself, in seconds.

Made not of metal, this ice sword is surprisingly sturdy, and equally sharp. The handle has been wrapped in leather and engraved with the words, "Caniam Cathix" which means "Devil's Frostbite."
{109890} The potion contained within this bottle can warm the body for quite some time. The energy of the Velox Berries it was made from has been harnessed within.

When times are tough, and there are no berries or wood to be found, this potion can be a life-saver.
{109891} Tattered Note
{109892} "If you are reading this letter, then you have bested one of my Guardians of the Path... Well know this: I have buried the Molikroth Rebels deep in the ice of Cania where they belong. Let them be a symbol of what shall befall those who oppose me! I recommend you turn back while you still have the strength to do so."
{109893} Bloodied Note
{109894} The sheet of paper is brittle with age, softened only by the blood of the Guardian who held it. Two sets of handwriting alternate down its length, as if from some magical correspondence. A portion of the end is still legible:

"I have tracked the meddling Planetar to some kind of sepulcher below the ice, m'Lord, but have lost all trace of him from there."

"Find him!"

"But, m'Lord, there is nothing left to find. He is gone."

"Then wait there for him!"

"And if he doesn't return this way?"

"I said wait there! For him or anyone else who may come after..."

"But m'Lord--"

"Your mewling bores me, Guardian. I said wait! If I have different orders for you, I'll send them!"

The ink is old and faded. It seems those orders never came.
{109895} Scrawled Note
{109896} This hastily scrawled note bears Mephistopheles' now-familiar script:

"I am about to make my move and lay claim to Toril. Perhaps the Tanar'ri have caught wind of this for I have just received word that they are launching an assault near where I have stationed you. Make your way to the prison and fend them at all costs. The last thing I need is some fool demon getting his paws on my Knower of Names. Serve me well and I may give you lordship over Waterdeep once it is mine..."

 It seems that this particular battle of the Blood War sprung up just before he left for your homeworld, Toril. 
{109897} Puzzle Ring
{109898} This puzzle ring once belonged to the Planetar now known as the Sleeping Man. It is fashioned from three interlocking bands, representing Hope, Faith, and Love, respectively. Those who wear it come to see the world in a different light, revealing some things that were hidden and disguising others that were once plain. When outdoors, the ring also marks a path that once led the Sleeping Man to the Knower of Places. All who wish to follow in his footsteps must learn to wear it.
{109899} Ragged Cloak of the Worg
{109900} After encountering a pack of frost worgs in Cania's frozen wastes, you killed their leader who you took to be a powerful alpha male. On closer inspection of the corpse, however, you realized that it was nothing more than a small, hairless homunculus bundled up in a thick cloak of roughly stitched worg fur. The cloak is badly damaged by your attacks and will no longer offer much defense against the icy winds but its less mundane properties still seem to be intact. You noticed that the homunculous used it to gather his pack members close about him and you suspect that you might be able to do the same with any of your own associates as well.
{109901} Guardian Properties
{109902} Gargamesh Properties
{109903} Ice Troll Properties
{109904} Lava Beast Properties
{109905} Ice Beast Properties
{109906} Robe of the Demon Lord
{109907} This robe is from unknown origins.
{109908} Gargamesh's Robe
{109909} Black Bow of Baator
{109910} The Black Bow of Baator is a prized possession among Baatezu serving as scouts and spies in the ongoing Blood War between devils and demons. The bow's compact size and dark coloring make it easy to conceal when traveling through neutral territories such as the Prime Material.
{109911} Epic Amulet of Health
{109912} Robe of Balpheron
{109913} When Balpheron chose the path of lichdom, the plain robe he was wearing underwent a similar transformation, becoming an item of dark enchantments. The power of the garment is a testament to the strength of Balpheron's own magic, and many have sought it out. Unfortunately for those who find it, they also discover Balpheron himself.
{109914} Bloodsucker
{109915} Bolt of Dispelling
{109916} Invisible Death
{109917} Created for the bounty hunter known only as Crimson, this armor proved particularly useful in helping her hunt down her victims. It hardly needs to be said that she always brought them in dead rather than alive.
{109918} Master Robes of the Old Order
{109919} Nemesis
{109920} This morning star was the favored weapon of Maugrim, the mad cleric who tried to resurrect the ancient race known as the Old Ones. After Maugrim's death the weapon was claimed by a long line of owners, all of whom died under mysterious and grisly circumstances. Some attribute this to a curse upon the weapon itself, while others claim it was the work of Maugrim's spirit looking to reclaim what was rightfully his.
{109921} Slasher of Koth
{109922} This fearsome axe was the preferred weapon of the great minotaur champion Koth Uth-Kallin. The blood of many heroes stained its blade before Koth himself was felled by Nasher Alagondar.

{109923} Staff of Balpheron
{109924} Legend holds this staff was created by the wizard Balpheron on the eve of his ascension to lichdom. Many believe Balpheron had already chosen his fate, and only wanted the staff to make himself more powerful as a lich. But others claiming it was the staff itself that led him down the dark path, as the creation of such a powerful item pushed the mage beyond his limits and destroyed what remained of his sanity.
{109925} Devil's Sting
{109926} This thin blade drips with foul green acid that can eat away the skin of an opponent. But even those who survive the searing of their flesh often fall, as the acid is also a powerful poison.
{109927} Talisman of Ultimate Evil
{109928} Robe of Leathers
{109929} A variety of thick but supple leathers have been stitched together in multiple layers to form this heavily padded robe. It's well-worn and heavily creased at the joints as if its former owner wore it comfortably for many years. 
{109930} Sash of Searing
{109931} Recognizable by their golden clasp in the shape of a risen sun, these powerful sashes originated in the scorched desert hells of the Abyss. There, Azer pit slaves are forced to melt the endless seas of sand into glass for their demonic masters. The sheets of red-black glass are then shattered and the jagged shards gathered for use as spear- and arrowheads in the Blood War.
{109932} The origin of this cloak dates back to the days when King Richard Garrison held power in the city-state of Gibbonsfeldt. It was crafted for him by his servant, a demented and twisted man named Pony Tall.

Though Pony was not a gifted man, he managed to sew the cloak in just a few days. It was a misshapen thing, barely resembling a cloak at all, but Pony Tall had done the best he could. Wrapping the tattered garment up, he made way to his lord and master. 

Enraged by the gift's insult, King Garrison drew his mighty blade and cut Pony down before all the court, his blood staining the ragged cloak a garish red.

Before tossing the garment out with Pony's stricken corpse, the King placed it around his neck to mock its incompetent maker. The courtiers jeered and laughed at its haphazard manufacture.

Upon placing the cloak about his shoulders, however, the King suddenly felt a little stronger, a little wiser, a little younger. Even the night's cold wind no longer chilled to his aging bones.

It has long been said that a fool's blood spilled in a wise king's court holds a magic unlike any other. As a result, the king's wizards have suggested that the cloak's magic came not from any aspect of its fashioning but instead from the corrupted taint of Pony's blood that paints it red.

Whatever the case, the shroud's power is quite remarkable despite the unseemliness of its appearance. To this day in Gibbonsfeldt, lords and ladies don the most hideous garments they can find to celebrate All Fool's Day and the long, wise reign of Richard Garrison.
{109933} Sleeping Man Properties 2
{109934} Torch of the Velox Berry
{109935} This torch seems to burn forever when you hold it aloft. Not even the cold winds of Cania can extinguish its flame. Placing it in your pack douses the flame, but it somehow reappears when you take it out again.

Though it burns in a small radius, the essence of the Velox berry provides great warmth.
{109936} Ranseur
{109937} Brimstone
{109938} Forged in the flames of Baator, Brimstone was a prize given by the arch-devil Mephistopheles to the one General who remained loyal to him during Cania's ill-fated Molikroth Rebellion. Its mighty ashen blade is pitted and scarred from the fires that have coiled for eons about its jagged edge.
{109939} Devil Warrior's Armor
{109940} Devil's Head
{109941} Cave Drips 1
{109942} hx_durnan_tp
{109943} hx_durnan_cast_tp
{109944} hx_fend_tp_sound
{109945} temp_demon
{109946} Demon Hand land
{109947} Demon Hand cast
{109948} Water Pool Small 1
{109949} Tavern Bench
{109950} Tavern Chair
{109951} Ending Headstone
{109952} These bones have been laid neatly in piles on the ground.
{109953} Frozen beneath the snow and ice, you see the outline of a body.
{109954} Altar
{109955} Appearing only while you have the ring on, you decide it might be better to inspect this closer.
{109956} Crate
{109957} Barrel
{109958} Keg
{109959} Ending Lighting
{109960} Scribe
{109961} Daelan
{109962} Tomi
{109963} Treasure storage
{109964} Linu
{109965} Sharwyn
{109966} The Seer
{109967} Demon Hand interject
{109968} Mimic Help On
{109969} Mimic Help Off
{109970} Guardian 2 Trigger
{109971} Henchmen Jumper
{109972} Valen/Nathyrra Romance Triggers
{109973} 5 Valen/Nathyrra Romance Triggers
{109974} Smith Store
{109975} Ending waypoint
{109976} Tavern WP
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{110070} hx_treas_4
{110071} hx_mimic_enemy_wp_rw_rs045
{110072} hx_treas_1
{110073} Pit Fiend's Bastard Sword
{110074} Horde Cutscene
{110075} hx_treas_6
{110076} To City of Lost Souls
{110077} Henchmen Waypoint
{110078} hx_frostg_rang
{110079} Smith
{110080} hx_patron_f_rs030
{110081} hx_patron_m_rs030
{110082} hx_treas_5
{110083} Cave Exit
{110084} To Quarry Office
{110085} Fallen One
{110086} Ice Quarry
{110087} hx_treas_2
{110088} hx_treas_003
{110089} Hellbreath Tavern
{110090} h2_spiritfema001_dw_rw_rs020
{110091} h2_spiritfemale_dw_rw_rs020
{110092} h2_spiritfema001_dw_rw_rs040
{110093} h2_spiritfemale_dw_rw_rs040
{110094} Quarry Office
{110095} Gatehouse
{110096} The River Styx
{110097} hx_ice_troll2_rw
{110098} hx_winter_wolf_a
{110099} 
{110100} Rogues, or other characters with high dexterity, should take the Weapon Finesse feat and use light weapons, such as short swords and daggers. They are not well suited to using strength based attacks.
{110101} The pit descends into darkness. You cannot tell how deep it is.
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{110117} 
{110118} Remember that you can not sell items while you are shapeshifted. You need to return to your character's normal form in order to interact with stores.
{110119} 
{110120} You are permanently dead. You must load a savegame.
{110121} 
{110122} Invisible Object (Large)
{110123} Use the controls on this page to pick your Editing Language.
Use the Default Language unless you do any of the following:

1) You need to edit a module in a language other than the language used by your game installation. For example, you have the French version of the game, but need to edit a module for German players.

2) You are a translator who is adding translated text to a module. For example, you are editing a module that was created by an English user, and you are adding translated versions of all the text so that Italian users can play the module.

Localized text fields in the toolset have a "..." button next to them to let you edit strings for them in multiple languages.

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{110311} This blade is almost as nasty as the personality that now permanently resides within it. With each hit, it draws a little bit of the life-force inside and uses some of it to heal the wielder. Whether it could potentially draw more of that life-force, or has other side effects, is unknown... even to Enserric himself. The long-dead mage has been within the weapon for quite a while but has not gotten much use, seeing as for decades the primary user was even deader than Enserric. ...hmmm. Deader? More dead? Can something be more dead? This is exactly the sort of question that makes Enserric clam up and begin muttering in pure agitation...
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{110403} Staff of Sodalis
{110404} This vile staff was wielded by Sodalis, the fearsome High Priest of Vix'thra who ruled over the free-village of Drearing's Deep in the Underdark. The swirling vortex at the staff's tip is said to be a god's-eye view of the infinite layers of the Abyss.
{110405} Deathslayer
{110406} Rumor has it that Deathslayer was originally crafted for use by an assassin sent to eliminate a powerful lich. His fate is still unknown, but it's doubtful he would have willingly abandoned this blade.
{110407} Unmaking
{110408} Originally wielded by an unknown gnomish hero who single-handedly wiped out the evil wizard Tnert's legions of golems, this blade's whereabouts have become the subject of tavern gossip.
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{110422} Sinkhole
{110423} Aghaaz's Camp
{110424} Ambush Spot
{110425} Sodalis
{110426} Sodalis' Robe
{110427} "...As wise and powerful as you are, Eye Tyrant Arutha, your lack of progress on the matters we have agreed to angers me. You promised me at least a dozen beholders to help attack the rebellious drow. What I have seen from you thus far is only two beholders! I am sending some of my slaves with this letter to escort the remaining beholders. Satisfy me and I may not bind you to spend the rest of eternity in the dark. Exceed my expectations and I will give you their weight in gold as well. Disappoint me, however, and I will destroy even the memory of your pathetic little hive. The choice is yours..."
{110428} Enter
{110429} Gatehouse
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{110453} Frost clings to this spirit's form. Her eyes bear a commanding gaze.
{110454} The tall, grey-skinned woman appears calm before you, her countenance somber. Muscles ripple beneath her leathery skin.
{110455} There is a dark malevolence to your newfound ally and a tension in the air when you're around her. 
{110456} There is a righteous vigor to Aribeth's ghostly form and her former reticence seems barely a memory.
{110457} Though her impressive wings flutter, the Knower of Places makes no breeze. You wonder if she was born in this form or has somehow chosen it along the way.
{110458} Worn by devout githzerai, these woven strappings are adorned with passages from various religious texts that they hold dear.
{110459} Small Silver Key
{110460} This hastily scrawled note bears Mephistopheles' now-familiar script:

"I am about to make my move and lay claim to Toril. Perhaps the Tanar'ri have caught wind of this for I have just received word that they are launching an assault near where I have stationed you. Stray catapult fire from the battle has already melted through the ice and freed one of my treacherous generals. Make your way to the prison and fend the Tanar'ri off at all costs. The last thing I need is some fool demon getting his paws on my Knower of Names. Serve me well and I may give you lordship over Waterdeep once it is mine..."

It appears that this particular front of the Blood War was opened just before he left for your homeworld, Toril.
{110461} Waterdeep
{110462} Zorvak'Mur
{110463} Cania
{110464} Meph Chain
{110465} Drearing's Deep
{110466} Followers of Eilistraee
{110467} 
{110468} 
{110469} 
{110470} 
{110471} 
{110472} 
{110473} 
{110474} 
{110475} 
{110476} 
{110477} 
{110478} 
{110479} 
{110480} 
{110481} 
{110482} 
{110483} 
{110484} 
{110485} 
{110486} 
{110487} 
{110488} 
{110489} 
{110490} 
{110491} 
{110492} 
{110493} 
{110494} 
{110495} 
{110496} 
{110497} 
{110498} 
{110499} 
{110500} 
{110501} 
{110502} 
{110503} 
{110504} 
{110505} 
{110506} 
{110507} This hastily scrawled note bears Mephistopheles' now-familiar script:

"I am about to make my move and lay claim to Toril. Perhaps the Tanar'ri have caught wind of this for I have just received word that they are launching an assault near where I have stationed you. Stray catapult fire from the battle has already melted through the ice and freed one of my treacherous generals. Make your way to the prison and fend the Tanar'ri off at all costs. The last thing I need is some fool demon getting his paws on my Knower of Names. Serve me well and I may give you lordship over Waterdeep once it is mine..."

It appears that this particular front of the Blood War was opened just before he left for your homeworld, Toril. 
{110508} Deepest Wastes of Cania
{110509} Beneath the Ice
{110510} Ice-Bound Lair
{110511} h2_spirit_genmal_dw_rw_rs020
{110512} h2_spirit_genfem_dw_rw_rs020
{110513} h2_spirit_genmal_dw_rw_rs040
{110514} h2_spirit_genfem_dw_rw_rs040
{110515} Tendrils of magic bar your way. Beyond them you can hear a woman's sobs. Her voice, hollow and cold, echoes off the icy walls of her self-imposed prison.
{110516} Wastes of Cania
{110517} Worg Den
{110518} Tributary of the River Styx
{110519} Dark as a gathering storm, something about Aribeth's armor fills you with dread.
{110520} Aribeth's lovingly polished armor gleams in the dim light, keeping the darkness of the place at bay.
{110521} 
{110522} 
{110523} 
{110524} Read
{110525} Drink potion
{110526} Meditate
{110527} Worship
{110528} Sit on ground
{110529} Fall down backwards
{110530} Fall down forwards
{110531} Coming Soon
{110532} 
{110533} 
{110534} Sea Hag
{110535} A horrible creature, its flesh is sickly and yellow, covered with warts and oozing sores. Its long, filthy hair resembles rotting seaweed.
{110536} Sea Hag Properties
{110537} Evil Eye
{110538} Horrific Appearance
{110539} Could not load the Module.
Missing required custom talk table.
{110540} Could not load the Module.
There was an error loading the module.
{110541} Custom Talk Table
{110542} 
{110543} Water with walkmesh
{110544} 
{110545} 
{110546} Ant Hill (sand)
{110547} Chessboard (sand)
{110548} Crystal (sand)
{110549} Field (sand)
{110550} Granary (sand)
{110551} Graves 1 (sand)
{110552} Graves 2 (sand)
{110553} Graves 3 (sand)
{110554} Graves 4 (sand)
{110555} Graves 5 (sand)
{110556} House 1 (sand)
{110557} House 2 (sand)
{110558} Mausoleum 1 (sand)
{110559} Mausoleum 2 (sand)
{110560} Menhir (sand)
{110561} Portal (sand)
{110562} Shrine 1 (sand)
{110563} 
{110564} Shrine 2 (sand)
{110565} Tower (sand)
{110566} Tree (sand)
{110567} Tree Hollow (sand)
{110568} Warzone 1 (sand)
{110569} Warzone 2 (sand)
{110570} Well (sand)
{110571} Barn 1 (sand) 2x2
{110572} Barn 2 (sand) 1x2
{110573} Barn 3 (sand) 1x2
{110574} Barracks (sand) 1x2
{110575} Dragon Skeleton (sand) 1x2
{110576} Farm 1 (sand) 2x2
{110577} Farm 2 (sand) 1x2
{110578} Farm 3 (sand) 1x2
{110579} Inn (sand) 1x2
{110580} Temple Evil (sand) 3x2
{110581} Temple Good (sand) 3x2
{110582} Temple Neutral (sand) 2x2
{110583} Tower (sand) 1x2
{110584} Warzone (sand) 1x2
{110585} Windmill (sand) 2x2
{110586} Tropical
{110587} Sand
{110588} Lighthouse
{110589} Warship 1x3
{110590} Merchant Galley 1x3
{110591} Play Demo
{110592} Authorizing full module use.
{110593} Purchased Module Authentication
{110594} 
{110595} 
{110596} Ship - Front
{110597} Dock with Plank
{110598} Ship - Front (Dockable)
{110599} Ship - Middle
{110600} Ship - Middle (Dockable)
{110601} Ship - Back
{110602} Merchant Ship - Front
{110603} Merchant Ship - Front (Dockable)
{110604} Merchant Ship - Middle
{110605} Merchant Ship - Middle (Dockable)
{110606} Merchant Ship - Back
{110607} Shore with Ship Dock
{110608} Weathered Ship - Back
{110609} Weathered Ship - Front (Dockable)
{110610} Weathered Ship - Front
{110611} 
{110612} 
{110613} 
{110614} 
{110615} 
{110616} 
{110617} 
{110618} jalil
{110619} jaluk
{110620} 
{110621} Sea Hag
{110622} You are not authorized to play this module.
{110623} Loading Demo
{110624} Saving is disabled while playing this DEMO module.
{110625} 
{110626} Merchant Ship - Middle (with plank)
{110627} TEMP: A message about Digital Distribution modules.
{110628} 
{110629} 
{110630} 
{110631} 
{110632} 
{110633} 
{110634} 
{110635} 
{110636} 
{110637} &File
{110638} Add
{110639} Remove
{110640} And
{110641} Or
{110642} Not
{110643} Parameters...
{110644} Show once per conversation
{110645} Show always
{110646} Show once per speaker
{110647} Show once per module
{110648} &Help...
{110649} Camera
{110650} Camera Placement
{110651} Use manual camera placement
{110652} Use random camera (default)
{110653} Use static camera
{110654} Use camera mode and offsets
{110655} Use "look at" offsets
{110656} Edit...
{110657} 
{110658} Static Cameras
{110659} Normal Camera
{110660} Expand from here
{110661} Collapse from here
{110662} Min. Delay (-1 for none):
{110663} Cut Node
{110664} Copy Node
{110665} Paste Node
{110666} Spider, Bone
{110667} War Horse
{110668} Githyanki
{110669} _NWN2 Earth Elemental
{110670} Beetle
{110671} Bird
{110672} Bladeling
{110673} Cat
{110674} Demon, Baalor
{110675} Demon, Hezrou
{110676} Devil, Horned Devil
{110677} Devil, Pit Fiend
{110678} Giant, Fire
{110679} Giant, Frost
{110680} Githyanki
{110681} Githzerai
{110682} Goat
{110683} Golem, Blade
{110684} Half Dragon
{110685} Horse
{110686} Horse, Nightmare
{110687} Lizardman
{110688} Nightshade, Nightwalker
{110689} Ogre Magi
{110690} Badger, Dire
{110691} Bear, Dire
{110692} Boar, Dire
{110693} Dragon, Faerie
{110694} Dragon, Pseudo
{110695} Pig
{110696} Rabbit
{110697} Rat, Dire
{110698} Shadow Reaver
{110699} Spider, Bone
{110700} Sylph
{110701} Tiger
{110702} Tiger, Dire
{110703} Weasel
{110704} Wolf, Dire
{110705} Wolf, Winter
{110706} Wyvern, Blade
{110707} Wyvern, Crown
{110708} Wyvern, Horn
{110709} Red Dragon Wings
{110710} Tiefling Tail
{110711} Demon, Balor
{110712} Devil, Erinyes
{110713} Dragon, Faerie
{110714} Dragon, Pseudo
{110715} Eyeball
{110716} Githzerai
{110717} Githzerai
{110718} Gnoll
{110719} Goblin
{110720} Golem, Blade
{110721} Golem, Iron
{110722} Half Dragon (Head)
{110723} Horse, Brown
{110724} Horse, Nightmare
{110725} Horse, Skeletal
{110726} Kobold
{110727} Lizardfolk
{110728} Nightshade, Nightwalker
{110729} Pig
{110730} Pixie
{110731} Rabbit
{110732} Rat
{110733} Rat, Dire
{110734} Skeleton
{110735} Sylph
{110736} Tiger
{110737} Tiger, Dire
{110738} Weasel
{110739} Wyvern, Blade
{110740} Wyvern, Crown
{110741} Wyvern, Horn
{110742} Troll, War
{110743} Beetle, Bombadier
{110744} American Elm
{110745} American Elm - Fall
{110746} American Elm - Winter
{110747} American Holly
{110748} American Holly - Flowers
{110749} American Holly - Berries
{110750} Bench
{110751} Table Big
{110752} Anvil
{110753} Armor Rack{A}
{110754} Armor Rack{B}
{110755} Armoir
{110756} Barrel
{110757} Basket
{110758} Bed
{110759} Bellows
{110760} Book{A}
{110761} Book{B}
{110762} Bookstand
{110763} Cabinette
{110764} Candleabra
{110765} Cauldron
{110766} Chair
{110767} Couch
{110768} Crate
{110769} Drawers
{110770} Flask{A}
{110771} Flask{B}
{110772} Forge
{110773} Lantern
{110774} Lectern
{110775} Merchant01
{110776} Merchant02
{110777} Merchant03
{110778} Merchant04
{110779} Parchment
{110780} Potion
{110781} PotionSet
{110782} Sandbox
{110783} Screen
{110784} SignA
{110785} SignB
{110786} SignC
{110787} Slum01
{110788} Slum02
{110789} Slum03
{110790} Slum04
{110791} Table Small
{110792} Table
{110793} 
{110794} Torch
{110795} Wall01 Arc1
{110796} Wall01 Arc2
{110797} Wall01 Arc3
{110798} Wall01 Corner1
{110799} Wall01 Corner2
{110800} Wall01 Curve1
{110801} Wall01 Curve2
{110802} Wall01 End
{110803} Wall01 Gate1
{110804} Wall01 Post
{110805} Wall01 Rubble1
{110806} Wall01 Rubble2
{110807} Wall01 Ruined1
{110808} Wall01 Ruined2
{110809} Wall01 Ruined3
{110810} Wall01 Ruined4
{110811} Wall01 Straight1
{110812} Wall01 Straight2
{110813} Wall01 Straight3
{110814} Weapon Rack
{110815} Village Barn
{110816} Village Farm House
{110817} Village House1
{110818} Village House2
{110819} Village House3
{110820} Village House4
{110821} Village WindMill
{110822} Speedtree1
{110823} Speedtree2
{110824} Speedtree3
{110825} Speedtree4
{110826} Head Slot
{110827} Neck Slot
{110828} Eye Slot
{110829} Armor Slot
{110830} Cloak Slot
{110831} Wrist Slot
{110832} Hands Slot
{110833} Waist Slot
{110834} Ring Slot
{110835} Feet Slot
{110836} Main Hand Slot
{110837} Off Hand Slot
{110838} NPC_Ctann
{110839} NPC_Shandra
{110840} Arrow Ammo Slot
{110841} Bullet Ammo Slot
{110842} Bolt Ammo Slot
{110843} CityBBlacksmith
{110844} CityBBoat1
{110845} CityBBoat2
{110846} CityBBoathouse
{110847} CityBBuildingRubble
{110848} CityBBuildingBurned1
{110849} CityBBuildingConstruction
{110850} CityBBuildingDestroyed1
{110851} CityBBuildingDestroyed2
{110852} CityBDock,Good
{110853} CityBDock,Slum
{110854} CityBDryDock1
{110855} CityBDryDock2
{110856} CityBEstate1
{110857} CityBEstate2
{110858} CityBEstate3
{110859} CityBGuard1
{110860} CityBGuard2
{110861} CityBHouse1
{110862} CityBHouse2
{110863} CityBHouse3
{110864} CityBHouse4
{110865} CityBHouse5
{110866} CityBInn1
{110867} CityBInn2
{110868} CityBTentMerchant1L
{110869} CityBLighthouse1
{110870} CityBMausoleum1
{110871} CityBMerchant1
{110872} CityBMerchant2
{110873} CityBMerchant3
{110874} CityBMerchantScales1
{110875} CityBBarracks1
{110876} CityBHouseRow1
{110877} CityBHouseRow2
{110878} CityBHouseRow3
{110879} CityBShip,Cargo1
{110880} CityBShip,War1
{110881} CityBSlumRow1
{110882} CityBSlumRow2
{110883} CityBSlumRow3
{110884} CityBStables1
{110885} CityBStateBuilding1
{110886} CityBStateBuilding2
{110887} CityBStockade1
{110888} CityBStockyards1
{110889} CityBTemple,Evil1
{110890} CityBTemple,Good1
{110891} CityBWarehouse1
{110892} CityBWizardTower1
{110893} CityMTable4
{110894} CityMAlleyEntrance
{110895} CityMAltar1
{110896} Altar{CityMAltar2}
{110897} Altar{CityMAltar3}
{110898} Armoire{CityMArmoire1}
{110899} Armoire{CityMArmoire2}
{110900} Armoire{CityMArmoire3}
{110901} Armor Rack{CityMArmorRack1}
{110902} Bag{CityMBag1}
{110903} Barrel{CityMBarrel1}
{110904} Barrel{CityMBarrel2}
{110905} CityMBed1
{110906} CityMBed2
{110907} CityMBed3
{110908} CityMBed4
{110909} CityMBed5
{110910} CityMBedroll1
{110911} CityMBench1
{110912} CityMBench2
{110913} Bookcase{CityMBookcase1}
{110914} Bookcase{CityMBookcase2}
{110915} Bookstand{CityMBookstand1}
{110916} Cabinet{CityMCabinet}
{110917} CityMCandelabra1
{110918} CityMCandelabra2
{110919} CityMCandle1
{110920} CityMChairDown
{110921} CityMChair1
{110922} CityMChair2
{110923} CityMChair3
{110924} Coffin{CityMCoffin}
{110925} CityMCrane
{110926} Crate{CityMCrates1}
{110927} Crate{CityMCrates2}
{110928} CityMCushions1
{110929} Desk{CityMDesk1}
{110930} CityMFootstool1
{110931} Fountain{CityMFountain1}
{110932} Gallows{CityMGallows1}
{110933} Garbage{CityMGarbage1}
{110934} Garden{CityMGarden1}
{110935} Pile of Gold{CityMGoldPile1}
{110936} Grave{CityMGraves1}
{110937} Grave{CityMGraves2}
{110938} Grave{CityMGraves3}
{110939} CityMGravestone1
{110940} CityMGravestone2
{110941} CityMGravestone3
{110942} CityMGraveyard
{110943} CityMHay
{110944} Jail Door{CityMJailDoor1}
{110945} CityMKeg1
{110946} CityMLadder1
{110947} CityMLamp1
{110948} CityMBarricades1
{110949} CityMLoom1
{110950} CityMMap1
{110951} CityMMerchantWares
{110952} CityMMirror
{110953} CityMObelisk
{110954} CityMStage
{110955} Oven{CityMOven}
{110956} Painting{CityMPainting1}
{110957} CityMPark
{110958} CityMPedastal
{110959} CityMPillar1
{110960} CityMPlaza1
{110961} CityMPlaza2
{110962} CityMQuill
{110963} CityMRubble
{110964} CityMRug1
{110965} Sack{CityMSacks1}
{110966} Sarcophagus{CityMSarcophagus}
{110967} CityMSewerEntrance
{110968} CityMShopCounter1
{110969} CityMShopCounter2
{110970} Skull Pile{CityMSkullPile}
{110971} Statue{CityMStatue1}
{110972} Statue{CityMStatue2}
{110973} Statue{CityMStatue3}
{110974} CityMStonePile
{110975} CityMStreetLamp1
{110976} CityMStreetLamp2
{110977} CityMTable1
{110978} CityMTable2
{110979} CityMTable3
{110980} CityMTable4
{110981} CityMTable5
{110982} CityMThrone
{110983} CityMTikiTorch
{110984} Urn{CityMUrn1}
{110985} Vase{CityMVase1}
{110986} Vase{CityMVase2}
{110987} CityMWagonBroken1
{110988} CityMWagonBroken2
{110989} Weapon Rack{CityMWeaponRack1}
{110990} CityMWell1
{110991} CityNBushes1
{110992} CityNBushes2
{110993} CliffsBDocks1
{110994} CliffsBDocks2
{110995} CliffsBHouse1
{110996} CliffsBLeanto1
{110997} CliffsBLeanto2
{110998} CliffsBLeanto3
{110999} CliffsBLighthouse2
{111000} CliffsBShed1L
{111001} CliffsBShed1M
{111002} CliffsBShed1S
{111003} CliffsBShed2L
{111004} CliffsBTent1L
{111005} CliffsBTent1M
{111006} CliffsBTent1S
{111007} CliffsBTent2L
{111008} CliffsBTent2M
{111009} Stump{CliffsBTreeStump1}
{111010} Stump{CliffsBTreeStump2}
{111011} CliffsMAnvilandForge1
{111012} Campfire{CliffsMCampFire1L}
{111013} Campfire{CliffsMCampFire1M}
{111014} Campfire{CliffsMCampFire1S}
{111015} Campfire{CliffsMCampFire2L}
{111016} Campfire{CliffsMCampFire2M}
{111017} Chest{CliffsMChest1L}
{111018} Chest{CliffsMChest1M}
{111019} Chest{CliffsMChest1S}
{111020} Chest{CliffsMChest2L}
{111021} Chest{CliffsMChest2M}
{111022} Chest{CliffsMChest3L}
{111023} Chest{CliffsMChest3M}
{111024} CliffsMCookingSpit1
{111025} CliffsMCookingSpit2
{111026} CliffsMCookingPot1
{111027} Crate{CliffsMCrates1}
{111028} Crate{CliffsMCrates2}
{111029} Crate{CliffsMCrates3}
{111030} Fountain{CliffsMFountain}
{111031} Fountain{CliffsMFountain,Broken}
{111032} Cauldron{CliffsMCauldonGiant}
{111033} CliffsMHitchingPost
{111034} CliffsMLamppost
{111035} CliffsMLamppostBroken
{111036} CliffsMFishingTackle1
{111037} CliffsMFishingTackle2
{111038} CliffsMFishingTackle3
{111039} CliffsMPillarBroken
{111040} CliffsMSignPostBroken1
{111041} CliffsMSignPostBroken2
{111042} Sign{CliffsMSignPost1}
{111043} Sign{CliffsMSignPost2}
{111044} Sign{CliffsMSignPost3}
{111045} CliffsMTotem1L
{111046} CliffsMTotem2M
{111047} CliffsMTrough
{111048} CliffsMWellBroken1
{111049} Well{CliffsMWell1}
{111050} Well{CliffsMWell2}
{111051} CliffsNCarcass1
{111052} CliffsNCarcass2
{111053} Bones{CliffsNBones}
{111054} CliffsNBoulders1
{111055} CliffsNBoulders2
{111056} CliffsNBoulders3
{111057} CliffsNDriftwood1
{111058} CliffsNDriftwood2
{111059} CliffsNDriftwood3
{111060} CliffsNDriftwood4
{111061} CliffsNAquaticVegetationL
{111062} CliffsNAquaticVegetationM
{111063} CliffsNGrassyPatchM
{111064} CliffsNGrassyPatchS
{111065} CliffsNShrub1M
{111066} CliffsNShrub1S
{111067} CliffsNShrub2M
{111068} CliffsNShrub2S
{111069} CliffsNShrub3M
{111070} CliffsNShrub3S
{111071} ForestBHouse1
{111072} Cauldron{ForestMCauldron}
{111073} ForestMHaystacks
{111074} ForestMScarecrow
{111075} Sign{ForestMSignPost1}
{111076} Sign{ForestMSignPost2}
{111077} Sign{ForestMSignPost3}
{111078} ForestMTotem1L
{111079} ForestNCarcass1
{111080} ForestNCarcass2
{111081} Bones{ForestNBones}
{111082} ForestNBoulders1
{111083} ForestNBoulders2
{111084} ForestNBoulders3
{111085} ForestNAquaticVegetationL
{111086} ForestNAquaticVegetationM
{111087} ForestNGrassyPatchL
{111088} ForestNGrassyPatch1M
{111089} ForestNGrassyPatch1S
{111090} ForestNGrassyPatchL
{111091} ForestNGrassyPatch2M
{111092} ForestNGrassyPatch2S
{111093} ForestNMushroomPatch1M
{111094} ForestNMushroomPatch1S
{111095} ForestNMushroomPatch2L
{111096} ForestNMushroomPatch2M
{111097} ForestNMushroomPatch2S
{111098} ForestNMushroom1L
{111099} ForestNMushroom2L
{111100} ForestNMushroom3L
{111101} ForestNRock1L
{111102} ForestNRock1M
{111103} ForestNRock1S
{111104} ForestNRock2L
{111105} ForestNRock2M
{111106} ForestNRock2S
{111107} ForestNRock3L
{111108} ForestNRock3M
{111109} ForestNRock3S
{111110} ForestNRock4L
{111111} ForestNRock4M
{111112} ForestNRock4S
{111113} ForestNRock5L
{111114} ForestNRock5M
{111115} ForestNRock5S
{111116} ForestNShrub1L
{111117} ForestNShrub1M
{111118} ForestNShrub1S
{111119} ForestNShrub2L
{111120} ForestNShrub2M
{111121} ForestNShrub2S
{111122} ForestNShrub3L
{111123} ForestNShrub3M
{111124} ForestNShrub3S
{111125} ForestNTreeStump1
{111126} ForestNTreeStump2
{111127} ForestNTreeStump3
{111128} ForestNTreeFallen1
{111129} ForestNTreeFallen2
{111130} ForestNTreeFallen3
{111131} ForestNTreeFallen4
{111132} ForestNTreeFallen5
{111133} ForestNWildFlowers1L
{111134} ForestNWildFlowers1M
{111135} ForestNWildFlowers1S
{111136} ForestNWildFlowers2L
{111137} ForestNWildFlowers2M
{111138} ForestNWildFlowers2S
{111139} ForestNWildFlowers3L
{111140} ForestNWildFlowers3M
{111141} ForestNWildFlowers3S
{111142} RuralBBarn1
{111143} RuralBBarn2
{111144} RuralBBarracks1
{111145} RuralBBlacksmithshop1
{111146} RuralBBlacksmithshop2
{111147} RuralBBuildingRubble1
{111148} RuralBHouseBurning
{111149} RuralBHouseDestroyed1
{111150} RuralBHouseDestroyed2
{111151} RuralBHouse01
{111152} RuralBHouse02
{111153} RuralBHouse02story1
{111154} RuralBHouse02story2
{111155} RuralBHouse02story3
{111156} RuralBHouse03
{111157} RuralBHouse04
{111158} RuralBHouse05
{111159} RuralBInn1
{111160} RuralBInn2
{111161} RuralBMerchant1
{111162} RuralBMerchant2
{111163} RuralBShed1M
{111164} RuralBStable1
{111165} RuralBStable2
{111166} RuralBTemple,Evil1
{111167} RuralBTemple,Good1
{111168} RuralBTownHall1
{111169} RuralBWatchtower1
{111170} RuralBWindmill1
{111171} Hay{RuralMHaybale}
{111172} RuralMHoe
{111173} RuralMPitchfork
{111174} RuralMPlowedFields1
{111175} RuralMPlowedFields2
{111176} RuralMRags
{111177} RuralMReeds
{111178} RuralMRoadsideMarker
{111179} RuralMRope,Coil
{111180} RuralMSawhorse
{111181} RuralMShovel
{111182} RuralMStool
{111183} RuralMSundial
{111184} RuralMTrough
{111185} Wagon{RuralMWagon1}
{111186} Wagon{RuralMWagon2}
{111187} Wagon{RuralMWagon3}
{111188} RuralMWagonWheel
{111189} Wheelbarrow{RuralMWheelbarrow}
{111190} Wood Pile{RuralMWood,Pile}
{111191} RuralNBoulder
{111192} RuralNBush
{111193} RuralNMushrooms
{111194} RuralNShrub
{111195} SwampBBoatOverturned1
{111196} SwampBBoatOverturned2
{111197} SwampBDocks1
{111198} SwampBDocks2
{111199} SwampBHouse01
{111200} SwampBHouse02
{111201} SwampBHouse03
{111202} SwampBShed1L
{111203} SwampMTracks,Humanoid
{111204} SwampMTracks,Lizardling
{111205} SwampMTracks,Wagon
{111206} SwampMTracks,Wolf
{111207} SwampNCarcass1
{111208} SwampNCarcass2
{111209} SwampNBoulders1
{111210} SwampNBoulders2
{111211} SwampNBoulders3
{111212} SwampNAquaticVegetationL
{111213} SwampNAquaticVegetationM
{111214} SwampNGrassyPatchM
{111215} SwampNMossyPatchL
{111216} SwampNMossyPatchM
{111217} SwampNMossyPatchS
{111218} SwampNMushroomPatch1M
{111219} SwampNMushroomPatch1S
{111220} SwampNMushroom1L
{111221} SwampNMushroom2L
{111222} SwampNShrub1M
{111223} SwampNShrub1S
{111224} SwampNShrub2M
{111225} SwampNShrub2S
{111226} SwampNShrub3M
{111227} SwampNShrub3S
{111228} SwampNTreeStump1
{111229} SwampNTreeStump2
{111230} SwampNTreeStump3
{111231} SwampNTree,Fallen1
{111232} SwampNTree,Fallen2
{111233} SwampNTree,Fallen3
{111234} SwampNTree,Fallen4
{111235} SwampNTree,Fallen5
{111236} SwampNWildFlowers1L
{111237} SwampNWildFlowers1M
{111238} SwampNWildFlowers1S
{111239} SwampNWildFlowers2L
{111240} SwampNWildFlowers2M
{111241} SwampNWildFlowers2S
{111242} SwampNWildFlowers3L
{111243} SwampNWildFlowers3M
{111244} Skin
{111245} Cloth
{111246} Padded
{111247} Leather
{111248} Studded Leather
{111249} Chain Shirt
{111250} Scale Mail
{111251} Banded Mail
{111252} Half-Plate
{111253} Full Plate
{111254} Armor Rack{CityMArmorRack_Chain}
{111255} Armor Rack{CityMArmorRack3}
{111256} Barrel{CityMBarrel3}
{111257} Basket{CityMBasket,Tall}
{111258} CityMBook1
{111259} CityMBook2
{111260} Bookstand{CityMBookstand}
{111261} Crate{CityMCrate,Single}
{111262} CityMLectern
{111263} Potions{CityMPotionSet1}
{111264} Potions{CityMPotionSet2}
{111265} Weapon Rack{CityMWeaponRack1}
{111266} CliffsMAnvil
{111267} CliffsMHandBellows
{111268} Forge{CliffsMForge1}
{111269} 
{111270} CliffsMSmith'sCauldron
{111271} RuralMWagonBroken
{111272} CityWConnector1
{111273} CityWConnectorCap
{111274} CityWConnectorGate
{111275} Drawers{CityMDrawers}
{111276} CityMTable6
{111277} CityMTable7
{111278} CityMTable8
{111279} CliffsMSandbox
{111280} Bucket{RuralMBucket}
{111281} RuralMHandpump
{111282} CityBBuildingBurned2
{111283} mace
{111284} Falchion
{111285} lance
{111286} flail
{111287} heavyshieldspike
{111288} lightshieldspike
{111289} Spear
{111290} greatclub
{111291} 
{111292} CityBMerchant4
{111293} CityBShip,Row1
{111294} CityBSlumRow4
{111295} CityBTentMerchant1M
{111296} RuralBBarn3
{111297} RuralBHouse06
{111298} BlueGum
{111299} Buckthorn
{111300} White Tree
{111301} Linden
{111302} WillowOak
{111303} Agarwood
{111304} American Holly
{111305} American Holly - Berries
{111306} Lance
{111307} AmurCork-Fall
{111308} Beech-Fall
{111309} BlackGum-Fall
{111310} BradfordPear-Fall
{111311} ColumnarOak-Fall
{111312} Buckthorn-Fall
{111313} Bamboo - Cluster
{111314} LiveOak-Fall
{111315} Linden-Fall
{111316} ShingleOak-Fall
{111317} American Holly - Cluster
{111318} Austrian Pine
{111319} AmerElm
{111320} AmerElm-Fall
{111321} AmerElm-Winter
{111322} White Pine
{111323} American Holly - Berries, Cluster
{111324} Myrtle - Flowers
{111325} Agarwood - Cluster
{111326} Austrian Pine - Spring
{111327} Ocotillo - Flowers
{111328} Angelica-Fall
{111329} Baobab - Flowers
{111330} Angelica-Winter
{111331} Manzanita
{111332} Big Leaf
{111333} Big Leaf - Fall
{111334} Baobab
{111335} Scary Tree
{111336} Scary Tree - Winter
{111337} Baobab-Winter
{111338} Beech
{111339} Beech-Winter
{111340} Black Gum
{111341} Spider Tree
{111342} BigThorn
{111343} BigThorn-Summer
{111344} BigThorn-Winter
{111345} Black Gum - Fall
{111346} River Birch
{111347} River Birch - Fall
{111348} BlueSpruce
{111349} BradfordPear
{111350} BradfordPear-Summer
{111351} BradfordPear-Winter
{111352} Buckeye
{111353} Black Gum - Summer
{111354} Black Gum - Winter
{111355} Buckeye-Winter
{111356} Bottle Tree
{111357} Bottle Tree - Flowers
{111358} Blue Gum - Flowers
{111359} Butterfly Tree
{111360} Butterfly Tree - Winter
{111361} Butterfly Tree Stump
{111362} Cedar
{111363} Buckeye - Flowers
{111364} Climber
{111365} Climber-Fall
{111366} Climber-Summer
{111367} CoconutPalm
{111368} ColumnarOak
{111369} ColumnarOak-Winter
{111370} Cherry Tree
{111371} CurlyPalm
{111372} Cypress
{111373} DatePalm
{111374} EnglishOak-Fall
{111375} Cherry Tree - Fall
{111376} GhostGum
{111377} Cherry Tree - Winter
{111378} Coconut Palm - Cluster
{111379} Scotch Pine - Cluster
{111380} Gimlet
{111381} Crab Apple
{111382} Crab Apple - Flower
{111383} Gimlet-Winter
{111384} GreenAsh
{111385} Curly Palm - Cluster
{111386} GreyPoplar
{111387} GreyPoplar-Fall
{111388} GreyPoplar-Winter
{111389} Halloween
{111390} Douglas Fir
{111391} HookThorn
{111392} HookThorn-Winter
{111393} Katsura
{111394} Katsura-Fall
{111395} Katsura-Fall2
{111396} Katsura-Winter
{111397} Douglas Fir - Spring
{111398} Date Palm - Cluster
{111399} White Pine - Cluster
{111400} Spider Tree - Winter
{111401} Linden-Winter
{111402} LiveOak
{111403} White Birch
{111404} English Oak - Cluster
{111405} Elm - Fall
{111406} Maple
{111407} Maple-Fall
{111408} Elm - Spring
{111409} Maple-Winter
{111410} Aspen
{111411} Aspen - Fall
{111412} Myrtle
{111413} Myrtle-Fall
{111414} Aspen - Cluster
{111415} Myrtle-Winter
{111416} Ocotillo
{111417} Aspen - Fall, Cluster
{111418} Pagoda
{111419} Pagoda-Fall
{111420} Pagoda-Flower
{111421} Pagoda-Winter
{111422} Fan Palm
{111423} PinOak
{111424} PinOak-Fall
{111425} PinOak-Winter
{111426} QueenPalm
{111427} RedGum
{111428} Fan Palm - Cluster
{111429} RedGum-Winter
{111430} RedOak
{111431} RedOak-Fall
{111432} Ficus
{111433} RusOlive-Fall
{111434} RusOlive-Summer
{111435} RusOlive-Winter
{111436} Ficus - Fall
{111437} Sassafras
{111438} Sassafras-Fall
{111439} Sassafras-Winter
{111440} ScotchPine
{111441} ShingleOak
{111442} Fraser Fir
{111443} Fraser Fir - Cluster
{111444} UmbrellaThorn
{111445} Green Ash - Fall
{111446} UmbrellaThorn-Winter
{111447} Willow
{111448} Willow-Fall
{111449} Green Ash - Winter
{111450} RuralWFence
{111451} RuralWFenceBroken
{111452} Not Applicable
{111453} Gargoyle Wings
{111454} Domains: <CUSTOM0>, <CUSTOM1>
{111455} Attack Bonus: <CUSTOM0>
{111456} Test_Placeable
{111457} CityBCityWatch
{111458} CityBCityWatchLarge
{111459} CityBWizardTower2
{111460} Painting{CityMPainting2}
{111461} Painting{CityMPainting3}
{111462} RuralMTrough
{111463} CityBHouse6
{111464} Horse, Black Stallion
{111465} Horse, White Stallion
{111466} Horse, Palomino
{111467} Horse, Pinto
{111468} Taunt Attack
{111469} Craft Alchemy
{111470} Ride
{111471} Survival
{111472} dwarf
{111473} dwarves
{111474} elf
{111475} elves
{111476} gnome
{111477} gnomes
{111478} halfling
{111479} 
{111480} halflings
{111481} half-elf
{111482} half-elves
{111483} half-orc
{111484} half-orcs
{111485} human
{111486} humans
{111487} aberration
{111488} aberrations
{111489} animal
{111490} animals
{111491} beast
{111492} beasts
{111493} construct
{111494} constructs
{111495} dragon
{111496} dragons
{111497} goblin
{111498} goblins
{111499} monster
{111500} monsters
{111501} orc
{111502} orcs
{111503} reptile
{111504} reptiles
{111505} elemental
{111506} elementals
{111507} fey
{111508} giant
{111509} giants
{111510} magical beast
{111511} magical beasts
{111512} outsider
{111513} outsiders
{111514} shapechanger
{111515} shapechangers
{111516} undead
{111517} vermin
{111518} ooze
{111519} oozes
{111520} Incorporeal
{111521} Incorporeals
{111522} incorporeal
{111523} incorporeals
{111524} Cause Fear
{111525} Detect Undead
{111526} Enlarge Person
{111527} Low Light Vision
{111528} Shocking Grasp
{111529} Blindsight
{111530} False Life
{111531} Fireburst
{111532} Mirror Image
{111533} Protection from Arrows
{111534} Deep Slumber
{111535} Enhance Familiar
{111536} Heroism
{111537} Improved Mage Armor
{111538} Rage
{111539} Spiderskin
{111540} Weapon of Impact
{111541} Assay Resistance
{111542} Crushing Despair
{111543} Greater Fireburst
{111544} Permanency
{111545} Shroud of Flame
{111546} Teleport
{111547} Vitriolic Sphere
{111548} Contingency
{111549} Disintegrate
{111550} Greater Heroism
{111551} Repulsion
{111552} Stone Body
{111553} Energy Immunity
{111554} Limited Wish
{111555} Mass Hold Person
{111556} Mass Invisibility
{111557} Spell Turning
{111558} Greater Teleport
{111559} Iron Body
{111560} Polar Ray
{111561} Mass Hold Monster
{111562} Stalking Spell
{111563} Wish
{111564} Deathwatch
{111565} Death Knell
{111566} Shield Other
{111567} Spell Immunity
{111568} Righteous Might
{111569} Mass Cure Moderate Wounds
{111570} Mass Inflict Moderate Wounds
{111571} Fortunate Fate
{111572} Mass Cure Serious Wounds
{111573} Mass Inflict Serious Wounds
{111574} Greater Spell Immunity
{111575} Mass Cure Critical Wounds
{111576} Mass Inflict Critical Wounds
{111577} Miracle
{111578} Joyful Noise
{111579} Rage
{111580} Greater Heroism
{111581} Song of Discord
{111582} Longstrider
{111583} 
{111584} 
{111585} 
{111586} 
{111587} RuralMSignalBell
{111588} RuralMArcheryTarget
{111589} RuralMBedrollUnfurled
{111590} RuralMBirdbath
{111591} RuralMCrops1
{111592} CityBDock,Good2
{111593} CityBDock,Good3
{111594} CityBDock_Long
{111595} CityBDock_LongDamaged
{111596} CityBHouseRow4
{111597} CityBHouseRow5
{111598} CityBHouseRow6
{111599} CityBHouseRow7
{111600} CityBHouseRowM1
{111601} CityBHouseRowM2
{111602} CityBHouseRowM3
{111603} CityBHouseRowM4
{111604} CityBHouseRowM5
{111605} CityBHouseRowM6
{111606} CityBHouseRowM7
{111607} CityBSunkenFlagon
{111608} CityBTheHollows
{111609} CityBTheHollows_Construction
{111610} CityBTheHollows_Burnedout
{111611} CityBGhostShip
{111612} 
{111613} Feint Failed
{111614} Feint Failed: Target is not Intelligent

{111615} Augment Healing
{111616} Augment Summoning
{111617} Craft Magic Arms and Armor
{111618} Craft Wondrous Items
{111619} Diehard
{111620} Expert Tactician
{111621} Skill Affinity (Diplomacy)
{111622} Skill Affinity (Bluff)
{111623} Feint
{111624} Greater Two-Weapon Fighting
{111625} Improved Rapid Shot
{111626} Improved Shield Bash
{111627} Improved Two-Weapon Defense
{111628} Manyshot
{111629} Mind Over Body
{111630} Monkey Grip
{111631} Mounted Archery
{111632} Mounted Combat
{111633} Natural Spell
{111634} Negotiator
{111635} Nimble Fingers
{111636} Open Minded
{111637} Ride-by Attack
{111638} Skilled Offense
{111639} Spellcasting Prodigy
{111640} Tower Shield Proficiency
{111641} Track
{111642} Two-Weapon Defense
{111643} Greater Weapon Focus (Club)
{111644} Greater Weapon Focus (Dagger)
{111645} 
{111646} Greater Weapon Focus (Dart)
{111647} Greater Weapon Focus (Heavy Crossbow)
{111648} Greater Weapon Focus (Light Crossbow)
{111649} Greater Weapon Focus (Mace)
{111650} Greater Weapon Focus (Morningstar)
{111651} Greater Weapon Focus (Quarterstaff)
{111652} Greater Weapon Focus (Spear)
{111653} Greater Weapon Focus (Sickle)
{111654} Greater Weapon Focus (Sling)
{111655} Greater Weapon Focus (Unarmed)
{111656} Greater Weapon Focus (Longbow)
{111657} Greater Weapon Focus (Shortbow)
{111658} Greater Weapon Focus (Short Sword)
{111659} Greater Weapon Focus (Rapier)
{111660} Greater Weapon Focus (Scimitar)
{111661} Greater Weapon Focus (Longsword)
{111662} Greater Weapon Focus (Greatsword)
{111663} Greater Weapon Focus (Handaxe)
{111664} Greater Weapon Focus (Throwing Axe)
{111665} Greater Weapon Focus (Battleaxe)
{111666} Greater Weapon Focus (Greataxe)
{111667} Greater Weapon Focus (Halberd)
{111668} Greater Weapon Focus (Light Hammer)
{111669} Greater Weapon Focus (Flail)
{111670} Greater Weapon Focus (Warhammer)
{111671} Greater Weapon Focus (Heavy Flail)
{111672} Greater Weapon Focus (Kama)
{111673} Greater Weapon Focus (Kukri)
{111674} Greater Weapon Focus (Shuriken)
{111675} Greater Weapon Focus (Scythe)
{111676} Greater Weapon Focus (Katana)
{111677} Greater Weapon Focus (Bastard Sword)
{111678} Greater Weapon Focus (Dire Mace)
{111679} Greater Weapon Focus (Doubleaxe)
{111680} Greater Weapon Focus (Two-bladed Sword)
{111681} Greater Weapon Focus (Dwarven Axe)
{111682} Greater Weapon Focus (Whip)
{111683} Greater Weapon Focus (Creature)
{111684} Greater Weapon Specialization (Club)
{111685} Greater Weapon Specialization (Dagger)
{111686} Greater Weapon Specialization (Dart)
{111687} Greater Weapon Specialization (Heavy Crossbow)
{111688} Greater Weapon Specialization (Light Crossbow)
{111689} Greater Weapon Specialization (Mace)
{111690} Greater Weapon Specialization (Morningstar)
{111691} Greater Weapon Specialization (Quarterstaff)
{111692} Greater Weapon Specialization (Spear)
{111693} Greater Weapon Specialization (Sickle)
{111694} Greater Weapon Specialization (Sling)
{111695} Greater Weapon Specialization (Unarmed)
{111696} Greater Weapon Specialization (Longbow)
{111697} Greater Weapon Specialization (Shortbow)
{111698} Greater Weapon Specialization (Short Sword)
{111699} Greater Weapon Specialization (Rapier)
{111700} Greater Weapon Specialization (Scimitar)
{111701} Greater Weapon Specialization (Longsword)
{111702} Greater Weapon Specialization (Greatsword)
{111703} Greater Weapon Specialization (Handaxe)
{111704} Greater Weapon Specialization (Throwing Axe)
{111705} Greater Weapon Specialization (Battleaxe)
{111706} Greater Weapon Specialization (Greataxe)
{111707} Greater Weapon Specialization (Halberd)
{111708} Greater Weapon Specialization (Light Hammer)
{111709} Greater Weapon Specialization (Flail)
{111710} Greater Weapon Specialization (Warhammer)
{111711} Greater Weapon Specialization (Heavy Flail)
{111712} Greater Weapon Specialization (Kama)
{111713} Greater Weapon Specialization (Kukri)
{111714} Greater Weapon Specialization (Shuriken)
{111715} Greater Weapon Specialization (Scythe)
{111716} Greater Weapon Specialization (Katana)
{111717} Greater Weapon Specialization (Bastard Sword)
{111718} Greater Weapon Specialization (Dire Mace)
{111719} Greater Weapon Specialization (Doubleaxe)
{111720} Greater Weapon Specialization (Two-bladed Sword)
{111721} Greater Weapon Specialization (Dwarven Waraxe)
{111722} Greater Weapon Specialization (Whip)
{111723} Greater Weapon Specialization (Creature)
{111724} Improved Favored Enemy (Dwarves)
{111725} Improved Favored Enemy (Elves)
{111726} Improved Favored Enemy (Gnomes)
{111727} Improved Favored Enemy (Halflings)
{111728} Improved Favored Enemy (Half-Elves)
{111729} Improved Favored Enemy (Half-Orcs)
{111730} Improved Favored Enemy (Humans)
{111731} Improved Favored Enemy (Aberrations)
{111732} Improved Favored Enemy (Animal)
{111733} Improved Favored Enemy (Beasts)
{111734} Improved Favored Enemy (Constructs)
{111735} Improved Favored Enemy (Dragons)
{111736} Improved Favored Enemy (Goblinoids)
{111737} Improved Favored Enemy (Monstrous)
{111738} Improved Favored Enemy (Orcs)
{111739} Improved Favored Enemy (Reptilians)
{111740} Improved Favored Enemy (Elementals)
{111741} Improved Favored Enemy (Fey)
{111742} Improved Favored Enemy (Giants)
{111743} Improved Favored Enemy (Magical Beasts)
{111744} Improved Favored Enemy (Outsiders)
{111745} Improved Favored Enemy (Shapechangers)
{111746} Improved Favored Enemy (Undead)
{111747} Improved Favored Enemy (Vermin)
{111748} Favored Power Attack (Dwarves)
{111749} Favored Power Attack (Elves)
{111750} Favored Power Attack (Gnomes)
{111751} Favored Power Attack (Halflings)
{111752} Favored Power Attack (Half-Elves)
{111753} Favored Power Attack (Half-Orcs)
{111754} Favored Power Attack (Humans)
{111755} Favored Power Attack (Aberrations)
{111756} Favored Power Attack (animal)
{111757} Favored Power Attack (Beasts)
{111758} Favored Power Attack (Constructs)
{111759} Favored Power Attack (Dragons)
{111760} Favored Power Attack (Goblinoids)
{111761} Favored Power Attack (Monstrous Humanoids)
{111762} Favored Power Attack (Orcs)
{111763} Favored Power Attack (Reptilians)
{111764} Favored Power Attack (Elementals)
{111765} Favored Power Attack (Fey)
{111766} Favored Power Attack (Giants)
{111767} Favored Power Attack (Magical Beasts)
{111768} Favored Power Attack (Outsiders)
{111769} Favored Power Attack (Shapechangers)
{111770} Favored Power Attack (Undead)
{111771} Favored Power Attack (Vermin)
{111772} Practiced Spellcaster (bard)
{111773} Practiced Spellcaster (cleric)
{111774} Practiced Spellcaster (druid)
{111775} Practiced Spellcaster (paladin)
{111776} Practiced Spellcaster (ranger)
{111777} Practiced Spellcaster (sorcerer)
{111778} Practiced Spellcaster (wizard)
{111779} Greater Resiliency
{111780} Cosmopolitan (concentration)
{111781} Cosmopolitan (disable trap)
{111782} Cosmopolitan (discipline)
{111783} Cosmopolitan (heal)
{111784} Cosmopolitan (hide)
{111785} Cosmopolitan (listen)
{111786} Cosmopolitan (lore)
{111787} Cosmopolitan (move silently)
{111788} Cosmopolitan (open lock)
{111789} Cosmopolitan (parry)
{111790} Cosmopolitan (perform)
{111791} Cosmopolitan (diplomacy)
{111792} Cosmopolitan (sleight of hand)
{111793} Cosmopolitan (search)
{111794} Cosmopolitan (set trap)
{111795} Cosmopolitan (spellcraft)
{111796} Cosmopolitan (spot)
{111797} Cosmopolitan (taunt)
{111798} Cosmopolitan (use magic device)
{111799} Cosmopolitan (appraise)
{111800} Cosmopolitan (tumble)
{111801} Cosmopolitan (craft trap)
{111802} Cosmopolitan (bluff)
{111803} Cosmopolitan (intimidate)
{111804} Cosmopolitan (craft armor)
{111805} Cosmopolitan (craft weapon)
{111806} Cosmopolitan (ride)
{111807} Cosmopolitan (survival)
{111808} Cosmopolitan (craft alchemy)
{111809} Extra Slot (Bard - Level 0)
{111810} Extra Slot (Bard - Level 1)
{111811} Extra Slot (Bard - Level 2)
{111812} Extra Slot (Bard - Level 3)
{111813} Extra Slot (Bard - Level 4)
{111814} Extra Slot (Bard - Level 5)
{111815} Extra Slot (Cleric - Level 0)
{111816} Extra Slot (Cleric - Level 1)
{111817} Extra Slot (Cleric - Level 2)
{111818} Extra Slot (Cleric - Level 3)
{111819} Extra Slot (Cleric - Level 4)
{111820} Extra Slot (Cleric - Level 5)
{111821} Extra Slot (Cleric - Level 6)
{111822} Extra Slot (Cleric - Level 7)
{111823} Extra Slot (Cleric - Level 8)
{111824} Extra Slot (Druid - Level 0)
{111825} Extra Slot (Druid - Level 1)
{111826} Extra Slot (Druid - Level 2)
{111827} Extra Slot (Druid - Level 3)
{111828} Extra Slot (Druid - Level 4)
{111829} Extra Slot (Druid - Level 5)
{111830} Extra Slot (Druid - Level 6)
{111831} Extra Slot (Druid - Level 7)
{111832} Extra Slot (Druid - Level 8)
{111833} Extra Slot (Paladin - Level 1)
{111834} Extra Slot (Paladin - Level 2)
{111835} Extra Slot (Paladin - Level 3)
{111836} Extra Slot (Ranger - Level 1)
{111837} Extra Slot (Ranger - Level 2)
{111838} Extra Slot (Ranger - Level 3)
{111839} Extra Slot (Sorcerer - Level 0)
{111840} Extra Slot (Sorcerer - Level 1)
{111841} Extra Slot (Sorcerer - Level 2)
{111842} Extra Slot (Sorcerer - Level 3)
{111843} Extra Slot (Sorcerer - Level 4)
{111844} Extra Slot (Sorcerer - Level 5)
{111845} Extra Slot (Sorcerer - Level 6)
{111846} Extra Slot (Sorcerer - Level 7)
{111847} Extra Slot (Sorcerer - Level 8)
{111848} Extra Slot (Wizard - Level 0)
{111849} Extra Slot (Wizard - Level 1)
{111850} Extra Slot (Wizard - Level 2)
{111851} Extra Slot (Wizard - Level 3)
{111852} Extra Slot (Wizard - Level 4)
{111853} Extra Slot (Wizard - Level 5)
{111854} Extra Slot (Wizard - Level 6)
{111855} Extra Slot (Wizard - Level 7)
{111856} Extra Slot (Wizard - Level 8)
{111857} Dash
{111858} Divine Resistance
{111859} Elephant's Hide
{111860} Extend Rage
{111861} Extra Rage
{111862} Extra Wild Shape
{111863} Oaken Resilience
{111864} Power Critical (Club)
{111865} Power Critical (Dagger)
{111866} Power Critical (Dart)
{111867} Power Critical (Heavy Crossbow)
{111868} Power Critical (Light Crossbow)
{111869} Power Critical (Mace)
{111870} Power Critical (Morningstar)
{111871} Power Critical (Quarterstaff)
{111872} Power Critical (Spear)
{111873} Power Critical (Sickle)
{111874} Power Critical (Sling)
{111875} Power Critical (Unarmed Strike)
{111876} Power Critical (Longbow)
{111877} Power Critical (Shortbow)
{111878} Power Critical (Rapier)
{111879} Power Critical (Scimitar)
{111880} Power Critical (Longsword)
{111881} Power Critical (Greatsword)
{111882} Power Critical (Handaxe)
{111883} Power Critical (Throwing Axe)
{111884} Power Critical (Battleaxe)
{111885} Power Critical (Greataxe)
{111886} Power Critical (Halberd)
{111887} Power Critical (Light Hammer)
{111888} Power Critical (Flail)
{111889} Power Critical (Warhammer)
{111890} Power Critical (Heavy Flail)
{111891} Power Critical (Kama)
{111892} Power Critical (Kukri)
{111893} Power Critical (Shuriken)
{111894} Power Critical (Scythe)
{111895} Power Critical (Katana)
{111896} Power Critical (Bastard Sword)
{111897} Power Critical (Dire Mace)
{111898} Power Critical (Double Axe)
{111899} Power Critical (Two-bladed Sword)
{111900} Power Critical (Dwarven Waraxe)
{111901} Power Critical (Whip)
{111902} Power Critical (Creature)
{111903} Sacred Vengeance
{111904} Self Sufficient
{111905} Power Critical (Short Sword)
{111906} PitFiendWings
{111907} BalorWings
{111908} Floor_4_Corners
{111909} Floor_3_Corners
{111910} Floor_2_Corners
{111911} Floor_1_Corner
{111912} Floor_2_Corners
{111913} Floor_1_Corner
{111914} 1_Wall_(1_door)_2_Corners
{111915} 2_Walls_(1door)_1_Corner
{111916} Doorway{Doorway_Corner}
{111917} Doorway{Doorway_2_Corner}
{111918} Hallway_(2_door)
{111919} 2_Walls_(2_door)
{111920} 2_Walls_(1_door)_1_Corner
{111921} Hallway_(1_door)
{111922} 2_Walls_(1_door)
{111923} 1_Wall_(1_door)
{111924} 2_Walls_(1_door)
{111925} 1_Wall_(1_door)
{111926} Hallway
{111927} Door{1_Door_Room}
{111928} Door{2_Door_Room_Variant}
{111929} Door{3_Door_Room}
{111930} Door{4_Door_Room}
{111931} Door{2_Door_Room_Variant}
{111932} Door{Hall_End_1_Door_Variant}
{111933} Door{Hall_End_2_Door_Variant}
{111934} Door{Hall_End_3_Door}
{111935} Door{Hall_End_2_Door_Variant}
{111936} Door{Hall_End_2_Door_Variant}
{111937} Doorway{Hall_End_No_Doors}
{111938} Door{Hall_End_1_Door_Variant}
{111939} Door{Hall_End_1_Door_Variant}
{111940} 1_Wall_2_Corners
{111941} 1_Wall_1_Corner_Variant
{111942} 2_Walls_1_Corner
{111943} 2_Walls
{111944} 1_Wall_1_Corner_Variant
{111945} 1_Wall
{111946} Open_Floor
{111947} Roof
{111948} 
{111949} ImpWings
{111950} ImpFireWings
{111951} ImpIceWings
{111952} Crate{CityMCrates4}
{111953} Crate{CityMCrates5}
{111954} CityMMerchScales1
{111955} CityMWagonSmuggler
{111956} RuralMBedrollU
{111957} RuralMBirdbath
{111958} RuralMBucketBroken
{111959} CityWConnectorTower
{111960} 
{111961} Beguiling Influence
{111962} Breath of Night
{111963} Dark One's Own Luck
{111964} Darkness
{111965} Devil's Sight
{111966} Draining Blast
{111967} Eldritch Spear
{111968} Entropic Warding
{111969} Frightful Blast
{111970} Hideous Blow
{111971} Leaps and Bounds
{111972} See the Unseen
{111973} Beshadowed Blast
{111974} Brimstone Blast
{111975} Charm
{111976} Curse of Despair
{111977} The Dead Walk
{111978} Eldritch Chain
{111979} Flee the Scene
{111980} Hellrime Blast
{111981} Voidsense
{111982} Voracious Dispelling
{111983} Walk Unseen
{111984} Bewitching Blast
{111985} Chilling Tentacles
{111986} Devour Magic
{111987} Eldritch Cone
{111988} Noxious Blast
{111989} Tenacious Plague
{111990} Vitriolic Blast
{111991} Wall of Perilous Flame
{111992} Dark Foresight
{111993} Eldritch Doom
{111994} Path of Shadow
{111995} Retributive Invisibility
{111996} Utterdark Blast
{111997} Word of Changing
{111998} Skill Focus (Craft Alchemy)
{111999} Skill Focus(ride)
{112000} Skill Focus (Survival)
{112001} Epic Skill Focus(Craft Alchemy)
{112002} Epic Skill Focus(Ride)
{112003} Epic Skill Focus(Survival)
{112004} Trap Sense (+1)
{112005} Swift Tracker
{112006} Improved Uncanny Dodge
{112007} Hide In Plain Sight (outdoors)
{112008} Greater Rage
{112009} Special Mount
{112010} Indomitable Will
{112011} Wild Empathy
{112012} Farmer
{112013} Tale Teller
{112014} Detect Undead
{112015} Enlarge Person
{112016} Shocking Grasp
{112017} Low Light Vision
{112018} Blindsight
{112019} False Life
{112020} Fireburst
{112021} Mirror Image
{112022} Protection From Arrows
{112023} Scare
{112024} Deep Slumber
{112025} Enhance Familiar
{112026} Heroism
{112027} Improved Mage Armor
{112028} Rage
{112029} Spiderskin
{112030} Weapon of Impact
{112031} Assay Resistance
{112032} Crushing Despair
{112033} Joyful Noise
{112034} Deathwatch
{112035} Death Knell
{112036} Shield Other
{112037} Spell Immunity
{112038} * Invalid Target - This spell must be cast on a blunt weapon *
{112039} 
{112040} 
{112041} Gold Dwarf
{112042} Gray Dwarf
{112043} Shield Dwarf
{112044} Drow
{112045} Moon Elf
{112046} Sun Elf
{112047} Wild Elf
{112048} Wood Elf
{112049} Deep Gnome
{112050} Rock Gnome
{112051} Ghostwise Halfling
{112052} Lightfoot Halfling
{112053} Strongheart Halfling
{112054} Aasimar
{112055} Tiefling
{112056} Air Genasi
{112057} Earth Genasi
{112058} Fire Genasi
{112059} Water Genasi
{112060} Warlock
{112061} Arcane Trickster
{112062} Cavalier
{112063} 
{112064} Contemplative
{112065} Frenzied Berserker
{112066} Mystic Theurge
{112067} Sacred Fist
{112068} Shadow Thief of Amn
{112069} <color=Gold><b>Warlock</b></color>

Born of a supernatural bloodline, a warlock seeks to master the perilous magic that suffuses his soul. Unlike wizards, who approach arcane magic through the medium of spells, a warlock invokes powerful magic through nothing more than an effort of will. The font of dark magic burning in their souls makes them resistant to many forms of attack and arms them with dangerous power. Warlocks learn to harness their power to perform a small number of specific attacks and tricks called invocations. Warlocks make up for their lack of versatility by being tougher and more resilient than sorcerers or wizards.

<color=Gold>Class Features:</color>

- <b>Alignment:</b> Any evil or any chaotic.

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Will.

- <b>Weapon Proficiencies:</b> Simple weapons.

- <b>Armor Proficiencies:</b> Light armor.  A warlock can use any of his invocations while wearing light armor without incurring the normal arcane spell failure chance. A warlock wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.

- <b>Skill Points:</b> (2+ Int Modifier x 4 at first level) 2 + Int modifier.

- <b>Class Skills:</b> Bluff, Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Heal, Intimidate, Lore, Spellcraft, Taunt, and Use Magic Device.

- <b>Invocations:</b> A warlock does not prepare or cast spells as other wielders of arcane magic do. Instead, he possesses a repertoire of attacks, defenses, and abilities known as invocations that require him to focus the wild energy that suffuses his soul. A warlock can use any invocation he knows at will.

- <b>Eldritch Blast:</b> A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. An eldritch blast deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. There is no saving throw with this attack, but spell resistance can negate it. This power can be used at will.

- <b>Eldritch Lore:</b> At 2nd level the warlock gains a +2 bonus to his Lore and Spellcraft skills.

- <b>Damage Reduction:</b> Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron (damage from attacks are reduced by 1 point unless the damage comes from cold iron). At 7th level and every four levels thereafter, a warlock's damage reduction improves.

- <b>Deceive Item:</b> At 4th level, a warlock gains a +4 bonus to his Use Magic Device skill.

- <b>Fiendish Resilience:</b> Beginning at 8th level, a warlock can activate this ability once per day. For 20 rounds, the warlock heals 1 hit point a round. This improves at 13th level to 2 hit points of healing a round, then at 18th level it becomes 5 hit points a round.

- <b>Energy Resistance:</b> At 10th level and higher, a warlock has resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic. Once the types are chosen, the resistances can't be changed. At 20th level, a warlock gains resistance 10 to his chosen energy types.

- <b>Eldritch Essence:</b> Some of a warlock's invocations, such as frightful blast, modify the damage or other effects of the warlock's eldritch blast. Unless otherwise noted, the eldritch blast deals normal damage in addition to the effect of the essence. The warlock can apply only one essence to a blast at a time. 

- <b>Blast Shape:</b> These invocations modify the range, target(s), or area of a warlock's eldritch blast. Unless otherwise noted, the eldritch blast does normal damage.


{112070} <color=Gold><b>Arcane Trickster</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

Arcane tricksters combine their knowledge of spells with a taste for intrigue, larceny, or just plain mischief. They are among the most adaptable of adventurers. Arcane spellcasting and the sneak attack ability are needed to qualify for this class, making it a natural choice for multiclass wizard/rogues or sorcerer/rogues. Assassins occasionally opt for this class, but usually only if they already have wizard or sorcerer levels.

<color=Gold>Requirements:</color>

<b>Alignment:</b> Any nonlawful.

<b>Skills:</b> Lore 7 ranks, Disable Device 7 ranks, Tumble 7 ranks, Spellcraft 4 ranks.

<b>Spellcasting:</b> Ability to cast at least one arcane spell of 3rd level or higher.

<b>Special:</b> Sneak attack +2d6.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d4

- <b>Base Attack Bonus:</b> Low.

- <b>High Saves:</b> Reflex and Will.

- <b>Weapon Proficiencies:</b> None.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 4 + Int Modifier.

- <b>Class Skills:</b> Appraise, Bluff, Concentration, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Hide, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spellcraft, Spot, Taunt, and Tumble.

- <b>Spells per Day/Spells Known:</b> When a new arcane trickster level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access 3rd-level arcane spells. If the character has more than one applicable arcane spellcasting class, he must pick one to improve.

- <b>Pilfer Magic:</b> At 1st level, once per day, the arcane trickster can dispel a magical effect on a target and receive statistical bonuses from it.  The ability is a touch attack "lesser" dispel that affects the most powerful effect currently on the target. If successful, the effect vanishes from the target and the arcane trickster receives +2 bonus to attack rolls and all saving throws for the next ten rounds.  He can use this ability twice per day at 5th level and three times per day at 9th level.

- <b>Sneak Attack:</b> At every even-numbered level (2nd, 4,th, 6th, 8th, and 10th), the arcane trickster gains an additional +1d6 to his sneak attack damage. This ability stacks with sneak attack dice from other classes.

- <b>Impromptu Sneak Attack:</b> Once per day, a 3rd-level arcane trickster can use this ability to deny an enemy his Dexterity bonus to AC for one round, allowing the target to be sneak attacked. The arcane trickster gains an additional daily use of this ability at 7th level, and again at 9th level.
{112071} (PRESTIGE CLASS)
Representing the ultimate in mounted warfare, the cavalier is the quintessential knight in shining armor. The charge of the cavalier is among the most devastating offensive weapons any culture can hope to field. Most cavaliers belong to the upper social class or nobility of a society. The cavalier dedicates his life to the service of a higher authority, such as a noble or sovereign, deity, military or religious order, or a special cause. His is a hereditary honor that comes with the price of lifelong service to his monarch, country, or other object or entity. The cavalier is expected to participate in any wars or other armed conflict in which his lord or cause is engaged. Cavaliers in service to other nobles often serve their master beyond the battlefield as well, performing such duties as their skills, and their noble lord, see fit. The cavalier often pursues such selfless goals as the eradication of evil and chaos from the world, and justice for all the subjects of his land. He can also be a bully and a braggart who uses his status and privileges to pursue only his own self-aggrandizement.

Class Features:

- Hit Die: 10.

- Proficiencies: Cavaliers are proficient with all simple and martial weapons, all types of armor, and shields.

- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

-Alignment: Any lawful.

-Base Attack Bonus: +8

-Skills: Lore 4 ranks, Ride 6 ranks.

-Feats: Weapon Focus (lance), Mounted Combat, Ride-by-Attack

ABILITIES:

Level 1:
-Special Mount, mounted weapon bonus (lance) +1, ride bonus +2, courtly knowledge

Level 2:
-Deadly charge 1/day, mounted weapon bonus (sword) +1

Level 3:
-Mount speed

Level 4:
-Ride bonus +4, deadly charge 2/day

Level 5:
-Mounted weapon bonus (lance) +2

Level 6:
-Deadly charge 3/day, mounted weapon bonus (sword) +2, full mounted attack

Level 7:
-Ride bonus +6

Level 8:
-Deadly charge 4/day

Level 9:
-Mounted weapon bonus (lance) +3, ride bonus +8

Level 10:
-Unstoppable charge 5/day, mounted weapon bonus (sword) +3

{112072} (PRESTIGE CLASS)
For any servant of a deity, no joy is greater than those rare moments when the presence of her patron deity is a real, tangible force, sending shivers of power through her body and making her soul soar. For some, the taste of this experience is such a powerful attraction that they begin devoting their lives to cultivating it, hoping to attain greater closeness to their deity through a life of contemplation. Spending hours in prayer and meditation, these devoted followers purify their souls, making them worthy of closer contact with the divine. While some contemplatives withdraw from the world into private retreats, others remain active, even adventuring, finding that true nearness to their deity comes from living out the deity's will in the world. In return, they find their minds, bodies, and souls purified, perfected, and finally brought close to union with their deity.

Class Features:

- Hit Die: d6.

- Proficiencies: Contemplatives gain no weapon or armor proficiencies.

- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

-Skills: Lore 13 ranks

-Spells: Ability to cast 1st level divine spells


ABILITIES:

Spells per Day/Spells Known: When a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as though she had gained a level in whatever divine spellcasting class gave her access to 1st-level divinespells. If the character had more than one applicable divine spellcasting class, she must pick one to improve.

-Bonus Domain: At 1st level, and again at 6th leven, the contemplative may select a cleric domain. She receives the domain ability of that domain and adds its domain spells to her spell list as normal. If the contemplative does not possess cleric levels, she also gains the ability to prepare one extra divine spell per day thanks to her domain.

-Divine Health: A 1st-level contemplative is immune to all diseases, including supernatural diseases.

-Slippery Mind: At 2nd level, the contemplative's connection to her deity grants her an unusual level of mental clarity. Whenever the contemplative fails a saving throw against an enchantment spell or effect, she may immediately reroll the saving throw once, keeping the better of the two results.

-Divine Wholeness: At 4th level, the contemplative gains the ability to heal up to four times her contemplative level in hit points. Unlike a paladin's lay on hands ability, the contemplative may only heal herself with this ability. Divine wholeness may be used once per day.

-Divine Body: A 5th-level contemplative gains immunity to all poisons.

-Divine Soul: At 7th level, the contemplative gains Spell Resistance equal to 15 plus her class level.

-Mystic Union: At 10th level, the contemplative actually achieves a divine union with her patron deity. She becomes an Outsider, and gains immunity to all mind-affecting spells and DR 20/magic.
{112073} <color=Gold><b>Frenzied Berserker</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

The random madness of the thunderstorm and the unpredictability of the slaadi come together in the soul of the frenzied berserker. Unlike most other characters, she does not fight to achieve some heroic goal or defeat a loathsome villain. Those are mere excuses - it is the thrill of combat that draws her. For the frenzied berserker, the insanity of battle is much like an addictive drug - she must constantly seek out more conflict to feed her craving for battle. Because of their traditional love for battle, barbarians are the ones who most frequently adopt this prestige class. Spellcasting characters almost never become frenzied berserkers. 

<color=Gold>Requirements:</color>

<b>Alignment:</b> Any nonlawful.

<b>Base Attack Bonus:</b> +6

<b>Feats:</b> Cleave, Great Cleave, Power Attack.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d12

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude.

- <b>Weapon Proficiencies:</b> None.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 2 + Int Modifier.

- <b>Class Skills:</b> Intimidate, Survival, and Parry.

- <b>Toughness:</b> A 1st-level frenzied berserker gains Toughness as a bonus feat.

- <b>Frenzy:</b> A 1st-level frenzied berserker gains the ability to frenzy. Frenzy adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC,  and gives the frenzied berserker a single extra attack at his highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the frenzied berserker takes 12 points of damage. The effects last 3 + Constitution modifier rounds, after which the frenzied berserker is fatigued for 5 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. Initially, this ability can be used once per day and at 3rd level and every odd level after that, the frenzied berserker gains an additional use per day. Bonuses and penalties (including fatigue effects) from Frenzy and Barbarian Rage stack with each other.

- <b>Supreme Cleave:</b> At 2nd level, whenever the frenzied berserker drops an opponent in melee, he gains two cleave attacks against an adjacent foe instead of one.

- <b>Deathless Frenzy:</b> At 4th level, when the frenzied berserker is frenzying he has the equivalent of the 4th level cleric spell <i>death ward</i> in place. The frenzied berserker is immune to any death spells, spell-like abilities, and death effects.

- <b>Enhanced Power Attack:</b> At 5th level, the frenzied berserker gains a +5 damage bonus using the Power Attack feat. Using the Improved Power Attack feat the frenzied berserker gains a +10 damage bonus.  This translates to +10 with two-handed weapons for standard Power Attack and +20 for Improved Power Attack.

- <b>Inspire Frenzy:</b> Specifics: At 6th level, the frenzied berserker can inspire Frenzy in all allies. This ability has no effect on the frenzied berserker, only the berserker's allies. The Frenzy effect adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC,  and gives the subjects a single extra attack at their highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the subjects takes 12 points of damage. The effects last 2 rounds, after which the subjects are fatigued for 2 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. The frenzied berserker can use this ability once per day at 6th level, twice at 8th level, and three times at 10th level. Bonuses from Inspire Frenzy and Barbarian Rage do not stack, though penalties do. If both abilities are used, only the highest modifiers are applied and all penalties take effect.

- <b>Greater Frenzy:</b> At 7th level, the frenzied berserker gains a +10 bonus to Strength while frenzying instead of a +6.

- <b>Supreme Power Attack:</b> At 10th level, the frenzied berserker gains a +6 damage bonus using the Power Attack feat. Using the Improved Power Attack feat the frenzied berserker gains a +12 damage bonus.  This translates to +12 with two-handed weapons for standard Power Attack and +24 for Improved Power Attack.
{112074} (PRESTIGE CLASS)
Blurring the line between divine and arcane, mystic theurges draw power from divine sources and musty tomes alike. While most spellcasters choose one path to magical power, mystic theurges walk two roads at once, simultaneously mastering spells common to clerics and wizards. Mystic theurges have unparalleled diversity of spells. In time, a mystic theurge can cast almost any spell in the Player's Handbook. While a mystic theurge doesn't have the uninterrupted spell advancement that a cleric, wizard, or sorcerer has, he makes up for this with versatility. Mystic theurges are often obsessed with magical lore, traveling to the ends of the earth to learn some new arcane secret or divine insight. Because a mystic theurge casts both arcane and divine spells, all members of this class are multiclass spellcasters. Cleric/sorcerers and cleric/wizards are the most common mystic theurges, with druid/sorcerers more rare and druid/wizards almost unheard of. Mystic theurges tend to be fascinated with magic in whatever form it takes. They're always on the hunt for powerful magic items and new arcane spells. Those mystic theurges who worship a deity use the power of their spellcasting to further their deity's agenda.

Class Features:

- Hit Die: d4.

- Proficiencies: Mystic theurges gain no proficiency with any weapon or armor.

- Skill Points: 2 + Int Modifier.

REQUIREMENTS:

-Alignment: Any nonlawful.

-Skills: Lore 6 ranks, Spellcraft 6 ranks

-Spellcasting: Ability to cast 2nd level arcane and 2nd level divine spells.

ABILITIES:

Spells per Day/Spells Known: When a new mystic theurge level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever arcane spellcasting class gave him access 2nd-level arcane spells and whatever divine spellcasting class gave him access to 2nd-level divine spells. If the character had more than one applicable arcane or divine spellcasting class, he must pick one of each to improve.
{112075} (PRESTIGE CLASS)
Sacred fists are independent organizations found within many temples. Their ascetic members have turned their divine magic inward, bringing their bodies and wills into harmony. Sacred fists have forsworn the use of weapons and heavy armor. They consider their bodies and minds gifts from their deity, and they believe that not developing those gifts to their fullest potential is a sin. Spellcasting does not dishonor them or their deity. Sacred fists are strong in faith, will, and body. Clerics are excellent candidates for sacred fists orders. Paladins may also choose to join them, but are seldom comfortable surrendering the trappings of their calling. Fighters, rogues, bards, and even ex-monks may make good candidates, provided they have enough levels in a class that grants divine spells. Druids occasionally find the class's combat skills useful, but sorcerers and wizards find little to interest them.

Class Features:

- Hit Die: d8.

- Proficiencies: Sacred fists gain no proficiency with any weapons, armor, or shields.

- Skill Points: 4 + Int Modifier.

REQUIREMENTS:

-Alignment: Any nonlawful.

-Base Attack Bonus: +4

-Feats: Improved Unarmed Strike, Stunning Fist, Combat Casting

-Skills: Lore 8 ranks

-Spellcasting: Ability to cast 1st level divine spells.

ABILITIES:

Spells per Day/Spells Known: When a new sacred fist level is gained, the character gains new spells per day (and spells known, if applicable) as though he had gained a level in whatever divine spellcasting class gave him access to 1st-level divine spells. If the character had more than one applicable divine spellcasting class, he must pick one to improve.

-AC Bonus: When unencumbered and wearing light or no armor, a first-level sacred bonus gains a +1 AC bonus. This bonus increases to +2 at 5th level, and +3 at 10th level.

-Unarmed Damage: A sacred fist's class level stacks with his monk levels for the purposes of determining their unarmed damage. If the sacred fist has no levels of monk, he starts at first level of the monk chart.

-Fast Movement: If the sacred fist has levels of monk, his sacred fist level stacks with his monk level for purposes of determining Monk Speed. If the sacred fist has no level of monk he gets the equivalent of monk speed at 3rd level, and it progresses identically to the 3rd level Monk ability Monk Speed.

-Sacred Flames: At 4th level the sacred fist can invoke sacred flames around their fists. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class level and Wisdom modifier. This lasts 10 combat rounds. This ability initially can only be used once per day, increasing to twice per day at 8th level.

-Blindsense: At 6th level the sacred fist gets this ability. This makes it so that he takes no penalties when in darkness or fighting an invisible opponent.

-Inner Armor: At 10th level, the sacred fist can protect himself from harm once per day. He gets a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance to 25 for a number of rounds equal to his Wisdom modifier.
{112076} <color=Gold><b>Shadow Thief of Amn</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

The organization known as the Shadow Thieves is the largest and most prosperous thieves' guild in all of the region. Its success is derived from its system of interlocking guilds, each dedicated to the twin goals of profit and power. From the organization's stronghold in Amn, this series of guilds controls the lion's share of all criminal operations along the Sword Coast and beyond. As a member of a Shadow Thieves' guild, a shadow thief of Amn knows only her own minions, her coworkers, and her superior. This web of secrecy preserves the organization, because any members who are captured can sell out only a few others.

A character can achieve a maximum of 5 levels in the Shadow Thief of Amn prestige class.

<color=Gold>Requirements:</color>

<b>Feats:</b> Stealthy.

<b>Skills:</b> Bluff 3 ranks, Hide 8 ranks, Intimidate 3 ranks, Move Silently 3 ranks.

<b>Special:</b> Member of the Shadow Thieves of Amn.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> Medium.

- <b>High Saves:</b> Reflex.

- <b>Weapon Proficiencies:</b> Simple weapons.

- <b>Armor Proficiencies:</b> Light armor.

- <b>Skill Points:</b> 6 + Int Modifier.

- <b>Class Skills:</b> Appraise, Bluff, Craft Alchemy, Craft Trap, Craft Weapon, Diplomacy, Disable Device, Intimidate, Listen, Lore, Move Silently, Open Lock, Parry, Search, Set Trap, Sleight of Hand, Spot, Taunt, and Tumble.

- <b>Sneak Attack:</b> Starting at 1st level, the shadow thief gets the sneak attack ability at +1d6 damage. This is the same as the Rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.

- <b>Doublespeak:</b> At 1st level, the shadow thief gets a +2 bonus on all Bluff and Diplomacy checks.

- <b>Bonus Feat:</b> At 2nd and 4th level the shadow thief gets a bonus feat. This feat can be: Alertness, Blind-Fight, Combat Expertise, Feint, Lightning Reflexes, Nimble Fingers, Skill Focus, Silent Spell, Still Spell, Track, Weapon Finesse, and Weapon Focus.

- <b>Uncanny Dodge:</b> At 2nd level the shadow thief retains her Dexterity bonus to AC even when caught flat-footed.

- <b>Reputation:</b> At 3rd level, the shadow thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of her reputation. 

- <b>Improved Uncanny Dodge:</b> At 5th level the shadow thief can no longer be sneak attacked except by a character with 4 more total levels in classes that grant sneak attack than the shadow thief's level.
{112077} <color=Gold><b>Human</b></color>

Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest mean they are very physically diverse as well. Skin shades range from nearly black to very pale, hair from black to blond, and facial hair (for men) from sparse to thick. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

<color=Gold><b>Racial Traits:</b></color>

- <b>Quick to Master:</b> One extra feat at 1st level.

- <b>Skilled:</b> 4 extra skill points at 1st level, plus 1 additional skill point at each following level.

- <b>Favored Class:</b> Any. When determining whether a multiclass human suffers an XP penalty, his highest-level class does not count.


{112078} <color=Gold><b>Halfling</b></color>

Halflings are clever, capable opportunists. Halfling individuals and clans find room for themselves wherever they can. Often they are strangers and wanderers, and others react to them with suspicion or curiosity. Depending on the clan, halflings might be reliable, hard-working (if clannish) citizens, or they might be thieves just waiting for the opportunity to make a big score and disappear in the dead of night. Regardless, halflings are cunning, resourceful survivors. 

There are two races of halflings: the lightfoot halfling and the less common strongheart halfling.

Both races of halflings are smaller than most humanoids but exceptionally quick, with +2 Dexterity and -2 Strength.
{112079} <color=Gold><b>Gnome</b></color>

Gnomes are welcome everywhere as technicians, alchemists, and inventors. Despite the demand for their skills, most gnomes prefer to remain among their own kind, living in comfortable burrows beneath rolling, wooded hills where animals abound.

There are two races of gnomes: the rock gnome and far less common deep gnome (also known as svirfneblin).

Rock gnomes are small but hardy, with +2 Constitution and -2 Strength. The deep gnomes are equally small but lack the hardiness of other gnomes. Instead, they have heightened agility and wisdom at the expense of stunted social skills.
{112080} <color=Gold><b>Elf</b></color>

Elves mingle freely in human lands, always welcome yet never at home there. They are well known for their poetry, dance, song, lore, and magical arts. Elves favor things of natural and simple beauty. When danger threatens their homes, however, elves reveal a more martial side, demonstrating skill with sword, bow, and battle strategy.

There are a number of elven subraces: moon elves, sun elves, wood elves, and dark elves (also known as drow).

Moon elves, the most common race of elves, are graceful but frail, with +2 Dexterity and -2 Constitution. Sun elves lack their cousins' agility but have a powerful intellect instead. The reclusive wood elves are stronger than other elves but less cerebral and intuitive. The drow of the underdark are blessed with great intellect and charm, though they are hindered by daylight.
{112081} <color=Gold><b>Dwarf</b></color>

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.

There are three dwarven subraces: shield dwarves, gold dwarves, and gray dwarves (also known as duergar).

Shield dwarves, the most common race of dwarves, are physically stout but rough around the edges, receiving +2 Constitution and -2 Charisma. Gold dwarves lack the poor charisma of shield dwarves but are less agile. Gray dwarves are even less charismatic than shield dwarves, but make up for it with natural talents and spell-like abilities.
{112082} <color=Gold><b>Gold Dwarf</b></color=Gold>

The gold dwarves maintained their great kingdom in the Great Rift and managed to survive terrible wars against evil humanoids. While they practiced some magic, they never acquired the hubris that caused the downfall of some human nations. Confident and secure in their remote home, the gold dwarves gained a reputation for haughtiness and pride. Since the Thunder Blessing, many young gold dwarves have left the Great Rift and are exploring the rest of the region. The folk of other lands have learned that while some gold dwarves are aloof and suspicious, for the most part they are forthright warriors and shrewd traders. 

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Consitution, -2 Dexterity.

- <b>Darkvision:</b> Dwarves can see in the dark up to 60 feet.

- <b>Stonecunning:</b> +2 bonus to Search checks when inside.

- <b>Lore Affinity:</b> +2 bonus to Lore checks.

- <b>Weapon Familiarity:</b> Dwarven waraxes are treated as martial weapons, rather than exotic weapons.

- <b>Hardiness vs. Poisons:</b> +2 racial bonus to saving throws against poison. 

- <b>Hardiness vs. Spells:</b> +2 racial bonus to saving throws against spells and spell-like effects.

- <b>Battle Training vs. Giants:</b> +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).

- <b>Battle Training vs. Aberrations:</b> +1 racial bonus on attack rolls against aberrations. 

- <b> Favored Class:</b> Fighter. A multiclass gold dwarf 's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.
{112083} <color=Gold><b>Duergar</b></color>

After rising up against their mind flayer enslavers, the gray dwarves, or duergar, emerged as a new subrace of dwarf with limited mental powers. Duergar on the whole are evil, but some turn their backs on their fellows and seek a different sort of life. Male and female duergar are bald, and women do not grow beards. They are much thinner than other dwarves, with severe facial expressions, gray hair, and gray skin.

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Consitution, -4 Charisma. 

- <b>Darkvision:</b> Duergar can see in the dark up to 120 feet.

- <b>Weapon Familiarity:</b> Dwarven waraxes are treated as martial weapons rather than exotic weapons.

- <b>Stonecunning:</b> +2 bonus to Search checks when inside.

- <b>Immunity to Poison:</b> Immunity to all poisons.

- <b>Immunity to Phantasms:</b> Immune to the spells <i>phantasmal killer</i> and <i>weird</i>.

- <b>Immunity to Paralysis:</b> Duergar cannot be paralyzed.

- <b>Hardiness vs. Spells:</b> +2 racial bonus to saving throws against spells and spell-like effects.

- <b>Battle Training vs. Giants:</b> +4 dodge bonus to Armor Class against monsters of the giant type (such as ogres, trolls, and hill giants).

- <b>Battle Training vs. Orcs and Goblinoids:</b> +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). 

- <b>Stealthy:</b> +4 racial bonus to Move Silently checks. 

- <b>Keen Senses:</b> +1 racial bonus to Listen and Spot checks.

- <b>Spell-Like Abilities:</b>

     1/day - <i>Enlarge</i> as a wizard twice the duergar's level (minimum 3rd level).
     1/day - <i>Invisibility</i> as a wizard twice the deurgar's level (minimum 3rd level).

- <b>Light Sensitivity:</b> -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight.

- <b>Favored Class:</b> Fighter. A multiclass duergar 's fighter class does not count when determining whether he takes an experience point penalty for multiclassing. Dwarven culture extols the virtues of battle, and the vocation comes easily to dwarves.

- <b>Level Adjustment +2:</b> Duergar are more powerful and gain levels more slowly than other races. It will take much more experience for a duergar to reach level 2 than it would for normal races, for example.
{112084} <color=Gold><b>Drow</b></color>

Descended from the original dark-skinned elven subrace called the Illythiiri, the drow were cursed into their present appearance by the good elven deities for following the goddess Lolth down the path to evil and corruption. Also called dark elves, the drow have black skin that resembles polished obsidian and stark white or pale yellow hair. They commonly have very pale eyes in shades of lilac, silver, pink, and blue. They also tend to be smaller and slimmer than most elves.

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Dexterity, +2 Intelligence, +2 Charisma, -2 Constitution.

- <b>Hardiness vs. Enchantments:</b> Immunity to magical sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.

- <b>Weapon Proficiency:</b> Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. 

- <b>Keen Senses:</b> +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. 

- <b>Spell-Like Abilities: </b>

     1/day - <i>Darkness</i> as sorcerer of equal level.
     1/day - <i>See invisibility</i> as sorcerer of equal level.

- <b>Darkvision:</b> Drow can see in the dark up to 120 feet. This replaces the low-light vision ability most elves receive.

- <b>Spell Resistant:</b> Spell resistance of 11+ character level.

- <b>Strong Will:</b> +2 racial bonus to Will saves against spells and spell-like abilities. 

- <b>Light Sensitivity:</b> Drow suffer -2 circumstance penalty to attack rolls, saves, and checks in bright sunlight.

- <b>Favored Class:</b> Wizard. A multiclass drow 's wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

- <b>Level Adjustment +2:</b> Drow are more powerful and gain levels more slowly than other races. It will take more experience for a drow to reach level 2 than it would for normal races, for example.
{112085} <color=Gold><b>Sun Elf</b></color>

Sun elves are less common across Faerûn than moon elves, because most live on Evermeet, where nonelves are not allowed. Also called gold elves, they have bronze skin, golden blond, copper, or black hair, and green or gold eyes. These are seen as the most civilized and haughty elves, preferring to remain separate from nonelven races.

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Intelligence, -2 Constitution. 

- <b>Hardiness vs. Enchantments:</b> Immunity to magic sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.

- <b>Low-Light Vision:</b> An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

- <b>Weapon Proficiency:</b> Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. 

- <b>Keen Senses:</b> +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. 

-<b> Favored Class:</b> Wizard. A multiclass sun elf's wizard class does not count when determining whether she takes an experience point penalty for multiclassing. Wizardry comes naturally to elves - indeed, they sometimes claim to have invented it, and fighter/wizards are especially common among them.
{112086} The very rare wild elves are rarely seen by others, because they live in the heart of thick forests and they have incredible skill at keeping hidden. 

<b>Wild elves have the following racial abilities (in addition to the abilities available to all the elf races):</b>

- +2 Dexterity, -2 Intelligence: Wild elves are hardier than other elves, but favor physical action and feats of athleticism instead of learning to solve problems.

-<b> Favored Class:</b> Sorcerer. A multiclass wild elf 's sorcerer class does not count when determining whether she takes an experience point penalty for multiclassing. 
{112087} <color=Gold><b>Wood Elf</b></color>

Wood elves are reclusive, but less so than the almost feral wild elves. Also called copper elves, they have coppery skin tinged with green, and brown, green, or hazel eyes. Their hair is usually brown or black, with blond and coppery-red occasionally found.

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Strength, +2 Dexterity, -2 Constitution, -2 Intelligence.

- <b>Hardiness vs, Enchantments:</b> Immunity to magic sleep effects, +2 racial bonus to saving throws against enchantment spells or effects.

- <b>Low-Light Vision:</b> An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.

- <b>Weapon Proficiency:</b> Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats. 

- <b>Keen Senses:</b> +2 racial bonus to Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. 

- <b>Favored Class:</b> Ranger. A multiclass wood elf's ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
{112088} <color=Gold><b>Deep Gnome</b></color>

Hidden in the depths of the Underdark live the svirfneblin, or deep gnomes. Reclusive, suspicious, and resentful of intrusion into their cavern homes, the deep gnomes share little of the humor or openness of their surface cousins. The deep gnomes may be the world's stealthiest and most elusive folk. Centuries upon centuries of surviving the deadly perils of the Underdark have bred in this race an amazing gift for avoiding attention. 

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Dexterity, +2 Wisdom, -2 Strength, -4 Charisma.

- <b>Small:</b> As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.

- <b>Darkvision:</b> Deep gnomes can see in the dark up to 120 feet. 

- <b>Stonecunning:</b> +2 bonus to Search checks when inside.

- <b>Illusion Affinity:</b> Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.

- <b>Battle Training vs. Goblinoids:</b> +1 racial bonus to attack rolls against goblinoids (including goblins, hobgoblins, and bugbears).

- <b>Battle Training vs. Reptilians:</b> +1 racial bonus on attack rolls against kobolds.

- <b>Slippery Defense:</b> +4 dodge bonus to Armor Class against all opponents. 

- <b>Durability:</b> +2 racial bonus to all saving throws.

- <b>Keen Hearing:</b> +2 racial bonus to Listen checks.

- <b>Keen Smell:</b> +2 racial bonus to Craft Alchemy checks.

- <b>Spell-Like Abilities:</b>

     1/day - <i>Blindness</i> as sorcerer of equal level.
     1/day - <i>Entropic Shield</i> as sorcerer of equal level.
     1/day - <i>Invisibility</i> as sorcerer of equal level.
  
- <b>Spell Resistant:</b> Spell resistance of 11 + character level.

- <b>Favored Class:</b> Rogue. A multiclass deep gnome's rogue class does not count when determining whether he takes an experience point penalty.

- <b>Level Adjustment +3:</b> Deep gnomes are more powerful and gain levels more slowly than other races. It will take much more experience for a deep gnome to reach level 2 than it would for normal races, for example.
{112089} These wild, nearly feral halflings leave the congines of the deep forests. Strange and reclusive, they form close-knit communities vecause of their amazing talents and are uncomfortable with strangers. 

Ghostwise halflings have the following racial traits (in addition to the traits all halflings share):

- +2 Dexterity, -2 Strength: Ghostwise halflings are quick, agile, and good with ranged weapons, but they are small and therefore not as strong as other humanoids.

- Favored Class: Barbarian.
{112090} <color=Gold><b>Strongheart Halfling</b></color>

While the lightfoot halfings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They are built to last, and fiercely defend their homelands against threats from which their lightfoot kin would simply flee. Strongheart halflings enjoy athletic contests and value exceptional skills of all kinds.

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Dexterity, -2 Strength. 

- <b>Small:</b> As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.

- <b>Stealthy:</b> +2 racial bonus to Move Silently checks.

- <b>Fearless:</b> +2 morale bonus to saving throws against fear.

- <b>Good Aim:</b> +1 racial bonus to attack rolls with thrown weapons and slings.

- <b>Keen Hearing:</b> +2 racial bonus to Listen checks.

- <b>Quick to Master:</b> One extra feat at 1st level.

- <b>Favored Class:</b> Rogue. A multiclass halfling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing. Halflings have long had to rely on stealth, wit, and skill, and the vocation of rogue comes naturally to them.




{112091} <color=Gold><b>Aasimar</b></color>

Carrying the blood of a celestial, an aasimar typically fights against evil in the world. Some have a minor physical trait suggesting their heritage such as silver hair, golden eyes, or an unnaturally intense stare. Those descended from a celestial minion often carry a birthmark in the shape of the deity's holy symbol or some other mark significant to that faith. 

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Wisdom, +2 Charisma. 

- <b>Darkvision:</b> Aasimar can see in the dark up to 60 feet. 

- <b>Celestial Resistance:</b> Acid, cold, and electricity resistance 5.

- <b>Spell-like abilities:</b>

     1/day - <i>Light</i> as sorcerer of equal level.

- <b>Keen Senses:</b> +2 racial bonus to Listen and Spot checks.

- <b>Favored Class:</b> Paladin.  A multiclass aasimar's paladin class does not count when determining whether she takes an experience point penalty for multiclassing.

- <b>Level Adjustment +1:</b> Aasimar are slightly more powerful and gain levels more slowly than other races. It will take more experience for an aasimar to reach level 2 than it would for normal races, for example.
{112092} <color=Gold><b>Tiefling</b></color>

Because they are descended from evil outsiders, those who know their ancestry immediately consider most tieflings evil and untrustworthy. Not all tieflings are evil or untrustworthy, but enough are that the prejudice tends to cling. Some tieflings have a minor physical trait suggesting their heritage, such as pointed teeth, red eyes, small horns, the odor of brimstone, cloven feet, or just an unnatural aura of wrongness. Those descended from an infernal minion often carry a birthmark of the deity's holy symbol or another trait related to that evil faith.

<color=Gold><b>Racial Traits:</b></color>

- <b>Ability Adjustments:</b> +2 Dexterity, +2 Intelligence, -2 Charisma. 

- <b>Darkvision:</b> Tieflings can see in the dark up to 60 feet. 

- <b>Infernal Resistance:</b> Cold, fire, and electricity resistance 5.

- <b>Spell-like abilities:</b>

     1/day - <i>Darkness</i> as a sorcerer of equal level.

- <b>Skill Affinities:</b> +2 racial bonus to Bluff and Hide checks.

- <b>Favored class:</b> Rogue. A multiclass tiefling's rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

-  <b>Level Adjustment +1:</b> Tieflings are slightly more powerful and gain levels more slowly than other races. It will take more experience for a tiefling to reach level 2 than it would for normal races, for example.
{112093} CityBDock_Square
{112094} CityBDock_Trapezoid
{112095} CityBDock_SquarewPier
{112096} CityWS_WallSmallOpening1
{112097} CityWS_WallLargeOpening
{112098} CityWS_WallSmallOpening2
{112099} CityWS_Corner90Degree
{112100} CityWS_Corner90DegreeLong
{112101} CityWS_CurvedCorner1
{112102} CityWS_SCurve
{112103} CityWS_CapPost
{112104} Gate{CityWS_Gate}
{112105} CityWS_Post
{112106} CityWS_RubblePieces
{112107} CityWS_FallenWall
{112108} CityWS_RubbleStraightCap1
{112109} CityWS_RubbleStraightCap2
{112110} CityWS_RubbleStraight
{112111} CityWS_RubbleCurvedCorner
{112112} CityWS_ShortWall
{112113} CityWS_LongWall
{112114} CityWS_SmallConnector
{112115} CityWIF_ConnectorType01
{112116} CityWIF_Cap01
{112117} Gate{CityWIF_Gate01}
{112118} CityWIF_Tower01
{112119} CityWIF_PlainWall01
{112120} CityWIF_ConnectorType06
{112121} CityWIF_ConnectorType07
{112122} CityWIF_ConnectorType08
{112123} CityWIF_ConnectorType09
{112124} CityWIF_ConnectorType10
{112125} CityWIF_ConnectorType11
{112126} Ipoint
{112127} CityBHouseRowM8
{112128} CityBHouseRowM9
{112129} CityBHouseRowM10
{112130} CityBHouseRowM11
{112131} CliffsBTent2S
{112132} Alley Entrance{CityMAlleyEntrance_Closed}
{112133} Alley Entrance{CityMAlleyEntrance_Open}
{112134} CityBTheHollows_MarketStall
{112135} CityWConnectorWall
{112136} 
{112137} TileCV_DirtyFloor
{112138} TileCV_Stalagmite
{112139} TileCV_Rock01
{112140} TileCV_Rock02
{112141} TileCV_Rock03
{112142} TileCV_Rock04
{112143} TileCV_RocksGroup01
{112144} TileCV_RockColumn01
{112145} TileCV_RockColumn02
{112146} TileCV_RockColumn03
{112147} TileCV_RockColumn04
{112148} TileCV_Rock05
{112149} TileCV_Stalactite01
{112150} TileCV_RockColumn05
{112151} TileCV_StalagmiteClump1
{112152} TileCV_StalagmiteClump2
{112153} RuralBTemple,Evil_DA Special
{112154} Bully
{112155} Complex
{112156} Devout
{112157} Farmer
{112158} Ladies' Man
{112159} Flirt
{112160} Militia
{112161} Natural Leader
{112162} Tale Teller
{112163} Troublemaker
{112164} Wild Child
{112165} Wizard's Apprentice
{112166} 
Whether through size, confidence, or a sinister appearance, you've always been able to provoke people into doing what you want.  When things went wrong, you were tough enough to give as good as you got.  Your fearsome presence often lends an unpleasant edge to even friendly conversations.

Prerequisite: Strength 10+
Effects: +1 Intimidate, +1 Fortitude Save, -1 Bluff, -2 Diplomacy
{112167} Complex

Like most people, there are many facets to your personality. No single thing defines you.

Prerequisite: None
Effects: Free Skill Focus (any) feat (+3 bonus on checks for chosen skill)
{112168} 
You have always had strong faith and it's obvious to everyone around you.  Your beliefs give you great mental strength, but you can be stubborn and hot-headed in conversations.

Prerequisite: Wisdom 10+
Effects: +1 Will Save, +1 Concentration, -1 Diplomacy, -1 Bluff

{112169} 
Growing up on a farm taught you the ways of the land and watching over fields gave you keen eyes.  Long workdays didn't leave much time for fancy learning.

Prerequisite: None
Effects: +1 Survival, +1 Spot, -2 Lore
{112170} 
More than just an attractive face, you knew how to listen and talk in a way that many found very appealing.  Unfortunately, you're so soft around the edges that no one takes you seriously when you try to act tough.

Prerequisite: Charisma 12+
Effects: +1 Listen, +1 Diplomacy, -2 Intimidate

{112171} 
More than just an attractive face, you knew how to listen and talk in a way that many found very appealing.  Unfortunately, you're so soft around the edges that no one takes you seriously when you try to act tough.

Prerequisite: Charisma 12+
Effects: +1 Listen, +1 Diplomacy, -2 Intimidate
{112172} 
Strict training in the militia gave you excellent discipline, but your spirit was broken as you were forced to rise, march, and fight at the command of superiors.

Prerequisite: Base attack bonus +1
Effects: +2 Parry, +1 Craft Armor, +1 Craft Weapon, -2 Will Save
{112173} 
You were always watching out for others and trying to help them do their best.  Your tendency to always keep an eye on everyone else causes you to neglect your own safety at times.

Prerequisite: Charisma 10+
Effects: +1 to companions' attack rolls, -1 to your saving throws

{112174} 
From a young age, you learned that you could command attention and friendship with your tall tales.  You become so wrapped up in your imagination that sometimes it's hard to focus on other matters.

Prerequisite: Charisma 10+
Effects: +1 Lore, +1 Bluff, -2 Concentration

{112175} 
Boredom or malice led you to play a variety of tricks on people and consequently get into trouble.  Curiosity always got the best of you, and you had difficulty resisting temptation.

Prerequisite: Dexterity 10+
Effects: +1 Reflex Save, +1 Set Traps, +1 Sleight of Hand, -2 Will Save
{112176} 
In your youth, you were a free spirit, often left to wander and explore on your own.  Your limited contact with others has left you unaware of the accepted value or significance of many things.

Prerequisite: Dexterity 10+
Effects: +1 Survival, +1 Tumble, +1 Hide, +1 Move Silently, -2 Lore, -2 Appraise
{112177} 
Long hours spent training with a wizard taught you many esoteric secrets, but your powers of observation and resistance to the everyday plagues of the world suffered.

Prerequisite: Sorcerer, Wizard, or Bard class
Effects: +1 Spellcraft, +1 Lore, +1 Craft Alchemy, -1 Fortitude Save, -1 Spot

{112178} EMPTY - PLEASE USE ME FOR SOMETHING
{112179} Door{BC_Blk1_D01}
{112180} Door{BC_Blk1_D02}
{112181} Door{BC_CWatch01_D01}
{112182} Door{BC_CWatch01_D02}
{112183} Door{BC_CWatch01_D03}
{112184} Door{BC_Estate01_D01}
{112185} Door{BC_Estate01_D02}
{112186} Door{BC_Estate02_D01}
{112187} Door{BC_Estate02_D02}
{112188} Door{BC_Estate03_D01}
{112189} Door{BC_Estate03_D02}
{112190} Door{BC_Hollow1_D01}
{112191} Door{BC_Hollow1_D02}
{112192} Door{BC_HOLLOW2_D01}
{112193} Door{BC_HOLLOW2_D02}
{112194} Door{BC_House01_D01}
{112195} Door{BC_HOUSE02_D01}
{112196} Door{BC_HOUSE02_D02}
{112197} Door{BC_House03_D01}
{112198} Door{BC_House03_D02}
{112199} Door{BC_House04_D01}
{112200} Door{BC_House05_D01}
{112201} Door{BC_House05_D02}
{112202} Door{BC_House06_D01}
{112203} Door{BC_House07_D01}
{112204} Door{BC_House07_D02}
{112205} Door{BC_House08_D01}
{112206} Door{BC_House08_D02}
{112207} Door{BC_HouseRM01_D01}
{112208} Door{BC_HouseRM01_D02}
{112209} Door{BC_HouseRM02_D01}
{112210} Door{BC_HouseRM05_D01}
{112211} Door{BC_HouseRM07_D01}
{112212} Door{BC_HouseRM07_D02}
{112213} Door{BC_HouseRM08_D01}
{112214} Door{BC_HouseRM10_D01}
{112215} Door{BC_HouseRW02_D01}
{112216} Door{BC_HouseRW02_D02}
{112217} Door{BC_HouseRW02_D03}
{112218} Door{BC_HouseRW02_D04}
{112219} Door{BC_HouseRW02_D05}
{112220} Door{BC_HouseRW02_D06}
{112221} Door{BC_HouseRW02_D07}
{112222} Door{BC_HouseRW02_D08}
{112223} Door{BC_HouseRW03_D01}
{112224} Door{BC_HouseRW05_D01}
{112225} Door{BC_HouseRW05_D02}
{112226} Door{BC_HouseRW07_D01}
{112227} Door{BC_Inn1_D01}
{112228} Door{BC_Inn1_D02}
{112229} Door{BC_Inn1_D03}
{112230} Door{BC_Lgth1_D01}
{112231} Door{BC_Lgth1_D02}
{112232} Door{BC_MAUS1_D01}
{112233} Door{BC_Merch01_D01}
{112234} Door{BC_Merch05_D01}
{112235} Door{BC_ShipCar1_D01}
{112236} Door{BC_ShipCar1_D02}
{112237} Door{BC_ShipGst_D01}
{112238} Door{BC_ShipWar1_D01}
{112239} Door{BC_SlumRow01_D01}
{112240} Door{BC_SlumRow01_D02}
{112241} Door{BC_SlumRow01_D03}
{112242} Door{BC_SlumRow02_D01}
{112243} Door{BC_SlumRow02_D02}
{112244} Door{BC_SlumRow02_D03}
{112245} Door{BC_SlumRow03_D01}
{112246} Door{BC_SlumRow03_D02}
{112247} Door{BC_SlumRow03_D03}
{112248} Door{BC_SlumRow04_D01}
{112249} Door{BC_SlumRow04_D02}
{112250} Door{BC_SlumRow04_D03}
{112251} Door{BC_StateB02_D01}
{112252} Door{BC_StateB02_D02}
{112253} Door{BC_SunkenF_D01}
{112254} Door{BC_SunkenF_D02}
{112255} Door{BC_SunkenF_D03}
{112256} Door{BC_SunkenF_D04}
{112257} Door{BC_TempleE01_D01}
{112258} Door{BC_TempleE01_D02}
{112259} Door{BC_TempleE01_D03}
{112260} Door{BC_TempleE01_D04}
{112261} Door{BC_TempleE01_D05}
{112262} Door{BC_TempleE01_D06}
{112263} Door{BC_TempleE02_D01}
{112264} Door{BC_TempleE03_D01}
{112265} Door{BC_TempleE04_D01}
{112266} Door{BC_TempleG01_D01}
{112267} Door{BC_TempleG01_D02}
{112268} Door{BC_TowerW01_D01}
{112269} Door{BC_TowerW02_D01}
{112270} Door{BC_Wareh01_D01}
{112271} Door{BC_Watch02_D01}
{112272} Door{BC_Watch02_D02}
{112273} Door{BC_Watch02_D03}
{112274} Door{BL_ShedL01_D01}
{112275} Door{BL_ShedM01_D01}
{112276} Door{BR_Barn1_D01}
{112277} Door{BR_Barn1_D02}
{112278} Door{BR_Barn1_D03}
{112279} Door{BR_Barn1_D04}
{112280} Door{BR_Barn2_D01}
{112281} Door{BR_Barr1_D01}
{112282} Door{BR_Barr1_D02}
{112283} Door{BR_FarmHouse_D01}
{112284} Door{BR_FarmHouse_D02}
{112285} Door{BR_FarmHouse_D03}
{112286} Door{BR_House01_D01}
{112287} Door{BR_House01_D02}
{112288} Door{BR_House02_D01}
{112289} Door{BR_House02_D02}
{112290} Door{BR_House03_D01}
{112291} Door{BR_House03_D02}
{112292} Door{BR_House04_D01}
{112293} Door{BR_House04_D02}
{112294} Door{BR_House05_D01}
{112295} Door{BR_House05_D02}
{112296} Door{BR_House06_D01}
{112297} Door{BR_House06_D02}
{112298} Door{BR_HouseB1_D01}
{112299} Door{BR_HouseB1_D02}
{112300} Door{BR_Inn2_D01}
{112301} Door{BR_Inn2_D02}
{112302} Door{BR_TempleE01_D01}
{112303} Door{BR_TempleE01_D02}
{112304} Door{BR_TempleG01_D01}
{112305} Door{BR_TempleG01_D02}
{112306} Door{BR_TownHll01_D01}
{112307} Door{BR_TownHll01_D02}
{112308} Door{BR_TownHll01_D03}
{112309} Door{BR_TownHll01_D04}
{112310} Door{BR_TownHll01_D05}
{112311} Door{BR_WindML1_D01}
{112312} Temp_Doorway
{112313} Eldritch Blast (1d6)
{112314} Damage Reduction 1/cold iron
{112315} Damage Reduction 2/cold iron
{112316} Damage Reduction 3/cold iron
{112317} Damage Reduction 4/cold iron
{112318} Damage Reduction 5/cold iron
{112319} Eldritch Lore
{112320} Deceive Item
{112321} Fiendish Resilience 1
{112322} Fiendish Resilience 2
{112323} Fiendish Resilience 5
{112324} Imbue Item
{112325} Enhanced Special Mount
{112326} Mounted Weapon Bonus (Lance) 1
{112327} Mounted Weapon Bonus (Lance) 2
{112328} Mounted Weapon Bonus (Lance) 3
{112329} Mounted Weapon Bonus (Sword) 1
{112330} Mounted Weapon Bonus (Sword) 2
{112331} Mounted Weapon Bonus (Sword) 3
{112332} Ride Bonus +2
{112333} Ride Bonus +4
{112334} Ride Bonus +6
{112335} Ride Bonus +8
{112336} Courtly Knowledge
{112337} Deadly Charge
{112338} Enhanced Mount Speed
{112339} Full Mounted Attack
{112340} Unstoppable Charge
{112341} Frenzy 1
{112342} Frenzy 2
{112343} Frenzy 3
{112344} Frenzy 4
{112345} Frenzy 5
{112346} Frenzy 6
{112347} Frenzy 7
{112348} Frenzy 8
{112349} Frenzy 9
{112350} Frenzy 10
{112351} Supreme Cleave
{112352} Deathless Frenzy
{112353} Enhanced Power Attack
{112354} Inspire Frenzy 1
{112355} Inspire Frenzy 2
{112356} Inspire Frenzy 3
{112357} Supreme Power Attack
{112358} Swift and Silent
{112359} Greater Fireburst
{112360} Permanency
{112361} Shroud of Flame
{112362} Teleport
{112363} Vitriolic Sphere
{112364} Contingency
{112365} Disintegrate
{112366} Greater Heroism
{112367} Repulsion
{112368} Stone Body
{112369} Energy Immunity
{112370} Limited Wish
{112371} Mass Hold Person
{112372} Mass Invisibility
{112373} Spell Turning
{112374} Greater Teleport
{112375} Iron Body
{112376} Polar Ray
{112377} Mass Hold Monster
{112378} Stalking Spell
{112379} Wish
{112380} Righteous Might
{112381} Mass Cure Moderate Wounds
{112382} Mass Inflict Moderate Wounds
{112383} Fortunate Fate
{112384} Mass Cure Serious Wounds
{112385} Mass Inflict Serious Wounds
{112386} Greater Spell Immunity
{112387} Mass Cure Critical Wounds
{112388} Mass Inflict Critical Wounds
{112389} Miracle
{112390} Song of Discord
{112391} Fiendish Resilience
{112392} Berserker Frenzy
{112393} Inspire Frenzy
{112394} Inspire Courage
{112395} Inspire Competence
{112396} Inspire Defense
{112397} Inspire Regeneration
{112398} Inspire Toughness
{112399} Inspire Slowing
{112400} Inspire Jarring
{112401} Countersong
{112402} Fascinate
{112403} Haven Song
{112404} Cloud Mind
{112405} Ironskin Chant
{112406} Song of Freedom
{112407} Song of Heroism
{112408} Legionnaire's March
{112409} Leavetakings
{112410} The Spirit of the Wood
{112411} The Fall of Zeeaire
{112412} The Battle of Highcliff
{112413} The Siege of Crossroad Keep
{112414} A Tale of Heroes
{112415} The Tinker's Song
{112416} The Dirge of Ancient Illefarn
{112417} Song of Ages
{112418} Bugbear
{112419} Amur Cork
{112420} Amur Cork - Spring
{112421} Amur Cork - Winter
{112422} Blue Gum - Winter
{112423} Angelica - Summer
{112424} BlackPine
{112425} BuckThornB
{112426} Yucca
{112427} BuckThornW
{112428} Yucca - Cluster
{112429} YuccaFLC
{112430} EnglishOakW
{112431} GhostGumW
{112432} Fern
{112433} GimletFR
{112434} GimletS
{112435} LazyRock
{112436} LazyRockS
{112437} LazyRockW
{112438} LiveOakF2
{112439} LiveOakS
{112440} LiveOakW
{112441} FernFL
{112442} Monterey
{112443} MontereyW
{112444} RedGumFL
{112445} RedOakW
{112446} SkinnyBo
{112447} Spruce
{112448} SwordPlant
{112449} UmbrellaThornFl
{112450} WillowW
{112451} AzaliaC
{112452} AzaliaPinkC
{112453} BoxwoodC
{112454} Bush
{112455} BushC
{112456} BushFL
{112457} BushFLC
{112458} Cattail
{112459} Holly
{112460} HollyC
{112461} HollyRing
{112462} HollyRow
{112463} HollySquare
{112464} MarigoldC
{112465} MorningGloryC
{112466} CityBGazebo01
{112467} CityBGazebo02
{112468} CityBHouseRow8
{112469} CityBHouseRow9
{112470} CityBHouseRow10
{112471} CityBHouseRow11
{112472} CityBHouseRow12
{112473} CityBHouseRow13
{112474} CityBHouseRow14
{112475} CityMPlanterWood01
{112476} CityMPlanterCement02
{112477} Bag{CityMBag02}
{112478} Barrel{CityMBarrel04}
{112479} Barrel{CityMBarrel05}
{112480} Barrel{CityMBarrel06}
{112481} Basket{CityMBasket02}
{112482} CityMBench04
{112483} CityMBench05
{112484} Crate{CityMCrate06}
{112485} Crate{CityMCrate07}
{112486} CityMPedastal02
{112487} CityMPlaza03
{112488} Sacks{CityMSacks2}
{112489} Sarcophagus{CityMSarcophagus2}
{112490} Skull Pile{CityMSkullPile2}
{112491} Statue{CityMStatue04}
{112492} Statue{CityMStatue05}
{112493} Vase{CityMVase03}
{112494} Vase{CityMVase04}
{112495} CliffsMFountain2
{112496} Bucket{RuralMBucket02}
{112497} Broken Bucket{RuralMBrokenBucket2}
{112498} RuralMSawhorse2
{112499} RuralMStool2
{112500} CityB_Curb001
{112501} CityB_Curb002
{112502} CityB_Curb003
{112503} CityB_Curb004
{112504} CityB_Curb005
{112505} CityB_Curb006
{112506} CityB_Curb007
{112507} CityB_Curb008
{112508} CityB_Curb009
{112509} CityB_Curb010
{112510} CityB_Curb011
{112511} CityB_Curb012
{112512} CityB_Curb013
{112513} CityB_Curb014
{112514} CityB_Curb015
{112515} CityB_Curb016
{112516} CityB_Curb017
{112517} CityB_Curb018
{112518} CityB_Curb019
{112519} CityB_Curb020
{112520} CityB_Curb021
{112521} CityB_Curb022
{112522} CityB_Curb023
{112523} CityB_Curb024
{112524} CityB_Curb025
{112525} CityB_Curb026
{112526} CityB_Curb027
{112527} CityB_Curb028
{112528} CityB_Curb029
{112529} CityB_Curb030
{112530} CityB_Curb031
{112531} CityB_Curb032
{112532} CityB_Curb033
{112533} CityB_Curb034
{112534} CityB_Curb035
{112535} CityB_Curb036
{112536} CityB_Curb037
{112537} CityB_Curb038
{112538} CityB_Curb039
{112539} CityB_Curb040
{112540} CityB_Curb041
{112541} CityB_Curb042
{112542} CityB_Curb043
{112543} CityB_Curb044
{112544} CityB_Curb045
{112545} CityB_Curb046
{112546} CityB_Curb047
{112547} CityB_Curb048
{112548} CityB_Curb049
{112549} CityB_Curb050
{112550} CityBMerchant5
{112551} Yucca - Flowers
{112552} Greater Frenzy
{112553} CityMWeatherVane
{112554} CityMPlanter01
{112555} CityMPlanter02
{112556} CityMPlanter03
{112557} CityMPlanter04
{112558} CityMPlanter05
{112559} CityBGuard3
{112560} Sewer Entrance{CityMSewerEntrance2}
{112561} Sewer Entrance{CityMSewerEntrance3}
{112562} Armor Rack{CityMArmorRack4}
{112563} CityMScroll1
{112564} CityMScroll2
{112565} Broken Wagon{RuralMWagonBroken2}
{112566} CityMCrane2
{112567} RuralMHandpump2
{112568} RuralMHandpump3
{112569} RuralMHandpump4
{112570} CityBDock_Trapezoid2
{112571} Weapon Rack{CityMWeaponRack2}
{112572} 
{112573} RedDragonTail
{112574} School of Magic: <CUSTOM0>
{112575} Neverwinter Nine
{112576} Neverwinter Nine (Magus)
{112577} Neverwinter Nine (Agent)
{112578} Bardsong Enhancement (Neverwinter Nine)
{112579} Merchant Discount (Neverwinter Nine)
{112580} Access to Teleportation (Neverwinter Nine)
{112581} Guarding the Lord
{112582} Furious Assault
{112583} Group Spell Resistance (10)
{112584} Potent Casting
{112585} Sneak Attack 1 (Neverwinter Nine)
{112586} Sneak Attack 2 (Neverwinter Nine)
{112587} Sneak Attack 3 (Neverwinter Nine)
{112588} Stealth Run
{112589} Insidious Attack
{112590} 
{112591} CityMRug2
{112592} CityMRug3
{112593} CityMRug4
{112594} CityMRug5
{112595} CityBSlumRow5
{112596} CityMChandelier01
{112597} Arcane Trickster Sneak Attack (+1d6)
{112598} Arcane Trickster Sneak Attack (+2d6)
{112599} Arcane Trickster Sneak Attack (+3d6)
{112600} Arcane Trickster Sneak Attack (+4d6)
{112601} Arcane Trickster Sneak Attack (+5d6)
{112602} Ranged Legerdemain 1
{112603} Ranged Legerdemain 2
{112604} Ranged Legerdemain 3
{112605} Impromptu Sneak Attack 1
{112606} Impromptu Sneak Attack 2
{112607} Arcane Trickster Spellcasting (Bard)
{112608} Arcane Trickster Spellcasting (Sorcerer)
{112609} Arcane Trickster Spellcasting (Wizard)
{112610} Contemplative Spellcasting Class (Cleric)
{112611} Contemplative Spellcasting Class (Druid)
{112612} Contemplative Spellcasting Class (Paladin)
{112613} Contemplative Spellcasting Class (Ranger)
{112614} Divine Wholeness
{112615} Divine Body
{112616} Divine Soul
{112617} Mystic Union
{112618} Mystic Theurge Spellcasting Class (Bard)
{112619} Mystic Theurge Spellcasting Class (Sorcerer)
{112620} Mystic Theurge Spellcasting Class (Wizard)
{112621} Mystic Theurge Spellcasting Class (Cleric)
{112622} Mystic Theurge Spellcasting Class (Druid)
{112623} Mystic Theurge Spellcasting Class (Paladin)
{112624} Mystic Theurge Spellcasting Class (Ranger)
{112625} Sacred Fist Spellcasting Class (Cleric)
{112626} Sacred Fist Spellcasting Class (Druid)
{112627} Sacred Fist Spellcasting Class (Paladin)
{112628} Sacred Fist Spellcasting Class (Ranger)
{112629} Sacred Fist AC Bonus 1
{112630} Sacred Fist AC Bonus 2
{112631} Sacred Fist AC Bonus 3
{112632} Sacred Fist Unarmed Damage
{112633} Sacred Fist Fast Movement
{112634} Sacred Fist Sacred Flames 1
{112635} Sacred Fist Sacred Flames 2
{112636} Sacred Fist Inner Armor
{112637} Blindsense
{112638} Shadow Thief of Amn Sneak Attack 1
{112639} Shadow Thief of Amn Sneak Attack 2
{112640} Shadow Thief of Amn Sneak Attack 3
{112641} Doublespeak
{112642} Shadow Thief of Amn Reputation
{112643} Neverwinter Nine Spellcasting Class (Cleric)
{112644} Neverwinter Nine Spellcasting Class (Druid)
{112645} Neverwinter Nine Spellcasting Class (Sorcerer)
{112646} Neverwinter Nine Spellcasting Class (Wizard)
{112647} Neverwinter Nine Spellcasting Class (Warlock)
{112648} Improved Defense 1
{112649} Improved Defense 2
{112650} Improved Defense 3
{112651} Improved Defense 4
{112652} Harper Spellcasting (Cleric)
{112653} Harper Spellcasting (Druid)
{112654} Harper Spellcasting (Sorcerer)
{112655} Harper Spellcasting (Wizard)
{112656} Harper Spellcasting (Warlock)
{112657} Harper Spellcasting (Bard)
{112658} Harper Spellcasting (Paladin)
{112659} Harper Spellcasting (Ranger)
{112660} Lurue's Voice
{112661} Mystra's Boon
{112662} Deadly Charge 2
{112663} Deadly Charge 3
{112664} Deadly Charge 4
{112665} Improved Critical (Falchion)
{112666} Weapon Focus (Falchion)
{112667} Weapon Specialization (Falchion)
{112668} Epic Devastating Critical (Falchion)
{112669} Epic Weapon Focus (Falchion)
{112670} Epic Weapon Specialization (Falchion)
{112671} Epic Overwhelming Critical (Falchion)
{112672} Weapon of Choice (Falchion)
{112673} Greater Weapon Focus (Falchion)
{112674} Greater Weapon Specialization (Falchion)
{112675} Power Critical (Falchion)
{112676} Improved Critical (Greatclub)
{112677} Weapon Focus (Greatclub)
{112678} Weapon Specialization (Greatclub)
{112679} Epic Devastating Critical (Greatclub)
{112680} Epic Weapon Focus (Greatclub)
{112681} Epic Weapon Specialization (Greatclub)
{112682} Epic Overwhelming Critical (Greatclub)
{112683} Weapon of Choice (Greatclub)
{112684} Greater Weapon Focus (Greatclub)
{112685} Greater Weapon Specialization (Greatclub)
{112686} Power Critical (Greatclub)
{112687} Improved Critical (Lance)
{112688} Weapon Focus (Lance)
{112689} Weapon Specialization(Lance)
{112690} Epic Devastating Critical (Lance)
{112691} Epic Weapon Focus (Lance)
{112692} Epic Weapon Specialization (Lance)
{112693} Epic Overwhelming Critical (Lance)
{112694} Weapon of Choice (Lance)
{112695} Greater Weapon Focus (Lance)
{112696} Greater Weapon Specialization (Lance)
{112697} Power Critical (Lance)
{112698} Improved Critical (Sap)
{112699} Weapon Focus (Sap)
{112700} Weapon Specialization (Sap)
{112701} Epic Devastating Critical (Sap)
{112702} Epic Weapon Focus (Sap)
{112703} Epic Weapon Specialization (Sap)
{112704} Epic Overwhelming Critical (Sap)
{112705} Weapon of Choice (Sap)
{112706} Greater Weapon Focus (Sap)
{112707} Greater Weapon Specialization (Sap)
{112708} Power Critical (Sap)
{112709} Improved Critical (Shield, Light)
{112710} Weapon Focus (Shield, Light)
{112711} Weapon Specialization(Shield, Light)
{112712} Epic Devastating Critical (Shield, Light)
{112713} Epic Weapon Focus (Shield, Light)
{112714} Epic Weapon Specialization (Shield, Light)
{112715} Epic Overwhelming Critical (Shield, Light)
{112716} Weapon of Choice (Shield, Light)
{112717} Greater Weapon Focus (Shield, Light)
{112718} Greater Weapon Specialization (Shield, Light)
{112719} Power Critical (Shield, Light)
{112720} Improved Critical (Shield, Heavy)
{112721} Weapon Focus (Shield, Heavy)
{112722} Weapon Specialization(Shield, Heavy)
{112723} Epic Devastating Critical (Shield, Heavy)
{112724} Epic Weapon Focus (Shield, Heavy)
{112725} Epic Weapon Specialization (Shield, Heavy)
{112726} Epic Overwhelming Critical (Shield, Heavy)
{112727} Weapon of Choice (Shield, Heavy)
{112728} Greater Weapon Focus (Shield, Heavy)
{112729} Greater Weapon Specialization (Shield, Heavy)
{112730} Power Critical (Shield, Heavy)
{112731} Improved Critical (Spiked Shield, Light)
{112732} Weapon Focus (Spiked Shield, Light)
{112733} Weapon Specialization(Spiked Shield, Light)
{112734} Epic Devastating Critical (Spiked Shield, Light)
{112735} Epic Weapon Focus (Spiked Shield, Light)
{112736} Epic Weapon Specialization (Spiked Shield, Light)
{112737} Epic Overwhelming Critical (Spiked Shield, Light)
{112738} Weapon of Choice (Spiked Shield, Light)
{112739} Greater Weapon Focus (Spiked Shield, Light)
{112740} Greater Weapon Specialization (Spiked Shield, Light)
{112741} Power Critical (Spiked Shield, Light)
{112742} Improved Critical (Spiked Shield, Heavy)
{112743} Weapon Focus (Spiked Shield, Heavy)
{112744} Weapon Specialization(Spiked Shield, Heavy)
{112745} Epic Devastating Critical (Spiked Shield, Heavy)
{112746} Epic Weapon Focus (Spiked Shield, Heavy)
{112747} Epic Weapon Specialization (Spiked Shield, Heavy)
{112748} Epic Overwhelming Critical (Spiked Shield, Heavy)
{112749} Weapon of Choice (Spiked Shield, Heavy)
{112750} Greater Weapon Focus (Spiked Shield, Heavy)
{112751} Greater Weapon Specialization (Spiked Shield, Heavy)
{112752} Power Critical (Spiked Shield, Heavy)
{112753} None
{112754} Sign{ForestMSignpost04}
{112755} CityMChandelier04
{112756} Wagon{RuralMWagon05}
{112757} Wagon{RuralMWagon04}
{112758} Shelf{CityMShelf01}
{112759} Shelf{CityMShelf02}
{112760} Shelf{CityMShelf03}
{112761} Shelf{CityMShelf04}
{112762} CityMBed06
{112763} CityMBed07
{112764} Sign{ForestMSignpost05}
{112765} Stove{CityMStove02}
{112766} Stove{CityMStove03}
{112767} Plant{CityMHplant01}
{112768} Plant{CityMHplant02}
{112769} Plant{CityMHplant03}
{112770} Plant{CityMHplant04}
{112771} Arcane Trickster Spellcasting (Warlock)
{112772} Mystic Theurge Spellcasting Class (Warlock)
{112773} Persistent Spell
{112774} Weapons
{112775} Armors
{112776} Useables
{112777} Trinkets
{112778} Misc.
{112779} NPC_Garius
{112780} Door{Basic01}
{112781} Door{Basic02}
{112782} Door{CWatch01}
{112783} Door{CWatch02}
{112784} Door{Estate01}
{112785} Door{Farm01}
{112786} Door{Hollow01}
{112787} Door{Merch01}
{112788} Door{Slum01}
{112789} Door{StateB01}
{112790} Door{Shed01}
{112791} Door{TempleG01}
{112792} Door{TownHll01}
{112793} Door{TownHll02}
{112794} CityMChandelier02
{112795} Cask{CityMCasks01}
{112796} Cask{CityMCasks02}
{112797} Cask{CityMCasks03}
{112798} Fireplace{CityMFireplace01}
{112799} Fireplace{CityMFireplace02}
{112800} Smith Table{RuralMBSmithTable01}
{112801} CityMCurtain01
{112802} CityMBench5
{112803} CityMBench6
{112804} CityMBench7
{112805} CityMChair4
{112806} CityMLamp4
{112807} CityMLamp2
{112808} CityMLamp3
{112809} RuralMBSmithTable02
{112810} CityMCurtain02
{112811} CityMCurtain03
{112812} RuralBBridge01
{112813} Boulder Pile{RuralNBoulderPile01}
{112814} Boulder Pile{RuralNBoulderPile02}
{112815} Boulder Pile{RuralNBoulderPile03}
{112816} Boulder Pile{RuralNBoulderPile04}
{112817} Boulder Pile{RuralNBoulderPile05}
{112818} Boulder Pile{RuralNBoulderPile06}
{112819} Boulder Pile{RuralNBoulderPile07}
{112820} CliffsNPetrifiedTree01
{112821} CliffsNPetrifiedTree02
{112822} CliffsNPetrifiedTree03
{112823} RuralBBarn2Burn
{112824} Door{House}
{112825} RuralBRuins_Well
{112826} RuralBRuins_House
{112827} RuralBRuins_Wall1
{112828} RuralBRuins_Wall2
{112829} Statue{RuralBRuins_Statue1}
{112830} Statue{RuralBRuins_Statue2}
{112831} RuralBRuins_Column1
{112832} RuralBRuins_Column2
{112833} RuralBRuins_Wall3
{112834} RuralBRuins_Column3
{112835} Bookcase{CityMBookcase3}
{112836} CityMGameset1
{112837} Box{CityMLockBox01}
{112838} CityMSinkSmall
{112839} CityMSinkLarge
{112840} CityMStockadeSmall
{112841} CityMStockadeLarge
{112842} Stove{CityMStove01}
{112843} CityMWashTub
{112844} CityMShelfTubStuff01
{112845} CityMWeatherVane2
{112846} Sign{CliffsMSignPost4}
{112847} Sign{CliffsMSignPost5}
{112848} 
{112849} * You can not use this feat at this time *
{112850} RuralBLighthouse1
{112851} RuralBOuthouse1
{112852} RuralMWell1
{112853} Githyanki,Female
{112854} You may not use this feat for another <CUSTOM0> second(s).
{112855} Mindflayer
{112856} You cannot take control of that character at this time.
{112857} Spider_Glow
{112858} Spider_Kristal
{112859} SwampBHouse01
{112860} SwampBHouse03
{112861} SwampBHouse04
{112862} SwampBRowBoat02
{112863} SwampMPlanks01
{112864} SwampMPlanks02
{112865} SwampNGroundTwigs01
{112866} SwampNTree01
{112867} SwampNTree02
{112868} SwampNTreeMossy01
{112869} SwampNTreeMossy02
{112870} SwampNWater01
{112871} SwampNWater02
{112872} Door{House,Swamp}
{112873} None
{112874} 
You do not have a significant background trait.
{112875} SwampNGroundTwigs02
{112876} SwampNRocksMossy01
{112877} SwampNTreeFallen01
{112878} SwampNTreeFallen02
{112879} SwampNTreeFallen03
{112880} SwampNTree03
{112881} Stump{SwampNTreestump01}
{112882} SwampNWater03
{112883} SwampNTreeMossy03
{112884} Bladeling_Warrior, A
{112885} NPC_Duncan
{112886} NPC_LordNasher
{112887} NPC_ChildHHM
{112888} NPC_AmmonJerro
{112889} Door{T_SI_Door01}
{112890} Door{T_SM_Door01}
{112891} Door{T_IL_Door01}
{112892} CityBMerchant7
{112893} RuralBHouseBurned01
{112894} RuralBHouseBurned02
{112895} RuralBHouseBurned03
{112896} RuralBHouseBurned04
{112897} RuralBHouseBurned05
{112898} RuralBHouseBurned06
{112899} RuralBInn2Burned
{112900} RuralBLighthouse1Burned
{112901} RuralBMilitaryTentL01
{112902} RuralBMilitaryTentL02
{112903} RuralBMilitaryTentL03
{112904} RuralBMilitaryTentM01
{112905} RuralBWatchtower1Burned
{112906} RuralBWindmill1Burned
{112907} SwampBHouse05
{112908} SwampBHouse06
{112909} SwampBRowBoat01
{112910} Armor Rack{CityMArmorRack5}
{112911} CityMBed8
{112912} CityMBooth01
{112913} CityMCabinetHC01
{112914} Cage{CityMCage01}
{112915} CityMChair5
{112916} Chest{CityMChest03}
{112917} Crate{CityMCrate08}
{112918} Footlocker{CityMFootlocker01}
{112919} Grave{CityMGraves4}
{112920} Grave{CityMGraves5}
{112921} CityMLamp5
{112922} CityMRug6
{112923} CityMRug7
{112924} Sarcophagus{CityMSarcophagus3}
{112925} Sign{CityMSign,BlacksmithShop}
{112926} Sign{CityMSign,WeaponShop}
{112927} Sign{CityMSign,ArmorShop}
{112928} Sign{CityMSign,MagicShop}
{112929} Sign{CityMSign,Stables}
{112930} Sign{CityMSign,GeneralProvisions}
{112931} Sign{CityMSign,Inn}
{112932} Sign{CityMSign,Tavern}
{112933} Sign{CityMSign,Tailor}
{112934} Sign{CityMSign,Apothecary}
{112935} Sign{CityMSign,TownHall}
{112936} Sign{CityMSign,Temple}
{112937} Sign{CityMSign,Library}
{112938} Sign{CityMSign,Barracks}
{112939} Sign{CityMSign,WainwrightWagons}
{112940} Sign{CityMSign,ExitLeft}
{112941} Sign{CityMSign,ExitRight}
{112942} Sign{CityMSign,ExitForward}
{112943} CityMFootstool2
{112944} CityMFootstool3
{112945} CityMFootstool4
{112946} CityMTable13
{112947} Trunk{CityMTrunk01}
{112948} CityMRollingPin
{112949} CityMCleaver
{112950} Wardrobe{CityMWardrobe01}
{112951} Alarm Gong {1}
{112952} RuralMFakeMineEntrance01
{112953} RuralMPracticeDummy
{112954} RuralMPikes01
{112955} RuralMPlate01
{112956} RuralMArcheryTarget02
{112957} SwampMWell01
{112958} NPC_ChildHHF
{112959} LordNasherCloak
{112960} CityMHay02
{112961} CityMHay03
{112962} CityMHay04
{112963} No AI Control
{112964} The character will not run any scripts in reponse to AI events.
{112965} 
{112966} Miscellaneous
{112967} General Feats
{112968} Proficiency Feats
{112969} Spellcasting Feats
{112970} Metamagic Feats
{112971} Item Creation Feats
{112972} Divine Feats
{112973} Skills and Save Feats
{112974} History Feats
{112975} Background Traits
{112976} Racial Abilities
{112977} Class Abilities
{112978} Default (Cloth)
{112979} CliffsBShed2S
{112980} RuralBChurch02
{112981} CityMBar01
{112982} CityMBar02
{112983} CityMBar03
{112984} CityMBar04
{112985} {CityMWorkbench,Alch}Alchemy Workbench
{112986} {CityMWorkbench,Armor}Armor Workbench
{112987} {CityMWorkbench,Magic}Magic Workbench
{112988} CityMShopCounter01
{112989} Crate{CityMCrate09}
{112990} Crate{CityMCrate10}
{112991} Crate{CityMCrate11}
{112992} Crate{CityMCrate12}
{112993} CityMGraves6
{112994} Lever{CityMLever01}
{112995} Lever{CityMLever02}
{112996} CityMOven02
{112997} {CityMWorkbench,Craftsman}Craftsman Workbench
{112998} RuralMAlarm02
{112999} RuralMPlow01
{113000} RuralMPlow02
{113001} RuralMStill
{113002} RuralMSiegeTrebuchet
{113003} RuralMSiegeTower
{113004} RuralMSiegeCatapult
{113005} RuralNWyvernNest01
{113006} RuralNWyvernNest02
{113007} RuralNWyvernNest03
{113008} RuralBWindmill2
{113009} Door{Cwall_Door}
{113010} TL_CVM0202_Hcurv_01
{113011} 
{113012} Elemental_Air_Huge
{113013} Elemental_Air_Greater
{113014} Elemental_Earth_Huge
{113015} Elemental_Earth_Greater
{113016} Elemental_Fire_Huge
{113017} Elemental_Fire_Greater
{113018} Elemental_Water_Huge
{113019} Elemental_Water_Greater
{113020} 
{113021} 
{113022} Type of Feat: Race.
Prerequisite: Aasimar.
Specifics: Aasimar have acid resistance 5, cold resistance 5, and electricity resistance 5.
Use: Automatic.
{113023} Type of Feat: Race
Prerequisite: Tiefling or half-elf.
Specifics: Tieflings and half-elves receive a +2 racial bonus on Bluff checks.
Use: Automatic.
{113024} Type of Feat: Race
Prerequisite: Tiefling.
Specifics: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.
Use: Automatic.

{113025} Infernal Resistance
{113026} Skill Affinity (Hide)
{113027} Type of Feat: Race
Prerequisite: Tiefling or deep gnome.
Specifics: This Feat gives a +2 racial bonus on Hide checks.
Use: Automatic.
{113028} Racial Spell (Darkness)
{113029} Type of Feat: Race
Prerequisite: Drow or tiefling.
Specifics: This feat grants the ability to cast Darkness as per the spell once per day (caster level equal to character level).
Use: Selected.
{113030} Racial Spell (Light)
{113031} Type of Feat: Race
Prerequisite: Aasimar.
Specifics: This feat grants the ability to cast Light five times per day (caster level equal to character level).
Use: Selected.
{113032} Spell Resistance
{113033} Type of Feat: Race
Prerequisite: Drow or Deep Gnome.
Specifics: This feat grants spell resistance equal to 11 + character level.
Use: Automatic.
{113034} Racial Spell (Blindness/Deafness)
{113035} Type of Feat: Race
Prerequisite: Deep Gnome.
Specifics: This feat grants the ability to cast Blindness/Deafness once per day (caster level equal to character level).
Use: Selected.
{113036} Slippery Defense
{113037} Type of Feat: Race
Prerequisite: Deep Gnome.
Specifics: This feat grants a +4 dodge bonus to AC against all creatures.
Use: Automatic.
{113038} Racial Spell (Change Self)
{113039} Type of Feat: Race
Prerequisite: Deep Gnome.
Specifics: This feat grants the ability to cast Invisibilty once per day (caster level equal to character level).
Use: Selected.
{113040} Racial Spell (Blur)
{113041} Type of Feat: Race
Prerequisite: Deep Gnome.
Specifics: This feat grants the ability to cast Blur once per day (caster level equal to character level).
Use: Selected.
{113042} Durability
{113043} Type of Feat: Race
Prerequisite: Deep Gnome.
Specifics: This feat grants a +2 bonus to all saving throws.
Use: Automatic.
{113044} Racial Spell (Faerie Fire)
{113045} Type of Feat: Race
Prerequisite: Drow.
Specifics: This feat grants the ability to cast Faerie Fire once per day (caster level equal to character level).
Use: Selected.
{113046} Racial Spell (Enlarge)
{113047} Type of Feat: Race
Prerequisite: Duergar.
Specifics: This feat grants the ability to cast Enlarge once per day (caster level is equal to twice the character level, minimum 3rd level).
Use: Selected.
{113048} Racial Spell (Invisibility)
{113049} Type of Feat: Race
Prerequisite: Duergar.
Specifics: This feat grants the ability to cast Invisibility once per day (caster level equal to twice the character level, minimum 3rd level).
Use: Selected.
{113050} Immunity to Paralysis
{113051} Type of Feat: Race
Prerequisite: Duergar or Red Dragon Disciple level 10.
Specifics: This feat grants immunity to paralysis.
Use: Automatic.
{113052} Battle Training vs. Aberrations
{113053} Type of Feat: Race
Prerequisite: Gold dwarf.
Specifics: This feat grants a +1 racial bonus on attack rolls against aberrations.
Use: Automatic.
{113054} Type of Feat: Class
Prerequisite: Warlock level 1.
Specifics: A warlock attacks his foes with eldritch power, using baleful magical energy to deal damage and sometimes impart other debilitating effects. It is a ranged touch attack that affects a single target, allowing no saving throw.  An <i>eldritch blast</i> is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to <i>eldritch blast.</i> Metamagic feats cannot improve a warlock's <i>eldritch blast</i> (because it is a spell-like ability, not a spell).
Use: Selected. An <i>eldritch blast</i> deals 1d6 points of damage at 1st level and increases in power as the warlock rises in level. An <i>eldritch blast</i> is the equivalent of a spell whose level is equal to one-half the warlock's class level (round down), with a minimum spell level of 1st and a maximum of 9th when a warlock reaches 18th level or higher.
{113055} Type of Feat: Class
Prerequisite: Warlock level 3.
Specifics: Fortified by the supernatural power flowing in his body, a warlock becomes resistant to physical attacks at 3rd level and above, gaining damage reduction 1/cold iron. At 7th level and every four levels thereafter, the damage reduction improves by 1.
Use: Automatic.

{113056} Type of Feat: Class
Prerequisite: Warlock level 8.
Specifics: Beginning at 8th level, a warlock knows the trick of fiendish resilience. Once per day, he can enter a state that lasts for 2 minutes. While in this state, the warlock gains fast healing 1. At 13th level, a warlock's fiendish resilience improves. When in his fiendish resilience state, he gains fast healing 2 instead. At 18th level, a warlock's fiendish resilience improves to fast healing 5.
Use: Selected.
{113057} Type of Feat: Class
Prerequisite: Warlock level 2.
Specifics: Beginning at 2nd level, a warlock gains a +2 competence bonus on Lore and Spellcraft checks.
Use: Selected.
{113058} Type of Feat: Class
Prerequisite: Warlock level 4.
Specifics: At 4th level, a warlock gains a +4 bonus to his Use Magic Device skill as long as at least one skill point has been invested into the skill.
Use: Automatic.
{113059} Type of Feat: Class
Prerequisite: Warlock level 12.
Specifics: A warlock of 12th level of higher can use his supernatural power to create magic items as if he met the spell requirements. So the warlock automatically gets a 25% discount to make all magic items and never has the CL to make an item increased by 3 because he doesn't meet the spell requirements.
Use: Selected.
{113060} Type of Feat: Metamagic
Prerequisite: Extend Spell feat, ability to cast 6th level spells.
Specifics: A persistent spell has a duration of 24 hours instead of its normal duration. Persistent Spell may only be applied to certain spells.
Use: A persistent spell uses a spell slot six levels higher than the spell's actual level.
{113061} Type of Feat: General
Prerequisite: None.
Specifics: You cannot use a Tower Shield unless you have this proficiency. Fighters get this feat for free at 1st level.
Use: Automatic.
{113062} Type of Feat: Class
Prerequisite: Barbarian level 3, rogue level 3, or dwarven defender level 4.
Specifics: A level 3 barbarian or rogue or level 4 dwarven defender gains a +1 bonus on Reflex saves made to avoid traps. For barbarians and rogues, this ability rises by +1 at 6th level and every 3 levels after that. For dwarven defenders, this ability rises to +2 at 8th level.
Use: Automatic.
{113063} Type of Feat: Class
Prerequisite: Ranger level 8.
Specifics: At 8th level, a ranger is always tracking and does not suffer a movement penalty for doing so.
Use: Automatic.
{113064} Type of Feat: Class
Prerequisite: Druid level 1 or ranger level 1.
Specifics: This feat grants the ability to speak with animals.
Use: Automatic.
{113065} Type of Feat: Class
Prerequisite: Frenzied Berserker level 1
Specifics: The frenzied berserker gains this ability at 1st level. Frenzy works like a modified version of the barbarian's rage ability. It adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC,  and gives the frenzied berserker a single extra attack at his highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the frenzied berserker takes 6 points of damage. The effects last 3 + Constitution modifier rounds, after which the frenzied berserker is fatigued for 5 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. Initially, this ability can be used once per day and at 3rd level and every odd level after that, the frenzied berserker gains an additional use per day.
Special: Bonuses and penalties (including fatigue penalties) from Frenzy and Barbarian Rage stack.
Use: Selected. This ability cannot be re-used until the fatigue effects have expired.
{113066} Type of Feat: Class
Prerequisite: Frenzied berserker level 2
Specifics: At 2nd level, if the frenzied berserker triggers a Cleave, they gain two additional attacks against a nearby foe instead of one.
Use: Automatic.
{113067} Type of Feat: Class
Prerequisite: Frenzied berserker level 4.
Specifics:At 4th level, when the frenzied berserker is frenzying he has the equivalent of the 4th level cleric spell <i>death ward</i> in place. The frenzied berserker is immune to any death spells, spell-like abilities, and death effects.
Use: Automatically triggers when in frenzy.
{113068} Type of Feat: Class
Prerequisite: Frenzied berserker level 5.
Specifics: At 5th level, the frenzied berserker gains a +5 damage bonus (instead of +3) when using the Power Attack feat. When using the Improved Power Attack feat, the frenzied berserker gains a +10 damage bonus (instead of +6).
Use: Selected.
{113069} Type of Feat: Class
Prerequisite: Frenzied berserker level 6.
Specifics: At 6th level, the frenzied berserker can inspire Frenzy in all allies. This ability has no effect on the frenzied berserker, only the berserker's allies. The Frenzy effect adds a +6 bonus to Strength (no Constitution bonus), imposes a -4 penalty to AC,  and gives the subjects a single extra attack at their highest Base Attack Bonus (this does not stack with Haste or other effects that add an additional attack). Each round of the frenzy, the subjects takes 6 points of damage. The effects last 2 rounds, after which the subjects are fatigued for 2 rounds, suffering -2 Strength, -2 Dexterity, and -10% movement penalties. The frenzied berserker can use this ability once per day at 6th level, twice at 8th level, and three times at 10th level.
Special: Bonuses from Inspire Frenzy and Barbarian Rage do not stack, though penalties do. If both abilities are used, only the highest modifiers are applied and all penalties take effect.
Use: Selected. The frenzied berserker must wait at least four rounds between uses of this ability.
{113070} Type of Feat: Class
Prerequisite: Frenzied berserker level 8.
Specifics: At 8th level, the frenzied berserker gets a +10 Strength bonus when using the Frenzy ability instead of +6.
Use: Automatic.
{113071} Type of Feat: Class
Prerequisite: Frenzied berserker level 10.
Specifics: At 10th level, the frenzied berserker gains a +6 damage bonus (instead of +3) when using the Power Attack feat. When using the Improved Power Attack feat, the frenzied berserker gains a +12 damage bonus (instead of +6).
Use: Automatic.
{113072} Type of Feat: General
Prerequisite: Dex 15, Two Weapon Fighting.
Specifics: When wielding a double weapon or two weapons, you gain a +1 shield bonus to your AC. When using the Parry action, instead you get a +2 skill bonus added to your Parry skill check to avoid an incoming blow.
Use: Automatic.
{113073} Type of Feat: General
Prerequisite: Stealthy
Specifics: In Stealth Mode, the character now moves at 75% speed instead of 50% speed.
Use: Automatic.
{113074} Type of Feat: Class
Prerequisite: Sacred fist level 1.
Specifics: At first level when unencumbered and wearing light or no armor, a sacred fist gains a +1 AC bonus. This bonus increases to +2 at 5th level, and +3 at 10th level.
Use: Automatic.
{113075} Type of Feat: Class
Prerequisite: Sacred fist level 1.
Specifics: A sacred fist's class level stacks with his monk levels for the purposes of determining his unarmed damage. If the sacred fist has no levels of monk, he starts at first level of the monk chart.
Use: Automatic.
{113076} Type of Feat: Class
Prerequisite: Sacred fist level 1.
Specifics: If the sacred fist has levels of monk, his sacred fist level stacks with his monk level for purposes of determining Monk Speed. If the sacred fist has no level of monk he gets the equivalent of monk speed at 3rd level, and it progresses identically to the 3rd level monk ability Monk Speed.
Use: Automatic.
{113077} Type of Feat: Class
Prerequisite: Sacred fist level 4.
Specifics: At 4th level the sacred fist can invoke sacred flames around his fists. These flames add to the sacred fist's unarmed damage. The additional damage is equal to the sacred fist's class level and Wisdom modifier. This lasts 10 combat rounds. This ability initially can only be used once per day, increasing to twice per day at 8th level.
Use: Selected.
{113078} Type of Feat: Class
Prerequisite: Sacred fist level 10.
Specifics: At 10th level, the sacred fist can protect himself from harm once per day. He gets a +4 sacred bonus to AC, a +4 sacred bonus on all saves, and spell resistance of 25 for a number of rounds equal to his Wisdom modifier.
Use: Selected.
{113079} Type of Feat: Class
Prerequisite: Red dragon disciple level 5.
Specifics: At 5th level, the red dragon disciple gains the ability to fight well, even if blinded or against invisible creatures. A character with this ability gets to reroll her miss chance percentile one time to see if she actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee.
Use: Automatic.
{113080} Type of Feat: Class
Prerequisite: Shadow thief level 1.
Specifics: Starting at 1st level, the shadow thief gets the sneak attack ability at +1d6 damage. This is the same as the rogue ability of the same name, and its effects stack with that ability. This ability increases by +1d6 at 3rd and 5th level.
Use: Automatic.
{113081} Type of Feat: Class
Prerequisite: Shadow thief level 1.
Specifics: At 1st level, the shadow thief gets a +2 bonus on all Bluff and Diplomacy checks.
Use: Automatic.
{113082} Type of Feat: Class
Prerequisite: Shadow thief level 3.
Specifics: At 3rd level, the shadow thief gets a 10% discount from all merchants and an additional +2 bonus on all Bluff, Intimidate, and Diplomacy checks because of his reputation.
Use: Automatic.
{113083} Type of Feat: Class
Prerequisite: Contemplative level 3.
Specifics: At 3rd level and higher a contemplative can heal themselves for four times their contemplative level in hit points. This ability may be used once per day.
Use: Selected.
{113084} Type of Feat: Class
Prerequisite: Contemplative level 5.
Specifics: At 5th level, the contemplative becomes completely immune to poison.
Use: Automatic.
{113085} Type of Feat: Class
Prerequisite: Contemplative level 7.
Specifics: At 7th level the contemplative gains spell resistance equal to his class level + 15.
Use: Automatic.
{113086} Type of Feat: Class
Prerequisite: Contemplative level 10.
Specifics: At 10th level the contemplative gains immunity to all mind-affecting spells and effects, and damage reduction 10/magic.
Use: Automatic.
{113087} Type of Feat: Class
Prerequisite: Contemplative level 1.
Specifics: At 1st and 6th level, the contemplative gains access to an additional domain.
Use: Automatic.
{113088} Type of Feat: Class
Prerequisite: Contemplative level 1.
Specifics: A contemplative continues to gain access to more powerful divine magic while following the contemplative path. Thus, when a new contemplative level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in the spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of turning or rebuking undead, more frequent remove disease, and so on). If she had multiple divine spellcasting classes prior to becoming a contemplative, she chooses which one to advance.
Use: Automatic.
{113089} Type of Feat: Class
Prerequisite: Mystic theurge level 1.
Specifics: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefits a character of that class would have gained (bonus metamagic or item creation feats, bard or assassin abilities, and so on).
Use: Automatic.
{113090} Type of Feat: Class
Prerequisite: Sacred fist level 1.
Specifics: Every level except 4th and 8th level, the sacred fist progresses in one selected divine spellcasting class. If a character had more than one spellcasting class in which he could cast divine spells before he became a sacred fist, the player must decide which class to assign each level of sacred fist for the purpose of determining spells per day and spells known.
Use: Automatic.
{113091} Type of Feat: Class
Prerequisite: Arcane trickster level 1.
Specifics: At 1st level, once per day the arcane trickster can open a lock or disarm a trap at range (maximum 30'). This increases the DC of the action by 5. For traps, if the check fails then the trap is triggered and the trickster won't be damaged (unless the trap affects an area that the trickster is in). If the player targets a trap that is out of range, they move to within the maximum distance for the ability then use it. He can use this ability twice per day at 5th level, and then three times a day at 9th level.
Use: Selected.
{113092} Type of Feat: Class
Prerequisite: Arcane trickster level 2.
Specifics: At every even level the arcane trickster gains an additional +1d6 to their sneak attack damage. This is in addition to the rogue sneak attack dice.
Use: Automatic.
{113093} Type of Feat: Class
Prerequisite: Arcane trickster level 3.
Specifics: At 3rd level, once per day, the arcane trickster can use this ability to deny his targeted opponent their DEX mod in the next round and this additionally allows the arcane trickster to sneak attack that opponent (unless the creature is immune to sneak attacks). At 7th level they can use this ability twice per day.
Use: Selected.
{113094} Type of Feat: Class
Prerequisite: Arcane trickster level 1.
Specifics: When a new arcane trickster level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, etc.), except for an increased effective level of spellcasting. This spellcasting class is chosen from any arcane spellcasting classes you have when you first become an arcane trickster, and all arcane trickster levels only improve spells per day progression in that one class.
Use: Automatic.
{113095} Type of Feat: Class
Prerequisite: Neverwinter Nine level 1.
Specifics: A member of the Neverwinter Nine gets a 10% discount from any lawful merchant in Neverwinter (or Crossroad Keep). Illicit merchants may not honor this.
Use: Automatic.
{113096} Type of Feat: Class
Prerequisite: Neverwinter Nine level 1.
Specifics: At 1st and 4th level, the Neverwinter Nine get an extra feat. Any feat whose prerequisites the Nine meets can be taken.
Use: Automatic.
{113097} Type of Feat: Class
Prerequisite: Neverwinter Nine level 2.
Specifics: Starting at 2nd level, the Neverwinter Nine gains access to master wizards of the Many-Starred Cloaks who provide free teleportation spells. This provides instantaneous transport to selected locations.
Use: Automatic.
{113098} Type of Feat: Class
Prerequisite: Neverwinter Nine level 3.
Specifics: At 3rd level, the Nine can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Nine's character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the member of the Nine takes half the initial damage rounded down (instead of the remaining).
Use: Selected, this ability can be used 3 times per day.
{113099} Type of Feat: Class
Prerequisite: Neverwinter Nine level 5.
Specifics:At 5th level, the Nine can concentrate for a round and focus his strength, making all of his melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Nine takes 10 points of damage from the incredible strain.
Use: Selected, this ability can be used once per day.
{113100} Type of Feat: Class
Prerequisite: Neverwinter Nine Magus level 3.
Specifics: At 3rd level, the Neverwinter Nine Magus gains spell resistance 10 + Neverwinter Nine level which affects himself and anyone with 10' of him.
Use: Automatic.
{113101} Type of Feat: Class
Prerequisite: Neverwinter Nine Magus level 5.
Specifics: At 5th level, the Neverwinter Nine Magus can spend a full round action and then begin potent casting. Every spell cast for the next three rounds automatically is treated as if effected by the Empower or Extend metamagic feat (depending on the type of spell cast). This ability can be used once per day.
Use: Selected.
{113102} Type of Feat: Class
Prerequisite: Neverwinter Nine Agent level 1.
Specifics: The Neverwinter Nine Agent gains a +1d6 bonus to sneak attacks at 1st level. He gets an additional +1d6 at 3rd and 5th levels. This bonus stacks with a rogue's sneak attack bonuses.
Use: Automatic.
{113103} Type of Feat: Class
Prerequisite: Neverwinter Nine Agent level 3.
Specifics: Beginning at 3rd level, the Neverwinter Nine Agent can move faster when sneaking than normal. They move at 75% of their base speed instead of 50%. If they have the Swift and Silent feat, then they can move at 100% speed while in Stealth Mode.
Use: Automatic.
{113104} Type of Feat: Class
Prerequisite: Neverwinter Nine Agent level 5.
Specifics: At 5th level, the Neverwinter Nine Agent can spend a full found action and launch a set of insidious attacks. These attacks allow the Agent to do sneak attacks for three rounds even if the opponent isn't denied their DEX bonus. If the Agent's opponent is immune to critical attacks, they are similarly immune to this ability. This ability can be used once per day.
Use: Selected.
{113105} Type of Feat: Class
Prerequisite: Duelist level 1.
Specifics: When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level as a dodge bonus to AC while wielding a melee weapon. For instance, a 2nd-level duelist with an Intelligence score of 16 (+3 bonus) can add +2 to her Armor Class.
Use: Automatic.
{113106} Type of Feat: Class
Prerequisite: Duelist level 2.
Specifics: At 2nd level, the duelist can improve his reaction time and speed, triggering the equivalent of the Haste spell. This ability can be used once per day. Every two levels after that, the duelist can use it one more time a day. The duelist's caster level for this effect is equal to his class level.
Use: Selected.
{113107} Type of Feat: Class
Prerequisite: Duelist level 3.
Specifics: When wearing no armor and not using a shield, a 3rd level duelist gains an additional +4 to AC against attacks of opportunity due to movement.
Use: Automatic.
{113108} Type of Feat: Class
Prerequisite: Duelist level 4.
Specifics: At 4th level, a duelist gains an additional +2 competence bonus to all Reflex saves.
Use: Automatic.
{113109} Type of Feat: Class
Prerequisite: Duelist level 5.
Specifics: At 5th level, the duelist gains the ability to strike precisely with a light or one-handed piercing weapon, dealing an extra 1d6 piercing damage. When making a precise strike, a duelist cannot attack with a weapon in her off-hand or use a shield. Creatures immune to critical hits are likewise immune to Precise Strike damage. At 10th level, the damage increases to 2d6.
Use: Selected.
{113110} Type of Feat: Class
Prerequisite: Duelist level 6.
Specifics: Periodically in combat the duelist can prepare a special attack. If this Flourish attack connects with an opponent, it inflicts an additional 2d6 piercing damage. It has a cooldown of 30 seconds.
Use: Selected.
{113111} Type of Feat: Class
Prerequisite: Duelist level 7.
Specifics: At 7th level, the duelist adds his class level to his Parry skill.
Use: Automatic.
{113112} Type of Feat: Class
Prerequisite: Duelist level 9.
Specifics: At 9th level, the duelist gains the Deflect Arrow feat.
Use: Automatic.
{113113} Type of Feat: General
Prerequisite: Heal 4 ranks.
Specifics: This feat adds +2 points per spell level to the amount of damage healed by any healing spell. E.g., a 1st level Cure Light Wounds would heal an additional 2 hit points of damage and a 3rd level Cure Moderate Wounds would heal an additional 6 hit points of damage.
Use: Automatic.
{113114} Type of Feat: General
Prerequisite: Spell Focus (Conjuration)
Specifics: Each creature you conjure with a summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration it is summoned.
Use: Automatic.
{113115} Type of Feat: General
Prerequisite: Bard level 1 or warlock level 1.
Specifics: Building on your armor training, you learn to wear medium armor without falling victim to arcane spell failure. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than Bard or Warlock.
Use: Automatic.
{113116} Type of Feat: Item Creation
Prerequisite: Caster level 5th.
Specifics: This feat grants the ability to create magic weapons, armor, and shields.

Enchanting armor or weapons through the use of this feat requires a magical workbench. The character places the item to be enchanted, along with all Essences, gems, and other reagents required, into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Provided the character is of at least the minimum required caster level, the weapon, armor, or shield placed in the workbench is enchanted.

A magical weapon, shield, or suit of armor can have a maximum of three enchantments on it. Recipe books, containing the required caster level, Essences, gems, and spells to create various magic arms and armors can be found throughout the game. Further formulae may be discovered by a determined artificer.

Use: Selected.
{113117} Type of Feat: Item Creation
Prerequisite: Caster level 3rd.
Specifics: This feat grants the ability to craft a wide variety of magical items, such as amulets and rings.

Crafting magic items through the use of this feat requires a magical workbench. The character places the appropriate Essences and gems, along with any base materials (such as iron ingots, wooden planks, or leather hides) into the magical workbench's inventory, then activates the enchantment by casting the correct spell on the workbench. Provided the character is of at least the minimum required caster level, the item is created.

Recipe books, containing the required caster level, gold piece cost, Essences, gems, spells, and materials to create various magic arms and armors can be found throughout the game. Further formulae may be discovered by the determined artificer.

Use: Selected.
{113118} Type of Feat: General
Prerequisite: Toughness
Specifics: Any time you need to make a saving throw versus something that would kill you outright, you get a +2 bonus to the roll. If you fail the saving throw, you get one free reroll to attempt to succeed. If that fails, then you die as normal. Effects that this would apply to include spells like <i>circle of death</i> and <i>phantasmal killer</i>, and also abilities like petrification.
Use: Automatic.
{113119} Type of Feat: General
Prerequisite: Dex 13, base attack bonus +2
Specifics: If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on attack and damage rolls against that creature for one round.
Use: Automatic.
{113120} Type of Feat: General
Prerequisite: Int 13, Combat Expertise
Specifics: The Feint feat can be used to deny your opponent their DEX bonus to AC for a combat round. In order for it to succeed you make a Bluff check with a target DC of the target's Base Attack Bonus plus their Spot skill. Regardless of whether their DEX bonus is removed, you only get a single attack that round (but Haste does stack with it). This feat is especially useful for rogues who can Sneak Attack with it. Any non-humanoid gets a +4 bonus to its DC. And against anything with a 1 or 2 intelligence it gets a +8 bonus to its DC. You can't feint against a non-intelligent creature.

A cleric with the Trickery domain receives this feat for free, even if he does not meet the prerequisites.
Use: Selected.
{113121} Type of Feat: General
Prerequisite: Dex 19, Two Weapon Fighting, Improved Two Weapon Fighting, base attack bonus +11
Specifics: This feat grants a third attack with your off-hand weapon with a -10 attack penalty.

Note: Rangers who select the Two-Weapon Fighting Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
Use: Automatic.
{113122} Type of Feat: General
Prerequisite: Manyshot, Point Blank Shot, Rapid Shot
Specifics: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls.

Note: Rangers who select the Archery Combat Style receive this feat at 11th level, even if they do not meet the prerequisites.
Use: Automatic.
{113123} Type of Feat: General
Prerequisite:  Shield Proficiency
Specifics: When you perform a shield bash, you don't lose the shield's AC bonus during that round.
Use: Automatic.
{113124} Type of Feat: General
Prerequisite: Dex 17, Two Weapon Defense, Two Weapon Fighting, base attack bonus +6
Specifics: When wielding a double weapon or two weapons, you gain a +2 shield bonus to your AC. When using the Parry action, this is replaced with a +4 skill bonus added to your Parry skill check to avoid an incoming blow.
Use: Automatic.
{113125} Type of Feat: General
Prerequisite: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Specifics: The first shot you fire in a round, you notch two arrows instead of one. Both arrows use the same attack roll, but the attack roll is made at a -4 penalty. If the attack roll hits, the target takes damage from both arrows (extra damage, as from sneak attack and/or critical hits, are only applied to one of the arrows). When your base attack bonus reaches +11, the first and second attacks you make in the round fire two arrows, and the attack roll penalty increases to -6. When your base attack bonus reaches +16, the first three attacks you make in the round fire two arrows, and the attack roll penalty increases to -8.

Note: Rangers who select the Archery Combat Style receive this feat at 6th level, even if they do not meet the prerequisites.
Use: Selected.

{113126} Type of Feat: Background Trait
Prerequisite: Only available at 1st level.
Specifics: At 1st level, you may use your Intelligence modifier instead of Constitution modifier to determine bonus hit points. Every subsequent level uses your Constitution bonus instead. In addition, every time you acquire a Metamagic or Spellcasting feat you gain +1 hit point.
Use: Automatic.
{113127} Type of Feat: General
Prerequisite: Base attack bonus +1
Specifics: This feat grants the ability to wield weapons that are normally two-handed for your race with only one hand at a -2 penalty to hit. For example: a human could wield a greatsword and a shield using this feat, while a halfling could wield a longsword in each hand. Medium sized characters (humans, half-orcs, elves, dwarves, etc) with this feat can use giant weapons (with -2 to hit). Note that this ability only applies to melee weapons and does not affect the use of crossbows, bows, etc.
Use: Automatic.
{113128} Type of Feat: General
Prerequisite: Wis 13, wild shape ability
Specifics: This feat grants the ability to cast spells while in wild shape form.
Use: Automatic.
{113129} Type of Feat: General
Prerequisite: None.
Specifics: This feat grants a +2 bonus to Diplomacy and Bluff.
Use: Automatic.

{113130} Type of Feat: General
Prerequisite: None.
Specifics: This feat grants a +2 bonus to Open Locks and Disarm Traps.
Use: Automatic.
{113131} Type of Feat: General
Prerequisite: None.
Specifics: You immediately gain 5 skill points. You spend these skill points as normal. If you spend them on cross-class skills, they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.
Use: Automatic.

{113132} Type of Feat: General
Prerequisite: None.
Specifics: When facing an opponent using the Parry skill, you add your character level to your attack roll for purposes of defending against your enemy's parry.
Use: Automatic.
{113133} Type of Feat: Background Trait
Prerequisite: Only available at 1st level.
Specifics: For the purpose of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to all of those classes.
Use: Automatic.

{113134} Type of Feat: General
Prerequisite: None.
Specifics: This feat paints all hostile targets on the minimap when using the Track mode, showing you enemies within a range determined by your Survival skill. 
Use: This feat enhances your Track mode ability. You can toggle Track mode at will.
{113135} Type of Feat: General
Prerequisite: Fighter level 8, Proficiency and Weapon Focus with selected weapon.
Specifics: This feat grants an additional +1 to hit bonus with the selected weapon. This stacks with all other bonuses to attack roll (including Weapon Focus). This feat can be taken multiple times, but each time the effect applies to a new type of weapon.
Use: Automatic.
{113136} Type of Feat: General
Prerequisite: Fighter level 12, Proficiency, Weapon Focus, Greater Weapon Focus, and Weapon Specialization with selected weapon.
Specifics: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization. You can take this feat multiple times, but each time the effect applies to a new type of weapon.
Use: Automatic.

{113137} Type of Feat: General
Prerequisite: Favored enemy ability, base attack bonus +5.
Specifics: You deal an extra +3 damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class.
Use: Automatic.
{113138} Type of Feat: General
Prerequisite: Favored enemy ability, Power Attack, base attack bonus +4.
Specifics: When you use the Power Attack or Improved Power Attack feat with a one-handed weapon against a favored enemy, your Power Attack damage bonus is doubled.  With a two-handed weapon against a favored enemy, your Power Attack damage bonus is tripled.
Use: Selected.
{113139} Type of Feat: General
Prerequisite: Spellcraft 4 ranks.
Specifics: Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus. For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD). A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect. This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells. You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.
Use: Automatic.

{113140} Type of Feat: General
Prerequisite: Barbarian damage reduction 1/- (or better)
Specifics: Your damage reduction increases by 1. If it would normally rise thereafter with level, it does so at its previous rate, adding the +1 normally. For example, a 13th-level barbarian has damage reduction 3/-. By taking this feat, he raises it to 4/-. When he reaches 16th level, his damage reduction becomes 5/- and at 19th level, it becomes 6/-.
Use: Automatic.
{113141} Type of Feat: General
Prerequisite: None.
Specifics: All cross-class skills cost a single point to learn (normally they cost two). You are still restricted to one-half class level for cross-class skills, however. So, a level 4 fighter could spend two points to pick up two ranks of Spellcraft, but he couldn't spend another point to get to 3 because he would need to be level 6 first.
Use: Automatic.
{113142} Type of Feat: General
Prerequisite: Caster level 4.
Specifics: You gain one extra spell slot in your daily allotment, at any level up to one lower than the highest level of spell you can currently cast. For example, a 4th level sorcerer (maximum spell level 2nd) gains either an extra 0 level or 1st level slot, and is able to cast any spell he knows of the chosen level one more time each day. Likewise, a 4th level wizard can prepare any extra 0 level or 1st level spell he knows. Once selected, the extra spell slot never changes level. You can gain this feat multiple times. Each time, you gain an extra spell slot at any level up to one lower than the highest level of spell you can currently cast.
Use: Automatic.
{113143} Type of Feat: General
Prerequisite: None.
Specifics: This feat grants the ability to move 5% faster.
Use: Automatic.
{113144} Type of Feat: General
Prerequisite: Turn or rebuke undead ability.
Specifics: By spending one of your turn undead attempts, you imbue yourself and all allies with resistance to cold 5, electricity 5, and fire 5. It lasts for a number of rounds equal to your Charisma bonus (minimum of 1 round).
Use: Selected.
{113145} Type of Feat: General
Prerequisite: Ability to wild shape into a Large creature.
Specifics: You can spend one of your wild shapes for the day to give yourself a natural armor bonus of +7 for 10 minutes.
Use: Selected.
{113146} Type of Feat: General
Prerequisite: Rage or frenzy ability.
Specifics: Each use of rage or frenzy lasts 5 rounds longer.
Use: Automatic.
{113147} Type of Feat: General
Prerequisite: Rage or frenzy ability.
Specifics: You can rage or frenzy two more times per day than you otherwise could.
Use: Automatic.
{113148} Type of Feat: General
Prerequisite: Ability to use wild shape.
Specifics: You use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day. 
Use: Automatic.
{113149} Type of Feat: General
Prerequisite: Druid level 12.
Specifics: You can spend a wild shape to gain immunity to critical hits, poison, sleep, paralysis, and stunning for 10 minutes.
Use: Selected.
{113150} Type of Feat: General
Prerequisite: Proficiency and Weapon Focus with selected weapon, base attack bonus +4
Specifics: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
Use: Automatic.
{113151} Type of Feat: General
Prerequisite: Turn or rebuke undead ability.
Specifics: You can spend one of your turn undead attempts in order to add 2d6 damage to all successful attacks against undead for one round.
Use: Selected.
{113152} Type of Feat: General
Prerequisite: None.
Specifics: This feat grants a +2 bonus to Survival and Heal.
Use: Automatic.
{113153} Type of Feat: General
Prerequisite: Str 13, Improved Unarmed Combat, Power Attack, Tumble 4 ranks.
Specifics: When fighting unarmed and using the charge action, you deal an extra 1d12 points of damage with your unarmed attack.
Use: Automatic.
{113154} Type of Feat: Class
Prerequisite: Neverwinter Nine Magus level 1.
Specifics: Each time you gain a Neverwinter Nine Magus level, you also gain new spells per day (and spells known, if applicable) as if you had also gained a level in the spellcasting class you belonged to before you added the prestige class. You do not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, more frequent remove disease, and so on). If you had multiple spellcasting classes prior to becoming a Neverwinter Nine Magus, you choose which one to advance.
Use: Automatic.
{113155} This feat gives the player +3 hit points. This is the reward for the Balancing the Scales sidequest given by Naevin Moonsong in Crossroad Keep.
{113156} Ability: Wisdom
Requires Training: No.
Classes: All.

Characters with this skill may enter a tracking mode, wherein hostile humanoids, animals and vermin are made visible on the minimap. Higher Survival skill will allow for a longer range of detection.

This skill also determines the range for the Track feat and Swift Tracker ranger ability.

{113157} Caster Level(s): Cleric 1, Paladin 1, Wizard / Sorcerer 1
Innate Level: 1
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: 60 ft.
Area of Effect/Target: Personal
Duration: 60 seconds / level
Save: None
Spell Resistance: No

You can detect the aura that surrounds undead creatures, causing all undead within 60 feet to appear on your minimap.

{113158} Caster Level(s): Wizard / Sorcerer 1, War 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Short
Area of Effect/Target: One party member
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

This spell increases the size of a party member by 50%. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. All melee weapons deal +3 damage. The effects of enlarge person do not stack with additional size-increasing spells.
{113159} Caster Level(s): Druid 1, Ranger 1, Wizard / Sorcerer 1, Assassin 1
Innate Level: 1
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Party
Area of Effect/Target: Caster's party
Duration: 1 hour / level
Save: None
Spell Resistance: No

Your party gains the low-light vision ability, allowing them to see in the dark.
{113160} Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation
Descriptor(s): Electricty
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Single
Duration: Instantaneous
Save: None
Spell Resistance: Yes

Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6).
{113161} Caster Level(s): Cleric 3, Druid 3, Wizard / Sorcerer 2
Innate Level: 2
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Single
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

The target can see invisible creatures (as the see invisibility spell) and suffers no penalties for fighting or acting in total darkness.
{113162} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: Caster
Duration: 1 hour / level
Save: None
Spell Resistance: No

You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
{113163} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 5 ft.
Area of Effect/Target: Burst of fire extending 5 ft. from you
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

An explosive blast of flame bursts around you, damaging any creature within 5 feet of you. All creatures within that area except for you take 1d8 points of fire damage per caster level (maximum 5d8).
{113164} Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Illusion
Descriptor(s): Figment
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: Caster
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

You create 1d4 illusory images of yourself, plus one image per 3 caster levels (maximum 8 images total). Enemies cannot distinguish between the real you and your doubles, and will randomly choose a target from amongst you and your doubles. Images have an AC of 10 + your Dex modifier, and a successful attack against an image causes it to disappear.
{113165} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Single
Duration: 1 hour / level
Save: None
Spell Resistance: No

The warded creature gains resistance to ranged weapons. The target gains damage reduction 10/magic against ranged weapons. This spell doesn't grant the target the ability to damage creatures with similar damage reduction. Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
{113166} Caster Level(s): Bard 2, Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Descriptor(s): Fear, Mind-Affecting
Component(s): Verbal, Somatic
Range: Short
Area of Effect/Target: One living creature per three levels
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes

This spell functions like <i>cause fear,</i> except that it causes all targeted creatures of less than 6 HD to become frightened.
{113167} Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: Huge
Duration: 18 seconds + 6 seconds / Level
Save: Will negates
Spell Resistance: Yes

This spell functions like sleep, except that it affects 10 HD of creatures.
{113168} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Universal
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Your familiar
Duration: 1 hour / level
Save: None
Spell Resistance: No

You infuse your familiar with vigor, granting it a +2 competence bonus on saves, attack rolls, and melee damage rolls, as well as a +2 dodge bonus to Armor Class.
{113169} Caster Level(s): Bard 2, Wizard / Sorcerer 3
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Single
Duration: 10 minutes / level
Save: None
Spell Resistance: No

This spell imbues a single creature with great bravery and morale in battle.The target gains a +2 morale bonus on attack rolls, saves, and skill checks.
{113170} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Descriptor(s): Force
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Single
Duration: 1 hour / level
Save: None
Spell Resistance: No

This spell functions like mage armor, except that its tangible field of force provides a +6 armor bonus to Armor Class.
{113171} Caster Level(s): Bard 2, Wizard / Sorcerer 3, Destruction 3
Innate Level: 3
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: Caster's party
Duration: 6 seconds / Level
Save: None
Spell Resistance: No

Your whole party gains the benefits of the barbarian's rage class ability. Unlike the class ability, when the spell's duration ends, your party members are not fatigued. This spell does not stack with uses of the rage class ability.
{113172} Caster Level(s): Druid 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Single
Duration: 10 minutes / level
Save: None
Spell Resistance: No

The target gains a +2 enhancement bonus to natural armor, a +2 racial bonus to saves versus poison, and a +2 racial bonus on Hide skill checks. At 6th, 9th and 12th levels, these bonuses are increased by another +1 (to a maximum of +5 at 12th level).
{113173} Caster Level(s): Bard 3, Cleric 3, Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Descriptor(s): Weapon Enchantment
Component(s): Verbal, Somatic
Range: Short
Area of Effect/Target: Creature or Blunt Weapon
Duration: 10 minutes / level
Save: None
Spell Resistance: No

This spell adds the Keen property to the targeted blunt weapon, increasing its critical threat range. This property doesn't stack with the Improved Critical feat.
{113174} Caster Level(s): Cleric 4, Wizard / Sorcerer 4, Magic 3
Innate Level: 4
School: Divination
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: No

This spell enables you to divine the exact nature and vulnerabilities of a single creature's magical defenses, giving you a +10 bonus on caster level checks to overcome its spell resistance.
{113175} Caster Level(s): Bard 3, Wizard / Sorcerer 4
Innate Level: 3
School: Enchantment
Descriptor(s): Compulsion, Mind-Affecting
Component(s): Verbal, Somatic
Range: Cone, 30 ft.
Area of Effect/Target: Spell Cone
Duration: 60 seconds / Level
Save: Will negates
Spell Resistance: Yes

An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
{113176} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: 10 ft.
Area of Effect/Target: Burst of fire extending 10 ft. from you
Duration: Instantaneous
Save: Reflex 1/2
Spell Resistance: Yes

This spell functions like fireburst, except that it affects creatures within 10 feet of you and deals a maximum of 15d8 points of fire damage to each one.
{113177} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Universal
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: You
Duration: Permanent
Additional Counterspells:
Save: None
Spell Resistance: No

You can make the effects of a spell cast on yourself permanent. The following spells can be made permanent by this spell: blindsight, darkvision, endure elements, enlarge person, mage armor, protection from alignment, protection from arrows, resistance, and see invisibility. Only one spell can be made permanent at a time.
{113178} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation
Descriptor(s): Fire
Component(s): Verbal, Somatic
Range: Close
Area of Effect/Target: Single
Duration: 6 seconds / Level
Save: Reflex negates
Spell Resistance: Yes

You cause a single creature to burst into flames, suffering 2d6 points of fire damage immediately upon failing the saving throw. Each round the target makes a Reflex save and, if unsuccessful, takes an additional 2d6 points of fire damage. Any creature within 10 feet of the burning creature takes 1d4 points of fire damage per round (a successful Reflex save negates all damage).
{113179} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration
Descriptor(s): Acid
Component(s): Verbal, Somatic
Range: Long
Area of Effect/Target: 10 ft. radius burst
Duration: Instantaneous
Save: Reflex Special (see description)
Spell Resistance: Yes

You conjure a sizzling emerald sphere that drenches all within the area with a potent acid. Affected creatures take 1d4 points of acid damage per caster level (maximum 15d4) and must succeed on a Reflex save or risk taking damage in the following 2 rounds (6d4 points of damage in the second round and 3d4 points of damage in the third round). Both rounds of continuing damage are subject to Reflex saves for half damage; if an affected creature succeeds on its second Reflex save, it takes no acid damage in the third round.
{113180} Caster Level(s): Wizard / Sorcerer 6
Innate Level: 6
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: You
Duration: Permanent until discharged
Save: None
Spell Resistance: No

With this spell, you can select a specific spell to fire when certain conditions are met (such as when you drop below 25% of your maximum hit points). When the conditions are met, the chosen spell is cast instaneously. The spell that can be attached to the contingency can be no higher than 1/3 of your caster level, to a maximum of a 6th level spell.
{113181} Caster Level(s): Wizard / Sorcerer 6, Destruction 7
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: Ray
Duration: Instantaneous
Save: Fortitude partial
Spell Resistance: Yes

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of magic damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A creature that makes a successful Fortitude save is partially affected, taking only 5d6 points of magic damage. If this damage reduces the creature to 0 or fewer hit points, it is entirely disintegrated.
{113182} Caster Level(s): Bard 5, Wizard / Sorcerer 6
Innate Level: 5
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Single
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
{113183} Caster Level(s): Wizard / Sorcerer 6, Bard 6, Cleric 7, Protection 7
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: 10' radius around caster
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes

A field of force around you prevents any creature from approaching you. Any creature trying to close to melee range must make a Will save. If it fails, it cannot come closer to you than 10 feet away. If it succeeds, it can engage you in melee as normal. If you walk towards a creature and gets within 10 feet of it, it can attack you as normal without making a Will save.
{113184} Caster Level(s): Cleric 6, Wizard / Sorcerer 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: You
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

You gain damage reduction 10/adamantine and a +4 enhancement bonus to Strength, but you take a -4 penalty to Dexterity. You move at half speed. You have a 50% arcane failure chance and a -8 armor check penalty. You are also immune to blindness, critical hits, ability score damage, deafness, disease, electricity, poison, and stunning. You take only half damage from acid and fire of all kinds.
{113185} Caster Level(s): Wizard / Sorcerer 7, Cleric 6, Druid 6, Bard 6, Earth 5, Protection 5
Innate Level: 6
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Creature touched
Duration: 24 hours
Save: None
Spell Resistance: No

This spell grants a creature complete immunity to damage from one of the five energy types - acid, cold, electricity, fire, or sonic.
{113186} Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: All creatures within a 30 ft. radius
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes

This spell functions like hold person, except that it affects all creatures within a 30 ft. radius of the initial target. Each round, all victims can try and make a new save to resist the paralysis.
{113187} Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect/Target: All party members
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

This spell functions like invisibility, except that it affects your entire party.
{113188} Caster Level(s): Wizard / Sorcerer 7, Magic 7, Luck 7
Innate Level: 7
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: You
Duration: Until expended or 10 minutes / level
Additional Counterspells:
Save: None
Spell Resistance: No

Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. Thus, a Charm Person spell cast at you could be turned back upon the caster and possibly enable you to use the charm effect on that individual, but a Fireball could not be turned back, and neither could Inflict Critical Wounds. You can turn 1d4+6 spell levels of spells before the spell is expended. If a spell cast on you has more levels than you have left, it is unaffected and the spell turning keeps its remaining levels.
{113189} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: Caster
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

This spell transforms your body into living iron. You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, and stunning. You take only half damage from acid and fire of all kinds. You gain a +6 enhancement bonus to your Strength score, but you take a -6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to 50% normal. You have an arcane spell failure chance of 50% and a -8 armor check penalty, just as if you were clad in full plate armor. Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
{113190} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect/Target: Ray
Duration: Instantaneous
Save: None
Spell Resistance: Yes

You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).
{113191} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Descriptor(s): Mind-Affecting
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: All creatures within a 30 ft. radius
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes


This spell functions like hold monster, except that it affects all creatures within a 30 ft. radius of the initial target. Each round, all victims may attempt a Will save to escape the effect of the spell.
{113192} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Creature touched
Duration: 1 hour / level
Additional Counterspells:
Save: None
Spell Resistance: No

This spell functions like improved invisibility, except that see invisibility does not detect the target.
{113193} Caster Level(s): Cleric 1
Innate Level: 1
School: Necromancy
Descriptor(s): Evil
Component(s): Verbal, Somatic
Range: 30 ft.
Area of Effect/Target: Personal
Duration: 10 minutes / level
Save: None
Spell Resistance: No

You can see exactly how many hit points all creatures within range of this spell have remaining, as well as their maximum hit points.
{113194} Caster Level(s): Cleric 2
Innate Level: 2
School: Necromancy
Descriptor(s): Death, Evil
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Living creature touched
Duration: Instantaneous / 10 minutes / level
Save: Will negates
Spell Resistance: Yes

The target takes 2d4 points of negative energy damage.  If this damage is lethal, the target decomposes and you gain 1d8 temporary hit points and a +2 bonus to Strength. You can only benefit from one casting of this spell at a time; its effects do not stack with itself.
{113195} Caster Level(s): Cleric 2, Paladin 2
Innate Level: 2
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect/Target: Single
Duration: 1 hour / Level
Save: None
Spell Resistance: No

The target of this spell gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from any source (rounding up) that deals hit point damage. You suffer the remaining damage. Harmful effects that do not involve hit point damage, such as charm effects, temporary ability damage, level draining, and death effects, are not divided by this spell, though the AC bonus and saving throw bonus still apply.
{113196} Caster Level(s): Cleric 4, Protection 4
Innate Level: 4
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Creature touched
Duration: 10 minutes / Level
Save: None
Spell Resistance: No

This spell makes the warded creature immune to certain spell effects for the duration of the spell. The spells the target is immune to, based on your caster level,  are:
   7th: Fireball and Magic Missile
   10th: Lightning Bolt and Web
   13th: Stinking Cloud and Grease.

{113197} Caster Level(s): Cleric 5
Innate Level: 5
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect/Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: No

Your size is increased by 50%. You gain a +4 bonus to Strength, a +2 bonus to Constitution, and a +2 natural armor bonus to AC. You suffer a -1 size penalty to attack and -1 size penalty to AC. All melee weapons deal +3 damage. Additionally, you gain damage reduction 3/evil (if your alignment is good or neutral) or 3/good (if your alignment is evil). At 12th level the damage reduction increases to 6, and at 15th it increases to 9. Note that size-increasing spells never stack with themselves or each other.
{113198} Caster Level(s): Bard 6, Cleric 6, Druid 7
Innate Level: 6
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect/Target: One creature / level
Duration: Instantaneous
Save: None
Spell Resistance: No

This spell heals 2d8 points of damage +1 point per caster level (maximum +30). The effect is centered on you, and targets are affected in the following order of priority: you, your party, friendly creatures sorted by distance from you. This spell can be spontaneously cast.
{113199} Caster Level(s): Cleric 6
Innate Level: 6
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect/Target: One creature / level
Duration: Instantaneous
Save: Will 1/2
Spell Resistance: Yes

This spell deals 2d8 points of negative energy damage +1 point per caster level (maximum +30) to one hostile creature per caster level. The effect is centered on you, and affects targets in order of their distance from you. This spell can be spontaneously cast.
{113200} Caster Level(s): Cleric 7
Innate Level: 7
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Creature touched
Duration: 10 minutes / level or until discharged
Save: None
Spell Resistance: No

Whenever the target suffers an attack that would bring them below 0 hit points, a heal spell is instantly cast on them.
{113201} Caster Level(s): Cleric 7, Druid 8
Innate Level: 7
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Close
Area of Effect/Target: One creature / level
Duration: Instantaneous
Save: None
Spell Resistance: No

This spell heals 3d8 points of damage +1 point per caster level (maximum +35). The effect is centered on you, and targets are affected in the following order of priority: you, your party, friendly creatures sorted by distance from you. This spell can be spontaneously cast.
{113202} Caster Level(s): Cleric 7
Innate Level: 7
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect/Target: One creature / level
Duration: Instantaneous
Save: Will half
Spell Resistance: Yes

This spell deals 3d8 points of negative energy damage +1 point per caster level (maximum +35) to one hostile creature per caster level. The effect is centered on you, and affects targets in order of their distance from you. This spell can be spontaneously cast.
{113203} Caster Level(s): Cleric 8
Innate Level: 8
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect/Target: Creature touched
Duration: 10 minutes / level
Save: None
Spell Resistance: No

This spell makes the warded creature immune to certain spell effects for the duration of the spell. The spells the target is immune to, based on your caster level,  are:
   15th: Harm, Blade Barrier, Cone of Cold, Delayed Blast Fireball
   17th: Chain Lightning, Earthquake
   20th: Polar Ray, Firestorm



{113204} Caster Level(s): Cleric 8, Druid 9
Innate Level: 8
School: Conjuration
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Close
Area of Effect/Target: One creature / level
Duration: Instantaneous
Save: None
Spell Resistance: No

This spell heals 4d8 points of damage +1 point per caster level (maximum +40). The effect is centered on you, and targets are affected in the following order of priority: you, your party, friendly creatures sorted by distance from you. This spell can be spontaneously cast.
{113205} Caster Level(s): Cleric 8
Innate Level: 8
School: Necromancy
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect/Target: One creature / level
Duration: Instantaneous
Save: Will 1/2
Spell Resistance: Yes

This spell deals 4d8 points of negative energy damage +1 point per caster level (maximum +40) to one hostile creature per caster level. The effect is centered on you, and affects targets in order of their distance from you. This spell can be spontaneously cast.
{113206} Caster Level(s): Bard 1
Innate Level: 1
School: Abjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect/Target: Caster and party
Duration: 60 seconds
Save: None
Spell Resistance: No

This spell provides immunity to silence spells or effects.
{113207} Caster Level(s): Bard 5
Innate Level: 5
School: Enchantment
Descriptor(s): Mind-Affecting, Sonic
Component(s): Verbal, Somatic
Range: Medium
Area of Effect/Target: Creatures within a 20 ft. radius
Duration: 6 seconds / Level
Save: Will negates
Spell Resistance: Yes

This spell causes enemies within the area to become confused. Each affected creature has a 50% chance to attack the nearest target each round. A creature that does not attack its nearest neighbor may wander about aimlessly or stand around dumbfounded.
{113208} Invocation Type: Least
Spell Level Equivalent: 2

You can invoke this ability to beguile and bewitch your foes. You gain a +6 bonus on Bluff, Diplomacy, and Intimidate checks for a period of 24 hours.
{113209} Invocation Type: Least
Spell Level Equivalent: 1

A misty cloud of fog spreads in a 20-foot radius around you when you use this invocation. All creatures in the fog have concealment. The fog disperses on its own after 1 minute.
{113210} Invocation Type: Least
Spell Level Equivalent: 2

You are favored by the dark powers if you have this invocation. You gain a luck bonus to all saving throws equal to your Charisma bonus for 24 hours.
{113211} Invocation Type: Least
Spell Level Equivalent: 2

You can create an area of deepest shadow at range in a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area. This invocation functions like the darkness spell, including countering or dispelling any light spell of equal or lower level. The darkness created by this invocation lasts for 6 seconds per caster level.
{113212} Invocation Type: Least
Spell Level Equivalent: 2

You gain the visual acuity of a devil for 24 hours. You can see normally in darkness and magical darkness.
{113213} Invocation Type: Least; Eldritch Essence
Spell Level Equivalent: 2

In addition to normal eldritch blast damage, the draining blast forces any creature struck to make a Will save or become slowed. A slowed creature moves and attacks at a drastically reduced rate, taking a -1 penalty on attack rolls, AC, and Reflex saves and moving at half its normal speed. Multiple slow effects don't stack. This invocation counters and dispels haste.

{113214} Invocation Type: Least; Blast Shape
Spell Level Equivalent: 2

This blast shape invocation extends your eldritch blast attacks to great distances. Eldritch spear increases the range of an eldritch blast attack to 250 feet.
{113215} Invocation Type: Least
Spell Level Equivalent: 2

A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll (including arrows, magic arrows, Melf 's acid arrow, ray of enfeeblement, and so forth) has a 20% miss chance. Other attacks that simply work at a distance, such as a dragon's breath weapon, are not affected. Additionally, you gain a +4 bonus to your Move Silently and Hide checks. The effects of the invocation last for 60 seconds per caster level.
{113216} Invocation Type: Least; Eldritch Essence
Spell Level Equivalent: 2

In addition to normal eldritch blast damage, the frightful blast forces any creature struck to make a Will save or suffer become shaken for 10 rounds, taking a -2 penalty to attack rolls, saving throws, and ability checks. Creatures with more than 6 HD are immune to the fear effect.
{113217} Invocation Type: Least; Blast Shape
Spell Level Equivalent: 1

This invocation charges your melee attack with the power of an eldritch blast. If you successfully hit with your melee attack, the target is affected as if struck by your eldritch blast. This damage is in addition to any weapon damage that you deal with your attack, although the eldritch blast effect will trigger even if no damage is caused by the weapon itself. This invocation lasts until you successfully hit with your melee attack.
{113218} Invocation Type: Least
Spell Level Equivalent: 2

You invoke this ability to gain amazing agility. This gives you a +4 Dexterity bonus and a +4 bonus to your Tumble skill for 24 hours. 
{113219} Invocation Type: Least
Spell Level Equivalent: 2

When you use this invocation, you can activate great powers of vision, allowing you to see invisible creatures and objects. You also gain darkvision, allowing you to see normally even when it's dark. Both effects last for a period of 24 hours.
{113220} Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 4

This eldritch essence invocation allows you to change your eldritch blast into a beshadowed blast. Any living creature struck by a beshadowed blast must succeed on a Fortitude save or be blinded for 1 round, giving it  a 50% chance to miss in combat, removing any Dexterity bonuses to AC, adding an additional -2 penalty to AC, and causing it to move at half speed.
{113221} Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 3

This eldritch essence invocation allows you to change your eldritch blast into a brimstone blast. A brimstone blast deals fire damage. Any creature struck by a brimstone blast must succeed on a Reflex save or catch on fire, taking 2d6 points of fire damage per round until the duration expires. The fire damage persists for 1 round per five class levels you have. A creature burning in this way never takes more than 2d6 points of fire damage in a round, even if it has been hit by more than one brimstone blast.
{113222} Invocation Type: Lesser
Spell Level Equivalent: 4

You can beguile a creature within 60 feet. The creature must succeed on a Will save or instantly come to regard you as its ally, at which point it will defend you in combat, even fighting against its former comrades. This lasts for 3 rounds + 1 for every two class levels you have. You can never have more than one target charmed at a time with this ability. If a second creature is charmed, you lose your hold on the first creature.
{113223} Invocation Type: Lesser
Spell Level Equivalent: 4

You can use this invocation to bestow a permanent curse upon a touched opponent, lowering all the target's ability scores by 2 if the target fails its Will save. This curse does not stack with itself or with the effects of the bestow curse spell. Even if the save against this invocation succeeds, the target takes a -1 penalty on attack rolls for 10 rounds.
{113224} Invocation Type: Lesser
Spell Level Equivalent: 4

You can summon undead skeletons or zombies with your infernal power. This invocation lasts 1 hour per level. The type of undead created is dependent on your warlock level:
Levels 1 to 5: Skeleton
Levels 6 to 9: Zombie
Level 10 or more: Skeletal Warrior
{113225} Invocation Type: Lesser; Blast Shape
Spell Level Equivalent: 4

This blast shape invocation allows you to improve your eldritch blast by turning it into an arc of energy that "jumps" from the first target to others. An eldritch chain can jump to one or more additional targets within 30 feet of the first target, making additional ranged touch attacks and dealing damage to the secondary targets if successful. The chain will automatically attempt to jump to additional target per five caster levels, so you can strike two additional targets at 10th level, three additional targets at 15th level, and four additional targets at 20th level. The additional targets are chosen by the whim of the eldritch power, the caster cannot control where the chain jumps. Each new target must be within 30 feet of the previous one and you can hit the same creature more than once with the eldritch chain. If you miss any target in the chain, the eldritch chain attack ends there.
{113226} Invocation Type: Lesser
Spell Level Equivalent: 4

You and your party also become temporarily hasted, gaining an additional attack, a 50% movement bonus, a +1 bonus to attack rolls and an additional +4 dodge bonus to AC for 30 seconds.
{113227} Invocation Type: Lesser; Eldritch Essence
Spell Level Equivalent: 4

This eldritch essence invocation allows you to change your eldritch blast into a hellrime blast. A hellrime blast deals cold damage. Any creature struck by the attack must make a Fortitude save or take a -4 penalty to Dexterity for 10 minutes. The Dexterity penalties from multiple hellrime blasts do not stack.
{113228} Invocation Type: Lesser
Spell Level Equivalent: 4

You can sharpen your hearing and sight when you use this invocation, gaining blindsense for 24 hours. You take no penalties for fighting when in darkness or against invisible opponents.
{113229} Invocation Type: Lesser
Spell Level Equivalent: 4

This spell attempts to strip all magical effects from a single target. To dispel an effect, you make a caster level check (1d20 + your caster level, maximum +10) against a DC of (11 + the caster level of the targeted spell's caster). You make a caster level check for each effect on the target. If any spells on the target are dispelled, the target takes 1 point of damage per two spell levels of the caster (no save, but spell resistance applies).
{113230} Invocation Type: Lesser
Spell Level Equivalent: 2

You become invisible. The effect ends immediately if you attack or cast a spell. Otherwise, the effect lasts 24 hours.
{113231} Invocation Type: Greater; Eldritch Essence
Spell Level Equivalent: 4

This eldritch essence invocation allows you to change your eldritch blast into a bewitching blast. Any creature struck by a bewitching blast must succeed on a Will save or be confused for 1 round in addition to the normal damage from the blast. A confused target will either wander randomly, attack a random nearby creature (even allies), or simply stand still. This is a mind-influencing effect.
{113232} Invocation Type: Greater
Spell Level Equivalent: 5

This invocation allows you to conjure forth a field of soul-chilling black tentacles that ooze from the ground, groping for victims. For every round that a creature is caught in the area of effect, it suffers attacks from 1d4 tentacles, each capable of doing 1d6+4 points bludgeoning damage. Each attack can be resisted with a successful Fortitude save. In addition, each creature within the area of the invocation takes 2d6 points of cold damage each round regardless of whether they are struck by any tentacles. The tentacles last for 6 seconds per caster level.
{113233} Invocation Type: Greater
Spell Level Equivalent: 6

This spell attempts to strip all magical effects from a single target, or remove the strongest magical effect from a group of targets. To dispel an effect, you make a caster level check (1d20 + your caster level, maximum of +15) against a DC of (11 + the caster level of the targeted spell's caster). You make a caster level check against each effect on the target. For each spell effect that is successfully removed, you gain twice your warlock level in temporary hit points (which add to your maximum hit points). These temporary hit points fade after 1 minute
{113234} Invocation Type: Greater; Blast Shape
Spell Level Equivalent: 5

This blast shape invocation allow you to invoke your eldritch blast as a 30-foot cone. The eldritch cone deals the normal eldritch blast damage to all targets within the area. This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the
cone can attempt a Reflex save for half damage.
{113235} Invocation Type: Greater; Eldritch Essence
Spell Level Equivalent: 6

This eldritch essence invocation allows you to change your eldritch blast into a noxious blast. Any creature struck by a noxious blast must make a Fortitude save or suffer the effects of being dazed for 10 rounds. A dazed creature will do nothing except defend itself.
{113236} Invocation Type: Greater
Spell Level Equivalent: 6

This invocation summons masses of biting and stinging insects. One swarm is summoned for every three class levels. A swarm has a +4 base attack bonus (with an additional to hit bonus based on the caster's Charisma x 2) and deals 2d6 points of magical damage when it hits. A swarm dissipates after three rounds. <i>Tenacious plague</i> does not stack with itself - if the warlock uses this invocation while swarms still exist, the current swarms will be replaced with the new swarms.
{113237} Invocation Type: Greater; Eldritch Essence
Spell Level Equivalent: 6

This eldritch essence invocation allows you to change your eldritch blast into a vitriolic blast. A vitriolic blast deals acid damage, and is formed from conjured acid, making it different from other eldritch essences because it ignores spell resistance. Creatures
struck by a vitriolic blast automatically take an extra 2d6 points of acid damage on following rounds. This acid damage persists for 1 round per five class levels you have. For example, a 15th-level warlock deals 2d6 points of acid damage per round for 3 rounds after the initial vitriolic blast attack.
{113238} Invocation Type: Greater
Spell Level Equivalent: 5

You conjure a curtain of fire that deals 2d6 points plus the warlock's Charisma modifier of fire and magic damage to any creature that attempts to pass through it. Half the wall's fire damage results from supernatural power and is therefore not subject to being reduced by resistance to fire. The curtain of flame lasts for 3 rounds before dissipating.
{113239} Invocation Type: Dark
Spell Level Equivalent: 9

Your dark powers allow you to glimpse the future, granting you damage reduction 10/alchemical silver for 1 round per warlock level. However, once you've taken 10 points of melee damage per caster level (maximum 150 points of damage at level 15), the effect ends immediately.
{113240} Invocation Type: Dark; Blast Shape
Spell Level Equivalent: 8

This blast shape invocation allows you to invoke your eldritch blast as the dreaded eldritch doom. This causes bolts of mystical power to lash out and savage all targets within a 20 foot area. This is not a ray attack, so it requires no ranged touch attack. Each target can attempt a Reflex save for half damage.
{113241} Invocation Type: Dark
Spell Level Equivalent: 6

This invocation allows you to use teleport to your intended destination with no chance of failure. Additionally, every time the invocation is used, you heal twice your level points of damage.
{113242} Invocation Type: Dark
Spell Level Equivalent: 6

You can use greater invisibility, as the spell, but only on yourself. The effect lasts for three rounds. If your retributive invisibility is dispelled, a shock wave releases from your body in a 20-foot-radius burst. This shock wave deals 4d6 points of sonic damage to all creatures in the area and stuns them for 1 round (a Fortitude save halves the damage and negates the stunning effect).
{113243} Invocation Type: Dark; Eldritch Essence
Spell Level Equivalent: 8

This eldritch essence invocation allows you to change your eldritch blast into an utterdark blast. An utterdark blast deals negative energy damage, which heals undead creatures instead of damaging them (much like inflict spells). Any creature struck by the attack must make a Fortitude save or gain two negative levels. The negative levels fade after 1 hour. If a target ever has as many negative levels as Hit Dice, it dies. The effects of this invocation do not stack with further applications of utterdark blast.
{113244} Invocation Type: Dark
Spell Level Equivalent: 5

You utter a powerful word that transforms you into a fearsome horned devil for 60 seconds per caster level.
{113245} Spell Level: N/A
Class: PC only

A radius effect light burst emanates from you, damaging any undead for 1-2 points/level and causing them to be knocked back away from you.
{113246} Spell Level: N/A
Class: PC only

The target gains +2 to Armor Class and +2 to Saves. This spell also acts as a barrier against shadow magic. You can cast this on yourself or another.
{113247} Spell Level: N/A
Class: PC Only

The target is healed for 1 hit point/level and all status-altering effects are removed.  This effect makes the target immune to the King of Shadows' hit point drain effect for 1 round/level. 
{113248} Spell Level: N/A
Class: PC Only

You can imbue your entire party with a powerful aura of light that pains undead creatures. Any attack you make, whether melee, ranged or spell-based, gain a damage bonus against shadows and undead. This bonus is equal to the number of characters, including yourself, connected to the aurora chain. Your party members gain a +2 damage bonus against shadows and undead as well.
{113249} Spell Level: N/A
Class: Ammon Jerro only

This power creates a glowing circle on the floor that will bind shadows that enter it. It can only be used once, and Ammon Jerro will not use it untill he feels the time is right,
{113250} Siegetower
{113251} DevilhornWings
{113252} ErinyesWings
{113253} SuccubusWings
{113254} SuccubusTail
{113255} Aasimar
{113256} Tiefling
{113257} Elf,Sun
{113258} Elf,Wood
{113259} Elf,Drow
{113260} Gnome,Svirfneblin
{113261} Dwarf,Gold
{113262} Dwarf,Durgar
{113263} Halfling,Strongheart
{113264} CityBBoathouse2
{113265} CityBCityWatch3
{113266} CityBDolphinBridge
{113267} CityMBarricades2
{113268} CityMBed9
{113269} CityMBed10
{113270} Cage{CityMCage02}
{113271} Cage{CityMCage03}
{113272} CityMControlBox1
{113273} Crate{CityMCrate13}
{113274} Crate{CityMCrate14}
{113275} Logs{CityMLogs1}
{113276} CityMGadget01
{113277} CityMOldOwlWell
{113278} CityMPPlates01
{113279} CityMPPlates02
{113280} CityMPPlates03
{113281} CityMStuffedHead02
{113282} CityMStuffedHead03
{113283} CityMStuffedHead04
{113284} CityMTable12
{113285} CityMTapestry01
{113286} CityMTapestry02
{113287} Treasure{CityMTreasure01}
{113288} CityMWmountCrossbow
{113289} CityMWmountSwords
{113290} Corpse{RuralMCorpse03}
{113291} Wood Pile{RuralMWood,Pile2}
{113292} RuralMStalls1
{113293} CliffsNCaveEntrance01
{113294} Door{T_IronGate01}
{113295} Door{T_IronGate02}
{113296} Statue{CityMDBStatue01}
{113297} Statue{CityMDBStatue02}
{113298} Statue{CityMDBStatue03}
{113299} Door{T_StdCave01}
{113300} Door{T_StdCave02}
{113301} RuralBSteps01
{113302} RuralBSteps02
{113303} CliffsNRockface01
{113304} CliffsNRockface02
{113305} CliffsNRockface03
{113306} CliffsNRockface04
{113307} TrainingClub
{113308} Hide
{113309} CityWConnector2
{113310} CityWConnectorCap2
{113311} CityWConnectorGate2
{113312} CityMArtPedestal01
{113313} CityMArtPedestal02
{113314} CityMChair06
{113315} Crate{CityMCrate15}
{113316} Crate{CityMCrate16}
{113317} CityMDecor01
{113318} CityMDecor02
{113319} CityMDecor03
{113320} Barrel{CityMBarrelsEx01}
{113321} CityMPlateFood
{113322} CityMGhostlight
{113323} Corpse{CityMHalCorpse}
{113324} CityMIronfist01
{113325} CityMIronfist02
{113326} CityMLamp06
{113327} CityMLamp07
{113328} CityMLamp08
{113329} CityMCabinetLiquor 
{113330} CityMLogramBannerPost
{113331} CityMLogramBannerHanging
{113332} CityMMeatSlab
{113333} CityMStoneBlock02
{113334} CityMTortureGearLuskan01
{113335} CityMTortureGearLuskan02
{113336} CityMTortureGearLuskan03
{113337} Throne{CityMThroneLordNasher}
{113338} Throne{CityMThroneBlackGarius}
{113339} RuralMAnvilCracked
{113340} RuralMBlanketWoolen01
{113341} RuralMBlanketWoolen02
{113342} Statue{RuralMStatueBluecloak}
{113343} RuralMSiegeWeaponOld01
{113344} RuralMSiegeWeaponOld02
{113345} RuralMSiegeWeaponOld03
{113346} Beetle Mound{RuralNBeetleMound}
{113347} Dirt Mound{RuralNDirtMoundSmall01}
{113348} N_HezebelWings
{113349} N_HezebelTail
{113350} Door{T_IllefranStonedr01}
{113351} Bread Basket{CityMBasketBread}
{113352} Fruit Basket{CityMBasketFruit}
{113353} CargoShip
{113354} CornStalk
{113355} N_Human
{113356} N_Elf
{113357} N_Dwarf
{113358} N_Half_Elf
{113359} N_Gnome
{113360} N_Tiefling
{113361} TL_CVM0202_Hcurv_02
{113362} TL_CVM0202_Hdiag_01
{113363} TL_CVM0202_Hdiag_02
{113364} TL_CVM0202_Hfork_01
{113365} TL_CVM0202_Hfork_02
{113366} TL_CVM0202_Hhook_01
{113367} TL_CVM0202_Hhook_02
{113368} TL_CVM0202_Hnook_01
{113369} TL_CVM0202_Hnook_02
{113370} TL_CVM0202_Hutrn_01
{113371} Basket{CityMBasket03}
{113372} Basket{CityMBasket04}
{113373} Basket{CityMBasket05}
{113374} CityMBedroll2
{113375} CityMBedroll3
{113376} CityMBook3
{113377} CityMBook4
{113378} CityMBook5
{113379} CityMBook6
{113380} CityMBook7
{113381} CityMBook8
{113382} CityMBook9
{113383} CityMBook10
{113384} CityMBook11
{113385} CityMBook12
{113386} CityMBook13
{113387} CityMBook14
{113388} CityMBook15
{113389} Bookcase{CityMBookcase5}
{113390} Bookcase{CityMBookcase6}
{113391} Bookcase{CityMBookcase7}
{113392} Bookcase{CityMBookcase8}
{113393} Bookcase{CityMBookcase9}
{113394} CityMBookEnd
{113395} CityMCupStack01
{113396} CityMForkStack01
{113397} CityMPillow01
{113398} CityMPillow02
{113399} CityMPillow03
{113400} CityMPillow04
{113401} CityMPillow05
{113402} CityMPillow06
{113403} CityMPillow07
{113404} CityMPitcher
{113405} CityMPlateStack01
{113406} CityMRug8
{113407} CityMRug10
{113408} CityMRug11
{113409} CityMScroll3
{113410} CityMScroll4
{113411} CityMScroll5
{113412} Crate{CityMWineCrate01}
{113413} Crate{CityMWineCrate02}
{113414} Crate{CityMWineCrate03}
{113415} Crate{CityMWineCrate04}
{113416} Crate{CityMWineCrate05}
{113417} CityMRug9
{113418} Agent of the Wood
{113419} Brother of the Wood
{113420} Sister of the Wood
{113421} <color=Gold>Dread Lord of the Keep</color>
{113422} <color=Gold>Explorer</color>
{113423} <color=Gold>Infernal Bargaining</color>
{113424} <color=Gold>Lawbringer</color>
{113425} <color=Gold>Master of Elements</color>
{113426} <color=Gold>Master of Fire</color>
{113427} <color=Gold>Master of Water</color>
{113428} <color=Gold>Master of Air</color>
{113429} <color=Gold>Master of Earth</color>
{113430} <color=Gold>Master of the Sun Soul</color>
{113431} <color=Gold>Grand Master of the Sun Soul</color>
{113432} <color=Gold>Pathstalker</color>
{113433} <color=Gold>Secrets of the Way of Swords</color>
{113434} <color=Gold>Student of the Way of Swords</color>
{113435} <color=Gold>Warden of the Keep</color>
{113436} Firestarter
{113437} <color=Gold>Harborman</color>
{113438} <color=Gold>Kalach-Cha</color>
{113439} <color=Gold>Orc Slayer</color>
{113440} Shadow Thief Ranks: Grunt
{113441} Shadow Thief Ranks: Thug
{113442} Shadow Thief Ranks:  Operative
{113443} Watch Rank: Recruit
{113444} Watch Rank: Patrolman
{113445} Watch Rank: Sergeant
{113446} <color=Gold>Captain of Crossroad Keep</color>
{113447} <color=Gold>Master Orator</color>
{113448} <color=Gold>Squire of Neverwinter</color>
{113449} <color=Gold>The Butcher of Ember</color>
{113450} <color=Gold>Wrongfully Accused</color>
{113451} <color=Gold>Defender of the Keep</color>
{113452} <color=Gold>Dragonslayer</color>
{113453} <color=Gold>Knight of the Realm</color>
{113454} <color=Gold>Master of the Broken Blade</color>
{113455} <color=Gold>Neverwinter Nine</color>
{113456} Bully
{113457} Complex
{113458} Devout
{113459} Farmer
{113460} Ladies' Man
{113461} Militia
{113462} Natural Leader
{113463} Tale-Teller
{113464} Troublemaker
{113465} Wild Child
{113466} Wizard's Apprentice
{113467} The Flirt
{113468} Type of Feat: Class
Prerequisite: Ranger 2
Specifics: You have chosen to train in the art of fighting with two weapons simultaneously. As your ranger level increases, you gain the following bonus feats: Two-Weapon Fighting at 2nd level, Improved Two-Weapon Fighting at 6th level, and Greater Two-Weapon Fighting at 11th level. You gain the benefit of these feats even if you do not meet their prerequisites.
Use: Automatic.
{113469} Type of Feat: Class
Prerequisite: Ranger 2
Specifics: You have chosen to train in the art of the bow. As your ranger level increases, you gain the following bonus feats: Rapid Shot at 2nd level, Manyshot at 6th level, and Improved Rapid Shot at 11th level. You gain the benefit of these feats even if you do not meet their prerequisites.
Use: Automatic.
{113470} Rapid Shot (Combat Style: Ranger Archery)
{113471} Manyshot (Combat Style: Ranger Archery)
{113472} Improved Rapid Shot (Combat Style: Ranger Archery)
{113473} Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
{113474} Improved Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
{113475} Greater Two-Weapon Fighting (Combat Style: Ranger Two Weapon Fighting)
{113476} Shelf{CityMShelf05}
{113477} Shelf{CityMShelf06}
{113478} Shelf{CityMShelf07}
{113479} CityMRug12
{113480} CityMRug13
{113481} CityMRug14
{113482} CityMRug13h
{113483} CityMRug14h
{113484} 
{113485} Taunt Mode -> Activated
{113486} Taunt Mode -> Deactivated
{113487} Two-Weapon Style Activated
{113488} Two-Weapon Style Deactivated
{113489} Archery Style Activated
{113490} Archery Style Deactivated
{113491} Canny Defense
{113492} Enhanced Mobility
{113493} Grace
{113494} Precise Strike
{113495} Flourish
{113496} Elaborate Parry
{113497} Improved Reaction
{113498} Type of Feat: Class
Prerequisite: Duelist level 1.
Specifics: When not wearing armor or using a shield, a duelist adds her Intelligence bonus or her Duelist level (whichever is lower) to her AC.
Use: Automatic.
{113499} Type of Feat: Class
Prerequisite: Duelist level 3.
Specifics: When wearing no armor and not using a shield, a duelist gains an additional +4 to AC against attacks of opportunity provoked by movement.
Use: Automatic.
{113500} Type of Feat: Class
Prerequisite: Duelist level 4.
Specifics: At 4th level, a duelist gains an additional +2 competence bonus to all Reflex saves.
Use: Automatic.
{113501} Type of Feat: Class
Prerequisite: Duelist level 5.
Specifics: At 5th level the duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining 1d6 piercing damage. This only works against enemies vulnerable to critical hits. Precise Strike is automatically in effect when the duelist has no off-hand weapon or shield. At 10th level the damage increases to 2d6.
Use: Automatic.
{113502} weapon attacks. At 10th level the damage increases to 2d6.
{113503} Type of Feat: Class
Prerequisite: Duelist level 6.
Specifics: Periodically in combat, the duelist can prepare a special attack. If this Flourish attack connects with an opponent, it does an additional 2d6 piercing damage. This ability has a cooldown of 30 seconds.
Use: Selected. This ability modifies your next attack. It does not add an additional attack.
{113504} Type of Feat: Class
Prerequisite: Duelist level 7.
Specifics: Starting at 7th level, the duelist adds her class level to her parry skill.
Use: Automatic.
{113505} Type of Feat: Class
Prerequisite: Duelist level 2.
Specifics: At 2nd level, the duelist can improve her reaction time and speed by triggering the equivalent of a <i>haste</i> spell cast by a caster of the duelist's class level. Every two levels after that, the duelist gains an additional use of this ability per day.
Use: Selected.
{113506} TL_CV_M0202_Crnr_01
{113507} TL_CV_M0202_Room_01
{113508} TL_CV_M0202_Room_02
{113509} TL_CV_M0303_Hcurv_01
{113510} TL_CV_M0303_Hcurv_02
{113511} TL_CV_M0303_Hdiag_01
{113512} TL_CV_M0303_Hdiag_02
{113513} TL_CV_M0303_Room_01
{113514} TL_CV_M0303_Room_02
{113515} Duelist
{113516} <color=Gold><b>Duelist</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

The duelist is a nimble, intelligent fighter trained in making precise attacks with light weapons, such as the rapier. She always takes full advantage of her quick reflexes and wits in a fight. Rather than wearing bulky armor, a duelist feels the best way to protect herself is not to get hit at all. Duelists are most often fighters or rangers, but almost as often rogues or bards. Wizards, sorcerers, and monks make surprisingly good duelists due to those classes' lack of reliance on armor.

<color=Gold>Requirements:</color>

<b>Base Attack Bonus:</b> +6

<b>Skills:</b> Parry 5 ranks, Tumble 5 ranks.

<b>Feats:</b> Dodge, Mobility, Weapon Finesse.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d10

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Reflex.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 4 + Int Modifier.

- <b>Class Skills:</b> Bluff, Craft Weapon, Listen, Parry, Spot, Taunt, and Tumble.

- <b>Canny Defense:</b> When not wearing armor or using a shield, the duelist adds her intelligence bonus to her AC, with a maximum bonus equal to her Duelist level.

- <b>Improved Reaction:</b> At 2nd level, the duelist can improve her speed and reaction time, triggering the equivalent of the <i>haste</i> spell as if cast by a sorcerer of the duelist's class level. This ability can be used once per day at 2nd level, three times per day at 4th level, four times per day at 6th level, five times per day at 8th level, and 6 times per day at 10th level.

- <b>Enhanced Mobility:</b> At 3rd level, the duelist gains an additional +4 dodge bonus to AC against attacks of opportunity provoked by movement. This bonus stacks with that granted by the Mobility feat.

- <b>Grace:</b> At 4th level, the duelest gains a +2 bonus on Reflex saves.

- <b>Precise Strike:</b> At 5th level, the duelist's skill and precision allows her to inflict much more grievous wounds than her weapon might suggest. Whenever the duelist attacks with a light or one-handed piercing weapon, she adds 1d6 to her damage. This bonus increases to 2d6 at 10th level.

- <b>Flourish:</b> A 6th-level duelist can make an impressive, flashy attack with a light or one-handed piercing weapon that catches her foe off guard. This attack deals 2d6 additional points of piercing damage. There is no limit to the number of times per day the duelist may use this ability, but a 30-second "cool down" period is required between uses.

- <b>Elaborate Parry:</b> At 7th level, the duelist masters the art of defense with her blade. Whenever she wields a light or one-handed piercing weapon, she adds her duelist level to Parry checks.

- <b>Deflect Arrows:</b> A 9th-level duelist gains Deflect Arrows as a bonus feat.
{113517} 
{113518} Can't go here.
{113519} Canny Defense: Enabled
{113520} Canny Defense: Disabled
{113521} Enhanced Mobility: Enabled
{113522} Enhanced Mobility: Disabled
{113523} Precise Strike: Enabled
{113524} Precise Strike: Disabled
{113525} LichCloak
{113526} RuralMTarp01
{113527} RuralMPallet01
{113528} RuralMPallet02
{113529} 
{113530} 
{113531} 
{113532} 
{113533} CatTail-Cluster
{113534} Fern-Cluster
{113535} Ginkgo
{113536} LazyRock
{113537} Mimosa
{113538} SpiderTree
{113539} Tamarind
{113540} TL_SC_M0304_GHall
{113541} TL_SC_M0102_HallEnt
{113542} TL_SC_M0303_TRoom
{113543} CityMWarehouseGrate
{113544} TileCV_Bonfire
{113545} CityMPainting4
{113546} CityMPainting5
{113547} CityMPainting6
{113548} CityMPainting7
{113549} CityMPainting8
{113550} CityMPainting9
{113551} CityMPainting10
{113552} Brazier{CityMBrazier01}
{113553} TileIL_Rubble01
{113554} TileIL_Rubble02
{113555} TileIL_Rubble03
{113556} Brazier{TileIL_Brazier}
{113557} <color=Magenta>Cleansing Nova</color>
{113558} <color=Magenta>Shining Shield</color>
{113559} <color=Magenta>Soothing Light</color>
{113560} <color=Magenta>Aurora Chain</color>
{113561} Type of Feat: Special
Specifics: This power, bestowed by the Ritual of Purification, creates an immobile 5' wide cylinder of light that lasts for four seconds. Any undead or outsider that enters into the cylinder of light suffers 1 point of fire damage per character level of the caster per second. If any victim of this power is also within the area of effect of the <color=Magenta>Web of Purity</color>, the damage of the <color=Magenta>Cleansing Nova</color> is applied to all victims of that same <color=Magenta>Web of Purity</color>.
Use: Selected. This feat can be used once per day.
{113562} Type of Feat: Special
Specifics: This power, bestowed by the Ritual of Purification, gives the caster and caster's companions Negative Energy Protection and 3 points of Cold Resistance per character level of the caster. This effect lasts for two rounds.
Use: Selected. This feat can be used once per day.

{113563} Type of Feat: Special
Specifics: This power, bestowed by the Ritual of Purification, heals the caster and caster's companions of all negative effects and additional provides them with rapid regeneration (healing one hit point per caster character level each round) for five rounds.
Use: Selected. This feat can be used once per day.

{113564} Type of Feat: Special
Specifics: This power, bestowed by the Ritual of Purification, empowers the weapons of the caster and the caster's companions with 1 extra point of attack and damage bonus against evil opponents for every four levels of the caster. This effect lasts for five rounds.
Use: Selected. This feat can be used once per day.

{113565} TL_SF_M0101_circ1
{113566} TL_SF_M0101_circ2
{113567} TL_SF_M0102_brid
{113568} TL_SF_M0301_wal1
{113569} TL_SF_M0301_wal2
{113570} TL_SF_M0302_room
{113571} FraserFirFC
{113572} TL_SF_M0102_wal1
{113573} Warlock, Artificier
{113574} <color=Gold><b>Artificier</b></color>

The artificier experiments and dabbles with all matters dealing with creating magical items and armaments - it is the least combat oriented of the warlock archetypes.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{113575} Warlock, Battle
{113576} <color=Gold><b>Battle Warlock</b></color>

The battle warlock focuses on the powers of destruction - shaping and controlling eldritch essences into devastating blasts.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{113577} Default Warlock
{113578} <color=Gold><b>Default Warlock</b></color>

The default warlock dabbles here and there with eldritch powers. This generalist also specializes in forms of persuasion - including deceit, diplomacy, and subterfuge.

This package does not give any special abilities to your character. It simply configures your skills and feats so that you don't have to.
{113579} CityMArcaneCircle
{113580} TileCV_Cobble
{113581} TileCV_Ore
{113582} TileCV_Roots01
{113583} TileCV_Roots02
{113584} CityMStoneBlock03
{113585} Standard_Interior
{113586} Standard_Castle
{113587} Crypt
{113588} Standard_Mine
{113589} Caves
{113590} Illefarn
{113591} Shadow_Fortress
{113592} Tree_Dungeon
{113593} TL_SF_M0301_wal3
{113594} King of Shadows: DoT
{113595} King of Shadows: Protection
{113596} King of Shadows: Nuke
{113597} CityMBooth02
{113598} CityMBooth03
{113599} CityMFireTrap01
{113600} Sarcophagus{CityMSarcophagus4}
{113601} Sarcophagus{CityMSarcophagus5}
{113602} Sarcophagus{CityMSarcophagus6}
{113603} RuralMCampFire01
{113604} Stair_Down_Room
{113605} Stair_Down_Hall_End
{113606} Stair_Down_Wall
{113607} Stair_Up_Room
{113608} Stair_Up_Hall_End
{113609} Stair_Up_Wall
{113610} CityMLantern03
{113611} No Preference
{113612} Gem Bag
{113613} Arrow Quiver
{113614} Bolt Quiver
{113615} Sling Stone Bag
{113616} Scroll Case
{113617} Key Ring
{113618} Silver Shard Bag
{113619} SwampBHouseBurned06
{113620} 
{113621} 
{113622} Statue{CityMStatueTyr}
{113623} Statue{CityMStatue6}
{113624} You cannot place items of that type into this container. 
{113625} CityMBalcony01
{113626} CityMBalcony02
{113627} CityMBalcony03
{113628} CityMBalcony04
{113629} CityMBalcony05
{113630} CityMBalcony06
{113631} CityMBalcony07
{113632} CityMBalcony08
{113633} CityMBalcony09
{113634} CityMBalcony10
{113635} CityMBalcony11
{113636} CityMBalcony12
{113637} CityMBalcony13
{113638} CityMBalcony14
{113639} CityMBalcony15
{113640} CityMBalcony16
{113641} CityMBalcony17
{113642} CityMBalcony18
{113643} CityMBalcony19
{113644} CityMBalcony20
{113645} CityMBalcony21
{113646} CityMBalcony22
{113647} CityMBalcony23
{113648} CityMBalcony24
{113649} CityMBalcony25
{113650} CityMBalcony26
{113651} CityMBalcony27
{113652} CityMBalcony28
{113653} CityMJail01
{113654} CityMJail02
{113655} CityMJail03
{113656} CityMJail04
{113657} Jail Door{CityMJailDoor}
{113658} Crate{CityMCrate17}
{113659} Crate{CityMCrate18}
{113660} Crate{CityMCrate19}
{113661} Crate{CityMCrate20}
{113662} Crate{CityMCrate21}
{113663} Crate{CityMCrate22}
{113664} TL_SF_M0102_brid2
{113665} CityMBannerTyr
{113666} NPC_GithCaptain
{113667} XP granted for <insert text here>.
{113668} CityMArchive
{113669} SwampBInn
{113670} Aasimar
{113671} Ability Points
{113672} Accessory
{113673} Alignment
{113674} Ammo
{113675} BACK
{113676} Background
{113677} CANCEL
{113678} CANCEL
{113679} CANCEL
{113680} CANCEL
{113681} CANCEL
{113682} CANCEL
{113683} CANCEL
{113684} CANCEL
{113685} Chaotic Evil
{113686} CHAOTIC GOOD
{113687} CHAOTIC NEUTRAL
{113688} CHARACTER
{113689} Abilities
{113690} CHARACTER BIO
{113691} Chest
{113692} Background
{113693} Class
{113694} COMPLETED
{113695} Save Game
{113696} CURRENT CAMPAIGN
{113697} CURRENT MODULE
{113698} CUSTOMIZE
{113699} DATE
{113700} DEEP GNOME
{113701} DELETE GAME
{113702} DROW
{113703} DWARF
{113704} ELF
{113705} EmptySlot
{113706} EXIT GAME
{113707} EXIT GAME
{113708} EYE
{113709} Eyes
{113710} FACIAL HAIR
{113711} Finalize
{113712} FINISH
{113713} FIRST NAME
{113714} GAME OPTIONS
{113715} GNOME
{113716} GOLD DWARF
{113717} GRAY DWARF
{113718} HAIR SELECTION
{113719} HAIR SELECTION
{113720} HALF-ELF
{113721} HALFLING
{113722} HALF-ORC
{113723} Hands
{113724} HEAD SELECTION
{113725} HIGHLIGHT
{113726} HUMAN
{113727} INFO
{113728} JOIN INTERNET GAME
{113729} JOIN LAN GAME
{113730} LAST NAME
{113731} LAWFUL EVIL
{113732} LAWFUL GOOD
{113733} LAWFUL NEUTRAL
{113734} LIGHTFOOT HALFLING
{113735} LOAD GAME
{113736} LOAD GAME
{113737} LOAD GAME
{113738} LOAD INTERNET/LAN GAME
{113739} LOAD SAVED GAME
{113740} LOAD SAVED GAME
{113741} LOGIN
{113742} Main Hand
{113743} MAIN MENU
{113744} MOON ELF
{113745} MULTIPLAYER
{113746} NAME
{113747} Neck 
{113748} NEUTRAL EVIL
{113749} NEUTRAL GOOD
{113750} NEW GAME
{113751} NEW INTERNET/LAN GAME
{113752} NEXT
{113753} NOTES
{113754} Off Hand
{113755} OPTIONS
{113756} Packages
{113757} PRIORITY
{113758} QUEST JOURNAL
{113759} QUESTS
{113760} Race
{113761} RANDOM
{113762} Ranged Main Hand
{113763} Ranged Off Hand
{113764} RECOMMEND
{113765} RESUME GAME
{113766} ROCK GNOME
{113767} SAVE CHARACTER
{113768} SAVE GAME
{113769} Select Campaign
{113770} Select Module
{113771} SET NAME; TEST ACCOUNT
{113772} SET PASSWORD; TESTPASS
{113773} SHIELD DWARF
{113774} SKIN
{113775} START CAMPAIGN 
{113776} START MODULE
{113777} New Campaign
{113778} New Module
{113779} Stats
{113780} STRONGHEART HALFLING
{113781} SUN ELF
{113782} TIEFLING
{113783} TRUE NEUTRAL
{113784} Waist
{113785} WOOD ELF
{113786} Wrist
{113787} 
{113788} Tracking Mode Activated
{113789} Tracking Mode Deactivated
{113790} Corpse{RuralMCorpse05}
{113791} Bookcase{CityMBookcase10}
{113792} Bookcase{CityMBookcase11}
{113793} Bookcase{CityMBookcase12}
{113794} NPC_Lorne
{113795} NPC_Tenavrok
{113796} Type of Feat: Class
Prerequisite: Dwarven defender 1.
Specifics: The dwarven defender gains a +1 dodge bonus to AC.
Use: Automatic.
{113797} Type of Feat: Class
Prerequisite: Dwarven defender level 4.
Specifics: The dwarven defender gains a further +1 dodge bonus to AC. This ability stacks with previous Improved Defense feats.
Use: Automatic.
{113798} Type of Feat: Class
Prerequisite: Dwarven defender level 7.
Specifics: The dwarven defender gains a further +1 dodge bonus to AC. This ability stacks with previous Improved Defense feats.
Use: Automatic.
{113799} Type of Feat: Class
Prerequisite: Dwarven defender level 10.
Specifics: The dwarven defender gains a further +1 dodge bonus to AC. This ability stacks with previous Improved Defense feats.
Use: Automatic.
{113800} Bookcase{CityMBookcase13}
{113801} Bookcase{CityMBookcase14}
{113802} Bookcase{CityMBookcase15}
{113803} 
{113804} 
{113805} 
{113806} 
{113807} Non-Ranged Weapons
{113808} Magical Weapons
{113809} Epic Weapons
{113810} Non-Specific
{113811} Metal (Adamantine)
{113812} Metal (Cold Iron)
{113813} Metal (Darksteel)
{113814} Metal (Iron)
{113815} Metal (Mithral)
{113816} Metal (Alchemical Silver)
{113817} Wood (Duskwood)
{113818} Wood (Zalantar)
{113819} Creature (Red Dragon)
{113820} Creature (Salamander)
{113821} Creature (Umber Hulk)
{113822} Creature (Wyvern)
{113823} CityMPots01
{113824} CityMPots02
{113825} CityMPots03
{113826} CityMCards01
{113827} CityMCards02
{113828} CityMCards03
{113829} CityMCards04
{113830} CityMDice01
{113831} CityMBottle01
{113832} CityMBottle02
{113833} CityMBottle03
{113834} CityMBottle04
{113835} CityMCoins01
{113836} CityMCoins02
{113837} CityMBanner01
{113838} CityMBanner02
{113839} CityMTable16
{113840} CityMPillar02
{113841} CityMPillar03
{113842} CityMPillar04
{113843} True Name Recitation
{113844} RuralMMat01
{113845} RuralMMat02
{113846} RuralMMat03
{113847} RuralMMat04
{113848} CityBCastle01
{113849} CityMColiseum 
{113850} Statue{CityMStatue7}
{113851} Cage{RuralMCage01}
{113852} RuralMCampFire02
{113853} RuralMCampFire03
{113854} RuralMCampFire04
{113855} CityMTorch
{113856} CityMLathanderSymbol
{113857} Archery Combat Style
{113858} Two-Weapon Fighting Combat Style
{113859} CityMTapestry03
{113860} CityMTapestry04
{113861} CityMTapestry05
{113862} CityMTapestry06
{113863} Module description is not available.
{113864} Could not open .mod file to read the description.
{113865} CityMBanner
{113866} CliffsBTent3S
{113867} CityMPillar05
{113868} CityMPillar06
{113869} CityMPillar07
{113870} CityMPillar08
{113871} 
{113872} 
{113873} 
Race: <CUSTOM0>

Class: <CUSTOM1>
Package:<CUSTOM2>

Alignment: <CUSTOM3>
Background:<CUSTOM4>

<color=Gold>Str:</color> <CUSTOM5>
<color=Gold>Dex:</color> <CUSTOM6>
<color=Gold>Con:</color> <CUSTOM7>
<color=Gold>Int:</color> <CUSTOM8>
<color=Gold>Wis:</color> <CUSTOM9>
<color=Gold>Cha:</color> <CUSTOM10>
 

{113874} N\A
{113875} 
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{122281} 
{122282} 
{122283} 
{122284} 
{122285} 
{122286} 
{122287} 
{122288} 
{122289} No Campaign Description is available.
{122290} Campaign Name is not set.
{122291} Map
{122292} Inventory
{122293} Character
{122294} Journal
{122295} Rest
{122296} Spells
{122297} Player List
{122298} Options
{122299} This is the Debug Conversation for module [inset module name here].  What would you like to do?
{122300} Start [10_cheater]
{122301} Never mind.
{122302} The Hollows
{122303} This is a Balor Demon
{122304} Roger the Cheat Demon
{122305} Fun Button
{122306} 
{122307} 
{122308} 
{122309} 
{122310} 
{122311} Speak Trigger
{122312} wp_trophy
{122313} Close-up of kana
{122314} Medium Shot of Daerrid
{122315} {1011}Merchant Quarter: Fiehlis' Estate
{122316} Thug, NW2
{122317} Establishing shot of guard corpses.
{122318} close-up if cnpc defender is tall
{122319} close-up if cnpc defender is short
{122320} OTS thug backstab approach
{122321} medium shot of thug sneaking up
{122322} long shot of the action
{122323} Neutral Guy
{122324} City Watchman{st1011}
{122325} 
{122326} 
{122327} 
{122328} 
{122329} Casks{CityMCasks02_T01}
{122330} 
{122331} 
{122332} Fireplace{CityMFireplace01_T01}
{122333} 
{122334} 
{122335} CityMBench5_T01
{122336} 
{122337} CityMCurtain03_T01
{122338} 
{122339} 
{122340} 
{122341} 
{122342} 
{122343} 
{122344} CityMWmountSwords_T03
{122345} 
{122346} CityMTable8_T02
{122347} 
{122348} 
{122349} 
{122350} 
{122351} 
{122352} 
{122353} CityMShopCounterGlass01
{122354} 
{122355} 
{122356} 
{122357} 
{122358} Statue{CityMStatue4}
{122359} 
{122360} 
{122361} 
{122362} Barrel{CityMBarrel1_T01}
{122363} 
{122364} 
{122365} CityMLamp8
{122366} 
{122367} CityMLamp6
{122368} Casks{CityMCasks03_T04}
{122369} Casks{CityMCasks02_T03}
{122370} CityMRug10_T02
{122371} 
{122372} 
{122373} 
{122374} CityMTable2_T01
{122375} 
{122376} CityMRug10_T03
{122377} 
{122378} 
{122379} 
{122380} 
{122381} 
{122382} 
{122383} 
{122384} 
{122385} CityMRug11_T01
{122386} CityMBedroll2_T02
{122387} 
{122388} Plant{CityMHplant02_T03}
{122389} 
{122390} CityMRug11_T02
{122391} Casks{CityMCasks03_T01}
{122392} Casks{CityMCasks01_T01}
{122393} CityMBench5_T03
{122394} CityMLamp7
{122395} 
{122396} 
{122397} 10_cs_cw_inform
{122398} Entry Room
{122399} Hallway 1
{122400} Hallway 2
{122401} Hallway 3
{122402} Side Room 2
{122403} Side Room 3
{122404} Side Room 6
{122405} Side Room 1
{122406} Side Room 7
{122407} Side Room 5
{122408} Stairway
{122409} {DoorCWatch02}
{122410} Door{1011_vault_key}
{122411} Fihelis' Vault Key
{122412} A simple but well-crafted key.
{122413} Keys are used to open locks.
{122414} You there! You're not a member of the squad!
{122415} How did you get in here? Stop where you are!
{122416} Intruder! We have an intruder inside the house!
{122417} How's things at home?
{122418} I got this location covered. Check somewhere else.
{122419} Evening, watchman.
{122420} You new to the squad?
{122421} I thought you were supposed to be posted elsewhere.
{122422} Everything's quiet here, watchman.
{122423} Guarding Fihelis' vault of course. Shouldn't you be at your post?
{122424} [Success] My lucky day, then! I thought I wasn't getting off for a few more hours.
{122425} Here's the vault key. I think I might take in an ale while the taverns are still open.
{122426} [Failure] What? I'm not due to be relieved for a few more hours. Wait, you're not a member of the squad!
{122427} Intruder! They've come for Fihelis!
{122428} [Success] Aye, it's a shame such wealth is wasted on a spineless turncoat.
{122429} I suppose it wouldn't hurt to compensate ourselves for our trouble tonight. I'll unlock the door.
{122430} [Failure] Right. And take the blame when the find the gold missing? No thanks.
{122431} Wait a minute - you're not a member of my squad. Intruder! They've come for Fihelis!
{122432} All right. Time to split the loot. What's my share come out to?
{122433} Thanks. You'd better get back to your post before someone else decides they want a share.
{122434} And keep your mouth shut. This is just between us.
{122435} [Success] That just figures. He probably already cleared out most of the vault before he called for the watch.
{122436} Still, gold's gold, and it comes out to more than I get paid in a month. Nice doing business with you, watchman.
{122437} [Failure] Nice try. I checked the vault beforehand. There's a lot more than that in there <i>watchman</i>, or whoever you are.
{122438} [Success] Hey, good thinking. Wouldn't want the sergeant catching me with all that gold on me.
{122439} All right, I'll meet you back at the barracks when my shift's over. We'll split the gold then.
{122440} You'd better get back to your post before someone gets suspicious.
{122441} I didn't figure you for a watchman. Still, thought I'd play along if there was gold in it for me.
{122442} [Failure] Trying to cheat me are you, <i>watchman</i>, or whoever you are? And here I was going to play along with you on this.
{122443} [Bluff] I'm here to relieve you.
{122444} Carry on.
{122445} What are you doing here, watchman?
{122446} [Diplomacy] I don't think a two timer like Fihelis deserves all the gold he's got in there.
{122447} Fair's fair. Here's your half of the gold.
{122448} [Bluff] There wasn't as much in there as we thought. Here... 100 gold is your share.
{122449} [Diplomacy] It's not safe here. I'll split it with you when your shift is over.
{122450} I've decided to keep it all for myself.
{122451} You there! You're not one of my men!
{122452} Nice try. I know each and everyone one of my men, and you're not one of them.
{122453} All right everyone! We've caught ourselves an assassin! Make sure Fihelis isn't harmed!
{122454} I'm a new recruit. I just started.
{122455} It took you watchmen long enough to figure that out.
{122456} It looks like you won't be alive for much longer.
{122457} {1014}Par's House
{122458} 10_wp_par_to_docks
{122459} 10_wp_docks_to_par
{122460} {1015}The Moonstone Mask, L1
{122461} Kana
{122462} Neverwinter Citizen{immobile}
{122463} Neverwinter Citizen{mobile}
{122464} Crate{CityMCrate8}
{122465} Crate{CityMCrate9}
{122466} 
{122467} 
{122468} 
{122469} 
{122470} CityMBench5_T02
{122471} Plant{CityMHplant01_T03}
{122472} Plant{CityMHplant04_T02}
{122473} 
{122474} Barrel{CityMBarrel1_T03}
{122475} Barrel{CityMBarrel1_T02}
{122476} 
{122477} Plant{CityMHplant01_T01}
{122478} 
{122479} 
{122480} CityMMerchScales
{122481} 
{122482} 
{122483} 
{122484} 
{122485} 
{122486} 
{122487} 
{122488} 
{122489} 
{122490} 
{122491} 
{122492} 
{122493} 
{122494} This is a map
{122495} 
{122496} 
{122497} 
{122498} This is a meatlab
{122499} Casks{CityMCasks03_T02}
{122500} CityMRug10_T01
{122501} Vase{CityMVase4}
{122502} 
{122503} {1023}Castle Never
{122504} {1000}Royal Guard
{122505} Neverwinter Noble
{122506} Nevalle
{122507} {1000}Lord Nasher Alagondar
{122508} {DoorT_SI_Door01}
{122509} 
{122510} To 1024
{122511} Use this blueprint to create a standard Area Transition trigger that can only be triggered by a PC.
{122512} Establishing shot
{122513} OTS People entering
{122514} Shot of the Entrance
{122515} Close on Nasher
{122516} Profile of Nasher and Nevalle
{122517} OTS Nasher and Nevalle from Torio
{122518} {1030}Docks District: Luskan Hideout
{122519} Luskan Thug, NW2
{122520} Ahja Cam 1
{122521} Luskan Agent{Hostile}
{122522} Luskan Agent{Fireball}
{122523} Luskan Minion
{122524} 
{122525} 
{122526} 
{122527} 
{122528} 
{122529} Casks{CityMCasks02_T04}
{122530} 
{122531} 
{122532} 
{122533} 
{122534} 
{122535} 
{122536} 
{122537} CityMBedroll2_T01
{122538} Table{CityMTable8_T01}
{122539} 
{122540} Fireplace{CityMFireplace02_T01}
{122541} 
{122542} 
{122543} 
{122544} 
{122545} Bag{CityMBag2}
{122546} 
{122547} 
{122548} 
{122549} 
{122550} 
{122551} 
{122552} 
{122553} {DoorT_StdCave01}
{122554} {1032}Docks District: Nightmask Hideout
{122555} Night Mask Agent
{122556} Uncus
{122557} Riverdweller
{122558} Aggressor
{122559} Ashni
{122560} Axle
{122561} Bennon
{122562} Thug{Bennon}
{122563} Pass to Blacklake District
{122564} Captain Brelaina
{122565} Ring of Caitlyn
{122566} Cutscene Guy{Casavir}
{122567} Garius
{122568} This is a Githyanki
{122569} Githyanki{patrol}
{122570} Githyanki Mage{patrol}
{122571} Commoner{Female}
{122572} Cutscene Guy
{122573} Fiehlis{CW}
{122574} Cutscene Guy{CWIN}
{122575} Cutscene Guy{CWIN2}
{122576} Thug{Mugger}
{122577} Cutscene Guy{CWWH}
{122578} Not yet implemented.
{122579} Something up?
{122580} It's bigger... I think. I don't remember much about last year. Not after I let you and Bevil buy me all that Harvest Mead, anyway…
{122581} {thoughtful}Tarmas has a book in his library... Volo's Guide to the Realms. There's a picture in it... a woman in traveler's garb, with daggers on her hip, trinkets and scrollcases hanging from her belt, and a book and quill in hand.
{122582} She wouldn't fit in around here, but I've always admired her... wandering the Realms with a spellbook and a quill, recording what she sees...
{122583} Then retiring to a place like Candlekeep, writing books, and telling stories to kids... I'd be happy with that.
{122584} | If player is Wizard Apprentice |You know that book in Tarmas's library... Volo's Guide to the Realms? There's a picture in it... a woman in traveler's garb, with daggers on her hip, trinkets and scrollcases hanging from her belt, and a book and quill in hand.
{122585} He can be a little... depressing. But when I was sick with that fever a few years ago, he stayed at my bedside for a week, telling me stories, running back and forth with potions from Brother Merring...
{122586} And he lets me use magic for my chores. I've got the plates cleaning themselves now, but the broom keeps giving me trouble...
{122587} | If player is Wizard Apprentice |He's got a good enough heart, but he really enjoys being dismal. Really, really enjoys it.
{122588} They always involved wizards, in dark places under the ground, surrounded by wights and spirits and worse. And always searching for something.
{122589} It's something to do with the War... the one that killed my parents, and yours. I think that's why he took me in at first, as if I'd give him some connection to whatever happened that night.
{122590} Well... nothing, really. I know they were stubborn because they stayed to protect their home when the demons attacked. And I know they weren't from West Harbor.
{122591} But they had a realism about them. Like he'd been there, experienced them for himself.
{122592} | If PC is male, a flirt, and not a dwarf/halfling/gnome |Then retiring to a place like Candlekeep, writing books, and telling stories to kids... and maybe a man in my life... someone I've traveled with...
{122593} | If PC is male, flirt, and not gnome, halfling, dwarf |Not that there's... anything wrong with men... I mean, with <i>some</i> men...
{122594} | If PC is a taleteller |You'd have liked them. Tarmas isn't as dramatic as you or {GAY-org}Georg, but his tales have this... realism. Like he's been there, experienced them himself.
{122595} {frantic whisper}Hey, come on, you're making me turn red! Bevil's right <i>there!</i>
{122596} {quickly covering up}Oh... I know. I mean, I wasn't talking about you. That would be like... kissing my brother, or something. Right?
{122597} | PC is Bully |Look, no offense... but if I tell you the truth, you're just going to mock me. That's how you are, whenever someone confides in you. You just use it to push them around.
{122598} Bevil knows that better than me... he doesn't know how to keep his mouth shut.
{122599} It's hard to imagine Tarmas in a dungeon, but... at least some of those stories had to have been about him.
{122600} Tarmas thought they might have been Luskans… and once I caught him giving me a strange look, like he was seeing me for the first time. He told me there was magic in my blood…
{122601} Ugh. Bevil thinks I'd be more like the other girls... whispering about boys and giggling. 
{122602} Not that there's anything wrong with men... They're just not as interesting as magic. Not usually, anyway.
{122603} | Once only. |Do you think the Fair is better than last year?
{122604} | Once only. |Once you've finished your apprenticeship, what do you think you'll do?
{122605} What do you think of Tarmas?
{122606} Nevermind. Let's get back to the Fair.
{122607} | Once only. |What do you know about your parents?
{122608} What kind of stories did Tarmas tell you?
{122609} Why do you think Tarmas came to West Harbor?
{122610} I know, I know. You <i>like</i> me.
{122611} Go on...
{122612} Amie... we're just friends. That's all.
{122613} Ever wonder what you'd be like if they'd lived?
{122614} Fern
{122615} Amie
{122616} {Player has gotten too close to the targets, and Daeghun is warning them not to cheat}This is an archery contest. Keep your distance from the targets.
{122617} {IMPORTANT NOTE (4-7-06): This line needs to be recorded for 0_retta, 0_child_male_talentshow and 0_child_female_talentshow! This line is an expression of awe at a display of magic, in a talent show. Second half of stereotypical "Ooooh.  Aaaah."}Ooooh...
{122618} {IMPORTANT NOTE (4-7-06): This line needs to be recorded for 0_retta, 0_child_male_talentshow and 0_child_female_talentshow!  It's an expression of awe at a display of magic, in a talent show. Second half of stereotypical "Ooooh.  Aaaah."}Ahhhh...
{122619} {IMPORTANT NOTE (4-7-06): This line needs to be recorded for 0_retta, 0_child_male_talentshow and 0_child_female_talentshow! Line is intended to be a cheer for an amazing performance in a talent show.}Yaaay!
{122620} {IMPORTANT NOTE (4-7-06): This line needs to be recorded for 0_retta, 0_child_male_talentshow and 0_child_female_talentshow! Line is intended to be a cheer for an amazing performance in a magic show.}Wooo!
{122621} Melee Weapon Barrel
{122622} Missile Weapon Barrel
{122623} I can't believe it's our last year to compete for the Cup... when did we get so old?
{122624} Sure are a lot of people. At least a hundred, I'd say. Maybe more, if you count all the kids.
{122625} Where'd all these kids come from, anyway? Feels like just a few seasons ago when you and me and Amie were chasing about and getting underfoot.
{122626} Remember how angry {TAR-mus}Tarmas would get? Heh. Now he's got a whole new brood to complain about.
{122627} | After player has won 4 events, or won the Cup |Harvest Cup Champions! Just like Cormick! I never thought we'd beat those Mossfelds, but we did!
{122628} Well... I broke the Starling Curse. That's what they call it, you know... ever since Lorne lost the Harvest Brawl, no Starling's won the Cup.
{122629} No more ribbing about that Curse, though. That alone makes this whole thing worthwhile!
{122630} {he doesn't <b>really</b> want to go... he just doesn't want to seem like a wuss in front of the player}Sure, I mean... maybe a season in the wilds, hunting for treasure with you and Amie.
{122631} As... long as we could get back in time for the harvest. Wouldn't want to miss the Fair, and all...
{122632} Mom's always well... I don't know when she finds time to sleep, though. She looks after seven kids and a farm, plus she helped organize the Fair, and she's running the Tourney of Talent, besides.
{122633} {a little embarrassed}Well... I just do what a son should. With Father dead and Lorne gone, who else does she have? The others are too young.
{122634} | Player is Wild |Sometimes I wish my family was more like yours... I mean, Daeghun lets you do whatever you want, whenever you want. And you're always off, wandering the Mere.
{122635} {foot in his mouth at the end}But I guess there's something to be said for having a big family, and people who care about you. Not... that Daeghun doesn't care about you, he just isn't...
{122636} Heh. You're not going to get rid of me that easily. I'm the best of the new recruits, after you.
{122637} {playful competition} And I'm getting better, so don't let that head of yours get too big. You know what Georg always says... "A big head makes an easy target."
{122638} I don't regret joining, if that's what you mean... even though Tarmas thinks the militia made me even dumber than I was in the first place. 
{122639} There's something about drilling together, as a team... a dozen men, fighting as one. You can... lose yourself, but you gain something more.
{122640} But {GAY-org}Georg says I'm getting better with a blade, and I beat Webb Mossfeld on the practice field the other day.
{122641} You mean Lorne? Only a little. I remember the day he shaved his head. Gods, Mother was upset. She said it made him look like an angry egg.
{122642} And I remember when he left. That was just after my father died, and... I don't know, Lorne got so <i>restless</i>. 
{122643} And then after all that, he lost to Cormick - the guy who was good at everything, and didn't even try. I remember sitting under the table, crying, while Lorne packed up his things.
{122644} Winning the Cup was all he could talk about. He'd drill in the fields with his friends, from morning 'til dusk.
{122645} Neverwinter... at least, that's what Georg says. Mom would never tell me if she got any letters back from him. 
{122646} Personally, I... I think Lorne's dead. Why else would he just disappear like that, and never write, or visit?
{122647} Who knows. They've been trouble since they could walk. They used to chase us around the well, remember? And there was that time Ward dangled me in by my feet, and almost dropped me.
{122648} | Player is good or neutral |Hey, I couldn't even see the bottom of that well. Good thing you went and fetched Brother Merring... I could have died if he'd dropped me.
{122649} | Player is evil |Hey, I couldn't even see the bottom of that well. I could have died if he'd dropped me... good thing Amie went and fetched Brother Merring. You just stood there and laughed, as I recall.
{122650} Webb's not so bad, when his brothers aren't around. Even Ward forgets to pester me, if we're on the practice field.
{122651} Wyl, though... he never lets up. And the thing is, I'm a better blade than him. But whenever we spar, he gets me so angry that he always beats me.
{122652} | Player is Trouble |Hey, I couldn't even see the bottom of that well. I could have died if he'd dropped me... good thing Amie went and fetched Brother Merring. You just stood there and laughed, as I recall.
{122653} | Player is Bully |You're asking me? If you weren't always trying to push Wyl around, maybe he'd have left us alone.
{122654} You get them angry, and then they take it out on me... like that time Ward dangled me into the well by my feet, and almost dropped me.
{122655} | Player is taleteller |Well, the story got better every time you told it. <i>I</i> can't even remember what really happened, anymore.
{122656} | Player is Leader |You should have joined up when I did. You'd have been running the militia by now... everybody likes Georg, but he's not half the captain you could be.
{122657} And there's something about drilling together, as a team... a dozen men, fighting as one. You can... lose yourself, but you gain something more.
{122658} | Player is Militia |Webb's not so bad, when his brothers aren't around. And you've seen Ward on the practice field. When he's drilling with us, he's part of the team, like everyone else.
{122659} | Player is Wizard Apprentice |Sometimes I wish I had the brains to study with you and Amie. Tarmas's lab always seemed so mysterious... this secret place only you three could go.
{122660} But I doubt I'd want to sit in a dark room for hours on end, staring at a book by flickering candlelight. After a while, I'd have to get outside and... swing a sword at something.
{122661} Look, he's your father, and I shouldn't have opened my mouth. I'm sorry, really.
{122662} No, it's not about race! You know that doesn't matter to me. Daeghun's just... cold. I know he must have his reasons, but it's hard to understand when I don't know what they are.
{122663} Ha! No, most folk in this town aren't much fun, and I know I'm not one to talk. I miss most of the jokes you and Amie tell... even the ones about me.
{122664} | PC is Trouble, or Evil |Sometimes I wish I was more like you... I mean, let's face it, you don't have much of a conscience. But I'm not, and I can't leave my mother to fend for herself, even if it means I don't get to have much fun.
{122665} | PC is devout |Sometimes I wish I had your faith in the gods... it'd make it easier to stay home and do chores, when I could be off with you and Amie.
{122666} But I still know what's right, and I couldn't leave my mother to fend for herself.
{122667} Sometimes I wish my family was more like yours... I mean, Daeghun lets you do whatever you want, whenever you want.
{122668} | Player is Bully, but not evil |Hey, I couldn't even see the bottom of that well. At least you went and fetched Brother Merring... I could have died if he'd dropped me.
{122669} | Player is fighter-type and Wild |You should have joined up when I did. You've got skill, but you're a loner. Georg always thought you'd do better with some discipline.
{122670} | Player is fighter-type and Bully |You should have joined up when I did. You're tough, and maybe if you were part of a team, you wouldn't scare folks so much, and they'd like you better.
{122671} | Player is Trouble |You're the one who's always playing pranks on them. Wyl Mossfeld isn't smart enough to have a sense of humor... at least, not when the joke's on him.
{122672} | Player is Flirt and male |I don't know... I've always thought that Wyl had a thing for Amie. And she spends all her time with you.
{122673} Anyway, nobody has a chance with the girls when you're around. That gets the Mossfelds pretty angry.
{122674} | Player is drow |Well, you're... you know. Different. Most Harbormen have only heard of dark elves in stories, and the stories are never very kind to your people.
{122675} I think the Mossfelds are scared of you, too, and that just gets them angry. 
{122676} Remember how they used to chase us around the well? And there was that time Ward dangled me in by my feet, and almost dropped me.
{122677} | Player is tiefling |Well, you're... you know. Different. A lot of people look at you, and they see the demons that attacked us, years ago.
{122678} | Before player has won the Cup |What do you think of the Fair this year?
{122679} | Once only. |Think you'll ever leave West Harbor?
{122680} | After player has heard about Lorne |Do you remember much about your older brother?
{122681} | After player has met the Mossfelds |What do the Mossfelds have against us, anyway?
{122682} | After player has won 4 events, or the Cup |How does it feel to be a Harvest Champion?
{122683} Nevermind. Let's get back to the Fair.
{122684} | Once only |How's your family been?
{122685} | If player isn't in the militia |Still enjoying your militia training?
{122686} You help her, as best you can.
{122687} Warm?
{122688} Much fun?
{122689} Human?
{122690} From what I've seen, she doesn't let you sleep, either.
{122691} | Player is Militia |Thinking of retiring from the militia, "old man?"
{122692} Did he say where he was going?
{122693} The way I remember it, you were bawling like a newborn babe.
{122694} You'd think joining the militia would have straightened them out.
{122695} I can still remember you in the well... bawling like a newborn babe!
{122696} You'd think joining the militia would have straightened out the Mossfelds.
{122697} Harvest Brawler
{122698} {Spoken by feisty eighteen year old female - she and her brothers are charging at the player in the Harvest Brawl, which is part of a village festival}Yaaahh!
{122699} {Spoken by feisty eighteen year old female - she and her brothers are charging at the player in the Harvest Brawl, which is part of a village festival}Let's get 'em!
{122700} {Spoken by feisty eighteen year old female - she and her brothers are charging at the player in the Harvest Brawl, which is part of a village festival}Charge!
{122701} | This taunt always appears before the first match with the Mossfelds and is spoken by Wyl | Better watch out, Blood-fly!
{122702} | The rest are random, and occur at the second attempt and after - also spoken by Wyl |Gonna knock that nose right off your face!
{122703} C'mon over here with your pretty club!
{122704} Promise you wont cry like last time, Blood-fly!
{122705} Have at 'em, brothers!
{122706} | These are yelled when contestants leave the harvest brawl - all could be spoken by either male or female|All right, I yield!
{122707} Agh! I think I lost a tooth...
{122708} Yield! Yield! That's enough!
{122709} Ugh. No more for me.
{122710} I need to sit down...
{122711} Oof! I'm out!
{122712} Back off! I yield!
{122713} Unnh... my head...
{122714} <FirstName>, there you are! Come on, the Fair's already started!
{122715} It's the biggest Fair in years, <FirstName>. {he's a little nervous about this, as it means a bigger audience when he and player compete}There's folk in from all the outlying farms, and even a few from outside the Mere. That means a big audience...
{122716} A big audience, all cheering for us! This year's our last chance to compete for the Harvest Cup... our last chance to win!
{122717} Well... you didn't hear those Mossfeld brothers boasting. Something about humiliating us in front of a hundred people...
{122718} The Mossfelds won both their matches in the Harvest Brawl. They'll be tough to beat. But Amie's bound to win the Tourney of Talent for us.
{122719} {filling the player in}I convinced Tarmas to teach me a few new spells. {slightly impish}And I dug up a couple more from his spellbooks when he wasn't looking.
{122720} We sign up with {GAY-org}Georg, in the village square. Come on!
{122721} {LOUIE}Lewy Jons brought an enormous pig for {OR-len}Orlen's contest. {she's mentioning this because she's an apprentice wizard, and is fascinated by all things magical}I didn't think they grew that big without magic...
{122722} And Galen's in town... that merchant from Neverwinter. He's been telling tales of beasts on the road, and darker things, deep in the Mere.
{122723} {hurt - she's an orphan, and the player and Bevil literally are her surrogate family}Don't say that, <FirstName>. You two are the only family I've got. Apart from {TAR-mus}Tarmas, anyway, and he hardly counts.
{122724} | Player is Bully |Besides, if you weren't always trying to push people around, we wouldn't have so much trouble with the Mossfeld brothers.
{122725} Well... whatever you say. But for now, we're a team. You can't do <i>everything</i> yourself.
{122726} {indignant--the player has insulted him}Besides, we're a team. I know this town hasn't seen anybody as talented as you since {COR-mik}Cormick left, but you can't do <i>everything</i> yourself.
{122727} Look, just forget it. Let's go sign up with {GAY-org}Georg. He's waiting in the village square.
{122728} | If player is Wizard's Apprentice |Between those new spells Tarmas was teaching us, and the ones we dug up on our own, I should have enough to impress the crowd. 
{122729} {Being modest here}Anyway, I heard {WILL}Wyl Mossfeld is doing the same act this year, so that should help my chances.
{122730} {shuddering... and dreading having to watch this horrible act for the eighth year in a row}Oh, gods. Not the pixie impressions again...
{122731} You seem a little nervous, Bevil.
{122732} What's the competition look like?
{122733} No sense standing about, then.  Where do we start?
{122734} Any other attractions this year?
{122735} I'd have won the Cup last year, if I hadn't been saddled with you two.
{122736} At least the Mossfelds stand up to me. I respect them for that.
{122737} The Mossfelds are afraid of me, and they cover it up with bravado.
{122738} Probably true. But I like trouble.
{122739} Sorry. I shouldn't have insulted you.
{122740} I suppose I have no choice. I'll let you tag along, again.
{122741} Fine. What does the competition look like?
{122742} Need help with the lock?
{122743} Turn on Detect Mode
{122744} Turn off Detect Mode
{122745} Let me try to flag the trap
{122746} Let me try to disable the trap
{122747} Let me try to pick the lock
{122748} Actually, I'm fine.
{122749} Win 3 events or 4 events?
{122750} I win 3!
{122751} I win 4!
{122752} Nevermind.
{122753} Really start Harvest Fair quest?
{122754} Impatient kids these days.
{122755} Yes.
{122756} No.
{122757} Fast Forward to me winning the Fair and the Fur Trade.
{122758} What do you want to do?
{122759} Bestow Fur Trade and advance to 30. 
{122760} Bypass trading and advance to 60
{122761} Just complete the bloody Fur Trade quest.
{122762} Do nothing.
{122763} Start the Hog quest?
{122764} Yes.
{122765} No.
{122766} Have me cast Lesser Dispel on the Hog.
{122767} Need felp with detect mode?
{122768} Turn on Detect Mode
{122769} Turn Off Detect Mode
{122770} Nevermind.
{122771} Cast Creature Summoning I?
{122772} Cast Enlarge on Bevil?
{122773} Destroy barrel with offensive spell?
{122774} Add Amie to Party?
{122775} Yes.
{122776} No.
{122777} Yes.
{122778} No.
{122779} Yes.
{122780} No.
{122781} Yes please.
{122782} Naw.
{122783} Amie AND Bevil.
{122784} Start the magic trial?
{122785} Sho nuff.
{122786} No.
{122787} You are now fighting your first match!
{122788} Destroy a Practice Dummy?
{122789} You are now fighting your second match (against the Mossfeld boys).  Plus, you have placed a bet.
{122790} You are now fighting your second match (against the Mossfeld boys).
{122791} Want to "equip" a Training Club?
{122792} I win.
{122793} Yes.
{122794} No.
{122795} Nevermind.  I don't want to advance the quest yet.
{122796} I win.
{122797} I lose.
{122798} I win.
{122799} I lose.
{122800} Yes.
{122801} No.
{122802} Want me to assign the Harvest Brawl quest?
{122803} Oh, yeah!!!
{122804} Um.  No.
{122805} Give me Amie and Bevil!
{122806} Have me attack a dummy. Not Bevil though.
{122807} Want to "equip" a missile weapon?
{122808} Fire at Practice Target and hit?
{122809} Now what?
{122810} Yes.
{122811} No.
{122812} No.
{122813} Nothing.
{122814} Yes.
{122815} Have me attack the targets
{122816} Want me to assign the missile trial quest?
{122817} Hell, yeah!!
{122818} Nope.
{122819} Pickpocket the Man in Green?
{122820} I don't see why not.
{122821} No thank you.
{122822} Find all the feathers?
{122823} Yes.
{122824} No.
{122825} Just the Blue One
{122826} Just the White one
{122827} Just the Green One
{122828} Shall I bestow the rogue quest upon you?
{122829} Yes.
{122830} No.
{122831} Give me Amie and Bevil. Not their bodies, but their SOULS.
{122832} Daeghun's Chest
{122833} Daeghun often stores animal furs and hides inside this chest.
{122834} Tarmas locked a feather in that chest. I saw him do it!
{122835} Show me how you got the chest open! Pleeeeease...
{122836} Child{Female - Chest}
{122837} Child{Female - Talent Show}
{122838} Child{Male - Talent Show}
{122839} | Act is over |We want to see more magic!
{122840} | Act is over |Wow! That was amazing!
{122841} | Before show starts |Shh! They won't start unless we're quiet!
{122842} | After Creature Summoning |Cast Fireball! Fireball!
{122843} | NOTE: All these lines could be spoken by either male or female child.||After Creature Summoning |You should summon a demon next! And make him tell a dirty joke!
{122844} | After Enlarge |Again! Again!
{122845} | After Creature Summoning |Woooo!
{122846} | After Creature Summoning |This is way better than those pixie imitations!
{122847} | After Enlarge |Can you make my big sister disappear?
{122848} | After Enlarge |Cast Fireball! Fireball!
{122849} | After Enlarge |Make me big, too!
{122850} | Act is over |Aww... is it over already?
{122851} | Before show starts |We want to see magic!
{122852} | Before show starts |It's Amie! She's gonna do her act!
{122853} | Before show starts |Cast Magic Missile! At... at my big sister!
{122854} | Before show starts |I can cast Stinking Cloud! Wanna see?
{122855} {hushed tones--he doesn't want rumors to spread}And the blight? You're sure it's spreading, Orlen?
{122856} It's no blight, {GAY-org}Georg, it's something else. There's no mold, no rot. It's like the crops don't <i>want</i> to grow. Like they haven't the guts to up and face the sun.
{122857} What do the druids say?
{122858} Well, that's just the rub, Georg. There's no druids to be found, not head nor heel. 
{122859} You think we ought to say something? Everyone's gathered for the Fair, even from the outlying farms...
{122860} {thoughtful}No. They ought to be free from cares, at least for a day. We'll go 'round tomorrow, talk to the households one by one.
{122861} Right you are, Georg. Tomorrow, then.
{122862} Used to be they'd warn me of troubles, long before I noticed the signs myself. But this time... rotten silence.
{122863} {Musing, a little morose - not so much to be a huge downer, though - talking to himself}So many years ago today... 
{122864} {Half-to-himself, same tone as the opening line, there was a great tragedy on this day}The human need to celebrate {this should like an Elvish custom}remembrance days baffles me. {Enough of that in his tone, he's focused on now}But at least something productive may come of it. 
{122865} {His tone implies merchants are rare things}The merchant, Galen, is here - he'll want my furs, as he usually does... {He doesn't really get this, he thinks money is foolish}coins can be useful in getting by.
{122866} While I attend to the archery contest, I will need you to deal with the merchant. Fetch my furs from the chest, over by the painting. 
{122867} | Player is female |{Stops woolgathering, tone starkly neutral little joy in it}Ah... my foster daughter is up and dressed, I see. 
{122868} {He is under-stating the case}This past season has been a hard one - for both tilled fields and wildlands. 
{122869} {Stoic}So you've decided to compete for the Cup, I see. I know this is your last year, but the rules apply to all - even foster sons.
{122870} Fetch a crossbow from the barrel, and shoot the practice target.
{122871} You have only to hit the practice target once. Then I'll allow you to compete.
{122872} {Almost disinterested}Are you ready to compete, then?
{122873} The rules are the same as last year - ten shots and ten targets.
{122874} | SCRIPTER: Detect if player has used up all 10 shots. If not, play this line. |You still have more shots left... ten shots - ten targets.
{122875} | SCRIPTER: If player has used up all 10 shots but failed to destroy at least 6 targets, play this line. Also, give player 10 more arrows and reset target count to 0. |{Sighing tone, a little disappointed}You must hit six to win the competition. But you are allowed to try again.
{122876} | SCRIPTER: If player has used up all 10 shots and destroyed more than 6 targets, but less than 10, play this line. |{Slight pride in his tone}Well done... I think your score will stand this year.
{122877} | If player got perfect score |You stand as this year's winner in archery... and the first to achieve a perfect score. 
{122878} | Player has already completed Harvest Cup quest |{Some actual emotion in his voice}A fine bow, a <i>fine</i> one. {Appreciative}Made by one who loves his craft. {thinks he's being generous here, even though the gold is a pittance}You may keep the rest of the gold as your allowance for the season.
{122879} Have you decided to compete for the Cup? You must sign up with {GAY-org}Georg before you begin. 
{122880} Fetch a crossbow from the barrel, and take a few shots at the practice target. You must hit the target once, before you can compete.
{122881} Five is the best score so far. {Some rough expectation of excellence from his child}If you remember the lessons that have been taught to you, you should be able to best that.
{122882} |Advance fair to 100 if this was the last chore|{Enough of that, back to grim neutral}Some good has come of this day. Georg has passed word for you to see him on the stage - you've won the Cup, it seems.
{122883} {Daeghun doesn't really understand the idea of doing anything just for fun}But I will remain here until day's end... awaiting those who wish to shoot for "fun." Go on, now, there is still more of the Fair to see.
{122884} {Some actual emotion in his voice}A fine bow, a <i>fine</i> one. {Appreciative}Made by one who loves his craft. {thinks he's being generous here, even though the gold is a pittance}You may keep the rest of the gold as your allowance for the season.
{122885} | Fall-through |{Returning to his usual grim neutrality}That is all I require of you. No doubt your friends will be eager to return to the Fair.
{122886} | If player is female |{Stoic}So you've decided to compete for the Cup, I see. I know this is your last year, but the rules apply to all - even foster daughters.
{122887} I brought the Duskwood bow for you.
{122888} I'll return later, farewell.
{122889} I suppose so.
{122890} I'm not ready yet, farewell.
{122891} I'll get it this time.
{122892} Farewell.
{122893} Very well.
{122894} Fine. I'm ready to begin.
{122895} I understand.
{122896} Yes. I'm ready.
{122897} Daeghun Farlong
{122898} Good... I see you have the furs.
{122899} The furs are in the chest, by the painting.
{122900} | If Daeghun is leaving house |{He doesn't want to, but must}I must go to the archery field.
{122901} Last season I asked him to bring a Duskwood bow to trade. Sell him the furs, and use the coins he gives you to purchase the bow.
{122902} {He seems happy to be alone to his maudlin thoughts}Your friends await you at the bridge. I suppose you're anxious to see the Fair, but don't forget to trade with Galen.
{122903} {Neutral tone, not much thanks in his tone}Galen has probably set up his tent on the village green. He'll be enjoying the Fair, with the rest of the townsfolk.
{122904} Daeghun Farlong{start of module}
{122905} A finely crafted bow, purchased from the merchant, Galen.  The bowyer fashioned it from duskwood, at the request of Daeghun Farlong.
{122906} Duskwood Bow
{122907} Harvest Fair - Cheat
{122908} Harvest Fair - Bestower
{122909} (TEMP TEXT) Hooray!
{122910} (TEMP TEXT) Hoooray!
{122911} (TEMP TEXT) Go Harvest Champions!
{122912} (TEMP TEXT) Hip Hip!
{122913} {1111}Farlong House, L2
{122914} Long shot of searching gnomes
{122915} OTS - gnomes noticing PC
{122916} Shot of the duergar searching a barrel
{122917} Close on one of the searching duergar
{122918} light
{122919} wp_1110_to_1111
{122920} wp_1100_to_1111
{122921} OL Waypoint
{122922} wp_daeghun_exit
{122923} 
{122924} 
{122925} This is a small point for the designers to place sounds
{122926} CityMRug2_T03
{122927} In order to make his living, Daeghun hunts animals for their furs, sometimes disappearing into the swamp for several weeks at a time.  These furs are the fruit of the past season's labor.
{122928} Daeghun's Furs
{122929} tr_1111_to_1100
{122930} module_start
{122931} 0_module_start
{122932} trigger_tutorial_chests
{122933} (TEMP TEXT) You cannot go upstairs right now.
{122934} Do not forget to bring me the furs, before you go.
{122935} This feather was found under a pile of wood.  It is one of three feathers required to win the Knaves' Challenge.
{122936} Blue Feather
{122937} This feather was picked from a villager's pocket.  It is one of three feathers required to win the Knaves' Challenge.
{122938} Green Feather
{122939} This feather was found in a locked chest.  It is one of three feathers required to win the Knaves' Challenge.
{122940} White Feather
{122941} Fur Trade - Cheat
{122942} {He's trying to seem friendly, but he only cares about his shipment, really.}Why, you're {DAY-gun}Daeghun's ward. Isn't that right? It's been some time, but... he didn't happen to mention a shipment of furs, did he?
{122943} I'll have a look at those furs, if you've got them on hand...
{122944} Want to finish our business? Daeghun's expecting his Duskwood Bow, but I'll need some gold for it.
{122945} Tell Daeghun that's the finest bow I could lay hands on. Got it for him at a discount, too.
{122946} Good trading with you... give Daeghun my regards, won't you?
{122947} Ah, good! {DAY-gun}Daeghun's a reliable sort... always has the highest quality furs. You can't imagine the demand in Neverwinter. {beat--he said a little too much}Eh... relatively speaking.
{122948} {Trying to be pleasant, but delaying the trade is making him nervous}Oh. Of course. Whenever you like. But I do leave town tomorrow, one way or the other.
{122949} I haven't forgotten his Duskwood Bow, either. I always come through - you tell Daeghun that.
{122950} {Quick to deny this-he wouldn't deal directly with Luskans, and he's got a reputation to uphold!}No, no, no! From a village called Ember. They're good folk, just ended up on the wrong side when the maps got drawn. Fine bowyers, too.
{122951} Truth be told, I almost didn't come this year. The Mere's gotten strange of late...
{122952} That's why I brought these two fellows with me. A few days back, we saw a pair of the Scaley Folk at the edge of the road, eyeing us up. Then we showed them some steel, and they ran quick enough.
{122953} Oh, they'd be courageous enough if you stumbled into one of their nests. But the roads are as strange to them as the swamp is to us. 
{122954} Thanks for the kind wishes. I doubt I have much to fear from lizardlings, though.
{122955} Well... to me, anyway. I can't speak for you Harbormen, you're a strange lot.
{122956} Oh, them? Hired them on in Neverwinter. Ex-Greycloaks, I think, but I didn't ask too many questions.
{122957} | If player is drow |Wha - a dark elf? Here?
{122958} Wait, you're... you're Daeghun's ward, aren't you? I'd forgotten. Gave me quite a scare, you did.
{122959} Even in Neverwinter, we hear tales about that affair in Waterdeep... dark elves invading the city from Undermountain, slaying people in the streets. Not that... you were involved in any of that.
{122960} Finest goods from Neverwinter... water clocks, glass lamps, metalware, as well as dyes and salts and spices. Woodwork from Ember, too.
{122961} But... all that's left are special orders, promised to this customer or that. I do have an item for your father, though, if you've remembered to bring me his furs.
{122962} I'll warn you, the bow's a bit pricey. But it's fine workmanship. Sneaked it across the Luskan border.
{122963} | If player is duergar |Wha - a gray dwarf? Here?
{122964} Wait, you're... you're Daeghun's ward, aren't you? I'd forgotten. Gave me quite a scare, you did.
{122965} Even in Neverwinter, we hear tales about that affair in Waterdeep... drow and duergar invading the city from Undermountain, slaying people in the streets. Not that... you were involved in any of that.
{122966} | If player is tiefling |You're... Daeghun's ward, isn't that right? Funny, you're the second tiefling I've seen in as many days.
{122967} Crossed paths with a tiefling girl on the road south. Didn't stop to chat... usually safer that way...
{122968} {half-guilty, half-thankful}Those folk in Ember don't know what good craftsmanship is worth.
{122969} Lizardlings have been spotted on the road... and there's rumors of darker things, prowling deeper in the Mere.
{122970} Yes, I'm ready to trade.
{122971} No, I'll be back later.
{122972} Yes, let's trade.
{122973} No, I'll be back later.
{122974} I'll bring it to him now.
{122975} He did, in fact. I have them right here.
{122976} Leave me be, merchant. I'll trade with you later.
{122977} I'm ready to trade.
{122978} You bought the bow in Luskan?
{122979} I can't trade with you now. But I'll be back later.
{122980} |no store tutorial yet|Yes, I'm ready to trade.
{122981} I'll do that. Farewell.
{122982} What have the roads been like, lately?
{122983} Sounds like lizardlings aren't very brave.
{122984} Good fortune on your trip home.
{122985} Farewell.
{122986} Where did you find the sellswords?
{122987} What are you selling?
{122988} I have the furs right here.
{122989} I'll trade with you later.
{122990} I've brought some furs from Daeghun.
{122991} Galen the Merchant
{122992} Tough lot, you Harbormen... I'll give you that.
{122993} West Harbor, they call it. And where's the water, I'd like to know?
{122994} The Harvest Brawl... ha! Now that's good entertainment.
{122995} We'd better be out of here by sundown...
{122996} Galen's the merchant, Harborman. We're just his hired swords.
{122997} Galen's the merchant, girl. We're just his hired swords.
{122998} Galen's the merchant, dark elf. We're just his hired swords.
{122999} Galen's the merchant, tiefling. We're just his hired swords.
{123000} Mercenary Guard
{123001} Why Galen wastes his time in this village, I can't even guess.
{123002} Pfah. They call this a Fair, do they?
{123003} Galen pays us to fight, not to talk.
{123004} Don't stare, Harborman. It's considered rude, in civilized places.
{123005} Pester Galen, not me.
{123006} Don't stare, tiefling. It's considered rude, in civilized places.
{123007} Don't stare, drow. It's considered rude, in civilized places.
{123008} Don't stare, drow. It's considered rude, in civilized places.
{123009} Watch your step, drow. I've fought your kind before.
{123010} A gray dwarf? In the swamp? Take a wrong turn, did you?
{123011} Ech... a tiefling. Thought I smelled brimstone…
{123012} {quickly turning cheerful, after ending a very serious conversation}Aha! I been wondering when I'd see the three of you. Last year to compete, isn't that right?
{123013} Need some help, <FirstName>?
{123014} Well played, <FirstName>, well played! You've won the Cup! Congratulations, all of you!
{123015} Well played, <FirstName>, well played! You've won the Cup! Congratulations, all of you!
{123016} Well played, <FirstName>, you've won the Cup! And all four events, nobody's done that since Cormick!
{123017} Well played, <FirstName>, well played! You've won the Cup! And all four events, nobody's done that since Cormick!
{123018} Finish your business with Galen. My speech can wait...
{123019} {calling everyone to listen to his speech}Gather round, mates, gather round...
{123020} | Note: Player should really not get to see this text. |Fine day for a fair! Fine, indeed.
{123021} Rules are the same as ever. Win three of the four events, and you win the Harvest Cup.
{123022} Well, there's the Harvest Brawl. Old favorite, that one. And the Tourney of Talent, but you've got {AMY}Amie on your team, so you're certain to win.
{123023} Ol' Cormick fought in the Harvest Brawl against Bevil's older brother. {voice goes soft... he's hoping the player will ask about it, so he can tell the story}Stuff of legend, that was...
{123024} If you have any troubles, <FirstName>, you know where to find me. And good luck in the Brawl!
{123025} Better make it count, then. {lowers voice} Another victory speech from that muttonhead of a Mossfeld, and I think there'll be a riot.
{123026} {Embarassed, but pleased at the praise}Thanks, {GAY-org}Georg.
{123027} Just the truth, young lady.
{123028} Your foster father's running the Archery Competition, as always. And I managed to convince Tarmas to supervise the Knaves' Challenge.
{123029} {WILL}Wyl and his brothers have won the Harvest Brawl three years running. It'll be tough to dislodge them. But remember - you only have to win three events to claim the Cup.
{123030} {a little disappointed--wanted to tell a story but the player shut him down}Right you are, right you are. You've a Cup to win, after all.
{123031} {hushed and earnest--he's got himself convinced of this}Not just any story. Ask anyone who's lived here long enough. Nobody's seen anything like that fight, before or since.
{123032} {getting into full storytelling mode}It was the year of the foul harvest, when the crops grew stunted and weak. Not so different from this year, in fact, and folks were anxious for a fair, to take their minds off their troubles.
{123033} {storytelling mode}It so happened that there were two village lads of the same age, and both of 'em were big. Not just big in a physical sense, mind you, but big in talent, and big in courage, and big in potential. 
{123034} {storytelling mode--at beginning, player has just asked if one of the combatants was Bevil's brother}Yes, indeed... the brother of our very own Bevil, and the eldest of the Starling lads...
{123035} {storytelling mode}Now old Lorne was champion of the Harvest Brawl. Three years he'd held the title, and most boys had only to look at him, 'fore they'd faint dead away. But our Cormick had a notion to win the Brawl that year and humble his rival for good.
{123036} {storytelling mode}So up he steps, and the crowd goes hushed. Then Lorne starts insulting him.
{123037} {storytelling mode}He said not a word. Finally, Lorne came at him in a fury, still casting insults, but Cormick wouldn't rise to the bait. 
{123038} {storytelling mode--now he's just exaggerating}It went on for hours like that, through one day and into the next.
{123039} {storytelling mode}Then, all of a sudden, Cormick stopped in his tracks and gave old Lorne a punch, right in the nose. Lorne was so angry by then that he couldn't block it.
{123040} {storytelling mode--ending his tale, but he's expecting questions}And just like that, Cormick won the Harvest Brawl. 
{123041} Why, I asked Cormick the same thing, just before he left town. 
{123042} Next day, Cormick was gone. Folks reckoned that he'd done all there was to do in West Harbor, and it was time to move on. As for Lorne, well...
{123043} I hardly remember Lorne. He was practically grown by the time I could walk. And he left town soon after.
{123044} That's right, Bevil. Some say it was the fight with Cormick that drove him out.
{123045} Lorne Starling never was the same after that fight. He and Cormick had been friends, you might say, but only one of them was going to leave that ring with his pride intact. 
{123046} Quite right! And the day's getting on...
{123047} {Somewhat defensive, but he doesn't want to lie, either.}Well, most of it! That's to say, more's true than isn't. I've livened up bits. Here and there.
{123048} There's some who'd agree with you, and some who wouldn't. But let me finish the story before you judge.
{123049} Ol' Cormick took every insult that Lorne could think up... didn't blink, or say a word. That got Lorne so angry that he came at Cormick in a fury.
{123050} Win three of the four events, and we'll award you the Cup. Win them all, and we'll grant you a bonus prize, as well.
{123051} | Player has appropriate thief skill ranks |The Archery Competition is being run by your foster father, as always. And the fourth event is the Knaves' Challenge.
{123052} No, your real challenge is the Harvest Brawl. 'Least, that's what everybody's betting. The Mossfeld boys aim to win, and most folk think they will.
{123053} {remembering}That boy was a legend. Oh, I'm sure there's a hundred Cormicks in a city like Neverwinter, but for this town, he was as big as folks get. 
{123054} Just around back of this tent. Look for Brother {MARE-ing}Merring, he's in charge this year.
{123055} Down the road, past {GAY-len}Galen's tent. Talk to your foster father, and he'll get you started.
{123056} Follow the road around the corner, past those hogs on the left. Retta's looking for Amie, I'm sure. There's little enough talent in this town, and everybody loves a magic show.
{123057} Follow the road past Galen's tent, almost to the edge of town. I gave {TAR-mus}Tarmas charge of the Knaves' Challenge this year. 
{123058} If there's anything you wanted to do before the award ceremony, now's the time. Maybe a mug of Harvest Mead to celebrate, eh?{winks}
{123059} I'll meet you at the stage when you're ready for the victory speech. <FirstName>. Oh, you'd better finish your business with Galen, first. Daeghun asked me to remind you.
{123060} {gets serious}This Harvest Fair's a celebration, but it's also a dark anniversary. We all know what else happened on this day. Not so long ago, we nearly lost this village. Almost lost our lives, almost lost it all!
{123061} But we came back. Cleared burnt farms, buried our dead, and put our ashes behind us. And we rebuilt, tougher and stronger than ever. 
{123062} Long as there's a Harvest Fair, we won't forget that day. And our young folks, they'll stay tough, long as they compete for the Harvest Cup! So let's hear it for this year's winners!
{123063} Three cheers for the Harvest Champions! Hip hip hooray!| Here, module will end, with segue into final scene of githyanki observing the ceremony from afar - cheers in last three lines should be an entire crowd, not just Georg|
{123064} | We pull back from the stage a bit, seeing all the townsfolk, and hearing them from a greater distance. |Hip hip hooray!
{123065} | SCRIPTER: Now, we've pulled way back from the townsfolk, and we see a cowled gith in the foreground, with the cheering more distant still |Hip hip hooray!
{123066} Win all four, and the village council grants you a special prize. And nobody's done <i>that</i> since ol' Cormick.
{123067} | Player is bully |Ha! You always were a tough one. Ought to be a good fight, one way or the other.
{123068} Ol' Cormick fought Lorne Starling in the Brawl, and some story <i>that</i> was. But I don't suppose you have time for stories, just now.
{123069} | Player is militia |That's the spirit! Just fight like you do on the practice field, and don't let them get you riled.
{123070} Whole militia's pulling for the three of you. Well... except for the Mossfeld lads, but no one pays them any mind.
{123071} | PC is Militia |{Proud to see his two proteges... Georg is captain of the town militia}Aha! I been wondering when I'd see my two most promising young fighters! {adds this genuinely - he likes Amie, too}And you, too, Miss Fern!
{123072} It's your last year to compete, isn't that right?
{123073} | PC is Wild |Aha! You're here, after all! I wasn't sure you'd show... thought you might be out wandering the Mere again, and miss the Fair altogether!
{123074} Wouldn't be the first time, if I recall...
{123075} | Player is Wizard Apprentice |The Archery Competition is being run by your foster father, as always. And I managed to convince your master to supervise the Knaves' Challenge.
{123076} You convinced <i>Tarmas?</i> Our Tarmas?
{123077} Told him it was either that, or take on two more apprentices, and one would be Buckman's lad, the one they call... "Drooling Jan," is it? Tarmas came right around!
{123078} Even with Tarmas in charge, the Knaves' Challenge will be probably be your toughest event... though the Mossfeld boys might say otherwise.
{123079} It's all locks and sneaky business, so you'll have no trouble. More's the pity. 
{123080} Keep an eye on Bevil, and don't let the Mossfelds get him riled. That's how they always beat him on the practice field.
{123081} Yeesh, Georg, I'm right here, you know.
{123082} | Player is taleteller |Ol' Cormick fought Lorne Starling in the Brawl, and some story <i>that</i> was. {joking around with a kindred spirit}I haven't told it in your hearing, for fear you'd learn it yourself, and start telling it better than me!
{123083} I'd guess the Knaves' Challenge will be your toughest event... though the Mossfeld boys might say otherwise.
{123084} | Player is Trouble |{good-natured, but wary... player has pulled plenty of pranks in the past}You've pulled more than your share of pranks in the past, <FirstName>, so I'll be watching you close. No stealing the Cup this year, or leaving any "smelly surprises" inside for the winner.
{123085} Healer watching over the Brawl. {amused grunt}Probably should have thought of that years ago.
{123086} {slightly frustrated by the next sentence}Thought it might cheer him up a bit, but he's sour as ever.
{123087} {storytelling mode}{LORN}Lorne Starling was his name, and he was a sight! Over seven foot tall and built like a high lord's keep. Our Bevil's a sturdy lad, to be sure, but it'd take two of him to match Lorne for size. 
{123088} {storytelling mode}It began as good-natured ribbing, but Cormick just stood there, and he didn't say a word. And that got Lorne angry.
{123089} {storytelling mode}He took a few hits, but mostly he tried to stay out of Lorne's way. And Lorne got madder and madder and madder still.
{123090} {storytelling mode - exaggerating}Folks watched the match in shifts, one fellow sleeping and another awake. Then they'd swap places, and fill each other in.  And still Lorne got madder, and wilder.
{123091} {storytelling mode}Cormick gave him another punch, and another, and another, until old Lorne toppled over like a felled oak. 
{123092} Lorne skipped town, too. Went and joined the Neverwinter army, I hear.
{123093} "Georg," he said to me, "Lorne is a big fellow. But his anger made him small. I just had to wait 'til he was small enough to beat."
{123094} Cormick took a few hits, but mostly he tried to stay out of Lorne's way. And Lorne got madder and madder and madder still.
{123095} | Player is taleteller |Thought you'd want to hear the tale! You've never been one to turn down a good story...
{123096} {teasing the tale a little bit - Bevil is player's companion}And this one involves the brother of our very own Bevil Starling.
{123097} {storytelling mode}One of them was ol' Cormick... he'd trained with the militia since he was a lad, so he knew his way around a fighting ring. But all bets were on his rival, who was tougher still...
{123098} I'll meet you at the stage when you're ready for the victory speech. Now, I'm off...
{123099} Now, I'm off...
{123100} A strange place for the blade. Nevertheless, I sense that it is here...
{123101} | If player won all 4 events |Wait until nightfall. Then we reclaim what is ours...
{123102} | SCRIPTER: A moment of silence, as a second Cowled Figure moves into view. He is the one who speaks, below. |
{123103} {storytelling mode}One of 'em alone would have been too big for this village, but they were two, and the time was ripe for a contest between 'em.
{123104} {starting his storytelling mode}Aye, then. A tale you'll have...
{123105} Harvest Fair's got a double meaning for most folks in this village. It's the anniversary of the attack on our village, when all those demons came...
{123106} Everybody lost friends and family... and your foster father takes things harder than most. Best not to trouble him about it.
{123107} How do I win the Cup again?
{123108} (module ends)
{123109} Only for Bevil and me.
{123110} That's right. What are the rules this year?
{123111} What are the four events?
{123112} Cormick. I remember him, vaguely.
{123113} That's enough for me. We'll figure out the rest on our own.
{123114} Why should they say that?
{123115} All right. We're ready to start.
{123116} Got it. We're ready to start.
{123117} I'll win four. Wyl Mossfeld is in for a serious disappointment.
{123118} Let's have the tale, then!
{123119} Bevil, you never told me about this.
{123120} Not another of your far-fetched stories, Georg....
{123121} We'll hear the story another time. Let's stick to the Harvest Fair.
{123122} All right. Let's hear the tale, then.
{123123} Some other time, Georg. I've got a competition to win.
{123124} So Cormick was one. And his rival was Bevil's brother?
{123125} He just stood there and said nothing?
{123126} Why did Cormick strike when he did? Why wait so long?
{123127} So what happened to Cormick and Lorne?
{123128} Let's have the tale, then.
{123129} That's quite a story, Georg. How much of it is true?
{123130} I've heard enough. 
{123131} Thanks for the story, Georg. But I've got my own Cup to win...
{123132} Whatever Cormick intended, it wasn't worth public humiliation.
{123133} All right. Go on.
{123134} No, I've heard enough.
{123135} No, nevermind.
{123136} Why should they think that?
{123137} What are this year's events?
{123138} We've heard enough. We want to get started.
{123139} Enough chatter. I've got a Cup to win.
{123140} I want to hear about Cormick.
{123141} Where do I start the Harvest Brawl?
{123142} Where do I start the Archery Competition?
{123143} Where do I start the Tourney of Talent?
{123144} Where do I start the Knaves' Challenge?
{123145} I'll be sure to disappoint them, then.
{123146} Just tell me the rules, will you?
{123147} I'll be back for that story later. I've got a Cup to win.
{123148} As if I care what the Mossfelds say.
{123149} The Mossfelds are decent fighters... but they can be beaten.
{123150} Farewell.
{123151} Go on.
{123152} This had better be good...
{123153} Fine, but this had better be good.
{123154} Any idea why Daeghun seems so glum today?
{123155} Georg Redfell
{123156} This way, everyone. Time to honor our champions!
{123157} Award ceremony's at the stage. Follow me.
{123158} Lay off the mead, lads. Plenty of time for that, later.
{123159} Right this way, folks.
{123160} Cowled Figure
{123161} Harborman
{123162} This well-fed pig has been entered into the Heftiest Hog competition.
{123163} Hog
{123164} Hog Quest - Bestower
{123165} Well... Orlen's right. This pig's been enchanted. It's a faint aura, so it could have been a simple enlargement spell… or maybe a potion.
{123166} I think I could dispel it, actually. Tarmas taught me the spell, and I've practiced on Dancing Lights in his lab. This shouldn't be much different.
{123167} Wait a minute. Shouldn't we say something to {LOUIE}Lewy? 
{123168} Well... Retta did give us a scroll of Lesser Dispel. All I'd have to do is read the words...
{123169} Wait... you haven't forgotten, have you? Retta gave us a scroll of Lesser Dispel. 
{123170} {GAY-len}Galen's been known to bring special orders from the city. And he keeps them quiet, too, he's good about that.
{123171} He's a foul old wretch, but we ought to give him a chance to withdraw his pig from the contest, before he's shamed in front of everyone.
{123172} {Bevil is suggesting where Lewy might have gotten a magic potion. Bevil thinks Lewy is a real slimeball and doesn't trust him}Or maybe {LOUIE}Lewy got it from one of those travelers who's gone "missing" on his land.
{123173} Sure, I remember. We practiced on those Dancing Lights, in his lab. This shouldn't be much different.
{123174} | Player is Wizard Apprentice |Well... Retta did give us a scroll of Lesser Dispel. Either one of us could read the words...
{123175} | Player is Wizard Apprentice |Wait. Remember when Tarmas showed us how to dispel those Dancing Lights? An enlargement spell shouldn't be much different...
{123176} Remember that bard, last season? Lewy offered to guide him into the swamp, and he never came back out again.
{123177} | Player is not Wizard Apprentice |Can you dispel it?
{123178} I guess we'd better tell Orlen.
{123179} Any ideas, Amie? Bevil?
{123180} Where could Lewy Jons have gotten a magical potion?
{123181} We've wasted enough time on this. Let's go.
{123182} | Player is not Wizard Apprentice |Can you dispel the enchantment, Amie?
{123183} Do either of you have any ideas?
{123184} | Player does not have Lesser Dispel memorized |Just go ahead and cast the spell, Amie.
{123185} Good point. We'll talk to Lewy first.
{123186} This isn't worth our effort, either way. Let's go.
{123187} | Player is Wizard Apprentice and has Lesser Dispel scroll |Such an enchantment is easily dispelled. We'll use the scroll that Retta gave us.
{123188} | Player is Wizard Apprentice and doesn't have Lesser Dispel memorized |A Lesser Dispel should cancel the effects. Do you remember the spell, Amie?
{123189} That's his own fault. We're going to use the scroll.
{123190} This is Lewy Jons' prize hog.
{123191} Lewy's Hog
{123192} Door
{123193} 0_it_st_galen
{123194} Look, I'm just watching the Fair, all right? Whatever it is, I ain't done it.
{123195} | If Kipp is not yet a companion |I haven't done nothin' wrong! Leave me be!
{123196} Wha- really? You mean compete for the Cup? {beat}But I'm just a kid. I mean, I'm old enough to be on a team and all...
{123197} Hey, brilliant! {lowers his voice, referring to Bevil}Sorry for beaning that big lummox on the head all those times. Didn't mean any harm by it, he's just funny when he gets angry.
{123198} {getting more frustrated as he thinks about it}That was <i>you?</i> Every day during drills I get hit by acorns. And it was this kid - I can't believe nobody told me! 
{123199} Yeah, I swear it. {impish}By all the pixies in the swamp.
{123200} Yeah, figured that. For the Knaves' Challenge, right? I don't care, long as I win the Cup with the rest of you.
{123201} {lowers his voice, referring to Bevil}Sorry for beaning that big one on the head all those times. Didn't mean any harm by it, he's just funny when he gets angry.
{123202} Thief? Pff. People call me that 'cause I can sneak around, and climb places they can't, and nick stuff when I feel like it. They're just jealous is all.
{123203} For the Knaves' Challenge, right? Yeah, I been watching everybody run about, looking under wagons, and poking at that big old chest. 
{123204} What? You little-
{123205} | Player is Trouble |Hey, it's you! Hey you're... you're brilliant! Like that time you painted the old wizard's cat blue! An' slipped those spiders into that big guard's chamberpot!
{123206} Big guard's chamber - hey! That was <i>you</i> with the spiders?!
{123207} {playing along}Oh. Yeah, sorry, my mistake. {beat, then a big smile}But I still say you're brilliant!
{123208} Yeah! Hey, you know me? Really? I mean, I've been trying to make as much trouble as I can, but I can't think of brilliant stuff like you can...
{123209} Sure! Anything!
{123210} To compete for the Cup? Brilliant! Bet I can help with the Knaves' Challenge!
{123211} I been watching 'em all run about, looking under wagons, and poking at that big old chest. They're doin' it all wrong, I can show you!
{123212} Right. Calm and relaxed, just like you. Got it.
{123213} {GAY-org}Georg had me thinking it was pixies!
{123214} {grumbling}Just a kid! A kid with a good arm and a lot of acorns...
{123215} Wha- really? You mean compete for the Cup?
{123216} Well, I've got my eye on him. Next time I get hit with an acorn, a certain pixie is going to have a broken wing.
{123217} | After Kipp has joined |Yeah? Whatcha need?
{123218} | Player is duergar |You're that... gray dwarf. The one who lives with the sour-faced ranger. A lot of kids are scared of you...
{123219} | Player is drow |You're that... dark elf. The one who lives with the sour-faced ranger...
{123220} Nah, nobody frightens me. I been chased around by near everyone in town, an' I'm way quicker than any of 'em.
{123221} | Player is Devout |You're the one who's always goin' on about the gods... I'm not gettin' dressed up or sittin' in no church, if that's what you want.
{123222} | Player is Militia |You and {GAY-org}Georg had me thinking it was pixies!
{123223} | Player is Bully |Hey, lemme alone, will you! I seen how you push all the other kids around...
{123224} | Player is Wizard Apprentice |Hey... you're that wizard's 'prentices. I didn't steal nothin' from your master, so don't go puttin' no hexes on me!
{123225} | Player is male and Flirt |Hey... you're the one my sister's always goin' on about! Ha ha! She's sweet on you, she is!
{123226} | Player is tiefling |You're that... demon-spawn. The one who lives with the sour-faced ranger. A lot of kids are scared of you...
{123227} Pff. Got plenty o' family... three sisters and a kid brother. They live up at the Lannon farm.
{123228} Goodwife Lannon's my old mum's sister, see, so she took us in when my parents got killed by lizardfolk. 
{123229} But I gave her so much trouble that one day she says, "Kipp, if you don't mend your ways, you can find somebody else's roof to sleep under."
{123230} So's I spared her the trouble o' throwin' me out, an' did just what she said. Mostly I sleep in barns an' such... an' I never have to do no chores, or nothin'!
{123231} Too many folk, that's what I say. You can't sneak nowhere, without somebody seein' you.
{123232} I dunno. Always been good at filchin' things. Got it from my Da'... he wasn't big or strong, like your friend, that great Starling lummox. But he was quick, see?
{123233} He used to take me into town, an' show me how to catch a fella's attention with one hand, while he was filchin' something with the other. 
{123234} Never kept the stuff he stole, though. Not my Da'. Just smiled an' laughed an' gave it back.
{123235} Dunno. Told me he used to live in some city, a long ways south, but he had to run away. Said he had some friends, an' they took thievin' too serious for his taste.
{123236} Yeah. Called 'emselves "Thieves in the Shadows," or some rot. My Da' would get all spooked when new folk'd come to town, like he thought his old friends had come to find him.
{123237} An' after all that, it was them lizardlings who finally did for him.
{123238} Got himself killed by lizardfolk. Him and my mum, both. They was tryin' to build some new house, way out in the swamp. Loved his privacy, my Da' did.
{123239} I never did get along so well with my mum, but I loved my Da', and I ain't ashamed to say it. 
{123240} I was his favorite, too, 'cause I could sneak around so good, an' he could teach me all his tricks.
{123241} Nah, I don't need no charity. That old priest feeds me sometimes, but I filch what I need, mostly. 
{123242} If I go hungry, it's my own fault, see? Means I'm gettin' sloppy, so's I'd better try harder.
{123243} Ha! Yeah, most of 'em. But they're scared o' almost everything.
{123244} | Player is Duergar |Way I see it, you ain't so different from anybody else, 'cept for bein' short, and havin' gray skin, and smellin' kinda funny.
{123245} | Player is Drow |Wish I looked like you, to tell the truth. Nobody'd give me any trouble, they'd be so scared.
{123246} | Player is Tiefling |Some of 'em say them demons left you behind, years ago... after they destroyed the town.
{123247} I told 'em that was rubbish, though. A real demon would be way bigger than you, an' he'd never live in the same house with that sour-faced elf.
{123248} Him and my mum was tryin' to build some new house, way out in the swamp. Loved his privacy, my Da' did.
{123249} Guess them lizardlings thought they was buildin' on their land. So's they killed 'em both. Stuck 'em full o' spears.
{123250} They're doin' it all wrong. I'll help you win, long as I can be on your team.
{123251} Actually, we were wondering if you'd like to join our team.
{123252} So. I hear you're a thief.
{123253} Nevermind. Farewell.
{123254} Yes, really. We want you to join our team.
{123255} It won't happen again. Right, Kipp?
{123256} The truth is, we need a thief.
{123257} Just keep your mouth shut, and you can join us.
{123258} Let's just stay focused on winning. Come on, Kipp.
{123259} If you're so good, why not join our team?
{123260} Actually, we need a good thief.
{123261} All right. You can join us.
{123262} Good enough for me. Let's go.
{123263} You're Kipp, right?
{123264} Thanks, kid. I need a favor.
{123265} [Lie] You've got me confused with somebody else.
{123266} Actually... we'll be back later.
{123267} How would you like to join our team?
{123268} I need a good thief.
{123269} Welcome aboard, then.
{123270} Great. Just don't get underfoot, and we'll get along fine.
{123271} I need a favor, kid.
{123272} Tone down the excitement a bit, and you're in.
{123273} If you think you could keep your mouth shut, I'll let you join our team.
{123274} Bevil! Leave him be, he's just a kid.
{123275} Keep your mouth shut, and I'll let you join our team.
{123276} Why else would I be talking to you, kid?
{123277} Sounds like a fair deal to me.
{123278} Ha! I like this kid already.
{123279} Are you scared of me?
{123280} Do I frighten you?
{123281} Farewell.
{123282} We were wondering if you'd like to join our team.
{123283} Ha! I knew I liked this kid.
{123284} Relax. We just wanted you to join our team.
{123285} Do you have any family?
{123286} How did you become such a skillful thief?
{123287} What do you think of the Fair this year?
{123288} Nevermind. Let's get back to the Fair.
{123289} What happened to him?
{123290} Where did he learn to do that?
{123291} Friends?
{123292} If you ever need food, Daeghun and I could help you...
{123293} | Player is drow, duergar, or tiefling |So the village children are scared of me, are they?
{123294} Where did he learn his trade?
{123295} Strange. Lizardlings usually keep to themselves.
{123296} Kipp
{123297} | If player has not previously triggered the trap, and Kipp is in party |Look there! Something under them logs...
{123298} Buckman
{123299} Lazlo
{123300} Get your Harvest Mead here!
{123301} Cold Harvest Mead!
{123302} And what do you want? My pig is over there, admire him, not me.
{123303} Try to slander my pig, will you? Be off, I say!
{123304} Hells take you! Look what you've done to my pig!
{123305} We've a deal, <FirstName>. Tell Orlen I'm no cheat, and you'll have your reward.
{123306} That's the last I'll hear of Orlen's slander, I'd wager. Now here's that potion, for doin' me a good turn. I'm a man who pays his debts... for good or ill.
{123307} Lewy Jons, owner of the Heftiest Hog. That's got a fine ring to it, a fine ring indeed!
{123308} Some pig, eh? That big one, there, he's mine. Raised him myself, on my own special feed!
{123309} Oh, you know that, do you? Well, knowin' a thing is one matter, and provin' it another. I say you're a liar, spreadin' tales for that mutton-headed Orlen.
{123310} Spends all year crowin' about how he'll win this contest, and now that I'm fixed to beat him, he's paid you lot to slander me!
{123311} 'Course, could be that I'd pay you better to shut your mouths, and to tell old Orlen that I'm no cheat.
{123312} You tryin' to suggest that I've cheated, <boy/girl>? Well, sayin' a thing is one matter, and provin' it another. I say you're a liar, spreadin' tales for that mutton-headed Orlen.
{123313} So happens that I've got a potion on hand. Fell into my possession when a fellow wandered onto my farm, cryin' for aid.
{123314} Lizardlings must have jumped him in the Mere... poor fellow was cut up good. Wasn't no fault of mine when he died, and him with a bagful of loot, too.
{123315} This potion, here, was his. Could be yours, if you tell Orlen that I'm no cheat.
{123316} That's a bluff, nothing more. The orphan wench is a mere 'prentice, and Tarmas wouldn't trouble himself with farmers and pigs! 
{123317} Now, be off, before I tell your father how you've been slandering me and my pig!
{123318} Your loss, <boy/girl>. Nobody's going to believe your slander, anyway, and I'll not withdraw my pig from this contest. So be off!
{123319} [Influence: Success] This feels wrong, <FirstName>. We shouldn't be taking bribes from the likes of {LOUIE}Lewy {JOHNS}Jons... but if you really think it's for the best, I guess I'll shut my mouth...
{123320} All for the best, like the Starling lad says. Orlen's got to learn to be a gracious loser, hasn't he?
{123321} Soon as you've done your part, you'll have your reward.
{123322} [Influence: Failure] What? You're taking a bribe from <i>Lewy Jons?</i> You've lived here as long as I have, <FirstName>, you know what they say about this marsh-scum!
{123323} Aye? I'd like to know they say, you Starling brat, and then I'd like to know who "they" are!
{123324} They say that folk disappear on that broken-down farm of his. That if you dig up some of his midden-heaps, you'll find more than just pig bones.
{123325} And don't forget pretty little Ella Mosby... her father marries her off to Lewy, and half a season later she "dies of a pox." We're not doing this, <FirstName>. I'll have no part of Lewy Jons!
{123326} Slander! Lies and slander, all!
{123327} And I'll have no part of you, Starling, nor your slander, nor your lying friends!
{123328} You want to deal with me, <FirstName>, you'd best choose your companions more carefully. Now, be off, all of you!
{123329} | Player is Wizard Apprentice |That's a bluff, nothing more. You and the orphan wench are naught but 'prentices, and your master wouldn't trouble himself with farmers and pigs.
{123330} | Player is drow, duergar, tiefling, or svirfneblin |Look here... what do you care about folk like Orlen, eh? These villagers... most of 'em whisper prayers to the gods whenever you pass.
{123331} They say you're unnatural, that your kind belong under the ground, not above it. You don't owe them nothin', <race>.
{123332} | Player is tiefling |They call you demon-spawned, and half of 'em blame you for what happened here, years ago. 'Course, they don't say such things to your face, but that's on account of Daeghun. They're as scared of him as they are of you.
{123333} Trust me, <race>. You don't owe these folk nothin'.
{123334} [Influence: Failure] What? You're taking a bribe from <i>Lewy Jons?</i> You've lived here as long as I have, <FirstName>, you know what they say about this marsh-scum!
{123335} My deal's not with you, Starling brat, so keep your mouth shut, and your slanders to yourself!
{123336} Now, you go and tell Orlen that I'm no cheat, and you'll have your reward, like I promised. You've the word of Lewy Jons on that.
{123337} Mark me, <race>. You'll always be an enemy to common-folk, whether you play the hero or not. End of the day comes, it's your face that they'll see... and it's your face they'll judge you by.
{123338} | Player is militia |And what's the militia want with Lewy Jons? My pig is over there, admire him, not me.
{123339} We know that your pig's been enchanted.
{123340} So. Who sold you the Enlargement potion?
{123341} Nevermind. Farewell.
{123342} No deal. Withdraw your hog from the contest, or we'll dispel the enchantment.
{123343} Sounds like a fair deal to me.
{123344} Forget it. I'm not wasting any more time with you.
{123345} What kind of reward do you have in mind?
{123346} You're right. I'll take your deal.
{123347} I don't owe you anything, either. You can keep your bribe.
{123348} They'll always think poorly of "my kind," if I work for scum like you.
{123349} Lewy Jons
{123350} Magic Trial - Cheat
{123351} Magic Trial - Bestower
{123352} Oh! Pardon me.
{123353} Nothing like the moist swamp air, hey?
{123354} Good color, green. Festive, I say.
{123355} Came down from Highcliff. I'll be back on the road tomorrow.
{123356} So... you're competing for the Cup, I hear.
{123357} Never seen a Harvest Brawl before. Wish they had one in Highcliff.
{123358} Perhaps I <i>will</i> have another cup of mead...
{123359} Friendly folk hereabouts. I'd stay, if not for the lizardlings.
{123360} I wonder if these pants clash with my doublet...
{123361} The Man in Green
{123362} Aha! Caught you!
{123363} You'll have to do better than that!
{123364} I saw that! You're not fooling anyone, you know.
{123365} "Green in the pocket of same-colored man." I'll bet that's him, over by the house. The feather's in his pocket, it's got to be.
{123366} Get your Harvest Mead, here! Cold Harvest Mead!
{123367} Wha- {realizes who he's talking to}Oh, no. Not you lot! Got that Fern girl with you, too. I haven't forgotten what happened last year, young lady, even if you have!
{123368} {she's remembering an embarassing situation that she'd sooner forget}Uhm... maybe we'd better go...
{123369} Aye, that business on the roof, with the swinging hips and that vulgar song!
{123370} Ha, ha! She's blushing, look at her cheeks go red!
{123371} {under her breath}You two told me you'd made that up...
{123372} Knowing this town, you're probably right...
{123373} I told you already! No mead for you lot!
{123374} No thanks. Not without a whole lot of mead. I didn't even think I <i>knew</i> any bawdy songs...
{123375} Not this year, young lady! On your way now, all of you!
{123376} We'd like some Harvest Mead.
{123377} Sorry. Excuse us.
{123378} Swinging hips?
{123379} Right. Sorry. We're going.
{123380} Bah! We don't want your cheap swill, anyway.
{123381} Give us a song, then!
{123382} Sounds like you planned the wrong act for the talent show.
{123383} Let's just move on.
{123384} A mug of mead, and be quick about it!
{123385} Harvest Brawl - Cheat
{123386} Harvest Brawl - Bestower
{123387} The Morninglord grants a fine day, even for a Brawl. {faint smile}He likes you Harbormen, I think.
{123388} You'll find Training Clubs in this barrel, next to me.
{123389} I see you found yourself a club. Now destroy one of the Practice Dummies.
{123390} The Lannon twins and their elder sister will be your first opponents today. Before we start, I'll go over the rules.
{123391} | THIS SECTION IS NO LONGER PLAYED. | 
{123392} That was well-fought, all three of you. {a little flustered and surprised}But I fear the gods have granted you few competitors this year...
{123393} The Mossfelds await you at the edge of the ring...
{123394} | THIS SECTION IS NO LONGER PLAYED |
{123395} {understanding... player has just lost the contest}You had high hopes for a victory, I know. But winning a Brawl makes no man better or worse than another. 
{123396} If Wyl Mossfeld agrees, I'll allow another fight.
{123397} Well done, all three of you! The townsfolk compare you to Cormick, and it seems they aren't mistaken. I haven't seen such prowess in years.
{123398} Victory or no, you fought well today. Don't let anyone say otherwise.
{123399} You fought well today. This town should be proud of you.
{123400} Have you spoken to Georg? He awaits you near the bridge, by the village well.
{123401} In truth, I volunteered. {shrugs}Otherwise I'd be racing from the church at every bout, mending cuts and setting bones to right. 
{123402} And a good one, too. Lathander delights in contests of physical skill. People forget that.
{123403} {sighs}That is a truth that I've labored to change, but I fear that the Morninglord and I are seen equally as strangers. 
{123404} Practice a bit, first. There are Practice Dummies just over there. Once you've finished off a dummy, I'll send you into the ring.
{123405} As always, I expect a clean fight. Melee attacks only - no arrows or magic. You may fight bare-handed, or you may arm yourself with a Training Club, the choice is yours. 
{123406} | SCRIPTER: After player responds to this line, player and companions should be ported into the ring. First team of Harvest Brawlers must spawn in the ring. |Lathander's strength be with you, then!
{123407} The Harvest Fair is an act of worship, <FirstName>, a prayer of thanks to {SHAWN-TEE-AH}Chauntea, and to all the gods. The events must be fair and just.
{123408} Spectators are allowed to bet, it's true, but never competitors. That would tempt unfair arrangements. You can see that, I'm sure.
{123409} {somewhat astonished}The Harvest Brawl? Gutless? You're a rough lot, you Harbormen. Call it what you will, but if you wish to compete, you must follow the rules.
{123410} {realizing the player might have a point...then convincing himself otherwise as he goes along}I suppose that's true. Lady Luck could hardly object to a bet. But even she would want that bet to be fair. 
{123411} No, if you wish to compete, you must follow the rules. I'm sorry.
{123412} Of course. Lathander's grace is yours...
{123413} They await you at the edge of the ring. Tell Wyl that you are ready, and I'll begin the final fight.
{123414} A... rematch? I suppose it's allowed, if your opponent is willing. I'm not sure Mossfeld would be amenable...
{123415} If Mossfeld agrees, I'll allow another fight... but the last fight will be annulled. Make sure Wyl understands that.
{123416} Are you sure, <FirstName>? I know this meant a lot to you, and we could still challenge them again - Orlen's son got a rematch five years ago, remember that?
{123417} You fought well, all three of you. Remember that, and don't pay any heed to the villagers' talk of {COR-mik}Cormick. With the Morninglord's grace, you may still win the Harvest Cup.
{123418} The gods have granted you the Cup. Victory in the Brawl will be small comfort to Wyl Mossfeld, but it's kind of you to let him have it. 
{123419} Are you sure, <FirstName>? I know this meant a lot to you, and we could still challenge them again - Orlen's son got a rematch five years ago, remember that?
{123420} As you wish. I'll grant Mossfeld the victory, for the small comfort it will give him. You've still won the Harvest Cup, after all.
{123421} {getting excited as she remembers}That's right, they've allowed it before. Ten years ago, remember? Orlen's son challenged {PIT-nee LAN-on}Pitney Lannon to a rematch, and then he won the Harvest Brawl.
{123422} | If player has already won the other events |You've won the Brawl, and you've won the Cup as well. {GAY-org}Georg will want to see you at once. Thank the gods, <FirstName>, for truly, they have shown you favor today.
{123423} You've won the Brawl... and by the grace of the gods, the Cup may yet be yours, as well.
{123424} |Fade Out|
{123425} |Fade in!|
{123426} |Fade out|
{123427} |Fade in|
{123428} | THIS SECTION IS NO LONGER PLAYED |
{123429} |Fade Out|
{123430} |Fade In|
{123431} Yes. Better that you face the Mossfelds fresh... they have had ample time to recover from their last match, after all.
{123432} Better that I'm on hand to do {lah-THAN-der, with soft TH}Lathander's work, and to see that all is fought in fairness.
{123433} Though I must admit - few such contests are quite as... enthusiastic... as the Brawl.
{123434} | Player is Devout |Though I needn't remind you of such things... you've always been my most attentive pupil in matters of faith.
{123435} | Player is Wild, Trouble, or Bully |I know you have never put much faith in rules or laws... save those of your own devising. But even the most independent of souls must sometimes follow other men's rules.
{123436} Very well, then. May Lathander's strength be with you...
{123437} Now... I know you are eager to begin. May Lathander's strength be with you...
{123438} And if the fighters themselves are betting, how can we be sure that one hasn't made a secret arrangement with the other?
{123439} If you ever leave the village, I'm sure you'll find others who believe the same. But the elders of West Harbor have agreed on these rules, and we are not to question them.
{123440} A few scrapes and broken bones, mostly at the hands of the Mossfelds. Poor Garth Lannon is but a wisp of a boy, but still he insisted upon facing lads twice his size in the ring.
{123441} Broken bones are easily mended, by the Morninglord's grace. {sighs}Not so for broken pride.
{123442} I'm not sure the Harvest Brawl is observed in any other villages... though a Harvest Ball is certainly common enough. 
{123443} I suspect that some enterprising Harborman found the one better suited to the local tastes than the other.
{123444} As soon as you feel you've recovered, go and tell the Mossfelds that you're ready to begin. They await you at the edge of the ring.
{123445} | SCRIPTER: Have Merring do a cool casting animation here, and heal the player. |
{123446} The Mossfelds await you at the edge of the ring. Tell Wyl that you are ready, and I'll begin the final fight.
{123447} The Morninglord sets us upon strange paths. Before I came to West Harbor, I never imagined I'd be mending broken ribs on High Harvest Day.
{123448} | Player is Farmer |Most Harbormen are farmers, like you. They are firm in their devotion to the Earthmother, {shawn-TEE-ah}Chauntea, and not without good cause.
{123449} I have labored to make what converts I can... the Morninglord blesses the cultivation of crops, just as he rejoices in the growth of all things new and pure.
{123450} But I fear that Lathander and I are still seen equally as strangers. Perhaps it is as my brothers said. "Try to bring light to a swamp, Merring, and your torch may gutter out."
{123451} | Player is Trouble |As always, I expect a clean fight... and no pranks! After last year, the Buckman lads have refused to get into the ring with you.
{123452} | Player is Bully |I expect a clean fight... especially from you, <FirstName>. You nearly killed the Buckman lads last year, and the young folk of this village are frightened enough of you, already.
{123453} Only melee attacks are permitted - no arrows, and no magic. You may fight bare-handed, or you may arm yourself with a Training Club, the choice is yours.
{123454} And finally, no bets.
{123455} | Player is Leader |As always, I expect a clean fight... remember that the others look to you for leadership, <FirstName>, and if you fight fairly, so will they.
{123456} | Player is Militia |This shouldn't be much different than sparring on the practice field, with the rest of the militia. I expect a clean fight, just as {GAY-org}Georg would.
{123457} I never imagined that anyone could cause such an uproar with a glass eye and a codpiece...
{123458} Perhaps it is as my brothers said. "Try to bring light to a swamp, Merring, and your torch may gutter out."
{123459} The Mossfeld brothers are the only team still in contention. 
{123460} And you'll need to arm yourself with a Training Club. I've left several Clubs in the barrel, here, next to me.
{123461} Very well.
{123462} I'm not ready to concede. Couldn't I challenge him again?
{123463} The Mossfelds beat me fairly. I concede the Brawl to them.
{123464} Brother Merring? <i>You</i> are running the Harvest Brawl?
{123465} [Lore] They do say he has a sense of humor.
{123466} We're ready to fight.
{123467} Have there been injuries already?
{123468} A pity West Harbor doesn't love Lathander better.
{123469} A pity West Harbor doesn't love Lathander better.
{123470} We'll be back later.
{123471} We'll be back later.
{123472} A pity West Harbor doesn't love Lathander better.
{123473} Why are you running the Harvest Brawl?
{123474} Yes. Go ahead.
{123475} I understand. We're ready to fight.
{123476} Not yet. We'll be back later.
{123477} We're ready to fight the Mossfelds.
{123478} We need healing, first.
{123479} Give us some time to rest, first.
{123480} What? No bets?
{123481} Very well. No bets.
{123482} | If player is not a priest |[Intelligence] Not all the gods object to a good bet. What of smiling Tymora?
{123483} This Fair is too gutless for my tastes.
{123484} It seems I have no other choice.
{123485} I'm not giving up so easily. I want a rematch.
{123486} Let me ask him, then.
{123487} I've had enough of this foolery. Let Mossfeld have his victory.
{123488} I'm sure. Give Wyl the victory.
{123489} Is that true, Brother Merring? I could ask for a rematch?
{123490} I don't care. I concede.
{123491} Is that true, Brother Merring? I could ask for a rematch?
{123492} I'll speak to Wyl, then.
{123493} The Mossfelds beat me fairly. I've decided to concede.
{123494} No, I've had enough of this. Give Mossfeld his victory.
{123495} Yes, yes. That's enough of rules.
{123496} | If player is a priest |Not all the gods object to a good bet. What of smiling Tymora?
{123497} I don't care. Betting just livens the competition.
{123498} If you must.
{123499} Don't other villages celebrate with a Harvest Brawl?
{123500} Mossfeld's an arrogant fool. Of course he'll fight me again.
{123501} I can be very persuasive.
{123502} Yes. I want a rematch.
{123503} That's right. I want a rematch.
{123504} You have my word, then.
{123505} How are you enjoying the Fair?
{123506} Brother Merring
{123507} | These lines spoken by Brother Merring |Stop! You may not use magic in the Brawl! I warned you, <FirstName>.
{123508} I'm going to heal the other team, and you'll continue the match at a disadvantage.
{123509} {Merring Heals the enemy combatants}
{123510} Missile Trial - Cheat
{123511} Missile Trial - Bestower
{123512} Old Barrel
{123513} An old, rotting barrel.
{123514} {first two sentences are almost to himself}Just look at the size of {LOUIE}Lewy's hog. Can't be natural. You sure you won't have a look at him?
{123515} That's Lewy's hog, down on the end. He's magicked, I'm sure of it!
{123516} What's the rub? Is he magicked? 
{123517} Did you see the expression on that hog's face? Ha ha! Had a few glorious hours of bein' a big porker, lordin' it over his seniors, but now he's back to his poor little self. 
{123518} My thanks for the help!
{123519} Something amiss? Why were you talking to Lewy?
{123520} It... it wasn't? You're sure of that, no magicked feed, no wands, no fancy-colored potions?
{123521} Could have sworn that hog was magicked...
{123522} Lookin' forward to your act, young Amie.
{123523} | If player is farmer |Knew I could count on you, one farmer to another! There's pride in what we grow, and pride in fair contests!
{123524} I much appreciate that. Lewy's pig is the big fella, down on the end. {lowers voice, almost like the pig can hear him}You find any magic on him, come back and tell me, straightaway!
{123525} {jumping at the chance}Give my magical opinion? Of course! I mean, it's probably some sort of transmutation, I'd love to see how they did it.
{123526} Oh, all right. Don't fault an old plow-man for trying.
{123527} Shrink him down, you mean? Well, that should be a sight, shouldn't it? Old Lewy won't like it, but that's what he gets for trying to cheat!
{123528} And I'd say that's the last time anybody tries to magick a hog in this contest. Hate to see old Lewy shamed, but he brought it on himself.
{123529} Thanks are well and good, but I've got this for you, too. It's pork jerky. Tough, dry meat, but it tastes like the heavens and keeps longer than bad memories.
{123530} Have some of this. It's pork jerky. Tough, dry meat, but it tastes like the heavens and keeps longer than bad memories.
{123531} {dejected}Well... I suppose that makes old Lewy the winner. Contest isn't called the Heftiest Hog for nothing. Isn't going to be pleasant, giving that prize to Lewy...
{123532} {big smile}No trouble at all.
{123533} Lewy's pig is the big fella, down on the end. {lowers voice, almost like the pig can hear him}You find any magic on him, come back and tell me, straightaway!
{123534} I bet there'll be some uncomfortable moments in the pig sty tonight.
{123535} Well... I might not have put it that way, but I suppose you're right. Always did feel a bit bad for Lewy's animals, livin' on that slovenly stye of a farm.
{123536} Good food for the road, if you ever plan on takin' a long walk.
{123537} Well, no... it's just that I don't much trust that Lewy Jons, and I wouldn't put much stock in what he told me. That fella's been schemin' to win this contest for years.
{123538} | PC is devout |Knew I could count on you, bein' a godly sort and all. The Earthmother blesses little contests like this one... leastways, I like to think she does.
{123539} Probably. Amie's going to dispel the enchantment.
{123540} Lewy's hog is perfectly normal. It wasn't enchanted.
{123541} Just a moment. We'll be back.
{123542} All right. We'll take a look at the hog.
{123543} We'll do it if Amie's willing.
{123544} I'm sure. Farewell.
{123545} The answer is no, Orlen. As I said already.
{123546} We're not sure yet...
{123547} Calm down, old man. We'll tell you in a moment.
{123548} Glad to be of help, Orlen.
{123549} How about something for our trouble, then?
{123550} Thanks, Orlen.
{123551} Uh... great. Thanks.
{123552} Pork jerky? Next time I won't even bother.
{123553} No. Nothing. It's just a very large pig.
{123554} The fat braggart deserved what he got.
{123555} I was just saying hello. Is that such a crime?
{123556} Orlen
{123557} {Just saw a display of sorcery put on by player;s companion, Amie, and he was impressed}Say... that was quite a show!
{123558} You're good with that magic, young {AMY}Amie. More than passing skillful, if you ask me, though I know you didn't.
{123559} Aye, that great hulking brute of Lewy Jons'. His prize pig, he calls it, but I call it a trick. A cheat. I've never seen that hog before, and I've an eye for hogs, as folk will tell you.
{123560} {maybe lowering his voice a little, so passers-by won't hear... this is a bit scandalous}I say he's been magicked. Ensorcelled! But I can't prove it myself.
{123561} | If PC is a farmer |Knew I could count on you, one farmer to another! There's pride in what we grow, and pride in fair contests.
{123562} I much appreciate that. He's the big one, down on the end. {lowers voice, almost like the pig can hear him}You find any magic on him, come back and tell me, straightaway!
{123563} {jumping at the chance}Give my magical opinion? Of course! I mean, it's probably some sort of transmutation, I'd love to see how they did it.
{123564} | If player is a farmer |I might have expected as much from {TAR-mus}Tarmas, or some of these other folk. Old dumb Orlen, on about his hogs again.
{123565} I know I sound like a fool, don't think I don't know it! Old dumb Orlen, on about his hogs. But I take pride in a fair contest, and I thought you three might help me out.
{123566} Look, if you change your minds, I'll be over with the hogs. I won't fret you anymore, I know you've got affairs of your own.
{123567} It could, it could. 'Cept that I've got to judge these hogs some time today, and before I do that, I've got to figure whether Lewy's pig is a cheat.
{123568} It's a great hulking brute, that pig. I've never seen it before, and I've an eye for pigs, as folk will tell you. 
{123569} I know, and I'm sorry to pester you, I truly am. But I've got to judge these pigs today, and I think one of 'em's a trick. A cheat! The beast is huge!
{123570} | If PC is Wizard Apprentice |Tarmas has trained you up proper, you an' Amie both. You've the makings of a fine couple o' mages, and I, uh...
{123571} I wondered if you might be willing to have a look at a... pig.
{123572} Lewy says he's been keeping it hid, but where? That hog's too big to be missed in this small town.
{123573} Lewy's pig is the big fella, down on the end. {lowers voice, almost like the pig can hear him}You find any magic on him, come back and tell me, straightaway!
{123574} But you're a farmer, like me! Judgin' pigs may seem silly to most folk, but that don't mean the Earthmother isn't watching. A cheat is a slap in her face, just as much as mine.{sighs}
{123575} | If player is devout |{player is known for being devout}You know better'n most what they say, <FirstName>. It's the little acts of devotion that the Earthmother loves best.
{123576} Seems to me this contest is just that... a little act of devotion. Bein' a godly sort, I reckon I thought you'd see the truth of that, an' offer me a hand.{sighs}
{123577} | PC is devout |{player is known for being devout}Knew I could count on you, bein' a godly sort and all. The Earthmother blesses little contests like this one... leastways, I like to think she does.
{123578} {feels a little silly asking, but the hog judging contest really is important to him}I, uh... wonder if you might have a look... at a pig.
{123579} A pig?
{123580} All right. We'll take a look at this pig.
{123581} | If player is not a Wizard's Apprentice |We'll do it if Amie's willing.
{123582} They say that a kiss can break a charm...
{123583} Magical pigs, Orlen? I don't have time for this.
{123584} Can't this wait until later?
{123585} We've got better things to do, Orlen.
{123586} 
{123587} Long strips of dried pork, given to you by the farmer, Orlen.  This tough, dry meat would probably provide a nourishing meal, and it will keep indefinitely.
{123588} Pork Jerky
{123589} Retta Starling
{123590} Rogue Trial - Cheat
{123591} Rogue Trial - Bestower
{123592} Locked Chest
{123593} This sturdy chest has been fixed with a shiny, well-made lock.
{123594} You won't get far without a skilled thief. Not in the Knaves' Challenge, anyway.
{123595} Isn't that the boy who stole my basilisk eyelash? And not once, but four times?
{123596} Good business, wizardry. Hide some feathers, write some rhymes, and nobody cares if you're actually good for anything. Not having trouble with the feathers, are you? 
{123597} Very good, you found the white feather. The blue and the green still remain.
{123598} Very good, you found the blue feather. The white and the green still remain.
{123599} Very good, you found the green feather. The white and the blue still remain.
{123600} Only one feather left... the green one.
{123601} Only one feather left... the blue one.
{123602} Only one feather left... the white one.
{123603} It really is a dreadful day for a Fair. Not even the tents are managing to look cheerful.
{123604} Best I keep quiet, lest anyone think me sociable.
{123605} I believe {GAY-org}Georg is looking for you. He's standing near the well, and being entirely too cheerful.
{123606} |SHOULD NOT SEE THIS TEXT. SHOULD NOT HAVE BEEN ABLE TO DROP THE FEATHERS.|
{123607} I expect you're here for the aptly-named Knaves' Challenge. Surrounded by muck and reek, and why not encourage our children to be thieves, as well? That's what I always tell them.
{123608} Come to think of it, I don't believe any of you has the skills to compete. Not that I'm complaining, mind you. 
{123609} Lock-breakers? Pocket-pickers? I don't know anyone like that, do you?
{123610} What about Kipp? He's always nicking vials from Tarmas, and he's right over there, behind the tent.
{123611} Who's grumbling? They've given me charge of the Knaves' Challenge. 
{123612} Splendid idea, the Knaves' Challenge. I always tell them we ought to encourage thievery in our children. We live in a swamp after all, what else is there to do?
{123613} That's right. My frog needed eyelashes. Then I got him a sweetheart, and she needed 'em too.
{123614} Don't trouble yourself on my account. I'll settle with the young artiste and his frogs later.
{123615} Before you begin, I suppose you'll want to hear the rhyme?
{123616} If you must.
{123617} {spoken as a rhyme}I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
{123618} {rhyme concludes}Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man.
{123619} Thank the gods. The Knaves' Challenge is won, and I can go someplace dry.
{123620} I'd kiss all of you, but no one respects an affectionate wizard.
{123621} Well done, apprentice.
{123622} Do you know they're actually granting prizes for the fattest pig? As if the creatures needed encouragement.
{123623} But you'll need to find someone who can pick pockets, and break locks, and search for hidden trinkets, if you want to compete.
{123624} I always tell them we ought to encourage thievery in our children. Good for the mind. We live in a swamp after all, what else is there to do?
{123625} | If player has appropriate skills |I suppose you'll want to hear the rhyme?
{123626} | If player has appropriate skills |Anyway, I assume that's why you're here. Knaves' Challenge, that is. {beat}I suppose you'll want to hear the rhyme?
{123627} You hadn't heard? Better for me if I'd kept my peace. 
{123628} {GAY-org}Georg asked for a rhyme this year. That's what wizards do, we compose rhymes. Here, I'll demonstrate. {clears his throat to begin a recitation}Ahem.
{123629} Very well. But it's dreadful. Don't say I didn't warn you. {clears his throat to begin a recitation}Ahem.
{123630} {spoken as a rhyme}I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
{123631} {rhyme concludes}Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man.

{123632} Yes. You and half the waifs in West Harbor. I adore children, did you know that? Swamp-children particularly.
{123633} It's a riddle. Right, Tarmas? The white feather's locked in a box, the blue feather's hidden beneath something... probably something that would attract termites.
{123634} It's in somebody's pocket. Right? Somebody dressed in green, I'd bet. 
{123635} Yes, you have the right of it. But you'll have to take the feather from the fellow's pocket without him noticing. That's the challenge.
{123636} | If player is Wizard Apprentice |Such considerate apprentices I have. Give them the run of my home and laboratory, and why shouldn't they insult my poetry? It's widely known that wizards have no pride.
{123637} As dreadful as it was, did you understand what the rhyme meant?
{123638} Count yourself fortunate for that. I once shared a wagon with a kobold bard. He rhymed "sadder" with "bladder" and sang fondly of his navel.
{123639} All the more unfortunate for me, then. It's always better to have a willing audience, especially when one's material is particularly dreadful.
{123640} But Georg asked for a rhyme. That's what wizards do, after all, we compose rhymes. Here, I'll demonstrate. {clears his throat to begin a recitation}Ahem.
{123641} Yes, you have the right of it. Three feathers... white, blue, and green.
{123642} | Player is Wizard Apprentice |{his overall tone is gloomy resignation}Here are my apprentices, both of them. Are you enjoying the Fair?
{123643} Packs of feral children set loose to find trinkets, grown men braining one another with clubs...
{123644} {his overall tone is gloomy resignation}Enjoying the Fair? Packs of feral children set loose to find trinkets, grown men braining one another with clubs...
{123645} | If player is Wizard Apprentice |Come to think of it, I don't think I've ever taught you to pick pockets or break locks. You'll have to find someone who can, if you want to compete.
{123646} No need to remind me. I try never to leave my home, unless I'm looking for a bath...
{123647} | Player is Wizard Apprentice |Thank the gods for my apprentices. The Knaves' Challenge is won, and I can go back to being dour and standoffish.
{123648} I'd go and have a bath, but I'm certain it will rain on me, if I stand here long enough.
{123649} | If player has already won the other events |I believe that means you've won the Cup, as well. Probably best to tell Georg{GAY-org}. {Tarmas knows that the player knows Georg... he's just being himself}You know the fellow... large, cheery, talks a bit.
{123650} Far from it. I'm quite cheerful by nature. That's why I moved to a swamp, you know... sort of a challenge to myself.
{123651} Good to see you, too, Tarmas.
{123652} No. I didn't think we had any thieves in West Harbor.
{123653} We'll have to ask around, I suppose.
{123654} | Player is not Wizard Apprentice |Quit your grumbling, wizard.
{123655} | Player is Wizard Apprentice |Stop grumbling, master.
{123656} We're here for the Knaves' Challenge.
{123657} We'll be back later.
{123658} Sorry, Tarmas. He's just joined our team.
{123659} He's just kidding. We're ready for the Knaves' Challenge.
{123660} Ignore the kid, Tarmas. I'll deal with him.
{123661} Could we hear the rhyme again?
{123662} Not really. Farewell.
{123663} We've brought the three feathers.
{123664} Best of luck getting dry. This is a swamp, after all.
{123665} We're not quite finished. We'll be back soon.
{123666} One of these children, perhaps...
{123667} What rhyme?
{123668} If it's part of the Knaves' Challenge, then yes. Say the rhyme.
{123669} So we're to look for three feathers?
{123670} Right. We'll be back with the feathers.
{123671} Wait a minute. I didn't understand that rhyme.
{123672} This shouldn't be difficult. Farewell.
{123673} What in the Realms does that mean?
{123674} [Intelligence] And the green feather's in someone's pocket. Someone dressed in green.
{123675} What about the third feather?
{123676} Thanks, Tarmas. We'll be back with the feathers.
{123677} Well, then... this should be fun.
{123678} Yes, yes, I understand. Enough talk.
{123679} All right. I'll figure out the rest. Let's go.
{123680} That was the stupidest rhyme I've ever heard, Tarmas.
{123681} We're to look for three feathers?
{123682} Actually, no.
{123683} I'll figure it out. Farewell.
{123684} Not really.
{123685} Yes, but we'll find them.
{123686} You didn't hide those feathers very well. We found them all.
{123687} You enjoy being dismal, don't you?
{123688} Farewell.
{123689} We'll see you later, Master.
{123690} I'd best return to the Fair.
{123691} Probably true. Farewell.
{123692} Tarmas the Wizard
{123693} Training Club
{123694} This club is made of a light, soft wood, designed to sting but inflict little permanent harm.
{123695} Your choices in dialogue can sometimes have implications for your alignment, and for your Influence with your companions. 
{123696} Furthermore, you lost Influence with your companion, Bevil. Being a law-abiding sort of person, Bevil wasn't happy with your decision.
{123697} |Fade Out|
{123698} |Fade In|
{123699} In this case, you broke the rules of the Harvest Brawl, which was a Chaotic choice. As a result, your character's alignment has become slightly more Chaotic.
{123700} As you increase your Influence with your companions, they will be more likely to reveal certain information, and will more actively support your cause.
{123701} Note that different companions have different personalities, so you may not be able to please them all.
{123702} [Continue.]
{123703} [End dialog.]
{123704} [Continue.]
{123705} [Continue.]
{123706} [Continue.]
{123707} [Skip this dialog.]
{123708} [Back.]
{123709} [Back.]
{123710} [Back.]
{123711} [Back.]
{123712} [I don't want to see any more tutorial dialogs.]
{123713} Your choices in dialogue can sometimes have implications for your alignment, and for your Influence with your companions. 
{123714} Furthermore, you gained Influence with your companion, Bevil. Being a law-abiding sort of person, Bevil approved of your decision. 
{123715} |Fade Out|
{123716} |Fade In|
{123717} In this case, you refused to break the rules of the Harvest Brawl, which was a Lawful choice. As a result, your character's alignment has become slightly more Lawful.
{123718} As you increase your Influence with your companions, they will be more likely to reveal certain information, and will more actively support your cause.
{123719} Note that different companions have different personalities, so you may not be able to please them all.
{123720} [Continue.]
{123721} [End dialog.]
{123722} [Continue.]
{123723} [Continue.]
{123724} [Continue.]
{123725} [Skip this dialog.]
{123726} [Back.]
{123727} [Back.]
{123728} [Back.]
{123729} [Back.]
{123730} [I don't want to see any more tutorial dialogs.]
{123731} You've found Daeghun's chest. You can access chests, and other containers, by right-clicking them. (Note: Doing so now will close this window, and you will miss the rest of this dialog.)
{123732} When you right-click a chest, its inventory will be displayed in a small window. Daeghun's chest contains only one item: Daeghun's Furs. 
{123733} Once you've opened the chest, you can right-click Daeghun's Furs to add them to your inventory.
{123734} Right-clicking allows you to interact with usable objects. Try right-clicking the chest now.
{123735} [Continue.]
{123736} [Continue.]
{123737} [End dialog.]
{123738} [Continue.]
{123739} [Skip this dialog.]
{123740} [Back.]
{123741} [Back.]
{123742} [Back.]
{123743} [I don't want to see any more tutorial dialogs.]
{123744} Two new companions have just joined your party. When a character joins you, his portrait appears beneath yours, on the right-hand side of the screen. 
{123745} Companions will follow you and fight by your side. As a general rule, you can only travel with three companions at a time.
{123746} [Continue.]
{123747} [End dialog.]
{123748} [Skip this dialog.]
{123749} [Back.]
{123750} [I don't want to see any more tutorial dialogs.]
{123751} Before combat, you'll need to equip a weapon. Open your inventory window by pressing the "I" key. 
{123752} To equip the Training Club, click and drag it into the Main Hand slot. 
{123753} Equip a Training Club the same way as a missile weapon. First, press "I" to open your inventory.
{123754} Take a look at the top portion of the Inventory screen. You can equip weapons, armor, and other items by placing them in the appropriate slots.
{123755} Alternatively, you can right-click the Training Club, and it will automatically be placed in the appropriate slot.
{123756} Then right-click the Training Club, or click-and-drag it into your Main Hand slot.
{123757} [Continue.]
{123758} [Continue.]
{123759} [Continue.]
{123760} [Continue.]
{123761} [End dialog.]
{123762} [End dialog.]
{123763} [Back.]
{123764} [Skip this dialog.]
{123765} [Skip this dialog.]
{123766} [Back.]
{123767} [Back.]
{123768} [Back.]
{123769} [I don't want to see any more tutorial dialogs.]
{123770} [I don't want to see any more tutorial dialogs.]
{123771} Before the contest, you'll need to equip a missile weapon. Open your inventory window by pressing the "I" key. 
{123772} To equip the light crossbow, click and drag it into the Main Hand slot. Alternatively, you can right-click the crossbow, and it will automatically be placed in the Main Hand slot.
{123773} Missile weapons require ammunition, as well. Equip your ammunition in the same way as a weapon. Right-click your crossbow bolts, or click-and-drag them into the Bolt Ammo Slot.
{123774} Crossbows require two hands to use, so remember that you cannot equip a shield while firing.
{123775} Equip a missile weapon the same way as a melee weapon. Press "I" to open your inventory.
{123776} You'll also need to equip ammunition (crossbow bolts) in the Bolt Ammo Slot. 
{123777} Take a look at the top portion of the inventory screen. You can equip weapons, armor, and other items by placing them in the appropriate slots.
{123778} Then right-click your crossbow, or click-and-drag it into your Main Hand slot.
{123779} Remember that a crossbow requires two hands to use, so you cannot equip a shield while firing.
{123780} [Continue.]
{123781} [Continue.]
{123782} [End dialog.]
{123783} [Continue.]
{123784} [Continue.]
{123785} [Continue.]
{123786} [Continue.]
{123787} [Continue.]
{123788} [End dialog.]
{123789} [Skip this dialog.]
{123790} [Back.]
{123791} [Back.]
{123792} [Back.]
{123793} [Back.]
{123794} [Back.]
{123795} [Back.]
{123796} [Back.]
{123797} [I don't want to see any more tutorial dialogs.]
{123798} [I don't want to see any more tutorial dialogs.]
{123799} Your first battle is about to begin! Remember to keep an eye on your hit points, and on your companions' as well.  
{123800} If your entire party is incapacitated, the game will end, and you will have to reload.
{123801} Your hit points are represented by the blue bar to the left of your character portrait. When a character's hit points reach 0, he or she will collapse to the ground, incapacitated.
{123802} In this case, however, Brother Merring will not allow anyone to be killed. Should you lose this battle, you will be revived outside the ring. Good luck!
{123803} [Continue.]
{123804} [Continue.]
{123805} [Continue.]
{123806} [End dialog.]
{123807} [Skip this dialog.]
{123808} [Back.]
{123809} [Back.]
{123810} [Back.]
{123811} [I don't want to see any more tutorial dialogs.]
{123812} Some battles are more difficult than others. When faced with a challenging fight, there are several strategies you might employ...
{123813} First, be sure you are well-rested. If your party is not at full hit points when facing a difficult enemy, you are already at a disadvantage. 
{123814} As a rogue, remember that you shouldn't go one-on-one with an enemy fighter, if you can help it. Leave the heavy fighting to your melee characters (like Bevil), and support them with your deadly sneak attacks.
{123815} Sometimes a different party configuration will be more effective against certain enemies. If you have a number of companions to choose from, try swapping out one companion for another. Some ability sets work better against particular foes.
{123816} If all else fails, go to the Options menu and set the combat difficulty to Easy. When the game is set to Easy, no fight should be unwinnable.
{123817} Don't let your rogues and spellcasters go one-on-one with enemy fighters, if you can help it. 
{123818} Also, be sure that all your characters are equipped with their best available weapons and armor. In this case, check that all your companions are equipped with Training Clubs.
{123819} In this case, there is a fourth companion available in the tutorial. You might want to try the Brawl again after he has joined you.
{123820} Also, try to eliminate wounded enemies first. Fewer enemies means fewer chances you'll be hit!
{123821} [Continue.]
{123822} [Continue.]
{123823} [Continue.]
{123824} [End dialog.]
{123825} [Continue.]
{123826} [Continue.]
{123827} [Continue.]
{123828} [Skip this dialog.]
{123829} [Back.]
{123830} [Back.]
{123831} [Back.]
{123832} [Back.]
{123833} [Back.]
{123834} [Back.]
{123835} [Back.]
{123836} [Back.]
{123837} [I don't want to see any more tutorial dialogs.]
{123838} Daeghun has just given you a new quest. Quests are contained in your Journal, which can be viewed by pressing "J."
{123839} You should currently see two quests in your journal: "The Fur Trade" and "High Harvest Fair." Click on a quest's name to show or hide its detailed description. 
{123840} The buttons at the top of the Journal panel allow you to sort your quests. Select the "Quests" button to view active quests, or the "Completed" button to view quests that you have already finished.
{123841} Use the eastern door to exit Daeghun's house. Remember: If you are ever unsure what to do next, refer to your Journal by pressing the "J" key.
{123842} Your journal is always available to remind you of your current quest state and to point you toward your next objective.
{123843} To close your quest Journal, press the "J" key again.
{123844} [Continue.]
{123845} [Continue.]
{123846} [Continue.]
{123847} [End dialog.]
{123848} [Continue.]
{123849} [Continue.]
{123850} [Skip this dialog.]
{123851} [Back.]
{123852} [Back.]
{123853} [Back.]
{123854} [Back.]
{123855} [Back.]
{123856} [I don't want to see any more tutorial dialogs.]
{123857} Once you've equipped a weapon, combat is simple enough.
{123858} Melee combat is much the same as missile combat. Once you've equipped your Training Club, right-click the Training Dummy to attack!
{123859} Move the mouse cursor over your target. (In this case, your target is the Training Dummy.) If the target is attackable, a sword icon will appear on your cursor.
{123860} Right-click your target to attack!
{123861} [Continue.]
{123862} [End dialog.]
{123863} [Continue.]
{123864} [Back.]
{123865} [Back.]
{123866} [Skip this dialog.]
{123867} [I don't want to see any more tutorial dialogs.]
{123868} [I don't want to see any more tutorial dialogs.]
{123869} Once you've equipped your crossbow (and bolts), missile combat is simple enough.
{123870} Missile combat is much the same as melee. Once you've equipped your crossbow (and bolts), right click the Practice Target to fire!
{123871} Move your mouse cursor over the Practice Target. The Practice Target is attackable, so a sword icon will appear on your cursor.
{123872} Right-click the Practice Target to fire!
{123873} [Continue.]
{123874} [Continue.]
{123875} [End dialog.]
{123876} [Skip this dialog.]
{123877} [Back.]
{123878} [Back.]
{123879} [I don't want to see any more tutorial dialogs.]
{123880} [I don't want to see any more tutorial dialogs.]
{123881} Remember that some characters are more skillful with missile weapons than others. If you are having difficulty hitting a target, try switching to one of your companions.
{123882} Look for a companion with a high Dexterity score. Dexterity affects a character's ability to use missile weapons.
{123883} Feats such as Weapon Proficiency or Weapon Focus, when applied to a missile weapon, also improve a character's chance of hitting a target.
{123884} [Continue.]
{123885} [Continue.]
{123886} [End dialog.]
{123887} [Back.]
{123888} [Back.]
{123889} [Skip this dialog.]
{123890} [I don't want to see any more tutorial dialogs.]
{123891} Right-click any valid location in the room, and your character will walk to that spot. When you mouse over an invalid area, the footprints icon on your cursor will turn gray.
{123892} You can also use the keyboard to move about. By default, the "W" key moves forward, and the "S" key moves back. "Q" and "E" move left and right. 
{123893} Use the left and right arrow keys to change the position of your camera. The mousewheel, and the up and down arrow keys, zoom your camera in and out. 
{123894} Try walking over to the chest. It is situated against the wall, to the right (underneath the painting). 
{123895} You can reassign these functions to different keys by opening the Options panel and clicking "Change Key Settings."
{123896} PG-UP and PG-DN change the angle of your camera view.
{123897} Change your character's facing by pressing the "A" (turn left) and "D" (turn right) keys.
{123898} [Continue.]
{123899} [Continue.]
{123900} [Continue.]
{123901} [End dialog.]
{123902} [Continue.]
{123903} [Skip this dialog.]
{123904} [Back.]
{123905} [Back.]
{123906} [Back.]
{123907} [Back.]
{123908} [Continue.]
{123909} [Back.]
{123910} [Continue.]
{123911} [Back.]
{123912} [I don't want to see any more tutorial dialogs.]
{123913} Great! You've acquired the furs, as Daeghun asked. To view the furs, try opening your inventory. Hit the "I" key.
{123914} The Inventory panel displays all your character's items. The top section of the inventory shows equipped items.
{123915} The bottom section of your inventory lists all items stored in your backpack. You should currently see the icon for "Daeghun's Furs" listed there.
{123916} Sometimes, an item will be marked "Unidentified." If your Lore skill is high enough, you might be able to recognize the item's properties by Examining it. If not, you'll need to use the Identify spell or pay a merchant to identify the item for you.
{123917} Now that you have the furs, you can return to Daeghun. To interact with an NPC, right-click him.
{123918} The top section of your inventory has slots for weapons, armor, belts, rings, and other items. You'll learn how to equip items later in the tutorial.
{123919} [Continue.]
{123920} [Continue.]
{123921} [Continue.]
{123922} [Continue.]
{123923} [End dialog.]
{123924} [Back.]
{123925} [Skip this dialog.]
{123926} [Continue.]
{123927} [Back.]
{123928} [Back.]
{123929} [Back.]
{123930} [Back.]
{123931} [I don't want to see any more tutorial dialogs.]
{123932} You've found the chest that contains the White Feather. This chest is securely locked.
{123933} To disable the trap, first take direct control of your rogue (in this case, Kipp). Do this by clicking on Kipp's portrait, on the right side of your screen. 
{123934} Once Kipp has removed the trap, he can try to pick the lock. Right-click the chest again, and select "Pick Lock" from the radial menu. You will see a progress bar as Kipp jimmies the lock.
{123935} | PC is rogue, but not controlled |To pick the lock, first be sure that <FullName> is selected as your primary character. Do this by right-clicking <FirstName>'s portrait (on the right side of the screen).
{123936} Once you have removed the trap, you can try to pick the lock. Right-click the chest again, and select "Pick Lock" from the radial menu. You will see a progress bar as <FirstName> jimmies the lock.
{123937} | Kipp is in party, but not controlled |To pick the lock, first take direct control of your rogue (in this case, Kipp). Do this by right-clicking Kipp's portrait (on the right side of the screen).
{123938} Then right-click the trapped chest, and select "Disable Trap" from the radial menu. Kipp will attempt to remove the trap from the chest.
{123939} This is a fairly simple lock, so Kipp should have no trouble with it.
After the lock is picked, you can access the chest normally.
{123940} Then right-click the trapped chest, and select "Disable Trap" from the radial menu. <FirstName> will attempt to remove the trap from the chest.
{123941} This is a fairly simple lock, so you should have no trouble with it.
After the lock is picked, you can access the chest normally.
{123942} [Continue.]
{123943} [Continue.]
{123944} [Continue.]
{123945} [End dialog.]
{123946} [Continue.]
{123947} [End dialog.]
{123948} [Continue.]
{123949} [Continue.]
{123950} [End dialog.]
{123951} [Skip this dialog.]
{123952} [Back.]
{123953} [Back.]
{123954} [Back.]
{123955} [Back.]
{123956} [Back.]
{123957} [Back.]
{123958} [Back.]
{123959} [Back.]
{123960} [Back.]
{123961} [I don't want to see any more tutorial dialogs.]
{123962} To acquire the Green Feather, you'll have to "steal" it from the Man in Green. This will require the Sleight of Hand skill.
{123963} | Kipp is in party, but not controlled. |First, be sure that Kipp is selected as your primary character. Do this by right-clicking his portrait (on the right side of the screen).
{123964} You can make as many attempts to pickpocket the Man in Green as you like. He will never get angry or attack you.
{123965} | PC is rogue and not controlled |First, be sure that <FullName> is selected as your primary character. Do this by right-clicking <FirstName>'s portrait (on the right side of the screen).
{123966} | Player returns to dialog, in control of Kipp |Now open Kipp's character sheet (press the "C" key), and select the "Skills" tab. Click and drag Kipp's "Sleight of Hand" skill to one of your Quickbar slots (at the bottom of the screen).
{123967} In this case, it's all part of the Fair, so you can make as many attempts as you like. The Man in Green will never attack you.
{123968} | Player returns to dialog, in control of PC |The Sleight of Hand skill should already be in <FirstName>'s Quickbar (at the bottom of the screen).
{123969} [Continue.]
{123970} [End dialog.]
{123971} [Continue.]
{123972} [Continue.]
{123973} [End dialog.]
{123974} [End dialog.]
{123975} [Continue.]
{123976} [Skip this dialog.]
{123977} [Back.]
{123978} [Back.]
{123979} [Back.]
{123980} [Back.]
{123981} [Back.]
{123982} [Back.]
{123983} [I don't want to see any more tutorial dialogs.]
{123984} Resting allows your party to recover lost hit points and replenish your spells. In some places, like West Harbor, it is always safe to Rest.
{123985} In particularly dangerous areas, or in large cities, your Rest button will be grayed out, and you will be unable to Rest until you leave the area. 
{123986} Remember: West Harbor is a safe area for Resting, so if you ever need to recover your hit points or spells, just click the Rest button.
{123987} To begin resting, click the "Rest" button on your toolbar, on the bottom left side of the screen. (The Rest button is marked with a human face.)
{123988} [Continue.]
{123989} [Continue.]
{123990} [End dialog.]
{123991} [Continue.]
{123992} [Skip this dialog.]
{123993} [Back.]
{123994} [Back.]
{123995} [Back.]
{123996} [I don't want to see any more tutorial dialogs.]
{123997} Search Mode improves your party's chances to spot traps, secret doors, and hidden objects. To activate Search Mode, click the Search Mode icon, which is located in your hotbar at the bottom of the screen.
{123998} Search Mode will help you locate the Blue Feather, which is hidden somewhere in West Harbor. 
{123999} While in Search mode, your party's movement speed will slow to a walk.
{124000} [Continue.]
{124001} [End dialog.]
{124002} [Continue.]
{124003} [Skip this dialog.]
{124004} [Back.]
{124005} [Back.]
{124006} [I don't want to see any more tutorial dialogs.]
{124007} | Before player has switched into Amie |The Tourney of Talent is about to begin. Here, you will learn the basics of spellcasting.
{124008} | After player has switched into Amie |To view Amie's spellbook, press the "B" key. The "Known Spells" window displays all the spells in Amie's spellbook.
{124009} There are several ways to cast a spell. One method is to open your spellbook (using the "B" key) and left click the spell in the "Memorized Spells" window. 
{124010} Finally, you can click and drag a spell from your spellbook to a Quickbar slot, at the bottom of the screen. The spell icon will appear in the Quickbar slot, allowing you to access the spell with a single click.
{124011} The first spell for Amie's act is Summon Creature I. This spell requires that you left-click on the ground to select where you want the summoned creature to appear.
{124012} Begin by designating Amie as your primary character. To do this, right-click her portrait (on the right side of the screen).
{124013} The right window displays spells that are currently memorized and avaliable for use.
{124014} Another way of casting spells is to press the "F" key, which displays a list of all currently prepared spells. To cast, simply click the spell.
{124015} Remember: You can cast Summon Creature by left-clicking its icon in your spellbook, by pressing "F" and selecting it from the menu, or by using your Quickbar. If you miscast the spell, re-memorize it by pressing "R" to rest.
{124016} [Continue.]
{124017} [Continue.]
{124018} [Continue.]
{124019} [Continue.]
{124020} [Continue.]
{124021} [End dialog.]
{124022} [Continue.]
{124023} [Continue.]
{124024} [End dialog.]
{124025} [Skip this dialog.]
{124026} [Back.]
{124027} [Back.]
{124028} [Back.]
{124029} [Back.]
{124030} [Back.]
{124031} [Back.]
{124032} [Back.]
{124033} [Back.]
{124034} [I don't want to see any more tutorial dialogs.]
{124035} Great! Next, you'll cast an Enlarge Person spell on Bevil.
{124036} Targeted spells are cast like any other, with one additional step. Once you've selected the spell, your cursor will display a spell icon. Left-click the spell's target with your cursor.
{124037} Now try casting the Enlarge Person spell on Bevil. 
{124038} Many spells are "targeted," meaning that they require you to select a target. Enlarge Person is an example of a spell that requires a friendly target. You can cast such a spell on yourself or an ally, but never on an enemy.
{124039} Alternatively, you can right-click your target and select the desired spell from the radial menu.
{124040} [Continue.]
{124041} [Continue.]
{124042} [End dialog.]
{124043} [Continue.]
{124044} [Continue.]
{124045} [Skip this dialog.]
{124046} [Back.]
{124047} [Back.]
{124048} [Back.]
{124049} [Back.]
{124050} [I don't want to see any more tutorial dialogs.]
{124051} Excellent! To complete her act, Amie will cast an offensive spell at a destroyable target.
{124052} Select any of Amie's offensive spells: Ray of Frost or Acid Splash. Then target the Old Barrel, and left-click.
{124053} Offensive spells also require a target, but in this case, that target is an enemy, or a destroyable object. Amie's target will be the Old Barrel, which is standing nearby.
{124054} Remember: You can also right-click the Old Barrel and select an offensive spell from the radial menu.
{124055} [Continue.]
{124056} [Continue.]
{124057} [Continue.]
{124058} [Continue.]
{124059} [Skip this dialog.]
{124060} [Back.]
{124061} [Back.]
{124062} [Back.]
{124063} [I don't want to see any more tutorial dialogs.]
{124064} Stores are accessed through dialog. Speak to a merchant, and tell him that you'd like to see what he has for sale.
{124065} Click the tabs at the top of the store inventory window to cycle through the various item types: Armor, Weapons, Usables, Trinkets, and Miscellaneous. 
{124066} To purchase an item, you can select it and then click Buy, or you can simply right-click the item. | Alternatively, you can click and drag the item from the store's inventory into yours. |
{124067} To sell an item, right-click its icon in your inventory panel. | or you can click and drag the item from your inventory into the store's. |
{124068} To identify an item that is currently marked "Unidentified," select the item in your inventory, and then click the Identify button. Identifying an item usually costs 100 gold.
{124069} Right-click on "Daeghun's Furs," in your inventory, to sell the furs to Galen. 
{124070} Many merchants will only sell certain types of items. Each available item will be listed along with its price. 
{124071} To buy the Duskwood Bow, first select the Weapons tab in Galen's store. The Weapons tab is marked with a sword icon.
{124072} [Continue.]
{124073} [Continue.]
{124074} [Continue.]
{124075} [Continue.]
{124076} [Continue.]
{124077} [Continue.]
{124078} [Continue.]
{124079} [End dialog.]
{124080} [Skip this dialog.]
{124081} [Back.]
{124082} [Back.]
{124083} [Back.]
{124084} [Back.]
{124085} [Back.]
{124086} [Back.]
{124087} [Back.]
{124088} [I don't want to see any more tutorial dialogs.]
{124089} | Note: All these lines spoken by female character || Player has won Cup and is Lady's Man |Talented <i>and</i> handsome!
{124090} | Player has won Cup and is Lady's Man |I've never kissed a Harvest Champion before...
{124091} | Player has won Cup and is Lady's Man |Ever thought of... settling down?
{124092} | Note: All these lines spoken by a female || Player has won Cup and is female |It's about time a woman won the Cup!
{124093} | Player has won Cup  |Congratulations, <FirstName>!
{124094} | Player has won Cup |Daeghun must be so proud of you!
{124095} | Player has won Cup |Well done, <FirstName>, well done!
{124096} | Player is Lady's Man |You can carry my scarf for good luck, if you like...
{124097} | Player is Lady's Man |Oh, <FirstName>... you're such a tease!
{124098} | Player is Lady's Man |You're looking awfully dashing today...
{124099} | Player is Lady's Man |All the girls are pulling for you, <FirstName>.
{124100} | Player is Lady's Man |Are you... doing anything after the Fair?
{124101} | Normal player - before win |Have you tried the Harvest Mead? It's... cold!
{124102} | Normal player - before win |Good day, <FirstName>. 
{124103} | Normal player (female) - before win |Did you see Galen's new guards? They're awfully handsome...
{124104} | Normal player (male) - before win |Galen's come all the way from Neverwinter. Must be an awfully long trip...
{124105} | Normal player - before win |Tarmas is kinda cute... I like a man in robes.
{124106} | Normal player - before win |Lovely weather for a Fair!
{124107} | Normal player - before win |Maybe just one more cup of Mead...
{124108} | Normal player - before win |How does Goodwife Starling handle all those kids?
{124109} Some Fair, eh?
{124110} You see that hog of {LOUIE JOHNS}Lewy Jons? Fatter than he is, and better manners, too.
{124111} | If player hasn't won the Harvest Brawl |My money's on the Mossfeld boys. They'll win the Brawl, you'll see!
{124112} | If player won the Harvest Brawl |You were brilliant in the Brawl! Knocked those Mossfelds flat!
{124113} It's been a bad year... for crops and livestock both.
{124114} Get yourself some Harvest Mead. Best I've had in years!
{124115} Biggest Fair in twenty years, they say.
{124116} Heya, <FirstName>.
{124117} | Note: All these lines spoken by a male || Player has won the Cup|Congratulations, <FirstName>!
{124118} | Player has won the Cup|I hear you've won the Cup!
{124119} | Player has won the Cup|Thank the gods those Mossfelds didn't win...
{124120} | Player is female and Flirt |All the lads are pulling for you, <FirstName>!
{124121} | Player is female and Flirt |Doing anything after the Fair, <FirstName>?
{124122} | Player is female and Flirt |Perhaps I could buy you a cup of mead later…
{124123} | Player is female and Flirt |Heya, <FirstName>. Lookin' lovely as ever!
{124124} Ward Mossfeld
{124125} Back off. Don't like folk touchin' me.
{124126} Webb Mossfeld
{124127} Wyl don't like us talkin' to the other teams. No harm meant.
{124128} Felt good to get beat for a change. {beat}Don't tell {WILL}Wyl I said that, though.
{124129} {1100}West Harbor
{124130} Angelica-Summer
{124131} Willow
{124132} BigLeaf
{124133} BottleTree
{124134} Climber-Summer
{124135} LiveOak-Summer
{124136} Cattail
{124137} FernFL
{124138} Rogue Trial - UI cheat
{124139} Wyl Mossfeld
{124140} 11_merchant_tarmas
{124141} 0_wp_talent
{124142} 0_wp_talent_exit
{124143} wp_orlen_1
{124144} wp_orlen_2
{124145} wp_orlen_3
{124146} wp_georg_3
{124147} wp_georg_4
{124148} wp_georg_5
{124149} 0_wp_melee
{124150} 0_wp_melee_exit
{124151} wp_farlong_to_westharbor
{124152} wp_orlen_4
{124153} <FirstName>'s Stash
{124154} Barrel{CityMBarrel4}
{124155} Crate{CityMCrate7}
{124156} 
{124157} 
{124158} 
{124159} 
{124160} 
{124161} 
{124162} 
{124163} 
{124164} 
{124165} 
{124166} 
{124167} 
{124168} 
{124169} 
{124170} 
{124171} 
{124172} 
{124173} 
{124174} 
{124175} 
{124176} 
{124177} 
{124178} Broken Wagon{RuralMWagonBroken1}
{124179} 
{124180} 
{124181} 
{124182} 
{124183} 
{124184} 
{124185} 
{124186} 
{124187} 
{124188} 
{124189} 
{124190} 
{124191} 
{124192} 
{124193} 
{124194} 
{124195} 
{124196} 
{124197} 
{124198} 
{124199} 
{124200} 
{124201} 
{124202} 
{124203} 
{124204} {Inert}Wood Pile
{124205} A pile of freshly-chopped wood.
{124206} Secret Object
{124207} Casks{CityMCasks02_T02}
{124208} 
{124209} trigger_tutorial_pick_locks
{124210} trigger_maningreen
{124211} Door
{124212} {DoorFarm01}
{124213} {DoorHouse}
{124214} {Door House,Swamp}
{124215} {Usable}Wood Pile
{124216} We liked your last fight. That little girl almost beat you! Almost gave you a proper spanking, she did!{laughs} 
{124217} |PLACEHOLDER: When this is implemented for real, player should not see this dialogue, as fight will be in progress.|
{124218} Told you we'd beat your reekin' hide. You're no Cormick, you're not. But thanks for the gold.
{124219} Told you we'd beat your reekin' hide. You're no Cormick, and now the whole village sees.
{124220} Look who's back, brothers. {to player}We trounced you once already, and we could do it again, if we had a mind.
{124221} All right. We'll fight you again, and why not? We'll even call that last bout practice, and let this one count for real. 
{124222} Look who's back, brothers. {to player}We trounced you once already, and we could do it again, if we had a mind.
{124223} {grudging, and sounds a little winded}You fought better'n I thought. Or we fought worse. 
{124224} {grudging, and sounds a little winded}You fought better'n I thought. Or we fought worse. 
{124225} Four-time champs here! That's right. The Mossfeld boys! And ten gold richer, too! 
{124226} Four-time champs here! That's right. The Mossfeld boys! Look at these muscles, will you?
{124227} {grudging, and sounds a little winded}You fought better'n I thought. Or we fought worse. 
{124228} {grudging respect}You're a better brawler than I took you for. It's all we do is fight, and still you managed to beat us...
{124229} Hey, look here, brothers! This one plans to win the Brawl! Ha ha!
{124230} Look who it is, brothers - everyone's favorite for the Brawl. Looking to beat the champ of three-years running? 
{124231} Did you hear that? Sounded like a threat to me. We ought to tell Merring! Get 'em disqualified... 
{124232} Hey! Can't you hear me?
{124233} {frustrated}Pfeh! Arrogant! Just wait 'til we get 'em in the ring!
{124234} | Player is male |{vicious--he has a special grudge against Amie... because he has a crush on her}Who asked you, you ratty little orphan? Always tagging after <FirstName> like a blood-fly, singing his reekin' praises. It's a shame those demons didn't burn you up along with your parents.
{124235} Fine, then. You want my title, you'll fight my brothers and me. We've beat this Brawl three-years running.
{124236} Yeah, we're ready. But why not stir the pot some, raise the stakes? Make a friendly wager.
{124237} Wait a minute, Wyl. That's against the rules, we can't do that. Brother Merring said so, remember? No bets.
{124238} | Influence Gain: Bevil |[Influence Gain: Bevil]{scoffs} Pfeh. Guess I wouldn't bet either, if I knew I was going to lose. 
{124239} | Influence Loss: Bevil |[Influence Loss: Bevil] Done. At least <i>you've</i> got guts. {contemptuous}More than Starling has.
{124240} Even better, let's stir the pot some, raise the stakes. Make a friendly wager.
{124241} {dismissive now, trying to laugh it off}What, her? Nothing, she's useless. Good stiff wind would knock her flat.
{124242} [giggle]
{124243} Hey! You shut your mouth, Webb!
{124244} You want to settle this in the ring, fine. So let's stir the pot some, raise the stakes. Make a friendly wager.
{124245} | PC is female |{for his brothers' benefit}Thinks she's Cormick, this one.
{124246} Stow it, Mossfeld. You're not smart enough to be funny.
{124247} | Player is female, or fall-through |{vicious--he has a special grudge against Amie... because he has a crush on her}Who asked you, you ratty little orphan? Always tagging after Starling and <LastName> like a blood-fly, singing their reekin' praises. It's a shame those demons didn't burn you up along with your parents.
{124248} All right. We'll fight you again, and why not? We'll even call that last bout practice, and let this one count for real.
{124249} | If player has won the other events |Yeah, here's your reekin' money. Now leave us be. Go claim your bloody Cup, and play heroes for Georg and the rest.
{124250} Sympathy, is it? {laughs bitterly}You hear this, brothers? Always arrogant, and sorry for the poor, dumb Mossfelds. 
{124251} Yeah, well. You fought better. Here, take your reekin' gold. Your Cup's waiting for you, and Georg's big speech, and all the rest.
{124252} Yeah, here's your reekin' money. Now leave us be. Go win your bloody Cup, and play heroes for Georg and the rest.
{124253} Yeah, well. You fought better. Here, take your reekin' gold. Go and win your Cup, like you know you will, and leave us be.
{124254} | Player is Wizard Apprentice |Look who it is, brothers - the wizard's pet 'prentice. Going to shake your wand at us, are you?
{124255} | PC is male, or fall-through |{for his brothers' benefit}Thinks he's Cormick, this one.
{124256} | Player is Devout and good |Look who it is, brothers - our very own saint of West Harbor. Think your prayers will help you in the ring?
{124257} | Player is Farmer and male |Shouldn't you be shoveling manure, farm-boy? This ring's for fighting, not plowing.
{124258} | Player is Farmer and female |Shouldn't you be shoveling manure, farm-girl? This ring's for fighting, not plowing.
{124259} | Player is Militia |Ha! Look who it is, brothers - our good friends from the militia.
{124260} Think you'll beat my brothers and me in the ring, when you can't even beat us on the practice field? Or do you like getting pummeled with sticks?
{124261} | Player is drow |And what's this? They're letting filthy drow compete in the Brawl?
{124262} Ha ha ha! I tell you brothers, this Fair has gone to the dogs, it has.
{124263} | Player is tiefling |Save me, brothers! It's a demon!
{124264} No, wait... it's just an overgrown imp. Ha ha ha! What happened to your wings, imp? Eh?
{124265} | Player is male Flirt |Look who it is, brothers - sweet <FirstName> of the silver tongue! Brought your little girlfriend along, have you?
{124266} She won't like the look of you tonight... not after a few rounds in the ring with us.
{124267} | Player is duergar |Look who it is, brothers - the foul little runt and its friends. Almost mistook you for a stone, I did.
{124268} Ha ha ha! I tell you brothers, this Fair has gone to the dogs.
{124269} If you're so eager to fight, why not raise the stakes a bit? Make a friendly wager?
{124270} {to his brothers}Come on, brothers. We've got some gold to win...
{124271} {to his brothers}Come on, brothers. We'll fight these cowards anyway...
{124272} But no bets, this time. I'm keeping your gold.
{124273} {sound of disgust}Pfeh. Can't even hold my own against you, your lummox, and that little blood-fly.
{124274} {sound of disgust}Pfeh. Can't even hold my own against you, your lummox, and that little blood-fly.
{124275} {sound of disgust}Pfeh. Couldn't even hold my own against you, your lummox, and that little blood-fly.
{124276} Keep your sympathy, and take your reekin' gold!
{124277} I want a rematch, Mossfeld.
{124278} Maybe we'll find out later. I'll be back.
{124279} | SCRIPTER: As player is teleported into ring, combat versions of Wyl and his brothers need to spawn into the ring, and non-combat versions need to despawn from outside the ring.  |Whatever. Let's fight.
{124280} Whatever you say, Mossfeld.
{124281} Shut your mouth, or I'll carve you another.
{124282} [Say nothing.]
{124283} That's enough. If you've got a problem, you can take it up with me.
{124284} Hey! What did Amie ever do to you?
{124285} Are you ready to fight, or not?
{124286} I won't bet.  It's against the rules.
{124287} Merring doesn't have to know. How about 10 gold?
{124288} Only if it came from your back-side.
{124289} Are you ready to enter the ring, then?
{124290} You're all talk, Mossfeld. Get out of my way.
{124291} Farewell.
{124292} I want a rematch, Mossfeld.
{124293} You owe me some money, Wyl.
{124294} Don't be so hard on yourself.
{124295} You fought well, Mossfeld. That's the truth.
{124296} Sounds good to me. Let's go.
{124297} About time. You've stalled long enough.
{124298} So you're ready to enter the ring?
{124299} You've stalled long enough. Let's go.
{124300} Sorry, Mossfeld. I don't trust you to pay up.
{124301} Baby Fire Trap
{124302} Deep Gnome Attack (First)
{124303} 11_tr_sw_sdoor
{124304} The Fur Trade
{124305} Today is the High Harvest Fair, and all West Harbor is celebrating.  Daeghun will be busy supervising the archery competition, so he needs you to sell his furs to the merchant, Galen. 

First, you will have to get the furs from the chest, near the shed. 
{124306} You have obtained the furs from a chest.  Now you must bring them to Daeghun.
{124307} Daeghun has asked you to sell his furs to the merchant, Galen.  He also wants you to purchase a Duskwood Bow for him.

Galen can be found at the center of town, enjoying the Harvest Day festivities.
{124308} You have found Galen the merchant.  Now you must sell Daeghun's Furs to him.
{124309} You have sold Daeghun's Furs for a tidy profit.  Now you must buy a Duskwood Bow from Galen.
{124310} You have sold Daeghun's Furs and purchased a Duskwood Bow.  Now you must deliver the Bow and the remaining gold to Daeghun.
{124311} You sold Daeghun's collection of furs to the merchant, Galen. You also purchased a Duskwood Bow for Daeghun, which he was pleased to receive.  
{124312} High Harvest Fair
{124313} Daeghun said that Bevil and Amie are waiting for you at the bridge.
{124314} In order to compete in the Harvest Fair, you must speak to Georg Redfell, who can be found in the village square.
{124315} To become Harvest Fair Champions, your team must compete in all 4 events, and you must win 3 of them.

The events are the Harvent Brawl, the Lucky Shot, the Tournament of Talent, and the Knave's Challenge.

If you have any questions along the way, talk to Georg Redfell, in the village square.

So far, I have not competed in any events.
{124316} To become Harvest Fair Champions, your team must compete in all 4 events, and you must win 3 of them.

So far, your team has won 1 event.
{124317} To become Harvest Fair Champions, your team must compete in all 4 events, and you must win 3 of them.

So far, your team has won 2 events.
{124318} Your team has won 3 events!  But before you can claim the Harvest Cup, you must complete all 4 events.
{124319} Your team has won 3 events! That is enough to win the Harvest Cup, even though you conceded the Harvest Brawl.

Speak to Georg Redfell, near the village well.
{124320} Your team has won all 4 events!  You should speak to Georg Redfell to claim the Harvest Cup.
{124321} Your team has won the Harvest Cup.  Before attending the victory ceremony, you should complete your business with the merchant, Galen, and deliver the Duskwood Bow to Daeghun.


{124322} Your team has won the Harvest Cup.  The victory ceremony is to be held on a stage, near the Starling farm.  

When you are ready to begin the celebration, go to the stage and speak to Georg Redfell.
{124323} Your team has won the Harvest Cup!
{124324} The Harvest Brawl
{124325} To compete in the Harvest Brawl, speak to Brother Merring.
{124326} Equip yourself with a Training Club.

You will find several Training Clubs in the barrel near Brother Redding.
{124327} Destroy a Practice Dummy using melee attacks.
{124328} When you are ready for your first match, speak to Brother Merring.
{124329} Defeat the first team of Harvest Brawlers.
{124330} You have won your first match!  Speak to Brother Merring.
{124331} When you are ready for your second match, speak to Wyl Mossfeld.
{124332} Defeat the Mossfeld boys!
{124333} Your team was defeated by the Mossfeld boys.  Speak to Brother Merring.
{124334} Your team was defeated by the Mossfeld boys.  If you want to request a rematch, speak to Wyl Mossfeld.  If you would rather concede victory to the Mossfelds, speak to Brother Merring.
{124335} Your team defeated the Mossfeld boys!  Speak to Brother Merring to claim your victory.
{124336} You conceded victory in the Harvest Brawl to the Mossfeld boys.
{124337} You have won the Harvest Brawl by defeating two teams of challengers.
{124338} The Archery Competition
{124339} To compete in the Archery Competition, speak to your foster father, Daeghun.
{124340} Equip yourself with a missile weapon.

Basic missile weapons can be found in the barrel near Daeghun.
{124341} Use your missile weapon to shoot the Practice Target.  You must hit the Practice Target at least once.
{124342} When you are ready to begin the Archery Competition, speak to Daeghun.
{124343} Use your missile weapon to destroy at least 6 Clay Targets!

When have used up all your ammunition, speak to Daeghun.
{124344} Try the Archery Competition again!

Use your missile weapon to destroy at least 6 Clay Targets.

When have used up all your ammunition, speak to Daeghun.

{124345} You won the Archery Competition by shooting more Clay Targets than the other competitors.
{124346} The Talent Contest
{124347} To compete in the Talent Contest, speak to Retta Starling.
{124348} Cast Creature Summoning I.
{124349} Cast Enlarge on Bevil.
{124350} Use a spell to destroy the Old Barrel.
{124351} Talk to Retta Starling.
{124352} Amie's magical spells amazed the audience, and Retta declared your team the winner of the talent competition.
{124353} The Knaves' Challenge
{124354} To compete in the Knave's Challenge, speak to Tarmas the Wizard.
{124355} In order to compete in the Knaves' Challenge, you will need to recruit someone with the skills of a rogue.

Amie suggested that you talk to Kipp, a boy who is standing near Tarmas.
{124356} Now that you have recruited Kipp into your party, you may compete in the Knaves' Challenge.  Talk to Tarmas when you are ready to begin.
{124357} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.

The White Feather is locked in a chest, the Blue Feather is hidden someplace termites might hide,  and the Green Feather is in a villager's pocket.
{124358} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.

So far, you have found the White Feather.

The Blue Feather is hidden in a "dark place," and the Green Feather is in a villager's pocket.
{124359} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.

So far, you have found the Blue Feather.

The White Feather is locked in a chest, and the Green Feather is in a villager's pocket.
{124360} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.

So far, you have found the Green Feather.

The White Feather is locked in a chest, and the Blue Feather is hidden in a "dark place."
{124361} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.

So far, you have found the White Feather and the Blue Feather.

The Green Feather is in a villager's pocket.
{124362} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.

So far, you have found the White Feather and the Green Feather.

The Blue Feather is hidden in a "dark place."
{124363} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.

So far, you have found the Green Feather and the Blue Feather.

The White Feather is locked in a chest.
{124364} You have found all three Feathers!  To complete the Knaves' Challenge, return them to Tarmas.
{124365} Your team collected the three hidden feathers, and Tarmas granted you victory in the Knaves' Challenge.
{124366} BONUS QUEST: A Man and his Hog
{124367} Orlen asked you to investigate an enormous hog belonging to Lewy Jons, which he believes may have been magically enlarged.

You decided not to get involved.  If you change your mind, however, Orlen would still be glad for the help.
{124368} Orlen has asked you to investigate an enormous hog belonging to Lewy Jons.  He believes that this hog may have been magically enlarged.  If that's true, then Lewy's animal will be disqualified from the Heftiest Hog contest...
{124369} After examining Lewy Jons' hog, Amie believes that the beast has, indeed, been enlarged by magical means.  

Amie has volunteered to cast Lesser Dispel upon Lewy's Hog, but Bevil suggested that you speak to Lewy first.
{124370} Lewy refused to withdraw his magically-enhanced hog from the competition.  The only way to ensure the fairness of the competition is to cast Lesser Dispel upon Lewy's Hog.
{124371} Lewy's Hog shrank to a truly pitiful size after Lesser Dispel was cast upon it.  The Heftiest Hog competition can now be fairly judged.

Return to Orlen for your reward.
{124372} By proving that Lewy's Hog was magically enlarged, you ensured the fairness of the Heftiest Hog competition.  Orlen was very grateful for your help.
{124373} You have struck a profitable deal with Lewy Jons.  If you tell Orlen that Lewy's Hog was not magically enlarged, Lewy has agreed to reward you.
{124374} You lied to Orlen and told him that Lewy's Hog has not been magically enlarged.  Return to Lewy Jons for your reward.
{124375} You lied to Orlen and told him that Lewy's Hog has not been magically enlarged.  In return, Lewy granted you a generous reward.
{124376} A Friendly Wager
{124377} Even though it's against the rules of the Harvest Brawl, you bet Wyl Mossfeld that your team could beat his.  The loser will pay the winner 10 gold.
{124378} You have won your bet with Wyl Mossfeld!  Speak to him to collect your winnings.
{124379} You lost your bet with Wyl Mossfeld and forfeited 10 gold.
{124380} You won your bet with Wyl Mossfeld, and he paid you 10 gold.
{124381} Bevil
{124382} Chainmail {Good Art}
{124383} Wave Spawn Point
{124384} Allow Fight Trigger
{124385} | Introduction without Khelgar OR the confrontation has already happened.|{Calm, a little authoritarian}Welcome. You seek an audience?
{124386} Bring him here. We will teach anyone who is willing to listen.
{124387} | Khelgar is in party, haven't had initial confrontation yet.|{Calm, a little authoritarian}Welcome. You seek an audience?
{124388} {Blustery, eager}By the Nine Hells we do - I'm looking to sign up.
{124389} {Slight curiosity}You wish to join the disciples of {Teer}Tyr? 
{124390} {Grunts}If that's what you call those skinny twigs who threw me out the window of the Dragon's Talon, then yes. 
{124391} {A little surprised}It is odd that any of the Even-Handed would seek out battle. Like most of our faith, they usually only respond when provoked, and rarely violently.
{124392} {Hesitates}Eh... well, I may have stirred things up a bit. Just a little.
{124393} {Recovers}But that fight taught me some things - and I want to learn more. 
{124394} About our faith?
{124395} {Holds up hands}No, no, no - fighting's the only religion for me. {Beat}I want to learn to fight like them, and learn how they were able to beat me so easily.
{124396} If you were defeated, such a defeat must have been just. Tyr teaches us this - your loss was meant to reveal a truth.
{124397} {Skeptical}Truth? {Beat}The <i>truth</i> is they beat me like a half-clan whelp, and I want to know how they did it!
{124398} If you seek to learn from your loss, then you must discover why you were so easily defeated.
{124399} {Confused, starting to get irritated}I don't think you're hearing the words coming out of my mouth. {Beat, a little slower, like to a moron}That's why I'm here. To learn. 
{124400} {Slight confusion - being asked the impossible}But we cannot help you. 
{124401} {Now getting mad}Is that so?! Well, maybe I'll help clean the floors in here with your face, will that change your mind?!
{124402} Tyr puts all who come to him for help on trial - he judges who is worthy, and who is not.
{124403} {Frowning}All right, sounds fair to me, Tyr wants bears fighting for him, not mewling little cubs. So what is this trial? Burning coals? Drinking contest? What?
{124404} The path of Tyr is that of the Maimed, the Even-Handed, and the Just. So are the trials.
{124405} Indeed. Then let him speak, and we shall see for ourselves.
{124406} The Trial of the Maimed requires that the petitioner face those he has wounded - usually those of his bloodline, or clan. 
{124407} Hmph. Never turned a blade against my clan, I haven't. If I knew where some of them were, you could even ask them. 
{124408} Only when one understands how their actions may hurt another, inadvertently or not, can he truly understand himself. 
{124409} The Trial of the Even-Handed requires that the petitioner learn to see all around him in an equal light, without the trappings of prejudice.  
{124410} Prejudiced? I'm not prejudiced! By the Nine Hells, I even travel with a back-stabbing tiefling of all things, and you know how her kind are!  
{124411} Without such perspective, there can be no justice - for you have passed judgment before you even know those around you.
{124412} Often, the best way is to learn through those one travels with. When a petitioner understands someone he travels with, then he will learn to see fairly others he meets for the first time. 
{124413} To fight is not enough. To fight for a cause - that is where strength lies. 
{124414} When you fight for a higher purpose, something beyond the self, you will find that you gain strength through your actions and become impossible to defeat. 
{124415} {Snorts}Agreed - now, where do I go to meet these tests?
{124416} I cannot answer that for you - each petitioner is challenged depending on their own path, not at a moment of our choosing. 
{124417} All I know is that you have not faced these trials yet - they are yet to come. 
{124418} {Snorts}This is ridiculous. I've heard enough - cast out a dwarf, will you? Who needs you!
{124419} {Accepting}Very well. When you have faced the trials, then seek me out, Khelgar of the Clan Ironfist.
{124420} {A little embarrassed}It's true - met some of my clan in Old Owl Well. Made me realize what turning away from my blood has done.
{124421} {Slightly upbeat}But I was able to put things to right, help them out, and I think I was able to heal the wound. 
{124422} {Nods}I hear it in your voice. You have faced the Trial of the Maimed. Well done, it is not an easy thing for most to see. 
{124423} {A little embarrassed}Well, there <i>was</i> a time when I was quick to judge others based on what little I'd heard. 
{124424} But... traveling with even the worst, slimiest, smelliest of tieflings and no-honor tree-worshipping elves has taught me some of them are all right.
{124425} {Slightly upbeat}So who knows? Maybe they're all worth a closer look, instead of lumping them all together and passing judgment on the whole bunch of those good-for-nothings. 
{124426} {Nods}Very well. Seeing the world with such eyes meets the Trial of the Even-Handed, we are pleased. 
{124427} {Gruff}Well, you heard about the Luskan envoy's accusations - when I heard it, well, I saw <i>red.</i> It wasn't fair, it was lies, lies that could have cost us our lives without even getting the chance to fight it fairly.  
{124428} | PC is Male |And I realized then that there was nothing I wouldn't do to clear his name - because it was the right thing to do.
{124429} | PC is Female |And I realized then that there was nothing I wouldn't do to clear her name - because it was the right thing to do.
{124430} There's fights you pick, and fights that pick you. And when you've got something more than just your pride at stake - that can be stronger than anything your opponent's got. 
{124431} {Nods}And such strength is the essence of the Trial of Justice. 
{124432} | Don't meet all trials. |Your actions do not meet the trials, Khelgar of the Clan Ironfist, but perhaps you will soon enough. 
{124433} | Meets all trials. |You have met all the trials, Khelgar of the Clan Ironfist. 
{124434} If you still wish to walk the path of the just and learn why and how we fight, our doors are open to you.
{124435} Very well, return when you are ready, and we shall be here. 
{124436} [Influence: Failure]{Hesitant}I need to think about it - I still have some things I need to work out in my head, get straight.
{124437} [Influence: Success]{Determined}I'm ready as I'll ever be.
{124438} Very well, come with me. I shall guide you on your first steps of the path of the Even-Handed.
{124439} | SCRIPTER: B-priority. Might be good to script a brief ceremony, if Ferret's cool with it, but could be time-intensive, leave for B-priority. If time for a ceremony, let Chris Avellone or John Lee know, and we can set it up. |
{124440} [Influence: Success] {Thinking, then shakes head}No... I've thought about it. I don't need your teachings to be a fighter. It's in the head, not in the profession.
{124441} These trials taught me some things, and what I learned is I don't see fighting the way you do, maybe never will. 
{124442} I'm fine with who I am and how I fight - and that's just being true to myself. I'll stay the same fighter I am - to do anything else would be lying to myself. 
{124443} Very well, we respect your decision. {Bows}We wish you justice on your travels, Khelgar of the Clan Ironfist. 
{124444} There are three trials. When he has faced them, then he is ready for what we wish to teach. 
{124445} {"Can I ask you some questions?"}Of course.
{124446} | Act 2, Khelgar is in party, not available after all trials complete, at least one of trials is complete and unrecognized. |Khelgar has met one of the trials you put before him. 
{124447} | Khelgar not spoken to them yet |My friend wants to join your order.
{124448} | Got the trials |Can I ask about the trials?
{124449} I had questions for you.
{124450} Never mind. I'll be going now.
{124451} Can you help Khelgar?
{124452} This is a waste of time.
{124453} Fight? You were in a fight with disciples of Tyr?
{124454} Wait - surely there must be some way he can learn.
{124455} Khelgar's right, this is a waste of time.
{124456} Be silent, Khelgar - let the priest speak.  
{124457} Can you tell me about the trials? 
{124458} Tell me about the Trial of the Maimed.
{124459} The Trial of the Even-Handed is the one that interests me. 
{124460} I am interested in hearing about the Trial of Justice.
{124461} But how can one be made to see?
{124462} We've heard enough of these trials.
{124463} | Met Trial of Maimed. |I think he's faced the Trial of the Maimed.
{124464} | Met Trial of the Even-Handed. |He's learned to judge others on their actions.
{124465} | Trial of Justice complete. |When I was on trial - and proven innocent, Khelgar learned what justice is. 
{124466} Forget it. I had other questions. 
{124467} | Another trial met and unrecognized. |Khelgar has met another one of your trials.
{124468} What do you want to do, Khelgar? 
{124469} Train with the monks, if that's what you wish to do.
{124470} You've learned what you need to learn - you don't need to follow them to be a strong fighter.
{124471} Let's do this later. 
{124472} You sure?
{124473} All right, then.
{124474} Maybe next time, you can figure it out before we go through this painful process.
{124475} | Completed all trials, but turned away to think. |My friend wishes to see about joining your ranks after completing the trials.
{124476} This is the Debug Conversation for module [1100_West_Harbor].  What would you like to do?
{124477} Start [10_warpelf] conversation.
{124478} Nevermind.
{124479} |DO NOT RECORD ANY LINES IN THIS FILE!|I am the mighty master of the Overland Map.  Where do you want to go?
{124480} Specifically?
{124481} Specifically?
{124482} Goodbye.
{124483} Goodbye.
{124484} Goodbye.
{124485} Fine, fine...
{124486} Which?
{124487} Specifically?
{124488} Goodbye.
{124489} Goodbye.
{124490} Goodbye.
{124491} Goodbye.
{124492} Specifically?
{124493} Goodbye.
{124494} Goodbye.
{124495} Goodbye.
{124496} West Harbor area
{124497} Harbor Ruins
{124498} West Harbor outdoors (starts cutscene)
{124499} Harbor Ruins
{124500} Ruin Interior
{124501} Building first floor
{124502} building second floor
{124503} Oops, another area.
{124504} I don't want to go anywhere right now.
{124505} Recruit companions to go with me.
{124506} Just Bevil Starling
{124507} Nevermind
{124508} Bluth (no longer exists)
{124509} Starling
{124510} Farlong
{124511} Orlen's Barn (no longer exists)
{124512} Bluth (no longer exists)
{124513} Starling
{124514} Farlong
{124515} |fade in from black.||PC is short|
{124516} <FirstName>, your house - is it secure?
{124517} {uneasy}Looks like it will have to do.
{124518} {addressing children he's protecting}All right everyone, I want you to go inside the Farlong house. 
{124519} {still addressing the children}Bolt the door, and don't open it for anyone but me or one of the Farlongs. Go. Hurry. |children go inside|
{124520} I am relieved to see you three alive, <FirstName>, but no Harborman is safe this night. You will need {luh-THAN-der}Lathander's blessings if you are to survive this battle.
{124521} {prayer/incantation}May the Morninglord protect you from harm, and His strength be as one with yours.|He buffs the player's attack, damage, and armor|
{124522} |fade in|
{124523} |PC steps forward|
{124524} |Shot of enemies running along the road toward Merring and the PC|
{124525} More are coming. We must hold them back.
{124526} {uneasy}Yes... I had noticed that. It is something we shall have to leave for later, however.
{124527} There you are - I saw some of those creatures enter your house, and it is good to see you safe. 
{124528} I don't know where these beasts came from, but we need every sword at the southern bridge - more of these creatures are on the way, and in greater numbers. 
{124529} Georg is trying to gather the militia, but I fear he will not be able to marshal a defense in time... and without help, this village will fall. 
{124530} Lives may depend on me acting now, not after the battle - every man I can heal and get back into the fight, the greater our chances. 
{124531} That is why I want you to meet him as quickly as possible, <FirstName>... you and I may not always see eye to eye, but I suspect you are quicker on your feet when danger strikes than Georg.
{124532} Head south along the road - I will stay here and look for the wounded, then join you. Georg should be at the bridge, join him quickly, he will no doubt have orders for you.
{124533} | JOHN LEE: At the end of this node, restore all people to full health and bless them. |But before you go, take this blessing from Lathander, all of you. If you are wounded or need another blessing in the fight ahead, simply return and speak to me.
{124534} | Player has not met Georg yet. |Georg should be at the bridge, south along the road. Join him quickly, he will no doubt have orders for you. 
{124535} Good - I will join you all when the militia is gathered. If you find any wounded you cannot help, return here and I will aid you.
{124536} Good. I shall meet you at the wheat field to the southwest. Go on ahead and I will join you there. 
{124537} | Priest, Druid, or Paladin |Why did you not help them yourself? Your natural talents should be able to cure them without expending your full power... have faith in yourself, and it should prove enough.
{124538} Regardless, take this moss - if you apply it to the wounded, it should stop the bleeding and restore their strength. It will not last long, so use it quickly.
{124539} | Give quest moss. |Yes, and I think I can help spread the healing efforts as well. Take this moss... if you apply it to the wounded, it should stop the bleeding and restore their strength.
{124540} | JOHN LEE: At the end of this node, restore entire party to full health and bless them. |Of course. Carry this blessing of Lathander with you into battle.
{124541} | Player has met Georg |What word do you have of the battle?
{124542} I think so. Some of the attackers were inside, but no longer.
{124543} Sure is. I cut through all the intruders.
{124544} I don't know. I was just attacked. If they got in once, they could do it again.
{124545} | PC is dark dwarf |Yes - the attackers, though, they looked like me.
{124546} Why don't you report to the bridge?
{124547} If Georg is in charge, this village <i>will</i> fall.
{124548} On my way. 
{124549} | Already met Georg, militia < 10 |I already met Georg, I need to gather as many of the militia as I can.
{124550} | Already met Georg, militia = 10 |I met Georg and gathered all the militia I could find. 
{124551} | Check global, then set global |We found some wounded militamen - can you help?
{124552} Can you heal our wounds?
{124553} I could use another blessing. 
{124554} On my way.
{124555} Deep Gnome Attack Second
{124556} Long shot of Bladelings entering starling house
{124557} Establishing shot of the Starling farm
{124558} Shot of the last, biggest wave of bladelings
{124559} Profile of bladelings getting shot by Daeghun
{124560} Medium shot of Daeghun and his reinforcements
{124561} Long shot of Githyanki
{124562} Two shot, Githyanki and Tarmas
{124563} Medium shot of Tarmas
{124564} OTS, gith summoning spiders
{124565} Close on the Githyanki
{124566} Temp Man 11
{124567} Gray Dwarf{Corpse}
{124568} Bladeling{Corpse}
{124569} Bladeling Properties
{124570} Temp -Mod Jumper
{124571} Villager{fleeing}
{124572} Militiaman{male figher}
{124573} Dagger{Weak}
{124574} Bladeling
{124575} Longsword{Weak}
{124576} West Harbor Militia
{124577} Short Sword{Weak}
{124578} Gray Dwarf{Lvl0}
{124579} Militiaman{female fighter}
{124580} Gray Dwarf{Skirmisher}
{124581} Tarmas {battle}
{124582} Cowled Figure{Tarmas Battle}
{124583} Club{Weak}
{124584} Harborman{Male}
{124585} Gray Dwarf Thrall{Lvl0}
{124586} Frightened Militiaman{male}
{124587} Villager{male wounded}
{124588} Militiaman{male wounded}
{124589} torchlight
{124590} torchlight
{124591} Bluth Exit
{124592} player comes here after helping starling kids
{124593} Waypoint - PC intro
{124594} Observation Point
{124595} child position
{124596} wp_west_harbor_north
{124597} 11_wp_georg_wait
{124598} 11_wp_whrecruit1
{124599} 11_wp_whrecruit3
{124600} 11_wp_whrecruit8
{124601} 11_wp_whrecruit5
{124602} 11_wp_whrecruit2
{124603} 11_wp_whrecruit10
{124604} 11_wp_whrecruit6
{124605} 11_wp_whrecruit4
{124606} 11_wp_whrecruit7
{124607} 11_wp_whrecruit9
{124608} 1101_to_1100
{124609} 
{124610} 
{124611} Module Jump
{124612} {Door 11_greed_door}
{124613} House Interior
{124614} Pierson
{124615} 1100_to_1101
{124616} 
{124617} 
{124618} CityMRug3_T02
{124619} CityMRug2_T01
{124620} Vase{CityMVase3}
{124621} {11_greed_door_int}
{124622} {1105}Starling House
{124623} Dying Villager
{124624} Child|Starling|
{124625} Fireplace{CityMFireplace01_T02}
{124626} 
{124627} Plant{CityMHplant03_T02}
{124628} CityMBench4
{124629} CityMRug3_T03
{124630} 
{124631} Starling Light 1
{124632} wp_1104_to_1105
{124633} |Player hears crashing sounds coming from downstairs|
{124634} Sounds like the attackers have broken into your home, <FirstName>. Get ready for a fight when we go down there.
{124635} |Fade in. shot of PC sleeping like a little girl|The village is under attack! West Harbor is under attack!
{124636} |shot of the Bevil running in|<FirstName>! You're safe! Grab a weapon. We need to help defend the village.
{124637} |PC not a member of the militia|I'm not sure. They came pouring in from the swamp and started tearing the village apart!
{124638} Georg's trying to organize the defense, but it's pretty chaotic. We've already lost some villagers, and a few homes have been put to the torch.
{124639} |PC is a militia member|All I know is that we're under attack, and as militiamen we're dutybound to aid with the defense!
{124640} We'd better hurry. I saw some of them following us on our way here. They're likely to hit this house next.
{124641} It's in that chest next to your bed. You keep everything in there, remember?
{124642} Hurry up and arm yourself. The longer we wait, the more we put the village at risk.
{124643} Don't be crazy, <FirstName>. You know our village is the only settlement in this swamp. Where else would we go?
{124644} How would I know? There's nothing in this village of value. Maybe they're just raiding for food?
{124645} |PC not in the militia|Not that it matters. We're under attack, and we need to help defend the village.
{124646} We'd better hurry. I saw some of them following us on our way here. They're likely to hit this house next.
{124647} What's going on?
{124648} How bad is it out there?
{124649} Why would anyone attack West Harbor?
{124650} I think I'd better save my own skin.
{124651} Where's my equipment?
{124652} All right. Let's go.
{124653} Are you sure you want to be going in there? Your father isn't the most understanding person I've ever met.
{124654} I guess you know him better than I do. Just keep me out of it when you explain things.
{124655} I suppose defending the village <b>is</b> the most important thing. He can't fault us for doing everything we can to help.
{124656} Saves us both from a lecture as well. Come on. We still have a village to protect.
{124657} I'm just trying to keep you out of trouble! Fine, do what you want. Just don't blame me when your father finds out.
{124658} |SCRAP|
{124659} Who cares about him? We need equipment.
{124660} I'll explain it to him later.
{124661} You're right. It'd be wrong of me to break in.
{124662} Would you please keep your opinions to yourself?
{124663} {1110}Farlong House, L1
{124664} Long shot of bevil coming through the door
{124665} 11_sc_pc_test1
{124666} 11_sc_black_screen1
{124667} Warm_Fill
{124668} Candle_Light
{124669} 11_pc_pos_set
{124670} 
{124671} CityMHplant04_T03
{124672} Chest{Bedroom}
{124673} Personal Diary
{124674} Reading through your diary you're surprised how many words you use to describe your simple life and the even simpler village of West Harbor.

When you were very young there was a great battle that almost completely destroyed your village. Your mother was killed along with most of the other villagers. From that time on you were raised by your foster father, Daeghun Farlong. He has never shown too much interest in you, or anything else for that matter.

West Harbor is an isolated village without much contact with the outside world. Like many farmers you've never been more than a few leagues from your home.

Some of your diary entries sadly admit that it's likely that nothing interesting will ever happen in your life.
{124675} Blastglobe
{124676} Chest{Daeghun}
{124677} Portrait of an Elvish Lady
{124678} Buried in a chest in Daeghun's bedroom you found this portrait of an elvish lady in a shadowy forest. It's difficult to make out her details because the painting is faded and creased from years of improper storage. She certainly appears to have been beautiful.
{124679} Daeghun's Woodsman Outfit
{124680} Rusted Chain Shirt
{124681} This armor looks like it hasn't been used in years. Once it may have been of masterwork quality, but neglect has left it barely serviceable.
{124682} Masterwork Longsword
{124683} Plant{CityMHplant01_T02}
{124684} Gray Dwarf Thrall{Farlong}
{124685} Fireplace
{124686} 
{124687} {11_farlong_frontdoor}
{124688} {1120}Ruins Exterior
{124689} Bombardier Beetle Encounter
{124690} Lizardling Attack
{124691} Lizardling Attack (Big)
{124692} sc_campfire
{124693} sc_wolf
{124694} OTS Elanee stalking PC
{124695} Long shot of PC leaving ruins
{124696} This is a bombadier beetle
{124697} Swamp Beetle
{124698} Lizardling{Sword}
{124699} House Torch Light
{124700} 11_LizKeyWP
{124701} Rock{Listen}
{124702} This is a village house1
{124703} 
{124704} 
{124705} 
{124706} 
{124707} 
{124708} 
{124709} 
{124710} {1120}Crate
{124711} New Generic
{124712} 11_tr_sw_listen1
{124713} World Map Transition
{124714} {Basic01}
{124715} {1121}Ruins Interior
{124716} Lizardling{Ranged}
{124717} Throwing Axe{Weak}
{124718} Lizardling{Claws}
{124719} Lizardling Guard{Talker}
{124720} Lizardling Shaman
{124721} Lizardling{Ritual-Claws}
{124722} Brazier Light
{124723} Camp Light
{124724} Cool Fill Sm
{124725} Cool Light
{124726} wp_1120_to_1121
{124727} 
{124728} 
{124729} 
{124730} 
{124731} This is an Illfarin brazier
{124732} This is an Illfarin rubble
{124733} Brazier{CityMBrazier}
{124734} 
{124735} Prey Factory Template
{124736} 
{124737} 
{124738} 
{124739} 
{124740} 
{124741} CityMBench3
{124742} 
{124743} CliffsMTotem1M
{124744} 
{124745} 
{124746} 
{124747} 
{124748} tr_1121_to_1120
{124749} 11_tr_bev
{124750} 11_tr_sw_exit
{124751} Shaman Encounter
{124752} Militiaman{male}
{124753} Daeghun's Sword
{124754} This sword served Daeghun well during his adventuring days. It is exceptionally well-made and perfectly balanced.
{124755} Militiaman{female figher}
{124756} {Tarmas}Magic Item Store - Low
{124757} Deep Gnome Attack (Village Center)
{124758} This isn't the best time to talk. Let's help the village first before it's burned to the ground.
{124759} Not now. We can talk later.
{124760} Lead the way. I'll be right behind you.
{124761} | Once only, Not talked to Georg and met Merring |Georg's at the bridge, along the road southeast of the Farlong house.
{124762} | Once only, Have talked to Georg, don't have all militia and met Merring |We need more militamen before we can report back to Georg.
{124763} | Once only, Have talked to Georg, have all militia and met Merring |We've gotten everyone we could find - let's head to the southwest wheat field.
{124764} |Player reached Fort Locke. Bevil returns after Crossroad Keep|{He seems a trifle scared}G-good to see you again, <FirstName>.
{124765} {Abrupt}I've got to go.
{124766} {Just thinking about his duty}I'm just hoping that this shard we're looking for is still there when we get to the ruins.
{124767} I mean, it's been there for so long that I have to believe it's been picked clean by now.
{124768} {A little hurt}I know you don't want me along, sorry for chewing your ear off before. I just can't help it.
{124769} {A little hushed. Still a little in shock that West Harbor was attacked}This is a bit too much for me, <FirstName>. Amie's dead, the village is in flames, and now here we are in the swamp looking for ruins. 
{124770} {Our boy Bevil's growing up fast here. A little embarassed to admit he had dreams of grandeur}I always wanted to be one of those adventurers - like {BREW-nor}Bruenor Battlehammer or Lord Nasher - {to himself}well, back when he <i>had</i> adventures.
{124771} {Prompting}What about you, <FirstName>? Ever thought of leaving here, becoming an adventurer?
{124772} {Slightly incredulous}You haven't? {Shakes head}I guess I still have a lot to learn about you. Our village has always seemed a bit too... {he's looking for the right word}well... small for you.
{124773} {A pause at the beginning - he's switching conversational gears here}Uh... should we be in some sort of marching order or something?
{124774} Chores keep me pretty busy. And then there's the militia training.
{124775} {A little embarassed}Well... I always try to do what's right by people, and my family. So if I see something wrong, I let people know.
{124776} {Slight hurt}But that doesn't always go over well - then people tend to take the long way around to avoid you.
{124777} {Shrugs}I guess that makes me something of a shut-in. Still, letting wrong-doings go doesn't do anyone any good, that's how I see it.
{124778} {Shrugs}As much as the next Harborman, I suppose. I haven't set foot there since {GAY-org}Georg Redfell said we should avoid the place a few years back.
{124779} Everyone knows it's been overrun by lizardlings. And {GAY-org}Georg says if we don't bother them, they won't bother us.
{124780} {A little surpirsed, then reprimanding}Of course, and you should as well. He watches the village, and tries to keep everyone safe. 
{124781} |Wild PC/Druid/Ranger|You're asking me? You spend every waking moment out there in the swamp - always out of doors.
{124782} You probably know the ruins better than anybody in town.
{124783} Go ahead.
{124784} I was told that the ruins were empty - even the chambers beneath it. Wouldn't surprise me if the lizardlings have claimed it.
{124785} Lizardlings can be... terr.. terata... {looking for "territorial," can't find it}uh, protective of what's theirs.
{124786} And I don't think you'll be able to talk things over with them either. This isn't going to be easy.
{124787} {Agrees}Georg says the same thing, though he thinks it's best not to stir up a hornet's nest when the hornets are minding their own business.
{124788} Two swords are better than one - and we're bound to run across lizardlings. I figure that's why he sent me along.
{124789} |PCs with STR 12 or under|{Hesitant, but not mean}No... I mean... well, you have your talents and all... but you have to admit, you're not the strongest of people.
{124790} {Shrugs}He probably figured you could use an extra sword arm, especially where we're going.
{124791} |PC is trouble-maker|{Bevil is a goody-two-shoes, and the PC is the mischevious imp}Well - if you weren't always in so much trouble, perhaps he wouldn't feel the need.
{124792} {He's making an effort to be polite to the PC despite the bad blood - which explains why his other lines are read more exuberantly}Look, I'm none-too-thrilled to have to travel with you, either - but let's make the best of it. Besides, all of that happened years ago.
{124793} |Non-militia PC|I'm one of the best of the new militia men. {Beat}Never saw you training in the militia, though, if we had the time, I could teach you a thing or two.
{124794} {He thinks}I - I... can make soup. And use a sling... {slight upbeat}even a bow.
{124795} But as {GAY-org}Georg says, the only thing I'm really good at is swinging my sword and carrying wood. {Beat}Should be enough for tonight.
{124796} {Shrugs}Well, I suppose we'll see then. {Prompts, but not mean}But if you are as good with your weapon as you're letting on, you should join the militia.
{124797} |Militia PC|I'm one of the best of the new militia men. Some say almost as good as you, really.
{124798} {Genial competition}Maybe this mission will settle which one of us is better, eh?
{124799} {He's hurt}Probably shouldn't make too much noise. I understand, I'll try and keep quiet.
{124800} {He's proud of where he's from - and is defensive in tone}West Harbor isn't all that bad - and {GAY-org}Georg says the rest of the world isn't all that good.
{124801} {Approving}That's what I think, too. {Looks around, a little nervous}I wish Amie were here with us.
{124802} With everything that's happened tonight though, I think my place is here in West Harbor. Adventuring is all fine and glorious, but someone still needs to remain home and care for the families.
{124803} |Bully PC|{Slight nervousness}I know you've made a name for yourself being "tough" - but the time I spent training to join the militia wasn't wasted. I won't slow you down, if that's what you mean.
{124804} |Devout or Wizard|{Perplexed}Why on earth would he do that? The only thing you're in danger of is thinking too hard.
{124805} |Wild|{A little in a huff}Spying on you would be a full time job - the way you get around. The Mere <i>is</i> dangerous, you know, as much as you treat it like your own backyard.
{124806} |Female flirt|I'm not really good around pretty women. {Abashed}Not to say that I - I mean...
{124807} {Pained}Can we talk about something else?
{124808} {Wishes he was dead}I <i>don't</i> like you. I don't mean you're not likeable...
{124809} Can we <i>please</i> talk about something else? <i>Anything</i> else!
{124810} |Farmer|You're normally in the fields with the other farm folk. I suppose there's more to it than that...
{124811} |Wild|I swear you see more of the <i>swamp beetles</i> than any of us in the village. But I suppose there's more to it than that...
{124812} You ready to get out of here yet?
{124813} There's no time to talk, <FirstName>! We still have a village to defend!
{124814} |Speaking with Bevil after returning the Shard|So your father's sent you off to Neverwinter. As if everything that's happened tonight isn't enough adventuring for one lifetime.
{124815} Not that I'm not tempted - Amie certainly would have jumped at the chance. But we lost a lot of harbormen to the attack.
{124816} Hopefully your father's right, and there will be no more attacks once the shard is gone. Still, the village will need every swordarm it has.
{124817} As a member of the militia, my sworn duty is to defend West Harbor. I can't just turn my back on that.
{124818} It'll be a shame to see you go - we lost a lot of harbormen to the attack.
{124819} I've got some bandages here, though I hope you won't need to use them.
{124820} You can also have my share of the loot that we found. You'll need it more than I do.
{124821} {A little offended}Just remember you won't have any harbormen there to protect you if you get into trouble on the road.
{124822} Well, if you're sure. Something to remember you by, eh?
{124823} Wish I could go with you, but the defense of the village is important too.
{124824} Heh. I'll do my best to keep the place standing for you when you return. I want to hear about all of your adventures.
{124825} [Success] Well... here. You can have what I've got left from my militia pay. Things are probably more expensive out there.
{124826} [Failure] Sorry. It's all I have to offer. Try some of the other villagers though. They might be able to offer you more help.
{124827} Not really. There's an inn north of here along the road. It's the only one between here and the edge of the Mere from what I understand.
{124828} Plenty of lizardfolk in the swamp, of course. Just stick to the roads and you'll be fine though. At least that's what I've heard.
{124829} |Player hasn't gotten Khelgar yet|Don't forget - I want to hear all about your adventures when you get back from Neverwinter.
{124830} {Slightly shaken, but pleasant}Well met, <FirstName>, I've heard you're a Captain now - and you've got a Keep. {A little weak}Not quite like hunting lizardlings in the swamp any more, eh?
{124831} {A little more chipper}You know the Harbor - we trudge through. Even with the Mere acting up.
{124832} {Some caginess}No, I'm fine - just a bit rattled from all the rumors about dark things in the swamp. Things haven't been the same since you left, you know.
{124833} {Considering}I'd really like that. We don't get much news from outside here in West Harbor, but people <i>always</i> ask about you.
{124834} You're actually doing something about the pesti-pesti-pestle ants in the lands. {More gung ho}And I want to help!
{124835} |DESIGN NOTE: Consider cutting audio off after either "sword" or "goodbye"|I'll head over as soon as I get my sword and say goodbye to my folks.
{124836} |PC in militia|{Prompting}We've trained in the militia together - ever thought of leaving here, becoming an adventurer?
{124837} I'm hoping that you'll be back soon enough after you reach the city, but most people who leave West Harbor don't come back.
{124838} Good luck. And if you run across the one who killed Amie, stick a blade through his heart for me. She deserves at least that.
{124839} |Player returns w/ at least Khelgar. Possibly w/ whole party|{Admiring the player's ability to make friends. A wee bit jealous}Looks like it didn't take you long to make new friends.
{124840} It's been quiet since the attack. Everyone's just working to fix all of the damage done... and Georg has the militia training even harder now.
{124841} He's pretty upset about the number of harbormen we lost and wants to make sure we're better prepared if there's a next time.
{124842} No attacks. I guess sending you away with the shard really made a difference...
{124843} ... so, um... maybe you shouldn't stay too long. No offense, but if that shard is what caused all the trouble, you really should keep it away from here.
{124844} I'm sure it's an exciting life, but my duty is here in West Harbor. If there <i>is</i> another attack, I want to be here to help.
{124845} {Hastens to assure the player he meant no offense}Not that what you're doing isn't important. It's just that someone needs to stay behind and keep an eye on things.
{124846} I don't know about that - you sure made a home here in West Harbor, people trust you well enough. Well, most everyone.
{124847} I don't know about that - you sure made a home here in West Harbor, people trust you well enough. Well, most everyone.
{124848} {Uncomfortable, a little wary, suspicious - he was tortured a few weeks ago, and he's afraid the player will find out}Oh... you're back. Why are you here?
{124849} {Defensive, mad}Merring told you that, did he? So much for confiding in a priest. 
{124850} It was nothing, and now I'm better. Satisfied?
{124851} {Tired, exhausted, doesn't want to talk about it}Look... I'm not really ready to talk about it right now. Maybe sometime, when I'm away from here. 
{124852} {Uncomfortable, a little snappish}Yeah, I'm fine, it's nothing important. Why? I mean, why are you here?
{124853} It's nothing - just some trouble while I was wandering in the Mere, all right? I've had Merring fret over it enough. 
{124854} No, no one. Actually, the Mere's been pretty quiet... no lizard men spotted, and no other marsh creatures. 
{124855} Some of the others have been acting a little odd, though - Retta, even Georg, a bit. Might want to ask them.
{124856} I don't like the thought of demons stalking around though - or shadows. It's good they passed us by, I guess...
{124857} ...or judging from the strange dreams people had, maybe they didn't. Strange. 
{124858} Yeah... more than one. Might want to ask Retta and Georg, even Merring about them. 
{124859} Anyway, look, I have things to take care of - we can talk later.
{124860} | Not talked to Georg and met Merring |We need to get to Georg, <FirstName> - he should be south along the road, near the bridge. 
{124861} | Have talked to Georg, don't have all militiaand met Merring  |We need to gather more of the militia - and I think you're the only one who can do it, <FirstName>.
{124862} | Have talked to Georg, have all militia and met Merring  |I think we've gathered everyone we can - let's head for the wheat field, it's in the southwest section of the village.
{124863} You're acting strange.
{124864} Are you all right, Bevil?
{124865} In truth, I hadn't given it much thought.
{124866} Let's keep moving.
{124867} Why is it I don't see much of you in the village?
{124868} That can't be the only reason.
{124869} What do you know of the ruins?
{124870} What's in the ruins?
{124871} Do you always do what Georg says?
{124872} There was something else I want to ask.
{124873} Still, maybe you know something I don't.
{124874} I haven't been inside the ruins since the lizardlings came.
{124875} Lizardlings are best left to themselves. Peaceful coexistence.
{124876} Did my father send you to spy on me?
{124877} How good are you with that sword?
{124878} Can you do anything else?
{124879} Not all warriors learn their trade in the militia. I might surprise you.
{124880} I didn't choose your company, so be silent. 
{124881} I just want to get out of this backwater village and see the world.
{124882} Yes, if only to make the Realms a better place.
{124883} So you <i>like</i> me then, Bevil? How cute.
{124884} Yes, let's go.
{124885} I still want to explore.
{124886} Why don't you come with me, Bevil?
{124887} If staying away will keep West Harbor safe, then it's my duty to do so.
{124888} Any reason to get me out of this village.
{124889} Anything you can give to help me on the journey?
{124890} Good to know the village will be in safe hands.
{124891} I'd better get going.
{124892} Farewell.
{124893} Do you know what I can expect on the road?
{124894} Thank you. I need all the help I can get.
{124895} That's all right. Keep your share of the loot.
{124896} [Diplomacy] There must be <i>something</i> more you can give me.
{124897} You interested in coming to Crossroad Keep?
{124898} Are you all right, Bevil?
{124899} How have things been?
{124900} Farewell.
{124901} I could use your help at the Hollows.
{124902} Farewell.
{124903} |SCRIPT: He either leaves, or is gone when the PC reenters the area.|
{124904} Anything new happen while I've been gone?
{124905} Are you sure you don't want to come with me, Bevil?
{124906} Farewell.
{124907} So there haven't been any further attacks?
{124908} | PC is a drow |Not sure there's much place for drow in the larger world.
{124909} | PC is a duergar |Not sure there's much place for a duergar in the larger world.
{124910} | PC is a duergar |After my own people attacked West Harbor, I may have to leave.
{124911} | PC is a tiefling |Not sure there's much place for a tiefling in the larger world.
{124912} | PC is a deep gnome |Not sure there's much place for a deep gnome in the larger world.
{124913} I heard you were attacked.
{124914} Not really. You're not acting as if everything is fine.
{124915} Are you all right?
{124916} You look hurt.
{124917} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{124918} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{124919} Dream?
{124920} Nevermind. Farewell.
{124921} I could use a little help here, <FirstName>!
{124922} |If the player tries to leave before saving the Starling kids|{Incredulous. The player's leaving kids to their fate}What are you doing, <FirstName>? The children are still in danger!
{124923} Villager{Casualty Female}
{124924} Villager{Casualty Male}
{124925} Chest{Secret-Chest}
{124926} Chest{Lizard-Med}
{124927} Chest{Lizard-Low}
{124928} Loose Stone{Shard}
{124929} | Once only. |{Frightened}Eh - <FirstName>? Get away - didn't you <i>see</i> those creatures out there? They're killing everyone!
{124930} | Once only. |I'm not going out there! I'll die! Let Georg handle them, I'm staying right here.
{124931} Last I saw he was at the bridge southeast of your house - if you're looking for him, then go!
{124932} | PC has not found Georg yet. |He's right - let's find Georg first. This one's useless anyway.  
{124933} But he's part of the militia. He has a duty to-
{124934} I told you to get away from me! You're going to lead them right here!
{124935} What, you came to drag me out there to die? Not on your life - I'm staying right here!
{124936} [Success] But I... tried... to fight. There's so many of them - <i>too</i> many. 
{124937} [Failure] I'm <i>not</i> going - the village is dead anyway, I'm not joining the corpses. 
{124938} All right, all right, I'm going! I'll meet you there... if I'm not dead when you arrive.
{124939} [Failure] I'm <i>not</i> going - the village is dead anyway, I'm not joining the corpses. 
{124940} [Failure] I'm <i>not</i> going - the village is dead anyway, I'm not joining the corpses. 
{124941} [Failure] I'm <i>not</i> going - the village is dead anyway, I'm not joining the corpses. 
{124942} | SCRIPTER: Turn him hostile, he should float barkstrings when being attacked for fun, if possible, C-priority. |Wh- what are you doing? Stop! 
{124943} Wh- you wouldn't dare! You're one of us!
{124944} | Barkstring |Ow! Aiee! Stop, <FirstName>, stop!
{124945} | Barkstring |Gods, please, no!
{124946} | SCRIPTER: Reduced to 1 hit point, change faction to commoner. |All right! All right, I'm going! 
{124947} Ha! Brave words, but you don't have the stomach...
{124948} If you need someone to die with you, then go find someone else!
{124949} | Barkstring |Don't! I'm sorry, <FirstName>! I'm sorry! 
{124950} | Have not spoken to Georg yet. |Do you know where Georg is?
{124951} You're part of the militia, what are you hiding here for?
{124952} Nevermind. I'll be going now.
{124953} Why don't you come with me?
{124954} | Have spoken to Georg. |Georg needs all the militia to report to the wheat field to the west.
{124955} [Diplomacy] The village is surrounded. If you don't fight now, there's no chance at all.
{124956} [Intimidate] Report to Georg, or I will break your legs, your arms, then your neck. 
{124957} [Bluff/Lie] They already know you're here - your best chance is to get to Georg.
{124958} [Taunt] Are you such a coward, you would let children die before you?
{124959} Report to Georg and fight, you coward, or <i>I</i> will kill you before the enemy does.
{124960} [Hit him.]
{124961} Others will join you - but you'll die alone if you stay here.
{124962} Report to Georg and fight, you coward, or <i>I</i> will kill you before the enemy does.
{124963} Try me. Last warning. 
{124964} | If no other skills will work. |We need you. We'll be standing with you, you won't be alone.
{124965} |Bevil and PC walk into the ruins.|
{124966} |Elanee turns and exits.|
{124967} |Tarmas hit by Gith spell|
{124968} {Githyanki grunts}Ungh!
{124969} Master! Just hold on! We can help!
{124970} You three stay out of this! It's too dangerous!
{124971} |Githyanki summons some stuff. Probably spiders|
{124972} |Spiders move forward. Githyanki runs off|
{124973} The stupid girl! I told her to stay out of it!
{124974} I do not know, but he was clearly skilled in the Art. He probably led the attack on West Harbor.
{124975} We must hurry to the Starling farm before more Harbormen meet the same fate as my apprentice.
{124976} It's just down this road. We'd better get moving. Tarmas will need our help.
{124977} |SCRIPTER: Amie casts a spell at the githyanki. Pitiful|
{124978} {Not even fazed by Amie's spell}So the whelp seeks to test herself. How pathetic.
{124979} {Evil chuckle as he casts a spell at Amie}
{124980} {Amie lets out a cry and dies. Blasted by the githyanki}
{124981} Blast it! The rest of you stay where you are!
{124982} {Given how long the attack's been going, figures the shard isn't here or it would have already been found}I shall waste no more time on this pitiful village. It is not here.
{124983} Leave her! It's too late! We must hurry to the Starling farm before more Harbormen meet the same fate as she did.
{124984} There's more to do. Georg and the militia are holding our attackers at bay on the Starling farm. We must hurry before the tide turns.
{124985} The girl is dead! Now move, before we lose even more to this attack!
{124986} I want to help her too, but Tarmas is right. Amie didn't have a chance. 
{124987} Let's head for my family's farm. Georg will need every harborman to help fight off the attack.
{124988} Who was that mage?
{124989} Where's the farm?
{124990} Let's go, then.
{124991} What about Amie?
{124992} We need to find help for Amie.
{124993} She may still be alive.
{124994} {Flat}<FirstName>, Ahh, you have returned.
{124995} {Pained, doesn't want to talk about it anymore}Another time perhaps... for now, let it rest.
{124996} {Going into story mode, reflective}When you were a child you were so full of life. I could not have children, as much as my {SHAY-LA}Shayla desired it.
{124997} Your mother, {ES-MER-EL}Esmerelle, still felt the call of the road, but she stayed, for you. Yet she knew that death could come for her, as it had for our friends - our allies.
{124998} So she exacted a promise from {SHAY-LA}Shayla, a promise readily given. That if something should befall her, Shayla would care for you as her own.
{124999} As fate would have it, the promise would be fullfilled, but not by my bride. By me.
{125000} {ES-MER-EL}Esmerelle never intended me to care for you - such warmth is difficult for me. But you had no one else - so I did as best as I was able.
{125001} {Rueful}I see other fathers and marvel at how they do it. If it was ever in me - it was lost long ago, buried in the graves of fallen friends.
{125002} {Sighs}I know your years with me have not been easy ones - yet I hope you have grown up well in spite of me.
{125003} {Going into story mode, reflective}When she was little older than you, adventure sought her out, as well. We met in a tavern and were drawn together by mutual necessity.
{125004} There were others with us - and some tales of our adventures were told. But not all such stories end well.
{125005} One day we both realized that of the original band - only we were left. I had had enough of death, especially of those close to me.
{125006} Your mother was spun of a different silk, and maintained her vitality in spite of loss. When I settled in West Harbor with my {SHAY-LA}Shayla - she would visit us from time to time.
{125007} {Hard to admit, deep paid here}A heart can heal over time - I had become content. One day when {ES-MER-EL}Esmerelle returned she was thick with child - you. {Slight sense of loss, forgot how good things used to be}Those were... good times.
{125008} {Warning, interrupting a question before asked}Before you ask - she never mentioned any details about your father. And in my homeland, we respect such silence.
{125009} {Thinking of the death of his own wife, staring off in the distance}Then... I lost everything again.
{125010} {Quietly, too pained to continue}I cannot speak of this anymore - please, leave me.
{125011} {Sighs}It did not take long for our foe to discover that you had left - I fear you must have faced him on the road to Neverwinter. Does he still hunt you?
{125012} I sense you are more sure of your course then when you left. But do not stay here overlong - predictability is something a hunter relishes in prey.
{125013} {Slight surprise}A githyanki? I have heard their names mentioned only once or twice in passing. Invaders from the outer planes, a fierce foe.
{125014} {Sighs}I sense one task only led to another. Such is the way - what seems a simple thread is often part of a complex tapestry.
{125015} {Sarcastic in return}Is that the sarcasm of humans that I detect? Sometimes it is so difficult to tell.
{125016} You should not be here, <FirstName>. The enemy must be drawn away from our village - not towards it.
{125017} {Put a sense of urgency to this, but not overboard}Do what you need to do and be gone - quickly.
{125018} Have you said your farewells?
{125019} You must leave tonight - when you are ready, return here, and I will tell you what must be done.
{125020} To get to Neverwinter, take the road that borders the Starling farm out of town. It is the only road through the Mere of Dead Men - so following it will be easy.
{125021} The road itself has not been patrolled for some time, and few travel it. Move quickly, and you may be able to avoid the many beasts of the Mere.
{125022} I suspect you will see your share of battle before you reach Neverwinter. {Warning}Stray from the road and the danger is even greater.
{125023} I've made it known that you travel directly for the city - in the hopes that the enemy will pursue you along the High Road.
{125024} {Thinking slightly, then firm}There is a ship named the Double Eagle that will await you in Highcliff. Her captain, Flinn by name, is a trusted friend of mine and will ferry you safely to the city.
{125025} Your trip to Neverwinter will be quicker by water, and my attempt at misdirection may allow you to reach Highcliff before the enemy becomes aware of your true route.
{125026} I have nothing more to say. It is time for you to go, my daughter. Each moment you remain here brings greater risk to the village.
{125027} I have nothing more to say. It is time for you to go, my son. Each moment you remain here brings greater risk to the village.
{125028} Take anything you need from our home. Speak with the wizard Tarmas as well. He may have a few odds and ends that he would be willing to part with.
{125029} Take the shard to your Uncle Duncan in Neverwinter, he will know more of its mysteries than I.
{125030} {Stern}Do not show anyone the shard - and tell no one of your mission.
{125031} |Small cutscene of Daeghun walking up to Bevil and PC by the exit to the swamp|
{125032} {No hint of being pleased or congrats in his tone}You have returned - and you have brought the shard.
{125033} {Upset that Daeghun is so cavalier about he and PC risking their lives}That's all you can say? I almost died out there.
{125034} {Interrupting, irritated}If I did not believe you could handle the task, I would have sent another. 
{125035} {Shakes head, a little under his breath}I don't see how you put up with him, <FirstName>.
{125036} You did as I asked, Bevil - now attend to the wounded. 
{125037} |Walking away as he says the last sentence|I don't see how you put up with him, <FirstName>. 
{125038} The wounds of the injured have been tended to. Brother Merring and I saved who we could, but many were beyond our abilities to heal.
{125039} Now for the shard - let me see it. 
{125040} Ask what you will. You may not get another chance.
{125041} Then you must leave now, this very night. More will die if you do not. Journey to Neverwinter and take the shard to my half-brother Duncan.
{125042} {Owns is the most intuitive of words to him}He owns an inn situated in the Dock District - the Sunken Flagon. There, he and his contacts can help you and perhaps unlock the mystery of the shard.
{125043} {His tone on "all goes well" indicates there is only the slimmest of chances it will}The beasts that attacked us will leave West Harbor alone once they realize their quarry has fled. If all goes well, you should be in Neverwinter before they find your trail.
{125044} Say your farewells - your boots may travel many roads before you return. I let some of the others know you are leaving - but not the why of it.
{125045} Do not show the shard to anyone - and say nothing of your mission. There may be other hunters that seek it, and silence will serve as your best defense.
{125046} Return when you are ready to leave, and we will speak of the path you must take.
{125047} {Emotionless}Perhaps one day we will speak again and gain an understanding of each other.
{125048} The villagers are either too set in their ways, or would prove more hindrance than help.
{125049} |Non-Human PC|I was raised amongst the wild elves and for all my years amongst the race of man, they make little sense to me. Even though you are not one of them - you understand them better than I.
{125050} |Human PC|I was raised amongst the wild elves. For all my years amongst the race of man, they make little sense to me. You are one of them - and you understand them.
{125051} I have done all I can to hide your presence. {Beat}If these beasts come again, West Harbor will need me.
{125052} I have created a screen of activity. On a normal night your trip with {BEV-ILL}Bevil would have been easily spotted, but not tonight.
{125053} {Thinking}It still may not be enough - but there is little else I can do.
{125054} I can think of no other explanation. The shard is the only thing that remains of a battle fought here when you were a small child.
{125055} {Pause before he starts - kind of lost in the remembering}There was a war fought here in the Mere of Dead Men. West Harbor was close to the field of battle.
{125056} Of the reasons for the conflict, we knew little. Demons were involved, led by a warlock of great power - we only knew him as the King of Shadows.
{125057} The forces of Neverwinter attempted to drive them back. Many villagers fled, some taking the road, others wading into the swamp, anything to escape the battle. There was an explosion - pure and white - then nothing more.
{125058} {Grim as death in tone}When we returned to the village, no one was left alive.  Save you, gravely wounded. I think one of the demons injured you with its tainted blade.
{125059} It took all of my skills to seal the wound. You lived. But you carry a scar to this day, right above your heart.
{125060} {Quiet}Ask.
{125061} {Close to choking up}You're... You're just lucky to be amongst the living.
{125062} The truth may never be known - but it is said that the forces of Neverwinter made a bargain with something - something that could oppose the evil warlock.
{125063} So an evil was pitted against evil - and the warlock, his demons, and all the soldiers of Neverwinter in the village were consumed by it.
{125064} {Sad}So it seemed - until tonight, when battle was waged once again in West Harbor.
{125065} {Obvious pain here - showing more emotion here then anywhere else}{ES-MER-EL}Esmerelle's chapter has passed. Live your life, and know that she cared for you greatly.
{125066} {He is warning his son against the sin he himself is most guilty of here - urgency in the tone}For now, concentrate on what must be done. A dual focus will only lead to failure.
{125067} {Sad, wants to say more, but can't}I must disappoint you on this, <FirstName>. Of her life I will say nothing more.
{125068} It was one of two - I found both shards right after the battle that destroyed West Harbor long ago.
{125069} Years later, I visited my half-brother Duncan in Neverwinter.  We asked a wizard there to divine the nature of the shards.
{125070} He found only the faintest of auras on them, perhaps a residue of the magic used during the battle.  He pronounced them worthless.
{125071} |CHRIS AVELLONE: Trying to give a better explanation than his original non-answer. In an earlier dialog I had Daeghun say he'd explain why he hid the shard after the player returned. Seemed mean to then back out on that promise. Tried to make the explanation practical.|{He's pained when he says this}The battle claimed more than mere farms and homes, and the shard was <i>somehow</i> connected to it all. I hoped to avoid further tragedy for the village, and thus hid the shard.
{125072} {He's thinking aloud}Curious. Perhaps whatever brought the threat back to West Harbor has awakened it.
{125073} {Thinking}This may make identifying the enchantment on the shard easier now than when Duncan first tried.
{125074} {His tone should indicate some level of grandeur - Illefarn is a tantalyzing dream that could not last}In an age past, dwarves and elves built a nation known as Illefarn. It was a union of stone and nature.
{125075} The ruins outside of West Harbor are from that age - and all that remains of Illefarn's greatness. Nothing lasts.
{125076} {Stern, teacher-mode}Between now and your journey's end you will face death many times. Best you confront it now.
{125077} Our talk is for our ears alone. Bevil has served his purpose, and does not need to be troubled any further.
{125078} {Player returned without shard}Why have you returned empty-handed? Retrieve the shard from the ruins before it can be found by others.
{125079} {Slight trace of relief - slight}I see you are unharmed. Many have not been so fortunate - and others have seen their final night.
{125080} I do not have much time to talk - there are many who are wounded, <FirstName>. Now, there is something you must do. {Emphasis}Tonight.
{125081} Those... bladelings were here to find something, and I fear I know what.
{125082} {Irritated}Tonight is <i>not</i> a night of words - but of action.
{125083} {Make slight ominous, like speaking of the one true ring}There is an item... a silver shard. Long ago I concealed it in the old stones outside of town.
{125084} {Tone makes it clear, he's not certain - he just feels it's true}I fear it may have drawn these creatures down upon us.
{125085} The stones outside of town are older and deeper than you may think. {Beat}In the farthest chamber of these ruins, look for a strongbox - inside is the shard.
{125086} Hidden behind it is what you seek. Bring it here.
{125087} There remains only one thing. You should not go alone.
{125088} {Saddened by the number of casualties. Just a tad irritated with the player's question}There are too many wounded to care for, more than Brother Merring can handle on his own.
{125089} {Sighs, slightly sad}I cannot go, so you must travel there in my place. There is no choice in this matter.
{125090} {A little hesitant, difficult subject at end}It is from the time when your mother died. Those were dark times for the village...
{125091} We can speak more of the shard after you've returned. For now, all that matters is its retrieval.
{125092} {Snappish, but not shouting, said with finality}There is no <i>time</i> for that now. Your mother is dead - let her spirit rest.
{125093} {A little snappish}Think it through. Their kind doesn't plunder a village like West Harbor, not for a few coins and an old helm or two.  They had a <i>reason</i>.
{125094} |NOTICES PC WITH EQUIPMENT|{NOTICES PC WITH EQUIPMENT}A curiously <i>familiar</i> choice in arms and armor, but keep them for now - you will need them.
{125095} Bevil. I need you to accompany my son to the ruins. This is an important task.
{125096} {Confused}But Georg says the ruins have been overrun by lizardling tribes...
{125097} {Firm, blocking any chance of arguing back}And that is why you must go. Together two can succeed where one might fail.
{125098} {Beat, Looking out across the burnt village. Dismissal at the end in his tone}The cries of the wounded cannot be ignored any longer. Find the shard, <FirstName>. Find it, and bring it here.
{125099} |Daeghun walks away|
{125100} {Wary, watching Dhaegun walk away}No offense meant, <FirstName>, but your father makes the hairs on my neck stand up.
{125101} {Matter of fact. Bevil takes his duties seriously}Still, if we're going to do this we should make some haste. It sounds urgent.
{125102} This path that runs along the river is our best route into the swamp. I hope these ruins aren't too hard to find - we could be out there all night.
{125103} The path that runs along the river is our best route into the swamp. We can take it to the ruins when you're done here.
{125104} |PC has his equipment|{Wry tone}I'm sure that which I <i>planned</i> on giving you isn't where I last left it.
{125105} {Reluctant - he's reluctant because the PC may discover something in the chest very personal to him}If you <i>must</i>, you can go to my room and open my chest. There are things inside that may prove useful.
{125106} |fade out|
{125107} |PC is Female|Bevil. I need you to accompany my daughter to the ruins. This is an important task.
{125108} {Getting impatient with the player}I had my reasons, which do not concern you right now. It was not a thing to leave above ground.
{125109} So I gave your uncle Duncan one of the shards. The other I took back to West Harbor.
{125110} Even young Bevil has ties to West Harbor - ties too strong to break.
{125111} Yes, thank the gods. I arrived before they had found the children.
{125112} Fortunately, they were too busy ransacking the house to notice me. Gave me the advantage.
{125113} {Bevil's ready to move on. Duty calls.}So... um... shouldn't we get moving? Your father made it sound urgent that we start.
{125114} I understand you lost a friend of yours in the attack. A tragedy. She was a promising young mage, or so I've been told.
{125115} Do not burden your resolve by dwelling on loss. Direct your thoughts to the present.
{125116} {He's understanding, but stern like he's imparting some gem of wisdom}I understand perfectly. But I also understand what can and cannot be changed.
{125117} Yes, and to dwell on our losses serves no purpose. There is still much to do.
{125118} That you will. I see you understand the folly of dwelling upon loss.
{125119} Instead, you will head to the small port town of Highcliff once you are clear of the swamp. From there, you will seek passage on a ship to Neverwinter.
{125120} {Approving}Very good. This is not a night for words - but action.
{125121} {Said with finality}I have suffered enough, I will <i>not</i> suffer your prying. {Tone shift, more whispered regrets harshness, a hint of caring}Rejoice for your life, <FirstName>, it is a blessing.
{125122} {Beat - still cold}You still have the shard, don't you? Make your visit brief - you put us all at risk with your return.
{125123} {No emotion}It has never been relevant, he lives in the city and we live here. He's never met you.
{125124} {Cold patience}As I said - focus on the task at hand. {This isn't a promise}You <i>may</i> get answers when time is not of the essence.
{125125} Very little besides his name is known to us. {Grim}His powers were destructive indeed, and his infernal cohorts were deadly.
{125126} {Testy - this is a false accusation}We are <i>all</i> in danger - I will try my very best to keep the hunters busy. {His tone shouldn't be soft - but earnest, he hopes this comes to pass}If {tie-MORE-ah}Tymora wills it, your journey will be quick and safe.
{125127} {Advice given, not as harsh a tone as normal}But Lady Luck is fickle indeed in the Mere. Steel yourself for danger.
{125128} They have no ties to you by clan, blood, or intention - but as for what they were doing here, that I fear I know.
{125129} | First Time Plus: During 2400, once only. |{A little reserved, this isn't good news, he's thinking back to the adventuring party he lost a long time ago}So others have joined your quest. 
{125130} | Player is male. |Well met, I'm Shandra. Are you his father?
{125131} Well met, I'm Shandra. Are you her father?
{125132} Foster father.
{125133} | Player is male |{Trying to make awkward conversation}Ah. Well, good to meet you. This is a wonderful village, good to see where he grew up and all, meet the people. 
{125134} I would not recommend staying - in case others hunt what he took from the village in the first place.
{125135} {Trying to make awkward conversation}Ah. Well, good to meet you. This is a wonderful village, good to see where she grew up and all, meet the people. 
{125136} I would not recommend staying - in case others hunt what she took from the village in the first place.
{125137} So you have returned. Why? I told you to keep away. 
{125138} Strange dreams, and little else. Why?
{125139} {Slight reservation}Perhaps. If something did occur here, it left little physical trace. But perhaps someone saw something I did not.
{125140} Demons and shadows? {Beat}If they walk, then we are in more danger than I thought... it seems the war will soon be upon us. 
{125141} It is impressive you were able to walk away from such an encounter with no scars. You have truly come into your own since leaving the village. 
{125142} Farewell.
{125143} |Available in Act 2|I want to know about my mother.
{125144} Why would she leave me in your care?
{125145} By you?
{125146} Never mind - tell me how the village has fared since I left.
{125147} How did she come to West Harbor?
{125148} Did my mother give up adventuring as well?
{125149} How has the village fared since I left?
{125150} I believe so.
{125151} The dwarves and bladelings were commanded by a githyanki. They're still after me.
{125152} |Reached Neverwinter|I delivered the shard to Uncle Duncan.
{125153} As welcoming as ever.
{125154} I still have some things to do before leaving.
{125155} I'm ready to go.
{125156} Looks like I'm only running into more danger.
{125157} So I should expect combat?
{125158} This road doesn't sound too safe.
{125159} There must be roads that lead to Neverwinter.
{125160} Why must I go by boat?
{125161} Are you sure there will be ships available?
{125162} Anything you can give me to help on the journey?
{125163} What do I need to do again?
{125164} Actually, I do have some questions.
{125165} I have no more questions.
{125166} Then I will leave.
{125167} That's your farewell, then?
{125168} Can I take anyone on my journey?
{125169} Why don't you take the shard to Neverwinter?
{125170} Hide my presence? What have you done?
{125171} Are you sure the bladelings are looking for the shard?
{125172} A battle was fought in West Harbor?
{125173} How many survived?
{125174} Was anyone left?
{125175} What happened then?
{125176} I had other questions.
{125177} But that explosion... how did I survive?
{125178} What caused the explosion?
{125179} Was that the end of the war?
{125180} You've never told me anything about my mother - I want to know more.
{125181} I'm tired of your silence. I deserve to know.
{125182} Isn't there anything else you can tell me?
{125183} Tell me about the shard.
{125184} Then how did the shard wind up in the ruins?
{125185} I feel magic from the shard - strong magic.
{125186} Who built those ruins? It didn't look like human work.
{125187} We could have died in those ruins, and that's all you have to say?
{125188} That was no way to treat Bevil.
{125189} We barely trade words, and <i>now</i> you decide to fill me in?
{125190} I am ready. Tell me what I need to do.
{125191} Can you give me anything for the journey?
{125192} Sounds simple enough.
{125193} Anything else?
{125194} You're the one that hid it. Why don't you just get it? 
{125195} Where did the shard come from?
{125196} Is the shard connected to my mother? You never talk about her.
{125197} Why do you think the shard is their goal?
{125198} What were they looking for?
{125199} I'm ready. Let's go.
{125200} I want to talk to some people first.
{125201} Why did you hide the shard in the ruins?
{125202} What do I need to do?
{125203} What happened with your siblings? Are they all right?
{125204} That's all you have to say about it?
{125205} She was a good friend. You wouldn't understand.
{125206} The entire attack was a tragedy.
{125207} I'll get over it.
{125208} Tell me how I'm lucky! I want to know.
{125209} I have an uncle? You never told me that.
{125210} What else do you know about the King of Shadows?
{125211} You seem eager to put me in danger.
{125212} | PC is a dark dwarf |But those dark dwarves - were they here for me?
{125213} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{125214} I'm not sure. I have an odd feeling something took place here - it feels different.
{125215} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{125216} Gray Dwarf Thrall{1hp}
{125217} Duergar{Skirmisher}
{125218} {Dying}Heh... killed <i>three</i> of you surfacers before they took me down... and the ones I killed? They screamed one by one... <i>begged</i> me to spare them. 
{125219} My hands are drenched in their blood. If you have come to kill me now, so be it - but it will not get their lives back.
{125220} It's one of the attackers... it looks like he's dying. 
{125221} | PC is Duergar |Wait... what is this? You are <i>one</i> of us... a dwarf of the depths! 
{125222} Heh... but only to the eye, your blood is weak, dwelling with these surfacers, letting your skin be poisoned by the sun. You are not one of us... you have not the strength. 
{125223} We will... pile the bodies of your surfacer kin in their homes, set them on fire... a... beacon to the rest of the villages of this mere that... we are coming for them. 
{125224} You filthy <race>, your kind is weak, you cannot stop us. 
{125225} You... even should you defeat us... here... you will not last long...
{125226} More... more will come... I shall see you in death, surfacer... you and all your kin...
{125227} [The dwarf's last words are cut off as you slash his neck with your weapon. He gurgles for a moment, flails, then dies.]
{125228} I... I don't know you needed to do that, <FirstName>. He deserved it... but...
{125229} [The dark dwarf is dead.]
{125230} Because we were<i> told</i> to come, to search for something of silver - and we obey. To slaughter your village in the process only pleases us.  
{125231} We are thralls to our masters, and we carry out their words. By their word, this village is to be destroyed, and the object of silver found. 
{125232} You will meet them - and when you do, you will be butchered like the rest of your filthy kind. 
{125233} Heal me? Then you surfacers are as weak as I have heard - you have no stomach for battle, for war...
{125234} I would sooner slit my own throat than be "blessed" by your thin-blooded magics. Leave me to die in the light of your burning village... your burning kin.
{125235} That is all we know... and that we would know it when we found it. That was our task... our orders, and we obey.
{125236} You will not live through the night, surfacer. You and your kin will be slaughtered like thralls... and soon, you will join me in death.
{125237} | SCRIPTER: Dwarf dies. |
{125238} I think you're right - looks like he was wounded by the villagers.
{125239} Then let's get what we can out of him first.
{125240} [Leave him to die.]
{125241} | Evil response |[Cut his throat.]
{125242} But why did you attack West Harbor?
{125243} | Once per conversation. Good response |We don't want to harm you - we will heal you, if we can. 
{125244} | Once per conversation. Evil response. |The only body being burned will be yours - and while you still live.
{125245} If you don't have the stomach for battle, Bevil, then leave. Otherwise, let's go.
{125246} So you're slaves?
{125247} Who are these masters of yours?
{125248} Object of silver? What object?
{125249} He would have done the same to us... just like he did to the three he killed.
{125250} If you can't deal with battle, then go hide in your home - me, I'm going to find more to kill.
{125251} Search harder! Search everything!
{125252} More of them! They must be killed!
{125253} Where is it?
{125254} Elanee
{125255} | JOHN: These barkstrings pop up on their own, normally, if hostiles nearby. |Don't know where my brothers are - please, <FirstName>, I need a hand!
{125256} No Mossfeld's going down without a fight... and neither is West Harbor!
{125257} <FirstName>, it's Webb Mossfeld - I need some help!
{125258} So you made the trip safely... Seen more of the world, eh? Don't suppose you've run into that swamp elf.
{125259} It's as tall as house, I'm telling you.
{125260} {Laughs}You've seen the world - probably could tell better stories than I. {Beat, winks}But I doubt they'd have my "flair."
{125261} We've been having some problems with lizardlings. No attacks yet - but they've been seen in greater numbers, a lot of them coming from those ruins outside of town.
{125262} Bevil gave us a bit of a scare as well, went missing right after you left for a day or three. Came up in bad shape - but Brother Merring mended him and now he's fine.
{125263} Back already? So what can old {GAY-org}Georg do for you?
{125264} So {DAY-GUN}Daeghun is sending you to Neverwinter, eh? I can't say I approve - if it were a militia matter I wouldn't send you alone, but I don't have any right to tell him how to raise his child.
{125265} Can you at least tell me why you're going? Your father wouldn't tell me a thing.
{125266} {Sighs first}I've always thought your ambition was bigger than our village. But now...?
{125267} It won't be easy reaching Neverwinter. I've traveled that way once or twice - it's a dangerous journey, especially for one traveling alone.
{125268} You might want to ask around the village - if you're going to leave, some folks might be able to offer some help.
{125269} {He likes spinning tall tales - and he can't resist}So you want to hear a story? {Slightly hushed}Look out for the swamp elf, <FirstName>.
{125270} You see, an elf never stops growing, and usually they head to Evermeet before they get much bigger than human-sized.
{125271} But one of the eldest lives in our own swamp. Huge, he is, tall as a tree-
{125272} {Obviously reluctant to stop}Right you are. Right, indeed. Do you have anything else to talk about?
{125273} It's the truth, I say. This giant elf has been known to hurl rocks great distances. And it has the <i>evil</i> eye.
{125274} If it ever locks eyes on you-
{125275} Here I am - trying to educate you about the journey, and this is thanks I get? Hmph...
{125276} It turns you into a stone. Not stone - but a stone. Just look around the swamp - and you'll see hundreds of its victims.
{125277} And just by looking at them you can't tell if it's just an ordinary rock - or whether it used to be a <i>man.</i> If you listen quietly... late at night... you can even hear them.
{125278} {Sounds solemn - in the way an uncle does when trying to fool a young nephew}Stories? Hnh. Just don't look him in the eyes, <FirstName>.
{125279} No - but close. It turns you into a stone. Not stone - but a stone. Just look around the swamp - and you'll see hundreds of its victims.
{125280} The road is as wild as a road can get and still be called a road, and that was before the patrols stopped coming.
{125281} There's only the one road in the Mere and that leads to us. There's a small inn on the way - makes most of its trade off adventurers and the like.
{125282} {GAY-LIN}Galen... you remember him, the merchant? Well, he says the road is even worse than before. Lizardlings and other creatures have been sighted, and in large numbers.
{125283} Of course. Like what?
{125284} Lizardlings you already know - although the ones around here are the weakest of their lot. So if you see others, expect a tough fight.
{125285} The swamp beetles and other critters have been more active, too. {EH-DAR}Edar said he saw a whole nest of them not two moons back, scuttling around the Mere.
{125286} {Warning}And lastly - stick to the road. I hear there are spiders, walking dead, and worse off the road.
{125287} Your guess is as good as mine. All I can say is I wish they'd start up again. Might have prevented the attack on us... or at least given us some warning.
{125288} {Chortles}I might be exaggerating a little - but I'm telling the truth when I say a good portion of the city was destroyed.
{125289} And the war killed many men. The Watch just doesn't have the numbers they used to.
{125290} {He says this with pride}One of the Watch's marshals, though, is a Harbormen like you and I - you remember Cormick, right? He sometimes makes his way here. 
{125291} {Whispers at the end, like telling a secret}And that it was - if you go there now, you wouldn't recognize it. It was rebuilt in just over a year - by gnomes, I hear.
{125292} {Shrugs}He's about the only merchant that comes our way. Does it once or twice a year.
{125293} And thank {WAA-KEEN}Waukeen, he does - we don't have a blacksmith, so he sells us what we can't make ourselves.
{125294} With the way he loves to stop and chat, I wouldn't be surprised if you caught up with him.
{125295} You may not have trained under me, but I've always enjoyed your company. And you acquitted yourself well with the village defense.
{125296} |Militia and Leader|I really ought to give you something for your years of help in the militia. You'll be missed.
{125297} {Not used to given out gifts, a little uncomfortable}Here - take this shield. It's always served me well - and even if you don't use it, you can sell it for some gold that might do you some good.
{125298} |If player is a Bully or Troublesome|{Weary with the hint of a lecture}You've caused nothing but trouble since you were born - I think I've been too easy on you over the years.
{125299} Out there people don't have too much patience for trouble-makers and bullies like yourself.
{125300} {Sounds skeptical because the PC is a trouble maker}You might want to ask around the village. There may be a few people that would still be willing to help a troublemaker like you.
{125301} I lead the militia - so I look after people. That includes you.
{125302} So why are you leaving?
{125303} |Militia|{Slightly pissed because father sent player away when Georg needs him}Our militia needs every capable hand right now - and you've always been more than capable. And now when I - I mean <i>we</i> - need you most, your father is sending you into the wilds!
{125304} |Leader|{Slight surprise}Was that a joke? People look up to you, some even had you sized up to be the next one to lead the village.
{125305} |Bully / Trouble|{Spoken like he's had run-ins with the player before}I lead the militia, and it's my responsibility to protect the village - even you. I know we've had our... "difficulties" in the past, but you're still under my protection. 
{125306} {Slightly more alert, player has an answer he wants}You know what they were looking for? They tore apart half the houses in town. What is it?
{125307} {Frowns, thinking}Obviously those beasts didn't come all that way for a chunk of silver. There must be more to it than that.
{125308} {Holds his breath for a moment and says thoughtfully}That does sound important. More important than staying here.
{125309} {Frowning}You're less cryptic than your father, but not by much.
{125310} You all right, <FirstName>? You look all right. A lot of families aren't as lucky.
{125311} Lend a hand as best you are able. The village elders are going to hold a meeting tomorrow to get to the bottom of this.
{125312} Just don't look him in the eyes, <FirstName>.
{125313} |Devout|{Thoughtful}If it's enough to make you leave your prayers, it must be important.
{125314} |Leader|{Thoughtful}I trust your judgment. I'll miss your help getting these muck-farmers organized, though.
{125315} |Wizard|{Wry - but not hugely annoyed}You're as bad as Tarmas. Just because I may not be as educated as you doesn't mean I wouldn't be able to <i>understand.</i>
{125316} |Bully & Trouble|{Snort}Since when have you done anything for the village except cause trouble, eh? {Takes a breath and rethinks}Daeghun said the same thing, though.
{125317} |Tale-teller|I'm sad to see you go - I've always enjoyed trading stories with you...
{125318} |Male Flirt|Just some advice - be careful with ladies' affections out there. Charm isn't always a good thing.
{125319} If you dally with some goodwife out there and get caught... well, the whole West Harbor militia won't be able to get you out of <i>that</i> mess.
{125320} Neverwinter's rival to the north. A den of thieves and pirates, it is.
{125321} Their leaders - the high captains - some of them were pirates. And to make matters worse a sinister cabal is said to rule from the shadows, the Arcane Brotherhood.
{125322} There's nothing good about Luskan - I'd just avoid it.
{125323} |Female flirt|Just some advice - be careful with the men out there. We Harbormen are a particular bunch - but we look after each other.
{125324} {The PC is a pretty young lady, his advice is kindly and he isn't immune to the PC's charm}Some men out there might want to... well, let's just say that the way you carry yourself might attract the <i>wrong</i> kind of attention.
{125325} |Wild|{He's talking to a near feral young adult}It wouldn't surprise me if you've been there considering how long you've gone missing before. No... I suppose even you wouldn't have made it that far.
{125326} Well, you already know about that war they had against Luskan awhile back. Nasty business that was.
{125327} Lost too many Graycloaks in that campaign, from what I hear. The whole city was burned to the ground - every last house!
{125328} | Will only show once. |{Chuckles}So the great hero returns - been watching out for danger like I said? And what about that swamp elf? See it yet? 
{125329} {Confused}Swamp elf?
{125330} {Looking at a player's companion}Ah, I see you have - look at her. She looks a little smaller than I expected, though, for a giant. Looks close enough, I suppose.
{125331} {Mock recognition, realizes the person's telling a tall tale, decides to turn it back on them}Ooooooh... the giant swamp elf. Yes, obviously you haven't heard. It still lives, constantly growing, constantly feeding.
{125332} Of course, now that it's forced to range farther and farther... well, I imagine it will be here soon enough. 
{125333} {Chuckles uneasily}What? There's no such thing. 
{125334} Yes, it may seem that way now. Talk to me again after it attacks, maybe that'll change your mind.
{125335} {Close up on Georg's face, worried}Oh. {Beat}We'll be careful, then. 
{125336} {Confused}Swamp elf?
{125337} {Looking at a player's companion}Ah, I see you have - look at him. A little smaller than I expected, though, for a giant. Looks close enough, I suppose.
{125338} {Just been talked to by a country bumpkin, bemused}And I thought you were the only fool to be spawned from West Harbor, but here we are, not long in your village, and already this fellow proves me wrong. 
{125339} Hnh. Where'd you pick this one up?
{125340} {Georg studies Shandra}| Shandra is in party, player is male |Hnh. Looks like you picked up a little wife, I see. Well met there, girl. He sweep you off your seat from some seedy tavern, did he?
{125341} What? Me?
{125342} Her? 
{125343} Now, now, no need to protest - I understand how it is with you young folks nowadays. Your secret's safe with me.
{125344} | SCRIPTER: Player is female, and either Bishop or Casavir is in the party. |Hnh. Looks like you picked up an admirer. Well met there, boy. You sweep her off your seat from some seedy tavern, did you?
{125345} {Smiling, enjoying this}Oh, yeah, she wasn't even conscious when we were married. 
{125346} Mind your tongue, Bishop.
{125347} As long as she's here to do it for me? Come now. 
{125348} {Smiling, playing along}It is difficult not to know one of West Harbor and feel some degree of admiration. 
{125349} {Laughs}Well put, well put. 
{125350} If you do, stay clear, it's bound to be hungry with the slim pickings in the swamp as of late.
{125351} So... what can I do for you? 
{125352} {Thinking, then remembers}Nothing out of the ordinary... had a strange dream the other night, but beyond that, no attacks or anything.
{125353} Yes, it hit me all at once, I was staying up, prepping for a late hunt into the swamp, and well... suddenly, I was passed out on the floor.
{125354} I woke up real sudden because I thought I smelled smoke, but nothing... I must have dreamed it. 
{125355} {Thinking back}Strange kind of smoke, too, not peat smoke, more like... well, metallic smoke. Strange.
{125356} Demons and shadows? {Scoffs}Come now, no need for tales. Sure, there's some strangeness going on, but that's a little far, even for you.
{125357} Although... the crickets seem to have gone silent in the area as of late... 
{125358} ...but that doesn't mean much. But there were the singed crops, and the strangeness with that scar in the earth. 
{125359} Yes, any small thing that crosses it... well, they just up and die, right there. It's like a little grave, waiting to be filled. Retta and some of the children were the first to notice it.
{125360} {Beat}All the wild talk of demons aside, there's something going on. Just don't know what. 
{125361} | JOHN: Move this up when you want. |Thank the gods you made it - there's been no sign of your father, and I feared you'd been killed as well. 
{125362} I have no idea where these creatures came from or what they want, but the ones loose in the village are only the first wave... more are coming. A lot more.
{125363} | Sets "Gather Militamen" mission. |If we're going to stop them, we need someone to rally the militia and meet them head-on. 
{125364} The militia is likely disorganized and scattered about town - you may have met some on your way here. Gather a half-dozen men or so - that's the most we can hope for.
{125365} I can't leave the southern half of the village exposed, not while more attackers keep pouring in. 
{125366} Don't question me, not now - this is more than any of us were expecting.
{125367} That's the first welcome surprise this night... thank you.
{125368} Now go - when you've gathered everyone you can, meet me at the wheat field south and west of here.
{125369} We'd better search the town, try to gather who we can - and I hope we can find enough still alive.
{125370} Farewell.
{125371} Any more stories you can tell me?
{125372} Anything happen since I left?
{125373} I've been looking for any excuse to leave here.
{125374} Farewell.
{125375} Hear any stories of the outside world?
{125376} Forget I asked - you'd think after the events of the night I could get a straight answer out of you.
{125377} Tall as a tree?
{125378} Does anyone ever believe you?
{125379} What happens?
{125380} Well - your stories are entertaining at least.
{125381} I'll look out for him, then.
{125382} It turns you into a - frog, maybe?
{125383} Whatever you say, Georg.
{125384} Come on, that can't be true.
{125385} What can you tell me about the road to Neverwinter?
{125386} Can we talk about something else?
{125387} What sort of dangers are in the swamp?
{125388} Why did the patrols along the road stop?
{125389} Stick to the point, Georg.
{125390} More of your tall tales? I know the city wasn't completely destroyed.
{125391} I hadn't heard the whole city was destroyed!
{125392} What can you tell me about Galen?
{125393} Can you give me anything to help on the journey?
{125394} Why do you want to know?
{125395} I'm taking what the invaders were looking for away from here.
{125396} A chunk of silver - it doesn't even look valuable.
{125397} It's possible. I'm taking it to Neverwinter to find out more.
{125398} I've probably told you too much already.
{125399} Better if you don't know.
{125400} All I will say is it's for the safety of our village.
{125401} I'd like to know more about Luskan.
{125402} Any news about Neverwinter recently?
{125403} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{125404} Dream?
{125405} Smoke? 
{125406} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{125407} Strangeness?
{125408} Notice anything before the incident? 
{125409} Nevermind. Farewell.
{125410} | Militaman counter > 0 |I've already managed to rescue some and they're on the way.
{125411} Where are they?
{125412} So rally them, then! 
{125413} You're the "leader" of this militia. Unless I'm in charge now?
{125414} Where is it?
{125415} I don't see it.
{125416} Look over there!
{125417} | PC opened door nicely. |All right, you're here, so just keep your head down, and if any come in, we'll deal with them. 
{125418} What did you do that for? Now they can come in!
{125419} What? You can't steal from me! I'll...
{125420} What? The hells I will! I'm not going anywhere! 
{125421} People are <i>dying</i> - and many homes are burning. If you don't go, you'll be dead either way.
{125422} But... but if I abandon all this... I won't make it through the season. Everything I have is in my chest... everything.
{125423} Very well... I will report to Georg, see how I can help... if only to protect my home, and this village.
{125424} I... I... how dare... 
{125425} But... but I spent all season saving for a run to Highcliff. And now everything's ruined...
{125426} | SCRIPTER: Greedy leaves, hide him. |
{125427} And now you can get out and <i>fight.</i> 
{125428} Your belongings aren't worth this village dying. Now go.
{125429} I don't care about them. I'm here to see what gold and items you have that are so valuable and take them.
{125430} | PC talked to Georg |I'm here to tell you to report to Georg, now.
{125431} No, you'll get out there and help the village, or else.
{125432} Go tell Georg if you have a problem with it, coward. 
{125433} Summon the militia? They're all fighting, like you should be.
{125434} Or what? Go on, this should be good.
{125435} I'll take your gold along with your life, you keep pushing this.
{125436} If you don't, you won't make it through the night, none of us will.
{125437} I know it's hard, but we need to protect each other.
{125438} [Lie] I swear we will do what we can to protect your belongings.
{125439} Yes, yes, go on and we'll catch up with you.... after we "secure" the building.
{125440} We'll join you there. Let's go.
{125441} It'll be worse if we don't fight.
{125442} Stop whining and go, damn you.
{125443} | SCRIPTER/JOHN: Attached to door, only once. Camera is set behind the player's shoulder. |Who's there? Whoever you are, you aren't getting in here!
{125444} I'm not going out there, I'll be cut down in seconds. And I'm not letting them inside to loot my place, not while I'm still standing.
{125445} [Failure] Nice try, but I'm not letting anyone in to steal my gold - no one.
{125446} [Failure] If I open the door, those beasts will kill me just as well - now go away!
{125447} [Success] All right... all right. Hold on...
{125448} | SCRIPTER: Unlock the door. |The door's unlocked, come on in - but hurry.
{125449} Wh- what? What did you say?
{125450} Let's show him. After you, <FirstName>.
{125451} It's <FirstName>, open up!
{125452} There's a call for all the militia - come on!
{125453} What are you doing in there?
{125454} | Once only. |[Bluff/Lie] I need help - please let me in, I'll help you stand guard.
{125455} | Once only. |[Intimidate] Come out now, or I will break this door down, then I'll break you.
{125456} | PC has lockpick > 0 |Fine. I'll pick the lock. Be right in.
{125457} Then I'll just bash the door down. Stay right there. 
{125458} Nevermind, then - but I'll be back.
{125459} | Player talked to Georg |Georg needs all hands at the southwestern wheat field - now.
{125460} Villager|Orlen Fire|
{125461} Well fought! Now quickly, to the center of the village! Tarmas may need your help!
{125462} |Shot of lots more gnomes and bladelings coming through the fog.|
{125463} |Arrows letting loose from somewhere and mowing them down|
{125464} |Shot of Daeghun|
{125465} Thank the gods that's over. We would not have held them much longer- {"longer." He cuts himself off as he discovers that more enemies have just surrounded everyone}
{125466} {surprised and a bit relieved to see him}{DAY-gun}Daeghun!
{125467} {grim - Daeghun lacks compassion}Much blood has been lost tonight. Let us make the enemy pay in kind.
{125468} {shouting commands}More of them! Regroup!
{125469} Another wave is coming - prepare for battle!
{125470} |Bladelings break away from the main crowd and run to the Starling house|
{125471} {This is a horrible situation to be put in. First line is a curse.}Cyric's Blood! They're entering the Starling house. But if we don't hold the next wave off, the whole village could be overrun.
{125472} {He is thankful - but feels guilty about it}We could use every sword. But the children...
{125473} Brace yourselves, men!
{125474} We could use your sword... but - I understand.
{125475} |PC runs over to the Starling house as the wave converges on the militia|
{125476} {Bevil's grateful. Player has said he'll save Bevil's little brother and sister}I knew I could count on you. I hope my brother and sister know enough to hide.
{125477} {Bevil is worried. Won't let his siblings come to harm}You do what you think is right. I'm going in before anything happens to my brother and sister!
{125478} {Bevil's grateful that the player will help his siblings}You keep my brother and sister from harm and you can have anything you want.
{125479} Let's go, <FirstName>! If we hurry, we can stop them before they find the children!
{125480} Let's go. Georg and the others can hold off the next wave.
{125481} We can't let the next wave by. I'm staying here to help with the defense.
{125482} I'll go see what I can find in the Starling's house.
{125483} {Do not record - float text}He looks badly injured.
{125484} {Sounds very weak}Thank you, <FirstName>... I'll join you and Georg when you have everyone - just need a second to catch my breath.
{125485} |Close up of Daeghun|That is the last of them - for now. Gather the wounded and the dying.
{125486} {Said with a touch of grimness - Daeghun isn't very compassionate to others}Let's see how many we can steal from death's clutches.
{125487} |Fade out|
{125488} |teleport dudes over|
{125489} |fade in on the post-attack meeting|
{125490} |Camera shows the female pointing in the direction of a dead dwarf|Dwarves by the look of them... but such a strange pallor to the skin...
{125491} {Angry, snappish}I <i>know</i> what a dwarf looks like. I meant that - other thing, whatever it is.
{125492} They're called bladelings. Their kind is rarely seen in our realm - they dwell in a place beyond.
{125493} Well then - what in the Nine Hells are they doing here?
{125494} Lathander doesn't illuminate all mysteries for me. We must rely on our own wit and resources.
{125495} {Breaking off foolishness tone}One of those dwarves mentioned they were searching for something... does anybody know what it was?
{125496} {Excited to confirm the last point}In my house one of those louts said something about that, too. {Grim satisfaction}He didn't mention anything else after I buried my axe in his skull.
{125497} Lass, come over here...
{125498} Boy, come over here... 
{125499} |PC heads over to Daeghun||
{125500} Thank the gods we were able to hold them at the farm. How many did we lose?
{125501} Ian, Vera, Pierson... 
{125502} Gods, man -  we just survived an attack on the village! Show some respect for the dead!
{125503} Pierson owed me money...
{125504} What were those things, anyhow? Never seen anything quite like them.
{125505} | PC is a dark dwarf |What did they want? I mean, those dwarves looked like Daeghun's ward, but...
{125506} | PC is a deep gnome |What were those things, anyhow? I mean, those dwarves looked similar to Daeghun's ward, but...
{125507} {Confused}And those creatures that attacked <i>with</i> the dwarves... I've never seen their like before.
{125508} Yaaaaay - <FirstName>! We heard them screaming for mercy as they died! Is there any blood? Can we see?
{125509} We're sorry! We'll stay here and be quiet - we promise! 
{125510} I have to go.
{125511} Shut the door, lock it and yell if you hear any more of them.
{125512} {Appraising the player in the second sentence, looking him/her up and down}Welcome back to West Harbor, <FirstName>. You seem a different person than the one that left here.
{125513} I hope that the days that have passed haven't been filled with too much hardship.
{125514} The Mere continues its slide into bleaker seasons. Lizardlings have attacked some of the outlying farmers.
{125515} {Slight confusion at second sentence}Poor Bevil was assaulted right after you left, as well. He took weeks to recover - but he won't tell a soul what happened.
{125516} West Harbor is safe for now - and in part due to your efforts. I'm sorry about your friend. I wish I could have saved her.
{125517} {GAY-lin}Galen the merchant told us about his journey, and unless his tales were taller than usual - your road to Neverwinter won't be an easy one.
{125518} {Solemnly}I will pray for your safety. The Mere of Dead Men is fast becoming more dangerous. 
{125519} {Pleased by the question}It's refreshing to have someone just come out and ask it. Harbormen value their privacy so much they don't know what to make of someone like me.
{125520} {Believes this very much}I'm here because the dawn's light touches all men - even here. Each day is a chance for a new beginning - a new story, a new you.
{125521} So I came here to spread Lathander's words to people whose lives are sometimes too often shadowed by the fogs from the Mere.
{125522} {An optimist trying to chase defeat out of his tone}No... as you well know. West Harbor's most fertile crop seems to be stubborness.
{125523} Sometimes this village feels like a collection of hermits rather than a community. The right words - and a little faith - could change this, draw Harbormen closer together.
{125524} {SHAWN-TEE-AH}Chauntea is the goddess of the fields and of the harvest, anyone that tills the soil has her name on their lips at some point. But Lathander encourages <i>spiritual</i> growth - each day is an opportunity to reinvent yourself.
{125525} {Sighs at the beginning - he obviously feels more than he's letting on, he's being diplomatic}Your father - foster father, you mean. You're leaving us - and I've kept my own counsel on this for years. But you have asked.
{125526} {DAY-GUN}Daeghun keeps to himself and I think it's reprehensible how he treats you. {Beat, slight sympathy}I sense his soul was gravely wounded many years ago.
{125527} Wounds like that heal slowly, if at all. I'm sorry you weren't raised in a home where you were treated more as family - rather than a painful reminder. 
{125528} {Compassionate, just broke out of slight tirade about player's father}I'm sorry - of course.
{125529} {Some vehemence}Don't say that! No matter what his sins, he is your father and has provided for you. That alone is worthy of respect.
{125530} And who is to say what is in someone's heart, especially a heart so hidden as his? One day I hope he breaks out of his... state.
{125531} If anyone is in need of the Morninglord's light, it is he. But he spurns me, of course. I have said perhaps too much on this subject.
{125532} Lathander teaches us to live for the morrow and for the day - not forgetting lessons of the past, of course. Your father, however, dwells too much in yesterdays.
{125533} I sincerely hope his plan was to build your character, and not simple neglect. One day I hope he breaks out of his... state.
{125534} {Spoken as if he doesn't believe it}You would know better than I. One day I hope he breaks out of his... state.
{125535} {Some resignation in his tone}As the farmers here are fond of reminding me, I'm "new" to this town. But in my years of living here I've noticed that even a swamp has its seasons.
{125536} And now it's entering a weary winter. Every morning I greet the dawn, and Lathander's blessings are becoming...
{125537} {He's struggling for words here}More distant...? The swamp's danger is more than just lizardlings and bandits. Something else is stirring in its depths.
{125538} {More resignation - but without the bitterness}That's the only thing Harbormen seem to want from me - answers. And being a priest isn't about answers, it's about keeping faith when the answers do not easily come.
{125539} I'm afraid you know as much as I about the attacks - and every hour gives no new truths.
{125540} The {DWARE-gur}duergar and bladelings came here for a reason, though. And I fear this is far from over.
{125541} I am a humble priest, with little to give except the blessings of my lord. Those blessings you shall have, though.
{125542} |Trouble Maker or Bully|{Spoken as if PC and Merring have a troublesome past}I know we have not always seen eye to eye - {aside}since you and trouble seem to walk hand-in-hand - but look at this journey as an opportunity to improve yourself.
{125543} {Sighs, a little reluctant}But whatever comes, you have my blessings, <FirstName>. You will be in my prayers.
{125544} |Devout or Cleric|Yes - yes, there is. Over the years we've talked many times about Lathander and his teachings.
{125545} I confess I had hopes that one day you might be persuaded to take the vows and become a Dawnbringer like myself. But your path leads elsewhere.
{125546} {Hands over object}Take this, <FirstName>. It's a keepsake I intended for my disciple - I think it's only fitting that it goes to you.
{125547} |Monk|{A little disappointed in himself}I have tried to teach you as much of the wisdom from Sun Soul masters as I could recollect. You've been a far better pupil than I've been a teacher.
{125548} Now is not the time, <FirstName>. There are injured here. Whatever errand Daeghun sent you on, do it quickly.
{125549} {Tired, surveying wounded}And if you come across fresh bandages while you are out, they would be a godsend for us here.
{125550} Head to the village - they <b>need</b> you!
{125551} |Show the path the PC needs to take|Cross the bridge before more of the enemies arrive!
{125552} Well fought, <FirstName>. Just the tenacity I'd expect from the winner of the Harvest Cup.
{125553} {DAY-gun}Daeghun is gathering reinforcements from the outer farms. I just hope that Georg and the militia can hold the defense until he returns.
{125554} We're under attack! I don't know all the details, but you can see for yourself.
{125555} |Player is a bully or trouble-maker|{Aggrieved, has a history dealing with the PC's trouble-making}I <b>want</b> you to put your impertinence aside for one night and act your age.
{125556} The attackers caught us by surprise. {GAY-org}Georg and the militia are making a stand in the village, but we are greatly outnumbered.
{125557} I can't leave the children - please go to the village and help. An extra blade can make the difference between lives saved or lost.
{125558} {Quietly frustrated}Have you no care for your village? Lives are at stake!
{125559} If the defense fails, our lives are forfeit anyway. I'm afraid there is little choice. You must go.
{125560} {He sound emphatic and stern.}No, you most certainly <b>won't.</b> Now go.
{125561} {DWARE-gur}Duergar - gray dwarves. I cannot imagine what would bring them to the surface.
{125562} I fear some greater will is driving them to attack.
{125563} It looks like most of the fighting is taking place across the bridge, in the center of the village. We need to hurry.
{125564} I see much of Daeghun's influence in you. Though we must concern ourselves with caring for the living, we should not forget the dead.
{125565} {Awkwardly changing the subject}Daeghun mentioned you were headed for Neverwinter. {Shakes head}It's a bad time to be traveling. 
{125566} Full blame lies with the mage that led the attack. A shame Tarmas wasn't able to send him to the Abyss.
{125567} {Has been blamed for someone's death. Takes the accusation calmly. Understanding.}I understand your anger, but there was nothing I could have done for your friend, even had I been there.
{125568} |Player hasn't reached Fort Locke yet|What can I do for you, <FirstName>?
{125569} As I said, he won't talk about it. Georg and Daeghun questioned everyone in the village and no one had any reason to do such a thing.
{125570} Bevil is still shaken up by the ordeal and stays indoors most of the time. He comes out only when the militia is training.
{125571} The physical wounds were easy enough to heal. I'm afraid the wounds to the mind will take much longer.
{125572} Of course. Give me just a moment...
{125573} | Need to update quest journal here |I told that woman that displays of wealth don't impress you Harbormen. I'll just put this money away for future emergencies. Thank you, <FirstName>.
{125574} And likely stumble across more attackers, this time in greater numbers. The town's defense must come first.
{125575} |Player is Complex|He is a complicated man, much like yourself, with the personality of a closed book.
{125576} {Appraising the player in the second sentence, looking him/her up and down}Welcome back to West Harbor, <FirstName>. You seem a different person than the one that left here.
{125577} | SCRIPTER: If Shandra is present, this only happens once. |{Curious}And I see you have brought... friends.
{125578} [Influence: Failure] {Disapproving, doesn't like player}I wouldn't say we're friends.
{125579} [Influence: Success] {Pleasant, to player's neighbor, "excuse the idiot"}I'm Shandra. {Quiet, like a confidante, but not too mean}Excuse our absent-minded leader for not introducing us. 
{125580} {Studying her, not disapproving}Well met, Shandra. {Beat}You have something of the priesthood about you - but not the path of the Morninglord, it seems.
{125581} {Sighs, quietly}It's a little complicated.
{125582} {Turns to other visitor}And who is this?
{125583} {Deadpan, serious, but the humor comes from the fact she's speaking to a simple villager, bows}Know that I am Zhjaeve, one who carries the knowing Circle of Zerthimon in mind and hand. Know that I aid the <i>Kalach-cha</i> in shielding your community from the doom that comes.
{125584} {Confused, as if just spoken to in French}Uh, pardon?
{125585} {Translating}She's pleased to meet you. {Whispering, as if this explains it, "she's from France."}She's from {AHMM}Amn.
{125586} Ah. So... what brings you back?
{125587} I hope that the days that have passed haven't been filled with too much hardship.
{125588} The Mere continues its slide into bleaker seasons. Lizardlings have attacked some of the outlying farmers.
{125589} {Slight confusion at second sentence}Poor Bevil was assaulted right after you left, as well. He took weeks to recover - but he won't tell a soul what happened.
{125590} No... nothing in the village per se. The portents of the Morninglord have been disturbed of late, but there seems to be no serious consequences. 
{125591} Yes... the other night, I had a strange dream, a dream where there was no dawn over the Mere at all. 
{125592} In the dream, I awoke in what felt to be the morning, but as I stepped outside to view the Mere, the morning fog did not lift - it grew darker, until the morning was at night again.
{125593} And... when I awoke, I imagined I could smell fire... and ash. It was like some presence had passed through the village, and the smell was the only trace that remained. 
{125594} No, I saw no one. Although the presence of demons and shadows... both would explain the dream I had. It was rather disturbing.
{125595} There you are - I saw some of those creatures enter your house, and I feared the worst.
{125596} Georg is gathering the militia at the bridge - I would report there at once. More of these creatures are on the way, and in greater numbers. 
{125597} Not yet - I am still tending to the wounded. Every man I can heal and get back into the fight, the greater our chances.
{125598} | Player is Trouble or Bully |Get to Georg as quickly as possible, <FirstName>... you and I may not always see eye to eye, but I suspect you are quicker on your feet when danger strikes than Georg.
{125599} Head southeast along the road - I will stay here and look for the wounded, then join you. Georg should be at the bridge.
{125600} | JOHN LEE: At the end of this node, restore all people to full health and bless them. |But before you go, take this blessing from Lathander, all of you. If you are wounded or need another blessing in the fight ahead, simply return and speak to me.
{125601} | Player has not met Georg yet. |Georg should be at the bridge, southeast along the road. Join him quickly, he will no doubt have orders for you. 
{125602} | Give quest moss. |Yes, and I think I can help spread the healing efforts as well. Take this moss...  if the wounded can't move, this should allow them to ignore the pain long enough to keep fighting until I can treat them properly.
{125603} Good - I will join you all when the militia is gathered. If you find any wounded you cannot help, return here and I will aid you.
{125604} | JOHN LEE: At the end of this node, restore entire party to full health and bless them. |Of course. Carry this blessing of Lathander with you into battle.
{125605} | Player has met Georg |What word do you have of the battle?
{125606} Good. I shall meet you at the wheat field to the southwest. Go on ahead and I will join you there. 
{125607} | Priest, Druid, or Paladin |Why did you not help them yourself? Your natural talents should be able to cure them without expending your full power... have faith in yourself, and it should prove enough.
{125608} Regardless, take this moss - if the wounded can't move, this should allow them to ignore the pain long enough to keep fighting until I can treat them properly.
{125609} Unfortunately, I suspect you are right - and if he is holding the bridge alone, then it is doubly certain.
{125610} Farewell.
{125611} Has anything happened in my absence?
{125612} Who attacked him?
{125613} Farewell.
{125614} Why do you keep trying to teach Harbormen about Lathander?
{125615} Have you had much success?
{125616} Why does West Harbor need Lathander so much?
{125617} Most of the farmers here worship Chauntea.
{125618} What do you know about my father?
{125619} Can we talk about something else?
{125620} It's clear he never cared for me - the feeling is mutual.
{125621} My father has always felt... distant.
{125622} Daeghun gave me a lot of freedom and let me make my own decisions.
{125623} I think he loves me in his own way.
{125624} What's making the swamp more dangerous?
{125625} Do you know anything more specific?
{125626} Have you learned any more about the attack on the village?
{125627} Is there anything you can do to help me with the journey?
{125628} What were those things?
{125629} Do you know where my father is?
{125630} What's happening?
{125631} What do you want?
{125632} I will go right now.
{125633} Why should I risk my life for them?
{125634} I care - it just sounds dangerous.
{125635} I can tell I won't hear the end of this if I don't. I'll go.
{125636} Sounds like I might be able to "help" myself to some emptied houses.
{125637} She's dead. We have to move on.
{125638} Thank you. It's no one's fault.
{125639} You probably could have saved her if you hadn't been hiding with the children.
{125640} I could use some healing.
{125641} |Player has the tithe box from Dawnbringer Natrisse - also check quest journal|Dawnbringer Natrisse asked me to bring this to you.
{125642} | Ammon Jerro hasn't showed up yet. |Has anything happened in my absence?
{125643} Maybe I'll ask him, then. I'll be going now.
{125644} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{125645} Disturbed?
{125646} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{125647} Disturbing?
{125648} Farewell.
{125649} Are you coming to the bridge as well?
{125650} Great - if Georg is in charge, this village will fall.
{125651} On my way. 
{125652} | Check global, then set global |We found some wounded militamen - can you help?
{125653} I could use another blessing. 
{125654} On my way.
{125655} | Already met Georg, militia < 10 |I already met Georg, I need to gather as many of the militia as I can.
{125656} Can you heal our wounds?
{125657} | Already met Georg, militia = 10 |I met Georg and gathered all the militia I could find. 
{125658} <i>I</i> should report there? What about you?
{125659} {Neutral tone - curious}You came back for something?
{125660} |CHRIS AVELLONE: Ferret wants to hint at the blight of the KoS causing the bad farming season. He'd also like to link the attack to the blight, but I have failed to come up with a way to link them|{Said with a touch a drawl}So you're headed off to Neverwinter, are you? Just remember that you're a Harborman and don't take any guff from the city folk.
{125661} {Slight dismissive}We Harbormen can take care of ourselves. We don't need any fancy walls to keep us safe.
{125662} I've heard it said that the first people came to West Harbor because it was one of the only sections of dry ground in the swamp.
{125663} Swamps have plenty of fertile soil, perfect for growing all manner of crops.
{125664} It's been good like that for years. This past season has been tough, though.
{125665} That's the three-platinum question, right there. We have more water than we know what to do with, and the soil seems as rich as ever, too.
{125666} Your guess is as good as mine. The almanac mentions something about this happening awhile back, but nobody back then could figure it out either.
{125667} |Farmer feat|But you're a farmer - you know as well as I that this season has been tough. How's your field doing?
{125668} Same here - it's no blight. Or if it is - it leaves no trace of rot or growth. Something else is causing it, though {OG-MA, god}Oghma himself may not know what.
{125669} |Generic|Here, take this. Harbormen take care of their own, not like them city dwellers. You remember that.
{125670} If I had more to spare I would, gladly. But after this attack, and with the season we've been having... well, this is the best I can do for you.
{125671} |Player has Farmer feat|You didn't even need to ask. Not many folks around here take the time to really understand the land, but you have a farmer's instinct.
{125672} Here take these - even if you can't use them they should fetch a good price elsewhere.
{125673} {Considering - tone shouldn't be clear if this will be diificult or not}I reckon you get all sorts of responses to that - maybe people asking you to do all manner of fool things...
{125674} You're no kin of mine, but you're a Harborman - and that's the next best thing. {Determined and final}I'll stay with you a season or two to get your crops in order.
{125675} May take me a bit to gather my things. I hope the rot-infested road is clear of lizardlings now.
{125676} |CHRIS AVELLONE: Trying to hint here that Orlen is an available recruit|Almost makes me ready to pick up and look for greener pastures, but a Harborman like me doesn't give up easily.
{125677} Farewell.
{125678} How have the fields been recently?
{125679} Why's this season so bad?
{125680} My fields are growing - but the crop is going to be light.
{125681} Is there anything you can do to help me with the journey?
{125682} |CK available|I have some empty fields at Crossroad Keep, I could use some farming help.
{125683} |SCRIPT: He either leaves, or is gone when the PC reenters the area.|
{125684} Bluth's Family Silverware
{125685} This is the Bluth's family silverware that has been passed on for generations. It is undoubtedly valuable and holds great sentimental value to Bluth.
{125686} Jarl Starling's Portrait
{125687} This is the rolled up portrait of Jarl Starling, the patriarch of the Starling family about a century ago. He was a renowned general in the service of Neverwinter. The Starling family is inordinately proud of their famous ancestor.
{125688} |Player returns after killing Lorne in Act 2|You're back from your travels. They say it isn't for good.
{125689} |Haven't completed quest|If you come across any word of Lorne in your travels, please bring word. It would put my mind at ease.
{125690} I appreciate you stopping by - but I have my errands to do. Farewell.
{125691} |Lorne is dead|{Slightly disbelieving and hurt}I... still find it hard to believe that Lorne was working for those Luskanites. He was such a gentle boy.
{125692} |QUEST COMPLETE - LIE|I read your scroll about poor Lorne - at least he died fighting in the wars. I hope his spirit is at rest wherever it lies.
{125693} {pleased to see the player}Ahh - it's young Bevil's friend. Thank you for bringing my son back safely from the Mere.
{125694} {Forlorn}I understand that you've been sent to Neverwinter - the City of Skilled Hands. I just pray you fare better than Bevil's brother, Lorne.
{125695} {sad}He's never come back. I don't know if he's dead or alive.
{125696} {Sad}A lot of soldiers died during the war with Luskan. I just pray he wasn't one of them. Brother Merring says never give up hope, but it's been such a long time.
{125697} {Slight frustarion}I just want to know what happened. If he died - it would be good to put him to rest with the rest of his family, give him the honor of a proper soldier's burial.
{125698} I was born there - bet you didn't know that. My husband met me at a fair.
{125699} But I hear during the war with Luskan a lot of the city was burned down. {Warning tone, wagging finger}Don't listen to that fool {GAY-org}Georg Redfell, though! He'd have you think every last building was destroyed.
{125700} {Dismissive, then a little nostalgic}But that's another matter. I think of Neverwinter from time to time, I do miss its streets and the river.
{125701} Always respect the City Watch, they guard the city and they're the law. Just mind the lessons you've learned here - Harbormen are tougher than those city folk.
{125702} I'm afraid I have nothing to give. Those creatures pillaged our house thoroughly.
{125703} |Taleteller|{Sorrow}Such a sad time - the attack, and now you're leaving. How I'll miss your stories...
{125704} |Leader|I'm not surprised they're sending you to Neverwinter after the attack. {By boys - she means anyone under 50}I am surprised that more of the boys aren't going to go with you.
{125705} |Wizard|So Tarmas' apprentice is finally off. To study at a mage tower, I wager?
{125706} |Milita|{Some worry}I hope they don't send more of the milita away, seems like we need you more than <i>most</i> of us thought.
{125707} |Male flirt|{Grandmother-ish tone talking about a pretty boy}I wager there will be many a lass crying in her pillow tonight... {Realizes the more serious matter at hand}Look at me, carrying on - need to stay serious at times like these.
{125708} |CHRIS AVELLONE: Safety Line|That would put an old widow's mind at ease. Such a strapping young lad, Lorne was. If he's still alive, perhaps he'll want to return home.
{125709} I don't doubt that you had no choice but to fight him. But I do wish there had been another way.
{125710} That question is something I shall be struggling with for quite awhile. I knew he'd lost his taste for adventure from the few letters he sent home during the war.
{125711} So many of his friends were lost, and he felt so helpless. Especially because he was kept from the front lines.
{125712} His captain told him he wasn't skilled enough, but Lorne suspected the man was just jealous. Lorne was strong and militia-trained - he would have outshone them all, if they'd given him a chance.
{125713} But none of that matters anymore. No. I will lay his memory to rest and pray that his spirit finds some measure of peace.
{125714} I just hope his spirit is at rest now, wherever it lies. Now I can lay his memory to rest.
{125715} Though I wasn't there, I shall withhold judgement. Lorne was a gentle boy when he left, and I prefer to remember him as he was.
{125716} Bevil is still rather shaken from the attack, and the loss of your friend. I'm grateful you were there to watch over him.
{125717} Bevil has tried to care for the family in Lorne's stead but he still misses his elder brother very much, as does the rest of the family.
{125718} |Player hasn't reached Fort Locke yet|{Polite}Something I can help you with?
{125719} |Player has been to Fort Locke|It's good to see you safe and sound, young Farlong. Have you heard anything about Lorne?
{125720} {Sort of a "boys will be boys" tone}A harborman named Cormick beat him out for the Harvest Cup. You were probably too young to remember what happened.
{125721} Lorne was angry. He'd practiced so hard to win the cup, and blamed Cormick for stealing it away from him.
{125722} It's how Lorne felt, no matter what the others said. Cormick goaded Lorne into losing his temper... took advantage of that.
{125723} Not to Lorne. He and Cormick were always testing themselves against the other, and Lorne couldn't let it go. 
{125724} Cormick decided to leave for Neverwinter shortly after. Lorne couldn't stand the idea that Cormick might be making a name for himself elsewhere and left as well a season later.
{125725} Cormick joined the city watch, and moved up the ranks quickly. Lorne chose to join Neverwinter's army. He was quite excited when the war with Luskan broke out.
{125726} If he did, I'd just like to know. Not knowing is the worst part.
{125727} If you hear anything about him, please send word. It would bring some measure of peace to know.
{125728} Lorne saw it as an opportunity to outdo Cormick. Unfortunately, I don't believe he was prepared for the reality of war.
{125729} Yes, of course. What would you like to talk about?
{125730} You haven't heard then? Young Bevil was assaulted! I found him bleeding all over the ground at the edge of the village!
{125731} It was a few weeks after you'd left the village. Thank the gods Brother Merring was around. I don't think Bevil would have survived otherwise!
{125732} It was awful, and the boy won't talk about it. Acts as though nothing has happened.
{125733} No. And Bevil won't say anything about it either. The boy's been through enough as it is so no one's pressed him on the matter.
{125734} Yes, of course. What would you like to talk about?
{125735} I didn't see much of what happened... ran as fast as I could with the others when the two armies arrived.
{125736}  I saw a large flash of light coming from the village near the end. It must have been quite an explosion. There wasn't much of anything left when we returned.
{125737} I'll answer you the best I can.
{125738} I'm certain it wasn't planned by anyone. Things just happen in a war, and West Harbor seems to get involved more often than any of us would like.
{125739} You're back from your travels. They say it isn't for good.
{125740} |QUEST COMPLETE - LIE|I read your scroll about poor Alec - at least he died fighting in the wars. I hope his spirit is at rest whereever it lies.
{125741} |QUEST COMPLETE - TRUTH|{Slightly disbelieving and hurt}I still find it hard to believe that Alec is working for those Luskanites. He was such a gentle boy.
{125742} |Haven't completed quest|If you come across any word of Alec in your travels, please tell your Uncle Duncan. It would put my mind at ease.
{125743} I appreciate you stopping by - but I have my errands to do.
{125744} Farewell.
{125745} Whatever happened to Lorne? He went to fight in the war with Luskan, right?
{125746} If I find out anything - I'll let you know.
{125747} Have you ever been to Neverwinter?
{125748} I've never left the village - do you have any advice?
{125749} Is there anything you can do to help me with my journey?
{125750} He was trying to kill me! He deserved what he got.
{125751} I'm sorry for your loss.
{125752} What would turn Lorne against Neverwinter?
{125753} Farewell.
{125754} He didn't fight in the war?
{125755} I'm sorry for your loss.
{125756} Whatever happened, he deserved what he got in the end.
{125757} Farewell.
{125758} I haven't found anything about him yet.
{125759} Why did Lorne leave West Harbor?
{125760} He stole the cup from Lorne?
{125761} Go on.
{125762} Let's talk about something else.
{125763} Farewell.
{125764} Sounds to me like Cormick was just being smart.
{125765} Maybe Lorne died during the war.
{125766} War isn't something to get excited over.
{125767} Farewell.
{125768} Anything happen while I've been gone?
{125769} What can you tell me about the battle here in West Harbor?
{125770} I've already heard about the attack.
{125771} When did the attack happen?
{125772} I'd rather talk about something else.
{125773} Farewell.
{125774} Does anyone know who attacked him?
{125775} Why did West Harbor become a battleground?
{125776} I have some other questions.
{125777} {Pleasantly surprised and speaking in hushed tones}This room looks like it hasn't been visited in years. The whole ruins has been picked through so many times, I'm amazed no one found it before us.
{125778} If we shut the door we could rest here safely, I wager.
{125779} {Sounds a little out of breath - some real fighting or hiking recently}We might want to camp here before we go inside the ruins. There's going to be more of the lizardlings around.
{125780} {Sounds a little nervous}I've been training with blades since I was a little one. I just didn't know how... dangerous real fighting could be.
{125781} The ruins are up ahead. More of the lizardlings, too. We should stay alert.
{125782} The lizardling tribes over here are some of the weakest and scrawniest of the lizardfolk. But enough of them can be dangerous.
{125783} It's been an age since I've come this far into the swamp. There are some twists and turns before we get to the ruins.
{125784} There's probably more than lizardlings ahead. So - uh - lead on, I guess.
{125785} |Camera shot of the campfire|That camp looks to be in a safe place. We could probably rest there for a few candles if we needed to.
{125786} |Player reaches second ruins|We should turn back. These aren't the ruins that your father wanted us to search.
{125787} No one's <i>ever</i> been able to get in. Georg says it's been here for generations.
{125788} And Tarmas says he's heard a story about a wizard who tried to get in once and never returned.
{125789} Besides, if your father wanted us to go into these ruins, you'd think he'd have told us <i>how</i> to get in.
{125790} I haven't. But I remember Georg talking about this one. He said no one has ever been able to get in.
{125791} How do you know that?
{125792} Any idea how we can get in?
{125793} All right. Let's go.
{125794} I thought you said you hadn't been in the swamp in ages.
{125795} You hear the sound of a half-dozen lizardlings ahead. They speak faintly but you make out some words - "ritual" and "enemy tribes."
{125796} |The shaman gestures dramatically - lizardlings are around him bowing at the sarcophagus|
{125797} {Solemn and reverent}Oh great spirits of the Stone Tomb - please hear our plea! The other lizardling tribes take our territory, they wage war...
{125798} And before we fight them for our ancestral hatching grounds, we ask for your blessings!
{125799} {He's scared and says this furtively and quickly}There certainly are an awful lot of them. Maybe this wasn't such a good idea.
{125800} {Addressing and intruder}A warm blood - here!? Your very presence offends the stone god!
{125801} [Success] And this gives you the right to intrude on our lands - and disturb our most holy of rituals?!
{125802} {Suspicious - obviously unconvinced, also wiley}What do you propose then, warm blood?
{125803} {He is building up steam to anger}We are <i>not</i> your neighbors by choice. Warm bloods have broken many deals with the people of the scale before.
{125804} {Said with contempt - trying to pronounce this as a death sentence}Your words are wasted and futile.
{125805} |Didn't choose the right line before|Your words are like the swamp eel, warm blood. Treacherous and painful.
{125806} {He's considering the PC's words}A favor for a favor, eh? We may have need of you...
{125807} {Decision made}We will let you do this thing - do what you have come here to do. We will leave the warm bloods in peace, my followers.
{125808} |The followers and ritual leader leave the room|
{125809} You have no strength here, warm blood. This hall is blessed by our <i>god!</i>
{125810} {Considering the offer}For brothers of the stone god...
{125811} [Failure] And this gives you the right to intrude on our lands - and disturb our holiest of rituals?!
{125812} Kill the intruders, sacrifice them to the stone god!
{125813} [Success] {Disbelief}You were sent by the stone god? Why would he send a warm blood to aid us?
{125814} [Success] {Very frightened}We meant no offense, oh great and mighty one! We will leave you immediately.
{125815} Take our offerings with you to the stone god. Tell him we are his humble servants.
{125816} Did you hear that! The stone god has spoken!
{125817} Let us spread the word to the others of our tribe. Our victory is assured!
{125818} Your words are like the swamp eel, warm blood. Treacherous and painful.
{125819} [Failure] Your words are like the swamp eel, warm blood. Treacherous and painful.
{125820} There is no leaving, warm blood. You will make a suitable tribute to our god!
{125821} Kill them!
{125822} {Shot of worshipping lizards}
{125823} {Up close and personal with the worshippers}
{125824} [Diplomacy] When this land was once ours, my "tribe" left something here.
{125825} This was our land to begin with, we both have claims to it.
{125826} It's needed to save my tribe - something you should be able to understand.
{125827} Through strength of arms I have earned the right to be here.
{125828} Since we're neighbors - we should strive to be good ones.
{125829} Let me save my tribe, and perhaps one day we can return the favor.
{125830} Either give me what I ask for, or suffer the consequences.
{125831} [Lie] If you do this simple favor for us, then we will aid you in your battles.
{125832} [Lie] Before you were here we revered the stone god, too. He would want us to cooperate.
{125833} [Bluff] The stone god has heard your prayers and sent me!
{125834} [Bluff] I am the incarnation of the stone god - you would do well to fear me!
{125835} [Lie] The stone god has sent me as a good omen. Your attack on the other tribe will be victorious!
{125836} You sure are gullible.
{125837} Thanks for opening the door - now you die.
{125838} I'll just be leaving.
{125839} |Player bends down - and comes up with a silver shard in his hand|
{125840} {Exasperated. Doesn't think this shard was worth the effort. He's not angry enough to yell though.}We were risking life and limb - for <i>that</i>? None of this makes any sense.
{125841} Daeghun can do his own blasted quests from now on. When you're done searching around, let's get out of here.
{125842} |Bevil walks to exit of room|
{125843} |companion missing|
{125844} Let's go.
{125845} I'm not ready to leave yet.
{125846} Ahh... I heard you came back, yes? {Sighs, irritated}I'm afraid my new apprentice is barely adequate.
{125847} You probably are here for some sort of reason, I imagine?
{125848} I've investigated that matter for many years, searching for any clues about the demonic army.
{125849} And in the short time since you've left there haven't been any remarkable breakthoughs. There may never be any.
{125850} None. We haven't seen or heard of them since you left.
{125851} I suspect that you, however, saw more of them, yes? Whatever you took from the village is the only thing they cared about.
{125852} This incursion is the most noteworthy event that's happened here in years.
{125853} Not that I expect <i>you</i> would understand, but she was the only one capable of holding a coherent conversation with me.
{125854} Go if you must, but mysteries remain here that need to be answered.
{125855} {Snappish, followed by a warning}That's my affair - and you know the adage about meddling with a wizard's affairs, yes?
{125856} Suffice it to say that I find the bustle of city life even less endearing than the mosquitos here. And here I can work quietly... in exchange for teaching some mud-farmer's child a bit of lore every now and again.
{125857} Of course - in fact, I would prefer it.
{125858} That man says decidedly too much. It's true that <i>part</i> of the reason I came to West Harbor is because of the war that was fought here.
{125859} You've probably heard it mentioned from time to time. And no doubt you've also heard the same vague accounts I have. Assuming you could pry even that from the other villagers.
{125860} {Disapproving}You really are a Harborman. People here possess the sort of subtlety commonly found in raging barbarian hordes.
{125861} {Dismissive}Ask something else - I have nothing more to say on this matter.
{125862} {Chiding}And what would they say? I'm guessing that the Harbormen are as much in the dark in this as the Neverwinter archivists are.
{125863} The battle that was fought here didn't involve heralds and flowery declarations. It involved the wholesale slaughter of two forces, with your village in the middle.
{125864} The entire village was nearly destroyed - and almost no one who stayed in West Harbor survived the night.
{125865} The whole affair is quite mysterious, I'm afraid. Demons were involved, that much is certain.
{125866} But... curiously enough, there are no clear answers to who fought whom and why. I think part of it is the remoteness of the location, yes?
{125867} There were few battles in the war and all of them were fought in the Mere of Dead Men. An evil wizard was behind the whole thing.
{125868} There were very few Neverwinter troops that actually saw any action. And none of them survived.
{125869} {He's mildly annoyed}Do you think it's by choice? Having filthy beggar children tidying my place up with inept hands and clouded minds?
{125870} I could hire a servant for that - but the village has... expectations of a resident wizard, responsibillities that cannot be shirked.
{125871} So I teach them their letters so they can... write dirty messages in the mud or some such rot, {He's fixating on Amie's death. Angry.}only to watch them throw it all away in a meaningless gesture of loyalty... stupid girl.
{125872} And that makes you a diamond in the muck. You've learned your letters and even some of the Art.
{125873} As much as it pains me to lose the only other worthwhile mind in the village to some journey through the swamp, I think a far brighter future lies ahead of you than behind, yes?
{125874} [Success] There's more to it than farming and pig contests, of <i>that</i> you can be certain. Come back later - then we can talk.
{125875} The swamp has many denizens - most dangerous and all of them particularly irksome. But these new pests are not native.
{125876} So it stands to reason they traveled through leagues of swamp trails and this odious <i>smell</i> to get here. Anyone that desperate has to have a good reason.
{125877} So whatever you're carrying - guard it carefully. Anyone fool enough to go through that much effort to come <i>here</i> won't give up easily. I've already lost Amie to their determination.
{125878} |Male PC|{DAY-GUN}Daeghun didn't tell me a thing, boy. But right after the attack you dart off into the swamp and now you're suddenly leaving. That speaks volumes.
{125879} It's obvious you fetched <i>something</i> out there. And I'd bet gold that whatever those bladelings were searching for is in your pack at this very moment.
{125880} {Holds up hands}But I don't want to know the details. Not to be overly dramatic, but I believe such knowledge could prove... <i>dangerous.</i>
{125881} |Female PC|{DAY-GUN}Daeghun didn't tell me a thing, girl. But right after the attack you dart off into the swamp and now you're suddenly leaving. That speaks volumes.
{125882} Help with the journey, you say? Advice - advice is what I can give. Use that skull of yours for more than a shield. Amie obviously failed to learn this lesson... the fool girl.
{125883} As functional as the famous Harbomen thick-headedness is, it still won't prove much help against... let's say a lizardling sword or javelin.
{125884} [Failure] Words of wisdom aren't enough, yes? Typical for a Harborman.
{125885} If any of you had a lick of sense you'd live in a decent part of the Realms. How you all got used to the smell is beyond me.
{125886} [Success] You aren't mistaken on that account... fine - take this. Perhaps it will help you, perhaps not.
{125887} But don't bother asking for more - I've already lost an apprentice on your behalf. That's all you'll be getting from me.
{125888} |Trouble-maker PC|[Failure] I would find your rationale much more persuasive if you hadn't painted my Vera... blue, was it? That isn't the normal shade for a cat. Most distressing.
{125889} I say good riddance to you, trouble-maker. I've already lost an apprentice on your behalf. Take your begging elsewhere.
{125890} |PC is Mage student|You're committed to this journey, then? Not helping out your master, Tarmas, eh?
{125891} Blast it, then. Take this. Can't have my apprentice going into the Mere empty-handed. At the very least you'll stand a better chance of surviving than Amie did... the fool girl.
{125892} But your best bet is to convince some young addle-brained local to be your bodyguard. I tell you, not a bad piece of advice for a wizard.
{125893} Oh, very well. I suppose I could always use more coin.
{125894} |PC is Mage student|{Disapproving}You're leaving at a very incovenient time - you've shown yourself to be the only apprentice with a lick of sense, and now you're off to the gods know where.
{125895} {The question at the end of his first sentence is a mannerism, an absent-minded "uhm"}My home is the house closest to the bridge - some equipment I have there may prove of use. 
{125896} [Failure] There most certainly is.
{125897} |Female flirt|{Embarassed - he thinks the PC female is cute}Well - you're off, then? {Beat, means himself}You'll be missed. {Then corrects himself}By someone, I presume. 
{125898} {Composes himself}Well - yes - perhaps there is something. Can't have my apprentice going into the Mere empty-handed. At the very least you'll stand a better chance of surviving than Amie did... the fool girl.
{125899} |Trouble|Give something? To <i>you?</i> Hardly. I've already lost an apprentice... the fool girl. I have no intention of making any further sacrifices.
{125900} You'd be wise to begin your journey before I turn you into a toad or something. I've been missing a few things, and I have a <i>good</i> idea whose responsible.
{125901} I had high hopes for Amie - she was a rare find in West Harbor. A shame she failed to heed her first lesson - always listen to Tarmas.
{125902} |PC is a Mage|Then you've learned even less than she did! I plucked the two of you from the mud, hoping to help you rise above the common rabble.
{125903} And now you leave on this fool's errand... believe me when I say I shall suffer more than you think. {Muttering to himself}The stupid, stupid girl...
{125904} |PC has 15+ INT, but isn't a mage|I plucked her from the mud, hoping to help her rise above the common rabble in this village. Believe me when I say her loss pains me more than you think.
{125905} You have your moments of wit, I grant you - but Amie was a rare gem in this place. 
{125906} |Default|An inconvenience?! Bah! I wouldn't expect one of your small intellect to understand. Suffice to say that her loss pains me beyond mere inconvenience.
{125907} {Angry}When I had made it clear to stay out of it! I am no doddering scholar in need of your amateurish attempts to help.
{125908} The girl died a meaningless death. A needless sacrifice only helps your enemy. Learn this lesson and you may avoid Amie's fate.
{125909} {Tarmas is angry that the player doesn't understand he was trying to keep his apprentice safe}I didn't need your help, and thought I had made that perfectly clear!
{125910} Just mind the lessons that I've taught you, and perhaps you'll avoid Amie's fate.
{125911} |Player is a trouble-maker|Did he now? And here I had assumed it had come from an angry victim of your pranks.
{125912} |Player is a tale teller|Spare me. I don't wish to hear a fanciful story involving you and a demon.
{125913} |Generic|Interesting. I was unaware of this. Perhaps I should question your foster father more closely about the events of that time.
{125914} Daeghun leaves me to my business, and I leave him to his. But my research must come first.
{125915} {Thinking}But just in case, perhaps I should question your foster father more closely about the events of that time.
{125916} |Play this once|{Irritated}I am <i>not</i> some street peddler of minor magics. {Beat}However, I could always use more coin. Very well.
{125917} {Irritated}Very well, but be quick about it.
{125918} Ahh... I heard you came back, yes? {Sighs, irritated}I'm afraid the new apprentice is even worse than the last.
{125919} You probably are here for some sort of reason, I imagine?
{125920} {Thinking}No more attacks, that is for certain. {Beat, trails off as if remembering something}Things have been quiet... but there has been a strange... feeling in the air. 
{125921} {Tarmas' usually has a troubled sleep, but not the other night, which is weird}Well, I noticed it the other night. I... have some difficulty sleeping, but not the other night - and while I slept, my dreams were troubled. 
{125922} There was the smell of fire, and ash... and when I awoke, it was as if I could almost hear swords clashing, but as if from a great distance.
{125923} Yes, it is almost as if something passed through the village... and left a faint trace behind. 
{125924} {Interested}Indeed? Perhaps that would have been related to some of the strange events taking place in the village in the past few days.
{125925} After you passed through here, I spoke to some of the others, and they cited some strange events as well. 
{125926} Some of the outlying crops withered, and although there was no signs of a fire, the tips of the harvest were burned, as if a flame had passed too close to them.
{125927} And the children mentioned that the scar within the village... any animal that passes through there, whether rat, or bird... simply dies. 
{125928} | Will only happen once. |Scar?
{125929} I'm sorry? 
{125930} {Slight confusion, but prompting}You spoke of a scar in the village. Has the village been wounded? 
{125931} No, no, it's a burn in the earth, been there since the war. It's never had the effect on the wildlife it has now, however. 
{125932} There is something stirring in the Mere, and something came to the village because of it.
{125933} {Sighs}I have no idea how the two are related, but if you encountered demons near West Harbor, then what we have seen may have much to do with their presence. 
{125934} None. We haven't seen or heard of them since you left.
{125935} I suspect that you, however, saw more of them, yes? Whatever you took from the village is the only thing they cared about.
{125936} I've investigated that matter for many years, searching for any clues about the demonic army.
{125937} And in the short time since you've left there haven't been any remarkable breakthoughs. There may never be any.
{125938} Farewell.
{125939} Could you tell me any more about the war fought here?
{125940} Do you have any idea why the bladelings attacked here?
{125941} Farewell.
{125942} Why did you come to West Harbor if you think so little of its people?
{125943} Can we talk about something else?
{125944} Years ago I overheard Georg Redfell say you came here because of the war.
{125945} And the other part of the reason?
{125946} Why won't anybody talk about it?
{125947} Do you know anything else about the war?
{125948} What's the other reason why you're here?
{125949} Why don't the other Harbormen talk about the war?
{125950} Why do you even bother taking apprentices?
{125951} Hey - I'm one of your apprentices!
{125952} [Diplomacy] Certainly there's more to the story than that.
{125953} You mentioned mysteries.
{125954} Did Daeghun tell you what I was carrying?
{125955} Is there anything you can do to help me with the journey?
{125956} [Diplomacy] If anyone could help me on the journey it would be you.
{125957} Could I buy some items from you to help me on my journey?
{125958} Amie's dead, and all you care about is how it inconveniences you!
{125959} We were just trying to help.
{125960} Fine. Just don't expect any help next time you get into trouble.
{125961} Daeghun said this scar on my chest is from a demon blade.
{125962} Do you have anything I could buy from you?
{125963} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{125964} What do you mean?
{125965} And this just happened recently?
{125966} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{125967} Like what?
{125968} Did anything strange happen before we went to the ruins? 
{125969} Do you have any idea why the bladelings attacked here?
{125970} Could you tell me any more about the war fought here?
{125971} Farewell.
{125972} | Once only |[This bench holds a number of vials and potions. One in particular catches your eye.]
{125973} I've seen that bottle before - Tarmas put it on a dagger once during the Midsummer Festival to make the dagger catch on fire.
{125974} Looks like there's only enough for one application, though. It could be helpful in a fight.
{125975} That vial there - the amberfire one - you could coat your weapon with it, and it would catch fire. 
{125976} [It is an amberfire vial, used to make any weapon burst into flame.]
{125977} [To use the amberfire vial, equip a weapon in your right hand, and then activate the bench again. Your weapons will burst into flame temporarily, doing more damage to enemies.]
{125978} [This bench holds nothing more of value.]
{125979} | JOHN/DAN: Needs a script command to make this happen, and then this dlg should drop down to the last node, attached. |[Use the vial on the weapon in your right hand.]
{125980} [Back away from the bench and equip the weapon you want to catch fire in the right hand.]
{125981} This chest holds some alchemical vials that Tarmas was experimenting with - you can throw them, and they explode like a fireball.
{125982} This chest looks pretty thick - and steelbound. Whatever Tarmas stored in here, it must be dangerous. What are those flasks there?
{125983} They are - but when you use them on an enemy - watch out. 
{125984} [This chest contains a number of bubbling potion vials. Despite the contents, it looks as if the vials are designed to break and release the contents.]
{125985} I doubt they're that safe. They look like you're supposed to throw them.
{125986} [To use them, put them in your quick bar. Click on them, then click on an enemy to throw them. Be sure to keep a safe distance, or you and your companions will be caught in the explosion.]
{125987} [This chest contains a number of bubbling potion vials.]
{125988} They look like potion vials.
{125989} We'll need them in the defense, then. 
{125990} This is a start, then I'm going to see what else I can help myself to.
{125991} [Craft: Alchemy] These vials are designed to be thrown - when they hit, they break, and explode into flame when exposed to air.
{125992} Githyanki{Tarmas Battle}
{125993} This is Tarmas' house - he never leaves it unguarded. Looks like he left in a hurry.
{125994} This is Tarmas' house. I hear he has magic items stored here, but no one's been able to get close enough to see.
{125995} Fight or Fire
{125996} 11_tr_sw_lizgrd
{125997} 11_tr_sw_wolf
{125998} | JOHN: These are the leftover barkstrings, not sure about implementation. Attack in progress|There's no time to talk! Defend the village!
{125999} Watch yourself - there's still more of them out there.
{126000} We still have fighting to do.
{126001} What are you doing? The battle isn't over!
{126002} {startled, then relieved}Thank the Gods! I thought you were one of them!
{126003} To arms! Defend the village!
{126004} Get the children inside!
{126005} Stay together!
{126006} Who are they? What do they want?
{126007} Wake up! The village is under attack!
{126008} Stand your ground!
{126009} Careful! You don't know what they can do!
{126010} |attack over|What could they have wanted from <i>us?</i>
{126011} Those things seemed to be searching for something.
{126012} A real shame what happened to Amie.
{126013} I hear we lost some good people.
{126014} I wonder what those things were?
{126015} We're lucky to have someone like Georg leading the militia.
{126016} Why would Daeghun send you into the swamp?
{126017} Be careful - the lizardlings in the swamp don't like visitors.
{126018} You shouldn't go into the swamp - it's dangerous!
{126019} Don't go into the swamp - we need you here!
{126020} |player is leaving|Good luck on your journey.
{126021} I wish you a safe return.
{126022} If there's anything I can do to help, let me know.
{126023} You've got a long walk ahead of you.
{126024} Make West Harbor proud.
{126025} |Player returns. Bevil not attacked|Don't go soft like city folk. Remember that you're a Harborman.
{126026} It's good to see you back in West Harbor.
{126027} You should have seen what happened to Bevil. It was terrible!
{126028} I'm getting tired of Orlen complaining about his farm.
{126029} Georg's been training the militia hard. We'll be ready if there's another attack.
{126030} We've been hearing stories about you from Neverwinter. Make us harbormen proud!
{126031} | JOHN: All of the following barkstrings need to be floated at random when not being spoken to, "ambient" barkstrings. |Help!
{126032} Has anyone seen Daeghun?
{126033} The village is burning! 
{126034} Where did these attackers come from?
{126035} Run! Everyone, run for your lives!
{126036} | JOHN: These will only pop up when you click on them to speak to them and Georg has not been spoken to. |Georg's at the bridge, <FirstName> - hurry!
{126037} Where did they come from? Where's the militia?
{126038} If you and Georg can't gather the militia, the village is doomed!
{126039} | JOHN: These will only pop up when you click on them to speak to them and Georg HAS been spoken to. |<FirstName> - gather the militia, please!
{126040} Where is everyone?
{126041} Can you help Georg, <Firstname>?
{126042} Where did these creatures <i>come</i> from?
{126043} Villager|Male-Warn|
{126044} Cask of Oil
{126045} Chest{Chest|Bluth|}
{126046} Chest{Chest O' Buckets}
{126047} Chest{Chest|Starling|}
{126048} Giant Spider {Weak}
{126049} Desk{PC}
{126050} {Door Daeghun}
{126051} {Door FarlongLower}
{126052} {Door FarlongUpper}
{126053} {Door West_Farlong}
{126054} {Door Farlong}
{126055} Empty Bucket
{126056} Flame|Douse|
{126057} Full Bucket
{126058} Alchemical Store - Low
{126059} Armor Store - Low
{126060} Magic Item Store - Low
{126061} Scroll Store - Low
{126062} Sundry Store - Low
{126063} Weapon Store - Low
{126064} Villager{Female}
{126065} Villager{Male}
{126066} Villager{Female Talker}
{126067} Villager{Male Talker}
{126068} Villager{Male-Wanderer}
{126069} Harborman{male figher}
{126070} Harborman{female fighter}
{126071} |Took a critical hit|[Shriek.]
{126072} |Initial battle cry|Kill the invaders!
{126073} |Badly wounded|Help!
{126074} |Knocked out a party member|The mere will take you.
{126075} |Knocked out a party member|
{126076} |Knocked out a party member|
{126077} |Took a critical hit|Be wary of this one.
{126078} |Took a critical hit|[Loud pained hiss.]
{126079} |Badly wounded|This one is too strong!
{126080} |Badly wounded|My strength fades...
{126081} |Initial battle cry|Defend the tribe!
{126082} |Initial battle cry|Go away! This our land!
{126083} Swamp Wolf{Corpse}
{126084} A Soldier's Story
{126085} Retta Starling says that her nephew, Lorne Starling, went off to fight in the Luskan war in Neverwinter several years ago. The casualties of that war were reportedly high - and she fears that he is dead. If you come across any information about Lorne, she would appreciate the news. If Lorne's dead she would like to give him a proper hero's burial in West Harbor.
{126086} You told Retta the truth about Lorne, and that you've killed him. Retta was quite shocked, and abruptly ended the conversation.
{126087} You lied to Retta and told her that Lorne had been killed during the Luskan war. She seems to have taken the news as well as could be expected.
{126088} Harbor Under Siege
{126089} Your home, the village of West Harbor, is under attack. Bring Bevil and Amie with you to help with the village defense.
{126090} The invaders, a combination of bladelings and strange dwarves, have been defeated by you and the other villagers of West Harbor. The reason for the attack is still a mystery.
{126091} The attackers have struck throughout the village. Head for the village center and help with the defense of your home.
{126092} Though you've chased off the mysterious cowled mage, the village is still in danger. Tarmas has told you to head for the Starling farm, where the Harbormen are fighting a holding action against the main force of the attackers.
{126093} You have successfully defended the village of West Harbor.
{126094} Ruins of the Past
{126095} Your foster father, Daeghun Farlong, has told you there is a silver shard hidden in the depths of ruins outside of town. The path to the ruins is located right next to your home on the north side of your village. A tribe of lizardlings often lurks there, so it could be dangerous.
{126096} You found the silver shard in the heart of the old ruins. You should return it to your foster father, Daeghun in West Harbor.
{126097} Daeghun has told you the story of the silver shard, how they found it and its twin on the night your mother died in a great battle. No one in the village survived that battle except you, and you were gravely wounded. You must take the silver shard to Neverwinter - to your Uncle Duncan so that you can try and discover its secret. And why the invaders of West Harbor would kill to find it.
{126098} Reporting for Duty
{126099} You need to find Georg, the leader of West Harbor's militia. He will need every able bodied Harborman to help with the village defense.

Georg was last seen defending the South Bridge, east of your home.
{126100} You helped Georg hold the South Bridge against a large number of dark dwarves. The West Harbor militia is scattered, so Georg has ordered you to gather as many as you can and meet on the road next to the wheat field.

Find 8 Militiamen, then meet Georg on the other side of the village, next to the wheat field.
{126101} You have found the first Militiaman and sent them to meet with Georg. Gather 7 more Militiamen, then meet at the wheat field.
{126102} You have found 2 Militiamen. Gather 6 more, then meet at the wheat field.
{126103} You have found 3 Militiamen. Gather 5 more, then meet at the wheat field.
{126104} You have found 4 Militiamen. Gather 4 more, then meet at the wheat field.
{126105} You have found 5 Militiamen. Gather 3 more, then meet at the wheat field.
{126106} You have found 6 Militiamen. Gather 2 more, then meet at the wheat field.
{126107} You have found 7 Militiamen. Gather 1 more, then meet at the wheat field.
{126108} You have found 8 Militiamen. Speak with Georg at the wheat field. He will have further orders for you.
{126109} Bladeling{1hp}
{126110} Bladeling{neutral}
{126111} Bladeling {skirmisher}
{126112} Duergar{Corpse}
{126113} Fire Beetle{Corpse}
{126114} Duergar{Lvl0-FarlongScene}
{126115} Gray Dwarf Thrall{Lvl0-FarlongScene}
{126116} Lizardling Warrior
{126117} Swamp Wolf
{126118} Swamp Wolf|Sneak|
{126119} Nipper
{126120} Bluth
{126121} {z}Conversation Girl
{126122} Studded Leather Armor {Good Art}
{126123} Daeghun's Armor
{126124} Daeghun wore this fine suit of chain mail during his adventuring days.
{126125} Flame fire trap
{126126} Overland Map
{126127} Warp elf
{126128} Background Guy
{126129} Overland Transition
{126130} Acorn of the Sage
{126131} This is one of the acorns from the Tree of Sages. It's a rare magical object from elven lands that allows those who hold it to speak and understand many languages. It was given to you by your foster father, Daeghun Farlong, right before you embarked on your first adventure.
{126132} <FirstName>'s Diary
{126133} Prayer Book of Lathander
{126134} This prayer book was given to you by Father Merring, West Harbor's priest. He has been teaching you about the ways of the church of Lathander for several years, trying to sway you over to the Morninglord.
{126135} Leaves of Kaelil
{126136} A few years ago you encountered a hermit named Kaelil outside of the village in the swamp. He was a druid who taught you some of the wisdom of nature. This is enchanted book is a collection of some of his teachings. You haven't seen Kaelil for over a month, which is quite unusual.
{126137} The Book of Tarmas
{126138} You have studied many years under the guidance of West Harbor's wizard, Tarmas. He has taught you in the ways of arcane magic. This is one of the books he's given you to study. It has been specially enchanted to protect you.
{126139} Black Silk Cloak
{126140} This old black silk cloak contains a single battered silver shard. The shard feels warm to your touch.
{126141} This is one of the few books you have in the house. It tells the tale of the Hero of Neverwinter and the Wailing Death that beset the city many years ago.
{126142} Ruins Key
{126143} wp_smokepoint
{126144} wp_villager
{126145} <FirstName>'s Dagger
{126146} This weapon was one of the rare gifts your foster father gave to you years ago. It has a minor enchantment on it.
{126147} This is the Debug Conversation for module [inset module name here].  What would you like to do?
{126148} Start [10_warpelf]
{126149} Nevermind.
{126150} Jacoby
{126151} {Do not record this dialogue}I am the mighty master of the Overland Map.  Where do you want to go?
{126152} Specifically?
{126153} Specifically?
{126154} Goodbye.
{126155} Goodbye.
{126156} Goodbye.
{126157} Goodbye.
{126158} Goodbye.
{126159} Goodbye.
{126160} Goodbye.
{126161} Goodbye.
{126162} Specifically?
{126163} goodbye
{126164} Fine, fine...
{126165} Which?
{126166} Goodbye.
{126167} What have you already completed?
{126168} Then you should go to the Weeping Willow Inn next. Do you wish to go now?
{126169} Then it's time for Fort Locke. Do you wish to go now?
{126170} Then it's time to finally get Elanee into the party. Do you wish to go now?
{126171} Then you should go to Highcliff. Do you wish to go now?
{126172} Then you should go to Highcliff Castle. Are you ready?
{126173} Are you ready to go now?
{126174} goodbye
{126175} Goodbye.
{126176} Goodbye.
{126177} goodbye
{126178} Goodbye.
{126179} Goodbye.
{126180} (1202) Willow Exterior - (1211)Graveyard
{126181} (1213) Toll Road - (1220) North of High Cliff 
{126182} Go to the Toll Road (1213)
{126183} Go to the Bandit Camp (1214)
{126184} Go to Highcliff (1217)
{126185} Go to Weeping Willow Exterior (1202) 
{126186} Go to Lizardman lair #1 exterior (1206)
{126187} Go to Fort Locke (1209)
{126188} Go to Graveyard (1211)
{126189} Go to North Highcliff (1220)
{126190} Oops, another area.
{126191} interiors/other places
{126192} Go to Elanee CS3 [1216]
{126193} I don't want to go anywhere right now.
{126194} Recruit companions to go with me.
{126195} Neeshka, Elanee, and Khelgar
{126196} Just Khelgar
{126197} Khelgar and Neeshka
{126198} Nevermind
{126199} Add Commander Tann
{126200} Take me back to West Harbor
{126201} Go to castle exterior (1218)
{126202} Where am I allowed to go?
{126203} I'm starting a new game.
{126204} I finished the first Lizardman lair.
{126205} I'm done with Fort Locke.
{126206} I met Elanee finally.
{126207} I've learned that I need to explore Highcliff Castle.
{126208} I've changed my mind. Take me back.
{126209} |Dummy Node|
{126210} Yes
{126211} No
{126212} Yes
{126213} No
{126214} Yes
{126215} No
{126216} Yes
{126217} No
{126218} Yes
{126219} No
{126220} I'm done with Highcliff. Take me to Neverwinter City.
{126221} Yes
{126222} No
{126223} Add Slaan
{126224} Go to Liz lair #2 interior (1221)
{126225} temp
{126226} Go to the Bandit Camp HQ(1215)
{126227} Go to the Crypt(1212)
{126228} Go to Elanee CS3 [1216]
{126229} |Dummy Node|
{126230} Make me invulnerable
{126231} Make me 2nd level.
{126232} Go to Shandra's Farm
{126233} Go to the <b>real</b> overland map. [Starts Overland Map in a "New" state]
{126234} {1202}The Weeping Willow Inn
{126235} AspenC
{126236} GithCamera1
{126237} 12_brawlcam1
{126238} Leaving Inn CS cam 1
{126239} Leaving Inn CS cam 2
{126240} 12_brawlcam2
{126241} 12_sc_gith_order
{126242} Brawler
{126243} This is a chicken
{126244} The Weeping Willow Inn
{126245} 2 gnomes approach
{126246} start point
{126247} leave inn spawn point
{126248} cowled figure and enterage approach
{126249} Khelgar Intro - PC Move point
{126250} 12_wp_khelgar_join
{126251} 12_wp_blade2_move
{126252} 12_wp_gblade1_sp
{126253} 
{126254} 
{126255} 
{126256} 12_khel_intro_trigger
{126257} Leave Inn cutscene
{126258} Etched and oiled, the carvings on this door lend depth to its prominent woodgrain.
{126259} InnCam2
{126260} InnCam1
{126261} InnCam3
{126262} 1203_kh_talk1
{126263} 12_sc_gera_run
{126264} Jorik
{126265} Mozah
{126266} This  pig's purpose is soley to act as a Faction reference.
{126267} Faction Pig
{126268} Gera
{126269} 12_wp_inn_gohere
{126270} 12_wp_pc_gera_jump
{126271} 12_wp_khel_gera_jump
{126272} 12_wp_gera_wait
{126273} 12_wp_ww_common1
{126274} 12_wp_ww_common2
{126275} 12_wp_ww_common3
{126276} 12_wp_ww_common4
{126277} 
{126278} CityMRug5_T01
{126279} CityMCurtain01_T01
{126280} 
{126281} 
{126282} 
{126283} Duergar
{126284} Zachan
{126285} This is a bladeling
{126286} Galen
{126287} Duergar{below average}
{126288} 
{126289} 
{126290} 
{126291} Plant{CityMHplant02_T02}
{126292} {1204}Lockbox
{126293} The Mere of Dead Men {1206 - Path to Lizard Lair 1}
{126294} WhiteBirch
{126295} Yucca
{126296} Merchant Guard
{126297} This is a lizardman
{126298} Dead Lizardman
{126299} Lizardman {Below Average Club Hostile}
{126300} Lizardman {Below Average Club/Shield Hostile}
{126301} Lizardman {Below Average Claw Hostile}
{126302} Lizardman {Below Average Ranged Hostile}
{126303} Giant Spider {Below Average}
{126304} wp_1207_to_1206
{126305} nwc_exit1205
{126306} {1204}Crate
{126307} tr_1206_to_1207
{126308} Lizard Attack
{126309} |Bark String|{hissing, like a snake}Warmblood flesh! It is a gift from {seh-moo-AHN-ya}Semuanya! 
{126310} {HC}Interior 1 Lizardmen
{126311} HollyC
{126312} BushC
{126313} Fern
{126314} YuccaC
{126315} YuccaFLC
{126316} 
{126317} 
{126318} 
{126319} 
{126320} {1610}Shandra's Farm
{126321} Maple
{126322} LiveOak
{126323} Long shot of barn showing Shandra and Lizardmen
{126324} Long shot of lizardmen coming out of concealment
{126325} Barn up in flames
{126326} 12_sc_shandra_barncam1
{126327} 12_sc_shandra_run
{126328} Temp Shandra
{126329} Temp Shandra
{126330} Lizardman {Neutral}
{126331} wp_shandra_farm
{126332} wp_partywalk
{126333} 12_wp_shandra_move
{126334} 12_wp_shandra_jump
{126335} 12wp_shandra_face
{126336} 12_wp_shandrafire3
{126337} 12_wp_shandrafire1
{126338} 12_wp_shandrafire2
{126339} 12_wp_sh_elan
{126340} 12_wp_sh_nees
{126341} 12_wp_sh_khel
{126342} This is a wall01 straight2
{126343} This is a wall01 rubble1
{126344} This is a wall01 rubble2
{126345} This is a wall01 end
{126346} This is a wall01 arc1
{126347} This is a wall01 straight1
{126348} This is a wall01 post
{126349} {Door Shandra House}
{126350} {From Cellar}
{126351} Fort Locke {1209}
{126352} 12encwolves
{126353} BrillCam
{126354} HawkCam
{126355} BrillCam2
{126356} NeeshkaCam1
{126357} NeeshkaCam2
{126358} Shot of Brill's approach with guards
{126359} Long shot of Brill running away
{126360} 12_sc_neeshka_dodge
{126361} Cormick
{126362} Marshal
{126363} Anton
{126364} Lieutenant Vallis
{126365} Millows
{126366} Tor
{126367} Fort Locke Soldier
{126368} Refugee {female}
{126369} Refugee {male}
{126370} Liza
{126371} This is a Pinto
{126372} Horse, Pinto
{126373} Garrison Soldier
{126374} {1209}Jacoby's Smithy
{126375} To Graveyard
{126376} To Northern Plains
{126377} HawkStop1
{126378} Blacksmith
{126379} KhelgarWalk_WP
{126380} PlayerWalk_WP
{126381} Spawn Jered
{126382} 12_wp_brill_start
{126383} 12_wp_gbrill_start1
{126384} 12_wp_gbrill_start2
{126385} 12_wp_gbrill_move1
{126386} 12_wp_brill_move1
{126387} 12_wp_gbrill_move2
{126388} 12_wp_jacoby_spawn
{126389} 1209_wp_pc_jump1
{126390} 1209_wp_khel_jump1
{126391} 12_wp_pc_brilljump
{126392} 12_wp_khel_brilljump
{126393} 12_wp_neeshka_intro_spawn
{126394} 
{126395} Test Chest
{126396} Bandit Sash
{126397} Lizardman Hide
{126398} 
{126399} 
{126400} 
{126401} 
{126402} 
{126403} 
{126404} 
{126405} Mercs turn on Galen 
{126406} {BR_HouseB1_D01}
{126407} {BR_House06_D01}
{126408} {Slum01}
{126409} This is a Zombie
{126410} 
{126411} 
{126412} CityMRug2_T02
{126413} 
{126414} 
{126415} Statue{CityMStatue5}
{126416} wp_1211_to_1210
{126417} The Graveyard {1211}
{126418} BigThorn
{126419} SpiderTree-Fall
{126420} Tamarind
{126421} Skeleton {wanderer}
{126422} {1211}Skeletal Paladin
{126423} wp_1209_to_1211
{126424} wp_1212_to_1211
{126425} DogJumpPoint
{126426} HolePoint
{126427} wp_1210_to_1211
{126428} 
{126429} 
{126430} 
{126431} 
{126432} 
{126433} Zombie Trigger
{126434} {HC}Zombie Group
{126435} 12_sp1_cam1
{126436} 12_sp1_cam2
{126437} Tann
{126438} Commander
{126439} Commander Tann's Ring
{126440} Blaine
{126441} Bruneil
{126442} Garret
{126443} Shadow Priest
{126444} This is a Ghoul
{126445} {1212}Ghoul
{126446} CommanderWait
{126447} Invis Projectile Trap, Bolt
{126448} This is a projectile trap.
{126449} 
{126450} 
{126451} 
{126452} CityMRug3_T01
{126453} CityMRug4_T02
{126454} 
{126455} {1212}Sarcophagus
{126456} Projectile Trap Trigger, Bolt (Average)
{126457} Murder Trigger
{126458} Road to High Cliff {1214 - Toll Road}
{126459} Ironfist
{126460} Khelgar
{126461} wp_1209_to_1213
{126462} ArcherExit4
{126463} ArcherExit3
{126464} ArcherExit1
{126465} ArcherExit2
{126466} ArcherExit5
{126467} wp_1214_to_1213
{126468} Bandit Camp {1217}
{126469} Bandit Scout {Bandit Faction}
{126470} Bandit Leader
{126471} Refugee Leader{male}
{126472} Drunk Sailor
{126473} This is a Pig
{126474} Pig
{126475} {Shed01}
{126476} 
{126477} 
{126478} 
{126479} 
{126480} Bandit Trigger
{126481} Alarm1
{126482} BStop2
{126483} BStop1
{126484} Bspawn3
{126485} Bspawn4
{126486} BSpawn1
{126487} BSpawn2
{126488} BStop1C
{126489} BStop1D
{126490} BStop1A
{126491} BStop1B
{126492} Map Note 1213 to 1214
{126493} To the Church
{126494} wp_1215_to_1214
{126495} wp_cs_e2_party
{126496} 1214_wp_spawn_11
{126497} 1214_wp_spawn_12
{126498} 1214_wp_spawn_13
{126499} 1214_wp_move_11
{126500} 1214_wp_move_12
{126501} 1214_wp_move_13
{126502} 1214_wp_spawn_21
{126503} 1214_wp_spawn_22
{126504} 1214_wp_move_21
{126505} 1214_wp_move_22
{126506} 1214_wp_spawn_31
{126507} 1214_wp_spawn_32
{126508} 1214_wp_spawn_33
{126509} 1214_wp_move_31
{126510} 1214_wp_move_32
{126511} 1214_wp_move_33
{126512} Scene2Cam3
{126513} Scene2Cam1
{126514} Scene2Cam2
{126515} Long shot of alarmed bandits assembling
{126516} OTS of alarm guard
{126517} Sassafras
{126518} 12encbandit
{126519} Bandit {Sergeant}
{126520} Holy Symbol of Tyr
{126521} OL_to_1215
{126522} temp Holy Symbol Chest
{126523} Chest{CliffsMChest1M Low Loot}
{126524} 
{126525} Weapon Rack {Usable}
{126526} {1215}Chest
{126527} Plant{CityMHplant03_T03}
{126528} Trunk{CityMTrunk01_T03}
{126529} 
{126530} 
{126531} Stove{CityMStove01_T03}
{126532} 
{126533} CityMStuffedHead02 (bear)
{126534} 
{126535} CityMChair6
{126536} Road to Highcliff {Elanee #3}
{126537} Buckthorn-Berries
{126538} OTS, player looking at ambushers on hill
{126539} Medium shot of ambushers
{126540} Close on the bladeling ambush leader
{126541} OTS, Elanee looking down at ambush
{126542} Long shot of Bladeling
{126543} Profile of entangled minions
{126544} OTS, bladeling
{126545} OTS, duergar looking at bladeling
{126546} Duergar{neutral}
{126547} This is a Wolf
{126548} Highcliff
{126549} ColumnarOak
{126550} Holly
{126551} HollyRing
{126552} PinoakF
{126553} Long shot of ship sinking
{126554} 12_sc_demo1
{126555} 12_sc_harbor1
{126556} 12_sc_harbor2
{126557} 12_sc_harbor3
{126558} 12_sc_harbor4
{126559} 12_sc_harbor5
{126560} 12_sc_harbor6
{126561} 12_sc_harbor7
{126562} 12_sc_harbor8
{126563} demo_sc_ship1
{126564} stanley_cam
{126565} 12_sc_highcliff_establish
{126566} Grishnak
{126567} Mayne
{126568} Elder
{126569} Juni
{126570} Harbor Master
{126571} Captain
{126572} Highcliff Villager{m}
{126573} 1Highcliff Villager{f}
{126574} 2Highcliff Villager{f}
{126575} 3Highcliff Villager{m}
{126576} 4Highcliff Villager{m}
{126577} 5Highcliff Villager{m}
{126578} This is a cargo ship
{126579} Double Eagle
{126580} Cat
{126581} Marlek
{126582} Branson
{126583} Captain Flinn
{126584} Edario
{126585} Jerro
{126586} Ammon
{126587} Branson's Shop
{126588} Edario's Shop
{126589} RoosterInn
{126590} Blue Rooster Inn
{126591} Village Elder's Home
{126592} To Highcliff Castle
{126593} To Main Road
{126594} Juni_WalkTo
{126595} HC_PC
{126596} HC_Khelgar
{126597} HC_Elanee
{126598} HC_Neeshka
{126599} Elder_WP
{126600} Captain_WP
{126601} Highcliff Docks
{126602} Not that there's anything wrong with men... They're just not as interesting as magic. Not usually, anyway.
{126603} Branson's Bargains
{126604} 12_juni_jump
{126605} WP_12_hc_resident
{126606} WP_ElderMayne
{126607} 12_fathom_move1
{126608} 12_wp_liz_spawn1
{126609} 12_wp_liz_spawn2
{126610} 12_wp_liz_move1
{126611} 12_wp_liz_move2
{126612} 12_wp_davis_face
{126613} 12_wp_captain_face
{126614} demo_capt_walk
{126615} demo_ship_face
{126616} 12_fathom_move2
{126617} demo_splash_1
{126618} demo_splash_2
{126619} demo_splash2_5
{126620} demo_splash2_6
{126621} demo_splash2_9
{126622} demo_splash2_7
{126623} demo_splash2_8
{126624} demo_splash12_2
{126625} demo_splash13_2
{126626} demo_splash11_2
{126627} demo_splash10_2
{126628} demo_splash2_4
{126629} demo_splash2_3
{126630} demo_splash2_2
{126631} demo_splash2_1
{126632} particle_test
{126633} demo_pc_jump
{126634} 
{126635} 
{126636} 
{126637} 
{126638} 
{126639} 
{126640} 
{126641} RuralMPlowedFields1 (corn)
{126642} 
{126643} 
{126644} 
{126645} 
{126646} 
{126647} 
{126648} 
{126649} Prey Factory : Rats
{126650} Chick Test
{126651} Ambient Ocean
{126652} Ocean Water Lapping
{126653} Ship Creak
{126654} Commoners Laughing
{126655} Wind
{126656} Ship Sink
{126657} Wood Break 1
{126658} Sink Splash
{126659} megabird
{126660} Khelgar bickers
{126661} Highcliff Castle
{126662} RedOak
{126663} WhitePineC
{126664} Slaan
{126665} Foxman
{126666} Alex
{126667} Andrew
{126668} {1218}Zombie
{126669} wp_1217_to_1218
{126670} wp_1219_to_1218
{126671} This is a wall01 ruined2
{126672} This is a wall01 ruined3
{126673} This is a wall01 ruined1
{126674} This is a wall01 ruined4
{126675} This is an anvil
{126676} 
{126677} tr_slaan_intro
{126678} tr_1218_to_1219
{126679} Rising Zombies
{126680} DoorAtkZombies
{126681} Lizardfolk Sergeant
{126682} Shadow Mace
{126683} Zombie Warrior {perma sleep}
{126684} Zombie Warrior {sleeper}
{126685} Black_Garius
{126686} {1219}Skeletal Corpse
{126687} This is a Ghast
{126688} Countless soldiers, slain by my master so long ago, rest in the soil of these ruins. As I exhume the bodies and confer upon them the blessing of eternal servitude to our cause, I cannot help but feel a great delight... these men once drew their swords against the rightful ruler of all things. And now... now they awake to serve the very same King they defied in life.

I cannot help but wonder if the citizens of Highcliff and Fort Locke will recognize their kin in the bone-white faces of my troops? I shall know the answer in less than a week's time, as my forces are nearly ready to march. Blessed be our great King!
{126689} Shadow Priest Journal
{126690} 
{126691} Signal Event1
{126692} Highcliff, North Coast
{126693} Spruce
{126694} AmerHollyC
{126695} Agarwoodc
{126696} This is a Gnoll
{126697} Bounty Hunter
{126698} Lizardman
{126699} This is a bat
{126700} Lizardman {Average Ranged Hostile}
{126701} wp_1221_to_1220
{126702} wp_1217_to_1220
{126703} 
{126704} 
{126705} 
{126706} tr_1220_to_1221
{126707} LizardCam2
{126708} LizardCam1
{126709} Lizardman {Average Club/Shield Hostile}
{126710} This is a lizardman shaman
{126711} {1221}Lizardfolk Shaman
{126712} {1221}Chest
{126713} 
{126714} 
{126715} Close on gith as he presents the shard
{126716} Long shot of githyanki entering Zeeaire's office
{126717} Githyanki
{126718} Gith presents shard from here
{126719} Zeeaire Portal is here
{126720} 12_cs_eglade_cam1
{126721} 12_cs_eglade_cam2
{126722} 12_cs_eglade_cam3
{126723} 12_cs_eglade_cam4
{126724} 12_cs_hc_roadcam
{126725} This is a brown bear
{126726} Enraged Bear
{126727} wp_1223_enter
{126728} 1223_wp_pc_start
{126729} 1223_wp_el_start
{126730} 1223_wp_kh_start
{126731} 1223_wp_ne_start
{126732} 1223_wp_ne_move
{126733} 1223_wp_pc_move
{126734} 1223_wp_el_move
{126735} 1223_wp_kh_move
{126736} 12_cs_wp_wolfmove1
{126737} 12_cs_wp_wolfmove2
{126738} 12_cs_wp_wolfmove3
{126739} 12_cs_wp_wolfmove4
{126740} Garrison Soldier{Neutral}
{126741} Gold Piece{250}
{126742} Mineret
{126743} [The bodies appear to be of the adventurers that employed Mozah. The lizardfolk have not looted the corpses yet]
{126744} Commander. It's good to see you alive and well. I'm sure you'll have a report ready once you return to the fort.
{126745} That I will, Lieutenant. We have much to discuss. Assemble the officers. I'll be with them shortly.
{126746} You will report directly to me, and I shall brief the officers. I'm relieving you of duty.
{126747} What's gotten into you? I've given you your orders. Now carry them out.
{126748} <i>I</i> am the commander of Fort Locke now, Tann. You will brief me, then return to your quarters, or I will have you arrested for insubordination.
{126749} I am not about to watch the garrison fall apart again because of you, Tann. 
{126750} The loss of three patrols was a direct result of your failure to prepare the men properly. You are unfit for command.
{126751} {Angry, but still trying to keep his cool}The men were as prepared as they could possibly be, Lieutenant. If you have an issue, you can bring it up with my superiors. This is not the way to handle it.
{126752} I am not a murderer. However, I am not about to watch you return the garrison to its undisciplined and shoddy state, Tann. 
{126753} I've heard enough. Men! Arrest him! If he resists, use any force necessary to subdue him.
{126754} |SCRIPTER: The guards look at each other. They're hesitant.|[Success] Uhh... 
{126755} You've much to learn about command, Vallis. Training the men is one thing. <i>Leading</i> them is something entirely different.
{126756} Guards, arrest the Lieutenant. We'll deal with this back at the fort.
{126757} You would <i>dare</i> arrest the son of House Anton?! You'll regret this, Tann. This isn't over between us.
{126758} In the meantime, I'd best get back to the fort. Thank you again for what you've done for me.
{126759} | JOHN/ERIC: Maybe "jump" the player back after this? |As a reward, I'll have a talk with {JACK-oh-bee}Jacoby, our smith. He should be able to provide you with any equipment you need, at cost, of course - {slightly rueful}Neverwinter law will only let me reward you so far.
{126760} [Failure] {Scoffs}Oh, they know. Soldiers crave discipline, and that's what I give them... you could take lessons, Tann.
{126761} [Failure] {Scoffs}Is that so? Well, then, I will be sad to report that Tann died while resisting arrest.
{126762} {Growls}Are you a fool, Vallis? If maybe all you were facing was the Commander, the odds might be even. 
{126763} {Smug}But you're dealing with a Harborman soldier, a battle-hardened dwarf of the Ironfist clan, and a demon... with a shorter temper than most. 
{126764} {Nodding}And a longer, more attractive tail than most.
{126765} So before you do something foolish and attack us, I just want you to know it won't be long before we're burying your corpses in the graveyard we just left. 
{126766} {Indignant}You're the fool! These men would die for me, and gladly!
{126767} {Contempt}The resolution is Tann comes with us - until he surrenders his weapon,  there is nothing more to be done.
{126768} {Contempt}Indeed? I think I have been more than patient with you - men, kill them. 
{126769} I'm not letting you take me anywhere, Vallis. What you are doing is treason.
{126770} I'm afraid that won't be possible. You've already caused enough trouble... and while I appreciate you bringing Tann here, I think you may end up joining him in his cell.
{126771} I think it is. And threatening a superior officer... well, I think you know how well Neverwinter looks upon traitors since the Luskan War, don't you?
{126772} |Fade In The PC and Tann are walking into the area|
{126773} | Evil Response |If you wanted the commander dead you could have just asked me, Vallis.
{126774} | Good Response |Tann is under my protection - I didn't rescue him so you could hurt him more.
{126775} | Lawful Response |The Commander has given you your orders, Vallis... it is your duty to carry them out.
{126776} | Chaotic Reponse |Leave me out of this.
{126777} [Diplomacy] I think the soldiers know who their commander is - don't you, men?
{126778} [Intimidate] Try to "subdue" us all you want, but we're striking to kill. 
{126779} | Good Response |This is not the way to resolve this. Everyone, put your weapons down.
{126780} If you try to attack us, you'll regret it.
{126781} Fine, I don't mind spilling the blood of some traitors. 
{126782} | Chaotic Response |Go ahead, take the Commander, I just want to head back to the Fort.
{126783} I'll just leave it to you and the commander to sort this out.
{126784} | Set Elanee Joined. Reset Elanee's Level. |{Slightly amused, can't find word for creatures}Forgive me, but I saw these... <i>things</i> about to attack you, I found I could not simply stand by while you were ambushed - {a little weary on "again"}again.
{126785} I'd like to help, if I could. I've been trying to follow you without interfering, but I don't think you'll reach your destination without someone who knows the land. 
{126786} {Slight bow}I am Elanee. And rather than shadow you, I would walk with you.
{126787} {Scoffs, grumbling half to himself}With a frame like that, you'd most likely be blown by the wind. 
{126788} {Insult to Khelgar, he just called someone "too slim"}Now, now, no need to be jealous, barrel-house.
{126789} {Scoffs again}Of an <i>elf?</i> And a tree-worshipper on top of that? Ha! 
{126790} {A little firm, her entire band of druids was slaughtered}I think you will find "tree-worshippers" a rare thing these days, dwarf, so do not use that word lightly.
{126791} {To herself}Trust me, with a gut like his, Khelgar doesn't do <i>anything</i> lightly.
{126792} {Sighs}It's a strange circle of who follows who on this road - at first, I was following those who attacked you. 
{126793} But they seem to be following you, which leads me to believe that there's something you have... something <i>they</i> want, so...
{126794} {Slightly teasing, then a little accusing at the end, since the player has been going soooo slow}I thought that perhaps my enemy's enemies would at least welcome some company to their destination - and with my help, even get there faster.
{126795} {Smiles}Very well - that wasn't so hard to admit, now was it? 
{126796} {Flustered, player just invited an elf into the party}Wh-what the hells is this? First, the demon, now this willow-thin slip of an elf?
{126797} {Pissed, shouting a little}Let's invite all the realms! Make a grand army, tromping through the wilderness! "Enemies, come get us! Here we arrre!"
{126798} {Irritated}We will <i>not</i> be tromping through the wilderness, we will be weaving through it like the wind. 
{126799} {Looking around}And speaking of wind, shut your mouth, Khelgar - before your breath summons more of those creatures. 
{126800} {A little quieter, more serious, and "fake" cheerful}Besides, wouldn't you rather have our new friend right here where we can see her, rather than behind us the whole way?
{126801} {Secretly probing for information}As for the way... if the sun and trail read true, you are bound to Neverwinter. Seeking safety behind walls, are you?
{126802} | Influence Loss Elanee |Very well. Follow me... the Maiden's Glade is not far.
{126803} Indeed? The more distant relatives they are, the better, in my experience.
{126804} Let's be on our way. Follow me... the Maiden's Glade is not far.
{126805} | Influence Gain Elanee |A shard? Ah - so that would be the silk-wrapped bundle I saw in your pack. It sounds like that is what those creatures are looking for.
{126806} Hmmm. Well, if they seek it, then let us do what we can to keep it from them.
{126807} {Raises an eyebrow}Am I? It doesn't take a sage to see where you're bound - these beasts will keep finding you again and again.
{126808} Take the path I suggest, one only a "tree-worshipper" would know, and perhaps you will throw them off the scent long enough to be safe inside your city walls.
{126809} There is something these hunters want from you - and they seem determined to stop you from reaching your destination. 
{126810} {A little vengeful in the first sentence, then tries to play it off lightly at end}So, I feel it is my duty to balance things out - {beat, like a 5 year old}besides, they outnumber you, it's not fair. 
{126811} I only recently became aware of them... first in the {MARE-DE-LANE}<i>Merdelain</i> - the wetlands you Harbormen call the "Mere of Dead Men."
{126812} {A little quieter at end, remembering final companions}I believe they are responsible for many attacks in the Mere - and beyond. Not all their victims escaped as you did.
{126813} And so I followed them, to learn of their intentions - and if possible, to stop them. 
{126814} {Shakes head, is answering "I don't know"}Little. They are not of the land, that is for certain.
{126815} {Frowns, confused}They've a strange smell about them - and their speech is like nothing I've heard before. Unless they are speaking to their thralls, it is impossible to make out. 
{126816} But... they keep calling you {KALACK-CHA}"Kalach-Cha" - do you know what that means?
{126817} {Raises an eyebrow}Then it looks like when it comes to answers, we have little to offer one another. A pity.
{126818} {Slightly defiant and then accusing in the second sentence}Yes, I am one of the "tree-worshippers" of the Mere. Just as <i>you</i> have the smell of a Harborman upon you. 
{126819} {Slightly irritated}I've watched you stumble through thick and bramble, miss paths right in front of your eyes, and let those beasts catch you what feels to be a dozen times over.
{126820} Before casting insults, maybe one such as I could actually <i>help</i> you, Harborman, did you think of that?
{126821} | Influence Loss Elanee |{Sniffs, dismissive}If that is your answer, then keep your village-born suspicions, they matter little to me. 
{126822} | Influence Gain Elanee |{Sniffs, still slightly hurt}Very well. {Beat}Perhaps I spoke too quickly - and with enemies like the ones who pursue you, we waste time with useless words.
{126823} {Grumbling to himself, in a sing-song voice}Always talking, and to the elves and half-demons and the like. It'll end badly, I tell you.
{126824} {Rolls eyes}Yes, and who knows where talking might lead us next. <i>Stow it,</i> Khelgar.
{126825} {Surprised}I watch all within the Mere... but only occasionally observe those who stray from it, as you have. 
{126826} {Slightly amused, but rueful, first appearance with player}You walk a strange path for a Harborman. {Looks at corpses around player, raises an eyebrow}Apparently, I'm not the only one who has a problem with it. 
{126827} | PC is male |{Snappish, starts getting a little jealous about Elanee}Yeah, maybe you'd better tell us who you are. {Irritated}And there's others of us here, too, you can take your eyes off our leader long enough to notice.
{126828} | PC is male |{Snaps back, still a little jealous}We're doing fine, thanks. And maybe you'd like to explain why you were following us in the first place.
{126829} {Suspicious}I'd like to know that as well... tree-worshippers tend to keep to themselves, and don't pay much mind to travelers who take the roads.
{126830} | PC is male |{Snide}Apparently not rare enough, to have you come out of nowhere after following us, for hells knows why.
{126831} | PC is male |{Irritated, a little jealous of Elanee}Yeah, maybe you'd like to share how long you've been tracking us - if you can take your eyes off our leader for more than a moment.
{126832} | PC is male |Do what you want, but if she starts anything, she'll regret it.
{126833} {Grumbling to himself}Always talking, and to elves and half-demons and the like. It'll end badly, I tell you.
{126834} | PC is male, Influence Loss Neeshka |{To herself}Then maybe <i>I</i> should do the talking. 
{126835} | PC is male, Influence Gain Neeshka |I'll echo that. She still hasn't said much that carries any weight, in my opinion.
{126836} Well, I come bearing a gift, not just words. I know of a quicker path to Highcliff, and one that will hide your trail as well.
{126837} There is a druid sanctuary not far from here, the Maiden's Glade, where members of my Circle would go for refuge when traveling the land.
{126838} I can lead you there, and with no further attacks from these hunters of yours. {Beat}Not that you can't handle yourself, but I am sure you're growing as tired of these attacks as I am.
{126839} Perhaps. But I suspect even you did not expect this many attacks when you left West Harbor. I know of a quicker path to Highcliff, and one that will hide your trail as well.
{126840} {Slight irritation}Not one for gratitude, I see. Very well.
{126841} | PC is male |{Still a little jealous}Agreed, we've been doing fine without your help. You're mistaken, sorry.
{126842} | PC is male |{Slight indignance, a little jealous}What? We're taking her along? Why?
{126843} {A little cold}Is there some sort of problem?
{126844} I'll say, you're still talking, and you're acting like you're coming <i>with</i> us, <i>that's</i> the problem.
{126845} | Influence Loss Neeshka |Hmph. Well, I'm going to keeping my eye on her... and you, it looks like. Forget I said anything.
{126846} | Influence Loss Elanee |If you travel only with those you need, instead of out of friendship or loyalty, then perhaps I have misjudged you... and your companions.
{126847} {Snaps}Maybe you better watch your tongue, because he's done more for us than you've done.
{126848} Fine. Let's be off. Judging by the sun and trail, you <i>were</i> headed to Neverwinter, correct?
{126849} {Nods, thankful}Regardless, I appreciate your trust in telling me - thank you.
{126850} {Apologetic}Well, you know - I didn't mean to offend you, just her. Anyway, sorry.
{126851} | PC is male |{Defensive}What? They worship trees, right? I mean, I know you kind of do, too, in your way, but... she's her, and you're you. {Implying she doesn't like an Elanee}And I like you.
{126852} | PC is a wood elf |{Slightly amused, but rueful, first appearance with player}I'd hoped our meeting would be under more civil circumstances... it has been some time since I've had a chance to speak to one of my kind, and one who favors the forests over the city at that.
{126853} | PC is a elf |{Slightly amused, but rueful, first appearance with player}I'd hoped our meeting would be under more civil circumstances... it has been some time since I've had a chance to speak to one of my kind.
{126854} | PC is a dark elf |{Slightly amused, but rueful, first appearance with player}I'd hoped to approach you under more peaceful circumstances... I know of the dark elves, and I wished to meet you in a place where there was no danger of me being misunderstood.
{126855} | PC is underdark |{Slightly amused, but rueful, first appearance with player}I'd hoped our meeting would be under more civil circumstances... I know that your people rarely are known to venture on the surface.
{126856} {Smiles, slight tease over the seriousness}And it is good to meet you as well. Another druid is a rare thing on these roads, and I had begun to fear that all had vanished.
{126857} Maybe you'd better explain why you're following me.
{126858} Who are you?
{126859} Why are you here? And why did you show yourself now?
{126860} You still haven't told me why you were following me.
{126861} We would welcome your company.
{126862} That's none of your business. Let's go.
{126863} We're off to visit relatives.
{126864} I need to reach my Uncle Duncan in the city. He may have knowledge on a shard I possess.
{126865} I don't want to discuss it anymore with you - let's go.
{126866} Your guess is as good as mine.
{126867} Yes, but we don't know why.
{126868} If you think we need your help, you're wrong.
{126869} You better prove useful. If not...
{126870} If you put it like that, then fine.
{126871} You want to help me?
{126872} Why were you following them?
{126873} What do you know of these attackers?
{126874} I do not know.
{126875} That was my question to you.
{126876} Tree-worshipper? So you're a druid?
{126877} And what makes you think I should trust you?
{126878} The thought crossed my mind, but I doubt it.
{126879} Calm down, you're overeacting.
{126880} I meant no offense.
{126881} Fine. How long have you been tracking us?
{126882} Both of you - silence. 
{126883} Would the two of you please let me do the talking?
{126884} How long have you been watching me? 
{126885} We've been doing fine on the road so far.
{126886} Faster? How?
{126887} Maybe you'd better explain.
{126888} Enough talk - show us this "quicker" path.
{126889} She's coming because I <i>said</i> so.
{126890} I'm not saying I trust Elanee, but we need her, Neeshka. Let's go.
{126891} If she meant us harm, Neeshka, she wouldn't have bothered helping us or talking to us.
{126892} |PC is a druid or ranger |Maybe you two could leave "tree-worshipper" out of any talk about druids from now on.
{126893} | PC is a druid |It's good to see a fellow druid on the roads.
{126894} These wolves... they were slaughtered, and not for food, but out of bloodlust. Is this why the animals attacked us?
{126895} | SCRIPTER: Camera should focus on the center of the glade, with the wolf bodies lying scattered about, dead. |
{126896} Whatever is wrong must be here in the glade... I had thought the Circle of the Mere would be aware of any disturbance here, but now it seems the task must fall to us.
{126897} {Irritated}Why? Let's just go. I'm done stomping through these groves and animals... and letting her pick the trails. 
{126898} | Influence Gain Elanee |You have my thanks. I would hate for whatever pursues us to be at our back. 
{126899} | Influence Loss Elanee |{Irritated}Very well. I expected little more from a Harborman.
{126900} | SCRIPTER: Show a camera angle, showing the road to Highcliff from the Glade. |The path to Highcliff lies to the north and west, and is not far.
{126901} | Influence Gain Neeshka |{Nods}Agreed. We've saved a day, but let's not waste it digging through the brush for some wolf-killing... thing.
{126902} | PC is Druid |I feel it, too, something's wrong here, and we need to find out what. 
{126903} Elanee's right, we should see what's wrong.
{126904} We don't have time for this.
{126905} Let's get to Highcliff and get to a ship, that's all that interests me now. 
{126906} | SCRIPTER: Fade in to Elanee and the party standing at the edge of a forest map. C-Priority: It would be nice if they walked on to the scene during the fade in and then stopped. Elanee is assumed to be the owner of the conversation, so she is not speaker tagged below. |
{126907} {Slightly suspicious, doesn't like Elanee}This is a long way from the road... are you sure you know where you're going?
{126908} | SCRIPTER/JOHN: This would be a good place to show a camera shot showing the beauty of the forest area - I'd like a lot of mist and trees, so that spots can be picked out, but much is in shadow and fog. |Not far... for we are already here.
{126909} | SCRIPTER: Switch to another long shot, showing a good view. |This is {AIR-ah-dis}Eridis... the "Maiden's Glade" in the tongue of Harbormen.
{126910} {Grunts}Agreed. How much farther is this place?
{126911} Just as the Mere of Dead Men was once <i>Merdelain,</i> the Slow-Marching Court, this place also had a name long before settlers from Neverwinter set foot here. 
{126912} {Complaining}Did they <i>ever</i> set foot here? I can barely see where we're going. 
{126913} {Grumbling}Trust me, it's no better at my height, either. Sure as the hells couldn't find my way back to the road now.
{126914} We are closer to your settlement than you might think. The path may seem long, but it has saved you almost a day by road.
{126915} Well, I've never heard of this place. Not on any map I've seen.
{126916} |Player not Druid/Ranger|The road to the Maiden's Glade is hidden, known only to druids and the beasts of the land. You could not revisit this place without me to guide you. 
{126917} The glade up ahead was a retreat for druids, a place of shelter if they needed to heal or rest. Many such places exist along the coast.
{126918} The animals here would protect the druids... and they will shield you from your pursuers, if they should find you.
{126919} Very well, then. The animals here should keep us safe fr...{"from"}
{126920} | SCRIPTER: Cut to a scene of three wolves at the edge of the mist. |Uh... you mean those animals? 
{126921} | SCRIPTER: Cut to a scene of three wolves at the edge of the mist. Have them snarl, play a taunt animation. Then they attack, at end of scene when all our killed, play dlg. |
{126922} | SCRIPTER: This branch should occur when all the wolves are slain. Just call the dialogue again, but it should drop through to this node since the first node is marked "once only." |
{126923} The animals here are frightened... and I know not why. There is usually at least one druid in the glade, and they should be aware of the beasts... and us.
{126924} I can charm them and calm them, I think, but I do not know if it will last for long.
{126925} Well, <i>I</i> say we avoid any wolves or anything trying to kill us. 
{126926} I say we fight them - they attack us, we attack them. 'Sides, could use new boots.
{126927} | Influence Gain Elanee |{Nods}I would prefer that, yes.  
{126928} | Influence Loss Elanee |I think that whatever is wrong here will pursue us to Highcliff. We should investigate if we can.
{126929} | Influence Gain Neeshka |I think you should listen to our leader more... and trust me, if we're really good at sneaking through here, no one's going to follow us.
{126930} | Influence Gain Khelgar |I'm with you on that. 
{126931} | Influence Loss Elanee |I do not wish to slaughter the animals here, if we can help it.
{126932} | Influence Gain Neeshka |I'm with our leader... and you led us here, so it doesn't sound to me like we should listen to your advice anymore.
{126933} [<b>Note:</b> You can use Elanee's Charm Person or Mammal ability to calm angry animals. In the glade, every animal you charm will give you the same experience points as if you had killed them.]
{126934} If we can soothe them, I would rather do that... but I do not wish to argue it any further, we should press on. The center of the glade is ahead, and we may find more answers there.
{126935} | Influence Gain Elanee |{Nods, approving}You are correct... you surprise me.
{126936} | Player is Druid/Ranger|The road to the Maiden's Glade is hidden, known only to the beasts of the land - and those whom the beasts call kin. Take note of where I step should you need to walk this path again.
{126937} <i>Eridis?</i>
{126938} | PC is not an elf |Is that elvish?
{126939} | PC is an Elf, Has low Lore |Sounds elvish... almost Illefarn, in fact. 
{126940} This isn't where we wanted to go - we wanted to head on to Highcliff.
{126941} Let's save the lore for another time and keep moving.
{126942} I think we should try to avoid fighting anything and just get out of here to Highcliff.
{126943} I would prefer to get through here without bloodshed.
{126944} If any animal comes at me again, I'm cutting them down. 
{126945} | PC has a high Lore |[Lore]Sounds elvish... almost Illefarn, in fact. 
{126946} | Kaleil's dying scene. |
{126947} | If there was someway to show him wounded, or dying, but I have no idea how this could be done - could we switch him for a dead bear corpse? |Elanee... you are here...
{126948} {Shocked}{KAY-lil}Kaleil?
{126949} I... I... came here, came to try and find you, Elanee, to try and escape the Mere... to seek refuge here...
{126950} The Mere? What is wrong?  
{126951} The Mere, it speaks with different voice now... and its waters, once clear to the Circle, are now dark... and run deep, so deep...
{126952} {Confused}What do you mean? Where are the others, the rest of the Circle?
{126953} {VASH-knee}Vashne and the others... they are lost. 
{126954} Only you remain... I thought I could find you, or Naevan... but what claims the Mere overtook me... clouded my vision with shadows and blood... trapped me in this form...
{126955} Do not return to the Mere, Elanee... do not, or you shall fall to its corruption as I did. 
{126956} | SCRIPTER: Kaleil should collapse, dead. |
{126957} I... Kaleil, he's... dead. It was he that caused such unrest here... and why the animals attacked us.
{126958} {Confused}I don't know. I... I have been away from the Circle for some time...
{126959} {Hesitant}Yes... the Circle of the Mere... I have been away for some time...
{126960} Kaleil and I are part... were part... of the Circle of Merdelain, the Mere of Dead Men. If the elders, if Vashne is lost... and Naevan is lost...
{126961} {Angry}Your compassion is great, indeed. Let us go, then... I do not want your presence to stain this place any further.
{126962} I have been away too long. {Beat}But this would explain why I could not feel the Circle any longer... and as for the land...
{126963} But we should press on. I promised to lead you to Highcliff... and to safety, and so far, this path has proved longer than I wished.
{126964} Farewell, Kaleil. May you rest... and may the Glade become peaceful again.
{126965} He mentioned something about a Circle?
{126966} What was he saying about the Mere?
{126967} Well, his problems are over now. Let's go.
{126968} {Drunk, seeing a group of four strangers walk in - a dwarf, elf, half-demon, and a bumpkin}Well, now, what's all this? A traveling circus? 
{126969} {Snorts}Harborman? Like I care what a swamp farmer can do.
{126970} {Drunk and snide}Seems to me there's the makings of a joke in you four... a dwarf, tree-worshipper, demon, and a swamp-smelling Harborman walk into a tavern... {laughs}
{126971} {Just been insulted by a drunk human in a tavern, knows there's going to be a fight soon enough}Well, now, we may have walked in, but seems to me someone's about to go flying out. 
{126972} | ERIC/JOHN: After the fight.|{Catching breath}Now then, that was a fine bit of sport, wasn't it? 
{126973} Well, now, don't get all upset. {Beat}All in good fun, you know. No harm done, except to some legs and knees and heads, heh-heh.
{126974} {Irritated}We didn't need to fight, Khelgar. Next time, rein it in. {Beat}It's hard to steal from someone when they think you're going to attack them.
{126975} {Whispers}Easy, one of them's a Harborman.
{126976} | Influence Loss Khelgar |{Slight anger}Let it go? 
{126977} {Indignant}Did you hear what he called you? He might as well have asked us to break his legs right then! 
{126978} | Influence Loss Khelgar |{Surprised, a little angry}We're not?
{126979} | Influence Gain Khelgar |{Eager}Now we're talking my language. Come on, let's see how these fools like taking an early nap. 
{126980} | Influence Gain Khelgar |{Eager}Well, I don't know about killing, but I wouldn't mind banging some skulls together.  
{126981} | Influence Gain Elanee |{Irritated}Our leader's right. We don't need the attention a fight will bring... and there's no reason to fight at all.
{126982} {Sighing}Too late now, we made the mistake of letting Khelgar open his mouth. Come on, let's get this trouble over with.
{126983} {A little aside to Neeshka}How often does this happen? 
{126984} {Rueful}Trust me, things were slowing down a bit before we came here... now it's about back to normal. 
{126985} | Influence Loss Elanee |There's no reason to fight. This is ridiculous.
{126986} {Puffs up}No reason to fight? Are you mad? Of course there is! 
{126987} {Agreeing}Aye, of course there is! The dwarf has it right! 
{126988} You be quiet! Agree with me again, and I'll knock your teeth out! 
{126989} {Grumpy}All right, all right! I was just saying I agr-{"agreed"}
{126990} {Furious}That does it! I warned you once, and now you're going to get it! 
{126991} Of course it did! We make a good fighting team! 
{126992} {Irritated}If we're done making more enemies, let's move on.
{126993} {Eager}Fine. I say we try and find another tavern... there's bound to be more drunks needing a punch or two.
{126994} We didn't need to fight at all, but you went ahead anyway.
{126995} Easy, Khelgar, let it go.
{126996} We're not here for a fight.
{126997} Seems to me these men are in bad need of a lesson.
{126998} The first one to attack us, dies.
{126999} It turned out all right, I admit.
{127000} That brawl was fun, it felt good.
{127001} Taught them not to cross us again - and to watch their mouths next time.
{127002} I agree. Let's go.
{127003} Moving on is a sound plan.
{127004} {Keeping his cool, asking someone to repeat an insult}Now that we're outside, maybe you'd like to tell me what you said again... slowly this time, so you can think about what you're saying.
{127005} {Cold, getting furious}You're a small one to be taking this road all by yourself, dwarf. {Beat, colder}Maybe you've come looking for trouble... unless you have a little coin to convince us otherwise.
{127006} | Normal |{Dismissive, disgusted - slight insult at player}Nothing that concerns you... this is between us and the dwarf. And whatever coin he happens to have with him.
{127007} {Warming up, ready for a fight}Ah, you're welcome to try to take it, if ya, if you're all game... you all can't be frightened of one little dwarf, can you?
{127008} {Cold, like execution sentence}We're not frightened of either of you... and it seems to me you need to learn a lesson.
{127009} {Angry}This matter is between us and the dwarf here, it's none of your concern.
{127010} {Eager, ready to go, Getting a little exasperated}Come on, someone try to hit me already... even the newcomer here sees that you're all too afraid to do anything.
{127011} All right, I've heard enough of this - come on, boys. Let's deal with the dwarf and his new friend. 
{127012} Outnumbered? {Beat, serious}Well, I suppose they could bring some more friends if they wanted, that might even things a bit.
{127013} | PC is male. |{Grateful}There you are, listen to him - even he sees it. Come on, teach me a lesson - try and take what few coins I have. 
{127014} I don't like anyone telling me what to do, stranger - and my patience is gone. {Beat}Maybe we should teach you <i>and</i> this dwarf a lesson.
{127015} | PC is female. |{Grateful}There you are, listen to her - even she sees it. Come on, teach me a lesson - try and take what few coins I have. 
{127016} {Getting a little exasperated}Come on, someone try to hit me already... even the newcomer here sees that you're all too afraid to do anything.
{127017} | ERIC/JOHN: Begin the combat. |
{127018} | Normal |My friend's right, I believe all of you were threatening <i>me</i>... if you ever decide to throw a punch that is. Even the stranger can see you're too scared of your own shadows to do it.
{127019} Is that so? Maybe both of you should pay, how 'bout that? 
{127020} | PC is gnome |{Dismissive, disgusted - slight insult at player}Nothing that concerns you, gnome... this is between us and the dwarf. And whatever coin he happens to have with him.
{127021} | PC is deep gnome |{Dismissive, disgusted - insult at player}Nothing that concerns some gnome... {squints, player is odd-looking}and an odd-looking gnome at that. This here is between us and the dwarf. And whatever coin he happens to have with him.
{127022} | PC is halfling |{Dismissive, disgusted - slight insult at player}Nothing that concerns you, halfling... this is between us and the dwarf. And whatever coin he happens to have with him.
{127023} | PC is a half-elf |{Dismissive, disgusted - slight insult at player}Nothing that concerns you, half-elf... this is between us and the dwarf. And whatever coin he happens to have with him.
{127024} | PC is a dwarf |{Dismissive, disgusted - slight insult at player}Another dwarf? How many of you are there?
{127025} {Slight warning}Look, this is between us and this dwarf here. And whatever coin he happens to have with him.
{127026} | PC is drow |{Slight unease - player makes them uncomfortable}Eh... nothing that concerns you, dark elf... this is between us and the dwarf here. {Beat}And whatever coin he happens to have with him.
{127027} | PC is a dark dwarf |{Dismissive, disgusted - but then takes a long look at player, since player is odd-looking}Another dwarf? And an odd-looking one, too... wherever you're from.
{127028} {Slight warning}Look, this is between us and this dwarf here. And whatever coin he happens to have with him.
{127029} | PC is elf |{Dismissive, disgusted - slight insult at player}Nothing that concerns you, elf... this is between us and the dwarf. And whatever coin he happens to have with him.
{127030} | PC is half-orc |{Dismissive, slight disgust}Eh... nothing that concerns you, half-orc... this is between us and the dwarf here. {Beat}And whatever coin he happens to have with him.
{127031} | PC is tiefling |{Slight unease - player makes them uncomfortable}Eh... nothing that concerns you, demon... this is between us and the dwarf here. {Beat}And whatever coin he happens to have with him.
{127032} | PC is halfling |My halfling friend's right, I believe all of you were threatening <i>me</i>... if you ever decide to throw a punch that is. Even the stranger can see you're too scared of your own shadows to do it.
{127033} | PC is elf |No need to trouble the elf, I believe all of you were threatening <i>me</i>... if you ever decide to throw a punch that is. Even the stranger can see you're too scared of your own shadows to do it.
{127034} | PC is half-elf |No need to trouble the half-elf, I believe all of you were threatening <i>me</i>... if you ever decide to throw a punch that is. Even the stranger can see you're too scared of your own shadows to do it.
{127035} | PC is gnome |No need to trouble the gnome, I believe all of you were threatening <i>me</i>... if you ever decide to throw a punch that is. Even the stranger can see you're too scared of your own shadows to do it.
{127036} | PC is dwarf |No need to trouble the dwarf, I believe all of you were threatening <i>me</i>... if you ever decide to throw a punch that is. Even the stranger can see you're too scared of your own shadows to do it.
{127037} | PC is dark elf |No need to trouble the dark elf, I believe all of you were threatening <i>me</i>... if you ever decide to throw a punch that is. Even the stranger can see you're too scared of your own shadows to do it.
{127038} | PC is half-orc |No need to trouble our orcish friend, I believe all of you were threatening <i>me</i>... if you ever decide to throw a punch that is. Even the stranger can see you're too scared of your own shadows to do it.
{127039} | PC is tiefling |{Snorts}Leave the half-demon out of this, I believe all of you were threatening <i>me</i>... if you ever decide to throw a punch that is. Even the stranger can see you're too scared of your own shadows to do it.
{127040} | PC is normal |{Warming up, ready for a fight}If you're afraid of being humiliated in front of the stranger here, well, now that's another matter.
{127041} | PC is halfling |{Warming up, ready for a fight}If you're afraid of being humiliated in front of a halfling here, well, now I can understand that. 
{127042} | PC is elf |{Warming up, ready for a fight}If you're afraid of being humiliated in front of the elf here, well, now I can understand that. 
{127043} | PC is half-elf |{Warming up, ready for a fight}If you're afraid of being humiliated in front of the half-elf here, well, now I can understand that. 
{127044} | PC is gnome |{Warming up, ready for a fight}If you're afraid of being humiliated in front of a gnome here, well, now I can understand that. 
{127045} | PC is dwarf |{Warming up, ready for a fight}If you're afraid of my dwarven friend here, well, now I can understand that, but I can handle myself - unless you suddenly decide to make a friendly brawl something more.
{127046} | PC is tiefling |{Warming up, ready for a fight}If you're afraid of my orcish friend here, well, now I can understand that, but I can handle myself - unless you suddenly decide to make a friendly brawl something more.
{127047} | PC is half-orc |{Warming up, ready for a fight}If you're afraid of my half-demon friend here, well, now I can understand that, but I can handle myself - unless you suddenly decide to make a friendly brawl something more.
{127048} What's going on here?
{127049} What are you all arguing about?
{127050} Just leave me out of this.
{127051} | Good Response |Calm down. This isn't worth someone's life.
{127052} | Lawful Response |You have the dwarf outnumbered. This isn't a fair fight.
{127053} | Evil Response |The dwarf's got a big mouth. Teach him a lesson.
{127054} | Chaotic Response. |Just leave me out of this.
{127055} | B-Priority: Keep the same camera angle, and then suddenly the feet of a Deep Gnome come onto the screen, then another pair, and they stop. All that can be seen is the backs of their legs, their upper bodies cannot be seen. If not enough time, simply switch the camera angle to show the scene below and skip this node. |
{127056} | SCRIPTER: The camera changes to show the two Deep Gnomes from the front, with a cowled figure behind them... and several other Deep Gnomes behind him, to give the feeling of a whole crowd of vicious killers chasing the player. |
{127057} {Staring ahead, almost to himself}I must report this to {zee-AIR-ee}Zeeaire.
{127058} {To gnomes}Follow the {KALACK-cha}<i>Kalach-Cha.</i> Retrieve the shard. 
{127059} | SCRIPTER: Cowled figure turns, walks away from the camera, sinister. Time the fade to black to occur at the end of the line. |I warn you - if I have to report failure to {zee-AIR-ee}Zeeaire, you shall not survive it.
{127060} {Relieved}Thanks for helping me out. Guess I owe you, huh?
{127061} I'm not sure I like the sound of that. {Shrugs}But hey, I'm still standing here and they're not so I'm not going to complain.
{127062} Yeah. Lucky me, huh? Better to be lucky than good! Someone told me that once. It's a good way to think about things sometimes, you know? 
{127063} {Jumps all over the place}Hey, you're nice! {Beat}Sorry...I don't mean to sound so surprised. Well, actually I am. It's just... well, unexpected.
{127064} {Rolls eyes}I mean, once folks catch sight of me - usually it's the horns - they run in the other direction. And all those tales about {TEEF-LINGS}tieflings being cursed don't help much, either.
{127065} | Set Neeshka Joins. Reset Neeshka's Level. |I'm {NEESH-KA}Neeshka, by the way. I'm really glad you came when you did. {A little to herself at end}Wasn't really sure how I'd get out of that one. 
{127066} {Little angry at herself, then angrier at end}Of course, they never would've caught me in the first place if that "invisibility" potion I bought hadn't been watered down. {Beat}If I ever see that merchant again...
{127067} {Beginning a story}Well, I was actually trying to pass the Fort by, make my way farther south...
{127068} I thought that potion I bought would help - you see, once the local garrison sees me, they tend to want to throw me in a cell or attack me on sight. 
{127069} {Shrugs}Of course, the potion wears off right as I cross paths with those thugs from Fort Locke. They were looking for easy bounties, and I showed up right on time.
{127070} {A little sad}Yeah, I guess you don't have any reason to stay. Look, thanks for saving me... really.
{127071} {Shakes head}It's been that way ever since the new Fort commander posted bounties on bandits - some of his soldiers have been hunting down anyone they find on the road and claiming they're "bandits."
{127072} It's just banditry of a different sort - they rob the travelers, and then get the bounty, too. The roads are even <i>less</i> safe now than they were before. 
{127073} {Hopeful, then eager}Do you...do you think I could join you? Just for now! I won't get in the way, I promise. 
{127074} It's just that I don't know how long I can survive on my own, and... well... I do owe you one.
{127075} {Grumbles to himself}Can't say I trust her. {TEEF-lings}Tieflings'll stab you in the back and run off with your purse the moment you drop your guard.
{127076} {Defensive}Yeah? Well, dwarves are squat, smelly drunks who'll chop someone in half just to show they're tough!
{127077} {Angry}Oh, is that so? Why don't you step down here and say that again!
{127078} {Sarcastic}Oh, this'll be fair. I don't even have any of my gear! 
{127079} {Defensive}He started it!
{127080} {Taunting Neeshka a little at end}Bah. Leave her here. She'll be food for the other <i>beasts</i> on the road soon enough. 
{127081} Look, I'm sorry I got mad at your friend - even if he is short and smells <i>really</i> bad.
{127082} But please - let me come with you. I owe you for saving me - and those soldiers will just try to kill me again if they catch me out here on my own.
{127083} {Hmmph,a little hurt}We haven't needed her so far. Still, it's <i>your</i> decision.
{127084} Thanks! I won't let you down, I swear. {Beat}I think those Fort Locke thugs have my gear locked away here.
{127085} {A little relieved}I'll feel a <i>lot</i> better once I get some clothes back on - and have something to fight with.
{127086} {Taunting to demon girl they have prisoner}What, demon, no screams for us? Maybe we should brand you, maybe that'll loosen your tongue.
{127087} {Firm, angry, struggling}Leave me alone - I've done nothing to you!
{127088} {Scoffs, speaking to thug buddy, sarcastically}Well, now Commander {VAL-iss}Vallis will be happy to hear that. It means his work here's all done, he can just give up the fort and go home. 
{127089} {Slight taunt, speaking to his sarcastic buddy, throwing the taunts back in forth in front of the demon girl}Still, there's just the <i>small</i> matter of those bounties on bandits he posted - and a bandit with demon blood, well, there's no telling how much that's worth. 
{127090} {Thinking}A-course, you <i>could</i> tell us where your camp is - Vallis will pay more for that, he will, and we won't even have to butcher the lot of you.  
{127091} {Angry, being taunted}I told you I'm <i>not</i> with those bandits - or are you deaf and stupid? 
{127092} {Echoing an accusation, someone just said the WRONG thing to him}Stupid? {Angry psycho in second sentence}Here we were, thinking about letting you live, now you've gone and changed our minds.  
{127093} {Sees the players, a little wary, fight's suddenly not so one-sided}Eh - hold on, looks like she's got friends, she does. 
{127094} {Trying to sound professional, low, angry}This don't concern you, we're soldiers from Fort Locke, hunting bandits. 
{127095} That we are, caught this demon trying to raid our camp, and we were about to deal with her.  
{127096} You think you're going to stop us, are you?
{127097} {A little arrogant now, realizes the player isn't there to stop them, now trying to take upper hand}Oh, we weren't going to let you stop us - this bounty's ours. 
{127098} {Thining, sizing players up for murder}You know - Vallis might pay for <i>three</i> bandit bounties, he's not one for asking questions... 
{127099} {Become more and more angry at end}...especially about a demon, a runty dwarf... and a dirty Harborman who doesn't know enough to keep walking. 
{127100} {Pissed, cracking knuckles}"Runty dwarf?" I know you cowards aren't talking to me, or you'll be talking to my fist next.
{127101} {Draws weapon, a little greedy}Good enough for me. Let's kill them all and I'll sort out the tale later.
{127102} {Shifty, a little defensive}Nothing yet, but her crew's been hounding these parts. They been raiding merchants, caravans - maybe even killed the old commander!
{127103} {Defiant}I told you, I'm <i>not</i> with those bandits! 
{127104} {Angry, to Neeshka}Shut your lying mouth, demon, you'll get the blade soon enough! 
{127105} {A little arrogant now, realizes the player isn't there to stop them, now smells blood}Oh, really? Well, isn't that all high-and-mighty of you?
{127106} | PC is male |{Relieved, good looking guy just came out of nowhere}Where did <i>you</i> come from? I mean, one moment I thought I was dead - and then, suddenly you're here... {looking around in wonder}and look at all this blood.
{127107} | PC is male |{Apologetic, then a little stumbly}Sorry if I sound surprised - it's just, you know, people don't usually help me out like that... especially, uh, well, people like you, you know. Nice-looking people. {To herself}Does that make me a damsel in distress? I hope not, I hate those women.
{127108} |Player is Tiefling, Drow, or Duergar|<i>You</i> probably know what I mean, though. Someone takes one look at you and runs in the other direction. And in my case, all those tales about {TEEF-lings}tieflings being cursed don't help much, either.
{127109} |Player is Tiefling|{Grumbles to himself}Can't say I trust her. I mean you're all right, but most other {TEEF-lings}tieflings'll stab you in the back and run off with your purse the moment you drop your guard.
{127110} | PC is a gnome. |{Sees the players, a little dismissive, a little scoffing}Eh - hold on, look at this - a gnome and a dwarf, maybe friends of hers.
{127111} | PC is a dark elf. |{Sees the players, a little wary, fight's suddenly not so one-sided}Eh - hold on, looks like she's got friends, she does... a dark elf and a dwarf, by the look of it.
{127112} | PC is an elf. |{Sees the players, a little dismissive, a little scoffing}Eh - hold on, look at this - an elf and a dwarf, maybe friends of hers.
{127113} | PC is an dwarf. |{Sees the players, a little wary, the odds aren't so much in their favor anymore}Eh - hold on, look at this - a couple of dwarves, maybe friends of hers.
{127114} | PC is a halfling. |{Sees the players, a little dismissive, a little scoffing}Eh - hold on, look at this - a half-man and a dwarf, maybe friends of hers.
{127115} | PC is a tiefling. |{Sees the players, a little dismissive, a little scoffing}Eh - hold on, look at this - another half-demon, come to help the first.
{127116} | PC is a half-orc. |{Sees the players, a little dismissive, a little scoffing}Eh - hold on, look at this - a half-blood orc and a dwarf, maybe friends of hers.
{127117} | PC is a tiefling |{Snide, hates tieflings}She your sister, is she? You sharing demon blood from the looks of it... caught her trying to raid our camp, and we were about to deal with her.
{127118} | PC is halfling |Guess that's what they get for underestimating a halfling, eh? Last mistake they'll make. 
{127119} | PC is gnome |Guess that's what they get for underestimating a gnome, eh? Last mistake they'll make.
{127120} | PC is dwarf |Guess that's what they get for trying to pick a fight with a pair of dwarves, eh? Last mistake they'll make.
{127121} | PC is drow |They should have known better than to think they could take a dark elf... not many people make that mistake twice.
{127122} | PC is elf |Guess that's what they get for underestimating an elf, eh? Last mistake they'll make.
{127123} | PC is a tiefling |What are you doing all the way out here? I haven't seen another tiefling since... since, well, I don't know when. 
{127124} {Apologetic, then a little stumbly}Sorry if I sound surprised - it's just, you know, people don't usually help me out like that... especially, uh, well, people like you, you know, you don't really have that reputation. Not that you couldn't if you didn't want to... you know?
{127125} {Apologetic, then a little stumbly}Sorry if I sound surprised - it's just, you know, tieflings don't usually help each other out, in my experience. Not that you couldn't if you didn't want to... you know?
{127126} | PC is a dwarf |Big words from some girl who was just saved by two dwarves! Maybe next time we'll leave you to rot! 
{127127} | PC is dwarf |Look, I'm sorry I got mad at your friend - even if he is short and smells <i>really</i> bad - but you seem much nicer for a dwarf, and a lot smarter and tougher.
{127128} |Evil response|You owe me your life - that means I own you.
{127129} I wasn't trying to save anyone. They attacked me, remember?
{127130} |Good response|You don't owe me anything. No one should be treated like that.
{127131} Why were those men torturing you like that?
{127132} What were you doing here?
{127133} I've wasted enough time here.
{127134} We have to be going.
{127135} But that's no reason for them to want to kill you - or us.
{127136} So they caught you and thought they'd kill you - slowly.
{127137} Speaking of which, we should really get going.
{127138} We're on our way to Fort Locke. 
{127139} We don't have time for this.
{127140} This should be interesting.
{127141} That's enough... both of you!
{127142} I agree. We don't need her.
{127143} All right. Where's your gear?
{127144} Very well. But if you don't pull your weight, we'll leave you behind.
{127145} Fine. Just stay out of trouble.
{127146} |Evil response|She could prove useful. If not, we'll get rid of her.
{127147} |Good response|I won't leave her here alone. She's coming with us.
{127148} Let's go, then.
{127149} Leave that woman alone. 
{127150} |Evil response|Were you all planning to murder her without me? Where's the fun in that?
{127151} This doesn't look like a fair fight.
{127152} |Good response|I won't let you murder her in cold blood. 
{127153} |Evil response|Fine with me - don't let me stop you.
{127154} By killing her? What did she take?
{127155} This matter is between you and her - we'll be on our way.
{127156} | PC is a tiefling. |"Demon?" Maybe you need a lesson on how to address a tiefling.
{127157} {Irritated}Back again? What do you want now?
{127158} | SCRIPTER: Shandra approaches the player and asks if they've been sent by the village elder to help her deal with lizardfolk. |{A little suspicious, the player has just showed up at her farm, and she thinks she knows why they're there, but she's cautious}Who are you? Did {Main}Mayne send you?
{127159} {Rueful, a little irritated, to herself}Guess it would have been too much to expect for the Elder to send help. 
{127160} {Rueful}Good, glad to see the Elder finally got wise enough to protect the grain shipments into Highcliff before winter hits. 
{127161} {Slight weariness}I've been alone out here ever since the others abandoned their farms and took shelter in Highcliff... and I don't know how much longer I can hold out.
{127162} There were a few early on, but none lately. Most of the farms have been abandoned, before the lizardfolk attack. No one wants to be there when they strike. 
{127163} {Irritated at the inconvenience, life's hard enough}Not yet... but it's only a matter of time.
{127164} A few months back. I don't know where they've all come from, but suddenly they're swarming all over the place. 
{127165} {Slight surprise, then thinking}A few months ago? {Beat}These tribes may have been driven here from the Mere.
{127166} Tribes of lizardfolk have left the Mere recently, and I don't think it's by choice... something's driving them out. From the looks of it, they may be ranging farther and farther in search of food. 
{127167} Well, I'm more than willing to leave them alone if they left us alone, but when they start burning homes and crops... well, that's when I get worried. 
{127168} I have a feeling it's going to be a rough season ahead, and they're not making things any better.
{127169} {Looking around}Hnh. Looks like this is the place, but where's...
{127170} There's lots from the war still buried around here... some farmers can't take a plow to some fields without turning over an old weapon or two, but that's not what has me worried.
{127171} {Frowning, quiet}I thought I felt something. It's in the ground beneath my feet, traces of it, anyway.
{127172} {Thinking back, this is odd}William? Actually, yes, I did. And he didn't stop when I called to him - he looked frightened, kept looking back as he ran.
{127173} I just thought Juni had sent him on some errand... she pushes him a little hard sometimes, but he lets it happen, so I don't have much sympathy.
{127174} {Frowns, thinking}No, I don't think so. He was going into the woods around here - if he was going to the castle, he was taking the long way around.
{127175} {Shrugs}Not much more to tell, but if you want to help, let me just mark the ruins on your map... {noticing the player's not paying attention}why do you have that strange look on your face?
{127176} {Been reminded of what she was talking about. Getting back to the topic}Oh, right. Speaking of which, I better get back to keeping watch, before-
{127177} {Dismissive, angry.}So am I. Anything else? I have work to do.
{127178} I marked it on your map, so why don't you look at it instead of asking me?
{127179} William? Yeah, he ran through here into the woods, probably being hounded by lizardfolk just like I was.
{127180} {Slight irritation, dismissive}No... he was actually heading into the woods. If he was going into the castle, he was taking the long way around. 
{127181} {Angry}Look. Some of us aren't sellswords, or mercenaries, or whatever, able to drift from town to town for a few coins. Some of us have to make a living off the land we're given.
{127182} So if you're here to deal with lizardfolk, fine, do it. If not, leave me alone, because there's no "work" for you here, all right? 
{127183} {Irritated}Really? Well, thanks for telling me that. Feel better? 
{127184} |SCRIPTER: Once that node is selected, we go to the cutscene of lizardfolk setting Shandra's barn on fire. Please read the scripter notes as they might influence the way you write the dialog||Spawn in Lizardmen|
{127185} | SCRIPTER: Once that node is selected, we go to the cutscene of lizardfolk setting Shandra's barn on fire. Please read the scripter notes as they might influence the way you write the dialog||Spawn in Lizardmen|
{127186} |SCRIPTER: Shot two. Behind the lizardfolk as they approach the barn. The barn is between the lizardfolk and Shandra. In the background, we should be able to see Shandra and the player still talking|
{127187} |SCRIPTER: Lizardfolk set the barn on fire and take off|
{127188} |SCRIPTER: Cut to the player side of the barn. There's a whoosh sound and Shandra turns to look|{Suddenly seeing flames come out of her barn}Before-
{127189} {Can't believe it}My barn. And the harvest...
{127190} {Getting mad}I let down my guard for a second - and they were waiting for it. Waiting until I got distracted.
{127191} {Angry at player}And maybe you should go to the Hells. What, you think it was any safer there? Ask a few sailors in town if they agree.
{127192} {Defiant}And I'll be safe in Highcliff? Where no ship can leave because the lizardfolk are destroying them?
{127193} {Angry, frustrated}This... this farm is all I have, and now that my harvest is gone and with winter coming...
{127194} Not for years... some of the children from the village said there's tunnels beneath the keep... you can find an entrance near one of the ruined towers.
{127195} What? Why? What's going on behind...
{127196} |SCRIPTER: Cut to the player side of the barn. There's a whoosh sound and Shandra turns to look|{Suddenly seeing flames come out of her barn}...me?
{127197} What? Where did they come...
{127198} |SCRIPTER: Cut to the player side of the barn. There's a whoosh sound and Shandra turns to look|{Suddenly seeing flames come out of her barn}...from?
{127199} | PC is male |{Sizing the player up, a little suspicious}Whoever you are, you don't look much like a farmer to me. Any reason why you're gracing me with your presence?
{127200} {Raises an eyebrow, fires back}Is there a reason he should? You don't look worth it. 
{127201} {Reprimanding, under her breath}Neeshka.
{127202} {Defensive, as if it's obvious}Well, it's just the truth. And she <i>asked.</i>
{127203} {Suspicious, a little impatient}Maybe you all better tell me what you're doing here. There's been too many visitors lately, and I really don't have the patience for it any more.
{127204} | PC is female |{Sizing the player up, a little suspicious}Whoever you are, you look a little too important to be wandering out here on your own bothering with the commonfolk.
{127205} I'll say. We've gone too far out of our way already.
{127206} Not too far for a fight, I hope.
{127207} {Still suspicious}Yes - but that doesn't tell me what you're doing here.
{127208} {Skeptical}You really must be new to Highcliff - the village is practically under siege by lizardfolk.
{127209} I'm supposed to be making the merchant run through Port {LAST}Llast and Ember right now, but with the recent troubles... I can't leave the farm, let alone take the trade road from Highcliff. 
{127210} {Slight scoff}You think I'm <i>brave</i> to stay here? Foolish is more like it. 
{127211} | PC is male |{Skeptical, to herself}I don't know about that. {Beat, a little pouting}I'm braver than she is.
{127212} {A little hesitant}No... but it must be someplace close by. At first, I thought their lair would be close to the water, but now... now I'm not so sure, and I wonder if they've set up a camp just for attacking the outlying farms.
{127213} I doubt it's their main lair, it's too far from water, but I've seen fires up at the old ruins - it's only been in the past few days, though, which is strange, since the lizardfolk were attacking long before that.
{127214} {Slight irritation}Well, I'm not here by choice.
{127215} {Agreeing}You're right about that. And if it came to that, I wouldn't, as much as I love this place.
{127216} {Slight frustration}I can't even move my harvest into town. And if I can't sell it, I won't make it through the year... not to mention the towns counting on the trade. I have friends in Ember and Port Llast expecting shipments this season. 
{127217} {Warning}It's worse than that. I don't know if it's more lizardfolk, but no one's come back along that road for a while now... merchants who take it, just vanish, wagons and all.
{127218} {Slight unease}It happens so suddenly and quietly - and the bodies are never found. If you take the road, it's the last journey you'll make.
{127219} The whole village - and even as far south as Fort Locke is being cut off. If it keeps up, we'll starve - or worse.
{127220} No one's been killed, luckily enough. Mostly buildings and houses have been burned, but no deaths.
{127221} That's strange. I would have thought the lizardfolk would have tried to kill the farmers first... they tend to, uh, eat people, from what I've heard.
{127222} I agree. It is unusual... but the lizardfolk may be afraid to push Highcliff too far.
{127223} Shedding the blood of another tribe is different in lizardfolk culture, while destroying objects and homes is more... well, "territorial," is the best way to put it.
{127224} {Incredulous}Too far? After all this? Don't know how much farther these people can be pushed.
{127225} Well, no one's been killed yet that I've seen, just a lot of farms burned and grain destroyed or stolen. 
{127226} {Surprised, suddenly changes attitude, likes getting down to business}Fine. I think the lizardfolk are striking from the ruins nearby - it's probably not their main lair, but it might be a staging camp.
{127227} It's like something's going on up there. I haven't been able to leave the farm long enough to tell anyone... I guess I was counting on the Elder to actually send help. 
{127228} The ruins up there are of Highcliff Castle, destroyed in a war some time ago. Lots of magic was thrown around, even talk that demons and devils were summoned and fought each other.
{127229} I don't know. If they are up there, it may end up causing trouble for them <i>and</i> us.
{127230} And there's more than lizardfolk troubles nowadays - at least from the tales coming from the southern road, don't know if you've heard.
{127231} There's been sightings of forms walking in graveyards, strange shadows... some of it could be just local drunks talking, sure, but I've heard tales from merchants as far south as Fort Locke.
{127232} Plenty, but no marked ones - so many battles were fought here, if the dead decided to walk, there'd be an army in no time. That huge gravesite near Fort Locke, that's one of the smaller ones from the war.
{127233} Well... yes. I suspect there's a reason that place was never rebuilt; it's always had a strange history. Everyone in Highcliff knows to leave it alone.
{127234} But aside from seeing the fires up there, I haven't wanted to risk leaving the farm long enough to investigate.
{127235} {Warning}All right, here you go, but be careful if you go up there - you might end up stirring up more trouble for the village than helping.
{127236} {Starting to get mad}Look, if you're going to help, <i>do</i> it - I'm so tired of Neverwinter, and Fort Locke, and the militia and the elder and all of them promising to help us out and nothing ever <i>happening.</i>
{127237} Just once - just this once - if you can actually do something for Highcliff, for the farmers here, it'd be long past due.
{127238} | Drow-only SCRIPTER: Shandra approaches the player and asks if they've been sent by the village elder to help her deal with lizardfolk. |{A little suspicious, the player has just showed up at her farm, and she thinks she knows why they're there, but she's cautious}A dark elf? Did {Main}Mayne send you?
{127239} Because if you're here to rob me, there's nothing to steal... so you might as well head back down to the Underdark or back wherever it is you came from.
{127240} | Dark Dwarf-only SCRIPTER: Shandra approaches the player and asks if they've been sent by the village elder to help her deal with lizardfolk. |{A little suspicious, the player has just showed up at her farm, and she thinks she knows why they're there, but she's cautious}A dark dwarf? Did {Main}Mayne send you?
{127241} | Deep Gnome-only SCRIPTER: Shandra approaches the player and asks if they've been sent by the village elder to help her deal with lizardfolk. |{A little suspicious, the player has just showed up at her farm, and she thinks she knows why they're there, but she's cautious}You're a strange-looking gnome. Did {Main}Mayne send you?
{127242} | Tiefling-only SCRIPTER: Shandra approaches the player and asks if they've been sent by the village elder to help her deal with lizardfolk. |{A little suspicious, the player has just showed up at her farm, and she thinks she knows why they're there, but she's cautious}A tiefling - two of them? Did {Main}Mayne send you?
{127243} Do you mind if we look around to check? Just to be sure?
{127244} | Lawful Response |[Truth] The Elder asked us to come here to track down the lizardfolk.
{127245} | Chaotic Response |[Lie] Uh... well, we're part of a merchant caravan coming through. 
{127246} Visitors? What do you mean?
{127247} Have you been attacked?
{127248} How many farms have been lost?
{127249} When did these attacks begin?
{127250} What do you mean?
{127251} We're looking for a man, Juni's husband, have you seen him?
{127252} Was he heading for the castle?
{127253} Anything else you can tell us about the area?
{127254} I just saw some lizardfolk running through your crops.
{127255} I wanted to say I'm sorry about your barn.
{127256} Can you tell me where the ruins are?
{127257} We're looking for a man, Juni's husband, have you seen him?
{127258} Nothing, nevermind. I'll be going now.
{127259} Was he heading for the castle?
{127260} I'm trying to apologize here. I didn't mean for that to happen.
{127261} What happened to your barn wasn't my fault.
{127262} I'm sorry, I didn't mean to distract you.
{127263} Maybe you should have gone to the village earlier.
{127264} Look, you're not safe here - you should head to Highcliff.
{127265} Have you been to the castle recently?
{127266} Um, you might want to look behind you.
{127267} You were talking about lizardfolk?
{127268} Are you Shandra?
{127269} What did you mean when you said visitors?
{127270} Do you know where the lizardfolk are striking from?
{127271} It's brave of you to stay and protect your home.
{127272} Defending this patch of land with your life doesn't seem worth it.
{127273} What ruins are you talking about?
{127274} Do you think the lizardfolk are up there?
{127275} Why are you staying here? It seems dangerous.
{127276} You say the merchant road out of Highcliff is blocked? The one to Neverwinter?
{127277} We don't have time to waste. We're here to help against the lizardfolk, so tell us what we need to know, and we'll be on our way.
{127278} Mark the ruins on our map, and we'll be on our way.
{127279} You said if the lizardfolk are at the ruins, it could cause trouble for you <i>and</i> the lizardfolk?
{127280} Are there any graveyards around here?
{127281} |SCRIPTER: Fade in to a ship's captain arguing with the harbor master|
{127282} {Frustrated. Can't believe the ship's captain is this reckless}You're risking your entire ship by going out there, Captain. Ignore me if you will, but at least listen to your own men.
{127283} {He's had enough of this argument and is ending it}We're leaving port right now. Nothing's stopping this shipment to Neverwinter, especially not a pack of lizardfolk.
{127284} |SCRIPTER: Captain walks up the plank of his ship|{Ordering his men to get underway}What're you lot just standing there for? Bring up the sails! Man the oars!
{127285} |SCRIPTER: Harbor master turns to speak with the player|{Sighs. The fate of the ship is out of his hands now}The fool is risking a ship worth ten times the cargo he's carrying, and for what? For the sake of a few extra gold for an early delivery.
{127286} Aye. But he's trying to set sail when we've got lizardfolk going out of their way to sink every boat coming out of this village.
{127287} Lizardfolk have been sabotaging anything floating that comes into or out of Highcliff. The <i>Double Eagle</i> over there's already had to be repaired three times.
{127288} The good captain is a fool to think he can sail out without drawing the attention of the lizards.
{127289} I'm responsible for making sure ships get in and out of this harbor safely. Every ship that sinks hurts my reputation, my fault or not.
{127290} Not if you don't want to have to swim the rest of the way once your ship pulls out of port.
{127291} |SCRIPTER: Cut to guy in a crowd pointing out to sea|Harbormaster, out there! Looks like the lizardfolk have themselves another victim!
{127292} |SCRIPTER: Show ship sinking. May require multiple shots to capture the true coolness of it.|
{127293} {Harbormaster is reluctantly pleased that he was right}And I think we've all learned a lesson here. If I say it's too dangerous to sail, it's too dangerous to sail.
{127294} {Turns to talk to workers on the dock}All right lads! See what we can do to help those sailors... let's just hope the lizardfolk let them swim ashore.
{127295} {To the player}Sorry, but I've got my hands full here. Some of the other sailors here should be able to fill you in.
{127296} |Shot of Highcliff. Oooh|
{127297} Why did you try to stop him?
{127298} Sailing the seas is always risky.
{127299} Why do you care? It's his loss.
{127300} Why are you so certain his ship will sink?
{127301} So you're telling me there isn't a ship I can take to Neverwinter from here?
{127302} {Shadow Priest isn't surprised by the player's arrival. Looking forward to using their corpse to make another zombie}Fresh materials to work with. Excellent.
{127303} {Calmly ordered. He's telling the zombies not to damage the player's flesh too badly when killing him}Attack, my children. Let us add their corpses to our army.
{127304} | SCRIPTER: This is the scene between the Shadow Priest in Highcliff Castle and some sort of shade of Black Garius' |
{127305} {Deferent}Master of the Fifth Tower, you grace me with your presence. 
{127306} {Irritated, shadow priest is being too toady for his tastes}Yes, I am certain. {Beat}The raising of the army and the attacks on Fort Locke... how do they proceed?
{127307} | JOHN/ERIC: If dealt with Shadow Priest in crypt. |{Deferent}There have been complications, milord. One of our disciples near Fort Locke has been slain. 
{127308} It shall not affect our plans at the Fort, nor the raising of our troops.
{127309} {Deferent}As well as expected, milord. We have slain many patrols from Fort Locke and used them to add to our ranks.
{127310} Highcliff is already beset with troubles, trade has been halted, and soon we will be able to cut them off entirely. 
{127311} Our power runs strong here... the war our master pursued here so long ago still fuels our magic. Our enemies shall not prevail.
{127312} {Satisfied}As long as Neverwinter is occupied, then you have served me... and through me, your Master.
{127313} {A little cold here, Garius just implied superiority}We are <i>all</i> in the service of the King of Shadows, Lord Garius. Sometimes we forget he is all around us, and there are no ranks and hierarchies before him.
{127314} {Dismissive}Think what you will, as long as you carry out my or-{"orders"}
{127315} | ERIC/JOHN: Player dealt with Shadow Priest in crypt. |{Suddenly notices player}Ah, it seems someone else has come to pay their respects, priest. {Cold}Perhaps the same ones who slaughtered the priest at Fort Locke.
{127316} {Suddenly notices player}Ah, it seems someone else has come to pay their respects, priest. {Cold}Deal with them. 
{127317} I suggest you deal with them before you share the same fate.
{127318} | SCRIPTER: Garius vanishes, fight. JOHN/ERIC: I wrote a fragment for after the fight, too, below - I like it, but you may not have time to put it in. |
{127319} | SCRIPTER: After the battle. |{Grunts}Who the hells was that priest talking to? Looked like a shade or a ghost.
{127320} {Thinking, studying the area}It felt like a projection... but I'm not sure how it was done. {Beat, a little quiet}The same darkness I've felt in the Mere... it's here as well. 
{127321} {Snorts}Trust me, whatever it is, Neverwinter's endured worse. {Beat}Come on, let's see what the priest is carrying, then let's move on.
{127322} {Eager}Sounds like a plan to me. {Beat}Come on, let's see what the priest is carrying, then let's move on.
{127323} {Eager}Sounds like a plan to me. {Beat}But let's see if that priest has any gold on him first.
{127324} I'm more concerned about what he said about Neverwinter.
{127325} We need to move on.
{127326} Let's search the area, see if we can find any more.
{127327} | SCRIPTER: See Avellone for details. This would take place in a fake version of 1600 especially for this cut-scene - the same one used for 12_cs_enter_high. The camera angle does not allow anything of the portal to be seen, it simply shows the throne room of 1600. It takes place when John Lee says it does. |
{127328} | The camera switches to show the Githyanki sub-lieutenant entering, and if possible, bow or bow his head or kneel - if there is no animation for this, he will simply stand. Note that the camera angle will not show Zeeaire, although it can show light from the portal, as if the sub-lieutenant is speaking to some heavenly creature. The owner of this dialogue is the sub-lieutenant. |
{127329} | ECHO effect. |{Off-camera, maybe an echo effect?}This shard you have found - show it to me. 
{127330} {Deferent}Yes, {zee-AIR-ee}Zeeaire. 
{127331} | He strides forward, but you can't see who he hands it to - it's like he's passing it to someone off camera. If we could manage the same sort of visual effect that occurs when the PC discovers a shard, this would be a good place to play it again. |
{127332} | There are a few seconds of silence. |
{127333} {Deferent, not sure what to make of the silence, confused}Zeeaire? Is that what you sought?
{127334} | ECHO effect. |{Quietly, awe-struck, but not too over-the-top}No. It is much more. 
{127335} | ECHO effect. |{Cold, commanding, resolve returns}Forget the betrayer. Forget our vengeance. These shards - they must <i>all</i> be found. 
{127336} | ECHO effect. |Whatever forces you need, we shall grant you - but these shards must be ours.
{127337} | Bows if possible. |{Slightly uneasy at the end}Of course, Zeeaire. It shall be done.
{127338} | Fade to Black. | 
{127339} Dunno why the captain has me loading cargo. It's not like we're going anywhere.
{127340} Go find someone else to bother.
{127341} What're you looking at?
{127342} Some nice looking ladies in the village, don't you think?
{127343} Boxes in, boxes out. All seems kind of pointless, doesn't it?
{127344} The captain had better have our pay when it's due. Not our fault the port's closed.
{127345} What I don't get is why lizardfolk are this far north. They normally stick to the Mere.
{127346} {ordering others}Keep looking! It must be here!
{127347} {Frustrated}Where is it? The master says it should be here!
{127348} Maybe it's over here!
{127349} The <i>Kalach-Cha</i>! Over here!
{127350} Kill first! Then keep looking!
{127351} Well met. Still here and bored as always. Something I can do for you, I hope?
{127352} {Quiet fellow - somewhat shy, hard working and industrious}Well met. I'm Edario.
{127353} If you need - uh - armor, please let me know. I'm the only armorer in Highcliff - so if you be needing anything, there's nowhere else to go.
{127354} I - heh - get that a lot. My father always said I looked too wiry to work the forge.
{127355} But I know my craft - and with decent materials I could - uh - show you a thing or two. My stock is a bit limited right now.
{127356} |Open Store|
{127357} {Excited - more upbeat than before}I've heard of you, <FirstName>. They say you have miners working for you.
{127358} I'll pack my things and head over. I'm sure I'll do better at the keep. Soldiers need armor, after all.
{127359} You won't regret it!
{127360} |Fade out and when the fade in happens Edario is gone and will be present at the Hollow in Neverwinter City|
{127361} {Sounds hopeful}That's an interesting offer - certainly there's bound to be more opportunities there.
{127362} {His note turns down as he realizes this}But unless you know a good miner who can provide ore at a reasonable price, I couldn't compete with the more established armorers in the region.
{127363} Please look me up if you find one. There's just not much work for an armorer in Highcliff.
{127364} I guess, but there really isn't much call for my work in a small town like this.
{127365} I'd need someone to work for, first. In a big city, it would be hard to compete with all the other armorers who already have steady customers.
{127366} Farewell.
{127367} <i>You're</i> an armorer?
{127368} I'd like to see your wares.
{127369} Come work for me. I could use someone like you at Crossroad Keep.
{127370} You don't sound too happy about that. Isn't lack of competition a good thing?
{127371} Why don't you go to a bigger city, then?
{127372} You didn't sound very happy about being the only armorer in town. Isn't lack of competition a good thing?
{127373} The armorsmith of Highcliff seems quiet, shy and hard-working.
{127374} |Before Port Open|It's been a good harvest this season.
{127375} All the carousing the sailors are doing, I'm surprised the elder hasn't had a talk with their captain.
{127376} At least I still have land to farm.
{127377} Good day to be outside, isn't it?
{127378} More visitors. Just what this village needs.
{127379} I hope the port opens again soon. I've got a harvest to bring to market.
{127380} Bandits, lizardfolk, people going missing... it's been an interesting year.
{127381} If you're looking for docks, forget about it. No ships in or out.
{127382} You're a Harborman, aren't you? Thank the gods you were here to help.
{127383} I hope my father gets here soon. After this, I'm not sure I can afford to wait for him.
{127384} No more adventures for me. I'm heading back to Highcliff.
{127385} First the lizardfolk, and now this. I never should have left Neverwinter.
{127386} |Brill in charge|I'm getting bored sitting in this fort. Vallis needs to start our patrols back up and soon.
{127387} All we're doing is drill after drill. I'd rather be out there hunting bandits.
{127388} Fort's getting crowded with those refugees moving in.
{127389} I hope the commander returns soon. Vallis is driving all of us crazy.
{127390} Move along. Go talk to the refugees if you're looking to socialize.
{127391} |Commander is back|Not that I liked him, but was killing Vallis really necessary?
{127392} Nice work getting our commander back. Maybe we can finally start our patrols again.
{127393} I hear you're from West Harbor. Got tired of the swamp, did you?
{127394} Interesting group you travel with. Just stay out of trouble while you're here.
{127395} First bandits, now necromancers and their crazy undead. There's always trouble around the Mere, isn't there?
{127396} |Before rescue of prisoners|I wish the garrison would start patrolling the roads again.
{127397} |Generic|This fort is the safest place to stay right now. Even Highcliff's got problems.
{127398} Bandits have our loved ones held for ransom, and the garrison does nothing!
{127399} This fort is getting crowded. I'm thinking of risking a trip to Neverwinter City.
{127400} Talk to Liza if you think you can help us free our loved ones from the bandits.
{127401} Don't hurt me! I swear I wasn't staring at the demon!
{127402} I'll be catching a ship from Highcliff to Waterdeep just as soon as the roads are safer.
{127403} Neverwinter can afford to fight Luskan, but won't do anything about bandits!
{127404} |After prisoner rescue|Thank you for freeing my family from the bandits!
{127405} I hear you're the harborman that freed the prisoners. I'd just like to thank you for what you did.
{127406} |Prisoners were killed|I guess the ransom money won't be needed now.
{127407} You managed to do what the military was too afraid to do. Amazing.
{127408} The bandits just slaughtered the prisoners! Maybe <i>now</i> the fort will start up patrols again!
{127409} I heard you were there when our loved ones were killed. Wasn't there <i>anything</i> you could have done?
{127410} {Disimissive}If you're looking for thanks, look somewhere else.
{127411} {Dismissive}Talk to Galen if you're looking for a chat. I've got better things to do.
{127412} {Dismissive}Galen pays me to fight - not to talk.
{127413} Sorry. No time to talk. It's still chaos here.
{127414} I'm a busy man. Talk to Grishnak if you feel like having a chat.
{127415} Talk to the village elder if you've got questions. I've got work to do.
{127416} I'd suggest you clear off the docks. Some of us still have work to do.
{127417} Highcliff Villager{f}
{127418} Bandit Chief Jered
{127419} {Pushy, headstrong, enough to drive a husband away, which she did}You were the one speaking with the Elder. Did he turn his back to your pleas as well?
{127420} {Incredulous, exasperated}Reasonable? My husband is missing and he refuses to send out a search party. How is that reasonable?
{127421} My husband, William, disappeared two days ago. He was heading outside the village to gather some stones to expand our home - a foolish thing to do with the attacks going on.
{127422} It must have been the lizardfolk who took him. They're beasts. But the Elder refuses to send out a search party to bring him back.
{127423} {Slight surprise, she wouldn't consider doing the same}You'd be willing to take a risk for a complete stranger? I... well, this is a surprise.
{127424} Please bring him home safely. I don't want my child growing up without a father... even if William <i>does</i> have his weaknesses, he's better than nothing.
{127425} {Doesn't like Shandra}You may want to speak with that girl Shandra - she's refused to give up her farm to those lizardfolk, so she may have seen him if he went outside the village.
{127426} The villagers that left their farms say they were driven out by something destroying their crops and damaging their homes.
{127427} The farmers were never attacked. It's just been sabotage, like with the ships. Probably lizardfolk, but you never know.
{127428} {Slight scoffing}Of course. I wouldn't expect you to help for nothing.
{127429} William and I have been saving up for a trip to Neverwinter, but I'd rather have my husband back than visit the city.
{127430} {Sniffs disdainfully}I suppose if even the village elder won't help, I'd be foolish to expect a stranger to. Good day to you.
{127431} |Player hasn't found William yet|Have you found William yet? Without him, there's no one able to help me with the crops.
{127432} {Make the focus a little more on herself that William}Something terrible must have happened - I'm so torn up with worry, you have to find him. Please, keep looking.
{127433} He was headed outside the village, near the outlying farms.
{127434} {Doesn't like Shandra}You should speak with that girl Shandra. She's a farmer on the outskirts of town - she may have seen him.
{127435} |William returned home safely|Thank you so much for finding my husband! He just returned a short while ago.
{127436} |Juni doesn't know that William tried to leave her|Something happened to him while he was out there, but he won't talk about it. He seems so... sad.
{127437} At least he's back to help care for our daughter, and this season's crops. Thank you so much!
{127438} I'll be sure to let the village elder know that a <i>true</i> hero came to my aid. {Beat}Now then, I must restore some order to our home. Thank you again.
{127439} Perhaps you're right. However, there's so much to do around the farm. He can relax once the crops are taken care of.
{127440} {Surprised, disbelieving}What?! You must be lying. William understands his responsibilities. He would never do such a thing.
{127441} But I... after... what could possibly have caused him to run? I must have a talk with him. This is just unacceptable.
{127442} Here, take this. It's all I have to offer for what you've done, but take it with my gratitude.
{127443} {Sniffs, a little disdainful}Of course you're wrong. However, given what you've done for me, I forgive your ill-chosen words.
{127444} Forgive me. It's just that I can't understand why you would say something like that.
{127445} I'll have a talk with William. After all you've done, it was wrong of me to be so harsh with you.
{127446} |Player agreed to lie for William|{Still worried}I don't see William with you. Have you not found him yet?
{127447} {Shock, then anger, husband is dead}William! I knew it! I just knew it! I must let the elder know that he has blood on his hands.
{127448} How did it happen? Did you take care of whatever killed him?
{127449} Running? From me?! The man has responsibilities! He can't just walk away from them.
{127450} Where is he? Where is that coward? To think that I was so worried about his well being.
{127451} {Slight surprise}Bears? Around Highcliff? I knew of wolves, but not bears.
{127452} I... I don't know what to do. I've relied on William for so long... who will take care of the children, and the farm?
{127453} Here, take all that I have. No amount of gold can replace my husband. 
{127454} You're right. I must be strong, for my child and myself.
{127455} I appreciate the effort you made on my behalf. Now, if you'll excuse me, I need to be alone for awhile.
{127456} He will certainly be hearing from me. If he had been willing to send men out to look for William, none of this would have happened.
{127457} Here, take all that I have. No amount of gold can replace my husband. 
{127458} {Cold, ready to kill}Oh he <i>is</i>, is he? {Beat}Thank you for being honest with me. It's more than what that coward would grant me.
{127459} Here, take this. I think what you've told me is worth the gold. I'll be beating the money out of William's hide when I find him.
{127460} Now if you'll excuse me, I have a wayward husband to catch.
{127461} {A little sad, contrast to second part of line}Poor William. Even if he made a run for Icewind Dale, it still wouldn't be far enough. {Beat, dismissive}Anyway, what reward did we get? Can I see? 
{127462} Hnh. Old William got what was coming to him. Wouldn't catch some dwarf husband scuttling off like that, hiding from his wife.
{127463} It would have been best if William had simply had the courage to tell her on his own... if you love someone, you tell them your feelings. If not, you still owe them the same courtesy. 
{127464} Oh, I'll find him. Nothing in all of {FAIR-une}Faerûn can keep him hidden from me forever.
{127465} You're right. This is my dear husband's problem now. He'll <i>wish</i> he'd run farther once I catch him.
{127466} |William returned home safely|Thank you so much for finding my husband! He just returned a short while ago.
{127467} |Player agreed to lie for William|{Still worried}I don't see William with you. Have you not found him yet?
{127468} {A little snide}You again. Did the elder turn a deaf ear to you as well?
{127469} What? He must have accidentally left it behind. He was quite eager to get started.
{127470} {The player has just insulted her}What?! How dare you! You have no right to judge me!
{127471} Get out of here. I'll handle this myself. I should have known better than to rely on a stranger for help.
{127472} Actually, he seemed quite reasonable.
{127473} What did you ask of the Elder?
{127474} Farewell.
{127475} Is there some way I could help?
{127476} He disappeared? When?
{127477} This isn't my problem.
{127478} A reward would be nice.
{127479} I'll do what I can to bring him back.
{127480} Is there anything else you can tell me that might help?
{127481} Forget it. I've changed my mind.
{127482} I'm still looking.
{127483} I'll get around to it.
{127484} Where was he last seen again?
{127485} Farewell.
{127486} I'm waiting for a reward.
{127487} Maybe you should let him relax a little first. He went through some difficult times.
{127488} I'm glad I was able to help.
{127489} You realize he was running away from you, right?
{127490} It's true. He told me.
{127491} Maybe I'm wrong. Sorry.
{127492} I don't like being called a liar.
{127493} Forget it. Farewell.
{127494} [Lie] We found this wedding band on a corpse. Did this belong to William?
{127495} [Lie] Your husband is dead. I saw his body.
{127496} [Break Promise] William's alive, but he refuses to come back. He was running away from you.
{127497} The village elder had nothing to do with this. Bears got him.
{127498} It looked like he was killed by bears.
{127499} I did what you asked. I found him. I'm waiting for a reward.
{127500} It looks like he already did.
{127501} What will you do now?
{127502} I'm sorry you had to find out from me.
{127503} This really isn't my problem now.
{127504} He has a camp near Highcliff Castle.
{127505} I don't think he wants to be found.
{127506} This is no longer my problem.
{127507} I'm sure you'll be fine.
{127508} It's not my problem. Farewell.
{127509} Just give me a reward and I'll be on my way.
{127510} Maybe the village elder can help.
{127511} I might be able to track him down.
{127512} [Break Promise] You realize he was running away from you, right?
{127513} |Successful Wisdom check|[Wisdom] Your wagon is still here. Wouldn't he need it for heavy stones?
{127514} |Evil Response|Maybe he left because you're a shrieking harpy.
{127515} Where ya going? The fight's over here!
{127516} Well met, traveler. Have you come to Fort Locke to take refuge with the rest of us?
{127517} It's getting crowded, but I think we can make some extra room if you are in need.
{127518} Then I should warn you if you intend to travel outside of the fort - be wary of bandits.
{127519} They're bandits. But this lot has taken it a step further. They're now taking prisoners and demanding ransom. My husband was one of the ones taken.
{127520} Look around. They have us to shelter, feed, and protect - and they've lost quite a few men on patrol.
{127521} All of us here have gathered what gold we can to pay the bandits, but we just don't have enough.
{127522} We can only thank {TEAR, like tears of a clown}Tyr that the bandits want the gold and won't harm our loved ones while they think we can pay.
{127523} We might if we knew where this camp was... but even if we knew their location, we're just farmers - we wouldn't stand a chance against them in a fight.
{127524} If you <i>do</i> happen to come across the camp, we'd appreciate if you could find a way to free our families.
{127525} {Hesitant}It's a lot to ask, I know, and I don't wish to burden you with our troubles. Just... keep us in mind if you have the chance to help.
{127526} Some of us fled the Mere, what with lizardfolk and other beasts moving north. Some of the smaller settlements have already been overrun.
{127527} Others fled the plains to escape the banditry out there. Without regular patrols, the region has become too dangerous to live in.
{127528} There were a few who fled to Highcliff. Others to Neverwinter. Still, most of us consider this area our home and would like to return when things settle down.
{127529} They are a fact of life out here, but these bandits have become bolder with the lack of regular patrols.
{127530} They're now taking prisoners and demanding ransom. My own husband is among the ones taken.
{127531} {A little surprised}You... you'd be willing to help us? Thank the gods! Bless you for your kindness.
{127532} | JOHN/ERIC: Not sure what the flag for "Neeshka hasn't mentioned camp yet" is. |You know, I think I know where these bandits might be... I saw a large camp on the way to Fort Locke. If it's the bandit camp, who knows how much gold they have stashed there?
{127533} No one knows where the camp might be, but if there's anything you could do to free our loved ones, we would be eternally grateful.
{127534} Yes, of course! The money we gathered to try and pay the bandits is yours if you can help us. Oh, bless you for your kindness!
{127535} Of course. The return of our families is worth any price. Thank you so much.
{127536} Even so, I would caution that you not underestimate them. They have become bolder with the lack of regular patrols.
{127537} Then I would urge you to be especially careful. The bandits have been preying heavily on travelers between the fort and Highcliff, growing bolder as patrols have become scarce.
{127538} |Haven't accepted Bandit Quest|Well met again. Is there something I can do for you?
{127539} It's good to see you still alive. I hesitate to ask, but have you located the bandit's camp yet?
{127540} {Slight relief}Thank you. There are many of us hoping to see our loved ones returned safely.
{127541} I don't mean to pester you. It's just that you have given many people here hope that we shall see our loved ones again.
{127542} The bandits have kidnapped many of our loved ones and are demanding ransom. We've gathered what gold we can, but we know it is not enough.
{127543} If there's anything you can do to secure their release, we would all be most grateful.
{127544} {Relieved, grateful}Thank you so much for what you have done. The prisoners that you freed from the bandit camp have been trickling in and many have reunited with their families.
{127545} And I understand it was a most dramatic rescue as well. You have more than earned our gratitude.
{127546} Here, take this. It's the gold we had pooled together in the hopes of paying off the ransom. Take it with our thanks.
{127547} {ILL-may-ter}Ilmater bless you. May your travels be safe and fruitful. Now, if you'll excuse me, I believe I just saw my husband pass through the fort gates.
{127548} {Sad, regretful}This is all that we have. I realize it is a small reward for what you have done, but we have nothing else to give.
{127549} [Success] {Slight reluctance}I have this pendant, passed down in family for generations. Perhaps it will bring you better fortune than it has for me.
{127550} [Failure] I'm sorry, but this is all that we have. I know it isn't of value to you, but our prayers will be with you.
{127551} {Saddened}I am sorry it does not match the risk that you took for us, but it is all we have.
{127552} Thank the gods you're alive. I understand that many fell during the escape from the bandit camp.
{127553} However, know that we are all grateful for the lives that you were able to save. The survivors are trickling in and have been reunited with their families.
{127554} | Influence Loss Neeshka |{Scoffs}What, too good to take gold from bandits? Me, I'm not that proud.
{127555} | Influence Gain Neeshka |{Eager}Now that's what I like to hear. After all, these bandits have been stealing from others... we should even the score, see how they like it.  
{127556} {Defensive}Look, I've got to make the best living I can with whatever...  natural talents... I have. If that means fleecing someone who has a little more than they should... well, so be it.
{127557} {Slight mocking at "ill-gotten gains," like she's mocking the term, but eagerly}But if you want to find these bandits, let me mark it on the map for you. They may have some "ill-gotten gains" we can help ourselves to. 
{127558} | JOHN/ERIC: Needs a journal entry here and a global for revealing it on the journal map, didn't see one in the scripting skeleton. |
{127559} {Slight mocking at "ill-gotten gains," like she's mocking the term, but eagerly}Of course. They may have some "ill-gotten gains" we can help ourselves to.
{127560} {Disapproving}So become like bandits ourselves? That's one way to drag our pride through the mud, tiefling. 
{127561} |Bandits killed the prisoners|{Agitated... not quite panicked but very worried}We're hearing rumors that the bandits killed all of the prisoners! Please, are the rumors true?
{127562} I... I need to let the others know. It would appear that even the gods have turned their backs on this forsaken stretch of the North.
{127563} I suppose I should thank you for telling me the truth. Now, if you don't mind, I need to be alone for awhile. 
{127564} [Success] I knew it! Thank you for telling me the <i>truth</i>. I must tell the others before the rumor spreads any further. Please excuse me.
{127565} [Failure] You're certain of this? People seem convinced that the rumor is true. Even the soldiers here seem to think so.
{127566} For now, I'll continue working to collect the ransom money. Please excuse me.
{127567} I suppose it isn't. I had hoped you were more than a mere adventurer, but I see that you are not.
{127568} |Prisoners freed. Quest already done|Thank you again for your help. All of us here are eternally indebted to you.
{127569} I'm just passing through.
{127570} What made you come here?
{127571} I'm not worried about bandits.
{127572} Bandits are always a danger.
{127573} Why? Are they preying on travelers?
{127574} Why don't the people do something about it?
{127575} The garrison here hasn't dealt with them?
{127576} Thanks for the warning.
{127577} Is there anything I can do to help?
{127578} Life's difficult for everyone right now. Good luck.
{127579} Is there a reward if I help get your loved ones back?
{127580} You mentioned bandits.
{127581} I'm heading for Highcliff myself.
{127582} I'll see what I can do.
{127583} Just make sure there's a reward waiting for me.
{127584} I'll think about it. Farewell.
{127585} Farewell.
{127586} I'll get around to it.
{127587} Don't worry. I'll take care of them for you.
{127588} Why are you so interested in that camp again?
{127589} | Good Response |The money won't be necessary.
{127590} | Good Response |I'm glad I could help.
{127591} | Evil Response |This is it? I expected more.
{127592} Next time, take care of your own problems.
{127593} It will be enough, then. Thank you.
{127594} [Diplomacy] There must be something more. I <i>did</i> risk my life for you.
{127595} We're not going there to rob it, we're there to stop the bandits.
{127596} Can you mark where this bandit camp is?
{127597} I say we see about finding this camp and loot it.
{127598} It's true. Everyone's dead.
{127599} [Bluff/Lie] No, it's a lie.
{127600} It's not my problem.
{127601} Farewell.
{127602} It appears the stories about the Mere were right. Good thing you were here to help.
{127603} That's it. I'm hurrying to Fort Locke where it's safe.
{127604} This makes being held up by bandits seem like a friendly chat.
{127605} I'm sure West Harbor will be safer. I've heard about the toughness of Harbormen.
{127606} I hope we can open the port again soon. The sailors are causing havoc in town.
{127607} Have you heard about William? He up and vanished. Juni's beside herself with worry.
{127608} I wish the elder would let us look for the lizardfolk. The port's been shut down for too long already.
{127609} I hear Fort Locke will be starting their patrols again. It's about time.
{127610} Zachan's been telling wild tales about some hero who took on 100 dwarves and lived.
{127611} Zachan hasn't been himself since he got back from the Mere. Always talking about some ten foot tall hero.
{127612} So, you're the new arrivals I've heard about. You're adventurers, I take it?
{127613} The name's Mozah. I know, it's an odd name. It was the one given to me though, so I'm rather attached to it.
{127614} But, enough of that. I was wondering if you wouldn't mind helping me out with a small problem.
{127615} You have the look about you. Grace, power, confidence - hero qualities, you know?
{127616} Who knows? I'm not a... what were they calling it? Ah yes, a "Kalach-Cha." So they weren't after me, at least.
{127617} We can arrange something. Does this mean you'll help me?
{127618} So, will you hear me out? I would appreciate it if you would.
{127619} I was hired by a group of adventurers to show them the area around Highcliff - help them get their bearings, as it were.
{127620} It was a bit dangerous, but they offered more gold than I'd see in ten seasons working the fields. I'd have been stupid to say no.
{127621} Anyhow, after this attack, I'm ready to head to safer grounds and find a job that doesn't require me getting stabbed at on a regular basis.
{127622} My employers only paid me half of what they owed me before they went off to explore some ruined castle north of here. They promised the rest when they got back.
{127623} That was over a week ago. Since you're adventurers, too, I was hoping you might be willing to go out and find them for me.
{127624} |PC has not accepted quest|Is there something I can do for you?
{127625} I wouldn't know. I haven't met a lot of adventurers in my time, so I'll take your word for it. As long as I'm paid, it's all the same to me.
{127626} My thanks. I'll be waiting here for your return.
{127627} I've heard rumors about lizardfolk invading or something, but that's it.
{127628} Good luck to you. I'll probably be leaving as well if my employers don't return soon.
{127629} |Player accepted quest|Did you find those adventurers yet?
{127630} |Player didn't accept quest|What can I do for you?
{127631} |Player found the adventurers|Good to see you still in one piece. Any sign of my employers?
{127632} <i>Really?</i> How... awful. I wouldn't wish that on anyone.
{127633} Here - take some of the gold for yourself. You earned it.
{127634} Oh? Are they all right? Do they have my money?
{127635} You took all that risk for free? That's uncommonly generous of you - I won't forget this.
{127636} Well, thanks for the help. I'm off - may your journey go well.
{127637} Actually, I've already found them.
{127638} [Success] That's not unreasonable, I guess. I'd have nothing if it weren't for you, so here you go.
{127639} Here, take this. I'll still have enough to make my way to safety, and I guess I wouldn't even have any of this gold if it weren't for you.
{127640} [Failure] I don't think so. I gave you <i>half</i> already, and I'm willing to bet you found a lot more valuable things in those ruins.
{127641} [Success] They probably decided to skip out to avoid paying me. I <i>knew</i> they couldn't be trusted!
{127642} That's it then. Looks like there's nothing else holding me here. Thanks for trying.
{127643} You're sure? Not even a few coins left? Damn my luck.
{127644} [Failure] I doubt that. They may be adventurers, but they've been honest in their dealings with me up to this point.
{127645} I think I'll try to find them on my own. They shouldn't have gone too far... they had planned to return on the same evening as they'd left.
{127646} I see. Well, maybe they'll still turn up on their own...
{127647} After all, there's no point in you going missing as well - especially since you don't even know me.
{127648} They said they were going to explore some ruined castle, north of here. I didn't ask why - after all, exploring is what adventurers do, right?
{127649} Since you ask, there <i>is</i> something I could use help with, if you don't mind.
{127650} Done. Getting half of what I'm owed is better than nothing at all.
{127651} What makes you think so?
{127652} Who are you?
{127653} Any idea why they attacked?
{127654} Farewell.
{127655} Maybe. Is there a reward involved?
{127656} What is it that you need?
{127657} Farewell.
{127658} I'm not making any promises, but let's hear the problem first.
{127659} I hope you were paid in advance.
{127660} Get to the point - if you have one.
{127661} What went wrong?
{127662} Not interested right now. Farewell.
{127663} I'll let you know if I find them.
{127664} Do you know anything about Highcliff's problems?
{127665} Why don't you just leave, if that's what you want to do?
{127666} They were killed by an evil cleric and raised as his undead minions. Here's the pay they had set aside for you.
{127667} [Bluff/Lie] I couldn't find them. They must have abandoned you here.
{127668} [Lie] Your employers are dead, and whatever killed them looted them, as well. Your money's gone.
{127669} [Diplomacy] I could've ended up as a zombie. I think you owe me a bit more.
{127670} Thank you. I need to be going now.
{127671} Keep all the gold. You probably need it more than I do.
{127672} I'm still looking.
{127673} Where did you say they went?
{127674} Farewell.
{127675} I was going to ask you the same thing.
{127676} Farewell.
{127677} If I do find them, I want half of whatever they owe you for myself.
{127678} {Player's just opened a gate to free a bunch of prisoners. The camp's alarm hasn't sounded yet}I don't know how you managed to slip through the camp, but we'd best be getting out of here.
{127679} We'll follow your lead. {Beat, a little to himself}Hope you've already cleared the way out.
{127680} {Urgent, frightened}We're being held for ransom by these bandits. We need to get out of here before they discover us missing.
{127681} {Urgent, frightened}You have our thanks. But we need to get out of here - now.
{127682} {Player just opened a gate to free a bunch of prisoners. The alarm in the camp has already been sounded}Thank you for freeing us. But with the alarm sounded, more of these bandits will be arriving soon... we need to escape, now.
{127683} Lead the way. We'll stay close to you.
{127684} The archers in those watchtowers will cut us down if they aren't stopped, and quickly!
{127685} |SCRIPTER: Show archers in watchtowers begin to fire arrows down at the escaping prisoners.|
{127686} {Amazed}I can't believe we made it out in one piece. You were amazing in there.
{127687} I'm certain our families will wish to thank you as well back at the fort. Safe travels to you.
{127688} I have no doubt that our loved ones at Fort Locke will have something for you.
{127689} Thank you again. We'd best be moving before the bandits send more men to pursue us.
{127690} {Regretful}I wish more of us had made it out alive. At least those who fell died as free men.
{127691} Our thanks to you, friend. We'll make our way to Fort Locke from here.
{127692} {One of player's companions just claimed credit for everything, a little disorienting}Uh... our thanks to you, friend... and to your dwarven friend, too. {Beat}We'll make our way to Fort Locke from here.
{127693} {Irritated, got snubbed by someone they rescued}Did you see the way he ignored me? He thanked you, but it was like I didn't even exist. I helped, too, you know.
{127694} {Scoffs, irritated at Neeshka}A <i>true</i> hero doesn't need the thanks of others. 
{127695} | Influence Gain Neeshka |{A little reluctant, but appreciates it}Well... thanks. I mean, you did good in there. Didn't think we'd actually get through that in one piece. 
{127696} | Influence Loss Neeshka |{A little hurt the player didn't thank her}It's just that <i>some</i> thanks would have been nice - from somone. Still, there <i>was</i> no way I was going near this place on my own, gold or no, so maybe I don't deserve it anyway.
{127697} |Uh oh, a guard notices the gate is open|
{127698} |He sounds an alarm|{called out to alert everyone in the area}The prisoners are escaping!
{127699} |SCRIPTER: Show bandits coming out of their tents|
{127700} Oh no! Lead the way, and hurry! We won't be of much use to you in a fight.
{127701} {Puffs up}Thanks, but just a typical day's work, really.
{127702} {Angry, accusing}Oh, really? You were puffed up so much when they thanked you I almost thought there were two of you. 
{127703} {Rueful}But it was kind of nice working as a team without having to backstab anyone at the end, I can tell you that. 
{127704} | Influence Loss Neeshka |{Irritated, to herself}Forget I said anything, then. 
{127705} {A little surprised}They agreed to let us go? Did our families manage to come up with the ransom money?
{127706} {Can't believe his good fortune}You have our thanks. I'll be sure to let our families know about what you've done here.
{127707} I won't ask how you managed it, but you have our thanks. This certainly isn't something we expected.
{127708} I suppose not. It's enough that you've secured our freedom. For that you have our thanks.
{127709} {Relieved}Thank the gods! We feared they'd suffered worse fates than ours. 
{127710} I'll lead the rest back to the Fort. I don't know why you did all of this, but it's certainly appreciated.
{127711} We'd better leave before the bandits change their minds. Thank you again.
{127712} Fort Locke, where we were originally headed before the bandits struck. Hopefully, the rest of our families were able to reach it.
{127713} Bandits, lizardfolk attacks, you name it. The region's just not safe anymore.
{127714} Settling near the fort would offer more protection. At least we'd have someplace to turn in times of trouble.
{127715} The bandits stripped anything of value from us. I'm afraid we have nothing to offer you but our gratitude.
{127716} {Prisoner gives in. Reluctantly agrees to part with his most prized possession}[Success] Wait... wait... there is one thing. It's an heirloom that's been in my family for generations.
{127717} I was able to hide it from the bandits when they searched us. It's... it's yours in exchange for our freedom.
{127718} [Failure] But we don't have anything to give! I'm sorry, but it's the truth.
{127719} We'll be leaving now... for Fort Locke. Thank you for freeing us.
{127720} {Shocked. Player is telling the prisoners that they're not free after all}What?! You said we were free to go!
{127721} Come on, everyone! The gate's still open! We have to make a break for it!
{127722} |Rescued and back at the Fort|What you did for us back at the camp... I'm not sure we can ever really thank you properly, but thank you.
{127723} You're right. Let's get everyone to safety.
{127724} A little thanks is in order, I think.
{127725} What are you people doing in here?
{127726} | Good Response |I'm glad I was able to help.
{127727} | Evil Response |There'd better be a reward for this.
{127728} Fine by me. This was more than I bargained for.
{127729} You have <i>my</i> thanks for helping.
{127730} If it weren't for me, no one would have helped those men.
{127731} You're welcome to the attention if you want it.
{127732} Just be quiet and let's keep moving.
{127733} Don't worry about it. I've already arranged for your freedom.
{127734} No. The bandit leader just needed some convincing.
{127735} Does it really matter?
{127736} Just get out of here.
{127737} Where will you go now?
{127738} Your families are waiting for you at Fort Locke.
{127739} Farewell.
{127740} They did. In fact, they're the ones who told me about you.
{127741} I think I deserve a reward for this.
{127742} Why were you heading to the fort in the first place?
{127743} Fine. Just get out of here.
{127744} [Intimidate] You really don't want to disappoint me on this.
{127745} That's too bad. I guess you'll remain prisoners here then.
{127746} [Sound an alarm]
{127747} [Let the prisoners go]
{127748} Trust me. It's all taken care of.
{127749} Just go. It's safe now.
{127750} |Tann in party|{Bruneil speaking}Commander, you're alive! Thank the gods.
{127751} I see my training wasn't wasted on you, {broo-KNEEL}Bruneil. And you can thank our rescuers here for our lives.
{127752} Ha! Humble too. I guess you're still new at all this hero business.
{127753} Let's keep moving. We still haven't found all of my men.
{127754} I thank you for finding my men for me. It's time we return to the fort. I've got to prepare the men for what we found down here.
{127755} You get us out of here and you'll be rewarded, no worries there.
{127756} |Tann in party|Looks like we got here too late. Losing a man is never easy.
{127757} That we did. At least I know he died fighting. And I can give Garret here a proper burial.
{127758} I'm not blaming anyone. Look, I'm grateful for your help with this.
{127759} |Tann not in party|{Bruneil speaking}It's good to see another <i>living</i> person down here. Have you seen my Commander?
{127760} Thank the gods! I'd best report back to the garrison then.
{127761} Don't worry about me. I know the way back. And I'll wager you've already cleared a path.
{127762} |Tann not in party.|{Looking at a corpse}Looks like we got here too late for this one. {Beat, a little proud}At least he died fighting. 
{127763} {Scoffs, Khelgar's being stupid}"At least he died fighting?" What, is that supposed to be reassuring? Dead is dead, and I doubt he's any happier that he died with a sword in his hand.
{127764} {Disdain}What would you know about an honorable death? The only death <i>you</i> can hope for is a rogue's death, so don't blame me if you can't understand.
{127765} Looks like we found out what happened to all the Commander's men. Time to head back to Fort Locke, I think.
{127766} We need to keep looking for the rest of the Commander's men. Let's keep looking around, see who we can find. 
{127767} | Influence Gain Neeshka |{Proud player agrees with her}It's good that our leader at least has the sense to make up for the fact that you have none, Khelgar. 
{127768} | Influence Gain Khelgar |{Proud player agrees with him}Seems to me at least one other person here understands. Maybe you should listen more and talk less, tiefling. 
{127769} | Influence Loss Khelgar |{Hurt}Bah. Less talking with the two of you, the better.
{127770} | Influence Loss Neeshka |{Irritated, hurt}Listening to the both of you is a waste of time. So what are we going to do, sit around talking or what?
{127771} |Tann in party|Commander! By the gods, am I glad to see you!
{127772} And I you, {BLANE}Blaine. But thank our rescuer here, not me.
{127773} No small feat, that. Still, we wouldn't have been around much longer if you hadn't shown up.
{127774} {Slight reprimand}You speak the truth, though the men deserve some credit for surviving as long as they did.
{127775} |Tann not in party|Not that I'm complaining, but what in the Nine Hells brought you down here? 
{127776} The Commander's alive? Thank the gods for small miracles. Where is he?
{127777} You can believe I'm grateful. Thought I'd be joining these walking corpses soon enough.
{127778} We've got to search the rest of this crypt. My Commander's still trapped here somewhere.
{127779} Then I'd best be returning to the garrison. They'll be needing all the men they can get.
{127780} Let's keep moving.  We still haven't found all of my men.
{127781} I thank you for finding my men for me. It's time we return to the fort. I've got to prepare the men for what we found down here.
{127782} It shouldn't be a problem. I'm guessing you've already cleared the way for me.
{127783} I'll report back to the fort right away, commander. Good to see you alive, sir.
{127784} Let's keep moving.
{127785} | Good Response |It was nothing.
{127786} | Evil Response |There just better be a reward at the end of all this.
{127787} It wasn't my fault he died.
{127788} We did our best.
{127789} Yes. He's already back at Fort Locke.
{127790} He's safe. Can you make it out of here on your own?
{127791} Just get out of here. We're wasting time.
{127792} | Lawful Response |I agree. If you have to die, it is better to die with honor.
{127793} | Chaotic Response |I don't know, dead is dead. It doesn't matter how you die.
{127794} There's nothing more we can do. Let's keep moving.
{127795} I'm just glad you were able to survive.
{127796} I really don't care. Let's just keep moving.
{127797} You're all lucky that I showed up.
{127798} Commander Tann wanted to make sure you got out safely.
{127799} I expected a little gratitude for saving you.
{127800} It doesn't matter. Just be glad I came down here at all.
{127801} Don't worry. He's alive.
{127802} He's the one who sent me to look for you.
{127803} Your commander is already back at Fort Locke.
{127804} He's already back at Fort Locke.
{127805} Don't worry about him. He's safe.
{127806} There's no time to explain. We should get moving.
{127807} Can you make it out of here on your own?
{127808} |TEMP DIALOG. DO NOT RECORD|If you have completed Highcliff (resolved lizardman problem and you're ready to board the Double Eagle) just speak with me to transition to Neverwinter City.
{127809} I'm ready to leave for Neverwinter City.
{127810} I'm not done with Highcliff yet.
{127811} {Nervous. He's run away from his wife and fears her wrath}Who are you? How did you find me?
{127812} {JUNE-ee}Juni? I should have known she wouldn't let me go without a fight.
{127813} But I'm not going back. I've made my decision. This clearing will serve just as well as Highcliff for a home.
{127814} {Frustrated}I just couldn't take it anymore. The farming, the child, never any time to myself...
{127815} She wouldn't even let me spend a few evenings at the Blue Rooster. I decided to start a new life elsewhere. For now, this clearing will do.
{127816} I'm through with having her treat me like her mule. I'm declaring myself a free man.
{127817} Juni sent you, didn't she? I should have known she wouldn't give up easily.
{127818} Hiding, as you can plainly see. I didn't expect Juni to find anyone willing to look for me.
{127819} Did Juni ask you to do this? I shouldn't be surprised. She's always been stubborn.
{127820} Now don't be hasty. Look at things from my point of view...
{127821} Tell Juni you found me dead. Killed by bears. Here, take my wedding band - that should convince her to stop looking for me.
{127822} Please! I can't go back! Even if I wanted to, Juni would be furious if she found out why I disappeared.
{127823} I disagree. Sure, I'm living in this tiny camp right now, but it's my choice. No one's here to tell me what to do.
{127824} [Success] {Reluctant}You're right, I suppose. I can't just leave them to fend for themselves.
{127825} [Failure] I disagree. Juni will find someone else to help take care of things for her.
{127826} I'm not going back, and that's that. I'm sure you have more important things to do than argue with me.
{127827} It's easiest this way, believe me. She can get on with her lilfe, and I'll have a fresh start to mine.
{127828} Now that we've come to an agreement, I'll wish you farewell and safe travels. I need to get this camp in better shape.
{127829} {Sighs}Very well. I'll return to Highcliff. Promise me you won't tell Juni what I did. I couldn't survive that... not with her temper.
{127830} {Defiant}You do what you have to do. I'll just make sure I'm not here for her to find me if that's the case.
{127831} It sounds like I'll have to make camp somewhere else, far away. Farewell, and don't blame me when Juni tears your head off for letting me go.
{127832} I guess I'll just have to trust that you'll see things my way when you speak with her. I can always run off again, assuming she doesn't lock me in and throw away the key.
{127833} {Relieved}I thank you. Let's both hope she never finds out about it.
{127834} I see how it is. Fair enough. Here, take what I have on me. I'd hidden it away to use for myself. I guess I won't be needing it now.
{127835} Now if you'll excuse me, I have a home to return to. Good day.
{127836} I was hoping to use this gold for a fresh start, but I suppose making sure Juni stays away is a bit more important right now.
{127837} [Success] I suppose it is rather silly of me to think I could survive for any length of time out here, given the current troubles with lizardfolk...
{127838} [Failure] Your concern is touching, but I've survived this long. I think I can manage.
{127839} [Success] {reluctant}You're right, I suppose. I can't just leave her to fend for herself.
{127840} [Failure] Nice try, but you know it'll take someone with a lot more patience than me to stay with her.
{127841} Calm down. Your wife sent me to look for you.
{127842} Are you William?
{127843} What are you doing in this clearing?
{127844} I'm taking you back to Highcliff.
{127845} Why are you out here? Juni's worried.
{127846} Why don't you want to go back?
{127847} I was asked to bring you back, so that's what I'm going to do.
{127848} I'm not lying for you.
{127849} What's in it for me?
{127850} Running away isn't a solution.
{127851} [Diplomacy] You have responsibilities. You can't just turn your back on them.
{127852} I'm not going to lie. I'll tell Juni where you are.
{127853} [Diplomacy] With wolves and lizardfolk out here, you'll be lucky to survive another night.
{127854} Very well. I'll tell Juni you were killed.
{127855} | Evil Response |You'll need to make this worth my while.
{127856} I promise I won't tell Juni you ran away.
{127857} <i>I'll</i> decide what I will and won't tell her.
{127858} | Evil Response |What is it worth to you for me to stay quiet?
{127859} | Lawful Response |I'm not lying. She needs to know what you did.
{127860} [Wisdom] I've met Juni. She can be difficult, but you're up to the challenge.
{127861} [This wolf ducks its head, calmed.]
{127862} We should seek out the pack leader. The others will not speak to us in his name.
{127863} [A druid of the great swamp comes. You and your pack are not welcome here.]
{127864} Why? What has happened? This place used to be sanctuary of the Mere... a safe haven, known only to us.
{127865} [A beast walks within these trees, a recent arrival. We thought it a friend at first, but it turned upon my brothers and sisters, and ended their lives.]
{127866} [It still walks here - and it must be slain. It has a sickness, something that runs deep... it smells of the Mere, but the smell is foul and wrong... it smells of death.]
{127867} [It came not long ago, and it hunts us and leaves the bodies to rot.]
{127868} [Be warned - it cannot be calmed as we were, and it will not listen to your words.]
{127869} [But any that you have calmed as you have me - if the beast comes near us, we will fight it with you. It must be killed.]
{127870} [It wanders to the northeast, far from the path that leads to the village of cliff and seas.]
{127871} [It has no lair, no home - it wanders, in pain, and death is in its walk.]
{127872} [It smells of the Mere, but... not the same.]
{127873} [It smells of sickness and blood... but the sickness is deep, in the bone, in the eyes.]
{127874} [Thank you for what you have done. My pack is at peace... and this place is ours again.]
{127875} When did it arrive?
{127876} This beast - where is it?
{127877} It came from the Mere?
{127878} Then we will hunt it down and kill it.
{127879} Zeeaire
{127880} 1610_enter2{Invisible}
{127881} {Sullen, defiant}You're not my parents. You can't lecture us.
{127882} I know. You're gonna yell at us now aren't you?
{127883} {Frightened, fearing punishment}N-n-no. You're gonna yell at us now, aren't you?
{127884} Da will be mad. So will Ma.
{127885} It was my fault. Da was tellin' us stories about someone he met in the Mere an' how they fought off a thousand lizardmen and evil dwarves an' stuff.
{127886} It didn't sound all that hard, so Alex and I came out here to look for some so we could fight them too.
{127887} {Trying to argue his "reason"}Well, wolves are bigger than evil dwarves right? That's why we were so scared. I bet we could have beat some ol' ratty dwarves. {Beat, quiet}Don't know about lizards, though.
{127888} {Protesting, a little sullen}They <i>aren't</i> toys! It hurt when Alex hit me with his!
{127889} {Defiant}You're mean. And we can get home without you! We know this place better than you <i>ever</i> will!
{127890} {Kicking ground, then begging a little}Yes... just don't tell Da we got in trouble, all right? Please?
{127891} {Slightly teasing - could be interpreted good or bad}You handled that quite well. Have you children of your own?
{127892} {A little dreamily}Ah, that's the life, eh? A whole clan of grandkids sitting on your lap while you fill their empty heads with tales of adventure.
{127893} Hah! That's the way it should be. I'll have to find myself a comely dwarven wench eventually and settle down as well. Make us a whole clan of Ironfists, we will.
{127894} Bah. On the off-chance I get tired of cracking skulls - I'll need to find a comely dwarven wench and make me a whole clan of Ironfists.
{127895} {Protesting, covering ears}I <i>really</i> don't want to hear this - <i>especially</i> anything about comely dwarven wenches.
{127896} {To Neeshka under his breath, then second sentence is lusty}So says the girl with horns and a tail. {Beat}Don't be judging dwarven women too harshly, what they lack in stature, they make up for in spirit.
{127897} {Slightly teasing, trying to make the player defensive}Well, judging from what I've seen, I believe our noble leader will make an excellent parent. 
{127898} {Teasing}You're right - perhaps I am wasting my time - our time.
{127899} {More matter-of-fact, surveying the area}We should be moving on. This isn't the safest of places to stand and talk. 
{127900} {Mocks scoffs, flirting, throwing hair}To you? I'm not some Mere villager girl to be swept off the ground by your bold suggestion. 
{127901} {Teasing, a little flirty}More than you'd think. We druids study nature, and we know <i>much</i> more than simple Mere villagers.
{127902} Bah. If you want to raise your children like a pack of wolves, listen to a tree-worshipper. 
{127903} {Muttering}And if you want to raise your children like idiots, listen to Khelgar.
{127904} {Thinking before speaking}I don't know, <lad/lass>. Maybe not a <i>thousand,</i> but we cer-{"certainly"}
{127905} {Elanee kicks Khelgar, trying to get him to shut up}Shhhh!
{127906} {Just been kicked so he would shut up}Ow! What was that for?
{127907} {Protesting}But Da said he saw it with his own eyes. An' Alex and me are both old enough to fight too.
{127908} {Recognition, then a little awe}It was you, wasn't it? You were the one that saved Da in the Mere!
{127909} {Frowns}No, I guess not. And you're not as big as Da said you were.
{127910} {Protesting again, a little defensive}Da wouldn't lie, he always tells the truth. <i>You're</i> the one who's lying.
{127911} It was my fault. Da was tellin' us stories about some hero in the Mere an' how they fought off a thousand lizardmen and evil dwarves an' stuff.
{127912} {Protesting}But Da said everyone was telling the stories. An' Alex and me are both old enough to fight too.
{127913} {Recognition, then a little awe}It was you, wasn't it? You were the one in the Mere that the stories were about!
{127914} What were you two thinking coming here by yourselves?
{127915} I'll do whatever I want. Now answer my question.
{127916} Your parents sent me to find you. Why are the two of you out here?
{127917} No, I'm not. You still haven't answered my question.
{127918} Your parents are worried about you.
{127919} Are either of you hurt?
{127920} You're damn right I am!
{127921} Do you think I should?
{127922} Just tell me what made you two come out here.
{127923} I certainly would. What were you two doing out here?
{127924} I doubt that. Tell me why you two decided to come out here.
{127925} No, I'm not going to yell. Why did you two come out here?
{127926} You're joking, right?
{127927} And you thought you'd fight them with those toy swords?
{127928} I'm leaving now. You can stay here if you want - I'm sure the wolves will <i>love</i> that...
{127929} It's safe now. Don't you think you boys should get home to your parents?
{127930} Start walking - unless you <i>want</i> more wolves to show up. I think I hear some coming right now...
{127931} |Lawful Response|It's best I tell him the truth. Now get going.
{127932} They don't need to know how close you came to being eaten. Now get going.
{127933} I've already got three children I'm leading around as it is.
{127934} I don't plan on it.
{127935} No, though I hope to.
{127936} I'd rather not talk about it any longer.
{127937} That's right. And be sure to tell them stories of the famous <FullName>. They'll worship me.
{127938} Are you serious?
{127939} I'll worry about being a parent only if I have to.
{127940} |Female|If the right man comes along, maybe.
{127941} |Male|Why the hells are we even talking about this?
{127942} |Male|Was that an offer?
{127943} What do druids know about raising children?
{127944} This is hardly the kind of life suited for raising children.
{127945} |Male|None, uh, that I know of.
{127946} Your father was just telling stories. No one is able to do what he said.
{127947} |Good Response|[Truth] There was a fight, yes. But there weren't a thousand. And the two of you shouldn't be worrying your parents like this.
{127948} That's right, so you'd better listen to me. Go home, and don't try this again.
{127949} It doesn't matter. Can the two of you find your way back home?
{127950} Even if I was, do I look like I could take on a thousand enemies at once?
{127951} I'm glad that's cleared up. Now go home.
{127952} I hope you've learned your lesson. Can you get back home?
{127953} Right. Now, can the two of you find your way back?
{127954} |Chaotic Good Response|[Lie] Believe me. I was there and nothing happened. He's just telling you stories to amuse you, so don't do anything like this again.
{127955} Believe whatever you want. Now, can the two of you get home?
{127956} Intruders in the camp! I'm sounding the alarm!
{127957} {Player just busted in, bandit leader's impressed, then challenging}So you've finally made it here - any reason you decided to come tearing through my camp?
{127958} Yeah, but you'll have to take it first, won't you? Tell you what - I pay you what you'd get as a bounty, and you leave my camp.
{127959} {Firm, warning}[Failure] Take the deal, or we do this the hard way.
{127960} The hard way it is. Men! Take them down!
{127961} [Success] Greedy, aren't you? Fine... I'll throw a little extra on top of it, on account of us being "friends" and all.
{127962} You've probably freed the prisoners already, but if not, they're free to go. I'll bet you're in line for a nice reward for returning them.
{127963} {Slight sarcasm as beginning}Now that we're all done, I'm sure you can find your way out. I've got a lot of work to do cleaning up the mess you left for me.
{127964} {Slight exasperation}You <i>could</i> have just asked. I was certainly willing to negotiate.
{127965} |Not a paladin or priest|{Slight exasperation, shakes head}What? Are they your relatives or something?
{127966} |Paladin or Priest|{Slight exasperation, shakes head}Great, even all the way out here, I can't get away from you religious hero types.
{127967} {A little rueful, but genuine}Fine... if that's what it takes. Me and my men <i>promise</i> to leave any kidnappings to someone else. Satisfied?
{127968} {Holds up hands}I hear you... I'm no fool, I'm not crossing you again.
{127969} {Slight sarcasm as beginning}Now that we're all done, I'm sure you can find your way out. I've got a lot of work to do cleaning up the mess you left for me.
{127970} {Matter-of-fact}You've already destroyed my camp. Any gold I would have gotten from the prisoners would have to go to repairs anyhow. Way I see it, things'll go a <i>lot</i> easier if I just free them all.
{127971} {Scoffs}You've done that - most of my men are dead. So if you're finished, you can just leave the way you came.
{127972} {Laughs, sarcastic}Ha! And maybe they'll cook us a nice meal and give us warm beds, too - right before they gut us.
{127973} {Shrugs, matter-of-fact}You don't. I could try to convince you I've learned my lesson, but I don't think you'd listen.
{127974} Besides, it doesn't matter - even if we packed up what remains of this camp, another group would just take our place anyway. 
{127975} You see, in case you haven't noticed, the roads aren't exactly crawling with troops these days. It's every man for himself.
{127976} {Sarcastic, sneering}[Failure] I think I'd rather die here, with a blade in my hand, rather than spend my last moments hanging from a Fort Locke rope.
{127977} [Success] {Warming up to the idea}Hmmm... if we give ourselves up, what makes you think we won't be swinging from ropes?
{127978} [Success] {Warming up to the idea}Hmmm... if we give ourselves up, what makes you think we won't be swinging from ropes?
{127979} {Scoffs}Me?! Playing a guard?! Hah! The military couldn't pay nearly as well as what I make from raids.
{127980} [Failure] Hah! More likely we'd be swinging from the rope as soon as we stepped foot inside the Fort. 
{127981} {Warming up for a fight}Looks like we do this the hard way then. Men! Take them down!
{127982} {Thinking it over}[Success] Hmmm... what makes you think they won't just fit our necks for a noose?
{127983} {Hesitant}All right, then. I'm not one for dealing with the law, but it's better than you adding my body to the pile. I think my men will see it that way, too.
{127984} Hmmm... honest work'll take some getting used to. Still, I am getting tired of being on the run all the time and watching my back. As are my men, I'm sure.
{127985} And if you haven't freed the prisoners up top all ready, I'll let them go. Might warm up this Commander of yours.
{127986} {Motioning to the exit}Now I think you know the way out - and I've got a lot to do before we present ourselves to the Fort Commander. {Shakes head, beat}I can't believe I'm doing this.
{127987} Which leaves me with without the gold I'd been planning on for the coming season. |Commented out for now: So if you're done, you can just leave the way you came.|
{127988} There's a large bounty on your head, and I'm here to collect.
{127989} We have a deal.
{127990} [Intimidate] Is your life worth so little to you?
{127991} Then it's time for you to die.
{127992} We have a deal, then.
{127993} |Good response|I came to free the prisoners in your camp.
{127994} |Evil response, because willing to kill after talking|Forget it, I'm going to kill you. Less hassle that way.
{127995} |Good, Lawful Response|And I want you to promise to stop kidnapping any more people for ransom.
{127996} You owe me one for this. I'll let you live.
{127997} If I find you're lying to me, I'll be back.
{127998} You'd just let them go?
{127999} I've come to put a stop to your raids.
{128000} |Evil response|I've had too much fun butchering your men to let you go now.
{128001} I won't let you harm any more travelers. Prepare to die.
{128002} Surrender to the soldiers of Fort Locke, and I'm sure you'll be dealt with fairly.
{128003} I'd let you go, but how do I know you wouldn't get a new band and just start raiding again?
{128004} And how will I know you won't just get a new band and start raiding again?
{128005} [Intimidate] If you don't surrender now, then you'll die where you stand.
{128006} [Bluff] I know the soldiers at Fort Locke - I'm sure they'll be merciful.
{128007} Fort Locke is short of men. I'm sure they'd pay well for new recruits to patrol the roads.
{128008} |Evil response|If you don't want to die, then you'd better make it worth my while.
{128009} [Diplomacy] Any man who can recruit and lead men deserves an officer's rank - and pay.
{128010} Then you will leave me no choice but to fight you - and you know how that will end.
{128011} The Commander of Fort Locke owes me a favor, I'll put in a good word.
{128012} The door is barred from the other side.
{128013} Marlon
{128014} Good to see you again! What can I do for you?
{128015} {Eager, spitting forth a sales pitch/slogan}Welcome to Branson's! If you thought you'd shopped at the best, you haven't been to Branson's yet!
{128016} Heh. My apologies, I'm just trying out a new slogan. What do you think?
{128017} {Throws a slogan at the end}I appreciate your dropping by. Remember... if it's a bargain you want, it's <i>Branson's</i> that you want.
{128018} Hmmm... well, maybe a little honesty is what I needed to hear. I suppose I'd better keep working on it, then.
{128019} {Thinking to himself}Right. It's missing that little something, isn't it? I'd better keep working on it.
{128020} {Pleased}Why thank you. Came up with it myself, too. {Beat, noticing player}Say - you're not dressed like the other sailors rampaging about town.
{128021} It seems Highcliff has become quite a hub of activity ever since patrols along the High Road became scarce. It's a good time for business, I tell you.
{128022} You'll find that I have a pretty nice stock of goods here. With all the travelers coming in, I've managed to get my hands on some real bargains.
{128023} Ah, you won't be disappointed. Have a look for yourself.
{128024} Well, I'm sure you've heard about the attacks on our ships. No one can travel north unless they're willing to risk the High Road, and that's out of the question.
{128025} Then that William fellow disappears up at the old castle ruins. And of course people keep whispering about ghosts and other strangeness during the evenings.
{128026} To be honest, I think the attacks on our ships are just a prank that's gotten out of hand. 
{128027} And of course people are going to see strange figures lurking around in the dark at night. We've got a bunch of sailors stranded here... usually drunk.
{128028} {Scoffs}Sure, if you've got a small army with you. {Beat}Until they can get more patrols on the roads, a ship is your best bet right now.
{128029} {Sighs}Which doesn't really help you, since all ships are grounded for the time being.
{128030} Farewell.
{128031} |This is a shortcut response so you don't get his comment beforehand if you return|Can I see what you have for sale?
{128032} I should be going.
{128033} Show me what you have for sale.
{128034} That was awful.
{128035} It could use some work.
{128036} I like it.
{128037} What do you have for sale?
{128038} What's been going on in Highcliff?
{128039} And what do you think about all this?
{128040} Is there another way to Neverwinter besides by ship?
{128041} Why are the ships grounded?
{128042} I have no time for idle talk. Any word on the fate of the patrols and my old commander yet?
{128043} Neither do I. Get on with completing your end of our agreement.
{128044} What are you doing here then? Get moving. We still have an agreement.
{128045} Oh, it's you again. Whatever you want, make it quick.
{128046} Changed your mind, did you? Excellent. Shall we review the details?
{128047} Three patrols have been lost to the east. Our previous commander, fool that he was, personally led the third patrol.
{128048} I want to know what happened to them. However, we just don't have the men to risk on such a venture.
{128049} Now then, there was still the matter of whether you would agree to help me.
{128050} {Sizing player up, then dismissive and irritated}Ah, a stranger in Fort Locke... if there's something you want, be quick about it - I have a garrison to run.
{128051} {Irritated}The same could be said for you. Now what do you want? I'm a busy man.
{128052} {About to launch into a tirade, then spots a soldier}I am. And let me tell you, with Fort Locke being the way it is nowadays, it's a good thing.
{128053} |we need a fallthrough node for this and have it run once only|{Angry at regulation being broken}You there! If you're back from patrol, then report in at the gate! If I have to tell you again, I'll have you thrown in irons!
{128054} |Camera on Hawkeye|{Hawkeye snaps at attention, just been chastised}Yes, commander! Right away!
{128055} {Grumbles}This is what I deal with all day. These "soldiers" need military discipline, and by the gods, that's what they'll get.
{128056} These "soldiers" need military discipline, and by the gods, that's what they'll get.
{128057} Don't expect any help from this fort if you run into problems. You're on your own.
{128058} {Disdainful}Oh, you're here about <i>that.</i> I'm not wasting men on performing guard duty for merchants. We are a military camp, not the Guild of Blades. 
{128059} Bah. Good of Neverwinter? <i>I</i> defend the north. His business is arresting common thieves and drunks.
{128060} {Disdainful again}We are supposed to protect Neverwinter and the north - not greedy merchants who know better than to travel the roads with all the troubles we've had this season.
{128061} {Disdainful}We've already lost three patrols, and I won't lose anymore, especially protecting some fool merchant willing to risk the Mere.
{128062} I don't know, and I am not about to risk more men to find out. 
{128063} I've already sent news to Neverwinter of the loss of my old commander. It's merely a formality before I officially take charge of this garrison.
{128064} {Scoffs}Filling in? That fool Tann allowed this place to fall apart. I've spent every waking moment bringing order back to the garrison.
{128065} {Dismissive}He's been missing too long anyhow, probably met the same fate as the other patrols we've lost.
{128066} Be off then. And don't expect any help from this garrison if you run into trouble.
{128067} {Thinking}True. I hadn't thought about that. But I can't spare the men for an investigation. 
{128068} {Scoffs}What, and lose that one, too? It would be foolish to send out another patrol.
{128069} {Sensing a deal}You, a civilian, helping a military garrison with an investigation? Why?
{128070} {Slight defiance}Absolutely not. Until I know what happened to the others, I'm not risking any more men.
{128071} Certainly a waste of my time as well. If you change your mind, you may speak with me again.
{128072} {Scoffs}[Failure] His word is worth nothing, and <i>less</i> than nothing to the Neverwinter military.
{128073} [Failure] They care what happens to the men less than I do. {Beat}However, if you can discover the fate of our commander and the patrols, I may be convinced to change my mind.
{128074} I want to know what happened out there. Complete your investigation and I will see what I can do about resuming our patrols.
{128075} {Irritated. Wants to get this over with}[Success] Fine, fine. I'll resume the patrols...
{128076} {Firm}... contingent upon the completion of your investigation. I want to know what happened out there.
{128077} All three patrols were lost east of here. We've never had any reports of trouble there in the past few seasons, so what happened to them is a mystery.
{128078} I should hope so. Otherwise, I shall cancel our bargain.
{128079} I've already sent news to Neverwinter of his loss. It's merely a formality before I officially take charge of this garrison.
{128080} Three patrols already lost. Refugees trickling in. And with discipline in a shambles, we'd be hard pressed to hold this fort with what we have.
{128081} {Dismissive}That hardly qualifies as military experience. I'm surprised you even learned which end of a sword to hold.
{128082} Though I am in no position to refuse any aid offered, I must question your motives for assisting the garrison.
{128083} There's really nothing there except for the plains - and an old graveyard. Of course, it <i>is</i> at the edge of the Mere, so anything could have wandered in from the swamp.
{128084} Nothing of note. As I said, we've never had any trouble from the east before. Now you'd best be going, I have more important matters to attend to.
{128085} I do hope you won't disappoint me.
{128086} {Disdain for the player}So you're a mercenary. Commander Tann was quite willing to work with your kind.
{128087} Given the shortage of men here at the fort, I see no alternative. Very well. How much do you seek for your employment?
{128088} A steep price, but acceptable. Just be sure your results justify this payment.
{128089} {Irritated that he's forced to negotiate with a lowly mercenary}[Success] An outrageous price, but agreed. I expect results from you for this much gold.
{128090} Bold words for someone who has yet to prove their worth. We shall see.
{128091} Now then, unless there is nothing further, I have other matters to attend to.
{128092} [Failure] For a mercenary? I can't justify spending that much gold on someone who has yet to prove their worth. I think half that would be more than sufficient.
{128093} An outrageous price, but very well. For this much gold, I expect results - and quickly.
{128094} {Irritated. Wants to get this over with}[Success] Fine, fine. I'll resume the patrols...
{128095} However, if you can discover the fate of our commander and the patrols, I may be convinced to change my mind.
{128096} {A little surprised}A patriot, is it? Very well. I accept your offer to aid with the investigation.
{128097} I've already gone over this with you. The patrols were all headed east when they disappeared.
{128098} There's an old battlefield in that direction. You might want to begin your investigation there.
{128099} Work? Not unless you're planning on signing up for garrison duty here.
{128100} We've lost a number of patrols recently, including one led by Commander Tann.
{128101} I'm not about to send good men chasing after dead ones... not until I can replace those that we lost.
{128102} {Condescending. A civilian dares to tell him how he should run his garrison? Bah.}Is that so? Amazing - years of military training and yet a civilian knows how to run this garrison better than I do. Please, go on.
{128103} The price one pays for settling within the Mere. I'm not about to rush to the aid of villagers dim enough to live in the middle of that swamp.
{128104} I'm not abandoning anyone. My first priority is the safety of this garrison and its men. Not rushing off to rescue swamp farmers.
{128105} This discussion is over. The harbormen can look after themselves for the time being.
{128106} I don't have time to talk.
{128107} I'm still looking for him.
{128108} Never mind. Sorry to trouble you. 
{128109} I've decided to work with you.
{128110} Are you the commander of this garrison?
{128111} Never mind. Farewell.
{128112} If I were you, I'd watch that tone of yours.
{128113} Are you the commander here?
{128114} Right. I'll just be on my way now
{128115} Do you have any work for me?
{128116} Right. I'll just be on my way now.
{128117} Why won't you listen to the Marshal and resume your patrols?
{128118} Don't you and the marshal both work for the good of Neverwinter?
{128119} Aren't you supposed to protect travelers?
{128120} But this fort is the only protection for travelers.
{128121} What happened to the patrols?
{128122} I hear you're filling in until the commander returns. Where is he?
{128123} I'll be going now.
{128124} I want you to resume the patrols.
{128125} Wouldn't they want proof of your commander's death before promoting you?
{128126} Why don't you send out another patrol?
{128127} What if I were to handle this for you?
{128128} | Evil Response |I expect to be well paid.
{128129} I want you to resume the patrols.
{128130} Forget it. I'm wasting my time with you.
{128131} | Evil Response |Then I expect to be well paid for this.
{128132} [Bluff] I can convince the marshal to put in a good word for you in Neverwinter if you do this.
{128133} [Diplomacy] Your superiors would look favorably upon your promotion if you settled this without further loss of men.
{128134} Where should I begin looking?
{128135} I'll be thorough.
{128136} I'm not a civilian. I was a member of the West Harbor militia.
{128137} | Good response |I just want to help.
{128138} I think I deserve a little something for myself. I'm taking all the risk, after all.
{128139} Anything else I should know?
{128140} I'll begin my search immediately.
{128141} I'll do this for 200 gold.
{128142} [Diplomacy] I think this is easily worth 300.
{128143} Forget it. Is there anything else I should know?
{128144} You'll find that I'm worth the price.
{128145} Fine. Make it 200 gold.
{128146} This is a waste of my time.
{128147} Where should I look again?
{128148} So you're just filling in for the commander?
{128149} You need to start patrolling the area again immediately.
{128150} The village of West Harbor came under attack.
{128151} The village relies on this fort for protection. You can't just abandon them.
{128152} Brill
{128153} Wilkins
{128154} Bandit {Bandit Faction}
{128155} Flinn
{128156} {Drunk, depressed}If you don't mind, I'm trying to drown my sorrows here.
{128157} {Challenging, angry}And what would you do if you were about to lose thousands of gold in cargo?
{128158} Hope you never do. It's depressing. Makes you want to become a farmer. I tell you, nothing's worse than wishing you were a farmer.
{128159} {Slightly curious}Eh? {Sniffs}Oh, wait... I can smell the swamp on you. From West Harbor, are you? I thought I recognized that smell... it's like peat moss on your clothes. 
{128160} {A little under his breath}I hate to tell you, but he's right. We're going to have to do something about that odor of yours.
{128161} I'm surprised <i>you</i> can smell anything, Khelgar, your breath being what it is.
{128162} {Sizing up player's companions}Where'd you get this bunch? Don't often see a tiefling and dwarf together... and with a wood elf, too. {Shrugs}Takes all kinds, I guess.
{128163} {Rueful}Captain of a ship that can't sail, that's me. Here to rub salt in my wounds, are you?
{128164} No ships in or out of Highcliff, on account of the attacks. Which means I've got a shipload of cargo rotting at the docks until this mess is sorted out.
{128165} And let me tell you, there's merchants in Neverwinter who'll have me hanging from the gallows if I can't get my cargo there - and soon.
{128166} What part of 'no ships in or out' don't you understand? You're stuck here with the rest of us until someone can put a stop to those lizards.
{128167} I've already repaired it... twice! Each time, some lizardfolk punches another hole in the hull without so much as a sound! 
{128168} I've got guards posted on watch all day and night and it <i>still</i> keeps happening. Even tried nets. Who knew those walking lizards hated ships so much?
{128169} {Angry}Lizardfolk. What in the hells they're doing this far north is beyond me, but they're certainly causing enough trouble.
{128170} No one's got the nerve to go after them though. Can't say I blame them either.
{128171} I don't know - try the village elder, if you want to ask someone. He won't be much help, at least he wasn't much help to me. 
{128172} But who knows, maybe you can pry something out of him. After all, you got <i>me</i> talkin'... and I'm really not in the mood for chatting.
{128173} {A little hurt}I think peat moss smells nice. {Quiet}Sure beats the inside of a village tavern.
{128174} I don't know. If I did, you can bet I'd be telling the village elder to go after them.
{128175} The old man doesn't want to risk the villagers though, so here I am... <i>still</i>.
{128176} Daeghun, eh? Still playing farmer in that swamp village, is he? I'd be happy to grant you passage, but as you can see we're all stuck here for now.
{128177} Daeghun's ward or no, I'm not about to risk my ship and men trying to slip past the lizards.
{128178} {snorts}Maybe if we had one of those Many-Starred Cloak mages from Neverwinter. As it is, we're just a bunch of farmers and sailors who can't breathe in water.
{128179} Maybe the lizards will get tired of messing around with this village and move on. In the meantime, you should try the local brew. Terrible stuff, but it gets the job done.
{128180} Daeghun and I adventured together for awhile. You know, crawling around in dark tunnels getting clawed and bitten just for a bit of gold.
{128181} He was good to have around. Kept calm under the worst conditions, and always had your back in a fight.
{128182} Thing is, we both got tired of being punctured by nasties trying to keep us out of their lairs. I had enough gold saved up and got into the shipping business.
{128183} Sure, if you like getting poked, stabbed, and shot at. I've had my fill of running for my life. Now I get stuck in a village like everyone else.
{128184} |Player never got to the part where he asked Flinn for help|{Drunk, depressed, now a little bit irritated}What do you want now?
{128185} |Player has been given the low down by the captain already|{Drunk, depressed, exasperated because he already knows the player's going to nag him}I already told you that you're stuck here for awhile. What part of that didn't you get?
{128186} Farewell.
{128187} Sounds like you've had quite a bit to drink.
{128188} I wouldn't know. I've never been in a position to lose that much money.
{128189} Maybe you better shut your mouth before I break your jaw.
{128190} <i>I'm</i> a farmer.
{128191} Farming's not so bad. 
{128192} I was told to seek out a Captain Flinn here at Highcliff. Is that you?
{128193} Are you the captain of the <i>Double Eagle?</i>
{128194} Is there anything I can do to convince you to leave earlier?
{128195} Can't you just repair your ship and leave?
{128196} There must be a way to prevent the attacks.
{128197} Any idea where the lizardfolk are coming from?
{128198} Who's responsible for the attacks?
{128199} Is there anyone else I can speak with about this?
{128200} My father, Daeghun, said you could help me get to Neverwinter.
{128201} How do you know my father?
{128202} Sounds like my father led an exciting life.
{128203} Why are you drinking so much?
{128204} Chunk of Iron
{128205} This is a crude chunk of unrefined iron ore. A skilled blacksmith, however, could craft something useful out of it.
{128206} Good to see you again. What can I do for you?
{128207} You take care of yourself. And thanks again for helping me out.
{128208} |Haven't gotten bandit quest yet|We've got a reward for anyone that can put a stop to the bandit attacks on travelers.
{128209} {He's been busy training a crop of bandits being dumped off at his Fort as new soldiers}You've been busy, haven't you? I take it I have you to thank for the rabble that I've got as new soldiers now.
{128210} Heh. Don't worry about it. In fact, I was going to thank you. Things have gone surprisingly well with those rogues.
{128211} Actually, no. Things have gone suprisingly well.
{128212} They all know the basics about fighting already, though their styles are... questionable at times. Guess that comes from their previous line of work.
{128213} Surprisingly well. They all know the basics about fighting already, though their styles are... questionable. Guess that comes from their previous line of work.
{128214} To be honest, I thought I'd been gift wrapped a present from the Neverwinter Greycloaks. I was ready to hang them all until their leader mentioned you.
{128215} Well, I'm just glad that I didn't. Their leader's going to turn out to be an excellent second in command. He's got a good head on his shoulders, and my men immediately took to him.
{128216} Said you'd impressed him enough that he'd heard you out. That you'd convinced him I'd welcome his men.
{128217} I didn't believe him at first, but then he filled me in on what happened at his camp. It sounded like your work all right.
{128218} Oh, I will. Still, I think things will work out just fine.
{128219} Their leader's going to turn out to be an excellent second in command. He's got a good head on his shoulders, and my men immediately took to him.
{128220} I'm just glad it didn't come to that. Their leader's going to turn out to be an excellent second in command. He's got a good head on his shoulders, and my men immediately took to him.
{128221} Me too. Their leader's going to turn out to be an excellent second in command. He's got a good head on his shoulders, and my men immediately took to him.
{128222} Some glamor comes with being a bandit chieftain, I suppose. How did you ever convince them to give up their raiding ways?
{128223} Heh. Well, whatever the reason, I thank you. Neverwinter's been slow to respond to my requests for reinforcements. I must've really gotten on someone's nerves for the Vallis incident.
{128224} Anyhow, I've started to organize fresh patrols along the roads again. Your bandit friends know the area quite well, as you can imagine.
{128225} They know of routes I don't even know about...and I've been posted here for half my life. Course, they had good reason to look for those routes before the patrols stopped. Heh.
{128226} Right. Enough of my talking. What can I do for you?
{128227} Hardly. Oh, they will be eventually, but it will take awhile for us to re-establish our presence. You can't let bandits run loose for this long and suddenly just shut them down.
{128228} But enough of my talking. Is there anything I can do for you?
{128229} {The OWNER of this conversation is Commander Tann of Fort Locke. He's been put in irons and interrogated by a Shadow Priest when the player arrives}It's a miracle you came along. I was certain I'd be joining the corpses down here soon enough.
{128230} Yes, yes I am. Did Lieutenant Vallis send you to find me? He must be gloating right now. He warned me not to send another patrol until we received reinforcements from Neverwinter.
{128231} Neverwinter doesn't have the men to reinforce its more remote outposts, what with the recent war with Luskan.
{128232} And I couldn't very well halt all patrols waiting for the city to recover. We still have a duty out here, reinforcements or no.
{128233} It's a good thing that he did. I have much to report, and the men need to be prepared to deal with this new threat.
{128234} The necromancer interrogated me thoroughly on the strengths and weaknesses of Fort Locke. Troop numbers, defense strategies, the experience of the men...
{128235} He must have been planning to attack using the undead he was raising.
{128236} You've fought through most of his forces to reach me. You know as well as I do he didn't have the numbers to bring down the fort.
{128237} Perhaps if he had additional forces coming from the north... say, from Highcliff... then he may have had a chance of success.
{128238} Even then, he would have needed to surprise the fort, which would be unlikely. News of Highcliff falling would spread like wildfire. Fort Locke would be ready.
{128239} Of that I'm certain. But that leaves more questions than answers. I've been wondering how this Shadow Priest planned to take the fort with the undead he had. He just didn't have the numbers.
{128240} That's a question I've been trying to answer as well.
{128241} {Confused, not sure how to describe the shade}He spoke with a... well, a shade of some sort from time to time. I heard  a name - Black Garius. I gather he's the one giving the orders.
{128242} Building an undead army, as I understand it. He scoured this crypt gathering corpses.
{128243} I'll take all the luck I can get. Doesn't really matter to me what form it takes.
{128244} Did Lieutenant Vallis send you to find me? He must gloating right now. He warned me not to send another patrol until we received reinforcements from Neverwinter.
{128245} I'm not certain on my history, but the locals say that a great battle took place above us at some point during the war against the Shadow King... long before my time.
{128246} This crypt must hold the remains of the fallen from that battle. The graveyard has been part of our patrol for years, and we've never encountered undead. 
{128247} In any case, it's a good thing I didn't wait. I need to get back to the fort and prepare the men for this new threat.
{128248} None of this matters, though. What's important is that I get back to the fort and prepare the men for this new threat.
{128249} That Shadow Priest tossed me around for a bit, but it wasn't anything serious. I can travel.
{128250} I was separated from my men as we fought our way in. Some may still be down here. If they're still alive, I won't feel right leaving here. But, I also need to return to the fort.
{128251} I'll leave it up to you. If we return to the fort, I'd appreciate it if you would make a return trip and try to find them.
{128252} I hate to do this, but you're right. Getting the fort ready for this new threat is more important than anything else.
{128253} I had three men with me when we entered this crypt. I hope they're all still alive.
{128254} We should get moving. The longer we wait, the less likely we are to find any of them alive.
{128255} Fair enough. You've already gone through more than you bargained for, I'll bet.
{128256} Let's get moving then. No sense spending any more time down here than we have to.
{128257} I've also spoken with our smith, {JAY-co-bee}Jacoby. He's been given orders to make whatever spare equipment we might have laying around available to you.
{128258} He'll charge you cost for the items. I wish I could afford to just give them to you, but the money counters back in Neverwinter would have my head for that.
{128259} So with that all out of the way, is there anything else I can help you with?
{128260} You can talk to the refugees if you want to know what those bandits have been up to. Wish I could help them, but we don't even know where to start looking for the bandits.
{128261} If I knew where their camp was, I would have taken care of them earlier... before we had lost all of those patrols to that necromancer.
{128262} | JOHN/ERIC: Not sure what the flag for "Neeshka hasn't mentioned camp yet" is. |You know, I think I know where these bandits might be... I passed an encampment on the way to Fort Locke, but didn't stop to check it out.
{128263} {Eager}Going after bandits would be worth our time... and good practice, too. 
{128264} I'd appreciate it, as well as the refugees here I'm sure. You should have a talk with them, get the details.
{128265} Until I get tired of seeing his swinging corpse. The traitor got better than he deserved with a hanging.
{128266} There's also still the matter of the men I left behind in that crypt. I'd really appreciate your help in finding them.
{128267} Good to see you again. Thank you for getting my men out of that crypt.
{128268} It's a shame we lost Garret, but I suppose we're fortunate there were any survivors at all.
{128269} I've asked Jacoby to make a little something special for you. Talk with him when you get the chance and he'll give you the details.
{128270} Here's the reward for dealing with the scoundrels. You certainly earned this one.
{128271} You'll want your reward though, I'll bet. You've certainly earned this.
{128272} So I hear. Bandits scattered to the four winds once he fell, from what the men are reporting. We'll deal with the rest of their lot when we can start regular patrols again.
{128273} You've certainly earned the bounty I had placed on them. Here you go, and with the thanks of the entire garrison here.
{128274} Really? Well, I'm not sure how far I'd trust bandits, but if what you say is true, things should quiet down a bit a least.
{128275} I suppose you've satisfied the bounty on them. I <i>did</i> say just to stop them, not kill them all.
{128276} [Success] Strange I haven't heard anything about it, but I believe you, after all you've done for me.
{128277} [Failure] I know you've already done me favors, but no offense if I'd prefer to wait and see if their attacks have stopped.
{128278} Anything else I can do for you?
{128279} I suppose it's rather unnerving to the men, though. Not exactly a pleasant sight, is it?
{128280} Corporal! Cut that filth down and bury him away from this fort! And make sure that grave is marked!
{128281} Yes sir! We'll take care of it right away!
{128282} {Amused}That it does. Fort Locke's seen plenty of battles. Not a surprise since we're guarding the only road in and out of the Mere.
{128283} Still, the walls have stood up to everything - even that bloody affair against some self proclaimed King of Shadows. I wasn't around for that one, but I hear that's the closest Fort Locke's ever come to falling.
{128284} These walls weren't built to stop demons after all. Still, she held up. That's why I don't understand what that necromancer was up to.
{128285} Maybe. That's why I've ordered my sergeants to make a full review of our defenses.
{128286} This fort's stood up for generations. I don't want to be known as the commander who finally lost it.
{128287} Garrison lore has it that he was some sort of warlock leading a pack of demons.
{128288} The story goes that Neverwinter finally cornered him at West Harbor and killed him, along with most of the village. The surviving demons fled north to this fort and tried to take it.
{128289} The garrison held, and the demons were hunted down. Glad I wasn't there for that. The lore makes it sound like a bloodbath.
{128290} |Haven't finished bandit quest yet|Nothing new. Stopping the bandit attacks is our highest priority right now.
{128291} The refugees that have set up camp here might have more information for you. Until I get our patrols ready and moving again, all I can do is give them a safe place to stay.
{128292} I've already spoken with Marshal Cormick. The patrols to West Harbor will resume right away. I can't believe Vallis allowed security to deteriorate like this.
{128293} |Player has dealt with first bandit camp, rescued Tann's men and has not recruited Jacoby yet|{Pleased to see the player}It's good to see you again. What brings you back to Fort Locke? 
{128294} We're nearly back to full strength and started up the patrols again. You probably noticed that your trip here went a lot smoother than last time.
{128295} I can't speak for the rest of the High Road, but we're bringing some order back to this little corner of the world.
{128296} |Haven't gotten Widowmaker Quest yet|{Thinking}There might be a little something I could use help with. A new bandit's made his claim on the roads - name of Jared Widowmaker. I think he gave that last name to himself. He's lived up to it though.
{128297} The Widowmaker, eh? He's been a thorn in our side recently. Jumped into the bandit business at the wrong time, so he's trying to make up for it by being more vicious than the rest.
{128298} His band's small, but they hit hard - and they hit big targets. Large caravans and the like. They even jumped one of our patrols, though I'm proud to say we bloodied his nose before they ran off.
{128299} |Done with the Widowmaker|I appreciate the offer, but I think the garrison's finally getting a grip on the area. Bandit attacks are dropping, and goods are moving again.
{128300} You realize that a lot of it's your own doing. Bandit pops up, you bring him down. Puts a damper on others looking to break into the business. Heh.
{128301} I take it you're thinking about handling this for me, are you? Well, I might have a lead for you then.
{128302} One of my patrols reported seeing signs of a camp a little north and east of here. I haven't sent another team out to investigate yet, though. Could just be nothing.
{128303} If you're interested, I can mark the location on the map for you. You up a for a bandit hunt?
{128304} Not officially. I was hoping we'd catch him sooner than this. But if you're willing to take care of the Widowmaker for us, {said with a friendly wink sort of tone}I think I can manage a reward.
{128305} I can't guarantee you'll find the Widowmaker, but my men run into small roadside camps all the time. Normally it's not even worth a mention, so when they bring it up in a report I tend to pay attention.
{128306} Here it is on your map. This small road, a little north of us. That's where the camp was spotted. Be careful - this "Widowmaker" is out to make a name for himself, and he'll use any amount of violence to earn it.
{128307} Right. Anything else you wanted to know?
{128308} I guess the novelty of living with a military garrison wore off on them. After awhile the rust starts to bother you. Heh... that was a joke.
{128309} Actually, our patrols apparently settled things down around here enough that they felt safe to go back home. The fort was getting a bit crowded anyhow, so it worked out for everyone.
{128310} Farewell.
{128311} |PC hasn't met the bandit chief|Do you have any work for me?
{128312} Maybe. Why?
{128313} Is there some kind of problem?
{128314} How are they working out for you?
{128315} I wouldn't have shed any tears if you'd gone through with it.
{128316} Oh? What did he say?
{128317} Just keep your eye on them.
{128318} It's a good thing you listened. The fight would have been bloody.
{128319} I'm glad you stayed your hand.
{128320} I have no idea.
{128321} It wasn't easy.
{128322} I could see that his heart wasn't into it.
{128323} I don't want to talk about this any longer.
{128324} Well, glad I was able to help.
{128325} So the roads are safe to travel now?
{128326} You must be Commander Tann of Fort Locke.
{128327} Any idea what that necromancer was doing down here?
{128328} Are you all right?
{128329} Why didn't you wait for reinforcements?
{128330} Lieutenant Vallis sent me to find out what happened to the patrols.
{128331} New threat?
{128332} He had enough to defeat the garrison?
{128333} I'm sure the fort would have held.
{128334} Why would he want to attack the fort?
{128335} Was the necromancer working alone?
{128336} It must be your lucky day.
{128337} What is this place?
{128338} We need to get out of here.
{128339} Are you able to travel?
{128340} So what do we do now?
{128341} | Good Response |Let's look for your men. How many do you think there are?
{128342} I think it's best if we return to the fort.
{128343} | Chaotic Response |I've already done enough. We're going back.
{128344} What about sending out patrols?
{128345} How long are you going to leave Vallis hanging there?
{128346} I'll see what I can do about the bandits.
{128347} I've killed the bandit chief.
{128348} I spoke with the bandit chief. He's agreed to stop kidnapping innocent travelers.
{128349} [Bluff/Lie] I've dealt with the bandit chief. He won't be a problem anymore.
{128350} This garrison seems to attract a lot of attention.
{128351} Maybe he found a weakness.
{128352} What can you tell me about the King of Shadows?
{128353} How's the garrison here doing?
{128354} |Got Jacoby quest|What can you tell me of a bandit named Jared Widowmaker?
{128355} |After the player's been to Neverwinter|I see the refugees have moved out.
{128356} Farewell.
{128357} |Did not get Widowmaker quest from Jacoby|Do you have any work for me?
{128358} Any idea where I can find him?
{128359} Is there a bounty posted for this?
{128360} Just show me where to look and I'll take care of this bandit for you.
{128361} Maybe later.
{128362} You look familiar. You're not a Harborman by any chance, are you?
{128363} I'm Cormick, City Watch Marshal of Neverwinter City. You wouldn't have heard of me - a city watchman is hardly a glamorous profession.
{128364} Well, mainly to make sure Galen got here safely. He may be crazy and greedy, but he's still a friend.
{128365} Ha! I don't know about famous. West Harbor's a small village though, so I'm not surprised you know of me.
{128366} |Player is Complex|{Pleased to recognize the player}Imagine running into you here! How's the old man nowadays?
{128367} Well, that's good to hear. A quiet man, but a good heart. 
{128368} He seems to have done a good job raising you. So tell me, what are you doing so far away from West Harbor?
{128369} {Cautioning the player}You'll be making a stop at Highcliff then. Be careful. From what I've been hearing from the refugees, bandits own the roads now.
{128370} Well, if you're ever in Neverwinter and need work I'm sure I could find something for you. We Harbormen look out for each other.
{128371} Still keeps to himself, does he? Ah, the death of his wife really hit him hard. Changed him a great deal.
{128372} That we did. We were quite a pair in our youth. The death of his wife hit him hard, though. He was never quite the same afterwards.
{128373} |Player is a Lady's Man|{Joking. Playful}Still breaking hearts wherever you go, are you?
{128374} It's been a long time, but yes... you are definitely Daeghun's child. How is the old man nowadays?
{128375} |Player is a Bully|{Frowns}I see you've learned to stop tormenting those weaker than you.
{128376} |Player saved Galen|Galen never would have survived the trip without your help from what I understand.
{128377} |Player is a farmer|{Approving}I see you finally gave up the plow in favor of adventure. Good for you!
{128378} |Player is a wizard|I have to admit I'm a little surprised to see you here. You always were rather bookish.
{128379} |Player is Devout|{Approving}I see you were finally able to free yourself of Brother Merring to see the world. Good for you!
{128380} |Player is Militia|I shouldn't be surprised that you were able to see Galen here safely. You had skill enough to become a West Harbor militiaman, after all.
{128381} |Player is a Natural Leader|I see you haven't lost your ability to take charge. That's unlikely company you're keeping.
{128382} |Player is a tale teller|{Joking}Always the one with the stories, even when you were young. Out to gather new ones to tell, are you?
{128383} |Player is trouble maker|I see you haven't lost the knack for finding trouble. Good thing too, this time.
{128384} |Player is Wild|I see you've still got wanderlust in you. You don't see too many Harbormen this far north.
{128385} By the gods, I knew it! I told Vallis that he was putting the village at risk, but he wouldn't listen!
{128386} Temporary commander here at Fort Locke. For the sake of the north, I hope he's just that - temporary.
{128387} The people rely on these troops for safety. Refugees are starting to trickle in because the surrounding area's gotten more dangerous.
{128388} Maybe you can get some sense into that thick skull of his. Once he hears that West Harbor came under attack, he may change his mind.
{128389} Galen tells me what you did for him. Glad you managed to keep him in one piece. 
{128390} |PC has already met Cormick|I still think he's daft for making these trips through the Mere by himself, regardless of the profit.
{128391} |Player helped Galen|Thank you again for helping Galen out. He probably would've gotten into trouble with or without the patrols.
{128392} |Player did not help Galen out against mercs|Well met. Have you run into a rather talkative merchant on your way here? He should have been traveling with two bodyguards. Name of Galen.
{128393} I hope he's safe. Galen's a good friend, and I'm worried that he didn't bring along enough guards for his latest trip to West Harbor.
{128394} I hope he's safe. Galen's a good friend, and I'm worried that he didn't bring along enough guards for his latest trip to West Harbor.
{128395} No, he hasn't. But if you're here, then perhaps he'll turn up soon as well.
{128396} They certainly couldn't have hurt. And I'll bet the refugees here at the fort wouldn't have minded a few patrols on the roads either.
{128397} It's been here for generations, before even the last war against the King of Shadows. This fort's been guarding the pass between the Mere and the North for as long as anyone can remember.
{128398} There's even a saying around these parts. You can count on three things in life - death, taxes, and Fort Locke.
{128399} No, though I wish I were. The name's Cormick. Marshal of the City Watch up in Neverwinter City.
{128400} You wouldn't have heard of me. A city watchman is hardly a glamorous profession.
{128401} Harbormen are hard to miss once you've met one, and I've met plenty being from West Harbor myself.
{128402} Wait a moment... I recognize you. Daeghun's foster child.
{128403} I'd also heard rumors that the garrison here had stopped its patrols. Figured I'd look into it while I was down here.
{128404} And, of course, it turns out the rumors were true. No patrols, meaning the roads are crawling with bandits and worse now.
{128405} It was good to see you. Hopefully you can win Vallis over and I can get back to Neverwinter sooner rather than later.
{128406} In that big of a hurry, are you? Well, I'd hoped a fellow Harborman could help out, but I guess there's really nothing I can do about it.
{128407} Well, if you change your mind, I'll be here. Until Vallis gets those patrols going, I'm stuck here with the refugees.
{128408} {No respect for Vallis}Vallis there's a "by the book" soldier. He's called for reinforcements from Neverwinter, and until they arrive he's hunkering down.
{128409} I tried to explain to him that Neverwinter doesn't have any troops to spare - not after that business with Luskan - but he's sticking to the rules. No initiative in that man, I tell you.
{128410} One or more patrols have gone missing, from what I gather. If it were me, I'd gather a large force and investigate. Not Vallis, though...
{128411} That I am, and proud of it. We're a tough lot, and we look after our own. I may live in Neverwinter now, but I still remember my roots.
{128412} Fair enough. You have the look of a Harborman about you, so I figured I'd ask.
{128413} |Player killed or missed Galen|At least, I hope you have. Otherwise, your friends here won't be watching your back for very long.
{128414} |Player killed or missed Galen|Harbormen look after each other. I'll be staying here until I know the patrols are running again.
{128415} |Player killed or missed Galen|And it looks like you've found some competent people to travel with you. Good - the roads aren't safe to travel alone right now.
{128416} |After intro dialog and before Tann has been rescued|Something I can do for you?
{128417} That's great to hear. Of course, you're not just helping me, but everyone who lives around here as well.
{128418} See if you can talk some sense into Vallis for me. He needs to start up the patrols again before West Harbor or another village run into trouble.
{128419} Believe me, I've tried. I just don't have the patience for all of his rules talk though. Guess that's why I've never been promoted to Captain with the city watch.
{128420} Try not to wait <i>too</i> long. Without those patrols, more people will get hurt out there.
{128421} Still rebuilding from the Luskan war, and still not enough gold for the city watch.
{128422} Plus there's talk that what troops we do have to spare are being sent to retake the Old Owl Well out in the Sword Mountains. So essentially, the usual chaos.
{128423} Lorne? Haven't heard from him since he first arrived in Neverwinter some years back. He was still upset with me over what he calls trickery when we competed for the Harvest Cup.
{128424} A good man, though a little hot headed. Moved to Neverwinter a short while after I joined the Watch. I tried to recruit him, but I guess he found the Neverwinter Greycloaks more glamorous.
{128425} I poked around a little on Retta's behalf after the war with Luskan, but no one seems to know what happened to him. I doubt he deserted, and I wouldn't have the heart to tell Retta that he fell in battle. Her life's hard enough as it is.
{128426} Commander Tann is back, Vallis is taken care of, and it looks like the patrols will be starting again soon. Not bad, not bad at all.
{128427} You seem to have a knack for solving problems. I could use someone like you.
{128428} Stop by the city guard barracks if you find yourself looking for work in Neverwinter. {Beat}As for me, I'd best get moving. I've already spent too much time here.
{128429} The Watch is always ready to reward those who aid us. I don't have much gold on me, but you're welcome to what I do have.
{128430} I can reward you properly for this back in the city. It shouldn't be any trouble convincing Captain Brelaina that you deserve a little something for helping me out.
{128431} Bah! I'm sorely tempted to knock him around a little, but it wouldn't be worth the trouble that would cause.
{128432} I appreciate the effort you made, though. Guess I'll be waiting here for the commander to return.
{128433} He's got you doing his job for him now, has he? Some leader <i>he</i> is. Still, I feel better knowing you're handling things.
{128434} If you want something done right, get a Harborman to do it eh? Thanks for taking care of things.
{128435} |Player helped|Guess I should hunker down and plan on waiting for a spell. I'll keep an eye on Galen as well.
{128436} Good luck with this investigation of yours. I hope you find their missing commander, and soon before Vallis over there takes charge permanently.
{128437} Lorne? Haven't heard from him since he first arrived in Neverwinter some years back. He was still upset with me over what he calls trickery when we competed for the Harvest Cup.
{128438} A good man, though a little hot headed. Moved to Neverwinter a short while after I joined the Watch. I tried to recruit him, but I guess he found the Neverwinter Greycloaks more glamorous.
{128439} I poked around a little on Retta's behalf after the war with Luskan, but no one seems to know what happened to him. I doubt he deserted, and I wouldn't have the heart to tell Retta that he fell in battle. Her life's hard enough as it is.
{128440} Who are you?
{128441} Good for you. I'll just be going now.
{128442} Why did the patrols stop?
{128443} You're from West Harbor?
{128444} Cormick? You're famous in West Harbor, or so they say.
{128445} He's doing well. Thank you for asking.
{128446} My father has sent me to Neverwinter on a task.
{128447} Just out to see the world.
{128448} Why are you here?
{128449} I have my reasons.
{128450} Nothing much has changed about him.
{128451} I take it you and my father know each other.
{128452} A pleasure to meet you.
{128453} Yes, I am. Why do you ask?
{128454} That's none of your business.
{128455} West Harbor itself came under attack recently.
{128456} Who's Vallis?
{128457} Why wouldn't he listen?
{128458} I'm not sure patrols would have helped West Harbor.
{128459} I'm not really interested.
{128460} I'll see what I can do.
{128461} I don't have time for this.
{128462} Why won't he continue the patrols?
{128463} Sorry, but no.
{128464} [Lie] No, I haven't run into anyone fitting that description.
{128465} Who are you?
{128466} Yes, I have. Did Galen make it here safely?
{128467} What can you tell me about this fort?
{128468} Farewell.
{128469} Are you the commander of this fort?
{128470} |Player hasn't agreed to help Cormick yet|I've decided to help you get the patrols started again.
{128471} Any recent news from Neverwinter?
{128472} Do you know where Lorne Starling is?
{128473} Farewell.
{128474} Maybe later.
{128475} Why don't you talk to him?
{128476} I'm just glad I could help.
{128477} I'll be moving on now.
{128478} I tried my best, but Vallis is being stubborn.
{128479} Vallis agreed to start the patrols again if I help him find the fort commander.
{128480} A reward would be nice.
{128481} Is Lorne Starling in Neverwinter? I'm told that's where he went.
{128482} |start cutscene.|
{128483} |OTS, PC|
{128484} No place to run this time, <i>Kalach-Cha.</i> That which you have stolen - hand it over, and we will let you live.
{128485} This is getting tiresome, <lad/lass>. What's so important about that blasted thing that has them chasing us all over {FAIR-un}Faerûn? 
{128486} Ah, take your time. At least the fights come to us.
{128487} Hand the shard over now, or we will take it from your corpse.
{128488} Fool. I shall enjoy killing you.
{128489} |Scripter: Elanee starts casting a spell of mega-coolness|
{128490} Heh. That'll be a lot of killing before this is over, I'll wager.
{128491} {Scoffs}Don't be dense. Of course I'm not scared. Just irritated.
{128492} |Bladeling entangled|
{128493} |So are his friends!|
{128494} {furious}Fight, you pathetic thralls! Kill them all!
{128495} {still furious}Why are you still looking at me? Attack!
{128496} I wish I knew the answer.
{128497} Can't we talk about this?
{128498} And we were just getting to know each other.
{128499} You want it? Come and get it.
{128500} We'll just have to keep killing them until they stop.
{128501} Why? You scared of them?
{128502} Lizardman {Average Claw Hostile}
{128503} A freshly dug hole, just wide enough for a humanoid to fit through ...
{128504} {Door Locked}
{128505} {Door closing}
{128506} Hey, you look familiar. How's mother?
{128507} Cap'n Flinn'll figure something out. He's not gonna like payin' me extra if we're stuck in this village for much longer.
{128508} Ghosts, I tell you. Ghosts are to blame for damaging our ship.
{128509} At least Highcliff has a place for drinking. Otherwise I'd go mad.
{128510} Unless you can fix ships, I've got nothing to say.
{128511} {Disgruntled}Leave me alone. Bad enough I'm stuck in this hole of a village.
{128512} Elder Mayne
{128513} Ah, there you are. We took up a collection here in the village and have a surprise for you.
{128514} There's enough there to pay for your passage to Neverwinter. It's not a lot, but you've done so much that we had to find some way to show our appreciation.
{128515} I'd also like you to have this armor. It's been in our village for generations, and hasn't seen much action. I thought you might be able to put it to better use.
{128516} I'm afraid so. We are not a wealthy people, but we do what we can.
{128517} Humble rewards from a grateful village. Thank you again. Now, I believe you have a ship to board. Safe travels to you.
{128518} Please, think nothing of it. The money is a small price for what you have done. And this item will serve you much better than it has us.
{128519} Have you any news regarding the lizardfolk?
{128520} Well, luck to you. I hope you can put an end to the troubles in our village.
{128521} He was last seen heading into the woods outside of Highcliff... and with the lizardfolk attacking the outlying farms, I fear he has been killed.
{128522} It should be on your map - it's not far.
{128523} I see. And what of William? Were you able to find him?
{128524} [Failure] There's something you're not telling me. You <i>did</i> find William, didn't you?
{128525} Well, of course we...ow!
{128526} No, not a trace of William. We looked, but we couldn't find anything. 
{128527} Perhaps our village will have better luck finding him when I lead an attack on their lair.
{128528} [Success] Perhaps our village will have better luck finding him when I lead an attack on their lair.
{128529} We must ensure that the lizardfolk do not return. I will gather the men and lead an attack on their lair to drive away any who remain.
{128530} [Success] Ah. Tragic. Juni will need to be watched carefully lest she does something rash when she hears the news.
{128531} [Success] You attempted negotiations with those animals? I guess poor William was doomed in any case. Juni will need to be watched carefully lest she does something rash when she hears.
{128532} I will need to gather the fighting age men and lead an attack on the lair to make sure it's been cleaned out. We can't allow them to return.
{128533} Yes, yes... you've been eager to be on your way to Neverwinter. I shall have all available men help with the repairs on the <i>Double Eagle.</i>
{128534} Yes. We must plan carefully. Thank you for the warning.
{128535} No. Negotiating with those beasts would only give them time to build their strength. Our safest choice is to wipe them all out.
{128536} Now then, I believe you've been rather eager to be on your way to Neverwinter. I shall have all available men help with the repairs on the Double Eagle.
{128537} I have much to do, but I shall meet you on the docks when you are ready to leave.
{128538} {Incredulous, can't believe what he's hearing}You cannot trust those beasts. They have just enough intelligence to avoid killing their own young!
{128539} {Calms down, suspicious}But... I will listen. What do they want?
{128540} How were we to know that our village was so close to their lair? Surely it would be easier if they were to find another home along the coast?
{128541} {Doesn't like this}The thought of a lizardman clan living so close to our village... I don't like this.
{128542} I'm certain it wasn't. But it is equally difficult for me to place my trust in animals.
{128543} {Suspicious}And you are willing to guarantee this? I don't see how you can. You will be bound for Neverwinter the moment a ship is ready to leave.
{128544} You are leaving me with little choice here. I either agree to this, or our troubles continue.
{128545} {Sighs, resolves}Very well, I will abide by this agreement. I suppose you have earned some measure of trust.
{128546} Their word may be good enough for you, but I - and this village - will have to live or die by such a decision.
{128547} You're no better than the animals that crafted this deal. However, I will not have a minion to those beasts leading this village.
{128548} Very well, I agree to this despicable agreement. And know that you are no longer welcome in Highcliff.
{128549} Be on your way. The sooner you leave, the better off Highcliff will be.
{128550} And to speed you on your way, I'll even have the village men help with repairs on the Double Eagle.
{128551} I suppose you are right. The lizardfolk have not yet harmed a villager directly. Perhaps they are more... civilized than I thought. 
{128552} Very well. I agree to the bargain, against my better judgment. I just hope I have made the correct decision.
{128553} [Failure] Perhaps. Then again, I certainly would have agreed to anything if I knew I was in danger.
{128554} [Success] I shall trust your judgement on this. You have already done more for my village than I could ever hope for. Forgive me for my obstinance. It is the weakness of an old man.
{128555} Of course. I shall ensure that every man we can spare will help with repairs to the Double Eagle.
{128556} {JUNE-ee}Juni, please. I am doing the best that I can, but we can't risk exploring the ruins at this time.
{128557} But where else could William have gone, Elder? You <i>must</i> do something! 
{128558} And what would you have me do, Juni? Sacrifice the entire village's safety just for your husband?
{128559} You will be to blame if William comes to any harm, Elder! I will not have my child growing up without her father!
{128560} {Sighs}I understand her anger. It would be tragic if William were hurt or worse. But she must understand that I have to put the safety of the village first.
{128561} Sadly, that is impossible right now. Every one of our ships has been damaged - none are safe for sea travel at the moment.
{128562} Each time we've made repairs, the lizardfolk promptly damage the ships again. Trade with Neverwinter has stopped, and without trade, this village will not have an easy winter.
{128563} This has nothing to do with my giving anyone permission. No one can sail <i>anywhere</i> until we've put a stop to these attacks.
{128564} I would not send anyone into danger not knowing what to expect.
{128565} I suspect that William's disappearance has something to do with the lizards. But without knowing for certain, I can't ask anyone to risk their lives.
{128566} As does the captain of the <i>Double Eagle.</i> I'm beginning to think you could be of great help in these matters.
{128567} You certainly travel with interesting companions, so I suspect you are quite capable of handling yourself...
{128568} Hey! What's that supposed to mean?
{128569} I think we've just been insulted.
{128570} I did not mean it as an insult. In fact, I assume that you are all quite remarkable individuals to be able to get past the typical prejudices and band together.
{128571} Oh. Well, that's all right then.
{128572} If you are certain about this, then I have no objection. I think it's safe to say that everyone in Highcliff would be very grateful if you could resolve things for us.
{128573} The lizardfolk have been concentrating their attacks on the farms outside the village...
{128574} Juni's husband, William, has gone missing... he went to gather some stones outside the village, but with the lizardfolk attacking the outlying farms, I fear he may have been taken by them.
{128575} {Sighs, shaking head}It is easy to say that in hindsight. What happened cannot be changed.
{128576} Yes. Unfortunately, in her grief, Juni isn't thinking very clearly right now. I do wish there was something I could do, but not before we have more information.
{128577} I don't remember you from the Double Eagle. I am Mayne, village elder of Highcliff. I wish you had visited us under better circumstances.
{128578} |companion missing|
{128579} And the only farmer left is Shandra - she's too stubborn to leave her home, even with the attacks.
{128580} You could start your search with her, she may know something that could help... or you could simply wait there and ambush the lizardfolk should they attack. Allow me to mark the location of her farm on your map.
{128581} I wish you luck on your travels, and look forward to seeing all of you again.
{128582} Time to get aboard, everyone! We're setting sail for Neverwinter!
{128583} |SCRIPTER: Show the party boarding the ship|
{128584} Just take it as a compliment, you two.
{128585} {A little rueful, taking this as a personal insult}Although why she is so stubborn as to refuse to seek shelter in the village is beyond me. Her family was always an odd one, though, so I suppose it's something in the blood.
{128586} {Starts feeling a little ill}Ehhh... my stomach's already started churning. How long is this trip?
{128587} {Not harsh, chiding}Oh, do be quiet, Khelgar. Enjoy the waves while you can. 
{128588} I'll say. And it'll be nice to travel without being hunted for once.
{128589} |Return after visiting NW.|Welcome back to Highcliff. What can I do for you?
{128590} |Peace with Lizardfolk|We've not had any trouble with the lizardfolk since you brokered the peace treaty. I'm more than willing to admit that I was wrong about them.
{128591} They aren't quite the beasts I thought them to be. The lizardfolk have even helped us to rescue the odd fisherman who strays too far out into the ocean.
{128592} There's still some distrust amongst the villagers of course. However, it looks as though the peace will hold. Thank you again for your role in the matter.
{128593} |Elder was going to attack the lizardfolk|We were able to drive the remaining lizardfolk further north.
{128594} We appear to have caught them by surprise. They were quite unprepared for an attack. This was your doing, I assume? One of them even tried to speak with us.
{128595} Since then, we haven't seen any of their kind in the area. It would appear that we've made our point and the lizards have given up on any claim to the land.
{128596} |Elder was angry with the player|I believe I owe you an apology. I was more than a little dubious of the peace you had brokered with the lizardfolk when we last spoke.
{128597} I admit that I was wrong, both for resisting the agreement and for my unwarranted prejudice of the lizardfolk. There have been no troubles since you left.
{128598} It looks to be a poor harvest season. The farmers call it a blight, but I tend to think it's just part of the natural course of things. We were overdue for a weak season.
{128599} The villagers will have to cut back on spending for awhile, but no one will be going hungry. At least not yet.
{128600} I'm happy to say I don't. Things have calmed down since you were last here. There's nothing that needs urgent attention.
{128601} A shame... Juni is quite distraught. He was most likely killed by the lizardfolk.
{128602} {relieved}That is certainly welcome news. I feared that the lizardfolk had found him, or worse.
{128603} {A little worried}Juni certainly won't handle that news very well. However, it is a private matter between the two, and no business of mine.
{128604} |fade down real quick|
{128605} |Fade up real quick|
{128606} |SCRIPTER: Fade out. We're fading in to the scene between Zeeaire and the Githyanki Lieutenant.|
{128607} |Fade Down|
{128608} | PC is a drow |{Uncomfortable}I... I am sorry, but what is it I can do for you? I had heard a dark elf had entered Highcliff, but...
{128609} | PC is underdark |{Uncomfortable}I... I am sorry, but what is it I can do for you? I had thought that your kind favored the Underdark...
{128610} | PC is a tiefling |{Uncomfortable}I... I am sorry, but what is it I can do for you? I had heard a pair of tieflings had entered Highcliff, but...
{128611} {Cheerful}It's all right, we're not here to kill anyone. 
{128612} {Uneasy}Ah. I... see. 
{128613} | PC is male |{Cheerful}Oh, we're not married or anything, don't be embarassed.
{128614} | PC is drow, duergar, tiefling, or deep gnome |For one of your kind to be able to gather and lead such interesting companions, I suspect you are quite capable of handling yourself...
{128615} |Player has already received the reward, but for some reason didn't go to Neverwinter.|The captain is willing wait for you as long as he needs to. Have you come to say farewell?
{128616} | Evil Response |This is the best you could do?
{128617} I'll put it to good use. My thanks.
{128618} | Good Response |Thank you, but the rewards really aren't necessary.
{128619} No, nothing yet.
{128620} Where did you say William disappeared?
{128621} Where's Shandra's farm again?
{128622} I've killed the lizardfolk chieftain. The attacks should stop now.
{128623} [Bluff/Lie] I never found him. I don't know where he is.
{128624} Try not to get killed. Now, I have a ship to catch...
{128625} [Bluff/Lie] He was killed by a bear. We found the remains.
{128626} [Bluff/Lie] He was killed by the lizardmen when I tried to negotiate.
{128627} I really don't care what you do now. I have a ship to catch.
{128628} Just be careful. They're excellent warriors.
{128629} You should consider negotiating a peace with any survivors.
{128630} The lizardfolk have a deal they want to make with you.
{128631} They've agreed to leave Highcliff alone if the village agrees not to trespass into their territory.
{128632} This wasn't easy. Make the deal.
{128633} Make this deal, and your troubles will be over.
{128634} I'm sure the village will be able to defend itself effectively should the lizardmen break the deal.
{128635} The lizardfolk fled the Mere and have resettled. On my word, they just want to be left alone.
{128636} I think I'll just kill you. I'm sure the next leader of your village will be much more accomodating.
{128637} Watch your mouth. I may decide to kill you anyhow.
{128638} Fine. I'll be going now. I have a ship to catch.
{128639} Believe me, I don't plan on returning to this pathetic village.
{128640} You're no better than the lizardfolk if you insist on holding to your prejudices.
{128641} [Diplomacy] I found their chieftain to be reasonable, and honorable. He will hold up his end of the bargain.
{128642} I think I deserve a little something extra for all of this work.
{128643} Thank you. Now then, I have a ship I need to catch.
{128644} I want to talk to you about gaining passage on a ship to Neverwinter.
{128645} I want you to give the <i>Double Eagle</i> permission to leave.
{128646} What does this have to do with Juni?
{128647} Is there anything I can do to help?
{128648} I can't believe this. All I want is to get to Neverwinter.
{128649} So, the only way I'm going to be able to find a ship is to help you with this?
{128650} I'll look into it for you.
{128651} We're wasting our time. With or without your permission, I'm going to get to the bottom of things here.
{128652} So you won't object if we look into things?
{128653} Where should I start looking?
{128654} What happened that's made her so upset?
{128655} I don't really care about this. I need a ship to take me to Neverwinter.
{128656} Why don't you just send some men to investigate?
{128657} He shouldn't have left the town with the attacks.
{128658} You're right. You can't go rushing in if you don't know what you're facing.
{128659} I'll have this taken care of soon enough.
{128660} Anything to get out of this village and reach Neverwinter.
{128661} Have there been any more problems with the lizardfolk?
{128662} Anything happen while I've been gone?
{128663} Farewell.
{128664} Do you have any work for me?
{128665} Then how do I stop these attacks?
{128666} If we're done here, I will take my leave now and head to Neverwinter.
{128667} | JOHN LEE: Only if you never encountered William. |I never found him at the ruins.
{128668} I found him. He's back home with Juni.
{128669} I found him, but he refuses to return home.
{128670} I mean no harm, forgive me for interrupting.
{128671} I mean no harm, forgive me for interrupting.
{128672} Floor Lever{Trap Lever}
{128673} FollowerOrc
{128674} It's good to finally be out of the Mere, isn't it?
{128675} I wish you well. Talk to Marshal Cormick when you get the chance. I filled him in on my adventure through the Mere, and he's quite eager to meet you!
{128676} Fate does seem to insist on throwing us together. I can't say that I'm complaining. I doubt I would have survived this trip without your interventions.
{128677} An imbecile of a lieutenant. He refuses to resume patrols so that we can all travel safely again.
{128678} Marshal Cormick of the Neverwinter City Watch is here to escort me the rest of the way. There seems to be a slight hitch though.
{128679} The garrison's lieutenant refuses resume his patrols, meaning it's too dangerous to travel from here. I suppose I shouldn't be surprised. Nothing about this trip has been easy.
{128680} Talk to Marshal Cormick when you get the chance. I filled him in on my adventure through the Mere, and he's quite eager to meet you!
{128681}  I had counted on having my two guards with me and... well, you know how<i> that</i> turned out.
{128682} I had assumed that the rest of my journey would be uneventful. I never anticipated patrols being stopped along the High Road.
{128683} So there you have it. Until the roads are safer, I'm not going anywhere.
{128684} Well, that's the problem. He's not here, and he apparently put his imbecile of a lieutenant in charge. 
{128685} I'm beginning to think that this will be my last trip ever to West Harbor and the Mere. The trouble just isn't worth the profit.
{128686} Cormick is quite eager to speak with you, by the way. You should introduce yourself.
{128687} Although if the wait is too long, I'll have to risk it. This has already been a costly trip and I can't afford any further delays.
{128688} He's a man of the law, and a good friend. I believe the two of you will get along quite nicely.
{128689} Of course. However, it's never unwise to make friends with those of some influence.
{128690} Safe travels to you, friend. If someone would just talk some sense into the lieutenant, I'd be on my way as well. 
{128691} Thank you again for getting me out of that swamp. I'll be waiting here until the patrols start, though I won't wait forever.
{128692} And once again you've cleared a path for me. With the patrols started again, I should be able to travel safely.
{128693} I'll be moving on as soon as I've packed my gear. Thank you, <FirstName>. It's been an honor knowing you.
{128694} Believe me, we would if we could find anyone of higher rank than this lieutenant.
{128695} Sorry. I'm not interested in talking.
{128696} You never would have made it here without my help.
{128697} I'll be going now.
{128698} Who's in charge here?
{128699} What are you doing here?
{128700} Will you be staying here for awhile?
{128701} I'll be going now.
{128702} Why don't you just risk the journey?
{128703} Why doesn't someone just talk to the garrison commander?
{128704} I'll be sure to make his acquaintance.
{128705} If it's all the same to you, I'd feel better if the Marshal <i>didn't</i> get to know me.
{128706} Thank you for the information. I'll be going now.
{128707} I hope this is the last time we see each other.
{128708} I'm glad I could help.
{128709} Farewell.
{128710} There must be someone else you can turn to.
{128711} Day 5 - We're trapped here. Most of the patrol has already been killed. Kamen, Larson, and me are the only ones left. We've blocked off the cave entrance, but the undead are tireless. It's just a matter of time before they break through.

I don't know where these undead came from. I just hope Commander Tann can send another patrol in time to get us out of here before we get turned into zombies ourselves.

Kamen's yelling. Sounds like the undead are breaking through. I just hope I'll be resting in peace when this is all over.


{128712} A Soldier's Journal
{128713} {Galen and his men have just been saved from deep gnomes by the player}Thank you for your assistance. I was beginning to think there was no end to those creatures.
{128714} The men and I should be leaving anyhow. It would seem I'd be safer resting on the road tonight.
{128715} Well now, a small reward seems reasonable enough. Nothing in life comes for free, eh?
{128716} That I am. I try to make the trip twice a year. Not a lot of competition yet, and quite a healthy amount of gold to be made, too.
{128717} {Sudden recognition}Wait, I've seen you before. {DAY-gun}Daeghun's child, from West Harbor. Am I right?
{128718} Thank you again for your assistance. I do hope that the next time we meet will be under better circumstances.
{128719} {YAH-rek}Yarek. {KA-las (sounds like callous)}Kalas. Let's go. We're leaving.
{128720} Wait. {YAH-rek}Yarek and I were the ones to keep your worthless skin intact, Galen. If anyone deserves a reward, it's us.
{128721} The two of you have already been well paid to protect me for this journey. This one, on the other hand, was under no such obligation.
{128722} A fair bargain. Now then, if there's nothing else...
{128723} I'll tell you what I can. I hope you understand if I don't wish to tarry here, however.
{128724} What would you like to know?
{128725} That I am. I try to make the trip twice a year. Not a lot of competition yet, and the profit margin is quite healthy.
{128726} No reason. It's just surprising to see a Harborman this far from home. 
{128727} Good folk, you Harbormen. Strong, resilient, and you pay well for my goods. I make a tidy sum whenever I stop by.
{128728} I meant no offense. I was just surprised to see a Harborman this far from home.
{128729} Why do you think I'm traveling with these guards? Even with the additional cost though, my visits to West Harbor are always profitable. 
{128730} And I admit to having a certain fondness for your village. Living in a swamp requires a certain stubborness, after all.
{128731} Was there anything else you'd like to ask?
{128732} Nothing that would be of any value to me, I assure you. Something called a {KAL-ack cha}"Kalach-Cha."
{128733} To be honest, the <i>reason</i> for their curiosity was not exactly a concern of mine. Most everything else they said was gibberish to me anyhow.
{128734} Oh, the usual warnings. Lizardfolk seem to have spread further north, the usual bandit troubles. You can rest briefly at Fort Locke, of course.
{128735} The fort was in a bit of disarray when I last made a stop on the way to West Harbor. Something about their commander gone missing, lost patrols - very unpleasant.
{128736} And refugees had begun trickling in. I assume it's due to the lizardfolk migration.
{128737} [Success] You're right of course. My journey would be far more hazardous were I to have lost my guards to this unpleasant attack.
{128738} Very well. A fair reward. Now then, if there's nothing else...
{128739} [Failure] My guards do make a point that they had already kept me alive quite skillfully. However, you are certainly deserving of a reward.
{128740} Now then, if our transactions have all been completed...
{128741} {Player saved Galen but there are still more creatures on the floor}Thank you, but it's not safe to talk yet. I can still hear more of the creatures near us.
{128742} I don't have time to chat.
{128743} And you'd like to reward me, I'm sure.
{128744} Aren't you the merchant that was in West Harbor recently?
{128745} I'm glad I could help.
{128746} 50 gold should be enough.
{128747} Forget it. I don't have time for this.
{128748} [Diplomacy] 100 gold for saving your life <i>and</i> the lives of your guards.
{128749} I have some questions for you.
{128750} Aren't you the merchant that was in West Harbor recently?
{128751} Do you know what these creatures were looking for?
{128752} Can you tell me anything about the road to Highcliff?
{128753} Maybe. Why do you ask?
{128754} Yes, that's right.
{128755} It's none of your business.
{128756} Isn't the trip to West Harbor dangerous?
{128757} I have some questions I'd like to ask you.
{128758} Farewell.
{128759} Just get out of here, I don't have time for this.
{128760} Thank you so much for finding the boys. Andrew just returned home. Zachan and I owe you so much.
{128761} Yes. Again you've shown me the meaning of courage. {ILL-may-ter}Ilmater bless you.
{128762} Without question. For what you have done, Gera and I owe you the lives of our entire family.
{128763} Andrew shall be raised to have the same honor and character that you possess. He will learn from your deeds.
{128764} I don't understand. What do you mean by that?
{128765} {A little shocked}You told him what, Zachan?
{128766} And just what have you been telling him, Zachan?
{128767} |Saved by PC at WW Inn|This is rather embarassing. I want my son to grow up with the courage that I lack. I was hoping that he'd find in you a role model.
{128768} Zachan, you fool. Do you truly believe that of yourself? The two of us are going to need to have a little talk.
{128769} I will strive to be more... prudent... with my tales in the future.
{128770} Yes, I see that now. I will be more... prudent... with my tales in the future. 
{128771} Please, accept this gift from the two of us. We are forever in your debt.
{128772} This amulet was handed down to my father, and from my father to myself. It has not seen any use for three generations now. I entrust it to you.
{128773} Gera and I can also pay you some gold. We were saving the money for a new horse to plow the fields, but the money is nothing next to the safety of our son.
{128774} We won't take up any more of your time. Thank you again for bringing Andrew back. You will forever be in our prayers.
{128775} I see you are indeed worthy of the tales I told Andrew... {quickly corrects himself}not that I'll be planting any further ideas into his young mind.
{128776} This amulet was handed down to my father, and from my father to myself. It has not seen any use for three generations now. I entrust it to you.
{128777} We won't take up any more of your time. Thank you again for bringing Andrew back. You will forever be in our prayers.
{128778} You've returned. Have you found the boys yet? I do hope they're all right.
{128779} Please hurry. There's no telling what may have happened to them.
{128780} Zachan and I are both grateful for what your are doing. Please be careful.
{128781} {Gera is the owner of the conversation. Zachan speaks first though. Pleased to see player}{GARE-ah}Gera, look who it is. {ILL-may-ter}Ilmater has answered our prayers.
{128782} You probably don't remember me...you saved my life back at the Weeping Willow.
{128783} This is our home. We were returning from a visit with one of Zachan's relatives in West Harbor when you arrived at the inn.
{128784} Yes, and we already owe you so much for what you did for us.
{128785} We don't wish to impose, but we could use your help again. We... we still have some money.
{128786} {Pleased, respectful}The stories have you assisting many strangers since we last met. I am grateful for your help.
{128787} {Sighs, worried}Two days ago, our son Andrew ran off to the old Highcliff castle ruins with one of his friends.
{128788} {Slight anger at herself}They were forbidden to leave the village, but they slipped away without us noticing... it is hard to keep an eye on them all the time with all the troubles about.
{128789} Please! We're both so worried about them! I don't know what I'll do if they don't return!
{128790} {Quiet, prompting}Are you certain of this, <FirstName>? We could certainly spare some time.
{128791} We can't go around helping out everyone who can't find their kids. We've got more important things to do.
{128792} I beg you. Please help us.
{128793} Leave them be, Gera. They have no reason to help us. We'll figure something else out.
{128794} I apologize for taking your time with this. Safe travels to you.
{128795} It's been two days, and the boys haven't returned. We asked the village elder to send some men to look for them, but he refuses to risk anyone searching for them while Highcliff is in danger.
{128796} No. It's been days. We asked the village elder to send some men to look for them, but he refuses to risk anyone searching for them while Highcliff is in danger.
{128797} With {JUNE-ee}Juni's husband disappearing up at the ruins as well, the elder has become too cautious. We have been hoping another such as you would be able to help us.
{128798} William, Juni's husband. He went up to the ruins to get some stones for their home. The Elder had warned us all not to leave the village, but William thought he'd be safe enough in the day.
{128799} The Elder has forbidden it. He has kept our village safe our entire lives. We would be unwise to ignore him. Just look at what happened to William.
{128800} Oh, thank you! We're both so worried. With the attacks on our ships, and William disappearing, we've been at wit's end. Anything could have happened to those boys.
{128801} {Irritated}Why are we wasting our time looking for two kids? We have more important things to do.
{128802} Then it's a good thing you're not making the decision, isn't it, tiefling?
{128803} Don't start with me again, dwarf.
{128804} | Influence Loss Neeshka |{Holds up hands in surrender}Easy... I'll help, no need for threats, I'm sticking with you, even if I do think it's a dumb idea.
{128805} | Influence Gain Elanee |{Nods}I, for one, approve. The Mere is not an easy place for children, and I suspect the wilds of Highcliff are no better.
{128806} {Slight grumble}I just hope there's some gold in this for us. My purse isn't as full as I'd like it to be.
{128807} | Influence Loss Neeshka |{Holds up hands in surrender, then gets quiet at the end, almost mumbling}Fine, fine, if you want to waste your time, then so will I, even if I think it's a dumb idea.
{128808} | Influence Gain Neeshka |{Eager}Great! My purse was getting a little light... a little gold for finding some kids is fine with me. And a <i>lot</i> of gold is even better.
{128809} | Influence Loss Elanee |{Sighs}The children first, then the gold... I hope I do not have to remind either one of you of that. 
{128810} {Slight irritation}I was hoping you might show a bit more compassion considering how difficult life near the Mere is for a child... and the wilds of Highcliff are likely no better.
{128811} Well met. You must be the newly arrived adventurers we've been hearing about.
{128812} We don't wish to impose, but we could use your help. We... we have some money.
{128813} Thank you again for bringing Andrew safely home. We'll be keeping a closer eye on him from now on.
{128814} Don't you worry. Zachan isn't allowed to tell the children any more stories unless I've heard them first.
{128815} |Returning after reaching Neverwinter|It's good to see you again! You're in my prayers every day.
{128816} Highcliff's been downright quiet since you were last here. We probably have you to thank for that.
{128817} {A little taken aback, but still grateful}Yes, of course. You have already done more than anyone could reasonably ask of you.
{128818} {A little nervous}What? No, don't hurt me. I didn't mean any harm with the tales.
{128819} |Never met PC before|This is rather embarassing. I want my son to grow up with the courage that I lack. I was hoping that he'd find a good role model in the stories.
{128820} Just like the heroes in my stories. When I tell Andrew... {quickly corrects himself}not that I'll be planting any further ideas into his young mind.
{128821} Just don't bother me again with your troubles.
{128822} There's a reward for this, I hope.
{128823} I'm just glad the boys are safe.
{128824} You'll just convince him to get into more trouble next time.
{128825} Are you sure that's such a good idea?
{128826} No, don't do that. That's how this started in the first place.
{128827} You told your son that I killed a thousand dark dwarves and lizardmen.
{128828} It's the stories that you've been telling him.
{128829} From talking with the children, it sounds as though you've been telling them tall tales.
{128830} I should be going.
{128831} If you're going to tell them stories, at least say it was two thousand lizardmen... with dark dwarves riding on their shoulders.
{128832} It's quite all right. Just be more careful with your stories.
{128833} | Evil Response |I want more than just an amulet.
{128834} Thank you. That's very generous of you.
{128835} | Good response |No reward is necessary.
{128836} I'll get around to it.
{128837} Sorry, I haven't started looking yet.
{128838} I'm still looking.
{128839} Of course I remember. What are the two of you doing here?
{128840} I see the two of you made it out safely.
{128841} Well met. It's good to see you again.
{128842} What is it this time?
{128843} I'm listening.
{128844} No money is necessary. What's wrong?
{128845} I don't have time for this.
{128846} And what does this have to do with me?
{128847} I see. And they haven't returned?
{128848} Someone else disappeared in the ruins?
{128849} Why don't you people just go look for these people yourselves?
{128850} I guess I could take some time for this.
{128851} I see. I'll go look for the children then. I'm sure they're fine.
{128852} I'll go look for the children. I'm sure they're fine.
{128853} I'll look for them. I'm sure they're fine.
{128854} If I find anything, I'll let you know.
{128855} I'll return when I've found them.
{128856} You're free to leave if you don't like it, Neeshka.
{128857} I've made up my mind, all right?
{128858} | Good Response |I know this isn't our problem, but I have to help if I can.
{128859} It may be too late, but I'll see what I can do.
{128860} | Evil Response |I'm mostly interested in the reward - if we find them, fine, if not... no skin off our back.
{128861} What seems to be the problem?
{128862} |Evil Response|Your stories. I should kill you before you put any more ideas into children's heads.
{128863} |Never met PC before|If you're going to tell them stories, at least tell them stories about <i>me</i>.
{128864} Please, someone help me! There are more of those foul beasts upstairs! They have my husband trapped!
{128865} It's up to you, <lad/lass>. But I'd rather take care of things here than have them surprise me out on the road.
{128866} | Influence Loss Khelgar |You disappoint me, <FirstName>. But I'll not judge you too harshly. It really isn't your problem.
{128867} | Influence Gain Khelgar |Bah! I knew you'd help. Now let's go get those beasts before they slip away.
{128868} Can't say that I approve of taking money for this, seeing as how it's <i>you</i> they want. 
{128869} I don't know. A lot, though! They seem to be looking for something! Please help! My husband is in danger!
{128870} | Influence Gain Khelgar |You seem to have a knack for finding trouble, <FirstName>.
{128871} You can't know your limits unless you push them, <lad/lass>. And it seems I'll be pushed quite a bit with you around. We'd best hurry... don't want those creatures to leave before we get there. 
{128872} Thank you so much, <sir/madam>! Please hurry. I'm afraid of what the creatures might do to him!
{128873} {Eager}And that's quite a lot. We'd best hurry... don't want those creatures to leave before we get there. 
{128874} Heh. Even better. The fights come to you. Less work that way.
{128875} Is my husband safe? Please tell me you've found him!
{128876} Hurry - please! I'm certain he's in danger!
{128877} He was upstairs, first room on the right when I ran! Please find him!
{128878} {Relieved}You've done it! Please... take this gold with our thanks. We will be forever grateful.
{128879} [Failure] I do not wish to seem ungrateful, but this is all I can afford. Thank you again, good <sir/madam>.
{128880} [Success] Of... of course. You have done a great service for me by saving my husband. I should not be so ungrateful. Here... it's all I have. Thank you again!
{128881} Thank you again for seeing my husband to safety! We shall remember you in our prayers.
{128882} I...  I thank you! You are most kind. Zachan and I shall never forget you, good <sir/madam>.
{128883} We'd best be moving on - I don't mind a fight, but I don't like bringing others into our battles.
{128884} {Startled that the player is negotiating with her while her husband's about to be hacked up}Of... of course! Whatever it takes. Just please save my husband!
{128885} {Player has asked for a large sum of money in return for saving Gera's husband}But... but I can't afford that much!
{128886} {Fears for her husband's life. Willing to agree to any deal to keep him alive}[Success] Of... of course! Whatever it takes. Just please save my husband!
{128887} {Pleading}[Failure] But I don't have that much!
{128888} You've done it! Here's the gold I promised. We will be forever grateful.
{128889} Have you changed your mind? My husband is still trapped upstairs with those dreadful creatures.
{128890} {Pleased, eager}Just waiting for you to get done talking - now, shall we go teach those beasts some manners? 
{128891} What? No way. I'm not risking my life for anyone else.
{128892} Sorry, but I'm just not interested.
{128893} Fine, let's go. I thought you promised not to get in the way, Khelgar?
{128894} I'll take care of them. Stay here where it's safe.
{128895} | Evil response |All right. But first, let's talk price.
{128896} How many more are up there?
{128897} Sounds too dangerous. Count me out.
{128898} | Good response |I'll take care of them. Stay here where it's safe.
{128899} Good to see you're having such a great time, Khelgar.
{128900} Stay with me and I'll bring you all the brawls you can handle. Let's go.
{128901} I don't go looking for these fights, Khelgar.
{128902} Nevermind. I don't have time to talk.
{128903} I'm still looking. I'm sure I'll find him.
{128904} Where is your husband again?
{128905} [Diplomacy] Surely you could spare more than 25 gold?
{128906} Thank you. I'm glad I was able to help.
{128907} | Good Response |Your money won't be necessary. I'm just glad I could help.
{128908} I'll see what I can do for 25 gold.
{128909} I won't do this for any less than 50 gold.
{128910} [Diplomacy] Is your husband's life worth so little to you?
{128911} Forget about the money. Let's get to work, Khelgar.
{128912} Then find someone else to help you.
{128913} Fine then. 25 gold.
{128914} Sorry. I'm still not interested.
{128915} Just hand over the money and I'll be going.
{128916} You're a strange lookin' group. What'dya want?
{128917} You got a mouth on ya. I like that, s'long as y' don't get into insultin' no one. So what'dya want?
{128918} You've not heard then? No ships to Neverwinter...hells, no ships in or out of Highcliff 'til they put a stop to the lizardfolks and their sabotagin'.
{128919} You an' half the town. You ain't heard then. No ships to Neverwinter... hells, no ships in or out of Highcliff 'til they put a stop to the lizardfolks and their sabotagin'.
{128920} I'm just standin' watch while the men try to repair the <i>Double Eagle</i>... again. We tossed nets down into the water last time, hopin' to catch us some of the lizards.
{128921} You don't listen so good, do ya? No ships in or out of Highcliff, not that there's any that can do more than float right now. You're jus' gonna have to get used t' bein' stuck here with the rest of us.
{128922} Besides, it wouldn't be my decision anyhow. Ya gotta talk t' the cap'n if you want passage on the <i>Double Eagle</i>.
{128923} No one knows. The village elder's been pokin' around, and our captain's been diggin' up rumors over at the inn. Nothin' as of yet though.
{128924} Plus people are nervous 'cause one of the villagers went missin' last night. All sorts a rumors flyin' around about undead and other nonsense. Things're just a big ol' mess right now.
{128925} Middle of the village, naturally. Ya can't miss it. Lots of drunk crewmen there while we wait to hear it's safe t' sail again.
{128926} What do I look like, a tour guide? Go ask someone who actually lives here.
{128927} Pretty much, unless yer one o' them crazies who'll actually try to get anywhere on foot. Roads jus' aren't safe nowadays. Makes me glad I'm a sailor.
{128928} It didn't work. Those lizards just cut their way through the nets and damaged the ship anyhow. Clever beasties, I'll give 'em that.
{128929} Nothing. Sorry to trouble you.
{128930} Says the half-orc <i>pirate.</i>
{128931} What's going on here?
{128932} We're looking for a ship that will take us to Neverwinter.
{128933} I'll pay well. I really need to get to Neverwinter.
{128934} Where are the lizardfolk coming from?
{128935} Where's the inn?
{128936} Where can I find the village elder?
{128937} So everyone's just stuck here?
{128938} I'll be going now.
{128939} Orc Leader
{128940} Githyanki Minion
{128941} Welcome back. What can I do for you?
{128942} |Commander Tann rescued|Thanks for getting our commander back for us. We were all ready to hang Vallis ourselves, just on principle.
{128943} Welcome to Fort Locke, strangers. I'm Jacoby, the finest weaponsmith around.
{128944} Not that my full talents are ever put to good use out here. Anyway, what can I do for you?
{128945} All right, then - feel free to come by anytime. You're a friend of the garrison now, and I'll set you up right.
{128946} Well, I'm just a military blacksmith... so I don't have access to any of those fancy metals you always hear about. Never could figure out why you'd want a blade made of silver in the first place.
{128947} Get me some quality ore, though, and I can make you a fine blade.
{128948} {Shrugs}You could try looking around the ruins of old Highcliff Castle. Probably already picked through, though it's still worth a look.
{128949} {Warning}Now remember, I can't anything too fancy. But I can do the basics - swords, maces, daggers and the like.
{128950} Here you go. Just so you know, most blacksmiths in the realm take special orders like these - if you have the right materials for what you want made.
{128951} You've got it. Now, don't be gettin' your hopes up. Most of it's just spare equipment that hasn't been assigned to anyone yet.
{128952} [Failure] I'd like to, but the commander said 'at cost,' and I'm not one to bend an order - unless it comes from the likes of Vallis.
{128953} [Success] Heh. Well, between us, I could shave off a few gold here and there - for what you done, you've earned the break.
{128954} |First time||SCRIPTER: Jered Widowmaker special encounter opens up nearby. Simple bandit encounter with named guy that spawns in with them.|{Growing interest}Now that does sound like an interesting prospect, it does. {Groan as he realizes something}But I'm afraid I can't leave Fort Locke right now.
{128955} {Very loyal}There's no way I'd leave the Greycloaks without a good weaponsmith with Jered Widowmaker about. Tell you what, if they manage to capture him - ask me again.
{128956} {Impressed}You mean to fight him do you? {Thoughtful}Rumor has it he has a magic trinket or two that you might have interest in.
{128957} All right, he's near Fort Locke - though precisely <i>where</i> nearby is a trickier question. Talk to the commander. The patrols might have picked up some leads.
{128958} If you take care of Jared Widowmaker, I'll readily pack my mules and head to that keep of yours.
{128959} |Jered Widowmaker hasn't been dealt with|I covered it before - unless Jared Widowmaker is taken care of, I can't join you.
{128960} |Shop built|Oh, that's right! I've heard you've been rebuilding the place, even the smithy. Well, you outrank the commander now, so I'd better follow your orders and head on over.
{128961} |SCRIPTER: He goes away and now will appear at Crossroad Keep|{Admiration}It's a pleasure to enter your service, <FirstName>.
{128962} |No shop built|I hate to say this, but I was talking with a trader from Neverwinter about your keep, and he mentioned that the smithy there is still in ruins.
{128963} {Glum}I'd be useless to you if I have no place to ply my trade. But if you build it - why, I'll come straight away.
{128964} The smithy work still won't be a challenge, but it'll sure be a lot more pleasant around here. So, what can I do for you?
{128965} What do you need to make a weapon for me?
{128966} There's nothing I need at the moment.
{128967} What do you need to make a weapon for me?
{128968} Where would I get ore?
{128969} |Has ore|I have some ore here. What can you make for me?
{128970} Just a dagger, I think.
{128971} A good mace will do.
{128972} Make me a shortsword.
{128973} I could use a longsword.
{128974} How about a greatsword?
{128975} Show me what you have for sale.
{128976} [Diplomacy] Even with getting the commander back alive, I suppose there's only so much he can officially lower the prices, right?
{128977} |Only if player has Crossroad Keep|Come work for me - I need a weaponsmith at Crossroad Keep.
{128978} Where can I find Jered Widowmaker?
{128979} I could really use your help taking care of the creatures upstairs.
{128980} Looks like we were lucky to have you and your dwarf friend here.
{128981} You'll always be welcome here at the Weeping Willow. Those who survived owe you their lives.
{128982} Safe travels to you, though after seeing what you did with those creatures, I'm wagering you'll be just fine.
{128983} A reward? Barely enough travelers for me to stay in business nowadays. And with the ones who died here, even fewer will want to visit.
{128984} Ask away. Can't say that I know much about the goings ons in the Mere.
{128985} [Success] You have a point there. And I suppose there's no hurry to the repairs, seeing as how the attack chased off what few customers I had.
{128986} Here's what gold I can spare. Take it with my thanks.
{128987} [Failure] But that's not the way things turned out, so I'll be needing the gold.
{128988} I don't mean to be ungrateful or anything, but business is business, and I've got a living to make.
{128989} {Slight confusion}Nothing like this has ever happened before. Wish I knew what those creatures were looking for. 
{128990} It certainly is. The name's {JOR-ick}Jorik. I rebuilt this place with my own two hands. 
{128991} I've got the only warm beds between West Harbor and Fort Locke. Only problem is, the roads are too dangerous for travelers nowadays.
{128992} I didn't actually build it. This building was already here. I just fixed it up.
{128993} After poking around for awhile, I learned that there used to be a village here. This building was the only one that survived.
{128994} Like I told you, it was already here. Left over from an old village. I just fixed it up.
{128995} Ask away. You've earned my time.
{128996} Destroyed, during the war against the King of Shadows. Big war, from what I understand - fought all across the Mere.
{128997} Lots of fighting up around Fort Locke as well. You can still find relics strewn around the area.
{128998} Nothing to get excited about, from what I hear. Mostly interesting to scholars, though they'd have a hard time getting to any of the relics.
{128999} Aye, it's still standing. That fort's managed to survive worse things than a war.
{129000} You can find it north of here. The fort still guards the road between the Mere and the northern lands... though not as much as they used to, with the troubles.
{129001} Word is that the spirits from the battle still haunt the places where they fell.
{129002} Now, I don't normally believe ghost stories, but this <i>is</i> the Mere. Anything can happen out here - even dark dwarves attacking a small inn.
{129003} Can't help you there. You heard the same thing I did. Whatever this "Kalach-Cha" is, I certainly don't have it.
{129004} Aye, none of it good. The garrison at Fort Locke has stopped patrols along the road for some reason.
{129005} They certainly picked a bad time to do so. A lot of attacks on travelers by lizardfolk lately. And you know about strange attacks on my inn.
{129006} You'd have to ask them yourself. They just stopped showing up.
{129007} Maybe the lizardfolk have gotten so bad they've got their hands full just holding their ground.
{129008} I also hear there might be a new commander at the Fort. If that's the case, he might not think patrolling the Mere's important enough.
{129009} Your guess is as good as mine. They didn't used to be too common.
{129010} Oh sure, you'd hear the occasional story about an ambush, but all in all the lizardfolk tended to keep to themselves.
{129011} There've been plenty of sightings lately though. And the lizards have gotten plenty aggressive. Something might be forcing them north, but I couldn't tell you what that was.
{129012} Possibly. Word is they always run off to the east after an attack. Maybe that's where they're holed up.
{129013} But most folk have enough common sense not to go chasing after them if they've lived through an attack.
{129014} Hmph. Curious one, aren't ya? Well, I did hear that the High Road to Neverwinter's pretty much off limits now until the patrols are started up again.
{129015} Something about bandits. I don't see why it's any different from the usual roadside thievery, but then again I don't get out of the Mere much.
{129016} And the village of Highcliff is having some problems. Of course, they're on the coast so there's always problems.
{129017} Pirates. Storms. Just being on the coast makes you a target for Luskans, if nothing else.
{129018} You must've heard about the recent war Luskan had with Neverwinter. And even I've heard about their new war with {RUE-ah-thm}Ruathym.
{129019} The Luskans are always looking for an excuse for a scrap, and they don't seem to care how far they have to go to find one either.
{129020} Like I said, your guess is as good as mine. Plenty of them have moved in recently, though.
{129021} {Sighs, looking at destroyed inn}In the meantime, I'd better get started on some repairs. Good luck to you.
{129022} Some island - probably pirates as well. I don't really care as long as they keep the Luskans busy.
{129023} Not much, to be honest, except that it ended in a stalemate. I hear Neverwinter and Luskan have emissaries with each other again, though who knows how long that will last.
{129024} Good to see you again. What can I do for you?
{129025} I've heard the same stories everyone else has. The city's getting back on its feet after that business with the plague.
{129026} The usual stories about what a great leader Lord Nasher is, along with other stories about nobility. Don't interest me much, to be honest.
{129027} I visited the city awhile back. Big place. Lots of things to waste your money on. Crowded, noisy... I prefer the quiet of the Mere.
{129028} Something to do with a cult of false priests poisoning the city. It was taken care of though, and that's all that matters.
{129029} {Dismissing the topic that he's on}It's old news. I wasn't paying much attention even back then, and I've forgotten most of what I did know. Sorry.
{129030} You should hear the stories. Wise ruler of Neverwinter, can take on a dozen fire giants on his own, turns sewage water into milk for babies... bah. Just another nobleman lording it over the people as far as I'm concerned.
{129031} Of course the citizens are the ones telling these stories, so I suppose he might actually get things done on occasion.
{129032} It's up to you, but the rest of us aren't exactly the fighting type.
{129033} {Surprised to hear West Harbor's been attacked}West Harbor? No, I didn't know about that. Why would anyone want to attack a swamp village?
{129034} {Truthfully sorry. Still a little surprised to hear West Harbor was attacked}Sorry, but if this attack is related, I couldn't tell you how. West Harbor... something strange is definitely going on in the Mere.
{129035} Well, lizardfolk and bandit attacks are common enough - but they both know better than to attack West Harbor. You harbormen have earned your reputation for being tough.
{129036} Whoever or whatever's behind all this obviously isn't from around here. Everyone knows not to mess with that village.
{129037} I'm glad I could help.
{129038} There's a reward in this for me, I hope.
{129039} Farewell.
{129040} [Diplomacy] You would have been left with nothing if it weren't for me.
{129041} Do you mind if I ask you some questions?
{129042} This is a fine establishment you have here.
{129043} Have you heard anything about what lies up ahead on the road?
{129044} Why did you build an inn here in the swamp?
{129045} What do you know about Neverwinter?
{129046} You can't even guess at what the creatures were looking for?
{129047} What happened to the village?
{129048} I have some other questions.
{129049} Does Fort Locke still stand?
{129050} You mentioned relics.
{129051} Why do you say that?
{129052} Why did the fort stop sending patrols?
{129053} Any idea where these lizardmen are coming from?
{129054} Any other news that you've heard?
{129055} Maybe they have a lair nearby.
{129056} What kind of problems?
{129057} I thought Luskan was far to the north.
{129058} Who's Ruathym?
{129059} What can you tell me about the Luskan war with Neverwinter?
{129060} What's this about a plague?
{129061} Who's Lord Nasher?
{129062} Do you know if this attack was related to the one at West Harbor?
{129063} I was hoping you'd know.
{129064} Why do you say that?
{129065} Tanneset
{129066} Warmbloods! Kill them all.
{129067} Intruders! Defend the lair!
{129068} The warmbloods come to take our home!
{129069} The Mere is ours, warmbloods!
{129070} |For Chieftain|More warmbloods come to drive us out! Destroy them!
{129071} |Took a critical hit|
{129072} |Initial battle cry|{angry hissing}Hssssss!
{129073} |Badly wounded|
{129074} |Knocked out a party member|{triumph}Fresh meat!
{129075} |Knocked out a party member|
{129076} |Knocked out a party member|
{129077} |Took a critical hit|{Loud, pained hiss}Hssssssssth!
{129078} |Took a critical hit|
{129079} |Badly wounded|
{129080} |Badly wounded|
{129081} |Initial battle cry|Kill the warm-bloods!
{129082} |Initial battle cry|{gloating}Easy prey.
{129083} | JOHN: Check out these edits|
{129084} Slaan! You bring these warmbloods to our lair? Why?
{129085} They saved Slaan's warriors, fought with Slaan against the dead who walk. In return, only ask to speak to chief - and Slaan honors bargain.
{129086} Slaan is foolish, but bargain can not be broken. What do you want, warmblood?
{129087} Humans need boats to walk on water. If we break boats, humans go away.
{129088} No. This is our new home, and warmbloods always hunt our kind if they live on our lands.
{129089} <i>No.</i> Clan chooses to live <i>here.</i> We cannot go any farther... we already left swamp, we not leave here.
{129090} Warmbloods think all lizardfolk are the same. Always want to kill us.
{129091} Clan not interested in warmbloods, but not want to take risk. We must chase them from our land.
{129092} No. Our lands now. Humans can live someplace else. Lizardfolk need to be close to the water.
{129093} Warmbloods in village will always cause trouble. The Clan must make them leave.
{129094} We not trust humans, and clan not big enough to attack. Maybe humans go away if we break boats.
{129095} Clan will then defend its home. Humans will suffer.
{129096} You... you speak as wise clan shaman. Chief stop attacks if humans not hurt lizardfolk. But if humans break promise...
{129097} [Failure] Chief not believe you. You lie like humans.
{129098} [Success] If you can promise this, clan will stop attacks. But if warmbloods hurt members of clan...
{129099} [Failure] No. Chief will fight if humans break bargain.
{129100} Clan makes this bargain with you. Human boats are safe if humans don't hurt lizardmen.
{129101} Chief trusting you. Do not fail or warmbloods will suffer... go now.
{129102} {Skeptical}I hope you know what you're doing - you may have talked down that lizard, but you don't know if the village elder'll go for it.
{129103} Trust me, if you were able to get this tribe to listen to you, the elder should be no problem.
{129104} Hnh. We should have just stormed this place and settled the matter. But can't change that now though, can we?
{129105} Slaan brings fools to chief. Slaan must now defend clan. Kill the warmbloods!
{129106} [Success] If you can promise this, clan will stop attacks. But if warmbloods hurt members of clan...
{129107} {A little rueful}The important thing is that we have come halfway in this... which is more than the villagers were willing to do. There is enough room in Highcliff for both tribes... lizardmen and villagers.
{129108} Nothing. I came here to kill you!
{129109} Why have you been attacking the villagers and their boats?
{129110} I want you to stop attacking the Highcliff ships.
{129111} There's plenty of water for your kind. Find someplace away from humans.
{129112} What are you talking about?
{129113} What? Highcliff was here before you.
{129114} Isn't there anything Highcliff can do to stop your attacks?
{129115} So if the village agrees to stay away, you'll stop the attacks.
{129116} Stop the attacks, or I'll slaughter your entire clan.
{129117} If you continue the attacks, they will eventually find you.
{129118} Yes. But there are a lot more humans than you have clansmen. You'll lose.
{129119} And you're willing to risk this? Your entire tribe.
{129120} [Bluff] I have a lot of influence in the village. They will listen to me.
{129121} [Diplomacy] I can convince the village to leave you in peace.
{129122} You'll just have to deal with it.
{129123} Then you will do as you think is best.
{129124} You'll let the village elder know so he can stop it.
{129125} That old man had better agree to this.
{129126} I don't see that he has much of a choice.
{129127} I'll be able to convince him.
{129128} I'm wasting my time. Killing you will be faster.
{129129} Slaan! Why you bring warmbloods here?!
{129130} These warmbloods different. Fight well, have honor. Slaan bring them to see chief.
{129131} You bring them to our chief? Slaan has been lied to by warmbloods, they will kill Slaan, kill chief, kill us <i>all.</i>
{129132} We must go warn clan. Be ready if warmbloods fight.
{129133} Slaan honors bargain. You save Slaan's warriors. Slaan now takes you to chief. We go.
{129134} I've done my part. Now it's your turn, Slaan.
{129135} You would've been dead if I hadn't come along.
{129136} I just want to talk with him.
{129137} This has been by far the most difficult trip I've ever had through the Mere. It's a good thing I pay my guards well.
{129138} {A little irritated. Player stated the obvious}Of course they are. That's why I've paid for guards on this trip.
{129139} Still, I've never encountered so many of them in this part of the swamp. A clan must have settled here recently.
{129140} This is more than we signed up for, Galen. First those creatures at the inn, and then these lizards. You told us the only danger was bandits.
{129141} Nonsense. These two can handle things. And besides, I have a profit margin to protect.
{129142} That money won't do anyone any good if we're all dead. Come on, Galen. We'd best get moving again.
{129143} Safe travels to you, friend. I hope we meet again in safer environs.
{129144} We had it under control, whelp. Don't get full of yourself.
{129145} {Been threatened}Your gut's going to be full of my fist, you keep talking like that.
{129146} That so? Go on, dwarf, try it!
{129147} No more fighting... we're all at risk if we stay here any longer. Thank you for your help.
{129148} No! I've paid well for the services of these mercenaries, and I will not have them harmed because of some childish name-calling!
{129149} Yes... I must be moving on as well. We've got a long journey ahead of us still.
{129150} | Influence Gain Khelgar |{Growling, ready to fight}That's what I want to hear. Time to teach these sellswords a lesson. 
{129151} | Influence Loss Khelgar |{Irritated, under his breath}We could've taken him, you know - his kind never learns his lesson unless it's coming from a closed fist.
{129152} It's the Mere. Lizardfolk attacks are to be expected.
{129153} You should have brought more men with you.
{129154} Are you scared?
{129155} I'd better be going.
{129156} You're lucky I showed up.
{129157} Enough! Both of you!
{129158} We can settle this right now... if you're eager to die.
{129159} I don't have time for this.
{129160} Marshall
{129161} Masterwork Dagger
{129162} Masterwork Greatsword
{129163} A longsword of masterwork quality.  Weapons of this quality are quite valuable, and require a skilled weaponsmith to construct.  Masterwork weapons are required to craft magical weapons.
{129164} Masterwork Mace
{129165} Masterwork Shortsword
{129166} {Dismissive, about to give Neeshka the brush-off}Well, I guess this is where we part ways, tiefling. Good luck to you.
{129167} {Someone just told her to leave the party, a little defensive}What are you talking about? I'm not going anywhere. 
{129168} {Getting stern}Look, we helped you out at Fort Locke. Even let you share in some of the loot. 
{129169} But we're not your sitters - you can go about your business here in Highcliff without us, doing whatever it is your kind does. 
{129170} My <i>kind?</i> {Beat, angry}And last I heard, you weren't in charge, Khelgar, so don't start giving me orders.
{129171} Bah. She's a thief, and we don't need that kind of trouble around us, especially not in any village or town we come to. 
{129172} Trouble? <i>I</i> attract trouble? At least I know how to avoid a brawl instead of picking a fight with everyone who crosses my path! 
{129173} {Aside to the player, a little exhausted by Neeshka and Khelgar arguing}Are they <i>always</i> like this? It's tiresome just to watch. 
{129174} {Defensive}It's not <i>my</i> fault. Khelgar started it, as usual... which seems to happen whenever he opens his mouth.
{129175} {A little fawning to the player, eager to please}I mean, I've been helpful, haven't I? I know you don't know me very well, but I've had your back in fights.
{129176} {Chuckles uneasily}What? Heh. You had me worried there for a moment. Having some fun with me, are you?
{129177} | Influence Loss Neeshka |What? You're siding with him? He's always starting fights - {rolls eyes}and don't get me started on that whole ridiculous "I want to be a monk" thing. 
{129178} | JOHN: Could probably use a camera here showing Khelgar talking to the player, or else they may assume he's talking to Neeshka.|| Influence Loss Khelgar |Be reasonable, now. You've got a good heart, and I respect that. But trusting someone like her... you're just asking for trouble.
{129179} Well, now, that was a good fight. A shame they had to resort to weapons, but if they have to keep the odds even, can't blame them too much.
{129180} {Extending hand}Name's Khelgar by the way - of the Clan Ironfist. Been making my way along the Coast for some time now, stopped in the Willow here for a brief fight. 
{129181} Ha! Even the odds? They didn't stand a chance in the first place - obviously you haven't heard of me. 
{129182} {Curious}So tell me, what brings you out along the Mere? Roads aren't exactly safe you know - and they're getting worse all the time.
{129183} Seems it's your lucky day then. I happen to be traveling to Neverwinter as well.
{129184} Sights, eh? I think we've both seen what the Mere has to offer in the way of battle, and neither one of us are impressed.
{129185} {Holds up hands in surrender}Now now, didn't mean to start another fight - {knowingly}especially when we have such a fine tavern before us that has some untapped kegs we haven't fought yet.
{129186} {Shrugs}Yeah - it's a shame. I was just looking to trade a few punches, then share a drink when it was all done. Either way, they get my coin, the way I saw it.
{129187} {Scoffs}For fun? No, this is serious work - serious training. {Beat, admission, then puffs up}Well, I mean it's fun, too, but I'm toughening myself up, practicing my skills. 
{129188} {Shrugs}Doesn't matter - they weren't worthy of a drink anyway, bringing blades into it. A friendly brawl I would have been up for... but robbery with weapons? 
{129189} {Slight surprise}Eh? Well, you could have fooled me - you handled yourself pretty well. Almost as well as I did, but that's a high mark to reach for.
{129190} {Winding up for a long story}Now <i>that's</i> a tale - glad you asked. But... can't discuss it without a tankard or two, I think. 
{129191} Now now, no need to be fighting with me - especially when we have a fine tavern before us that has some untapped kegs we haven't fought yet.
{129192} Glad we see eye to eye - and when fortune smiles, who are we to turn away? 
{129193} |Fade out. Then an area transition.|
{129194} ...so then I punched <i>him</i> in the face for asking, and while he was trying to pick his teeth off the floor, his friend decided to add a few choice words about my heritage. So I punched him, too.
{129195} So to make a long story short, I take pride in what I do - fighting. It's something you can't get enough of, and it's something where there's always room for improvement, if you apply yourself - stay focused - and keep swinging.
{129196} If you know of a closer one that'll train for free, well I'm all ears. Just as long as I get that monk training.
{129197} Aye, that's the short of it.
{129198} No stranger than half of what takes place in {FAIR-une}Faerûn, I can tell you that. 
{129199} Don't you worry. There's nothing sordid or unseemly about the tale. 
{129200} As it happens, I didn't <i>always</i> want to become a monk, what happened was -{interrupted}
{129201} |Loud bang. Khelgar and player turn to look|
{129202} | Reset Khelgar's Level. Set Khelgar as non-campaignNPC, selectable. Add Khelgar to party. Bladeling at the door. Bladeling is the speaker. |The <i>Kalach-Cha.</i> Find it!
{129203} {Smiling, eager for fight}Well, look at this - our next round of practice just arrived.
{129204} | Set Khelgar is joining. |{Relaxed}Well now, I've had a good time so far. {Impressed}And the way you attract trouble... I haven't had this much fun since that tavern back at {BOW-gen}Bogen's Pass where I was using that trestle table as a battering ram. 
{129205} Look, we're headed in the same direction and you seem to have more enemies than friends, what say we travel together? Might be able to teach each other a few things. 
{129206} Good, I'd be glad for the company - and the conversation. 
{129207} And don't you worry about me keeping up - Khelgar Ironfist carries his own weight, I won't be slowing you down. 
{129208} Insane? Ha! Maybe one too many blows to the head, but I've toughened up since then. 
{129209} But let me prove it to you... so what do you say?
{129210} Mad? No. {Beat}Determined, that's a different matter. 
{129211} I say we step inside the Weeping Willow here and share our stories over a few of the innkeeper's best. 
{129212} As for now, I say we celebrate our recent victory and our mutual good fortune with a tankard or two.
{129213} | JOHN: Could probably use a camera here showing Khelgar talking to the player, or else they may assume he's talking to Neeshka.|| Influence Loss Khelgar |Look, you're a reasonable person. I've seen you make tough decisions already. You know the trouble we're asking for if we let her stay with us.
{129214} | Influence Gain Neeshka |{Defiant}See? I'm staying. Why? Because our <i>leader</i> said so.
{129215} | Influence Gain Khelgar |{Proud, puffing up}Seems to me you could learn a lesson or two from our leader in loyalty, tiefling. He knows wisdom when he hears it. 
{129216} {A little hurt}You don't want me around? But I... Gods, I thought you at least trusted me a little. 
{129217} [Failure] Hnh. Loyalty? She'll break her word in a second for the chance for easy coin.
{129218} [Success] Well... you're right about loyalty. It's a rare quality, and one of my strengths. 
{129219} {Reluctant}I suppose I could put up with her for a while longer... {grunts, quieter}but no amount of polishing is going to make a rotten apple taste better, in my opinion.
{129220} {Slight sarcasm}Khelgar, I'm touched. No one's ever called me a rotten apple before... and if you can "put up" with me, maybe I can put up with your smell, too.
{129221} {Impressed, a little quiet, to player}That was impressive - making peace with words is not an easy thing to do.
{129222} Shall we see about getting a ship for Neverwinter? {Curious}The tavern seems the best place to look. 
{129223} | Influence Gain Elanee |{Slight teasing}And modest, too. You have quite the future as a diplomat. 
{129224} | Influence Loss Elanee |{Irritated}Now that I did <i>not</i> fail to notice. 
{129225} {Sighs, irritated}Look, everyone, let's just stick together until we're out of danger - we need every blade we can get.
{129226} And who asked you?
{129227} {Accusing}Yeah, you just show up, and suddenly you're barking orders, too?
{129228} {Getting angry}We all share the same enemy. Until that enemy is dealt with, we are stronger together.
{129229} | Influence Gain Elanee |{Quiet, impressed}A better way to put it, yes. 
{129230} | Influence Loss Elanee |{Warning}You have more enemies than friends, you know - you should be careful about gaining another. 
{129231} {Grumbling}It's not my fault this started. The <i>tiefling's</i> the one to blame.
{129232} Hah! Guess you're stuck with me, short and hairy.
{129233} {Meek}Sorry.
{129234} And that's why I'm headed to Neverwinter. I heard there's a house of monks there... {not sure about term}a monastery, right?  ...heard they'll train anyone, just for the asking. Couldn't ask for a better opportunity. 
{129235} {agreeable}You don't even have to ask. I don't steal another man's kill - well, not on purpose anyway.
{129236} | PC is halfling |{Sizing the player up}Have to admit, wasn't expecting a halfling to come along - or to pitch in like that. 
{129237} | PC is elf |{Sizing the player up}Have to admit, wasn't expecting an elf to come along - or to pitch in like that. 
{129238} | PC is deep gnome |{Sizing the player up}Have to admit, wasn't expecting a gnome to come along - or to pitch in like that... especially a gnome that never tends to step foot on the surface, like you deep gnomes. 
{129239} | PC is gnome |{Sizing the player up}Have to admit, wasn't expecting a gnome to come along - or to pitch in like that. 
{129240} | PC is a dark dwarf |{Sizing the player up}Have to admit, wasn't expecting another dwarf to come along to pitch in... especially a dark dwarf. Your kind isn't in the habit of extending help to strangers.
{129241} | PC is a dwarf |{Pleased}Glad to see one of my kin, even so far from home as we are... or maybe home for you's closer than I think.
{129242} | PC is drow |{Suspicious}Have to admit, wasn't expecting a dark elf to show up out of nowhere... your kind isn't in the habit of extending help to strangers.
{129243} | PC is half-orc |{Suspicious}Have to admit, wasn't expecting a half-orc to show up out of nowhere... your kind isn't in the habit of extending help to dwarves.
{129244} | PC is tiefling |{Suspicious}Have to admit, wasn't expecting anyone of demon blood to show up... your kind isn't in the habit of extending help to strangers.
{129245} I thought not, you seem to already know a thing or two about the matter.
{129246} What did you mean "her kind?"
{129247} Enough! Stop this fighting right now!
{129248} Why don't both of you leave? I could use the peace and quiet. 
{129249} Khelgar has a point, Neeshka. How do we know we can trust you?
{129250} She stays with us, Khelgar.
{129251} You're the one who wanted to travel with me. Get used to it.
{129252} Unfortunately, yes. They've been this way since they met.
{129253} I'm <FullName>. Glad I could even the odds for you.
{129254} I'm on my way to Neverwinter.
{129255} Really? Why are you going there?
{129256} My lucky day indeed.
{129257} I don't really care.
{129258} Nowhere in particular. Just seeing the sights.
{129259} Where I travel is my own business.
{129260} You seem rather calm, considering those men wanted to kill you.
{129261} So you do this for fun?
{129262} Those men don't look like they'll be waking for a drink anytime soon.
{129263} I wasn't looking to get dragged into your fight.
{129264} Why Neverwinter? There must be plenty of monasteries around.
{129265} A monk.
{129266} | Not a monk, not a dwarf. |A dwarven monk.
{129267} You have a point.
{129268} Why a monk?
{129269} You're mad, aren't you?
{129270} | Not a monk, not a dwarf. |Isn't that an odd choice for a dwarf?
{129271} Why a monk?
{129272} I don't want to know anymore.
{129273} You want to become a monk?
{129274} I agree. It will be safer if we stay together.
{129275} Fine. Have it your way. Just don't slow me down.
{129276} I'm not keen on traveling with an insane dwarf.
{129277} Just stay out of my way in fights, and that's all I ask.
{129278} [Diplomacy] Khelgar, Neeshka's been loyal and so have you. I say we travel together, and maybe you can teach her a few things about fighting. What do you say?
{129279} Impressing you is the least of my concerns. 
{129280} It just takes the right words sometimes, nothing more.
{129281} Let's just keep moving.
{129282} I agree - if we divide our forces, we'll just be making it easier for them.
{129283} Look, everyone be quiet, and let's keep moving.
{129284} No one asked for your opinion. <i>I'm</i> giving the orders, not you.
{129285} Stop it. Right now. 
{129286} That goes double for you.
{129287} I don't want to hear from you, either, got it?
{129288} You want the same thing Khelgar's going to get if you keep talking?
{129289} I don't want to hear it.
{129290} Say another word and you're going to regret it.
{129291} Go on. Tell me more.
{129292} | PC is dwarf, monk |Can't say I disagree with your choice.
{129293} <i>I'm</i> a tiefling, too, Khelgar.
{129294} What is the problem?
{129295} I'm the one who says who stays and who goes.
{129296} What is this treachery, {like "callous"}Kalas? You have been well paid to protect me!
{129297} You shouldn't have been so open about the profits you made in West Harbor, Galen. My brother and I think we deserve a little something extra for our work.
{129298} Ah, a nasty bit of business here. My bodyguards have taken leave of their senses and decided to rob me.
{129299} |Player has encountered Galen before|Are you sure you want to do this, {Callous}Kalas? You do remember how capable our friend here is, do you not?
{129300} I think I'll take my chances, Galen. I've been on more campaigns than these two whelps can count!
{129301} You're all nothing but common criminals! Well, you won't find me to be easy prey!
{129302} I'm afraid I can't let you do that. No witnesses. After all, we wouldn't want the authorities involved would we? Brother! Attack!
{129303} And that goes double for me! Drop your weapons, you motherless goats!
{129304} Attack, brother! Leave no witnesses! That money is ours!
{129305} |missing companion|
{129306} |Player's first encounter with Galen|Are you sure you want to do this, {Callous}Kalas? There are witnesses now.
{129307} Is everything all right?
{129308} | Evil Response |I think I'll just take the gold from all of you... right off your corpses.
{129309} | Chaotic Response |I don't need this - it's your problem, Galen, I'm leaving.
{129310} | Lawful Good Response |I won't let you rob him.
{129311} It looks like your guards have turned on you, Galen.
{129312} And what do you expect for helping us out here? The money is ours. But I tell you what, I'll let you and your friend go without any further trouble.
{129313} [Failure] Heh. Bad idea, <boy/girl>. The only ones walking out of here will be me and my brother. Last chance to get out of this alive.
{129314} Hah! Come on, brother. Let's send this whelp to the bottom of the swamp!
{129315} [Success] Calm down! I'm not looking to risk my hide any more than I already have in this miserable swamp! Look, let's just split the money equally and be on our way.
{129316} [Failure] Hah! Nice try. Get out of here, before I change my mind. You're lucky I haven't carved you up already the way I did Galen. 
{129317} Big mistake. Time to die!
{129318} You'd better hope we don't cross paths again. Come on, brother. Let's get out of here.
{129319} [Success] Fine! Take your share. We'll still have made a nice bit of money here. Just hope you don't cross our paths again.
{129320} You're making a mistake, <boy/girl>! Time to die!
{129321} | Evil Response |I think I'll just kill the both of you as well and take the money for myself.
{129322} [Intimidate] You're kidding, right? Why don't you give <i>me</i> the money, and I'll let the two of <i>you</i> go?
{129323} Too bad. Now I'm just going to have to kill you.
{129324} You've made your point. I'll just be going now.
{129325} | Evil Response |No good. Looks like I'll just have to take the money from you.
{129326} Deal. We'll be on our way now.
{129327} [Diplomacy] I think I deserve an equal share. You two might be dead right now if I hadn't helped out.
{129328} Let's just see you try.
{129329} I'm not looking for any more trouble. I'll just be on my way now.
{129330} | Evil Response |Good point. I'll be much safer if I just kill the two of you now.
{129331} I don't plan to. I'll just be on my way now.
{129332} Once again you've saved my hide. I can't believe my own guards would turn on me like that.
{129333} {Stiff, offended}So - I was wrong about you. You're nothing but a common criminal! But you won't find me to be easy prey.
{129334} And a reward you shall have, my friend. I am not ungrateful for your help.
{129335} Rest assured that the guards of Neverwinter will hear of the role you played in protecting me today. I am not without friends in the city. Please, accept this money. 
{129336} I for one am most grateful that there are those who are still guided by honor and justice.
{129337} You speak the truth. I suppose it's just a sign of the times.
{129338} Rest assured that the guards of Neverwinter will hear of the role you played in protecting me today. I am not without friends in the city. 
{129339} [Failure]{Reluctant} I don't mean to seem ungrateful, but I really cannot afford to cut any more deeply into my profits. I hope you understand.
{129340} [Success] You have performed a great service, of course. Here, I can spare more... and you did risk your life, as you said.
{129341} It's a small price to pay for my continued good health. I will be heading for the garrison at Fort Locke straightaway.
{129342} From there, I shall find an escort the rest of the way to Neverwinter. I thank you again. and wish you safe travels.
{129343} A lean purse is a small price to pay for my continued good health. I will be heading for the garrison at Fort Locke right away.
{129344} From there, I shall find an escort the rest of the way to Neverwinter. I thank you again, and wish you safe travels.
{129345} You humble me. I will be heading for the garrison at Fort Locke right away. 
{129346} From there, I shall find an escort the rest of the way to Neverwinter. I thank you again, and wish you safe travels.
{129347} In the meantime, however, accept this money as a token of my gratitude. 
{129348} I was just getting rid of the competition. I'm taking the money for myself!
{129349} I expect to be well paid for this.
{129350} I've changed my mind. I think I'll just take all of your money!
{129351} I couldn't just stand by and let it happen.
{129352} Greed can overcome even the best of men, Galen. 
{129353} [Diplomacy] Perhaps you could spare a little more? I <i>did</i> save your life, after all.
{129354} I've changed my mind then. I think I'll just kill you and take the money.
{129355} I understand. Your reward is more than acceptable.
{129356} Thank you, I accept.
{129357} | Good Response |The reward is not necessary. Keep it.
{129358} I think I'll just kill you and take everything I need. 
{129359} Under Assault
{129360} Gera's husband is trapped somewhere upstairs.  She's asked you to bring him back safely.
{129361} The Weeping Willow Inn's attackers were defeated, and Gera's husband was returned to her safely.
{129362} Find Some Ore
{129363} The blacksmith of Fort Locke has promised to craft you a high quality weapon if you bring him some ore to work with.
{129364} You gave the blacksmith some ore and he was able to craft a masterwork weapon for you. Masterwork weapons are the first requirement in the creation of magic weapons.
{129365} Fort Locke Investigation
{129366} The Commander of Fort Locke has not returned from a patrol.  The commander was last seen heading east with his men.  Vallis, his second in command, wants you to investigate the reason for his disappearance.
{129367} You have found the Commander of Fort Locke.  He was captured by a necromancer and was being interrogated about the fort's readiness. Return Commander Tann to Fort Locke.
{129368} You have returned Commander Tann safely back to Fort Locke and he has moved swiftly to regain control of the garrison.
{129369} Lieutenant Vallis attempted to arrest Commander Tann and take full control of the garrison, and will be executed. Return the commander to Fort Locke.
{129370} Lieutenant Vallis attempted to arrest Commander Tann, but was killed in the attempt. Return the commander to Fort Locke.
{129371} Adventurous Children
{129372} Andrew, son of Gera and Zachan, has disappeared along with a friend. They were both last seen headed to the old abandoned quarry south of Highcliff. The two parents are very worried, and have asked that you return them home safely.
{129373} You've found the two boys, Andrew and Alex, and made them promise to go straight home. You just hope they've been frightened enough to listen to you.
{129374} Gera and Zachan were very grateful for the safe return of their son. They rewarded you with a sword given to Zachan by his grandfather. An old family heirloom that has been well cared for, and well-worn, over the years.
{129375} Mozah's Backpay
{129376} You've met a man named Mozah at the Weeping Willow Inn who's waiting for a group of adventurers to return from the surrouding swamp. The adventurers still owe Mozah money, and he's reluctant to leave until he gets paid. You've agreed to help him find the adventurers, who were last seen heading north and east to hunt lizardfolk.


{129377} You found the corpses of a group of adventurers who appear to be the ones that had hired Mozah.

Return to the Weeping Willow Inn to inform Mozah of their fate.
{129378} Mozah was grateful for your help and returned to his home, ending his long wait at last.
{129379} You lied to Mozah about the fate of his missing pay, keeping the gold for yourself. Unable to prove things otherwise, he had no choice but to accept your story.
{129380} Marshal Cormick's Reward
{129381} Marshal Faulk has promised to reward you properly for all of the help that you've given him and Galen. See him in Neverwinter for your reward.
{129382} Neverwinter
{129383} Galen has refused to allow you to travel with him to Neverwinter. He's afraid that his 'secret route' through the Mere will become known to all if he allows you to join him. You and Khelgar will need to make your own way to the city.
{129384} The High Road to Neverwinter is too dangerous for you to travel without a heavily armed escort. In addition, the High Road Bridge has been washed out due to the recent rains. Your best option is to travel to Highcliff and gain passage on a ship bound for the city.
{129385} Safer Travels
{129386} Marshal Cormick has asked Fort Locke to resume its patrols.  However, Lieutenant Vallis refuses to cooperate. You will need to convince Vallis, or talk with the regular commander of the fort.
{129387} Lieutenant Vallis has agreed to resuming the fort's patrols if you investigate the disappearance of Commander Tann and his men.
{129388} Upon his return, the garrison commander resumed the fort's patrols. Marshal Cormick was very grateful, and asked that you speak with him when you reach the city.
{129389} Ship Sabotage
{129390} You have agreed to investigate the sabotaging of High Cliff's ships.  Village Elder Mayne suggests that you begin at the old High Cliff Manor to the north of the village.  He also mentioned an abandoned quarry to the south, but does not believe that it will turn up anything of use.
{129391} You have rescued a lizardman by the name of Slaan.  His people have apparently been behind the sabotaging of High Cliff's ships.  He has agreed to give you an audience with his chieftain if you can help save his men trapped in the lower level of High Cliff Manor.
{129392} You have rescued Slaan's men.  You must now speak with the lizardman chieftain and attempt to stop the sabotage of High Cliff's ships.
{129393} You have slain the lizardman known as Slaan.  On his corpse, you discovered a map showing the location of his clan's lair.  Perhaps this is the source of High Cliff's ship problems.
{129394} You have slain the lizardman chieftain and thrown the clan into disarray.  High Cliff's ships and fishing boats should be safe from further sabotage, at least for awhile.  You should now report you success to High Cliff's village elder.
{129395} You have come to an agreement with the lizardman chieftain.  He has agreed to put a stop to all aggression against High Cliff if the village will stop fishing so close to their lair.  You must speak with the village elder of High Cliff and convince him to accept the bargain.
{129396} The village elder of High Cliff has agreed to the bargain with the lizardmen.  The village elder has rounded up all available men to speed the repairs on the Black River Queen.  In addition, the elder has said that he will meet with you on the docks before you leave for Neverwinter.
{129397} Now that he knows the source of the sabotage, the village elder of High Cliff will organize the men and lead a final assault on the lizardman lair to clean it out for good.  In gratitude for your help, the village has pooled its resources together and paid for your passage to Neverwinter.
{129398} William's Fate
{129399} Juni's husband, William, was last seen heading for the old High Cliff Castle ruins when he disappeared. Juni suggested that you speak with Shandra, a farmer living near the ruins, and check if she's seen William pass through.
{129400} You found William hiding in the woods. He refused to return home, and asked you to show Juni his wedding band as "proof" that he'd been slain.
{129401} You were able to convince William to return home. Return to Highcliff and speak with Juni again.
{129402} You lied to Juni and told her that her husband had been killed.
{129403} You told Juni that William had fled from her and is still hiding out in the wilderness. You have no doubt that William is in for a rough time once Juni finds him.
{129404} Juni was very grateful for William's safe return home. Perhaps the two will be able to work out their differences.
{129405} Bandit's Ransom
{129406} Bandits have been kidnapping travelers and demanding ransom for their safe return. The refugees at Fort Locke have asked you to help them free their loved ones.
{129407} You've freed the prisoners being held for ransom. Escort them safely out of the bandit camp.
{129408} You've returned to Fort Locke and collected your reward from the refugees for freeing their loved ones.
{129409} You were able to escape the bandit camp with some of the prisoners still alive. Return to Fort Locke and speak with Liza.
{129410} You were able to escape the bandit camp with all of the prisoners still alive. Return to Fort Locke and speak with Liza.
{129411} The prisoners have been slaughtered by the bandits and you were directly responsible.
{129412} Tor's Holy Symbol
{129413} Tor, a priest at Fort Locke, had his holy symbol stolen by bandits and has asked you to retrieve it for him.
{129414} You've found Tor's holy symbol. Return it to him at Fort Locke.
{129415} Tor was very grateful for the return of his symbol. He has offered you free healing services as a reward.
{129416} Bandit Bounty
{129417} Commander Tann is offering a bounty for anyone that can put a stop to bandit activities in the region. Neeshka has marked the location of the camp on your map.
{129418} You killed the bandit chief. Return to Commander Tann at Fort Locke to collect your reward.
{129419} The Bandit Chief has promised to stop kidnapping travelers for ransom. Return to Commander Tann at Fort Locke.
{129420} You've accepted a bribe from the Bandit Chief in return for sparing his life. You'll have a hard time explaining this one to Commander Tann at Fort Locke.
{129421} Your were able to convince the Bandit Chief to volunteer the services of his men to bolster the garrison at Fort Locke. Commander Tann's reaction will be interesting. Return to Fort Locke.
{129422} Commander Tann has paid you the bounty for dealing with the Bandit Camp.
{129423} You were unable to convince Commander Tann that the bandits had been dealt with.
{129424} The Lost Patrol
{129425} Commander Tann was separated from three of his men when they battled their way into the crypt. He  has asked you to determine their fates and bring them back safely if possible.
{129426} You've found one of Commander Tann's missing men. There are still two men somewhere in the crypt.
{129427} You've found two of Commander Tann's missing men. One more soldier remains lost in the crypt.
{129428} You've found all three of Commander Tann's missing men. The Commander now wishes to return to Fort Locke.
{129429} You've found all three of Commander Tann's missing men. Return to Fort Locke and report to the Commander.
{129430} Neeshka
{129431} Overland Trigger
{129432} This is a fire beetle
{129433} 12_ol_elan_spawn
{129434} 12_ol_nees_spawn
{129435} 12_ol_khel_spawn
{129436} placeable1
{129437} {1210}Sarcophagus
{129438} A litter of puppies.
{129439} Puppies
{129440} Kobold
{129441} Bandit {Defender}
{129442} Scrap of Parchment
{129443} ...at the edge of the Mere. The site has been lightly traveled for many decades, visited regularly only by patrols from a nearby garrison. Enough material exists for a small army.  It will serve our purposes for now.
{129444} Rise, my minions! Rise and serve the Lord of Shadows!
{129445} Shadow Priests wield these maces, which bear a minor enhancement to make them hit harder.
{129446} Shandra
{129447} Stay back! Slaan not fight you! Slaan must get help!
{129448} {Appraising, a little disapproving}This one hardly looks worth the effort - he's wounded, don't think it'll be much of a fight.
{129449} {Irritated at Khelgar}All the more reason to take care of him <i>now,</i> then.
{129450} Slaan leads clan here to sink human boats. Dead ones attack Slaan's warriors.
{129451} Slaan escape. Slaan must ask chief for more warriors to fight.
{129452} Yes. Humans invade our lands, hunt us. Humans need to be stopped!
{129453} Slaan not see warmblood, just dead ones. Slaan's chief say not to harm warmbloods.
{129454} How can Slaan trust you? You might attack chief.
{129455} Slaan believe you. Help save Slaan's clan, and Slaan take you to chief.
{129456} {Cautious, warning, predjudiced at end}Hope you know what you're doing, <lad/lass>. Letting him go is one thing, but fighting side by side with lizards?
{129457} Hmph. Don't let dwarven suspicions bother you, <FirstName>. <i>I</i> trust you.
{129458} {Slight irritation}I'm getting tired of all this talking when we <i>should</i> be fighting. {Grunts}Lizard or no, let's get on with this.
{129459} {Suprised they aren't attacking}We don't? {Shrugs}All right - it's your choice.
{129460} The dead ones claw up through ground and fight. Slaan not ready for them.
{129461} {Urgent, on mission}Slaan must ask chief for more warriors. Dead ones kill many clansmen already. More warriors trapped below.
{129462} Dead ones have Slaan's men trapped below. You help Slaan save them, Slaan take you to chief.
{129463} Silence - prepare to die.
{129464} I say we deal with it now. Attack!
{129465} Wait - let's hear what it has to say.
{129466} What are you doing here?
{129467} So your clan is responsible for the troubles in Highcliff?
{129468} I've heard enough. Prepare to die.
{129469} Have you seen a human around here? He came to gather some of these stone blocks.
{129470} If I help you save your clansmen, will you take me to your chief?
{129471} I haven't killed you yet. I could if I wanted to.
{129472} I just want to talk. We might solve the problem in Highcliff without more violence.
{129473} Thank you, Neeshka, but Khelgar's just being cautious. There's nothing wrong with that.
{129474} When did you become so paranoid, Khelgar?
{129475} I know what I'm doing. Where are your clansmen, Slaan?
{129476} Calm down. We don't want to fight you.
{129477} Where did these undead come from?
{129478} What kind of help are you talking about?
{129479} 1610_tr_sh_farm_intro
{129480} SpiderAmbush
{129481} Spider Queen
{129482} Duergar{Hostile}
{129483} Stop right there! All that walk this road must pay a toll of 10 gold - hand it over, and you can go your way. 
{129484} [Failure] Not worth yer lives either now, is it? Now pay up or this gets bloody!
{129485} [Success] Bah. You're not worth our time anyhow. Let 'em pass! We'll make it up with the next lot that comes through!
{129486} [Failure] Ha! There's been no sign of a patrol for most of this season - the lie's written all over your face. 
{129487} {Surprised, then uncomfortable}[Success] Eh? A patrol? {Beat}Well... no, perhaps you all best be on your way. And so will we - we'll settle accounts some other time. 
{129488} Oh, I think you will. You're already using our road, so you already owe us quite a bit, see?
{129489} {Sizing them up, a little eager}They're a scrawny lot. Shouldn't be much of a fight.
{129490} {Slight taunt, then low, threatening}Listen to your friend, dwarf... if you don't want an arrow in your gut.
{129491} Heh. And yer the one t' stop us, are ya?
{129492} Smart. You're free to pass. Go on, get out of here.
{129493} [Failure] You're the ones that are going to get hurt. Come on, lads! Attack!
{129494} {Reluctant, grunts}[Success] Come on, lads. We can find better marks somewhere else.
{129495} {Grunts}A pity. It was just getting interesting, too.
{129496} | Influence Loss Khelgar |Hmph. Let's just move on. I'm tired of all this talking.
{129497} | Influence Gain Khelgar |Heh. Of that I have no doubt. Trouble seems to follow you, and I'll be right with you when the fun starts. Let's move on.
{129498} Hmph. I wager my fists will get the point across just as clearly.
{129499} I suppose you're right. Still, I'd rather trust my punch than your charm. Come on, let's keep moving. All this talk makes me thirsty.
{129500} What do you think, Khelgar?
{129501} Take the money and let us pass. We don't want any trouble.
{129502} [Intimidate] You all can die trying to stop us, or walk away - while you still have legs.
{129503} [Bluff] Does the Neverwinter patrol following us have to pay the toll as well?
{129504} This is a free road. I'm not paying any toll. 
{129505} You're right. Let's butcher these fools. 
{129506} Let's fight - I don't want them preying on innocent travelers.
{129507} Let me do the talking. We don't have to fight.
{129508} Here, take the ten gold and we'll be on our way.
{129509} I won't let you prey on other travelers.
{129510} Enough of this. Time for you to die!
{129511} Here, take the 10 gold and let us pass.
{129512} [Diplomacy] This isn't worth your lives. Leave now and no one will get hurt.
{129513} Too bad. I'm the one making the decisions here. Live with it.
{129514} You'll have many more chances, Khelgar. They just weren't worth our time.
{129515} You don't have to fight your way through everyone, Khelgar.
{129516} That's enough. I made a decision. Now let's move on.
{129517} Save your fighting for when it counts. Killing them wouldn't have proven anything.
{129518} How can I help you?
{129519} {Nods}Ilmater be with you.
{129520} Certainly. I have just completed a fresh batch of potions that I would be willing to part with - in exchange for a small donation.
{129521} Of course. A moment please.
{129522} Well met, traveler. I wonder if I might appeal to you for some assistance?
{129523} I am but a lowly priest of {ILL-may-ter}Ilmater. I was waylaid along the road from Highcliff by bandits, who made off with the holy symbol which was granted to me when I was accepted into my order.
{129524} The symbol has more than mere sentimental value to me. I require it to perform the healing magics granted to me by Ilmater.
{129525} Service to Ilmater requires that I aid travelers in whatever manner I can. I travel between this fort and Highcliff, tending to those in need.
{129526} I trusted that even bandits would leave a man such as myself unmolested, as I am sworn to help all travelers - even those of lesser morals. I was clearly mistaken.
{129527} {Not bitter about this, he understands}Vallis has already rejected my request for help from this garrison. Apparently Fort Locke has lost a number of men recently while on patrol, and he is understandably reluctant to risk his men any further.
{129528} Sadly I do not. If it helps, however, they fled to the north after robbing me.
{129529} I thank you. I shall wait for you here at the fort. May Ilmater watch over you.
{129530} But of course, a reward would certainly be in order considering the risk you would be taking.
{129531} The bandits left me with very little, but I do still have some gold that the bandits failed to discover. I would gladly part with it in return for your service.
{129532} Once the symbol is returned I shall be able to tend to any injuries you or your companions might incur.
{129533} {Nods}I understand. Safe travels, and may Ilmater watch over you.
{129534} It is good to see that you are well. Ilmater watches over you.
{129535} {Surprised}You... you have it? I am grateful, but I must ask how you managed this. Should I be expecting more trouble from the bandits soon?
{129536} You are a remarkable individual. I am sorry that I doubted your integrity.
{129537} They certainly will be. I appreciate what you have done. I've just completed making a fresh batch of potions. I would be willing to exchange them in return for a donation to the church.
{129538} As you wish. I ask merely for donations to the church in exchange.
{129539} Of course. A moment please.
{129540} The bandits took all the coin that I had. However, I just recently completed a fresh batch of potions. I can offer them to you in return for a small donation to the church.
{129541} Of course. A moment please.
{129542} He has? You have performed a great service, though the word of a bandit should not be trusted implicitly.
{129543} {Sighs, resigned}I see. Though I am thankful that their threat has been dealt with, I am saddened at the amount of bloodshed that was necessary.
{129544} | JOHN/ERIC: Not sure what the flag for "Neeshka hasn't mentioned camp yet" is. |You know, I think I know where these bandits might be... I saw a large camp on the way to Fort Locke. If it's the bandit camp, who knows how much gold they have stashed there?
{129545} | Influence Loss Neeshka |{Scoffs}What, too good to take gold from bandits? Me, I'm not that proud.
{129546} {Slight mocking at "ill-gotten gains," like she's mocking the term, but eagerly}Of course. They may have some "ill-gotten gains" we can help ourselves to.
{129547} | Influence Gain Neeshka |{Eager}Now that's what I like to hear. After all, these bandits have been stealing from others... we should even the score, see how they like it.  
{129548} {Disapproving}So become like bandits ourselves? That's one way to drag our pride through the mud, tiefling. 
{129549} {Defensive}Look, I've got to make the best living I can with the... natural talents...  I have. If that means fleecing someone who has a little more than they should... well, so be it.
{129550} {Slight mocking at "ill-gotten gains," like she's mocking the term, but eagerly}But if you want to find these bandits, let me mark it on the map for you. They may have some "ill-gotten gains" we can help ourselves to. 
{129551} | JOHN/ERIC: Needs a journal entry here and a global for revealing it on the journal map, didn't see one in the scripting skeleton. |
{129552} Nothing. Farewell.
{129553} Let's see what you have for sale.
{129554} I need healing.
{129555} How can I help you?
{129556} It depends on what you're asking for.
{129557} Who are you?
{129558} Sorry. I don't have the time.
{129559} And you'd like me to get it back for you.
{129560} Why don't you ask the fort commander for help?
{129561} What were you doing alone on the road? I've heard it's dangerous.
{129562} | Evil Response |What's in it for me?
{129563} Do you know where these bandits might be?
{129564} I'll get that symbol back for you.
{129565} What's so important about this holy symbol?
{129566} I've returned with your holy symbol.
{129567} I was able to convince their chieftain to work with the local garrison to help patrol the roads. Travelers should be safe now.
{129568} | Good Response |I'm just glad that the roads will be safer now.
{129569} Let's see what you have for sale.
{129570} I need healing.
{129571} I'll be on my way.
{129572} | Evil Response |I think I deserve a little something for what I've done for you.
{129573} I need healing.
{129574} I made a deal with their chieftain. He's agreed to leave travelers alone.
{129575} The bandits won't be threatening anyone for a long while.
{129576} We're not going there to rob it, we're there to stop the bandits.
{129577} Can you mark where this bandit camp is?
{129578} I say we find this camp and loot it. 
{129579} Ward
{129580} Marniman
{129581} {Frightening, pleading}Please, don't hurt me!
{129582} Please - don't hurt me! I'll tell you whatever you want to know!
{129583} {Apprenhensive, then relieved}You won't hurt me? I... I should thank you then. Those things were ready to tear me apart when you showed up!
{129584} {Ashamed, then afraid to ask if she's okay, in case she's dead}Y... yes. I... I cowered under the bed while she ran for help. Is... is she safe? 
{129585} {Frightened}O-of course. I'll tell you anything you want to know.
{129586} {Happy, then worried}Oh, thank the gods! But... but is it safe to leave? If there are any more of those creatures...
{129587} It... it is? Oh, bless you! I can't believe I'm still alive. Thank you, thank you!
{129588} Yes... yes, of course! Here, please take this as a gesture of my gratitude. It is the least I can offer.
{129589} {Afraid to say no}[Failure] I'm... I'm sorry, but I need to save a few coins to leave the Mere with. Otherwise, my wife and I will never make it to Neverwinter.
{129590} [Success] Of... of course. I didn't mean to seem ungrateful. Here... take everything. I... I meant no offense.
{129591} [Failure] {Afraid to say no}I'm... I'm sorry, but I need to save what few coins I have left or my wife and I will never make it to Neverwinter.
{129592} [Success] Yes... yes. Here, take everything that I have. You certainly deserve it.
{129593} {Urgent}Anything, but please hurry. I must get out of here.
{129594} I have no idea. I couldn't make out anything they were saying, except for one thing... 
{129595}  They kept talking about something called a... {KALACK-cha}"Kalach-Cha," whatever that is. They seemed determined to find it.
{129596} I don't know! I've never seen anything like them before - they attacked so suddenly, we barely had time to react!
{129597} My wife and I were staying here for a few days before continuing on our way to Neverwinter. But those creatures attacked while we were getting ready to leave.
{129598} Gera got away, but... but I was too scared to move. I hid under the bed, hoping they wouldn't see me.
{129599} {Placating, wants to leave, doesn't want to offend player}Yes, I'll answer any questions you might have.
{129600} I'm {Za-kin}Zachan. Have you seen my wife, {GARE-ah}Gera? She ran off when the attack started... I stayed here and hid.
{129601} Oh no! I'd better look for her. I won't be able to live with myself if something happened to her!
{129602} {Urgent}Anything, but please hurry. I must look for my wife!
{129603} {Still a little shaken}Y... yes, I believe so. A bit shaken, but those things hadn't touched me yet.
{129604} |Evil response|Answer some questions and you might live.
{129605} |Good response|Calm down. No one's going to hurt you.
{129606} Are you Gera's husband?
{129607} I'm the one asking questions here.
{129608} Your wife is fine. She's waiting for you downstairs.
{129609} You can leave, it's safe now.
{129610} |Evil response|I think I deserve a little something for saving you.
{129611} [Intimidate] This is the <i>least</i> you can offer?
{129612} [Diplomacy] I did save your life - at the risk of my own.
{129613} [Intimidate] Perhaps I didn't make myself clear - hand over the rest of your gold. Or else.
{129614} They've been dealt with. I had some questions for you first.
{129615} Do you know why the creatures attacked?
{129616} Those creatures - do you know anything about them?
{129617} What were you doing here?
{129618} I have other questions for you.
{129619} Who are you?
{129620} I haven't seen her.
{129621} I have some questions for you first.
{129622} Are you all right?
{129623} {Relieved}Thank you again for what you have done. If you have a moment, my wife wishes to speak with you. 
{129624} Zachan's Amulet
{129625} This amulet was given to you by a grateful Gera and Zachan for saving their son.
{129626} Zombie {door atk}
{129627} Zombie {Wanderer}
{129628} {1301}Sword Mountains{Gith Ambush}
{129629} Bugbear{Melee_Neutral}
{129630} OTS party advancing
{129631} OTS Gith ambusher
{129632} OTS Ambushers
{129633} Long shot of Ambush
{129634} Two shot of githyanki
{129635} Buckeye
{129636} Maple-Summer
{129637} {1303}Bonegnasher Approach
{129638} 13orcmixed
{129639} 13orcarcher1
{129640} 13rampmelee1
{129641} 13ramparcher1
{129642} PinoakW
{129643} TrollCam1
{129644} TrollCam2
{129645} Medium profile of orcs
{129646} Close, Orc1
{129647} Close, Orc2
{129648} Angle up on orc fleeing troll
{129649} RockslideCam1
{129650} Over the shoulder, mass orc flight
{129651} Box of Unstable Blastglobes
{129652} A box of old, and apparently unstable blastglobes used by the Neverwinter Greycloaks. The globes are not safe enough to use individually, and if ignited would likely create an incredibly powerful blast.
{129653} Orc{OOW_Orc}
{129654} Orc{Archer}
{129655} Partially Devoured Orc
{129656} Orc{BoneElite}
{129657} 1303_enter
{129658} 13_hrulgat_orcs_run
{129659} 13_wp_flee_here2
{129660} 13_wp_flee_here3
{129661} {1303}Bag
{129662} 
{129663} BGApproach_To_Troll
{129664} Patrol Trigger
{129665} Murder Trigger{Group}
{129666} Start Patrol
{129667} {1304}Bonegnasher Lair
{129668} 13_Bone_Normal_Enc
{129669} 13_Bone_Hard_Enc
{129670} 13_Bone_Easy_Enc
{129671} Close on Yaisog for second fight
{129672} YaisogCam1
{129673} 13_sc_lorne1
{129674} Pentin
{129675} Miner
{129676} Man{Issani/Olov}
{129677} Happy Wolf Faction NPC
{129678} Neutral Faction NPC
{129679} Orc Matron
{129680} Orc Cook{Bone Easy Melee}
{129681} Orc Acolyte
{129682} Orc{Bone Elite Melee}
{129683} Orc{Bone Normal Melee}
{129684} Orc{Bone Normal Ranged}
{129685} Orc{Bone Elite Ranged}
{129686} Lorne
{129687} Logram Eyegouger
{129688} Yaisog Bonegnasher
{129689} Orc Jailor{Bone Normal Melee}
{129690} light1
{129691} 1304_enter
{129692} wp_13_AlarmOrc1_1
{129693} 13_shaman_jump
{129694} 13wp_yaisog_jump
{129695} 1304 Alarm Archer Spawn
{129696} 1304 Alarm Barricade Spawn
{129697} 13_wp_alarm_path
{129698} wp_13_AlarmOrc1_2
{129699} wp_13_AlarmOrc1_3
{129700} 13_wp_yorc1
{129701} 13_wp_yorc3
{129702} 13_wp_yorc2
{129703} 13_wp_lorne_approach
{129704} 13_wp_cs_lorne
{129705} 13_wp_lorne_sp_start1
{129706} 13_wp_lorne_sp_start2
{129707} 13_wp_lorne_sp_start3
{129708} 13_wp_lorne_sp_stop1
{129709} 13_wp_lorne_sp_stop2
{129710} 13_wp_lorne_sp_stop3
{129711} 13_wp_yaisog_depart
{129712} 13_wp_yaisog_home
{129713} 13_wp_lorne_depart
{129714} Crate{CityMCrate6}
{129715} Chest {Low General Medium}
{129716} Chest {Low Class Medium}
{129717} Weapon Rack {wep}
{129718} Chest {Medium General Medium}
{129719} CheatLever
{129720} Cheat Lever!
{129721} CityMBed8_T01
{129722} 
{129723} 
{129724} 
{129725} Alarm Call 1
{129726} Start Alarm Run
{129727} Reinforcements Start
{129728} Yaisog speech 2
{129729} Yaisog First Speech
{129730} Alarm Trap (Spike)
{129731} Alarm Trap (Tangle)
{129732} {Chieftan door}
{129733} {1306}Troll Cave
{129734} Person
{129735} 1308_BGApproach_To_Troll
{129736} {1306}Chest
{129737} Troll_To_BGApproach
{129738} 13_cutscene5
{129739} {1308}Ironfist Approach
{129740} 13bugbears1
{129741} 13bugbearsn
{129742} PrisonCam1
{129743} PrisonCam2
{129744} CageCam1
{129745} 2-shot Khelgar and dead dwarf
{129746} Medium shot of bugbears 5&6 appearing
{129747} Medium shot of Khelgar over body
{129748} close on bugbear ambusher
{129749} Close on Khelgar (dead dwarf cs)
{129750} POV Khayar
{129751} two-shot of dwarfbb2 and dwarfbb4
{129752} profile of DwarfBB1
{129753} Dwarf Scout
{129754} Khayar
{129755} Bugbear{Ranged_Neutral}
{129756} Bugbear{Ranged}
{129757} Bugbear{Melee}
{129758} Khulmar
{129759} {1308}Chest
{129760} {1311}Ironfist Clanhold
{129761} SurpriseCam1
{129762} GruumCam1
{129763} 13_machine_cam
{129764} 13_machine_door_cam
{129765} Close on Pashtak
{129766} Medium shot of Bugbear 4
{129767} Long shot of Bugbear Argument
{129768} Long shot of party hiding from bugbears
{129769} 13_sc_gruum1
{129770} 13_sc_gruum2
{129771} 13_sc_grausch1
{129772} 2-shot of last two standing bugbears
{129773} Bugbear Guard{Melee}
{129774} Bugbear Guard{Ranged}
{129775} Grishk
{129776} Grausch
{129777} Pashtak
{129778} Gruum
{129779} 13_Buglair_to_Ogre
{129780} 13_gruum_jump
{129781} Part Chest
{129782} Strange Part
{129783} Khelgar Chest
{129784} Gauntlets of Ironfist
{129785} These ancient gauntlets were worn by the dwarven kings of Clan Ironfist. Although clearly enchanted, these relics are believed to increase in potency when paired with the Belt of Ironfist. Together, the two artifacts enable the wearer to wield the mighty Hammer of Ironfist.
{129786} 
{129787} {1311}Chest
{129788} 13_ogre_surprise
{129789} 13_ogre_cavein
{129790} 13_ogre_door
{129791} Listen Check
{129792} {T_SM_Door01}
{129793} {1312}Sword Mountains{Casavir}
{129794} Orc{BoneEliteArcher}
{129795} Long shot of sword mountains
{129796} Angle up on stream of angry orcs
{129797} Angle down on Casavir leading a charge
{129798} {1314}Eyegouger Approach
{129799} Orc Captain{BoneElite}
{129800} Orc{Tooth Elite Melee}
{129801} Orc{Eye Normal Melee}
{129802} This is a Blade Wyvern
{129803} Mother Wyvern
{129804} Orc{Bone Easy Ranged}
{129805} Outrider's Flight
{129806} 
{129807} {1314}Chest
{129808} To EG Lair1
{129809} 13_sc_wyvern_shot1
{129810} 13_sc_mommy2
{129811} 13_sc_mommy3
{129812} 13_sc_mommy4
{129813} PinOak-Winter
{129814} RedGum
{129815} ColumnarOak-Winter
{129816} {1318}Eyegouger Lair: First Floor
{129817} Wolf{EG_Neutral}
{129818} Wounded Orc
{129819} Orc{Eye Normal Ranged}
{129820} Orc{Bone Easy Melee}
{129821} Nimble Crossbow
{129822} Orc{Eye Elite Ranged}
{129823} A Journal
{129824} Subject #1

Name: Fallow of Waterdeep

Male subject, white hair, hook nose, balding. Captured along the High Road. Withstood torture for three days before dying. 

Analysis: Resorted to physical torture too quickly. His mind was weak and would have been susceptible to mental torture.

Subject #2

Name: Kyleana of Waterdeep.

Elven Female, brown hair, overweight for an elf, physically weak. Captured near Helm's Hold. Mind snapped after 4 days of torture. Committed suicide.

Analysis: We could have turned her. Next time, the subject will be placed in an empty room to avoid another such incident.

Subject #3

Name: Unknown

Human Female, elderly, with a sharp tongue. Killed during first session.

Analysis: I must learn to control my temper.

Subject #4

Name: Issani of Waterdeep

Human Male, middle aged, in good health. Surprisingly strong mind. Has withstood mental torture for a week now. I shall need to resort to physical torture to break him, and he will break. This one is quite a challenge.

Note to self: BG is growing impatient with my lack of progress. If I can break Issani, it will go a long ways towards regaining BG's favor.
{129825} Torture Chest
{129826} Barrel {genlow}
{129827} The Orc Tribes of the Sword Mountains
{129828} The orcs of the Sword Mountains have not always been united. Far in the distant past, the tribes were splintered into four separate clans, and continuously waged war not only against the Ironfist dwarves, but each other as well for control of the mountains and the Old Owl Well, which had existed even then.

The Bonegnasher Clan was always the smallest of the orc clans. However, their warriors were rumored to be as capable as three orcs from any other clan. The Bonegnashers survived through their sheer brutality, and also their willingness to use subterfuge when appropriate to survive.

The Bloodbane Clan was the largest in sheer numbers. However, their members were a disorganized lot, preferring to win through sheer numbers  without thought to strategy or tactics. The Ironfist dwarves were said to have had such disdain for the Bloodbanes that they would send their younger warriors on raids against the Bloodbanes for seasoning.

The Eyegouger Clan traditionally bred the smartest of orcs, relatively speaking. Combining subterfuge, strength, and politics, the Eyegouger Clan proved to be very effective against any and all Ironfist forces sent to destroy them.

Of the four clans, one did not survive. The Toothgrinder clan, considered the most barbaric of the clans, were smashed and destroyed. The clan was the victim of the first joint assault between Lord Thaydin of Castlepeak and the Ironfists.

The destruction of the Toothgrinders was enough to shock the orcs out of their internal conflicts. Banding together, the clans were able to defeat the next human/dwarf assault, this time aimed at the Bloodbanes.

The unity amonst the orcs has always been a fragile thing. As long as there is a strong leader, the orcs work effectively together. However, in cases where the leader was slain in battle, the clans have reverted to internal warfare to choose the next chieftain.
{129829} 
{129830} The Fall of Clan Ironfist
{129831} The Ironfist dwarves of the Sword Mountains were reknowned for their skill in unarmed combat. It is said that monks would travel great distances to learn from the dwarven masters.

For centuries, Clan Ironfist warred with the orcs and mined the rich deposits of iron and adamantine from the unforgiving mountains. They had little contact with outsiders. Even contact with other dwarven clans was limited only to occassional trade expeditions. To outsiders, the Ironfists were thought of as xenophobic and distant. From the Ironfist point of view, they had more than enough to worry about with the orcs and the scarcity of water in the Sword Mountains.

The arrival or Lord Thaydin of Castelpeak marks the last time that the Ironfists openly welcomed an outsider. Seeing their chance to finally rid themselves of the orcs, Ironfists then ruler, Kheldan Ironfist, forged an alliance with the humans to finish off their ancient rivals.

Unfortunately, the result was that the orcs united under one leader. The defeat of the Toothgrinder orcs turned the conflict from one of raids and skirmishes into an all out and brutal war. 

Lord Thaydin's men were stunned by the organized ferocity and cruelty of the orc counterattack, and fled to their mountain fortress. The orcs smashed the Ironfist force holding the Old Owl Well, and then marched on the clanhold itself.

Outnumbered, and their ally having retreated, the Ironfists fought a desparate battle to defend their clanhold. Repeated calls for help to Lord Thaydin were rebuked or unanswered. 

Kheldan Ironfist was one of the first dwarves to fall when the orcs launched their attack into the clanhold interior. Demoralized and in disarray, the Ironfists for the only time in history fled. The running battle wound into the heart of the Ironfist clanhold, and the orcs slaughtered the last defenders.

Ironfist survivors scattered, fleeing to all corners of the northern lands. To this day, descendants of the clan, though retaining the name Ironfist, have never regrouped.
{129832} 13orcmelee1
{129833} 13_EGApproach_To_EGLair1
{129834} 13_wp_wolf_exit
{129835} {1319}Eyegouger Lair: Second Floor
{129836} Issani
{129837} Interrogator
{129838} Wynn
{129839} Kerryn
{129840} Vhadin
{129841} An Orcish Medallion
{129842} {1319}Ghast
{129843} Priest Chest
{129844} I have made progress with my experiments, but the drain to the subject's lifeforce is severe. We must be missing a piece to the puzzle.

Perhaps I need to find one with more power? The magelings from Neverwinter have shown that success is indeed within our grasp.

I will continue to test on the corpses that my minions bring me. There are other riddles to unlock while I search for one with the raw power that I seek.
{129845} {1319}Chest
{129846} 13tr_medallion
{129847} Logram Speak
{129848} cutscene 9 - Interrogator
{129849} 13_grave
{129850} 13_wynn
{129851} Bloodbane Patrol
{129852} 13_Eye_Normal_Enc
{129853} 13_Eye_Hard_Enc
{129854} 13_EGlair1_To_EGlair2
{129855} 13_wp_yaisog_return
{129856} CorpseCam1
{129857} 13_wynn_sc1
{129858} 13_sp_arrive
{129859} {1320}Shadow Priest's Lair
{129860} A Pile of Papers
{129861} Yaisog Toothgrinder has been granted the honor of capturing the human's target. You are not to interfere. 

Urgat, you are ordered attack the Well with sufficient force to occupy the human army while Yaisog attacks the prisoner's guards.

(... among the other papers is a crude map to Yaisog Toothgrinder's lair.)
{129862} Bugbear Warlord
{129863} Orc{Butcher}
{129864} Young Orc{Bloodbane}
{129865} Orc Rolling Pin
{129866} Forged Missives
{129867} Forged Missives
{129868} 13orcbg1
{129869} 13orcbg2
{129870} Simmy's Weapons and Armor
{129871} Orc{WaterOrc}
{129872} |Barkstring scene for 1304 - Orc Matron chewing out an orc cook|Work faster or you're going in the pot!
{129873} Yeah, yeah. {muttering quietly}Die soon, you old hag.
{129874} What was that?
{129875} Nothing.
{129876} [The wolves snarl at you, but keep their distance. You sense that they are unsure.]
{129877} {Confused, looking at wolves}Why aren't they attacking?
{129878} I'll put that on your gravestone. {Beat}Hope you like getting bitten.
{129879} [The wolves seem to relax a bit, but are still wary. One of the wolves in the back whimpers.]
{129880} [The wolves seem attentive, their eyes focused on you.]
{129881} [From what you can gather from the wolves, the lair still smells of a pack of humans who entered the lair not long ago. One human, smelling of fear, was led below and remains there.]
{129882} [The humans smelled of the city... but a city that smelled much worse than Neverwinter.]
{129883} [From what you can sense from the wolves, the lair stretches out around and below them.]
{129884} [But accompanied with the orc scent is the scent of the outdoors - there may be another way out of the lair below, past the orcs.]
{129885} [The wolves growl slightly. The scent of the orcs in their minds is accompanied by red and flashes of pain.]
{129886} [Failure] [The wolves snarl angrily, and bare their teeth - then begin to advance, growling.]
{129887} [Success] [The wolves cower in fear.]
{129888} [The wolves seem pleased - they circle each other, growling with impatience - they seem to be eager to leave these caves.]
{129889} [Failure] [The wolves start whimpering, and one or two of them gives a low growl.]
{129890} [Success]{Success. Show wolves heading out to fight} [You feel the wolves are ready to attack the orcs.]
{129891} {Grunts, reluctantly sympatheric to the wolves before them}Orcs probably beat them into submission.
{129892} | JOHN/ERIC: If player is not a druid or ranger, but Elanee is in the party. Except for the influence settings, the appropriate scripts for wolves leaving, attacking, and helping the player need to be added here.|[The wolves snarl at you, but when they see Elanee, they step back a bit, and some begin to whimper.]
{129893} {Wary, studying some wounded wolves trapped in a cave, concerned}They look like they're in pain. The orcs must be keeping them here, starving them so they'll attack intruders.
{129894} | Duplicate line because scripting is difficult. |{Confused, looking at wolves}Why aren't they attacking?
{129895} |Influence Loss Elanee |{Player just advocated slaughtering the wolves}No! Look... they're trapped here, probably by the orcs. Let's set them free - they don't want to hurt us. 
{129896} {Thinking}Yes... I think so. 
{129897} [Elanee hunches down and begins to make soothing noises and clicking her tongue to get their attention. The wolves eye her warily for a moment, then they get down on their bellies, growling low in their chest.]
{129898} {Reading the minds of the wolves}I keep getting images of the orcs here... there's two levels to this place, and it seems the one with the strongest scent... the orc leader, I think, stays on the level below.
{129899} | Influence Gain Elanee |{Relieved}Good... I don't think they want to hurt us, either. Maybe I can communicate with them.
{129900} {Softly to the player, but looking at wolves}The trick is to make yourself smaller, seem less threatening... and once they realize you mean no harm...
{129901} {Frowns}But... they also caught another scent... I think another group of humans came through here, not long ago - and one was led to the lower level. 
{129902} The wolves didn't like the humans much... their scent smelled of a city... {Distasteful at end, wrinkling her nose}but not Neverwinter - the smell seems different, dirtier, if possible.
{129903} {A little concerned}If they help us, they could be killed... I may be able to convince them, but it might be better to let them go free.
{129904} [Elanee hunches down again, and she makes a series of staccato growls in her throat, then steps away from the exit. The wolves, hesitating slightly, pad to the exit and leave.]
{129905} | Influence Gain Elanee |{To player, watching wolves go off}Not many would have paused long enough to try and make peace with those wolves... but you did. {Pleased, smile}Perhaps you are more in touch with the land than I suspected.
{129906} |Influence Loss Elanee |{Player just advocated slaughtering the wolves x2}No! These wolves have been trapped here - and mistreated, they're <b>not</b> our ene...{"enemies"}
{129907} [In reaction to your tone, the wolves growl and bare their teeth - then leap to attack!]
{129908} [Elanee hunches down, and makes some low growls in her throat. The wolves get down on their bellies, whimper, then stand up and snarl.]
{129909} {Nods}They'll help us... between their hunger and the pain they suffered at the hands of the orcs... they're willing to help us "hunt." 
{129910} {Beat, cautious}I think they think you're their new pack leader, so be careful where you lead them, all right?
{129911} {Wary, studying some wounded wolves trapped in a cave, concerned}They look like they're in pain. The orcs must be keeping them here, starving them so they'll attack intruders.
{129912} [The wolves pad at the ground, sniffing. Their fur is bristling, but they do not attack - you notice several scars on their flanks, and matted blood from old wounds.]
{129913} | JOHN/ERIC: If we can get a camera angle of her and the player, or just have her turn to the player, that would be cool, but otherwise, no problem. |{Puzzled, but slightly impressed, to player}They're hesitating because of you - they smell the wilds on you. {Beat, prompting}You may be able to speak to them.
{129914} [The wolves, hesitating slightly, pad to the exit and leave.]
{129915} [There is the strong scent of orcs below - as well as the scent of the orc leader.]
{129916} [A number of them even get down on their belly and whimper, pawing the ground.]
{129917} | Influence Loss Elanee |{Frowns}Your threat wasn't necessary. They didn't attack before now - no need to provoke them.
{129918} {Warning, wolves about to attack}Wait! Wait - please, I can calm them, keep them from attacking us.
{129919} [Elanee stands tall and makes a growling noise deep in her throat, with her arms spread wide - the wolves stop their advance, and one even takes a step back.]
{129920} [Their leader paws the ground impatiently - they just seem to want to leave the caves and the orcs behind.]
{129921} {Hesitating, but still offering}I might be able to convince them to help us. But...
{129922} I don't know, but now's our chance - let's attack them.
{129923} Let me try and speak with them.
{129924} [Intimidate] Stay back, and I won't have to hurt you.
{129925} I'm not here to hurt you.
{129926} That's all I need to know - now I'm going to kill you all.
{129927} You're free to go.
{129928} I have some questions.
{129929} Have you seen anyone enter this lair aside from orcs?
{129930} What can you tell me about this orc lair?
{129931} Why do you allow yourselves to be imprisoned like this?
{129932} I have some other questions.
{129933} [Intimidate] I'll hurt you even worse if you get in my way.
{129934} They shouldn't bother us now. Let's move on.
{129935} They hurt you if you disobey. I'm here to put a stop to them.
{129936} [Diplomacy] Now is your chance to attack the orcs. It would be of great help to me.
{129937} I don't want to hurt them.
{129938} Can you speak to them?
{129939} Then we'll finish them off. 
{129940} Can they help us against the orcs?
{129941} If that's all they know, let's let them go. 
{129942} Then let's kill these wolves and be done with this.
{129943} If you're in touch with those beasts, see what you can find out.
{129944} I know we'd be putting them at risk, but we could use their help.
{129945} | Good Response |Let's not put them in any danger - let them go free.
{129946} Let's kill these wolves and be done with it.
{129947} {sounding an alert}Intruders! Take up your posts! Arm the defenses!
{129948} Seal the throne room!  Protect the chieftain!
{129949} Intruders are coming! Be on your guard!
{129950} You not friend of Clan Bonegnasher! How you get here?
{129951} Ha! Chief Yaisog not talk with you. You die first!
{129952} [Failure] Me not believe you. You kill many warriors to get here. Me kill you now!
{129953} [Success] Hnh. You right, Chief Yaisog has strongest orcs with him, kill you if try to kill him. 
{129954} [Failure] Bah. Yaisog sends weak orcs to guard mountain. Strong orcs like me guard clan home.
{129955} Me kill you now. Take your <i>head</i> to Chief Yaisog.
{129956} [Success] You kill our warriors? You very strong then. How I know you won't kill Chief Yaisog?
{129957} Clan small. Need warriors alive to fight.
{129958} You can go to Chief... me no fight you. But you hurt Chief Yaisog, we fight.
{129959} {Pissed at orcs threatening them}We'll see about that. {Beat, under his breath}It was worthless trying to talk to them anyway.
{129960} {Irritated, under his breath}I still can't believe we're trying to talk sense with these... orcs. We should kill them and be d-{"done with it"}
{129961} Hnh. Me guard Bonegnasher Clan - but not want to die.
{129962} {Slight surprise, orcs just let them pass, under his breath}All right, now I've seen everything. 
{129963} [Intimidate] Take me to your chief now, or I'll slaughter you like the other orcs I killed on the way here.
{129964} I want to speak to your chieftain.
{129965} [Diplomacy] I'm sure your chief is guarded well. I won't be allowed to harm him.
{129966} If you don't let me in, I'll kill your entire clan.
{129967} I could just fight my way to him instead.
{129968} You can't. But <i>you'll</i> live if you let me in.
{129969} I've heard enough - prepare to die.
{129970} {Looking at dead captors surrounding cage}Nice work... wish I'd been able to get out of this cage before you killed them. Hate to miss a good fight.
{129971} {Shrugs, a little doubtful}I'll tell you what I can. Those bugbears had a lot to say - {rueful}but mostly about food.
{129972} {Grunts}More bugbears. Beyond that, I don't know. We didn't get far before I was captured. 
{129973} We did catch the bugbears by surprise, though - they may be on their guard now, so be careful.
{129974} {Slight puzzle/curiousity at the end}No. These bugbears actually seem to have gone out of their way to avoid the orcs.
{129975} Someone's got them on a tight leash. They're sent out to raid for food and weapons, but had orders not to make contact with the orcs.
{129976} Whoever's leading them, they seem mighty scared of him. Not normal to see bugbears restrained like this.
{129977} None... but I heard the word {grOWSH}Grausch repeated several times. {Beat}But that could be what they call their mothers... if they even <i>have</i> mothers.
{129978} I hope so - Gods, it better be after all we've been through.
{129979} Saw signs we're on the right track, though. Some carvings on the walls, remains of a few stone markers - even some old tools here and there. 
{129980} All I know is if this doesn't lead to the Ironfist home, our clan was at least here at some point.
{129981} Nothing serious, just a few bruises. Are the rest of my clansmen safe?
{129982} Ah, my thanks for the rescue. Didn't want to meet my end in the belly of those creatures.
{129983} {Dismissive}Don't worry about me. Only reason I'm here is I <i>let</i> myself get captured - gave my brothers time to make their escape.
{129984} | Player opens the lock. |
{129985} Thanks again - from me and all my clan. If you need a home, you'll always have one with the Ironfists.
{129986} | Cutscene Begin. |
{129987} You're going to be a tasty treat, short one. I haven't had dwarf meat in weeks.
{129988} We should roast him, blacken his skin until he crunches in our teeth.
{129989} {Defiant, to captors}Let me out of this cage and I'll break those teeth of yours.
{129990} Hah! I'll enjoy listening to your screams when we put you over the fire. Especially when your insides start to cook.
{129991} Maybe we should boil him instead. His meat might be a little tough.
{129992} No... we'd have to keep the pot covered. Can't hear the screaming as good that way.
{129993} | The dwarf sees the player approach. |
{129994} {Pleased, see rescuers}Looks like you'll be dying on an empty stomach, you stupid beasts - I'd run if I were you.
{129995} Ah, more meat... I prefer it when the food comes to us.
{129996} {Objecting to player's cruel treatment of a dwarf, trying to placate player}Easy now. Offering to fight with you - that <i>is</i> dwarven gratitude.
{129997} {Grunts, looking around}This place feels right - sometimes you can tell just by looking at the stone.
{129998} {Slight surprise}Ordered? {Beat}Usually bugbears are the ones holding the leash, they don't like to work for anyone.
{129999} {Grunts, player was just insulting to one of his clan}Easy - no call for that kind of talk. It's one my clan brothers, you know.
{130000} | Influence Gain Khelgar |{Nods}No harm meant. We Ironfists have thick skins.
{130001} {Musing, brief nostalgia}Good to see one of the Ironfists again - I've been away from home for a while. 
{130002} {Slight defensive}Left them? I didn't leave my brothers behind.
{130003} | Influence Loss Khelgar |{Irritated, warning}I'd be careful who you say that to - Ironfists can forgive, but it's a long road if you cross them.
{130004} {Affirmative grunt}All right... there's more bugbears waiting to answer for what they've done up ahead.
{130005} | Influence Gain Khelgar |{A little proud}Quite an honor he gave you - but that's Ironfist hospitality and gratitude for you, it's almost legendary.
{130006} {Defensive}But I didn't abandon them - it's not leaving them behind, it's looking for battle in another direction. 
{130007} {Defensive}Well, no, but they didn't tell me. Not like they could...
{130008} | Influence Loss Khelgar |{Sputtering slightly}What in the Nine Hells are you saying? That's my honor you're talking about - my loyalty you're questioning! 
{130009} To say that I came here for myself... over my people... why... by the Gods, pursuing the path of a warrior is honorable! And to learn to fight for one's people, why...
{130010} Bah! I'm sick of trading words with you. Let's find some bugbears to kill. At least they don't talk nonsense. 
{130011} | Evil Response |Start showing some gratitude, or you're going stay in that cage.
{130012} I'd like to ask you some questions.
{130013} Do you know what's ahead?
{130014} Are the bugbears working with the orcs?
{130015} Any idea who their leader might be?
{130016} Does this way lead to the Ironfist clanhold?
{130017} | Good Response |Are you all right?
{130018} They're fine. Can you make it out of here on your own?
{130019} Yes. We left them down in the canyon.
{130020} I've wasted enough time with you. Get out of there.
{130021} Can you make it out of here on your own?
{130022} Let me open the lock and you're free to go. 
{130023} You're wasting my time. Just get going.
{130024} I am honored. Farewell.
{130025} Get out of here before I put you back in the cage.
{130026} A fool who got himself captured, yes. I should have let him rot.
{130027} Forgive me - that fight with the bugbears put me on edge.
{130028} He was irritating me - don't you do the same.
{130029} One of your clan brothers? Seems to me you left them behind to come to Neverwinter.
{130030} I thought you left the Ironfists to come to Neverwinter.
{130031} Let's move on. We have a lot of ground to cover.
{130032} Ironfist "honor" can wait after we're done here. Now be silent.
{130033} He was a fool who got himself captured - I should have let him rot.
{130034} To come to Neverwinter, you did.
{130035} Did you know they were coming to these mountains?
{130036} Yes, but it wasn't for the Ironfists, it was for yourself.
{130037} | Lawful Response |You have a duty to your homeland and people. You should respect it more.
{130038} | Chaotic Response |Nothing wrong with a little motivated self-interest.
{130039} {Pleased}Ah, there you are. The Waterdeep emissary arrived here not long ago, safe and sound. {Beat}Well done.
{130040} {Pleased}He told quite a tale about your heroic rescue, couldn't stop singing your praises. {Beat, slight teasing}I can't wait to hear <i>your</i> version of the tale.
{130041} | JOHN/ERIC: If player has banner |Ah... and you brought Logram's Eyegougers banner. {Beat}That would explain why the orc attacks have stopped - without a chieftain, they're going to be fighting each other now.
{130042} {Pleased, then recognizes Casavir at end}Oh, there is, you've more than earned it. And if any of the Council objects, then they're free to come out here to the Well and argue with me.
{130043} {Nods, respectful}Callum. It is good to see you're still in one piece.
{130044} {Slight reluctance}Yes. Callum serves Neverwinter... as I did, for a time.
{130045} I assume you were the one leading that band who was harassing the orcs. I owe you a great debt.
{130046} Now that I know who was leading that mercenary band, I understand why it was so difficult for us to make contact with you.
{130047} You've put me in a difficult position here, Casavir - your leaving was sudden, and some even say, disloyal to Neverwinter.
{130048} I haven't forgotten about your reward. Don't worry. As for Casavir...
{130049} No harm will come to him, I assure you. My report will read that the Greycloaks were able to hold off the orcs long enough for you to take Logram's head.
{130050} That should make the Council happy that their money was well spent, and put you in good graces with them as well.
{130051} And officially, Casavir was never here. Whatever reasons you had for leaving and going on to Old Owl Well - they are your own.
{130052} | Influence Gain Casavir |I thank you - but I will do my best to insure you are not drawn into my troubles.
{130053} What of my soldiers, Callum? They know Old Owl Well, and they fight as only those fighting for their homes will fight.
{130054} I could certainly use them if they don't mind wearing a uniform, my friend. My Greycloaks could certainly learn a thing or two from them.
{130055} Of course, I'm going to have a hard time explaining to the Council how I ended up with another hundred mouths to feed - and arm.
{130056} What? Oh, the reward. Right. In a moment. Now where was I? Ah, I remember...
{130057} Heh. I'll have to. Can't pass up that many extra soldiers... especially ones that know Old Owl Well like the back of their hand.
{130058} With any luck, and with the new soldiers, I might be able to hit the orcs now while they're disorganized.
{130059} I'm getting to that. Heroes today, eh, Casavir? Virtues and rewards, one has more value than the other.
{130060} You've done more than your share of work here.
{130061} Neverwinter already sent an armed escort to bring the emissary back. I don't know how they knew that I had him here.
{130062} Still, their papers are in order, and to be honest I've got more pressing concerns here without worrying about an escort for him.
{130063} | JOHN/ERIC: Seems like you need global checks here for Watch vs. Shadow Thieves |The emissary is under my protection now. I'll send my best soldiers to escort him. You've already risked enough for him.
{130064} I've taken the liberty of putting together a reward for you... consider it a gift from the Council.
{130065} You have my thanks for everything that you've done here. And keep an eye on Casavir for me, will you? I hope you can help him.
{130066} Back to work for me. It was good seeing you again, Casavir. Good luck to you.
{130067} Unless you've found the emissary, I don't have time to talk. The orcs out there haven't given up on this well yet.
{130068} I want those walls up by evening, no excuses. The orcs aren't going to stop attacking just because we need to catch our breath.
{130069} But, sir, the men are having a hard time finding the materials we need...
{130070} {Just been given a lame excuse}You're telling me they can't find any <i>stones?</i>  We're in the middle of the blasted mountains! 
{130071} Unless <i>you'd</i> like to report to Nasher that we're overrun because we couldn't find rocks, I suggest you drive some sense into your men and get that wall built.
{130072} Yes, sir. I'll see to it, sir.
{130073} {To player, shaking his head, under his breath}I tell you, I've lost years off my life trying to get this rabble fit for service... {Sizing up player, challenging}and who are you supposed to be? Reinforcements?
{130074} I'm Callum. Commander Callum to you. Lord Nasher sent me here to secure the Old Owl Well. So what are you doing here?
{130075} {Just been challenged}You're damned right you do. You're in my camp, and I'm the commander, so while you're here I own you.
{130076} What does it look like? I'm trying to hold on to this piece of rock with men who barely know which end of a sword to swing.
{130077} As a member of The Nine, I should be back in Neverwinter right now keeping an eye on Nasher, but he insisted that I lead the assault on the well.
{130078} {Grumbling to himself}Why a trade route is more important than Nasher's safety is beyond me. 
{130079} Look, unless you're here to help us, I don't have much time for you. Those orcs won't be giving up this garden spot anytime soon, and I need to plan our defense.
{130080} {eh-SAHN-ee}Issani? He hasn't arrived yet, should have been here a tenday ago. I've sent a scout to look for him.
{130081} Who are you anyhow? No one told me to expect more men, not that I'd be complaining.
{130082} You're in my camp, which places you under my authority. Go back and complain to the Council if you'd like... <i>if</i> they sent you at all.
{130083} I assume you've got proof that you are who you say you are?
{130084} {Dismissive}Don't try politics with me - I could care less if you're from the Council, I've got bigger worries.
{130085} Heh. Just seeing how far you'd go to stick with your story. The Council rarely speaks with one voice.
{130086} Let me take a look. Hmmm... everything looks to be in order. The Council rarely speaks in one voice.
{130087} Is that so? And who gave you these orders?
{130088} Heh. You're not a very good liar. The Council rarely speaks with one voice.
{130089} And when they do, it's usually after Lord Nasher's cowed them with the threat of taxes.
{130090} Still, as long you're here to help, you won't hear me complaining. We need all the help we can get.
{130091} {Studying player, recognition}Wait... you're the one from the city watch, aren't you? I got word yesterday you'd be making a visit. {Sighs, raises an eyebrow}I'd hoped to have better news for you.
{130092} {Irritated}This assault has been planned for months. We weren't able to warn Issani ahead of time though. 
{130093} We weren't expecting to be needing a new emissary, to be honest. Still, at least we'll be here to offer more protection.
{130094} We're still not sure ourselves, really. The information I have is vague - at best.
{130095} This route makes the best sense, though. It's one of the few they haven't tried yet.
{130096} Oh no. No waiting around for you - I'm counting on you to help with our defense against the orcs.
{130097} {Player was insubordinate}Think again. You're in <i>my</i> camp. While you're here, I <i>own</i> you.
{130098} You may have to if my scout doesn't have any luck. Until then, though, you're staying here.
{130099} Good. Not that I was expecting you to put up a fight.
{130100} No, my scout hasn't reported back yet.  Though, I expect him soon.  He's one of the best.
{130101} Not exactly a student of history, are you? The Old Owl Well is the only known water source for three days in any direction.
{130102} Neverwinter and the orcs have been fighting over it as long as anyone can remember. 
{130103} Well, that brings us back to the emissary, doesn't it? If the Lords' Alliance could communicate, you're right we'd have more men, but with the emissaries being lost...
{130104} Even so, we've stretched the army thin as it is. I brought along every man that Lord Nasher could spare. The council's going to have to raise a new army in a hurry if things don't work out here.
{130105} Things never do around here. Heh, if they did there wouldn't be any jobs for the rest of us, would there?
{130106} |Player with City Watch|Marshal Cormick still has a talent for recruiting good people, I see. Duty first, eh? 
{130107} {Stern}I'll expect you to help out with the defense of this camp. You've already brought your own gear, so just find a spot to call home. And stay alert.
{130108} Sound the alarm! Orcs! The orcs are attacking! 
{130109} {Rueful, orcs are attacking}Wouldn't you know it. Not a moment's rest...
{130110} {To his soldiers}Greycloaks, to arms! For Neverwinter!
{130111} That would be me. Let me tell you, leading these farmers is a mixed blessing... they've got a ways to go.
{130112} The orcs held it for the last ten years until the Council decided they wanted to re-open the trade route to {YAR-ter}Yartar. To do that, we need to take back this watering hole.
{130113} Keep searching the mountains... the sooner you find him, the better.
{130114} | JOHN/ERIC: If player doesn't have banner |Not only that, but the orc attacks seem to have stopped... and word is, the orc chiefs are fighting amongst themselves. That can only mean you've dealt with Logram - if so, congratulations.
{130115} | Influence Gain Casavir |{Quiet to player, appreciates being defended}I cannot have you defend me in this - but I thank you for your words.
{130116} | Influence Loss Casavir |{A little stern}I would not wish you or anyone to defend me - if you will leave me with Callum, so be it.
{130117} | Influence Loss Casavir |{A little stern, just been demeaned}I will do my best to insure you are not drawn into my troubles. We have been through enough together already.
{130118} We also had another visitor... a woman by the name of {KAT-ree-OH-na}Katriona, who claims to have been part of the force attacking the orcs. 
{130119} She's here in the camp, along with some of her men. It was her leader I was waiting for - and I see you've brought him. Well met, {CASS-ah-veer}Casavir.
{130120} She did indeed, she claimed to have been part of the force attacking the orcs.
{130121} Oh, and you may want to go see your friend Katriona, if you haven't already. I'm sure she'd like to make sure you're all right.
{130122} {Callum and the Greycloaks have just fought off an orc raid}All right, Greycloaks! Everyone back to your posts!
{130123} {Rueful}Another orc raiding party. We're lucky they haven't attacked in full force.
{130124} {A little to himself}Just wish I could make contact with whoever it is that's been distracting the orcs.
{130125} Yes - someone's out there attacking orc patrols, and it's giving us a chance to build up our defenses.
{130126} I've been at this long enough to know that you need to control a battlefield  - and this new ally of ours is something I can't control.
{130127} He's not one for talking. Every time I send someone out to contact him, he and his men move their camp.
{130128} The orcs have a name for him - {KA-TALL-mach}Katalmach. They say he attacks without warning - and without regard for his enemy's numbers.
{130129} {A little respectful, just heard an orc word}That's not a name orcs give lightly - it's a name they give to warriors who lose themselves in battle. 
{130130} Someone who doesn't play the odds doesn't last too long in my experience. {Beat}Well, except me. 
{130131} {Thinking}It is odd that even orc trackers couldn't find him. Or that he would risk stirring up so many tribes in this region.
{130132} {Reacting to someone who's attacking the orcs recklessly}Maybe this "kettle-head" person simply lacks basic math skills. You see, if <i>we</i> were to face three hundred orcs, the odds... well, if you carry the two... might be...
{130133} {Snorts}Sounds like someone who wants to die to me. If we weren't here, it'd only be a matter of time before all the tribes in the Well hunted down this... Katalmach... and then his crusade would be over.
{130134} Well, enough talk about him. I've got my hands full just keeping the men in fighting shape.
{130135} Commander! Scout returning!
{130136} Let's hope he brings word on the emissary, eh?
{130137} Pathfinder {WILL-em}Willem reporting, sir.
{130138} Willem. Did you locate Emissary Issani?
{130139} No, sir. But I came across his escorts - killed to the last man, but no sign of the emissary. {Beat, downnote}Orcs, sir. They must have taken him.
{130140} | JOHN/ERIC: A camera angle showing Callum talking to player here would be good, or Callum turning to the player - otherwise, the context of who's speaking to who is a little jarring. |Sounds like you've got a new assignment. Your job is to escort the emissary to safety. If he's in trouble, you've got to help him.
{130141} I'd start looking at {YAI-sog. Sounds like EYE-sog}Yaisog Bonegnasher's lair, northeast of here.
{130142} {Grunts, recognizes tribe of orcs}Bonegnashers? They're still around? They're hard to kill. 
{130143} {Sarcastic, under her breath}Sounds like a well-mannered fellow - judging from the name.
{130144} {Slight confusion, naive - just heard the name "Bonegnasher"}My, Bonegnasher <i>is</i> an interesting name. I wonder what he would have done to earn it? 
{130145} His tribe isn't the biggest, but he's older and more cunning than most. At the least, he may have an idea who attacked the emissary's guards.
{130146} The Eyegouger tribe is the strongest, led by Logram Eyegouger. He keeps the other tribes in line, including the Bonegnashers - and he's the one leading the attacks.
{130147} All the orcs in the Well fall under his banner. If we could get lucky and put an arrow through his skull... 
{130148} If we could, the orcs would turn on each other in a heartbeat. And give us enough time to strengthen our position here. 
{130149} {Rueful}Trust me, if I knew where Logram could be found, I'd hit him myself. Killing him would be the break we've been looking for.
{130150} But from what I've heard, there's been reports that this unknown ally of ours... this Katalmach... is hitting Logram hard.
{130151} Which means he must know where Logram can be found. But since I can't find this unknown ally of ours, Logram's out of our reach as well.
{130152} For right now, focus on Yaisog Bonegnasher, see what you can do to find the emissary. {Beat}Besides, if you crossed Logram, that might be more than you can handle.
{130153} Yaisog is old enough to know when to try something other than fighting. Corner him, and you might be able to get him to talk.
{130154} {Grunts}I'd sooner put an axe in an orc - but he's right, the Bonegnashers, as cowardly and weak as they are, have been known to make deals.
{130155} Your mission was to do whatever it took to get the emissary to Neverwinter safely. Sounds to me like this is part of it.
{130156} {Slight anger}If you want to lose the only sanctuary you have in Old Owl Well, fine - you can enjoy the rest of your life impaled on Logram's banner.
{130157} I'll have Willem mark the Bonegnasher lair on your map. You'd better act quickly. If the orcs have the emissary, whatever they have planned for him cannot be good.
{130158} If you need anything, we've got {SIM-me}Simmy here in camp to help you. She normally trades in trinkets for the men, but carries some items more suited for combat as well.
{130159} We'll hold down the fort. The more orcs we kill here, the fewer you'll run into out in the mountains. Good luck to you. 
{130160} {Stern, commanding}And if you run into that madman who's attacking the orcs out there, let him know I'd like to have a little chat with him.
{130161} Wish I could spare someone, but I need to keep my men together so they learn how to act as one. Besides, they'd only slow you down.
{130162} Count my blessings and all that, eh? Well, I've learned to be suspicious of gifts unless I know my benefactor.
{130163} I don't know who's leading that band of madmen, and I don't know why they're avoiding contact with us.
{130164} If I could coordinate with their leader - if they have one - then we'd have the orcs on the run in no time.
{130165} {Rueful, cynical}As long as the orcs have their attention divided, sure. But we can't count on that to last.
{130166} Without knowing exactly what our unknown "ally" is up to, I'm holding on to this chunk of rock with one hand tied behind my back.
{130167} |Fade out|
{130168} |people are jumped to their original locations|
{130169} |fade in|
{130170} |Player with Shadow Thieves|You have any military training?{Beat} Listen to me... my own Graycloaks barely know which end of a sword to hold and I'm asking you about military experience.
{130171} |Fighter/Barbarian|Good. Looks like you know how to handle yourself in a scrap. Just remember that this is a military operation and don't try to be a hero.
{130172} If one can "lead" such a disorganized rabble, then yes. Usually I just point them in the direction of the enemy and hope they stab the right person.
{130173} Wish I could get more of your kind of "help." You've made it that much more certain that we'll hold onto this watering hole.
{130174} Rest assured that I doubt anyone looks for me still - I left Neverwinter's service, and the matter is not more complicated than that. 
{130175} There better be a reward in this for me.
{130176} Is there anything else that you need from me?
{130177} I'm just glad things worked out.
{130178} Is there some kind of problem?
{130179} Is Callum the reason you wanted to avoid this place, Casavir?
{130180} You two know each other?
{130181} Just give me my reward and I'll be on my way.
{130182} Whatever trouble Casavir is in, know that he helped us - and you - willingly.
{130183} If you accuse Casavir of anything, you'll have to deal with me.
{130184} What of the emissary? I was to escort him to Neverwinter.
{130185} Whatever trouble you're in, just keep it away from us.
{130186} You'll have us to protect you as well.
{130187} My reward?
{130188} I'm sure you'll think of something.
{130189} What of my reward?
{130190} Is there anything else that you need from me?
{130191} What of the emissary? I was supposed to escort him to Neverwinter.
{130192} I'm not going anywhere without a reward.
{130193} Thank you. I'll be on my way, then.
{130194} Who are you?
{130195} I don't answer to you.
{130196} What's going on here?
{130197} I'm here to escort the Waterdeep emissary to Neverwinter.
{130198} I represent the Council and don't answer to you.
{130199} You'll be hearing from them soon enough. They won't be pleased with how I've been treated.
{130200} I'm just here to help. Why are you giving me trouble?
{130201} These missives should explain things.
{130202} I'm here on the Council's orders.
{130203} What do you mean? The Council sent me.
{130204} The emissary had no idea he'd be entering a battlefield, did he?
{130205} How did anyone know he'd be coming this way?
{130206} So what do I do? Just wait here until your scout returns?
{130207} I am not under your command.
{130208} Maybe it'll be better if I go search for the emissary on my own.
{130209} I'll follow your orders.
{130210} Do you know what happened to the emissary?
{130211} Why is this place so important?
{130212} Why didn't you bring more men with you to help fight off the orcs?
{130213} This isn't going as smoothly as I hoped it would.
{130214} Is there anything I can do to help?
{130215} I'm looking for the one in charge here.
{130216} Are you leading these men?
{130217} Waterdeep sent an emissary to Neverwinter - and he hasn't arrived.
{130218} All I know is an important messenger was lost in this region.
{130219} You can have him. We're done here anyway.
{130220} Did a woman named Katriona make it here to warn you?
{130221} Someone else is attacking the orcs?
{130222} So they're on your side.
{130223} Why can't you make contact with him?
{130224} Any ideas what tribe might have done it?
{130225} | Good Response |We could try to defeat him and help you out.
{130226} Is there anything else I should know?
{130227} Wait. Contacting Yaisog wasn't part of the mission.
{130228} I guess I'd better start my search, then.
{130229} | Lawful Response |If you order us to hunt him down, we'll do it.
{130230} | Lawful Response |Our orders are to find the emissary - if we run across Logram, we will deal with him.
{130231} | Chaotic Response |I want to get the emissary and get out - I'm not going after Logram, even if you order me to.
{130232} | Evil Response |If Logram and his Eyegougers overrun your position, that's no concern of mine.
{130233} If the Bonegnashers are not the biggest tribe, who is?
{130234} Just show me where the Bonegnasher lair is.
{130235} Thank you. I'll be on my way.
{130236} I may need extra help.
{130237} Can you spare any extra men for me?
{130238} At least you're getting help, even if you can't control it.
{130239} Any idea who this attacker might be?
{130240} What do you mean?
{130241} You won. And you'll win again.
{130242} Why would you want to make contact?
{130243} We beat them. Isn't that all that matters?
{130244} Glad I could help.
{130245} | Mop up fight, then begin Casavir intro dialog. |
{130246} {Warning player, just rode up and helped player fight off an attack}The Sword Mountains are a dangerous place. {Beat}More now than ever, with the orc tribes gathered behind {LOW-grim}Logram's banner.
{130247} {Amused}So I noticed. I thank you then for allowing us to take part in the battle.
{130248} I am Casavir, and my men and I have been hunting this group of orcs for days.
{130249} These are many of the farmers and veterans of the Luskan War who have tried to make Old Owl Well their home - and been denied by the orcs. 
{130250} I am aware of that. Be assured that my people and I fight against the orcs, if not on Neverwinter's behalf.
{130251} {Slight curiousity, impressed}My scouts have reported on your progress through the Sword Mountains. You have survived much. Why are you here?
{130252} We've been hunting the orcs here for many months. Recently, we have stepped up attacks, however.
{130253} When Neverwinter finally moved to retake Old Owl Well, we redoubled our efforts - with the orcs being attacked from two fronts, it prevents them from massing to retake the Well.
{130254} I'm curious. Why have you ventured into the mountains? Surely you understood the risk in coming here.
{130255} {Amused}I sided with you against the orcs - and am now talking with you, despite your suspicions.
{130256} My men and I have been hunting the orcs for some time now. Are you here for the same reason?
{130257} Then we share the same goal. His lair is difficult to find, and the approach is no doubt well-defended.
{130258} Killing Logram would certainly throw the orcs into disarray. However, I'm guessing that you have another purpose for being here as well.
{130259} Well, anyone looking to slay the orc tribe chieftain would normally bring along a larger force.
{130260} No matter. As our goals are the same, your reasons are none of my concern.
{130261} Missing? The orcs have grown bold then, if they now interfere directly.
{130262} {Thinking}This explains many things. Recent orc movements now make much more sense to me.
{130263} It is possible, though if so they've certainly gone out of their way to keep it a secret.
{130264} My men and I came across the remains of an orc raid on a heavily-armed column of troops.
{130265} I was struck by the ferocity of the slaughter - and that the orcs would dare strike at a well-armed and disciplined fighting force.
{130266} I believe you are correct, considering what we encountered next.
{130267} We caught up with the orc force and charged. Normally, we would have routed them. With this group, however, they reacted to us with military precision.
{130268} While their rearguard delayed us, the rest continued to move quickly in an organized fashion... all clustered around a single point. They may have been guarding your emissary.
{130269} We could not afford more losses. Instead, I led a small group and followed the retreating orcs as best we could.
{130270} At first, I thought we had lost them... but then one of our scouts found the hidden trail to their cave.
{130271} It was too great a risk. The orcs had just retreated from us, and were on their guard for another attack - the trail to their cave is narrow and easily defended.
{130272} If you intend to enter the stronghold of Logram{LOW-grim}, it is to the north. I can lead the way.
{130273} You probably could... but by then it could be too late. I can get you there faster.
{130274} And you shall have it. Logram's death will be a serious blow to the orcs.
{130275} {Agreeing}We have lost some men, but I will assemble who I can and join you on the assault.
{130276} No, {KA_tree_OH_na}Katriona - we have already lost too many, and a massed attack on Logram will only cost us more - I will be going on alone.
{130277} {Doubtful, warning, a little bit of caring for Casavir comes through}Casavir... sir... we kept you from this once. I think it's best if...
{130278} | Set Casavir Joined. Reset Casavir's Level. |Are you ready to take on Logram and his clan? I can guide you to the path to his lair.
{130279} Why are we heading in this direction? We have not yet accomplished our mission. 
{130280} Their knowledge of Old Owl Well and its hidden paths have proven valuable. Those not out on the hunt are back at our main camp.
{130281} {A little stern}I hear your warning, and I would suggest you be careful in the battles you choose. 
{130282} {Beat}Our soldiers know the mountain well, but even they would have missed it if not by chance. 
{130283} {Firm, quiet, doomed}Please, it is important that you do as I ask. Take the survivors, and fall back to the Greycloaks camp. Do what you can to help them and keep the pressure on the orcs.
{130284} {Slightly defiant}I've <i>seen</i> that trail. If you go up there, you will be nothing more than easy targets. Gods know what guards or defenses they have... you'll be killed.
{130285} {Sighs, warning}Look... Casavir... let me go with you. There is no need to keep doing this alone - let us help you.
{130286} A smaller group will move quicker and attract less attention. The trail to Logram's lair is narrow - more swords will not aid us there.
{130287} I will remain here and wait for you to come back. When you are ready, return, and we will head to Logram's lair.
{130288} It will require that I take a place at your side, however - if your group can spare the room.
{130289} {Suspicious}Are you sure you want him traveling with us? Holy warriors only lead to trouble. {Beat, irritated}Plus, his aura makes my skin itch. 
{130290} {Grunts}He'd be a good one to have in a fight. {Beat}A little high on his horse, though, from the looks of it.
{130291} {Cautious to player}We could use his help. There's greater beasts than orcs in these mountains, and we may need every blade we can get if we cross paths with them.
{130292} {Grunts}We were doing just fine without you and your horse, thanks.
{130293} {Grunts}We were doing just fine without you, thanks.
{130294} {Irritated, quiet to player}He's a paladin. {Disgust}Their auras always make my skin itch.
{130295} {Firm}If we cannot defeat Logram, then he will come after them in full force, and the Greycloaks <i>must</i> be warned.
{130296} {Slightly incredulous, and a little pissed that she's being shuttled off}So after all this time avoiding the Neverwinter forces, <i>now</i> you want me to stride right into their camp?
{130297} {Beat}You have your orders, Katriona. We'll meet you back at the Greycloaks camp after we have dealt with Logram.
{130298} {Worried, and a little angry}Very well. Good luck, sir.
{130299} | If PC is a paladin |Uh, no offense. 
{130300} I had things under control.
{130301} Who are you?
{130302} I am grateful for your assistance.
{130303} This is all the men that you have? Not much of a force.
{130304} The Greycloaks have been trying to make contact with you.
{130305} You're the one that's been harassing the orcs?
{130306} How do I know I can trust you?
{130307} |If Olov tricked the party and is still alive|We're searching for the orc chieftain, Logram Eyegouger.
{130308} You would be wrong, then.
{130309} Why would you say that?
{130310} Just tell me where Logram is, and I'll take care of the rest.
{130311} Will you be joining me?
{130312} |If Olov was killed|I'm looking for a missing Waterdeep emissary.
{130313} Tell me what you know.
{130314} What do you mean?
{130315} You believe they captured the Waterdeep emissary?
{130316} Is there a point to this?
{130317} Did your forces pursue them?
{130318} That must have been the escort for the emissary.
{130319} So the orcs got away?
{130320} Do you know where they went?
{130321} Tell me where that path is, and I'll take care of the orcs.
{130322} You didn't attack?
{130323} So where's the lair?
{130324} I can find the way myself.
{130325} What about your troops?
{130326} Your help is appreciated.
{130327} Are we done wasting time yet?
{130328} Why aren't we bringing the others?
{130329} We could use the extra men, Casavir.
{130330} [Remove Neeshka from party.]
{130331} [Remove Grobnar from party.]
{130332} Remove Elanee from party.]
{130333} [Remove Qara from party.]
{130334} [Remove Khelgar from party.]
{130335} Take kills from me again, and you'll answer for them.
{130336} Enough of this tearful exchange, let's get going.
{130337} [I still have room. Just add Casavir.]
{130338} Why don't you tell me what you're doing here first?
{130339} Add Casavir to Party.
{130340} Nevermind.
{130341} [Shadow Thieves of Amn]
{130342} [Neverwinter Guards]
{130343} [+2500 XP]
{130344} Add Neeshka to the party.
{130345} |Fade in - scene at Black Garius' tower. Black Garius is in attendance with Torio nearby.|
{130346} |They are talking as Lorne approaches.|
{130347} {Cool, knows the answer is no, setting Lorne up}And what news do you bring from Old Owl Well, Lorne? Do Greycloak bodies now lie in the hands of the shadow priests? 
{130348} {Grim tone - he has failed}No, my lord. There were difficulties - an adventur-{"er"}
{130349} {Each word of the first sentenced grows in anger}You have failed, yet dare to return? {Grim, judgmental}Even after <b>all</b> we have gone through to prepare this ritual?
{130350} {"King" is said warily, knows he's risking his life here, and is angry at being inconvenienced}Your failure means I will have to beseech the King for another way to complete it. And, of course, there will be a price...
{130351} {Evil, suggestive - this is like a death sentence}Perhaps I should send you to him, Lorne, and <b>you</b> can serve as messenger. 
{130352} {Alarmed, desperate, trying to avoid a death sentence}My lord {GEHR-ee-us}Garius, forgive me - it shall not happen again, I swear upon my life. 
{130353} In that, Lorne, you are correct. Do not disappoint me again. 
{130354} |Black Garius leaves - Torio approaches Lorne, amused.|
{130355} {Urbane tone - humor laced with venom}A common adventurer outmaneuvered you, {LORN}Lorne? {Clicks her tongue, taunting}You really are losing your touch.
{130356} {Losing composure, barely restraining himself}Bite your tongue, {TOR-ee-o}Torio, or I swear I'll rip it from your throat.
{130357} She won't stop me a second time.
{130358} {Unperturbed and dancing tone}You forget your place. We are but tools of our master's will.
{130359} |She starts walking away|By all means, stray from his wishes - and see how he treats broken tools.
{130360} |Fade out, fade back in on PC|
{130361} He won't stop me a second time.
{130362} |Fade in - scene at Black Garius' tower. Black Garius is in attendance with Torio nearby.|
{130363} |They are talking as Lorne approaches.|
{130364} {Cool, knows the answer is no, setting Lorne up}And what news do you bring from Old Owl Well, Lorne? Do Greycloak and bodies now lie in the hands of the shadow priests? 
{130365} {Grim tone - he has failed}No, my lord. There were difficulties - an adventur-{"er"}
{130366} {Each word of the first sentenced grows in anger}You have failed me, yet dare to return? {Grim, judgmental}I asked you to keep the priests safe, without them, there will be no ritual.
{130367} All I asked of you was to put pressure on the Neverwinter forces, cut off their trade routes through the mountains...
{130368} {Evil, suggestive - this is like a death sentence}Perhaps I shall allow you to be the one to tell the King of Shadows the news. Is that your wish, Lorne? 
{130369} {Slight fear comes in voice}My lord {GEHR-ee-us}Garius, forgive me - it shall not happen again, I swear upon my life. 
{130370} In that, Lorne, you are correct.
{130371} |Black Garius leaves - Torio approaches Lorne, amused.|
{130372} {Urbane tone - humor laced with venom}A common adventurer outmaneuvered you, {LORN}Lorne? {Clicks her tongue, taunting}You really are losing your touch.
{130373} {Losing composure, barely restraining himself}Bite your tongue, {TOR-ee-o}Torio, or I'll rip it from your throat.
{130374} He won't stop me a second time.
{130375} She won't stop me a second time.
{130376} {Unperturbed and dancing tone}Oh, of course she won't, Lorne.
{130377} |She starts walking away|{Smug, taunting}With your luck, chances are, next time she'll just kill you.
{130378} |Fade out, fade back in on PC|
{130379} ...yet all you have given Neverwinter is hope, and a victory at Old Owl Well, which will allow them to concentrate on other fronts.
{130380} {Trying to muster morale}Fort Locke and Highcliff still remain ours, Lord Garius, Neverwinter's attention will be focused there, not upon us.
{130381} Fort Locke and Highcliff, yes... obviously you have not heard, but our position there has become weaker, not stronger. 
{130382} {Colder, more sinister}And now you have come to tell me Old Owl Well has fallen, and the priests there are dead. 
{130383} {Unperturbed and dancing tone}Oh, of course he won't, Lorne.
{130384} |She starts walking away|{Smug, taunting}With your luck, chances are, next time he'll just kill you.
{130385} {Lorne approaches two orc chieftains. Arrogant. Doesn't think much of the brutish orcs, Angry, disdainful at "progress"}My lord Garius grows impatient with your progress, {LOW-grim}Logram.
{130386} {Logram trying to pull rank}I am lord here in the mountains, human, not your master. Orcs rule the well, and none can stand against us.
{130387} {Anger, snarling}Except the Greycloaks... peasant recruits, who are more than a match for you. We have given you weapons, yet you seem to lack the strength to use them.
{130388} {Logram's getting sick of taking orders from Garius}We captured your emissary. We have given your dark priests all the dead they have asked for.
{130389} My war chief Yaisog here is gathering the tribes for a new attack against these humans... even as we <i>waste</i> time here listening to you.
{130390} This weak Greycloak tribe will fall, Logram... without help from Garius or his accursed priests of shadow.
{130391} If you fail, Logram, then Garius will need further sacrifices. And the next corpse given to the Shadow Priests will be yours.
{130392} {Nods, cold}That is good. {Show Shadow Priests walking in to back up Lorne}Because Garius has sent more here to watch over you. 
{130393} {Lorne walks off as we fade out}And unless you drive the Greycloaks from Old Owl Well, then they will carry out the orders that you cannot. 
{130394} |FADE OUT|
{130395} You threaten <i>me?!</i> Here, in orcish lands? I fear not your lord Garius, nor your dark priests! 
{130396} | Shot of Wyvern doing a cool animation. Could be a taunt. Could also be a custom animation that we asked for. We'll see. Taunt for now. |
{130397} |SCRIPTER: If we can get a wyvern to swoop to the ground or jump, we'll do that. Otherwise, it just charges.|
{130398} {Cutscene 1} |This is a whole lot of comments so that the cutscene pauses here for a moment. Timing, timing, timing.|
{130399} {Githyanki watching the player from concealment. Speaks to a peer}I must report to Zeeaire. The {KALAK-cha}<i>Kalach-Cha</i> is in the Sword Mountains.
{130400} You will personally lead this attack. Our quarry shall not escape again.
{130401} Attack. Destroy the {KALAK-cha}<i>Kalach-Cha.</i>
{130402} | SCRIPTER: Troll feeding on dead orc. |
{130403} {quietly, so as not to alert the troll they've just spotted}Troll. {Beat}This could get nasty.
{130404} {Troll senses the player} Huhr?
{130405} Rawr!
{130406} | SCRIPTER: Player runs up to check the crate. JOHN/ERIC: We should check and see if the continue node will work properly in the editor in this instance - ideally, we would want it to check the CNPC and do a smooth jump with no clicking on the "continue." |
{130407} {Slight impatience}Let me take a look. That crate has an academy seal on it anyway. 
{130408} {Slight surprise}Hey, these are blastglobes... a whole crate of them.
{130409} Oh, yeah - they're really powerful. I saw one go off once. {Beat}It was incredible.
{130410} {Getting into it}They use them in city defense - it's like a poor man's fireball. They give them to the Greycloaks to hurl at enemies. 
{130411} The last time they were used was against an orc invasion, if I remember correctly. {Beat}But history bored me, so I can't recall when it happened. 
{130412} {Looking around}This cave may have once been used to store supplies during orc attacks. That would explain the globes being here - and the human skeletons.
{130413} {Warning}These don't look stable - and blastglobes don't keep well. You can tell by the reddish tinge along the surface there.
{130414} Still, one or two of them still look safe to use. {Beat, wary}The rest could explode at any time.
{130415} Good idea. {Beat}I'm not ready to get blown to bits just because someone tripped.
{130416} {Shrugs, doesn't agree with decision}All right - I may be able to keep an eye on them, check for warning signs when one's about to blow.
{130417} Mind if I take a look? Little dangerous glass globes in carefully packed crates are a specialty of mine.
{130418} {Nodding, studying explosives}Ah, yes. I've heard of these. Never seen one used, though - at least not safely. They're <i>quite</i> rare.
{130419} I believe these are known as "blastglobes." They've been used by the Greycloaks of Neverwinter for quite some time.
{130420} They are only used in emergencies - and extreme ones, at that. {Thinking}The last time they were used was against an orc invasion, but the date escapes me. Probably one of hundreds, really.
{130421} Oh, they use a simple manual projectile motion typically with a parabolic attack vector to concuss the target - in layman's terms, you throw them at your target and they explode. {Beat}Both the globe and the target.
{130422} {A little impressed}I must admit, the mages of Neverwinter were quite clever to find a way to contain such power inside these fragile globes.
{130423} Well, I can only assume that they were either stolen, or this is an emergency stash that the Greycloaks used during the frequent battles over the Old Owl Well in the past.
{130424} {Tsking}These, unfortunately, don't appear to be very stable. There's little chips and cracks on many of the globes.
{130425} One or two of them may still be safe enough to use. The rest of the batch is likely to be <i>quite</i> volatile, however.
{130426} {Reluctant}I suppose that <i>is</i> the wisest decision. {Sighs}I had hoped to experiment with a few of them, but I guess random explosions in the midst of a fight could be unnecessarily distracting.
{130427} Oh, excellent. I'm sure I can devise a way to safely carry the lot.
{130428} {Eager, jumping}Come on, let me take a look.
{130429} Hey, I've seen these before. I think they're called "blastglobes." {Chuckles, smiling, thinking about him exploding}I saw one of the Greycloaks use them once.
{130430} Yeah. They're pretty rare. The Greycloaks use them for city defense. {Smiles, cheerful memory}The one I saw blew himself up with one.
{130431} {Try to replace "boom" with a sound effect Neeshka makes}Throw them, and "Boom." I guess mages figured out how to put fire inside these things.
{130432} Well, the ones in this crate don't look like they're in very good condition.
{130433} I don't know. But judging from the scraps of cloth laying around here, I'd say the Graycloaks were the ones that brought the box here. Maybe they were "orc hunting" and got caught.
{130434} {Wary}I'll tell you, though... the ones in this crate look like they've seen better days.
{130435} {Skeptical}One or two of these we could probably use safely. The rest look like they'd explode if we even breathe on them.
{130436} {Slightly relieved}Good plan. I'm not keen on these things going off while we're in the middle of a fight.
{130437} {Shrugs}All right. I'll try and rig something up so this box doesn't move around too much.
{130438} {Curious}What's in the crate?
{130439} {Player ran up to a crate without her}Hey, wait for me - anything you find, we split.
{130440} [The crate is filled with small globes, covered in dust. They look fragile.]
{130441} [Success] [The globes look like they were intended to break, most likely when thrown at a target. If you recall your knowledge of spellcraft, these may be "blastglobes," once used by the Greycloaks during an orc invasion of the area.]
{130442} [Still, some of these globes have a cracked surface. Only some of them look stable enough to use properly.]
{130443} [Success] [The globes look like they were intended to break, most likely when thrown at a target. From your knowledge of traps, these may be "blast globes," occasionally used by sapper teams in siege warfare.]
{130444} [You also notice some of these globes have a cracked surface. Only some of them look stable enough to use properly.]
{130445} [These tiny glass globes look like they can be carried easily and held in the palm of the hand. They seem to be intact - and may be valuable.]
{130446} [You take the whole crate of globes and put in your pack.]
{130447} [You take a handful of globes with you and place them in your pack.]
{130448} [Failure] [You don't notice anything special about the globes.]
{130449} {Player just ran up into a crate, a little sarcastic}So what's inside? Was it worth the run?
{130450} {They just spotted a crate}Why... a crate. How did it wander all the way out here?
{130451} {Looking around at the bodies}If the Greycloaks pursued the orcs here, that would explain why the blastglobes are here... and the corpses. 
{130452} {A little sad}Still, that would explain why there's all these Greycloak bodies lying around... they may have been pursuing the orcs into the mountains and been killed. 
{130453} Sounds dangerous.
{130454} What do they do?
{130455} Blastglobes?
{130456} Doesn't sound like they're very safe to use.
{130457} I wonder how a box of them wound up here.
{130458} Sounds lke they're pretty useful.
{130459} Leave everything here. We can come back later if we need to.
{130460} Grab the ones that look stable. We'll leave the rest here.
{130461} I'm willing to risk it. Let's take the whole lot with us.
{130462} Get to the point. What are they?
{130463} That's very interesting. So what are they?
{130464} What have you heard?
{130465} They're some kind of weapon?
{130466} So how are they used?
{130467} What do they do?
{130468} Doesn't sound like they're safe to use.
{130469} I wonder how a box of them wound up here?
{130470} Sounds like they're pretty useful.
{130471} Leave everything here. These are too dangerous to take with us.
{130472} Grab the ones that look stable. We'll leave the rest here.
{130473} I'm willing to risk it. Let's take the whole lot with us.
{130474} Sounds dangerous.
{130475} What do they do?
{130476} Blastglobes?
{130477} Doesn't sound like they're very safe to use.
{130478} I wonder how a box of them wound up here?
{130479} Sounds like they're pretty useful.
{130480} Leave everything here. We can come back later if we need to.
{130481} Grab the ones that look stable. We'll leave the rest here.
{130482} I'm willing to risk it. Let's take the whole lot with us.
{130483} [Spellcraft] Examine the globes.
{130484} Examine the globes.
{130485} [Disable Device] See if you can spot any traps on the globes.
{130486} Step away from the crate.
{130487} Take the entire crate of globes.
{130488} Remove only the stable globes.
{130489} | Orcs looking down canyon. |
{130490} You think Hrulgat in trouble? Maybe we should go look.
{130491} Me not going anywhere. Hrulgat say wait. Me wait.
{130492} Maybe Hrulgat find troll? He need help if he find one.
{130493} You talk too much. Trolls might hear you. Be quiet.
{130494} That look like Hrulgat. Why he running?
{130495} | SCRIPTER: Hrulgat being chased by a troll. |
{130496} Me not stay here. Run!
{130497} [Success] Aaah! Troll! Run!|They flee|
{130498} [Wait to see what happens.]
{130499} [Attack the orcs.]
{130500} [Intimidate] [Let out a yell to scare the orcs.]
{130501} | Rockslide, Return Visit. |
{130502} | SCRIPTER: Player runs to base of the rockslide and places crate of blastglobes. |
{130503} | SCRIPTER: Player and party all run away from rockslide. |
{130504} | JOHN/ERIC: Audio request. Boom! Stuff flying everywhere.  Cool. |
{130505} | Rockslide. |
{130506} {Grunts}We'll have to find another way around. It would take a dwarven engineering team a week to clear away this rockslide.
{130507} |THERE IS NO SPEAKER FOR THIS. THIS IS MERELY AN IN-GAME MESSAGE|[ This rockslide blocks your path. Unless you can find someway to remove the obstacle, you'll be unable to continue on. ]
{130508} {Studying terrain}This rockslide looks like it happened not too long ago... the rocks are still loose, there's not much dirt packed between them.
{130509} {Dusting hands off after examination}From what I've heard, avalanches in Old Owl Well are not uncommon... especially with orcish warhorns blasting through the canyons.
{130510} I think we should find another way around. There's no way we could remove these rocks by ourselves.
{130511} {Slight frown, studying rockslide}This slide's begging to have a fireball thrown at it - with a big enough blast, I bet those rock fragments would go flying.
{130512} {Sigh}Still, I can't muster that kind of power. {Frowns}Too bad, would have been fun to see it blown apart.
{130513} {Studying rockslide}Look at this rockslide. Must have been caused by an avalanche. 
{130514} Doesn't look like there's anyway around it - unless we removed it piece by piece over the course of a year - or blew it apart. 
{130515} Well, we're not getting around this pile of rocks. We'll need to find another way around.
{130516} | If Qara is there, have her shoot a fireball to detonate the BlastGlobes |
{130517} Is it just me, or do we just seem to attract orcs to us?
{130518} {Curious at end}It looks like we caught them by surprise. I wonder what they're waiting for?
{130519} {Just got done butchering orcs, pleased}Well, that was entertaining. Looks like we caught them by surprise for a change.
{130520} | SCRIPTER: More orcs come charging. |
{130521} {Grim, but pleased, as orcs attack}Just like orcs - they don't know when to quit.
{130522} {Someone runs in and starts killing the orcs, surprised, then indignant}Wh-? Hey! Those are our orcs! 
{130523} |Rumbling sound, like an approaching army|
{130524} |The mountains are now swarming with orcs running toward the party|
{130525} | JOHN/ERIC: This might be a good place for a close-up shot of Casavir's face here. |
{130526} |Casavir enters and begins cutting through orcs|
{130527} |Pow!|
{130528} |Cut!|
{130529} |Slice!|
{130530} |Rumbling sound, like an approaching army|
{130531} | SCRIPTER: More orcs come charging. |
{130532} |The mountains are now swarming with orcs running toward the party|
{130533} {Staring at charging orcs}How many orcs are <i>in</i> these mountains?
{130534} | JOHN/ERIC: This might be a good place for a close-up shot of Casavir's face here. |
{130535} |Casavir enters and begins cutting through orcs|
{130536} |Pow!|
{130537} |Cut!|
{130538} |Slice!|
{130539} Okay, well, maybe now there's a little less - let's knock the number down even more.
{130540} |Rumbling sound, like an approaching army|
{130541} | SCRIPTER: More orcs come charging. |
{130542} |The mountains are now swarming with orcs running toward the party|

{130543} {To herself as orcs charge}All right, it's not just me. We definitely attract orcs.
{130544} | JOHN/ERIC: This might be a good place for a close-up shot of Casavir's face here. |
{130545} |Casavir enters and begins cutting through orcs|
{130546} |Pow!|
{130547} |Cut!|
{130548} |Slice!|
{130549} {Watching hero slaughter attacking orcs}All right... for once, I think someone is helping us out.
{130550} |Rumbling sound, like an approaching army|
{130551} | SCRIPTER: More orcs come charging. |
{130552} |The mountains are now swarming with orcs running toward the party|

{130553} | JOHN/ERIC: This might be a good place for a close-up shot of Casavir's face here. |
{130554} |Casavir enters and begins cutting through orcs|
{130555} |Pow!|
{130556} |Cut!|
{130557} |Slice!|
{130558} {Slightly irritated}Our prisoner <b>still</b> refuses to talk. {Beat}Prepare the rack. We shall have to employ more... primitive methods. Lorne will expect results.
{130559} At once, sir. We'll break him eventually.
{130560} | JOHN/ERIC: We should have a camera angle showing the interrogator and Luskan Guard turning to see player. |{To player}It seems we have intruders. Take them!
{130561} Only then can he be turned. If he cannot be turned, then we will have to find Lorne another emissary to strike within Neverwinter's walls.
{130562} {Looking at a dead dwarf, sad}One of my brothers - struck down by bugbears. {Beat, downnote}If Khulmar is right, we Ironfists can't afford to lose any more of our clan.
{130563} {Angry, defiant}If I had been leading this expedition, we wouldn't have been caught by surprise by the bugbears, I can promise you that.
{130564} | Influence Gain Khelgar |{Determined}There is that. {Beat}I'll not let my people down.
{130565} {Exhausted, letting rage go}Bah. He died in battle. I dishonor his memory with all this hand-wringing.
{130566} | AUDIO/SCRIPTER: Bugbear Laughter. We see bugbears coming out of hiding. |
{130567} | SCRIPTER: More bugbears appear. |
{130568} Look... another dwarf. The bait we set has drawn more, as we hoped.
{130569} {Sees the killers who killed his clan brother}You'll all <i>pay</i> for his death. {Beat}For Ironfist!
{130570} | Influence Loss Khelgar |{Upset}Enough of your words! Do you think I don't know that?! 
{130571} | Influence Loss Khelgar |{Upset}Of course there is! I could have fought with him, died with him! 
{130572} {In case Khelgar is not in party}
{130573} | AUDIO/SCRIPTER: Bugbear Laughter. We see bugbears coming out of hiding. |
{130574} | SCRIPTER: More bugbears appear. |
{130575} You're here now. You can complete their mission and help your clan.
{130576} We need to keep moving.
{130577} They were scouts, Khelgar. I doubt you could have done much better.
{130578} I doubt there's anything you could have done if you were here.
{130579} You're right - if you <i>had</i> been with him, this wouldn't have happened. But you weren't.
{130580} |SCRIPTER: Make sure the player isn't the target of this conversation so that they show up as barkstrings|{Gruum and Grishk hiding behind door, waiting to ambush the player when he enters}Smart idea, brother. The intruders won't expect our trap.
{130581} You think our bugbears already finished them?
{130582} Maybe. Maybe not. Better to be safe.
{130583} {Referring to bugbears arguing over loot down a hall from the ogre room}I wish those bugbears would stop arguing. I can't hear anything on the other side.
{130584} {Flat delivery. We may be hearing this multiple times.}If you have not entered the clanhold, then you have no business with us.
{130585} Then leave us be. We will be able to complete our mission once we have healed well enough to travel again.
{130586} Hnh. By the time you make any progress, my team and I will have healed well enough to take over.
{130587} {Irritated}Hnh. The rock in this region has always proven difficult to carve, and it's not one for keeping its shape without a good hammer disciplining it. 
{130588} {Thinking a little}We'll have to find another way, then - there's other entrances we might be able to uncover.
{130589} {A little concerned}Are you good to keep traveling these mountains? If you like, I c-{"could"}
{130590} {Dismissive}Our wounds have healed, and you've already given us enough aid. {Musing, beat}Perhaps we were too quick to judge your allies, Khelgar. 
{130591} {To player, a little more formal, like a pledge}The Ironfist Clan is in your debt, <FullName>, this I swear to you in stone and steel. Such a debt shall not be forgotten in the days to come. 
{130592} {A little softer, not as pissed, but slight reprimand at end}And Khelgar... if your path lies with this one, so be it. But the clan shall await your return.
{130593} |Male PC|{Smiles}It shall not be long, I think, Khulmar, but someone needs to watch out for this little one or else he'll be lying in a grave.
{130594} |Female PC|{Smiles}It shall not be long, I think, Khulmar, but someone needs to watch out for this little one or else she'll be lying in a grave.
{130595} Very well, Khelgar, may stone shield you from the sky, and ale be always at your hand - {beat, then warning}but not too much ale, you know how you get after the twelfth tankard.
{130596} {Beat, watching Khulmar walk away}Well, that was a chance encounter - and a chance to do some good, I think. The Ironfists have had rough times these past few years.
{130597} |Whether in party or not|So, are we ready to crack some more skulls? 
{130598} I'll see you back at the Sunken Flagon, then - and who knows, maybe I'll find a few bugbears in need of burying along the way.
{130599} |Khelgar not in the party, no Neeshka in party|{Sees player}Ah - there you are, running around, butchering orcs without me.
{130600} {Hmmphs at beginning}You don't expect me to sit around on some bar stool waiting for you to get back, do you? Especially when a good fight's waiting to be had. 
{130601} {Quietly, to self}I would have thought a tankard would have been enough of an anchor - was I wrong.
{130602} {Quietly, NOT sarcastic, slight teasing}I suppose such patience <i>was</i> a bit much to expect from you. 
{130603} These are members of my clan, heard word of them while I was in the Sunken Flagon - turns out one of our old clanholds lies in this area, and they were scouting it out, reporting back. 
{130604} {Gruff, disapproving, actually criticizing Khelgar here}The clanhold here is no mystery to those who know our history. {Reprimanding}We have sought to take it back for some time, Khelgar. 
{130605} Oh, this here is {KUL-MAR}Khulmar. 
{130606} {Disapproving}These are your new allies, Khelgar?
{130607} {Not noticing the suspicion and disapproval}They are - they're a good bunch, good in a fight. Could help us break those bugbears. 
{130608} Bugbears are controlling the pass to the clanhold, and they've been giving the scouts a rough time of it. 
{130609} {Disapproving, doesn't like the shame}It's nothing we can't handle, Khelgar. No need to shed the blood of non-clan - and this is an <i>Ironfist</i> matter. 
{130610} |Default Node|So, what say you? 
{130611} |Either Casavir, Qara, Neeshka, Elanee, Grobnar|Nonsense, these all are spoiling for a fight. What say you all - you all want to give the vultures some bugbear corpses to feast on? 
{130612} {Warning}We're already risking our lives out here. Going underground is a few leagues short of smart.
{130613} And in case anyone else here fell asleep in cultural studies, we all know what exploring old dwarven holds digs up - traps, monsters best left undisturbed, and lots of explorers' bodies. Let's not add to the mystery. 
{130614} If they are in need of help, we should do what we can. The more allies we have in these mountains, the better.
{130615} A dwarven presence in these mountains, especially the Ironfist clan, would also make tactical sense as well. 
{130616} {Rolls eyes}Yeah, that's great, Casavir, fight the good fight. Maybe we can carve that on our tombstones - if anyone finds our bodies at all. 
{130617} {Thinking, trying to be persuasive}You know, old dwarven halls tend to have lots of gold and gems, just lying around for the taking.
{130618} {Irritated}Maybe so, but nothing <i>your</i> thieving hands will see, fiendling. 
{130619} {Wary}The less time we spend in these mountains, the better - I don't welcome the thought of going deeper inside them, but if we must...
{130620} Why does one even need to ask?! It sounds like a tale waiting to happen- 
{130621} {Wistful, throws his hands in the air, like painting a picture}Think of it, Grobnar Gnomehands, and the liberation of the Ironfist clan, and all its engineering marvels, a tale for any tavern, for every man, woman, and child!
{130622} {Irritated}Who is this gnome? 
{130623} {Quietly, muttering}He's arrow bait. I'll tell you about it later. 
{130624} {Irritated, breaking in}We have no wish to hold you up. It seems we both have wasted enough time here as it is.   
{130625} {Incredulous, then angry}You speak of gain and greed? Then what is to be gained by this is nothing <i>you</i> would understand.
{130626} {Irritated, breaking in, make "gesture" spoken with slight contempt}We are grateful for the... gesture, but such false courtesies are wasted on us. 
{130627} Khelgar, stay with your new band, we neither asked for your help nor require it. This is Ironfist clan business.
{130628} {Slight confusion}Eh? I'm Ironfist clan - your fight is my fight.
{130629} {Now he's pissed}Those were not the words you used when you left so long ago to pursue this mad... idea of yours. 
{130630} {Venting}You seek to learn how to fight, but you have cast the aside the <i>why</i> of it - clan honor, duty, these are things you have forgotten the value of.
{130631} Stay with your new band, we do not need your help. You are either with us, or on your own. 
{130632} |Khelgar not in party, Neeshka is|{Sees player}Ah - there you are, running around, butchering orcs without me. 
{130633} {Quietly to herself, rolling eyes}And doing <i>fine</i> without you, I might add. 
{130634} {Warning tone, responding to insult.}Eh? Thought I heard something like a sneeze and brimstone, but maybe I was <i>mistaken,</i> eh?
{130635} {Gruff, challenging, wary - player just approached him}You're a strange band to be wandering these mountains.
{130636} {A little surprised}Khulmar? I could say the same - what are you doing here, far from Ironfist lands?
{130637} {Disapproving, slightly angry, thinks Khelgar is shirking his duty}Not as far you'd <i>think,</i> Khelgar, though I doubt we are here for the same reasons. 
{130638} This here's Khulmar, one of the best scouts of the Ironfist clan and good in a fight. {Beat}Neither one, of course, explains what he's doing here, though.
{130639} {Gruff, challenging, wary}It's clan business, not for outsiders.  
{130640} |Neeshka or Grobnar is not in party|Ah, but Khulmar, these are friends. Who's blood is that on your armor? Orc?
{130641} |Neeshka or Grobnar is in the party|Ah, but Khulmar, these are friends... {gruff, muttering, referring to Neeshka, Grobnar, etc.}well, most of them, anyways. Who's blood is that on your armor? Orc?
{130642} {Gruff, challenging, wary}We are scouting out the old Ironfist clan hold in these mountains, seeing if it can be reopened - or retaken. 
{130643} | Influence Loss Khelgar |{Reluctant}Eh... all right, then. If our paths are meant to part so be it - but it doesn't feel right.
{130644} Maybe you should have remembered that when you first left, Khelgar.
{130645} | Influence Gain Khelgar |{Eager}All right then, let's get to the clanhold door... and hopefully there's something beyond it that needs to be taught a lesson in battle.
{130646} There are bugbears blocking the way, but they will not do so for long.
{130647} Bugbears? Then what are we waiting for? Let's bury them!
{130648} | JOHN: Need to check to see if the player has gauntlets. |But we found something else... look at this, Khulmar - what do you see?
{130649} {Slight weary, then getting slightly more interested as he focuses}It's a pair of gauntlets, Khelgar. Well-crafted, to be sure... and they have the mark of...
{130650} By {Clan-ged-in}Clangeddin's hammer, are my eyes blinded... are those the Gauntlets of Ironfist? 
{130651} {Getting eager}The same. Who knows what other treasures are buried deep in the clanhold, Khulmar, but if we found these after a quick search... well, who knows even the rest of it might be down there.
{130652} {A little in awe}You've found a relic, Khelgar... part of our history. 
{130653} {Shakes it off}I didn't do it - you have my friend here to thank. {Beat}And we never would have known this place to be here if you hadn't been here before us, Khulmar. 
{130654} And the gauntlets, well, they should rest with the clan, I think.
{130655} No, Khelgar - if you two found them, then they were meant to be held by you both - for a time. When your journey is done, perhaps you shall return them to us. 
{130656} | JOHN LEE: Set SPOKE ONCE flag here. |Perhaps you'd care to tell us what brings a band from Neverwinter here, into Ironfist lands.
{130657} It is... though the clanhold is buried under stone, lock, and beast, it is Ironfist land nonetheless.
{130658} We are only here to reclaim our ancestral lands, too long lost in history books and chronicles. It has proved more difficult that we thought.
{130659} Beneath the ground lies a clanhold of the Ironfists, and only now have we been able to mount an expedition to reclaim it.
{130660} If you mean no threat, then my words are simply words, nothing more. There's enough dangers in these mountains without making more.
{130661} {Frowns}Yes... it seems you have run across our kin, no doubt still on his foolish quest. 
{130662} {Disrespectful, dismissive}He left us some time ago, and we have not seen him since - but if you crossed paths with him, then at least we know he still lives.
{130663} {Gruff}No... this is an Ironfist matter, no one else's. 
{130664} The clanhold is not far from here, though the door is sealed - I have the means to open it, but we are not yet prepared to mount another assault.
{130665} The means of opening the door is not knowledge that I will share outside our clan, if you think to rob the place. It has been despoiled enough. 
{130666} You are welcome to stay here as long as you need to recover, but that is all.
{130667} | Return, haven't gone through Khelgar quest |{Snorts}So the strange band has returned.
{130668} {Gruff, unwilling}If you have come to rest, we grant you the protection of Ironfist lands, such as they are. 
{130669} Try to crack the door if you can, but you will age and die before the door opens, that I swear to you.
{130670} If you wish to help, then know that the door is sealed to the clanhold - and if you can recount the legend of King Loudram, then you will know how to open it.... I think <i>that</i> part of our history is fresh enough in your mind.
{130671} Whether you return or not, it does not matter to me, and it does not matter to the clan.
{130672} Be careful who you defend, Khelgar rarely keeps someone's trust for long.
{130673} {A little surprised, gruff, hurt}Khulmar... hold on. If there's something I can do to help the clan...
{130674} If you truly want to help us, then come back to us when you have done something of note, not words, Khelgar. Until then, we have little more to say.
{130675} I'm not interested in exploring your clanhold.
{130676} I'll get to it when I have time.
{130677} I'm working on it.
{130678} |Reached the end chamber|We explored the stronghold, but it's collapsed. There's no way through.
{130679} I think <i>I'm</i> the one watching <i>you.</i>
{130680} Maybe you have me confused with someone else. 
{130681} Little? Compared to <i>you?</i> 
{130682} Actually, why don't you head back to Neverwinter, and we'll meet up with you there. 
{130683} Let's go.
{130684} I thought you were back at the Sunken Flagon.
{130685} Who are these other dwarves?
{130686} Khelgar? What are you doing here?
{130687} You all look like you've seen battle.
{130688} What are you talking about?
{130689} Bugbears?
{130690} We've got our hands full with orcs right now, we can't. 
{130691} Khelgar, we still need to find the Waterdeep emissary. Can this wait?
{130692} This sounds like a waste of time. 
{130693} What's in it for us if we aid you?
{130694} We'll help you out. 
{130695} Khelgar, let's go - you don't need them. 
{130696} We are with you, and we want to help.
{130697} | JOHN LEE: If SPOKE ONCE flag below is not set. |You look like you've seen battle.
{130698} | JOHN LEE: If SPOKE ONCE flag below is not set. |What are you doing here?
{130699} | JOHN LEE: If SPOKE ONCE flag below is not set. |Khelgar, who is this?
{130700} This is Ironfist lands?
{130701} Maybe you'd like to tell me what you're doing here.
{130702} Are you okay? You look wounded.
{130703} That better not have been a threat.
{130704} There is a clanhold here? 
{130705} Can we help?
{130706} Where is this clanhold?
{130707} Ironfist? As in <i>Khelgar</i> Ironfist?
{130708} This is no concern of ours.
{130709} Your gesture is appreciated.
{130710} I think we'll move on.
{130711} Where is the Ironfist clanhold located again?
{130712} We don't mean to rob it, we just wanted to help.
{130713} We'll see about that. 
{130714} | JOHN LEE: Need to check SPOKE ONCE flag below. |They're here to reclaim the Ironfist clan hold.
{130715} | JOHN LEE: Need to check SPOKE ONCE flag below. |Care to introduce us, Khelgar? We didn't exchange names the first time around.
{130716} | JOHN LEE: Need to check SPOKE ONCE flag below. |Maybe we can help this time.
{130717} Maybe you better watch how you talk to my friend.
{130718} [Add Elanee to the party]
{130719} | Player sees agitated looking bugbears. |
{130720} [The bugbears seem to be arguing over something, but you can't quite make it out. They seem too distracted to notice you, however.]
{130721} {Sees bugbears arguing over gold, sees an opportunity}This should be interesting. Let's just sit this one out and see what happens.
{130722} | Party hides behind rocks. |
{130723} [Success] We already agreed, Pashtak. We split the gold evenly.
{130724} I killed the most, <i>I</i> should get most of the gold.
{130725} We only killed two of the dwarves, Pashtak, and you killed one.
{130726} So I share most of the gold with Morgrim.
{130727} Then if I kill you, I'll take your share.
{130728} Do it. We don't need Pashtak.
{130729} | Pashtak gets run through. |
{130730} Now Pashtak's share is mine.
{130731} | Bugbear is run through. |
{130732} | Fade out. |
{130733} | Fade back in. Only two bugbears are left standing. |
{130734} We split the gold evenly.
{130735} [Failure] What was that?
{130736} More intruders... which means more gold for all of us. 
{130737} {Quietly, hissing, just been spotted}Shhh. Nobody move.
{130738} Hnh. I heard something.
{130739} It was nothing, Pashtak - you're trying to distract us from the gold.
{130740} {Quietly, hissing, just been spotted}Come on, let's get to cover... quietly.
{130741} More intruders... which means more gold for us.
{130742} [Attack.]
{130743} [Hide] [Find a place to hide.]
{130744} | JOHN/ERIC: This dialogue should be replace 13_grishk, just to keep the logistics straight. |So you killed my brothers. Good. Now I don't have to share with them.
{130745} {To his bugbear guards}Kill them. We'll find the other dwarves after we're through here.
{130746} | Player enters a cave with lots and lots of corpses. If no companion, this drops out here. |
{130747} {Just stumbled across a burial ground, but there are many corpses... too many}What is this place? {Beat}That's it. I am <b>never</b> traveling in the mountains again.
{130748} {Just stumbled across a burial ground, but there are many corpses... too many, He's disturbed, something's wrong, feels evil in the air}These corpses... I know these men and women, I served with them. 
{130749} {Just stumbled across a burial ground, but there are many corpses... too many}Uh... I don't know what this place is, but maybe we should back away and move on. 
{130750} {Came across a lot of bodies}What is this place? Some kind of burial ground?
{130751} {Warning, looking around at the burial ground, trying to sense something, struggling to find the words}We should be careful. Something is wrong here... the feeling in the ground - and from these bodies, it's like... a shadow, like death.
{130752} {Scoffs}"Like death," she says. That we can see.
{130753} {Firm, sensing a great evil, a little quiet}I sense it, too.
{130754} {Apprehensive}I've felt this darkness before, deep within the Mere. The shadows are thick here, seeping into the land... whatever is in the Mere is touching here as well.
{130755} {Rolls eyes, quiet}Great. Now the druidess has an echo.
{130756} {Confused}Some of these soldiers fell in battle against the orcs, but their bodies were never found. {Beat, starting to get suspicious and angry}I do not know how they ended up here.
{130757} {Just stumbled across a burial ground, but there are many corpses... too many}What is this place? {Beat}That's it. I am <b>never</b> traveling in the mountains again.
{130758} {Just stumbled across a burial ground, but there are many corpses... too many}Uh... I don't know what this cave is, but maybe we should back away and move on. 
{130759} {Came across a lot of bodies in a cave, but something's odd about the bodies}This looks like some kind of burial chamber. But...
{130760} {Firm, sticking up for bodies of old comrades}I have no intention of leaving this place until we find out who has done this. These men and women deserve more than to be abandoned here.
{130761} | Influence Loss Casavir |{Player just suggested looting Casavir's dead friends.}Leave them be. I will not stand here and allow you to pick at them like a vulture.
{130762} {A little way, player just suggested looting the corpses}Normally, I'd say we take what we can, since the dead can't use it... but this place feels wrong. {A little quieter}I think we should just go.
{130763} {Quietly}I agree. It's all around us.
{130764} | Influence Gain Casavir |{A little quiet, agreeing with player on paying last respects to dead comrades}They deserve that much, at least. {Beat}I thank you for showing respect for those I stood with.
{130765} {Surprised}Eh? {Snorts, scoffing}You sound like the tree-worshipper.
{130766} {Quietly, slight sarcasm, but still uncomfortable}You sound like Elanee. I mean... this place does feel strange, but...
{130767} {Slight sarcasm, to herself, the player just said something like Elanee would say}And I thought we'd left Elanee behind. 
{130768} {Walked into a burial chamber, starts feeling strange}This is strange... orc tribes of the Well do not put their dead side by side with human bodies.
{130769} {Walked into a burial chamber, starts feeling strange}Strange... from what I had heard, orc tribes of the Well do not usually place their dead side by side with human bodies.
{130770} {Wary, too many bodies around}I don't like this. I'm not above looking around... maybe robbing a corpse or two... but this place just feels wrong.
{130771} | Influence Gain Neeshka |{Wary}All right... but sometimes I'd rather have something way, way behind me rather than face it straight on.
{130772} | Influence Gain Neeshka |{Wary, then a little greedy}You're probably right... it's odd how these bodies are stripped of their possessions. They must be stored somewhere inside.
{130773} | Influence Loss Neeshka |{Wary}I'd rather leave well enough alone than join the other bodies in here... {Resigned, disapproving}but no way I'm staying behind, either.
{130774} | Influence Gain Neeshka |{Wary}Sounds smart to me... I'd rather have something way, way behind me rather than face it straight on.
{130775} {Studies chamber, then gets more suspicious at the end}This does look like some sort of burial chamber, though. All the bodies arranged like that - orcs and humans. Maybe we should take a look around, see what we can find.
{130776} | Influence Gain Casavir |{Firm}I agree. I want to know who has done this, and why.
{130777} {Grunts}I'm ready for a fight. Maybe we can add some more orc bodies to the floor.
{130778} {Sarcasm, more to herself}From bloodthirsty orcs to creeping around in tunnels filled with corpses... this just gets better and better.
{130779} {Wary}As oppressive as this place is, we should see what is causing this... blight. {A little quieter}If we do not, it may spread further.
{130780} {Taking another look around chamber}You know... the way these bodies are arranged, it reminds me of some diagrams I've seen in necromancy books.
{130781} {Wary, starting to get a little scared}Look, I think we're better just leaving this place be. {To player}Don't you think?
{130782} {Sensing evil, wants to go confront it}I do not know, but I do not like the feel of this place.
{130783} {Studies chamber, then gets more suspicious at the end}Looks like some sort of burial chamber. But all the bodies arranged like that - orcs and humans. 
{130784} I don't think this was meant to be a burial chamber. Something about it...
{130785} {Firm}We should press on and see what lies deeper in the cave.
{130786} Maybe we should take a look around, see what we can find.
{130787} | Influence Loss Casavir |{Firm, sticking up for bodies of old comrades}I think leaving now would be a mistake. These men and women deserve more than to be abandoned here.
{130788} {Stern, unhappy}But I will abide by your decision. We have an important mission here in the Well... one that we cannot set aside.
{130789} {Shot two of bodies. Dead bodies. Dead bodies everywhere.}
{130790} {One more shot of bodies. It's a horror movie! Bodies everywhere!}
{130791} Why would someone bring these bodies here?
{130792} | PC is Druid |This place feels strange. It's not just the bodies, but the ground - and the cave itself.
{130793} | PC is Paladin or Priest |Something feels wrong here. Almost oppressive... evil.
{130794} Let's take a look around.
{130795} I think we should leave this place - and quickly.
{130796} | Chaotic and Evil Response |Search the corpses, see if there's any gold or valuables on them.
{130797} | Good response |These bodies deserve funeral rites, not to rot in a cave like this.
{130798} We have to find out what's going on here.
{130799} Follow me, or stay here with the dead, I don't care.
{130800} I don't like it either. We should leave.
{130801} I trust your instincts on this one - but I'd rather know what's here than have it come after us later.
{130802} But there might be something valuable beyond, and these bodies are just a warning.
{130803} | Lawful Response |We have a responsibility to find out what's going on here.
{130804} | Good Response |No one deserves to be piled here like this. We owe it to them to continue on.
{130805} | Chaotic Response |I could care less what's going on here, but I'm curious where this cave leads.
{130806} | Evil response |Be quiet and follow me, or join these bodies on the floor.
{130807} | PC is Warlock |There is an eldritch power at work here… the cave reeks of it.
{130808} [Add Grobnar to the party]
{130809} Send out another search party. Make sure you find every one of those dwarves.
{130810} Maybe we'll find orcs too. We're getting tired of having to avoid them, Gruum.
{130811} We've already told you, leave the orcs be. Let them and the humans kill each other.
{130812} Go find the sneaking dwarves. I must let my brothers know they are here.
{130813} | Gruum sees the player. |
{130814} Bah... seems we're not as well hidden as we thought. Destroy these intruders, then find the rest.
{130815} | Player gets close to the magic gauntlets laying on the floor. Khelgar runs up to it|{Looking at magic gauntlets, slightly incredulous}I don't believe it. Our clan thought they had been lost forever.
{130816} {A little offended}Just gauntlets? These were worn by kings! {Muttering}"Just gauntlets." Bah.
{130817} My clan history may not be what it should, but I know what these are - the Gauntlets of Ironfist, held by the first of our kings...{trails off}
{130818} {A little reverent and sad}{TOR-im}Torim Ironfist, our last great king, was said to have worn them when our homeland fell to the orcs. {Frowns}But that would mean this clanhold is...
{130819} {Beat, a little surprised}This must be our first clanhold, the halls where Torim made his final stand... {beat, revelation, wonderingly}if I had only <i>known</i> this place was here... that <i>these</i> were here.
{130820} {Reacts as though the player just suggested that Khelgar isn't a dwarf}What? I'd sooner cut off my beard! This belongs to my clan, and was meant to be worn by an Ironfist, not sitting on some merchant's shelf.
{130821} Oh, it's much more than that. We Ironfists wouldn't wear something like these if they didn't have a practical use, too.
{130822} {Still a little awestruck}Anyone who wears them gains the strength of ten, maybe twenty... it's how the clan earned the name Ironfist. {Beat}With these, you could probably punch through a stone wall.
{130823} {Irritated}That's not the point. I was just trying to give you an idea of how powerful these are.
{130824} {Nods}And that's just the beginning. It's said that if the wearer also wielded the Hammer of Ironfist, he could fell dragons with one blow.
{130825} Well, that last bit may be an exaggeration. It's an old story... and my knowledge of clan history isn't what it should be.
{130826} {Shrugs}So the tale goes. It's not like anyone's still around that actually saw these gauntlets in action.
{130827} {A little awestruck}It must be destiny that I've found them. It must mean that the Ironfist clan shall reclaim our home.
{130828} Perhaps. That I would step foot inside our clan's ancient home has been a dream of mine since I was a child.
{130829} {Surrendering a powerful item, slightly humbled}Here. You should take the gauntlets, <FirstName>. You've performed a great service for me and my clan.
{130830} | Influence Loss Khelgar |{Disappointed that the player didn't refuse}Right... right. I did offer after all, and you deserve some sort of reward for what you've done.
{130831} I'm far from a king, but I can't just leave the gauntlets here. At least I'll be able to put them to good use again.
{130832} | Influence Gain Khelgar |{Grateful, humbled}I... I thank you. I'm far from a king, but it means a lot to me that you feel I'm worthy enough to wear them.
{130833} We'd best be moving on. It looks like the rest of this placed has collapsed. We should report back to Khulmar and his scouts, tell them what we've found.
{130834} {Tracing back the path in his head of how he got here}And to think... I would never have come here, met my brothers, if you had not brought me here to these mountains.
{130835} {Player said, hey, let's look around these dwarven halls some more}Agreed - if these gauntlets are here, I wonder what else has been left behind.
{130836} {Irritated}All you'll find is rock and stone... this place is caved in, and good thing, too.
{130837} |SCRIPTER: Area transition back to the dwarves. Fade out. Auto-start Khulmar conversation on enter of approach map|
{130838} They just look like gauntlets to me.
{130839} I have no idea what you're talking about.
{130840} What are they?
{130841} Are they valuable? We could use the coin.
{130842} So they're relics of your clan - an heirloom.
{130843} What do the gauntlets do?
{130844} I begin to see where you get your obsession with monks from.
{130845} Why would I want to punch a stone wall?
{130846} Sounds useful.
{130847} Now you're just making this up.
{130848} So it's part of some kind of set?
{130849} That's certainly powerful.
{130850} We should probably get moving again.
{130851} You might be overreacting a bit.
{130852} That would be a great day.
{130853} Thanks. I'll make good use of it.
{130854} I'm really not interested in it.
{130855} You keep it. It belongs to an Ironfist.
{130856} Fine. I could use something as powerful as these.
{130857} I'd like to look around a bit more first before we leave.
{130858} Khulmar will want to know what we've found, let's go back to him.
{130859} Let's get this scouting mission over with, then. We've lost too much time on this.
{130860} Pathetic! I've seen goblins who could do better!
{130861} Don't do that. You'll just get yourself killed.
{130862} Do your best and you'll come back alive.
{130863} We need to work faster! That wall won't build itself.
{130864} Hide your fear! The orcs can smell it a mile away.
{130865} We're here for Neverwinter. Don't let her down.
{130866} Thank you for freeing me. I can make my way to the Old Owl Well from here.
{130867} Be assurred that people of importance will soon hear of what you have done this day. {Beat, bows}Until we meet again.
{130868} {Slightly tired and tortured, but still defiant captive}And who are you? Are you my interrogator for today?
{130869} I see no reason to lie to you. I am {eh-SAHN-ee}Issani, Emissary of Waterdeep. My entourage was waylaid by orcs.
{130870} {Actually, he was tortured, trying to downplay it}They brought me here, where I have been... questioned. Quite painful, but I refused to cooperate with them.
{130871} {Defensive, angry}He's lying. I am Issani, and he is {OH-lav}Olov... a dangerous man. We must dispatch him quickly before he calls for help.
{130872} I see you still fail to plan for all contingencies, {OH-lav}Olov. Fortunately for me.
{130873} Proving my identity is simple enough. My captors were rather... thorough during my interrogation sessions.
{130874} They took many notes. Their own words should be enough to convince you that I am who I claim to be.
{130875} My captors should still have them. The credentials are quite valuable.
{130876} Enough of this. We must kill him now before we leave. He'll call for guards the moment we're gone.
{130877} Olov is concerned. He knows I speak the truth.
{130878} Kill me if you must. The truth will be known when you find the credentials and hand them to him.
{130879} Yes. You will note the physical description of me, and my reaction to their methods.
{130880} | Olov still alive. |Is this sufficient proof?
{130881} | Olov is dead. |Is this sufficient proof?
{130882} I had assumed you were in possession of them. If not, my captors should still have them then.
{130883} If you are willing, I would like to have them back, but our safety must come first.
{130884} Looks like I was right to be suspicious, eh?
{130885} {Suspicious, starting to realize they've been had}I don't like this. If <i>he's</i> {eh-SAHN-ee}Issani, then who did we free earlier?
{130886} Bah. And I'm sure he's already plotting more ways to make our lives difficult.
{130887} {Slightly rueful}What did I say? How come no one ever trusts me?
{130888} Fools. I had planned to let you live a bit longer, but I see a change in plans is in order.
{130889} Issani shall not leave this place alive!
{130890} {Whispering to player}If this is {IS-an-ee}Issani, then who did we let go earlier?
{130891} It was most likely someone in league with my captors. The orcs are not known for their hospitality.
{130892} {Frustrated}Ooooh... when I catch  him, I'll pin his feet to the ground with my daggers. 
{130893} Do not blame yourselves. You had no way of knowing the truth.
{130894} I am certainly well enough to travel, and desire some distance between myself and this stronghold.
{130895} I had the impression that they were looking to break my spirit, not kill me - and they asked me few questions concerning Waterdeep or Neverwinter.
{130896} This suggests they felt I would be useful as a tool. Distasteful, but potentially very effective.
{130897} But enough of my speculations. I am well enough to travel and desire some distance between myself and this place.
{130898} Yes. I have recovered well enough from my last session.
{130899} {Relieved}The Gods have answered my prayers. I could not have held out against my captors much longer.
{130900} | Influence Loss Casavir |{Player just threatened a prisoner}This man has been tortured. I will not let you harm him - no matter who he is.
{130901} | Influence Loss Khelgar |{Player just threatened a prisoner}Eh? Wait now - any captive of orcs is bound to be a friend of ours. 
{130902} | Influence Gain Casavir |{Player just said he'd help a prisoner}You can trust us. As our leader said, we are here to help.
{130903} {Matter-of-fact, remembering when she was tortured}Torture? That reminds me of when we met at Fort Locke... except from the other side.
{130904} | JOHN/ERIC: There needs to be a conditional here, that says "hey, we already met Olov and he's gone." |Then we have been deceived. We encountered someone claiming to be you earlier.
{130905} {Slight frustration}There is little chance of us catching him now. He has too great a lead on us.
{130906} What? Who are you?
{130907} | Good Response |We're here to help. Who are you?
{130908} How do I know you're not lying?
{130909} I see. It would appear that I've been traveling with an imposter.
{130910} If you are the emissary, where are your credentials?
{130911} You mean these papers here?
{130912} I'm convinced. Let's get moving.
{130913} Where are your credentials?
{130914} We should get moving.
{130915} Is there anything else you can tell me about your captors?
{130916} Are you well enough to travel?
{130917} Let's get moving, then.
{130918} We were sent to rescue you.
{130919} How do I know you're really Issani?
{130920} | Evil response |Tell me who you are, or I'll start the torture early.
{130921} You - you cannot pass. If you try, your blood will cover the ground.
{130922} Something important. Logram trusts only the strongest orcs to guard it.
{130923} We do not need to answer you. Chief Logram says to stand guard here, so we do.
{130924} Logram is dead?
{130925} Why are we still standing here? We should go - and help ourselves to his treasure!
{130926} [Success] No. You are strong enough to kill Logram, then you are strong enough to kill us.
{130927} [Failure] You are no orc. You have no <b>right</b> to orc treasure.
{130928} Kill them fast. Other orcs will soon know Logram is dead and come for his treasure.
{130929} [Success] This one knows orc law. The killer of Logram claims all that Logram has.
{130930} Who will we follow now? Many will fight to become the new chieftain.
{130931} If we choose the right side, maybe we become warlords.
{130932} Bah. If we become warlords, we will have enough riches. The treasure is yours, Killer of Logram.
{130933} You will need to wear this. If not, then you must fight the guardian.
{130934} I do not know. Only Logram and humans know how to open secret door.
{130935} We will go. Other orcs will be fighting soon. We must hurry if we want to be warlords.
{130936} A thing of rock, but it not attack if you wear this.
{130937} This one knows orc law. The killer of Logram claims all that Logram has.
{130938} {Tentatively raising his hand}Eh... pardon me. That's not technically true - didn't the Eyegougers once award their entire treasure vault to {AIR-in-while}Errenwhile - a halfling - when he defeated their leader at {Ren-hald}Renhald's Gap three years ago?
{130939} Talking about that day is forbidden! Dark day for Eyegouger clan, taunted by other tribes.
{130940} Halfling was dangerous, though, old chief was smart. At dying word, chief say give him treasure to spare clan. It now Eyegouger law.
{130941} Then we fight.
{130942} What are you guarding here?
{130943} You don't actually know what you're doing here, do you?
{130944} I see no door. Pass to where?
{130945} Then I'll just have to kill you.
{130946} Logram is dead. Stand aside and I'll let you live.
{130947} I've already slain Logram. You no longer need to follow his orders.
{130948} Then you'll have to fight me for the right to the treasure.
{130949} [Intimidate] It's my treasure now. Do you challenge my claim?
{130950} | PC is not a half-orc. |[Lore] Logram's treasure belongs to me by right. I'm the one that killed him.
{130951} You may go now.
{130952} There's a human that I'm looking for beyond these walls. How do I get to him?
{130953} Guardian?
{130954} | Player is half-orc |I have orc blood and know your laws. Logram's treasure belongs to his killer - me.
{130955} {Impressed}Nicely done. Looks like Axle was right about you.
{130956} Oh, I'd already arranged for his journey back to the city. A little bit of coin goes a long way.
{130957} I didn't know if I could trust you. You might have let something slip.
{130958} If it means anything to you, you handled yourself pretty well. I wouldn't mind working with you again... someplace warmer next time, though.
{130959} Hey, it wasn't a festival for me, either.
{130960} I have a few loose ends to tie off here, and then I'll be finding myself a nice tavern to thaw out in.
{130961} Again, good work. Axle will be pleased.
{130962} All I needed were some uniforms and men stupid enough to pass off as Greycloaks. Beats trying to find ones to bribe.
{130963} Any luck finding that emissary yet?
{130964} You'll <i>what?</i> You have a mission, and I suggest you get to it. Now.
{130965} What? I already <i>gave</i> you the missives - show them to Callum.
{130966} He should have more information than I do. Now get going. It's not getting any warmer up here.
{130967} Well, work a little faster. I'm freezing up here.
{130968} So there you are. It took you long enough. What... couldn't find the mountains?
{130969} Save the threats. It's cold up here, and I'd like to finish this business up as soon as possible.
{130970} Ah, so there <i>is</i> something between those ears. Good to know Axle sent someone who's not a complete fool this time.
{130971} You'd have thought the last recruit they sent me was one of the Greycloaks... he actually thought he knew better than I did, so my dagger ended up between his shoulderblades.
{130972} You do know why you were sent here, yes?
{130973} Good for you. And I'm here to help... unfortunately. It's <i>cold</i> up here.
{130974} {Exasperated}They didn't tell you? What's been going <i>on</i> with the guild?
{130975} The Waterdeep emissary didn't make it to Neverwinter. Thing is, even we don't know what happened to him.
{130976} Fortunately, the Council decided to send the Greycloaks to take Old Owl Well. Gave me perfect cover.
{130977} Like I said, the Council decided it was time to take the Well back from the orcs. Lord Nasher sent {CAL-um}Callum, one of the Nine, to lead the attack.
{130978} Callum's impressed me, to be honest. As green as the Greycloaks are, he's taken the Well from the orcs. {Beat}Now he just has to hold it.
{130979} A lot of skill - and a lot of luck. See, it turns out Callum's not the only one out here hunting orcs.
{130980} Some madman's been attacking every orc in sight - has some peasants and hunters displaced by the orcs fighting with him, and they're keeping the orcs running.
{130981} I haven't been able to make contact with him, though. He knows the mountains well enough to avoid notice.
{130982} Would have been smart if he had. But word is he was trying to get to Neverwinter using the old Yartar trade route.
{130983} But we're wasting time with all this talking. Let's get down to business.
{130984} Take these missives - they'll say you're here on the Council's orders to find the emissary.
{130985} You're the one who signed up for this - and it's too late to back out now, so be quiet and listen.
{130986} "Forged" isn't the right word. We have friends on the Council, and that's all one needs.
{130987} Show these to Callum - that should be enough to give you his support and the freedom to move around without drawing suspicion.
{130988} Good. The sooner we finish this, the sooner we can all get back to the city... and a warm fireplace.
{130989} Fighting an army of orcs doesn't play to my strengths. That's where you come in.
{130990} Waiting. Keep me waiting too long, and I won't be here when you return, no matter what Axle says.
{130991} If you find the emissary, bring him back here. From there, I'll make sure he gets to Neverwinter under our protection. 
{130992} Then Axle will need to send another recruit, so make it convincing. {Beat, sarcastic}Asking less questions would help.
{130993} {Sarcastic}Old Owl Well is the <i>only</i> water source within three days' ride in any direction.
{130994} If the Greycloaks take it back from the orcs, the trade route between Neverwinter and {YAR-tar}Yartar would be open again - which serves our interests.
{130995} It means you should be able to find the emissary, and the Greycloaks will even <i>help</i> you.
{130996} {Irritated}Looks like I'm going to have to have a talk with Axle. He told me you were bright.
{130997} {Reminding player, irritated}I'm Karina. Your contact. I've been freezing my boots off up here for <i>your</i> sake.
{130998} {Dismissive}Can't talk right now. Waiting for someone.
{130999} |Player's done with OOW but hasn't returned to Neverwinter yet|What're you still doing here? You thinking about settling down?
{131000} Get back to the city and report to Axle. I'll be heading back myself shortly. Just some loose ends to tie up.
{131001} Did you arrange for the emissary's escort?
{131002} So what happened to the emissary?
{131003} Callum said Neverwinter sent men to escort the emissary.
{131004} You could have told me about it.
{131005} Farewell.
{131006} If I never see you again, it'll be too soon.
{131007} What will you do now?
{131008} What did you do?
{131009} You bribed the Greycloaks?
{131010} I'll get around to it.
{131011} Where do I start again?
{131012} I'm still working on it.
{131013} Keep it up, and you'll find a blade through your chest.
{131014} I take it you're my contact.
{131015} To escort the emissary from Waterdeep back to Neverwinter.
{131016} Why don't you remind me?
{131017} Not really. 
{131018} So what am I supposed to do?
{131019} What's been going on here?
{131020} How did he manage to beat the orcs?
{131021} Maybe the emissary just decided to avoid this whole area.
{131022} Pretending to be an agent of the Council is dangerous - and risky.
{131023} What am I supposed to do with these?
{131024} Are these forgeries? They look official to me.
{131025} I'll be going now.
{131026} Why couldn't you have done this instead?
{131027} What will you be doing?
{131028} What if Callum realizes these are fake?
{131029} What's so important about the well here?
{131030} What do you need me to do?
{131031} How does this involve the emissary?
{131032} What do you mean?
{131033} Who are you?
{131034} Already spoke to him. He's appointed me to find the emissary.
{131035} | JOHN/ERIC: Katriona appears in the Greycloaks camp only after Casavir returns here with the player after beating Logram. This branch will only play if Casavir is in party. |
{131036} {Slight relief her leader has returned}It's good to see you again, Casavir... I heard you found {LOW-grim}Logram.
{131037} We did. I am glad you were able to make it here to warn Callum - if we had failed, there would have been little keeping Logram and all the tribes from retaking this place.
{131038} {Slight prompting, sees that Casavir might leave}Any new orders? Even with the tribes in disarray, you and I could probably help with the Greycloaks, if you wanted.
{131039} No. The orcs no longer hold Old Owl Well... it has been freed for the <i>people</i> here, not solely for a Neverwinter trade route.
{131040} You are right. We have done what must be done here in the Well... it has been freed for the <i>people</i> here, not solely for a Neverwinter trade route.
{131041} {Knowingly, a little rueful}Going to leave just the way you arrived, are you, Casavir? {Smiles}So where does that leave me?
{131042} Callum could use your skills, Katriona. Few know the mountains as well as you.
{131043} If you are an example of what the Neverwinter Watch means now, I think that would be a good match.
{131044} But it is Katriona's decision, not mine.
{131045} Hmm. It might be time for me to find something a little more challenging. These orcs were tough, but... 
{131046} She's quite capable. I couldn't have asked for a finer sergeant.
{131047} Hmmm. Well, judging from what you've done out here I'll wager you'd definitely have interesting work for me.
{131048} All right, I'm in. You just got yourself a sergeant.
{131049} {Thinking}For now, I think I'll stay here. Maybe they can use someone like me until I feel like making the journey to Neverwinter, could be a while.
{131050} {Slightly hopeful at end that Casavir will offer}Well, I think I'm due for a change of scenery. Maybe there's a nobleman in Neverwinter who needs an extra blade by their side.
{131051} | Agreed to join. |I'll be here for a while longer, but I will join you at Crossroad Keep soon enough. 
{131052} | Safety Line |Any sign of Casavir? 
{131053} | Return visit, hasn't agreed to join. |Back again? 
{131054} If you decide you need help, come see me - maybe we can work something out.
{131055} Maybe you should stay, Casavir. 
{131056} There's nothing left for you to do here, Casavir.
{131057} Do you intend to rejoin your men, Casavir?
{131058} | Casavir is in party. |It's up to you, Casavir. I should be leaving soon.
{131059} I think I can find work for you back in Neverwinter.
{131060} The Neverwinter Watch could always use you if you're willing.
{131061} You could stay here and help the Greycloaks.
{131062} Well, best of luck to you with that.
{131063} I don't need her.
{131064} Perhaps some other time.
{131065} Come work for me, I could use someone like you.
{131066} Wait, I've changed my mind.
{131067} I'll see you at Crossroad Keep, then.
{131068} Are you going to stay here and help the Greycloaks?
{131069} Farewell.
{131070} We ready to move out? If so, let's go.
{131071} [Khelgar joins the party]
{131072} [Remove Neeshka from party]
{131073} [Remove Grobnar from party]
{131074} [Remove Elanee from party]
{131075} [Remove Qara from party]
{131076} [Remove Casavir from party]
{131077} [Add Khelgar2 to the party]
{131078} Neverwinter dares not send its grey whelps to face me in true battle. Instead, they send assassins.
{131079} And how will you kill me if you're dead?
{131080} | PC is not a half-orc. |You wish to stand alone against me? You are no orc. I will not grant you the honor.
{131081} Someday, perhaps. But not by <i>your</i> hands.
{131082} Finish them. And know that it was Logram Eyegouger who crushed these dogs of Neverwinter! 
{131083} | PC is a half-orc. |You wish to stand against me? No <i>true</i> orc blood runs through your veins. I will not grant you the honor.
{131084} Know that Yaisog has betrayed you. The coward warned me of you and has helped me prepare.
{131085} |SCRIPTER: Show Yaisog appearing|
{131086} You dishonored yourself once, Yaisog. Now, fight by my side and regain what you've lost.
{131087} {Cold}We are not assassins, Logram. You sent the tribes against the people of Neverwinter who dared settle here... so we are here to stop you.
{131088} So - the <i>katalmach,</i> the one who has been attacking us, giving the grey whelps time to rest between each assault... why my men fear to face you in battle is hard to see.
{131089} | PC is half-orc |But I see now how you have achieved such victories... a half-blood leads you, a filthy outcast. Who are you, half-orc, to turn against your own kind, to ally with this <i>human</i> from Neverwinter?
{131090} You blood is weakened, watered by whatever human half spawned you. You are no orc, and you will not leave here alive.
{131091} You die here now, <i>katalmach,</i> you and this one from Neverwinter who leads you. Are you ready to die, <race>?
{131092} I'm going to enjoy killing you.
{131093} I came for you, Logram. No one else needs to get hurt.
{131094} Your reign is over, Logram.
{131095} | PC is half-orc |Blood dictates the strong rule, Logram. You are too weak to hold these mountains.
{131096} | PC is half-orc |You have sent your tribes into battle to be slaughtered, Logram, when there was no need. You are the traitor.
{131097} Willem
{131098} {Just got attacked by another group of inhuman assassins}Didn't we just take care of these things back in Neverwinter? How many of them <i>are</i> there?
{131099} Bah. I say let them come. We'll whittle them down to nothing eventually.
{131100} | Elanee not in party. |{Irritated}Wish I could figure out how they keep finding us. It's getting irritating.
{131101} {Angry, slightly accusatory}Maybe they're following Elanee. She's always around when one of these attacks happens.
{131102} {Just been accused, slightly pissed}Really? Maybe they're following <i>you,</i> Neeshka.  
{131103} <i>You're</i> always with us when they attack - and I don't think you've really told us why you're traveling with us. What do you say to that?
{131104} | Influence Loss Elanee |{Surprised, a little incredulous}Don't tell me you're blaming me for these attacks. They would have occurred had I been traveling with you or not. 
{131105} {Slight irritation, anger}Do I have to remind you that our attackers seem just as determined to kill me as they do the rest of you?
{131106} Maybe it just looks that way. And until I get proof, I'm keeping my eye on you.
{131107} <i>I</i> am. I'm keeping my eye on her.
{131108} | PC is male, Influence Loss Neeshka |{Accusatory, jealous, pissed}Hmph. I'm just trying to watch out for you... but I guess you're too busy watching her, huh? 
{131109} {Sarcastic}Tell you what, how about you keep on blindly trusting her, and <i>I'll</i> keep an eye on her. All right? 
{131110} {Irritated}If it will kill your suspicions, then I welcome the attention.
{131111} {Hurt, defensive}Well, it seems like you are to me, but do what you want, I don't care.
{131112} Enough - the Sword Mountains await. I'm eager to feel real stone beneath my feet again.
{131113} What would be the right place? When she turns on us?
{131114} {Just beat off an ambush}If there are more of these creatures hunting us, we need to proceed with caution. The Sword Mountains are an ideal place for ambushes.
{131115} | PC is female, Influence Loss Neeshka |{Accusatory, hurt, pissed}Hmph. What are you two now, sisters? 
{131116} Anything they throw at us, we can handle.
{131117} We'll have to move carefully.
{131118} We should be careful. There may be more following us.
{131119} I agree. I think we deserve an explanation, Elanee.
{131120} Answer me or you can leave - now.
{131121} You're probably right. Still, it all seems rather suspicious.
{131122} I'm not accusing you of anything.
{131123} Neeshka, stop it. Elanee is not our enemy.
{131124} I'll listen when you have something useful to say.
{131125} Elanee has fought bravely. She's not here to harm us.
{131126} I'm not choosing sides.
{131127} This isn't the place to discuss it, you two.
{131128} [This passage looks like it once led deeper into the clanhold, but it is now caved in. There is no way through.]
{131129} | JOHN/ERIC: If this is going to be cut, let me (Avellone) know so I can move the fragments elsewhere for influence checks. Show the door mechanism. |
{131130} {Disapproving, looking at a complicated mechanism}Doesn't look like anything dwarves would have created. Too complicated.
{131131} Oh! Hold on a moment, I remember hearing about something like this. I think.
{131132} Well, you see that lever? It's connected to the grommet underneath the casing, which connects to that gear over there...
{131133} That gear then connects to the widget you see tucked in the corner there...
{131134} {Fade out}
{131135} {Fade in}
{131136} ...so that connects to the sprocket over there...
{131137} {Fade out}
{131138} {Fade in}
{131139} ...which finally leads to the underslung rachety-cog, and there you have it.
{131140} Oh, why, it opens the door.
{131141} {Under his breath, angry}That does it. We bury the gnome here. Alive.
{131142} The problem with this device, though, is, well... well, it doesn't work. 
{131143} {Slightly disappointed, but hopeful}Are you <i>sure</i> you don't want to know how it works? It's really quite fascinating.
{131144} Just get on with it, gnome.
{131145} Well, this device opens the door. The problem is, it won't work.
{131146} There's a part missing. Quite embarassing, really - I mean, the lever won't work without it.
{131147} Well, I suppose I could... if I had a proper workshop. The part required is too complicated for me to fashion here.
{131148} Ah, of course! I'll have this working in just a moment.
{131149} {Grobnar fiddles with the machine}There we are.... uh, might want to stand back just in case... good, good, now I'm pulling the lever.
{131150} If it's a lock, it's the most complicated lock I've ever seen.
{131151} | SCRIPTER: Neeshka moves forward to study the mechanism. |
{131152} {Skeptical}Just a guess, but I think it opens the door. Doesn't look like it works, though.
{131153} It looks like there's a part missing. The lever won't work without it.
{131154} {Slightly indignant}Hey, I open locks, I don't build them. We need to find the missing part if you want to get this thing working.
{131155} Could be. Here, let me see if I can figure out where it goes.
{131156} {Grumbles under her breath}If this does open that door, it better be protecting something valuable.
{131157} We are <i>not</i> here to loot my clanhold, demon.
{131158} | Influence Gain Nesshka |That's what I say. We're taking the risk here, not your cousins back down in the canyon, Khelgar.
{131159} Right. We'll worry about the treasure after we get the door open.
{131160} | Influence Loss Neeshka |Oh, fine. But this whole thing's a waste of my talents if there's no gold involved.
{131161} {Neeshka continues working on the machine}There. I think I figured out where that part went. Ok, stand back while I start it.
{131162} | AUDIO/SCRIPTER: Machine coughs, sputters, then starts working. |
{131163} | AUDIO: Rumble Rumble. Doors open. |
{131164} [This complicated-looking mechanism is built into the door, but it doesn't seem to work. It looks like there's a part missing from it.]
{131165} | Influence Gain Khelgar |{Grunts}You just watch your hands when we get past this door - our leader's right, we're not vultures. 
{131166} | Influence Loss Khelgar |You both better watch your hands when we get past that door. I won't have you looting from the dead - this clanhold's suffered enough.
{131167} {Just got a device working}My, that worked better than I thought. {Chuckles}Was worried the whole thing was actually some kind of deathtrap.
{131168} | Influence Gain Grobnar |Oh, yes. Why thank you - and yes, let's see what it was protecting. Maybe something even more complicated!
{131169} | Influence Loss Grobnar |{Apologetic, stammering a little}Oh, well, yes, sorry about that, I'll try not to let it happen again... shall we, uh, see what's behind it? Quietly, I mean?
{131170} [You insert the part into the machine, and it clicks neatly into place.]
{131171} Let's look for another way around.
{131172} Anyone know how this works?
{131173} What is this?
{131174} And?
{131175} So what does it do?
{131176} Just tell me what it does.
{131177} Go on. And?
{131178} There I have what?
{131179} And the rachety-cog does what?
{131180} So what does it actually do?
{131181} Why don't you give me the short version?
{131182} Leave it for now.
{131183} Why do you say that?
{131184} Isn't there anything you can do?
{131185} Maybe this part I found belongs to it?
{131186} Leave it for now.
{131187} Why do you say that?
{131188} Isn't there anything you can do?
{131189} Let's search for that part then.
{131190} Maybe this part I found belongs to it.
{131191} Any treasure belongs to us now. The Ironfist clan abandoned this place.
{131192} Just get this thing working, all right?
{131193} We're not here as scavengers, Neeshka.
{131194} Well done. Let's see what's behind it.
{131195} Just get out of the way.
{131196} Maybe next time you can do a little more working and less talking.
{131197} | I would like some sort of trap here, probably floor spikes. |
{131198} | Some kind of activation device on either end of hallway. Can be used to either activate trap to kill bugbears or ogres, depending on direction of enemy. |
{131199} | Ogres waiting at the door. |

{131200} We'll pound the intruders into pulp if they dare come in. I've trapped the door as well.
{131201} Be quiet, Gruum! Between the bugbears in the other room and your boasting, I can't hear a thing... let alone the intruders.
{131202} Don't hurt me! I'm not in league with the orcs!
{131203} {Defensive, defiant}I don't know you. Who sent you? Are you here to kill me?
{131204} {EH-san-ee}Issani. My name is Issani.
{131205} As you can plainly see, I've been held captive by the orcs. Fortunately, they haven't harmed me - yet.
{131206} However, I'm sure they eventually would have killed me. I suspect that these orcs have been involved with other abductions.
{131207} I believe the warlord of this lair wished to keep me close so he could watch me... and this was the only room avaliable.
{131208} But do not let the surroundings fool you. The orcs clearly intended to harm me. I am fortunate you arrived when you did.
{131209} But... what are you doing here? And how did you find me?
{131210} {Relieved}Ah, then I can trust you. I am Issani, emissary from Waterdeep. I must thank Lord Nasher for sending a rescue party so quickly.
{131211} {Slight surprise, then recognition, as he realizes he can lie his way out of this}Eh? Ah, yes! Yes! Did my government send you after me?
{131212} The orcs have held me captive, but fortunately haven't harmed me as of yet.
{131213} Then you have cleared a way out of this lair? I must thank Lord Nasher for sending such capable rescuers.
{131214} I cannot place you in further danger. You have already risked much to rescue me.
{131215} With the way clear, I am confident that I can make my way safely to your city. And, to be honest, I travel much faster alone.
{131216} If the Lords of Waterdeep had not insisted I travel with an escort, I believe I could have eluded my orcish captors.
{131217} I wouldn't dream of imposing any further troubles upon you.
{131218} You've already done enough. Be assured that those in the right circles shall be informed of your deed.
{131219} If you'll excuse my haste, I'd best be on my way. You've cleared a route for me, but more orcs are certain to show soon enough.
{131220} Safe travels to you, my rescuers. I shall repay you at my earliest opportunity.
{131221} {Praising, but still wanting out of an escort}Brave, and dutiful. A rare combination. I assure you, however, that I am not entirely helpless.
{131222} I could not leave this place without having to battle my way through an entire tribe of orcs. However, out in the open, I shall prove to be a much more difficult quarry.
{131223} {sighs. Defeated} If you insist, then I am happy for the companionship... if you can keep up with me. I shall be moving quickly.
{131224} {Under his breath, to the player}This doesn't feel right to me. I don't trust him.
{131225} | Influence Loss Khelgar |{Slightly angry}If it's all the same to you, I'm keeping an eye on him. This is all just a little too convenient.
{131226} | Influence Gain Khelgar |You're right. He'd be a fool to cross us anyway. Come on, let's get this over with.
{131227} {Under her breath, to the player}I don't trust him. Don't ask me why... just a feeling.
{131228} | Influence Loss Neeshka |Maybe. Still, I'm going to keep an eye on him.
{131229} | Influence Gain Neeshka |You can count on me. I won't let him try anything... and if he does, he'll regret it.
{131230} Of course. Unfortunately, the orcs took them from me.
{131231} Search the entire lair if you wish, but I believe the orcs have already destroyed my credentials.
{131232} Reckless - but effective. Very well. My name is Olov, and this tiresome charade ends now.
{131233} [Success] Ah... yes. My contact from Neverwinter. Is he here with you?
{131234} A better question would be how you intend to escape with your lives.
{131235} {Cold, just been exposed}Clever. I found our conversation most enjoyable, but it ends now.
{131236} Please, we can talk once I'm safe in Neverwinter.
{131237} {Under his breath, to the player}Are you certain this is the emissary? He does not carry himself like one.
{131238} | Influence Gain Casavir |{Nodding, approves}Very well. With both of us watching him, it would be unwise of him to act... inapporpriately.
{131239} | Influence Loss Casavir |{Slightly angry}Ignore a potential threat if you will, but I will not. Something about him seems wrong.
{131240} Enough of this talking - let's get moving. {Beat, suspicious}But this emissary is walking ahead of me. {Beat}Where are we bound?
{131241} {To herself}Well, I trust this emissary about as far as I can throw him, but I don't feel like standing around, either. Where next? 
{131242} Very well. Where shall we head next? 
{131243} One rescue recorded in the journal - with the hopes of more to come. Wherever we are bound, of course - where are we bound, by the way?
{131244} Can we get moving now? I'm getting impatient, and the longer we stay here, the more danger we're putting ourselves in.
{131245} {(sounds like eye)YAI-sog}Yaisog said Logram is somewhere to the southeast. The sooner we deal with him, the better.
{131246} {Shrugs}{(sounds like eye)YAI-sog}Yaisog said Logram is somewhere to the south and east of here.
{131247} {(sounds like eye)YAI-sog}Yaisog said Logram is to the south and east of here. 
{131248} {(sounds like eye)YAI-sog}Yaisog said Logram is somewhere opposite of northwest... which is, uh... well, not northwest. South east? Eastern south? {Beat}It's so easy to get turned around in here without a map.
{131249} {(sounds like eye)YAI-sog}Yaisog said Logram is to the south and east of here. The sooner we deal with him, the better.
{131250} So be it. Then we can continue our hunt for Logram.
{131251} All right. After that, we can get back to chasing Logram. 
{131252} Once he's back, then we resume our hunt for Logram. 
{131253} Wonderful - twice the jaunt, and we're coming back to meet with Logram. So exciting!
{131254} Let's take him back to safety, then come back here and get Logram.
{131255} That's what he said. I say we go deal with him now.
{131256} He did. {Beat}He left out the part about the treasure vault, but I think we can find that on our own. 
{131257} Yes... it's easy to get turned around in this place, but I feel Yaisog spoke truly.
{131258} Indeed. And it sounds like a fine tale waiting to be written!
{131259} {Irritated, resigned}If we wanted to be the target of orc arrows, yes. {Beat}If we're going to do it, then let's get it over with.
{131260} | This node is for if the party revealed Olov as an imposter. This dialog plays when Olov is killed, whether here in the Bonegnasher Lair or later at the Old Owl Well ambush he sets up. This dialog does not play if Olov is confronted in Issani's prison|
{131261} Well, I knew something was off about him - now that's settled, what next?
{131262} {Disdainful}What a poor liar, but now that's all dealt with. {Beat, eager}So - what next?
{131263} It is unfortunate that we were deceived... but now that we have settled that matter, what shall we do now?
{131264} {Excited, a little surprised}Oh my - were we just betrayed by one of our allies? My, it's just like one of those dramatic {CORM-ear}Cormyr novels!
{131265} I wish I could blast that traitor apart three times over... and then do it all again. {Beat, sighs}All right, so now where to?
{131266} He did - let's sharpen our weapons on some orcs and rescue the real emissary.
{131267} That's what I heard - I say we go get the real emissary and get out of these mountains. {Beat, a little to herself}I'm starting to get bored.
{131268} I believe Yaisog spoke true. And I suspect the real emissary still lies in Logram's hands. 
{131269} Indeed, if my journal reads true. I wonder what the real emissary looks like. Or if he's still alive.
{131270} I suppose it was too much to hope not to storm an orc stronghold, but yes, south and east is where we want to go if we're tired of living.
{131271} {Players are walking}
{131272} {Establishing shot}
{131273} {Laughs}You Neverwinter fools... how is it you are all <b>so</b> gullible?
{131274} You must realize I cannot allow Issani to reach Neverwinter alive. A shame, really... and after all the trouble we went through to capture him.
{131275} {Mocking sigh}It looks like I'll just have to wait for the next one Waterdeep tries to send.
{131276} Orcs! Kill them! And bring me their corpses. Even dead, they may be of some use to me.
{131277} {Olav runs ahead}
{131278} {More Delay. Poor Olov has a long run}Hey! Where does he think he's going?
{131279} {Establishing shot}
{131280} {Olov just suddenly started racing ahead of the party}Where in the Nine Hells does he think he's going?
{131281} {Olov just suddenly took off from the party. Casavir is neutral as he watches}Your friend appears to be in quite a hurry. Is there something special about this area?
{131282} Who are you?
{131283} Maybe. You'll know once you tell us who you are.
{131284} I'm here to escort you to Neverwinter.
{131285} What are you doing here?
{131286} This doesn't look like much of a prison to me.
{131287} You mean the other emissaries from Waterdeep?
{131288} The emissary?
{131289} We come from Neverwinter.
{131290} Calm yourself. We're looking for the emissary from Waterdeep.
{131291} Are you Issani of Waterdeep?
{131292} I've come to escort you to Neverwinter.
{131293} Are you hurt?
{131294} I am here to escort you to Neverwinter.
{131295} We come from Neverwinter.
{131296} We don't have time to talk. You must come with us.
{131297} Fine. Just don't expect any further help if you run into trouble.
{131298} Is there anything I can do to help?
{131299} I have a job to do, and I mean to see you safely to Neverwinter.
{131300} You're coming with me. And that's final.
{131301} Just don't blame me if you're ambushed.
{131302} Fine. Let's go.
{131303} Don't worry. I'll keep up.
{131304} Stop questioning me and watch for orcs.
{131305} I'll keep an eye on him. If he tries anything, we'll stop him.
{131306} Stop questioning me and watch for orcs.
{131307} I'll keep an eye on him. If he tries anything, we'll stop him.
{131308} There's a simple way he can prove it. He should have his credentials.
{131309} Just don't leave my sight and we'll be fine. Let's go.
{131310} You're lying. Who are you?
{131311} It'll be safer if I just kill you. Waterdeep can always try to send another emissary.
{131312} [Bluff] Well then, how about the name of your contact? I'm sure you were told whom you were to meet.
{131313} He's lying. So, what should we do with him?
{131314} Now I know you're lying. Who are you?
{131315} You mean she.
{131316} I'll keep an eye on him. If he tries anything, we'll stop him.
{131317} Stop questioning me and watch for orcs.
{131318} We look for Logram's lair.
{131319} Let's get the emissary back to Old Owl Well, first.
{131320} Didn't Yaisog say that Logram's stronghold was to the southeast?
{131321} We continue looking for the emissary.
{131322} Didn't Yaisog say that Logram's stronghold was to the southeast?
{131323} I say we go in search of Logram and deal with him and his orcs.
{131324} | We see a bunch of wounded orcs. |
{131325} {Looking at wounded orcs}These orcs are in no shape to fight... they have seen too much of battle already.
{131326} If they will not fight us, I say we let them lie where they are. 
{131327} {Looking at wounded orcs}It looks like the tribes have suffered many casualties in the war with the Greycloaks.
{131328} {A little sympathetic}The ground here is thick with their blood... and their pain.
{131329} {Looking at wounded orcs}Bah. These orcs can barely stand. Let's move on.
{131330} Fighting them like this... it'd just be a waste of our skills.
{131331} They look to be in bad shape. I don't think the lot of them will survive the night.
{131332} {Shrugs}Fine by me - I just want to get out of here.
{131333} | Influence Gain Casavir |I think that would be the most merciful course of action.
{131334} | Influence Gain Khelgar |{Dismissive}Let them bleed to death here. A quick end is too good for their kind.
{131335} | Influence Gain Elanee |Let nature take them, and let it take them in peace. Let us go.
{131336} {Shrugs}All right... it'd be putting them out of their misery, I guess.
{131337} | Influence Loss Casavir |{Disapproving}If you feel you must. But this is not an act of mercy, but of revenge - and hate.
{131338} | Influence Loss Khelgar |I'm telling you, this doesn't feel right. But so be it - they're just orcs.
{131339} I think this is unwise... nature would have dealt with them for us. But I shall not stop you.
{131340} These orcs are badly wounded. I doubt most of them will even survive the night.
{131341} Many of their wounds will not heal. I say let nature take its course.
{131342} I would be surprised if any survived until the morning.
{131343} I don't know... I don't think they'll ever fight again. Some of them look too far gone.
{131344} {Looking at wounded orcs}Looks like the battle for the Well has hit these orcs hard... most of them can barely stand.
{131345} We <b>could</b> dispatch them now... but it wouldn't be a fair fight.
{131346} {Looking around, a little quiet, looking at wounded orcs}These orcs... I recognize some of them from the battles we had. We allowed many of them to flee once they had surrendered the field. 
{131347} Let's leave these orcs alone.
{131348} If we let them heal, they'll be a threat to us again.
{131349} | Lawful Good Response |Let's just continue on.
{131350} |Chaotic Evil Response| We kill them now.
{131351} We have the advantage, I say we take it.
{131352} TEMP TESTING DIALOGUE: What can I do for you?
{131353} All right, which one?
{131354} Do you want to choose an area, or do you want me to tell you which areas are available to you?
{131355} Where to?
{131356} Which encounter?
{131357} What's the last thing you completed?
{131358} You can now go to: 1302 Old Owl Well
{131359} You can do Bugbear Lair at any time (it's a sidequest that's part of Khelgar's vision quest.)  You can also do the Githyanki Ambush.
{131360} You can go to the Bonegnasher Lair now.
{131361} You can meet up with Casavir in 1312.  The shadow priest's lair is a hidden area now available to you.  
{131362} Finally, if you let Olov (the man who claimed to be Issani in the Bonegnasher lair) go free, or if you took him into your party but then decided you wanted to go back to Old Owl Well with him, you can do Luskan Ambush.
{131363} You can now go to the Eyegouger Lair.
{131364} Hey nice!  Well, now you should go back to Old Owl Well to wrap things up.
{131365} Which marked area?
{131366} Which Companion do you desire?
{131367} Resetting the map.
{131368} I want to set which faction I belong to
{131369} Watch
{131370} Shadow Thieves
{131371} I want to go to a place on the overland map.
{131372} Choose an area.
{131373} Tell me where I'm allowed to go.
{131374} Take me to an overland map encounter.
{131375} 1301 Githyanki Ambush
{131376} 1303 Bonegnasher Lair Approach
{131377} 1308 Bugbear Lair Approach
{131378} 1312 Casavir Encounter
{131379} 1314 Eyegouger Lair Approach
{131380} 1320 Shadow Priest's Lair
{131381} 1321 Luskan Ambush
{131382} Githyanki ambushed me.
{131383} I just went to Old Owl Well for the first time and we fought orcs.
{131384} I went to the Bonegnasher Lair and killed Urgat and Yaisog.
{131385} I met Casavir and he joined my party.
{131386} I killed Logram in the Eyegouger lair.
{131387} Nothing yet.
{131388} Nevermind.  Just let me pick somewhere to go.
{131389} Take me to an area marked on the map.
{131390} I need to pick some companions first.
{131391} I want to be invulnerable.
{131392} Turn off invulnerability.
{131393} 1302 Old Owl Well
{131394} I want a companion. I am lonely.
{131395} Qara, the human sorceress.
{131396} Grobnar, the gnome bard.
{131397} Neeshka, the human rogue.
{131398} Elanee, the elven druid.
{131399} Khelgar, the dwarf fighter.
{131400} Casavir, the human paladin.
{131401} I have changed my mind.
{131402} End Scene with Black Garius
{131403} Start with a "fresh" Overland Map.
{131404} 1304 Bonegnasher Lair
{131405} {Relief - then scared demanding, slightly grating}You're no orc. You're not just going to stand there, are you?
{131406} Open this thrice-cursed door! I don't want to wind up impaled on some orc's blade... {afterthought}and neither do my men.
{131407} I'm a miner and this is my crew. {Wants to cut off snide comments}And don't tell me - I already know - this isn't the safest place to be mining.
{131408} {Irritation}Find a key or something! Bash the lock, fiddle with it with a thieves' kit... just get us out of here. 
{131409} By the Gods, if this is the first locked door you've encountered in your life, then we're really doomed.
{131410} {Fear and irritation}Just hurry - the quicker we're out of here, the better.
{131411} {Pleading}Just get us out of here!
{131412} {Not as thankful as you'd expect}Thanks for the rescue. We've had enough of this place - we're heading back to the Well.
{131413} {Thinking}But before we go... on the off-chance you manage to clear this place out, let us know. With the orcs gone, we might actually be able to <i>mine</i> these caves in peace.
{131414} Men, get off your lazy behinds - we're leaving. <i>Now!</i>
{131415} |SCRIPTER: They hoof it out of there.|
{131416} |At Old Owl Well|{Kinda slimy and greedy}There you are. We've been waiting for you for a while now.
{131417} You must have cleared out those orcs. Leaves all that ore unprotected, just waiting for my men to dig it out.
{131418} Maybe we can work out some sort of deal, eh?
{131419} {Trying to get through that quickly}Sure, sure. Here you go.
{131420} {Obviously lying}Heh... must have grabbed the wrong pouch. Here you go, that should be more to your liking.
{131421} {Wants to change the subject because he was trying to con the PC}Now that that's out of the way, let's talk about more important matters... like how we can help each other.
{131422} {Trying to butter up the PC}You read my mind, <FirstName>.
{131423} So here's the way I figure it - when you're clearing out caves and the like, which you seem {he makes it sound like the PC is a good garbageman}pretty good at, you must find minerals. You find them, you tell me - and I'll not only pay you for your trouble, but I'll also give you some of the ore.
{131424} You make money, I make money. Everyone's happy. {Trying to slide this in}Plus, I get a place to do business in Neverwinter.
{131425} [Success] {Defensive}Hey, not everything has to be balanced on {TEAR}Tyr's scales, you know? {Frustration}Fine, I'll pay you some rent.
{131426} {Grumbly}Up front, even. Just sign me up.
{131427} {He's greedy - but this bit is honest}What's to trust? You get paid up front each time, no way I can cheat you there.
{131428} My mining crew may be lazy, but they're competent enough. Not many would consider mining in the places <i>you</i> clear out, you know.
{131429} {He never thought the PC wouldn't agree}Of course. My men and I will go to this keep of yours.
{131430} |PC did some appraisal|And... {reluctant}here's the rent I promised you. This place <i>better</i> be nice. Hmph.
{131431} So let's head off, men. Come on, move it, our business here's done.
{131432} |SCIPTER: They leave and then show up at Crossroad Keep next visit there.|
{131433} {Very grumbly}What's there to think about? Hmph.
{131434} {Irritation}You come to your senses? I'm sure you could use a quality miner like me.
{131435} Who are you?
{131436} How do I open the door?
{131437} Just give me a moment, I'll get you out.
{131438} Farewell.
{131439} Do I get a reward for saving you?
{131440} What's this deal?
{131441} I could use a miner at Crossroad Keep.
{131442} Is your life really only worth 30 gold?
{131443} [Appraise] The deal is heavily in your favor. Make a better offer.
{131444} I don't know if I can trust you.
{131445} We have a deal.
{131446} Let me think about it. Farewell.
{131447} Crate{CityMBGCrates}
{131448} 
{131449} {Just fought a mysterious humanoid they've never seen before, a little surprised}What in the Nine Hells was that thing that was leading them? It was too ugly to be a goblin, and that's saying something.
{131450} Whatever that thing was, it wasn't something from around here... or the Lower Planes. It didn't seem like it... well, it didn't seem like it <i>belonged</i> here.
{131451} {Thinking}It was also a pack leader... these bladelings and dark dwarves obeyed it without question. {Beat}And it has a curious smell about it... almost metallic... yet...
{131452} Look, I don't feel too comfortable just standing around and talking about this - we should move on, before more of these things show up. {Beat, a little wary}If they aren't following us already.
{131453} I agree with the tiefling. We need to keep moving... could be dark dwarves under our feet as we speak trying to sniff us out. 
{131454} {Just fought an alien humanoid, now it lies dead at her feet}The way this thing moved... it was familiar somehow.
{131455} {Suspicious}The pattern of its movements, the way it walked... it was one of several of the beasts who were stalking you since West Harbor.
{131456} {Just fought an alien enemy, a little wary}I'm sorry - this thing... well, these things... do you commonly get attacked by them? I mean I've heard of bladelings. And dark dwarfs... and, well, I'm not quite sure <i>what</i> was leading them.
{131457} {Just been attacked by an alien enemy}All right, the mountains and the orcs were bad enough... but when you throw these things into the mix... along with whatever that ugly thing was that was leading them, now we've really hit rock bottom.
{131458} {Just been attacked by a mysterious adversary}Are there any others? It might be best to scout the area in case there are more.
{131459} {Warning, pushy}I don't know too much about these dead friends of yours, but if there's more, we need to get out of here, and fast. 
{131460} {A little quiet}If these things travel in packs, we might be well-disposed to finding some cover. {Beat}I don't really like the thought of fighting any more of them out in the open, as fascinating as they are.
{131461} {Slight confusion, still studying the dead bodies}The bladelings and the dwarves I know of from books and journals... but that humanoid leading them... his features are unknown to me.
{131462} {Quiet, prompting}Whatever their reasons for attacking us, we might be well-advised to seek cover in case more come looking for the ones we've slain.
{131463} Not that I want to stay and have a discussion about it - I'd rather get to some high ground in case they have another ambush waiting for us somewhere close by.
{131464} {Grunts, a little ominous}One thing I will say... I don't care much for these friends of yours. If they've been following you since West Harbor, then we've got problems - whatever they are.
{131465} {Frowning}Neeshka speaks true... it was evil, but it did not have the feel of the infernal about it... an outsider, yes - but not demonic.
{131466} {Stands away from the body}I can't place the scent. Wherever they are from, it's not any place on Faerûn that I know of.
{131467} I am sorry for your loss. Apparently, they are not content to let you be.
{131468} Sorry to hear it. Looks like they want you to join her.
{131469} Maybe the next one we meet may actually explain why they're stalking you. For now, we better move out, could be more on the way.
{131470} Oh my. That's terrible. And even after that, they're still chasing you? They must be terribly single-minded. 
{131471} If so, we might want to move on. There could be more on the way.
{131472} Looks like they're not just satisfied with that, they mean to get to you... and anyone with you. 
{131473} Look, we better keep moving... before more show up.
{131474} {Slight surprise}I... I am sorry for your loss. It looks like they mean to end your life as well.
{131475} I suspect that they may have had something to do with the growing trouble in the Mere as well... but what, I do not know.
{131476} We'd best keep moving, before more find our trail.
{131477} I've seen something like him before... one killed my friend Amie in West Harbor.
{131478} I've seen something like him before... one killed my friend Amie in West Harbor.
{131479} I've seen something like him before... one killed my friend Amie in West Harbor.
{131480} I've seen something like him before... one killed my friend Amie in West Harbor.
{131481} I've seen something like him before... one killed my friend Amie in West Harbor.
{131482} Creatures like him attacked my village. I still don't know why.
{131483} Who cares, let's press on.
{131484} Creatures like him attacked my village. I still don't know why.
{131485} Who cares, let's press on.
{131486} Creatures like him attacked my village. I still don't know why.
{131487} Who cares, let's press on.
{131488} Creatures like him attacked my village. I still don't know why.
{131489} Who cares, let's press on.
{131490} Creatures like him attacked my village. I still don't know why.
{131491} Who cares, let's press on.
{131492} [Add Qara to the party]
{131493} {Dying guy}
{131494} {Suprised to see an old classmate in these evil caves, WIN}Wynn! What are you doing here?
{131495} | Engine wise, the speaker is dead, thus no tag. Using a static cam instead.|{In pain}Qara... <i>help</i> me...
{131496} {A little to the player}Not sure. My guess? Necromancy.
{131497} {Slightly horrified}He was a fellow student of mine at the Academy - one of the few I actually liked. What could have happened to him?
{131498} | Engine wise, the speaker is dead, thus no tag. Using a static cam instead. |Pain... so much pain... please, <i>help</i> me...
{131499} | SCRIPTER: Shadow Priest arrives, with minions. |
{131500} {VAY-din}Vhadin? {Karen}Kerryn? What has this thing done to the two of you?
{131501} {Savoring this}Ah... I sensed strong magic. You, girl, will make an excellent gift for my master.
{131502} {Sarcastic, but serious}I'll pass, thanks. These students... what have you done to them?
{131503} I have granted them eternal life, and power. They cannot die, yet they retain their skills in the arcane arts.
{131504} You, however, will outshine them both. You are strong... I can feel the power burning within you.
{131505} Few who are granted eternal life retain their mastery over magic. Even these two, strong as they were, lost much of their power.
{131506} This girl you have brought me, however... she is strong... very strong. She will retain much of her power... enough to lead an <i>army.</i>
{131507} {As if thinking it over}Eternal life, huh?
{131508} {Sarcastic}Come on... if I wanted to become a zombie, I would have stayed at the Academy.
{131509} | Influence Gain Qara |And I won't let him hurt me... or anyone else for that matter. He'll have to kill me first.
{131510} But of course. That is the first step before eternal life is granted.
{131511} Seize her! Destroy her companions, but she must not be harmed!
{131512} | Influence Loss Qara |You try and give me to him, and I'll kill us all, I swear it.
{131513} | JOHN: This branch is only if there is no Qara, but Casavir is in the party. I have not scripted this, not sure what scripts you would want to use. |
{131514} {Slightly horror creeps into voice}This place... someone is using the dead for experimentation... defiling their bodies instead of allowing them to rest. 
{131515} | SCRIPTER: Shadow Priest arrives, with minions. |
{131516} {Slightly condescending, facing a holy warrior}Ah, I thought I felt a stir within my domain... like a bright, shining light, trying to cast away shadow.
{131517} {Angry}These people... what have you done to them? You deny them their rest, deny them their <i>peace.</i>
{131518} {Raises an eyebrow}Peace? Come now... surely you recall how they died, paladin. These mountains have been covered in blood since your arrival.
{131519} After all, you led these dead into one glorious charge after another... I think what I have done is mercy in comparison. 
{131520} {Cold}And I shall also grant them a chance at revenge, I think. 
{131521} {Cautious, studying priest}I do not know what power you worship... but I can sense the evil thick upon you. It has touched you, and it will soon run deeper than you know.
{131522} | Influence Gain Casavir |{Firm, solidarity}Our leader speaks true - you face us both. 
{131523} | Influence Loss Casavir |{Angry player has cast him to wolves}If I must stand alone against this evil, so be it, but do not stand between us.
{131524} {Smiles slightly}Oh, paladin... shadows always run deeper than one knows... even deep in your heart, I think.
{131525} But this talk bores me - and I would be a fool to turn away such new material for my rituals. {Beat, taunting to attack}Come now, shadow awaits.
{131526} {Wary, uncomfortable}I feel the same darkness here as I felt in the Mere of Dead Men... it is like an undercurrent that runs through the ground, through the land.
{131527} {Firm, cold, to an evil priest}When the shadow does not belong, it must be cast out.
{131528} The same might be said of nature itself... when a field is left too long untended, sometimes one must raze it to the ground.
{131529} {Smiles}And all who allowed it to reach such a state... they should suffer the same, I think.
{131530} | Influence Gain Elanee |You should heed our leader's words... many are the ones left on the road behind us who did not.
{131531} {Cautious, studying priest}I do not know what power you worship... but I can sense the evil thick upon you. In time, it will consume you.
{131532} {Smug, bored}Druidess, spare me your warnings... especially when so many others of your kind are willing to listen to me.
{131533} | Influence Loss Elanee |{Angry player has cast her to wolves}Thanks for the support - I suppose I should have expected such spinelessness from a Harborman.
{131534} {Confused}What? {Beat}There are no more left to listen, thanks to you. 
{131535} {Condescending}Yes, little druidess... of course not.
{131536} {Player has just broken into his lab}Ah... fresh subjects for my experiments. Very difficult to come by.
{131537} Kill them - but try not to harm their bodies <i>too</i> much. I prefer their corpses... intact.
{131538} Leave him, Qara. We don't have time for this.
{131539} What's happened to him?
{131540} Wynn? Who's Wynn?
{131541} And all I have to do is give her to you?
{131542} What are you talking about?
{131543} Betray me and I'll kill you, girl.
{131544} You bargain with him, and I'll be forced to stop you.
{131545} You can't be serious - don't listen to him! 
{131546} I won't let you hurt her.
{131547} I have no part in this - if you wish to fight Casavir, leave me out of it.
{131548} We will not allow this defilement to continue.
{131549} If you attack, we will defend ourselves.
{131550} I have no part in this - if you wish to fight Elanee, leave me out of it.
{131551} Well met! You're not one of the Greycloaks, that I can see. Care to have a look at my wares?
{131552} I hear things from the men. Is there anything in particular that you wanted to talk about?
{131553} Soldiers need things to spend their money on, and my goods are the highest quality.
{131554} Even {CAL-um}Callum purchased an item from me the other day, and he's got <i>everything</i> he needs, being a member of The Nine and all.
{131555} Our blessed Lord Nasher's personal guards, of course - the finest and bravest defenders of Neverwinter.
{131556} They've all had the honor of fighting by his side at some point in the past. Which must be why he puts so much trust in them.
{131557} Well, taking the Old Owl Well is pretty important, especially for Neverwinter and all us merchants who travel the trade routes.
{131558} I can't think of anyone other than Callum that could succeed in this campaign... I doubt Nasher could, either.
{131559} I wouldn't know, that's Lord Nasher's business. I'm guessing he already has nine, by the sound of it.
{131560} Brave, loyal... but a little too serious for me, though. He's all business. Not much for pleasant conversation.
{131561} Still, he's got a great military mind. He was able to retake the Well from the orcs, after all.
{131562} I don't mean any disrespect to the men, but the Greycloaks aren't seasoned veterans.
{131563} The Plague devastated Neverwinter, including our military. Callum has had to recruit from the survivors, most of whom had no fighting experience.
{131564} The fact he was able to defeat the orcs, then hold the Well for as long as he's been able to so far with these soldiers... well, it's pretty impressive.
{131565} Well, I don't know about work. But if you're looking to keep busy, maybe you can help me with something.
{131566} Well, I study alchemy as sort of a hobby. And with all the traveling I do, I've had plenty of time to practice brewing potions.
{131567} Not long ago, I came across a recipe for a potion that can grant great strength to whoever drinks it... a potion like that would be worth a lot to the Greycloaks - and Neverwinter.
{131568} Well, it requires powdered adamantine... and I haven't come across any. {Beat}Any that isn't obscenely overpriced, that is.
{131569} Adamantine deposits are supposed to be fairly common out here in the Sword Mountains. Unfortunately, Callum won't let me out to look on my own, says it's too dangerous.
{131570} But if you happen to come across any adamantine, I'd be happy to share the recipe with you. How does that sound?
{131571} Well, think about it. I'll pay a fair price for the adamantine, I promise you.
{131572} Excellent! I'll take any that you find. In fact, I'll even pay you for them... at a reasonable price, of course. Oh, I can't wait to try the recipe!
{131573} Ah, the Old Owl Well. It's the only known water source for several days in any direction.
{131574} At one point, this was a regular stop along the trade route from Neverwinter to Triboar and {YAR-tur}Yartar. When it fell to the orcs, we merchants had to take the <i>much</i> longer route south along the High Road.
{131575} I hope {CAL-um}Callum and his Greycloaks can hold on to it this time. With the old route open again, it'll only help the region grow.
{131576} Who can say? I'm betting politics was involved, though. Creating an army strong enough to beat back the orcs... well, it costs gold.
{131577} Oh excellent! Now, I warn you - my prices are quite fair, considering the high quality. Nothing but the best for our soldiers, you know.
{131578} {Hopeful}Well met again. Were you able to find any {AD-ah-man-teen}adamantine?
{131579} {Simmy is really excited}Oh, wonderful! I'll be careful not to waste any of it.
{131580} And, as promised, here's some gold for your troubles. I'll also write down the recipe for you in case you'd like to try your hand at making a batch as well.
{131581} {Sincere}This will really help the Greycloaks... and put a little gold into my pocket as well. Thank you so much!
{131582} {Grunts in disapproval}{AD-ah-man-teen}Adamantine is common here in the Sword Mountains. If you know where to look.
{131583} That's what I've heard... but Callum won't let me out to look on my own, says it's too dangerous.
{131584} {Interested, then sighs on a downnote}Really? I wish I had the time to practice... mostly I have to mix it right the first time, and usually while someone is shooting arrows at me.
{131585} {Sympathetic}That does make it rather difficult. Try doing it with orc arrows raining down on you. No fun at all.
{131586} {Matching her story, but not competitively}Or giant arrows with orcs tied to them. Now <i>there's</i> something that's hard to ignore - and it's happened to me more times than I care to count.
{131587} {Sighs, pleasantly}But it's so good to meet someone who knows the trade - and its trials and tribulations. Have you found any interesting recipes, by chance?
{131588} Why, actually, yes. And I was hoping you could help me with it.
{131589} Well met again. Anything more I can help you with?
{131590} Nothing for now. Farewell.
{131591} I have some questions.
{131592} Tell me about the Nine again.
{131593} What's a merchant doing here with the army?
{131594} The Nine?
{131595} Why is Callum out here if he's supposed to be a bodyguard for Nasher?
{131596} Could I become a member?
{131597} What do you know about Callum?
{131598} The orcs don't seem to be that much of a threat, to be honest.
{131599} Why do you say that?
{131600} Do you have any work for me?
{131601} I've changed my mind. Some other time, perhaps.
{131602} Of course. How can I help?
{131603} So why haven't you sold it to them?
{131604} Perhaps some other time. I'll be going now.
{131605} I have some other questions.
{131606} Just show me what you have for sale.
{131607} You have a deal.
{131608} What can you tell me about this place?
{131609} I'll be going. Farewell.
{131610} Show me what you have for sale.
{131611} Why did it take so long for Neverwinter to try and take it back?
{131612} Show me what you have.
{131613} I have the adamantine right here.
{131614} [Craft Alchemy] I imagine that potion would require some rare ingredients.
{131615} Orc Smithy Hammer
{131616} {Player has just broken into his lab}Ah... fresh subjects for my experiments. Very difficult to come by.
{131617} Kill them - but try not to harm their bodies <b>too</b> much. I prefer their corpses... intact.
{131618} Once you have completed the Waterdeep Emissary Quest (Old Owl Well's main quest) and spoken to Callum one final time, you may talk to me, and I will send you back to Neverwinter City.
{131619} Are you ready to go?
{131620} Yes. Send me to Neverwinter.

{131621} Not yet.
{131622} You've found some tracks which reveal an opening in the obstacle.
{131623} These two are strong. They'll make good guards.
{131624} And look... a new clutch of eggs. We'll be training even more wyverns soon.
{131625} | AUDIO: Mother wyvern screeches. |
{131626} | SCRIPTER: Orcs turn around and see player. |
{131627} Intruders... the wyverns will be eating well tonight. 
{131628} Why do you continue to hound me?
{131629} I am Yaisog! I cannot die!
{131630} Impressive. Even as prepared for an attack as we were, you still were able to fight your way here. 
{131631} Before I kill you, tell me - why have you invaded my clanhold?
{131632} So the human is of more value than I was told. I must inform Logram of this.
{131633} As for you... let us see how you do against the best of my clan.
{131634} Guards - attack!
{131635} No... spare me... my tribe still needs me.
{131636} Years ago, in my youth, I would have embraced death. There is no higher glory than to die in battle.
{131637} But times have grown more desperate for my people. The humans grow strong, and send their men to slaughter our warriors.
{131638} It has fallen to we elders to train our warriors, teach them of our ways. And should I fall, that knowledge will be lost forever.
{131639} Spare me, allow me to leave, and I shall answer your questions.
{131640} {Yaisog is deliberately lying here. He knows the player's asking about Issani, but he's going to try to make them think Olov is the one they want}Ah yes, the human. He is here. I should have known our attack would not go unanswered.
{131641} Logram, of the Eyegouger tribe, was the one who ordered the orcs to attack. My tribe was given the honor of leading the charge.
{131642} Chief Logram seemed to place great importance to this attack. We were told it would help turn the tide of battle against the humans here in the mountains.
{131643} It was a glorious battle. The orcs suffered only light losses, while we slaughtered the human force.
{131644} His lair is kept hidden, even from his warlords. I only know that his men always travel deep into the mountains, to the southeast, when they return from their raids.
{131645} Ah, yes. "Katalmach" - the orc slayer who has plagued us for almost a season. He strikes swiftly, then disappears into the mountains.
{131646} Many of our finest warriors have fallen to his sword. It is said no blade can harm him, and he embraces battle like one who wishes to die.
{131647} And if it were not for this "Katalmach," the humans <i>never</i> would have been able to take our well. He is a curse upon our tribes.
{131648} | SCRIPTER: Yaisog flees. |
{131649} Then you shall see how a true orc warlord dies. Fighting to the death!
{131650} Chief Logram has given my clan the privilege of guarding the human until his forces arrive to bring him back to his stronghold.
{131651} I know only that this human was to be turned over to other humans from the north - the ones from the pirate city... Luskan. 
{131652} Humans do strange things. We orcs kill our enemies. We do not capture and feed them, and do not understand why humans would do so.
{131653} Chief Logram did not tell me the why, and I did not ask. The chance of battle was enough.
{131654} I want to live. Besides, you would only return to hunt me if I betray you.
{131655} {begging for his life}No more!  Please.
{131656} I'm here to kill you, not answer your questions.
{131657} You won't live long enough for the information to be useful.
{131658} I have come for the human you captured. Where is he?
{131659} | Lawful Response |I give you my word - answer my questions, and I shall show you mercy.
{131660} Where is the Waterdeep emissary?
{131661} Who planned the attack?
{131662} Where can I find Logram?
{131663} I've heard that someone else is in the mountains attacking the orcs.
{131664} | Good Response |You may go now. Do not return.
{131665} | Evil Response |I've heard enough. Now I'm going to kill you.
{131666} I would have killed you if the emissary had been harmed.
{131667} So you haven't killed him already.
{131668} Why would these humans want the emissary?
{131669} I'm wasting my time. Your death will be swift.
{131670} How do I know you won't turn on me?
{131671} I don't believe you. Killing you will be easier.
{131672} | Chaotic Response |[Lie] I'll spare your life if you tell me what I need to know.
{131673} Your choice is simple - answer my questions or die.
{131674} And that is why I'm going to kill you.
{131675} Black Garius
{131676} Torio
{131677} 14_wp_lornewalkto
{131678} 14_wp_bgariusexit
{131679} 14_wp_towerjump
{131680} Long Shot of Garius on throne
{131681} OTS - Lorne in front of Garius
{131682} OTS - Garius and Torio facing Lorne
{131683} Close on Garius
{131684} Close on Lorne
{131685} Close on Torio
{131686} Long shot of Lorne Entering
{131687} |Fade in - scene at Black Garius' tower. Black Garius is in attendance with Torio nearby.|
{131688} |They are talking as Lorne approaches.|
{131689} {Cool, knows the answer is no, setting Lorne up}And what news do you bring from Old Owl Well, Lorne? Do Greycloak bodies now lie in the hands of the shadow priests? 
{131690} {Grim tone - he has failed}No, my lord. There were difficulties - an adventur-{"er"}
{131691} {Each word of the first sentenced grows in anger}You have failed me, yet dare to return? {Grim, judgmental}I asked you to keep the priests safe, without them, there will be no ritual.
{131692} All I asked of you was to put pressure on the Neverwinter forces, cut off their trade routes through the mountains...
{131693} {Evil, suggestive - this is like a death sentence}Perhaps I shall allow you to be the one to tell the King of Shadows this news. Is that your wish, Lorne? 
{131694} {Slight fear comes in voice}My lord {GEHR-ee-us}Garius, forgive me - it shall not happen again, I swear upon my life. 
{131695} In that, Lorne, you are correct.
{131696} |Black Garius leaves - Torio approaches Lorne, amused.|
{131697} {Urbane tone - humor laced with venom}A common adventurer outmaneuvered you, {LORN}Lorne? {Clicks her tongue, taunting}You really are losing your touch.
{131698} {Losing composure, barely restraining himself}Bite your tongue, {TOR-ee-o}Torio, or I'll rip it from your throat.
{131699} He won't stop me a second time.
{131700} She won't stop me a second time.
{131701} {Unperturbed and dancing tone}Oh, of course she won't, Lorne.
{131702} |She starts walking away|{Smug, taunting}With your luck, chances are, next time she'll just kill you.
{131703} |Fade out, fade back in on PC|
{131704} ...yet all you have given Neverwinter is hope, and a victory at Old Owl Well, which will allow them to concentrate on other fronts.
{131705} {Trying to muster morale}Fort Locke and Highcliff still remain ours, Lord Garius, Neverwinter's attention will be focused there, not upon us.
{131706} Fort Locke and Highcliff, yes... obviously you have not heard, but our position there has become weaker, not stronger. 
{131707} {Colder, more sinister}And now you have come to tell me Old Owl Well has fallen, and the priests there are dead. 
{131708} {Unperturbed and dancing tone}Oh, of course he won't, Lorne.
{131709} |She starts walking away|{Smug, taunting}With your luck, chances are, next time he'll just kill you.
{131710} A History of Castlepeak
{131711} Castlepeak is named after the rock formations that surround it. Lord Thaydin commissioned the construction of the castle after successful negotiations with the dwarven Ironfist clan who claimed the Sword Mountains as their own.

The Ironfists waged a constant war with the orcs, and welcomed Lord Thaydin's offer of an alliance against the orcish tribes. 

In return for assistance against the orcs, the Ironfists agreed to help in the construction of Castlepeak, and also granted Thaydin favorable trade status.

The alliance between the Ironfists and Thaydin had an unintended consequence. Faced with obliteration, the fractured orc tribes united under one banner. 
{131712} A Note
{131713} Neverwinter is determined to retake the Old Owl Well. Your tribe can not defeat them without outside help.

I am authorized to offer you weapons, armor, and gold to support your war against the Greycloaks. In return, the following is requested of the orcs:

1. All corpses are to be retrieved and returned to your strongholds. Our people will pay you handsomely for each corpse.

2. We may designate targets of interest for attack. When such a target is identified, your tribe is to use all necessary force to capture the target. Alive.

- BG
{131714} Big Wall
{131715} |Took a critical hit|{cursing, gasping}Hruggek take you!
{131716} |Initial battle cry|{chortling, eager}Hurhurhur!
{131717} |Badly wounded|Gah!
{131718} |Knocked out a party member #1|{triumphant}Your treasure is mine!
{131719} |Knocked out a party member #2|{eager}You'll make a fine meal.
{131720} |Knocked out a party member #3|I will give your blood to Hruggek.
{131721} |Took a critical hit|{grunting in pain}Rrrgh.
{131722} |Took a critical hit|Ummph!
{131723} |Badly wounded|Impossible!
{131724} |Badly wounded|Hruggek, aid me!
{131725} |Initial battle cry|{calling upon his god}Hruggek!
{131726} |Initial battle cry|{snarling}Rrrrrrrgh!
{131727} Casavir
{131728} Orc{Casavir Encounter}
{131729} Emissary Credentials
{131730} Credentials for the Emissary of Waterdeep, to be presented to Lord Nasher.

The credentials indicate that Issani is the name of the emissary, and gives a detailed description of him.
{131731} Orc{Eye Elite Melee}
{131732} Orc Blacksmith{Eye Elite Melee}
{131733} Forged Council Missives
{131734} These forged documents state that you are acting on behalf of the Neverwinter Council.
{131735} |Took a critical hit|Luck favors you today.
{131736} |Initial battle cry|For the Lich-Queen!
{131737} |Badly wounded|{determined}I will not yield!
{131738} |Knocked out a party member|{contempt}As I expected.
{131739} |Knocked out a party member|{disgust}Pah. You fight like a child.
{131740} |Knocked out a party member|{smug}You're no match for our kind.
{131741} |Took a critical hit|{hissing in pain}I'm not dead yet.
{131742} |Took a critical hit|Errrgh!
{131743} |Badly wounded|{incredulous}How can this be?
{131744} |Badly wounded|{gasping}Must... not... fail!
{131745} |Initial battle cry|For Zeeaire!
{131746} |Initial battle cry|To victory!
{131747} Neverwintan Greycloak
{131748} Why are we out here again?
{131749} I didn't sign up for this.
{131750} Callum's got everything under control.
{131751} Stay alert - the orcs are everywhere.
{131752} Are you with the reinforcements from Neverwinter?
{131753} I hear there's someone else killing the orcs besides us.
{131754} A word of advice: don't let the orcs capture you alive.
{131755} I hope we get to go home soon.
{131756} Simmy has some interesting weapons for sale - if you've got the coin.
{131757} One of the patrols said there's a band of trolls out there.
{131758} You ever see a wyvern before? There's supposedly a few out there.
{131759} I wonder why Waterdeep doesn't just send its troops to help us out?
{131760} Grobnar
{131761} Weapon Store - Medium
{131762} Heavy Cleaver
{131763} This large, heavy-bladed meat cleaver is well-suited to butchery. It also makes for a formidable weapon.
{131764} Heavy Rolling Pin
{131765} This heavy, wooden rolling pin is equally useful for flattening dough or cracking skulls.
{131766} A Note{Interrogator Note}
{131767} The orcs do not fare well against the Greycloaks of Neverwinter. I am sending another shipment of armor and arms, and a large sum of gold. Perhaps the coin will inspire the orcs to fight more effectively.

Continue your work on Issani. I concur that he will make for an ideal agent. However, should you fail this time, you shall be replaced - permanently. 

Should you have chance to speak with our helmed partner, remind him to focus his experiments. I believe we have given him too much freedom with his experiments. We can not keep him in corpses indefinitely.

- BG
{131768} Karina
{131769} Karina Outfit
{131770} Katriona
{131771} Khelgar2
{131772} Adamantine for Simmy
{131773} Simmy, a merchant at the Old Owl Well, has asked you to retrieve some adamantine ore for her. In return, she will teach you a new alchemy recipe. She believes that Adamantine ore is relatively common in the Sword Mountains.
{131774} You have collected enough Adamantine ore for Simmy. Return it to her at the Old Owl Well.
{131775} Simmy was very pleased with the quality of ore you brought her. She taught you a new recipe, and paid you as well for your help.
{131776} Casavir's Camp
{131777} With the Waterdeep Emissary safe, Casavir wishes to return to his camp before making the journey to Neverwinter.
{131778} Casavir has surrendered command of his men to Droman, and you have convinced Katriona to work as a sergeant for you.
{131779} Casavir has surrendered command of his men to Droman. His sergeant, Katriona, has indicated the she is available as a recruit.
{131780} Ironfist Clanhold
{131781} You've encountered some dwarven scouts, members of Khelgar's clan. They have been sent to the Sword Mountains to scout the old Ironfist home. You have agreed to locate and scout the possible clanhold and then report back to the scouts with your findings.
{131782} You scouted the Ironfist clanhold and discovered that much of it has collapsed. The dwarves will need to find another route into the Ironfist home. Return to Khulmar, the leader of the dwarven scouts, and report what you found.
{131783} Logram Eyegouger
{131784} Callum has asked that you bring him the banner of Logram Eyegouger, chieftain of the orc tribes. With Logram dead, the orcs will fall into disarray, battling each other for the right to lead the tribes. This will buy Callum and the Greycloaks time to reinforce the Old Owl Well.
{131785} Casavir knows of a less guarded route to Logram Eyegouger's lair and has agreed to take you there. The lair is located in the Sword Mountains to the north.
{131786} You have slain Logram Eyegouger and thrown the orcs into civil war. Return to Callum at the Old Owl Well with Logram's war banner.
{131787} With Logram dead and the orcs in disarray, Callum now has time to reinforce his position at the Old Owl Well. The orcs will have a much harder time taking back the well.
{131788} Waterdeep Emissary
{131789} Waterdeep has sent numerous emissaries to Neverwinter, but none have arrived. The latest emissary, Issani, is rumored to be attempting the old Neverwinter to Yartar route which passes the Old Owl Well in the Sword Mountains. An agent of the Shadow Thieves will make contact with you at the Old Owl Well.
{131790} Waterdeep has sent numerous emissaries to Neverwinter, but none have arrived. The latest emissary, Issani, is rumored to be attempting the old Neverwinter to Yartar route which passes the Old Owl Well in the Sword Mountains. Travel to the Old Owl Well and escort the emissary safely to Neverwinter.
{131791} Karina has given you a set of forged documents to present Callum, a member of Lord Nasher's Nine and the one in charge of the military attack on the Old Owl Well. If Callum accepts the documents, he will be more open about the current situation at the well.
{131792} The Emissary Issani's escort has been destroyed, and the emissary himself is believed to have been captured. Callum suggests that you start your search at the stronghold of Urgat Bonegnasher, one of the elder orc warlords.
{131793} You've discovered that the orc warlord Yaisog Toothgrinder was responsible for the attack and capture of the Waterdeep Emissary. You discovered a map indicating the location of his stronghold.
{131794} Urgat Bonegnasher has revealed that the orc warlord Yaisog Toothgrinder was responsible for the attack and capture of the Waterdeep Emissary. You have been shown the location of his lair on your map.
{131795} You have discovered that Issani, the Waterdeep Emissary, was taken to the stronghold of Logram Eyegouger, chieftain of the orc tribes. However, you do not currently have a location for the lair.
{131796} You have freed the real Issani of Waterdeep. Bring him safely out of Logram's lair and he can make his own way to the Old Owl Well.
{131797} Your contact, Karina, has arranged for Issani to be escorted to Neverwinter by members of the Shadow Thieves. Return to the city and speak with Axle Devrie.
{131798} Callum is able to spare some men to escort Issani safely back to Neverwinter. Return to the city and speak with Marshal Faulk.
{131799} Neverwinter Captain
{131800} You have done well, Yaisog. We are most pleased that your target was captured unharmed.

With this success, we have now granted your Chieftain's demand of armor and arms. The orcs should soon be strong enough to defeat both the cursed Greycloaks and 'Orc Killer'. 

As your reward, you also receive a large sum of gold. Your warriors have done well and I entrust you to pay them their due.

- BG


{131801} Orc{BloodElite}
{131802} Urgat Bonegnasher
{131803} |Took a critical hit|[Pig-like squeal of pain.]
{131804} |Initial battle cry|{snarling}Die!
{131805} |Badly wounded|Help me!
{131806} |Knocked out a party member|{triumphant laughter}Hahahaha!
{131807} |Knocked out a party member|[Excited squeal, like a wild boar.]
{131808} |Knocked out a party member|{spitting}Pffah! Next weakling!
{131809} |Took a critical hit|{agony}Arrrgh!
{131810} |Took a critical hit|{just got badly hurt}Yaaagh!
{131811} |Badly wounded|{gasping}Gruumsh... save me!
{131812} |Badly wounded|I won't beg for mercy!
{131813} |Initial battle cry|{calling upon his god}Gruumsh!
{131814} |Initial battle cry|Raaaargh! For the clan!
{131815} Overland Map{Pick CNPC}
{131816} Faction Choice
{131817} Level Up
{131818} Qara
{131819} Bugbear{Melee} Copy
{131820} Simmy
{131821} Simmy Dress
{131822} This odd mechanical device appears to be a component of a larger machine.
{131823} Callum
{131824} Taren Armor
{131825} The Fall of Castlepeak
{131826} With the destruction of the Ironfist clan, the orcs of the Sword Mountains moved against the humans and Lord Thaydin at Castlepeak. The siege did not last long, and the humans were routed within days.

Lord Thaydin had faced a mutiny amongst his officers for failing to live up to the alliance with the dwarves and coming to their aid. When the orcs arrived, his officers refused to defend their lord, instead taking a significant portion of the castle's forces and fleeing east.

Thaydin, embarassed, furious, and not just a little crazed at this point, vowed to stand firm against the orcs. Needless to say, given his shortage of men and leaders, his castle fell quickly.

Unfortunately, the locations of Castlepeak and the Ironfist clanhold have been lost. If the surviving members of the Ironfist clan know where to find their ancient home, they have not bothered to share this information. And Castlepeak is best left forgotten as the site of cowardice and treachery.
{131827} Wyvern Mother
{131828} Young Wyvern
{131829} Tempman
{131830} This is the Debug Conversation for module [inset module name here].  What would you like to do?
{131831} Start [charleycheat]
{131832} Start [16_tempman]
{131833} Nevermind.
{131834} {1600}Neverwinter: Blacklake District
{131835} Cypress
{131836} 1600 CS  Watch entrance cam
{131837} 1600 CS Aldanon's manor camera
{131838} 1600 Aldanon's Manor Door camera
{131839} 1600 CS Thief entrance cam
{131840} From_NW_Watch
{131841} From_NW_Thief
{131842} wp_from_aldanon
{131843} wp_1600_enter
{131844} wp_aldanon_pc
{131845} wp_aldanon_escort
{131846} 1600 Watch Escort sp
{131847} 1600 Thief Escort sp
{131848} 1600_wp_intro_exit
{131849} Exit direction for 16_bl_escort cutscene
{131850} 1600 CS Archives wp
{131851} This is a village house2
{131852} This is a village Barn
{131853} This is a village house3
{131854} Aldanon's Manor
{131855} 
{131856} 
{131857} 
{131858} Archives
{131859} 
{131860} 
{131861} {AldanonDoor}
{131862} {Door Archives}
{131863} {Locked Door}
{131864} {Estate01}
{131865} {16_aldanon_door}
{131866} {1601}Aldanon's Manor
{131867} 1601 Kidnap camera 1
{131868} 1601 Kidnap camera 2
{131869} 1601 Kidnap camera 3
{131870} 1601 Lab camera 1
{131871} 1601 Lab camera 2
{131872} 1601 Kidnap camera 4
{131873} 1601 Kidnap camera 5
{131874} Kidnapper
{131875} The Sage
{131876} Aldanon
{131877} wp_pc_aldanon_enter
{131878} wp_pc_aldanon_exit
{131879} 1601_wp_pc_stop
{131880} 1601_wp_aldanon_stop
{131881} 1601_wp_offstage
{131882} 1600 Aldanon's lab table
{131883} Aldanon's Alchemy Table
{131884} Neverwinter Archives
{131885} Githyanki Group{Few}
{131886} 1602 CS 1 camera 1
{131887} 1602 CS 1 camera 2
{131888} 1602 CS 1 camera 3
{131889} 1602 CS 2 camera 1
{131890} 1602 CS2 camera 2
{131891} 1602 CS3 camera 1
{131892} 1602 CS 3 camera 2
{131893} 1602 CS3 camera 3
{131894} Caretaker's Veil
{131895} This veil is used by the Caretakers of the Neverwinter Archives so that they may find and handle the books and records within the Secured Archives but they cannot read them.

Using this helmet gives the ability to spot all hidden objects, traps and doors, but the user is effectively blind while wearing the veil, greatly decreasing Dexterity and Armor Class.
{131896} skylight
{131897} candle
{131898} window
{131899} 1602 Archives exit
{131900} 1602 Archives entrance wp
{131901} 1602 Escort wp
{131902} 1602 Watch deathpoint
{131903} 1602 CS1 Gith sp
{131904} 1602 CS1 Gith wp
{131905} 1602 CS2 Gith wp
{131906} 1602 CS3 Gith sp
{131907} 1602 CS3 Gith wp
{131908} 1602_speaker{Invisible}
{131909} 1602_wp_sec_door7
{131910} 1602_wp_sec_door1
{131911} 1602_wp_sec_door2
{131912} 1602_wp_sec_door3
{131913} 1602_wp_sec_door4
{131914} 1602_wp_sec_door5
{131915} 1602_wp_sec_door6
{131916} 16_wp_vault3
{131917} 16_wp_vault0
{131918} 16_wp_vault1
{131919} 16_wp_vault2
{131920} 16_wp_war_vault
{131921} Dead Caretaker
{131922} Illefarn Case
{131923} Nix is Death.
One is Life.
Two is One.
Three is to Lead.
Four is to Follow.
Five is Nature.
Six is the Weave.
Seven is the Shadow.
Eight is You.
Nine is Me.
{131924} The Illefarn Cypher
{131925} Sailorman Case{1}
{131926} What follows is a telling of the long fall of Bloodsailer Trener B.Darven, scourge of the north Sword Coast, whose exploits have been heinously glorified in countless books, songs, prose, and the foolish hearts of young boys and girls.

Before you continue and further, be warned... This is a tale to chill the soul and curl the toes. Oh ye young lads who aspire to become swashbucklers or blackguards, heed the fate of Trenor B. Darven.

For a sea dog there are two common ways of dying - one way, and the way that most prefer is a gentle death of old age.  The second is to drown, either in the salty sea, or in a deep droth of mead, ale or rum. In other stories of Trenor B. Darven, his death is always colored in a very noble light.  In some, he falls defending his shipmates from the combined fleet of the Luskan Navy.  Or he dies peacefully in the arms of his one true love (who she is varies nearly as often as how he died}.

For every hundred stories about Trenor B. Darven, there are a hundred or more different versions of his death, each more heroic and unbelievable than the last.  The true end of Trenor B. Darven is anything but heroic, and by the end of this account, you will find it believable.
{131927} Death of a Sailorman (Vol. 1 of 3)
{131928} Sailorman Case{2}
{131929} To relate how Trenor B. Darven died, it is first important to understand how he lived.  Disregard the flowery claims of the bards' tales, and open your mind to the stark facts.

In the history of the Sword Coast, no single pirate has been responsible for the deaths of so many, or the loss of so much property.  Many fables celebrate Darven's "crowning achievement" - when his ship, the Sable Crow, sank the Luskan Pride, which carried a year's weight in taxes.  Darven was only able to pilfer about 10,000 gold pieces of the Luskan people's money before the Pride sank, lost forever to the indifferent creatures in the depths of the Trackless Sea

As a direct result of Darven's actions, Luskan entered a deep recession.  Half of the standing army had to be dismissed because Luskan could no longer pay their wages.  Entire outlying villages starved to death from lack of Luskan aid, and taxes were doubled for the next decade, driving many businesses to close and many Luskan citizens to become homeless.

And what became of the 10,000 gold that Darven stole from the defenseless Pride? He certainly did not tithe it to the poor as legends say he did.  Rather, he used the money to commission a sister ship to the Sable Crow: the Crimson Hawk. He gave the ship over to his favored consort Lariat Quist. With two powerful pirate ships, he intended to bring Luskan commerce to its knees, and then brave the more heavily armed merchant ships of Neverwinter.
 
Fortunately, his plans were soon thwarted by his own arrogance, and he was betrayed by the only person he had ever shown kindness to.
{131930} Death of a Sailorman (Vol. 2 of 3)
{131931} Sailorman Case{3}
{131932} Still glowing from his triumph of sinking the Luskan Pride, Trenor B. Darven wanted his next plunder to be greater still.

In the captain's bedchamber on the Crimson Hawk, Lariot Quist whispered a bold idea in her lover's ear: to raid the Gilded Sovereign, Luskan's flagship.

Darven was won over by his greed and lust and soon he set the Sable Crow to sail, with his lover following in the Crimson Hawk.

At the cusp of sunset, the Sable Crow approached the Sovereign sunward. Just as the Crow was about to deliver its opening volley, a piercing alarm sounded from the Crimson Hawk. 

Lariat Quist had betrayed Darven by alerting the Sovereign to their presence.  Worse yet, she set the Crimson Hawk to blindside her sister ship, and ordered the men she had handpicked to board the Sable Crow.

Even faced with certain death, most sailors take comfort that they will be welcomed into oblivion peacefully by drowning. As Darven knelt on the forecastle of his ship, preparing to slide into the embrace of the Trackless Sea, Lariat crept up behind him and pierced his heart with the jewelled dagger that Darven had given her as a promise of his love for her.
{131933} Death of a Sailorman (Vol. 3 of 3)
{131934} Luskan Threat Case
{131935} A report from an anonymous source, illustrating the nature of the Luskan threat.   1. Luskan is subtle. It will first attempt to weaken Neverwinter by undermining political alliances.                                                        2. Lord Nasher must expand his political alliances across the Sword Coast to ward off Luskan aggression.                                        3. The current Luskan ambassador, Torio Claven, is a spy for Luskan and cannot be trusted.                                                         4. Luskan's immediate short-term goal is the assassination of Lord Nasher. They will take advantage of the chaos to attack.          5. Luskan may turn its attention to Ruathym again, giving Neverwinter valuable time to prepare for a Luskan attack.
{131936} Luskan Threat to Neverwinter
{131937} Flat Faerûn Case
{131938} Since the beginning of recorded history, it has been the popular belief that Faerûn is flat. Even when the magnet was discovered, and the concept of gravity was postulated by the ancient Illefarn, scholars of those times reasoned that objects are pulled toward the ground by the magic force exerted on all living things by the Weave.

However, from examining the recovered records of the archmage Karsus, he actually succeeded in disrupting the Weave for several moments in an attempt to ascend to godhood.  Great destruction followed, but history makes no mention of creatures falling up from Faerûn into the heavens.  Thus, gravity is not a magical force that is dependent upon the Weave.

In addition to this strong counter-evidence, many explorers have claimed to have traveled completely around Faerûn through combinations of land and sea travel, and even magical flight, as described in the journal of the great mage Icarian.  

Despite these testimonials, many scholars still cling to the old notions of a flat Faerûn. Even the strong evidence I have stated above can be somehow refuted.

However, I can prove beyond all doubt that Faerûn is not flat, but rather is, in fact, the shape of a ring or doughnut...

[The remaining pages of this book look like they have been burned out.]
{131939} To Counter the Assumption of a Flat Faerûn
{131940} 
{131941} CityMCurtain03_T02
{131942} 
{131943} Githyanki Warlock begins 16_ar_records (Secured Vault)
{131944} 1602 CS3 convo trigger
{131945} 1602 CS2 Caretaker convo trigger
{131946} 1602 CS1 convo trigger
{131947} Archives Tome
{131948} 1602_speaker{Invisible}
{131949} 1610_enter{Invisible}
{131950} HollySquare
{131951} ElmF
{131952} Ginkgo-Fall
{131953} Willow-Fall
{131954} Pagoda
{131955} 1610 Intro camera 3
{131956} Temp wide shot of farm
{131957} 1610 Intro camera 2
{131958} Wide shot from sky
{131959} 1610 Intro camera 1
{131960} 1610 Fake interior camera
{131961} 1610 Cutscene 2 camera 1
{131962} 1610_sc_see_player
{131963} GithyankiLeader
{131964} wp_shandra_jump
{131965} From Shandra's Cellar
{131966} 1610_wp_sh_house
{131967} 1610_wp_sh_house_side
{131968} 1610_wp_sh_house_back
{131969} 1610 Fake interior waypoint
{131970} 1610 Cutscene 2 Shandra wp1
{131971} 1610 Cutscene 2 Gith sp
{131972} 1610 Cutscene 2 Shandra wp2
{131973} 1610_wp_gith_door
{131974} 16_wp_back_gith1
{131975} 16_wp_back_gith2
{131976} 16_wp_back_gith3
{131977} 1610_fire_1
{131978} 16_wp_front_gith4
{131979} 16_wp_front_gith2
{131980} 16_wp_front_gith6
{131981} 16_wp_front_gith1
{131982} 16_wp_front_gith5
{131983} 16_wp_front_gith3
{131984} 16_wp_postfight_2
{131985} 16_wp_postfight_1
{131986} 16_wp_postfight_5
{131987} 16_wp_postfight_3
{131988} 16_wp_postfight_4
{131989} 
{131990} 1610 CS1 convo trigger
{131991} 1610 CS2 convo trigger
{131992} {1611}Shandra's House
{131993} 1611 Cutscene camera 1
{131994} 1611 Cutscene camera 2
{131995} 1611 Cutscene camera 3
{131996} 1611 Cutscene camera 4
{131997} 1611 Cutscene camera 5
{131998} 1611 Cutscene camera 8
{131999} 1611 Cutscene camera 6
{132000} 1611 Cutscene camera 7
{132001} 1611 Cutscene camera 9
{132002} 1611 Cutscene camera 10
{132003} wp_flamespreading2b
{132004} wp_flamespreading2d
{132005} wp_flamespreading2e
{132006} wp_flamespreading2c
{132007} wp_flamespreading2a
{132008} From Shandra's Farm
{132009} sp_flamespreading1a
{132010} sp_flamespreading1c
{132011} sp_flamespreading1d
{132012} sp_flamespreading1b
{132013} 1611 Shandra cutscene wp 1
{132014} 1611 Shandra cutscene wp 2
{132015} 1611 Cuthscene Gith spawnpt
{132016} 1611 Cutscene rubble sp
{132017} 1611 Cutscene escape wp
{132018} 
{132019} 
{132020} CityMRug11_T03
{132021} 1611_speaker{Invisible}
{132022} 1611_tr{Invisible}
{132023} {1616}Ember
{132024} RedOakF
{132025} Angelica-Fall
{132026} ElmS
{132027} 1616_sc_ember_shot
{132028} 1616_sc_gith2
{132029} 1616_sc_sixer1
{132030} Sixer
{132031} Villager
{132032} wp_from_patrol
{132033} 1616 CS1 Sixer wp
{132034} 16_wp_emb_githm1
{132035} 16_wp_emb_githm4
{132036} 16_wp_emb_githa1
{132037} 16_wp_emb_githa2
{132038} 16_wp_emb_githw1
{132039} 16_wp_emb_gith10
{132040} 16_wp_emb_githm2
{132041} 16_wp_emb_githm3
{132042} 16_wp_emb_githa3
{132043} 16_wp_emb_githw2
{132044} 16_wp_bishop_sp
{132045} 16_wp_emb_githm_go2
{132046} 16_wp_emb_githm_go1
{132047} 16_wp_emb_githm_go4
{132048} 16_wp_emb_githa_go1
{132049} 16_wp_emb_githa_go2
{132050} 16_wp_emb_githw_go1
{132051} 16_wp_emb_githm_go3
{132052} 16_wp_emb_githa_go3
{132053} 16_wp_emb_githw_go2
{132054} 16_wp_gith2_sp4
{132055} 16_wp_gith2_sp2
{132056} 16_wp_gith2_sp3
{132057} 16_wp_gith2_sp5
{132058} 16_wp_gith2_sp6
{132059} 16_wp_gith2_sp1
{132060} 16_wp_gith2_sp10
{132061} 
{132062} To Gith Approach
{132063} {16_ember_door3}
{132064} {16_ember_door2}
{132065} {16_ember_door6}
{132066} {16_ember_door1}
{132067} {16_ember_door4}
{132068} {16_ember_door5}
{132069} {16_ember_door8}
{132070} {16_ember_door7}
{132071} {16_ember_door10}
{132072} {16_ember_door9}
{132073} 1616_speaker{Invisible}
{132074} {1620}Githyanki Approach
{132075} LiveOak-Winter
{132076} 1620 CS1 camera 1
{132077} 1620 CS1 camera 3
{132078} 1620 CS1 camera 2
{132079} 1620 CS2 camera 1
{132080} 1620 CS2 camera 2
{132081} 1620 CS2 camera 3
{132082} 1620 CS2 camera 4
{132083} This is a Githyanki Patrol.
{132084} Patrol
{132085} This is a Githyanki Scout.
{132086} Scout
{132087} This is a Githyanki Guard.
{132088} Githyanki{Ember Melee}
{132089} Githyanki{Ember Archer}
{132090} Githyanki{Ember Wizard}
{132091} wp_from_ambush
{132092} wp_1624_backway
{132093} 1620 Githyanki Patrol WalkWP 1
{132094} 1620 Githyanki Patrol WalkWP 2
{132095} 1620 Githyanki Patrol WalkWP 3
{132096} 1620 Githyanki Patrol WalkWP 4
{132097} 1620 Githyanki Patrol WalkWP 5
{132098} 1620 Githyanki Patrol WalkWP 6
{132099} 1620 Githyanki Patrol WalkWP 7
{132100} 1620 Githyanki Patrol WalkWP 8
{132101} 1620 Githyanki Patrol WalkWP 9
{132102} 1620 Githyanki Patrol WalkWP 10
{132103} 1620 Githyanki Patrol WalkWP 11
{132104} 1620 Lower Githyanki Guard Station WP
{132105} 1620 Mid Githyanki Guard Station WP
{132106} 1620 Upper Githyanki Guard Station WP
{132107} 1620 Githyanki Reinforcements Spawnpt
{132108} 1620 Cutscene 1 PC WP
{132109} 1620 Cutscene 1 Bishop WP
{132110} 1620 Cutscene 2 PC WP1
{132111} 1620 Cutscene 2 Bishop WP1
{132112} 1620 Cutscene 2 Bishop WP2
{132113} 1620 Cutscene 2 PC WP2
{132114} 1621->1620 Transition wp
{132115} 1620_wp_bishop_sp
{132116} 16_wp_postfire1_1
{132117} 16_wp_postfire1_2
{132118} 16_wp_postfire1_3
{132119} 16_wp_postfire1_4
{132120} 16_wp_postfire1_5
{132121} 16_wp_postfire1_6
{132122} 16_wp_firegith1
{132123} 16_wp_postfire2_1
{132124} 16_wp_postfire2_2
{132125} 16_wp_postfire2_3
{132126} 16_wp_postfire2_4
{132127} 16_wp_postfire2_5
{132128} 16_wp_postfire2_6
{132129} 16_wp_firegith2
{132130} To Gith Cave
{132131} {To Githyanki Cave}
{132132} This is a Githyanki Reinforcement.
{132133} Reinforcement
{132134} {1621}Githyanki Cave
{132135} Demons Group{Few}
{132136} Githyanki Group Small
{132137} 1621 Jerro CS camera 1
{132138} 1621 Jerro CS camera 2
{132139} 1621 Jerro CS camera 3
{132140} 1621 Intro CS camera 1
{132141} 1621 Intro CS camera 2
{132142} 1621 Intro CS camera 3
{132143} 1621 Intro CS camera 4
{132144} 1621 Intro CS camera 5
{132145} 1622 CS camera 1
{132146} Githyanki{CaveGith}
{132147} Messenger
{132148} Wizard
{132149} Zaxis
{132150} Demon{CaveDemon}
{132151} Demon2
{132152} Demon{Construct 2}
{132153} Construct{Shackled}
{132154} Demon1
{132155} Demon{Construct 1}
{132156} Githyanki Sword Stalker{CaveGith}
{132157} From 1620
{132158} Cutscene Messenger exit wp
{132159} Cutscene Zaxis exit wp
{132160} From 1622
{132161} 1621_wp_bishop_sp
{132162} 1622 Cutscene wp 1
{132163} 
{132164} Cutscene Jerro trigger
{132165} Transition to 1620
{132166} Transition to 1622
{132167} 1621 Invisible speaker
{132168} {1622}Outer Complex
{132169} Speak Trigger Construct
{132170} Transition to 1621
{132171} Transition to 1623
{132172} From 1621
{132173} From 1623
{132174} {1623}Inner Complex
{132175} 1623 Mephasm camera 1
{132176} (TEMP TEXT) Interdimensional knick-knack.
{132177} Interdimensional Sphere
{132178} (TEMP TEXT) To really identify this object means to unwravel the mysteries of the universe. Better have a lore potion handy.
{132179} Succubus{Mephasm 3}
{132180} Succubus{Mephasm 1}
{132181} Succubus{Mephasm 2}
{132182} Mephasm
{132183} This is a Pit Fiend
{132184} Brazier Fire
{132185} wp_1623_enter
{132186} 1623 Temporary door
{132187} 1623 Invisible speaker 2
{132188} 1623 Invisible speaker 1
{132189} 
{132190} Campsite
{132191} 
{132192} Mephasm CS trigger
{132193} Zaxis CS trigger
{132194} 1623 Zeeaire speak trigger
{132195} {T_IllefranStonedr01}
{132196} Mephasm's Care Package
{132197} {1624}Dire Wolf Cave
{132198} Boar, Dire
{132199} This is a dire boar
{132200} Leader
{132201} tr_1624_to_1620
{132202} tr_1624_to_backway
{132203} Dire Wolf Talk
{132204} Dire Wolf Attack
{132205} wp_1620_to_1624
{132206} 1630_enter{Invisible}
{132207} {1630}The Sunken Flagon
{132208} 1630 CS1 camera 1
{132209} 1630 CS1 camera 2
{132210} 1630 CS1 camera 4
{132211} 1630 CS1 camera 3
{132212} 1630 CS1 camera 5
{132213}  1630 CS2 camera 1
{132214} 1630 CS2 camera 2
{132215} 1630 CS2 camera 3
{132216} 1630 Act 1 End camera 2
{132217} 1630 Act 1 End camera 1
{132218} 1630_sc_duncan_intro1
{132219} Githyanki Warlock
{132220} Zots
{132221} Farlong
{132222} Duncan
{132223} Claven
{132224} Garius
{132225} Black
{132226} Bishop
{132227} 1630_sp_flagongith1
{132228} 1630 Khelgar WP
{132229} 1630 Grobnar WP
{132230} 1630 Neeshka WP
{132231} 1630 Elanee WP
{132232} 1630 Qara WP
{132233} 1630 Casavir WP
{132234} 1630 Bishop WP
{132235} 1630 CS1 Shandra wp1
{132236} 1630 CS1 Shandra wp 2 (bedroom)
{132237} 1630 CS1 Gith Warlock wp1
{132238} 1630 CS1 Gith Warlock wp2
{132239} 1630_sp_flagongith0
{132240} 1630_sp_flagongith7
{132241} 1630_sp_flagongith8
{132242} 1630_sp_flagongith9
{132243} 1630_sp_flagongith5
{132244} 1630_sp_flagongith4
{132245} 1630_sp_flagongith2
{132246} 1630_sp_flagongith6
{132247} 1630_sp_flagongith3
{132248} 1630 CS2 Duncan 1
{132249} 1630 CS2 Duncan 2
{132250} 1630_wp_pc_start
{132251} 1630_wp_duncan_intro_move
{132252} 16_wp_cs_common2
{132253} 16_wp_cs_common1
{132254} 16_wp_cs_common3
{132255} 16_wp_cs_common4
{132256} 16_wp_commondest1
{132257} 16_wp_commondest2
{132258} 16_wp_commondest3
{132259} 16_wp_commondest4
{132260} 16_wp_common_death1
{132261} 16_wp_common_death2
{132262} 16_wp_common_death3
{132263} 16_wp_common_death4
{132264} 1630_wp_cas_start
{132265} 1630_wp_nee_start
{132266} 1630_wp_bis_start
{132267} 1630_wp_khe_start
{132268} 1630_wp_gro_start
{132269} 1630_wp_ela_start
{132270} 1630_bedroom{Invisible}
{132271} CityMStuffedHead03 (boar)
{132272} 
{132273} CityMStuffedHead04 (deer)
{132274} 
{132275} 
{132276} CityMTable2_T02
{132277} Plant{CityMHplant02_T01}
{132278} Run Trigger
{132279} {16_cs_door5}
{132280} {16_cs_door2}
{132281} {16_cs_door3}
{132282} {16_cs_door4}
{132283} {16_cs_door1}
{132284} Door Trigger
{132285} Githyanki{Flagon}
{132286} Swordstalker Blade
{132287} Githyanki Sword Stalkers carry these potent, silvery greatswords, which are specially enhanced to inflict grievous wounds.
{132288} |Duncan joyfully approaches the player and hugs a startled Shandra. If hug animation is unavailable, Duncan just jumps for joy or does some other celebratory animation.|{Pleased, glad to see everyone}Hey, welcome back! Glad to see you've all returned... and in one piece, no less!
{132289} {A little uneasy, wary}Look I... I don't know why you're asking again. Surely you've heard this before.
{132290} You were just a babe when West Harbor was attacked near the end of the war with the King of Shadows... you suffered that wound from a stray arrow or debris.
{132291} {Still wary, guarded}I don't know anything else, especially about something that happened so many years ago... what about where you've been?
{132292} {Confused}Eh? What do you mean?
{132293} {Slightly incredulous}Inside the wound on your chest? That means you've been carrying the shard around almost your entire life? I... we had no idea.
{132294} |Duncan pulls the player aside, away from the other companions|{sighs, giving in, but a little distressed}I don't know if I'm the best one to be telling you this, but if you've got one of those shards <i>in</i> you, I think you've earned the right to hear everything.
{132295} {Duncan sighs, steeling himself to tell the tale}{DAY-gun}Daeghun probably already told you, but when you were an infant, West Harbor was the site of a battle, a terrible battle.
{132296} The King of Shadows himself led an army of demons against the Neverwinter army, which had gathered at the village.
{132297} {Thinking back}West Harbor was struck suddenly, without warning. There was panic... confusion... villagers fleeing every which way to escape the battle.
{132298} {Quiet}But Daeghun's wife {SHAY-LA}Shayla... and your mother {ES-MER-EL}Esmerelle did not.
{132299} They stayed behind, to save you. As demons and magefire rained upon the village, they fought to reach your crib.
{132300} By the time Daeghun even realized they were missing, it was too late. He could only watch from a distance as the village was consumed in the battle.
{132301} {Sad, trying to reason with player}It wasn't my decision to keep what happened to your mother from you... {Beat, sighs}and my brother will be furious I told you.
{132302} {trying to piece it together}I guess he... {pause}he thought it would be too much for you. 
{132303} In any case, when the few that remained returned to the village, no one was alive. Except you...
{132304} {Grieving, hard to get the words out}Your mother was there... so much blood and... you were clutched in her bosom, a deep wound in your chest. She'd tried to shield you, but...
{132305} The shard must have cut through her and into you. No one knew how you survived. But you did, and your wound sealed itself within days, leaving the scar that you still bear.
{132306} {worried}But if that wound was due to the shard that pierced you then, that raises many questions...
{132307} {sighs, been difficult}And I'm afraid I'm just all out of answers.
{132308} {sad, concerned}Believe me, I wanted to. But my brother...
{132309} | SCRIPTER: Bishop approaches and interrupts the conversation with Duncan.|{cheerful, insensitive, sarcastic}Why the long faces, you two? Somebody die? If so, sounds like a cause for celebration to me. 
{132310} {cheerfully insulting}Grobnar, you worthless half-man, strike up a tune... {under his breath}before I strike you.
{132311} |Grobnar whips out his instrument and plays a happy tune, perhaps Shandra's theme.|{Oblivious to insult}Of course, Sir Bishop, it so happens I have just the tune...
{132312} {cheerful, almost flippant, patronizing}By the way, I've decided it would be in both our interests if I stay on with you.
{132313} {Mocking, sarcastic}I'm hurt, you would value our friendship so lightly. {Beat}I don't need more money, traveling with you is the most fun I've had in years.
{132314} Well, if I am welcome, then I will help myself to a fair share of adventure and danger. Traveling with you is the most fun I've had in years.
{132315} |Shandra approaches the player|{nervous, uncertain}I hate to ask... but what happens now? I can't go back to my farm, ashes and all.
{132316} Well, I'd be more than happy to offer the lass my hospitality, but don't you need her to unlock Ammon Jerro's Haven?
{132317} |Khelgar approaches the group|{a bit stern}If she's going to be with us, she'll need to do some catching up... we can't just keep on rescuing her all the time. 
{132318} {Offended}Rescuing me? I can rescue myself! {Beat, then gets quieter as she mentions her own vulnerability}Sometimes, when there's not too many lizardfolk. Or githyanki.
{132319} |Everyone celebrates and is happy, Shandra starts training. Camera pans outside of the Sunken flagon to show Black Garius and Torio Claven.|
{132320} | JOHN LEE: Isn't this supposed to be somewhere other than the Flgaon? |{Menacing, disdain}So the fools celebrate even as they do our work for us. Is it done?
{132321} {hard}It is. And no one shall suspect our involvement.
{132322} {commanding, strict}Then let us be patient. {smiles with pleasure}Our master will reward us all soon enough.
{132323} |End of Act 1. Transition to Act 2.|
{132324} {still sad, but relieved}It's been with me for a long time... I am glad I could finally speak of it.
{132325} {Happy}All right, out with it - what happened? Tell me the tales, the songs, the whole bit! 
{132326} {Hesitant, slightly meek}Uh... I could sing a few of the songs our journey inspired, if you were will-{"willing"}
{132327} |To Grobnar|{disdain, a little annoyed}Quiet, you. |To PC|{beat, eager}You were about to say?
{132328} {Defensive}Look, I wanted to tell you, but...
{132329} What? Does a man need a reason? Come now. {Beat, cold}Duncan's kind request was enough to start this, I think, why not finish it? 
{132330} {Quietly, a little wary, this isn't a good thing}No, no. There's no need, Bishop. I'm sorry for before, but you've done more than...
{132331} {Trying to make light of it, but there's a threat here}Oh, come now, Duncan - I still <i>owe</i> you. And what better way to make it up to you than watching your kin here?
{132332} {Cold, foreshadowing betrayal - this is a drama line}After all, a debt is a debt... all the way until the end. Isn't that right?
{132333} {Hesitant}Well... I know enough to use a sword and can handle myself in a fight. I mean, I'm no spellcaster, but if you need an extra blade...
{132334} {Grunts, more to his breath at the end}So the farm girl's going to join our band? Good. We need someone to make up for the paladin - or at least to catch arrows if Grobnar's already dead. 
{132335} | Fade out |All right, then... when the King of Shadows attacked West Harbor long ago, that's when it must have happened...{fades out, while he tells the story}
{132336} | Fade in |{fades back in}...so you were the only survivor. We found your mother cradling you - the shard must have passed through her body and lodged in your chest. Daeghun must have felt it was too much to tell you.
{132337} {Cold}Ah... notice the stumble in his words. Your uncle has been keeping secrets, I think. 
{132338} {Angry}Silence, Bishop. 
{132339} {Doesn't like Bishop}We don't need any more of your help.
{132340} | If player is female |{Sly, playing Casavir against the player}Ah, why don't you let our leader speak for herself, "paladin," without you speaking for her, eh?
{132341} | PC is male |{Doesn't like hearing this}Travel with us? Her?
{132342} | PC is male |I'd have to agree with Neeshka. She's been through enough, do you think-{"that's wise"}
{132343} {Sniffs}I'll say. We don't need her weighing us down like Khelgar's belly. 
{132344} {Trying to be tactful}In light of the recent attacks, we may be placing her in more danger than helping. That is all I meant. 
{132345} {Slightly defensive}I really appreciate the sudden interest from the both of you, but I can take care of myself.
{132346} Besides, whenever I'm alone, that's when the problems seem to crop up.
{132347} | PC is male, Influence Loss Neeshka |{Sniffs}Fine, but she's not getting <i>my</i> share of the treasure. 
{132348} {Nods}If that is your decision, so be it... but it is her decision as well, since it endangers her.
{132349} | PC is male, Influence Gain Neeshka |{A little more upbeat}Oh, well, if we just need her to get into the Haven, that's fine, then. <i>That</i> I can understand. 
{132350} {Scoffing}Why, because we need someone who's easy on the eyes? {Slight smugness}That's what <i>I'm</i> here for, I believe.
{132351} {Slight caution}If Shandra agrees to travel with us, the danger might be greater than within Neverwinter's walls, but that is not certain.
{132352} | Influence Loss Shandra |{Mumbling under her breath}Careful, any more compassion out of you, and it could kill me.
{132353} | Influence Gain Shandra |{Slightly embarassed}Oh. Well, I mean, you don't have to go that far, but... uh... thanks.
{132354} | Influence Gain Shandra |{Slightly embarassed, quiet}Oh. Thanks.
{132355} | PC is female |Very well. She will travel with us.
{132356} {Snorts}You've just agreed to die before your time, farm girl. {Raises a mock glass}So be it.
{132357} | PC is female |I agree with our leader. And if you wish to travel with us, it is your right.
{132358} {Getting a little flustered}Well... thanks to you both, but...
{132359} {Slightly mocking, slightly serious}No need to thank me, farm girl. Traveling with us is perhaps the worst decision you can make, trust me.
{132360} | PC is female, gain influence Bishop |Well, then, as long as we simply <i>need</i> her with us, and don't want her, I'll drink to that. 
{132361} {Getting mad}Maybe you should watch your tongue, Bishop.
{132362} And maybe you should <i>listen</i> with your ears, paladin. Our leader calls the shots, we just obey - as will the farm girl in time.
{132363} | PC is male |She'll be staying here?
{132364} {Mocking, under his breath}Oh, she'll be in good hands here.
{132365} For now, I say we crack some of those kegs and drown the Flagon in wine. 
{132366} I admit - you've rescued me twice now - and if you're going to help teach me to survive these attacks, I accept. {Beat}But there's some things you're going to have to accept, too.
{132367} I don't like being left behind. Because whenever you're out of my sight, suddenly all this trouble starts happening, and I'm <i>really</i> tired of it.
{132368} {A little quiet at end}So... look, I won't try to get in your way or anything, but I don't want us to part ways again - {a little quiet, thinking about farm}I've... I've, well, lost too much already. {Beat, firm, stiff upper lip}You're not leaving me behind. All right?
{132369} | Influence Gain Shandra |{Nods}Then that's all I ask.
{132370} | Influence Loss Shandra |Well... good. Then by your side is where I'm staying.
{132371} | Influence Loss Shandra |{Rueful, irritated}I'm beginning to wish that - and I'm sure I'll wish for it again.
{132372} | Set Shandra Joined. Reset Shandra's Level. Increase Party Limit. |[Shandra has joined your party. While learning from you, Shandra counts as a free companion and will not leave your side.]
{132373} You've been keeping something from me, old man.
{132374} I need to talk to you about this wound I received when I was a child.
{132375} You are hiding something.
{132376} It wasn't an arrow or debris. There is a shard lodged within me.
{132377} Please, I need to hear every detail.
{132378} Actually, I discovered I have an extra piece inside.
{132379} Tell me everything you know about this wound on my chest.
{132380} I discovered that there is a shard lodged within me.
{132381} I want to hear the whole story.
{132382} What you're saying is I've been lied to my entire life.
{132383} My mother? How could that be?
{132384} But I was told my mother died giving birth to me.
{132385} You should have told me this long ago.
{132386} I'm not paying you, if that's what you're after.
{132387} A man of your skills is most welcome.
{132388} I don't know. Maybe Duncan will take you in.
{132389} I suppose we'll need her for the time being.
{132390} You are welcome to travel with me, if you'd like.
{132391} I still need you to get into Ammon Jerro's Haven.
{132392} I can't have you slowing the rest of us down. You'll have to start standing up for yourself. 
{132393} Haven't you always wanted the adventuring life?
{132394} Khelgar has a point. We need to train you so you'll be able to defend yourself.
{132395} I know it wasn't easy to share that with me - thank you.
{132396} Good to see you as well.
{132397} Anything else you're hiding from me? 
{132398} You know what I mean - there is a shard, buried within me, right beneath this scar.
{132399} And why would you want to do that?
{132400} You're right, so I suggest you start talking. Now.
{132401} Just give me the short version, we don't have time.
{132402} She's safer with us than without us.
{132403} I need her to get into the Haven. 
{132404} Is there some problem?
{132405} That's my decision, and it's final.
{132406} After all that has happened, I feel like we should do what we can to protect her. 
{132407} She seems capable enough to me.
{132408} You're welcome to travel with us, if you'd like, Shandra.
{132409} If we have to carry her with us, we will, but no more than that.
{132410} | Lawful Response |You have my word - I will teach you what I know and stand by you.
{132411} | Good Response |I didn't mean for anything to happen to you or your home. If I can make it up to you, I will.
{132412} | Chaotic Response |Do what you want, doesn't matter to me.
{132413} | Evil Response |Fine. But if you get in my way, then you'll wish I'd let the githyanki take you.
{132414} |NOTE: DELAY=1, kidnapper spawn-in. The PC walks out of Aldanon's manor.|
{132415} |The PC approaches Aldanon.|
{132416} |PC brought Quicksilver Powder|{Sincerely friendly, somewhat addled}Well met, well met... thank you for the quicksilver. I'd been waiting for its arrival for what seems like ages. {Chuckles}It makes me almost wish it could have sprouted legs and found its way on its own, but then it wouldn't be liquid, would it?
{132417} {somewhat exasperated}But lately with all the troubles - a murderer on the loose and young nobles sneaking around, up to who knows what - I've had to place wards around my home.
{132418} Oh... that's right. You came here for a reason, yes?
{132419} |Fade out to imply time passing|
{132420} {Excited and eager}Great {TEER}Tyr! What a tale! The moment you arrived I knew I'd be interested in meeting you - {thinking to self}wish I'd known that when I first greeted you, would have saved some time.
{132421} {Eager}You've certainly come to the right place. A while ago I found another shard, with properties similar to the ones you possess.
{132422} I've done every possible test on the shard but learned little. However, I've never had another shard to compare it against.
{132423} {Slightly eager, really wants to try it out}If you'd like some answers, I'll gladly run some tests on your shards. I have just enough quicksilver to do it.
{132424} {Disappointed, but still friendly}Oh. Very well. I can understand your mistrust. I will tell you what little I know from studying my shard, then.
{132425} These shards are pieces of a broken githyanki silver sword. Are you familiar with the githyanki?
{132426} The githyanki silver swords are forged with the special purpose of severing the silver cord that connects the form of an astrally projecting traveler to his or her material counterpart.
{132427} {Excited at end - this is cool to him}They look like a regular githyanki weapon, until used in combat, at which point they turn into a column of flowing, shimmering liquid, really quite amazing, I'm told. 
{132428} I believe the shards that you have found are pieces of one of these silver swords. I presume the githyanki have come to {fay-ROON}Faerûn to recover the shards.
{132429} {Slightly regretful}I wish I knew more. {AH-mon JEHR-ro}Ammon Jerro was the real expert.  He actually possessed a silver sword.
{132430} {considering}Hmm, I suppose they would. But if they went after Ammon Jerro, they never found him. He passed away as quietly as he lived.
{132431} I have no idea. He was a gentle sort, though, so I doubt that he stole or killed for the sword.
{132432} {matter of fact}Well, he's dead now, so I'm not sure finding him will help you much.
{132433} {sighs}When word of Ammon's death reached me, it was from a messenger, who had heard it in passing... the nobles who ruled Neverwinter at the time must have assumed I would simply know if another scholar passed away, for they had not mentioned it to me - it was almost an afterthought. 
{132434} {musing}I learned later that it was partly due to what Ammon's family wanted... and what had been requested by the deceased, to enter life quietly and to leave it the same way. {a little mournful}It is sad in this age when the passing of a humble scholar and indistinct court wizard barely warrants a footnote in history. 
{132435} {introspective}It makes me wonder... will anyone remember me when I am gone?
{132436} {serious}Oh, those were dark, confusing times. So much death and chaos, {a little anger}all brought about by some self-proclaimed "King of Shadows."
{132437} {a little spiteful}We were told the King of Shadows was not a king at all, but rather a very powerful warlock and summoner of demons.
{132438} {Ranting a little}He invaded Neverwinter decades ago, with an army of demons. Neverwinter sent their forces to confront him.
{132439} Both armies perished in the battle, and the King of Shadows was never heard from again.
{132440} Some rumors suggest that he was defeated and imprisoned by a cabal of mages. Others say that he was dragged away to the Abyss by his own demon servants.
{132441} {resolute}Whatever the King of Shadows' fate, I say good riddance.
{132442} Certainly. Where was I? Oh yes. When I discovered this shard and suspected what it might be, I attempted to uncover Ammon Jerro's research on the subject.
{132443} Unfortunately, any information Ammon Jerro had on the githyanki was either lost to the grave, taken far away by his family, or locked within his Haven.
{132444} {Thinking}Ah... the Jerro family was purported to have moved far away from Neverwinter following the war, and Ammon Jerro's passing.
{132445} It was a private retreat of some sort, where he went for solitude. I know it exists, but I don't know where.
{132446} I suspect that the Neverwinter Archives here in Blacklake would have its location.
{132447} They typically keep noble family records in the secured archives. They don't allow just anyone to access them, though.
{132448} I petitioned to be allowed to peruse the secured archives, but I was denied because... {embarrassed}because, well, some silly misunderstanding regarding misplaced books that somehow ended up in my possession. 
{132449} Normally, you would have to petition for access, which could take several weeks. {thinking}However...
{132450} {has an idea}Ask the guards at the Archives to speak directly with Archives Administrator {COAT-nick}Cotenick. He has been known to let me in... quietly on occasion.
{132451} Very well. Thank you for your visit, and for letting me chat with you. Quite enlightening, really.
{132452} Oh, and before I forget - you may take my shard. I've no use for it any longer, and who knows, you may gather more.
{132453} Do be careful, though - I plan to raise my wards again after you have left to keep out those young nobles skulking about... {snorts}hope we haven't talked too long, otherwise they may have gathered their courage and attempted to sneak in.
{132454} That's kind of you to say. But unlike Ammon Jerro, I will not be survived by any family.
{132455} I suppose they would, but the Jerro family was said to have moved away from Neverwinter after the war - and Ammon Jerro's passing. I have no idea where they might be now.
{132456} Ammon Jerro? Oh, he was a court wizard of Neverwinter decades ago.
{132457} {This line is meant to be ironic because Aldanon is essentially describing himself, though he does not know it}I met him a few times. He was a nice fellow... a little absent-minded, with a tendency to drift off the subject...
{132458} {Going on a trip down memory lane}Ammon Jerro reminded me of my old mentor Master {GRAL-er}Grahler. Had the largest collection of noisy, exotic birds, made <i>quite</i> a racket, you know, chirping and squawking...
{132459} {confused}What? Oh... {matter of fact}In any case, Ammon Jerro has been in a grave for many, many years. He passed away quietly, presumably of old age.
{132460} Common githyanki would not possess a silver sword. These swords are rare and highly prized. They are given by the Lich Queen to only the greatest of githyanki knights.
{132461} When one of their silver swords falls into the hands of a non-githyanki, they will go to extraordinary lengths to recover it.
{132462} Often enough that there is a special group of githyanki, the Sword Stalkers, whose sole purpose is to seek out any of the missing silver swords - and punish the thieves who took them.
{132463} I've never heard of one being broken before. It could be that the githyanki are as interested in how it was broken as they are in reclaiming the pieces.
{132464} The githyanki are a race of beings that dwell on the Astral plane, led by {VLA-kith}Vlaakith, the Lich Queen. {Beat}Not a nice woman, I hear.
{132465} Ages ago, the ancestors of the githyanki were human, and inhabited another plane of existence, where they were enslaved by the {ILL-ith-ids}illithids, or mind flayers.
{132466} Then came Gith. Little is known about her outside the githyanki, but she led the rebellion to free her people of the illithids, and is considered the hero and founder of the githyanki people.
{132467} {interested, excited}Ah, thank you. I'll be right back with this.
{132468} |Fade in. Aldanon approaches the player.|{cheerful, excited}My tests are complete. With another shard to use as a comparison... well, I learned quite a bit. Quite a lot, actually.
{132469} It appears these shards contain latent magical energy, either caused by a strong enchantment from when they were whole... or from their method of destruction.
{132470} Furthermore, the shards resonate when they are brought together, increasing their magical energy output accordingly.
{132471} Ah, yes. {Tsk tsk}Lately I've seen figures sneaking around in the dark, and not that well-meaning sort of sneaking, either. {Knowingly, as if the player should know, too}It's obvious what they want.
{132472} Why, my house, of course! As if I would ever sell it - ridiculous. I'd sooner give up my left eye. {Beat, thinking}But my right annoys me at times, so that would be an easier sell. 
{132473} {Slightly wistful at end}In any event, back when I first settled in Neverwinter, my humble abode was on the outskirts of Blacklake, bordering acres of untouched wilderness.
{132474} {Irritation builds}Now with Neverwinter being rebuilt following all that plague nonsense, my property went from the periphery to being right on the main thoroughfare of the {sarcasm}"rich" part of Neverwinter.
{132475} All the nobility wants to live in Blacklake, but there's no more room. So lately they've been trying various ways to convince me to sell my land.
{132476} {Slightly indignant}Of course. Who else would sneak around my home... {double-take}well, present company excluded.
{132477} {Disapproving}First they tried offering me <i>ridiculous</i> sums of gold. What do I need with more gold? 
{132478} Next they tried making loud noises late at night. But I need little sleep, so the only thing they accomplished was scaring away the nightbirds that raid my garden, for which I thanked them.
{132479} Lately they must be getting desperate because most nights I can look out and see them watching me.
{132480} Oh no, not at all. My wards work quite well. And these nobles are too civilized to try anything worse than mild harassment.
{132481} |Quick shot of kidnapper's feet sneaking past|
{132482} |Aldanon begins uttering a spell and waves his hands to restore the protective wards on his manor.|{under breath}[Utters a spell]
{132483} |A dark figure appears behind Aldanon and stealthily approaches.|
{132484} |Aldanon turns slightly.|{Curious}Hmmm? I say, how did you get in-?
{132485} |The figure leaps at Aldanon.|
{132486} |Fade to black.|
{132487} |Transition back to Blacklake District outside of Aldanon's manor. Aldanon's door is locked now.|
{132488} {Skeptical}Well, there <i>is</i> Jerro's Haven. I suppose you could try looking there.
{132489} {thinking}Well, seeking out Jerro's Haven would be the next logical step, I suspect.
{132490} Oh, well, I suppose asking them will work just as well as anything else. 
{132491} {thoughtful}Well, there <i>is</i> Ammon Jerro's Haven. It was a secret retreat of his, I believe.
{132492} I must confess, normally I'm rather, well, reclusive. Not that I dislike people, mind you - quite the contrary.
{132493} |PC lied to get in|{Sincerely friendly, somewhat addled}Well met, well met! I've been waiting what seems like ages for this delivery. Where is it?
{132494} {Means this, he's almost naive}Oh ho! Very clever - you said one thing and meant another, gets me every time! Not used to this whole lying business, quite odd to me.
{132495} Hmmm... not as much as I had ordered, but it will do. I need to have a talk with the delivery boy. If you're paid for a service, perform it well, I always say... well, when I'm not saying something else, of course.
{132496} |PC got in by mentioning shard|{Sincerely friendly, somewhat addled}Well met, well met! So you've another of these mysterious shards, have you? Fascinating. Absolutely fascinating.
{132497} |PC with Watch and got in on that fact|Ah, well met, well met... please forgive my rather rude questions at the door. I would never intentionally stand in the way of the City Watch... well, unless there was nowhere else left to stand, really. But that wouldn't happen unless there was a flood.
{132498} {Giggles}
{132499} Oh no, no, no, still have all of those, yes, I do, still as sharp as a club. Wouldn't trade a house for my wits, not at all. {Beat}Well, perhaps for my gardener's mind. 
{132500} | Once only |{A little quieter, to player}I wish more people would give that question a little thought.
{132501} | Fade Out |Well, it begins with the githyanki, you see those shards are part of one of their silver swords. I believe...
{132502} | Fade In |...so I suppose the one who would know the most would be the old court mage, Ammon Jerro. He actually possessed a silver sword, you know, but he is dead now.
{132503} But he may be survived by his family... and there was always his Haven, of course.
{132504} Very well - no one knows where Jerro's family is. But the archives here in Blacklake may have clues to the location of Jerro's sanctuary - his Haven, there may be something there that can help you.
{132505} {Aldanon's surprised in the sense that he's never given it a second thought where he got it from so he doesn't remember}Well now, I'm sure it would make for a fascinating tale! Except that I don't remember.
{132506} {Remembering}Someone had to have given it to me, right? Hmmm... I remember a well dressed man, perhaps nobility, though I'd never ask such a personal question...
{132507} He gave me this shard - asked me to study it and report my findings. Now that I think about it, he's never returned for an answer, not that I've had one to give him.
{132508} And I never did catch his name, so I wouldn't be able to find him either. Irrelevant, since, like I said, I haven't been able to glean any useful information from my single shard.
{132509} Patience, please. I'm doing my best to remember. So many faces - it won't go any faster if you yell.
{132510} Oh, excellent! If you'll just loan me the use of your shards, I'll gladly run some tests. I have just enough quicksilver to do it.
{132511} Oh no no no, it's not for sale. However, if I can determine anything after my test, you're welcome to it. I'll really have no use for it once I discover what it is.
{132512} So, it turns out the tale wasn't nearly as fascinating as I hoped. A pity. Back to my original question then - would you like me to run some tests on your shards?
{132513} I've had no reason to remember, but I suppose I should try now that you've asked me.
{132514} Obviously you'd first need more of the shards, wouldn't you? Between us, we have perhaps enough metal for a hairpin.
{132515} And once enough had been gathered... well, I really don't know what the next step would be. A large hammer and hot coals perhaps? I'm really not much of a blacksmith.
{132516} A fascinating subject. I'd be happy to tell you what I know.
{132517} I hope I generate as many questions for future generations. I shall tell you what I can.
{132518} There is very little else for me to share with you. I certainly wasn't there, and what little history that has been recorded of those times remains vague and murky.
{132519} However, if you wish, I would be happy to sit down and speculate with you about the King of Shadows. It would be a wonderfully entertaining exercise...
{132520} Your troubles are not why I'm here.
{132521} I have discovered several of these shards...
{132522} Well, you see - several nights ago in my home village of West Harbor...
{132523} It's a long story...
{132524} I'm not giving you my shards.
{132525} No, but tell me about the shards and the silver swords.
{132526} Is there anything more you can tell me about the shard?
{132527} Wouldn't the githyanki come after him to get the sword back?
{132528} How did he get a silver sword?
{132529} Where can I find him?
{132530} If Jerro's dead, where can I find his family?
{132531} What can you tell me about the war?
{132532} Do you know anything more about the shard?
{132533} Can we go back to talking about the shard?
{132534} Where can I find Ammon Jerro's family?
{132535} Ammon Jerro had a Haven? Where?
{132536} How I can gain access to the secured archives?
{132537} Thanks for the help. I'll be going now.
{132538} I'm sure you will not be forgotten.
{132539} Would Ammon Jerro's family have access to more of his research?
{132540} Who is Ammon Jerro?
{132541} Ammon Jerro isn't the only one who drifts off the subject.
{132542} You were saying?
{132543} I've fought githyanki, but none of their weapons had the properties you describe.
{132544} Do the githyanki often lose their silver swords?
{132545} Why would the githyanki care about pieces of a broken sword?
{132546} I'd be interested in hearing what you know about them.
{132547} Yes, but I want these back.
{132548} Certainly, here you go.
{132549} Nobles sneaking around?
{132550} Warding your home?
{132551} Could we talk about something else?
{132552} What <i>do</i> they want?
{132553} Uh... all right. Please, go on.
{132554} Are you sure these figures you see are nobles?
{132555} How do they try to get you to leave?
{132556} Is there anything I can do to help?
{132557} DEBUG: I'll be going now!
{132558} So, I can't talk to Jerro or his family. Any suggestions?
{132559} Where can I find this Haven?
{132560} I'm growing tired of this. Is there anything <i>else</i> you know?
{132561} They'll let me into the Archives - or else.
{132562} I'm done wasting my time here.
{132563} Enough history. Where else can I find the information I need?
{132564} Sorry, but I lied. I needed to talk with you.
{132565} |PC has some adamantine powder on him|Here. Take what I have.
{132566} Sounds like you may have sold your wits already.
{132567} Give me the short version and I'll write it in my journal.
{132568} Save the rambling, and just tell me what I need to do next. 
{132569} Can you get me in or not?
{132570} That doesn't tell me much I can act on.
{132571} Where did you get your shard from?
{132572} Think back. Take your time.
{132573} You've been spending all this time studying them, and you can't remember?
{132574} Go on.
{132575} Think, old man. I don't have all day.
{132576} Forget it. Just tell me about the shards.
{132577} Can I buy your shard?
{132578} How can I reforge the sword with these shards?
{132579} I have more questions about the silver swords.
{132580} I have more questions about Ammon Jerro.
{132581} Anything more you can tell me about the King of Shadows?
{132582} |Barkstring - Githyanki spots the player.|It's the <i>Kalach-Cha!</i> Sound the warning!
{132583} {quiet, warning}Wait a moment. |Pointing at githyanki watch-station|Look up ahead.
{132584} |Camera shows the githyanki watch-station with githyanki watching the pass below.|
{132585} They'll see us if we continue up the main path. We should find another way around.
{132586} They're only watching the pass below, so we can probably silence them quickly if we approach from the sides or rear.
{132587} |Bishop leads the player to the base of the Githyanki Approach.|Looks like we have quite a climb ahead of us.
{132588} |Dramatic music plays. Camera pans past the party, up the mountainside, ending with the cave at the top.|
{132589} The main trail up the mountain is bound to be watched. I say we hunt for another route.
{132590} {Scared, confused}Who's there? {pause}Answer me!
{132591} {indignant, then a little pompous}This veil is worn by all the Caretakers of the Archives. It is the symbol of our esteemed office.
{132592} I have sworn an oath. Once donned, I cannot remove it within the confines of the secured archives.
{132593} {a little demanding}I've answered you. Now, if you're not one of the marauders, why are you here?
{132594} It allows the Caretakers to tend the books and records here while ensuring that we do not read them.
{132595} {indignant}Mine is a sacred order charged with great responsibility. Who are you to show such disrespect?
{132596} {indignant}On the contrary - only a select few are allowed admittance to the Archives, and yours is not a voice I recognize.
{132597} {considering}Very well. If you swear to protect Neverwinter and keep its secrets safe, I will help you.
{132598} Very well. These marauders most likely seek entrance to the vault as well.
{132599} You must find four pedestals in the archive - upon each is parchment and a pen, which can only be seen by one wearing a Caretaker's veil. Each of the pens will scribe a question on the parchment regarding a book.
{132600} The pen and parchment will inform you of the book their question concerns, and ask you for your answer. Answer all four correctly and the vault will open.
{132601} {fearful, outrage}You fiend! Your plans won't succeed!
{132602} |Camera shows some githyanki being alerted by the Caretaker's yelling in the distance|
{132603} |Camera shows another githyanki being alerted by the Caretaker's yelling in the distance|
{132604} {suddenly sad}Find the body of one of my fellow Caretakers. Take his veil and use it to find the panels.
{132605} Now, I must find my way out of here. Good fortune to you.
{132606} {exasperated}I cannot give you my veil. I am sworn to wear it unless I leave the Archives, or... if I am dead. There are no exceptions.
{132607} {relieved}Oh, thank the gods! I heard shouting and the sounds of fighting, and feared whatever evil has fallen on the Archives would find me.
{132608} The veil is magical - it only blinds conventional sight. It is both a security measure and an organizational aid.
{132609} {JEHR-ro}Jerro? That information would only be contained within the vault. Many of Neverwinter's secrets are kept there, but it is for our eyes alone.
{132610} {defiant}Kill me and you'll never find the way into the vault.
{132611} Yes, of course. If you're not one of the attackers, why are you here?
{132612} The questions are never the same, unfortunately, otherwise I would.
{132613} {resigned, but defiant}Threaten me all you want, but I shall die knowing that the secret to the vault is safe.
{132614} {Considering}Yes, I can hear that much in your voice.
{132615} {Slight defiance, slight contempt}Yes, you must be desperate if you have to resort to threatening an old man.
{132616} |Dialogue ends. Caretaker becomes hostile and githyanki begin to travel toward the player to investigate the noise.|
{132617} You... don't sound like one of the attackers. Why are you here? 
{132618} {Rueful, to herself}Sounds like the test the Academy instructors used to give... and just as fun.
{132619} {Curious, to himself}Magical pens? {Beat, a little quieter}I wonder if I might borrow one, just for a while. 
{132620} | Influence Loss Casavir |What are you doing? Neverwinter is at stake, we need all the help we can get!
{132621} | Influence Gain Casavir |Our leader speaks truly, and I echo the vow as well.
{132622} | Influence Gain Neeshka |{Eager}Yeah, come on, let us in to this secret vault already.
{132623} | Influence Loss Casavir |{Surprised}What are you doing? We need all the help we can get!
{132624} DEBUG: Leave.
{132625} DEBUG: Get Caretaker's Veil.
{132626} If you have trouble seeing, can't you just take it off?
{132627} So how do you tend to the Archives if you're blind?
{132628} That's one of the most foolish things I've ever heard.
{132629} I'm sorry. I meant no offense.
{132630} Who I am is no concern of yours.
{132631} |Evil Response|I swear I'll kill you right now if you don't tell me what you know.
{132632} |Lawful Response|I vow to protect Neverwinter and keep its secrets safe.
{132633} Can't you just tell me how to solve the puzzles?
{132634} Farewell.
{132635} Wait a moment. Just give me <i>your</i> veil.
{132636} |Evil Response|Then I'll just kill you and take it, then.
{132637} |Caretaker walks away|Thanks for your help.
{132638} I'm here to help. What's going on?
{132639} Why are you wearing a veil?
{132640} |Chaotic Response|[Lie] I promise.
{132641} I need to find information on Ammon Jerro.
{132642} That information is important to me.
{132643} Tell me how to get into the vault or else.
{132644} We'll see about that.
{132645} The Archives have been attacked. I think you have bigger concerns at the moment.
{132646} All right. Is there anything else I need to know?
{132647} So be it.
{132648} |Lawful Response|Fine. I vow to protect Neverwinter and keep its secrets safe.
{132649} |Chaotic Response|[Lie] All right, I promise to protect Neverwinter. Now, tell me what you know.
{132650} More than Neverwinter is at stake here. I need that information.
{132651} Look, the safety of Neverwinter is at stake here.
{132652} I'm sorry, but I really need that information.
{132653} I'm the one asking the questions, old man. 
{132654} There is no crime in showing disrespect to a fool... and a blind one, at that.
{132655} Sounds to me like you already know what we're going to be asked.
{132656} |This conversation is triggered from 16_bl_escort. Your escort, either the Watchman or the Shadow Thief enters the Archives with you.|
{132657} {puzzled}Odd. There should be some guards on duty...
{132658} |Escort Watch steps forward.|{calls out loudly}Hello? This is Jorn of the Wa-{"Watch"}
{132659} |AUDIO: A crossbow bolt flies out from a nearby room and kills Jorn.|
{132660} {concerned}No guards? Something's wrong.
{132661} |EscortThief turns and runs out the front door.|You've survived this long without me. You're on your own.
{132662} |Two githyanki step out and attack!|
{132663} Have fun! I'll be waiting outside for you where it's safe!
{132664} |DEBUG: This is one of four puzzles you have to solve in order to open the doors to the Hidden Records Room.|
{132665} [There's something odd about this pedestal, but you don't see anything unusual.]
{132666} |PC must be wearing the Caretaker's Veil in order to see this.|[Through the veil, you can see the shapes of a feather pen and leather parchment lying on the pedestal, glowing with a soft light. When you approach, the pen rises into the air and scribes a question.]
{132667} |Puzzle 4|The following question references "The Luskan Threat to Neverwinter."
{132668} |Question, variation 6|What does the author recommend that Lord Nasher do about the Luskan threat?
{132669} |Question, variation 5|According to the author, what's the first thing Luskan will do to weaken Neverwinter?
{132670} |Question, variation 4|What is Luskan's most immediate short-term goal?
{132671} |Question, variation 3|Who wrote this document?
{132672} |Question, variation 2|Other than Neverwinter, who else is Luskan likely to attack in the near future?
{132673} |Question, variation 1|Who is the current Luskan Ambassador to Neverwinter?
{132674} |Puzzle 3|The following question references "The Illefarn Cypher."
{132675} |Question, variation 6|Nix You Nix Me Nix Nature.
{132676} |Question, variation 5|98764321.
{132677} |Question, variation 4|Follow, Follow, Follow, Follow, Follow, Follow Me.
{132678} |Question, variation 3|93271.
{132679} |Question, variation 2|You Follow Nature, Nature Follow Me.
{132680} |Question, variation 1|Shadow Weave, Nature Death.
{132681} |Puzzle 2|The following question references "To Counter the Assumption of a Flat Faerûn."
{132682} |Question, variation 6|What is revealed at the end of the book?
{132683} |Question, variation 5|Which is not a method used by explorers to circumnavigate Faerûn?
{132684} |Question, variation 4|What does the author believe pulls objects towards the ground?
{132685} |Question, variation 3|The author believes the concept of gravity was first explored by...
{132686} |Question, variation 2|The author believes the shape of Faerûn is...
{132687} |Question, variation 1|What sorcerer succeeded in disrupting the Weave?
{132688} |Puzzle 1|The following question references "Death of a Sailorman."
{132689} |Question, variation 6|What is the name of Trenor B. Darven's ship?
{132690} |Question, variation 5|What is the name of Luskan's flagship?
{132691} |Question, variation 4|How many variations are there of Trenor B. Darven's death?
{132692} |Question, variation 3|What does Trenor B. Darven consider his "crowning achievement?"
{132693} |Question, variation 2|What weapon is used to kill Trenor B. Darven?
{132694} |Question, variation 1|Who is the captain of the Crimson Hawk?
{132695} |Set this puzzle to be solved and increment number of puzzles solved|Correct.
{132696} |When the player has solved all four puzzles, the doors to the Vault open.|
{132697} Incorrect.
{132698} |Puzzle1 has already been solved.|[The scroll and pen on this pedestal lay motionless, presumably because you've already answered its question correctly.]
{132699} [There is something here, but you don't have time to look at it because there are hostile githyanki about.]
{132700} |Githyanki search party enters the room one beat before the vault door opens.|
{132701} |Githyanki search party enters the vault.|
{132702} |The vault door opens.|
{132703} |Puzzle2 has already been solved.|[The scroll and pen on this pedestal lay motionless, presumably because you've already answered its question correctly.]
{132704} |Puzzle3 has already been solved.|[The scroll and pen on this pedestal lay motionless, presumably because you've already answered its question correctly.]
{132705} |Puzzle4 has already been solved.|[The scroll and pen on this pedestal lay motionless, presumably because you've already answered its question correctly.]
{132706} Uh, excuse me, but I think it's Lariat Quist. {Beat}I really enjoyed "Death of a Sailorman," you know.
{132707} | Influence Gain Grobnar |{Impressed, a little quiet, to player}Oh, that's what I was going to say. Well done.
{132708} | Influence Gain Grobnar |{Impressed, a little quiet, to player}Oh, that's right - I kept thinking it was a catapult or a {TREH-bew-shay}trebuchet. {Beat}I've been fired out of both before, you know.
{132709} Hmmm. That would have been my first guess. But now that I think about it, it wasn't a ranged weapon, and it was definitely much smaller.
{132710} No, that doesn't feel right... it wasn't a ranged weapon.
{132711} Uh, I don't think that's it... I feel like it was a melee weapon, maybe a something a little smaller?
{132712} | Influence Gain Grobnar |{Impressed, a little quiet, to player}My, you are good at this. I wouldn't want to meet you across the Historian's Game Table, I wouldn't.
{132713} {Thinking}No... I think it was something about the depths, and pride, maybe?
{132714} {Confused, sexually naive}He turned that many women into beds?
{132715} Not exactly, Grobnar. But don't worry about it.
{132716} Not exactly, Grobnar. But don't worry about it.
{132717} {Not sure how to explain the birds and bees}Uh... not really, Grobnar, but... it's close.
{132718} {Nodding, approving}Oh, indeed. You're quite correct. Makes my head spin, all those deaths. 
{132719} Oh no, there were clearly hundreds. I remember that, because it's so hard to forget them all, especially the one where he's dragged around by the unicorn.
{132720} Hnh. Sounds like a ruler from {AW-M}Amn. Well done, I'm very impressed.
{132721} No, I think it was something involving gills, strangely enough. 
{132722} Close, but whatever it was had gills, too.
{132723} {Confused, then congratulatory}I still can't remember what color sable is. But obviously you do, very impressive, well done!
{132724} {Shrugs}Your guess is as good as mine. {Beat}I keep thinking part of it's some sort of color I don't understand, but the word escapes me, like a tiny, fleeing rabbit.
{132725} Oh, that sounds close. 
{132726} Hey... wasn't it {CAR-sis}Karsus? {Defensive}Hey, I paid attention to the parts in class about sorcerers.
{132727} {A little disappointed}Hmph. I actually knew that one.
{132728} {A little quietly}Well done. Hear tell, she's quite a viper.
{132729} I believe the ambassador is Torio Claven... and to hear her argue trials is like listening to a serpent hiss.
{132730} {Nodding}Indeed. Well done.
{132731} I believe it to be {ROO-aw-thm}Ruathym - and they have already launched their attack, as I understand it.
{132732} {Nodding}It would have to be to say such things and escape the wrath of the Hosttower and Luskan.
{132733} I do not believe <i>anyone</i> would take credit for such a document... to do so would bring unwelcome attention.
{132734} {Sighs}Unfortunately, that is most likely true.
{132735} Actually, it would be the assassination of Lord Nasher, I believe, as cowardly as it may seem.
{132736} {Nods}Very true. Well done.
{132737} I believe Luskan's first act will be an attempt to sabotage Neverwinter's alliances.
{132738} {Nods}Very true - and a wise policy. Well done.
{132739} A wise decision would be to build alliances across the Sword Coast - Luskan would hesitate to attack Neverwinter if it meant drawing others into the battle and the loss of ports along the Coast.
{132740} {Delighted}Well done! And faster than I could have done, by several heartbeats!
{132741} {Translating the cypher in his head}Oh - it's... uh... Death, Eight, Death... Nine, Death, Five.
{132742} {Delighted}Well done! And faster than I could have done, by several heartbeats!
{132743} {Translating the cypher in his head}Oh - it's... uh... "Me... You, Shadow Weave... Follow, Lead, One Life."
{132744} {Delighted}Well done! And faster than I could have done, by several heartbeats!
{132745} Oh - wait, it's 4, 4, 4, 4, 4, <i>4</i>... and 9.
{132746} {Delighted}Well done! And faster than I could have done, by several heartbeats!
{132747} No, it's... "Me Lead One Shadow Life." {Beat}That would make an interesting song title, you know. And it has a certain ominous, almost precognitive, doom about it.
{132748} {Delighted}Well done! And faster than I could have done, by several heartbeats!
{132749} Actually, I think it's more like... eight... four... two fives... then another four... and yes, nine. 
{132750} {Delighted}Well done! And faster than I could have done, by several heartbeats!
{132751} Actually, I think it's more like... seven-six, five-zero. Yes, that's it.
{132752} Well done! I always want to say "circle bread," but that is clearly not a ring. But it certainly is more tasty.
{132753} Oh, wait - it's circle bread. I mean, a <i>ring.</i> A ring of circle bread.
{132754} {A little in awe}Never would have guessed that one. Well done.
{132755} {A little to himself}I would have said gravy. It makes crows swoop to the ground to taste it, after all. Your answer was much better, though.
{132756} You truly know your explorers! Well done, well done, I say!
{132757} Um... I think it's teleporting. I've never done it, but that's what I hear. 
{132758} Hmph. I knew that one.
{132759} Teleportation. Trust me, that's what I'd do, if I had the choice.
{132760} That's true of all books.
{132761} {Impatient}Gods, this puzzle is annoying - if there's anything revealed by any book, especially this one, it's <i>nothing.</i>
{132762} {Disagreeing to himself}Seems like he has a good head on his shoulder to me.
{132763} {If player did not answer a question wrong, spawn a peripapt as a secret reward}
{132764} Leave.
{132765} CHEAT: Solve this puzzle.
{132766} No idea.
{132767} Hire adventurers to destroy the Hosttower.
{132768} Launch a preemptive strike against Luskan.
{132769} |Correct.|Build more alliances across the Sword Coast.
{132770} Adopt a wait-and-see stance towards Luskan.
{132771} No idea.
{132772} |Correct.|Undermine Neverwinter's political alliances.
{132773} Blockade Neverwinter's port.
{132774} Assassinate key military leaders.
{132775} Destroy Neverwinter's trade routes.
{132776} No idea.
{132777} Infect Neverwinter with a plague.
{132778} Occupy Port Llast.
{132779} |Correct.|Assassinate Lord Nasher.
{132780} Conquer Helm's Hold.
{132781} No idea.
{132782} Torio Claven.
{132783} |Correct.|An anonymous source.
{132784} Citizens Against Luskan.
{132785} Lord Nasher.
{132786} No idea.
{132787} The Ten-Towns of Icewind Dale.
{132788} |Correct.|Ruathym.
{132789} Waterdeep.
{132790} Baldur's Gate.
{132791} No idea.
{132792} |Correct.|Torio Claven.
{132793} Korven Grayson.
{132794} Lord Malagon.
{132795} Merpa Gigglesnort.
{132796} No idea.
{132797} Nix This.
{132798} Nix 8 Nix 9 Nix 5.
{132799} |Correct.|Death 8 Death 9 Death 5.
{132800} 080905.
{132801} No idea.
{132802} |Correct.|Me You Shadow Weave Follow Lead One Life.
{132803} Lead One Life Follow Weave Shadow You Me.
{132804} You Me Shadow Weave Nature Follow Lead One Life.
{132805} One Death Follow Lead Nature Weave Me You.
{132806} No idea.
{132807} 555558
{132808} |Correct.|4444449
{132809} 44444449
{132810} 5555558
{132811} No idea.
{132812} Me Hate This Dumb Book.
{132813} |Correct. PC has the book|Me Lead One Shadow Life.
{132814} You Lead Me Nature Weave Life.
{132815} You Follow Me Death You.
{132816} No idea.
{132817} |Correct.|845549.
{132818} 954458.
{132819} 854549.
{132820} Me <FirstName>, You Open Vault.
{132821} No idea.
{132822} |Correct.|7650.
{132823} 6666.
{132824} 765 Nix.
{132825} 3692.
{132826} No idea.
{132827} Faerûn is disc-shaped and flies like a discus towards its inevitable doom.
{132828} |Correct.|Nothing.
{132829} The author is insane.
{132830} Faerûn is flat.
{132831} No idea.
{132832} |Correct.|Teleportation.
{132833} Sea travel.
{132834} Land travel.
{132835} Magical flight.
{132836} No idea.
{132837} The gods.
{132838} The weight of their souls.
{132839} |Correct.|The Weave.
{132840} Gravity.
{132841} No idea.
{132842} |Correct.|The Illefarn Empire.
{132843} Elminster.
{132844} The god Tyr.
{132845} The Netherese.
{132846} No idea.
{132847} |Correct.|A ring.
{132848} An island floating in space.
{132849} Round.
{132850} Flat.
{132851} No idea.
{132852} Elminster.
{132853} |Correct.|Karsus.
{132854} Melchior.
{132855} Sifr the Frost Queen.
{132856} No idea.
{132857} |PC has any Sailorman. Wrong.|Crimson Pride.
{132858} |PC has any Sailorman. Correct.|Sable Crow.
{132859} |PC has any Sailorman. Wrong.|Sable Hawk.
{132860} |PC has any Sailorman. Wrong.|Crimson Hawk.
{132861} No idea.
{132862} |Correct. PC has found part 2 of Death of a Sailorman.|Gilded Sovereign.
{132863} |PC has Sailorman 2. Wrong.|Sable Crow.
{132864} |PC has Sailorman 2. Wrong.|Luskan Sovereign.
{132865} |PC has Sailorman 2. Wrong.|Luskan Pride.
{132866} No idea.
{132867} |PC has Sailorman 1. Wrong.|Dozens.
{132868} |PC has Sailorman 1. Wrong.|One.
{132869} |PC has Sailorman 1. Correct.|Hundreds.
{132870} |PC has Sailorman 1. Wrong.|Three.
{132871} No idea.
{132872} |PC has Sailorman 2. Correct.|Sinking the Luskan Pride.
{132873} |PC has Sailorman 2. Wrong.|Building the Crimson Hawk.
{132874} |PC has Sailorman 2. Wrong.|Bedding over six dozen women.
{132875} |PC has Sailorman 2. Wrong.|Dying heroically in battle.
{132876} No idea.
{132877} |PC has Sailorman 3. Wrong.|A mithral rapier.
{132878} |PC has Sailorman 3. Wrong.|An enchanted arrow.
{132879} |PC has Sailorman 3. Correct.|A jewelled dagger.
{132880} |PC has Sailorman 3. Wrong.|A ballista.
{132881} No idea.
{132882} |PC has Sailorman 1. Correct|Lariat Quist.
{132883} |PC has Sailorman 1. Wrong.|Lariot Quist.
{132884} |PC has Sailorman 1. Wrong.|Trenor B. Darven.
{132885} |PC has Sailorman 1. Wrong|Darven B. Trenor.
{132886} Leave it alone.
{132887} Cheat: Open Vault Door
{132888} DEBUG: Solve all puzzles and open door.
{132889} |PC has high Lore skill|[Lore] Lariat Quist.
{132890} |PC has high Lore skill|[Lore] A jewelled dagger.
{132891} |PC has high Lore skill|[Lore] Sinking the Luskan Pride.
{132892} |PC has high Lore skill|[Lore] Hundreds.
{132893} |PC has high Lore skill|[Lore] Gilded Sovereign.
{132894} |PC has high Lore skill|[Lore] Sable Crow.
{132895} |PC has high Lore skill|[Lore] Karsus.
{132896} |PC has high Lore skill|[Lore] A ring.
{132897} |PC has high Lore skill|[Lore] The Illefarn Empire.
{132898} |PC has high Lore skill|[Lore] The Weave.
{132899} |PC has high Lore skill|[Lore] Teleportation.
{132900} |PC has high Lore skill|[Lore] Nothing.
{132901} |PC has high Lore skill|[Lore] If I recall correctly, the cypher for that translates to 7650.
{132902} |PC has high Lore skill|[Lore] If I recall correctly, the cypher for that translates to 845549.
{132903} |PC has high Lore skill|[Lore] If I recall correctly, the cypher for that translates to, "Me Lead One Shadow Life."
{132904} |PC has high Lore skill|[Lore] If I recall correctly, the cypher for that translates to 4444449.
{132905} |PC has high Lore skill|[Lore] If I recall correctly, the cypher for that translates to, "Me You Shadow Weave Follow Lead One Life."
{132906} |PC has high Lore skill|[Lore] If I recall correctly, the cypher for that translates to, "Death 8 Death 9 Death 5."
{132907} |PC has high Lore skill|[Lore] Torio Claven.
{132908} |PC has high Lore skill|[Lore] Ruathym.
{132909} |PC has high Lore skill|[Lore] An anonymous source.
{132910} |PC has high Lore skill|[Lore] Assassinate Lord Nasher.
{132911} |PC has high Lore skill|[Lore] Build more alliances across the Sword Coast.
{132912} |PC has high Lore skill|[Lore] Undermine Neverwinter's political alliances.
{132913} Leave it alone.
{132914} Cheat: Open Vault Door
{132915} Leave it alone.
{132916} Cheat: Open Vault Door
{132917} Leave it alone.
{132918} Cheat: Open Vault Door
{132919} [These records of the Jerro family have been partially destroyed.]
{132920} [From what you can piece together, Ammon Jerro has one living relative: Shandra Jerro, who has a farm near Highcliff.]
{132921} [The githyanki are probably going after Shandra right now.]
{132922} [There are some records here that the githyanki have not yet destroyed. You can't examine them while the githyanki are still attacking you.]
{132923} |PC reaches vault to find some githyanki already inside. Camera pans over to vault interior. A githyanki warlock is reading a record.|{triumphant}We have the location of Haven.
{132924} {continuing to read, faintly surprised}Interesting... there is another Jerro. {ZEE-err-EE}Zeeaire will want her.
{132925} {tosses the record aside, becomes commanding}I shall take care of the descendant. Wipe out all mention of the thief, then rejoin the others.
{132926} |The Warlock activates a spell and she teleports away.| 
{132927} |PC is male|{startled}The <i>Kalach-cha!</i> Kill him!
{132928} |PC is female|{startled}The <i>Kalach-cha!</i> Kill her!
{132929} |The remaining githyanki begin destroying the records. One turns, noticing the PC.|
{132930} |Githyanki become hostile.|
{132931} {Surprise}<i>Shandra?</i> The Highcliff girl with the flammable barn?
{132932} Hnh. Small world. Hope the lass has forgiven us for the farm burning down.
{132933} I do not know if Shandra will be pleased to see us since last time we were at Highcliff.
{132934} {Slight urgency}We need to get to her at once. The githyanki are probably heading there as we speak.
{132935} {Urgency}We need to get to her, and quick. The githyanki are probably heading there right now.
{132936} {Wary, urgency}If we're going to save her, we better hurry, or the githyanki will get to her first.
{132937} [Stay here for now.]
{132938} [Go to Shandra's Farm.]
{132939} |PC is in an area with enemies around that are unalerted|{Hissing angry, but trying to keep his voice low}Keep quiet! If you alert the enemy, I swear I'll use you as a shield.
{132940} {grumbling, annoyed}What do you want? You're not paying me to have a conversation.
{132941} {Scoffs}There's no amount of gold that can buy <i>my</i> thoughts.
{132942} [Failure] Nice try, but you're not getting inside <i>my</i> head.
{132943} [Success] {Shrugs}All right, maybe I was wrong... although you aren't getting much for that amount.
{132944} Not a big fan of those low justice-loving murderers. The whole city's like a big thieves' guild, crushed under the Hosttower mages.
{132945} If you know what's good for you, you tend to avoid their patrols at an early age. And then, if you're good, you keep doing it until your luck runs out.
{132946} {Dismissal}Shooting them with arrows, mostly. Or tracking them down so somebody else can kill them.
{132947} That a good enough answer for you? I'm only half-serious, but that's all a pinch of gold'll buy you.
{132948} | PC is female |{Sizing up female player, slightly flirting}Well now, that's a rather... intimate... question.
{132949} You think a little gold and honeyed words is going to soften me up, show you my tender side? 
{132950} Well, think again, I'll need more on <b>both</b> sides of the fence to do that. 
{132951} {ominous}Oh, he did, did he? {threatening}I'll have to have a little talk with Duncan.
{132952} And tell Duncan the next time he opens his trap, I'm going to close it for him. {Under his breath}Worthless drunk.
{132953} | SCRAP: This area no longer exists. -BMA PC is approaching 1624 Beast Cave|{cautious, sniffing the air}Something's home, and it's not happy. {humorless grin}You go in first, I'll cover you from here.
{132954} | Act 1. Shandra has been kidnapped, but Bishop has not joined you. |You about ready to leave? Every moment we wait, your farm girl gets farther away.
{132955} Well, <i>get</i> ready. I'm not going to wait forever.
{132956} Let's move on.
{132957} If I paid you, would you talk to me?
{132958} [Diplomacy] How about twenty gold?
{132959} How do you know Luskan territory so well?
{132960} So what do you do when you aren't escorting people through the forest?
{132961} Just answer the question, all right? What do you do besides escorting people?
{132962} Duncan mentioned you were a smuggler.
{132963} Let's go.
{132964} I'm not ready yet.
{132965} {cautious, wary, sees an abandoned village}Hold on - something isn't right.
{132966} {Scanning the village}But it's not just the villagers - where are the livestock? {Sarcastic}They didn't take them all to market, trust me.
{132967} Wait - I don't see any of the livestock, either. They didn't take them all to market, trust me.
{132968} | Influence Loss Bishop |{Contempt for the player}If you want to go stumbling into a trap and draw arrow fire, be my guest. Just don't expect to find me following you.
{132969} {"Friends" = enemies}We're on the trail of our friends, though. They're moving fast, but it looks like we've closed in a bit.
{132970} Their trail's hard to miss. They may know where they're going, but they aren't bothering to hide their tracks...
{132971} {Suspicious}It's almost as if they <i>want</i> us to keep up. I don't like it.
{132972} Keep your eyes open and your weapon handy. I smell an ambush.
{132973} {Scanning the battlefield, wiping his sword}They left a large force in this village... which means it'll be easier on us when we catch up to the others - as long as we catch them before they go to ground.
{132974} {Nods, then a lot of contempt for the villagers at end}A little difficult, but we handled it... more than could be said for the villagers here, giving up their homes to the enemy. 
{132975} {Cold, contemptuous}Surprised the giths left any of them alive... it'd be more mercy than I'd show them.
{132976} {Trying to excuse villagers not helping them}The githyanki are not common soldiers, and the villagers are not veterans of battle like we are. 
{132977} {Correcting}No - the <i>villagers</i> were the reason the gith were here. 
{132978} {Scorn}You know what would have happened as well as I do - at least I admit it. 
{132979} | Influence Loss Bishop |{Insulting, mock incredulous}Tell me you're not as blind as you seem - you're from West Harbor right? 
{132980} {Make this dismissive, as if just finished a long conversation}All right, then. Let's head out - we have a lot of ground to cover, and-
{132981} | Influence Loss Bishop |{Contempt}Why? After this slaughter, they're probably as scared of us as they were of the gith - let them stay in their homes and rot. 
{132982} | Influence Gain Bishop |{Smiles}That's what I say. After all, if you aren't willing to kill for it, how important can it be?
{132983} | Show the quiet village of Ember. |
{132984} {A little self-satisfied}Nice little ambush they planned here. Decent effort, sloppy execution. It might have even worked if I hadn't been here.
{132985} |Show more Githyanki coming down the road|
{132986} {Approving. Not surprised to see a 2nd group coming}Ah, and I was wondering where their reinforcements were. Come on, we're not done here yet.
{132987} | Influence Gain Bishop |{Nodding, cold}Now you're learning, good. Keep listening to me, and you might stay alive.
{132988} | Influence Gain Bishop |{Grim, but approving}Just what I was thinking. Seems you know your way around the wilderness… I wonder how you and Duncan could <i>possibly</i> be related…
{132989} | Influence Loss Bishop |{Anger}I don't have time to <i>die,</i> either, so you go on ahead... walk into that village, see what happens. If you die, I'm free and clear. 
{132990} | Influence Gain Bishop |{Grim, but approving}You're being a little cautious, don't normally care for that - but here, I think you're right.
{132991} I agree. Some signs have been... obvious.
{132992} {A little quiet, ominous}I noticed that as well. 
{132993} | Influence Loss Qara |{Irritated}What? We've come all this way, now we're going to sit around and wait. Forget that! 
{132994} {Contemptuous, chiding}Now, now, little empress, you just listen to your leader here, might just save your life.
{132995} | Influence Gain Qara |{Impatient}I agree, we don't have time for this - let's keep moving.
{132996} | Influence Gain Bishop |{Very impressed}Good eyes - I noticed the villagers, but you're right about the livestock. 
{132997} {Slight surprise, then sarcasm}Eh? Well, now, aren't <i>you</i> a bright ray of hope.
{132998} | Influence Gain Bishop |But you're right... and what's more, our friends won't be leaving an obvious trail this time, since they don't have the men to bait any more ambushes. 
{132999} | Influence Gain Qara |{Muttering}I second that. 
{133000} This is not the first time the githyanki have appeared at a village unawares - surprise and ambushes favor them. I think the behavior of the villagers can be forgiven.
{133001} | Male player |{Getting irritated}He was just pointing out the realities of the situation, Bish-{"Bishop"}
{133002} | Female player |{Slight irritation}She was just pointing out the realities of the situation, Bish-{"Bishop"}
{133003} {Snide}Well, now, druidess, aren't <i>you</i> quick to jump to his defense... like a she-wolf in mating season, eh? 
{133004} {Snide}I suggest you rein in that attitude of yours, paladin - what, you think our leader can't speak for herself?
{133005} Gods, Bishop, you're disgusting.
{133006} {Sneer, slight suggestive}Maybe you could say that again - but a little more convincing this time.
{133007} | Influence Gain Bishop |What I was <i>going</i> to say is our leader's right... and what's more, our friends won't be leaving an obvious trail this time, since they don't have the men to bait any more ambushes. 
{133008} {Slightly defensive}It was not my intention to speak for her. 
{133009} {Snide, putting down a romantic rival}Yeah? Then don't - and maybe next time you'll sound convincing.
{133010} | Influence Gain Bishop |What I was going to say is our leader's right... and what's more, our friends won't be leaving an obvious trail this time, since they don't have the men to bait any more ambushes. 
{133011} | Influence Gain Bishop |Fine by me. Let's leave this worthless village behind, th-{"then"}
{133012} | Influence Loss Khelgar |{Grunts}Says you. Bring them on, says I.
{133013} | Influence Loss Qara |{A little disgruntled, then a little psychotic eager at end}Me, too. That was fun - like target practice, except <i>real</i> targets.
{133014} | Influence Loss Qara |{A little disgruntled, then a little psychotic eager at end}And why not? That was fun - like target practice, except <i>real</i> targets.
{133015} | Influence Gain Casavir |Agreed. Some may be wounded, we should check on them.
{133016} | Influence Gain Khelgar |My words exactly. It's almost a shame, it is.
{133017} | Influence Gain Qara |Yeah, that was fun - I hope they send more after us.
{133018} | Influence Loss Casavir |{Cold}Fighting is not the only option - and a willingness to die is not always a testament to what one believes.
{133019} {Cold, evil}You keep telling yourself that - I heard a little about Old Owl Well, wonder what you were willing to die for there, eh? 
{133020} Duncan told me what happened there... what do you think would have happened to your little swamp village if all of you had decided to surrender and wait the gith out?
{133021} | Influence Gain Casavir |{Stern}We don't deal in what might have been, Bishop... and these were untrained villagers - this is not West Harbor, and it is not the same.
{133022} {Tentative, approaching soldiers}Forgive me... you... are you hunting a woman, Shandra Jerro?
{133023} Those creatures, we heard her screaming as they were carrying her off - I tried to call out to her, but...
{133024} I didn't realize they had her at first, but she makes a merchant run through Ember and Port {LAST}Llast during harvest season. We hadn't seen her yet this year, though, and-
{133025} {Apologetic, realizes she hasn't introduced herself}Sorry, where are my manners – I am Alaine. Please, I saw the beasts taking her to the mountains to the north and east - they barely have an hour on you, but they were moving fast.
{133026} And thank you for saving us from those creatures, I can't th-{"thank you enough"}
{133027} | Influence Gain Casavir |You have our word, Alaine. We shall do what we can to return Shandra safely.
{133028} {Dismissive, angry}We promise no such thing. In fact, she could be dead - but we'll follow this trail as long as we feel like it. Now run back home with the rest of your scared kinsfolk. 
{133029} | Influence Loss Bishop |{Gritting his teeth}Fine. Coddle them, and all you'll do is line their bodies up for execution. 
{133030} | Influence Gain Bishop |{Cold, angry}Listen to our leader. Next time, fight, girl. Or next time, you'll die. 
{133031} {Laughing, liked the insult he just heard}That's the truth - ah, I think I'll like this journey. 
{133032} Now, can we go without more mewling dogs getting in our way? Every moment we wait, the trail gets colder. 
{133033} | Influence Loss Casavir |Not if I am here, ranger - should you or anyone else forsake them.
{133034} You can't be everywhere, "paladin." And sometimes defending the weak just keeps them weak. 
{133035} {Nervous}O-of course. Forgive me.
{133036} You're right. I don't see any villagers.
{133037} We'll just have to be careful, then.
{133038} And why should we care?
{133039} How can you be so sure we're on their trail?
{133040} |Player is a Ranger or Druid|Following their trail has been too easy.
{133041} We don't have time - we have to catch up, so let's move.
{133042} Should we wait here, see what happens?
{133043} Good, I don't want any more fights like these unless we can help it.
{133044} | Good Response |Maybe we should make sure the villagers are safe.
{133045} If that was the best they could do, we'll be fine.
{133046} We were the reason the githyanki were here. It's not the fault of the villagers.
{133047} Not everyone looks forward to killing.
{133048} I'm just glad we survived that attack. Let's keep moving.
{133049} Those who stand up for themselves are the ones who deserve to live.
{133050} Enough talk - the trail's getting cold.
{133051} [Spot] I agree - the village is abandoned, no villagers... and no livestock. 
{133052} | Once only. If WIS high |[Wisdom] If their forces are divided, good - but that means the remainder will travel faster, and the trail will be harder to follow.
{133053} Then let's stop wasting time talking and move.
{133054} | Once only.If WIS low, INT high |[Intelligence] If their forces are divided, good - but that means the remainder will travel faster, and the trail will be harder to follow.
{133055} | Once only.If WIS and INT is low, but Ranger. |If their forces are divided, good - but that means the remainder will travel faster, and the trail will be harder to follow.
{133056} Yes, we're hunting her. 
{133057} Did you see her?
{133058} We are, and the longer we speak to you, the farther she gets. 
{133059} Get out of the way. Now.
{133060} It's no trouble, Alaine. Thank you, and we'll try and rescue Shandra.
{133061} You already have done enough by letting them ambush us. Now get out of the way.
{133062} Don't thank me - you deserve to die for surrendering to the gith.
{133063} Bishop, be <i>silent.</i>
{133064} Forgive him, Alaine, it takes a dog to hunt dogs. 
{133065} Agreed, let's move.
{133066} |The first time the player enters Blacklake, this conversation will begin where an Escort brings the player to Aldanon's Manor. If PC is a member of the Watch, then a Watchman will escort the player from the front gates of Blacklake to Aldanon's. If the PC is a member of the Shadow Thieves then a Shadow Thief will escort the player from a secluded alley in Blacklake to Aldanon's.|
{133067} Aldanon's you said, right? Well, here we are. Don't expect too warm of a welcome, though.
{133068} He's been even more... detached... lately. I'll just wait here while you talk to him.
{133069} |Escort is Shadow Thief|Axle told me Aldanon's would be your first stop. I don't know why you need to speak with that addled old fool, but here we are.
{133070} So what are you waiting for? Knock on the door. I'll wait out here for you.
{133071} |Player walks up to Aldanon's front door|
{133072} {Peeks head out, thinks the player something's he's not}I'm sorry, are you here with the delivery?
{133073} Oh, you're here with <i>questions.</i> Well, that's simple - the answer is no. Now go away. I'm waiting for a delivery.
{133074} Oh, yes, I do. As I have said, the answer is no. And the question is, "can I buy your house." To which - no. Which I've said... three times now, I believe.
{133075} Quicksilver... for my shard experiment. Have you brought some?
{133076} Now, now, we should all take pride in our work, no matter how trivial it may seem. Being a courier is something to be proud of, not discouraged.
{133077} [Failure] I wouldn't suggest doing that - the door is warded, and if anything strikes it violently... well, the ward gets... upset. And will explode. Loudly.
{133078} [Success] Excellent, excellent. Um, hold on a moment - don't try to enter just yet.
{133079} [Failure] No, no, no... I mean, you just don't really seem like the type for delivering things... you're much too battle seasoned. 
{133080} [Success] {Slightly excited}Really? Well now, that's certainly interesting news. I'll need to modify my experiment of course... one moment while I remove the wards around this house...
{133081} [Failure] Oh, no, you must be thinking of different shards - I doubt the ones you have would be similar to the one I have, no, no, no.
{133082} Excellent! It's about time! Um, but hold on a moment - don't try to enter just yet.
{133083} Unless you're here with the quicksilver for my shard research, I really don't have time to dismantle the wards to let you in.
{133084} So, I'm sorry about all this, but unless you're here to deliver some quicksilver, I really must get back to my research.
{133085} What have I been saying? I've been waiting for that quicksilver. Now stop wasting my time!
{133086} Let's get out of here. Looks like you won't be getting anywhere without some of that quicksilver.
{133087} You might be able to buy some off merchants. Otherwise, I guess you'll have to dig some up for yourself. In any case, see me when you've got some and we can try this again.
{133088} |Player had to get Quicksilver for Aldanon|All right. Let's give this another try. If he still won't let you in, well - we can always just try and break down the door.
{133089} |Player approaches Aldanon's again|
{133090} Yes, what is it? I'm not selling the house, if that's what you're after, you know, and I thought I made that quite plain.
{133091} Oh, I rarely greet visitors at all. If I wasn't waiting for something, I might not have even heard the knocking. 
{133092} |Player approaches door|
{133093} {Confused, can't imagine why the police would be here}The Watch? Whatever are you here for? Is someone in trouble?
{133094} {A little surprised, but pleased}Really? I'm always happy to help the Watch - and information is something of a specialty of mine, you know. Quite a hobby. 
{133095} Let me just remove these wards... {pause as he removes wards}there, all disarmed, I think. Come right on in.
{133096} |Fade out. Jump to interior|
{133097} {Blinks, misses the threat}Oh. Well, whatever you're on about sounds dreadfully important if it affects my well-being. 
{133098} Looks like Aldanon's in one of his moods. You'll need to head back to the Merchant Quarter and pick up some of that quicksilver he was going on about.
{133099} We'll try it again when you're ready. I hope Aldanon's worth the trouble.
{133100} {Skeptical}All right. Try again. I'll wait here until you're done.
{133101} My quicksilver? You have it?
{133102} {irritated}If he still won't let us in, I'm going to toss a fireball through his window. Maybe two.
{133103} |Player w/ Shadow Thieves|I'm here to ask you some questions.
{133104} You don't even know what my questions are.
{133105} I don't want to buy your house. I just want to talk.
{133106} I'm not a delivery <boy/girl>.
{133107} Just open the door. I need to talk with you.
{133108} What are you waiting for?
{133109} Is there anything I can do to get you to open this door?
{133110} [Diplomacy] Shard? I have some shards as well. Maybe they'll help with your experiment.
{133111} [Bluff/Lie] Yes. I'm here to deliver some to you.
{133112} I have some with me. It's yours if you need it.
{133113} [Intimidate] Open this door or I'll break it down!
{133114} Will you let me in if I bring you some quicksilver?
{133115} I'm here to deliver some quicksilver.
{133116} Do you always greet visitors like this?
{133117} I've got your quicksilver. Now let me in. We need to talk.
{133118} |Player with Watch|I'm with the City Watch. I'd like to ask you some questions.
{133119} No trouble, but you have information that I need.
{133120} You will be if you don't open this door.
{133121} I need your help with an investigation.
{133122} Well, I suggest you open the door, or your delivery's staying out here.
{133123} |This conversation begins when the player exits Aldanon's Manor. The escort approaches the player.|
{133124} |Escort is Watchman|{friendly}You were in there for a while, but no worries. I found a stout branch and whittled a carving for Harmony, my fiance.|Possible side-quest. After escort dies in the Archives, search his body to find the carving he made. Find his fiance in Neverwinter and deliver it to her.|
{133125} |Escort is Watchman|{Slight confusion, then doubtful}The Archives? Well, my orders were to take you straight to Aldanon's and back out again.
{133126} |Escort is Watchman|[Success] I suppose it'd be all right... just a short trip, after all.
{133127} |Escort is Watchman|[Success] When you put it that way...
{133128} |Escort is Watchman|[Success] {cheerful}Hey, that's more than I make in a month. You have a deal.
{133129} |Escort is Watchman|[Success] {nervous, laughing it off}You've an odd sense of humor. If you really need to go to the Archives, I'll take you.
{133130} |Escort leads player to Archives.|
{133131} |Area transition to archives, and then start conversation 16_ar_enter.|
{133132} |Escort is Shadow Thief|{grumpy, upset, tone is hushed}What in the Abyss took you so long? You wouldn't believe where I had to hide to avoid the City Watch patrols.
{133133} |Escort is Shadow Thief|{Resigned. Knew this wasn't going to be fast}The Archives is it? That just figures. Nothing with you is ever easy.
{133134} |Fade out|
{133135} |Escort is Shadow Thief|{Resigned. Knew this wasn't going to be fast}The Archives is it? That just figures. Nothing with you is ever easy.
{133136} {sarcastic. She and the player aren't overly fond of each other}Glad to know our time spent together has warmed you up.
{133137} All right. The sooner we get this over with, the sooner we can get back to the safety of the Merchant Quarter. Follow me.
{133138} {A little bit of frustration, more due to worry than anything else}Someone's bound to notice us slipping in and out of the district, but you're the boss - at least that's what Axle told me.
{133139} Let's get back to the Merchant Quarter. See me when you're ready to return here and I'll take you to that giant library of yours.
{133140} I'm not one for books though. I'll wait outside once we get there. Come with me.
{133141} All right, then. Talk to the guards on the Merchant Quarter side when you're ready to return.
{133142} |Transition back to the Merchant Quarter|
{133143} I need to go to the Archives.
{133144} Thanks for your patience. Can we go to the Archives now?
{133145} [Diplomacy] It will only be a short side-trip. What's the harm?
{133146} [Bluff] It is crucial to the security of Neverwinter that I go to the Archives.|gain chaos points.|
{133147} [Bribe] I'll give you ten gold to buy your fiancee something nice.|gain chaos points|
{133148} [Intimidate] I'm going to the Archives, either with you or over your dead body.|gain evil points.|
{133149} Can you take me to the Archives?
{133150} Wait here - I want you to take me to the Archives, but I'd like to take care of some other things first.
{133151} As if I care. Just take me to the Archives.
{133152} I need to go to the Archives, but I'd like to stop by the Merchant Quarter first.
{133153} |Archives not done and PC has exited|Still alive. I shouldn't be surprised at this point. You're obviously hard to kill.
{133154} {No way Karina risks her skin directly for anyone}Not on your life. I know how to get places, and I know how to listen. Fighting is something I leave to others.
{133155} I can still hear a lot of screaming going on inside. You decide the archives were too much for you?
{133156} You could. Thing is, without me, the Watch would spot you trying to leave the district. I'll assume you're not eager to spend any time in one of their prison cells.
{133157} {Skeptical}All right. Let's go. I hope the Archives are still standing when we get back.
{133158} {Thinking}Hmmm. That's a good point.
{133159} |Player is City Watch|What's going on in there? I could hear all sorts of strange sounds.
{133160} Under attack? By the gods, I need to report this! The Watch will need to lock down this building!
{133161} Well, I've never spent much time near this building... lots of wizard types come and go. I just assumed it was normal.
{133162} You do? {Not sure of himself}Well, all right. What are you doing out here then?
{133163} Well, all right. So what do you need from me then?
{133164} Back to the Merchant Quarter? All right, follow me.
{133165} We could use your help in there.
{133166} I should kill you for running away like that.
{133167} I need to leave the district.
{133168} Nevermind. I'm going back in.
{133169} The Archives are under attack.
{133170} I need to leave the district.
{133171} Why didn't you come in to investigate?
{133172} It's all right. I've got things under control.
{133173} You're supposed to be my escort. Let me worry about what's going on inside.
{133174} Nevermind. I'm going back in.
{133175} Succubus{CaveDemon}
{133176} |After the demons harrassing Construct are defeated, the party gathers around Construct to examine it.|
{133177} |Alternate if Grobnar is not in the party - Bishop is always in the party|{curious, but wary}Anything being torn apart by demons is an ally in my book. 
{133178} This is a construct, I believe, a being animated through magic. I doubt this was done for any benevolent purpose, though.
{133179} It's a construct, a kind of golem. Lucky for us that it's inactive.
{133180} {gruff}What? You've never seen a construct? {grudging respect}Don't have much appreciation for magic, but you have to admire the workmanship here. 
{133181} It looks to be made of solid steel. Oh, and stay clear of those bladed appendages, they look sharp.
{133182} {offended}This is a construct - someone tortured the ore to twist it into this shape. Yet it seems dormant, damaged, somehow.
{133183} This is a construct. {Almost off-handedly}Basically, raw elemental matter brought to life through magic, unlife given life.
{133184} If I'm not mistaken, this is a blade golem. It takes a lot of skill to put one of these together - a lot more power than I have.
{133185} |Grobnar finishes his examination of the golem|{excited}Why, he's the very same kind of blade golem construct that appeared in Neverwinter. But... it looks damaged - inert. 
{133186} Looks like the githyanki here captured this golem, and somehow severed it from whoever was controlling it... and damaged it in the process. 
{133187} You know, given some time, I think I can get it working again.  Maybe once we get back to the Sunken Flagon, I can tinker with it, get it working again.
{133188} Be that way. If you don't want it, I'm coming back for it after we're done here.
{133189} Uh, I think leaving it here would be a bad idea. If I can fix it, the {gith-yank-ee}githyanki might be able to do the same. And then they might send it after us.
{133190} |Lose influence with Grobnar|{sighs, unhappy}Well... all right. I can't say I'm not disappointed, though. What a find! What an opportunity!
{133191} You can boss around the knee-high all you want, but this thing's made of good metal, and looks worth some good coin. I'm coming back for it when we're done here.
{133192} {Surprised}I'm not mad, I'm very calm. I mean, who wouldn't want a chance to examine it - and I'm relatively sure I could keep it under control. Relatively.
{133193} |If Grobnar is in the party, he runs up to Construct and begins tinkering around. Tinkering continues throughout the conversation|{very excited}Oh my, this is a marvelously constructed... er... construct. To think of the enchantments that must have been inscribed on its core... fascinating! 
{133194} | Construct is chained to the walls here and a pair of demons are harrassing it. |
{133195} {wickedly mischievous}Listen... when I strike it, it's like the tolling of a bell.
{133196} |SCRIPTER: Demon1 hits Construct. Construct rocks back and forth like a punching bag.|
{133197} {disgusted}I can still smell the stench of its creator on its surface, running deep into the ore. Why would the gith keep such a thing, as broken as it is? 
{133198} |SCRIPTER: Demon2 casts a fire spell at the construct. Construct jerks like a rag doll, but is otherwise unresponsive.|
{133199} {both demons laugh wildly}We should tear it apart, see if its limbs twitch when cleaved from the body.
{133200} |Camera pans in on Construct's face. Construct jerks lifelessly as the demons keep hitting him.|
{133201} |Demon1 turns suddenly toward the player and motions to the other demon|{Surprised, then pleased}Why... it seems one victim has drawn others. 
{133202} |Demons turn hostile and attack.|
{133203} Still... how did it get here? It looks like a prisoner.
{133204} {Shrugs}I have no idea. 
{133205} Perhaps your attacks helped damage it... although its captors seem to have done their fair share of torture.
{133206} It certainly isn't an ally of the githyanki... which means there's at least one more player drawing the cart around this whole circle of ambushes and counter-ambushes. How perplexing.
{133207} Obviously, this thing wasn't on the githyanki's side, whatever it was - or those demons. {Beat}Which means there's someone <i>else</i> tracking our movements. 
{133208} {Irritated}How many enemies do you have, anyway? There's almost more than I can count. 
{133209} But you know... seems to me this thing could be worth some coin. Let's take it with us, sell it off to a wizard.
{133210} {Quietly}There's a surprise.
{133211} {Quietly}There's a surprise.
{133212} {Quietly}There's a surprise.
{133213} {Quietly}There's a surprise.
{133214} {Frowns, someone just insulted him}Watch it.
{133215} All right. We'll come back for it after we've found Shandra.
{133216} Let's just leave it here.
{133217} All right. We'll come back for it after we're done here.
{133218} I said leave it.
{133219} Are you mad? I'm not hauling that thing back to the inn where it could massacre people.
{133220} Maybe I didn't make myself clear. We're not bringing this thing with us.
{133221} Why would the githyanki want this? 
{133222} I remember fighting this thing in Neverwinter - and it fled through a portal. 
{133223} What do you think we should do?
{133224} |PC enters, sees Jerro (labeled as Wizard), standing next to Zaxis and a few demons. All around them are slaughtered githyanki. Their backs are to the PC|{to Zaxis, cold, matter-of-fact}Find the githyanki leader and retrieve the shards from her, Zaxis. Leave no one alive.
{133225} |Zaxis runs off deeper into the complex|
{133226} |Jerro senses the PC, turns around, and sizes him up, then turns his back on the PC|{casually, to his demonic minions}As for these newcomers... deal with them.
{133227} |Jerro teleports away. His demons cackle and attack|
{133228} |The player walks through the cave entrance. The camera is momentarily blinded from the transition from the outdoors to the dark cave (use special effect or a different-color fade to accomplish this)|
{133229} |As the camera focuses the player and companions are taken aback by a dozen menacing githyanki.|
{133230} |Camera looks at Githyanki leader|{smiling viciously}{ZEE-err-EE}Zeeaire has foretold your coming, {KALACK-cha}<i>Kalach-Cha.</i> She sent me here to end you.
{133231} {resolute, commanding}Slay the <i>Kalach-Cha.</i> For Zeeaire!
{133232} |The githyanki flourish their weapons and are about to attack.|{Several githyanki in unison}Zeeaire!
{133233} |Another githyanki comes running up to the lieutenant from deeper in the cave|{fearful, urgent}There is a problem.
{133234} |Screams and sounds of battle are heard in the distance. Both githyanki turn and look towards the sound|{irritated, to the messenger}Handle it. I am not finished here.
{133235} I enjoy knowing my prey, <i>Kalach-Cha.</i> I find it sweetens the taste of their death. Zeeaire allows me this luxury.
{133236} {disgusted}<i>Kalach-Cha</i> is the brand given to one who not only steals a silver sword, but destroys the sword to hide the crime and then impudently carries its shards.
{133237} {spitting}You lie, <i>Kalach-Cha.</i> You gather the shards to use their power. I can feel the stink of your corruption mixed with the energy of the shards you possess.
{133238} {offended}Do you mock me? No, <i>Kalach-Cha,</i> your title is fresh to our history. Zeeaire gave you this name to properly classify the severity of your crime.
{133239} {bragging}Zeeaire is a Sword Stalker of the highest order. She is favored by the Lich Queen and has slain countless enemies.
{133240} Very well, <i>Kalach-Cha.</i> We will talk as long as you continue to amuse me.
{133241} Githyanki men typically serve the Lich Queen from the Astral home.
{133242} |Player is female|{condescending}You travel with and lead male servants. Do you not find them too fickle and weak of mind for anything but simple tasks?
{133243} |Player is male|{condescending}Most males are too weak in the mental disciplines to be proper leaders or warriors.
{133244} {offended}Well, I say we put that theory to the test... right now.
{133245} |She will only say this once, after the first time she will attack the next time you bore her.|{annoyed}I've lost interest in speaking with you. 
{133246} {interested}Yes, they do. I have been away from the Astral home for some time and I have not... {suggestive}indulged myself.
{133247} {suggestive}Perhaps your human servant, the tall, dark one, would suffice. Give him over to me willingly and I can offer you a faster, painless death.
{133248} {disgusted}You can't <i>possibly</i> pay me enough... and even if you could, I'd need a few kegs of Duncan's ale first.
{133249} | Influence Loss Bishop |{furious, disgusted}Just try it, see what happens.
{133250} {bemused}It seems that you do not keep a tight leash on this servant. Pity...
{133251} [Failure] {furious}Primitive beast – you make my skin crawl. I should put you down lest you slip from your leash and breed.
{133252} [Success]{wickedly amused, suggestive} You may have a point. Were it not my mandate to slay you, I should like to experience what men of your race have to offer.
{133253} Still, perhaps Zeeaire will permit me to experiment with your corpse.|flourishes weapon|
{133254} [Grumbling]{upset and muttering indistinguishably under his breath}
{133255} Why... why I've never observed that. {Beat}Have I?
{133256} {aside}Tell me about it.
{133257} She may be evil, but she is so right.
{133258} {Suddenly in a bad mood. Vlaakith is her sworn leader who she cannot openly disrespect, but she doesn't like Vlaakith}Vlaakith the Lich Queen has been our leader for millenia. Her greatness is second only to Gith herself. I don't wish to speak of her further.
{133259} Gith is our savior. It was by the strength of her conviction and the power of her sword that she freed our people from our enslavement to the illithids.
{133260} Do you not know? The illithids, or mind flayers, were responsible for enslaving our people for untold eons. Gith freed us.
{133261} |To her troops|{ceremonial, reverent, like "God save the Queen"}Long live Gith!
{133262} |Githyanki thrust their weapons in the air|{several githyanki in unison}Long live Gith!
{133263} {firm, forceful}Gith lives. Of that, every githyanki is certain. But she is lost to us. Some say she is imprisoned in Baator.
{133264} {suddenly furious, protecting herself from looking disloyal in the eyes of her troops}You dare question my devotion to the Lich Queen? 
{133265} We Sword Stalkers are an elite order, tasked by the Lich Queen to recover our silver swords that have been lost and hunt the fools that steal them.
{133266} Silver swords are the Lich Queen's sacred gift to her knights. Many outsiders covet their power. Their theft is the highest crime an outsider can commit.
{133267} {ironic}'Course. But both crimes are still punishable by death.
{133268} {sneering}The human girl has been kept intact until Zeeaire can extract the thoughts she needs from the girl's mind.
{133269} She will be an empty shell, suitable only for the amusement and feeding of our thralls.
{133270} {scoffing}The same thing you want. To find the silver sword her ancestor Ammon Jerro has stolen.
{133271} {menacing}My name is unimportant. You need only know that Zeeaire has granted me the honor of killing the <i>Kalach-Cha</i> and taking your head as a trophy back to the Astral Plane.
{133272} {angry}I have lost many seasoned warriors because of you. For this and your many other crimes against the githyanki, you will now die.
{133273} | Influence Gain Bishop |{Grim}Glad we understand each other. I'll never be that desperate. {Beat}And if I am, go ahead and kill me.
{133274} {Dissapointed}Oh.
{133275} | PC is male, check for Elanee, and check if Elanee > Neeshka influence |We're going awfully deep into Luskan territory - hope this girl is worth it. {Beat, deciding to cause trouble}Seems to me the druidess is thinking the same thing.
{133276} {Slightly snappish, Bishop is irritating her}No, I am not, Bishop. As with many things regarding women, you are wrong.
{133277} {Smug, knows he's right}Of course I am. That's why you get that expression on your face with every step north of the Mere we take, eh? {Slight taunt, a little low}All for some peasant girl who keeps putting us all in danger.
{133278} {Tired, but trying to deflect the comment}I can take care of myself - this journey is proving longer than I thought, and I worry what we will find at the end.
{133279} And Shandra is <i>not</i> some peasant girl, Bishop. She needs our help, as our leader said. 
{133280} {Taunt}What, do our leader and her have some history I'm not aware of? Because if it's love, then I can understand why we're on this fool's errand. 
{133281} {Slightly snappish}I seriously doubt that. 
{133282} {Taunt}What, do you and her have some history I'm not aware of? Because if it's love, then I can understand why we're on this fool's errand. 
{133283} {Smug}Just asking - but I think I have my answer. 
{133284} | Influence Loss Bishop |{Smug, nodding}Of course - but that answer is all I needed, a fool's errand it is.
{133285} {Still testy}That good enough for you, Bishop? Maybe now you can keep your attention where it belongs - on the trail.
{133286} | Influence Loss Casavir |Shandra's well-being should be our focus right now.
{133287} | Influence Gain Bishop |To you, maybe. But I have the answer I need, I think, and this errand's a lot less foolish in my eyes.
{133288} {Slight disgust}The way you treat others...take note of our 'fearless leader,' Bishop... such acts come full circle.
{133289} {Slight taunt}So you're saying if I act the same way, maybe I'll have a half-dressed druidess following me as well, hoping for a scrap of attention. Things could be worse.
{133290} | Influence Gain Bishop |But enough of my questions - I think I got all the answer I needed.
{133291} | PC is male |{Irritated, getting frustrated}Guards, wolves, ambushes, now a dark cave filled with gith... {Dismissive}why are we wasting time over this farmgirl again? 
{133292} No matter how tough this Jerro haven is to enter, there's a way to pick any lock rather than using the key. 
{133293} {Grumbling}Let the gith have her, they'll probably let her go as soon as she opens her big mouth and starts complaining. 
{133294} {Jealous}Fine, I was just saying... this seems like an awful lot of effort over some peasant girl. I mean, that is <i>all</i> she is to you, right? 
{133295} | Influence Gain Neeshka |{A little more chipper}Well, then that's that. Let's go in and get this over with... if they haven't already settled it for us.
{133296} | Influence Loss Neeshka |{Angry}Well, then let's go in and get this pathetic rescue over with... since that's what you seem to do with everyone you meet, regardless of how you feel.
{133297} {Challenging}Because I <i>asked</i> you? I mean, I've stuck with you this long without needing more than one rescue, and now we've had to save her... what, three times now? 
{133298} | Influence Loss Neeshka |{Angry}Forget I asked, then. Let's go into this monster-infested cave and get killed, shall we?
{133299} Let's skip the pleasantries. 
{133300} |Messenger runs back to the fighting. Lieutenant turns back to PC, and she and her crew attack|
{133301} I'm surprised you're talking to me. Most githyanki just attack.
{133302} Why do you githyanki keep calling me <i>Kalach-Cha?</i>
{133303} I didn't break the sword. I gathered these shards to find answers.
{133304} So this sort of thing happens often enough to have a name for it?
{133305} Zeeaire. I keep hearing that name. Who is Zeeaire?
{133306} I'd like to talk about something else.
{133307} I want to know about the Lich Queen.
{133308} What's a Sword Stalker?
{133309} Tell me about Zeeaire.
{133310} Who are you?
{133311} Most of the githyanki I've encountered are female. Why is that?
{133312} I completely disagree.
{133313} |Player is female|Men have their uses.
{133314} You can have Bishop... over my dead body.
{133315} I'll let you have Bishop if you take me to see Zeeaire.
{133316} You're not taking Bishop.
{133317} |Player is male|[Charisma] You might find men of other races superior to your githyanki males.
{133318} Fine, let's end this.
{133319} Wait, there is still more we can talk about.
{133320} Who is the Lich Queen?
{133321} Tell me about Gith.
{133322} The illithids?
{133323} If Gith still lives, why do you follow the Lich Queen?
{133324} You speak as though Gith is still alive.
{133325} Sounds like you don't like your Lich Queen.
{133326} Sword Stalker?
{133327} Tell me about the silver swords.
{133328} Do your swords get stolen often?
{133329} Stealing a silver sword is worse than killing the githyanki who possesses it?
{133330} I didn't steal a sword, but I have killed <i>countless</i> githyanki.
{133331} What have you done with Shandra?
{133332} What happens after Shandra's "extraction?"
{133333} What do you want from her?
{133334} And who might you be?
{133335} If I collected the heads of every githyanki <i>I've</i> killed... 
{133336} Not if I send you there first.
{133337} I'm done wasting time with you anyway. 
{133338} Leave Elanee alone, Bishop.
{133339} Are you all right, Elanee? 
{133340} Shandra is in danger, and we need to help her.
{133341} She's not some peasant girl, she has a name. 
{133342} Both of you, be silent.
{133343} | Lawful Response |We placed Shandra in danger, and it's our duty to rescue her.
{133344} | Good Response |Rescuing her is the right thing to do, she needs our help.
{133345} | Chaotic Response |This is our best chance to open the Haven, nothing more.
{133346} | Evil Response |I just want to kill some gith - and then we can bleed Shandra of her blood, if that's what opens the Haven.
{133347} She's in danger, and it's our fault, so that's why we're here.
{133348} What if I had that attitude when you were in trouble?
{133349} | Chaotic Response |This is our best chance to open the Haven.
{133350} | Evil Response |Because I'd rather have the key, and I feel like killing some gith.
{133351} Yes, that is all she is. 
{133352} What does that matter?
{133353} No, I care what happens to her, and I don't want to see her hurt.
{133354} Maybe you could be silent, and we could move on.
{133355} | Lawful Response |We placed Shandra in danger, and it's our duty to rescue her.
{133356} | Good Response |Rescuing her is the right thing to do, she needs our help.
{133357} | Chaotic Response |This is our best chance to open the Haven, nothing more.
{133358} | Evil Response |I just want to kill some gith - and then we can bleed Shandra of her blood, if that's what opens the Haven.
{133359} Interdimensional Sphere
{133360} This sphere is all that remains of a deactivated mystical field. It seems to ripple in strange ways, and the very space around it seems distorted and warped, as if the sphere is attempting to pull itself into another plane.
{133361} |Player hasn't convinced the wolf to let him pass.|[The largest dire wolf bares its teeth and growls.]
{133362} |Charisma 10+|[Success] What can a two-leg have to say to us?
{133363} [Failure] We do not wish to speak to <b>you,</b> two-leg.
{133364} [Success] You speak with reason, unusual for your kind. You may pass, but do not return here.
{133365} {Scoffs, player just suggested he try to calm some snarling wolves, which he thinks is the stupidest thing ever}Talk to them? Sure - with my arrows.
{133366} {Angry, someone just suggested slaughtering the wolves}We've entered their territory... but they're not attacking, and neither should we.
{133367} |Player has convinced the wolves to let him pass. Bark String.|Go quickly, two-leg. Your presence brings danger to the pack.
{133368} {Looking at a snarling wolf pack, realizes they're in a Mexican Standoff}They see us as a threat - but they haven't attacked yet. 
{133369} [Failure] No, it is more likely that you would only bring more death to us. 
{133370} [Success] Yes... there is much strength in you. Our pack is clearly no match for yours - you may pass, but do not return.
{133371} [Failure] You wish to test your pack's strength against ours? {wearily}So be it.
{133372} [Success] It is true that your kind often travels in large packs. Pass, but disturb us no further.
{133373} [Failure] We smell the deception in you, two-leg, and it offends us!
{133374} {amused}Then you are in the wrong place, two-leg. That path lies outside the den-home. 
{133375} We would be grateful, two-leg.
{133376} {evasive}The pack knows many things, but perhaps that is not one of them.
{133377} We cannot deceive. There is a way, a narrow way, at the back of the den-home.
{133378} {firm}You cannot use it. It would bring attention - and death - from the two-legs in the cave.
{133379} |PC failed to negotiate passage but tries to talk again.|You were told to leave and yet you are here. Now you die.
{133380} {bitter}Many other two-legs came to the mountain-home. We challenged them, but their pack's strength was too great.
{133381} We are fortunate, for they chose not to claim the den-home as theirs. {bitter}Still, we must cower like prey.
{133382} |This should lower the difficulty check if the PC tries to talk his way through the den|[Success] We are stronger. Thank you, two-leg.
{133383} [Failure] {grumbling}Our injuries are little better, two-leg.
{133384} | Influence Loss Bishop |{Irritated}Are you done? Look, the trail's going to get cold... and your "friend's" going to be dead if you keep sidetracking like this.
{133385} | Influence Loss Bishop |{Grunts, to himself}This is ridiculous.
{133386} Look, in the wild, you answer threat with threat - I say we put an axe in these wolves' skulls.
{133387} | Influence Gain Bishop |{Grunts, to himself}Glad to see someone's willing to take some action.
{133388} {Just been asked to speak to a wolf}I can try to calm them. Tell me what you wish me to say, and I can translate for you.
{133389} | Influence Loss Elanee |{Irritated}This is just slaughter for slaughter's sake - there is no sense in it.
{133390} {Looking at snarling wolves}Looks like we've made some new friends.
{133391} | Influence Gain Elanee |{Pleased, slight reprimand for Bishop}Kindnesses have a way of coming full circle, Bishop.
{133392} But we thank you for the effort.
{133393} {Elanee interrupts, sees a wounded animal she can heal}Hold on - let me see what I can do.
{133394} You must leave now - do not return.
{133395} {Interrupting}You can trust us - we would not harm you intentionally. If we had wished you harm, we would have attacked already.
{133396} {A little quieter, slightly irritated at Bishop}Thank you - there are others who would not have been willing to speak first. 
{133397} You bring lies, just like all two-legs, and now you will die for them.
{133398} You speak with reason, unusual for your kind. You may pass, but do not return here.
{133399} {A little quieter, slightly irritated at Bishop}Thank you - there are others who would not have been willing to speak first. 
{133400} |Available if PC has ranger or druid levels.|[Wild Empathy] Calm. I wish to speak with you.
{133401} [Diplomacy] If you grant me passage, I can remove the two-legs that threaten both our packs.
{133402} [Intimidate] If you don't let me pass, I'll just go through you.
{133403} Farewell.
{133404} [Back away from the wolf.]
{133405} |Elanee is in the party. Elanee has not spoken to the wolf before.|Elanee, can you talk to them?
{133406} |Player has not asked Bishop this question before.|Bishop, can you talk to them?
{133407} |The wolf will no longer attack unless it's attacked first.|
{133408} [Attack.]|Wolves becomes hostile.|
{133409} Can you speak to them, Elanee? 
{133410} Let's just kill them and be done with it.
{133411} Nevermind. Let's go back.
{133412} Then I'll kill you, instead.
{133413} Then you leave me no choice but to kill you all.
{133414} [Bluff] Many more of my group are not far behind. They might not be as reasonable as I am.
{133415} Very well. Farewell.
{133416} |The wolves become hostile and attack.|
{133417} |The wolves become hostile and attack.|
{133418} I'm looking for a way to the top of the mountain.
{133419} |Good Response.|PC can try this option once.|[Heal] I see that many of you are injured. Perhaps I can help.
{133420} Actually, I was thinking of something more... inconspicuous. Do you know of anything like that?
{133421} Perhaps it is. I would appreciate any help you could give.
{133422} You know something. Tell me. <b>Now.</b>
{133423} So, do you know a way or not?
{133424} |The wolves become hostile and attack.|
{133425} Farewell, then.
{133426} What happened here?
{133427} |Fade out to reflect the passage of time.|
{133428} Farewell.
{133429} |The wolf will no longer attack unless it's attacked first.|
{133430} |NOTE: Bishop should join you regardless of you paying his fee.|Ah, I'd help you out tracking down Shandra, but hosting these Blacklake nobles has drained my coffers dry. Sorry...
{133431} |When all FlagonGith are defeated.|That lass, Shandra, has been taken? How in the hells did those githyanki get into the city?
{133432} |Kneeling over a dead githyanki. He stands up|{condescending, cocky}Does that matter? You'd best hurry if you want to get her back. 
{133433} Look, this one has a sprig of Duskwood trapped in his boot. That means they came from deep within Luskan territory... and that's where they'd be returning to.
{133434} |To Bishop|{Like a challenge, implying that Bishop should take the job}Luskan... that's your territory, Bishop.
{133435} {Cold, uncaring}Yes, but it's not my problem. I'm not going into Luskan territory for some farm girl, and certainly not with any kin of yours, Duncan.
{133436} {suddenly forceful}You'll help them, Bishop, whether you like it or not.
{133437} {Sneering}And what makes you th...{"think"}
{133438} |Duncan just stares wordlessly at Duncan, his face stern.|
{133439} {Referring to a debt - cold, sinister, it's almost like he's telling Duncan he's going to kill him}Calling it due, are you, Duncan? Are you sure? 
{133440} A woman's life is at stake, Bishop. If that's what it takes to move you to do the right thing, then so be it. 
{133441} {Pissed off, cold, but still willing to deal - sneering at end}Fine, it will be worth it to be rid of you - and for such a small price, too. You're a fool, Duncan.
{133442} {uncharacteristically deadpan}So be it.
{133443} {Firm, business-like}All right, pack your bags and grab your weapons. We're bound for the Luskan border.
{133444} Follow my lead and don't try to be clever. If the Luskans catch us, they'll use us for target practice.
{133445} |Transition to overland map. Indiana Jones style arrow draws across the screen north to the location for the Luskan Patrol.|
{133446} |NOTE: Kidnapping occurs in 16_sf_shandra, remove branch? - BMA, Cutscene shows the Githyanki sneaking into Shandra room and capturing her.|
{133447} Alarm! Alarm!
{133448} Everyone who wants to live, get out of bed and grab a weapon. The Flagon's under attack!
{133449} |Githyanki are swarming around the Inn as people dash around madly. Duncan and a few others are fighting back.|
{133450} |Pulls out his bow and shoots a Githyanki|{grim, arrogant}Hmph. I was hoping for a reason to kill someone today.
{133451} |The player and companions begin in a room of the Inn, and must fight through all the Githyanki.|
{133452} |The player arrives at the Sunken Flagon with Shandra, after rescuing her from her farm.|{Slightly interested}Well, now, I see you've brought someone new to my establishment. Now who is this young lady?
{133453} |To Shandra|Please, lass, come in, come in. Make yourself at home. This here is the Sunken Flagon, I own it - you'll be safe here.
{133454} Grobnar, play a tune or something, make the lady feel welcome. 
{133455} |Grobnar whips out his instrument and plays a happy tune, perhaps Shandra's theme.|Why, of course, I was just th-{"thinking"}
{133456} {Under his breath, exasperated}Look we don't need a lecture on what passes through your head and out your mouth. Just <i>play.</i>
{133457} {Uneasy}Well, the innkeeper certainly runs hot and cold.
{133458} |Begin Shandra dialogue: 16_sf_shandra|
{133459} {exasperated, but friendly}Hey welcome back. But look, I don't have much time to talk.
{133460} {takes the player aside}Watch out for Bishop. His interests are his own, and his loyalty only lasts as long as his debt... or your gold.
{133461} The only good I can say of Bishop is that he's a survivor - and a gifted tracker who knows Luskan territory like the back of his hand.
{133462} He's a smuggler who makes regular runs across the Luskan border, and he's tangled with them more than a few times.
{133463} {Slight exasperation}There's a horde of nobles shacking up here at the Flagon. And <i>nothing</i> satisfies them.
{133464} All these {sarcasm}"lords" and "ladies" have slipped out of the Blacklake District ever since that murder took place, and they had to come here. 
{133465} {a little proud, then a little less so at the end}Apparently the Flagon is the finest inn in Neverwinter, well, outside of the Plucked Harp and the Discriminating Gentleman in Blacklake.
{133466} Lord Nasher sent that aide of his to ask that I set these nobles up with rooms - how can I turn down such a request?
{133467} {Irritated}Of course, if I'd known that I'd be tending infants, then I would have asked for more gold up front. 
{133468} Yeah, he comes to the Flagon on occasion. Stops by Sand's shop, probably looking for some cheap charms.
{133469} Just trying to deal with a delicate situation - these nobles are <i>particular</i> in their tastes. My cook's almost quit twice, and none of my ale seems to agree with their delicate tastes.  
{133470} Ah, well, back to the grind. We'll speak more later. 
{133471} {mild disdain}Ah, just worthless gossip.The noblemen want to hunt the murderer down themselves, but so far, the talk's only gone as far as their tankards. 
{133472} Don't keep me waiting too long. I may just change my mind about helping you bring back the farmer girl.
{133473} {Simmering}You're a lot like your Uncle... calling debts, giving orders... that kind of behavior can get you killed.
{133474} {Skeptical}Duty? What, you think I care what happens to her? She wasn't tough enough to save herself, so let her rot, I say.
{133475} Is your whole family deaf, Duncan? Like I said, <i>not my problem.</i> 
{133476} {Scoffs}Is that supposed to be what passes for a threat from a Harborman?
{133477} | Good Response |Shandra's life is at stake, we need your help.
{133478} This is Shandra - Shandra, Duncan. Duncan, Shandra.
{133479} Forget him. There's things we need to discuss.
{133480} Well, judging by his tone and that look in his eye, I'd stay out of arm's reach.
{133481} That's my Uncle. You can trust him.
{133482} I'll be going now.
{133483} What is Bishop's problem?
{133484} Why does he know Luskan so well?
{133485} Why don't you have time to talk?
{133486} This place seems busier than last time I was here. 
{133487} Why not?
{133488} No offense, but why would the nobles come here?
{133489} Well, I'm sure you'll survive somehow.
{133490} Sounds like you've dealt with Nasher's aide before.
{133491} Stopped by to see Sand? Interesting.
{133492} What have you heard about the murder?
{133493} We don't have time for introductions, Duncan.
{133494} |DEBUG: Take Bishop, get on the road!|
{133495} Not just yet. I'll let you know when I'm ready.
{133496} All right, let's go.
{133497} I give the orders around here. We'll go when I say we go.
{133498} Why are you so interested?
{133499} | Lawful Response |It is our duty to rescue her - we failed to protect her, so we must make amends.
{133500} | Chaotic Response |Come on, a little jaunt into Luskan, we'll have fun whether we find Shandra or not.
{133501} | Evil Response |How about in exchange for your worthless hide, ranger?
{133502} No! Please! Go away!
{133503} Be quiet, everyone! There's more of them out there!
{133504} Don't open the door! Don't open the door!
{133505} Please leave! We have nothing for you!
{133506} Stay away! I... I've got a knife!
{133507} They're trying to get in! We're doomed!
{133508} Githyanki Group Huge
{133509} Githyanki Group Large
{133510} Githyanki Group Medium
{133511} Shadow Thief Escort
{133512} Watchman Escort
{133513} Githyanki{FlagonGith}
{133514} I'm in your party!
{133515} I'm not in your party.
{133516} Want me to join?
{133517} I would join your party if it wasn't already full.
{133518} Marvelous.
{133519} Yeah, about that... it's time for you to go back to The Sunken Flagon.  Peace.
{133520} Wow.  That's amazing.  Really.
{133521} Hmmm.  No.
{133522} Oh, what the heck.
{133523} Interesting.  No, seriously.
{133524} Agent
{133525} Henchman
{133526} {Impatient}Can we <i>go</i> now?
{133527} {Tired, weary - just been saved again}I'm getting <i>so</i> tired of this. You have to let me save you sometime, or else I'll never be able to pay you back.
{133528} {Suggestive}Oh, there'll be plenty of time for you to pay <i>all</i> of us on the way back to Neverwinter.
{133529} {Defiant}You all <i>put</i> me in danger! I'm not paying you a single coin.
{133530} {Slow, cold, seductive}Well then you'll be paying me another way. My bedroll's a little cold at night - I'm thinking you can fix that. 
{133531} {Disgusted}That is the most disgusting thing I have ever heard. 
{133532} I won't have you speaking to her or anyone else that way, Bishop.
{133533} {Pissed}Maybe you'd best shut your mouth, ranger. Your words are starting to anger me.
{133534} {Dismissive, irritated}Oh, really, what a surprise. How'd you like it if I left you here in Luskan territory with your righteousness to keep you company?
{133535} | PC is male |{Cold}If threats are the only currency by which you can get such things, then I pity you, Bishop.
{133536} | If Neeshka influence is higher than Elanee, PC is male |I could always set you on fire, Bishop. That'd solve two problems.
{133537} {Mocking}You wound me, girl - or is that jealousy I hear? Don't worry, I'll get to you soon enough.
{133538} |Area transition to the Sunken Flagon.|
{133539} Oh, please. The smell would kill me first. 
{133540} You wound me, girl. Don't worry, I'll get to you soon enough.
{133541} | PC is female |{Slight taunt}Jealousy's thick in this little band, I see. Don't worry, I haven't forgotten <i>your</i> pretty face, fair leader.
{133542} | PC is male |{Raises an eyebrow}Quick to defend the farm girl, I see - and not hard to see why, from the look of her. 
{133543} | If Neeshka influence is higher than Elanee, PC is male |{Incredulous}Her? What about me?
{133544} | PC is male |{Cold, slight irritation}And I as well, I am certain, although it was unspoken.
{133545} {False apology}But perhaps my words were ill-chosen, just like this journey. Now that we have our precious little treasure, shall we go?
{133546} I'd like to examine these Illefarn frescoes before we go back to the Flagon.
{133547} Let's finish looting these corpses, then we can go.
{133548} Enough of this, let's just head back to the Flagon right now.
{133549} DEBUG: Off we go!{Go to Act 1 End, return to Flagon, set 16_flagon_state = 2}
{133550} If you don't watch your tongue, Bishop, I'm cutting it off.
{133551} I won't have you speaking to Shandra like that, Bishop.
{133552} Since the beginning of recorded history, it has been the popular belief that Faerûn is flat. Even when the magnet was discovered, and the concept of gravity was postulated by ancient Illefarn, scholars of those times reasoned that objects are pulled toward the ground by the magic force exerted on all living things by the Weave.

However, from examining the recovered records of the archmage Karsus, we know that he actually succeeded in disrupting the Weave for several moments in an attempt to ascend to godhood.  Great destruction followed, but history makes no mention of creatures falling up from Faerûn into the heavens.  Thus, gravity is not a magical force that is dependent upon the Weave.

In addition to this strong counter-evidence, many explorers have claimed to have traveled completely around Faerûn through combinations of land and sea travel, and even magical flight, as described in the journal of the great mage Icarian.  

Despite these testimonials, many scholars still cling to the old notions of a flat Faerûn. Even the strong evidence I have stated has been dismissed by the so-called experts..

However, I can prove beyond all doubt that Faerûn is not flat, but rather is, in fact, the shape of a ring or doughnut...

[The remaining pages of this book look like they have been burned out.]
{133553} To Counter the Assumption of a Flat Faerûn
{133554} | Marcus walks halfway to player|{a little fear, slight wonder}It's you... you're the one who will destroy Ember.
{133555} {matter-of-fact}Ember cannot be saved. All within the village when the time comes will perish except one - me.
{133556} I think you are carrying something which will allow me to survive. You cannot help me in any other way.
{133557} {Sad, resigned}So be it. When next you see me, I will be dead. {short, genuine, not sarcastic}For the sake of Neverwinter, I hope you avoid a similar fate.
{133558} {sad}Ember's fate is set in stone, but mine is not. However, I will share Ember's fate unless you help me.
{133559} |Marcus walks close to player|{puzzled}Wait... no... I was mistaken. Strange... the killer looks like you, but isn't.
{133560} Thank you. {long pause as he looks things over, then disappointed}You have nothing I can use. {points at Bishop}What about him?
{133561} {Slight anger}What <i>about</i> me? 
{133562} {Asked to show stuff to a beggar}Fine. Try to take anything, and I'll take both your hands as trophies. Got it?
{133563} {to Bishop}Your knife - it is... different. I believe it can save me.
{133564} {shrugging}For now, nothing except my thanks.
{133565} {Slight defiance, just been asked to give a weapon}No. Unless this knife is going between his eyes, it's staying with me.
{133566} | Influence Loss Bishop |{Cold, just been ordered to do something he doesn't want to do}You're pretty quick to give me orders sometimes. I'd be careful about that. 
{133567} Thank you. We shall meet again soon, I think.
{133568} | Influence Gain Bishop |{Frowns, but grudgingly gives in}That so? Fine... but I'm not going to forget this, <i>or</i> how much you owe me.
{133569} There is a power sleeping in it, but it will not awaken while it is in your hands.
{133570} {Frowns}My skinning knife? {Beat, slightly interested}I've had this thing forever, there's nothing special about it.
{133571} As for you... here, take the knife. 
{133572} |SCRIPTER: Marcus runs off|
{133573} |SCRIPTER: Marcus approaches and initiates dialogue|
{133574} {A little quiet, staring at a boy approaching them}There is something about the child... he is in touch, not with the land, but with something else, perhaps greater.
{133575} {Surprised, then a little awed}That boy's got a lot of power streaming off of him - I almost can't <i>see</i> him, he's burning so bright... it's blurring the air around him.
{133576} {Shooing away a beggar}Damn right, you aren't getting anything from me. Get out of here, go beg somewhere else.
{133577} You're getting nothing from me, you're on your own.
{133578} I'm sorry, but I need everything I have.
{133579} |SCRIPTER: Marcus runs off and disappears|
{133580} Only you? What about the other villagers?
{133581} Very well. Have a look and see if I have anything you can use.
{133582} What are you talking about? I've never been here before.
{133583} |Evil Response|If you don't get out of my way, you'll be right.
{133584} |Good Response|What? But I don't mean this place any harm.
{133585} I'll need everything I have.
{133586} |Evil Response|I'm not giving you anything. Die along with your village.
{133587} Bishop, let him have a look.
{133588} We've wasted enough time here. Farewell.
{133589} Just give him the knife.
{133590} What can you give us in exchange?
{133591} That will have to do. Bishop, give him the knife.
{133592} Not good enough. You're on your own.
{133593} Don't argue with me. Just do as I say.
{133594} Keep traveling with me, and I'll make sure you're rewarded ten times over.
{133595} What's so special about that knife?
{133596} I see. Bishop, give him the knife.
{133597} We'll just hold onto it for now.
{133598} Is this some beggar's game? If so, I have no patience for it.
{133599} You're getting nothing from him, or us. Now get out of here.
{133600} |After player defeats the three succubi, dialogue with Mephasm begins automatically.|
{133601} {stately, pleasant}Well met. I am grateful to you for ridding me of those... nuisances. 
{133602} {elegant, friendly}Regardless of your intent, your actions have benefited me. I wish to help you in return, if you will allow it.
{133603} |Player enters the Inner Complex|
{133604} |Succubi stand around the summoning circle, taunting Mephasm with rude words and suggestive mannerisms. Mephasm, who stands stoicly in the middle of the circle.|
{133605} {mocking, teasing evilly}Such a rare opportunity, my sisters. A mighty devil, trapped and helpless.
{133606} {mocking, suggestive}Perhaps we can find a way to amuse him, to lessen his suffering.
{133607} {mocking, suggestive}Or perhaps we could convince him to amuse <i>us</i>. What say you, devil? Are we not worthy of your attention?
{133608} |Close up of Mephasm. He rolls his eyes. If rolling eyes expression unavailable, just have him stand there with a blank expression on his face.|
{133609} {wickedly playful}Sisters, it appears this handsome one is immune to our advances.
{133610} {mock disappointment, then pouting}Such a shame... and to be turned away by such indifference - why, I am dreadfully hurt.
{133611} {veiled insult. Mock chiding of her sisters}But is he indifferent to pain? That perhaps, is worthy to test.
{133612} Hssst! We are not alone, sisters!
{133613} |Close up of Mephasm. He rolls his eyes. If rolling eyes expression unavailable, just have him stand there with a blank expression on his face.|
{133614} Now, listen carefully... {enunciating carefully}my true name is "Mephasm{muh - FA - zum}." Speak my name and say, "I command you be banished from this plane."
{133615} {Emphasis on "will", slightly sinister}We <i>will</i> meet again.
{133616} |A few seconds of silence and then swirling black flames and clouds envelope Mephasm and he disappears. The summoning circle fades away after he is gone.|
{133617} |JOHN: Cut this and move it up to the "barrier dissolves." The magic barrier blocking the hallway to the north dissipates.|
{133618} {rolls his eyes, says "Mortals" with exasperation}Mortals. You do understand that I am under no obligation do other than what we <i>just</i> agreed upon, yes?
{133619} {Polite}There is little time for such questions, but enough. What is it you wish to know?
{133620} Zaxis is a powerful but otherwise unremarkable {HEZ-row}hezrou tanar'ri. If you seek to pass through the inner chamber of the complex, you will have to face him.
{133621} Fortunately, if you defeat Zaxis, the minions that he has brought with him will be banished back to the Abyss along with him... and you can continue on, unimpeded.
{133622} Zaxis, like most hezrous, relies on melee combat, where his brute strength and noxious stench can overcome weaker opponents.
{133623} The best way to defeat him is to keep your distance... if you have anything to protect yourself from poison, I would keep it ready.
{133624} Zeeaire leads the githyanki and their minions that have been trying to reclaim the shards you carry.
{133625} She lies ahead in the inner chamber of this complex. Zeeaire commands her forces through a portal between your world and the Astral plane.
{133626} The shards you carry are pieces of one of their precious silver swords. Zeeaire is a Sword Stalker, whose duty is to seek out missing silver swords.
{133627} Zeeaire is old, ancient by your measure, but her body has not aged because the Astral Plane is timeless. While she remains there, she will retain the strength of her youth.
{133628} The key to defeating her is to lure her into the Material Plane, where her body will instantly age, perhaps to the point where she will be unable to defend herself.
{133629} You must either anger her enough to confront you, or you must find a way to collapse the portal... it is an extradimensional door, so doing so will not be easy.
{133630} Zeeaire's will holds the portal open. If she is destroyed, the portal will close. 
{133631} I am a devil native to {STIG-ee-ah}Stygia, the fifth layer of the Nine Hells of {BAY-AH-TOR}Baator, and servant of the Still Lord.
{133632} Baator is the realm of the devils, where evil is governed by law.
{133633} The Still Lord is my master - through his command, I bring about change in the depths, through word or blood.
{133634} Is it through service to him that a higher purpose is achieved... though that has little to do with your troubles at present.
{133635} I do not. But to command an army of demons requires considerable power - for a mortal.
{133636} I cannot say. If I were to guess, I would say he either seeks to use their power to achieve his ends, or he wants to prevent them from being used against him.
{133637} There are many ways. Artifacts, pacts with extraplanar entities, or, though doubtful, long years of study.
{133638} |The magic barrier blocking the hallway to the north dissipates.|{Relieved}At last... I feel the circle unraveling... and look, the barrier relaxes into its normal shape, as promised.
{133639} | JOHN: Formally was bag of holding. |I shall call it to me, so you might see... look, barely a pebble, and an obstruction no more. {Beat}Here, keep it, it may be of use in the time between our next meeting.
{133640} {Nods}Very well. Invoke my true name and release me from this plane.
{133641} No, that is the name he uses among others of his kind. I do not know his true name, though it may be possible to learn it from him.
{133642} Not an easy feat. To learn the true name of a being, you usually have to put them in quite a compromising position, such as the one I am in.
{133643} {Suspicious, a little quiet, wary}Careful... there's something strange about this one. He's making my skin itch. 
{133644} {Noticing Neeshka}Ah... it seems you have brought blood of the Lower Planes with you. Well met to you, {TEEF-ling}tiefling.
{133645} {Nods, genuine}I doubt that was the reason for your timely arrival, nevertheless, your actions have benefited me. I wish to help you in return, if you will allow it.
{133646} {Slight anger, defensive}Don't talk to me like we're friends - I can smell a trick, so don't try anything, or else you'll be seeing a lot more blood than you expected.
{133647} | Influence Loss Neeshka |{Irritated, folds arms}Fine, I'll just sit here and be a statue - not a word, not a peep... but I'm watching this one, trust me, he's trouble.
{133648} | Influence Gain Neeshka |{A little under her breath}Well, all right... but never trust anyone who's polite as he is. {Shivers}He gives me the {plural of holy}holies.
{133649} {Slight subtle jab at Neeshka, not sorry at all, only trying to remind her she gets the same treatment all the time}Such prejudices are not uncommon even in the lower realms... I meant no offense.
{133650} {Warning, whisper to the player}Be careful. It is a pit fiend, one of the higher devils of the Hells. Trust nothing it says.
{133651} | Influence Gain Casavir |{Firm, nodding}Very well, then. Should you need my help, I shall be here.
{133652} | Influence Loss Casavir |{Slight anger, player agreed to deal with demons}And by such choices does one walk the path of the damned. So be it - but I shall not walk it with you.
{133653} I offer you free passage to your destination.
{133654} You see, I am not here by choice. I was bound to this circle by the githyanki... old enemies of yours, I believe.
{133655} {Counseling, but pragmatic - go for being diplomatic}I would not be so quick to dismiss my offer as of yet. 
{133656} Once bound, I was forced to shape the barrier you see ahead to prevent any... trespass.
{133657} [Success] {Impressed}Well-spoken. I, too, have little patience for the... unpleasant nuances that usually mark such bargains offered by others of my kind.
{133658} [Failure] Then let us dispense with suspicions and move on to the matter at hand.
{133659} | Influence Gain Neeshka |{Defensive}Yeah, so what. I can get past anything, lock or no. Just try me.
{133660} This barrier is no simple thing of stone, metal, or clever lock.
{133661} Similar to the githyanki portals, this barrier exists outside this plane. It has been shaped into an extradimensional wall through which nothing may pass. 
{133662} | Influence Gain Neeshka |{Trying a little too hard}Yeah, me, too. {Yawns}
{133663} It cannot be dispelled, but my presence here feeds it and allows it to maintain its shape. 
{133664} If you were to banish me, however, it would resume its natural shape, a tiny sphere... far less of an obstruction than the wall ahead. 
{133665} {Impressed}Indeed - I see you are no apprentice to matters of the arcane. 
{133666} | Influence Gain Grobnar |{A little in awe, quiet}I didn't know you knew that... I only found out by accident once when I tried to bring a bag of holding through a dimensional gate. Whoo! 
{133667} Um... excuse me for interrupting, but touching an extradimensional object to, inside, or through another exrtradimensional object usually has that "boom dimensional obstruction gone" effect, if... I... uh... recall correctly. 
{133668} {Quieter, faster}Found out by accident once when I tried to bring a bag of holding through a dimensional gate. Whoo! 
{133669} But you have nothing in your possession that would cause such an effect. Only by banishing me can you collapse the barrier.
{133670} You can banish me by speaking my true name... and of course, I will need your promise that you will use it only to banish me.
{133671} This agreement will be as binding as this circle. If you have any doubts, please know that I only wish free passage for us both.
{133672} Perhaps you know little of my kind, but when a bargain is sealed, we are bound by it - just as I am bound to this circle.
{133673} And by my offer of assistance, I am placing myself at your mercy... even trust has its uses. 
{133674} {Thinking}If the barrier touched another extradimensional barrier or portal, that would dissolve it. 
{133675} Oh, it was not the githyanki that commanded such a shaping. My fortunes have shifted, and I have passed from one master to another.
{133676} The soul of the githyanki who summoned me was devoured by a tanar'ri, a demon named Zaxis... a recent arrival. 
{133677} By consuming her, Zaxis has gained the githyanki's power over me... and I cannot disobey his command. {Downnote}If nothing is done, the barrier, unfortunately, will remain.
{133678} Do you agree?
{133679} [Success] Of course. My kind is bound by laws as well, you know.
{133680} [Failure] {Carefully polite, but warning}In such... agreements, our ability to sense deception is high indeed, there is no need to test it. Now, once more, do you agree?
{133681} {Rueful}"Next meeting?" Not if we can help it.
{133682} {Cryptic}Ah, would that you were able, little one.
{133683} {Quiet}Not if we can help it.
{133684} {Slight defiance here, to a demon}Our bargains with you are done, creature.
{133685} Ah, would that you were able.
{133686} {Nods}She came this way, yes, born on the backs of the githyanki. She now lies ahead, in Zeeaire's hands. 
{133687} But between you and Zeeaire lies a tanar'ri, a demon called Zaxis. And he will do everything in his power to stop you.
{133688} She will be tortured. Zeeaire will flay the thoughts from her until she is a shell, then sacrifice her, according to githyanki custom. 
{133689} {Polite}Of course. What is it you wish to know?
{133690} Because the githyanki did not order the shaping of the barrier - Zaxis did.
{133691} When Zaxis arrived, he devoured the soul of the githyanki who summoned me. In so doing, Zaxis gained control of me... and he forced me to seal the way ahead.
{133692} {Nods}Very well. You must banish me from this plane if you wish to proceed - my presence here sustains a barrier that cannot be breached. 
{133693} Uh... pardon me, but if we had an extradimensional object... if that touched the portal, that would collapse it, would it not?
{133694} It has cost the githyanki much in time, power, and soldiers to erect such a portal - once destroyed, they will be hard pressed to make another - and if they attempt it, it will be most likely be too late to serve their purposes. 
{133695} {Pointing}I mean - like that barrier you erected. If that touched the portal, well - they would both be destroyed, I would think.
{133696} {Smiles}Yes, it would. And when that barrier relaxes into its normal state, it is a small thing, easily carried.
{133697} {Impressed}Indeed - I see you are no apprentice to matters of the arcane. 
{133698} | Influence Gain Grobnar |{A little in awe, quiet}I didn't know you knew that... I only found out by accident once when I tried to bring a bag of holding through a dimensional gate. Whoo! 
{133699} If you needed further incentive to banish me, know that when I depart this plane, the extradimensional barrier ahead will relax into its normal shape - a small sphere that is easily carried. 
{133700} {Smiles knowingly}I will give it to you as a parting gift - it is up to you how you use it.
{133701} He has been commanded to - I doubt Zaxis has given the shards much thought, only his master has.
{133702} Mephasm, I command you be banished from this plane.
{133703} |Chaotic Response|Mephasm, I command you to join my party and kill all who oppose me... <i>and</i> I want ten thousand gold.
{133704} It was worth a try. Mephasm, I command you to be banished from this plane.
{133705} Before I free you, I had some questions for you first.
{133706} | Only if you know about Zaxis from earlier. |Tell me about Zaxis.
{133707} How can I defeat him?
{133708} There is something else I wish to ask.
{133709} I want to know about Zeeaire.
{133710} Why is Zeeaire after the shards?
{133711} How can I stop Zeeaire?
{133712} Zeeaire commands through a portal? Why?
{133713} How do I lure her through the portal?
{133714} How can I collapse the portal?
{133715} What can you tell me about yourself?
{133716} Baator?
{133717} The Still Lord?
{133718} I don't have any more questions. I'm ready to banish you.
{133719} I saw the one who summoned these demons. Do you know who he is?
{133720} He sent Zaxis after the shards. Why would he want want them?
{133721} How could he have gotten that much power?
{133722} Is Zaxis his true name?
{133723} How can I learn Zaxis' true name?
{133724} Who's the Still Lord?
{133725} I don't trust him anymore than you do, Neeshka, but follow my lead, all right?
{133726} She has nothing to do with the business between us. Address me, not her.
{133727} The creature is dealing with me, not you, Neeshka - be silent.
{133728} <i>I</i> am the only one who will give threats here, not you, tiefling.
{133729} Thanks for the warning, I'll be careful.
{133730} I have no intention of doing anything it says.
{133731} What it says matters little as long as we can make use of it.
{133732} Be silent, I keep my own counsel, even if my counsel is demons.
{133733} What can you offer?
{133734} [Diplomacy] Your offer most likely has a great many catches, but I have precious little patience.
{133735} I don't want your help.
{133736} Tell me what you can do for me.
{133737} So what?
{133738} You are doing an excellent job of boring me.
{133739} Tell me about this barrier.
{133740} Start making this interesting before I find some succubi to bring back here.
{133741} [Spellcraft] But if another extradimensional object touched it, it would collapse, wouldn't it?
{133742} How can I banish you?
{133743} Is there no other way to destroy that barrier?
{133744} This is the most contrived means of begging for freedom I've ever heard.
{133745} Find somebody else to trick - I'm not in the mood.
{133746} All right, so what's the catch?
{133747} [Intelligence] So how do the githyanki pass, then?
{133748} Then let's bring that barrier down and get you out of here.
{133749} Yes, I agree.
{133750} [Bluff/Lie] I give you my word.
{133751} [Diplomacy] As long as you honor your side in thought and deed, yes.
{133752} As long as you stay out of my head from now on, yes.
{133753} Wait, I did have more questions.
{133754} Have you seen a human girl, Shandra, pass through here?
{133755} What are they planning to do to her?
{133756} | If didn't already ask this earlier. |Wait... how did the githyanki pass by you if the barrier was up?
{133757} What I <i>want</i> is to get past you as quickly as I can, with as little conversation as possible.
{133758} I don't have time for this, so I agree to banish you, just tell me how.
{133759} Why is he after the shards?
{133760} | If didn't already ask this. |[Spellcraft] If an extradimensional object came into contact with it, wouldn't that disrupt the portal?
{133761} Couldn't the githyanki make a new portal?
{133762} I saw the one who summoned Zaxis. Do you know who he is?
{133763} |Add a party member.|
{133764} |Remove a party member.|
{133765} [Leave.]
{133766} [Add Casavir to the party.]
{133767} [Add Neeshka to the party.]
{133768} [Add Elanee to the party.]
{133769} [Add Qara to the party.]
{133770} [Add Grobnar to the party.]
{133771} [Add Khelgar to the party.]
{133772} [Leave.]
{133773} [Remove Casavir from the party.]
{133774} [Remove Neeshka from the party.]
{133775} [Remove Elanee from the party.]
{133776} [Remove Qara from the party.]
{133777} [Remove Grobnar from the party.]
{133778} [Remove Khelgar from the party.]
{133779} [Bishop ignores you.]
{133780} |Female PC|{cocky, sarcastic}Stick around. A few more drinks and you'll start looking good to me.
{133781} |Female PC|{arrogant}Has it been that long since you've seen a real man?
{133782} |Female PC|{sarcastic}I'm sorry, do I look like I care?
{133783} |Female PC|{cutting sarcasm}I don't have time for this - shove off. 
{133784} |Female PC|Why don't you go away like a good little nuisance?
{133785} |Female PC, first time|{Nasty}If I wanted a wench, I'd go to the local brothel.
{133786} |Male PC|{intimidating, loud}What now?
{133787} |Male PC|{threatening}I'm going to snap my fingers and close my eyes. When I open them, you will be gone.
{133788} |Male PC|It'd help if you stood over there... downwind. 
{133789} |Male PC|{biting sarcasm}This here is my place, and {emphasize "way over there"}way over there is your place. So know your place.
{133790} |Male PC|{threatening}Be careful... you don't want to cross me.
{133791} |Male PC, first time talking to Bishop|{Rude, condescending}I didn't ask for your company.
{133792} | SCRAP: This area no longer exists. -BMA |{Slight challenge}You ready to leave?
{133793} {sarcastic}Fine, take your time. But the longer you wait, the less likely we are to find that pretty little friend of yours.
{133794} {Firm, business-like}All right, pack your bags and grab your weapons. We're bound for the Luskan border.
{133795} Follow my lead and don't try to be clever. If the Luskans catch us, they'll use us for target practice.
{133796} |Transition to overland map. Indiana Jones style arrow draws across the screen north to the location for the Luskan Patrol.|
{133797} Not just yet.
{133798} Yes, let's go.
{133799} |This conversation plays after Duncan greets Shandra in 16_duncan|{pushy, standing up for herself}All right, I agreed to let you bring me here, now I want some answers.
{133800} {exasperated, demanding}What happened at my farm? Who were those creatures? And why were they after <i>me?</i>
{133801} {Insulted, angry}You... how dare you call me that?! {Beat, exasperated}I should never have trusted you.
{133802} What could <i>I</i> possibly know that would be important? I lived on that farm all my life. Did they want to learn how to milk cows?
{133803} {baffled}{AH-mon JER-o}Ammon Jerro? He was my grandfather. Or my great-grandfather... {thinking}or was it my great-great-grandfather?
{133804} {Puzzled}I heard he was an eccentric, but humble wizard - but he died a long time ago. What's he got to do with this whole mess?
{133805} |If PC is an elf or other long lived race|{wistful}I never met him. My mother told me that she knew him as a young child. 
{133806} {nostalgia}She said that Jerro would cradle her and sing to her, and she would pull at his beard.
{133807} {A little wary, Shandra started talking about pulling beard hairs}Eh. Tell your mother to keep her distance from me, lass.
{133808} |If PC is NOT an elf or other long-lived race|{wistful}I have no memory of meeting him. But my mother told me that he saw me a few times as a babe, but I was too young to remember. 
{133809} {nostalgia}Mother said he would cradle me and sing to me, and I would pull out his beard hairs.
{133810} {A little wary, Shandra started talking about pulling beard hairs}Eh. Just keep your distance from me, lass.
{133811} {realization}My mother told me about the Haven when I was a child. I thought it was just a tale she used to make me do my chores on time. 
{133812} {nostalgia, a little humor}She always threatened to lock me in there if I wasn't a good girl.
{133813} My mother said his Haven was like a hundred twisting corridors jumbled together into an inescapable labyrinth, filled with the deadliest traps and evil beasts conjured from the Abyss.
{133814} {Realizes she may have gone overboard}Or... something like that. I <i>think</i> she was exaggerating. 
{133815} Perhaps it is just childhood stories, but even if I knew where the Haven was, it's the last place I'd want to go.
{133816} {matter of fact}I have no idea where it is. Knowing its location wouldn't help you much anyway.
{133817} {jittery}She also said getting into the Haven requires a pint of fresh blood. And not just any blood will do... {creeped out}it has to be Jerro blood.
{133818} {suddenly realizing, fearful}Wait... is <i>that</i> why you "rescued" me? So you could <i>bleed</i> me?
{133819} {resolute}If you think I'm going to let you drag me into some dark dungeon I used to have nightmares about, think again.
{133820} {standing up for herself, thinks she's clever}Well, if you think you stand a chance of doing it, go ahead and try.
{133821} {thinks she's clever}See, you brought me to a public tavern in the middle of a city filled with guards who are only a scream away.
{133822} {serious}You make one move and you'll be locked up so deep you'll have to dig your way to where you're going.
{133823} {A little surprised, then touched}Oh... Well then, I'm glad you understand. That's a little more than I was expecting, actually.
{133824} {Firm}No, no, and no! I've been put in enough danger over the past few days to last an entire life.
{133825} {thoughtful}Hmmm... you know, I never thought of it that way. You may be right.
{133826} {Exasperated, tired}Look, I can barely think, let alone stand. I really need rest... we can talk about this tomorrow.
{133827} |Shandra walks upstairs slowly.|
{133828} |Slow fade in. Some dark, but soft music plays. The camera shows Shandra sleeping in her bed.|
{133829} |The githyanki warlock's face emerges in the window beside Shandra's bed. (If window is not available then just have the githyanki appear creeping into the room and zoom in on its face.|
{133830} |The camera pans over to a close up of Shandra's face. A shadow passes over her and then her eyes open wide. Then fade out.|
{133831} |AUDIO: Camera is black. Sounds of a brief struggle and a loud scream that is cut short and muffled.|
{133832} |Quick fade-in, Duncan is running down the hall holding a short sword. Battle sounds begin in the background and continue throughout the cutscene.|{shouting}Alarm! Alarm!
{133833} {shouting, warning}Everyone, get out of bed and grab a weapon. The Flagon's under attack!
{133834} {Insulted, sarcastic}Fine, o grand interrogator. How may Shandra, a simple farmer, enlighten a fool such as you?
{133835} {Getting irate}"Calm down?" Calm <i>down?</i> You try being calm when your farm is attacked by monsters and burnt to the ground!
{133836} {Calming down}Well, that's more like it. Keep it up and I may forgive you for what happened to my farm. {Beat}Maybe.
{133837} {sarcastic, irritated}Right. {calmer}So, who are these {mispronouncing}gith... gith-whatever they are? And why were they trying to kill me?
{133838} |Fade out.|
{133839} |SCRAP: B or C-Priority, please don't delete. |
{133840} |Githyanki spawn in and are swarming around the Inn as people dash around madly. Duncan and a few others are fighting back.|
{133841} |Pulls out his bow and shoots a Githyanki|{grim, arrogant}Hmph. I was hoping for a reason to kill someone today.
{133842} |The player and companions begin in a room of the Inn, and must fight through all the githyanki.|
{133843} | Fade to Black |{Frowns}All right. So you tracked me down because... why, I'm a Jerro?
{133844} | Fade From Black |So you're looking for this Haven of his... and yes, I know where it is... I think. It's trapped and you'll need me to get in.
{133845} My mother said something about a... path you have to walk to get to it. Like a series of challenges, but I don't remember what they are.
{133846} | PC is male |{Suspicious, jealous, under her breath}Not all of us wanted you here, trust me.
{133847} | PC is male |{Grumbling, to herself, doesn't like Shandra}I'm just sorry you're here.
{133848} | PC is male |{Dislikes Shandra}Yeah, and after that, you can be silent for as long as you want - and find some other inn to shack up at.
{133849} | PC is female |{Calm, to a frightened peasant woman}Shandra, we realize this is difficult, but your life may be in danger - and I swear to you, we are trying to protect you, not make more trouble for you. 
{133850} {Suddenly meek, very handsome paladin was polite to her, and she's a little embarassed}Oh. {Apoliogetic}All right, sorry. Guess the whole thing's hard to take all at once.
{133851} {To her breath, noticing the paladin just calmed a woman}A little paladin charm sure calmed her quick. 
{133852} But... what could I know that's so important?
{133853} | PC is male |{Realization, slight relief}Oh, I get it now. I was wondering why we'd brought her here. She was really starting to bother me.
{133854} | PC is female |That was not our intention, Shandra. Please... hear us out.
{133855} {Handsome paladin just addressed her again}Well, if you think I'm going to some dark dungeon that used to give me nightmares, well... think again.
{133856} | PC is male |What? Oh... I mean, all right.
{133857} | PC is male |{Incredulous, under her breath}Is she <i>sleeping</i> here, too?
{133858} | PC is female |Perhaps we should retire - we all could use the rest. Shandra, I believe Duncan has rooms upstairs.
{133859} {Eager, a pretty girl just showed up}I do. 
{133860} Oh... uh, thanks for the hospitality... uh, Casavir, right? I appreciate it.
{133861} {Nods, trying to reassure her, means nothing else}Of course, you have been through a great deal, it is the least we can offer.
{133862} That <i>I</i> can offer, he means. My inn, you know, always eager to help a lass in distress, we are, here at the Sunken Flagon.
{133863} You insolent wench. Do you know what you put me through?
{133864} I don't have all the answers... I was hoping you might have some.
{133865} The only thing important about you is that you're Ammon Jerro's last living descendent.
{133866} You're related to Ammon Jerro, right?
{133867} It is not what you know, but what Ammon Jerro knew.
{133868} Do you know anything more about Ammon Jerro?
{133869} You will tell me about Ammon Jerro's Haven.
{133870} Do you know about Ammon Jerro's Haven?
{133871} We need information stored in his Haven.
{133872} What else did your mother tell you about the Haven?
{133873} I need to know where the Haven is.
{133874} I can see why you have nightmares of the place. 
{133875} The Haven is real, and I need to find it.
{133876} Then be a good girl and tell me where the Haven is.
{133877} I could always give you back to the githyanki.
{133878} You've been through too much as it is. I'll find another way to enter the Haven.
{133879} It's important, to me, and maybe to all of Neverwinter. 
{133880} If Ammon Jerro was "eccentric, but humble," it's not likely his Haven is a place to fear.
{133881} I'm the one who asks the questions here.
{133882} I'm sorry, my words were poorly chosen. Can we start over?
{133883} Calm down. Your questions will be answered in due time.
{133884} I'm the reason you're still alive, so be silent and answer my questions.
{133885} The githyanki didn't want to kill you - they were after information.
{133886} I'm sorry for your loss.
{133887} The githyanki are responsible for what happened to your farm, not me.
{133888} Look, let's just do this quickly, and I'll copy it in my journal.
{133889} {Just escaped, rueful}So my barn <i>and</i> home are both burned to the ground. {Beat, rueful}Any more of your "help" and all of Highcliff will be the next to go.
{133890} Look, I barely know you, but what I <i>do</i> know is whenever you show up, trouble's not far behind. So I think it's best we say our farewells now.
{133891} |SCRIPTER: Shandra comes running back into view, towards the PC, pursued by several githyanki. Combat begins.|
{133892} |SCRIPTER: Hostile githyanki still around|{Surrounded by bad guys}Not now - we need to deal with these friends of yours first!
{133893} {Dismissive, to player}Anyway, I think it's best we part ways now - you go your way, I'll go mine.
{133894} {Player just gave her an order, she's about to run off, scoffs}Really? I don't think so.
{133895} |Fade in|
{133896} |Shandra runs away|
{133897} Wait a moment. I just <i>rescued</i> you.
{133898} I still need your help.
{133899} You're not leaving until I say so.
{133900} |After the PC defeats the last of the githyanki in the house|{confused, holds up the pitchfork in defense}Stop right there. What do you want with me?
{133901} {defensive}I don't even know-
{133902} |AUDIO:Fire has started. A "whoomph" sound and smoke|
{133903} |The PC finds Shandra near the back of the house.|{shock}<i>You</i> again? Don't come any closer!
{133904} |The player enters the house and see githyanki plotting|{Giving orders}Split up and search the rooms. It should not be difficult to find the girl in here.
{133905} |PC is male. A githyanki turns, and sees the PC.|{startled}So the {KALACK-cha}<i>Kalach-Cha</i> survived. Deal with him first. The girl can wait.
{133906} {Defiant}What? I'm not going anywh-{"anywhere"}
{133907} |Several githyanki bust in through the side door and engage the PC.|
{133908} |Shandra runs off into yet another part of the house.|
{133909} |Shandra runs off into yet another part of the house.|Why won't you all just leave me alone?!
{133910} {Frustrated. She's already lost a barn to fire and now her house is getting burned down}That's... that's my house. First my barn, now my house?
{133911} {Scanning the area, then determined}Looks like those things are trying to smoke us out. {beat}Well, it worked. Let's get out of here before this place collapses.
{133912} |PC is female. A githyanki turns, and sees the PC.|{startled}So the {KALACK-cha}<i>Kalach-Cha</i> survived. Deal with her first. The other girl can wait.
{133913} |SCRIPTER: PC just saved Shandra from the githyanki... again|Thanks - maybe I should have stuck with you after all.
{133914} {uncertain}Honestly, I don't know. But I'm done running from you... for now.
{133915} {worried}Look, we really need to get out of here before more of these creatures show up. Do you know of anywhere safe that we can talk?
{133916} {skeptical}Neverwinter? The only safe place you can think of is in Neverwinter?
{133917} {Sighing. Figures she doesn't have much to lose at this point}Why not. My barn's gone, my house is gone... are we leaving right away?
{133918} {Shrugs, sighs}All right. I'll see what I can salvage from my home before we leave.
{133919} |Fade out. Transition to Sunken Flagon.|
{133920} {nervous}All right... calm down. I'm not going to run any more, all right?
{133921} So are you ready to go yet?
{133922} |SCRIPTER: Hostile githyanki still around|There's no time to talk - we need to deal with these attackers first!
{133923} Well... you could have killed me if you wanted to, I admit it. Though you've destroyed everything else.
{133924} | PC is male and Neeshka influence is > Elanee |{Slightly suspicious}I agree - and why are we bringing her to the Sunken Flagon? I don't want to have to watch her all the time.
{133925} | PC is male and Neeshka influence is > Elanee |{Slightly suspicious}What? Not with us, I hope.
{133926} {Defiant}You don't have to watch me, I can take care of myself - you're the ones who need watching. I'm surprised all of Neverwinter hasn't burned down while you were there.
{133927} {Snappy, starting to get a little jealous}Trust me, if I wanted to burn a place down, you'd know. But if you don't want to come with us, fine by me.
{133928} | PC is male  |{Slight surprise}She's going to be staying at the Sunken Flagon with us?
{133929} | PC is male  |{Slight surprise}She's going to be staying at the Sunken Flagon with us?
{133930} | PC is male and Neeshka influence is > Elanee |{Slightly suspicious}What? Are you kidding? I don't want to have to watch her all the time.
{133931} {Grunts, more to himself}This brings back memories.
{133932} {Irritated, house is burning}Next time you could live inside a stone farm for a change.
{133933} You burned down another building when you were here the first time? You're worse than me.
{133934} You have information I need.
{133935} I need your help.
{133936} I'm <i>trying</i> to rescue you.
{133937} There's no time to explain. You need to come with me right <i>now.</i>
{133938} Be silent. You're coming with me.
{133939} Do you think you can trust me <i>now?</i>
{133940} You'll be safe in Neverwinter, at the Sunken Flagon.
{133941} Not yet. I'll let you know when I'm ready.
{133942} Yes, we leave immediately.
{133943} Yes, I know just the place.
{133944} Nowhere is safe for you now, but I'm taking you to the Sunken Flagon.
{133945} Enough of this. You're coming with me.
{133946} | Evil Response |You're lucky I need you alive, or I would have killed you already.
{133947} Listen - Shandra, we are here to help you.
{133948} | Good Response |Look, I'm here to help, all right? 
{133949} |Cutscene shows several githyanki chasing after Shandra from her barn.|{tough, menacing}There she is! Capture her! {ZEE-err-EE}Zeeaire wants her alive!
{133950} |Shandra rushes inside her house, closes and bars a heavy door as the githyanki arrive.|{shocked}What in the hells is going on?
{133951} |The githyanki come to a stop and turn to see the player|
{133952} Things have turned out well for us, my brothers - the girl and the <i>Kalach-Cha</i> both within our reach.
{133953} Take one team and capture the girl - alive. The rest of us will deal with this one.
{133954} | Marcus walks halfway to player|{a little fear, slight wonder}It's you... you're the one who will destroy Ember.
{133955} {matter-of-fact}Ember cannot be saved. All within the village when the time comes will perish except one - me.
{133956} I think you are carrying something which will allow me to survive. You cannot help me in any other way.
{133957} {Sad, resigned}So be it. When next you see me, I will be dead. {short, genuine, not sarcastic}For the sake of Neverwinter, I hope you avoid a similar fate.
{133958} {sad}Ember's fate is set in stone, but mine is not. However, I will share Ember's fate unless you help me.
{133959} |Marcus walks close to player|{puzzled}Wait... no... I was mistaken. Strange... the killer looks like you, but isn't.
{133960} Thank you. {long pause as he looks things over, then disappointed}You have nothing I can use. {points at Bishop}What about him?
{133961} {Slight anger}What <i>about</i> me? 
{133962} {Asked to show stuff to a beggar}Fine. Try to take anything, and I'll take both your hands as trophies. Got it?
{133963} {to Bishop}Your knife - it is... different. I believe it can save me.
{133964} {shrugging}For now, nothing except my thanks.
{133965} {Slight defiance, just been asked to give a weapon}No. Unless this knife is going between his eyes, it's staying with me.
{133966} | Influence Loss Bishop |{Cold, just been ordered to do something he doesn't want to do}You're pretty quick to give me orders sometimes. I'd be careful about that. 
{133967} Thank you. We shall meet again soon, I think.
{133968} | Influence Gain Bishop |{Frowns, but grudgingly gives in}That so? Fine... but I'm not going to forget this, <i>or</i> how much you owe me.
{133969} There is a power sleeping in it, but it will not awaken while it is in your hands.
{133970} {Frowns}My skinning knife? {Beat, slightly interested}I've had this thing forever, there's nothing special about it.
{133971} As for you... here, take the knife. 
{133972} |SCRIPTER: Sixer runs off|
{133973} |SCRIPTER: Sixer approaches and initiates dialogue|
{133974} {A little quiet, staring at a boy approaching them}There is something about the child... he is in touch, not with the land, but with something else, perhaps greater.
{133975} {Surprised, then a little awed}That boy's got a lot of power streaming off of him - I almost can't <i>see</i> him, he's burning so bright... it's blurring the air around him.
{133976} {Shooing away a beggar}Damn right, you aren't getting anything from me. Get out of here, go beg somewhere else.
{133977} You're getting nothing from me, you're on your own.
{133978} I'm sorry, but I need everything I have.
{133979} |SCRIPTER: Sixer runs off and disappears|
{133980} Only you? What about the other villagers?
{133981} Very well. Have a look and see if I have anything you can use.
{133982} What are you talking about? I've never been here before.
{133983} |Evil Response|If you don't get out of my way, you'll be right.
{133984} |Good Response|What? But I don't mean this place any harm.
{133985} I'll need everything I have.
{133986} |Evil Response|I'm not giving you anything. Die along with your village.
{133987} Bishop, let him have a look.
{133988} We've wasted enough time here. Farewell.
{133989} Just give him the knife.
{133990} What can you give us in exchange?
{133991} That will have to do. Bishop, give him the knife.
{133992} Not good enough. You're on your own.
{133993} Don't argue with me. Just do as I say.
{133994} Keep traveling with me, and I'll make sure you're rewarded ten times over.
{133995} What's so special about that knife?
{133996} I see. Bishop, give him the knife.
{133997} We'll just hold onto it for now.
{133998} Is this some beggar's game? If so, I have no patience for it.
{133999} You're getting nothing from him, or us. Now get out of here.
{134000} I am Tempman. Let me help you debug this module.  By virtue of meeting me, you are now immortal.
{134001} Which area?
{134002} What kind of stuff?
{134003} OK, exactly what do you want to do?
{134004} Which companion?
{134005} Enjoy your trip!
{134006} Enjoy your trip!
{134007} Enjoy your trip!
{134008} Enjoy your trip!
{134009} Enjoy your trip!
{134010} Enjoy your trip!
{134011} Enjoy your trip!
{134012} Enjoy your trip!
{134013} You already have a full party.
{134014} Would you like to remove a companion?
{134015} Who would you like to remove?  I will release them and send them back to The Sunken Flagon.
{134016} Your party is currently empty.
{134017} Would you like to add a companion?
{134018} Enjoy your trip!
{134019} This portion of the game requires that Bishop be in your party in order to follow the critical path.  Would you like to add him?
{134020} Enjoy your trip!
{134021} This portion of the game requires that Bishop be in your party in order to follow the critical path.  Would you like to add him?
{134022} Enjoy your trip!
{134023} Enjoy your trip!
{134024} Enjoy your trip!
{134025} This portion of the game requires that Bishop be in your party in order to follow the critical path.  Would you like to add him?
{134026} Enjoy your trip!
{134027} Enjoy your trip!
{134028} This portion of the game requires that Bishop be in your party in order to follow the critical path.  Would you like to add him?
{134029} Enjoy your trip!
{134030} Enjoy your trip!
{134031} Enjoy your trip!
{134032} This portion of the game requires that Bishop be in your party in order to follow the critical path.  Would you like to add him?
{134033} Enjoy your trip!
{134034} Enjoy your trip!
{134035} Enjoy your trip!
{134036} Enjoy your trip!
{134037} This portion of the game requires that Bishop be in your party in order to follow the critical path.  Would you like to add him?
{134038} Enjoy your trip!
{134039} Enjoy your trip!
{134040} Enjoy your trip!
{134041} Sign up for the Shadow Thieves. (gbWatch=0)
{134042} Sign up for the Neverwinter Watch. (gbWatch=1)
{134043} Warp me to a specific area.
{134044} Warp me to Blacklake. (wp_1600_enter) (module start)
{134045} Warp me to Archives. (wp_1602_enter)
{134046} Warp me to Shandra's Farm. (wp_shandra_farm)
{134047} Warp me to Sunken Flagon. (FromShandrasFarm)
{134048} Warp me to the Githyanki Approach.  (wp_from ambush)
{134049} (The goggles... they) Do nothing.
{134050} Give me stuff.
{134051} (The goggles... they) Do nothing.
{134052} Give me weapons. (sword, shield, armor)
{134053} Give me 2500 experience points.
{134054} (The goggles... they) Do nothing.
{134055} I need to do some companion-related stuff.
{134056} Hook me up with a companion.
{134057} Bishop
{134058} (The goggles... they) Do nothing.
{134059} Warp me to Shandra's House. (Intro: wp_from_sh_farm)
{134060} Warp me to Shandra's Farm. (Ending: wp_from_cellar)
{134061} Warp me to Githyanki Cave.  (wp_from_approach)
{134062} Warp me to Ember. (wp_from_patrol)
{134063} Khelgar
{134064} Grobnar
{134065} Neeshka
{134066} Elanee
{134067} Qara
{134068} Yes.
{134069} Casavir
{134070} I need to remove a companion.
{134071} (The goggles... they) Do nothing.
{134072} Khelgar.
{134073} Grobnar.
{134074} Neeshka.
{134075} Elanee.
{134076} Qara.
{134077} Casavir.
{134078} Bishop.
{134079} (The goggles... they) Do nothing.
{134080} Yes.
{134081} (The goggles... they) Do nothing.
{134082} (The goggles... they) Do nothing.
{134083} Warp me to the Beast Cave.  (wp_1620_to_1624)
{134084} Yes
{134085} No
{134086} Yes
{134087} No
{134088} Yes
{134089} No
{134090} Yes
{134091} No
{134092} Warp me to the Outer Complex.  (wp_from_cave)
{134093} Yes
{134094} No
{134095} Warp me to the Inner Complex.  (wp_1623_enter)
{134096} Yes
{134097} No
{134098} Warp me to the end of Act 1. (FromShandrasFarm)
{134099} 16_tr_npc_test
{134100} 16_tr_sh_house
{134101} 16_tr_vault
{134102} Githyanki{VaultGith}
{134103} Githyanki Warlock{VaultGith}
{134104} |Zaxis combat barkstrings.|{vile, evil, depraved}If you are a good pet, Zaxis will turn you into a mane.
{134105} |Zaxis combat barkstrings.|{vile, evil, depraved}Everyone will want to play with Zaxis' new pet... and he will let them.
{134106} |Zaxis combat barkstrings.|{vile, evil, depraved}Your screams shall become a chorus praising Zaxis.
{134107} |Zaxis combat barkstrings.|{vile, evil, depraved}You will return with me to the Abyss as Zaxis' new pet.
{134108} |Zaxis combat barkstrings.|{vile, evil, depraved}Zaxis will drag your intestines from your body while you still live.
{134109} |Zaxis combat barkstrings.|{growling and rolling the 'R'}Rrrrrend!
{134110} |Zaxis combat barkstrings.|Tear them apart!
{134111} |Zaxis combat barkstrings.|Flay them!
{134112} |Zaxis is defeated. A few seconds of silence and then a burning crevace opens up in the earth and swallows Zaxis and he disappears.|{Very upset. rolling r's}Rrrrrrrr, Nooooo!
{134113} |Demon minions charge into the room at the tail end of Zaxis disappearing. Then they too are swallowed up and vanish.|
{134114} |Camera shows the doors. The glow on the doors subsides and they open slowly inwards to show Zeeaire as a shadowy figure in the distance, surrounded by cascading lights of the portal.|
{134115} |Camera pans to show menacing-looking githyanki clustered around the portal. Camera comes to rest on Shandra, who is chained to a pillar about 20 feet from the portal.|
{134116} {rolling r's}Rrrrrr... you've wasted your last breaths. Now prepare to be devoured.
{134117} |Zaxis attacks.|
{134118} {offended, condescending}Stupid, ignorant mortal. You stand before the mighty Zaxis - you will be honored by dying by his hand.
{134119} Zaxis is not bound to tell you his task, mortal... Zaxis will let his claws speak for him.
{134120} {frustrated}The doors will not yield to Zaxis. He scratches and tears at them, but they will not fall.
{134121} |The player approaches the Inner Complex Doors, blocking the entrance to where Zeeaire and Shandra await. Several demons are here, led by Zaxis, a hezrou demon. They are trying to bash through the large, ornate and obviously magical doors.|
{134122} |A demon turns and notices the player, makes an excited motion and sound.|
{134123} |All the demons turn to face the player, looking menacing and bloodthirsty.|
{134124} {mocking, evil, Zaxis refers to himself in third person}Zaxis does not know how you got past the barrier, but Zaxis is pleased to see you.
{134125} {frustrated}All our bashing and rending have failed to open this door, but our claws will tear you easily. 
{134126} |Zaxis whips out his whip and cracks it.|{commanding, evil}Get them, slaves. You may consume the flesh, but leave the entrails for Zaxis!
{134127} |Demons rush towards the player as Zaxis stands back cracking his whip. Turn all demons hostile.|
{134128} {Quietly, to player}Uh-oh.
{134129} {Warning, player}A {HEZ-roo}hezrou demon... keep your distance, they are said to be incredibly strong.
{134130} {Angry}That does it. Let's put some arrows through his eyes and be done with this.
{134131} {Getting ready for a boss fight.}This one needs some pride knocked out of him, I think.
{134132} {Drawing bow against a boss fight}Agreed. Let's put some arrows through his eyes.
{134133} | Influence Loss Khelgar |What? Talk with... that? Don't be a fool!
{134134} | Influence Gain Neeshka |Seems smart to me... and he <i>does</i> look pretty dumb. {Frowns, thinking}He sure does have an odd smell, though. 
{134135} {Wary}All right, we'll wait for now... but he makes a move, I'm letting arrows fly.
{134136} {Baiting, player}Why do you wait, mortal? Do you fear to face Zaxis?
{134137} [Success] {Frustrated, almost growling}Yes... the door will not yield to Zaxis. The one within, the female gith, has sealed it. 
{134138} Yes... his anger will be great. If Zaxis fails his task, he shall be cast down.
{134139} The gith beyond this door has done much to anger my master. She has crossed him, and she holds shards he wants. Zaxis has been sent to claim them. 
{134140} The master wields great magics... greater than any mortal Zaxis has ever faced. Many demons have been torn from the Lower Planes, now and in the past, to follow him. 
{134141} Oh yes. Many decades ago, he subverted many demon-kind to his cause. Zaxis was one among many to join his campaign.
{134142} He led Zaxis and his brethren to face an army of soldiers of the flesh-town Neverwinter.
{134143} {gleeful}Along the way he could not stop the demons from playing, so many villages were consumed in the wake. {longing}Never before or since did Zaxis glut on so much mortal flesh.
{134144} But now this door thwarts Zaxis, keeps him from the gith! 
{134145} A weapon the shards once were, one of the gith weapons. Now broken, but the master still wants it and has commanded Zaxis to finish this task. 
{134146} {Dismisive}Names mean nothing to Zaxis. They are of no matter - only power and strength are of worth.
{134147} [Failure] Zaxis needs <i>nothing</i> from you, mortal... except to hear you scream. 
{134148} [Success] {Wary, angry}Zaxis does not need help! Only more time, a little longer, and this door shall fall. 
{134149} The female gith within has sealed it. She fears Zaxis! The master will have his shards, and Zaxis shall go free... if not, Zaxis shall be cast down. 
{134150} [Failure] The master has no servants that wear your shape. Only those he has bound do his bidding, mortal... and that includes slaying you. 
{134151} [Success] {A little wary}Hrrnnn... you would be unwise to face Zaxis. Cause Zaxis pain, you might, but you cannot defeat him.
{134152} [Failure] Zaxis fears no mortal. Zaxis will show you why.
{134153} [Success] {Angry}You think this door is some simple thing shaped by mortals, easily smashed and broken?!
{134154} [Failure] You mock Zaxis? Then Zaxis will test his power on you and see how long <i>you</i> stand. 
{134155} {A little uncertain, but intervening}Wait... so you're admitting you can't open the door? Seems to me you had a mission, but you let your master down. 
{134156} If we were a door, we'd be frightened - but we've carved our way here, <i>you</i> won't be much trouble.
{134157} | Influence Loss Khelgar |Agreed. I said speaking to this thing was a waste of time.
{134158} | Influence Loss Khelgar |Finally. I said speaking to this thing was a waste of time.
{134159} Hnhhh... Zaxis will not allow you to interfere with his task. Zaxis must destroy this door.
{134160} Zaxis has not failed! The door stands but it will fall! 
{134161} [Success] No! Zaxis only needs more time, that is a-{"all!"}
{134162} [Success] No! Zaxis only needs more time, that is a-{"all!"}
{134163} [Success] No! Zaxis only needs more time, that is a-{"all!"}
{134164} [Failure] {Cold, anger}You have sought to distract me, keep me from my task with words. Let Zaxis show you the price of such an act. 
{134165} [Failure] {Cold, anger}You have sought to distract me, keep me from my task with words. Let Zaxis show you the price of such an act. 
{134166} [Failure] {Cold, anger}You have sought to distract me, keep me from my task with words. Let Zaxis show you the price of such an act. 
{134167} What? So you're going to turn away from your ordered task to attack us? You've really failed your master now, you idiot.
{134168} {Snorts}Gods, even I'm not so stubborn as to not see when I'm beaten - if that door was your goal, then we've baited you away from it, you fool.
{134169} | Influence Gain Neeshka |{Quiet, impressed}That was great. Now... let's let him ramble. 
{134170} {Angry}This door is sealed with the power of the gith themselves, bound and locked - Zaxis has tried, but it will not yield!
{134171} | Influence Gain Neeshka |{Quiet, impressed}That was great. Now... let's let him ramble. 
{134172} | Influence Gain Khelgar |{Quietly, impressed}Hnh. He's backing down, I don't believe it.
{134173} {Shandra, poor shandra. She's tied up}
{134174} |Camera zooms in on Zeeaire's silhouette.|{Commanding, loud echo}Enter!
{134175} Enough talking. Let's end this.
{134176} | Once only. |Who is this "Zaxis" that you keep referring to?
{134177} | Once only. |So why are you here?
{134178} | Once only. |What problem are you having with the doors?
{134179} Hold on - I want to get some information out of him first. 
{134180} Let's see if we can trick him instead.
{134181} Agreed, let's end this. 
{134182} [Diplomacy] We are both here for the same reason, and that door blocks both our progress. 
{134183} Won't your master be displeased if you fail him?
{134184} So you are here to kill the gith? 
{134185} The shards you're after - they're beyond this door?
{134186} It sounds like your master is great, indeed.
{134187} Who would dare to do such a thing to one as powerful as you?
{134188} | Once only |So he has summoned others of your kind in the past?
{134189} But why would your master want the shards?
{134190} | Once only |Who is this master of yours?
{134191} | Once only |Is he known as the King of Shadows? 
{134192} [Bluff/Lie] A demon commanded me here - he, uh, saw you were having trouble with the doors and sent me to help.
{134193} [Intimidate] I don't fear you, only fear I'll kill you too quickly - unless you want to leave now and spare yourself some pain. 
{134194} We got here, didn't we?
{134195} [Taunt] If I were a door, I <i>might</i> be afraid... but judging by the one there, I don' t have much to be scared of.
{134196} Wait... if your task was to breach the door, you've <i>already</i> failed your master, haven't you? 
{134197} Causing you pain is enough for us.
{134198} [Diplomacy] We have suceeded in delaying you long enough - your mission has failed.
{134199} [Bluff] Your master won't understand your "explanation." You know it.
{134200} [Intimidate] Admit your failure, or are you so cowardly that you cannot see when you have failed?! 
{134201} [Taunt] Ooooooh. I'm sure the door is shaking off its hinges with fear... oh, wait, it's not.
{134202} {Zeeaire's voice has a metallic distortion from being on the other side of a portal. her tone is stern, arrogant and strong.}Though these demons were unanticipated, your arrival was not. I have seen it burning brightly in my visions for some time.
{134203} Know that you are in no position to demand <i>anything</i> from me.
{134204} {Referring to Shandra in second part of sentence}You will answer for your crimes... along with this frail thing that carries the last of the Jerro blood.
{134205} If you were in the Astral plane, the Lich Queen would see that you were slowly tortured, killed, and then raised again for countless cycles... your crime merits <i>many</i> deaths.
{134206} {scoffing}Our Queen has reigned for a millenium, her power only growing stronger... I would gladly bring you before her, but we have wasted enough time hunting you - and what you carry with you.
{134207} {very arrogant}Among the githyanki none but {says "Lich Queen" with obvious distate}the Lich Queen have more authority than I.
{134208} {Disgusted, dismissive}Enough of this. Know that I will hear your pleas... and allow you this one last chance to atone for your crime.
{134209} My offer of mercy is this - I will grant a swift, painless death for you and your companions, if you freely hand over the shards you have taken.
{134210} |Zeeaire raises her hand in a powerful gesture.|
{134211} |All of the shards in the player's inventory pull away from the player and float in the air in front of the player. The player is surprised.|Did you really think you could keep such relics of my people? They do not belong to you.
{134212} {puzzled}Odd, I have all the ones you carry... yet it seems you still possess one.
{134213} |Zeeaire makes a more forceful gesture with her hands.|
{134214} |Quick cut to the player who falls to his knees and jerks in a spasm of agony.|
{134215} |The player begins clutching at his chest, which is now glowing brightly where his wound is.|
{134216} {awareness dawns, this is a dramatic moment}You have a piece of the Sword inside of you.
{134217} |The wound glows brighter and the player convulses in great pain.|
{134218} | JOHN: I want to change this. Bishop pulls out the bag of holding that Mephasm gave the player, tosses it into the portal and then dives for the ground. The other companions hit the floor as well.|
{134219} |Time freezes for a few second as the camera pans around the portal.|
{134220} |Time unfreezes and a ring of force erupts horizontally from the portal, passing over the heads of the player and companions, but knocking the Githyanki aside as if they were twigs iun a tornado.|
{134221} |A blinding light causes the screen to flash white.|
{134222} |The light slowly drains away, showing an aged Zeeaire standing where the portal once was, looking at herself in shock.|
{134223} |Zeeaire pulls out her sword and attacks.|
{134224} [Failure] {condescending}You lie! Any githyanki could sense the presence of the shards.
{134225} {condescending}Why, the same thing <i>you</i> want from her. She is the last known descendent of one who stole a silver sword from us.
{134226} Yes, the lives of humans are all too brief.
{134227} But their sins are passed to their kin, and so has Ammon Jerro's crime passed to his descendant.
{134228} |Camera back to Zeeaire|Within her thoughts, somewhere is the knowledge I seek. I will leave no memory unturned, no shred of self untouched... and when I have what I need, I shall execute her.
{134229} {Angry}His <i>sword</i>? The blade he stole from us was broken - instead of prying the blade from his hands, we must hunt down the mess of his crime!
{134230} You already know the answer... the time for your deceptions is over.
{134231} {Contemptuous, spits word "kalach-cha"}How long did you think you could escape us? You have stolen our shards, defiled them with your touch, and now you will die, {KALACK-cha}<i>Kalach-Cha.</i>
{134232} It is a door shaped by my people, one that leads to the realms of the githyanki - and maintained by my will alone. 
{134233} Oh, it looks so... shimmering. I think it's not fully in this dimension - just like that barrier we passed on the way here. 
{134234} | JOHN: As a cool moment, this could trick her to come out of the portal on a success? |
{134235} | Influence Gain Shandra |{Appreciative, but worried}Don't worry about me - if you give her those shards, we'll all die anyway.
{134236} {Cold}She is right, of course. And I am through asking for what I may simply take from you.
{134237} | Influence Loss Bishop |{Angry, hissing}Are you a fool? She's going to kill us anyway.
{134238} [Success] {Thinking it over}You don't know your crimes? Very well, let me recount them.
{134239} {Misspeaks, catches herself at the end}You have slaughtered many of our people, and you hold in your possession relics sacred to the githyanki a... silver sword of our people - fragments of it.
{134240} [Failure] You already know your crimes, there is no need to recount them now to stall judgment.
{134241} You put too much importance on your actions and your crime. You have nothing that other thieves have not stolen before.
{134242} {Final}You think there is something special or unique about your crime - or the shards you carry? There is not.
{134243} [Success] You dare to presume to know more than I about this matter? You know nothing of what you have done nor the importance of what you carry!
{134244} [Failure] You fill the air around you with lies and accusations, but you will find they make a poor shield.
{134245} [Failure] You fill the air around you with lies and accusations, but you will find they make a poor shield.
{134246} {Catching on, trying to help the bluff}You were right! She <i>does</i> know the importance of... {searching for the words} the sharp silver thing. {saying now with firmness} The shards! You can tell she's lying, it's written across her {beat, taunting, making a quick little 'yuck sound'}face.
{134247} {Catching on, trying to help the bluff}You were right! She <i>does</i> know the importance of... {searching for the words} the sharp silver thing. {saying now with firmness} The shards! You can tell she's lying, it's written across her {beat, taunting, making a quick little 'yuck sound'}face.
{134248} {Angry}I have recounted your crimes - you shall stall your punishment no longer.
{134249} | JOHN: It would be cool if as Tony originally requested, you could show some confused shots of the githyanki around - maybe they won't join in the battle. |
{134250} {Sees her troops getting confused}Ignore the words of the criminal, they are deceptions... he seeks to manipulate you as our illithid masters once did, do not allow it.
{134251} | Influence Gain Bishop |{Whispering}Looks like she lost some face - I think we may be able to count on some defections if things turn nasty.
{134252} | Gith Guard 1? || JOHN: This is only if you want to throw this sequence in. |Zeeaire, forgive my words, but... I, too, felt the power from the shards when the <i>Kalach-Cha</i> entered - and when I gathered the shards you carry.
{134253} | Gith Guard 2? |{Prompting}As did I. This seems a matter greater than us - our Queen should know of it. It has been too long since we have sent word to her of our... actions here. 
{134254} | Influence Loss Shandra |{Angry, indignant}What? It's your fault I'm here!
{134255} {Shrugs}I don't care how this ends, but a few lumps of metal and a farm girl with a big mouth seem like a small price to pay not to have to watch your back forever.
{134256} | Influence Loss Casavir |{Angry}We are <i>not</i> leaving without Shandra.
{134257} Now you will face your punishment, <i>Kalach-Cha.</i> It is why your path brought you here... and why the shards you carry will soon be added to mine.
{134258} [Success] {Thinking it over}You truly do not know your crimes? Very well, let me recount them.
{134259} [Success] {Thinking it over}You do not know your crimes? Very well, let me recount them.
{134260} | If Neeshka in party. |[Failure] You already know your crimes, there is no need to recount them now to stall judgment.
{134261} {Taunting}I heard these... giths... weren't interested in justice or anything like that, now I see it's true... and from one of their leaders, no less! How pathetic, even when you're telling the truth, they <i>still</i> won't listen.
{134262} | Note that this is not a link because I need a skillless skill check |[Success] {Thinking it over}You truly do not know your crimes? Very well, let me recount them.
{134263} They did so in response to your crime. As you carry the shards, so must you carry the guilt as well.
{134264} |{Short-Circuit COnversation ender} Hey John! This Dialogue ending needs to be re-done. Player has the option of putting the sphere in during battle, Bishop doesn't do it anymore. Need some final words before the fight starts|And I shall remove it from you - by force.
{134265} | PORTAL IS DESTROYED. |{Shocked, someone switched off her life support}The portal! No! Without it...
{134266} | ZEEAIRE IS DEFEATED. |{Weak, defeated}You... think this is over? You are wrong, <i>Kalach-Cha,</i> and I hope the pain you have brought here is revisited upon you a thousandfold.
{134267} | Influence Gain Shandra, PC is male |Trust me, once he gets on your trail, you're doomed.
{134268} | Influence Gain Shandra, PC is female |Trust me, once she gets on your trail, you're doomed.
{134269} {Frustrated hiss, already feeling pangs of pain, desperate}...I must kill you quickly. Every moment on this plane... every moment will pass like a year.
{134270} The Lich Queen will know of my fall... yes... but it will be too late. {Beat, cough}What comes for you will be revenge enough. 
{134271} We were never the ones you had to fear. In defying us, you have harmed your own people - and everything on your plane.
{134272} The shards you carry were needed... the shard in you - all are <i>needed.</i> 
{134273} {Slight mocking, superior}Evil wakes, <i>Kalach-Cha,</i> and in killing me, you now stand alone against what comes.
{134274} And there you are wrong. 
{134275} An ancient enemy comes for you, one that has existed for millennia. You have already felt the effects of his presence, and he will grow stronger with time.
{134276} {Spitting it out}This enemy, this King of Shadows... if he succeeds in his plans, your civilization will become dust, and all life will be consumed by darkness.
{134277} The githyanki will strike at you no longer - this was the last of our strongholds devoted to the recovery of the shards... there will be no more attacks from my people, because it will serve no purpose... you have sealed your fate.
{134278} I will see you in death, <i>Kalach-Cha.</i> I do not think I... will have to wait long.
{134279} [Zeeaire's neck crumbles beneath your hands, her face withering. She tries to croak out some last words, but they turn to dust as she ages and dies.]
{134280} | Influence Gain Bishop |{Nods}And that's all we need to hear, I think. 
{134281} | Influence Loss Casavir |{Disapproving}She deserved to say more - everyone deserves a chance to atone, all the way until death comes. But it is done... let us rescue Shandra and leave.
{134282} So let's get the farm girl and get back to the Flagon. All right?
{134283} | Chaotic Response |I care little for your reasons, just return the girl. Now.
{134284} I'm ready to face judgment - so how do you plan to kill me?
{134285} Fine, take me to the Lich Queen. I'll kill her too.
{134286} You aren't the Lich Queen, so do you really have the authority to carry out my sentence?
{134287} Why don't you come get them?
{134288} I am not giving up the shards.
{134289} [Bluff/Lie] You are too late. I have destroyed all the shards in my possession.
{134290} | Once only. |What do you want with Shandra?
{134291} | Once only. |But Ammon Jerro died long ago.
{134292} | Once only |How do you expect Shandra to lead you to the silver sword?
{134293} | Once only |Why are you looking for his sword after all this time?
{134294} | Once only. |Ammon Jerro stole one of your silver swords?
{134295} Enough talking. Let's end this.
{134296} You githyanki attacked <i>me</i> first, you are the ones to blame.
{134297} Interesting, I was about to offer you the same deal.
{134298} | Once only. |That thing you are behind - what is it?
{134299} | Evil Response |Enough talking. I am here to kill you.
{134300} | Lawful Response |You kidnapped Shandra against her will, and you will answer for that crime.
{134301} | Good Response |Know that I have come here in the hope we can reach a peaceful understanding.
{134302} Show me the ones you have - maybe you're just confused.
{134303} | Good Response |If you will let Shandra and my companions go, I will hand the shards over.
{134304} | Once only. Dip > Taunt, Dip > Bluff |[Diplomacy] I deserve to know what crimes I've committed.
{134305} You don't sound very certain of yourself.
{134306} It seems a lot of trouble for just one blade.
{134307} [Bluff] So it was as I suspected, this blade is more important to you than anyone knows.
{134308} [Taunt] Sounds to <i>me</i> like you are protesting too much. 
{134309} So these shards are part of something <i>more</i> than a silver sword?
{134310} What don't I know? I thought you were going to tell me the extent of my crime, and now you're lying to me?
{134311} | Chaotic Evil Response |Look, take the girl, take the shards, I could care less - just call your soldiers off and leave me out of this.
{134312} That's all I wanted to know about Shandra and Ammon Jerro. So what now?
{134313} | Once only. Only if Taunt > Bluff and Taunt > Diplomacy |[Taunt] So you're going to kill me without telling me my crimes? Some "justice."
{134314} | Once only. Bluff > Taunt, Bluff > Diplomacy |[Bluff] Maybe if I knew what I'd done wrong, we could settle this - I might even give up the shards willingly.
{134315} And what comes for me?
{134316} No empty threats about how the githyanki will kill me?
{134317} We could have resolved this without fighting, but you brought this on yourself.
{134318} I suggest you finish your death speech quickly, you won't last much longer, gith.
{134319} You were the only evil in my path. 
{134320} And what is that?
{134321} Empty threats from a defeated leader - I expected a little more.
{134322} We could have worked together. 
{134323} Purpose?
{134324} Why were you even here?
{134325} So I am doomed. Enlighten me - your life's running out.
{134326} Then I'll kill this King of Shadows just like I killed you.
{134327} Are you done? If so, I need to leave you here to die.
{134328} Who is the King of Shadows?
{134329} [Snap Zeeaire's neck.]
{134330} {Door Aldanon Entrance}
{134331} {Door Aldanon Exit}
{134332} {Door Archive Exit}
{134333} Archives Guard
{134334} Archives Guard{2}
{134335} Archivist
{134336} Happy Holidays. I am the CharleyCheat. What would you like?
{134337} Githy Genocide
{134338} This is a Githyanki{Archive}
{134339} Deadly Trap
{134340} {Door Cellar Enter}
{134341} {Door Cellar Exit}
{134342} {Door Shandra Cellar}
{134343} {Door Sunken Flagon}
{134344} Door To Cellar
{134345} {Locked Door Hidden Archives}
{134346} {Locked Door Secured Archives}
{134347} Flame{Spreading}
{134348} The fire crackles and burns, consuming everything within its scorching heat.
{134349} {Gate Closed}
{134350} {Gate Open}
{134351} {annoyed}There are so many!
{134352} Finish them, quickly!
{134353} Where did they come from?
{134354} More invaders! Kill them!
{134355} We need reinforcements!
{134356} {angry, surprised}The <i>Kalach-Cha?</i> Here?
{134357} For Zeeaire!
{134358} {anger, frustration}Where were the sentries?
{134359} We're under attack!
{134360} |Took a critical hit|Luck favors you today.
{134361} |Initial battle cry|For the Lich-Queen!
{134362} |Badly wounded|{determined}I will not yield!
{134363} |Knocked out a party member|{contempt}As I expected.
{134364} |Knocked out a party member|{disgust}Pah. You fight like a child.
{134365} |Knocked out a party member|{smug}You're no match for our kind.
{134366} |Took a critical hit|{hissing in pain}I'm not dead yet.
{134367} |Took a critical hit|Errrgh!
{134368} |Badly wounded|{incredulous}How can this be?
{134369} |Badly wounded|{gasping}Must... not... fail!
{134370} |Initial battle cry|For Zeeaire!
{134371} |Initial battle cry|To victory!
{134372} Gnomehands
{134373} {Door Hidden}
{134374} Partially Destroyed Records{Invisible}
{134375} Luskan Soldier{1}
{134376} Luskan Soldier{2}
{134377} Questions, Questions
{134378} The information you need on Ammon Jerro's Haven is locked away in the central vault of the Archives. You will need to seek out four books on pedestals located in the Archives and answer each question successfully.
{134379} You have answered one question correctly. Seek out three more question books.
{134380} You have answered two questions correctly. Seek out two more question books.
{134381} You have answered three questions correctly. Seek out the final question book.
{134382} You have successfully answered all four questions. The Vault is now open.
{134383} Quicksilver Delivery
{134384} Aldanon the Sage refuses to allow you to enter his home. He is, however, awaiting a shipment of quicksilver. He will most likely let you in if you make the delivery.
{134385} You've acquired the quicksilver. Deliver the item to Aldanon in the Blacklake District.
{134386} You delivered the quicksilver to Aldanon. The sage was very pleased and granted you access to his home.
{134387} Aldanon the Sage
{134388} You finally have access to Blacklake District. Your first stop is Aldanon the Sage. You understand that he may be able to tell you more about the shards that you carry.
{134389} Aldanon has explained to you the reason the githyanki have been hunting you. The shards are apparently pieces of a Silver Sword, considered sacred to the Githyanki. He has told you that a long dead court wizard named Ammon Jerro was considered an expert on the githyanki and may have left behind more information in his private retreat.
{134390} Happy Returns
{134391} The last living descendent of Ammon Jerro is a woman named Shandra - the same woman you encountered back in Highcliff. The githyanki are apparently also seeking her out. You must reach her before the githyanki do.
{134392} You were able to rescue Shandra from the githyanki, though her house was lost in the process. Return with her to the Sunken Flagon.
{134393} You have returned safely to the Sunken Flagon, with Shandra Jerro in tow.
{134394} Githyanki Surprise
{134395} The githyanki have attacked the Sunken Flagon and kidnapped Shandra Jerro. Work your way towards the Sunken Flagon's common room and defend the inn against the githyanki attack.
{134396} You have defeated the githyanki attack force that assaulted the Sunken Flagon.
{134397} Chasing Shandra
{134398} The githyanki have kidnapped Shandra Jerro and fled Neverwinter City. Your uncle, Duncan, has persuaded the ranger Bishop to serve as your tracker to pursue the githyanki and rescue Shandra. Bishop urges you to move quickly before their trail grows cold.
{134399} Speak with Bishop when you are ready to begin your pursuit of Shandra and her kidnappers.
{134400} You have begun your pursuit of Shandra and her kidnappers. Bishop will lead the way. It appears that the githyanki have fled north, near the Luskan border.
{134401} You were ambushed by the githyanki in the small village of Ember. Alaine, a friend of Shandra's, confirms that she saw Shandra and her kidnappers pass through the village. The group was heading into the mountains north and east of the village.
{134402} The trail has led to a bleak mountain range within the borders of Luskan. It looks like it will be a long climb, and you're certain that the githyanki are aware of your arrival.
{134403} You were confronted by the githyanki Sword Stalker that led the attack on West Harbor and has been following you ever since. Though you were able to defeat him, he did not have Shandra. You must move deeper into the cave to locate her.
{134404} A mage leading a small army of demons has assaulted the githyanki lair. You aren't sure what he seeks here, and though his demons have been battling the githyanki, they are no friends of you either.
{134405} You encountered a devil by the name of Mephasm who was apparently serving the same man who launched the demon attack. Mephasm agreed to lower a magical energy shield blocking your path in exchange for being banished and freed of his servitude. Mephasm was able to reduce the shield to a small sphere and suggests that you may have need of it later on.
{134406} You have confronted Zeeaire and discovered that you carry a shard within you. Zeeaire is determined to collect all of your shards, including the one inside of you.
{134407} You have defeated Zeeaire. All that remains is to free Shandra and return to the Sunken Flagon.
{134408} You have freed Shandra. Return to the Sunken Flagon.
{134409} You have returned safely to the Sunken Flagon with Shandra. Your uncle Duncan has filled you in on more details of the King of Shadows battle that was fought in West Harbor, the death of your mother, and how you came to carry a shard inside of you.
{134410} Shandra Trigger
{134411} Nobleman{Archives}
{134412} {Door Outer Complex}
{134413} Puzzle 1{Invisible}
{134414} Puzzle 2{Invisible}
{134415} Puzzle 3{Invisible}
{134416} Puzzle 4{Invisible}
{134417} {Sturdy Door Shandra's House}
{134418} Someone or something has turned this furniture into a mess fit for nothing but kindling a fire.
{134419} Sixer begins 16_sixer, asks PC for a magical item
{134420} speak_tr_sixer
{134421} speak_tr_vault
{134422} Strong Trap
{134423} To Gith Ambush
{134424} To Sunken Flagon
{134425} To Sunken Flagon2
{134426} To Village
{134427} trigger1
{134428} 16_tr_bl_guard
{134429} Watch Guard
{134430} Githyanki Patrol WalkWaypoint
{134431} Githyanki Scout WalkWaypoint
{134432} |The player has defeated all of the githyanki. One of them, the githyanki warlock, remains living, but is mortally wounded.|
{134433} |Bishop stands over the githyanki warlock's prone body|Hey, this one's still alive. Should I finish the job?
{134434} |Camera looks at the githyanki warlock|{smiling viciously, weak, injured}So, {KALACK-cha}Kalach-Cha, you have some skill in battle. I am... {grudgingly}impressed.
{134435} {weak, mocking}She is out of your reach, Kalach-Cha. Even now she is being brought before {ZEE-err-EE}Zeeaire.
{134436} {weak, matter of fact}Zeeaire is your death, Kalach-Cha. I will speak no more of her. She will come for you soon enough.
{134437} {offended, in pain}Keep your filthy magics and potions. I will die as I was born, pure and free!
{134438} |Bishop thrusts his sword into the githyanki. The githyanki twitches in agony.|{cold blooded}Gladly.
{134439} {in agony}Curse you, Kalach-Cha. Zeeaire will avenge me!|githyanki dies.|
{134440} |githyanki warlock dies.|
{134441} {still weak, but mocking, defiant}I cannot be bribed with mercy, Kalach-Cha. Yet, I will answer your question, because I {emphasis on "choose"}<b>choose</b> to.
{134442} Because it is who you are. I do not know your true name. I do not {emphasis on "care"}<b>care</b> about your true name. You are Kalach-Cha, and that is all that matters.
{134443} Where is Shandra?
{134444} Who is this Zeeaire?
{134445} Hold still. I can't save you, but I might be able to do something to ease the pain.|Gain good points|
{134446} Kill her, Bishop. Make it slow and painful.|Gain evil points|
{134447} Leave her. We need to go.
{134448} Tell me where Shandra is and I'll end your suffering.
{134449} Why do you call me Kalach-Cha?
{134450} I am the Henchman Agent. Let me help you manage your henchmen.
{134451} OK, exactly what do you want to do?
{134452} Which companion?
{134453} You already have a full party.
{134454} Would you like to remove a companion?
{134455} Who would you like to remove?  I will release them and send them back to The Sunken Flagon.
{134456} Your party is currently empty.
{134457} Would you like to add a companion?
{134458} (The goggles... they) Do nothing.
{134459} Word up.
{134460} Hook me up with a companion.
{134461} Bishop
{134462} (The goggles... they) Do nothing.
{134463} Khelgar
{134464} Grobnar
{134465} Neeshka
{134466} Elanee
{134467} Qara
{134468} Yes.
{134469} Casavir
{134470} I need to remove a companion.
{134471} (The goggles... they) Do nothing.
{134472} Khelgar.
{134473} Grobnar.
{134474} Neeshka.
{134475} Elanee.
{134476} Qara.
{134477} Casavir.
{134478} Bishop.
{134479} (The goggles... they) Do nothing.
{134480} Yes.
{134481} (The goggles... they) Do nothing.
{134482} (The goggles... they) Do nothing.
{134483} |PC emerges from the tunnel. The camera pans over to show Shandra's burning house. The githyanki warlock and many more githyanki are now down there.|
{134484} |Shandra's scream of fear and anger is heard. Camera snaps over to her to show her wrestling with yet another githyanki patrol.|
{134485} |Seeing the PC, two githyanki hold Shandra while the rest attack.|{battle cry}For {ZEE-err-EE}Zeeaire!
{134486} {Door To Zeeaire}
{134487} |PC enters, sees Jerro (labeled as Wizard), standing next to Zaxis and a few demons. All around them are slaughtered githyanki. Their backs are to the PC|{to Zaxis, cold, matter-of-fact}Find the githyanki leader and retrieve the shards from her, Zaxis. Leave no one alive.
{134488} |Zaxis runs off deeper into the complex|
{134489} |Jerro senses the PC, turns around, and sizes him up, then turns his back on the PC|{casually, to his demonic minions}As for these newcomers... deal with them.
{134490} |Jerro teleports away. His demons cackle and attack|
{134491} |The player walks through the cave entrance. The camera is momentarily blinded from the transition from the outdoors to the dark cave (use special effect or a different-color fade to accomplish this)|
{134492} |As the camera focuses the player and companions are taken aback by a dozen menacing githyanki.|
{134493} |Camera looks at Githyanki leader|{smiling viciously}{ZEE-err-EE}Zeeaire has foretold your coming, {KALACK-cha}Kalach-Cha. She sent me here to end you.
{134494} {resolute, commanding}Slay the Kalach-Cha. For Zeeaire!
{134495} |The githyanki flourish their weapons and are about to attack.]{Several githyanki in unison}Zeeaire!
{134496} |Another githyanki comes running up to the lieutenant from deeper in the cave|{fearful, urgent}There is a problem.
{134497} |Screams and sounds of battle are heard in the distance. Both githyanki turn and look towards the sound|{irritated, to the messenger}Handle it. I am not finished here.
{134498} I enjoy knowing my prey, Kalach-Cha. I find it sweetens the taste of their death. Zeeaire allows me this luxury.
{134499} {disgusted}Kalach-Cha is the brand given to one who not only steals a silver sword, but destroys the sword to hide the crime and then impudently carries its shards.
{134500} {spitting}You lie, Kalach-Cha. You gather the shards to use their power. I can feel the stink of your corruption mixed with the energy of the shards you possess.
{134501} {offended}Do you mock me? No, Kalach-Cha, your title is fresh to our history. Zeeaire gave you this name to properly classify the severity of your crime.
{134502} {bragging}Zeeaire is a Sword Stalker of the highest order. She is favored by the Lich Queen and has slain countless enemies.
{134503} Very well, Kalach-Cha. We will talk as long as you continue to amuse me.
{134504} Githyanki men typically serve the Lich Queen from the Astral home.
{134505} |Player is female|{condescending}You travel with and lead male servants. Do you not find them too fickle and weak of mind for anything but simple tasks?
{134506} |Player is male|{condescending}Most males are too weak in the mental disciplines to be proper leaders or warriors.
{134507} {offended}Well, I say we put that theory to the test... right now.
{134508} |She will only say this once, after the first time she will attack the next time you bore her.|{annoyed}I've lost interest in speaking with you. 
{134509} {interested}Yes, they do. I have been away from the Astral home for some time and I have not... {suggestive}indulged myself.
{134510} {suggestive}Perhaps your human servant, the tall, dark one, would suffice. Give him over to me willingly and I can offer you a faster, painless death.
{134511} {disgusted}You can't <b>possibly</b> pay me enough... and even if you could, I'd need a few kegs of Duncan's ale first.
{134512} | Influence Loss Bishop |{furious, disgusted}Just try it, see what happens.
{134513} {bemused}It seems that you do not keep a tight leash on this servant. Pity...
{134514} [Failure] {furious}You disgust and infuriate me. Prepare to die.
{134515} [Success]{wickedly amused, suggestive} You may have a point. Were it not my mandate to slay you, I should like to experience what men of your race have to offer.
{134516} Still, perhaps Zeeaire will permit me to experiment with your corpse.|flourishes weapon|
{134517} [Grumbling]{upset and muttering indistinguishably under his breath}
{134518} Why... why I've never observed that. {Beat}Have I?
{134519} {aside}Tell me about it.
{134520} She may be evil, but she is so right.
{134521} {Suddenly in a bad mood. Vlaakith is her sworn leader who she cannot openly disrespect, but she doesn't like Vlaakith}Vlaakith the Lich Queen has been our leader for millenia. Her greatness is second only to Gith herself. I don't wish to speak of her further.
{134522} Gith is our savior. It was by the strength of her conviction and the power of her sword that she freed our people from our enslavement to the illithids.
{134523} Do you not know? The illithids, or mind flayers, were responsible for enslaving our people for untold eons. Gith freed us.
{134524} |To her troops|{ceremonial, reverent, like "God save the Queen"}Long live Gith!
{134525} |Githyanki thrust their weapons in the air|{several githyanki in unison}Long live Gith!
{134526} {firm, forceful}Gith lives. Of that, every githyanki is certain. But she is lost to us. Some say she is imprisoned in Baator.
{134527} {suddenly furious, protecting herself from looking disloyal in the eyes of her troops}You dare question my devotion to the Lich Queen? 
{134528} We Sword Stalkers are an elite order, tasked by the Lich Queen to recover our silver swords that have been lost and hunt the fools that steal them.
{134529} Silver swords are the Lich Queen's sacred gift to her knights. Many outsiders covet their power. Their theft is the highest crime an outsider can commit.
{134530} {ironic}Of course. But both crimes are still punishable by death.
{134531} {sneering}The human girl has been kept intact until Zeeaire can extract the thoughts she needs from the girl's mind.
{134532} She will be an empty shell, suitable only for the amusement and feeding of our thralls.
{134533} {scoffing}The same you thing you want. To find the silver sword her ancestor Ammon Jerro has stolen.
{134534} {menacing}My name is unimportant. You need only know that Zeeaire has granted me the honor of killing the Kalach-Cha and taking your head as a trophy back to the Astral Plane.
{134535} {angry}I have lost many seasoned warriors because of you. For this and your many other crimes against the githyanki, you will now die.
{134536} | Influence Gain Bishop |{Grim}Glad we understand each other. I'll never be that desperate. {Beat}And if I am, go ahead and kill me.
{134537} {Dissapointed}Oh.
{134538} Let's skip the pleasantries. 
{134539} |Messenger runs back to the fighting. Lieutenant turns back to PC, and she and her crew attack|
{134540} I'm surprised you're talking to me. Most githyanki just attack.
{134541} Why do you githyanki keep calling me Kalach-Cha?
{134542} I didn't break the sword. I gathered these shards to find answers.
{134543} So this sort of thing happens often enough to have a name for it?
{134544} Zeeaire. I keep hearing that name. Who is Zeeaire?
{134545} I'd like to talk about something else.
{134546} I want to know about the Lich Queen.
{134547} What's a Sword Stalker?
{134548} Tell me about Zeeaire.
{134549} Who are you?
{134550} Most of the githyanki I've encountered are female. Why is that?
{134551} I completely disagree.
{134552} |Player is female|Men have their uses.
{134553} You can have Bishop... over my dead body.
{134554} I'll let you have Bishop if you take me to see Zeeaire.
{134555} You're not taking Bishop.
{134556} |Player is male|[Charisma] You might find men of other races superior to your githyanki males.
{134557} Fine, let's end this.
{134558} Wait, there is still more we can talk about.
{134559} Who is the Lich Queen?
{134560} Tell me about Gith.
{134561} The Illithids?
{134562} If Gith still lives, why do you follow the Lich Queen?
{134563} You speak as though Gith is still alive.
{134564} Sounds like you don't like your Lich Queen.
{134565} Sword Stalker?
{134566} Tell me about the silver swords.
{134567} Do your swords get stolen often?
{134568} Stealing a silver sword is worse than killing the githyanki who possesses it?
{134569} I didn't steal a sword, but I have killed <b>countless</b> githyanki.
{134570} What have you done with Shandra?
{134571} What happens after Shandra's "extraction?"
{134572} What do you want from her?
{134573} And who might you be?
{134574} If I collected the heads of every githyanki <b>I've</b> killed... 
{134575} Not if I send you there first.
{134576} I'm done wasting time with you anyway. 
{134577} {Impatient}Can we <b>go</b> now?
{134578} {Tired, weary - just been saved again}I'm getting <b>so</b> tired of this. You have to let me save you sometime, or else I'll never be able to pay you back.
{134579} {Suggestive}There'll be plenty of time for you to pay <b>all</b> of us on the way back to Neverwinter.
{134580} {Defiant}You all <i>put</i> me in danger! I'm not paying you a single coin.
{134581} {Slow, cold, seductive}Then you'll be paying me another way. My bedroll's a little cold at night - I'm thinking you can fix that. 
{134582} {Disgusted}That is the most disgusting thing I have ever heard. 
{134583} I won't have you speaking to her or anyone else that way, Bishop.
{134584} {Pissed}Maybe you'd best shut your mouth, ranger. Your words are starting to anger me.
{134585} {Dismissive, irritated}Oh, really, what a surprise. How'd you like it if I left you here in Luskan territory with your righteousness to keep you company?
{134586} | PC is male |{Cold}If threats are the only currency by which you can get such things, then I pity you, Bishop.
{134587} | If Neeshka influence is higher than Elanee, PC is male |I could always set you on fire, Bishop. That'd solve two problems.
{134588} {Mocking}You wound me, girl - or is that jealousy I hear? Don't worry, I'll get to you soon enough.
{134589} |Area transition to the Sunken Flagon.|
{134590} Oh, please. The smell would kill me first. 
{134591} You wound me, girl. Don't worry, I'll get to you soon enough.
{134592} | PC is female |{Slight taunt}Jealousy's thick in this little band, I see. Don't worry, I haven't forgotten <i>your</i> pretty face, fair leader.
{134593} | PC is male |{Raises an eyebrow}Quick to defend the farmgirl, I see - and not hard to see why, from the look of her. 
{134594} | If Neeshka influence is higher than Elanee, PC is male |{Incredulous}Her? What about me?
{134595} | PC is male |{Cold, slight irritation}And I as well, I am certain, although it was unspoken.
{134596} {False apology}But perhaps my words were ill-chosen, just like this journey. Now that we have our precious little treasure, shall we go?
{134597} I'd like to examine these Illefarn frescoes before we go back to the Flagon.
{134598} Let's finish looting these corpses, then we can go.
{134599} Enough of this, let's just head back to the Flagon right now.
{134600} DEBUG: Off we go!{Go to Act 1 End, return to Flagon, set 16_flagon_state = 3}
{134601} If you don't watch your tongue, Bishop, I'm cutting it off.
{134602} I won't have you speaking to Shandra like that, Bishop.
{134603} |This conversation plays after Duncan greets Shandra in 16_duncan|{pushy, standing up for herself}All right, I agreed to let you bring me here, now I want some answers.
{134604} {exasperated, demanding}What happened at my farm? Who <b>were</b> those creatures? And why were they after <b>me?</b>
{134605} {Insulted, angry}You... how dare you call me that?! {Beat, exasperated}I should never have trusted you.
{134606} {Incredulous)What could <b>I</b> possibly know that would be important? I lived on that farm all my life. {sarcastic}Did they want to learn how to milk cows?
{134607} {baffled}{AH-mon JER-o}Ammon Jerro? He was my grandfather. Or great-grandfather... {thinking}or was it my great-great-grandfather?
{134608} {Puzzled}I heard he was an eccentric, but humble wizard - but he died a long time ago. What's he got to do with this whole mess?
{134609} |If PC is an elf or other long lived race|{wistful}I never met him. My mother told me that she knew him as a young child. 
{134610} {nostalgia}She said that Jerro would cradle her and sing to her, and she would, uh, pull out his beard hairs.
{134611} {A little wary, Shandra started talking about pulling beard hairs}Eh. Tell your mother to keep her distance from me, lass.
{134612} |If PC is NOT an elf or other long-lived race|{wistful}I have no memory of meeting him. My mother told me that he saw me a few times as a babe, but I was too young to remember. 
{134613} {nostalgia}Mother said that he would cradle me and sing to me, and I would... uh, well, pull out his beard hairs.
{134614} {A little wary, Shandra started talking about pulling beard hairs}Eh. Just keep your distance from me, lass.
{134615} {realization}My mother told me about the Haven when I was a child. I thought it was just a tale she used to make me do my chores on time. 
{134616} {nostalgia, a little humor}She always threatened to lock me in there if I wasn't a good girl.
{134617} My mother said his Haven was like a hundred twisting corridors jumbled together into an inescapable labyrinth, filled with the deadliest traps and evil beasts conjured from the Abyss.
{134618} {Realizes she may have gone overboard}Or... uh, something like that. I <b>think</b> she was exaggerating. 
{134619} Perhaps it is just childhood stories, but even if I knew where the Haven was, it's the last place I'd want to go.
{134620} {matter of fact}I have no idea where it is. Knowing its location wouldn't help you much anyway.
{134621} {jittery}She also said getting into the Haven requires a pint of fresh blood. And not just any blood will do... {creeped out}it has to be Jerro blood.
{134622} {suddenly realizing, fearful}Wait... is <i>that</i> why you "rescued" me? So you could <i>bleed</i> me?
{134623} {resolute}If you think I'm going to let you drag me to some dark dungeon I used to have nightmares about, think again.
{134624} {standing up for herself, thinks she's clever}Well, if you think you stand a chance of doing it, go ahead and try.
{134625} {thinks she's clever}See, you brought me to a public tavern in the middle of a city filled with guards who are only a scream away.
{134626} {serious}You make one move and you'll be locked up so deep you'll have to dig your way to where you're going.
{134627} {A little surprised, then touched}Oh... oh. Well, then... I... well, I'm glad you understand. That's... a little more than I was expecting, actually.
{134628} {Firm}No, no, and no! I've been put in enough danger over the past few days to last my entire life.
{134629} {thoughtful}Hmmm... you know, I never thought of it that way. You may be right.
{134630} {Exasperated, tired}Look, I can barely think, let alone stand. I really need to rest... we can talk about this tomorrow.
{134631} |Shandra walks upstairs slowly.|
{134632} |Slow fade in. Some dark, but soft music plays. The camera shows Shandra sleeping in her bed.|
{134633} |The githyanki warlock's face emerges in the window beside Shandra's bed. (If window is not available then just have the githyanki appear creeping into the room and zoom in on its face.|
{134634} |The camera pans over to a close up of Shandra's face. A shadow passes over her and then her eyes open wide. Then fade out.|
{134635} |AUDIO: Camera is black. Sounds of a brief struggle and a loud scream that is cut short and muffled.|
{134636} |Quick fade-in, Duncan is running down the hall holding a short sword. Battle sounds begin in the background and continue throughout the cutscene.|{shouting}Alarm! Alarm!
{134637} {shouting, warning}Everyone, get out of bed and grab a weapon. The Flagon's under attack!
{134638} {Insulted, sarcastic}Fine, o grand interrogator. How may Shandra, a simple farmer, enlighten a fool such as you?
{134639} {Getting irate}"Calm down?" Calm <b>down?</b> You try being calm when your farm is attacked by monsters and burnt to the ground!
{134640} {Calming down}Hmmph, well, that's more like it. Keep it up and I may forgive you for what happened to my farm. {Beat}Maybe.
{134641} {sarcastic, irritated}Right. {calmer}So, who are these {mispronouncing}gith... gith-whatever they are? Why were they trying to kill me?
{134642} |Fade out.|
{134643} |SCRAP: B or C-Priority, please don't delete. |
{134644} |Githyanki spawn in and are swarming around the Inn as people dash around madly. Duncan and a few others are fighting back.|
{134645} |Pulls out his bow and shoots a Githyanki|{grim, arrogant}Hmph. I was hoping for a reason to kill someone today.
{134646} |The player and companions begin in a room of the Inn, and must fight through all the githyanki.|
{134647} | Fade to Black |{Frowns}All right. So you tracked me down because... why, I'm a Jerro?
{134648} | Fade From Black |So you're looking for this Haven of his... and yes, I know where it is... I think. It's trapped and you'll need me to get in.
{134649} My mother said something about a... path you have to walk to get to it. Like a series of challenges, but I don't remember what they are.
{134650} | PC is male |{Suspicious, jealous, under her breath}Not all of us wanted you here, trust me.
{134651} | PC is male |{Grumbling, to herself, doesn't like Shandra}I'm just sorry you're here.
{134652} | PC is male |{Dislikes Shandra}Yeah, and then after that, you can be silent for as long as you want - and find some other inn to shack up at.
{134653} | PC is female |{Calm, to a frightened peasant woman}Shandra, we realize this is difficult, but your life may be in danger - and I swear to you, we are trying to protect you, not make more trouble for you. 
{134654} {Suddenly meek, very handsome paladin was polite to her, and she's a little embarassed}Oh. {Apoliogetic}All right, sorry. Guess the whole thing's hard to take all at once.
{134655} {To her breath, noticing the paladin just calmed a woman}A little paladin charm sure calmed her quick. 
{134656} But... what could I know that's so important?
{134657} | PC is male |{Realization, slight relief}Oh, I get it now. I was wondering why we'd brought her here. She was really starting to bother me.
{134658} | PC is female |That was not our intention, Shandra. Please... hear us out.
{134659} {Handsome paladin just addressed her again}Oh... well, if you think I'm going to some dark dungeon that used to give me nightmares, well... think again.
{134660} | PC is male |What? Oh... I mean, all right.
{134661} | PC is male |{Incredulous, under her breath}Is she <i>sleeping</i> here, too?
{134662} | PC is female |Perhaps we should retire - we all could use the rest. Shandra, I believe Duncan has rooms upstairs.
{134663} {Eager, a pretty girl just showed up}I do. 
{134664} Oh... uh, thanks for the hospitality... uh, Casavir, right? I appreciate it.
{134665} {Nods, trying to reassure her, means nothing else}Of course, you have been through a great deal, it is the least we can offer.
{134666} That <i>I</i> can offer, he means. My inn, you know, always eager to help a lass in distress, we are, here at the Sunken Flagon.
{134667} You insolent wench. Do you know what you put me through?
{134668} I don't have all the answers... I was hoping you might have some.
{134669} The only thing important about you is that you're Ammon Jerro's last living descendent.
{134670} You're related to Ammon Jerro, right?
{134671} It is not what you know, but what Ammon Jerro knew.
{134672} Do you know anything more about Ammon Jerro?
{134673} You will tell me about Ammon Jerro's Haven.
{134674} Do you know about Ammon Jerro's Haven?
{134675} We need information stored in his Haven.
{134676} What else did your mother tell you about the Haven?
{134677} I need to know where the Haven is.
{134678} I can see why you have nightmares of the place. 
{134679} The Haven is real, and I need to find it.
{134680} Then be a good girl and tell me where the Haven is.
{134681} I could always give you back to the githyanki.
{134682} You've been through too much as it is. I'll find another way to enter the Haven.
{134683} It's important, to me, and maybe to all of Neverwinter. 
{134684} If Ammon Jerro was "eccentric, but humble," why would his Haven be a place to fear?
{134685} I'm the one who asks the questions here.
{134686} I'm sorry, my words were poorly chosen. Can we start over?
{134687} Calm down. Your questions will be answered in due time.
{134688} I'm the reason you're still alive, so be silent and answer my questions.
{134689} The githyanki didn't want to kill you - they were after information.
{134690} I'm sorry for your loss.
{134691} The githyanki are responsible for what happened to your farm, not me.
{134692} Look, let's just do this quickly, and I'll copy it in my journal.
{134693} {Just escaped, rueful}So my barn <i>and</i> home are both burned to the ground. {Beat, rueful}Anymore of your "help" and all of Highcliff will be the next to go.
{134694} Look, I barely know you, but what I <b>do</b> know is whenever you show up, trouble's not far behind. So I think it's best we say our farewells now.
{134695} |SCRIPTER: Shandra comes running back into view, towards the PC, pursued by several githyanki. Combat begins.|
{134696} |SCRIPTER: Hostile githyanki still around|{Surrounded by bad guys}Not now - we need to deal with these friends of yours first!
{134697} {Dismissive, to player}Anyway, I think it's best we parted ways now - you go your way, I'll go mine.
{134698} {Player just gave her an order, she's about to run off, scoffs}Really? I don't think so.
{134699} |Fade in|
{134700} |Shandra runs away|
{134701} Wait a moment. I just <b>rescued</b> you.
{134702} I still need your help.
{134703} You're not leaving until I say so.
{134704} |After the PC defeats the last of the githyanki in the house|{confused, holds up the pitchfork in defense}Stop right there. What do you want with me?
{134705} {defensive}I don't even know-
{134706} |AUDIO:Fire has started. A "whoomph" sound and smoke|
{134707} |The PC finds Shandra near the back of the house.|{shock}<b>You</b> again? Don't come any closer!
{134708} |The player enters the house and see githyanki plotting|{Giving orders}Split up and search the rooms. It should not be difficult to find the girl in here.
{134709} |PC is male. A githyanki turns, and sees the PC.|{startled}So the {KALACK-cha}Kalach-cha survived. Deal with him first. The girl can wait.
{134710} {Defiant}What? I'm not going anywh-{"anywhere"}
{134711} |Several githyanki bust in through the side door and engage the PC.|
{134712} |Shandra runs off into yet another part of the house.|
{134713} |Shandra runs off into yet another part of the house.|Why won't you all just leave me alone?!
{134714} {Frustrated. She's already lost a barn to fire and now her house is getting burned down}That's... that's my house. First my barn, now my house?
{134715} {Scanning the area, then determined}Looks like those things are trying to smoke us out. {beat}Well, it worked. Let's get out of here before this place collapses.
{134716} |PC is female. A githyanki turns, and sees the PC.|{startled}So the {KALACK-cha}Kalach-cha survived. Deal with her first. The other girl can wait.
{134717} |SCRIPTER: PC just saved Shandra from the githyanki... again|Thanks - maybe I should have stuck with you after all.
{134718} {uncertain}Honestly, I don't know. But I'm done running from you... for now.
{134719} {worried}Look, we really need to get out of here before more of these creatures show up. Do you know of anywhere safe that we can talk?
{134720} {skeptical}Neverwinter? The only safe place you can think of is in Neverwinter?
{134721} {Sighing. Figures she doesn't have much to lose at this point}Why not. My barn's gone, my house is gone... are we leaving right away?
{134722} {Shrugs, sighs}All right. I'll see what I can salvage from my home before we leave.
{134723} |Fade out. Transition to Sunken Flagon.|
{134724} {nervous}All right... calm down. I'm not going to run any more, all right?
{134725} So are you ready to go yet?
{134726} |SCRIPTER: Hostile githyanki still around|There's no time to talk - we need to deal with these attackers first!
{134727} Well... you could have killed me if you wanted to, I admit it. Though you've destroyed everything else.
{134728} | PC is male and Neeshka influence is > Elanee |{Slightly suspicious}I agree - and why are we bringing her to the Sunken Flagon? I don't want to have to watch her all the time.
{134729} | PC is male and Neeshka influence is > Elanee |{Slightly suspicious}What? Not with us, I hope.
{134730} {Defiant}You don't have to watch me, I can take care of myself - you're the ones who need watching. I'm surprised all of Neverwinter hasn't burned down while you were there.
{134731} {Snappy, starting to get a little jealous}Trust me, if I wanted to burn a place down, you'd know. But if you don't want to come with us, fine by me.
{134732} | PC is male  |{Slight surprise}She's going to be staying at the Sunken Flagon with us?
{134733} | PC is male  |{Slight surprise}She's going to be staying at the Sunken Flagon with us?
{134734} | PC is male and Neeshka influence is > Elanee |{Slightly suspicious}What? Are you kidding? I don't want to have to watch her all the time.
{134735} You have information I need.
{134736} I need your help.
{134737} I'm <i>trying</i> to rescue you.
{134738} There's no time to explain. You need to come with me right <b>now.</b>
{134739} Be silent. You're coming with me.
{134740} Do you think you can trust me <b>now?</b>
{134741} You'll be safe in Neverwinter, at the Sunken Flagon.
{134742} Not yet. I'll let you know when I'm ready.
{134743} Yes, we leave immediately.
{134744} Yes, I know just the place.
{134745} Nowhere is safe for you now, but I'm taking you to the Sunken Flagon.
{134746} Enough of this. You're coming with me.
{134747} | Evil Response |You're lucky I need you alive, or I would have killed you already.
{134748} Listen - Shandra, we are here to help you.
{134749} | Good Response |Look, I'm here to help, all right? 
{134750} |Cutscene shows several githyanki chasing after Shandra from her barn.|{tough, menacing}There she is! Capture her! {ZEE-err-EE}Zeeaire wants her alive!
{134751} |Shandra rushes inside her house, closes and bars a heavy door as the githyanki arrive.|{shocked}What in the hells is going on?
{134752} |The githyanki come to a stop and turn to see the player|
{134753} Things have turned out well for us, my brothers. The girl and the kalach-cha both within our reach.
{134754} Take one team and capture the girl - alive. The rest of us will deal with this one.
{134755} Hello, <FirstName>. I am Companion Bear. If your party companions are not showing in this area, please select option 2.
{134756} <i> DING (toaster oven sound) </i>
{134757} Good bye. Do nothing. Asta la vista.
{134758} My companions are missing! Please try to respawn them, Companion Bear.
{134759} This is companion bear.
{134760} Companion Bear
{134761} {1000}The Docks
{134762} The Sunken Flagon
{134763} Sand's Shop
{134764} Hagen's Shop
{134765} The City Watch
{134766} Moire's
{134767} To Merchant Quarter
{134768} Ruathym Refugee
{134769} Jonathan "Tab" Loest
{134770} Tasha
{134771} Neverwinter Citizen
{134772} 
{134773} 
{134774} 
{134775} 
{134776} 
{134777} 
{134778} CityBDockHouseRow5
{134779} 
{134780} CityBDockHouseRow4
{134781} CityBDockHouseRow6
{134782} CityBDockHouseRow7
{134783} CityBDockHouseRow2
{134784} CityBDockHouseRow3
{134785} Burnable crate
{134786} Burnable thing
{134787} 10tempchest
{134788} Kihan's Scale
{134789} Kihan'sGSword
{134790} 1000 To 1013
{134791} 1000 To 1007
{134792} 1000 To 1028
{134793} 1000 To 1043
{134794} 1000 To 1004
{134795} 1000 To 1001
{134796} Sunken Flagon Map Note
{134797} The Sunken Flagon
{134798} From 1001
{134799} From 1007
{134800} From 1028
{134801} From 1043
{134802} From 1013
{134803} From 1004
{134804} The Shining Serpent Inn
{134805} Tasha's exit
{134806} {1000}Sir Nevalle
{134807} Sal
{134808} To Docks
{134809} 2001 Neeshka SP
{134810} 2001 Casavir SP
{134811} 2001 Qara SP
{134812} 2001 Bishop SP
{134813} 2001 Duncan SP
{134814} 2001 Khelgar SP
{134815} 2001 Shandra SP
{134816} 2001 Sal SP
{134817} 2001 Sand SP
{134818} 2004 Nevalle SP
{134819} 2004 PC WP 1
{134820} 2004 Nevalle WP 1
{134821} 2004 Guard 2 SP
{134822} 2004 Guard 1 SP
{134823} 2001 StaticCam 1
{134824} 2001 StaticCam 2
{134825} 2001 StaticCam 3
{134826} 2001 StaticCam 4
{134827} 2001 StaticCam 5
{134828} 2001 StaticCam 6
{134829} 2001 StaticCam 7
{134830} 2001 StaticCam 8
{134831} 2004 StaticCam 1
{134832} 2004 StaticCam 2
{134833} 2004 StaticCam 4
{134834} {1004}The Hollows
{134835} From 1007 (Cutscene)
{134836} From Trial by Combat
{134837} 2004 Kana SP
{134838} From 1000
{134839} spawn_bishop
{134840} spawn_casavir
{134841} spawn_construct
{134842} spawn_elanee
{134843} spawn_grobnar
{134844} spawn_khelgar
{134845} spawn_neeshka
{134846} spawn_qara
{134847} spawn_shandra
{134848} spawn_sand
{134849} 1004 To 1000
{134850} 2007 StaticCam 1
{134851} 2007 StaticCam 2
{134852} 2007 StaticCam 3
{134853} 2007 Sand SP
{134854} 2007 Nevalle WP 1
{134855} BigScaryTree-Winter
{134856} Axle's
{134857} The City Watch/Brelaina
{134858} Moonstone Mask
{134859} Temple of Tyr
{134860} Wolf, Winter
{134861} Winter Wolf Bite
{134862} From 1018
{134863} From 1015
{134864} From 1016
{134865} From 1017
{134866} From 1024
{134867} From 1030
{134868} 
{134869} 
{134870} 1013 To 1018
{134871} 1013 To 1017
{134872} 1013 To 1016
{134873} 1013 To 1024
{134874} 1013 To 1030
{134875} 1013 To 1000
{134876} To Mask
{134877} Citizen Scene
{134878} Desintis
{134879} {2000}Mask Entertainer
{134880} Dancer in the tavern
{134881} Teelah
{134882} Evlyn
{134883} From 1025
{134884} From 1023
{134885} 2015 Ophala SP
{134886} 2015 Cyran SP
{134887} To 1013
{134888} {2000}Sir Grayson Corett
{134889} 1016 To 1013
{134890} 2016 Grayson SP
{134891} 2016 Brelaina SP
{134892} 2016 Zhjaeve SP
{134893} 2016 Aldanon SP
{134894} 2016 Guard SP
{134895} 2016 PC WP 1
{134896} 2016 PC WP 2
{134897} 2016 Nevalle SP
{134898} 2017 StaticCam 2
{134899} 2017 StaticCam 1
{134900} 2017 StaticCam 3
{134901} {2000}Sir Edmund Cebari{vigil}
{134902} 2017 Edmund SP
{134903} 2017 Axle SP
{134904} 1017 To 1013
{134905} Axle Trigger
{134906} 2028 StaticCam 1
{134907} {2000}Sir Grayson Corett{vigil}
{134908} Prior Hlam
{134909} Pre Trial by Combat
{134910} 2028 Hlam WP 1
{134911} 2018 Neeshka WP 1
{134912} 2018 PC WP 2
{134913} 2018 Hlam SP
{134914} 2018 PC WP 1
{134915} 2018 Hlam WP 2
{134916} 2018 Hlam WP 3
{134917} 2018 NPC SP
{134918} 2026 Tyr Statue
{134919} 1018 To 1013
{134920} OTS Torio from Nasher and Nevalle
{134921} {1000}Torio Claven
{134922} {2000}Sir Edmund Cebari
{134923} Courier
{134924} Knight after vigil
{134925} Player from Vigil
{134926} Brill after capture
{134927} 2023 Nasher SP
{134928} 2023 Nevalle SP
{134929} 2023 Torio SP
{134930} 2023 Guard SP
{134931} 2023 Cyran SP
{134932} 2023 Ciane SP
{134933} 2023 Torio WP 1
{134934} 2023 Ambar SP
{134935} 2023 Torio WP 2
{134936} 2023 Torio WP 3
{134937} 2023 Guards WP 1
{134938} Module 2000 Start Point
{134939} wp_near_throne
{134940} 2023 Torio (after vigil) SP
{134941} 2023 Evidence Lady SP
{134942} wp_castle_enter
{134943} wp_castle_watch_captain
{134944} Sand after vigil
{134945} Spectator
{134946} Venton
{134947} Orley
{134948} Reylene
{134949} Judge Oleff Uskar
{134950} Alaine
{134951} Nya
{134952} Elgun
{134953} Nasher's Throne
{134954} Start trial
{134955} 2023f Nasher WP 1
{134956} 2023f Oleff WP 1
{134957} 2023f PC WP 1
{134958} 2023f Sand WP 1
{134959} 2023f Venton WP 1
{134960} 2023f Nya WP 1
{134961} 2023f Alaine WP 1
{134962} 2023f Marcus WP 1
{134963} 2023f Shandra WP 1
{134964} 2023f Witness WP
{134965} 2023f Exit WP
{134966} 2023f Callum WP 1
{134967} 2023f Entry WP
{134968} 2023f Reylene WP 1
{134969} 2023f NPC Entry Prep WP
{134970} 2023f Nasher SP
{134971} 2023f Nevalle SP
{134972} 2023f Torio SP
{134973} 2023f Sand SP
{134974} 2023f Lorne SP
{134975} 2023 Oleff SP
{134976} 2023f Venton SP
{134977} 2023f Nya SP
{134978} 2023f Alaine SP
{134979} 2023f Reylene SP
{134980} 2023f Marcus SP
{134981} 2023f Callum SP
{134982} 2023f Elgun SP
{134983} 2023f Elgun WP 1
{134984} Long shot of entrance
{134985} Long shot of Nasher et al
{134986} OTS Torio from Witness
{134987} OTS Witness from Torio
{134988} OTS Sand & PC from Witness
{134989} OTS Witness from PC
{134990} Close on the Entrance
{134991} Medium shot of Torio
{134992} Medium shot of Sand with PC
{134993} Medium shot of Oleff
{134994} Medium shot of Nasher
{134995} Close on Witness facing player
{134996} Close on Witness facing Torio
{134997} OTS Torio from Oleff
{134998} Close on Sand
{134999} Long shot of the crowd
{135000} Close on Shandra
{135001} Angle up at Lorne
{135002} Close on Short Witness Facing PC
{135003} Close on Short Witness Facing Torio
{135004} Medium shot of Nevalle
{135005} OTS Crowd from Cain
{135006} Long shot of Cain's crowd.
{135007} Shot of Qara's pyrotechnics
{135008} Shot of player riffing
{135009} Pepin Pollo
{135010} Bryce
{135011} Kyli
{135012} Savanna
{135013} This key bears the engraving "Bryce." You would expect that it could get you just about anywhere in the Bryce tomb. Given that this was Lisbet's key, it is unclear why Raven had it in her possession.
{135014} Bryce Tomb Key
{135015} Lisbet
{135016} Marshal Cormick(standoff)
{135017} Gulver
{135018} Hewe
{135019} Guardsman{standoff}
{135020} Sergeant Brockenburn{standoff 1}
{135021} Guff
{135022} Wetherly
{135023} This is an Imp
{135024} Kiggo
{135025} Assistant Kennel-master at the Academy
{135026} Jenks
{135027} Imp{Ambient}
{135028} Imp{Chaser}
{135029} Guard{Chaser}
{135030} Bard who currently plays at the Jack and Saber
{135031} Lethellon
{135032} Cain
{135033} Just another unfortunate challenger of Cain Lethellon.
{135034} Challenger
{135035} Spectator{Cain Groupie}
{135036} A student at the Academy.
{135037} Academy Student
{135038} An instructor at the Academy.
{135039} Academy Instructor
{135040} City Watchman
{135041} Sergeant Brockenburn{intro}
{135042} Neverwinter Archives
{135043} Neverwinter Archives
{135044} The Collector's Mansion
{135045} The Collector's Mansion
{135046} Tavorick Manor
{135047} Tavorick Manor
{135048} Aldanon's Manse
{135049} Aldanon's Manse
{135050} Church of Lathander
{135051} Church of Lathander
{135052} Castle Never
{135053} The Academy
{135054} The Academy
{135055} Temar's Estate
{135056} Temar Estate
{135057} Gannish Estate
{135058} Gannish Estate
{135059} Empty Estate {Gannish Estate - CW}
{135060} Empty Estate
{135061} Pierval's Manor
{135062} Pierval's Manor
{135063} 
{135064} 
{135065} 
{135066} 
{135067} 
{135068} CityBDockHouseRow8
{135069} CityBDockHouseRow10
{135070} CityBDockHouseRow13
{135071} 
{135072} 
{135073} Imp Crate
{135074} RuralBMilitaryTentL03_T02
{135075} 
{135076} To Merchant
{135077} To Castle Never
{135078} Shadow Priest Intro
{135079} Aldanon Standoff
{135080} Cormick Proximity Trigger
{135081} Cyran guards
{135082} Noble Bark Scene
{135083} Kiggo 1
{135084} Kiggo 2
{135085} Instructor Bark Scene
{135086} Meet Brockenburn
{135087} {Collector Front Door}
{135088} {Aldanon Front}
{135089} {Aldanon Rear}
{135090} Temple of Lathander Front Entrance
{135091} Temple of Lathander Rear Entrance
{135092} {Collector Back Door}
{135093} {Temar Front Door}
{135094} {StateB01}
{135095} {CWatch01}
{135096} {1025}Merchant Quarter: Moonstone Mask 2nd Floor
{135097} Long shot of AJ
{135098} Ceralle
{135099} Melia 
{135100} Warlock
{135101} This is a Erinyes Devil
{135102} Erinyes
{135103} Erinyes Properties
{135104} This is a Quasit
{135105} Moonstone Mask Patron
{135106} Melia{invisible speaker}
{135107} Fireplace{CityMFireplace02_T02}
{135108} CityMCurtain03_T03
{135109} CityMRug5_T02
{135110} {1026}Neverwinter: Tourney Grounds
{135111} 3 shot of pc, shandra, grobnar
{135112} Greycloak{torch}
{135113} This is a falchion.
{135114} Lorne's Falchion
{135115} Some weapons are evil from the instant they're forged, incorporating foul magics conjured by cruel mages.  But there are also weapons that owe their evil natures to foul deeds done in the hands of their wielders. Lorne's only remaining legacy is this blade, the blade that slaughtered dozens of innocents in the razed village of Ember.  And though it was once merely an exceptionally crafted blade, it is now and will ever be an instrument of malice and cruelty.
{135116} 2026 PC Entry WP
{135117} 2026 Nevalle SP
{135118} 2026 Edmund SP
{135119} 2026 Grayson SP
{135120} 2026 Torio SP
{135121} 2026 Oleff SP
{135122} 2026 Nasher SP
{135123} 2026 Lorne SP
{135124} 2026 Shandra SP
{135125} 2026 Grobnar SP
{135126} 2026 Khelgar SP
{135127} 2026 Casavir SP
{135128} 2026 Sand SP
{135129} 2026 Bishop SP
{135130} 2026 PC Ready WP
{135131} 2026 Lorne Ready WP
{135132} 2026 Neeshka SP
{135133} 2026 Elanee SP
{135134} 2026 Qara SP
{135135} 
{135136} 
{135137} 
{135138} 
{135139} Pillar {05}
{135140} Tent Small 3
{135141} Pillar {06}
{135142} Pillar {08}
{135143} Pillar {07}
{135144} Light the fires
{135145} {1027}Blacklake District: Temple of Lathander
{135146} Priest of Lathander
{135147} Dawnbringer Natrisse
{135148} Merrick's Store
{135149} Lockbox
{135150} To Blacklake
{135151} Guard Captain{Collector}
{135152} Servant{Collector}
{135153} Sleeping guards
{135154} Servants
{135155} To 2nd Floor
{135156} Vania
{135157} Vania's key to the upstairs sanctuary of the Collector.
{135158} Vania's Key
{135159} Collector's Desk
{135160} 
{135161} This "diary" reads more like an inventory of priceless artifacts than a confessional volume. There is, however, one revealing entry, dated recently. "I came upon it not on the floor of the auction house, or in one of the fine galleries of Blacklake, but discarded on the street, amidst a pile of refuse.  I tried putting it up next to my finest originals, but it simply outshines them. I need a better place to feature it. I'd put it in the vault, but I feel the need to look at it constantly to feel at ease. In another time in my life, I could've gone there, lived life at sea. But how could I leave all my things behind?
{135162} The Collector's Diary
{135163} 
{135164} Fireplace{CityMFireplace02_T03}
{135165} To 1st Floor
{135166} To 3rd Floor
{135167} This is a badger
{135168} Neutral Faction
{135169} The Collector
{135170} The Collector keeps this key on him at all times.
{135171} The Collector's Key
{135172} Bookcase
{135173} This is a rare first edition printing of the immensely popular source of such timeless treasures as "Frickle Fractal Froo" and "Little Hector Vector." Unlike the other books on the shelf, it appears to have seen frequent use, and one page has been noticeably dog-eared. The poem on that page reads: "/Nine are we when taken all three. /Last one slain, then six remain. /None survive our first less five." {Note to translators: this is a math puzzle poem, the answer to which is the number 513.  That is the most important thing in order for this section of the game to work in localized versions.  The first line is meant to suggest that the three numbers add up to 9.  The second is meant to suggest that the first two numbers add to 6.  The last line implies that the first digit minus 5 would be 0, i.e. the first digit actually *is* 5. }
{135174} The Big Book of Numerological Nursery Rhymes
{135175} This book feels vaguely unstable as you hold it.
{135176} Just Desserts
{135177} Ocean Painting
{135178} This is a reproduction of a painting of a ship at sea. It seems out of place among the fine originals the Collector has stocked his mansion with.
{135179} Fireplace
{135180} The Collector's fireplace. Probably an antique of some sort.
{135181} Vase of Water
{135182} As vases go, it isn't the Collector's finest, but it still makes an elegant water jug. Its opening is wide, perfect for placing pitchers inside and filling them.
{135183} Wash Basin
{135184} The Collector and his mistress likely do much of their grooming here.
{135185} Fireball Trap Source
{135186} CityMRug4_T03
{135187} 
{135188} Collector Trigger
{135189} Leldon Trigger
{135190} {Vault Door}
{135191} OTS Gannish looking at exploding wagon
{135192} Establishing shot of Limm entering
{135193} City Watchman{sting}
{135194} Lord Temar, traitorous lord of Neverwinter.
{135195} Lord Gannish
{135196} Undercover Watchman{sting}
{135197} Shadow Thief
{135198} Limm
{135199} Shadow Thief(Limm's backup)
{135200} Sting Table Spawn
{135201} 
{135202} Front Door
{135203} Butler/bodyguard for Lord Ravenwood.
{135204} Arren
{135205} Bodyguard for Lord Temar.
{135206} Lord Temar
{135207} Spy for Lord Temar.
{135208} Larim
{135209} {1050}Weapon Rack
{135210} wp_1024_to_1050
{135211} wp_temar
{135212} Goon Cam
{135213} Shot of the door where a scream was heard.
{135214} Adriel
{135215} Kat
{135216} Mara
{135217} Kai
{135218} Demien
{135219} Jaret
{135220} Vera
{135221} Lorelei
{135222} Shadow Initiate
{135223} Shadow Initiate
{135224} Dead Woman
{135225} Shadow Priest
{135226} Arval
{135227} Desk{Arval's Desk}
{135228} ...giving great power to those reborn in his service. A fascinating discovery. I've sent word to my brothers and sisters at Old Owl Well - I'm sure they'll be as intrigued as I. I'll need to experiment with the ritual first to determine its true power...                            ...gullible children of these Neverwinter nobles are ideal tools - nearly as useful as Garius. They will make excellent servants for my King...                                                     ...only a handful remain to be converted. Once I am done with them, I will undergo the ritual myself and become one with the shadow.
{135229} Arval's Journal
{135230} Shadow Spawner
{135231} Lisbet says bye
{135232} Thug{Halfelf}
{135233} Thug{Male}
{135234} Thug{Female}
{135235} Thug{Rogue}
{135236} Thug{Female Caster}
{135237} Thug{Male Caster}
{135238} Butler
{135239} Butler Trigger
{135240} Old Scab
{135241} Ketts
{135242} Naylie
{135243} Maid
{135244} Harcourt
{135245} Thug{Halfling}
{135246} [Listen]
{135247} 
{135248} Old Scab perception trigger
{135249} Long shot of misty door
{135250} Close of mist under door
{135251} Establishing shot of cyran's main room
{135252} Shot of torches switching flames
{135253} Long shot of main door, guff and wetherly running in
{135254} Shot of PC at stairs
{135255} Lord Cyran Tavorick
{135256} Captain Ballard
{135257} Comely Finn
{135258} Deorwin 'Graylocks'
{135259} This is a Hezrou Demon
{135260} Qaggoth-yeg
{135261} Hezrou Properties
{135262} Blast Globe Barrel
{135263} Tearsdale Bow
{135264} Long shot of Qaggoth door
{135265} Cyran Bark
{135266} Qaggoth Encounter
{135267} Thug{Hostile}
{135268} Tremmel
{135269} {1000}Duncan Farlong
{135270} Thug, NW2{Friendly}
{135271} Sydney Natale
{135272} Khralver
{135273} A seller of arcane wares.
{135274} Neverwinter Magic
{135275} BuckthornB
{135276} AmerElm
{135277} Long shot of Shandra's approach
{135278} 2091 Shandra SP
{135279} | no imps escaped |I'm sorry, but I don't have time for anyone who isn't a student at the Academy.
{135280} | imps escaped |I'm sorry, but I don't have to time to speak to you. We have a bit of an imp problem.
{135281} [As the trap springs, a brass bell jangles overhead, echoing around the dank cellar.]
{135282} | SCRIPTER/MICHAEL: Should be attached to Aldanon in Blacklake. |Ah, welcome back! I remember you - {frowns}well, I think I do. You were the one with the shards... I hope. Yes?
{135283} {A little eager, conspiritorial}I am so pleased you let me visit - the last time I was here I wasn't able to examine much to the Keep or the library, quite a shame.
{135284} Oh, that <b>is</b> unfortunate. I occasionally return to that side project when I have time, but to be honest, it's a difficult stone to crack.
{135285} I mean, it's one thing to know about a place, and quite another to find it. {Beat, slight downnote}The distinction is subtle, but there. 
{135286} {Ticking off a checklist}Let's see... you have explored the {ILL-e-farn}Illefarn ruins... undergone the Ritual of Purification... and traveled to Old Owl Well...
{135287} {Tapping chin}Although I seem to recall something regarding getting several vials of dragon's blood. {Flippantly}And, of course, some lich dust. 
{135288} Then there's the three keys, bronze, silver, and red platinum. The red platinum one might need to be reforged. I think one of the pieces is in Amn. {Beat}Or was it the Underdark?
{135289} | Assistant comes in. |{Deferent, an assistant librarian speaking to the grand master of librarians}Master Aldanon, here is the map with the position marked, as you requested. 
{135290} {Irritated}<b>My</b> question exactly - what is this nonsense? I didn't ask for any "map." Can't you see we're having an important discussion here?
{135291} {Patiently, but a little hesitant}Master {all-duh-naan}Aldanon... you requested I chart a possible location for you, based on the information you provided.
{135292} I had the Master Cartographer and several assistants cross-checking the records, and you were correct... this location cannot be scryed, and it bears the telltale arcane marks you indicated would be there.
{135293} {Irritated, slightly imperious}So? Marks of what? Specifics, <b>please,</b> or I'll get the gardener to handle my errands from now on.
{135294} {Patiently, but a little hesitant}Master Aldanon... you did not say what this place was, only what to look for. As you have said, it is one thing to find a place, and quite another thing to know about it at all.
{135295} {Slight surprise, then relief}It seems so. What a relief. {To himself}Though I could have used some dragon blood and some lich dust, and there's no way <b>I'd</b> go hunting for reagents like that, no thank you.
{135296} But yes, I seem to recall asking for this. Well done, Aldanon, I say - which I do, good for me. {To player}Wouldn't you agree? 
{135297} Well, there were two things I felt would be essential in a haven - secrecy and its ties to the court of Neverwinter. 
{135298} Secrecy means a place that cannot be scryed. So I hired several diviners in my employ to scan a selected area based on shipments of reagents to a few obscure locations indicated in the court records. Quite simple, really.
{135299} {Wary}Sure looks buried deep in the mountains.
{135300} {A little dismissively}Oh, yes, that was the first place I had the diviners check once I heard you were his descendent. Blood draws blood, you know. 
{135301} But it's all burned down, there's nothing there!
{135302} Oh, well, I am not <i>certain</i> it's there, but if I were to guess where one would place a labyrinth of deathtraps, well, mountains are always a good source of stone. Labyrinths need walls, you know, and stone walls seem to be favored.
{135303} {Getting more irritated}Great. Can we <b>go</b> now? My ancestor's death-filled labyrinth awaits, apparently.
{135304} | SCRIPTER: The party moves out, they walk off screen. Aldanon's assistant and Aldanon watch them go. |
{135305} {A little hesitant, worried}Master Aldanon, there was more to the map - and what the diviners found. Even with the wards, the concentration of infernal magics there... 
{135306} {A little dismissively}Oh... trust me, demons shouldn't pose any problems, especially for a well-armed, spirited group like that. 
{135307} {Relieved, but he's actually speaking the truth}Now, if you had told me that those men at Crossroad Keep had completed that terrible ritual of shadows, <b>then</b> I would be concerned. 
{135308} | SCRIPTER: Cue a fade out |
{135309} Actually, I'm looking for Ammon Jerro's records. Can you help me?
{135310} I came in search of the secret retreat of that court wizard you mentioned - Jerro. 
{135311} Can you tell me what needs to be done so I can get on with this?
{135312} What do you need to find it?
{135313} Is this the map to the Underdark?
{135314} And what's this for?
{135315} What map? What position?
{135316} So all that questing for keys and lich dust you mentioned wasn't true?
{135317} Is that Ammon Jerro's haven?
{135318} Give me that map, I'll go find it. 
{135319} Just show me where this haven is.
{135320} But how did you find it?
{135321} You were foolish not to leave when you had the chance.
{135322} We charmed his servant, set a trap for him. Unfortunately, the trap has caught the wrong prey.
{135323} | SCRIPTER: They attack. |
{135324} | SCRIPTER: Would be cool if we could script the door closing. |
{135325} | AFTER THE DEMON FIGHT || JOURNAL ASSIGNMENT ||{Confused, shaking off enchantment. Looks around, sees the damage from the fight}Wh-what happened here? Who are you?
{135326} | Generic Greeting |Well met again. How can I help you?
{135327} | FIRST ENTRANCE IN ACT II || SCRIPTER: The assistant walks forward (or not), if there's no time, just cut it and he can be standing there. |
{135328} {slightly mechanical - he's being controlled by demons, and has no idea of what he's saying}My master is quite busy. Please return at another time.
{135329} {Irritated, under her breath}It looks like Aldanon's absent-mindedness is contagious.
{135330} {Slight sarcasm}If I didn't know better... which is impossible... I'd say there's a rather strong charm enchantment knotted around this one. 
{135331} Nothing is wrong. Please return at another time.
{135332} {Slight curiosity, and happy}I say, this is a pleasant surprise - you're acting as dazed and confused as some members of my audience - {frowns}except I'm not playing any music, and you still seem charmed. Why would that be?
{135333} I am fine. Please return at another time.
{135334} {more insistent}Aldanon wishes to see no one. Please return at another time.
{135335} {Smelling the air, getting suspicious, smelling demons}Do you all smell something? It's like me... except different.
{135336} Uh-oh. I think we have visitors.
{135337} | MICHAEL: Aldanon has been returned, not sure if we even need this. |{Slight relief, thankful to player}You have my gratitude for finding Master Aldanon. He has a tendency to wander, but this time, I was concerned for his safety.
{135338} I'm sorry, but he hasn't returned.
{135339} If you haven't already, it might be worthwhile to ask for him at the temple here in the Blacklake District.
{135340} {Suspicious}Something's wrong - it's like there's some kind of enchantment here. 
{135341} I'm fine now, I think. It feels like I drank too much ale last night.
{135342} My master left with some clerics of Lathander. He hasn't returned for some time, so I assume they have him working on something important.
{135343} I don't even remember how it happened. One moment I was cleaning the alchemy equipment, and next thing I know, I'm standing in front of you.
{135344} I have no idea. The wards around the manor <i>should</i> have kept such creatures out. Perhaps my master simply forgot to reset the wards when he left.
{135345}  We shall correct the problem now.
{135346} We serve the master. He tells us to bring the old man and his shard, but the old man was gone.
{135347} {still mechanical, but confused}Wards? You must be mistaken. Please return at another time.
{135348} |fall-through|
{135349} Why are you here? What do you want?
{135350} And you were foolish to reveal yourselves. Now you die.
{135351} Is Aldanon back yet?
{135352} | Only if Spellcraft is above a certain level. |[Spellcraft] You seem to be under some form of enchantment - it's thick on you.
{135353} | This will only appear if Spellcraft isn't high enough, just to make 3 responses. |Is everything all right? You seem... distracted.
{135354} Last time I was here, there were wards keeping people out. Why aren't there any now?
{135355} I'm a friend of Aldanon. I'm sure he'll want to see me.
{135356} Farewell.
{135357} You were being controlled by demons. Why would they do that?
{135358} Are you all right? The demons are gone now.
{135359} You're lucky to be alive. Those demons probably would have eaten you once they were done with you.
{135360} Where's Aldanon?
{135361} Tell me where Aldanon has gone.
{135362} Any idea where those demons came from?
{135363} Where did Aldanon go?
{135364} That sounds like Aldanon, all right. Where is he?
{135365} Doubtful. Tell me where Aldanon is.
{135366} Who are you?
{135367} Are you sure you're okay?
{135368} I'm not going anywhere, I want to talk to Aldanon.
{135369} What have you done with Aldanon?
{135370} {2000}Aldanon's Assistant
{135371} | If Harcourt has been stabbed |<FullName>... urgent message... from Aldanon.
{135372} The shard, the one held by Dalren... passed from lord to lord, ahead of the assassins... the demons.
{135373} Four lords, there were... old men, dabblers in the arcane... Dalren, Brennick, Hawkes, Tavorick... only one left, now...
{135374} Yes, Tavorick has the shard, and... and he's in considerable danger.
{135375} Lord Tavorick. He has the shard, and... and he's in considerable danger.
{135376} {Urgent}We should tell Lord Nasher - now, before the demons return.
{135377} Kidnapped... smuggled out of the city. Please, just listen...
{135378} | If Harcourt has been stabbed |Warn Nasher... the demons will come for Tavorick next.
{135379} | If Harcourt is alive and well |<FullName>? Master Aldanon was looking for you before... before the thieves came. It's something we discovered in the archives, a matter of the greatest urgency.
{135380} He - that is, we - had been researching the silver shards at the Archive. We found an old reference to a shard in Neverwinter, discovered shortly after the war with the King of Shadows.
{135381} Kidnapped. They were on us in seconds. They said... they said they had a message from you. We'd been looking for you, of course, so we believed them. 
{135382} This shard was held by a fraternity of lords, wealthy men who dabbled in matters arcane. According to the tome, only four still lived... Lords Dalren, Brennick, Hawkes, and Tavorick.
{135383} Yes, all but Tavorick. We reasoned that the lords have been passing the shard from one to the next, just ahead of the demons.
{135384} If our guess is correct, then Lord Tavorick has the shard, and he is in considerable danger. Aldanon tried to send word to him, but the man is stubborn.
{135385} | Checks to be sure Shandra is in party |He urged me to go away, and said that I shouldn't return until I was... "younger and female," were his words, I believe.
{135386} {Urgent}We should tell Lord Nasher - now, before the demons return.
{135387} All but Tavorick have been recently murdered, reportedly by demons. We reasoned that the lords have been passing the shard from one to the next, just ahead of the assassins.
{135388} The thieves came straight to the door, dressed respectably enough. They said they bore a message from you, so Master Aldanon lowered the wards...
{135389} It was chaos after that. They gathered us together and herded us down here. Two others trundled the Master out of the house.
{135390} They returned shortly after with a heavy pouch of gold, so I presume they traded the Master to whoever hired them in the first place.
{135391} My name is Harcourt. I assist Master Aldanon in matters arcane, and I conduct his business in the Archive, ever since Master Aldanon was... ahem... banned from the premises.
{135392} Apparently "Old Scab" liked the look of the Master's treasure, so he stayed here a while longer than he should have. I don't believe that was part of the original plan.
{135393} Regrettably, no. They were a sullen lot, altogether, and the leader did not seem to confide in many of his men.
{135394} | If Harcourt is alive and well |Tell Lord Nasher... as long as Tavorick has the shard he is in considerable danger.
{135395} Don't try to talk. Help is on the way.
{135396} Tavorick. The others have been slain by demons.
{135397} This last lord has the shard?
{135398} Get to the point, man!
{135399} What did he say?
{135400} Wait. Where is Aldanon?
{135401} Tell me, quickly.
{135402} Wait, where is Aldanon?
{135403} Aren't those the men who've been turning up dead?
{135404} Those names sound awfully familiar.
{135405} So what?
{135406} Yes, I'd hoped to find him here.
{135407} We'll send the guards to help you, Harcourt.
{135408} Wait. I want to know what happened here.
{135409} Right. Let's go.
{135410} Who are you?
{135411} Do you have any idea who might have hired the thieves?
{135412} If they were hired to kidnap Aldanon, why did the thieves stay in the house?
{135413} Tell me what happened here.
{135414} Farewell.
{135415} Harcourt{standoff}
{135416} |summon warhounds|
{135417} |teleport out|
{135418} |warhounds appear|
{135419} | SCRIPTER: Trigger conversation with Ammon Jerro when the player enters room. |
{135420} {Contempt, cold}Ah, reinforcements. I am afraid you are too late to save this one.
{135421} {Contempt}And if it is the shard you're after, I am afraid I have that as well.
{135422} It seems to me all you have left is your life... but that is easily corrected. 
{135423} Strange Creature
{135424} Strange Creature{second encounter}
{135425} | SCRIPTER/MICHAEL: Player comes to Axle about Edmund, once only. |Ah, good. Wolf moves quickly - and so should you. 
{135426} I heard about your troubles with Luskan. {Beat}I have someone you should meet that can help you... or at least buy you time.
{135427} This is Sir Edmund, one of Nasher's... favored knights. He can help you become as "favored" as he.
{135428} So, this is the great murderer? Knighthood has fallen on lean days. {Ironically}But then, they made <i>me</i> a knight.
{135429} | SCRIPTER: The Trial is not solved, this node pops up one-time only. |I heard you're still gathering clues to use at the trial... as I'm sure Luskan is. 
{135430} {Irritated}I would intervene, remove Torio, but it's too public. We'll have to wait until it fades from the public eye for a time, then Luskan will get theirs, I swear it.
{135431} Don't you worry - as long as they don't resort to something as clumsy as a trial by combat, any caravan that tries to take you to Luskan for "low justice," is going to be attacked by bandits, trust me. 
{135432} Then you are a fool. But you have your uses. 
{135433} Yes, it might. And if it does, we'll be there to take advantage of it. But I doubt it will come to that.
{135434} You're right, and Torio knows it. I don't think she was expecting you to be squired, though, and that pleases me. 
{135435} Who wouldn't? But as long as the Arcane Brotherhood's got a strangehold there, it's as good as dead anyway.
{135436} Look... this Torio Claven. Watch her. She's slippery, and she may not be much of a fighter, but she's... "convincing" when it comes speaking to people in high places.
{135437} You may not see it on Nasher's face, but she can do a lot to make people hate you, make them believe you a criminal. And if she does, she's won.
{135438} She can't have carried out this crime at Ember. And while I think she'd be too careful to leave clues behind, I doubt the murderer was.
{135439} Look carefully, talk to everyone you can at Port Llast, see what comes out. And search Ember thoroughly. The real murderer <i>was</i> there, and he or she must have left a trace.
{135440} | SCRIPTER: The Trial is solved, this node pops up one-time only. | {Beat, slight smile} When Torio got so desperate as to call for trial by combat... ah, you broke her. I could hear her plans falling apart all the way to the Docks. 
{135441} I wouldn't want to be her reporting back to the Arcane Brotherhood. They don't take kindly to such failures... especially ones as elaborate as the Ember massacre.
{135442} {Thinking}You know, I tried to recruit her once. But the Arcane Brotherhood has quite a hold on her... as does that fellow, Garius. She'll follow him until he's dead. Such a waste.
{135443} Here with something of interest, I hope?
{135444} {Theatrical, Edmund knows that his own "crimes" are false, even if everyone else thinks he is guilty.}So if I was made a knight,  with <i>my</i> list of crimes, why not the same for a slaughterer of helpless villagers?
{135445} And what squire could ask for a better knight than me? Most will fill you with pretty words and solemn vows. I tell you the truth - and the truth is that words are no armor, and vows are no sword.
{135446} In battle, the man who cleaves your head from your shoulders won't care about your honor, so leave your pretty stories of chivalry and goodness behind.
{135447} Fight and live. Survivors make their own honor, tell their own tales.
{135448} {Angry, kind of disgusted by the display of innocence}Is there nothing resting between your ears? Chivalry is a convenient fantasy. A way of making nobility sound simple and knighthood attractive.
{135449} Alas, the law requires me to teach you the knight's code. Luckily it has nothing to say about <i>remembering</i> the code.
{135450} {Recitation, something he's been forced to repeat too many times. He clears his throat mockingly before he begins.}Ahem. "To be brave and valorous in battle against your enemies. To show no fear in their presence."
{135451} Pfeh. Show me a man who knows no fear, and I will show you a fool whose days in this world are numbered.
{135452} {Recitation, something he's been forced to repeat too many times}"To be just and righteous, to embody and uphold the laws of your lord and land."
{135453} That's nonsense, too. The only justice you'll find is at the point of a sword. {Sarcastic, teasing}Your noble lord wants only to know that you have followed his commands, and could care less about your methods.
{135454} Should you obey the lord who asks you to put a village of innocents to the torch? Is that chivalrous? Is it noble?
{135455} I wonder if there aren't duty-minded knights of Luskan who use the same reasoning.
{135456} Towns are razed in the name of worthy causes, too. Does that make the act itself any nobler?
{135457} Wisely spoken. No code or law can tell you what is right. Those answers must come from within.
{135458} {disgusted but too jaded to be surprised}Well, you'll fit in just fine with the rest of Neverwinter's nobility, I'll say that for you.
{135459} {unhappily}Anyway, we're not quite done with the code yet.
{135460} {Recitation, something he's been forced to repeat too many times}"To be respectful to your enemies and kind to your fellows."
{135461} You may safely ignore that vow, as well. Show respect to your enemies when they are dead, and never forget that your brothers can easily turn against you.
{135462} {Recitation, something he's been forced to repeat too many times}"To protect the weak and those who cannot defend themselves."
{135463} We are all weak, and everything can defend itself. Remember that, and you might live to receive your spurs from Lord Nasher.
{135464} There are some... proprieties we must observe.
{135465} You must undertake a night-long vigil in the Solace Glade alone. Perhaps you can use the time to let what I have told you sink in.
{135466} {Sarcastic}Or perhaps you'd like to speak with your god. No doubt you will be granted an audience for such an auspicious occasion.
{135467} Tell me when you are ready to undertake your vigil, I will take you there.
{135468} Let's be on our way, then...
{135469} | SCRIPTER: Send the player to 2001solace_gla. 20_cs_vigil1 |
{135470} I'm in no hurry. Return whenever you wish.
{135471} A dangerous sentiment, and all too common. Follow that code too closely, and you may not like where it leads you.
{135472} Now there are still some... proprieties we must observe.
{135473} {He's correcting the player, who has missed the point of all that he's been saying}You should remember that no code should be followed too closely, lest you betray the very thing your code sought to protect.
{135474} I brought you here to make you a squire. So, actually, yes.
{135475} I wouldn't be so sure of that. Nonetheless, we are not here to fight. I am to make you a squire.
{135476} Hmm. Perhaps. 
{135477} I received an invitation not long ago from an arms merchant, a recent arrival from {AHM}Amn. His name is Lord Gannish.
{135478} According to talk around the city, his goods are of high quality, and it seems he can provide our organization with the tools we need to continue our trade.
{135479} Partly. You will act as my representative, despite the personal invitation for me. 
{135480} On the surface, you will act as my representative.
{135481} But of more interest to you is your fee - it will be whatever you can negotiate between Gannish's asking price and the price you ultimately give him. The better negotiator you are, the more your reward will be.
{135482} My few associates and business contacts in Amn have not dealt with him, either, so that is why I am sending you first to test the waters. 
{135483} {Impressed}Correct. This is either a rare opprtunity or a suspicious coincidence. Either way, use caution.
{135484} I will mark the location on your map. Go there as soon as you can, and deal with Gannish as you see fit - as long as you return with the equipment I need. 
{135485} That is all.
{135486} And what news do you bring of Gannish?
{135487} That is all that is available at present. If you will not do this for me, then so be it... but there is not really a choice in this matter.
{135488} Indeed? Set by whom?
{135489} {Stern}If I wanted you dead, I would be there to see the blade driven home, I promise you.
{135490} I see. Unfortunate, but perhaps it will teach the Watch not to attempt to entrap me again... unless they are willing to suffer the losses. 
{135491} I gave you my word - you may keep whatever sum you were able to negotiate from "Gannish," and we shall leave it at that. 
{135492} I do not think you understand how often my head is on the executioner's block for you... or another other member of our organization. 
{135493} And yet, I have never heard you thank me for it. I shall overlook it this once.
{135494} | Reward & update quest |I have nothing more for you at this time. Take what you have earned, and leave me.
{135495} So what occurred with Gannish?  Was someone waiting for you?
{135496} I'll be going now.
{135497} | Lawful Response |If found guilty, I shall deal with the punishment. 
{135498} | Good Response |But that might cause Luskan and Neverwinter to go to war.
{135499} | Chaotic Response |Good - this "justice" and this trial are a mockery.
{135500} | Evil Response |I'd prefer to torch Luskan, burn it and its people to the ground. 
{135501} Any advice? 
{135502} <<Standard question node.>>
{135503} You'll make me your squire?
{135504} | Lawful Response |I believe in chivalry. What else is there for a knight?
{135505} |lawful response|We have a duty to respect the law. If you dislike it, you can always live somewhere else.
{135506} |good response|Lords can be tyrants, causes unjust. We must live by what we know is right.
{135507} |chaotic response|I obey no one but myself.
{135508} |neutral response|It depends on the situation.
{135509} |evil response|It's a great way to get promoted, I know that much.
{135510} What else do I need to do?
{135511} I'm ready now.
{135512} I still have some things to do.
{135513} I plan to live by that code, whatever you might think.
{135514} So I should fight dirty and preserve myself at all costs?
{135515} What do I need to know to become your squire?
{135516} | Chaotic Response |Let's get on with this farce.
{135517} Did you bring me here just to insult me?
{135518} If I've killed helpless villagers, you won't be a problem.
{135519} Do you have any work for me?
{135520} So you want me to go buy some equipment for him?
{135521} And what does this have to do with me, exactly?
{135522} Gannish? Never heard of him.
{135523} [Appraise] I thought the weapons trade from Amn would have been blocked by the troubles along the merchant roads.
{135524} I shall go at once.
{135525} All right - so where is this merchant? 
{135526} If I run across him, I'll see what I can do.
{135527} I don't feel like being your errand boy. Any other work?
{135528} | Completed quest |It was a trap, set for you.
{135529} Nothing yet. 
{135530} I'll attend to it now.
{135531} Very well. I'll be going.
{135532} The Watch. They were hoping you would come personally.
{135533} It doesn't matter, they're dealt with.
{135534} Are you sure you didn't know about this?
{135535} Thank you. Do you have anything else for me?
{135536} That's it?
{135537} Some gratitude for risking my neck for you.
{135538} Gannish wasn't from Amn - but he was looking to arrest you.
{135539} Squire <FullName>? Captain {ON-dray}Andrey Ballard, at your command. 
{135540} | If player personally fought in the trial by combat |If you don't mind me saying, Squire, it's an honor to serve with you. My men and I were there for your trial by combat. Warmed a lot of veterans' hearts to see you rout that Luskan dog.
{135541} As for the matter at hand... I've already made an initial sweep of the house, secured the outer doors, and billeted my men on the second floor.
{135542} Means a lot to hear that, Squire. A lot of folk would rather forget the Luskan war, and us with it. Lucky for us, Lord Nasher isn't one of them.
{135543} | If player didn't actually fight the trial by combat |If you don't mind me saying, Squire, it's an honor to serve with you. My men and I were there for your trial by combat. Warmed a lot of veterans' hearts to see your friend rout that Luskan dog.
{135544} I... meant no offense, Squire. I had no idea. But if Lorne was one of ours, that just makes Luskan's crime the greater, at least from where I'm standing.
{135545} Yes, Squire. I've already made an initial sweep of the house, secured the outer doors, and billeted my men on the second floor.
{135546} We're five in number, and all proven men.
{135547} | Shot of Comely Finn |The quiet one with the bow is Comely Finn. Doesn't say much, but he's killed more Luskans than any of us with those arrows of his.
{135548} | Shot of Deorwin |My sergeant is {DYOR-win}Deorwin, called Graylocks. Like a father to the boys, and deadly with an axe.
{135549} Guff and Wetherly you've already met. I'll be bringing them inside and locking down the front door when night falls. By your leave, I'd like to barricade all the exits, as well.
{135550} I'll send Finn and Deorwin to gather some tables and such. The old man won't miss them. This place has rooms that haven't been touched in decades, perhaps more.
{135551} As you like. But we have orders to stay here and guard Tavorick. My men and I aren't going anywhere.
{135552} | If player hasn't talked to Cyran yet. |After you've sent the old man upstairs, we'll get underway. 
{135553} I'm afraid that wouldn't be proper, Squire. I'm a simple fighting man. Old highborn fellow like Tavorick is only going to listen to another noble.
{135554} Certainly, Squire. Plenty of time for that now, or after you've talked to Tavorick. I won't lock down the house until you give the word.
{135555} | If player has already sent Cyran upstairs |Give the word, and we'll lock down the house. You'll be stationed outside Tavorick's door. Nasher's orders.
{135556} Finn, Deorwin, you heard the Squire. Fetch Guff and Wetherly from outside, and lock up the doors. I'll take one last sweep of the house...
{135557} | If player agreed to or asked for barricades |Finn, Deorwin, you heard the Squire. Fetch some tables and chairs for a barricade. I'll take one last sweep of the house...
{135558} Certainly, Squire. We've sealed parts of the house already, but you can inspect the rest as you please. I'll await your command.
{135559} Sounds like a good tactical decision. If we're attacked, they'll only be able to come at us from one direction.
{135560} We'll barricade all the doors but the one leading to the entrance hall. I'm posting Guff and Wetherly in the front hall, to prevent us being taken by surprise.
{135561} I had a captain years ago who didn't like to be boxed in. Makes men fight harder, in my opinion, but I may have been blessed with tougher men than most. Up to you, Squire.
{135562} I'll post Guff and Wetherly at the front door. Those two never quit their bickering, but it keeps them wide awake, so we're not likely to be taken by surprise.
{135563} Finn and Deorwin I'll keep here, with me. These stairs are the only way up, so if trouble comes looking for Lord Tavorick, it'll have to pass the three of us.
{135564} You'll be the last line of defense, just outside his lordship's door. If anyone manages to get past you, well... seems to me they'll have well earned the old man's attention.
{135565} I can vouch for every one of them, Squire. We fought together in the Luskan War, and in every major skirmish since. Not a single drop of craven blood between the lot of us.
{135566} | Returning after 1st conversation, player hasn't sent Cyran upstairs yet |We'll start securing the house, Squire, just as soon as you've sent Lord Tavorick upstairs.
{135567} | Returning after 1st conversation, Cyran is upstairs |Give the word, Squire, and we'll lock down the house. You'll be stationed outside Tavorick's door. Nasher's orders.
{135568} Not a bad plan. A single arrow shot would probably set them off. Could take down half a dozen attackers, if we time it right.
{135569} I'll have Deorwin set the barrels in place. He's well practiced in handling blast globes, and the like. Where were you thinking of putting them?
{135570} You're probably right, Squire. I've never put much stock in blast globes, myself. Fire doesn't know friend from foe.
{135571} If you're sure, Squire. Takes a practiced alchemist to handle blast globes. Deorwin's the only one of my men I'd trust with the task, and he's trained with them for years.
{135572} Deorwin, see that it's done as the Squire says. One barrel on either side of the door, and make sure Finn takes a sighting, so we've got a clear shot.
{135573} Deorwin, see that it's done as the Squire says. One barrel on each door, and make sure Finn takes a sighting, so we've got a clear shot.
{135574} Very good. Where do you want us to put them, Squire?
{135575} | Finn and Deorwin exit, and player and companions path to the steps. We fade out. |
{135576} Anything else, Squire?
{135577} I should be thanking you for your service, Captain, not the other way around.
{135578} Thanks. Have you inspected the house?
{135579} Let's just stick to the business at hand, shall we?
{135580} That was no "Luskan dog." Lorne was a Harborman, just like me.
{135581} Do it.
{135582} If you think it best.
{135583} No barricades. What if we need to get out?
{135584} I'll go and talk to Tavorick, then.
{135585} I'd like to inspect the house myself.
{135586} Why don't you deal with Tavorick?
{135587} Secure the house, Captain. I'll be upstairs.
{135588} I'd like to inspect the house, before I go upstairs.
{135589} | If player hasn't yet ordered barricades |I'd like to barricade the other doors in this room.
{135590} Where are you planning to position your men?
{135591} You have confidence in all your men?
{135592} I'll be back in a moment.
{135593} |SCRIPTER: Here, we should cut to 20_cyran_trouble |
{135594} | If player has already ordered interior barricades |I don't want barricades in here, after all.
{135595} |If player found blast globe barrels|I found some old barrels of blast globes in one of the storage rooms. I'd like to place them near the doors.
{135596} Place them both near the door to the entrance hall.
{135597} Place one at each of the southern doors.
{135598} I'll place them myself.
{135599} Place them near the western door.
{135600} Nevermind. They're as likely to harm us as the enemy.
{135601} I'll let Deorwin place the barrels, then.
{135602} I'm sure. I'll take care of it myself.
{135603} Nevermind. Powder barrels are as likely to harm us as the enemy.
{135604} | If player was going to place blast barrels himself |I'd rather let Deorwin place those blast globe barrels.
{135605} | Setting variable: Deorwin will place the barrels. |
{135606} | SCRIPTER: Play this when player comes back downstairs. At this point, the mist should also be in the main room. |It's been like this half a candle, no more. No sign of trouble yet, beyond the mist and the stink and the foul light.
{135607} | At this point, Guff and Wetherly come bursting in from the door to the entry hall - appearing wounded, if possible. They should start at around half health, or less, to keep things interesting. They close the door behind them. |Squire! A horde of little demons! They burst through the front hall and forced us back!
{135608} Aye, and something else, too, back behind the rest. Whatever it is, it's big!
{135609} | SCRIPTER: The door to the front hall should now burst open, and a mass of quasits streams through to attack. We should set up a blue wall of fire effect behind the door, or something similar, to keep players from going out into the hallway during the fight. Once this fight is over, trigger 20_ballard_interlude1 |No time, Squire! They're coming through!
{135610} | SCRIPTER: The door to the front hall should now burst open, and a mass of quasits streams through to attack. We should set up a blue wall of fire effect behind the door, or something similar, to keep players from going out into the hallway during the fight. Once this fight is over, trigger 20_ballard_interlude1 |
{135611} Aye, Squire. A few bandages, and we'll be back in the fray. Though Guff'll still be ugly.
{135612} | SCRIPTER: In this case, Guff and Wetherly will run back behind the stairs and will not join the fight (monsters will not target them).  When the fight is over, they'll be at full health, or nearly. Otherwise, the fight should progress the same as the other node, above. |Look sharp, Squire. They're coming through the door!
{135613} | SCRIPTER: In this case, Guff and Wetherly will run back behind the stairs and will not join the fight (monsters will not target them).  When the fight is over, they'll be at full health, or nearly. Otherwise, the fight should progress the same as the other node, above. |
{135614} |establishing shot|
{135615} How many? Could you tell?
{135616} A big demon? Did you get a look at him?
{135617} | Good Response |You're hurt! Get yourselves behind us, and tend to those wounds!
{135618} | Evil Response |Cowards! You should have stayed and fought them!
{135619} They'll be coming again, Squire, and it's likely to get worse from here. What are your orders?
{135620} Aye, Squire! We'll show 'em our steel and send 'em back to their steaming pits!
{135621} Aye, Squire. We'll put shafts through their eyes, and send 'em back to their steaming pits!
{135622} At your command, Squire. Those demons won't reach Tavorick, not while I draw breath.
{135623} Aye, Squire! We'll show 'em our steel and send 'em back to their steaming pits!
{135624} Attack them as they come! We take this battle to the enemy.
{135625} Stick close to me, Captain, and follow my lead.
{135626} Stay back by the steps, and use your bows against them.
{135627} Guard the stairs, and stay out of my way.
{135628} | SCRIPTER: If player chooses this option, the Captain and whatever men remain should run and attack the enemies freely. Trigger the next wave of attackers - should be another stream of quasits through the main door, maybe with a succubus or two, plus the doors to the south burst open, and more guys pile in (or try to, if player put up barricades). We follow this by one or two more waves before triggering 20_ballard_interlude2. |
{135629} | SCRIPTER: If player chooses this option, the Captain and whatever men remain should remain close to the player and guard him. Everything else is as noted above. |
{135630} | SCRIPTER: If player chooses this option, the Captain and whatever men remain should stay back by the stairs and use missile weapons to attack the demons. Everything else is as noted above. |
{135631} | SCRIPTER: If player chooses this option, the Captain and whatever men remain should stay back by the stairs and defend their position if attacked. Everything else is as noted above. |
{135632} | After final wave of baddies, trigger this cutscene. If possible, start with a sound effect.|[A terrified shriek echoes from upstairs. The voice sounds like that of an elderly man.]
{135633} Hells, that was Tavorick! Thrice-cursed demons got around us, or climbed the walls of the house.
{135634} Upstairs, Squire! Go! I'll hold the rest of them here!
{135635} |guards go to protect player AI|Lord Tavorick. Good to see you alive.
{135636} Even better to be so, Captain.
{135637} The demons are keeping their distance. It's as if they're waiting for us to move. 
{135638} And I caught a glimpse of the big one, the one Guff spied at the door. He's hanging back, giving orders. He's the source of the stench, too, you can trust in that.
{135639} | SCRIPTER: Attach all remaining guards as followers. Also, Ballard's immortality should be removed now. |We're making a break for the crypt. Let's go!
{135640} | SCRIPTER: Attach all remaining guards as followers. Also, Ballard's immortality should be removed now. |Nevermind him. Follow me.
{135641} | SCRIPTER: Attach all remaining guards as followers. Also, Ballard's immortality should be removed now. |Guard our backs, Captain, and try not to get yourself killed.
{135642} Look, all I'm saying is that our city is the safest on the Sword Coast by far.
{135643} Well, we <i>do</i> have the Nine watching out for us.
{135644} Exactly! Other cities rely on common adventurers to handle the more unusual problems, but not us.
{135645} That didn't stop Neverwinter from nearly being destroyed a few years ago...
{135646} "Nearly" destroyed is the key word. If if weren't for the Nine, there'd be no city left.
{135647} Who was it who faced down Aribeth, anyway? I can't recall the name. Definitely wasn't one of the Nine, that much I know.
{135648} Are you sure? I could've sworn... oh, well. Nevermind.
{135649} | Cyran attack occurred |Lock your doors and windows at night. Demons are about.
{135650} What? Are you serious?
{135651} | Cyran dead |Completely. One of the nobles got himself murdered, I hear - Cyran, I think. Demons ripped him to shreds, right in his own home.
{135652} He had guards, too, didn't he? What makes you think locking our doors will do <i>us</i> any good?
{135653} | Cyran alive |One of the nobles - Cyran, I think - was attacked in his own home. His guards managed to drive the demons off, though.
{135654} What will locking our doors do? If the demons are still out there, they'll come smashing through if they want!
{135655} What are your thoughts, then? Any hope for this bunch?
{135656} A few of them have potential, but I don't see most becoming other than minor dabblers in the Art.
{135657} A pity. Say, didn't one of your more promising students blow up your lab the other day?
{135658} Lightning bolt in small room, yes. No one was hurt, luckily.
{135659} |Aldanon Standoff Occurred|So now we have common thugs invading our homes. Is <i>this</i> the security Nasher promised us?
{135660} |bImpsEscaped = 1|Keep your windows shut. Those flying pests are all over Blacklake!
{135661} |Cyran's house attacked|I believe I will be relocating, soon. When even nobles are being attacked in their homes...
{135662} How could the Academy have been so careless?
{135663} It wasn't the Academy. Some fool apparently decided to set the imps free.
{135664} It was <i>deliberate?</i> Someone will hang for this!
{135665} I've been thinking of hiring more bodyguards, myself. You can't be too careful these days.
{135666} What happened to Aldanon could happen to any one of us.
{135667} |Hostages lived|It's fortunate that the servants survived the ordeal. Good help is rather hard to come by these days.
{135668} Indeed.
{135669} |Hostages died|A pity about the servants, though. They'll be hard to replace.
{135670} Indeed.
{135671} |Crazy Goth Party Over|Children these days...
{135672} What? Oh... you're referring to Sir Devon's daughter.
{135673} |Lisbet is dead|Sir Devon must be devastated by her death. Unfortunate, but it's what happens when you get involved in the dark arts.
{135674} |Lisbet is alive|There was an... incident, they say. I understand that Lisbet is being sent away for a time.
{135675} If such things can happen to one of the Nine, what about <i>our</i> children?
{135676} I never thought I would live to see such times.
{135677} Insanity in one so young. Such a pity.
{135678} | Cyran lived |Cyran was fortunate to survive. I understand the damage to his home was quite extensive.
{135679} Nevermind the damage! There are <i>demons</i> running loose around the city! Why doesn't the Academy or Nasher or the Nine <i>do</i> something about all this?
{135680} It would seem that trouble is upon our fair city once again. Where to this time? Waterdeep? Athkatla?
{135681} I'm thinking about goign to the Dalelands. Nothing like this ever happens there.
{135682} | Cyran died |Poor Cyran. Even with guards protecting him, he still wasn't safe enough.
{135683} There are <i>demons</i> running loose around the city! Why doesn't the Academy or Nasher or the Nine <i>do</i> something about all this?
{135684} | for Docks district|This is Neverwinter? I thought it'd be more... you know, bigger and such.
{135685} They're still rebuilding from the war, you know. And besides, you haven't seen the castle yet.
{135686} Don't care about no castle. Let's go get a drink!
{135687} Right. I think there's probably a tavern around here somewhere...
{135688} {2000}Sergeant Bernard Redbelly
{135689} I'm on duty. Move along.
{135690} [The top of this barrel is covered with a thick layer of dust, as if it hasn't been opened in many years.]
{135691} [Words are stamped across the lid in faded print: "Quantity: 40 blast globes. Granted by the Many-Starred Cloaks, Neverwinter City, to Lord Cyran Tavorick, 1360 DR."]
{135692} My, blast globes. Very explosive - and if that date on the barrel is correct, very old as well.
{135693} | Influence Loss Grobnar |Oh. Well, as long as there's a chance to examine them later. 
{135694} Don't open that, and don't touch it! Blast globes do <i>not</i> age well, and get more... temperamental... with age. 
{135695} | Influence Gain Grobnar |Oh, that's an inspirational idea. That way they'll serve a useful purpose and we get to see a fiery explosion as well! 
{135696} | SCRIPTER: Here, we should move the player close to the barrel and play an appropriate animation. Then... the barrel explodes. In a big way. Note that the other exploding barrel should also blow up at this time. | 
{135697} | Influence Gain Sand |{Thinking, nodding}Hmn. Not a bad idea - but we should be careful if we move that barrel - the slightest bump could turn this place into an inferno. 
{135698} I wholeheartedly agree - let's leave the barrels where they are, intact and unexploded.
{135699} Uh... aren't blastglobes really dangerous? Unless you've trained with them of course... but these are very old, and I don't know how well they keep up over time.
{135700} Well... all right, but I don't think moving that barrel for any reason is a good idea. 
{135701} Fine by me. I wouldn't want that barrel suddenly becoming a fireball.
{135702} | If player has already looked at one of the barrels. |[Words are stamped across the lid in faded print: "Quantity: 40 blast globes. Granted by the Many-Starred Cloak, Neverwinter City, to Lord Cyran Tavorick, 1360 DR."]
{135703} | SCRIPTER: Here, we should add the Barrel of Blast Globes to player's inventory and delete it from the world. It should be suitably heavy. |[Success] You carefully heft the barrel and take it with you.
{135704} | SCRIPTER: In the failure case, you can play the same sequence as if player tried to open the lid (move player close, play animation, blow up the barrels). |
{135705} | If Deorwin is placing barrels |[Words are stamped across the lid in faded print: "Quantity: 40 blast globes. Granted by the Many-Starred Cloak, Neverwinter City, to Lord Cyran Tavorick, 1360 DR."]
{135706} Opening this barrel, in my expert opinion, has the potential of creating an effect not unlike casting a fireball at your feet. But a little peek can't hurt, I think.
{135707} | Influence Gain Grobnar |Oh, good! A peek can't hurt. Let's just pry up that nail th-{"there"}
{135708} The Cloaktower mages are the only ones authorized and trained to dispel them, and they typically do so for any blast globe that has laid idle for more than a year. 
{135709} We'll tell Ballard about them. We might be able to use them to defend this place.
{135710} No one touches them, at least for now.
{135711} [Pry open the lid.]
{135712} [Leave the barrel alone.]
{135713} We'll tell Ballard about them. We might be able to use them to defend this place.
{135714} No one touches them, at least for now.
{135715} We'll tell Ballard about them. We might be able to use them to defend this place.
{135716} No one touches them, at least for now.
{135717} [Craft Alchemy][Attempt to move the barrel.]
{135718} |to be merged into 10_brelaina. |
{135719} | SCRIPTER: The Trial is not solved, this node pops up one-time only. |Ah, lieutenant. I heard about your difficulties with the law. {Beat}Whatever comes, I am sure Luskan will regret their accusations. 
{135720} | SCRIPTER: The Trial is solved, this node pops up one-time only. |Lieutenant, I am pleased the trial went well. {Beat}Let me say that I am pleased you emerged without falling into Luskan hands. 
{135721} | SCRIPTER: One-time only. |The Docks are quiet since your help, Lieutenant. And {CON-ah}Kana has done an admirable job of keeping it that way.
{135722} Something I can help you with, Lieutenant?
{135723} Something I can help you with, citizen?
{135724} | ERIC: Sting quest starts automatically, but don't know the flag to trigger it. |Ah, Lieutenant, a pleasure to see you again. 
{135725} An urgent matter came to my attention recently, and I think it's one suited to your skills.
{135726} The thieves here in Neverwinter were greatly weakened by your efforts at the Docks, yet they constantly strive to reclaim their foothold here.
{135727} It has come to our attention that a group of them have put out word they are looking to buy equipment and supplies to continue their operations - notably, thieves tools, lockpicks, poisons, and more.
{135728} We think this is an opportunity to capture them - by pretending to be a merchant plying the wares they are seeking. 
{135729} Agreed. We must stop them, and soon.
{135730} Agreed. But this will be somewhat different than the missions you have undertaken before... hear me out.
{135731} We want you to take on the role of a noble, an arms merchant, who has come to the Blacklake District to sell goods from Amn - much of the same goods these thieves have requested. 
{135732} These thieves will no doubt approach you, and when they do, I want them arrested. 
{135733} | ERIC: Can we do an XP reward here for "Used Appraise to aid a Watch Investigation." |Hmm. That is a good point. When we bait the trap, we shall have to make sure that discrepancy is explained... good thinking, Lieutenant. 
{135734} | PC is a warrior |{Slight amusement}I do not know if you have heard the descriptions of you being passed around the Docks, but suffice to say that no one will recognize you when all they seem to know of your appearance is "a huge iron golem of a warrior, almost eight feet tall."
{135735} | PC is a rogue |{Slight amusement}I do not know if you have heard the descriptions of you being passed around the Docks, but suffice to say that no one will recognize you when all they seem to know of your appearance is "more a shadow than a person, almost invisible to the eye."
{135736} | PC is a mage, sorcerer, warlock |{Slight amusement}I do not know if you have heard the descriptions of you being passed around the Docks, but suffice to say that no one will recognize you when all they seem to know of your appearance is "an arcane master, composed of eldritch energy."
{135737} | PC is a bard |{Slight amusement}I do not know if you have heard the descriptions of you being passed around the Docks, but suffice to say that no one will recognize you when all they seem to know of your appearance is "a bard, who spins songs of death, and whose blade is like the keening of a banshee."
{135738} | PC is a good paladin, priest, monk |{Slight amusement}I do not know if you have heard the descriptions of you being passed around the Docks, but suffice to say that no one will recognize you when all they seem to know of your appearance is "a holy warrior, a disciple of faith who is surrounded by a light so bright, it burns the eyes."
{135739} | PC is a evil priest, monk |{Slight amusement}I do not know if you have heard the descriptions of you being passed around the Docks, but suffice to say that no one will recognize you when all they seem to know of your appearance is "an unholy warrior, a black disciple surrounded by a darkness so encompassing, enemies vanish into its depths like a cloak."
{135740} | PC is a druid, barbarian, and ranger. |{Slight amusement}I do not know if you have heard the descriptions of you being passed around the Docks, but suffice to say that no one will recognize you when all they seem to know of your appearance is "a vicious beast from the wilderness, with the cunning of a wolf, eye of a hawk, and the strength of a bear."
{135741} Despite your accomplishments - your legendary accomplishments, apparently - I think there is little chance the reality will match the rumor.
{135742} {Slight amusement}I do not know if you have heard the descriptions of you being passed around the Docks, but suffice to say that no one will recognize you when all they seem to know of your appearance is "a whirlwind of elemental justice, into which no thief can escape."
{135743} Despite your accomplishments - your legendary accomplishments, apparently - I think there is little chance the reality will match the rumor.
{135744} Anything else comes to mind? I must confess that detail escaped me, and I don't want anything else to ruin our trap.
{135745} You may keep whatever the thieves are carrying with them to pay for the goods. That should be more than enough to pay you for your services and time.
{135746} Excellent, I am glad you are with us on this plan. 
{135747} I have marked an empty estate on the map where I want you to go to wait for the thieves. Make contact with the watchmen there, and they can fill you in on the details.
{135748} | ERIC: Player is on mission. |Lieutenant, you have returned. What news do you bring of the thieves you were sent to intercept?
{135749} {Slight anger}I have given you an assignment, Lieutenant, and I expect it to be carried out. 
{135750} Now go to the estate marked in the Blacklake District, make contact with the Watchman there, and arrest those thieves. Dismissed. 
{135751} {Slight stern}You are to go to the estate marked in the Blacklake District, make contact with the Watchman there, and arrest those thieves. Dismissed.
{135752} So be it. I trust you carried out your role, Lieutenant, and this will send a message to any other thieves that they cannot trust any merchant to supply them. Perhaps without resources, they will soon starve.
{135753} | ERIC: Need reward. |Again, you are entitled to whatever you took from the thieves. Thank you for your diligence in this matter, Lieutenant. 
{135754} {Slight amusement at end}I have no other work for you at this time. I am afraid you have done your job too well. 
{135755} I'll be going now.
{135756} |Standard Questions from 10_brelaina.|
{135757} So what do you want me to do about it?
{135758} We can't let them purchase those supplies. 
{135759} Then let's arrest them.
{135760} I shall carry out my duty.
{135761} What's in it for me?
{135762} As my Captain commands. 
{135763} [Appraise] Won't they be suspicious of any merchants who made it through the trade roads? A number of them are closed off.
{135764} Won't I be recognized? I'm sure any thieves from the Docks will recognize me on sight.
{135765} | ERIC: Mission complete. |It is done, but the thieves fought to the last.
{135766} I'm not interested. Anything else I can do?
{135767} Where am I supposed to go again?
{135768} I am on my way. 
{135769} Nevermind, sorry to interrupt.
{135770} Any other work I could do?
{135771} {Brelaina is talking to a well-respected, but somewhat confusing older man - she can't figure out what he means, but she's trying to be polite about confusion}...forgive me, Master {AL-de-non}Aldanon, I'm afraid I do not understand.
{135772} {Dismissive wave, continues disjointed doddering scientist explanation}Very well, let us set aside the broader metaphor of the stone, and narrow our attention to the fact that it has been cleft in two which, while not a fact, is a smaller metaphor than the first. 
{135773} You see, at first glance, the two halves both appear as separate stones, but they were both once <i>one</i> stone - yet not. Do you follow?
{135774} |Player walks in, Brelaina turns|
{135775} {Relieved.  Skip "<FirstName>" and just say "Ah, welcome."}Ah, <FirstName>. Welcome. {Motions to Aldanon}I was just speaking with Master {AL-de-non}Aldanon concerning one of the prisoners you recovered from Garius... a woman, but not of Neverwinter or Luskan - or even perhaps this plane of existence.
{135776} {Thinking how best to explain it.}If you both would simply <i>listen</i> - the comparison to a rock, a big rock, is a simple one, almost perfect. This prisoner you have... it seems that she is of the same stone as the githyanki, but yet she is not. 
{135777} You see, both were once one people, at one time, even though time is a very difficult thing to measure depending on the Plane, and that's not counting time in the Astral Plane or on...
{135778} {Prompting, slight impatience}Forgive me, Aldanon, is this prisoner a threat or not?
{135779} {Raises an eyebrow, shrugs}Oh, I don't know that. I <i>do</i> know that the {GITH-zur-eye}githzerai and the githyanki have been in a state of war for millennia. It is common knowledge.
{135780} {Frowns}Of course. An oversight on my part.
{135781} {Oblivious to sarcasm}So I should think if your young lieutenant here... {to player, very quickly}well met again, by the way, you seem to be everywhere... is hunted by the githyanki, then the githzerai, and this githzerai prisoner, would be allies, by default. {Beat}But I could be mistaken. 
{135782} {Thinking}I suppose we could see if she tries to kill any of us, but that test has numerous procedural flaws in its execution... if you will pardon the semantics.
{135783} | Brelaina turns to look at the player. |
{135784} | SCRIPTER/MICHAEL: See Michael Chu for when this cut scene should be fired - it's pretty complicated, spanning several areas and characters, so read and plan carefully, then roll your eyes, and say 'there's a simpler way to do this, and here it is.' This cut scene occurs when a guard is sent to the player to come see about the prisoner that was taken from Black Garius. The dlg will then restart with Brelaina and Aldanon walking along the prison cell block. |
{135785} {Formal, sent to fetch the player on orders from his commander}<FullName>, I have been ordered to find you and bring you to the prison at once. 
{135786} {Shakes head, then slight confusion in the next 2 sentences}No, not at all. One of the prisoners has asked for you. By name.
{135787} {Slight confusion}One of the prisoners captured during the raid has asked for you. By name.
{135788} I do not know, but Captain Brelaina wanted you to speak to the prisoner - she felt your presence could speed the questioning.
{135789} Forgive me, <FullName>, but this is a matter of some haste. {Slight warning in next sentence}I am instructed to escort you to the prison, willingly or not.
{135790} | Fade to Black, Fade From Black, to... |
{135791} {Beat}The prisoner has asked for you personally. I was hoping you might be able to help us out concerning her identity - or her intentions. Aldanon has a theory, but I'm afraid...
{135792} {Drily, to the player}Despite the advice of Master Aldanon, I think it would be best if you simply spoke to the prisoner and let this matter sort itself out - without further speculation.
{135793} | SCRIPTER: The player and Aldanon, with Brelaina in the background approach the cell door. A guard flanking the door nods at their approach.|
{135794} | Cut to a scene inside the cell, the door opening to reveal the player with Aldanon and Brelaina behind him. The occupant of the cell - Zhjaeve - is sitting on the floor, her back to the camera. |
{135795} | Cut to a camera, pointing slightly down to where Zhjaeve sits on the floor. |
{135796} {Monk-like, somber, like she holds a great secret}I felt your presence before my eyes fell upon you... {KALACK-cha}<i>Kalach-Cha.</i>
{135797} {Prompting, gently, like to a student}Step forward, let me look upon you.
{135798} {Chiding slightly, knowingly}Your name... your name is not how I <i>know</i> you. 
{135799} {Raises an eyebrow}Allied with those whose will echoes Gith's hatred? I trust you meant no insult, <i>Kalach-Cha.</i> 
{135800} {Rueful}I have no blade to your throat, yet the githyanki would sooner kill you than speak to you. Know that is the reverse of the direction <i>my</i> people travel. 
{135801} Know this name our enemies have draped upon you - this <i>Kalach-Cha</i> - its sound travels far, even reaching the ears of <i>my</i> people.
{135802} At first, my people thought our enemies had erred, that they did not <i>know</i> that of which they speak. {Beat}But here, now, as you stand in my presence, I see the truth.
{135803} {A little awed, not too much}I did not think it possible - but the key by which you may <i>know</i> yourself lies within you. 
{135804} {A little more cagey here, knows she needs to barter for freedom}I know much of the problems that beset your people and mine - the reason behind these attacks upon your heart and home.
{135805} You will have no greater ally in this than I. In exchange for my aid, it is my will I be freed - so that I might travel with you and aid you against these enemies.
{135806} {Slight disgust, hates being shackled or imprisoned}This cell is abhorrent to me. It is a shackle of stone encasing me... it causes memories of the ways of the {ill-ith-id}illithids to surface in my mind.
{135807} I have born this indignity because I knew that it would bring you to me - and a greater truth will be <i>known.</i> 
{135808} | SCRIPTER: Cut to Sir Nevalle opening the door, and the player and Zhjaeve turn to look at him as he enters. Nevalle speaks. |
{135809} | SCRIPTER: Bad casualties at Keep |{Serious, grim}I heard you were here. We suffered heavy losses at the Keep...
{135810} | Camera switches to show Zhjaeve in the shot |...but hopefully we have gained enough to make the sacrifice worthwhile.
{135811} | SCRIPTER: Medium casualties at Keep |{A little lighter than past line}I heard you were here. Our losses were close to what we expected...
{135812} | SCRIPTER: Almost no casualties at Keep |{Pleased to see player, has good news}I heard you were here. You fought bravely, and we took them almost completely by surprise. 
{135813} {Proud, best response}You are to be commended - both for your efforts and the lives spared this day. Had you not been there, we would have many less brave men standing with us today...
{135814} | Camera switches to show Zhjaeve in the shot |...along with what may be the key to taking this battle to our enemies.
{135815} {Still being cagey}In freeing me, <i>know</i> you have gained more than you ever would have torn from the lips and thoughts of our enemies.
{135816} {Commanding, firm}Then speak. Aldanon does not think you are allied with these enemies... these githyanki. {Slight warning}And his word carries weight with me - fortunately for you.
{135817} {Making the deal}Then <i>know</i> the trade between us is this... 
{135818} {Try to make it somber at end, build up tension}Release me from this prison, let my path become that of the <i>Kalach-Cha.</i> In return, I will grant you the <i>knowing</i> of this threat - and all the darkness its shadow casts. 
{135819} {Agreeing}We promise an honest hearing, and if your tale rings true, we will grant your freedom.
{135820} {Nods}Then listen to me, and <i>know</i> this threat for what it is. 
{135821} {Looking around, not liking cell}But we cannot do it here, in this prison, where my words echo... and the shadows fall thick around us.
{135822} {Nods, as if in judgment, was going to take the player to Crossroad Keep anyway}Then I know of just the place where you can see what we fight for. Make your way back to Crossroad Keep, as soon as you are able. I shall meet you there. |Crossroad Keep becomes available on the world map. Crossroad Keep Adventure is removed from the map. Zhjaeve forced into the party|
{135823} |Crossroad Keep becomes available on the world map. Crossroad Keep Adventure is removed from the map. Zhjaeve forced into the party|
{135824} {Firm, not sure if he should give ground}And why should we allow your freedom until we hear what you have to say?
{135825} {Quietly}Because if you deny me that, then anything I can do to aid you will prove useless.
{135826} {Looking at player, trying to give out a quiet, inspiring speech}I seek to <i>know</i> this plane, this world that I am to help you save - and speak honestly to it, so that it might hear what strikes at its heart. 
{135827} {End of speech, bringing it to a close}And that means that I must see your lands, what you would spill blood for... and what you have spilled blood for.
{135828} She seemed reasonable enough when we spoke together in Crossroad Keep, but there was a foot of stone between us, which is notoriously hard for a blade to cut through to kill someone on the other side.
{135829} And speaking of Crossroad Keep, I am rather anxious to return there - so if you would both excuse me, I will set out there at once to see if we can dig anything out of the library there. 
{135830} Good day - and I hope the prisoner doesn't attempt to kill you. She didn't seem the type, but you know how assassins are.
{135831} Really? Why?
{135832} Am I under arrest?
{135833} Lead on, then.
{135834} Asked for me? How would they know my name?
{135835} Does the prisoner know me?
{135836} Why would they ask for me?
{135837} Does the prisoner know me?
{135838} She's on her own, it's not my concern. 
{135839} All right. I'm in the mood for a good interrogation. 
{135840} I wouldn't want to keep the Queen of the Watch waiting, then. Let's go.
{135841} They said you asked for me by name.
{135842} Are you allied with these githyanki?
{135843} I came. If you wish to speak, do so.
{135844} Go free? I don't think so.
{135845} Why do you wish to travel with me?
{135846} Nice imagination you've got there. Don't you like your cell?
{135847} So in exchange for what you know, you only ask to travel with me.
{135848} I don't trust you or your people.
{135849} Why don't you tell me what you know first, and then we'll see. 
{135850} | First meeting - player is Shadow Thieves |Half a candle, there! Aren't you <FullName>? Yes, you fit the description, all right.
{135851} No... nasty business, that. We weren't able to locate the murderer. By now, he's surely escaped the district.
{135852} True enough. We couldn't locate the murderer, so Lord Nasher felt there was little point in keeping the district locked down. 
{135853} | Player is city watch |I've added more Watchmen to keep an eye on things. All the same, the lads will feel better with you in the district, I think.
{135854} | If player is Shadow Thief |No need to worry... you're not in any trouble. Just wanted to let you know that we've lifted the lockdown on the District.
{135855} Is the lockdown still in effect?
{135856} There's a lot more people around now.
{135857} Why are you in my way?
{135858} | Scripter: Brockenburn moves away and disappears inside a building or something |
{135859} | This should play as player emerges from Aldanon's house, after the big fight, if thieves did not escape. |If my ears heard true, that was some fight in there.
{135860} Right. Let's go, boys. Bring the bandages, too. There's like to be wounds to patch.
{135861} | SCRIPTER: Brockenburn and guards path into house and disappear. After this, Aldanon's house should become inaccessible. Brockenburn, himself, should respawn a while later (on player's next visit to the ward?) and resume his normal patrol. |
{135862} Dirty business, and the fault is mine. Curse me for a blind old dog, I should have heard talk on the street, or seen those thugs slipping into the ward.
{135863} He'll mend, thank the gods. They'll have him at the Temple for a few days, though. Tough old bugger took nine magic missiles to his gut.
{135864} Curse me for a blind old dog. I should have heard something, seen something... An operation as big as this should have been on half the lips in the ward!
{135865} Well. There's nothing for it, now. Come on, boys, we'd better check on the hostages, before half the ward gathers to watch.
{135866} | This should play as player emerges from Aldanon's house, after the big fight, if thieves escaped. |Hells below! Those two thieves escaped. Slipped out of their cuffs and ran, just after you left. A foul night, all around!
{135867} Let's go, boys. We'd better check on the hostages, before half the ward gathers to watch.
{135868} | If the hostages are dead. |I couldn't save the hostages. Old Scab murdered them, except for Harcourt.
{135869} | If Cormick was saved. |It was, indeed. How's Cormick?
{135870} | If hostages alive |The hostages need your help.
{135871} Aldanon's missing. It seems he's been kidnapped.
{135872} Get out of my way, Sergeant.
{135873} Stab 'em, quick! Scab said we could kill 'em if they tried to escape!
{135874} Please! I wasn't thinking! I'm sorry I tried to run!
{135875} You should've stayed put like Old Scab said, then. Sorry - it's nothing personal.
{135876} No! Have mercy!
{135877} Wait! Can't we talk about this? I... I have money! You can have it all!
{135878} Thank you for saving my life! It should be clear to get outside, right?
{135879} | Enemies are nearby |Save me!
{135880} | Scripter: Thugs move in for the kill |
{135881} | Scripter: Butler heads for the nearest exit and disappears |
{135882} What's this? Come to challenge Cain, have you, love?
{135883} {nasty - telling someone to beat it}Is that so? Well, I'm in the middle of a <i>concert</i> here for {OG-muh}Oghma's sake, so {"go suck an egg"}go kiss a rust monster.
{135884} Right. Here are the rules, then. Very simple. I play a tune, you play it back.
{135885} Get it right, I have to play it again - defending my honor, so to speak. If I succeed, it's a draw. {bemused - he will not fail}If I fail, you win the round. 
{135886} {arrogant, but casual about it}After four rounds, the crowd picks me as their beloved champion, and you go change your trousers before anyone notices the wet spot. Simple.
{135887} {Cain laughs derisively for a long time because the player just asked what would happen if Cain lost the competition - he never loses}
{135888} Standard wager is, loser gives up his lute. {rhetorical question}Now, <i>my</i> instrument is from such fine stock that taking the loser's lute's not exactly an upgrade, is it?
{135889} So usually I'm a good sport and let him keep it - or what's left of it after I snap it over his talentless head.
{135890} {Cain breaks into another fit of uncontrollable laughter, which subsides after 8-10 seconds, at which point he answers}
{135891} Couldn't tell you for certain, love. Never actually happened.
{135892} Don't let that stop you. Come on. Give us a shot, then.
{135893} [Failure] Oh, I don't think you'll be wanting to do that just yet, love. Whole crowd out here to witness the crime. What say we just play for it instead?
{135894} That's the spirit, love. Have your lute ready?
{135895} |male pc|Well this one here's a fine musician, isn't he?
{135896} |female pc|Well this one here's a fine musician, isn't she?
{135897} {imitating/mocking the player in a funny falsetto voice}"Oh yeah, look at me, I'm going to beat Cain Lethellon with a {geh-FARG-ing (with a hard 'g') -- this is a cuss word}gefarging imaginary lute."
{135898} {still making fun of the player in a funny voice}"Ooo, look, I don't need a lute. I'll just walk near a baby with my horrible swamp stench and it'll cry me a beautiful symphony."
{135899} |give loaner lute|{disgusted with the player's obvious inexperience}Here, take this one. Always keep a loaner on hand in case another of you luteless loonies comes up here thinking he's the next Cain.
{135900} Right. Let's get on with the show.
{135901} |fade out|
{135902} {to a rock concert crowd - "are you ready to rock?"}Ladies and gentlemen of Neverwinter, are you ready?
{135903} |the crowd cheers enthusiastically|
{135904} I love you, Cain!
{135905} {aside to his challenger, confident, throwing down the gauntlet}See how you like this one, for starters.
{135906} |Cain plays first riff: as_nw_luteriff01|
{135907} |crowd cheers|
{135908} Your turn, love. Take all the time you need. No pressure. Just all of Neverwinter's well-to-do's, watching your every move.
{135909} [Success] [You are able to accurately remember the tune.]
{135910} [Failure] [The melody escapes you.]
{135911} |play riff 1 sound again.|
{135912} |influence high|[Success] Why, of course, I think it's still floating around in my head. 
{135913} |grobnar plays back the first riff|
{135914} |influence low|[Failure] Hmmm. You know, I had the tune up there in my head, but then I started thinking about pastries, and it all got jumbled around.
{135915} |influence high, player has heard grobnar say "I believe it went like this" once. Grobnar just plays the tune straight away.|
{135916} [Pluck which lute string?]|DEBUG: solution = 44124754|
{135917} |check tune, play as_n2_luteriff01|[Success] [You play the tune correctly.]
{135918} [Failure] [You are unable to match Cain's tune.]
{135919} Easy, love. Just set the lute down nice and slow, before you hurt yourself.
{135920} |play as_n2_luteriff01 - Cain successfully defends.|
{135921} [Success] |play as_n2_luteriff05 - Cain fails first riff defense.|
{135922} [Failure] |play as_n2_luteriff01 - Cain successfully defends.|
{135923} [Success] |play as_n2_luteriff05 - Cain fails first riff defense.|
{135924} [Failure] |play as_n2_luteriff01 - Cain successfully defends.|
{135925} [Success] |play as_n2_luteriff05 - Cain fails first riff defense.|
{135926} [Failure] |play as_n2_luteriff01 - Cain successfully defends.|
{135927} {exasperated - he just lost a round of the competition}It's just a fluke, no more. Luck of an amateur.
{135928} Sorry to say but you're going to have a much harder time with this next one.
{135929} {smug}Can't have me shown up in front of my own crowd, now can we, mate?
{135930} |Cain plays second riff - as_n2_luteriff02.|
{135931} |crowd cheers|
{135932} {referring to the crowd's positive reaction to his lute playing}Uh oh, love. Really liked that one, didn't they?
{135933} |influence high|[Success] Yes, I think I can manage that... let's see...
{135934} |grobnar plays back the second riff|
{135935} |influence low|[Failure] I... you know, I must confess, I'm at something of a loss to say how that one went. It sure was catchy, whatever it was. 
{135936} [Success] [You are able to accurately remember the tune.]
{135937} |play riff 2 sound again.|
{135938} [Failure] [The melody escapes you.]
{135939} [Pluck which lute string?]|DEBUG: solution = 234451122|
{135940} |check tune, play as_n2_luteriff02|[Success] [You play the tune correctly.]
{135941} |play as_n2_luteriff02 - Cain successfully defends.|
{135942} [Success] |play as_n2_luteriff06 - Cain fails first riff defense.|
{135943} [Failure] |play as_n2_luteriff02 - Cain successfully defends.|
{135944} [Success] |play as_n2_luteriff06 - Cain fails first riff defense.|
{135945} [Failure] |play as_n2_luteriff02 - Cain successfully defends.|
{135946} [Success] |play as_n2_luteriff06 - Cain fails first riff defense.|
{135947} {exasperated - he just lost a round of the competition}That does it. You've got the better of me for the last time.
{135948} [Failure]|play as_n2_luteriff02 - Cain successfully defends.|
{135949} {smug}All right, time to get serious now. Not fair of me to toy with you, is it?
{135950} [Failure] [You are unable to match Cain's tune.]
{135951} Don't worry love, I won't tell your family how bad you shamed them today.
{135952} Right. I'm not playing down to your level any longer.
{135953} |influence high, player has heard grobnar say "I believe it went like this" once. Grobnar just plays the tune straight away.|
{135954} [Success]|play as_n2_luteriff02|
{135955} |play as_n2_luteriff06|[Failure] [The trick proves to be too difficult.]
{135956} |Cain plays 3rd riff: as_n2_luteriff03|
{135957} |crowd cheers|
{135958} {smarmy, taunting}Shh. Did you hear that? I could swear I just heard a noose tightening around your neck.
{135959} |influence high|[Success] Why, of course, it's really quite simple to recount.
{135960} |grobnar plays back the third riff|
{135961} |influence high, player has heard grobnar say "I believe it went like this" once. Grobnar just plays the tune straight away.|
{135962} |influence low|[Failure] Ah, yes... oddly enough, I can't seem to recall exactly how it went. It's rather... well, complicated.
{135963} [Success] [You are able to accurately remember the tune.]
{135964} |play as_n2_riff03 again.|
{135965} [Failure] [The melody escapes you.]
{135966} [Pluck which lute string?]|DEBUG: Solution = 2332233175|
{135967} |check tune, play as_n2_luteriff03|[Success] [You play the tune correctly.]
{135968} |play as_n2_luteriff03 - Cain successfully defends.|
{135969} [Success] |play as_n2_luteriff07 - Cain fails first riff defense.|
{135970} [Failure] |play as_n2_luteriff03 - Cain successfully defends.|
{135971} [Success] |play as_n2_luteriff07 - Cain fails first riff defense.|
{135972} [Failure] |play as_n2_luteriff03 - Cain successfully defends.|
{135973} [Success][While pretending to cough, you sever one of his strings with imperceptible quickness.]
{135974} [Success] |play as_n2_luteriff07 - Cain fails first riff defense.|
{135975} {exasperated - he just lost a round of the competition}I've had just about enough of your tricks.
{135976} [Failure]|play as_n2_luteriff03 - Cain successfully defends.|
{135977} {smug}You've had your fun, love, but I'm going to put an end to this.
{135978} [Failure] [You are unable to match Cain's tune.]
{135979} {taunting, but said in a puzzled way}Never heard a lute make a sound like that before. Sounded like a dragon stepping on a kobold.
{135980} This is where we separate the master from the upstart.
{135981} |play as_pl_crwdsm1|[Success] [The crowd approves of your spontaneous generosity.]
{135982} |play as_pl_crwdsm2|[Failure] [You've catastrophically underestimated the cost of the audience's affection.]
{135983} |crowd gasps: as_pl_crwdsm2|
{135984} [Success]|play as_pl_crwdsm1 - crowd cheers|
{135985} [Failure]|crowd murmurs negatively, play as_pl_crwdnegi01|
{135986} [Failure] {irritated at someone who's invading his personal space}Here, just what are you trying to do, exactly? Step away and wait your turn. It's my stage now.
{135987} {At end of a music competition between two bards}This is the last round... if we're going to win, we're going to need to work even harder than before.
{135988} | Influence Gain Qara |{Smiles evilly}Oh, I think I can manage that. And no, I won't burn the place down. 
{135989} | Influence Gain Sand |Why, of course. Althought I prefer to call it "critical praise with just a bite of sarcasm."
{135990} | Influence Gain Grobnar |I'm sorry? Play with you? Why... I'd be honored. I'd be more than honored, whatever that word is that describes that.
{135991} |Cain plays as_n2_luteriff04|
{135992} |crowd cheers|
{135993} {Setting bait for an insult -- pretending to be nice}Well love, I never thought I'd say it, but I've rather enjoyed this.  And now that we're almost done... I'd be honored to have your autograph.
{135994} |influence high|[Success] Well... let's see. It started like this, then it went...
{135995} |grobnar plays back the fourth riff|
{135996} |influence high, player has heard grobnar say "I believe it went like this" once. Grobnar just plays the tune straight away.|
{135997} |influence low|[Failure] You know, I'm still too amazed by his performance to remember. I mean, he was really good. 
{135998} [Success] [You are able to accurately remember the tune.]
{135999} |play as_n2_riff04 again.|
{136000} [Failure] [The melody escapes you.]
{136001} [Pluck which lute string?]|DEBUG: solution = 35345272725|
{136002} |check tune, play as_n2_luteriff04|[Success] [You play the tune correctly.]
{136003} |play as_n2_luteriff04 - Cain successfully defends.|
{136004} [Success]|play as_n2_luteriff08 - Cain fails first riff defense.|
{136005} [Failure] |play as_n2_luteriff04 - Cain successfully defends.|
{136006} |crowd gasps: as_pl_crwdsm2|
{136007} [Success]|play as_pl_crwdsm1 - crowd cheers|
{136008} [Success] |play as_n2_luteriff08 - Cain fails first riff defense.|
{136009} [Failure]|give fire damage, crowd murmurs negatively, play as_pl_crwdnegi01|
{136010} [Failure] |play as_n2_luteriff04 - Cain successfully defends.|
{136011} [Success]|crowd bursts into applause|
{136012} [Success] |play as_n2_luteriff08 - Cain fails first riff defense.|
{136013} {exasperated - he just lost a round of the competition}It doesn't matter. The crowd likes <i>me</i> more. That's all that matters now.
{136014} [Failure] |crowd is silent, or one person claps, or crickets chirp.|
{136015} [Failure]|play as_n2_luteriff04 - Cain successfully defends.|
{136016} It doesn't matter how well you play, love. I'll always be better.
{136017} [Failure] [You are unable to match Cain's tune.]
{136018} That's tough luck there. Might try holding the lute right-side-up next time.
{136019} {asking the audience to vote with applause}Well, what say, ladies and gents? {"thing" refers to his competitor}Am I your man, or is it this... thing?
{136020} I mean, the autograph of a musician so bad he made the audience's ears actually cry? Yeah, it's gotta be worth something, right?
{136021} |check tune, qara is helping, play as_n2_luteriff04|[Success] [You play the tune correctly.]
{136022} |qara does some pyrotechnics|
{136023} {Shouting out}A man? Ha! You're a fine one to be denouncing "things" with a codpiece that small! 
{136024} {to a crowd, theatrical}Come on, let's have a cheer for good old Cain!
{136025} |player won||crowd is unenthusiastic.|
{136026} |the crowd laughs|
{136027} {Warning, hissing}You're going to lose unless you do something. And quick. 
{136028} {relating to a stand-up comedian's joke}That is so <i>true</i>!
{136029} [Success]|crowd laughs|
{136030} [Success]|player dances, folks cheer|
{136031} [Failure]|player dances, folks boo.|
{136032} [Failure]|silence|
{136033} [Success]|crowd laughs|
{136034} |Cain is lit on fire. Give player his lute.|{Cain slowly realizes he has been lit on fire, gradually growing more panicked and finally screaming and running off.}
{136035} {asking the crowd to vote for his challenger}Now, who thinks this... rather unfortunate person should win?
{136036} |male pc|I'll remind you, pity applause will only encourage him.
{136037} |female pc|I'll remind you, pity applause will only encourage her.
{136038} |player losing||crowd cheers|
{136039} |Cain runs off.|
{136040} |player won||crowd cheers|
{136041} |player lost||crowd disapproves|
{136042} {outrage - he lost}Unthinkable! This - this amateur? This godsforsaken blight on music? {parenthetical}No offense, love.
{136043} {sour grapes}Here, take the lute. Now I don't even want it anymore. I'd never've lost to you if it weren't for this. And the third-rate crowd...
{136044} |Cain stomps off and exits. Crowd is angry.|
{136045} Ah, too bad, love. Thought you really stood a chance there, for those first few moments before I heard you play.
{136046} Ah well. Better luck some other lifetime, love. {to the crowd}Now who else wants to have a piece of old Cain today?
{136047} Make it short. I've a crowd to please.
{136048} |fade out|
{136049} |setup|
{136050} |fade in|
{136051} {DO NOT RECORD THIS LINE:}You've had your chance, love. Let someone else lose now.
{136052} |set up|
{136053} |fade in on the player and cain onstage.|
{136054} |qara does pyrotechnics if she's helping.|
{136055} {Irritated, sarcastic}Good one. Nice morale builder, there. 
{136056} That's right, I'm here to challenge you.
{136057} I just wanted your autograph, Master Lethellon.
{136058} Sorry, I thought you were someone else.  Never mind.
{136059} What do I get if I win?
{136060} Seriously, what do I get?
{136061} Never mind. Let's do this.
{136062} How generous of you.
{136063} Maybe this isn't my kind of contest after all. Excuse me.
{136064} So if I win, I get your lute?
{136065} I'm ready when you are.
{136066} Nope. Not interested.
{136067} Okay, let's play.
{136068} Some other time, maybe.
{136069} [Intimidate] How about you just give me your lute now and I spare your wretched life.
{136070} Wait! I need a lute?
{136071} |check for lute|Got one right here.
{136072} Well, can I play without a lute or not?
{136073} There's no need to be like that.
{136074} You don't exactly smell rosy yourself.
{136075} Forget this.  I'm out of here.
{136076} [Practice the tune to yourself.]
{136077} Grobnar, could you remind me how that tune went again?
{136078} [Play the tune for the crowd.]
{136079} [Perform] [Hear the tune again from memory.]
{136080} [Pluck string 1.]
{136081} [Pluck string 2.]
{136082} [Pluck string 3.]
{136083} [Pluck string 4.]
{136084} [Pluck string 5.]
{136085} [Pluck string 6.]
{136086} [Pluck string 7.]
{136087} [Stop practicing.]
{136088} [Pluck string 1.]
{136089} [Pluck string 2.]
{136090} [Pluck string 3.]
{136091} [Pluck string 4.]
{136092} [Pluck string 5.]
{136093} [Pluck string 6.]
{136094} [Pluck string 7.]
{136095} [Finished.]
{136096} See if you can top <i>that</i>, Cain.
{136097} [Intimidate] You look nervous, Cain. I hope all that sweat doesn't make your fingers slip.
{136098} [Taunt] Just now when you said you never lost, that was a joke, right?
{136099} [Perform] And that, ladies and gentlemen, is how it's supposed to be done!
{136100} [Practice the tune to yourself.]
{136101} [Pluck string 1.]
{136102} [Pluck string 2.]
{136103} [Pluck string 3.]
{136104} [Pluck string 4.]
{136105} [Pluck string 5.]
{136106} [Pluck string 6.]
{136107} [Pluck string 7.]
{136108} [Stop practicing.]
{136109} Grobnar, could you remind me how that tune went again?
{136110} [Perform] [Hear the tune again from memory.]
{136111} [Play the tune for the crowd.]
{136112} [Pluck string 1.]
{136113} [Pluck string 2.]
{136114} [Pluck string 3.]
{136115} [Pluck string 4.]
{136116} [Pluck string 5.]
{136117} [Pluck string 6.]
{136118} [Pluck string 7.]
{136119} [Finished.]
{136120} Looks like I did well again.
{136121} [Intimidate] I've played tougher songs with my teeth.
{136122} [Taunt] I know lute strings are supposed to be made of catgut, but yours sounds like the cat is still attached.
{136123} [Perform] [Play the tune again with the lute on top of your head.]
{136124} [Practice the tune to yourself.]
{136125} [Pluck string 1.]
{136126} [Pluck string 2.]
{136127} [Pluck string 3.]
{136128} [Pluck string 4.]
{136129} [Pluck string 5.]
{136130} [Pluck string 6.]
{136131} [Pluck string 7.]
{136132} [Stop practicing.]
{136133} Grobnar, could you remind me how that tune went again?
{136134} [Perform] [Hear the tune again from memory.]
{136135} [Play the tune for the crowd.]
{136136} [Pluck string 1.]
{136137} [Pluck string 2.]
{136138} [Pluck string 3.]
{136139} [Pluck string 4.]
{136140} [Pluck string 5.]
{136141} [Pluck string 6.]
{136142} [Pluck string 7.]
{136143} [Finished.]
{136144} No problem.
{136145} [Appraise] [Throw gold out into the audience.]
{136146} [Perform/Tumble] [Dazzle the crowd with an acrobatic maneuver.]
{136147} [Sleight of Hand] [Cut one of the strings on Cain's lute.]
{136148} Qara, can you arrange some pyrotechnics for me?
{136149} Sand, go into the crowd and heckle Cain.
{136150} Grobnar, I want you to play this last one with me as a duet.
{136151} No, I think I'll be able to win this just by my performance.
{136152} It's not going to help. We've lost no matter what.
{136153} [Practice the tune to yourself.]
{136154} [Pluck string 1.]
{136155} [Pluck string 2.]
{136156} [Pluck string 3.]
{136157} [Pluck string 4.]
{136158} [Pluck string 5.]
{136159} [Pluck string 6.]
{136160} [Pluck string 7.]
{136161} [Stop practicing.]
{136162} Grobnar, could you remind me how that tune went again?
{136163} [Perform] [Hear the tune again from memory.]
{136164} [Play the tune for the crowd.]
{136165} [Pluck string 1.]
{136166} [Pluck string 2.]
{136167} [Pluck string 3.]
{136168} [Pluck string 4.]
{136169} [Pluck string 5.]
{136170} [Pluck string 6.]
{136171} [Pluck string 7.]
{136172} [Finished.]
{136173} You failed to stump me, Cain. Now let's see if you stumped yourself.
{136174} [Taunt] Can I get your autograph, too, Cain? Sure I can make ears cry, but it's not every day I meet someone who can make them vomit.
{136175} [Perform/Dexterity] [Light your lute on fire and play the tune again.]
{136176} [Diplomacy] Thank you, Neverwinter! I love you!
{136177} It takes a big person to admit that. I'd be happy to.
{136178} Well forget it, because you can't have it.
{136179} I'd sure like to have yours, too.
{136180} Nonsense. I'm going to win.
{136181} Too late for that now.
{136182} [Set Cain on fire and steal his lute.]
{136183} [Charisma] [Tell a joke]
{136184} What's the deal with Waterd-<i>havians?</i> I'll tell you what they "have," they be "havian" their noses tilted so high back that they're in danger of drowning when it rains. 
{136185} I just got in from the Sea of Swords, and my legs are almost torn to shreds. Next time, I'm taking a Boat of Shields.
{136186} I got this lute for my adventuring companions. Good trade, huh?
{136187} [Perform] [Dance.]
{136188} This is my impression of {el-MIN-ster}Elminster. "Hi everyone, I'm Elminster. I have a beard and I'm really old."
{136189} None taken. Now about my prize...
{136190} Just give me your lute, you has-been.
{136191} Did I miss something, or did you just lose?
{136192} I want to challenge you.
{136193} I'm doing everything I can. Have faith.
{136194} [Start over.]
{136195} [Start over.]
{136196} [Start over.]
{136197} [Start over.]
{136198} Sorry. No lute.
{136199} I'm more of a hautbois person, myself.
{136200} Sorry, I'm just not a musician.
{136201} Have you heard? There's going to be a great trial!
{136202} I can't believe the verdict was innocent!
{136203} It was a guilty verdict! Can you believe it?
{136204} You planning on watching the Trial by Combat? Get there early if you can.
{136205} You hear about the Mask? Terrible, just terrible.
{136206} Hail, friend. Fine weather we've been having.
{136207} Rejoice! Nasher kicked those filthy Luskan wizards out of the city!
{136208} Did you see the Trial by Combat? Exciting, wasn't it?
{136209} Ugh. The Docks District smells even worse than usual these days.
{136210} My friend said something very strange is happening in the south. Hope it doesn't come this way.
{136211} Nasher gave Crossroad Keep to some new noble. Who'd want that pile of rubble?
{136212} Crossroad Keep is prospering, they say. There's money to be made there.
{136213} Excuse me, but I can't talk right now.
{136214} I'm sorry - do I know you?
{136215} What?
{136216} Well met!
{136217} I heard Aldanon the Sage has gone missing. I hope I'm not next!
{136218} Watch yourself. You never know who might be a Luskan spy.
{136219} Watch yourself. I've heard that demons are about.
{136220} <i>click</i>
{136221} Guardsman{Collector}
{136222} {Guard spotting an intruder}There's someone here! 
{136223} Hello, {VAHN-yuh}Vania, I- {noticing his lover has brought sinister company}Who is this person?
{136224} |male pc|I'm sorry, Ninsy, he said he'd kill me if I didn't bring him to you.
{136225} |female pc|I'm sorry, Ninsy, she said she'd kill me if I didn't bring her to you.
{136226} What is the meaning of this?
{136227} {infuriated}You have no right to call me by that name! I am the Collector to you.
{136228} {trying to sound distraught}They're serious. They killed my bodyguards. They'll kill me, too. Do what they say, Ninsy.
{136229} You'll be killed anyway, Vania. It's how people like that work.
{136230} Wait - no! They seem... very reasonable. I think if you only give them what they want...
{136231} I'm sorry, Vania, I've made up my mind. Do your worst, you coward.
{136232} {angry}Ninsy! How could you? You just don't want them to get into your vault. That's it, isn't it?
{136233} {trying not to look like the bad guy}I will mourn your death greatly, Vania. You can rest assured. I will give you the greatest funeral Neverwinter has ever known. I will hire <i>hundreds</i> of mourners.
{136234} What do you want?
{136235} But I must be strong, for the good of the Collection.
{136236} {fuming}You greedy... old... <i>miser</i>! So that's how it's going to be, is it?
{136237} Even without his key, there's more you should know. {bitter}And I see that there's no reason to hold this information back any longer.
{136238} He has never allowed me into the vault, but I know that there are more locks than just the one his key opens.
{136239} Before he opens the vault, I know he always stops by the fireplace and one of the bookcases in the next room.
{136240} And the vault exterior is heavily trapped. I've been told never to walk near it. I believe he disables it from somewhere else in the house.
{136241} {enraged}Traitorous wench! After taking you into my home. After all I bought for you.
{136242} Don't forget to grab some of these vases on the way out. They're very pricey.
{136243} |She leaves|
{136244} You'll get nothing from me. And even if you kill me and take my key, you'll never get inside the vault.
{136245} {gasp - horrified}No! Leave that painting out of this! It's done nothing to you.
{136246} |give key|{sadly}Very well. There is a book, in the other room. On the bookcase in the corner. It has all the instructions you'll need.
{136247} {making an excuse}I might accidentally leave something out. Memory isn't as reliable as it once was.
{136248} [Success] I... well not exactly... I just... may have mentioned the wrong shelf.
{136249} It's the shelf next to that one. I marked the page in the book.
{136250} [Failure] You are mistaken. I would never risk the well-being of my painting.
{136251} I want you to open the vault for me.
{136252} Give me your vault key or she dies.
{136253} Your name is <i>Ninsy</i>?
{136254} I want you to open the vault for me,<i> Ninsy</i>.
{136255} Your vault key, or I destroy this painting.
{136256} I was just leaving.
{136257} [Attack]Your key. From your corpse.|collector goes hostile|
{136258} I need his key, Vania.
{136259} Thank you Vania. You are free to go.
{136260} Now where were we?
{136261} |check for painting in inventory|Then I will be forced to destroy this painting.
{136262} Then give me your key and tell me how to get into the vault.
{136263} Why don't you just tell them to me?
{136264} [Intimidate] You're hiding something from me.
{136265} Farewell.
{136266} This had better work.
{136267} Farewell.
{136268} This had better work.
{136269} Farewell.
{136270} This had better work.
{136271} Farewell.
{136272} This had better work.
{136273} I'm trying to keep my blade away from it, but I feel it slipping.
{136274} Your painting is safe... as long as you are getting me inside the vault.
{136275} [Attack] I'll take my chances.
{136276} Farewell.
{136277} [Attack]Looks like I no longer need you alive.
{136278} Now you have no choice. Open the vault for me.
{136279} |check gp|[Give 500 gp.] Here's something to help you start fresh, Vania.
{136280} I have no more use for you, Vania. Get out.
{136281} Ah, love.
{136282} I'll let you two settle this one.
{136283} Just looking for the privy. Sorry to bother you.
{136284} Estate of the Collector
{136285} [It looks like there's something beneath the logs...]
{136286} [Success] [You retrieve an ornate silver key.]
{136287} [Failure] [To your dismay, the fire really, really hurts when you place your hand in it.  Putting out the fire somehow is suddenly looking like a much more attractive option.]
{136288} [The fire sizzles and then dissipates.]
{136289} [Reach for it]
{136290} [Leave it alone]
{136291} [Douse the fire]
{136292} | After Hewe and Gulver surrender |Heh... ::cough::... you should have just charged those... stinking amateurs.
{136293} Takes more than... couple magic missiles in the gut... to kill a... ::cough::... Harborman. Eh?
{136294} Hostages... ::cough::... three or four. And more thieves... a dozen or more... back of the house.
{136295} | Before Hewe and Gulver surrender... though player shouldn't be able to talk to him, really |Unhh... 
{136296} Hang in there, Cormick. We'll get you healed up.
{136297} How badly are you hurt?
{136298} Did you see anything inside the house?
{136299} Farewell.
{136300} Don't bother me. I've got messages to deliver.
{136301} Noble Courier
{136302} [ Each of these crates is labeled with large, red letters: "Academy Property. Danger! Do not open!" ]
{136303} | SCRIPTER: At this point, the crates should spring open, and a bunch of imps go scattering around the square. Two or three of them go after Jenks, who cries "Eeek!" or something similarly girly, and runs off, chased by the imps. Note that we should probably just end the dialogue after player hits [Open the crates] and we should just see the results. |
{136304} | SCRIPTER: This should only be an option if player has the Kennel-keeper's Key. |[Open the crates.]
{136305} [Leave.]
{136306} Help us!
{136307} Let us out!
{136308} Don't take us back to the school!
{136309} Please! Don't let him beat us again!
{136310} We just want to be free!
{136311} Oh, gods! The pain!
{136312} You in the robes! Take pity on a poor little imp!
{136313} It's so dark! We're frightened!
{136314} Have mercy!
{136315} My wings! They're broken!
{136316} | SCRIPTER: This cut scene takes place in Axle's "homebase" in NWN City, and it does not involve the player. It only happens if the player is a Shadow Thief. The cut-scene itself is C priority, and I MEAN IT. It's sole purpose is to foreshadow the Axle vs. Moire fight in ActIII, since Act 2 is a little light on Moire and Axle and there's a good chance the player will lost track of them otherwise. For this "cut scene," all I want is a fade in, 2 people talking, and then a fade out. I don't want any movement or crazy camera angles, keep it simple. Axle is assumed to be the owner of the conversation, so he is not speaker tagged in the conversation below. As to when this cut scene should play, see Eric Fenstermaker. For questions on the cut scene content itself, see Chris Avellone.  |
{136317} | Fade in. |
{136318} {Recognition, no friendliness}Ah, Moire. Good of you to come.
{136319} {Irritated, impatient}You summoned me, now I'm here. What did you want, Axle? The longer I waste time speaking to you, the more gold I'm losing down at the Docks... your gold.  
{136320} Of course. We must always keep our priorities straight. Sit down... a drink, perhaps?
{136321} {Defiant, firm, not a question}I'll stand. What do you <i>want,</i> Axle.
{136322} Very well. The Docks... and Neverwinter... is what I wished to discuss with you.
{136323} I am concerned that we are suffering from a difference in perspective. {Beat}Neverwinter is our home, not our castle. 
{136324} {Defiant, dismisive}It doesn't matter what Neverwinter is. What matters is that we can make it whatever we want.
{136325} {Shaking head}No, Moire, we cannot. We are not fighting a war within this city, we are making a living from it, and always leaving enough so that it has room to grow. 
{136326} That is why your actions concern me - the beatings at the Docks, the merchants killed to send the message to others...
{136327} If a few of my men felt the need to act, so be it. You can't prove it was me anyway.
{136328} That is irrelevant. Your actions - do not send the right message, and that is what matters.
{136329} {Low hiss, anger coming out}Are you a politician now, Axle? Give it up. The Council and Nasher will never accept you - and you shouldn't get them to try.
{136330} Why are you so afraid to strike against them? We could rule this city <i>tomorrow</i> with the network we have. We could dictate trade terms, control the merchant caravans, even fleece Nasher himself, and strangle every last coin out of these people - if you weren't such a coward.
{136331} There is a line between wisdom and cowardice, Moire. These are delicate times, and your displays will bring more harm than you know - to us, and to yourself.
{136332} Was that a threat?
{136333} {A little sadly}No, Moire, it was not. It is simply truth. 
{136334} Then here's some truth for you, Axle - when the time's right, I'm going to act. And if you can't stop me, then I'm going to be sitting where you are.
{136335} So why don't you think on that truth for a while as I get back to business, all right? I can show myself out. 
{136336} | Focus on Axle looking stonefaced, then fade to black. |
{136337} | SCRIPTER: Cutscene of Bishop ignoring the fact that the player is being attacked during his vigil. |
{136338} | SCRIPTER: Plays when Bishop is winning the War of the Roses, PC is female, Bishop influence is > than Casavir. Camera shot of Bishop, back to the camera, as Casavir comes up behind him, only his feet visible. Casavir's back is to the camera as well. Bishop is assumed to be the owner of the conversation, and he is not tagged. |
{136339} | Bishop does not turn around|{Nonchalant, getting ready to bait Casavir, contemptuous}Something you need? I heard you stomping your way through the overgrowth like a swamp boar. 
{136340} {Already knows the reason} I figure whatever it is it must have you all troubled up to your halo to make you come all the way out here. {Beat}Maybe it's jealousy.
{136341} {Angry, cold - this next sentence is a lie}It has nothing to do with her.  
{136342} Really? Guess I called it wrong then - but thing is, when I shoot an arrow, it doesn't miss. 
{136343} {Angry}I am watching you, Bishop. I do not trust you - and she shouldn't, either.
{136344} {Shrugs}Sounds like good advice to me. Same thing I told her about you.
{136345} {Angry}What do you mean?
{136346} You can distrust <i>me</i> all you want, thing is, I'm still a league's throw more honest with myself than you are - {scoffs}some paladin who can't figure out how he feels about a woman half the time.
{136347} It's the problem with you holy warriors - and why you're such trouble on the battlefield. 
{136348} All that pent-up frustration, when all you really need to admit is that you need a drink from a wench's cups just like the rest of us.
{136349} {Getting pissed}Do not speak of her that way.
{136350} {Irritated at Casavir}Nah, don't be defending her honor, she can do it herself. And unlike you, paladin, I <i>know</i> she can, so I don't need to be getting all tough and clench-jawed. 
{136351} | Gets up, gets in Casavir's face |I know what she likes. She likes someone who's not afraid to make the hard decisions, who's not afraid to do what needs to be done.
{136352} {Scoffs}Because men like me are a sight more honest than anyone with a temple's cloak on their shoulder. 
{136353} Now get out of here, and let her make her own decisions. {Beat}I do. 
{136354} | Fade to Black |
{136355} |Cain plays an excellent riff.|
{136356} |his challenger tries to emulate and fails.|
{136357} {insulting a bad musician}And what do you call that then, love? "Ode to an Angry Banshee Giving Birth"?
{136358} |the crowd cheers vigorously|
{136359} |crowd boos|
{136360} |crowd laughs|
{136361} |challenger runs off|
{136362} See if you can top this one, love.
{136363} {paralyzingly nervous - he's out of his league and he knows it.}{nervous laugh}Th-That's all you got? Watch this.
{136364} Well, ladies and gents, I don't know what to tell you exactly. You were promised a battle of bards, instead you've had a massacre of instruments. And here, I thought the twelfth challenger might have something different to offer.
{136365} {trying to come up with a good insult but can't think of anything}Yeah, well, what was your song? "Ode to a... um... lute player who's not that good"?
{136366} |crowd boos|
{136367} {flustered, making a poor excuse to run away - he's been embarrassed in front of a crowd}I... really must be off. It's getting late and my mom... no! I mean... my wife, my wife will be looking for me. Yes. Excuse me.
{136368} {issuing a challenge to the crowd}Come now, surely one of you out there has got himself a lute and a mind to step up and have a go with {KANE}Cain {lay-THELL-awn}Lethellon.
{136369} {playing the crowd - he's good and he knows it}Step right up, then. Just remember to go easy on poor old Cain. Never had one bit of training my whole life.
{136370} |Crowd laughs|
{136371} | SCRIPTER: Casavir is assumed to be the owner of the conversation. Plays when Casavir is winning the War of the Roses, PC is female, Bishop influence is less than Casavir. Cas is sitting, cleaning his weapon or standing guard (or something suitably stoic), when Bishop comes up behind him. There's a moment of silence, then Bishop begins his attack. |
{136372} {Nonchalant, getting ready to bait Casavir}Heard you had some trouble back in Neverwinter walls - bad enough to make you flee to Old Owl Well. 
{136373} {Cold, a little dismissive}There are troubles within and without Neverwinter's walls, both must be faced. 
{136374} {Still baiting Casavir}It's just that I thought paladins were loyal to a fault... but had a hard time believing Neverwinter was right all the time, did you? 
{136375} | Says nothing, face becomes angry. |
{136376} {Slight smug sneer}It surprised me, because I thought paladins were supposed to be <b>devoted</b> to a cause, to a nation, to its people, no matter where it leads - or what your King commands.
{136377} {Cold, Bishop's getting under his skin}My problems are my own, not Neverwinter's - or yours.
{136378} {Nonchalant, sarcastic}Oh 'course not - a virtuous man like you probably wouldn't dream of lying to yourself.
{136379} {Here's the hook, he's jealous of the female PC's attention for Casavir}It's just, as I see it, a man's gotta be honest not only with himself, but with his comrades and his allies.
{136380} And if a man loses faith in allegiance to something as big as Neverwinter, well, he might go a little too far in the other direction... and lose himself to a woman next.
{136381} {Slight taunt}Might even follow her into death, drop all his paladin vows right then and there. Is that something you want on your head? 
{136382} {Cold, appraising}Do my feelings for her really cause you that much concern?
{136383} | SCRIPTER: Walks away |{Mocking}Concern? No, I'm just worried about what kind of trouble it's going to bring if you aren't honest with yourself <i>this</i> time around.
{136384} | Fade out |
{136385} Eek! Who invited them!?
{136386} You're not our parents. We can do whatever we want, and it's none of your business.
{136387} Oh, gods. Do you think Lisbet's father sent <him/her>?
{136388} She's somewhere deeper in the crypt. What do you want with her, anyway?
{136389} It doesn't matter - this is a private party! You can't just shove your way in here. Get lost!
{136390} No, just look at <him/her>. <He/She> probably followed Lisbet into the crypt. <He/She>'s a tomb robber, I'd say, and not a very smart one...
{136391} | AUDIO: Need an appropriate scream sound effect here. It should be female, and it should sound muffled, as if it's coming from deeper within the crypt|| SCRIPTER: Get a shot of the door for this line. |[ A long, piteous scream echoes from somewhere deeper in the crypt. ]
{136392} Anyway, this is a private party. Nobody invited you!
{136393} We should get the kids out of the crypt - now.
{136394} Someone's in trouble.
{136395} [Success] You're friends with Lisbet? But you're dressed all wrong. And you smell like fish... and bad wine.
{136396} Lisbet's farther back in the crypt. Hey, are you sure you're-
{136397} [Failure] All Lisbet's friends are already here, and there's no way she'd invite somebody who looks like you. Or smells like you.
{136398} <He/She>'s a tomb robber... probably sneaked in from the Docks. You have any idea who our parents are? You'd better turn around and walk away before- 
{136399} Wait! That sounded like my sister. Please, you can't just leave us, there's like a dozen of our friends in there!
{136400} You can't tell us what to do, it's our friends in there! We're staying right here.
{136401} It's our friends in there! And you've got weapons... look, we're sorry we acted like we did. But please, you've got to help!
{136402} |fall-through|Hey, we didn't... really want you to leave, you know. I mean, you can stay if you want.
{136403} And there goes the first victim. Next time, you kids should choose someplace other than a tomb to show your affections.
{136404} Did you hear that? Someone's in trouble in there.
{136405} Someone is in danger - we need to find them.
{136406} Nobody invited me. I'm looking for a girl named Lisbet.
{136407} Perhaps all of you would be better off getting rooms at the Moonstone Mask.
{136408} [Bluff] Lisbet invited us. Do you know where she is?
{136409} | Chaotic Response |I go where I please. Care to try and stop me?
{136410} | Good response |You kids get out of here. It isn't safe.
{136411} | Evil Response |Stupid children. You can fend for yourselves, now.
{136412} Well, that settles it. We're leaving.
{136413} | SCRIPTER: At this point, the kids should all cluster somewhere near the door. |Right. Let's go find out what that was.
{136414} A moment ago, you were awfully eager to get rid of us.
{136415} Just get yourselves to safety.
{136416} | SCRIPTER: At this point, the kids should all cluster somewhere near the door. |Oh, all right. But stay out of my way.
{136417} I can't leave? Just watch me.
{136418} | SCRIPTER: At this point, the kids should all cluster somewhere near the door. |All right, just be careful.
{136419} | SCRIPTER: At this point, the kids should all cluster somewhere near the door. |Don't say I didn't warn you.
{136420} | SCRIPTER: At this point, the kids should all cluster somewhere near the door. |Do what you like, but stay out of our way.
{136421} | SCRIPTER: At this point, the kids should all cluster somewhere near the door. |Keep yourselves safe. I'll find your friends.
{136422} I don't have to help anyone. Farewell.
{136423} Raise them?
{136424} Vera... <he/she>'s <i>rescuing</i> us. What do we do now?
{136425} The thralls... they're all dead. You slaughtered them! Do you have any idea how long it took us to raise those things?!
{136426} | SCRIPTER: The other 6 goth kids walk in from behind. |My fault, Vera.
{136427} <He/She> came in looking for Lisbet. But it was only the six of us, and I didn't think <he/she>'d have a chance against your, uh... friends. The dead ones, I mean.
{136428} Lisbet, Lisbet, Lisbet. Wouldn't you like to know?
{136429} <He/She> can't handle all of us. We'll give <his/her> corpse to Arval, and he'll bind <his/her> soul to serve the King! I'll bet he lets us watch.
{136430} You're the stupid one, rushing in to rescue poor little Lisbet. You don't scare us.
{136431} Kill us, and we'll rise again in Shadow. Our King promises.
{136432} His darkness is truth. His Shadow will cleanse the world...
{136433} Oh, please! You're still trying to <i>rescue</i> us!? You're not our parents, you're just some smelly thug!
{136434} That's right! He promises!
{136435} We warned you. You weren't invited, but you came in here anyway...
{136436} Against a bunch of smelly thugs like you? Yeah, we like our chances pretty well.
{136437} Enough! What have you done with Lisbet?
{136438} | Good Response |Whatever darkness has ensnared you... it isn't too late to turn away.
{136439} You have no idea who you're dealing with. Don't do anything stupid.
{136440} | Chaotic Response |Well, now there's eight of you. Do you like your chances better?
{136441} | SCRIPTER: Here, all 8 of the goth kids should go hostile. |
{136442} Oh, gods! It's <him/her>! What do we do?
{136443} Shut your mouth, Savanna, you sound like a scared little girl. If we die, we'll rise again in Shadow - you heard what Arval said.
{136444} [Success] Well... no...
{136445} Don't listen to <him/her>, Savanna. Think about Lisbet and me. We're your friends, remember? 
{136446} Dammit, Savanna, you stay where you are, or I'll bleed you myself!
{136447} [Success] Home? To my... to my parents?
{136448} No! No! I'm sick of you pushing me around, Raven! You're not even half as pretty as Lisbet, that's why Arval picked her instead of you!
{136449} [Success] <He/She>'s right, Raven! I don't want to die! I just wanted to meet boys - normal boys, not these weirdos who wear makeup and dress in black!
{136450} Savanna, you stupid cow, you take that back.
{136451} You want to die with <him/her>, Savanna? Fine! You'll be a lot smarter as a ghast, anyway.
{136452} No! I don't want to "rise again!" I just wanted to meet boys! I'm going with <him/her>, Raven, and don't you try to stop me!
{136453} [Failure] Arval said... he said we wouldn't die. He said we'd just come back to life, only we'd be even more beautiful than before.
{136454} [Failure] She isn't going to die. The King of Shadows infuses this place. He watches us, and he protects us, and he loves us. Right, Savanna?
{136455} Raven's... Raven's right. And... my parents wouldn't take me back, anyway, not if they knew the things I've done. This is my home, and you're the one who doesn't belong.
{136456} We're going to gut you, and then we're going to <i>bind</i> you. Some serve willingly, others don't. But all will serve, in life or death.
{136457} [Success] I... I don't know...
{136458} Maybe <he/she>'s right, Raven. We could let <him/her> talk to Arval, and then <he/she>'d see that Lisbet doesn't need to be rescued.
{136459} Good thinking, Savanna. They'll walk in with their weapons and just "talk" with Arval. And when he refuses to give Lisbet up, what'll happen then?
{136460} [Success] You... you really will?
{136461} Cute. You've got a quick tongue, for a two-copper thug. But you'll make just as good a ghast as anybody else...
{136462} You don't know anything. We've been <i>chosen</i> by the King of Shadows. We're to live forever, as his servants and lovers.
{136463} But you'll be bound as a slave, just as soon as we <i>bleed</i> you...
{136464} See? We've been <i>chosen</i> by the King of Shadows. We're to live forever, as his servants and lovers.
{136465} You can't tell us what to do, not down here. We've been <i>chosen</i> by the King of Shadows. We're to live forever, as his servants and lovers.
{136466} [Diplomacy] You're a beautiful young woman, Savanna. You don't really want to die, do you?
{136467} [Diplomacy] What kind of friends would ask you to throw away your life?
{136468} [Diplomacy] I'll take you home, Savanna. You don't have to die here.
{136469} | SCRIPTER: Here, Raven and the Shadow Initiates should go hostile. Savanna should join fight on player's side. Also, note that the nearby door should be unlocked at the end of this fight... or better yet, we could put a key on Raven's body. |
{136470} Forget it. Let's just get this over with.
{136471} | SCRIPTER: Raven, Savanna, and the Shadow Initiates go hostile. Also, note that the nearby door should be unlocked at the end of this fight... or better yet, we could put a key on Raven's body.|
{136472} | Good Response |There's no need for anyone to die. I'm here for Lisbet.
{136473} [Diplomacy] Do you truly believe that, Savanna?
{136474} [Diplomacy] We don't want to fight you, Savanna. Give yourself up, and we'll let you walk away.
{136475} | Lawful Response |You're hardly more than children. Stand aside, and I promise you won't be hurt.
{136476} | Chaotic Response |Is that what he said? I'm betting he lied.
{136477} | Evil Response |So I'll kill you twice. That's fine by me.
{136478} Think about this. You're throwing your lives away.
{136479} May the King of Shadows forgive you. Embrace him, and know light for the illusion that it is.
{136480} A common misconception. Light is but a fickle, passing thing. When the sun has set, and man's little torches have guttered out, then do we see the true face of our world.
{136481} In shadow, the world began, and to shadow, it will inevitably return. 
{136482} I thought as much. Many refuse to serve in life, but death makes them far more compliant. We will speak again, I think, after you have breathed your last.
{136483} I pity you, truly, if your view of the universe is so... jaded. I prefer to surround myself with the young, as you can see. They hunger for truth and challenge indifference.
{136484} You are not so old, yourself. Has life been so cruel as to embitter you before your time? Ah well. Perhaps death will be kinder...
{136485} Quite the contrary. She will be the first to achieve divine union with our King... not the crude undeath which lies in store for you, but a true joining of souls.
{136486} Fair? By whose assessment? Your priests and their false gods? I look upon your trials and your justice, and I witness folly. There is no truth but Shadow, and no justice that is not handed down by his servants.
{136487} And it is only the first step. I have unearthed truths known long ago, and I have already sent word of my discoveries to my brothers and sisters in Shadow.
{136488} Besides, Lisbet has a part to play here. She will be one of the first to achieve divine union with our King... not the crude undeath which lies in store for you, but a true joining of souls.
{136489} Lisbet has a part to play here. She will be one of the first to achieve divine union with our King... not the crude undeath which lies in store for you, but a true joining of souls.
{136490} And I say again, may the King of Shadows forgive you, for you speak in ignorance. I pity you, truly.
{136491} I seek to save you from your ignorance, nothing more. But like a child, you persist in your fear of the dark - I pity you, truly.
{136492} Ah, well. Death will render you far more compliant. We will speak again, I think, after you have breathed your last...
{136493} Murderer! You killed that woman!
{136494} | Lawful Response |Release Lisbet, and surrender yourselves. I'll see that you receive a fair trial.
{136495} Shadow is the illusion. The sun burns shadow away.
{136496} | Chaotic Response |Don't spout philosophy at me. Light, shadow... it's just words and posturing.
{136497} | SCRIPTER: Arval and the Shadow Initiates (except for Lisbet) go hostile here. |
{136498} Save your breath, and draw your blade.
{136499} Your ravings won't save you from me, zealot.
{136500} I don't have time for this. Hand over the girl.
{136501} I'm giving you one last chance. Surrender yourself.
{136502} Trust me... you really don't want to fight me.
{136503} I've heard enough. It's time to end this.
{136504} You're a murderer. You killed that woman.
{136505} | SCRIPTER: This should play after the shadow versions of Arval and the Shadow Initiates are slain. |It... it didn't work. He's gone. He's really gone.
{136506} No... no, you don't understand. The ritual didn't work. I wasn't strong enough. Those shadows were just... echoes. 
{136507} Arval and the others... they should have been joined with the King of Shadows. Don't you see? That's why we made all these symbols, all these markings. I said the words, but I... I was too weak.
{136508} I... I don't know. Arval said he loved me. He said we'd be united in Shadow, joined with this beautiful, ancient being.
{136509} Those words I said... they'll have raised everyone in the crypt. All the people you've killed will be waiting for us, as shadows.
{136510} If what she is saying about the ritual is true, we should search this room - there may be something we can bring to Lord Nasher.
{136511} If there's some ritual going on, we should probably take a look around here and see what we can find. 
{136512} Are you mad? I'm not staying here alone! I'll be a lot safer with you than I'll be here, with a bunch of dead people.
{136513} Go on. I'll follow close, and I won't get in your way.
{136514} | PC is male, Influence Loss: Elanee |Sometimes a soul is worth that much, so be careful before you condemn her.
{136515} | Influence Gain: Bishop |That's what I say... but you beat me to it.
{136516} Well, I'm not sorry. Maybe Arval didn't love me, but I loved him. That's more important than light and shadow and everything else. It isn't wrong, and it isn't stupid.
{136517} But I... I don't want to die down here, and those words I said... they'll have raised everyone in the crypt. All the people you've killed down here will be waiting for us, as shadows.
{136518} I... I don't know. He had books, but he never let any of us look at them.
{136519} Arval said he loved me. He said we'd be united in Shadow, joined with this beautiful, ancient being.
{136520} | SCRIPTER: Here, player knocks Lisbet out.|Ungh!
{136521} |fall-through|Go on. I'll follow close, and I won't get in your way.
{136522} Even in West Habor... at some point... you must have felt alone. And while loneliness can lead one to acts of desperation, it can also drive them to acts of strength as well.
{136523} | Good Response |I'm sorry, Lisbet. Those shadows would have killed me.
{136524} Or perhaps you aren't truly evil.
{136525} I don't think Arval really loved anybody, Lisbet.
{136526} Stay close, then. I'll get you out.
{136527} | SCRIPTER: Here, we need to turn Lisbet into a follower. If she dies at any point before reaching the crypt exit, advance quest to stage 80. If she lives, despawn her at the exit and advance to stage 90. |
{136528} You'd better wait here while I clear the way.
{136529} Then you'd better not get lost. Let's go.
{136530} Arval might have stretched the truth a bit.
{136531} Nevermind that. Let's get you out of here.
{136532} | Evil response |Stupid girl. You'd have traded your soul for a kiss and some pretty words.
{136533} Are you insane? Do you know what could have happened?
{136534} How did Arval learn about this ritual?
{136535} We should leave here. Now.
{136536} No, it worked fine. Or did you miss the shadows and the fighting and the killing?
{136537} | Lawful Response |Come. I promised I'd get you out, and I mean to keep my word.
{136538} | Evil Response |That's right. And good riddance to him.
{136539} | Evil Response |[Knock Out] Stupid girl! Stay in this tomb, if you're so fond of undead!
{136540} | Evil Response |[Stunning Fist] Stupid girl! Stay in this tomb, if you're so fond of undead!
{136541} | SCRIPTER: This cut scene automatically fires as soon as the player enters the Moonstone Mask with Sand for the first time. Sand owns the dialogue.|
{136542} {Slight sarcasm, Desintis is in brothel}I didn't think to see you outside of the Academy, yet here you are in these opulent surroundings. Catching up on your privacy, no doubt?
{136543} {Recognition, doesn't like Sand, thinks he's dangerous}Sand. Why are you here?
{136544} {Wry, this guy kicked him out of the Academy}Well, there are few places I <b>can</b> go since the Academy doors are closed to me. Upon <b>your</b> request, I recall.
{136545} {Firm}Yes, it was my request. {Beat}Have you come to contest it? 
{136546} {Still a little pissed}Oh no, I know <b>why</b> you refused to grant me a post. And I know why I have been struggling for work in this foul-smelling city. 
{136547} {Makes his strike, coldly flippant}And I know why you are here, lingering in this place, without your daughter, seeking "privacy." {Mocking, talking down}And they are all <b>very</b> sad reasons.
{136548} {Firm}You've had more than enough chances to prove yourself, Sand. And you have refused them all, except when pressured by the Nine.
{136549} Change your path, prove yourself, and perhaps then we can have a conversation.
{136550} {Mocking}Oh, High Mage, we just <b>did.</b> {Beat}But like before, you weren't listening. 
{136551} | Turns to player |{To player}Are we done? This place has suddenly become quite tiresome. 
{136552} {Cold, angry}Leave me. If you wish to speak to me again, do not bring this one with you unless he has something else to say. 
{136553} |Black screen delay|
{136554} | SCRIPTER: Fade in. |
{136555} | (only if player has no champ.) Shandra & Grobnar helping PC|
{136556} {Looking out across grounds from tent/preparation room}You know, at times like this, I feel like your squire.
{136557} | SCRIPTER/MICHAEL: Might be good to show a camera view of some of the crowds outside, we can break up this node to accomodate if need be. |{Chipper}I feel rather like a gnome, which is good, because I am one. {Beat}My, look at all those people. What I wouldn't give for an audience such as that... well, on a less bloody occasion, perhaps.  
{136558} {Ignoring Grobnar}You sure about this? It's not too late to choose someone else to fight  for you. {Beat, lying}Not like I don't have faith in you, or anything.
{136559} | Player is Male |{Pleased, then relieved}Shandra, you changed your mind? I'm glad! After all that terrible crying last night and that <i>phrase</i> you kept saying, what was it... "I don't see how he can possibly..."
{136560} {Stern, angry}Grobnar.
{136561} {Mollified, apologetic, getting quieter and squeakier}Sorry. Tactless. Again. Sorry. Did I say that?
{136562} {To player, worried}I want him to answer for what he did. I do. But that man is built like a mountain, and if he wins... well, he's out of our reach. 
{136563} {Snorts, lying}Yeah, but I wasn't <i>crying.</i> I haven't cried since I was a girl, and even then, only when peeling onions. 
{136564} {Sighs}Gods, you're frustrating. Fine. Go on, see if you can move all of {FAIR-une}Faerûn while you're at it. 
{136565} | SCRIPTER/MICHAEL: At this point, I would like some camera shots of the player "getting ready, maybe shots of his horse, something to build up the tension, like he's preparing for combat." Maybe we could do flourish animations when the player is getting ready. |
{136566} {Starts humming to himself as he watches the player get dressed and make flourishes.}
{136567} [Influence: Failure]{To himself breaks off his humming, disappointed}I wish I could think of a song, but words fail me. 
{136568} | Player walks out onto the battle field, sees the sweeping crowds. |
{136569} | MICHAEL/SCRIPTER: Player walks/rides out, as he does, have Grobnar start humming to himself, then turns it into a song. At the end, a shimmer of sparkles should surround the player, indicating he has had a spell cast on him. |{Keeps humming, to break into song.}
{136570} [Influence: Success]{Pleased, breaks into song.}Oh my, I think I've gotten some inspiration.
{136571} For all the roads we've traveled
For all the truths we've found
Never before have I felt this way
To the dead of Ember bound
{136572} | SCRIPTER/MICHAEL: At end, sparkles surround player.  |
{136573} | If influence with Grobnar > 50, then player gets Ironskin Chant and Inspire Heroics, even if Grobnar doesn't have it. |
{136574} | If influence with Grobnar is > 30, player gets Ironskin Chant, even if Grobnar doesn't have it in his arsenal.  |
{136575} | SCRIPTER: Break into second branch of duel, below. |
{136576} {Relieved}Good. Some of the others have already offered to fight for you, if you want. Just give me the word, and I'll get them here.
{136577} I'll get him now - you just get to the stands and we'll see how this plays out.
{136578} |Fade out|
{136579} I'll get her now - you just get to the stands and we'll see how this plays out.
{136580} | Player is Female |{Chipper}Shandra, you changed your mind? I'm glad! After all that terrible crying last night and that <i>phrase</i> you kept saying, what was it... "I don't see how she can possibly..."
{136581} | SCRIPTER: Follow the PC/champion as he rides into the arena|
{136582} | SCRIPTER: Lorne enters after the player, meets him at center. |
{136583} |Shot of the player lined up against Lorne|
{136584} Is the accuser or her champion here? 
{136585} {Angry, ready to fight}We are here.
{136586} | Male PC, If player is not the champion. |Is the accused or his champion here? 
{136587} | SCRIPTER: If Bishop is the champion.|Here. {To himself}Let's get on with this.
{136588} What takes place in the field here today shall resolve the crime of the razing of the village of Ember and the death of its people.
{136589} | MICHAEL: Camera should show player. |Torio Claven, ambassador of Luskan, has accused one in the service of Neverwinter, and has called for a trial by combat to resolve the matter.
{136590} | MICHAEL: Camera should show Lorne. |Acting on her behalf is her champion, Lorne, who will fight in her stead. 
{136591} We call upon Tyr to help us settle this matter. Tyr's judgment shall come forth - through blade and strength, through balance... and resolve.
{136592} | SCRIPTER: Lorne and the player (or subsitute companion) go to the starting areas, Torio and the player (if not fighting) go to the sides. Fight begins. |
{136593} | SCRIPTER: If Casavir is the champion.|I stand for the accused, my lord Nasher.
{136594} | SCRIPTER: If Khelgar is the champion.|{Grunts, pissed}Aye, the champion's here, and he's ready.
{136595} | SCRIPTER: If Qara is the champion.|{Nods}Yes, let's get on with this.
{136596} | Male PC If player is the champion. |Is the accused or his champion here? 
{136597} [Failure] {laughs}Too bad. You should've chosen your last words more carefully.
{136598} {Trying to sound tough still, but he is honestly surprised to hear the player mention his mother}What would you know of my mother?
{136599} [Success] {Getting incredibly angry, trying but failing to ignore someone trying to get in his head}Shut up! Just for that, I'm gonna carve my name into your hide while you still breathe.
{136600} [Success] {Getting incredibly angry, trying but failing to ignore someone trying to get in his head}Shut up! Just for that, I'm gonna carve my name into your hide while you still breathe.
{136601} [Success] {Getting incredibly angry, trying but failing to ignore someone trying to get in his head}Shut up! Just for that, I'm gonna carve my name into your hide while you still breathe.
{136602} Were you seriously worried about me?
{136603} Look, one person can make a difference here. 
{136604} I can stop him. I won't let him go free. 
{136605} Maybe you're right, let me ask someone else to  fight for me.
{136606} Khelgar was eager to fight last night - he'll be perfect.
{136607} | SCRIPTER: If companion influence is high enough, set the duelist to this companion. |Casavir, if he's willing.
{136608} | SCRIPTER: If companion influence is high enough, set the duelist to this companion. |Get Bishop out here. 
{136609} | SCRIPTER: If companion influence is high enough, set the duelist to this companion. |Qara can probably torch Lorne in a heartbeat, give her a chance.
{136610} Actually, forget it, I'll fight him. 
{136611} The accused is here and ready.
{136612} I am here to defend myself and for the people of Ember.
{136613} Enough - let's fight and be done with this.
{136614} [Diplomacy] Lorne, are you mad? I'm a Harborman, too. Don't do this.
{136615} [Perform] Your mother would be so disappointed in you if she could see you now.
{136616} [Bluff] Your mother was killed when the Githyanki attacked West Harbor. Her dying wish was that you be a good boy.
{136617} [Taunt] You think you can defeat me? You couldn't even beat Cormick in the Harvest Brawl.
{136618} [Taunt] Is that a beard, or did all the hair on your head just slide down?
{136619} [Taunt] I would tell you "good luck," but I don't want to use words that are too big for you to understand.
{136620} [Perform] She was so proud of you as a boy. She would be devastated to see you as you are now.
{136621} [Taunt] Let's just say she's a very lonely woman, and I had ways of elevating her mood.
{136622} [Bluff] I was an orphan in West Harbor. She raised me as her own, because she missed having you around.
{136623} {Looking down on a player triumphing in the trial by combat, stands}Justice has been served.
{136624} |Innocent Verdict|{Speaking to a crowd - not shouting, but speaking in a commanding tone}My judgment passed at the trial shall now take effect, as was intended. 
{136625} The Arcane Brotherhood of Luskan is to leave the city of Neverwinter within three days time, and they are not to be permitted within our walls again, by royal decree. 
{136626} The possessions of the champion of the Luskan ambassador, Lorne, are to become the property of the accused.
{136627} {Cold, under his breath, darkly as turns to Torio}And ambassador... you now have much to answer for.
{136628} | Turns back to player. |{Slight relief, then a command at the end}To the accused - I believe you are in need of a well-deserved rest. Please return to the Sunken Flagon - that is a command from your Lord, soldier of Neverwinter.
{136629} | SCRIPTER: Jump to CK basement for BG cutscene |
{136630} | SCRIPTER: The owner of this dialogue is assumed to be Grobnar and his lines are not speaker tagged. It should take place when the player returns to the Sunken Flagon from 2400 for the first time. |
{136631} | SCRIPTER: Scene of Grobnar tinkering away, whistling to himself. The Construct should be standing in front of him, and it should seem like Grobnar's working on it, if there's an equivalent animation. |
{136632} {Making up a stupid rhyme while he works}<i> Metallurgy, thaumaturgy, yes you heard me </i>
{136633} {Continues rhyming}<i> Building a golem I hope will serve thee... </i>
{136634} {Frowns}No, that rhyme doesn't quite work, does it? Maybe if I use "alchemy"...
{136635} | SCRIPTER: Bishop walks in, Grobnar turns, a little surprised. |{Slight irritation, Grobnar's playing with the equivalent of a bomb}Either way, it won't work. 
{136636} {Slight irritation, Grobnar's playing with the equivalent of a bomb}That construct you're messing with, gnome - it's dangerous. 
{136637} {Dismissive of consequences}Ah, this is in safe hands, Sir Bishop - <i>Gnomehands,</i> as it were, being my name. 
{136638} {Sarcastic}How reassuring. I'll be sure to remind myself who's to blame when it turns on us.
{136639} {Dismissive, almost reproving}Oh, there is little fear of that, I think.
{136640} {Slight puff of pride, implication that he's an accomplished craftsman}Any accomplished craftsman takes care to put safety wards so that they might command their own creation.
{136641} That's as comforting as leaving the village idiot in charge of {TREB-u-shay}a trebuchet. 
{136642} {Misses insult, but reprimands Bishop}Oh, come now, that's hardly a proper analogy. 
{136643} {Sing-song at end, comedic moment}It's more like leaving the village idiot in charge of a huge, savage, nearly-unstoppable wolf who can only understand simple commands like "kill," or "stop killing" or "oh no, put both halves of that man down this instant!"
{136644} {Soothing voice to golem, turns to baby talk at end}But really, this blade golem is such a gentle, unassuming creature... it would never do something so horrible, would you, Construct? {Baby talk}Wooould you? 
{136645} {Matter-of-fact, trying to illuminate a point for Grobnar}So what you're saying is if you're killed, we have no way of shutting this thing down.
{136646} {Still pleasant, explaining how everything works as if to a young student, chuckles lightly}Oh no, no, no, no, no - the wards of command aren't cued to <i>my</i> voice - only the <i>words</i> matter, much like one would utter when using a wand, staff, or other device.
{136647} Anyone can use them, it's only a matter of knowing what they are. {Thinking}I imagine that's how the Construct was issued its orders from its awful masters.
{136648} {Matter-of-fact}Hate to have that happen again - provided they don't already have the back-up wards in place. That's what I would do.
{136649} {Surprised}You really think they might?
{136650} {Matter-of-fact, chiding, but playing the angle here}It <i>always</i> pays to have a second who knows the commands, gnome. 
{136651} <i>Especially</i> if there's any chance the creator could be killed or wiped out - otherwise, you're leaving yourself vulnerable. 
{136652} {Thinking}Hmmm. I hadn't considered that.
{136653} {Thinking out loud, then alarmed}But what if I was harmed, unconscious, or my word, even killed...? Why, the consequences could prove disastrous!
{136654} {Shrugs}They could. {Beat, goes a little sinister here}But you could always take precautions. 
{136655} {Cold, a little sinister}Provided you knew someone you could trust.  
{136656} | Fade to Black. |
{136657} | This plays as player approaches the scene with Cormick and the thugs at Aldanon's house |I said stay back! Anyone steps in the yard, and we kill your Marshal!
{136658} Back, back, by the gods! I don't think they're bluffing.
{136659} Marshal Cormick! How badly are you hurt, sir?
{136660} I'd be... ::cough::... far worse... if these imbeciles... knew how to work that wand. 
{136661} Best not listen to him, Sergeant. Us poor imbeciles got plenty o' charges left on this here wand, so keep your stinkin' distance!
{136662} Shot at me... point blank... and still couldn't hit a thing. Just rush 'em, Sergeant... they're out of charges, anyway!
{136663} It's a botched robbery, near as I can tell. The thieves were inside the house when Cormick knocked. Must have noticed that the old sage's wards were down, and went to have a look.
{136664} Poor fellow never stood a chance. They shot him with that wand of theirs and left him in the yard.
{136665} Now they say they'll kill him if we come any closer. It's an impasse, and a sticky one, at that.
{136666} Stop, man, are you utterly mad!? Those men aren't bluffing, they'll kill Cormick!
{136667} Look here, I've no ego to bruise. I can walk a beat, catch a thief, or rescue a kitten from a tree, but when it comes to negotiations, I'm hardly any use.
{136668} If the old sage is still alive, he'll be in that house, with the rest of the thieves. They're as like to kill him as Cormick, unless we can talk them out.
{136669} Look here, I've no ego to bruise. I can walk a beat, catch a thief, or rescue a kitten from a tree, but when it comes to negotiations, I'm hardly any use.
{136670} | Player is with City Watch |The whole city's heard how you brought down Moire and her Shadow Thieves. Might be you could scare some sense into those thugs, maybe even get them to give themselves up.
{136671} | Player is with Shadow Thieves |Don't think I haven't heard the talk. I know you're in with the Shadow Thieves, and I'd bet those robbers know it, too. 
{136672} Gods be good, but I think our luck has turned, boys. <LastName>! We're in a spot of trouble, here.
{136673} Stop, woman, are you utterly mad!? Those men aren't bluffing, they'll kill Cormick!
{136674} Might be they'd listen to you, one miscreant to another, as it were. Tell them they've got to give themselves up... they've no hope of getting out of this alive.
{136675} Hey! You at the house! There's somebody here who'd like to have a word with you!
{136676} That right? Another o' you gutless hounds, is it?
{136677} That's good enough for me. Move aside, boys, and let the man through.
{136678} <FirstName>, that really you? Ha! You thugs are in for it, now!
{136679} Name's Hewe. This here's Gulver.
{136680} Idiot! What'd you tell 'em our names for?
{136681} Well, he told us his.
{136682} Well, she told us hers.
{136683} | If player male and with Shadow Thieves |<FirstName>... <LastName>? That's the fella what's been frontin' for Axle. Old Scab said he wasn't workin' Blacklake! Oh... gods.
{136684} | If player female and with Shadow Thieves |<FirstName>... <LastName>? That's the lady what's been frontin' for Axle. Old Scab said she wasn't workin' Blacklake! Oh... gods.
{136685} That's true enough, Hewe. What was Old Scab thinkin', anyway, holin' up in here with no way out? He got us into this - we don't owe him nothing!
{136686} We're listenin', <LastName>, but we got demands. We give ourselves up, you got to promise to let us go free. Them hounds got to give their word, too.
{136687} Not going to happen. They come out, they get to keep their lives, and that's all. We don't let criminals walk, not in this district.
{136688} {Player failed to get Brockenburn's cooperation}Well? What's it to be? The hounds give their promise, or no?
{136689} [Success] Prison's better than dead, Hewe. Might be them hounds'll let us off easy, too, like he says.
{136690} Aye, Gulver, we've hardly a choice... Hey, <LastName>!  We're leavin' the wand and comin' out, so you tell them hounds to keep their steel to themselves! 
{136691} |SCRIPTER: Hewe and Gulver should get up and walk over to where the player is standing. Once they've done so, one of the guards should run over and kneel by Cormick.|Well played, <LastName>! Twenty years on this beat, and I've never seen a standoff ended so quick. Truss them up, lads, but don't be rough.
{136692} Well played, <LastName>! Twenty years on this beat, and I've never seen a standoff ended so quick. Truss them up, lads, but don't be rough.
{136693} The way's clear, <LastName>. We'll handle these two and get Cormick to safety. I'd bet you can still take the ones in the house unawares.
{136694} [Success] Prison's better than dead, Hewe. Might be them hounds'll let us off easy, too, like she says.
{136695} [Failure] Aye, twenty years in a dungeon, that's a hound's notion of easy! We'll die here, like as not, but we'll take your stinkin' Marshal with us!
{136696} | SCRIPTER: Hewe fires the last of the magic missiles at Cormick, killing him.|Agh!
{136697} Hells take the law, and hells take you, too! A trial means the dungeons, and I'll not go! Not now, and not never again!
{136698} Ha! I knew it! You tried hard, <LastName>, I'll give you that. But if them hounds are so keen to see their Marshal dead, we'd just as soon oblige 'em!
{136699} Hells take your promises, and hells take you, too! Them hounds'll send us straight to the dungeons, and I'll not go! Not now, and not never!
{136700} Hear that, Hewe? They promised! Come on, let's go, afore they change their minds! I don't wanna die for Old Scab.
{136701} Aye, Gulver, we've hardly a choice... Hey, <LastName>!  We're leavin' the wand and comin' out, so you tell them hounds to keep their steel to themselves! 
{136702} |SCRIPTER: Hewe and Gulver should get up and walk over to where the player is standing. Once they've done so, guards should move up behind each, as if grabbing them.|Right... we'll just be on our way...
{136703} Hey! Hey, what's the jape? You said we'd go free!
{136704} That's right, but <i>we</i> didn't. You're criminals, and maybe they do things different in the rest of this city, but criminals stand trial in Blacklake.
{136705} You double-crossin' helldogs! I ever get out of this, I'll come and find you, I swear I will! Every last one o' you!
{136706} Truss them up, lads, but don't be too rough. <LastName>, that was brilliant! Twenty years on this beat, and I've never seen a standoff resolved so quick.
{136707} The way's clear, now. We'll handle these two and get Cormick to safety. I'd bet you can still take the ones in the house unawares.
{136708} [Success] I'm telling you, this is a mistake. Let one criminal slip through your fingers, and you'll find a dozen more trying to do the same. But... I'll not stand in your way.
{136709} [Failure] And I say thieves don't dictate terms, not in Blacklake, and not while I draw breath!
{136710} Hey, Hewe... I think he's talkin' 'bout the old sage. The one what owns the house.
{136711} Hey, Hewe... I think she's talkin' 'bout the old sage. The one what owns the house.
{136712} If the old fella's still here, then Old Scab's got him inside, like as not! We've not hurt a soul, I'll have you know, 'cept this nosy fool in the yard.
{136713} Gods! What kind of negotiation technique is that?
{136714} We're Old Scab's gang, outta the docks. Only we can't make an honest thieves' living there no more, on account of that <FullName>. So's we're plyin' our trade here!
{136715} Well? What's it to be? The hounds give their promise, or no?
{136716} Hells take them hounds, then, and hells take you, too! If you're so keen to see your Marshal dead, we'd just as soon oblige you!
{136717} Hear that, Hewe? They promised! Come on, let's go, afore they change their minds! I don't wanna die for Old Scab.
{136718} Nor do I, Gulver... Hey, <LastName>!  We're leavin' the wand and comin' out, so you tell them hounds to keep their steel to themselves! 
{136719} |SCRIPTER: Hewe and Gulver should get up and walk over to where the player is standing. Once they've done so, guards should move up behind each, as if grabbing them.|Right. We'll be on our way, then...
{136720} Hear that, Hewe? They promised! Come on, let's go, afore they change their minds! I don't wanna die for Old Scab.
{136721} Aye, Gulver, nor do I... Hey, <LastName>! We're leavin' the wand and comin' out, so you tell them hounds to keep their steel to themselves! 
{136722} |SCRIPTER: Hewe and Gulver should get up and walk over to where the player is standing. Once they've arrived, one of the guards paths over to where Cormick is lying, and kneels down as if tending him.|It'll pain me to let these two walk... but you did save Cormick's life. And if we're lucky, their friends inside haven't heard a thing. I'd bet you can still take them unawares.
{136723} It'll pain me to let these two walk... but you did save Cormick's life. And if we're lucky, their friends inside haven't heard a thing. I'd bet you can still take them unawares.
{136724} [Success] All right, we're listenin', <LastName>, but we got demands. We give ourselves up, you got to promise to let us go free. Them hounds got to give their word, too.
{136725} [Failure] Who said anything about givin' up, eh? We're the ones with the wand and the hostage, and a lot more boys in the house, besides!
{136726} | If player is male and with City Watch |<FirstName>... <LastName>? That's the fella what cleaned us out of the Docks! The one who did for Moire and Barlowe! Oh... gods.
{136727} | If player is female and with City Watch |<FirstName>... <LastName>? That's the lady what cleaned us out of the Docks! The one who did for Moire and Barlowe! Oh... gods.
{136728} Gods, are you mad? Who are you to be offering pardons? We don't let criminals walk, not in this district!
{136729} A full pardon, Hewe, did you hear? And all's we got to do is leave Old Scab to his fate. That don't bother me none - he got us into this mess.
{136730} Aye! Now you tell us who we're dealin' with, or we'll burn your Marshal dead!
{136731} Hear that, Hewe? The hound must have forgot about our wand, and our hostage, and the twenty lads we've still got in the house.
{136732} Aye, let's show them the sort of position we're in. If they're so keen to see their Marshal dead, we may as well oblige 'em!
{136733} Aye! Now you tell us who we're dealin' with, or we'll burn your Marshal dead!
{136734} Hear that, Hewe? The hound must have forgot about our wand, and our hostage, and the twenty lads we've still got in the house.
{136735} Aye, let's remind 'em the sort of position we're in, shall we? If they're so keen to see their Marshal dead, we may as well oblige 'em!
{136736} <FirstName>, that really you? Ha! You thugs are in for it, now!
{136737} Ach, Umberlee's briny arse! You're really <FullName>? Of all the gods-cursed luck...
{136738} Hear that, Hewe? Hound'll go "easy" on us, just like he did for poor Moire.
{136739} No deal, hound! We want a full pardon, and free passage out o' this city. You give us that, and your Marshal lives.
{136740} Not going to happen. You can tell them what you want, but we don't let criminals walk, not in this district.
{136741} Well, what's it to be, <LastName>? You givin' us a pardon, or do we burn the good Marshal?
{136742} [Success] I'm telling you, this is a mistake. Let one criminal slip through your fingers, and you'll find a dozen more trying to do the same. But... I'll not stand in your way.
{136743} [Success] Prison's better than dead, Hewe. Might be them hounds'll let us off easy, too, like he says.
{136744} [Success] Prison's better than dead, Hewe. Might be them hounds'll let us off easy, too, like she says.
{136745} [Success] All right, we're listenin', <LastName>, but we got demands. We give ourselves up, you got to promise to let us go free. Them hounds got to give their word, too.
{136746} [Failure] Way I heard it, hound, you dropped in on Moire in the midst of a hit, caught her with her breeches down, and killed her 'fore she could draw a blade. Seems to me any fool can get lucky.
{136747} Aye, we'll take your pardon, <LastName>, long as the rest of them hounds give their promise, too.
{136748} {a little scared at first, then bitter}[Success] No, I... no. I suppose I've been deluding myself, thinking that the law meant something other than a noble's whim.
{136749} {bitter, really means just the opposite of this}Me, I'm just a simple watch-hound. It's not my place to question my betters.
{136750} [Failure] Tell Nasher whatever you like! I say thieves don't dictate terms, not in Blacklake, and not while I draw breath!
{136751} Not going to happen. They come out, they get to keep their lives, and that's all. We don't let criminals walk, not in this district.
{136752} Shadow Thieves, eh? Might be we've a mind to take that offer, long as we don't have to serve any time in the dungeons. But them watch-hounds better promise, too!
{136753} Wait just a minute! I said talk them out of killing Cormick, not offer them employment. We don't let criminals walk, not in this district!
{136754} |Player failed to get Brockenburn's cooperation|Well? What's it to be? The hounds give their promise, or no?
{136755} Prison's better than dead, Hewe. B'sides, it's <FullName> out there. I don't want to pick no fight with a Shadow Thief!
{136756} Aye, Gulver, we've hardly a choice... Hey, <LastName>!  We're leavin' the wand and comin' out, so you tell them hounds to keep their steel to themselves! 
{136757} |SCRIPTER: Hewe and Gulver should get up and walk over to where the player is standing. Once they've done so, one of the guards should run over and kneel by Cormick.|Truss them up, lads, but don't be rough. The Watch may be brutal and craven in some districts, but not in Blacklake.
{136758} Truss them up, lads, but don't be rough. The Watch may be brutal and craven in some districts, but not in Blacklake.
{136759} The way's clear, <LastName>. We'll handle these two and get Cormick to safety. I'd bet you can still take the ones in the house unawares.
{136760} Hear that, Hewe? They promised! Come on, let's go, afore they change their minds! I don't wanna die for Old Scab.
{136761} Nor do I, Gulver... Hey, <LastName>!  We're leavin' the wand and comin' out, so you tell them hounds to keep their steel to themselves! 
{136762} |SCRIPTER: Hewe and Gulver should get up and walk over to where the player is standing. Once they've done so, guards should move up behind each, as if grabbing them.|Right. We'll be on our way, then...
{136763} [Failure] What... a stinking bribe? Just like the Docks, eh? Think you've got the whole Watch under your grimy thumb?!
{136764} Might be you're accustomed to thugs and cravens in the other districts, but here in Blacklake, we watch-hounds are honest folk!
{136765} You hear that, you cowering dogs? The city watch doesn't do as you say! You want to come out of there alive, you lay down that wand and give yourselves up!
{136766} Hells take your brave talk, you droolin' hound! If you're so eager to see your Marshal dead, we'd just as soon oblige you!
{136767} [Success] Twenty honest years on the watch, and what was it all for? Fine, set them free. If I see them on my streets again, I'll administer justice myself.
{136768} [Failure] That's rubbish! The prisons are run by the Nine, and they've not fallen to your roguish lot, not yet. We'll go gentle on those thieves, but they're not walking free.
{136769} Well? What's it to be? The hounds give their promise, or no?
{136770} Hear that, Hewe? They promised! Come on, let's go, afore they change their minds! I don't wanna die for Old Scab.
{136771} Aye, Gulver, nor do I... Hey, <LastName>!  We're leavin' the wand and comin' out, so you tell them hounds to keep their steel to themselves! 
{136772} |SCRIPTER: Hewe and Gulver should get up and walk over to where the player is standing. Once they've arrived, one of the guards paths over to where Cormick is lying, and kneels down as if tending him.|It'll pain me to let these two walk... but you did save Cormick's life. And if we're lucky, their friends inside haven't heard a thing. I'd bet you can still take them unawares.
{136773} It'll pain me to let these two walk... but you did save Cormick's life. And if we're lucky, their friends inside haven't heard a thing. I'd bet you can still take them unawares.
{136774} {trying to put on as brave a face as he can}[Success] So... so that's how it's to be, is it? I should have known better than to ask a Shadow Thief for help.
{136775} Fine. I won't put my family at risk, not for a couple of worthless thugs. Let them go, and Tyr's judgment be on your head, not mine.
{136776} [Failure] Twenty years I've patrolled these streets, and you think I've never heard a threat? I'm promised death by a dozen two-copper thugs a day, most of them tougher than you!
{136777} So until I die abed, or one of you thugs makes good, nobody's going to dictate terms to the city watch. Not in my district, understand?
{136778} [Failure] Aye, you will, eh? Maybe get us twenty years, instead of forty? I say no! We'll die here, like as not, but we'll take your stinkin' Marshal with us!
{136779} [Success] All right, we're listenin', <LastName>, but we got demands. We give ourselves up, you got to promise to let us go free. Them hounds got to give their word, too.
{136780} [Failure] We've heard talk, aye. But who's to say what's truth? Could be you Shadow Thieves are spreadin' rumors and lies, the better to scare your competition!
{136781} Aye, maybe I am! And maybe I'm calling you watch-hound patsies, as well, and a bunch of yellow-bellied tyrants! Who are you to lord it over the rest of us thieves, eh?
{136782} Hells take your Shadow Thieves, and hells take your Marshal, too! If you're so eager to see him dead, we'll be glad to oblige!
{136783} | This plays if player has broken off negotiations, but Cormick isn't dead yet, and player clicks on Brockenburn |For the gods' sake, <FirstName>, talk to them! It's not too late to save the Marshal!
{136784} | This plays if the player fought Hewe and Gulver, and Cormick is dead. |Ah, gods, we've killed the Marshal! The whole affair's a bloody botch...
{136785} Well, we'd best salvage what we can. Go for the house, double quick, before they start killing hostages! 
{136786} | This plays if Cormick is alive |Go for the house, double quick! We've still got a chance to catch them unaware!
{136787} | This plays if the thieves are nearby and hostile |Kill 'em, boys! For Cormick!
{136788} Brockenburn! What's going on here?
{136789} You'd better let me handle this, Sergeant.
{136790} Cormick's a friend. Do you mind if I try talking to them?
{136791} I'm here to see Aldanon, nothing more.
{136792} I'm going in. Stand aside!
{136793} You're right. I'll give it a try.
{136794} Very well, but I can't make any promises.
{136795} Out of the way! I'm going inside.
{136796} Great. Why isn't anything ever easy?
{136797} Fine. I'll do it for Cormick.
{136798} I'll try, but I can't make any promises.
{136799} Not a hound. My name is <FullName>.
{136800} Forget it. I'll fight my way in.
{136801} Forget it. I'll fight my way in.
{136802} I'm <FullName>. Who am I speaking to?
{136803} Who are you, and what do you want?
{136804} [Diplomacy] We can work this out. What will it take for you to give yourselves up?
{136805} |Player is rogue|Listen to me, one thief to another. You're boxed in. You've got to cut your losses.
{136806} [Spellcraft] There's only a few charges left on that wand. You might kill Cormick, but you'll never take all of us.
{136807} |City Watch only|[Intimidate] You know what I did to Moire. Do you think you're tougher than her?
{136808} [Intimidate] I'm in charge of this negotiation, and if I say they go free, they go free!
{136809} [Diplomacy] It's a small price to pay for Cormick's life. Besides, we can still arrest the ones in the house.
{136810} Fine, I'll tell them.
{136811} [Diplomacy] You know they can't do that. But I can try to get them to go easy on you.
{136812} I want to question these two, first.
{136813} Right. Wish me luck.
{136814} Just stay out of my way, Sergeant.
{136815} [Lie] They gave their word. Come on out.
{136816} | Lawful choice |You broke the law, and you have to stand trial.
{136817} Your lives will be spared, but that's the only promise I'll make.
{136818} | Chaotic choice |No. These watchmen are stiff-necked dogs.
{136819} I'm just here for Aldanon.
{136820} Surrender yourselves now, or I'll slaughter you to the last man!
{136821} They've given their word. Come on out.
{136822} [Lie] Don't worry. Nobody's going to arrest you.
{136823} I've changed my mind. No promises.
{136824} Guards! Arrest these men.
{136825} Idiots. You actually believed I'd set you free?
{136826} I'm very sorry. If we let you go, other thieves will try the same thing.
{136827} [Intimidate] You know me, and you know what I've done in the Docks. Think before you cross me.
{136828} I'm offering a full pardon, if the two of you give yourselves up.
{136829} [Bluff] I'm a member of the nobility. Do you want me to tell Lord Nasher that you refused to obey me?
{136830} My name is <FullName>.
{136831} I'm <FullName>. Who are you?
{136832} You're not in any position to make demands.
{136833} You kill him, and we'll slaughter every last one of you!
{136834} My name is <FullName>.
{136835} Bad luck, boys. You're dealing with <FullName>.
{136836} You're not in any position to make demands.
{136837} You kill him, and we'll slaughter every last one of you!
{136838} Put down the wand, and the Watch will go easy on you.
{136839} [Diplomacy] If you kill Cormick, you'll never get out of here alive. Give up, and I promise I'll speak on your behalf.
{136840} [Lie] You'll have your pardon. Now come on out.
{136841} This Old Scab led you into quite a mess. You don't owe him anything.
{136842} Pledge yourselves to the Shadow Thieves, and I'll see that you're protected.
{136843} [Intimidate] Cross me on this, Sergeant, and the Shadow Thieves will hear. They'll come for you in the night. Maybe this tenday, maybe the next...
{136844} [Bluff] The Shadow Thieves own this city's prisons. Arrest those men, and they'll be free by tomorrow morning.
{136845} [Diplomacy] What does the city pay you, Sergeant? I'll double it, if you'd look the other way, just this once.
{136846} Fine. I'll tell them.
{136847} Sorry, boys. They'll only promise to spare your lives.
{136848} You know they can't do that. But I can try to get them to go easy on you.
{136849} [Lie] Don't worry. Nobody's going to arrest you.
{136850} No. These watchmen are stiff-necked dogs.
{136851} Guards! Arrest these men.
{136852} Idiots. You actually believed I'd let you go?
{136853} The Shadow Thieves own this city. Nobody pulls a job behind our backs.
{136854} They've given their word. Come on out.
{136855} | Lawful evil |Of course they did. You owe me a debt, now... both of you.
{136856} I've changed my mind. No promises.
{136857} You're calling the Shadow Thieves liars?
{136858} Forget it. I'll fight my way in.
{136859} I want to question these two first.
{136860} Right. I'm on it.
{136861} Just stay out of my way, Sergeant.
{136862} I want to question these two, first.
{136863} Right. Wish me luck.
{136864} Just stay out of my way, Sergeant.
{136865} | SCRIPTER: We see the Escaped Imp pop out of invisibility near the crates, and start fiddling with them again. |
{136866} | Jenks notices what the imp is doing, but it's too late. |Hey! Stop that imp!
{136867} | SCRIPTER: The crates burst open, and imps fly in all directions! |
{136868} | Jenks, who is guarding the boxes, notices the Imp and comes running over. |Hey! You! Get away from there!
{136869} | SCRIPTER: We see the imp beat a quick retreat and cast invisibility, disappearing. If this works better as a separate node from his exclamation, feel free to add. |Aii!
{136870} | SCRIPTER: This transitions off the first sequence in Act 1, it's the summoning of the animus elemental. It should probably occur on the next few level loads after the first one. It takes place in the same chamber as the first one, except this time Natale is standing alone. Johcris enters. The owner of the dialogue is assumed to be Johcris, so is not tagged, and check with Michael Chu for when the pacing for this should be added - it probably should occur the first time the player leaves Neverwinter in Act 2. |
{136871} {Angry}Qara yet lives - you swore to me the Hosttower would handle this.
{136872} {Calming}We did, and we shall. I merely wished you to be here when the ritual took place, so you can see it for yourself. 
{136873} Have you brought what I asked?
{136874} Yes - here is a hair from one of the pillows she slept on at the Academy... and here is a thread from one of her robes she left behind as well.
{136875} Excellent, yes, these will do. I can begin at once.
{136876} {Smoothly}But I shall also need a drop of blood from you to power this ritual.
{136877} {Slightly suspicious}My blood... why?
{136878} {Casually, knowingly, but she is totally lying}Only from the blood of one strengthened by justice can justice be done.
{136879} {Irritated}Very well...
{136880} ...but this stinks of necromancy. 
{136881} {Disapproving}Nothing of the sort. Necromancy is so... obvious, no subtlety.
{136882} | SCRIPTER: Natale begins to weave her spell. |{A little respectful of her own art}This is something much different... I am calling an elemental, fueled by Qara herself. 
{136883} | SCRIPTER: A close up on the wraith. |A reflection if you will... drawing from the same fire, the same blood.
{136884} {Smug, smiling}I think she will find this animus elemental more than a match for her. 
{136885} {Slightly awed, staring at spectral assassin}When will it be sent after her?
{136886} {Slighlty chiding}Patience, my lord.
{136887} | SCRIPTER: A close up on the wraith. |Where she walks, this elemental shall soon find its way there. 
{136888} | SCRIPTER: Fade to Black, jump to Solace Glade |
{136889} I told you to go <i>home</i>, {KYE-lee}Kyli!
{136890} No! You're not supposed to be going into the graveyard. I swear I'll tell Father!
{136891} You little rat! You wouldn't!
{136892} {last part spoken like a threat to Kyli}She'll ruin everything, Lisbet. Shut her up, or I will.
{136893} {childish bravado}You be quiet! I'm not scared of you! {turns to sister, pleading}Come on, Lisbet, just come <i>home</i>.
{136894} {she's siding with her friends}I swear, Kyli, if you don't leave me alone, we're going to grab you and -{notices player and shuts up}
{136895} {like a misbehaving teenager suddenly confronted by an adult or teacher}Nothing. Nothing, we were just trying to get rid of my little sister.
{136896} That's right. So go away, and mind your own business.
{136897} That goes for you, too, Kyli. We'll go where we want.
{136898} No you won't! Not when I tell Father that you've been hanging around in the graveyard with <i>boys!</i>
{136899} {ditzy, gullible - she's legitimately scared that she's in trouble}It's not? It's not, really?
{136900} | Player is male |Of course it's legal, Savanna. He's trying to scare you. Come on, let's go.
{136901} And don't let me catch you following us, Kyli. Or I'll let Raven hurt you.
{136902} | SCRIPTER: Lisbet, Savanna, and Raven walk off into the graveyard |Stupid, stupid, <i>stupid!</i>
{136903} Stupid, stupid, <i>stupid!</i>
{136904} Them, I mean, not you. They're so <i>stupid</i>! I'll never be like that, never.
{136905} Hanging around with <i>boys</i>. Kissing, probably. Lisbet thinks I don't know anything, but I'm a lot smarter than stupid Savanna.
{136906} {rolling her eyes}Yeah. That's just dumb stories they make up to get rid of me. Raven likes to pretend she's all dark and scary.
{136907} {toward the end, she's just starting to cry, but she's fighting it}She never comes home anymore, and Father always sits up and waits, and she doesn't even care. I <i>hate</i> her.
{136908} Are you sure? There's boys with Lisbet, too, and they're all dark and depressing and mean, just like Raven.
{136909} |Soft side of Elanee should come out here|Trust us, we can help - our leader's faced much, much worse on our journeys than dark-clad boys.
{136910} They dress like it's somebody's funeral and moan about how pointless everything is. Lisbet used to be so much <i>fun</i>.
{136911} I hate the way those boys look at her. {beat, daring to hope}You... really think you could get her to come home? 
{136912} We used to play hide-and-seek in there, but now it's gotten all creepy. Raven says she likes it, but I bet she's lying.
{136913} Anyway, they're just hanging around with <i>boys</i> again. Kissing, probably. Lisbet thinks I don't know anything, but I'm a lot smarter than stupid Savanna.
{136914} Raven's some merchant's daughter, I think. Savanna's uncle is one of the Nine, but Savanna's so dumb she thinks she's related to Lord Nasher.
{136915} Savanna's just stupid, but Raven... she's mean. One time she hit me when Lisbet wasn't looking, and she said she'd cut my throat if Lisbet would just let her.
{136916} I hate the way those boys look at her. {beat, daring to hope}You... really think you could get her to come home? 
{136917} Fine! I didn't ask for your help, anyway!
{136918} | Influence Loss: Neeshka |Are you serious? Some parent <i>you'd</i> make. 
{136919} Of course it's legal, Savanna. She's trying to scare you. We can go wherever we want. Come on.
{136920} Lisbet's in our granddad's crypt, the middle one, with the name "Bryce" on the door. That's where they always go. I think Lisbet stole the key from Father. 
{136921} Just please, please don't hurt her, all right? 
{136922} I'd go in there, if I was older. I'd grab her by the ear like grandma used to do, and I'd <i>make</i> her come home. 
{136923} | Influence Gain: Elanee |{Remarking, approval}I sometimes forget there is a side of you that isn't about battle and combat - it's good to see.
{136924} | Influence Loss: Elanee |Is that the best you can offer? Her sister is missing.
{136925} | Influence Loss: Elanee |There is no need to be so harsh - her sister is missing, show some compassion. 
{136926} You can't hurt her! You promise that you won't hurt Lisbet, or I won't tell you where she is!
{136927} Then I'm not telling you anything! Lisbet has enough weirdos following her around!
{136928} All right. If you promise, I guess I can tell...
{136929} Lisbet's in our granddad's crypt. It's the middle one, with the name "Bryce" on the door. That's where they always go. I think Lisbet stole the key from Father. 
{136930} Just please, please don't hurt her, all right?
{136931} | Influence Gain: Elanee |{Remarking, approval}I sometimes forget there is a side of you that isn't about battle and combat - it's good to see.
{136932} | Influence Gain: Shandra |Hnh. Must be all that traveling with Khelgar that made you so good with kids.
{136933} But Raven and Savanna and those dumb boys - they're all bigger than me. And the crypt is really creepy.
{136934} | Influence Gain: Neeshka |{Cheerful}Me, too, and it worked for me. I've never had a home or a friend yet... well, until now. So it all works out, trust me, just follow your instincts.
{136935} {doubtful}I don't know. Lisbet isn't tough like you. And there's boys with Lisbet, too. They're all gloomy and mean, just like Raven.
{136936} That's all right. But I'm not going anywhere until Lisbet gets back.
{136937} Raven's some merchant's daughter, I think. Savanna's uncle is one of the Nine, but Savanna's so dumb she thinks she's related to Lord Nasher.
{136938} Savanna's just stupid, but Raven... she's mean. One time she hit me when Lisbet wasn't looking, and she said she'd cut my throat if Lisbet would just let her.
{136939} Yech! I'll never kiss a bunch of stupid <i>boys</i>. Especially not in some creepy graveyard. I know that's what they're doing.
{136940} Lisbet thinks I don't know anything, but I'm a lot smarter than stupid Savanna.
{136941} |Player is male|Oh! We should invite him along... he's kinda cute.
{136942} Raven! Don't invite her! She'll steal all the boys!
{136943} Savanna, you <i>idiot</i>. It's a private party, remember? Now let's go.
{136944} Savanna, you <i>idiot</i>. Nobody's inviting her anywhere. Let's go.
{136945} {like a misbehaving teenager suddenly confronted by an adult or teacher}We're not bothering anybody. It's nothing. We're just trying to get rid of my little sister.
{136946} W-wait! We're not looking for trouble! It's nothing! We're just trying to get rid of my little sister. 
{136947} Pff. As if one of the Nine would even listen to the likes of <i>you</i>.
{136948} {Puffing himself up}Probably so, I have a boyish charm, I can't deny it.
{136949} That's perhaps the worst advice I've ever heard. Don't listen to her, lass.
{136950} Go on. Don't let me interrupt.
{136951} And what?
{136952} | Small races only |You like picking on short people? Try picking on me.
{136953} Are these ladies bothering you, little girl?
{136954} I'd choose my next words very carefully.
{136955} A crypt? I don't think that's legal.
{136956} | Lawful response |A graveyard is no place for childish games.
{136957} What are they doing in there?
{136958} Have they ever threatened you before?
{136959} How about I go and find your sister?
{136960} | Evil Response |Not my problem, little girl. Why don't you run along?
{136961} Who are those friends of hers?
{136962} | Good response |Don't worry, Kyli. I'll bring your sister home, safe.
{136963} Elanee's right. Lisbet will listen to us.
{136964} | Lawful Response |Sounds like she just needs some discipline.
{136965} Maybe. I'm not making any promises.
{136966} Oh, she'll come, willingly or no.
{136967} | Good Response |Don't worry, Kyli. I'll bring your sister home, safe.
{136968} Maybe. I'm not making any promises.
{136969} Oh, she'll come, willingly or no.
{136970} | Chaotic Response |Lisbet should do as she pleases. I always did.
{136971} Very well. I won't hurt your sister.
{136972} [ Lie ] Fine. I promise.
{136973} I'll make no such promise.
{136974} What do you know about Lisbet's friends?
{136975} Sorry. I can't help you.
{136976} Don't be so sure.
{136977} What exactly are you doing in a crypt with boys?
{136978} Maybe you'd like some company, then.
{136979} Then perhaps I should inform your father. He might reward me.
{136980} | Leldon spawns in. |
{136981} | SCRIPTER: Play this again when Leldon is reduced to 1 hit point, then kill him at the end of the dlg. |{Smile, evil, just been dealt a mortal blow}Neeshka... heh. You did it... you killed me... 
{136982} Going... going to be waiting for you... waiting for you to die...
{136983} {Defiant, hands on hips}Like I'm waiting? Just fall over and be quiet, Leldon - you've lost - you've lost everything. 
{136984} | SCRIPTER: Leldon collapses. | 
{136985} {A little disappointed}I kind of expected some better last words from him. He was always a big talker. 
{136986} {Shrugs}Oh well, let's take what we need and get out of here - time's wasting.
{136987} |Leldon walks up|
{136988} {Smile, evil}Neeshka... good to see you again.
{136989} {Cold}Leldon. Something told me you'd be here... although I didn't think you'd get this far.
{136990} {Smiles, gets more sinister}My coin... where is it?
{136991} {Defiant, scoffs}Like I'd tell you. And it's not "your" coin anymore - after all, you can't seem to hold on to it, or anything else.
{136992} I'll tear the knowledge from you, if I have to - I'll get it back. And what you came to steal, little girl? That's mine, too. 
{136993} {Lying to herself}I'm not scared of you, Leldon. You can't order me around... and you sure as the Nine Hells can't stop me.
{136994} | SCRIPTER: Go to combat after this, and then when Leldon is reduced to 1 hit point, restart the dialogue. |{Smile gone, threatening}You think so? So be it, then. 
{136995} | MICHAEL/SCRIPTER: This cut scene plays when Lorne is brought to one hit point in the final battle. He collapses to his knees, but he is not dead yet. |You.. you think you've won?
{136996} {Spits, wounded, defiant}You've won <i>nothing.</i> Garius lives. He seeks your death - and you will not be able to stop him. 
{136997} So go on - kill me. {Beat, spits}If you have the courage.
{136998} {Hissing}There is no law, not here, not anywhere. You are a fool.
{136999} The people of Ember didn't fight back - and I took pleasure in killing every one of them. 
{137000} I will <i>never</i> be punished for what I did at Ember... and no law, no decree, will <i>ever</i> erase the stain I've placed on your name.
{137001} | SCRIPTER: Lorne makes an attack on the player. |{Roars, angry, as he launches himself to attack}
{137002} Even in defeating me here, you have achieved no victory. The people of Ember are still dead. 
{137003} | Fade out, cut to 20_cs_duel2.|
{137004} Even in defeating me here, you have achieved no victory. The people of Ember are still dead. 
{137005} | Fade out, cut to 20_cs_duel2.|
{137006} | Lawful Response. |I have abided by the terms of this combat, and will continue to do so.
{137007} | Good Response |I'm not going to kill someone who won't fight back.
{137008} | Chaotic Response |I won't kill you as long as you're begging for your life... coward. Get up and fight.
{137009} | Evil Response |It'd be my pleasure, Lorne. I'll <i>try</i> and make it quick. 
{137010} I will not give you the reprieve of an easy death. Return to your home in disgrace.
{137011} Then I will see that you join them.
{137012} My name is cleared, that's all that matters.
{137013} My name is cleared, that's all that matters now.
{137014} I will not give you the reprieve of an easy death. Return to your home in disgrace.
{137015} Then I will see that you join them.
{137016} Lord Nasher asks that we escort you back to the castle, my lord.
{137017} I think it took you that long just to get up the stairs.
{137018} I was the one who summoned the guard. Now that they're here, they can help protect you.
{137019} {Rueful}I told Nasher he should have given them to me in the first place.
{137020} {Annoyed}I see. How considerate.
{137021} | SCRIPTER: He leaves with the guards. The leader stays. |
{137022} Lord Nasher instructed me to tell you that he wishes you to investigate these attackers, then report back to him.
{137023} We will leave their remains in your care for the moment, the Watch will come for them later.
{137024} {Quiet, farewell}The only thing I would ask of you is discretion in this matter - we cannot afford to embarrass {RUE-ah-thim}Ruathym's ambassador, but nor can we let these attackers go unpunished.
{137025} | SCRIPTER: He leaves, spawns in Castle Never. |
{137026} Ophala, my guest - where is she?
{137027} The attack was a little more than she could handle, ambassador, so I had her escorted home - discretely.
{137028} {Still irritated}I'm sure these real guards will see me safely to the Castle. Your service is no longer needed.
{137029} But with that said, I shall leave it in your hands. 
{137030} Good riddance.
{137031} I was getting tired of your ingratitude.
{137032} My apologies for what happened, but you are safe.
{137033} | SCRIPTER: Melia has a knife out, in an attack mode if possible. |{Flat explanation, resigned, slightly on edge}You weren't supposed to see that.
{137034} I didn't have any choice in the matter. They all want to know things,  all of them - the Luskans, Ophala, Cyran.
{137035} Always questions - "What did he say, {muh-LEE-uh}Melia?", "Where did he go, Melia?", "Where is it, Melia?"
{137036} Can't you see? They all want me to spy for them.
{137037} I can't say no. How else am I going to protect my family? So, I let them all use me.
{137038} And now, you <i>know</i> about me, and that's why I have to kill you.
{137039} {weary, despairing, disbelieving}Help me... oh, I have enough helpers. Everyone wants to <i>help</i> me - and help themselves, too.
{137040} But, in the end, I'll be the one going to the gallows, I know it.
{137041} The money is for my family, not me.
{137042} Nasher? That man doesn't bend and he's never broken. He'll have no pity for me. No, you cannot tell him!
{137043} {Nervous, wants to believe}Will you swear an oath on it?
{137044} {Nervous, but somewhat relieved}Farewell, then. We won't meet again.
{137045} | SCRIPTER: She leaves. |
{137046} [Success] {Nervous, but somewhat relieved}I'll leave, then. We won't meet again.
{137047} [Failure] You... you're lying! You're going to betray me, I know it!
{137048} {still a bit skeptical}Why? Who do you want me to spy on?
{137049} {relief, still not quite believing}Thank you, then. I will see you at the Hollows.
{137050} | SCRIPTER: She attacks. |Die!
{137051} No! I'm done talking! Don't you see - I can't go to the gallows!
{137052} No! No more! I'm done being used!
{137053} When he sends me to the gallows, there will be no one left to take care of my family. I won't let that happen, even if it means I have to kill you!
{137054} What are you doing here?
{137055} I knew you had to be involved in this.
{137056} If you don't get out of my way, you're going to die just like your friends.
{137057} What are you talking about?
{137058} You've been spying on Cyran?
{137059} You'd better start talking fast.
{137060} There's no need for this. Let me help you.
{137061} | Evil Response |I'm not the one who's about to die.
{137062} Put the knife down. Let's talk.
{137063} If money's the problem, I can give you money.
{137064} | Lawful Response |I can talk to Nasher. He might be lenient once he hears your story.
{137065} You could work for me in the Hollows. You'd be well protected there.
{137066} Just leave. I won't tell anyone about your involvement.
{137067} | Lawful Response |I swear I will not reveal your involvement.
{137068} | Chaotic Response |[Bluff] I won't tell anyone about you.
{137069} No one. It's just an honest job, no spying involved.
{137070} It's just a job. Do you want it or not?
{137071} You'll do whatever I tell you to do.
{137072} You won't be going to the gallows, because you're dying right here.
{137073} |Evil Response|I'll just kill you now.
{137074} |Evil Response|Forget it. I'll just kill you, instead.
{137075} | SCRIPTER: The player exits to see a group of assassins kill (knock unconscious) Melia. |
{137076} We won't have to worry about her tongue flapping - only yours. 
{137077} Looks like you've broken it.
{137078} | SCRIPTER: They attack. |
{137079} You should have stayed out of it.
{137080} | If helping her |I made a promise to help her.
{137081} You should have stayed hidden.
{137082} I've spilled a lot of blood today, I won't hesitate to take yours.
{137083} I don't want to fight you.
{137084} |SCRIPTER: BEGINNING OF ACT II.  Fade in to shot of Nasher's court, talking with a few officials, he is on his throne, and there are people presenting a case. Nevalle is by his side.| |Global variable 00_nAct set to 2 |
{137085} {In the midst of arguing a case}...and there apparently have been fights with the Academy students in the streets as well. If the Academy will not pay for the reconstr-{"uction"}
{137086} | SCRIPTER: There is a banging and disturbance at the door, and they all turn to look.|
{137087} | SCRIPTER: Cut to a scene of the door to the chamber bursting open, Torio strides in, followed by two guards.|
{137088} {Apologetic and unsure, afraid to be reprimanded for his actions}Lord Nasher, forgive us. She said it could not wait.
{137089} {Firm, superior, blowing off guard}It is a matter of some urgency, and there is little time. {A little more casual than you should be showing a king}Milord, I come to you w-{"with"}
{137090} {Anger}You will <i>bow</i> to Lord Nasher.
{137091} {Snide, but gives in}Of course. I meant no disrespect... milord. 
{137092} | SCRIPTER: Torio bows |
{137093} {Firm, trying to control irritation}What brings you here, Torio? If there is some new dispute with Luskan, speak with the trade guild first, then-
{137094} {Going slightly over the top - she's feigning urgency}Oh no, milord. This matter concerns Neverwinter - there is a murderer loose in your city.
{137095} {Going slightly over the top - she's feigning urgency}Oh no, milord. This matter concerns Neverwinter - there is a murderer loose in your city.
{137096} {Irritation fades, serious}Murderer? And whom has this murderer killed?
{137097} {Drama queen}An entire <i>village</i> lies dead, milord.
{137098} {More irritation, angry that he's being ordered to do something by a lowly punk}{Turns to Nevalle}{nuh-VAHL}Nevalle, have our scouts reported anything about- {“this?”}
{137099} {Interrupts, impatient, pissed}The village was slaughtered, and now the murderer hides here within your walls. You must initiate a search at once.
{137100} | SCRIPTER: Deadly silence, focus on face for 1-3 seconds, it's obvious Torio went too far.|
{137101} {Cold, angry}Only one of us wears a crown, yet you dare to give <i>me</i> orders within my halls.
{137102} I will do <i>nothing</i> until I confirm this village's destruction. Then, if I see fit, I will act. Do not test me on this.
{137103} {Insolent}Whatever pleases you, milord. But, I would act quickly, lest the murderer slip through your fingers. {a diplomat delivering a not-so veiled threat in tone}If that were to happen, I have no doubt there would be <i>serious</i> repercussions.
{137104} | SCRIPTER: Torio leaves, face the door (away from Nasher).|I do not need to remind you of the extradition treaty. 
{137105} {Turns, insolent}If the murderer is found, they are to be sent to Luskan for justice to be performed as is written, as you have <b>signed.</b> 
{137106} | SCRIPTER: Door slams, all people in room, turn to look, murmuring babble begins|
{137107} {Angry, growling under his breath}By every God and his mother, what a fool I was to ever sign anything bearing Luskan's seal.
{137108} {Firm, a little quiet}I can have {TOR-ee-oh}Torio detained, Lord Nasher.
{137109} No, she would not be so bold if there were not something to her claims. {Sighs}Dispatch scouts, Nevalle, and order the Watch to  search the city.
{137110} I think it would be in our interest to find the killer before Luskan does. 
{137111} If I may, milord, I have someone well suited to aid in our search - an agent of ours, Sand.
{137112} I think that he can help us find our <i>true</i> murderer, no matter how deep Luskan tries to hide him.
{137113} {Remembering, then slight skeptical}Sand? I recall that one... I thought he was our eyes, but not by choice. 
{137114} In this matter, milord, we may trust him implicitly. He takes a certain... pleasure... in bringing Luskan truths to light.
{137115} Very well. See to it, Nevalle. {Beat}And make haste.
{137116} | Fade out |
{137117} |Jump to start of 20_cs_nevalle_mu|
{137118} {Slight skepticism, not exactly pleased to see him}Edmund... it is a rare thing to see you here at court.
{137119} | SCRIPTER: Kneels or bows and rises. |{Slight sarcasm}To the relief of us both, I am certain, my lord.
{137120} {Frowns, a little suspicious}And what brings you here? {Slight criticism here}It must be a matter of some urgency.
{137121} | Player is Male |{pronounces the word "justice" with obvious disdain}I understand that this man has been accused of a crime, and is to be turned over to Luskan for justice.
{137122} {Slight challenge, slight irritation}You have heard correctly. What concern is it of yours?
{137123} {Pronounces "treaty" distastefully}My lord, I am here to tell you that he is my squire, and as such, is not subject to the terms of the Luskan treaty.
{137124} | Player is Female |{pronounces the word "justice" with obvious disdain}I understand that this woman has been accused of a crime, and is to be turned over to Luskan for justice.
{137125} {Pronounces "treaty" distastefully}My lord, I am here to tell you that she is my squire, and as such, is not subject to the terms of the Luskan treaty.
{137126} | SCRIPTER: Torio storms out. |
{137127} {Pleased, welcoming a knight he sees great things in the future for}Ah, Sir Grayson... a pleasure to see you. 
{137128} | SCRIPTER: Bows and rises (or kneels). |It is my honor to serve, my lord.
{137129} My lord, it has come to my attention that this man stands accused of murder, and is to be given over to Luskan for trial.
{137130} My lord, it has come to my attention that this woman stands accused of murder, and is to be given over to Luskan for trial.
{137131} I am here because this man is my squire, and must be tried by your hand and the will of the Gods alone.
{137132} I am here because this woman is my squire, and must be tried by your hand and the will of the Gods alone.
{137133} | Fade in |
{137134} {Frowns, a little concerned}What brings you here? You look troubled.
{137135} What you have heard is true. {Beat}Is that why you are here?
{137136} {Irritated, being thwarted}What is this nonsense? This knight has no squire.
{137137} {Rubbing it in}I would choose your words carefully, ambassador, lest I think you were accusing one of my knights of speaking lies.
{137138} {Cold, angry}I only hear the words of a man shielding a murderer. 
{137139} {Firm}Then let the accused speak. What say you - does my knight speak truly? Are you his squire?
{137140} {Cold, angry}There is no justice in this - but I was a fool to expect justice in Neverwinter.
{137141} {Slight pleased, a little to himself}Seeing that gloating smile stripped from her face pleases me more than you will know.
{137142} {Sighs, back to the matter at hand}But this has bought only a little more time, time we cannot afford to waste. We must find the truth of what happened at Ember, and quickly.
{137143} {Disdain}And so even the murderer of Ember denies the truth of this - and shows this mockery of a court for what it is.
{137144} {To player, serious}But you cannot do so here. {Beat, like pronouncing judgment, and deadly serious at end}You have my leave to depart Neverwinter, provided you give your word to return for the trial. 
{137145} {Slight deference}It would be wise to speak to {HIGH-ro-mos}Haeromos in Port Llast - he is said to be a fair man, and vigilant of his people and the lands around. {Beat, a little to himself}We'll see.
{137146} Travel to Port Llast. Someone there can guide you to Ember - then return with whatever you can that will prove your innocence.
{137147} {Venomous, angry, sarcastic}And not a moment too soon. I am sure we all see the... convenience in this.
{137148} {Smug but firm}Then it is true. {Beat}That means this squire will be tried here, ambassador... <i>not</i> within Luskan's walls.
{137149} {To player, a little solemn}You are to be congratulated on joining the service of Neverwinter and its knights. Serve Neverwinter, and it will serve you.
{137150} For now, go to Port Llast - it should be marked upon your map. Once there, see about visiting Ember as well.
{137151} | SCRIPTER: Unlock Port Llast on the overland map. Sand joins.|{Trying to inspire player}Keep your resolve - I am confident you will expose the truth of this matter soon enough. And after this trial, I will have more duties for you.
{137152} | Lawful Response |I am his squire, and I swear to serve Neverwinter faithfully and well.
{137153} I serve Neverwinter - as of last night.
{137154} | Chaotic Response |Only in name, and only if it keeps me from Luskan.
{137155} Not by choice, but there was nothing else to be done.
{137156} Of course, Lord Nasher. 
{137157} And where do you expect me to go?
{137158} I don't see how this helps me.
{137159} | SCRIPTER/MICHAEL: Owner of dialogue is Neeshka, she's commenting on some Collector's guards. Camera view should show the guards on the floor. |{Studying sleeping guards}Hnh. Looks like the Collector needs to get some new guards... this bunch looks like they've been sleeping for a while.
{137160} | SCRIPTER: Scene fires after Nevalle/Sand cutscene at the beginning of Act 2. Dialogue owner is the player. |
{137161} {Grim}There you are. 
{137162} {Studying the player's face, looking for some guilt}I am here because Luskan has accused you of murder - an entire village, no less. Have you heard of Ember?
{137163} | SCRIPTER: Door opens, and suddenly Nevalle comes in, flanked by two guards. He looks grim. |
{137164} {Hinting that the Nine is much more than bodyguards}He is Sir Nevalle, a member of the Nine - Lord Nasher's bodyguards.
{137165} I've scraped things from my boot that I respect more than Luskan. But unless we find some means of clearing you of these charges, we will have to surrender you to them.
{137166} {With disdain, he doesn't like this treaty - has a hint of hope in his voice, there is a way out}We've signed a treaty with Luskan - they have the right to dispense low justice for any crimes committed on their soil. 
{137167} | Watch angle |But I'm not turning over a loyal member of the Watch to some Luskan dog on this day or any other.
{137168} | Watch angle |{Tired, irritated}Your guilt is preordained in a Luskan court.
{137169} {Hinting that there's a way out}If you were a lord, knight, or even a squire, however, then matters would be different. You would be subject to high justice, and your trial would take place here in Neverwinter before Lord Nasher.
{137170} {Firm, a little low}I need you to go see Sir Grayson, one of Lord Nasher's most trusted knights, and become his squire.
{137171} I may also send a... friend of mine... to assist you. He has proven invaluable in such cases in the past. 
{137172} {Sighs}Mind you, the matter must still go to trial, and if you cannot prove your innocence, then you will face execution. 
{137173} {Checking himself}For now, let us deal with what we can - see Sir Grayson at once at Captain Brelaina's office. Pledging yourself to Neverwinter's service will give us time to counter these Luskan lies.
{137174} {Doesn't like this}And until you answer for these charges, the gates of the city will be barred to you - seek out Grayson, but do not leave the city. 
{137175} | Fade out. Nevalle and the two guards leave the building. |
{137176} | Thieves | | SCRIPTER: Jump or create Wolf |
{137177} There you are. Axle sent me to tell you he has someone who wants to meet you.
{137178} A knight. Well, Sir Edmund is a knight, even if he doesn't act like it.
{137179} Word travels fast.
{137180} {Emphasis on "knight", he's impressed}Remember, it's not wise to keep a knight waiting.
{137181} | SCRIPTER: Wolf leaves. |
{137182} He will be pleased to see you.
{137183} {Sarcastic, mocking}By your leave, milord.
{137184} | Fade to Black |
{137185} |  Jump to the Sunken Flagon. 20_cs_sand_intro |
{137186} | Thief angle |{Disapproving}Since you have chosen the outlaw's path here in Neverwinter, there is little I can do to help you - being a knight, even a squire would be enough to keep you from Luskan hands. 
{137187} | Thief angle |And despite my feelings in the matter, I'm not turning you over to a Luskan court for "justice."
{137188} I do not believe you are guilty of <i>this</i> crime, and while nothing would please me more than to bring you to trial, I won't have it done in a <i>Luskan</i> court. 
{137189} There is more I can try to do on your behalf, but not much - you and your men have placed yourself outside Neverwinter's law, and here is the price.
{137190} I may send a... friend of mine... to assist you. He has proven invaluable in such cases in the past. 
{137191} Know this... if you cannot prove your innocence in this matter, our only choice will be to deliver you to Luskan - or Neverwinter herself may pay the price.
{137192} {Firm, angry}Do not attempt to leave the city - the gates will be barred to you until Nasher says otherwise.
{137193} Maybe you'd better leave - now.
{137194} And what does one of the Nine want with me?
{137195} How can I be of assistance?
{137196} What is this about?
{137197} I've done no such thing.
{137198} That tiny village near Port Llast? Why would I?
{137199} I traveled through it - I didn't slaughter it.
{137200} Who are you?
{137201} So how do I prove my innocence?
{137202} Tell me what you want me to do, and I'll do it.
{137203} How does he know about that?
{137204} I'll see him right away.
{137205} Thank you, you may go now.
{137206} What are you talking about?
{137207} There's no way I'm going to let Luskan take me.
{137208} Then maybe you'd like to suggest an alternative.
{137209} But there must be some way of disproving it.
{137210} At the least, I appreciate the warning - and not bringing me in.
{137211} So you're going to let me hang?
{137212} Then you admit you're useless, like the rest of the Nine.
{137213} | MICHAEL: Michael, not sure of the pacing here after the trial, but here's the framework. |
{137214} | If player keeps talking to Ophala |We can speak more later - for now, you must go!
{137215} {Slight panic}You must leave, Casavir... at once! There has been enough murders in Blacklake... now for Pierval and Mordren as well...
{137216} I will do what I can to keep this matter silent - Pierval did abduct me from the Moonstone Mask, and I am certain his associates would not want that matter to come to light.
{137217} We can speak more later - for now, you must go!
{137218} So it seems Mordren sought to cast Casavir down... or at least drive him from the city walls. 
{137219} You have chosen your friends unwisely, Casavir - I had heard that a man sought Ophala's attentions. I did not think it to be Mordren. 
{137220} Yet, Casavir... he would only feel threatened by your presence, only go to such great lengths, if you were indeed a threat to his love. And to my union.
{137221} | SCRIPTER: Check with Michael Chu when this scene should be triggered. Pierval is assumed to be the owner of the conversation for the FIRST part only, otherwise, Ophala is (since Pierval will be dead). Casavir and party breaks into chamber, Ophala is by the window, while Lord Pierval stands near to her, his weapon drawn. |
{137222} {Slight disdain}{cass-uh-VEER}Casavir, as I was told. {Beat}Come to kill me, too?
{137223} Casavir, you should not have come. This was foolish. 
{137224} {Firm, trying to control anger}Release Ophala. She is not a part of this.
{137225} {Irritated, then disgusted at end}I have not harmed her, merely kept her here to keep her out of the way of your... intentions.
{137226} If you intend to force yourself upon her again, false paladin, then you will speak to my blade. 
{137227} No, Casavir, stop! I can't let you do this! 
{137228} Yes, let us see what your warrior friend is made of. Mordren, you stand with me - or with your friend. One of us you know is wrong.
{137229} I am sorry, Casavir - but I cannot let you do this. 
{137230} {Stubborn, angry}There is nothing to discuss. He killed my son for defending my honor, and he hides behind his vows like a coward. 
{137231} {Indignant}What? You lie! 
{137232} {MOR-drin}Mordren was the one that brought knowledge of Casavir's return. If anything, he has given me more information on which to act. 
{137233} | Player hasn't confronted Casavir on this |{Confused}What do you speak of? Mordren is not the guilty one in this, I am. 
{137234} | Player already confronted Casavir on this |{Angry}Mordren is not the guilty one in this. The feelings were still mine.
{137235} I had no part in this - now you accuse me of crimes for protecting a friend? Casavir, your allies are nothing but craven cow-{"cowards"}
{137236} {Angry}Silence, Mordren! {To player}You, what is this nonsense you speak of?
{137237} I will not abide these lies any longer! 
{137238} {Suspicious, but knows Mordren's an asshole}You will abide it for my sake - and in the interests of truth. If Mordren is guilty as you say, why would he do this?
{137239} Hear this out if you will, but I deny it. And there is no proof for the allegations you speak. 
{137240} Indeed, I, too, will need proof. 
{137241} Where did you get those? You are a thief as well as a liar!
{137242} {Cold, challenging}Those were letters intended for Pierval and Ophala, Mordren - are you admitting that you kept them?
{137243} {Cold anger, building, realizes he's lost, and doesn't care to edit himself any more}Why I would keep anything from that whore of yours, Casavir, is something you could best answer yourself. 
{137244} {Gets increasing angrier and more spiteful}You kept everything from her, your feelings, your heart, and cloaked it with lies and distance. 
{137245} And to see her fawning over you, hungry for your attentions like some dog. 
{137246} Your words, Mordren - take them back. 
{137247} {Disdainful}Take them back? If only you'd <b>seen</b> her, Pierval, falling in love day by day to a fool who gave up everything for "paladinhood."
{137248} To read those letters, those foul letters to him, when she would not dare entertain <b>my</b> affections, a man of status, of power, who could have been hers.
{137249} {Disdain, horrified, never realized}I never wanted you, Mordren - ever. 
{137250} {A little quieter, still horrified}And now you have shown your colors, and betrayed a friend... two friends.
{137251} You betrayed <b>me,</b> you harlot! <b>And</b> your husband-to-be! 
{137252} A room filled with liars and deceit, and you seek to accuse <b>me</b> of having any part in this.
{137253} | Draws weapon |May you all die as Harcus did, and I'll tell the Watch what truly happened when your bodies lie cold upon the stone floor. 
{137254} {Angry at being threatened}Such arrogance... you will never escape Blacklake, let alone the city. 
{137255} [Failure] I will let you take your chances against my sword and Neverwinter justice.
{137256} [Success] I cannot let you leave with Ophala. She is to stay here, safe with me.
{137257} It was never my intention to keep Ophala from you, milord. And I never meant to harm Harcus.. 
{137258} [Failure] I have nothing to say to dogs who burst into my home and make demands. Now, throw down your weapons or you shall answer for it.
{137259} [Success] My terms are simple - Casavir will answer for his crime, and he will come between Ophala and I no longer. 
{137260} I never meant to harm Harcus, milord. You must believe me. 
{137261} {Angry}Do not <b>speak</b> my son's name. 
{137262} {Beat, then a little pained}Know this, Casavir - I know Harcus to be of short-temper, and I do not doubt you were forced to defend yourself. 
{137263} But... the crime of Ophala that sparked this... 
{137264} {He's lying}I regret it, milord. Ophala is not to blame for such things. I acted improperly, on feelings that were false. 
{137265} | Close up on her face, slight frown. |
{137266} He did not touch me, Pierval. 
{137267} {Beat}And as you have heard, he did not love me. 
{137268} {Slight suspicion, looking at Ophala.}There is much I have heard... 
{137269} ...yet such tales of the court do not interest me. 
{137270} | Turns to Ophala |I seek only your hand, Ophala, not your heart. If this one is no obstacle to you, then there is nothing more to be determined here. 
{137271} {Not genuine emotion}My hand is yours, milord. {Beat}As it always was. 
{137272} | Looking slightly pained, but not going to say anything. |
{137273} {Firm}Then that is all I ask. I merely wished to hear your words, Casavir - I believe you regret what has happened as much as I. 
{137274} {Sighs}And there has been enough violence, already. We do not need to tarnish the walls of Neverwinter with more treachery, not with Luskan seeking every chink in our armor. 
{137275} Never come before me again, Casavir - you or any of your allies. Our matter is settled, I forgive you Harcus, but the wound needs to heal. 
{137276} Until that day, I want you far from me. And I do not wish you to speak to Ophala of this again. 
{137277} {Quietly}You have done the right thing, Casavir. We must all make sacrifices... and I can bear the loss of this more than the loss of a friend.
{137278} Come, let us go. Forgive us, Lord Pierval... we shall trouble you no longer. 
{137279} | Camera shot of party leaving. Camera shows party walking toward camera|
{137280} | Fade to Black. |
{137281} | Casavir pauses |
{137282} | Ophala takes a step forward |
{137283} |Casavir starts walking|
{137284} |fade out|
{137285} |jump player back|
{137286} |fade in|
{137287} Let us end this.
{137288} | Begin combat, Mordren and Pierval attack player and companions. |
{137289} Wait! We came here to talk.
{137290} | If learned evidence |You all have been deceived... by Mordren. 
{137291} Mordren is behind much of what has happened - including Harcus' death.
{137292} Of course he was. And why did he wish you to know that?
{137293} The information you and your son received were letters given by Mordren - letters he was entrusted with.
{137294} Mordren acted as courier between Ophala and Casavir... and he provided you and your son enough information to make you seek to punish Casavir.
{137295} Out of love for Ophala... or simply out of a need to possess her.
{137296} He loved Ophala... and saw Casavir as a threat. He told Harcus to provoke your son into attacking Casavir to kill him.
{137297} Then here they are, let Mordren deny his guilt now.
{137298} Take these letters - they will show Mordren's guilt in the matter. 
{137299} | Mordren attacks. At end of combat, return to this conversation. |
{137300} [Intimidate] If you don't want your blood to cover your beautiful walls, then release her now. 
{137301} Give up your charges against Casavir, and we will let you live. 
{137302} We aren't worried about escaping, just killing you.
{137303} Some say we could not <b>enter</b> Blacklake, yet here we are. 
{137304} I only wish Casavir to be free. 
{137305} We have no interest in her. 
{137306} I could care less about what bed she lies in.  
{137307} [Diplomacy] Lord Pierval, you have a reputation for being fair and just. Let us talk as civilized men.
{137308} |jump to blacklake|
{137309} | SCRIPTER: For this cut scene, the player and companions walk onto the map, when suddenly, there is a materialization, and the animus elemental appears. |
{137310} {A spectral assassin has just appeared}What in the hells is that?
{137311} {A spectral assassin has just appeared}Why, it looks like we have a visitor! Hello there!
{137312} {A spectral assassin has just appeared, wary}I take it this wasn't summoned by any of you.
{137313} {A spectral assassin has just appeared}An attacker! {Beat}Be wary... know that this thing's magic smells of Illefarn - and it is great, indeed.
{137314} {A spectral assassin has just appeared, confused, wary}That thing is not... natural. It's bending the light around it. 
{137315} {A spectral assassin has just appeared, surprised, then grunts}Eh? It's like a murkier, quieter version of the sorceress... maybe it's her good manners, come back to her at last.
{137316} | SCRIPTER: There is a freeze, and suddenly the creature fades away. Qara should collapse, or show visible pain (like the Horror effect in K2). If not, we can voice-act her pain. |
{137317} {A spectral assassin has just been defeated, pissed}Well, we didn't need <i>that,</i> whatever it was. Anyone care to tell me what's going on?
{137318} {A spectral assassin has just faded away, thinking}My, it seems to be leaving on its own accord. I wonder if it got what it wanted.
{137319} {A spectral assassin has just faded away}Was that something from the King of Shadows? It didn't... well, it didn't feel like it. 
{137320} {A spectral assassin has just disappeared}It has left for now, but know it shall not be gone for long. That thing is a curse, not easily defeated.
{137321} {A spectral assassin has just disappeared, confused, wary}I do not know what that thing was... but I feel it could have killed us, but didn't.
{137322} {A spectral assassin has just disappeared, surprised, then grunts}Thing doesn't have the stomach for a stand-up fight. Can't be <i>that</i> much like the sorceress.
{137323} {Puzzled}Is that some sort of elemental? It can't be a wraith... but it looks like Qara.
{137324} {Irritated, a spectral assassin just appeared}Oh... by the Gods, don't we get a moment's peace?
{137325} {Skeptical, a little wary}Whatever it is, it doesn't look friendly.
{137326} | Begin combat sequence. At the end, when the elemental is reduced to one hit point, play the second sequence below. |
{137327} {Spectral assassin is fading}We didn't defeat it... it seems to be leaving of its own choice. Not a good sign.
{137328} {Irritated, hurt, wounded}Is... is it gone?
{137329} {Slight headache}I feel strange. {Takes a breath}But I'll be fine, just need a moment or two... to recover.
{137330} It looks like you, actually.
{137331} I was kind of hoping it was something you had summoned.
{137332} Who cares - let's find out what it wants. 
{137333} Are you all right?
{137334} You look weak. Did it do something to you?
{137335} Let's move on. Can you travel?
{137336} | SCRIPTER: For this cut scene, the player and companions walk onto the map, when suddenly, there is a materialization, and the animus elemental appears. |
{137337} {A spectral assassin has just appeared, irritated}Not this mage-ridden thing again!
{137338} {A spectral assassin has just appeared, oblivious to danger}It's the same elemental as before! Why, it must be tracking our party so it can kill us - how fascinating!
{137339} {A spectral assassin has just appeared, rueful}Why can't we just <i>walk</i> someplace without getting attacked?
{137340} {A spectral assassin has just appeared}The same attacker returns... it seems stronger this time.
{137341} {A spectral assassin has just appeared, can barely look at it}It's... it's almost absorbing the life around it.
{137342} {A spectral assassin has just appeared, pleased at combat}Ha! This thing again! Let's see if it runs as fast this time!
{137343} {Spectral assassin just appeared, concerned}It's stalking us... stalking Qara. 
{137344} {Irritated, a spectral assassin just appeared}Not again! Didn't we drive this thing away once?
{137345} {Grim, pissed}Second time's a charm. 
{137346} | Begin combat sequence. At the end, when the elemental is reduced to one hit point, play the second sequence below. |
{137347} | SCRIPTER: There is a freeze, and suddenly the creature fades away. Qara should collapse, or show visible pain (like the Horror effect in K2). If not, we can voice-act her pain. |
{137348} {A spectral assassin has just been defeated, pissed}That's the second time that thing attacked. There better not be a third.
{137349} {A spectral assassin has just faded away, thinking}I don't think we defeated it - it could have kept attacking us, but didn't.
{137350} {A spectral assassin has just faded away}The way our luck is running, we definitely haven't seen the last of it.
{137351} {A spectral assassin has just disappeared}Whoever is sending that beast after us must be stopped. If not, it will continue to grow in power.
{137352} {A spectral assassin has just disappeared, wary}We need to guard ourselves against its return... and it <i>will</i> return.
{137353} {A spectral assassin has just disappeared, surprised, then grunts}And it runs off. What kind of fight was that?
{137354} {Spectral assassin is fading}I am not certain we can fight this creature... but we may have no other choice. 
{137355} {Irritated, hurt, wounded}That was a little rougher than last time... 
{137356} {Cryptic, Slight headache}I don't think we've seen the last of it. Not at all.
{137357} Then we'll do it again.
{137358} We need to drive it off, then. And fast.
{137359} Be quiet, and let's take this thing down.
{137360} We'll see if it returns.
{137361} Maybe that was the last of it.
{137362} Forget it, let's move on.
{137363} | Ready for vigil |Are you ready for the Rite of Tyr? 
{137364} It is a cleansing ritual of prayer - it is held in seclusion here within the Hall of Justice. 
{137365} {Calm, and knowingly at end}By purifying one's mind and reflecting on one's deeds, sometimes it allows one to achieve the clarity needed to avoid bloodshed in a trial by combat by admitting one's guilt... although I do not believe that will happen this night.
{137366} It is Neverwinter law, and it must be upheld. You must complete the rite and prepare yourself for battle against your accuser in the morning. 
{137367} Follow me.
{137368} | SCRIPTER: Jump in Khelgar |{Player is about to go into the ritual chamber, Khelgar stomps up}Hold a moment - this Rite of {TEER}Tyr can wait, I haven't had <i>my</i> say yet.
{137369} {As if should be obvious, then frustrated}Why am I <i>here?</i> Well, it's because I want to take your place. That... Torio, she's got you matched up with a Luskan-trained killer!
{137370} There's no justice in that little viper suddenly bringing a bear out of nowhere to fight you! Let <i>me</i> fight him. {Can't think of right words}He's a... a... dog, not even worthy of you - he fights like a Luskan fights, through daggers in the back - poisoned daggers even!
{137371} | If on words quest. |{Frowns}I mean... you've shown me that you can win a battle through words, and it may have opened my eyes a <i>little,</i> just a little, but seems to me we tried the wordplay, and now the real fight's here. 
{137372} {Angry}Because it's not fair, that's why! 
{137373} I don't mind a fight for fight's sake, but this "crime" they've accused you of, the slaughter of an entire village... It's <i>more</i> than just a fight... It's...
{137374} {Quiet, prompting}You feel it is unjust. 
{137375} {Furious}You're damned right it's unjust! This isn't just a fight, by the Gods, this is honor, and fairness, and the lives of you and those people of Ember who were slaughtered!
{137376} {Almost snarling at the end}After <i>all</i> you went through, all the searching for clues and those poor villagers... to lay it all on your head... by the Gods, I <i>want</i> to fight him! I'll show him justice! 
{137377} {Quiet, prompting}You are allowed to choose a champion. Do you wish this one to take your place? 
{137378} You must still undergo the Rite of Tyr, but when Lorne emerges on the field tomorrow, it shall be this one who fights in your stead.
{137379} {Steamed, then worried, a little gruff}All right... but... look. That Lorne fellow, he carries himself like a warrior. He's dangerous... so... just... be careful. 
{137380} | Influence Loss Khelgar |{Steamed}Fine. But my instincts are right, and he'd regret the day he set foot on that battleground tomorrow... I just hope you don't regret it.
{137381} | Influence Loss Khelgar |{Steamed}Fine! I was only trying to watch out for you, but have it your way. {Beat}If you end up dying, I'm going to be even madder, so if you don't like me now...
{137382} | Influence Gain Khelgar SCRIPTER: Need to set a flag here that says "hey, Khelgar's taking your place." |{Pleased}Good! That's what I'd hoped you say. {Evil grin}I've been <i>thinking</i> of things to do to that Luskan ever since the trial, and I can't wait to try them out. 
{137383} {Sinister}I'll meet you at the trial grounds in the morning - and we'll just see if Lorne can handle <i>me.</i>
{137384} {Farewell}I will see your friend out, then return. May Tyr's justice fall upon us all.
{137385} | SCRIPTER: Khelgar stomps off, Hlam in tow.|
{137386} | SCRIPTER: Fade to Black || SCRIPTER: Move player into room. |
{137387} |player and hlam jump|
{137388} {Defiant}It's not like any other fight! It's not, and you know it!
{137389} {Deftiant}I'm not <i>done</i> yet. I'm fine with you setting the pace on the road, but now it's your turn to hear me out! This fight - it's not fair! It's not fair at all! 
{137390} | If not on word quest|<i>We</i> know how to solve situations - by hitting them until they break. They know it, that's why they're doing the duel now, and I want to hit them. Hard. 
{137391} Wait? I've waited long enough, and I sure as hells am not waiting until tomorrow until I've said what needs to be said! 
{137392} I want to take your place. That... Torio, she's got you matched up with a Luskan-bred berserker!
{137393} Your companions will have to leave you alone for the first phase of the Rite. It is tradition.
{137394} |fade out|
{137395} |clear party|
{137396} |fade in|
{137397} Very well - take what time you need, then return when you are prepared.
{137398} | SCRIPTER/MICHAEL: Fade in to player entering the Rite of Tyr room, with Hlam leading him/her in. Hlam is assumed to be the owner of this conversation |
{137399} Here you will remain until we come for you in the morning. Gaze upon the face of Tyr, and let him gaze upon you... if you are true to your word and deeds, then you need not fear his judgment. 
{137400} You are permitted visitors during this time, for often, justice does not solely lie in the words and deeds of the accused, and you may gain truth from the words of those closest to you.
{137401} {"Farewell"}We will return for you on the morrow.
{137402} | SCRIPTER: Hlam leaves |
{137403} | SCRIPTER: give it a 4-5 second pause then Sand OR Qara will walk in. It will be Sand if Sand has a higher influence than Qara, and vice versa. |
{137404} | If Sand has higher influence, jump him in |
{137405} | SCRIPTER: Sand has more influence, check placed here. If Sand has high enough influence. |So, quiet enough for you? I mean, now that Khelgar is done ranting - I heard it from several streets away. Actually helped me find this place. 
{137406} I hope you don't mind if I come in here and start just speaking my mind - otherwise, this place would seem awfully dull.
{137407} | Innocent Verdict |I must say, I didn't expect that we would be able to force Torio's hand like this - trial by combat is a rather desperate maneuver, quite unlike her. 
{137408} It's really rather quite pleasing. And if you were to beat Lorne... well, that would make me simply ecstatic. I could help, you know.
{137409} | SCRIPTER/MICHAEL: Give player appropriate potions. Influence Gain Sand |Here, take this. {A little quiet, knowingly}It's a few special concoctions I whipped up to help you tomorrow should Lorne decide to poison, cheat, or simply give you several gaping chest wounds. 
{137410} And, uh, no need for thanks - it would just be embarrassing. Let me leave you to it.
{137411} {Stops himself}But...
{137412} There is one last thing. Our friend Torio... I think she's rather close to breaking. It's what happens when one is tied to an ill-conceived plan... as I once felt.
{137413} {Wink, knowingly}And I think Torio is one who prefers to be on the winning side. Worth thinking about, especially if she is at our mercy later. Good night. 
{137414} | SCRIPTER/MICHAEL: Sand walks away, Fade to Black, then go to next branch, with either Casavir, Elanee, or Bishop. |
{137415} | Influence Loss Sand |Very well. Forgive the intrusion... it seems we both regret it. Good fortune tomorrow - if only for the sake of seeing Luskan suffer. 
{137416} | Guilty Verdict |I must say, I am somewhat surprised that Torio forgot the trial by combat... it shows she's not thinking clearly, which bodes well for us. She must be quite mad with worry right now.
{137417} Of course - and with much haste. I want you to begin your night of boredom without delay.
{137418} | If Qara has higher influence, jump her in |
{137419} | Qara has more influence than Sand, should fall through. |{Looking around at mediation chamber}So you're already here - Khelgar said you would be, but he beat me here. {Beat, remarking to herself as she looks at room}Pretty quiet, it's like the Rooms of Thought at the Academy - drove me mad.
{137420} {Trying to make conversation, failing}So... uh, this is what you need to do, sit here to get ready for the fight tomorrow?
{137421} So... uh, look, all right. This Lorne, he's fighting for Torio, right? Let me fight for you. {Scoffing}He's just a warrior, I can torch him in seconds, he'll be <i>ash.</i>
{137422} | Influence Loss Qara |Well, I don't think much of your chances... without me, well, your chance of getting out of this is even less. But I tried... I don't know why. There's times I don't even like you much. 
{137423} But go on, maybe Tymora'll take pity on you tomorrow. Who knows?
{137424} | Influence Gain Qara |Great! Perfect - I'll handle him in a heartbeat, maybe two. Hope he doesn't mind cremation. 
{137425} Tomorrow then - you just stay here, relax, meditate, whatever it is you do here, and I'll take care of things on the field. 
{137426} | SCRIPTER/MICHAEL: Qara walks away, Fade to Black, then go to next branch, with either Casavir, Elanee, or Bishop. |
{137427} | SCRIPTER/MICHAEL: These scene occurs at the darkest part of night, and it's the final sequence whether it is Casavir or Bishop if female or Elanee or Neeshka if player is male. |
{137428} |fade in|
{137429} | MICHAEL/SCRIPTER: Camera shows worm's eye view of statue. Try to make it seem solemn and majestic. If we could get the player in the same view, that would be good, with his back to the camera. I want to give the sense that Tyr might be watching over the player as he meditates there, alone. |
{137430} | PC is female, Bishop has > influence than Casavir. Jump in Bishop |
{137431} {Speaking to player as he is praying before a statue.}It's just a statue, you know. 
{137432} {Cold, matter-of-fact, Tyr is the god}{TEER}Tyr isn't watching this, but I am.
{137433} Chances? {Shrugs}Not much. 
{137434} If you want, I can help you deal with Lorne tomorrow. I've been watching him, I know how he fights. 
{137435} {Shrugs, casual.}I don't know, really. Lorne bothers me. {Beat}I think I'd like killing him. 
{137436} Still, I don't think you're going to make it, but I don't want to get bored tomorrow, so listen. 
{137437} {Matter-of-fact, getting serious}Lorne's barely keeping it together at the best of times. I could tell at the trial, he wanted to fight you then and there - not the sign of someone in control. 
{137438} So do this - keep hitting him, but stay out of reach. He won't have any ranged weapons, he likes that falchion too much to fight smart. 
{137439} He doesn't like being weighed down with armor, so you shouldn't have trouble hitting him, so keep hitting him and hitting him and don't stop. 
{137440} At some point, he's going to lose it completely, go berserk - he'll be most dangerous then, but that's when you know you've got him desperate. 
{137441} And don't try to play defensive and tire him out - it's a losing strategy, all he needs to do is hit you a few times, and you're finished.
{137442} He's not going to spare you, not after all Luskan went through to get you.
{137443} | Bishop influence high. |Anyway, I've said enough. If you want me to fight for you tomorrow, I might do it, I might not. Ask for me before the fight, and if so, I'll step in. 
{137444} | SCRIPTER: Bishop exits, fade out |
{137445} | Influence Loss Bishop |Rules? That's your first mistake. Lorne won't care about the rules - he wants to <i>kill</i> you.
{137446} | Influence Gain Bishop |All right then, listen up.
{137447} | Influence Gain Bishop |{Smiles}That's a good start. It's probably why I hate you a little less than your Uncle.
{137448} | Influence Gain Bishop |{Smiles}That attitude is probably why I hate you a little less than your Uncle.
{137449} I'm not here to comfort you. I wouldn't insult you like that. If you need comfort, then you're weaker than I thought. 
{137450} I don't know, really. Maybe because your Uncle decided to force me to help you hunt down that slip of a girl in the first place? 
{137451} {Bitter, angry, assumes player knows something that the player really doesn't}That wasn't an option, and you know it. But don't worry - I'll play along with your family blackmail for now. 
{137452} {Bitter, angry, assumes player knows something that the player really doesn't}Have over me? Come on, you can do better than that. But don't worry - I'll play along with your family blackmail for now.
{137453} {Bitter, angry}Don't worry - I'll play along with your family blackmail for now. 
{137454} | PC is female, Bishop has < influence than Casavir.  Jump in Casavir |
{137455} {Speaking to player as he is praying before a statue, a little quiet}Forgive me, I did not mean to disturb the Rites. 
{137456} I was troubled. I thought perhaps by seeking you out, that I could help somehow. 
{137457} I know something of knightly combat, more so than your opponent, I suspect. Are you familiar with the etiquette of the duel?
{137458} Very well. I have also come to offer my blade to you... to serve as your champion.

{137459} | Influence Gain Casavir |{Pleased, nods}I admire your conviction. I am certain that you shall see to it that justice finds Lorne at last. 
{137460} May Tyr guide your blade tomorrow, and may the people of Ember grant strength to your weapons. 
{137461} | MICHAEL: Give some sort of healing amulet or potion. |This is something someone gave me once - I need it no longer. Make use of it tomorrow, and it will have served its purpose. It is a ritual flask, it will heal you and also convey a blessing upon you.
{137462} | SCRIPTER: Casavir leaves, go to last branch of dialogue. |
{137463} {Slight worry}Very well. I cannot do much more to help you, then... if there was a chance to train before the battle, I would, but there is no time.
{137464} | Influence Loss Casavir |{Pleased}I fear that such a choice will grant no real justice if you are victorious... and it may lead to your defeat. 
{137465} | Influence Loss Casavir |{Slight worry}Very well, then... I meant no insult to you or your fighting abilities. 
{137466} | Influence Gain Casavir |{Pleased}I will fight in your stead, then, for you... for what happened at Ember. I shall see to it that justice finds Lorne at last. 
{137467} I shall go now to prepare myself for the battle ahead. I shall not fail you.
{137468} | SCRIPTER: Casavir leaves, go to last branch of dialogue. |
{137469} Do not yield to Lorne - if there is a chance you can still win, keep fighting, for Lorne will not accept your surrender. 
{137470} Any weapons or spells are permitted in the arena - each combatant is expected to fight to the best of their ability, with all the resources at their disposal. 
{137471} Lorne's strength is in close combat - as such, there is no dishonor in keeping him beyond arm's reach. 
{137472} And if you do not wish to face him, know that I will gladly serve as your champion, if you would permit it. 
{137473} | PC is male.  Elanee's influence higher than Neeshka's. Jump in Elanee |
{137474} | MICHAEL/SCRIPTER: Camera suddenly does a 180, shows Elanee standing behind player as he is meditating. It should seem like Elanee has been there the entire time. |
{137475} {Pissed, just found out trial was for nothing, still going to come down to combat}I do not understand this - to have this mockery of a trial, then <i>still</i> have it come down to blades at each other's throats for truth. 
{137476} {Firm}Long enough. I am always watching you, and you would be wise not to forget it.
{137477} Tomorrow, you will have to face this Luskan, and he will most likely kill you... and your trial was for <i>nothing.</i>
{137478} This is your civilization, what your walls try to hide - nature still rules you all, no matter what you put up to keep it out. 
{137479} {Slight disdain}Why you are drawn to these cities, these places is beyond me. 
{137480} {Whispers, pissed at player for staying to fight a hopeless battle}There is still time to go. Leave Neverwinter, leave this place. 
{137481} Since Highcliff, we have been through much together... since before Highcliff, in West Harbor I watched. 
{137482} Even when you walked into the Mere at dark and hunted nightbirds, I watched, and kept the beasts of the Mere from you.
{137483} But here... I cannot help you against this man. And he understands nature's law much more than you do, I fear. 
{137484} Please be safe. It matters much to me. I have little else left, with my Circle gone, and the Mere lost to me. 
{137485} I cannot lose you as well.
{137486} | SCRIPTER: Elanee leaves. Fade to black, then go to last branch of dialogue. |
{137487} | PC is male. Neeshka's influence less than Elanee's. Jump in Neeshka |
{137488} Just thought I'd swing by. I didn't want you to get ambushed in the middle of the night - Shandra mentioned what happened last time.
{137489} So I thought I'd check out the meditation chamber - big statue, by the way, but don't look for the donation box, there isn't any - and, you know, make sure everything was safe. 
{137490} | Influence Loss Neeshka |{Irritated, defensive, wanted to stay}I wasn't offering, you're on your own, just like every night. "Stay with you through the Rite," - in your dreams.
{137491} {Not really sure how to cheer the player on}But... uh, I did want to say something - you know, good luck tomorrow, and all that. 
{137492} And... uh... you know, I could... make justice happen a little easier, if you wanted. 
{137493} Well, a little corrosive acid - {aside, quick}courtesy of Sand's shop, don't tell him - and Lorne's falchion won't be as sharp as it normally is... nor will his armor be as strong. It happens, things weaken over time. Entropy or something. Blameless.
{137494} | Influence Loss Neeshka |{Shrugs, hurt}All right. I mean, I only had to steal the acid out of Sand's shop and avoid his wards, but if you don't need it, you don't need it. Or me. 
{137495} {Hears someone coming, goes quiet}Oops - time to go. If they ask you about the donation box, tell them it was missing when you got here, all right?
{137496} | SCRIPTER: Neeshka vanishes as Nevalle and the PC's knight appear. |
{137497} | MICHAEL/SCRIPTER: Need a flag set here that says that Lorne's AC and damage is reduced during combat. Influence Gain Neeshka |{Smiles, pleased}All right, it'll be done, don't you worry about a thing. Lorne's going to find himself being hit a lot more and doing a lot less hurting than he means to, trust me.  
{137498} | Influence Gain Neeshka |{Slight pleased}Well, thanks... {a little downnote}I'd really like to, but this place is making me itch, like being around Casavir too long. 
{137499} | MICHAEL/SCRIPTER: This branch represents the end of the Rite of Tyr before led to the Tourney Grounds. The player should still be in their mediating place. |
{137500} | SCRIPTER: The door should open, and Hlam and Nevalle should come in - possibly with Edmund or Grayson. |
{137501} It is time. Torio... and Lorne... await us on the field. 
{137502} | MICHAEL: Not sure if you wanted Grayson or Edmund to say anything or come in with Nevalle, but up to you. To be honest, I think the player will want to move to the combat trial as quickly as possible, but if you want Grayson or Edmund to say anything, stick it here. |
{137503} Nasher wished me to communicate to you the importance of the coming battle - both for you, and for Neverwinter itself.
{137504} Isn't it nice to know he cares about your well being?
{137505} Are you familiar with the Arcane Brotherhood of Luskan?
{137506} For too long has Luskan's Arcane Brotherhood had free passage in Neverwinter. 
{137507} {Quietly}This trial is a means by which their presence here can be removed.
{137508} What happened at Ember was a terrible crime, and they are responsible, of that we are certain. Fight Lorne, defeat him, and you will prevent Neverwinter from sharing Ember's fate at Luskan hands. 
{137509} Succeed in this, and Nasher has promised to grant you your own land - and a noble title, if you so wish it. {To himself}These are dark times, and he needs every loyal hand by his side should more troubles fall upon us.
{137510} {Nods}Very well. I can ask for no more. The tourney grounds await.
{137511} | SCRIPTER: Move the player to the tourney grounds. 20_cs_duel1 |
{137512} The Arcane Brotherhood are mages who have a stranglehold over Luskan, and many believe to be the true rulers of that city. They have never had any love for Neverwinter.
{137513} Nevertheless, we have had no reason to deny them passage through our city, whatever their intentions - until now.
{137514} This is a great honor, to be able to lay down your life for your homeland. You should savor this moment.
{137515} What is this Rite again?
{137516} Fine. Let's get this over with.
{137517} I am ready.
{137518} What are you doing here?
{137519} Why are you upset? 
{137520} Thanks for the offer, Khelgar, but I can handle Lorne.
{137521} I need someone who won't fight by instinct, Khelgar. I'll get someone else to fight for me.
{137522} Just leave. This temple isn't the place for your anger.
{137523} If you wish to fight in my place, I'd be honored. 
{137524} This is a fight like any other, calm yourself.
{137525} Let's discuss this later.
{137526} Can this wait?
{137527} If you want to say something, wait until later. 
{137528} Please leave me, everyone. I will be fine.
{137529} All right everyone, you heard the man. Out.
{137530} Actually, I'm not quite ready yet.
{137531} There are some things I need to do first.
{137532} What's on your mind?
{137533} | Lawful Response |I would welcome any help you can provide, as long as it's within the rules of the duel. 
{137534} | Chaotic Response |Anything you can do to tip the odds is fine by me.
{137535} I don't need or want your help, Sand.
{137536} Just get out of here. I've already had enough of you to last a lifetime.
{137537} Of course not. Everyone else seems to be coming by.
{137538} Speak your piece, and leave. 
{137539} What's on your mind?
{137540} | Lawful Response |This isn't about killing him - I just want justice, and I need to do it myself.
{137541} I'd welcome that, I think he wouldn't stand a chance. 
{137542} I don't want anyone's help, and I can't count on you to control yourself.
{137543} Just get out of here. I already regret we met at the Flagon.
{137544} That's why I'm here, yes. 
{137545} Speak your piece and leave. 
{137546} What do you think of my chances?
{137547} Why would you help me?
{137548} And what's that going to accomplish?
{137549} Your strategy so far doesn't seem to make much sense.
{137550} Anything else?
{137551} | Lawful Response |I would welcome any help you can provide, as long as it's within the rules of the duel. 
{137552} | Chaotic Response |Anything you can do to tip the odds is fine by me.
{137553} I don't need or want your help, Bishop.
{137554} Just get out of here. I've already had enough of you to last a lifetime.
{137555} And that's supposed to comfort me?
{137556} Why are you here, Bishop?
{137557} You could have said no.
{137558} What does Duncan have over you?
{137559} You're right, and you'll keep obeying me, too, if you know what's good for you.
{137560} Why are you here?
{137561} I am, no need to explain.
{137562} This is something I have to do on my own - it is important to me.
{137563} Thanks for the offer, Casavir, but I can handle Lorne.
{137564} I need someone who will fight as dirty as Lorne.
{137565} I don't want your help, Casavir.
{137566} If you wish to fight in my place, I'd be honored. 
{137567} Sure, I'd like to hear what you know.
{137568} Anything else?
{137569} That advice doesn't seem useful.
{137570} Is that all there is to knightly combat?
{137571} I'd rather return to my meditations.
{137572} You're not disturbing me.
{137573} Say whatever it is you have to say, and leave.
{137574} How long have you been here?
{137575} | Lawful Response |I believe in justice, and I believe that this combat will prove it.
{137576} | Good Response |I cannot go - it would bring harm to others if I did.
{137577} | Evil Response |And give up revenge? I won't give them the satisfaction.
{137578} | Evil Response |I'm not fleeing from this until I see Lorne's head on a pike.
{137579} | Good Response |And have the deaths at Ember go unanswered? My conscience will not allow me to do that.
{137580} | Chaotic Response |One must make their own law - as this combat will show.
{137581} No one can stay with me through the Rite.
{137582} What do you mean?
{137583} | Lawful Response |I want to fight him fair.
{137584} | Chaotic Response |Sounds good to me. Luskan deserves it.
{137585} | Chaotic Evil Response |Anything to kill him quicker - with as much pain as possible.
{137586} I'm not sure I like the sound of this.
{137587} After all we went through in the trial, I'm all ears. 
{137588} Of course I do. How can you help?
{137589} Thanks for the offer, but I can't.
{137590} I would welcome the company.
{137591} Yes, I have heard of them.
{137592} I will do what I can in the service of Neverwinter.
{137593} Lorne, Torio, and Luskan must answer for Ember. I shall not fail.
{137594} This is revenge - any reward would just be a bonus.
{137595} Nobility, eh? Then Lorne's as good as dead. 
{137596} Why is this relevant?
{137597} No - how are they different than the Luskans we encountered at the Docks?
{137598} | SCRIPTER: This dlg is assumed to be attached to Sand. Fires after player leaves the Hollows after Act 2 intro.||fade in|
{137599} {Irritated, another complication just showed up}…oh, as if the day couldn't get any worse. What do you want, Sand? 
{137600} {A little serious, uncomfortable}I am here to help you - and your kin, actually. 
{137601} {Irritated, angry at end}Oh, <i>really.</i> And what's the price? If it's more than a half-copper, you can see yourself out. 
{137602} {Uncomfortable, under pressure}No, I... seem to have been given an ultimatum, in fact. I have heard of your... troubles with Luskan.
{137603} Know that if you are sent to Luskan, you will be killed. 
{137604} I realize you may find my sincerity difficult to believe, but allow me to act on your behalf. 
{137605} | Chaotic |{Really believes this}There are laws, and there is right and wrong. While I believe you are quick to take liberties with the law, I do not believe you are guilty of this... 
{137606} | Lawful |{Really believes this}There are laws, and there is right and wrong. I know you uphold the law, and I do not believe you are guilty of this...
{137607} ...and if they should get a hold of you, you will be killed. I believe people should answer for their crimes, but it must be just. 
{137608} {Sighs}If you have ever been ruined by politics, you know that at some point, one must make a stand, or else more will fall.
{137609} {At the end, thinking about his own sentence}I think we should give him the chance. This is not a battle that can be won by swords, and I for one, am ill-equipped for such a fight.
{137610} {Scoffs, disdainful}Sure, after all, a hedge wizard can't make things any worse. Maybe all that digging through books might prove useful.
{137611} {Cold retort}If we need to burn down Luskan, then perhaps we shall seek you, Qara, but your ignorance will cause more damage here than you know. 
{137612} {Sinister, cold, try to build up drama a little}Luskan is not ruled by men, it is ruled by magic, by the masters of the towers. And if they have decided that you are to be delivered to them, then-{Qara interrupts}
{137613} {Scoffs, disdainful}So? Let them try!
{137614} {Cold, building reprimand, pissed}Whatever spark of magic you think you have, you idiot <i>girl,</i> they will bleed from you by demon, spell, and curse until even your father won't be able to save you.
{137615} And I suspect that what they seek may have consequence beyond you, beyond me - for much of the Realms. 
{137616} | SCRIPTER: have Sand enter the scene here |Uh... Duncan, looks like we have a guest.
{137617} {A little under his breath}Word travels fast.
{137618} | Enable worldmap hotspots. |Let me join with you. I have considerable experience with these matters - {A little smug and confidential}and foiling Luskan plots is something I relish. 
{137619} | Watch angle |Fortunately, becoming a squire is enough for our needs. And I believe you have already been told about someone who can help you... Sir Grayson, yes? 
{137620} {Angry, player has been accussed of murder}No way in the hells will I let those Luskans get their hands on you.
{137621} But there's still something we can do - right? Even {nev-ALL}Nevalle said as much, all you have to do is pledge yourself to one of the knights, and Luskan can't touch you.
{137622} {Defensive, defiant}And we're innocent, besides. I mean, the slaughter of an entire village? That's going too far, even by Luskan standards.
{137623} {Snide}Is it? If you have something Luskan wants, they'd kill an entire city for it. They don't care.
{137624} {Cold, pragmatic}They attacked Neverwinter once, and even now, they're sending fleets to attack {rue-AH-thim}Ruathym. Give them an excuse, and you'll soon find Luskan blades at your gate.
{137625} | Neutral |{Really believes this}There are laws, and there is right and wrong. Although you may choose to live your life somewhere in between, I do not believe you are guilty of this...
{137626} Well, at best, they will put you on trial - or what seems to be one, then execute you. At worst, they will dispense with the courtroom mockery and execute you as soon as you step within the gate.  
{137627} And when I say "execute," do not think it will be one clean chop of a headman's axe... Luskans have all sorts of inventive ways for executing prisoners that is not best to describe on a full stomach.  
{137628} | Thief angle |If you have connections as I suspect you now do, I suggest you use them now - even the "honor" of becoming a squire of the least respected of Nasher's knights would keep you from Luskan's hands.
{137629} Perhaps your new "friend," Axle {DUH-vree}Devrie, can act where Nevalle's hands are tied. 
{137630} And you'll help me why?
{137631} I don't believe you really care.
{137632} Tell me something I don't know.
{137633} Oh, really? I know that. 
{137634} Then indulge me, since you seem to have this all figured out.
{137635} And your plan is...?
{137636} So what do you suggest?
{137637} | Watch angle. |Let's go seek out Sir Grayson together, then. 
{137638} What exactly will happen if I go to Luskan?
{137639} I still am not convinced why you want to help me.
{137640} Very well. What's the next step?
{137641} What do the rest of you think?
{137642} | Thief angle. |Let's go seek out Axle together, then.
{137643} Come with me, but stay out of the way.
{137644} All right, welcome to our group, Sand. 
{137645} | SCRIPTER: As the player is fighting, one of the bad guys attacks Shandra, breaking their "honorable" fight. The player then regains control of her to fight all the bad guys. || MICHAEL: Let me know if these barkstrings work for you. |
{137646} {Someone breaks an honorable duel and attacks Shandra }Hey! You're attacking me? 
{137647} I <b>knew</b> you didn't have any honor in you. Fair fight, my foot. 
{137648} {Insulting, while swinging}Treacherous... little... vigil-breaking... swine!
{137649} Come on! I've been dying to beat someone into the dirt every since my farm burned down!
{137650} That all you got? I'll show you "fair fight!"
{137651} Don't you dare ignore me! 
{137652} {Swinging mace}Take this! And this! And this!
{137653} By the Gods, I'll <b>make</b> you sorry.
{137654} If it's a fight you want, a fight you'll get.
{137655} | SCRIPTER: Tasha approaches. |
{137656} Neeshka, there you are. You're as hard to track down as ever.
{137657} {Challenging, then boasting}Well, with the network of informants you have, Tasha, I wouldn't have thought finding me would be that hard... or maybe it is, when you're as good as I am.
{137658} {Matter of factly}So. You're back.
{137659} Leldon told me. 
{137660} {Uncertain, "So you two are dating?"}So you and Leldon... you're...
{137661} Oh, yes, but that's old news. And he's better than ever.
{137662} He's planning one last job before he retires as the greatest thief in Neverwinter's history.
{137663} {Curious, then challenging}One last job? And greatest thief in Neverwinter - how does he figure that?
{137664} Have you heard of the Collector? He has the most valuable collection of art, sculpture, and artifacts in Neverwinter.
{137665} Leldon will take the best of the lot, and we'll retire like a king and queen to Calimshan.
{137666} That's why Leldon is the greatest thief ever, and you'll always be hanging by his coattails.
{137667} Farewell, Neeshka.
{137668} | SCRIPTER: Tasha leaves. |
{137669} That little... and "greatest thief ever," right! {Beat, cold}No way is Leldon getting the better of me. <i>I'm</i> the greatest thief, not him.
{137670} | Influence Loss Neeshka |{Incredulous, then angry}Me? It's Leldon who's going to get hurt... what, you don't think I can do it? 
{137671} | Influence Loss Neeshka |{Defiant, angry}The title <i>is</i> worth having, or at the least, it's not worth Leldon having it - you don't understand anyway. 
{137672} | Influence Gain Neeshka |Good, we'll get him together! "Greatest thief in Neverwinter," my tail. It's like he's deliberately trying to rub my face in it.
{137673} {Grim, pissed}I know where the Collector lives... it's in Blacklake.
{137674} I say we go after Leldon, and we put him in his place. {Beat, smiles}And make some gold while we're at it.
{137675} You are the one who travels with Neeshka.
{137676} Well, if you happen to run into her, tell her Tasha wants to talk to her.
{137677} I've got some news that I just <i>know</i> she'll want to hear.
{137678} She'd be interested if you mentioned that she is going to be beaten to the greatest score in all of Neverwinter.
{137679} And she'd be <i>especially</i> interested if she knew who's pulling the job.
{137680} {smug}I'll be right here waiting.
{137681} {not buying it, but humoring}Whatever you say.
{137682} | Good response |Look, let Leldon go. He's not worth it, and I don't want you to get hurt.
{137683} | Lawful response |This "title" isn't worth having, and I'm not breaking the law for you.
{137684} | Chaotic response |If you want to rob this Collector before he does, I'm with you.
{137685} | Evil response |I say we chase down Leldon and kill him - he's been more trouble than he's worth.
{137686} I am.
{137687} I'll tell her, then.
{137688} I don't think she'd be interested.
{137689} Not likely, but thanks anyway.
{137690} It's more like she travels with me.
{137691} You must have me confused with someone else.
{137692} I'm sorry, but if Lord {teh-MAR}Temar isn't expecting you, you'll have to leave.
{137693} <i>Lord</i> Temar is currently entertaining a guest. You'll have to come back at another time.
{137694} I see. Follow me, then.
{137695} |Fade out. |
{137696} |Male PC|I apologize for the intrusion, sir, but this visitor insisted on seeing you. He says he's here at Sir {nuh-VALL}Nevalle's request.
{137697} |Female PC|I apologize for the intrusion, sir, but this visitor insisted on seeing you. She says she's here at Sir {nuh-VALL}Nevalle's request.
{137698} Thank you, {AIR-ren}Arren. {hint of menace - he's actually ordering Arren to go get some more goons}Do me a favor and bring our new {slight contempt on "guests"}guests something to eat and drink.
{137699} |Scripter: Arren walks out of the room|<FirstName>. You're rather famous around here. What's this all about?
{137700} Is that so? Has he committed a crime?
{137701} {LAIR-rem}Larim, a Luskan spy? Hardly. It is true that he has worked closely with the Brotherhood, but ultimately, he answers to me.
{137702} |Shot of Arren and several other large armed men entering the room, closing the door behind them|
{137703} {shrugging, knows he can deny having ever seen the player}People disappear all the time in Neverwinter, just as you will, and Luskan will reward me well for getting rid of you.
{137704} You're not very polite, are you? Larim helps the Luskans, but only at my orders.
{137705} No, I work for myself. The Luskans are merely useful tools, for now. I'll rid myself of them soon enough.
{137706} {chuckling}I'm going to have to <i>insist</i>, I'm afraid. Luskan will reward me very well for your death.
{137707} He's currently entertaining a guest. You'll have to come back at another time.
{137708} He and I are old friends, despite our rather different backgrounds. Why the interest?
{137709} Luskan and I just happen to share the same goal of getting rid of Nasher.
{137710} I'm a patriot. Neverwinter is a shadow of its former glory, and Nasher has done little to change that. We'll be better off once the city is under my control.
{137711} {hint of glee - his goon squad just showed up to kill the player}But, enough idle talk. The "refreshments" are here.
{137712} He's an incompetent fool. Under his rule, the city's power and prosperity have fallen to new lows. Once he's gone, I'll restore Neverwinter to its former glory.
{137713} I imagine the Luskans will be rather pleased when I present them with your head.
{137714} |Jump player and Arren to Lord Temar's room. Fade in|
{137715} I need to speak with Lord Temar.
{137716} Temar - where can I find him?
{137717} I have orders to bring Larim in for questioning.
{137718} He's accused of being a spy for the Arcane Brotherhood.
{137719} Thanks, but I'm not hungry - or thirsty.
{137720} So you're working for the Luskans?
{137721} Sir Nevalle knows I'm here, you know.
{137722} |Fight!|
{137723} Larim is coming with me.
{137724} He's a Luskan spy.
{137725} Enough questions. Hand him over.
{137726} Sir Nevalle sent me. Are you going to take me to your master or not?
{137727} I don't care what he's doing. Sir Nevalle wants me to speak with him.
{137728} I'm here at Sir Nevalle's request.
{137729} I'm not going anywhere. Take me to Lord Temar.
{137730} How do you know Larim?
{137731} All you need to know is that Larim is coming with me.
{137732} I see. You're a traitor, then.
{137733} You should have told him to bring more men.
{137734} What do you have against Nasher?
{137735} | PART 10: PLAYER STARTS, CALLUM: Placed in root for organization. |{Dead serious, Torio has really made a strong case, stern}Very well, Ambassador. The accused may now present their witnesses. 
{137736} | PLAYER SECTION BEGINS || SCRIPTER: He moves forward and bows. |Thank you, Reverend Judge, Lord Nasher, and fine people of Neverwinter.
{137737} | SCRIPTER: If Alaine is on player's side. |Next, I wish to call Alaine, the survivor of the massacre of Ember.
{137738} | SCRIPTER: If Marcus was found alive |We need to bring someone to the stand who saw through the killer's disguise - and that means Marcus. {Beat}Shall we?
{137739} I have no more witnesses, Lord Nasher.
{137740} | SCRIPTER: Player helped Nya || Nya |The accused calls Nya, resident of Port Llast.
{137741} To hide the evidence, perhaps? This is meaningless. 
{137742} | PART 14: SHANDRA: Shandra |Shandra, please come forward.
{137743} | PC is male |Shandra, you know the accused, have traveled with him, have you not?
{137744} | Callum |{Making a pronouncement to the court}For our first witness, I summon {CALL-um}Callum of the Neverwinter Nine... fresh from his victory over the vicious orc tribes in Old Owl Well.
{137745} | Male |These allegations are a farce, my lord. I mean to show you the innocence of this man - a squire of Neverwinter - and the falsehood of the accusations against him.
{137746} The evidence of the ambassador from Luskan is a transparent, ill-conceived ploy to destroy the life of one of Neverwinter's loyal servants.
{137747} {Objection}The accused has only been a "squire" for a short time, conveniently promoted <i>after</i> the massacre of the people of Ember... perhaps as a reward?
{137748} {Cold, shutting Torio down}Ambassador, you have had your say. Now it is time for the accused to speak.
{137749} {Irritated, minor reprimand}And as for you, Sand, I would refrain from such accusations without first presenting proof. 
{137750} My lord, the difference is, in <i>my</i> statements can be found the truth.
{137751} | SCRIPTER: Verdict +2 |Lord Callum, none can doubt your service and loyalty to Neverwinter, your successful defense of our sovereign lands. You have met the accused before, have you not?
{137752} | Female |These allegations are a farce, my lord. I mean to show you the innocence of this woman - a squire of Neverwinter - and the falsehood of the accusations against her.
{137753} | Male |{Firm, confident}He was a great help to me in defeating the orc bands at Old Owl Well in earlier months. Were it not for his assistance, the well would now be held by the orcs.
{137754} | Male |The soldiers of Neverwinter and the realm itself owe a deep debt of gratitude to him, and it is a travesty that these foul charges have been levied against him.
{137755} {Nods}Thank you, Lord Callum. We are ever grateful to hear the words of one of the Nine.
{137756} | Female |{Firm, confident}She was a great help to me in defeating the orc bands at Old Owl Well in earlier months. Were it not for her assistance, the well would now be held by the orcs.
{137757} | Female |The soldiers of Neverwinter and the realm itself owe a deep debt of gratitude to her, and it is a travesty that these foul charges have been levied against her.
{137758} Alaine, please, tell us again what you saw the day of Ember's destruction.
{137759} {Quiet, a little in control}I watched the slaughter - the men, women and children all killed. It looked to be the accused that did it.
{137760} | Female |{Quiet, a little in control}I watched the slaughter - the men, women and children all killed. It looked to be the accused that did it.
{137761} Then it seems the accused's guilt is evident. 
{137762} Yes, I did.
{137763} | SCRIPTER: Verdict +1 |Thank you, Alaine. Those who brought destruction to Ember will surely find justice today.
{137764} {Prompting}Tell us what you saw, young Marcus... what you saw with your special gift.
{137765} | Male |{Shrugs, as if this should be evident to everyone}It was a man that killed the village. He was big, much bigger than a normal man. I don't know how you could be confused.
{137766} | Female |It was a huge man that killed the village. I don't know how you could confuse him with her. They don't look anything alike. 
{137767} Nya, you encountered the accused in Port Llast, did you not?
{137768} That's correct. {To player}I remember the accused well.
{137769} Could you tell us what happened?
{137770} I have been at Port Llast for the past season to help fortify the town's defense. Though my duties occupied all of my time, I was concerned about the unburied bodies in Ember.
{137771} I knew from a... former acquaintance - a follower of Kelemvor, that after dying such violent deaths, it was possible they could arise as undead.
{137772} But I could not see to them, and could not convince anyone to help, until the good squire came.
{137773} | SCRIPTER: Verdict +2 |The squire agreed to put the dead to eternal rest.
{137774} | PART 8: SHANDRA. |{Court}I call forth Shandra Jerro.
{137775} {Surprised}What?
{137776} {Taking advantage of Shandra's suprise}Come now, Shandra... don't be afraid. We are in a court of law, you may speak freely here.
{137777} {Irritated}About what? About these false accusations?
{137778} | PC is male |{Cold, getting ready to strike}No... I am interested only in your interactions with the accused. You travel with him, do you not?
{137779} {Suspicious}I do. 
{137780} | PC is female |{Cold, getting ready to strike}No... I am interested only in your interactions with the accused. You travel with her, do you not?
{137781} {Prompting}Let me ask you a question. Have you ever observed the accused causing... or near... any acts that compare to the destruction at Ember?
{137782} {Objecting, irritated}I really don't think...
{137783} {Cold, losing patience}Answer the question.
{137784} {Defiant}No.
{137785} {"gotcha"}Not even your home?
{137786} {Taken aback}Well... yes, but that was different, there were...
{137787} {Cutting her off}And wasn't your home attacked twice? And is now burned to the ground?
{137788} Well, yes, but that was after...
{137789} {Cold}Next time when I ask you a question, I want you to <i>answer</i> it, Shandra, without objecting or giving me exceptions. {Then false consolation}You are safe here, and you need not fear the accused anymore.
{137790} Because you see - what I am most concerned about, Shandra, is what <i>you</i> think - what you <i>really</i> think of the accused. 
{137791} | PC is male |We know something of his activites in Neverwinter already - as well as the lands around. So think carefully before you answer. 
{137792} | PC is female |We know something of her activites in Neverwinter already - as well as the lands around. So think carefully before you answer. 
{137793} | PC is male. |Is he someone who might do such a thing?
{137794} Is she someone who might do such a thing?
{137795} | PC is male, low alignment or influence failure.|[Influence: Failure]{Hesitates, lying} ...no. He... no.
{137796} | PC is female, low alignment or influence failure. |[Influence: Failure]{Hesitates, lying} ...no. She... no.
{137797} | SCRIPTER: Verdict -1 |{Quietly}Ah. And the tone reveals all. 
{137798} Thank you for all your help, Shandra. I think this matter will soon be brought to a close. 
{137799} {Cold}I hope you get what you deserve, Ambassador. 
{137800} {Mocking}My dear, all <i>I</i> want is justice. 
{137801} | PC is male, lawful alignment |[Influence: Success]{Firm, defiant} No. He is a noble man, someone of great character. 
{137802} | PC is female, lawful alignment |[Influence: Success]{Firm} No. She is a noble woman, someone of great character. 
{137803} | PC is female, good alignment |[Influence: Success]{Firm} No. She is a good woman, who cares about others. 
{137804} | PC is male, good alignment |[Influence: Success]{Firm} No. He is a good man, who cares about others. 
{137805} | SCRIPTER: Verdict +1 |To hear him slandered like this makes me angry at the... injustice of it.
{137806} | SCRIPTER: Verdict +1 ||To hear her slandered like this makes me angry at the... injustice of it.
{137807} {Prompting}Angry enough to attack... to kill those who stand against the accused? I see.
{137808} {Angry}By the Gods, if you are accusing <i>me</i> of what happened at Ember...
{137809} {Chiding, cutting her off}I make no such accusations.
{137810} But trouble does follow the accused, oddly enough? Perhaps you are blinded... one can often be in shock after the destruction of one's home.
{137811} | PC is female | Shandra, you know the accused, have traveled with her, have you not?
{137812} {Slight hesitation, not sure where this is going}I have.
{137813} | PC is male. |And this crime of which he is accused? As one who knew the people of Ember... of Port Llast... do you really think him capable of such a crime?
{137814} No, not at all. {Softening a little}Look... don't get me wrong - trouble seems to come at his heels. 
{137815} | PC is female |And this crime of which she is accused? As one who knew the people of Ember... of Port Llast... do you really think her capable of such a crime?
{137816} {Key soft moment}But... it's how he deals with those troubles that makes me say no. He... well, he keeps trying to make things right, even when things are at their worst.
{137817} And it's really hard not to admire that. {Beat, firm}And stick by it, no matter what. 
{137818} No, not at all. {Softening a little}Look... don't get me wrong - trouble seems to come at her heels. 
{137819} {Key soft moment}But... it's how she deals with those troubles that makes me say no. She... well, she keeps trying to make things right, even when things are at their worst.
{137820} | SCRIPTER: Verdict +1|{Slight smugness, but proud of Shandra}I think that says it all, Shandra, thank you.
{137821} | END SEQUENCE: End of trial, moved to root for organization. |The parties have spoken, now all that remains is judgment to be passed... Lord Nasher?
{137822} I expect Lord Nasher has already come to the correct decision.
{137823} I certainly hope so - it's evident this was a conspiracy to frame a loyal squire of Neverwinter as a criminal of the worst sort.
{137824} {Angry, Torio has objected for the fifth time, his patience is gone}Silence, Sand! I have heard enough from you - and from you, Torio. And it is enough for me to reach a decision.
{137825} | INNOCENT VERDICT: 20_bInnocentVerdict = 1 |{Firm, angry}The case before me was a difficult one... but it seems we know now the identity of Ember's attackers. 
{137826} {Cold}Nevalle, I want the ambassador, her retinue, and any remaining members of the Arcane Brotherhood of Luskan outside the city gates by nightfall.
{137827} {Incredulous, going too far again}What? This is no verdict - to think the <i>Brotherhood</i> truly responsible...
{137828} {Angry}You brought this case before me - now you debate my verdict. {Beat, quietly, angry}I would be careful of where you point a sword when you draw it, Ambassador - and remind your masters in Luskan of that as well.
{137829} {Cold}I think we've wasted enough time on this. Justice has been done, an-{"and"}
{137830} {Cold, using her trump card}I claim the right of trial by combat.
{137831} Ambassador, I am <i>tired</i> of your games, and I will indulge you no longer.
{137832} {Smug, mock incredulous}In a matter of such importance, you would deny me my sacred right of appeal?
{137833} {Mocking, Incredulous, knows she's right}Can Lord Nasher do that, Reverend Judge? Can he put himself above our god {TEER}Tyr in this matter?
{137834} {Reluctant, realizes he's being played, but can't do anything about it}He... cannot. The ambassador from Luskan is entitled to an appeal as she describes.
{137835} {Slightly distressed, disappointed}Gods, I was hoping she didn't know about it.
{137836} {Disdainful}And who will fight for you, Torio? This is no battle with words, though I would like to see you try to match your wit against the blade of a true soldier of Neverwinter.
{137837} {Feigning hurt and sadness}Indeed, you are correct, Sir Nevalle. Luskan is not the aggressor here, and I only wish to see justice done. 
{137838} {Slight plea, all for show}But I cannot defend myself and seek justice in this matter... is there not one who will champion the people of Ember?
{137839} | SCRIPTER: Silence as camera focuses on crowd - seconds drag on, build the drama. |
{137840} {Cold, gutteral}I will. 
{137841} | SCRIPTER: Camera should focus on Lorne, make him look imposing. |
{137842} {Gutteral, angry}I have listened to these lies, and will answer them - with my blade, in Luskan's name. 
{137843} {Clenched teeth}So be it. After the Rite is observed, the trial shall be held in the morning, upon the tourney grounds. {A little quieter to player}Arm yourself and be ready, squire - or choose a champion to fight for you.
{137844} | INNOCENT VERDICT, Score >13, bonus xp |{A little under his breath, angry, to himself}Because by the Gods, we have not come all this way for justice to be denied in this final hour. 
{137845} | SCRIPTER: Nasher storms out. Loud murmuring from the crowd. |
{137846} | SCRIPTER: Fade out, Send the player to Blacklake, outside of Castle Never entrance |
{137847} | SCRIPTER: Fade out, jump in Callum |
{137848} | SCRIPTER: fade out, jump in Alaine |
{137849} | PART 13: OPTIONAL: MARCUS: Moved to root for organization. SCRIPTER: fade out, jump in Marcus, and only if the player was nice to him. |Unknown to all, there was <i>another</i> survivor of the Ember massacre. 
{137850} {Quiet, to player.}If that is what it takes to win the day, then that is what we must do. {Beat, sighs}When you are prepared, go to the Hall of Justice and speak with Prior Hlam to start the Rite of Tyr.
{137851} A champion has been declared. Both the defender and the accused are required by law to report to the Temple of Justice in Neverwinter to undergo the Rite of {TEER}Tyr... to cleanse themselves in a night of prayer and vigilance. 
{137852} {Sighs a little, tired - they went through the whole trial just to discover a new problem.}So... it seems this will be decided with blood.
{137853} The following morning, the champions shall meet in combat so that justice may be decided. 
{137854} | END GUILTY: ERIC/FERRET: Sequence to play if trial is failed. No cut scene, only an interjection by Sand. |{Realizes he's got one last card to play, weary, doesn't like this option}I invoke the right of appeal, the right of trial by combat. It is still on the Neverwinter law books, is it not, Reverend Judge?
{137855} What is this? Justice has been served, and now you wish to debate it with violence? {Beat}How Neverwinter of you.
{137856} {Smug, indulgent}But I believe the Reverend Judge will see this ploy for what it is. Justice has already been served in this court, I th-{"think"}
{137857} {A little quiet, knows this is serious}The accused has the right. 
{137858} This is ridiculous. I can't believe what I'm hearing.
{137859} {Cold, then a little pleased.}Justice has not had its say yet, Ambassador. Now it is time for you to meet the accused in a more honest arena, so I suggest you prepare yourself for battle, Torio - it's a much different arena than you're used to, I'm afraid.
{137860} | Off camera. |{Cold, breaking into a debate, proclaimed to a big room.}No. 
{137861} | Cut to an imposing shot of Lorne. |{Gutteral, angry}I will answer as her champion - in Ember's name. 
{137862} | PART 1: INTRO:SCRIPTER: Nasher enters with Oleff and is announced.|
{137863} {Proclamation}Lord Nasher {AL-ah-gon-dar}Alagondar, Defender of Neverwinter and Reverend Judge {O-leff}Oleff Uskar, Lord Justiciar of {TEER}Tyr.
{137864} | SCRIPTER: Nasher sits in his seat, Nevalle remains at his side, Uskar stands further down from Nasher on the other side. |
{137865} {Not too happy with having to do this}Bring in the accused. 
{137866} | SCRIPTER: Player enters with Sand. Stands opposite Torio on Nasher's left. SCRIPTER/AUDIO: Low-level, neutral murmuring from audience, neither good or bad. |
{137867} Reverend Judge, let the trial commence.
{137868} | SCRIPTER/AUDIO: Excited murmuring from audience, neither good or bad. |We are gathered here to determine the truth of the crime committed in the small village of Ember... its people slaughtered to the last man, woman, and child. 
{137869} | SCRIPTER/AUDIO: Excited murmuring from audience, neither good or bad. |
{137870} Under Tyr's guidance shall the truth of this matter be revealed - and justice delivered. Is the accuser here?
{137871} {Deferent, then firm}I speak for those the accused slaughtered at Ember - and I am here to see that justice is carried out this day.
{137872} | Player is male |And is the accused here? And his defender?
{137873} | Player is female |And is the accused here? And her defender?
{137874} {False indignance}The dead of Ember speak strongly enough of your guilt. How you can simply stand there after what you've done...
{137875} {Firm}The accused is correct, Ambassador - this trial has barely begun.
{137876} {Slight anger}Any more slips of the tongue, Ambassador, and the court will not look favorably upon it.
{137877} {False deference}Forgive me, Reverend Judge. I am afraid my conviction got the better of me.
{137878} {Slight irritation}Of course, milord.
{137879} | SCRIPTER: Verdict +1 |{Murmuring, to player}Well done.
{137880} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{137881} | SCRIPTER: Verdict -1 |{Smug}And so the rage of the murderer of Ember quickly shows itself. This will be a quick trial, indeed.
{137882} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{137883} {Slight anger}I think you speak out of turn, <i>murderer.</i> You are on trial today, not I.
{137884} Enough! Order in the court - both of you will be silent until spoken to. 
{137885} {To player, murmuring, slight irritation}Are you trying to get yourself executed? You're playing right into her hands! 
{137886} {Slight lecture}Look... let Uskar speak, give the formalities, <i>then</i> we can attack - all right?
{137887} Enough! Both of you will be silent.
{137888} | SCRIPTER: Verdict +1 |{To player, murmuring, slight amusement}Oh, this will be fun. Well said, by the way, nothing like a simple turn of phrase to make Torio look the fool.
{137889} We are present, and eager to bring the truth of this matter into Tyr's sight, Reverend Judge.
{137890} Very well. We now list the items presented by the accused in their defense, and they will be shown to the people of the court, Lord Nasher, and held aloft for the eye of {TEER}Tyr to see. First off...
{137891} {A little quietly, to the player}It may take a while for them to get through all the evidence, bless it, and the rest of the ritual nonsense, so if you have anything you want to ask, now's the best time.
{137892} {Shrugs}Very well.
{137893} | Influence Loss Sand |If you think I wanted to do this, you are mistaken... I was politely "asked." {Beat, under his breath, being rueful, but taking a moment to pat himself on the back}Seems my exceptional wit and cunning instinct for verbal duels has landed me in trouble yet again. 
{137894} Well, skipping the trial is not an option, but if you are determined to make this proceed as... quickly... as possible, you may either denounce this trial publicly, which will act in Torio's favor, or...
{137895} If you are determined to make this proceed as... quickly... as possible, you may either denounce this trial publicly, which will act in Torio's favor, or...
{137896} ...you may simply keep silent and allow me to argue it for you. {Beat, a little quieter}If you intend to make haste, I would prefer that you simply leave it to me.
{137897} {Slight distaste, followed by a "but follow my lead."}A verdict will be dispensed quickly, yes. But if you are determined to do it, wait for the cue. 
{137898} {Thinking, matter of fact}Torio is an arrogant creature, but she is not a Luskan ambassador for nothing. This court is her theater, her arena, and she has had years of experience in treachery and twisting words. 
{137899} While evidence helps a case, she knows it is often the drama, the belief of everyone here as to who is guilty and who is not that will ultimately win the day. 
{137900} {Low, warning}Do not forget, that the rabble are here today to see someone <i>hang</i> - unless you can convince them you have been wronged, and grievously so, it is an uphill battle you fight. 
{137901} {Thinking, tapping chin}It is somewhat... unorthodox, but playing upon the animosity between Luskan and Neverwinter may help you...
{137902} ...but that will only go so far, and may even help Torio in convincing the court that your actions may have been an attempt to start another war, which no one in Neverwinter wants. 
{137903} I cannot give you a clear strategy, but remember that trading diplomatic words with Torio will be difficult - do <i>not</i> resort to such a duel unless you feel you can absolutely win. 
{137904} And do not threaten her or try to bluff her unless you are equally certain - if you fail, you are bound for the gallows for certain.
{137905} {Sniffs}Well, I'm glad someone does. I <i>occasionally</i> have a good idea, you know.
{137906} | Influence Loss Sand |{Irritated}I will, rest assured. 
{137907} | Influence Gain Sand |{Slight surprise, he hasn't been thanked in a long time}Oh. {Beat}Well, you're welcome. 
{137908} {Slight surprise, just been threatened}Oh. {Beat, then getting scared, gulps}Oh. I... uh, I see. I... shall keep that in mind. 
{137909} {Smiling, pleased}But really, no thanks needed. I assure you, this is a labor of love, and I relish the thought of seeing Luskan lose face - and possibly Torio losing her head. 
{137910} {Gleeful}Come, let us deliver some humiliations, one arrow at a time - it looks like they have finished dispensing the evidence.
{137911} | PART 2: POST-EVIDENCE: SCRIPTER: Fade to Black. Fade from Black. Evidence presented blackout, will need some means of tabulating the evidence score into 20_bTrial_Verdict and modifying the verdict global accordingly. |
{137912} ...and that is the evidence before us. 
{137913} | Poor Clue Score (0-2). SCRIPTER/AUDIO: Negative murmuring from audience. Verdict -1|
{137914} | Medium Clue Score (3-4). SCRIPTER/AUDIO: Low-level, neutral murmuring from audience, neither good or bad. Verdict +0|
{137915} | Good Clue Score (5-6). SCRIPTER/AUDIO: Positive murmuring from audience. Verdict +1|
{137916} {Quietly, to player}Well, <i>that</i> didn't go over well. 
{137917} {Quietly, to player}Well, that didn't seem to help much - but nor did it hurt us, I think. At the least, we have cast a shadow of doubt on the proceedings.
{137918} {Quietly, to player, slightly smug}Ah, that went over well. I think we've done some damage to their case... <i>and</i> put a nice little twist of the dagger in Torio's side. 
{137919} {Quietly, to player, smug, bordering gleeful}Perfect. Look at their faces - Torio's got quite a task ahead of her. {Even more gleeful}That little harpy, let's see her fly out of this little trap. 
{137920} The accuser, Ambassador Torio Claven of Luskan, may now call witnesses to the stand. 
{137921} | Poor Clue Score |{Smug, pleased by lack of evidence}I'm tempted to let the... scarcity... of evidence in the accused's defense speak for itself... but I think now is the time to drive the final nail into this case and ensure justice is done. 
{137922} | Medium Clue Score |{Slightly dismissive}It seems to me we could have dispensed with such... evidence... but there is no harm in such a weak defense.  
{137923} | Good Clue Score |{Slightly irritated, slightly defensive}I think we have seen enough of these objects and speculation - let us hear from those who witnessed the truth.
{137924} | Perfect Clue Score |{Irritated, defensive, disdain at "evidence"}These pieces of... evidence... if that is what they <i>truly</i> are, can easily be explained away. It may seem extensive, but our witnesses will tell a different story. 
{137925} {Slight consoling, to player}Very well. Simply lie back, and allow me to expound upon your innocence. Rest your eyes, if you wish, this could take a while. 
{137926} | SCRIPTER: Fade to Black, fade from Black. | 
{137927} {The end of a long-winded speech}...and that is why, Reverend Judge, these wild accusations by the ambassador are not only baseless <i>and</i> pointless, but she has also failed in her role as the voice of her home city. 
{137928} I recommend immediate dismissal of all charges and an immediate hunt for the <i>true</i> criminals in Ember's massacre. 
{137929} {Slightly weary, has been listening to Sand for hours}If that is all...? Ambassador? Anything you wish to add? 
{137930} I have no other statements, Reverend Judge. Like his name indicates, the arguments of the accused's "defender" are shiftless and granular, unable to form into a coherent shape, much less an argument.
{137931} {Slightly weary}And you, Sand? Anything <i>more</i> you wish to add that you did not say in the first three hours?
{137932} {Quickly, goes for a cheap slam - this is a comedic moment}Only that the dress the ambassador is wearing is clearly out of fashion, a blatant attempt to distract the court from the matter at hand, and is more appropriate for a Docks prostitute than a diplomatic envoy. Thank you. 
{137933} | SCRIPTER/AUDIO: Angry shouts from audience, anger from audience. |
{137934} | SCRIPTER: Verdict -1 |{Attempting to silence the uproar in the court}Enough! Be silent, and let the judgments be heard.
{137935} | Player is male. |{Stern, about to pass judgment}The accused has chosen, by order, to forfeit the remainder of this trial, and put himself at the mercy of {TEER}Tyr.
{137936} | Player is female. |{Stern, about to pass judgment}The accused has chosen, by order, to forfeit the remainder of this trial, and put herself at the mercy of {TEER}Tyr.
{137937} | PART 4: OPTIONAL: ELGUN: Broken up for organization. Torio brings in the witnesses, starting with Elgun.|Let me call my first witness to the stand... {L-Gun}Elgun, resident of Port Llast and a <i>witness</i> to the slaughter at Ember. 
{137938} | SCRIPTER: Verdict -1 |[Failure] {Mock alarm, playing before the audience}Ah... was that a <i>threat</i> I heard in your voice? Please, I withdraw any insult - I do not wish to suffer the same fate <i>Ember</i> did when they met you.
{137939} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{137940} The accused speaks truly. Present your evidence and witnesses, ambassador, but do keep in mind that {TEER}Tyr watches over us all in this matter. 
{137941} [Success] {Snaps back, angry at being taunted}Is that always the last resort of one of Neverwinter? To blame Luskan for<i> your</i> city's failings and crimes?
{137942} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{137943} | SCRIPTER: Verdict +1 |{Deferent, slight irritation}Of course, Reverend Judge. I meant no disrespect.
{137944} {Slight irritation}I would not forget you are a guest of this city, Ambassador - and your voice is Luskan's while you are here, so I would keep a civil tongue in this court.
{137945} | SCRIPTER: VERDICT +1 |{Irritated, but deferent}Of course, milord. Forgive me, I meant no disrespect.
{137946} [?] {Slight surprise}Speculate? The <i>truth</i> is what we are here to determine. Everything is in question. 
{137947} [?] {Defensive}Of course not, and I aim to prove it. 
{137948} | SCRIPTER: Verdict +1 |[Success] {Angry, losing a little control}I suggest you hold your tongue - I think you will want to hear what my witnesses have to say. 
{137949} | Influence Gain Sand |{Quietly to player, impressed player made Torio lose her cool}My, she has a temper. Well done, I am impressed. 
{137950} | SCRIPTER: Verdict -1 |[Failure] {False humility}It is not <i>my</i> place to judge your guilt, and I would not dare presume... that is for the people of Neverwinter, their lord, and the Gods to determine.
{137951} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{137952} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{137953} | Influence Loss Sand |{Hissing, to player}Do not play her game. She not only looks like a snake, but she speaks like one, too - if you let her bait you, she'll soon have the court hypnotized.  
{137954} {Beat, condescending to the player}I understand that you wish to stall the witnesses about to speak, but there is really nothing more <i>your</i> wordplay  can do to prevent it. 
{137955} | SCRIPTER: Verdict -1 |{False humility, again playing before an audience}It is not <i>my</i> place to say, and I would not dare presume... it is for the people of Neverwinter, their lord, and the Gods to determine.
{137956} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{137957} | Influence Loss Sand |{Hissing, to player, quiet, confidentially}Do not play her game. She not only looks like a snake, but she speaks like one, too - don't let her bait you, or she'll soon have the court hypnotized.  
{137958} {Beat, condescending to the player}I understand that you wish to stall the witnesses about to speak, but you cannot threaten us here, not while these guards can protect us.
{137959} | PART 9: PLAYER: Broken up for organization. Torio brings in the player as a witness. |Why, I call the accused as a witness, of course. 
{137960} My question is a simple one. Why did you kill the people of Ember? 
{137961} {Slight taunt}You refuse to defend yourself? Or are you concerned that your own words will confirm what we all already know?
{137962} {Calm, slight taunt}Why do you continually deny your crime? All you need to do is answer for it, and you will cease to be troubled by it.
{137963} {Going for drama}And if you are not troubled by it, then what kind of monster are you? To kill a whole village of people, without conscience. {Mock horrified}Without remorse.
{137964} {Smug}Oh, I'm sure it will. I'm certain of it. 
{137965} {Slight mockery}Noble words, while you hands are still stained with blood. No more questions, Reverend Judge. 
{137966} {Slight mockery}If that disdain for law is common in Nasher's court, I can expect little more as an answer. 
{137967} So you threaten <i>me</i> now? It seems I was fortunate not to be in Ember when you passed through, or I would lie dead with the other innocents. 
{137968} | SCRIPTER: Verdict -1 |Of course. What is there to say that will not implicate you?
{137969} No more questions, Reverend Judge.
{137970} If you find such a horrific crime commonplace and dull, I truly pity you. 
{137971} [?] {Wary, suspicious, then contemptuous at end}Indeed? Something you could not present with the other "evidence" you had gathered? {Contemptuous}I am intrigued. 
{137972} {Calm}[?] Please, go ahead.  
{137973} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{137974} | SCRIPTER: Verdict +1 |[Success] {Irritated}Indeed? I think you will find whatever truth you believe to exist - does not. 
{137975} | SCRIPTER: Verdict -1 |[Failure] {Slight gloating}I agree, and it is good that you will accept the verdict of this court as you prepare to be taken to Luskan.
{137976} | SCRIPTER: Verdict +1 |[Success] {Irritated}Indeed? I think you fear to face me, knowing that I can easily peel away your lies for what they are.
{137977} [Failure] {Slight incredulous}Pointless? Justice - the murder of innocents - seeing them avenged and the guilty punished? 
{137978} | SCRIPTER: Verdict -1 |To say such a thing here, in Neverwinter, before Lord Nasher - you are the one embarrassing yourself, and the city you serve. 
{137979} | SCRIPTER/AUDIO: Laughter from audience. |
{137980} [Success] {Irritated, dismissive}What was said long ago has little bearing on what has been committed this day, while the blood of Ember's dead still lies fresh.
{137981} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{137982} | SCRIPTER: Verdict +1 |{Quietly, as if shocked}I think you will find the lord the accused has quoted is one of Neverwinter's greatest heroes, and the one who helped found Ember during his reign, Ambassador.
{137983} To speak so lightly of a great hero of Neverwinter in this court... well, it is not proper. 
{137984} [Failure] {Somber}I thank the accused for reminding us of the name of Ember's founder - no doubt Lord {DER-ass-is}Derassis would be the first to demand justice for its destroyer.
{137985} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{137986} [Success] {Irritated, dismissive}What was said long ago has little bearing on what has been committed this day, while the blood of Ember's dead still lies fresh.
{137987} | Player is male. |{Firm}The accused wishes it be known that he believes the truth of this matter is already known to all parties, and he needs say nothing to see justice done this day.
{137988} {Firm}The accused wishes it be known that she believes the truth of this matter is already known to all parties, and she needs say nothing to see justice done this day.
{137989} {Challenging}Then let him say it.
{137990} {Challenging}Then let her say it.
{137991} {Irritated, trying to recover}No offense was meant, the true crime is what happened at Ember.
{137992} | SCRIPTER: Verdict -1 |But I think you have said enough... or perhaps too much already, concerning Ember - and the words you obviously hold in contempt.
{137993} | SCRIPTER: Verdict +1 |[Success] {Getting steamed}If this... mockery... is all we can expect from justice this day, so be it.
{137994} [?] {Laughs}Ah... so <i>easily</i> angered. {Slight taunt}Is that what happened with the people of Ember? Did they get too close to the truth, then you threatened them?
{137995} [?] {Mock incredulous}Our cities are already in danger of going to war over your unprovoked massacre at Ember, or do you not yet realize that? 
{137996} | SCRIPTER: Verdict +1 |[Success] {Suddenly defensive}It is not our intention to start war - <i>we</i> did not attack Ember. We only wish to see justice done.
{137997} | SCRIPTER: Verdict -1 |[Failure] {Angry, player has gone too far}Enough! Silence! We are here concerning Ember, not to trade threats. Both of you step down, and my squire no longer speaks with my voice when issuing such threats. 
{137998} [Failure] {Snorts}Punishment? Lies? I think you know the latter all too well, and will know the former much sooner than you think.  
{137999} Is this short-sightedness what drove you to the murder? Did you not realize how many more are placed at risk by such threats, such deaths? Your ignorance shames you, and shames all you claim to serve. 
{138000} | SCRIPTER: Verdict -1 |{Cold, quiet, driving the dagger home}Threaten if you will, but do not kill innocents over it.
{138001} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138002} [Success] {Angry, grumbling}I should have known better than to argue with one of Neverwinter's soldiers. It's like cross-examining a wild boar. 
{138003} | SecretTaunt check here. SCRIPTER/AUDIO: Positive murmuring from audience. |
{138004} | Secret Success check here. SCRIPTER/AUDIO: Positive murmuring from audience. |
{138005} [Failure] I think <i>none</i> of us wishes a war... unless you were willing to attack Ember to provoke one, of course.
{138006} All we wish is peace - as I am sure the brave people of Neverwinter do as well. We are all sick of war and bloodshed, except you - who seem so quick with threats of violence...
{138007} | SCRIPTER: Verdict -1 ||If you speak with Nasher's voice, perhaps it would be better if you listened to your people as well.
{138008} | SCRIPTER: Verdict +1 |[Success] {Delicate, realizes by bringing up the war, the player has gained a courtroom advantage}The war... that unfortunate battle is behind us. Now Ember is all that matters, the rest is history, nothing more.
{138009} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138010} {Archly}We do not need a history lesson here, Ember is all that concerns us. 
{138011} We will allow it.
{138012} {Irritated}Very well.
{138013} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138014} | Verdict +1 |{Getting a little uncomfortable}There is no need to dwell on past-
{138015} {Raising her voice slightly, trying to speak over player}Reverend Judge, we are not here for a recounting of old wars-
{138016} {Mocking, finally hit breaking point}Indeed. And what dusty tome or witness shall you grasp for next in your defense? Please - amuse me with a name.
{138017} | SCRIPTER: Verdict -2 |[Failure] {Smug}Ah. A shame. What <i>else</i> are you not certain of? Your innocence?  
{138018} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138019} {Smug}That is all I wished to ask, Reverend Judge. I thank the accused for raising more questions than answers. 
{138020} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138021} | SCRIPTER: Verdict +1 |[Success] Enough of this... diversion. You have distracted us from the matter at hand, but not for long... let us see if your witnesses prove as capable.
{138022} [?] {Laughs}Ah... so<i> easily </i>angered. {Slight taunt}Is that what happened with the people of Ember? Did they ask you a question and you attacked them?
{138023} {Stern}We are here to find the truth, yes. To listen to your insults? No. 
{138024} [Success]{Suddenly angry, player has successfully provoked her}How <i>dare</i> you! You think being here in Neverwinter with your false claims of nobility makes you safe from me! It doesn't! 
{138025} Do you know the power I have? If I wanted to, by the Gods, I could have Luskan troops sent here to seize you within the hour, so wipe that smug look off your face and answ-{"answer:}
{138026} [Failure]{Suddenly smug}Reverend Judge? Is what I hear contempt or no?
{138027} {Angry}I suggest you watch where your words fly, Ambassador. I have been patient enough, but I will not abide threats to this city.
{138028} | SCRIPTER: Verdict -1 |{Quiet, slight reprimand}Contempt. I ask the accused to please keep a rein on such comments in the court, they serve no one... and do not serve Neverwinter.
{138029} {Slight smug, slight quiet to needle player}Do not be upset by the court's request - we all need to be reminded of our place at times.
{138030} {Suspicious}That is what I asked, yes. What is this tale? 
{138031} [Success] I did not ask for emb-{"embellishments}
{138032} | SCRIPTER: Verdict -1 |[Failure] Your tale is a moving one. It shifts and twists, but the simple fact of knowing you were at the scene while the blood was so fresh, well...
{138033} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138034} {Smug}That is all I wished to ask, Reverend Judge. I thank the accused for such a succinct and <i>honest</i> answer when questioned about the murder. 
{138035} | SCRIPTER/AUDIO: Positive murmuring from the audience. |
{138036} | SCRIPTER: Verdict +1 |{Quietly, to himself, like watching good TV}Oh my, this is good.
{138037} {Trying to raise her voice to talk over the player}Reverend Judge, I have h-{"heard enough"}
{138038} {Trying to raise her voice}Reverend Judge, enough of t-{"this"}
{138039} | SCRIPTER: Verdict +1 |{Sullen}I... I have no more questions, Reverend Judge. The accused may step down. 
{138040} | This is actually a success. |[Failure...] {Calm}Then call your witness - but if this witness you speak of is <i>not</i> here, then there is only silence to back your claim...  
{138041} | SCRIPTER: Try and make Lorne's interjection so you can't see who says it. |[...Success] That one lies. There is no such person.
{138042} {Angry - somebody spoke who shouldn't have}Silence from the court! 
{138043} | SCRIPTER: Verdict +1 |{Smug, taunting}Yes, how would that man know? He doesn't look as if he hails from Neverwinter, yet he speaks with such authority...
{138044} {Wants to cut off this line of questioning}Enough! I have no more questions, Reverend Judge.  
{138045} [Failure] Then call your witness - but if this witness you speak of is not here, then there is only silence to back your claim. So are they here or not?
{138046} | SCRIPTER: Verdict -1 |[Failure] {Disgusted, dismissive}I have heard enough, and so, I am sure, has this court. 
{138047} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138048} [?] {Calm, slight taunt}So you have <i>not</i> been to Ember? Not seen the dead at your feet?
{138049} [?] {Confusion}So you were <i>in</i> Ember? Why? That is Luskan lands, yet there is no record of an invite or permission to enter our land.
{138050} [?] {Mock confusion}It seems you're simply circling the issue... if you were at Ember, admit it, if you saw the dead, admit it, just tell the truth for the court, please, and we can move on.
{138051} It seems we may have hit upon yet another crime, a trespass resulting in murder of the worst kind.
{138052} [?] {Frowns}I believe that is why we are here, isn't it? Although, you can answer better than I.
{138053} [?] {Smiles}It seems slaughter was the only reason. An entire village... wiped from the map, gone. 
{138054} [?] {Frowns}And so you are saying that this may have been militarily motivated? The people of Ember slaughtered solely to test our defenses? Our resolve?
{138055} | SCRIPTER: Verdict -2 |{False lament, playing it up for the court}Why is it the innocent must suffer for the aggression of others?
{138056} [?] {Confused}What?
{138057} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138058} [Success] {Snorts}Preposterous. Luskan has not set foot in Neverwinter before... and if there was conflict with you, it was no doubt due to your aggression.
{138059} | SCRIPTER/AUDIO: Positive cheering and support from audience. |
{138060} | SCRIPTER: Verdict +2 || Influence Gain Sand |{Quietly, smug}Perfect. {Beat, slight surprise}My word, I think I'm actually learning a thing or two.
{138061} | SCRIPTER/AUDIO: Angry shouts from audience, anger from audience. |
{138062} [Success] Enough! I have asked you to answer my question - why did you kill the people of Ember?!
{138063} | SCRIPTER/AUDIO: Positive cheering and support from audience. |
{138064} [Success] Let it be shown that the accused refused to answer directly - or at all... I have no more patience for... for this farce. 
{138065} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138066} [Failure] {Tired sigh}Will your lies never stop until everyone but you is to blame? Just admit the crime! 
{138067} Who more must answer for it before you understand? More villagers? More <i>farmers?</i> {this next phrase is like an axiom - she's pandering to the jury}When the knights of Neverwinter ride, the crops are trampled, and no one knows that more than the good people of the Sword Coast.
{138068} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138069} | SCRIPTER: Verdict -1 |{Quietly condemning}But your own people know the truth of that more than you.. so let us leave you with your denials and lies, and perhaps one day, you may listen to those you claim to serve. 
{138070} [Failure] {Pouncing}So what happened at Ember - you thought that was punishment for us? 
{138071} | SCRIPTER: Verdict -1 |Excellent - finally, you admit the truth. 
{138072} | SCRIPTER: Elgun enters |
{138073} Welcome, Elgun. You were brave to make the journey here, especially considering the danger in testifying.
{138074} {As if explaining to a small child}Why... danger from you, of course. 
{138075} {Slight alarm}Or else what? {Beat}I hope that wasn't a threat I heard.
{138076} But let us hear Elgun speak of what he saw, "squire" - you will have your chance in time, I promise you.
{138077} | Secret success check. SCRIPTER/AUDIO: Laughter from audience. |
{138078} | SCRIPTER: Verdict -1 |[Failure] {Cold smile}I think you'll find that his testimony will prove you wrong... he has much to fear from you. 
{138079} | SCRIPTER: Verdict + 1 |[Success] Laugh now if you will, but I'll wipe that smile from your face, I promise you.
{138080} Now, Elgun - you said you saw the murder at Ember, did you not?
{138081} {Nods, blustery}That I did! And a fierce, unfair battle against incredible odds it was. I tried to fight off the murderers... but one of them got a lucky blow against me, and down I went.
{138082} So you can confirm the accused was at Ember - and you saw the murder of those villagers?
{138083} Oh, yes. Those poor helpless farmers, cut down by that one there! {Looking to crowd for support}I tried to save them, you know, but I was only one man against many... and <i>demons</i> as well. 
{138084} | SCRIPTER: Verdict -2 |{Wearily, quietly to player}Oh Gods. If he was touched with a pin, he would pop like a balloon.
{138085} {wearily}The truth doesn't <i>matter</i> - he just has to make them believe the lie. And look at him - he's told many such lies, so many even he believes them.
{138086} {wearily, aside to player}I doubt that would stop him from speaking, trust me.
{138087} {Smug}The witness has identified the accused as the one who killed the villagers. I have no more questions, Reverend Judge.
{138088} The accused will have their chance to speak to the witness, so be silent until we are done hearing the facts.
{138089} {Puffing up}No need to defend me, Lady Torio - I can handle myself. If any bloodthirsty killer tries to come at me, they'll get more than they bargained for.
{138090} | PC is male. |Please speak freely, Elgun - you have nothing to fear from the accused here, he cannot harm you.
{138091} | PC is female. |Please speak freely, Elgun - you have nothing to fear from the accused here, she cannot harm you.
{138092} Does the accused wish to question the witness? 
{138093} Please... be my guest.
{138094} Very well. Ambassador, do you have another witness?
{138095} {Slightly puffing up, slight defensive}What did you want to know? I've given my testimony. 
{138096} | SCRIPTER: Verdict -1 |[Failure] You dare threaten him? This is not Ember - you can't harm him like you did those people!
{138097} [Success] {A little shaky, but keeps a stiff upper lip}I am not afraid of you - you can't do any more harm here, not to me, not to anyone again.
{138098} [Success] {Slight surprise}What? {Beat}No, I don't. {Beat}Not that I am, mind you.
{138099} | SCRIPTER: Verdict -1|[Failure] Why are you asking me this? You should be more worried about yourself for what you've done! 
{138100} | SCRIPTER: Verdict -1 |[Failure] {Firm}No, it happened, just as I said.
{138101} | SCRIPTER: Verdict +1 |[Success] {Thinking}Well... I don't know what happened after the fight, that is true. Not exactly.
{138102} {Snaps}Enough of this, he saw you kill those villagers. What happened afterwards is irrelevant.
{138103} {Slight confused}Well - I don't know. They must have thought I was dead.
{138104} {Smug}Perhaps you were in too much of a hurry to finish him off.
{138105} | SCRIPTER/AUDIO: Low-level, neutral murmuring from audience, neither good or bad. |
{138106} {Protesting}Now - look, I woke up, I'm tougher than I seem. I was still able to walk, and as for scars... well, I heal quick, too.
{138107} | Secret success check. SCRIPTER/AUDIO: Laughter from audience. |
{138108} | SCRIPTER: Verdict +1 |[Success] {Angry}Is that all? You've gotten your jab in, but that won't save you from the gallows.
{138109} [Success] But it's the truth! At least as much as I saw it!
{138110} {Gulps}I mean, if your friends were there, I didn't see them. I mean, there was a lot of fighting, I could have gotten... you know, turned around. Could have been anyone.
{138111} Well, no, how could I? I got knocked out, I... I couldn't see everything.
{138112} {Indignant}What are you saying? The accused is threatening the witness! I demand-
{138113} | SCRIPTER: Verdict +2 |{Irritated}I am not saying that. Let Elgun speak - his testimony will only help my case.
{138114} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138115} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138116} To see you use those tactics you used at Ember, here, in your lord's castle, you truly will stop at nothing. Ask Elgun what you will, but your threats had best stop before you truly bury yourself.
{138117} {Wary}What do you mean? My story's true... all that I remember, that is.
{138118} {Gulps}Well, I... I may not exactly have been in Ember at all, really. It's hard to tell - I did get knocked out, you know... or maybe I'd just been sleeping... and dreaming it all, you know? 
{138119} | SCRIPTER/AUDIO: Angry shouts from audience, anger from audience. |
{138120} | SCRIPTER: Verdict +2 |{Pleased, quiet, to player}Perfect. Well done.
{138121} {Furious}Get him off the stand... and out of my sight.
{138122} {Tentative}Uh... what about the coin I was promised for coming here? I'll need that gold for provisions and the journey back...
{138123} Get out of my sight! Now! 
{138124} Dozens - and other foul creatures as well, <i>demons,</i> I believe. 
{138125} | SCRIPTER/AUDIO: Excited murmuring from audience, neither good or bad. |
{138126} It was lucky they believed me dead, else I would have shared the fate of those poor, poor people from Ember.
{138127} {Confused}What? Oh... well, I heal quickly, is all. No scars - they must have hit me with a club or something. It was from behind, so I'm not certain.
{138128} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138129} | SCRIPTER: Verdict +1 |{Protesting}It's true! I say it is!
{138130} We had Elgun's wounds healed when he returned, that is why there is no scar upon him. We needed him healthy for the trial.
{138131} {Blinks}Uh... the chest, down to the stomach.
{138132} {Gulps}Well... yes, but they also hit me in the chest before... well, before they knocked me out from behind. 
{138133} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138134} | SCRIPTER: Verdict +1 |{Irritated}Is that all you wish to ask? The witness has identified you, it is enough.
{138135} Hunting, of course. Deer, actually - but I laid aside all thought of the hunt when I saw flames coming from the village. 
{138136} | SCRIPTER/AUDIO: Excited murmuring from audience, neither good or bad. |
{138137} {Prompting}And what did you do then?
{138138} | SCRIPTER: Verdict -1 |{Playing up the drama}I had to rush to the aid of the village, as quickly as I could - innocent lives were at stake! 
{138139} {Sputtering, defensive}I... I saw plenty, I don't know what you're trying to prove.
{138140} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138141} {Sputtering, defensive}This is meaningless, there were deer aplenty in the woods.
{138142} | SCRIPTER/AUDIO: Laughter from audience. |
{138143} {Firm}Yes - it was you.
{138144} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138145} | SCRIPTER: Verdict -1 |{Nods}Oh, yes - it was you and others, allies. But I remember you, I do. That horrible look in your eye... and those bodies all around you...
{138146} {Protesting}Well... I... I've gotten better. I mean, I practice when they're not looking, they don't know everything.
{138147} {Protesting}Well, of course not... they were probably frightened of them.
{138148} What?
{138149} They... they had horns. And scales. 
{138150} | PART 5: OPTIONAL: NYA: - Player was mean to her. SCRIPTER: Fade out, jump in Nya. |Allow me to call in Nya, an herbalist of Port Llast, and recent visitor to the graveyard that is now Ember.
{138151} Nya, thank you for coming. I realize you have traveled quite a way to be here - and to see justice done.
{138152} {Nods, cooly polite, doesn't trust Torio}I have traveled far, yes. 
{138153} You met the accused in Port Llast and asked for his help on behalf of the people of Ember. {Curious, drawing it out}What was the accused's <i>reaction</i>?
{138154} {Quietly}The accused was... unwilling to help me - and did not seem to care that the dead of Ember might rise if not given the proper rites.
{138155} When you spoke to the accused about the massacre, Nya, did you see any sympathy for the poor people of Ember?
{138156} | SCRIPTER: Verdict -2 |{Quietly}None that I could tell, no.
{138157} {To court}How could one hear of what happened at Ember and not be moved to help? Moved to show some sympathy? 
{138158} {Sighs}It could be that the accused was beyond such compassion. Perhaps we are fortunate that Nya is here to speak with us at all.
{138159} {Snide, then quiet}Speculations do not become you, Torio... which would explain a good many things about your appearance. 
{138160} | SCRIPTER: If Alaine is against player. |Unknown to many, the people of Ember were <i>not</i> slaughtered to the last woman and child. 
{138161} {To court}I call on {ALAIN}Alaine, the last living resident of Ember, to speak on what she saw that fateful day.
{138162} | SCRIPTER: fade out, jump in Alaine |
{138163} {Quietly}Alaine... thank you for coming here, I know how difficult it must be. But you realize that you are the only voice of Ember that survived that terrible tragedy.
{138164} {Quiet, tender, prompting}Now... please, tell the court what you saw.
{138165} | PC is male |{Having trouble keeping composure, remembering massacre}I... I saw the accused... there at Ember... he... killed them all... 
{138166} {Quietly, disbelieving, to herself}Alaine... no.
{138167} All those people... and they had no weapons, they had no way of fighting back, but... but...
{138168} | PC is male |{Prompting, cold}But the accused slaughtered them all, did he not?
{138169} {Distraught, wrecked, quiet}Yes. I... I... saw it all. {Beat}I took refuge in Port Llast... there was nowhere left for me to go.
{138170} {Quiet, "consoling"}You are safe now, Alaine... and the accused cannot harm you here. 
{138171} | SCRIPTER: Verdict -1 |{To court}What more proof is needed - we have a witness, a witness that <i>saw</i> the accused perform the deed. {Beat}Perhaps we should move on to the sentence now, the accused's guilt is plain.
{138172} {Rhetorical}Let us examine the accused's character, in a place closer to home.
{138173} {Cut off as Reylene enters and interrupts her}I call forth a merchant of Neverwinter, {RAY-lean}Reylene, to speak on the-
{138174} {Pleased at being at trial, looking around}Hello! Hello, my, what a <i>crowd.</i> Are they all here for me?
{138175} | PC is male |{Sees player}Oh, look at that, I recognize him. Is he the accused? 
{138176} | PC is male |{Noding, then prompting}Yes - and you recognize him, you say? 
{138177} | SCRIPTER: Verdict -1 |{Matter-of-fact}Why yes, as I explained to you. 
{138178} | Shadow Thief Angle. |Came by to ask for a donation not to break my shop into little pieces. I was quite honored... meant I had finally achieved the status I had been working for for some time.
{138179} {Prompting}So the accused threatened you?
{138180} {Matter-of-fact}Oh, well, yes. Took me a while to figure it out, though. Still, I was more than pleased to pay the gold, meant more recognition, you know.
{138181} | SCRIPTER: Verdict -1 |{To court}I see. Extortion of one of Neverwinter's merchants? One who cannot even defend herself? I am not certain there is a truer test of one's character. 
{138182} {Quiet, prompting}Am I done? Can I talk about my shop?
{138183} {Firm, dismissive}No, you are done. Thank you, Reylene.
{138184} {Sad}Oh. Well, it was good seeing everyone - please stop by, I have payments to make in order to keep the shop in one piece, you know.
{138185} Indeed. There is one closer to the accused who might speak more truly on the character of the accused.
{138186} | SCRIPTER: Watch Angle IF player did not break up crime.|{Matter-of-fact}Came by right in the middle of my donation to the local thieves and let it continue on without interruption. 
{138187} Reylene, you say the accused <i>let</i> this incident of extortion happen? While the accused was a member of the City Watch? 
{138188} | SCRIPTER: Verdict -2 |Well, yes. I was quite honored... meant I had finally achieved the status I had been working for for some time. 
{138189} {Prompting}So the accused did nothing while your shop was being bled dry by thieves?
{138190} {Matter-of-fact}Oh, well, yes. I was more than pleased to pay the gold, meant more recognition, you know.
{138191} | SCRIPTER: Verdict -2 |{To court}I see. A member of the Watch, turning a blind eye to the extortion of one of Neverwinter's merchants? One who the Watch is pledged to protect? I am not certain there is a truer test of one's character. 
{138192} | PC is female |{Sees player}Oh, look at that, I recognize her. Is she the accused? 
{138193} | PC is female |{Noding, then prompting}Yes - and you recognize her, you say?
{138194} | PC is female |{Prompting, cold}But the accused slaughtered them all, did she not?
{138195} | PC is female |{Having trouble keeping composure, remembering massacre}I... I saw the accused... there at Ember... she... killed them all... 
{138196} {Slight worry, quietly to player}Whatever it is, Torio must have a good reason for bringing her here.
{138197} {Cold}That is exactly the reception I expected from you. I find it completely unsurprising to see you here on trial today.
{138198} {Slight - false - curiousity}Nya, do you know the accused? 
{138199} {Cold}I do... we have met before.
{138200} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138201} | SCRIPTER: Verdict -1 |{Cold, pleased}I am certain that is the case - and after killing so many, I doubt Ember would have been beyond you. {Beat, takes a breath, as if steadying herself}But Ember is what concerns this court, not your other killing grounds.
{138202} Your wit is not sharper than the headsman's axe, Sand, <i>that</i> I promise you.
{138203} Does the accused wish to question the witness? 
{138204} Ask your questions, then.
{138205} Very well. Ambassador, do you have another witness?
{138206} {Quiet, softly}No... but how is it you have become so numb to death and helping others? Could you not have spared some time for those poor people?
{138207} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138208} {Quiet, but firm}There are many reasons one could think of - as I do not think in that manner, there are likely many more I have not considered. 
{138209} | SCRIPTER: Verdict -1 |I am not saying you are guilty of what happened at Ember, that is not known to me - but I know that you would not help another when they needed your help, and that is all I can judge you on.
{138210} {Thinking}It could be Port Llast was your next target, in case there were witnesses... and while I doubt you intended to do this, you may have been waiting in Ember for the right time.
{138211} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138212} {Genuinely confused}[?] I... I don't understand. What do you mean?
{138213} [Failure] I... I...
{138214} {Sobbing}I was just trying to lay them to rest. I'm only thinking about those poor villagers and making sure... making sure they're safe. 
{138215} {Trying to stop crying}And all you're doing is yelling and trying to save yourself and you don't care anything about those poor people... what made you so cruel? 
{138216} | SCRIPTER/AUDIO: Angry shouts from audience, anger from audience. |
{138217} | SCRIPTER: Verdict -2 |{Consoling}Nya, it's all right... it's all right. Just gather yourself, we'll see to it the accused harms no one again.
{138218} I... I am sorry. I am fine, I just needed to compose myself. {Beat, a little cold}If you have more questions, I am ready for them.
{138219} How could you claim to be a knight of Neverwinter and act that way! I... I...
{138220} | SCRIPTER: Verdict -2 |Or... or you may have thought <i>I</i> might go to Ember and find something that would incriminate you, so you wished to deal with me. {Beat}But I am just guessing, like you asked me to.
{138221} {Pleased}I think you have given us all a great deal to think about, Nya. Thank you.
{138222} | PART 7: ALAINE FOR TORIO |Another witness, yes - and a most important one, Reverend Judge.
{138223} | PART 6: OPTIONAL: REYLENE: SCRIPTER: If the player was a member of the thieves' guild, or was a member of the City Watch who took a bribe. |I think this case has barely scratched the surface of what happened at Ember, however... the question is, how has the accused behaved in other circumstances?
{138224} {Winces, player said something bad}No! Don't ask her to...
{138225} {Mumuring to player}Is there something I should know? {Beat, a little terrified}She's not like Grobnar, is she?
{138226} | SCRIPTER: Verdict +1. SCRIPTER/AUDIO: Positive murmuring from audience. |
{138227} Torio? An objection has been raised... what is the reason you have brought this merchant before us?
{138228} Why, the character of the accused is at the heart of this case, Reverend Judge. And this merchant of Neverwinter has seen it first hand. 
{138229} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138230} [Failure...] You will <i>have</i> your turn to address these charges, for now, hold your t-{"tongue"}
{138231} [...Success] "Honored" was the word, yes. And it's true. It was quite a help to my business, too - as the accused no doubt intended. 
{138232} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138233} | SCRIPTER: Verdict +1 |{Irritated, a little exasperated}But the accused honored you by <i>threatening</i> you, correct?
{138234} [Failure] Yes, in {AHM}Amn, as well in other parts of {FAIR-oon}Faerûn, "honor" is a common term in the thieves' cant for "extortion."
{138235} | SCRIPTER: Verdict -1 |{Mocking}So the accused "honored" you, Reylene? With a thinly veiled threat? 
{138236} | Same as the Diplomacy check, but this is a bluff check. |[Failure...] You will <i>have</i> your turn to address these charges, for now, hold your t-{"tongue"}
{138237} [...Success] I'm sorry, pardon me, don't mean to be rude... but the accused <i>did</i> help me, as I told you, Ambassador. It was quite a boon to business, and the accused seemed to realize this.
{138238} | Secret Success Check |{Challenging}Your "friend?" What, so you can threaten her m-{"more"}
{138239} | SCRIPTER: Verdict +1 |[Success] I'd love to! We haven't had a chance to talk much since your visit, I'd love to catch up!
{138240} [Failure] Your "friend?" {Firm, stern}What, is that how you treat "friends" of yours? I would hate to see how you treat your enemies... or perhaps Ember is already proof of that.
{138241} | SCRIPTER: Verdict -1 |Come, Reylene, let us make sure you are escorted safely out.
{138242} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138243} {Challenging}What, so you can threaten her m-{"more"}
{138244} | SCRIPTER: Verdict +1 |[Success] Oh, look, isn't this nice! That poor person you're accusing is trying to help me out again, let me get word of my shop out to the public!
{138245} [Failure] What, so you can threaten her more? I think not.
{138246} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138247} {Eager, pleasant}I have plenty of time to speak, what did you want to know?
{138248} {Archly, accusing}Do you wish to speak to her - or threaten her? I will not allow you to harass this witness - and there is nothing more for you to say, her testimony was clear.
{138249} Since you stopped by, why, it's excellent! 
{138250} | SCRIPTER: Verdict +1 |People seem to notice the shop more, and the number of people dropping by... why, I really can't thank you enough.
{138251} {Impressed}My, you <i>do</i> know business. I'd say I take in a revenue of about thirty more gold a tenday, now, and that's no small sum! 
{138252} | SCRIPTER: Verdict +2 |I hope you people of the court are paying attention - this person you're accusing? Knew exactly what to do to give business a good kick and help me out.
{138253} I wish that everyone in Neverwinter... all merchants who have been hurt by the trade season... could be helped just like this, it would be good for the whole city!
{138254} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138255} [Success] Oh, yes! It worked quite well, indeed. 
{138256} [Failure] Staged? Well, I don't know about that... you seemed pretty convincing, but that's how extortion works, correct? It needs to be genuine in order to have the desired effect. 
{138257} But again, thank you.
{138258} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138259} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138260} | SCRIPTER: Verdict +1 |I really can't thank you enough for intervening. It really made a difference.
{138261} | SCRIPTER: Verdict -1 |{Consoling}But enough about that, you did what you needed to do, no matter how angry and threatening you were about it.
{138262} [Failure...] You will <i>have</i> your turn to address these charges, for now, hold your t-{"tongue"}
{138263} [...Success] "Honored" was the word, yes. And it's true. It was quite a help to my business, too - as the accused no doubt intended. 
{138264} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138265} | SCRIPTER: Verdict +1 |{Irritated, a little exasperated}But the accused honored you by <i>threatening</i> you, correct?
{138266} [Failure] Yes, in {AHM}Amn, as well in other parts of {FAIR-oon}Faerûn, "honor" is a common term in the thieves' cant for "extortion."
{138267} | SCRIPTER: Verdict -1 |{Mocking}So the accused "honored" you, Reylene? With a thinly veiled threat? 
{138268} We shall see.
{138269} [Failure] Why would they do that? You were right there - unless you mean the thieves were your allies? {Confused}I'm sorry, you're not making much sense.
{138270} [Success] We're not interested in the testimony of other members of the "Watch," especially when one is obviously so corrupt...
{138271} | SCRIPTER/AUDIO: Negative murmuring from the audience. |
{138272} I think casting insults on the City Watch of Neverwinter is something you'd best take care in, Ambassador. The accused is on trial, but if you wish to place Neverwinter on trial, that is a different matter.
{138273} | SCRIPTER/AUDIO: Negative murmuring from the audience. |
{138274} | SCRIPTER: Verdict -1 |{Irritated}I am sorry - I misspoke. But perhaps our witness can clear it up.
{138275} [Success] {Thinking}That is a good point. A fight in there could have cleared out my whole stock. {Beat}My, that was considerate.
{138276} [Failure] A weak excuse, but clutch to whatever you want when you drown, it matters little.
{138277} | SCRIPTER: Verdict -1 |But enough outbursts and denials from the accused - let us turn the attention back to the victim in this matter, and what the accused did... or failed to do.
{138278} {Irritated}It was not considerate - the accused was threatening you.
{138279} | SCRIPTER: Verdict +1 |Yes, but in a very considerate way.
{138280} | SCRIPTER/AUDIO: Laughter from audience. |
{138281} I'd rather spit on her... besides, there's <i>nothing</i> to testify about.
{138282} {Chiding}Let her speak for herself, please. You cannot threaten her here.
{138283} {Worried, a little to player}Hope you've been treating her well, she's about to come clean.
{138284} Almost. You see, there's only one more I wish to speak to - and that is you.
{138285} {Chiding}In a moment... but there's one more witness who's critical to this case.
{138286} {Quiet, to player, alarmed}This isn't good. We need to change the course of the river streaming from her eyes, or we're all going to hang.
{138287} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138288} {Cold}Reverend Judge, may the witness please be allowed to speak without the accused attempting to interfere?
{138289} | SCRIPTER: Verdict -1 |{Firm}The accused will refrain from interruptions until the witness has spoken. 
{138290} Go on, Alaine... tell us what you saw.
{138291} {Quietly, a little shocked}Yes. I... I  didn't know she'd survived Ember... where has she been hiding? 
{138292} | SCRIPTER: Verdict -1 |[Failure] {Firm, then angry}Perhaps after the witness has a chance to tell her side of the story. I understand you are anxious to derail this key witness, but show some compassion for her loss.
{138293} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138294} [Failure...] {Firm, then angry}Perhaps after the witness has a chance to tell her side of the story. I understand you are anxious to derail this key witness, but show some compassion for her...
{138295} | SCRIPTER: Verdict +1 |[...Success] {Firm}It will be allowed - in time. 
{138296} All sides of an issue must be heard. For now, Ambassador, continue.
{138297} | SCRIPTER: Verdict -1 |[Failure] Please wait until the ambassador has had her chance. You will have an opportunity - for now, let us hear the testimony.
{138298} | SCRIPTER: Verdict +1 || Slightly easier check because it's Oleff, not Torio. |[Success] {Firm}It will be allowed. 
{138299} [Failure] {Horrified, she was upset, now she's incredulous that the player would accuse her of this}Lying? Lying?! I saw my friends, my family... lying dead in Ember because of you! 
{138300} | SCRIPTER: Verdict -3 ||And yet you <i>deny</i> it? Why, can you not even accept <i>responsibility</i> for what you did? 
{138301} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138302} | Actually, this is a success |[Failure...] {Horrified, she was upset, now she's incredulous that the player would accuse her of this}Lying? Lying?! I saw my friends, my fam-{"family"}
{138303} [...Success] {Irritated}Not only that, but must you always invoke Luskan's name when things are against you? 
{138304} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138305} {Confused, incredulous}Do either of you even care about what I have to say? What I have to say about Ember?
{138306} This isn't about Luskan or Neverwinter or your foolish politics! It's about my village - a village that was wiped out, and its people killed!
{138307} | SCRIPTER: Verdict +1 |{Slightly humbled}I... I am sorry, Alaine, forgive me. Please, tell us what you saw.
{138308} [Influence: Success] {Aside to player, struggling for what to say}Look, when you get the chance, ask her if I would ever travel with someone who would do that - and where we were when it occurred. 
{138309} [Influence: Failure] {Aside to player, defensive}What do you expect me to say to her? You and I aren't exactly best friends - anything I said would just hurt things more.
{138310} {Smiles}Of course. Please... {leans in}the trap has already closed, there is no squirming out of it now.
{138311} | Player did not meet Alaine at all. |{Surprised}Why... yes, yes I do.
{138312} | Player met Alaine in Port Llast. |You know I do... you brought her to Port Llast.
{138313} Yes... I know her well, as a matter of fact. She stopped in Ember during trade season, not once, but many times. 
{138314} {Blinks}No... no, I did not know that.
{138315} {Getting irritated}Reverend Judge, I fail to see where this line of questioning is going...
{138316} {Breaking in, Prompting, urging}Alaine, listen to me, something's wrong - whoever did what they did at Ember, it wasn't who you think it was. I would <i>know.</i>
{138317} Enough! The accused has only one counsel, and only <i>he</i> shall speak to the w-{"witness"}
{138318} {Smug}Oh, Ambassador, I freely forfeit the right to question the witness when Shandra here is speaking - I really have no choice. 
{138319} Alaine, we weren't even at Ember when it happened - or anywhere near there. Are you <i>sure</i> you saw us?
{138320} {Hesitating}I... I think I did. Or... well, someone who looked very much like the accused. 
{138321} | SCRIPTER: Verdict +1 |{Disbelieving, she just lost her star witness}What?! 
{138322} {Confused}I... I... wasn't attacking her... I...
{138323} | Influence Loss Shandra |{Hissing, quietly to player}Stop it! Stop attacking her like that!
{138324} | Influence Gain Shandra |{Surprised, just been paid a compliment}Uh... thanks.
{138325} I'm not attacking anyone, I just want... want to see Ember again. But I...
{138326} Yes, I am certain it was you.
{138327} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138328} | SCRIPTER: Verdict -2 |{Smug}Well, that seems to settle that.
{138329} {Smiles}Go on... Alaine, tell them the tale.
{138330} I... I was coming back to Ember, in fact, I was not in Ember when it was attacked.
{138331} I saw the flames first, and then the shapes... moving through the village, cutting people down... it... it was terrible to watch.
{138332} I stayed and watched because I could not turn away... and I was too frightened to act.
{138333} | Influence Loss Shandra |{Hissing, quiet to the player}Stop doing that! Those were her friends who died!
{138334} | SCRIPTER/AUDIO: Sympathetic murmuring from audience. |
{138335} | SCRIPTER: Verdict -1 |{Gulps}You... cutting them down.
{138336} | SCRIPTER: Verdict -1 |I should have done something, but I could not move.
{138337} Eventually, I did realize I had to run - after everyone in the village was killed, then I realized that I would be next... so I ran as fast as I could to Port Llast.
{138338} There, Haeromos took me in, and promised to keep me safe from the attackers... until I could testify and see the people of Ember avenged.
{138339} | SCRIPTER/AUDIO: Sympathetic murmuring from the crowd. |
{138340} | SCRIPTER: Verdict -1 |{Sighs}Well, she's one of the worst witnesses we've had to face... it's all downhill from here.
{138341} {Confused}Oh? Trade season had been light, so I was forced to take goods to Port Llast and some of the other surrounding towns and villages.
{138342} {Thinks}Well, none of our regular shipments had arrived that month, so we had to cart some of our crops to market ourselves and buy the supplies we needed.
{138343} Why, Luskan, of course.
{138344} {Breaking in}I fail to see how any of this is relevant...
{138345} {Confused}I don't really know - the shipments dropped off a few weeks before the attack.
{138346} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138347} | SCRIPTER: Verdict +2 |{Surprised}I... I hadn't thought of that. I remember thinking it was odd at the time, but now... I never tied it to the attack at all.
{138348} | SCRIPTER: Alaine is uncertain, see the flag position earlier in dlg. 20_bAlaine_Uncertain =1 |No... now I am not certain. And the more I think about it... the more uncertain I become.
{138349} | SCRIPTER/AUDIO: Confused murmuring from audience. |
{138350} I think it was you, but now I... I am confused.
{138351} | SCRIPTER: If Alaine is confused about the player's idenity. 20_bAlaine_Uncertain = 1 |I... I am no longer certain. The more I think back to what I saw... it just seemed so purposeful, yet so senseless at the same time.
{138352} I mean, in some respects, it seemed like a slaughter... but exaggerated somehow, as if someone wanted to make it seem that way.
{138353} | SCRIPTER/AUDIO: Negative murmuring from the audience. |
{138354} | SCRIPTER: Verdict +1 |{Angry}This is all speculation, the important thing is the witness's original testimony.
{138355} | SCRIPTER/AUDIO: Negative murmuring from the audience. |
{138356} {Smiles}Any other questions? Please, go on and ask.
{138357} {Aside to player}May I? I have a brief opening speech with some cutting barbs prepared, but if you'd rather be found innocent as quickly as possible...?
{138358} Of course, of course. {Beat, to himself}Well, now that you've told me, that is.
{138359} Is the counsel of the accused prepared to give his statement?
{138360} {Snorts}What is this, a joke? You bring a child "seer" onto the stand, ask him a question, and then have him lie for you?
{138361} {Frowns}Indeed? I also see clearly - the boy is an innocent victim, compelled to lie for you.
{138362} |Verdict +1|Maybe he used a magic disguise... but disguises like that don't fool me.
{138363} [Success] {Pleased}Indeed! Then let us put this sight of his to the test!
{138364} [Failure] {Suspicious}Hmmm. No more questions, Reverend Judge. Perhaps the <i>boy</i> is right, but I trust my <i>adult</i> witnesses more, I think.
{138365} | SCRIPTER: Verdict +1 |{Cold}Marcus, what do I hold in my left hand?
{138366} {Slight drifting, as if seeing something in the distance}Your left hand holds an iron ring, the ring of Garius, the Master of the Fifth Tower. You hold it tightly, as if afraid it will fly from you.
{138367} Every time you touch the ring, you see how angry he becomes when one fails him, and you fear his ambition... it is a ring that is more of a chain than a piece of jewelry.
{138368} And even more so, the ring reminds you of...
{138369} {Breaks in, defensive.}Enough! No more questions - it is a ring, nothing more, but the boy guessed correctly. A parlor trick, surely, but the rest is lies, of that be assured.
{138370} | SCRIPTER/AUDIO: Excited murmuring from audience, neither good or bad. |
{138371} {Sullen}No more questions, Reverend Judge.
{138372} | PART 11: OPTIONAL: NYA - Player completed Nya's quest: Moved to root for organization.|{Prompting}I see Nya, the herbalist we helped in Port Llast. I was thinking about bringing her to the stand - she could be good for our defense. 
{138373} {Smiling slightly}Very well... but this one, I am afraid may be a little difficult.
{138374} {Nods}Then I shall call our next witness.
{138375} [Success] Of course I do. If he has the power of a seer, then let us test it.
{138376} [Success] The boy is an innocent victim in all this to be sure - but just to be fair, let us test his power - and see how much of a seer he truly is.
{138377} | SCRIPTER: Verdict -1 |After all, what more could one do who murdered a whole village than to force a confession of innocence from a child? The depths you will sink to...
{138378} I have no questions for the boy, Reverend Judge - I do not wish to add to the harm the accused has already done by dragging him to the stand.
{138379} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138380} I am not a native of Ember... that you should all know.
{138381} {Nods, pleasant}And well met to you. It is good to see your face again.
{138382} [Failure...] {Snide}One could expect nothing less from such a... new squire in Nasher's service. 
{138383} | SCRIPTER: Verdict -1 |[Failure] I believe the term you are looking for is "be in pieces," which is how you <i>left</i> them. Do not attempt to scatter pretty words over your horrid crime.
{138384} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138385} {Irritated}Now, are you done attempting to hold off a verdict, or are you ready, at last, to face justice?
{138386} | Secret success check here. SCRIPTER/AUDIO: Positive murmuring from audience. |
{138387} | SCRIPTER: Verdict +1 |[Success] {Irritated, hissing, quietly}Your words may take root with those with dirt between their ears, but they will not make the crime of Ember vanish - I assure you.
{138388} {Smug}Yes, it is a wonder that Nya was not killed as well.
{138389} |male|Actually, Ambassador, the accused and those he traveled with had every opportunity to kill me... and easily, if they had chosen to do so.
{138390} | SCRIPTER: Verdict +1 |That, too, convinced me of the good nature of the accused. The true killer of Ember would have no doubt murdered me as well for attempting to interfere there... especially if I had uncovered any clues while attempting to bury the bodies.
{138391} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138392} | Secret Success check here. SCRIPTER/AUDIO: Negative murmuring from audience. |
{138393} | SCRIPTER: Verdict -1 |[Failure] Was that an implication that what happened at Ember was revenge of some sort? An attempt to start a war, perhaps?
{138394} | SCRIPTER: Verdict +1 |[Success] {Cold, but uneasy, the words the player uttered obviously caused a reaction}I think you have taken my words out of context - but I forgive you. After all, it is your life at stake.
{138395} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138396} No, at least one more witness, I think, and we shall close the curtain on this stage.
{138397} | Secret Success check here. SCRIPTER/AUDIO: Negative murmuring from audience. |
{138398} | SCRIPTER: Verdict +1 |[Success] {Cold, but uneasy, the words the player uttered obviously caused a reaction}I think you have taken my words out of context - but I forgive you. After all, it is your life at stake.
{138399} | Secret Success check here. | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138400} | SCRIPTER: Verdict +1 |{Cold, but uneasy, the words the player uttered obviously caused a reaction}I meant no offense - to your faith, or to Tyr himself. I seek only the truth in this case, not to speak of the dead with harsh words.
{138401} Yes... such speculation is indeed of interest - to those less gullible than those of this court, I think.
{138402} {Hissing, doesn't want to go up to trial}Sand... no! 
{138403} My dear, get up if you wish to see Ember avenged. {Beat, cold, a little quiet}If you care about justice, then I assure you, this is one of those times when the actions of one can change the course of a nation.
{138404} [Success] What?! How dare you! All right, I'll go - go on, Sand, ask your questions. 
{138405} [Success] {Quiet}All right, you've got a good point. Go on, Sand, ask your questions.
{138406} {Uncomfortable}Ah... well, that puts something of a blanket on my plans. How about we just skip Shandra's testimony for the time being.
{138407} [Influence: Failure] No! No, look, I can't. Torio already tore me limb from limb... don't make me go up there again!
{138408} [Influence: Success] {Suddenly cold.}No. She can help you, and she will.
{138409} [Failure] No! Look... I can't. Torio will... well, she'll tear me apart.
{138410} [Influence: Success] I... I... all right. {Beat}Go on, Sand, ask your questions.
{138411} [Influence: Failure] {Irritated, angry}Forget it, then. I don't know why I bother fighting for your cause at all, if you're willing to give up as soon as a hard choice needs to be made.
{138412} {To player}I was going to call Callum of the Neverwinter Nine... the commander you met in Old Owl Well. After the victory there, his voice carries a great deal of weight.
{138413} {Grumbling}All right, then... let's see...
{138414} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138415} | Thief Angle |As are the people of Luskan. {Beat}Tell me, Lord Callum, you say you met the accused in Old Owl Well, did you not?
{138416} I did.
{138417} | Thief Angle |Yet... the accused was not a member of the Neverwinter forces at that time. Why was the accused there?
{138418} Lord Callum, I have heard you express that the charges in this court are a "travesty," and that they are unwarranted. 
{138419} {Reluctant}That is true, I feel the charges are unfounded. 
{138420} Is it because they are given by Luskan? 
{138421} {Slight irritation}Luskan has much to gain by casting down heroes of Neverwinter. Do I trust that Luskan brings such charges in good faith? I do not, nor do I trust your motives, Ambassador. 
{138422} There is a reason that low justice and high justice were divided by the Luskan-Neverwinter treaty, and I do not believe that any Luskan court or advocate has justice on their mind.
{138423} {Surprised}But... you do know that the voice of the accused's counsel is from Luskan, do you not? From the ranks of the Hosttower of the Arcane before he fled? 
{138424} {Cussing, under his breath}That banshee...!
{138425} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138426} {Slight surprise}No, I did not. 
{138427} | Note that there is no skill check here. |[Success] I agree. This matter concerns Ember... and whether the accused, who has sacrificed for Neverwinter on many occasions, merits such accusations.
{138428} The origin of such charges - or slander on the counsel of the accused - has no bearing on the crime itself. I misspoke, but your behavior here, Ambassador, only grants support to my words.
{138429} | SCRIPTER: Verdict +1 |If there is nothing else...? I think we have all wasted enough time here.
{138430} [Failure] Yes, but Ember lies in Luskan lands, and if your problem is with Luskan... well, if all of the Neverwinter Nine feel this way, perhaps that would be motive enough for an attack?
{138431} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138432} | SCRIPTER: Verdict -1 |Merely an observation, Lord Callum. You may be above such things despite your words, but perhaps other knights are not so... noble?
{138433} I thank Lord Callum for his time, Reverend Judge, my questions have been answered to my satisfaction.
{138434} | Secret Success check. SCRIPTER/AUDIO: Shocked gasps from audience. |
{138435} | Secret Success check. SCRIPTER/AUDIO: Low-level, neutral murmuring from audience, neither good or bad. |
{138436} [Failure...] {Scoffs}Prove it? Let Sand speak for himself. Look at his face, people of the court, and tell me if you think it true.
{138437} [...Success] It is a lie, and I am both prepared and eager to argue it in court at another time, Ambassador. 
{138438} {Embarassed, a little quiet to the player}She must be getting desperate... now she's using the truth. {Beat}We can talk more about it later, but for now, it looks like we will need to salvage both our reputations.
{138439} By your own words, Lord Callum, you are saying that the voice of the accused in this court is to be viewed with suspicion. That somehow, justice does not concern him. 
{138440} That accusation shames me, and offends the people of Luskan, Lord Callum. I thought that such prejudices were behind us, but now I see that they are not. 
{138441} | SCRIPTER: Verdict +1 |[Success] That is correct. And with the extra blade we were able to turn a holding action into victory. 
{138442} [Failure] {Emphasizing the suspicious nature}Yes, but little word of the "open recruitment" for Old Owl Well had reached Neverwinter... and there is no record of the accused being part of the Watch or the Greycloaks. 
{138443} {Chiding}And I can't help but notice how the accused describes the Greycloaks' ability... it seems ungrateful to describe your fellow soldiers in such a way, if they truly are your fellow soldiers. 
{138444} | Secret success check. SCRIPTER/AUDIO: Positive murmuring from audience. |
{138445} | SCRIPTER: Verdict +1 |[Success] {Smiles slightly, then turns it into a threat at the end.}I think you have no better answer, Ambassador. It is that spirit that will allow Neverwinter to triumph over its enemies, no matter what the battlefield. 
{138446} [Failure] {Suspicious}Yes, but to claim to be part of the Watch? What an... unusual means of volunteering. 
{138447} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138448} Or did you simply happen to stumble across the battlefield for another reason? Most... strange. 
{138449} | SCRIPTER/AUDIO: Positive murmuring from audience. |
{138450} [Success] Luskan cares nothing for Neverwinter's victories, and a sad battle over the orc tribes is not what this is about!
{138451} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138452} {Stern, lecturing}Ambassador, many good men and women were lost at Old Owl Well, and it was not an easily-won victory. I would be careful with your slander.
{138453} [Failure] There is no anger here, Reverend Judge, only a question - and I wish the accused would keep a handle on their temper. Such rage... if it boils over, other villages could suffer the same fate as Ember.
{138454} [Failure] {Firm}The accused was sent by the council, I believe.
{138455} | SCRIPTER: Verdict +1 |[Success] {Firm}The accused was sent by the Neverwinter council.
{138456} You believe? The records seem to indicate otherwise. 
{138457} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138458} {Irritated}I think you know, ambassador, that not all actions are dictated by records. And I think a piece of paper measured against one's actions is a poor comparison indeed. 
{138459} Did the accused say that? The records seem to indicate...
{138460} {Irritated, interupting}Ambassador, you come to know someone when you fight with them. 
{138461} | PC is male |And that was something the accused did well... and most likely has resulted in his recognition by the Nine and Nasher. I would fight beside him again, and gladly.
{138462} | PC is female | And that was something the accused did well... and most likely has resulted in her recognition by the Nine and Nasher. I would fight beside her again, and gladly.
{138463} {Firm, irritated}Very well... then one last question for you, if I may.
{138464} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138465} | SCRIPTER: Verdict -1 |But that is merely something for the court to consider... I have only one last question I wish to ask.
{138466} | SCRIPTER: Verdict +1 |{To the court}As I have said, these charges against the accused do not sit well with me. I have seen this soldier fight for Neverwinter at great cost, and to see any good person brought to this court on suspicious charges angers me. 
{138467} Why you fought there, whether by accident, or deception, is what concerns this court. Your motivations are of deep interest to us.
{138468} | PART 12: ALAINE (20_bAlaine_Uncertain = 0 | |{Aside to player}Alaine is my next choice - her testimony may doom us unless we can get her back up to the stand. 
{138469} | Influence Loss Shandra |{Angry}Do what you want - it's not like you care who you step on to get there, anyway.
{138470} | Influence Gain Shandra |{Grateful}Thanks... I appreciate it.
{138471} {Drily}As will we all, when we hang from the gallows. 
{138472} {Confused}What? 
{138473} {Getting near tears}I... I didn't. I thought I saw... I thought...
{138474} | Influence Loss Shandra |{Angry}Stop it! She lost her family and her friends!
{138475} {Raising her voice}I demand that the accused stop attacking the witness! Isn't what happened at Ember enough?! 
{138476} [Success] I... I... don't know what I saw! But those people... all my family... dead. All I want is to get them back, and now I can't.
{138477} | SCRIPTER: Verdict +1. |I... I am sorry. Please, I can't say anything more, but I want this horrible ordeal to be over.
{138478} [Failure] Stop this! Can't you see she's upset and terrified! 
{138479} | SCRIPTER: Verdict -1 |Agreed - to push like this seems rather... violent... of you.
{138480} {Slightly ashamed}We have no more questions, Reverend Judge.
{138481} {Hesitant}I... I know what I saw. They are my words, and they are true.
{138482} | Marcus is alive, and the player found him in the well. |{Quietly, to player}We need to bring someone to the stand who saw through the killer's disguise - and that means Marcus. 
{138483} | PART 3: OPTIONAL: VENTON ORLEY: Only for Thief players. |In any event, let me call my first witness...{interrupted}
{138484} {Raises voice}Wait now, <i>I</i> have an objection!
{138485} Eh?
{138486} {Loudly, brashly}I don't know who's been casting {means "aspirations," but messes it up}aspraisins on my friend here, but I'll have no more of it! Seems to me this travesty of justice needs its curtains drawn, it does!
{138487} {disdainful}And who is this?
{138488} {Blustery}A well-known tradesman in <i>truth,</i> Venton Orley, your Ambassador-ness. {Shouts at crowd}And I say the accursed is innocent! 
{138489} | SCRIPTER/AUDIO: Excited murmuring from audience, neither good or bad. |
{138490} {Archly, to player, a little whispering}Do you know this man? I do not know whether he is a Luskan deception, or one from your friend, Goodman Devrie.
{138491} {Slightly confused, a little quiet}I have no idea. He seems more the fool than a witness. 
{138492} | Influence Gain: Sand |{Then puffs up}Thank you for consulting me, by the way. It is good to know you have some faith in my counsel. 
{138493} | Influence Loss: Sand |{Slightly disapproving}I think he's already done that. {Then petulant}But enough of my sage advice, you have no need of it. 
{138494} {Sensing an opportunity, like a snake}Is this one of <i>your</i> witnesses, Sand? You seem... confused. 
{138495} You have been asked to leave the courtroom - do so, now.
{138496} I, Venton Orley, shall see myself out, but I shall not be silenced! Mark my words - no good ever comes from listening to Luskan. 
{138497} | SCRIPTER/AUDIO: Excited murmuring from audience, neither good or bad. |
{138498} | SCRIPTER: Verdict +2 |Who remembers the war? I do! The Luskan War, the unprovoked assault? Now, they try to do the same with words!
{138499} | SCRIPTER/AUDIO: Positive cheering and support from audience. |
{138500} Down with the Luskan attackers, whatever weapons they use! Down, I say! 
{138501} Now that I have had said my piece, I will walk out on my own two feet, not ordered out by Luskan interlopers! Freedom for Neverwinter! 
{138502} |Fade out|
{138503} {Dismissive}Seems to me whatever coward and scoundrel or Luskan-loving... Luskan... who killed all those people in Ember, wasn't this one - I have the truth of my own two eyes to back it up. 
{138504} | PC is male. |He was drinking with us in the Sunken Flagon all that time, I swear upon my life and every God I worship.
{138505} {Sarcastic, flat, tone should suggest she doesn't believe a word}So he was drinking with you this whole time? For several days.
{138506} Have you ever <i>seen</i> him drink? Wouldn't be asking that question if you had.
{138507} | PC is female. |She was drinking with us in the Sunken Flagon all that time, I swear upon my life and every God I worship. 
{138508} {Sarcastic, flat, tone should suggest she doesn't believe a word}So she was drinking with you this whole time? For several days.
{138509} Have you ever <i>seen</i> her drink? Wouldn't be asking that question if you had.
{138510} {Starts getting suggestive}<i>You</i> should come out and down a tankard or two with us, by the way - Ambassador, is it? You look like you could be a little fun, you could. 
{138511} | SCRIPTER/AUDIO: Laughter from audience. |
{138512} This trial concerns Ember... please stick to the matter at hand.  
{138513} {Suggestive}Aye, I know where I'd like to stick my hand, I do.
{138514} | SCRIPTER/AUDIO: Laughter from audience. |
{138515} | SCRIPTER: Verdict +2 |{Frowns, then a little disbelieving, quiet to himself}Why, he's undermining Torio. He's making it a fool's court - on purpose - just to upstage Torio, make her lose her demeanor. 
{138516} This man is a drunk, and an offensive one. I ask he be removed from the courtroom and allow the trial to proceed. 
{138517} Enough! I will not be shuffled aside, like the poor people of Ember, nor allow my name to be slandered in court! 
{138518} {Beat}And just in time... it looks like the evidence has all been presented, excellent.
{138519} [Success] Hear hear! Well said, my friend!
{138520} [Failure...] {Dripping acid}So that's your game, is it? I think we've heard en-
{138521} [...Success] Let the accused speak! We will not be silenced!
{138522} [Success] Hear hear! Well said, my friend!
{138523} Is there anyone else you wish to call forth, Ambassador?
{138524} {Smug}Yes, let us move on - enough has been said. I think there is someone who knows the true nature of the accused - beyond just the crime itself. Someone very close to the accused indeed.
{138525} {Angry}Forget this - clearly the witness is too distraught to give her testimony properly.
{138526} {Sneering}So let's choose someone who's not affected by Ember at all... someone the accused knows all too well.
{138527} | SCRIPTER: Verdict +1 |{Eager, slight taunt}Go on, Torio, press the issue... please.
{138528} | SCRIPTER: Verdict -1 |[Failure] And it pains me to hear you use it as a cloak for your crime.
{138529} | SCRIPTER: Verdict +1 |[...Success] Actually, that was what I observed from the accused, Ambassador.
{138530} {Slight reluctance}Well... there is one other...
{138531} {A little sad}It is important to remind myself after hearing the testimony, that this is not about Luskan and Neverwinter... but about the people of Ember.
{138532} As much as it pains me to say it, there is not enough to declare the accused innocent of the crime. I give the accused to Luskan, to be given Low Justice in accordance with our treaty.
{138533} What? No! 
{138534} {Sighing}Ah, hells... I didn't want to do this, but...
{138535} Often necromancers wait until a period of time after the dead have gone to ground before raising them - in which case, you may have been waiting in Port Llast until the corpses in Ember were ready.
{138536} {Emphasizing the horror of it}A poor, frightened boy, who had to hide in a <i>well</i> to prevent being slaughtered.
{138537} How did he know to do such a thing? Why, Marcus has a gift... a gift of sight beyond sight - the gift of a seer. And he knew the murder would happen and the <i>true</i> identity of the killer.
{138538} | SCRIPTER/AUDIO: Shocked gasps from audience. |
{138539} | GUILTY VERDICT |{Frustrated}I have no choice in this matter - it is the law, and it must be upheld, despite what I believe.
{138540} {Gulps}You... you were finishing off the last of the villagers when I arrived... the quartermaster... then... 
{138541} {Mock sympathy}Be strong, Alaine, you can do this.
{138542} The quartermaster... he was on his knees, begging, and you just chopped his head off, right as he was pleading with you...
{138543} | Player's strength is > 15 |That must have taken someone with great strength, Alaine... like the accused.
{138544} I... I am sorry, I can't say anymore.
{138545} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138546} | SCRIPTER: Verdict -1 |Yes... yes, that is true.
{138547} {Confused}What? Why... yes, yes, that's what I said.
{138548} {Confused}Why, no... he is... was... a very large man. But I...
{138549} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138550} | SCRIPTER: Verdict +1 |{Imperious}Perhaps the accused was filled with bloodlust - and although the accused may not appear strong, it is possible to gain strength from anger - or from magic.
{138551} | SCRIPTER/AUDIO: Negative murmuring from audience. |
{138552} | SCRIPTER: Verdict +1 |{Slightly uncomfortable}I think we all are quite tired of this line of questioning. If there are no more wild speculations...
{138553} |<b>Perfect</b> Clue Score (7). SCRIPTER/AUDIO: Excited, positive murmuring from audience. Verdict +3|
{138554} |remove venton|
{138555} |fade in|
{138556} {Irritated, her timing's been thrown off}Well, now that <i>that</i> outburst is done, perhaps we can get on with the <i>real</i> trial, shall we?
{138557} |fade out|
{138558} |fade in|
{138559} [Diplomacy] It pains me to hear you make light of such an important task, Ambassador.
{138560} | Made happy with Alaine. |We spoke in Port Llast, and you admitted that it was a possibility that it was someone disguised as me, correct?
{138561} Yes, do it - he can only help.
{138562} Well met again, Nya.
{138563} What did I do?
{138564} What? Why her?
{138565} Are you finally finished?
{138566} You're kidding.
{138567} But we already proved my innocence!
{138568} Is this true?
{138569} Sand, what are you doing?
{138570} Trial by combat? That was an option all along?
{138571} I'm all for fighting this out - wish I'd known sooner.
{138572} I accept.
{138573} If this is the only way, then so be it.
{138574} I was planning to go out fighting anyway, trust me.
{138575} I think the ambassador speaks out of turn. No guilty verdict has been issued.
{138576} You don't speak for the dead of Ember, Ambassador, you are the one <i>responsible.</i>
{138577} As are we all, Ambassador.
{138578} I think this Luskan hound has spoken out of turn - she'd best be silent, or I will silence her.
{138579} | Only shows up once. |I still don't understand how I was ill-fated enough to have you represent me.
{138580} Do you have any advice?
{138581} What if I want to skip this trial?
{138582} As soon as the evidence is presented, let's be done with this.
{138583} I have no patience for this. How can we speed things up?
{138584} Let's just hear the evidence out.
{138585} Or?
{138586} I'm not interested in other options, that'll do. It'll be quick?
{138587} Sounds great. This was a mockery of justice to begin with, and I want the verdict now.
{138588} And this will cause the trial to go faster?
{138589} | Once only. |So what strategy would you suggest?
{138590} But? You don't sound convinced.
{138591} | Lawful option |I want to win by the rules of the court, not because of Luskan prejudice.
{138592} | Chaotic option |Unorthodox suits me fine - and Luskan's been quick to use it when they can, anyway. 
{138593} Your advice is useless, forget I asked.
{138594} I'll heed your advice.
{138595} Then I am ready to face this. Shall we?
{138596} And Sand - thanks for representing me.
{138597} If you let me down now, Sand, remember it's not just <i>my</i> life that's at risk. If I go to the gallows, I'll say you were at Ember with me. Got it?
{138598} Forget it. The sooner we start this circus, the sooner it'll be over.
{138599} [Diplomacy] Forgive me, Ambassador, but are you speculating on the truth of the evidence?
{138600} [Intimidate] Why do you want to distract us from the evidence? Scared of what it means, Luskan? 
{138601} Are you saying this evidence is questionable? 
{138602} | Priest Option, once only |To question the evidence presented within this court and before the god Tyr, offends me as a priest, Reverend Judge. Accuse me if you must, but I would ask the ambassador <i>not</i> to insult the gods.
{138603} You handle her from here, Sand. I don't want to cross-examine the witnesses.
{138604} I won't put myself on trial to any dog of Luskan. I say settle the verdict now! 
{138605} Let her bring her witnesses in - I look forward to it.
{138606} [Diplomacy] Is it? You seemed quite certain of our guilt. Are you admitting that is also in question? 
{138607} [Diplomacy] Which is it, Ambassador? Are we guilty or not in your eyes? I am finding it difficult to find the truth in <i>your</i> wordplay.
{138608} I refuse.
{138609} Then ask what you will, and I shall speak the truth.
{138610} What questions did you have for me?
{138611} Very well, about time.
{138612} | Once only. |[Lore] It is well known that there is animosity between Luskan and Neverwinter, dating back to the war, and when tragedy strikes, each has been known to blame the other first.
{138613} | Once only. |[Taunt] Why did the <i>Luskans</i> kill the people of Ember, you mean? I realize you were speaking in Luskan just now, but in Neverwinter we call them lies. 
{138614} | Once only. |[Diplomacy] Ambassador, you presume guilt when no verdict has been reached. I am innocent of these accusations. 
{138615} | Once only. |[Perform] The tale of Ember is a tragic one, and I am eager to tell it.
{138616} | Once only. |[Intimidate] I have put up with enough of your lies, Ambassador. If you can prove it, then do it, but if you can't, I will see you hang for this. 
{138617} | Once only. |[Bluff/Lie] If you want proof of my innocence, then I have been saving it for this moment. Do you wish the answer or no? 
{138618} I had nothing to do with what happened at Ember.
{138619} Enough, you're already boring me.
{138620} Take it from here, Sand. I have no interest in arguing this case further.
{138621} | Once only. |I said, I <i>refuse.</i>  
{138622} [Diplomacy] I believe the facts of the case already say all that needs to be said. 
{138623} [Perform] Lord Derassis of Neverwinter long ago said, "When the truth has already been said, it will speak for itself."
{138624} [Lore] | Note that will not show up if the Perform skill is higher. |Lord Derassis of Neverwinter long ago said, "When the truth has already been said, it will speak for itself."
{138625} [Taunt] Must we cloud this trial with <i>more</i> useless words and debate, when we all know this is pointless? Please, Ambassador, you embarrass yourself. 
{138626} | Lawful response |I am innocent of what you say, and I believe that this court and its laws will prove this.
{138627} | Good response |What happened to the people of Ember troubles me greatly. Those people did not deserve to die as they did, and if there was anything I could have done to prevent it, I would have.
{138628} | Chaotic response |Are you done with the theatrics? I could care less, but no truth will ever be decided in this court or in any other. 
{138629} | Evil response |I have no conscience, no remorse against my enemies. The people of Ember were not my enemies, but you, Ambassador... your life I would gladly take right now to see this matter ended. 
{138630} I have nothing to say. 
{138631} [Bluff/Lie] I have uncontestable proof of my innocence - and Luskan involvement! I ask again, are you prepared for my answer, Ambassador?
{138632} [Bluff/Lie] A courier is on the way from Luskan. With him, is a Luskan soldier, captured fleeing from Ember, who has agreed to testify in exchange for sanctuary! 
{138633} [Taunt] If you persist in the peel metaphor, Ambassador, then be prepared to cry once the onion has shed its skin. 
{138634} My counsel has spoken. 
{138635} [Intimidate] Threat? There is no threat here - if you attempt to force a guilty verdict on me, then you will bring our cities to war. 
{138636} [Intimidate] You are the one lying, and I say again, I will see you punished for your lies. 
{138637} [Intimidate] That does it. I'm going to kill you myself.
{138638} [Intimidate] And with all the troubles Luskan has with Ruathym, you think you can handle a war on two fronts? We will gladly indulge you and your foolish claims.  
{138639} [Intimidate] You just <i>said</i> we were in danger of going to war over this! Lie again, and I swear you'll answer for it!
{138640} [Intimidate] Did you slaughter one of your own villages just for the excuse to go to war with us?! If so, we welcome the chance to attack while your forces are all fighting in Ruathym! 
{138641} [Diplomacy] I think you mistake stubborness for resolve - just like <i>your</i> army did when they attacked Neverwinter during the Luskan War, Ambassador.
{138642} [Taunt] I think you mistake stubborness for resolve - just like <i>your</i> army did when they attacked Neverwinter during the Luskan War, Ambassador.
{138643} If you are done, simply say so.
{138644} Your surrender is accepted. Unless there is something else you wish to ask...?
{138645} [Lore] History <i>is</i> important to this case, as are borders and treaties established by such history.  
{138646} [Lore] We are all familiar with the Luskan War, and the atrocities committed during the Luskan aggression.
{138647} [Lore] The burning of much of Neverwinter, the slaughter of many of its people on the streets as Luskan fought for control of the city. It is well documented.
{138648} [Lore] And furthermore, many of the atrocities within Neverwinter committed by Luskan forces somehow bear a striking resemblance to what occurred at Ember. 
{138649} [Lore] I... I cannot recount a specific tome, but there must be many.
{138650} [Lore] I believe <i>Lord's Alliance Account of the Luskan War</i>, an impartial script, contains specific examples. Shall I recount them?
{138651} [Taunt] Not at all, they'd already been killed by Luskans. Weren't you listening to me, or are you deaf and dumb?  
{138652} [Taunt] Are you deaf to the truth as well as blind to it? It's no wonder you can't hear me, Ambassador. 
{138653} [Taunt] I'm glad we understand each other, because every time you open your mouth, you insult me, Neverwinter, and the people whom you killed at Ember.
{138654} [Taunt] Why do you keep asking for truth, when you already know that everyone in Ember was slaughtered by Luskans? Probably ordered to do so by you! 
{138655} [Perform] I walked upon the ground of Ember after the blood of the innocent was spilled, it is true... and I watched the sun fade on the town and its poor people, drenching the village in red.
{138656} [Perform] I admit I was in Ember! Yes! But <i>after</i> the crime, looking for clues as to who had performed this foul murderous act! The act of beasts, not men! 
{138657} [Perform] Had you seen the bodies, the women, the children, and had your heart torn in two like mine was, you would seek justice as well!
{138658} [Perform] That is why I forgive you, Ambassador. You mourn for your people as I do, but your passion for justice has clouded you to the truth. 
{138659} Wait - how would that man know the truth?
{138660} I... the name escapes me.
{138661} [Bluff/Lie] The soldier's identity has been hidden to prevent him from being assassinated.
{138662} Sounds to me like <i>somebody</i> knows for certain.
{138663} No, let him speak!
{138664} [Diplomacy] Ambassador, I went to Ember to see the murder for myself, not to commit it. 
{138665} [Diplomacy] That does not make me a murderer, only a witness to what was left after the crime, as you well know.
{138666} [Diplomacy] Why would someone attack Ember, Ambassador?
{138667} [Diplomacy] Ambassador, as I've said, I am innocent. I mourn the loss of people at Ember, and I am at a loss why anyone would do such a thing.
{138668} [Diplomacy] But I can't. It has no military value. It is not even a viable border target, nor was it worth robbing. So why was it targeted? 
{138669} [Diplomacy] But that again makes no sense - if one wished to kill Luskan people, one would simply declare war while your city is occupied with the war against Ruathym.
{138670} [Diplomacy] I do not know, Ambassador. But in this case, I think it was actually more difficult to attack the intended target... me.
{138671} [Diplomacy] Come now, Ambassador, I am a supporter of Neverwinter and Lord Nasher who has come into conflict with Luskans covertly entering Neverwinter before this point. 
{138672} [Diplomacy] Unable to reach me directly, you sought to lure me to Ember... and then force me into Low Justice in Luskan, which as we know would be no justice at all. But fortunately, the people of Neverwinter resisted, as did Nasher himself - who would <i>never</i> give up a Neverwinter citizen without attempting to find the truth first.
{138673} [Diplomacy] So there <i>were</i> Luskans entering Neverwinter? You're only dodging the question, not answering it. 
{138674} [Perform] "Preposterous?" Ambassador, it is beyond that - the aggression you so loudly argue against is what your people are guilty of! 
{138675} [Diplomacy] I have answered your question already, ambassador, but you have yet to answer mine! Why were Luskan forces entering Neverwinter, and why after I drove them off, did you take revenge on your own people to punish me? There is no sense in it!  
{138676} Danger? What danger?
{138677} [Taunt] Now now, Ambassador, I'm certain you wouldn't strike Elgun while he was testifying, so I doubt he's in any danger here.
{138678} If you are implying he would be at risk from me, I ask you take it back.
{138679} If he is a witness, then his testimony can only help me.
{138680} What? You lie! 
{138681} So? No one would believe lies like that.
{138682} Then we'll have to rely on the truth.
{138683} I was actually thinking about just cutting his throat. 
{138684} That is not true - whoever he saw, it wasn't me.
{138685} Have the witness continue his story.
{138686} Yes, we have some questions concerning his story.
{138687} No, no questions.
{138688} You said there was more than one attacker. How many? 
{138689} | Once only. |[Bluff] Do you know what the penalty for lying before the god Tyr is, Elgun?
{138690} | Once only. |[Intimidate] I think you're a fool that's told one too many stories, and I suggest you start telling the truth - now.
{138691} | Once only. |[Diplomacy] Elgun, no one doubts you are a brave man, but is there any chance that when you were struck so hard, some of what happened might be... unclear?
{138692} What were you doing in the area?
{138693} Did you see the leader?
{138694} | Player talked to Haljal about Elgun|How could you fight so many? Your own townspeople say you're terrible with a blade.
{138695} | Player spoke with Alaine or Marcus|I spoke with a survivor. I heard there were only about a dozen attackers at Ember, and no demons.
{138696} No more questions, Reverend Judge. 
{138697} Is it? How did Elgun get away safely? Why wasn't he killed with the rest?
{138698} And perhaps <i>you</i> were in too much of a hurry to get witnesses, Ambassador. If Elgun was wounded, how did he get back? And where are the scars?
{138699} [Diplomacy] I'm glad you made it back to Port Llast - your story certainly doesn't have the same legs.
{138700} [Intimidate] Who says it's just <i>me</i> you have to fear? I could be locked up, but my <i>friends</i> are still free... understand?
{138701} What does <i>that</i> mean? 
{138702} So you didn't see everything?
{138703} Now the story isn't going in your favor, Ambassador, you no longer wish your witness to speak?
{138704} I mean, this is just a trial, but divine retribution... I wouldn't want to be near you when it comes, not at all.
{138705} All that you remember? That sounds... convenient.
{138706} And what <i>do</i> you remember?
{138707} With the gods, there is very little room for such explanations when you are before them, Elgun. Now again - what is your story?
{138708} I have no more questions, Reverend Judge. It seems the witness has retracted his story.
{138709} |once only|[Spot] You fought them? Where are the scars?
{138710} Where was the wound? 
{138711} But you said you were hit from behind.
{138712} | Player spoke to Malin about the Duskwood. |You were hunting deer in the Duskwood? Malin says there's no deer to be found there at all.
{138713} | Player is a ranger. |I am a ranger, and there's no deer to be found near Duskwood. 
{138714} | Player is a druid and not a ranger. |From what I know as a druid, I can say for certain there's no deer to be found near Duskwood. 
{138715} Were there "dozens?" Just like the numbers of the "attackers?"
{138716} I think any scout or resident of Port Llast can report the lack of deer in the area. 
{138717} Are you certain?
{138718} <i>Demons?</i> This is ridiculous! 
{138719} And what did these demons look like?
{138720} Well, you saw the demons - describe them.
{138721} That was it? That's pretty vague for someone who saw a demon.
{138722} Nya? What is she doing here?
{138723} What? This proves nothing!
{138724} | Player never met Alaine. |Someone survived?
{138725} I have some questions for her first.
{138726} Reylene! Well met!
{138727} [Diplomacy] I believe the word "honored" speaks for itself, Ambassador. 
{138728} Actually, I was hoping to speak to her first, Ambassador.
{138729} What? This is meaningless!
{138730} I don't understand what she has to do with anything.
{138731} Well, if it isn't the glorified gravekeeper of Ember. How <i>are</i> the dead there, Nya?
{138732} Shall we call oracles and gossips to testify next? This is hearsay!
{138733} When you've seen as many bodies as I have, trust me, Ember is nothing.
{138734} Yes, we have some questions concerning her story.
{138735} No, no questions.
{138736} Because I wouldn't help you, you think me a killer?
{138737} Why would a murderer stop in Port Llast at all? Wouldn't they have fled as far as possible?
{138738} Well, why don't you name some? 
{138739} No more questions, Reverend Judge.
{138740} | Once only. |[Intimidate] Why are you lying for the Luskans? Why are you protecting them?
{138741} [Intimidate] I asked why you're helping the enemy! The ones who killed all those poor people at Ember! 
{138742} Oh gods, not that idiotic gnome shopkeeper. 
{138743} This merchant has no bearing on this case!
{138744} Go on, Reylene, tell her the circumstances of the "threat."
{138745} [Bluff/Lie] Am I to be blamed for attempting to<i> help </i>a local merchant? She even said it was an honor!
{138746} This proves nothing.
{138747} [Bluff] I have several allies on the Watch that say differently!
{138748} [Diplomacy] I believe the word "honored" speaks for itself, Ambassador. 
{138749} [Bluff/Lie] Am I to be blamed for not starting a fight within a merchant's shop and damaging her goods?
{138750} Go on, Reylene, tell her the circumstances of the "threat."
{138751} [Diplomacy] Forgive me, ambassador, but I have not had a chance to speak to my friend yet - Reylene, can you stay a while longer? 
{138752} Don't shove her out the doors just yet, I haven't had my say.
{138753} Let her go, she's said enough. 
{138754} [Diplomacy] Reylene, if you wished to discuss your shop now, <i>I</i> would love to.
{138755} | Appraise skill is below a certain level. |How have you been? How's business?
{138756} [Appraise] I was hoping I could ask you for an account of how much assistance I was in helping your profits for the season.
{138757} Actually, never mind. I don't have any questions for you.
{138758} [Bluff/Lie] So you agree that my visit, staged as it was, worked and helped you out?
{138759} That is all I wished to know. Thank you, Reylene.
{138760} No more questions, Reverend Judge.
{138761} There's no reason for her to testify.
{138762} Shandra, feel free to speak to Torio, if you want.
{138763} I'd like the chance to call my witnesses now.
{138764} [Diplomacy] Will I get a chance to refute these claims, ambassador? 
{138765} [Diplomacy] Reverend Judge, I want to cross-examine this witness.
{138766} [Intimidate] This woman is lying! This is a Luskan trick!
{138767} | Once only. |This woman <i>survived</i> Ember? How?
{138768} | Once only. |What, did she see the crime through those tears? If so, she saw nothing!
{138769} Let her speak, we'll ask her questions after Torio's had her show.
{138770} | Player did not meet Alaine at all. |Shandra, do you know this woman?
{138771} | Player met Alaine |Shandra, can you say anything?
{138772} Well, can you say anything? Do anything that can help us?
{138773} This can't be good.
{138774} When Luskan's to blame for what happened and why we're all in this court, yes!
{138775} | Chaotic Response |Why do you always resort to cheap theatrics when you can't argue your case, you banshee? You know this trial is a mockery, just as I do! 
{138776} | Evil Response |Because maybe Luskan <i>killed</i> all those people for some twisted reason? I should murder you and your whole city for wasting my time! 
{138777} | Lawful Response |Because if it's the truth, people should hear it, and you should answer to the laws of this court!
{138778} | Good response |Somebody needs to defend those people who died at Ember! 
{138779} The witness has spoken, let us move on.
{138780} | Once only. || Shandra influence is high |Alaine, do you know this woman here, Shandra?
{138781} No more questions, Reverend Judge.
{138782} Can you speak to her character? Is she a good person? A friend?
{138783} And do you know that she has been traveling with me for some time?
{138784} Shandra here was traveling with me when Ember was attacked. Why would your friend do that?
{138785} You heard her, Ambassador. I have no more questions... but I am sure <i>you</i> do, Torio.
{138786} It seems she just retracted her certainty of what happened. Could have been someone who looked like me. 
{138787} Then why would you attack her by accusing her in this crime?
{138788} Because I know her, and I know she has a good heart, as I am sure you know as well.
{138789} |Didn't make happy with Alaine|Are you certain the person you saw in Ember was me?
{138790} How did you survive Ember without a scratch? 
{138791} | Once only. |But you stayed and watched the Ember slaughter anyway? How convenient.
{138792} | Once only. |[Intelligence] Wait... what were you doing outside Ember in the first place?
{138793} | Once only. |What did you see when you came upon Ember, exactly?
{138794} Then how did you find your way to Port Llast, then?
{138795} Why was trade season light?
{138796} Where were these shipments supposed to come from?
{138797} Why didn't Luskan send any shipments? That seems strange.
{138798} Almost as if they knew the village would be destroyed?
{138799} Go ahead, I want to hear this part.
{138800} As long as you are sure to consult me before any witness is brought into court.
{138801} Ambassador, Marcus has the gift of sight... he is a seer and can see things before they happen.
{138802} [Diplomacy] Do you have a question for Marcus or not, Ambassador?
{138803} [Taunt] So you call the witness a liar? That is much like the pot calling the cauldron black, Ambassador.
{138804} [Bluff] Ambassador... please... do not question the boy on this. He's... tired from his journey, and cannot stand up to harsh questioning.
{138805} I don't think she'll be a help, let's move on to the next person.
{138806} I agree. Let's call her forward.
{138807} Marcus is <i>not</i> lying, Ambassador.
{138808} Can you tell us what we discussed in Port Llast, Nya?
{138809} It's the least I could do to help, considering how much you were doing.
{138810} | Good Response |Sometimes sacrifice is required, and I am always willing to help the good people of Neverwinter when I can.
{138811} [Bluff/Lie] Sometimes sacrifice is required, and I am always willing to help the good people of Neverwinter when I can.
{138812} | Priest Comment |That comment is offensive to my faith - and disrespectful to the dead of Ember.
{138813} [Intelligence] To "hide the evidence?" Ambassador, the entire town was murdered, hiding the bodies in graves isn't going to make the crime go away.
{138814} [Taunt] That is a very Luskan way of looking at burial... I still recall the bodies the Luskans left on the streets of Neverwinter during the Luskan War.
{138815} [Perform] I still remember the eulogy that came into my heart when we laid the people of Ember to rest... "from the Coast of Swords, may your spirit fly, onto a new shore, where your spirit shall be at peace."
{138816} Forget it, let's call for a verdict.
{138817} [Bluff/Lie] Sand, Shandra will just mess up her testimony, I don't want her up there.
{138818} Please, if you can help, do it.
{138819} | Evil Response |If you make her speak, I'll cut you from throat to groin, Sand.
{138820} [Diplomacy] This is for Ember, not me, Shandra.
{138821} I'd rather not, let's move on to the next witness.
{138822} Certainly, call him forward. 
{138823} | Thief Branch |We, uh, were at Old Owl Well for questionable reasons, don't bring him to the stand.
{138824} [Diplomacy] The history of my counsel nor the origin of the charges against me have no bearing on this case - it is Ember that concerns us.
{138825} [Intimidate] Are you saying that anyone from Luskan should never be trusted? If so, you kill your own case, Ambassador!
{138826} [Bluff] I say the ambassador lies! If what she says is true, let her prove it! 
{138827} | Once only. |Sand, what is she talking about?
{138828} | Once only. |I want to hear more about this.
{138829} | Once only. |[Diplomacy] Lord Callum had sent out a call for all forces in the region to fight against the orcs, and the Greycloaks welcome anyone who can bear a sword.
{138830} | Once only. |[Perform] When Neverwinter's safety, and that of its vital trade routes are threatened, no one can stand idly by and let them fall as long as they can fight on Neverwinter's behalf!
{138831} | Once only. |[Intimidate] This line of questioning is irrelevant! If Luskan is angry with a Neverwinter victory, then it is no concern of this court!
{138832} | Once only. |[Bluff/Lie] The council ordered us to go to Old Owl Well.
{138833} | Once only. |What does this have to do with anything?
{138834} | Once only. |I was there to battle the orcs and drive them from the merchant routes! 
{138835} | Chaotic Response |Very well, call her forward - it's not like any testimony matters anyway.
{138836} | Good Response |I'd rather not put Shandra's friend through more interrogation if we can help it.
{138837} | Evil Response |Mine too. Break her story if you can - she doesn't seem to be holding up too well. If she breaks, her story crumbles, too.
{138838} | Lawful Response |It's her duty to testify... as much as it may hurt Shandra, justice is more important.
{138839} Do it. I want to hear what she has to say.
{138840} | Made happy with Alaine. |Upon reflection, you realized you might be wrong, didn't you? After you talked to me in Port Llast?
{138841} Did Luskan attempt to force a story from you? Did they give you a list of what they wanted you to say?
{138842} Why would you trade the lives of your fellow villagers for Luskan lies? 
{138843} Do not be afraid, Alaine - if Luskan forced you to say these things and dragged you here, you are safe now.
{138844} [Intimidate] Answer the question, Alaine! 
{138845} Let the witness speak, if you will.
{138846} We only wish to hear the truth, Ambassador.
{138847} No, we don't need him. Who's next?
{138848} Do it, although I don't know how we can prove what he saw.
{138849} | Chaotic Response |I say we let him speak, we need a friendly witness on our side, true or not.
{138850} | Lawful Response |Denounce him now. I don't know him, and it's not right that he testify for us.
{138851} What do you think we should do, Sand?
{138852} I've never met him before. But he seems to speak the language of the court, judging from the audience reaction.
{138853} Stop asking me questions in the middle of the trial, you'll ruin his cover!
{138854} | Lawful Response |He's not a true witness, I cannot allow him to speak. 
{138855} I have no idea who this man is, but he can tell tales elsewhere, not in this courtroom. 
{138856} He may be confused... but I'd like to hear what he has to say.
{138857} | Chaotic Response |[Lie] I know this man, and I want him to speak. 
{138858} Please remove this man from the court... before he does any more damage. 
{138859} [Taunt] What will you do if he doesn't leave, Torio? Ask he be killed, like the people at Ember?
{138860} I object! Let him speak!
{138861} [Perform] So now the Luskan ambassador will cast witnesses from the courtroom and throw justice to the winds?! 
{138862} | Player met Alaine. |The Luskans must have gotten to Alaine.
{138863} No, who else do we have?
{138864} | Once only. |Tell me more about the attack, if you can.
{138865} [Intelligence] Did "I" cut off his head in one stroke?
{138866} I am not known for my exceptional strength - was this quartermaster especially thin in the neck?
{138867} It would probably be as easy to do that as magically impersonate someone, wouldn't you say, Ambassador? 
{138868} DEBUG: Skip to the defense.
{138869} | SCRIPTER: See second branch below before implementing any of this. This cut scene takes place in Crossroad Keep, Garius' chambers (which should have been used in a number of Act 1 cut scenes already), after the trial with the player. The owner of the conversation is assumed to be Torio, and her speaker tag is not labeled below. For information on when this cutscene should play, check with Michael Chu, for actual direction on the cut scene, see Chris Avellone. Note that this cut scene can potentially have Lorne in it if he wasn't killed by the player at the end of the trial - please check with Michael on the scripting flags for this. |
{138870} | SCRIPTER: Fade from Black, scene of Black Garius in his throne room. Before him, is Torio, kneeling if possible. If not, she is standing there quietly. If Lorne is alive, he is standing slightly behind her. Neither one should have weapons out. |
{138871} {Cold, the person he is addressing has failed him}Word of the trial came to me faster than you did. {Beat}It would have been wiser for you not to come at all.
{138872} | Player is Male |{She's in serious trouble, quiet, no smarminess at all, faltering a little at end}Forgive us, Master Garius. He proved more... capable than we had expected. 
{138873} | Player is Female |{She's in serious trouble, quiet, no smarminess at all, faltering a little at end}Forgive us, Master Garius. She proved more... capable than we had expected.
{138874} | Player is Female |{Angry at being defeated}In an open field, without the... mockery of this trial, I would have run her through. Her head would lie on a pike outside this Keep, for all to see.
{138875} | Player is Male |{Angry at being defeated}In an open field, without the... mockery of this trial, I would have run him through. His head would lie on a pike outside this Keep, for all to see.
{138876} {Cold, death sentence}Indeed. I think it is you who does not see, Lorne. 
{138877} | SCRIPTER: Garius makes a motion, and suddenly Lorne dies, in a burst of flame or a wreath of shadow, screaming. |{Lorne screams in agony as a spell tears him apart.}
{138878} | SCRIPTER: A moment of silence, showing Torio, horrified, looking down at Lorne's corpse next to her. |
{138879} | SCRIPTER: C-priority, would be awesome if Garius started advancing on Torio, and she backs up, frightened. |
{138880} {Cold, the person he is addressing has failed him, disgusted, he's thinking about killing her, too}Ember destroyed, the time wasted with this <i>trial</i>... I <i>trusted</i> you, Torio.
{138881} | Player is Male |{She's quietly begging for her life, almost backing up as she speaks}Master... Garius... the one we seek, he still has the shards, they are in his possession... 
{138882} | Player is Female |{She's in serious trouble, she's quietly begging for her life, almost backing up}Master... Garius... the... the one we seek, she still has the shards, they are in her possession...
{138883} {Pauses, looking at Torio, mention of shards has calmed him.}
{138884} {Urgent, this is the last thing she has to bargain with}They can still be retrieved. Tell me what to do, I shall <i>do</i> it.
{138885} {Contempt, angry}Do? {Beat}You are to do <i>nothing.</i> And you are to <i>say</i> nothing - especially to our "ally." 
{138886} {Beat, then musing}The shards are out of my reach... for now. But I have almost all I need for the ritual. 
{138887} {Still musing, quiet - this sentence is what could cause Torio to turn to the player}And when that is done, I shall need our ally no longer. I shall not need anyone.
{138888} {Slightly tired, dismissive, almost pinching his nose}Leave me, Torio. 
{138889} | SCRIPTER: Would be cool if she walked out, passing Lorne's body on the floor. |{Quiet, realizes that Garius is eventually going to kill her}At... once, Master Garius. 
{138890} | SCRIPTER: Fade out to Lorne's body on the floor. |
{138891} | SCRIPTER: This cut scene is if Lorne is not alive, but almost exactly the same as the cut scene above, except no Lorne. If there is anyway to combine the two branching scenes into one, since they both basically say the same thing, this would be appreciated. Fade from Black, scene of Black Garius in his throne room. Before him, is Torio, kneeling if possible. If not, she is standing there quietly. |
{138892} {Cold, the person he is addressing has failed him}Word of the trial came to me faster than you did. {Beat}It would have been wiser for you not to come at all.
{138893} | Player is Male |{She's in serious trouble, quiet, no smarminess at all, faltering a little at end}Forgive us, Master Garius. He proved more... capable than we expected. 
{138894} | Player is Female |{She's in serious trouble, quiet, no smarminess at all, faltering a little at end}Forgive us, Master Garius. She proved more... capable than we had expected.
{138895} | SCRIPTER: C-priority, would be awesome if Garius started advancing on Torio, and she backs up, frightened. |
{138896} {Cold, the person he is addressing has failed him, disgusted, he's thinking about killing her, too}Ember destroyed, the time wasted with this <i>trial</i>... I <i>trusted</i> you, Torio.
{138897} {Fury is building}Brutes like Lorne... they swarm the Luskan streets in hundreds, thousands, but <i>you</i>... 
{138898} | Player is Male |{She's quietly begging for her life, almost backing up as she speaks}Master... Garius... the one we seek, he still has the shards, they are in his possession...
{138899} | Player is Female |{She's in serious trouble, she's quietly begging for her life, almost backing up}Master... Garius... the one we seek, she still has the shards, they are in her possession...
{138900} {Pauses, looking at Torio, mention of shards has calmed him.} 
{138901} {Urgent, this is the last thing she has to bargain with}They can still be retrieved. Tell me what to do, I shall <i>do</i> it.
{138902} {Contempt, angry}Do? {Beat}You are to do <i>nothing.</i> And you are to <i>say</i> nothing - especially to our "ally." 
{138903} {Beat, then musing}The shards are out of my reach... for now. But I have almost all I need for the ritual. 
{138904} {Still musing, quiet - this sentence is what could cause Torio to turn to the player}And when that is done, I shall need our ally no longer. I shall not need anyone.
{138905} {Slightly tired, dismissive, almost pinching his nose}Leave me, Torio. 
{138906} {Fury is building}Brutes like Lorne... they swarm the Luskan streets in hundreds, thousands, but <i>you</i>... 
{138907} | SCRIPTER: Fade out as she walks away. |
{138908} {Suggestively}I remember my own vigil. It was a long night.
{138909} Sir {ALL-EE-man}Oliman said some pious words to me, then left me to consider the weight of my charge.
{138910} I waited a good half hour after he left, then picked up my sword and found a nice farm... with a requisite maid... on the outskirts of the city.
{138911} {Wounded}It's a good story!
{138912} {Scoffs}Sacred tradition? We'll see how you feel about it come dawn.
{138913} {Wistfully, remembering}Her name was Bella. It was a beautiful night... well, before her father caught us and chased me off.
{138914} {As an aside}A good thing, too, or I would have been absent when Oliman returned.
{138915} I leave that to the others. Maybe you can make up for my lapses.
{138916} It'd be wrong of you to care more than I.
{138917} I won't stop you, but I wouldn't recommend it. Like it or not, you're being watched.
{138918} Now, I'll entrust you to the gods, and find myself another farm.
{138919} | SCRIPTER: He leaves. The player moves over to start meditating. Fade out. |
{138920} Every knight and squire of Neverwinter has touched this sacred ground. To Helm, to Tempus, to Torm, and to Tyr have prayers been given.
{138921} Think on that, think on the fellowship you wish to join, perhaps clear your mind and think of nothing.
{138922} I will return in the morning, and you will greet the new day as my squire.
{138923} {Disapproving grunt at first, hopes the PC is joking. But his comment is wryly truthful}I doubt you would be the first, but I would be disappointed in you.
{138924} Indeed. I take my leave of you and your thoughts.
{138925} As I have said, tradition may be bent, but it cannot be broken entirely.
{138926} Now, you have much to consider, much that you should consider, and I will greet you in the morning.
{138927} | Check for Shadow Thieves || Fade in |
{138928} | Fall through for Watch || Fade in |
{138929} | Fade in || MICHAEL/SCRIPTER: Would be good to show Shandra walking toward the player, possibly looking around, as if looking for him. |
{138930} | SCRIPTER: Create enemies |
{138931} I didn't expect the {extremely disdainful}girl to be here. We'll spare her the grief of crying over your corpse and kill her as well.
{138932} {Angry that attackers don't seem to take her seriously}I'm right here, you know. Why don't you try? 
{138933} We're the ones who've been sent to kill you, "squire." Try not to die <i>too</i> quietly.
{138934} | SCRIPTER: All of the guys attack on the PC. |
{138935} | SCRIPTER: Fade in if faded out, player and Shandra. |{Still out in field, heard ambushers approaching}Hey, did you hear something?
{138936} {A little whispering, trying to see player in the middle of a darkened field}Are you here? I can barely see anything out here.
{138937} {Scoffs, but undertone of genuine concern}Look, the way trouble follows you, there's no way I'd let you come out here alone.
{138938} {Player just made a bad joke}You really are quite the wit. It's a wonder Nasher didn't make you a jester instead of a squire. {Rueful, to herself}But that would ruin Grobnar's chances. 
{138939} Trust me, I see enough of you as it is, and as much as Elanee may like the way you smell, I don't.
{138940} | Influence Gain Shandra |{Slightly impressed}You really believe this stuff, don't you? Maybe I was wrong about knights. 
{138941} | Influence Gain Shandra |{Frowns, but secretly pleased}Well, I know you're concerned about me, but if I left, I'd only end up being attacked by githyanki or demons, so I think right here by you is probably the safest place on Faerûn for me.
{138942} | Influence Gain Shandra |{Pleased}Well... I'm glad you offered, because I wasn't leaving anyway. But, I like that you didn't put up much of a fight.
{138943} | Influence Loss Shandra |{Grunts, to herself}Some mentor you are. I don't recall the vigil saying anything about a "code of silence." 
{138944} {Challenging}Well, I'm training just like you are. My mentor told me to follow his lead, so here I am.
{138945} Plus, I wanted to see if any of the Gods would want to inflict further punishment on you.
{138946} | Fade to black |
{138947} If you think I'm leaving now, think again. {To herself}Anyway, I doubt I could find my way back to Neverwinter in the dark. 
{138948} {evil smile}Excellent. Let the entertainment begin!
{138949} {annoyed and insulted}Cocky, aren't you? We'll humble you, quick enough.
{138950} {Frowns, not realizing Edmund is going to sleep with the local farm girl}That's odd - I just passed a farm on the way out here, and Sir Edmund was riding there. Seemed like he was in a big hurry.
{138951} I wouldn't have guessed.
{138952} What happened?
{138953} I'm sure you won't be satisfied until you tell me.
{138954} You're a paragon of knighthood.
{138955} I was thinking of doing the same.
{138956} You betrayed a sacred tradition.
{138957} Look, I don't care what you did.
{138958} See you in the morning.
{138959} Why do I have to stand vigil?
{138960} I think I'll take a nap, instead.
{138961} Who are you, and why are you bothering me?
{138962} These odds are unfair. Shandra, back off to even things up.
{138963} I'm glad you're here. I was getting bored.
{138964} Shandra? What are you doing here?
{138965} Is something wrong? 
{138966} I'm supposed to undergo the vigil by myself.
{138967} | Male Response |Are you sure you weren't just hoping for a little trouble? 
{138968} | Lawful Response |Thank you for coming, but I'm meant to stand this vigil alone. It's tradition.
{138969} | Good Response |I appreciate the concern, but I wouldn't want you to get into trouble if you stayed.
{138970} | Chaotic Response |You can remain if you'd like. This "vigil" is just a formality.
{138971} Come join me, then. Edmund was telling me a story about his heroic adventures at a local farm. 
{138972} | Evil Response |Stay if you want, but if you do, keep quiet. 
{138973} | SCRIPTER: Fade in Grayson is there. |
{138974} {Cool but somewhat concerned}What happened?
{138975} No doubt they caught wind of our plan, and saw this as their last chance to judge you as they wished.
{138976} Four fool swords, it looks like. Tell me true, what happened here?
{138977} But you were attacked, were you not? These dead men, they did not slay themselves. I suspect the hand of Luskan in this...
{138978} | SCRIPTER: Edmund is there. |
{138979} |fade in|{Dryly, amused}Look at all that blood... You'd have been better served finding a farm girl. Some shy maid, one that wouldn't leave scratches like those.
{138980} I suppose that's true. Any number of men would like to kill me, and I doubt it's any different for you. Was it gambling debts that brought these men, I wonder? Or do I see the hand of Luskan?
{138981} I know you spent the night, at least. In that, you were truer than me. Perhaps you'll make a better knight, as well. {self-deprecating}Wouldn't take much, I suppose.
{138982} Mm. I see Luskan's hand in this. Not Torio, though - too sloppy for her. One of her dogs, perhaps. 
{138983} They thought to catch you at your weakest moment, and they won't give up. Watch yourself.
{138984} {As if embarassed by his show of concern}It wouldn't do for my first squire to die, would it? And I've hardly gotten to know you. What would I say at your funeral?
{138985} Indeed, they often are. And how long does it last? I'll never be tied down by a girl, I promise you.
{138986} {without enthusiasm - player is granted a dubious honor}Your vigil is finished, {skip the name}<FirstName>, and you are truly a squire. Nasher's sworn retainer. A noble of Neverwinter.
{138987} Your new status will give that Luskan wench a nasty surprise, if nothing else. Come. I want to be there when she hears the news.
{138988} | Move the player to 1023castlenever, 20_cs_nasher_sq.  Spawn sand there as well. |
{138989} {Disapprovingly}Tell me true, what happened here?
{138990} | Fade out |
{138991} Either way, their efforts have failed and that is all that matters.
{138992} <FullName>, I take you as my squire, and bind you to the service of the throne of Neverwinter.
{138993} Come, Nasher should be informed of your change in station.
{138994} {respecting the player}I will not press you. If you think it best to keep your silence, I will trust that your reasons are sound.
{138995} | Fade out |
{138996} {Just got done fighting some assassins}Solace Glade, huh? Talk about a poor name choice. {Beat}Those men came out of nowhere... don't you ever spend one night in peace?
{138997} {Rueful}I believe that.
{138998} No idea - they don't look like thieves. And they were definitely hunting for us.  
{138999} All right, all right...
{139000} Hey, the leader there... he's got a ring on his finger. It's a circle, with teeth... or spikes.
{139001} {Skeptical}Could be, I suppose. It's hard to tell with all the blood. 
{139002} {Skeptical}Not that I can see... and all the blood makes it difficult. 
{139003} Here, you take the ring, I don't want to hold on to it. 
{139004} Sure, it's all yours. Doesn't look magical. 
{139005} {A little worried}Look, maybe I better slip away before your knight returns... I don't want you getting into any trouble. 
{139006} | Influence Gain Shandra|{A little surprised}Sure... actually, in some ways, it was kind of fun. 
{139007} Good luck, and hopefully when we see each other again, you'll be Neverwinter's newest squire.
{139008} | Influence Loss Shandra|{A little irritated}It wasn't my fault. Looks like this bunch was hunting for you, as far as I can tell.
{139009} Hopefully, you'll be able to make it back to the Sunken Flagon in one piece - if you do, I'll be waiting. 
{139010} {without enthusiasm - player is granted a dubious honor}Your vigil is finished, <FirstName>, and you are truly a squire. Nasher's sworn retainer. A noble of Neverwinter.
{139011} I see you've invited some corpses to share your vigil. Do you dislike men in general, or was it just these particular louts?
{139012} Ha! They should have called at the farm just down the road. They'd have found the company a good deal sweeter.
{139013} {becoming serious}I know that isn't the truth, girl, but you acquitted yourself well enough. I see Luskan's hand in this. They're as sloppy as they are impatient, and you'd best watch yourself.
{139014} Enough jests. You might have been killed here, and I see Luskan's hand in this. They're as sloppy as they are impatient, but you'd best watch yourself.
{139015} You'll forgive me if I don't exactly sound thrilled for your "accomplishment." But as much as you'll hear otherwise around Blacklake, I know of no title or cause that makes a man noble.
{139016} This title also admits you into the nobility. For truly there can be no charge nobler than protecting one's home from those who would threaten it.
{139017} {this is a "then I'm the pope" hyperbole}And if that lot is noble, then I'm the High Abbot of {TEER}Tyr.
{139018} I cut myself with my sword.
{139019} I was attacked by Luskan assassins. They are not a problem any longer.
{139020} Nothing of importance.
{139021} | ERIC: If you can come up with a better Shandra reference joke, feel free to put it in... I don't know her character that well. |The girl was sweet enough when I met her.
{139022} I stood my vigil faithfully. The details are my affair.
{139023} I was attacked in the night.
{139024} For a moment, it sounded like you cared.
{139025} I will be careful.
{139026} You don't have to tell me that.
{139027} Let's go.
{139028} One of the local farmers took exception to my vigil.
{139029} Let's go.
{139030} It's rare, trust me.
{139031} Any idea who they are?
{139032} Stop asking questions, and help me search the bodies.
{139033} Or daggers.
{139034} Let me hold on to that. 
{139035} Anything else?
{139036} That's for the best. Thanks for your help, Shandra. 
{139037} You'd best get moving, dawn's almost here. 
{139038} You've already caused enough trouble, now get out of here. 
{139039} They thought me a farm girl and asked to spend the night.
{139040} Hold, on, I'll be right back.
{139041} Hold on, I'll be right back.
{139042} | SCRIPTER: Wolf should come scampering in as player returns to the Sunken Flagon from the Trial By Combat |You're a tough one to catch! Got a message for you, from that Aldanon fellow.
{139043} Came in here all rattled, he did, mumblin' about some silver shard. Said he needed to talk to you right quick.
{139044} Two days ago, maybe. Dory tried to get to you, but those snobby old priests chucked her out.
{139045} Up at his manse, I guess. That's over in Blacklake, where us kids aren't allowed.
{139046} |establishing shot, back in the hollows|
{139047} From Aldanon? What did he want?
{139048} When was this?
{139049} Make it quick.
{139050} And here I thought I'd be getting a break.
{139051} Did Aldanon say where he'd be?
{139052} | SCRIPTER: After this, Wolf should scurry off and despawn. |I'd better pay Aldanon a visit, then.
{139053} | SCRIPTER: After this, Wolf should scurry off and despawn. |I wonder what the old fool wants...
{139054} When was Aldanon here?
{139055} | First encounter - only happens once |What's this, more of you? Nasher thinks an army's going to stop me from dropping dead? 
{139056} | If player completed the Shadow Priest quest |<FullName>, yes. Heard about that business with Lisbet Bryce. I ought to have a chat with her father.
{139057} Pretty little thing, too. Should have sent her over here, I'd have taken her in. Don't look at me like that, it wouldn't be the least bit improper.
{139058} | If player hasn't completed Shadow Priest quest |And my name is Cyran Tavorick. That's with a "T" and a "v" and a "ck."
{139059} Good name, Tavorick, when it's spelled properly. Cousin of mine took off the "c" and you know where it got him? Broke and in a gutter, that's where. 
{139060} There, now I've gone and gotten riled. What was it we were talking about?
{139061} Man can knock nearly anyone off a horse with a pointed stick, but he can't raise one eighteen-year-old girl.
{139062} What? Surely you're wrong. If you're dead... well, how would you get the gold? That makes no sense... well, except a sad, terrible kind of sense, which I don't like at all.
{139063} Lovely girl, Melia. Plays the harp like a songbird. I can't actually hear it, you understand, but she's wonderful to watch. Beautiful hands.
{139064} What, Melia? She's one of Ophala's girls from the Mask. Comes and visits from time to time, reminds me what a real woman looks like.
{139065} My fourth wife had beautiful hands, come to think of it. Know where it got her? Scorched to a crisp, that's where. 
{139066} That's right. Thought she'd try those lovely hands at wizardry. Begs me to buy her a spellbook. Then tries to cast Explosive Runes on her own diary.
{139067} Pretty girl, but not so bright. I should have kept a better eye on her. Not that I didn't keep an eye on her, but it was the wrong sort of eye, if you catch my meaning.
{139068} | Player talks to Cyran after he's been mortally wounded |Why, they... they didn't tear me to pieces. I was terribly afraid... couldn't have that open-casket funeral, you know...
{139069} Passed it to... Melia. Whole thing was a big diversion. Stupid Cyran Tavorick agreed to be bait for Lord Nasher, and you know where it got him? Heh... <cough>
{139070} Not from the Mask. Melia's... one of the Nine. You and I were bait... to draw out whoever was looking for the Shard.
{139071} But the plan didn't work. These demons... they were just servants. Another distraction. To keep you here.
{139072} Melia's... one of the Nine. You and I were bait... to draw out whoever was looking for the Shard.
{139073} Melia... she's at the Mask. If they followed her... they'll be there already. Such a pretty girl... such pretty hands...
{139074} They've seen through the ruse, the... the clever dogs. Probably followed her when she left the house. Sent demons here, to occupy you.
{139075} Whoever he is, the clever dog's seen through the ruse. Probably followed her when she left the house. Sent demons here, to occupy you.
{139076} Put a girl in a pretty dress... and nobody takes her seriously. Except he saw through the ruse. The enemy did.
{139077} Probably followed her when she left the house. Sent demons here, to occupy you.
{139078} No... certainly not. I haven't got the shard. Passed it to Melia. Whole thing was a... a stupid diversion.
{139079} Don't... bother. You'd better go after the shard. Passed it to Melia, you see. Just before you got here. Whole thing was a... a big diversion.
{139080} | SCRIPTER: Play after Qaggoth-yeg and friends are killed, if Cyran is still alive. |That thing... it has a Master. You heard it, didn't you? I told Nasher this hoodwinking business wouldn't work, but does he listen to the eighty-four-year-old? Of course not.
{139081} I haven't got the shard. Haven't had it since yesterday. Passed it to Melia, in fact, just before you got here. 
{139082} I do still have a few wits left, you know... Melia's one of the Nine. She's holed up at the Moonstone Mask with a half-dozen guards, posing as patrons.
{139083} Only the demon's Master has seen through our ruse. He sent the demons here to occupy you, and to kill me in the bargain. The man himself's on his way to the Mask to claim the shard - I'd bet my heirs on it, if I had any.
{139084} No time for that. You've got to get to the Mask! Warn Melia, and protect that shard!
{139085} We've not won. We've been out-maneuvered.
{139086} Whole business was a diversion, to get whoever's seeking the shard to reveal himself. Instead he sent that brute with the tongue-twisting name.
{139087} Not since yesterday. Passed it to Melia, just before you got here.
{139088} Yes, you've got to get to the Mask. Warn Melia, and protect that shard!
{139089} Don't let the old dotard stand in your way. Probably ought to stay down here, with people more my age.
{139090} Melia's one of the Nine. She's holed up at the Moonstone Mask with the shard and a half-dozen guards, posing as patrons.
{139091} Oh, I'm sure he had the best of intentions. Lords always do. But no, he wasn't.
{139092} | If player has saved Cyran and already heard his spiel |You'd better get to the Moonstone Mask. Warn Melia, and protect that shard!
{139093} Oh, very well. Shoo the old dotard away, he smells like boiled cabbage, anyway. No, don't bother to disagree, I know what I smell like.
{139094} I'll be upstairs in my chambers. Think I'll go to bed and dream a bit. Always pretty girls in my dreams, and I don't even have to pay them to keep me company. 
{139095} Got it right here, in my pocket. And that's where it's staying, too. Told Nasher I wouldn't give it to him, and he said I wouldn't have to.
{139096} Nice enough fellow, Nasher. Seems to like sitting on that throne of his. 
{139097} Ancestor of mine made that throne, and you know where it got him? Exiled to Icewind Dale. Silly fool thought he'd sign his initials on the bottom. I ever tell you what I think of artists?
{139098} Oh? What were we talking about?
{139099} What, you mean Dalren and Brennick? Probably happier now, those two. Acted like they were dead anyway.
{139100} See this? Full head of hair, and me eighty-four years old. Go on, it's real - yank on it, if you like!
{139101} It's almost a shame she didn't cast Explosive Runes on you.
{139102} | If player is female |Well, good for Nasher. He ought to send more women to guard me.
{139103} Hells, sack all the men and hire on an army of pretty ladies. City Watch would be a good deal more popular, I guarantee it.
{139104} | If player is female. |What, Melia? She's one of Ophala's girls from the Mask. Comes and visits from time to time, reminds me what it's like to have a lady in the house.
{139105} {Sarcastic}I'm sure you both loved each other very much - I can tell, just from the beautiful memories of pain and tragedy.
{139106} Put a girl in a pretty dress, and nobody takes her seriously. Now you've got to get to the Mask! Warn Melia, and protect that shard!
{139107} | SCRIPTER: Play this once all the demons upstairs are dead, and Cyran is saved. |Horrible beasts appeared out of nowhere! Just came shrieking out of the dark...
{139108} Listen to me, <LastName>. Our only chance is the crypt. I had the place warded... they'll only be able to come through the door, and it should take them some time to penetrate the wards.
{139109} Back down to the Great Hall, out the western door, and down a stair. Here, take the key! Better you hold it than this bumbling old dotard.
{139110} No need to tell me that, Squire. I was the one who found Hawkes's corpse. If the demons get to me, I'm not likely to have that open-casket funeral I've always wanted.
{139111} I am very fond of my ancestors, Squire, but they make for dull company. And these demons are rather more determined than I thought they'd be.
{139112} | After Cyran rescued, before entered crypt |Our only chance is the crypt! It's west of the Great Hall, and down the stairs!
{139113} | After Cyran has shouted 20_cyran_in_crypt |Get to the back of the crypt! Close the door on the demons, and the wards should keep us safe!
{139114} I gathered you and sense weren't traveling companions, gnome. One too many blows to the head, was it?
{139115} I am <FullName>. Lord Nasher sent me to keep you safe.
{139116} There's no time for introductions. I've got to get you upstairs.
{139117} My name is <FullName>, m'lord.
{139118} Who was that woman I saw earlier?
{139119} Scorched to a crisp?
{139120} Lord Tavorick, where is the shard?
{139121} Melia?! You gave the shard to some girl from the Mask?
{139122} Nasher wasn't honest with me, was he?
{139123} You'd better explain yourself.
{139124} Why would they need to keep me here?
{139125} [Wisdom] You think they've gone after Melia.
{139126} Speak plainly. What do you mean?
{139127} |cyran dies|
{139128} Then who's behind all this?
{139129} Wait a minute. Melia's one of the <i>Nine?</i>
{139130} Why have they gone? Did they take the shard from you?
{139131} We'll see to your wounds, milord.
{139132} We've won, old man. Calm yourself.
{139133} What are you talking about?
{139134} I'm not following, milord.
{139135} You passed the shard to Melia? To some girl from the Mask?
{139136} Then we're wasting time.
{139137} I should inform Nasher.
{139138} We'd better get to the Mask and warn Melia.
{139139} [Wisdom] Wait a minute. You don't have the shard, do you?
{139140} You'd better explain yourself.
{139141} Nasher wasn't honest with me, was he?
{139142} | SCRIPTER: Cyran goes upstairs. |
{139143} I'm sorry about your friends.
{139144} Where is the shard?
{139145} You have a real talent for changing the subject.
{139146} You should head upstairs, milord.
{139147} Enough chatter, old man. Get upstairs, so we can secure the house.
{139148} Wait a minute. Melia's one of the <i>Nine?</i>
{139149} Where is the crypt?
{139150} All right. Stay close, milord.
{139151} | SCRIPTER: Attach Cyran as a follower. Any surviving soldiers that are present should also start following player now. |
{139152} You might have mentioned that earlier...
{139153} | SCRIPTER: Attach Cyran as a follower. Any surviving soldiers that are present should also start following player now. |You couldn't have known, milord. Let's go.
{139154} | SCRIPTER: Attach Cyran as a follower. Any surviving soldiers that are present should also start following player now. |All right. Just follow me, and stay close.
{139155} | SCRIPTER: Attach Cyran as a follower. Any surviving soldiers that are present should also start following player now. |Keep your silence, you dotard, and move!
{139156} {he's very military, calm but firm}I'm sorry, m'lord, but the girl must leave. 
{139157} Oh come now, look at her. Look! Pretty girl like that would keep any man alive and well, even a spotty old wart like me.
{139158} That is what {NASH-er}Nasher wants, isn't it? To keep me from dropping dead? Eh?
{139159} Lord Nasher is concerned about m'lord's well being, in light of the recent deaths of m'lord's associates.
{139160} Bah! If Nasher cared about m'lord's well being, he'd buy me a potion of youth. Failing that, he'd send me a harem. Eighty-four girls, one for each of my years. Yes? Maybe?
{139161} {to himself, muttering in frustration at a stubborn military officer}Soldiers... {beat, then to Melia, and changing to a gracious tone - MEL-ee-ah}Melia, my dear, I insist that you come back and play for me again. The night after next, perhaps? 
{139162} {warm - she's talking to an old man who treats her sweetly}M'lord is very sweet. I'd be honored.
{139163} | SCRIPTER: Melia paths out of the room and despawns. |
{139164} | Shot of Captain Ballard, looking grim, saying nothing. |
{139165} | SCRIPTER: Play when Cyran is reduced to 1 hit point |[Lord Tavorick collapses to the ground, grievously hurt!]
{139166} Halt, there! Who're you, an' what business have y' here?
{139167} Quit with your "Halt there's," you great bumbling nit! 'Tis <FullName>, or I'm half a troll.
{139168} You'll have to pardon my comrade, your lordship. We started as watch-hounds, you see, and there's nothing a watch-hound likes better than the sound of his own voice, 'specially when it's tellin' folk to "Halt!" and "State your business!"
{139169} There, see that? Cautious! Know what that word means, Wetherly?
{139170} Old Black Ballard's a waitin' for you, inside, Squire. Right through the door, and straight on to the main hall.
{139171} Bad idea, encouraging him, your lordship. He's locked his own children out of his house, on account of forgetting his latest password.
{139172} It was dark an' raining that night, Wetherly, an' young Ronel's been growin' so quick I hardly know him to look at him!
{139173} I'll let the gods be the judge of that, Guff. Now, let's quit pestering the squire, afore he decides to clap us in irons.
{139174} You'll have to pardon my comrade, your ladyship. We started as watch-hounds, you see, and there's nothing a watch-hound likes better than the sound of his own voice, 'specially when it's tellin' folk to "Halt!" and "State your business!"
{139175} Bad idea, encouraging him, your ladyship. He's locked his own children out of his house, on account of forgetting his latest password.
{139176} I'll let the gods be the judge of that, Guff. Now, let's quit pestering the squire, afore she decides to clap us in irons.
{139177} The danger to this house is real. He's right to be cautious. 
{139178} That's all right. Where is Captain Ballard?
{139179} Just show me to Captain Ballard, will you?
{139180} | To play when player enters the crypt and sees the door ahead. |There! Behind the door! That's where I placed the wards!
{139181} | SCRIPTER: Fade in.  It's night now. We see a wide shot of Guff and Wetherly in the front hall. Guff is pacing, Wetherly standing casually, maybe stretching or doing a similar idle animation. Maybe Wetherly is whistling. |
{139182} |SCRIPTER: Guff stops pacing and turns to Wetherly. |Hells take your good spirits! I tell you, Wetherly, there's an ill wind tonight!
{139183} {good-naturedly}Aye, but you smelled it first, Guff. 'Twasn't me who had the double helping of beans.
{139184} Bah! Why can't Black Ballard pair me with Finn for a change? At least I'd have some quiet!
{139185} | SCRIPTER: Shot of the door, and maybe Guff and Wetherly's feet in the foreground. Mist starts to drift in from beneath the door and/or barricade |There's a foul smell on the air, Wetherly, and a stillness I don't... like...
{139186} | SCRIPTER: Shot from behind Guff and Wetherly as mist fills the room. Maybe they shuffle back from it a bit. |What in the hells...?
{139187} | SCRIPTER: Cut to the main hall. |
{139188} | SCRIPTER: With the Captain, Finn, and Deorwin looking on, the torches on the other side of the hall do the same. |
{139189} By the gods...
{139190} Not the gods, I think. Weapons to hand, boys...
{139191} |set up|
{139192} |fade out|
{139193} |One by one, down the line, the torches on one side of the hall flicker out, then immediately reappear as eerie blue flames. (Or they can just turn blue, one at a time.) |
{139194} | SCRIPTER: Cut to new area, 20_cyran_upstairs, as Deorwin enters to fetch player (20_deorwin_upstairs). |
{139195} Ah, <FirstName> - Merring said you'd be coming. Welcome to the temple of the Morninglord.
{139196} Of course. We have a wide selection of potions and other magic items that may interest you.
{139197} Welcome again, <FirstName>. What may I do for you?
{139198} We were acolytes together, years ago. Hmm... I don't suppose you're planning on returning to West Harbor any time soon?
{139199} Naturally, the church will reimburse you for any expenses you incur.
{139200} I understand. Was there anything else I could do for you?
{139201} It's my understanding that Merring has been attempting to carry out Lathander's work with little more than the clothes on his back. Commendable, but impractical.
{139202} The temple here in Neverwinter has been prospering, and it's time to share some of that fortune. This sealed box contains a portion of our tithes - see that it gets to Merring safely.
{139203} Thank you, <FirstName>. Take this gold - it should see you to West Harbor and back. Now, is there anything else I can do for you?
{139204} If anyone but Merring breaks the seal on the box, Lathander's wrath will strike them down.
{139205} Do you have anything for sale?
{139206} Show me what you have for sale.
{139207} Nothing right now. Farewell.
{139208} Farewell.
{139209} You know Brother Merring?
{139210} Yes, I believe so. Is there something you need me to do?
{139211} If you're offering me a job, I'm not interested.
{139212} Well, it's a long journey. A long, <i>expensive</i> journey...
{139213} Not right now. Farewell.
{139214} I'll make sure that Merring gets it.
{139215} Forget it. I'm not a courier.
{139216} I see. Well, hand it over and I'll see what I can do.
{139217} What do you need me to do?
{139218} Nevermind. I'm not interested.
{139219} It's a start. What's the job?
{139220} Demon{Aldanon}
{139221} | Before the battle (fallthrough) |Proud to be servin' with you, Squire.
{139222} Cap'n sent us to fetch you, Squire. There's some foul mist gathering downstairs, and the lights have gone funny.
{139223} Aye, Squire, as you say.
{139224} Aye, Squire, as you say.
{139225} Aye, Squire, as you say.
{139226} Stay here and guard Lord Tavorick, both of you.
{139227} Deorwin, you stay here and guard Tavorick. Finn, follow me.
{139228} Both of you, with me.
{139229} | SCRIPTER: Both Deorwin and Finn should take up positions near Tavorick's door. |
{139230} | SCRIPTER: Deorwin should take up a position near Tavorick's door. Finn should follow player downstairs. |
{139231} | SCRIPTER: Both Deorwin and Finn should follow player back downstairs. |
{139232} | Back from trial |Good to have you back and no longer an accused criminal.
{139233} | Fade in |
{139234} | SCRIPTER: The Trial is solved, this node pops up one-time only. |{Happy}Good to hear about the trial! By the Gods, I knew you'd come through!
{139235} {Slight surprise, then false modesty}Why... thank you, Duncan. I did what I could, and...
{139236} {Indignant}Not you! {Irritated}Gods, next thing you know Sand, you'll take credit for building Neverwinter. 
{139237} | SCRIPTER/MICHAEL: Lorne was killed. |Glad to hear the trial went well... and that Luskan - Lorne - got what he deserved. 
{139238} | SCRIPTER/MICHAEL: Lorne was not killed. |Glad to hear the trial went well... can't see why you didn't just cut that Luskan down, though, he would have done the same for you.
{139239} | SCRIPTER/MICHAEL: Could use a cool potion for the player here. |Here, take this - was saving it for the next Dawn Festival, but here... it's on the house. And this is a special occasion. 
{139240} | SCRIPTER: Trial is not over. |{Angry}Heard about the trial. How goes it? 
{139241} {Grunts}Well, if you have Sand to help you... well, that's a start, I guess.
{139242} Yes, since his true kin can't seem to step out from behind the bar to lend a hand, I suppose I shall have to do what "little" I can.
{139243} {Grunts, under his breath}Feel free to send Sand into some ogre dens to look for clues, you know. Just between you and me.
{139244} | SCRIPTER: Shadow Thieves, once only. |{Grunts}Docks keep getting worse all the time... hope you know what you were doing, helping Devrie choke the life outta this place. 
{139245} {Likes Shandra}Still, it's good to see you brought Shandra back safe and sound. How are you? My kin here treating you all right?
{139246} {Sarcastic}I hope he didn't get his nasty tendencies from you, Duncan.
{139247} {Sarcastic}I hope she didn't get her nasty tendencies from you, Duncan.
{139248} {Shrugs}Well enough, I suppose. Lot of trouble here and there, but that's normal enough.
{139249} {Little eager, nods}Oh, yes. Learning quite a bit, really.
{139250} | SCRIPTER: Watch, once only. |{Grunts}Docks and the Watch are like oil and vinegar... place is a lot safer, but the customers are fewer. {Beat, a little quieter}May even have to lay off Sal soon enough, don't tell him.
{139251} {Gruff}So you're back. Done from all that traveling finally?
{139252} Well, you're always off, running around. How am I supposed to keep an eye on you?
{139253} {pipes up}I could watch the bar.
{139254} You keep quiet! {Beat, grunts}Sooner have Qara watch the bar than you.
{139255} {Someone made bitchy comment}Sorry, <i>what</i> was that?
{139256} Eh... nothing. Just clearing my throat.
{139257} Look, I'm just concerned. Dhaegun didn't tell you to come here so you could put yourself more at risk. All right? 
{139258} It's coming along. Still gathering clues.
{139259} Had some questions for you.
{139260} I have some questions for you.
{139261} Are you okay?
{139262} | RETURN, PRE VIGIL |You're back. Are you ready to stand vigil?
{139263} | DURING PORT LLAST SEQUENCE |You'd best attend to the business of your trial. We'll talk afterward.
{139264} Let's be on our way, then...
{139265} | SCRIPTER: Send the player to 2001solace_gla. 20_cs_vigil1 |
{139266} I'm in no hurry. Return whenever you wish.
{139267} I'm ready now.
{139268} I still have some things to do.
{139269} Ready to go back to the Castle?
{139270} | Fade out |
{139271} | Move the player to 1023castlenever, 20_cs_nasher_sq |
{139272} Yes, let's leave.
{139273} Sorry, not yet.
{139274} Wanna make a friend, hey? Help an imp, hey? Free my mates? Hey?
{139275} {Warning}That's an imp, be careful. They rarely have anyone's well-being at heart - freeing them could cause trouble for the city, and for us.
{139276} Pfftht! I'm not going back there, not ever, not never. Bunch of wizards, poking and prodding. Makin' us do tricks. Pfeh!
{139277} | If Neeshka or Shandra present |But I got free, hey? I told my mates I'd free 'em, set 'em loose, let 'em fly. Maybe make those wizards sorry, with the stinging and the stabbing!
{139278} | If Neeshka or Shandra present |We'd fly! Fly and hide! Maybe steal some food. Maybe sting those wizards... the ones who locked us up! Poison sting, maybe in the eyeballs!
{139279} | SCRIPTER: At this point, Kiggo should start to flee, and a magic effect should play, making him vanish (just like before). |Aii! Tool of the oppressors! Come for the lunging and the grabbing...
{139280} | Shandra or Khelgar present |Ai! Back off, back off! No touching, or there'll be biting and stinging!
{139281} Ha! It's like a little Neeshka, except easier on the eyes.
{139282} That, and my tail hasn't got a poison stinger. If it did, Khelgar, you'd be the first to know.
{139283} That imp's got a nasty-looking stinger. Looks like it could poison someone. 
{139284} | SCRIPTER: At this point, Kiggo should start to flee, and a magic effect should play, making him vanish (just like before). |Aii!
{139285} Serve those mages right for locking them up. Besides, he's such a cute little thing... look at him, all hopping and hissing like a snake.
{139286} My mates are in crates. You saw 'em, hey? Open 'em up, break 'em out, let 'em fly!
{139287} | SCRIPTER: Here, Kiggo should pause for a moment, then cast Invisibility and disappear. If this works better as a separate node after this one, feel free to add. |I'll be watching! I'll be waiting...
{139288} Watch out, I smell a merchant's pitch coming on... and this little guy doesn't look friendly.
{139289} | SCRIPTER: Here, player should receive Kennel-keeper's Key. This item has not been created yet. |Here, I've got a key. I stole it, swiped it, filched it, hey? From that kennel-sweeper's pants.
{139290} |fall-through|
{139291} |fall-through|
{139292} |fall-through|
{139293} If those imps were set loose in Blacklake, that would be disastrous. 
{139294} | Scripter: PC freed the imps - gets scrolls of Fireball, Lightning Bolt, Cone of Cold|Hsst! Remember me? Hey? You freed my mates, hey?
{139295} I'm off, mate. Time to fly and hide.
{139296} You're that imp I saw near the school.
{139297} What will you do if I set your friends free?
{139298} Forget it. I'm not helping an imp.
{139299} Calm down, little fellow.
{139300} Aren't you the imp I saw near the school?
{139301} This is a waste of time. Let's just kill this thing.
{139302} | Good Response |I'm not helping these imps take their revenge.
{139303} | Lawful Response |And loose a plague of imps on the city? No, that'll be chaos.
{139304} | Druidic Response |I'll help. Nothing should be caged against its will.
{139305} | Chaotic Response |Why not? Sounds like fun.
{139306} All right. You have a deal, imp.
{139307} | Scripter: Kiggo moves off and goes invisible. Is gone for good. |
{139308} Hello. Are you <i>sure</i> you meant to come to the Moonstone Mask? I'm sure you'll find a more affordable establishment in the Docks District.
{139309} The Mask is no common tavern - our goods and services are very expensive. You obviously can't afford it, so you'll have to leave. 
{139310} Our guests value their privacy. I'm going to have to ask you to leave before I call the Watch and have <i>them</i> remove you.
{139311} My apologies! If you had mentioned you were here on official business earlier... well, in any case, have a look around, and call me if you need anything!
{139312} But, you're not a... what I mean to say is - oh, nevermind! Enjoy your stay, call me if you need anything.
{139313} | Subsequent times the player visits |Very busy right now! I'll try to get to you in a moment.
{139314} Gold? I had thought by your clothes you didn't have a copper to your name, but now I understand - you're trying to keep a low profile.
{139315} Forgive the misunderstanding, and welcome! Please call me if you need anything!
{139316} Be warned - If I don't see you spending coin, I'll have you thrown out!
{139317} I'm just looking around.
{139318} What are you talking about?
{139319} I'll be going. Farewell.
{139320} | Player is with the Watch |I belong to the Watch.
{139321} I'm just having a look around.
{139322} Are you always this rude to your guests?
{139323} Fine. I'm sure there are plenty of other places who'll be happy to take my gold.
{139324} Hello there! You making a run for it, too?
{139325} Haven't you heard all the rumors from the south? The attacks on the High Road? The strange stories coming out of the Mere of Dead Men?
{139326} Well, if you're smart, you'll get out of the city early, because you <i>know</i> the trouble will eventually get here.
{139327} So, it's off to Lantan for me. Say... I don't suppose you'd be interested in buying any of my armor or weapons?
{139328} Most of the cheaper stuff is gone, but if you've got the coin, I might have a few things you'll like.
{139329} Good! Oh, a word of warning - the moment the ship arrives, I'm gone, so I'd make up my mind fast, if I were you. Also - no refunds.
{139330} A word of warning - the moment the ship arrives, I'm gone, so I might not be around if you're gone too long.
{139331} You're in luck - the ship hasn't arrived yet, so you can still buy from me.
{139332} Everything! This city is a magnet for trouble. Whatever's going on, you <i>know</i> it'll eventually come here.
{139333} No, I'm not. Who's chasing you?
{139334} I don't run from anything.
{139335} What are you talking about?
{139336} Can't say that I have.
{139337} I've heard a few things, yes.
{139338} Show me what you have.
{139339} Maybe later.
{139340} I don't think so. Farewell.
{139341} Show me what you have.
{139342} No thanks. Farewell.
{139343} What does any of that have to do with you leaving Neverwinter?
{139344} Fibba
{139345} | Before the battle |[Finn ducks his head and smiles, but his eyes never leave the ground.]
{139346} Hee hee! Free!
{139347} What you want? Go away!
{139348} Busy, busy, busy. No time for you!
{139349} | First meeting |Blessings of {TEER}Tyr be upon you, <FullName>. Sir {nuh-VAHL}Nevalle has told me of your predicament, and it so happens that I have need of a squire.
{139350} {A hint of levity}Still, count yourself lucky to avoid years of caring for my horse and scouring the rust from my arms and armor. Your need is great - so I'll take you as my charge.
{139351} I am Sir Grayson Corett. My sword is sworn to Nasher, Neverwinter, and Tyr.
{139352} And it falls to me to teach you chivalry, so that you will not dishonor me overmuch as your knight.
{139353} Not quite so simple as that, but years of service will be passed over in your case.
{139354} {ironic}You will enjoy your stay in Luskan then, I trust?
{139355} Good. You appear capable of defending yourself, so we'll not discuss that.
{139356} {Lecturing}The brotherhood of knights is one bound by the ideals of chivalry and honor.
{139357} Without honor, a knight is nothing more than an animal with a sword. To be a knight is to lead a life of duty and responsibility.
{139358} | Female branch |And the same goes for sisters, of course.
{139359} We are bound by a code that prescribes our every action...
{139360} "To be brave and valorous in battle against your enemies. To show no fear in their presence."
{139361} "To be just and righteous, to embody and uphold the laws of your lord and land."
{139362} "To be respectful to your enemies and kind to your fellows."
{139363} "To protect the weak and those who cannot defend themselves."
{139364} All squires have these rules impressed upon them, by rote and lash. But I suspect that you are mature enough to take the lesson without the cuffing.
{139365} Knowing the code of conduct is important for a knight or squire, but living by that code is paramount.
{139366} To be a knight is also to live a life of service to your lord and realm. You will be expected to perform certain duties for the crown.
{139367} Given your unique circumstance, these duties will be waiting for you after the trial. However, there is one observance that cannot be postponed - the vigil.
{139368} Your vigil is a time for reflection and contemplation. It is a sacred tradition - all who would become squires spend a night in the Solace Glade.
{139369} You must spend the night alone, of course. Most choose to reflect on their vows, or to ask the blessing of their gods. 
{139370} {Archly, exasperated with the player}Enough rules and traditions have already been bent to accomodate your needs. One night is not so terrible a sacrifice.
{139371} On the next morning, I will welcome you into our brotherhood.
{139372} | SCRIPTER: Send the player to 2001solace_gla. 20_cs_vigil1 |
{139373} Ah, my squire has returned. Are you ready to stand vigil?
{139374} Very well. I will wait for you here.
{139375} | DURING PORT LLAST SEGMENT |Tyr will ensure that you are judged fairly, but still, you should go to Port Llast and gather what evidence you can.
{139376} {He's not entirely pleased with this - a little unsure}This is... <i>unusual</i>, to say the least. Usually, prospective squires spend months - even years - proving themselves before they are permitted to enter the nobility.
{139377} {Impressed - obviously they gave the PC a glowy recommendation}But Captain {bruh-LAIN-ah}Brelaina and Sir Nevalle both vouch for your character and your ability. And I have heard of your exploits in the city, as well.
{139378} {with strong belief}To serve your land <i>is</i> to act righteously. If your cause is noble, so, too, are the actions you take in its name.
{139379} What wouldn't you do to see your home protected, to know that your loved ones are sleeping soundly each night?
{139380} Then we are of the same mind.
{139381} {disdainful of someone who relies on individual "conscience"}Remember that in becoming a squire, you take an oath to serve Neverwinter. See that your conscience doesn't guide you down the path to treason.
{139382} Of course you aren't sure. You can't think of anything because there <i>is</i> no greater cause.
{139383} {disgusted, self-righteous}I hope in time you realize your error. Nevertheless, I am obligated by <i>my</i> sense of duty to see you through this process quickly.
{139384} |fade out|Come, then. I will lead you to the Solace Glade.
{139385} Who are you?
{139386} I serve no one.
{139387} That's it? And I'm a squire?
{139388} What did you want to teach me?
{139389} | Lawful Response |I will be honored to serve as your squire.
{139390} | Chaotic Response |Let's get this charade over with.
{139391} I understand my duty.
{139392} Words are words. I will consider them.
{139393} Why can't this wait?
{139394} Let's get it over with.
{139395} What must I do?
{139396} I'm ready for my vigil now.
{139397} I'll return later.
{139398} But what if "the laws of my lord and land" require me to act unrighteously?
{139399} |lawful good response|There's nothing I wouldn't do.
{139400} |Chaotic response|I would not compromise my values for those of some "lord."
{139401} |Evil response|I care nothing for this wretched city. I am worth more than anything in it.
{139402} |good response|I have to live with my actions. My conscience dictates my path.
{139403} |Neutral response|I'm not sure.
{139404} Shall we depart for Castle Never?
{139405} | Fade out |
{139406} | Move the player to 1023castlenever, 20_cs_nasher_sq |
{139407} Yes, let's leave.
{139408} Sorry, not yet.
{139409} Private Guard{Pierval}
{139410} Private Guard{Temar}
{139411} | Before player enters the house. |Cap'n Ballard's in the house, m'lord, waitin' your pleasure.
{139412} | Before player enters the house. |Cap'n Ballard's in the house, m'lady, waitin' your pleasure.
{139413} | Hewe and Gulver caught |We got nothin' to say to you. Might be we gave ourselves up, but that don't mean we'll answer none o' your questions.
{139414} [Success] You serious? What you doin' this for, eh? We're no friends of yours, nor kin. And we nearly killed your friend, the Marshal.
{139415} Aye, that's right. And instead, we're off to the dungeons. Prison's better than dead, mayhap, but only by a hair.
{139416} | City Watch player |Don't you listen, hound? No questions, and no answers. You want to know how many's in the house, you can go on in, and look for yourself!
{139417} | Shadow Thief player |Don't you listen, Shadow Thief? No questions, and no answers. You want to know how many's in the house, you can go on in, and look for yourself!
{139418} Aye, maybe. Or maybe our boys in the house'll slice you from head to heel, you and them hostages both. Never can tell, can you, Gulver?
{139419} Never can tell, indeed! Old Scab's one crafty maggot, 'specially when he's all cozy in a burrow.
{139420} Well, whatever your reasons, you've made a friend o' this old cutpurse.
{139421} Aye, and me, too. You want to know how many boys are in the house, or what surprises they've got waitin' for you, might be we can tell you.
{139422} Well, you're right in that. You've made a friend o' this old cutpurse, and I'll answer whatever questions you like.
{139423} There was a little over twenty-five, countin' Gulver and me. So's that's fifteen or so in the house, and a few more in the basement, with Old Scab hisself.
{139424} Most of 'em's in the back, or in the basement, on account of all them traps Old Scab has set. That's bad luck for Scab, though, 'cause they won't have seen us leave our posts.
{139425} Aye. Might be they could take Scab by surprise, eh Hewe? If they don't set off no traps, that is.
{139426} You mean the old sage? If he's alive and in the house, he'll be with Old Scab, in the back. Scab's keepin' all them hostages close, in case anybody breaks in.
{139427} Aye, he's a vicious old rat, Scab. Soon as he sees you, he'll cut their throats, so you'd best deal with him quick.
{139428} Heh. Wants to know about Old Scab, he does. Shadow Thieves don't even know much about Scab, cagey old maggot that he is.
{139429} There's all sorts o' thieves, see... lock-pickers, second-story men, muggers, sneaky monkeys... 
{139430} Old Scab's a trap man. Got himself a foul little burrow in the slums, with half a hundred traps 'tween him and daylight. Hardly ever comes out, neither.
{139431} Aye, but when he does, he brings his traps with him. Longer he stays someplace, the more it starts lookin' like his own burrow, full o' snares and alarms.
{139432} You'd best be careful in that house. Scab's only had a day or so, but that's time enough to set down a few surprises.
{139433} | If player picked the thieves' cuffs |We'd better wait, Hewe, afore we run. Too many hounds about. Maybe make a run after they start to move us...
{139434} | Hewe and Gulver free |Don't know what you freed us for, but we're grateful, just the same. You've made a friend o' this old cutpurse.
{139435} We'll hang about 'til you're inside. After that, it's back to the Docks. Don't know about you, Gulver, but I don't much like the way them hounds keep eyein' us.
{139436} | Picked Hewe and Gulver's cuffs|Aye? Somethin' more?
{139437} [Pick locks] Hold still. I'm going to unlock your cuffs.
{139438} You'd be dead, if not for me!
{139439} How many of your friends are in the house?
{139440} This isn't over. I'll see the two of you again.
{139441} It wasn't my choice to truss you up. That was the Sergeant's decision.
{139442} Because if I free you, I think you'll answer my questions.
{139443} | Shadow Thief |A couple of honest thieves like yourselves deserve a second chance.
{139444} The Sergeant's an arrogant dog. That's reason enough.
{139445} My reasons are my own.
{139446} How many thieves are in the house?
{139447} Where are Aldanon and his household?
{139448} What can you tell me about your leader?
{139449} No questions, for now.
{139450} That's all the questions I have.
{139451} Farewell.
{139452} Farewell.
{139453} | ERIC: Need Hlam's standard greeting here when the merge happens. |Greetings, <FirstName>.  As you can see, I'm quite busy at the moment.  Please come see me again some other time and we'll chat.
{139454} | SCRIPTER: This occurs when Khelgar comes back from the ceremony. Safety lines included in case we don't have the "switch" in 1000. |
{139455} | SCRIPTER: This occurs when Khelgar comes back from the ceremony. Safety lines included in case we don't have the "switch" in 1000. || Fade to Black. |You are ready, Khelgar Ironfist. Come with me, there are things we should discuss.
{139456} | Fade in. Set Khelgar to use Monk package. |Hnh. All right, well, let's get on, then. 
{139457} Well... nothing happened, really. He just asked me some questions, and then he - uh, listened. He didn't even nod. 
{139458} I was. As for what happened, well...
{139459} I think so. It's complicated. I mean... it's hard to explain. But...
{139460} He didn't even tell me to put on any robes - he said that I would know what I had to do next down my path.
{139461} He said that the journey of a monk is one way where you question yourself, the world around you, and evolve accordingly. 
{139462} {Trying to recount somebody else's words}As long as I uh... keep... "persist"... doing that, and take every experience as it comes, he said that I should learn that I don't even need to fight to defeat my enemies - if I watch, wait, and study them, I'll have "beaten them before they even attack me."
{139463} Which was disappointing to hear since I was hoping to land a few punches, but I think I understand. 
{139464} I think the biggest hurdle was just learning the tenents of Tyr - just being able to do that was enough. 
{139465} I was hoping for some ceremony, or celebration, but Hlam said that wasn't how they do things at the Temple - and a monk "needs no such displays."
{139466} I'll take him out drinking at the taverns some night and see if he changes his mind, though - and maybe crack a few skulls for fun. 
{139467} In any event, we're done here. Let's go out and punch some githyanki, Luskans, or whatever it takes.
{139468} What happened?
{139469} You sure were gone a long time.
{139470} Are you done now?
{139471} If you're finished, let's go.
{139472} That sounds useless.
{139473} Pretty cryptic. 
{139474} So how are you going to train?
{139475} If you're done, let's go.
{139476} That doesn't sound too hard. 
{139477} So what was the obstacle then?
{139478} Freedom!
{139479} Hee hee! Run, kitty, run!
{139480} Meow says the kitty!
{139481} Blast Globe Barrel
{139482} The top of this barrel is covered with a thick layer of dust, as if it hasn't been opened in many years. Words are printed across the lid in faded print: "Quantity: 40 blast globes. Granted by the Many-Starred Cloaks, Neverwinter City, to Lord Cyran Tavorick, 1360 DR."
{139483} Faht Lute
{139484} Long ago, a music-loving Mulhorandi aristocrat named Faht commissioned the forging of ten golden lutes as a gift to honor the pharaoh. The pharaoh, who was known both for his appreciation of fine music and for his terrifying temper, was delighted at the astounding quickness with which Faht's minstrels played their lutes, all the while unaware that it was the enchantments on the lutes themselves, rather than the minstrels' skills, that enabled this.  For a time, Faht was renowned for producing the finest musicians in the land, and his minstrels were widely admired for their ability to stay alive and play music for the pharaoh at the same time. But eventually the pharaoh caught wise, and Faht and his minstrels were executed by the pharaoh "just because." The lutes fared far better, and remained together in the pharaoh's tomb until they were eventually plundered by thieves and dispersed throughout Faerûn.
{139485} Ritual Flask
{139486} Casavir gave you this flask for use in the trial-by-combat.  He said it would both heal you and convey a blessing upon you.
{139487} This "diary" reads more like an inventory of priceless artifacts than a confessional volume. There is, however, one revealing entry, dated recently. "I came upon it not on the floor of the auction house, or in one of the fine galleries of Blacklake, but discarded on the street amidst a pile of refuse.  I tried putting it up next to my finest originals, but it simply outshines them. I need a better place to feature it. I'd put it in the vault, but I feel the need to look at it constantly to put my mind at ease. In another time in my life, I could've gone there, lived life at sea. Perhaps one day I'd have earned the right to captain my own ship and set sail for places unknown. But how could I now, with all my things to look after?
{139488} This is a reproduction of a painting of a ship at sea. It seems out of place among the fine originals with which the Collector has stocked his mansion.
{139489} Ocean Painting
{139490} Tavorick Family Crypt Key
{139491} You found this key hidden in the fireplace of the Collector's mansion.
{139492} Fireplace Key
{139493} Kennel-keeper's Key
{139494} The engraving on the back of this medallion reads "Deceive not my eyes, for I am Truth."
{139495} Amulet of Truth
{139496} The Loaner
{139497} Cain loaned you this poor excuse for a lute so you could challenge him to a battle of bards.
{139498} Some weapons are evil from their inception, imbued with corrupting magics by cruel mages. But there are also weapons that  owe their natures not to any particular enchantment, but to dastardly acts performed in the hands of their wielders. Lorne's falchion, his only remaining legacy to you after his defeat in the trial-by-combat, is forever stained with the blood of the citizens of Ember and countless other innocents.
{139499} |Box has not been tampered with|This sealed wooden box contains a portion of the tithes from the temple of Lathander in Neverwinter. The sunrise symbol of Lathander adorns the the front of the box.
{139500} |Trap not removed|As you break the seal on the box, the sunrise symbol suddenly flares with light...
{139501} |Trap removed - PCs get 300 gold, an obsidian, and an emerald|Nothing happens when you open the box, and you claim the gold and jewels inside for yourself.
{139502} [Success] You determine that the sunrise symbol on the box will unleash a fiery blast if the seal is broken.
{139503} [Failure] You don't find anything out of the ordinary.
{139504} [Success] You carefully render the trap harmless. To the untrained eye, it appears as if no one has tampered with the box.
{139505} [Failure] As you tamper with the seal, it suddenly flares with light...
{139506} |Player hasn't detected the trap|[Search] [Examine the box for anything unusual.]
{139507} [Leave the box alone.]
{139508} |Chaos Shift|[Open the box and loot the contents.]
{139509} |Player has detected the trap, has not disarmed it|[Disable Trap] [Attempt to disable the trap on the boxl.]
{139510} |Scripter: Dialogue ends, fireball trap fires, players get hurt, box is destroyed and removed from inventory|
{139511} This rock may have absolutely no material worth, but at least it's heavy.
{139512} Rock
{139513} From the outside, it appears as though this bag is full of coins. In fact, they are coin-shaped rocks.
{139514} Bag of Rocks
{139515} A masterful portrait of Shandra Jerro, by Pepin Pollo.
{139516} Portrait of Shandra
{139517} Fibba's Armory
{139518} Temple of Lathander
{139519} This small wooden box contains a portion of the tithes collected by the temple of Lathander. It's sealed with a symbol of the rising sun.
{139520} Tithe Box
{139521} Nessian Warhound Bite
{139522} Careful, now. Don't get too close to them crates.
{139523} Never you mind. They're nasty little beasts, and the less you know, the better. Just keep yer fingers clear of 'em, or you'll get yourself good and poisoned.
{139524} [Success] Aye, that's right. Assistant Kennel-Keeper Jenks, that's who you're talkin' to. 
{139525} | If Qara is present. |Dangerous beasts are my stock and trade, they are. Lockin' 'em up, movin' 'em in and out, beatin' them as deserve it...
{139526} {under her breath}...scrubbing their cages, sweeping up their droppings, ogling the female students...
{139527} Half a candle... you're that magister's daughter, the one what got expelled. Twice the temper of any normal girl, and half the wit. 
{139528} And I ain't never ogled <i>you</i>, girlie, with your scowls and your boyish looks. You ain't no better than me, not no more... not since your daddy cast you out.
{139529} [Failure] "Important fellow," my eye. Flatterers ain't no better than thieves, that's what the Helmites say. "The one steals your goods, t'other your favor."
{139530} Way I hear it, you've been scrubbin' plates in some dockside dive. So keep your place and shut your mouth!
{139531} Now, be off. You can ply your pretty words at the Moonstone Mask. Honest folk have honest work to do. 
{139532} Saw that, did you? He's a crafty little devil, that one. Pops in every now and then and tries to set his little mates free.
{139533} Dangerous beasts are my stock and trade, they are. Lockin' 'em up, movin' 'em in and out, beatin' them as deserve it...
{139534} Aye, you heard me. Takes beatin' an animal, sometimes, to put a scare in him, and to learn his mates to behave. Ain't you never owned a hound, or a mewling cat?
{139535} I'll catch 'im, though, you can trust in that. If there's one thing I know, it's the mind of beasts.
{139536} Aye, and you'll do it someplace else. These here crates belong to the Academy, and the little buggers inside, as well.
{139537} B'sides, half the folk hereabouts are Academy wizards. Any foolery's like to draw the wrong kind of notice, if you catch my meaning. Now, be off.
{139538} Don't you listen to their caterwauling. If I opened them crates, those little beasties'd gut you.
{139539} | Influence Loss: Qara|You'll stick up for the Flagon, and not me? Thanks a lot.
{139540} Aye, girlie, burn me! What do you think will happen then? Half these folk hereabouts are Academy wizards, and you're a few scant paces from the Academy gates.
{139541} Ha! Aye, girlie, go back to your mops and dirty mugs. This Academy's done with you, and all the better for it, too!
{139542} You're lucky someone's here to keep me from turning you into a torch, Jenks. Next time, I suggest you be careful what you say.
{139543} Oh, aye? And who's the kennel-keeper, you or me? Show these beasts a "kind hand", and you're like to lose it.
{139544} Me, I'll trust to my cages and sticks, thank you kindly.  Now be off, and take your unasked advice with you.
{139545} I'm not looking for trouble from you, "friend." Besides, you might think twice 'bout where you're standing, 'fore you make any threats.
{139546} Half these folk hereabouts are Academy wizards, and you're a few scant paces from the Academy gates.
{139547} B'sides, I've not seen fit to beat any animals, have I? Least, not since you been standing there. So let's call this conversation over, shall we?
{139548} Aye, that I do. But you wouldn't believe the fool students who come down to the kennels, whining 'bout how I beat this pixie or that quasit.
{139549} I leave the spellcraft to them. They'd do well to leave the beasts to me.
{139550} Aye, that I do. But you wouldn't believe the fool students who come down to the kennels, whining 'bout how I beat this pixie or that quasit.
{139551} I leave the spellcraft to them. They'd do well to leave the beasts to me.
{139552} Well, I suppose I oughtn't say... but hells, them wizards keep secrets enough. They're imps. Tricksy little beasties, with a foul poison in their tails.
{139553} The magisters use 'em for experiments and whatnot, and some of 'em they train to be slaves or message-bearers. A few they'll cut up, maybe, an' let the students see what makes 'em tick.
{139554} Don't you feel sorry for the little buggers, though. They'd just as soon slit you open an' yank out yer guts as look at you.
{139555} Wait - everyone calm down. We can't start a fire here, all right? This is in the middle of the city and too close to the Academy.
{139556} | Influence Gain: Qara|It's a good thing the farmgirl's here to stick up for you, Jenks, because next time it might just be me or our leader here... then you'll wish you hadn't said anything, trust me.
{139557} Bah! Be off, all of you. Honest folk got honest work to do, and I've a foul little imp to catch...
{139558} Aye, and that's just what they'll do if I don't watch 'em close. Speakin' of which, I'd best get back.
{139559} I'll hear no more from you. Just stay clear o' them crates!
{139560} Can't talk no more, friend. Got to watch these squealin' imps.
{139561} | Influence Gain Elanee |I agree. Animals will listen to an owner that respects them.
{139562} {Frowns, suspicious}I doubt it. This man seems to know very little about treating animals.
{139563} You sound like one of those fool students who come down to the kennels, whining 'bout how I beat this pixie or that quasit.
{139564} | Influence Loss Elanee |{Disgusted}This man seems to know very little about treating animals... as do you.
{139565} Why not? What's inside?
{139566} [Diplomacy] You seem like an important fellow. Do you work for the school?
{139567} Right. Thanks for the warning.
{139568} I'll do as I like.
{139569} What was that little creature you chased away?
{139570} Beating?
{139571} Beat any animals in front of me, and you'll be less a limb.
{139572} You'd get better results with a firm voice and a kind hand.
{139573} You'd know better than me, I guess.
{139574} Indeed I have, and you speak the truth.
{139575} Farewell.
{139576} Thanks for the warning. Farewell.
{139577} So what's inside the crates?
{139578} I'm sure you do. Farewell.
{139579} What are they?
{139580} Hey! The Flagon's no dive, kennel man.
{139581} Don't let him bait you, Qara. He's not worth it.
{139582} Burn him where he stands, Qara. I've got your back.
{139583} So what's in the crates, friend?
{139584} I'll leave you to it, then. Farewell.
{139585} Indeed they would. Farewell.
{139586} Uh, right. I'd best be going.
{139587} I think we'd best be going.
{139588} Thank you for your time, friend. Farewell.
{139589} So what's in the crates?
{139590} | SCRIPTER: Jenks should spout these lines every so often, preferably in response to the random lines shouted by the imps (in the crates). I placed them all in one file for convenience - feel free to rearrange at will. |
{139591} Hey! Keep it down, I said!
{139592} Be quiet, you!
{139593} You in the crates! Shut your lyin' mouths!
{139594} Not another word out of you lot!
{139595} When I get you imps inside, you'll be in for it!
{139596} Nobody's listening, so quit tryin'!
{139597} Better get used to those crates, you little buggers!
{139598} | Player hasn't taken Kyli's quest. |Stupid Lisbet. Father's going to be so mad.
{139599} {beat, daring to hope}You... really think you could get her to come home? 
{139600} | Influence Gain: Elanee |{Remarking, approval}I sometimes forget there is a side of you that isn't about battle and combat - it's good to see.
{139601} | Influence Gain: Elanee |{Remarking, approval}I sometimes forget there is a side of you that isn't about battle and combat - it's good to see.
{139602} Lisbet's in our granddad's crypt, the middle one, with the name "Bryce" on the door. That's where they always go. I think Lisbet stole the key from Father. 
{139603} Just please, please don't hurt her, all right? 
{139604} | Influence Loss: Elanee |{Slight stern}Don't be so harsh to her - she's missing a sister. Be kind.
{139605} You can't hurt her! You promise that you won't hurt Lisbet, or I won't tell you where she is!
{139606} All right. If you promise, I guess I can tell...
{139607} Lisbet's in our granddad's crypt. It's the one with the name "Bryce" out front. That's where they always go. I think Lisbet stole the key from Father. 
{139608} Just please, please don't hurt her, all right?
{139609} Then I'm not telling you anything! Lisbet has enough weirdos following her around!
{139610} | Influence Loss: Elanee |{Slight stern, reproving}Giving her a little hope could help a great deal - even if such commitments seem beyond you.
{139611} Fine! I didn't ask for your help, anyway!
{139612} That's all right. But I'm not going anywhere until Lisbet gets back.
{139613} Our family's crypt. She's with those stupid friends of hers, and she's probably kissing boys again. Yech.
{139614} I hate the way those boys look at her. And they're all mean and dark and depressing, just like Raven. I bet none of them owns any clothes that aren't <i>black</i>.
{139615} | Player has started Kyli's quest |Lisbet's still in that old crypt. I haven't seen her come out.
{139616} In our granddad's crypt. It's the middle one, with the name "Bryce" on the door. That's where they always go, when they're meeting those dumb boys.
{139617} | Player has entered crypt, but hasn't yet rescued Lisbet |Where's Lisbet? Did you find her?
{139618} Dangerous? But she was just kissing a bunch of dumb boys, right? They didn't do something to her, did they?
{139619} If any of those boys hurt Lisbet, I'll make them so sorry...
{139620} | Player told Kyli that Lisbet is involved with dangerous people |Stupid Lisbet! She'd better be all right, or I'll punch her!
{139621} Don't say that! She has to be all right! Raven and Savanna are dumb and all, but they'd never let anybody hurt Lisbet.
{139622} No! Father might call the guards, and then Lisbet would <i>never<i/> come home. I'm staying right here, 'til she comes back!
{139623} | Player rescued Lisbet |Were there really shadows? That's what Lisbet said. And you fought them? I'd have been so scared!
{139624} Here, I filched some coins for you... from my father, so it's not really stealing. He'd want you to have them anyway, if he knew what happened.
{139625} Come back when I'm older and richer and I'll pay you back with a ring, or a bunch of gems... or a whole chest of gold, I swear!
{139626} But I've got to go! Father's waiting! Thank you so, so much!
{139627} | Player left Lisbet unconscious in the crypt |You've been gone a really long time... where's Lisbet? 
{139628} But... you promised you wouldn't hurt her! You said she'd be all right! How could you leave her all alone down there in the dark?!
{139629} You're just a liar! You're mean and cruel, just like Raven and those stupid boys! I don't ever want to see you again, not ever!
{139630} But you told me you'd find her! I've been waiting out here all this time, and I told you where she went and everything!
{139631} But where else could she be? I've followed her into the graveyard loads of times, and that's always where she goes!
{139632} Stupid, stupid Lisbet! Now I'll have to tell Father, and he'll call out the guards, and Lisbet's going to <i>hate</i> me forever! But I've got to tell him, she might be hurt!
{139633} | Lisbet is dead |You've been gone a really long time... where's Lisbet? 
{139634} What!? That's a lie! You're a liar, just like Raven when she says she's going to slit my throat, and then she just makes faces at me instead!
{139635} My sister's not dead! I'll get my father, and we'll show you! We'll go down in that crypt, and Lisbet will be there kissing those stupid boys, and then you'll see! You'll see, you dirty liar!
{139636} But where else could she be? I've followed her into the graveyard loads of times, and that's always where she goes!
{139637} Stupid, stupid Lisbet! Now I'll have to tell Father, and he'll call out the guards, and Lisbet's going to <i>hate</i> me forever! But I've got to tell him, she might be hurt!
{139638} What's that supposed to mean? You'd better not have hurt my sister! You said you'd keep her safe, you promised me!
{139639} My sister's just fine, you'll see! I'll get my father, and we'll go down in that crypt, and Lisbet'll be right there, kissing those boys! Just wait, you'll see!
{139640} How about I go and find her for you?
{139641} | Good Response |Don't worry, Kyli. I'll bring your sister home, safe.
{139642} Oh, she'll come, willingly or no.
{139643} Very well. I won't hurt your sister.
{139644} [ Lie ] Fine. I promise.
{139645} I'll make no such promise.
{139646} Maybe. I'm not making any promises.
{139647} That doesn't sound like my problem.
{139648} Sorry. I can't help you.
{139649} Farewell.
{139650} Where did she go, again?
{139651} How about I go and find Lisbet for you?
{139652} Don't worry. I'll find her.
{139653} Where is she, again?
{139654} Farewell.
{139655} I think your sister is involved with some dangerous people.
{139656} Not yet. I'll keep looking.
{139657} Don't worry. She's fine.
{139658} | Good response |Not yet. I'll protect her, if I can.
{139659} If they did, rest assured that I'll kill them.
{139660} I don't know. Just stay out of my way.
{139661} You should go home, Kyli. Tell your father that Lisbet is missing.
{139662} | Lawful |I gave you my word. I had to get your sister out safely.
{139663} It's all true. Close call, too.
{139664} Bah. I've fought far worse battles.
{139665} | Kyli runs away and despawns |
{139666} I left her in the crypt. She was knocked out, last I saw.
{139667} | Kyli runs away and despawns |
{139668} | Slightly evil response |Who knows. Who cares.
{139669} [Lie] I don't know. She wasn't in the crypt.
{139670} I'm sorry, Kyli. Your sister is dead.
{139671} | Kyli runs away and despawns |
{139672} | Evil response |Your sister was a fool. She got herself killed.
{139673} [Lie] I don't know. She wasn't in the crypt.
{139674} | Somewhat evil and chaotic |She's still in the crypt. I think she'll be staying awhile.
{139675} Leldon
{139676} | SCRIPTER: First time we talk to Lisbet after player kills Arval and the Shadow Initiates |Keep away from me! He <i>isn't</i> dead.
{139677} I can bring him back...| SCRIPTER: Lisbet waves her hands around in animated spell-wielding goodness.|
{139678} | This should play after Lisbet has been knocked out. |Unhh...
{139679} | SCRIPTER: Some wacky special effects play around the room, and Shadows (preferably looking like Nightwalkers) rise up on all the bodies - Arval, the Shadow Initiates, and the dead girl on the ground. |
{139680} | SCRIPTER: Lisbet waves her hands around in animated spell-wielding goodness.   AUDIO: Need female spellcasting audio here. |
{139681} | Lisbet says thank you and goodbye |Arval was a liar. Those shadows... there wasn't anything beautiful about them.
{139682} | Lisbet has joined player, and they are leaving the dungeon. |This place... it's so foul, so oppressive. I don't know why I never felt it before...
{139683} | Player tries to talk to Lisbet during fight with Arval. |Get away from me! You're <i>killing</i> my friends!
{139684} If not for you, I'd have ended up like that. And I'd never have seen Kyli again, or my father, I'd have just wandered down here, in the gloom.
{139685} Thank you for saving me from that. I won't... I won't forget.
{139686} I won't forget. I promise you, I won't.
{139687} Indeed. They were creatures of evil.
{139688} | Good response |There's no need to feel guilty. Arval deceived a lot of people.
{139689} You were deceived by a handsome face and pretty lies. See that you remember the lesson.
{139690} | Evil Response - SCRIPTER: At this point, Lisbet exits the dungeon and despawns. |Just get out of my sight. Now.
{139691} | SCRIPTER: At this point, Lisbet exits the dungeon and despawns. |
{139692} Is that all you have? You've barely scratched me.
{139693} Go on... I've been waiting for this for too long.
{139694} Don't understand why Torio didn't just have me kill you from the start.
{139695} You won't last much longer.
{139696} {Getting more serious, bleeding more}Do you think you're even hurting me? You haven't even come close.
{139697} {More and more harmed}You can't stop me. Cut me a thousand times, and I'll still be at your throat.
{139698} |Fist big miss|{Frustrated, getting mad}Stay still, damn you! 
{139699} {Angry}By the Gods, I'll kill you! 
{139700} |Frenzy||Lines in this dialogue belong to Lorne.|{Lorne roars as he freaks out and goes into full berserker mode}
{139701} |Rage|I'll tear your head from your shoulders!
{139702} |Frenzy Ended|{Roaring, but short of breath, tiring}I won't let you have this day - not after all we've done! 
{139703} |Fight starts|Soon... your body will lie with the villagers of Ember.
{139704} Beg for your life... just like the people of Ember did.
{139705} Luskan Gladiator
{139706} Assassin{Cyran}
{139707} Take him down.
{139708} Where are my guards? For the love of the gods!
{139709} | SCRIPTER: They attack. |
{139710} Assassin Leader{Cyran}
{139711} {2000}Assassin
{139712} {2000}Assassin Leader
{139713} All things arcane, sold right here! Looking for anything in particular?
{139714} Just show me your regular goods.
{139715} Nothing right now. Farewell.
{139716} | NORMAL GREETING |Welcome to the Shining Serpent Inn. How may I help you?
{139717} I'm very sorry, but I can't just tell you that. It wouldn't be right.
{139718} [Success] Very well. I wouldn't want to stand in the way of an official investigation.
{139719} Quite a few of the Watch spend their coin in my common room.
{139720} [Failure] Do you have any papers?
{139721} [Success] Kill you? That's terrible! If they were murderers, they must be judged!
{139722} [Failure] You don't seem far removed from their type, trying to push an old woman around.
{139723} My inn is your inn.
{139724} Ah yes, of course. Surprising, though, they didn't seem the murdering sort.
{139725} Perhaps a quick look. But may I ask why?
{139726} The ambassador? Then they are enemies of Neverwinter.
{139727} Very well, then. I'm sure you have your reasons.
{139728} {Taken aback}Well, don't you have a way with people?
{139729} Which patrons are you referring to?
{139730} Why didn't you say so?
{139731} | Give 50 gold |Here, I have no need of gold for that.
{139732} Yes, of course, I understand.
{139733} Strange. Their lady acquaintance just went up to their room.
{139734} Do you know their room? I would much prefer it if you didn't disturb the other guests. It would be hard to explain.
{139735} Yes. She visited them a few times since they arrived. I only felt it slightly improper at the time.
{139736} Pretty name for a pretty face... {muh-LEE-uh}Melia, yes, Melia was her name.
{139737} {Joking}No, not unless she went out a window.
{139738} {Deadly serious}You don't think she went out the window, do you?
{139739} I would hate to think she was involved. You really can't tell about people.
{139740} I had no idea. Excuse me, I meant no offense.
{139741} | After Cyran's ambush |I need to know about some of your patrons.
{139742} I'll be going now.
{139743} [Diplomacy] I am performing an investigation for Lord Nasher.
{139744} [Intimidate] They tried to kill me, and I will have answers.
{139745} These men tried to assassinate the Ruathym ambassador.
{139746} Here is the key I found on them.
{139747} | Check 50 gold, remove 50 gold |Here, 50 gold.
{139748} They tried to kill the ambassador from Ruathym.
{139749} I'm sorry, it's a secret matter.
{139750} I suggest you ask fewer questions.
{139751} You must be discreet about this.
{139752} Can I just look around?
{139753} Lady?
{139754} Who is she?
{139755} Just went up? So she hasn't left yet?
{139756} | Shadow Thieves |I am a squire to Sir Edmund Cebari.
{139757} | Neverwinter Watch |I am squire to Sir Grayson Corett and member of the Neverwinter Watch.
{139758} Martra Halgood
{139759} I hope you find your stay at the Mask satisfactory.
{139760} The Mask's prices are high, but I think you'll find them worth it.
{139761} Ophala reserves the upstairs rooms for... private affairs.
{139762} <i>All</i> our guests walk away happy.
{139763} | SCRIPTER: Listen check || SOUND EFFECT: Scuffling noises. |
{139764} | SOUND EFFECT: Man screaming for help, muffled. |
{139765} Eh? What is it?
{139766} I'm here to relax, not to chat with random strangers.
{139767} I'm a little busy right now...
{139768} Did my wife send you?
{139769} [The patron ignores you.]
{139770} Lord Mathis Anton
{139771} [Melia lies dead, a sword clutched in her right hand. Her body is scorched by fire, and covered with long, raking wounds. The pungent odor of burnt hair hangs in the air.]
{139772} | FIRST VISIT |Adventurers! A great honor, indeed. 
{139773} | SCRIPTER: Give the player two potions of Cure Mod and two Cure Light. |Come, come. You must take these potions. They'll see better use with you.
{139774} Now, what brings you to the house of the Morninglord?
{139775} | RETURN |Blessings of the Morninglord be on you, <FullName>.
{139776} {luh-THANN-dur}Lathander? None of us have had any recent dealings with Aldanon, as far as I know, and Aldanon was no follower of the Morninglord.
{139777} {thinking}It may not be related, but a number of clerics' vestments and holy symbols were stolen from our reliquary not long ago...
{139778} Definitely not servants of the Morninglord, at least. I would recommend you speak with the guards at the entry gate - they may know more.
{139779} It is the Morninglord's way to bring light to mysteries, and perhaps he will guide you to those that would use him falsely.
{139780} Now, is there anything else I can do for you?
{139781} | SCRIPTER: Open store. |
{139782} I agree. These men with Aldanon may have been posing as servants of the Morninglord to get him to trust them.
{139783} Speak with the guards at the entry gate - they may have seen these false clerics.
{139784} {indignant, offended}I am a servant of the Morninglord, and I do not speak falsely.
{139785} Farewell.
{139786} Aldanon's servant told me he left with some clerics of Lathander. Is he here?
{139787} So these "clerics" may not have been clerics at all?
{139788} Convenient. Are you <i>sure</i> Aldanon isn't here?
{139789} I doubt it's a coincidence.
{139790} I'd like to purchase some supplies.
{139791} Mordren
{139792} | Finished Aldanon quest branch|I am glad you have come. It seems one event follows another - the trial with Luskan has been settled, but now I hear Aldanon has been kidnapped?
{139793} |quest completed.|{Serious, it's like someone just said there is a meteor streaking towards the city}Explain. 
{139794} |Nasher gives the Cyran quest|{Thinking}Cyran? I will not allow him to suffer the same fate as the others. 
{139795} I want you to report to Lord Tavorick's estate at once. I am sending Captain Ballard and a detachment of guards to meet you there.
{139796} {Slight surprise, impressed}"Black Ballard?" 
{139797} The same. I think he will prove an asset. 
{139798} I have marked Tavorick's home on your map. Go there, and do everything in your power to protect him. Now go.
{139799} This is grave news. Aldanon may have... irritated some, but that is no reason to seize him, unless there was something larger at stake.
{139800} | Has Cyran quest, hasn't been to mask. Note that if Cyran hasn't been talked to, saved, or killed, this would effectively be a single node that drops out |{Urgent}Why are you here? I need you to report to Lord Tavorick's estate at once - the location is on your map.
{139801} {Slight anger}So another noble is dead. Was there any sign of the shard... or anyone else?
{139802} {Nods}That is correct. I am sorry I could not tell you, but it was necessary. And it seems it did not matter in Cyran's case in any event.
{139803} {Cold, just been caught}I see that you have learned of Melia's involvement. I could not tell you, but the fact you know suggests she is in danger - and may be attacked as Cyran was.
{139804} If Melia is in danger, her instructions were to return to the Moonstone Mask... if she holds the shard, you must go there at once and protect her. 
{139805} {Slight anger}Sometimes such arrangements are necessary if criminals and killers are to brought to light and order restored. So enough of your preaching, and do your duty.
{139806} Now go to the Moonstone Mask and protect Melia. The future of this city may depend on it.
{139807} {Urgent}Melia? Then you must head there at once, or she may be attacked as Cyran was.
{139808} She can be trusted - she is one of the Nine, sent to investigate the murders in Blacklake. I am sorry I could not tell you, but it was felt that Melia would work better if her identity remained known only to a few.
{139809} {Cautious, warning}Do not wait too long - make your preparations, then make haste. 
{139810} | SCRIPTER: After Moonstone Mask. |I heard there was a battle at the Moonstone Mask. Is Melia...?
{139811} That is... terrible news. Without her, the Nine are weakened tremendously, and she will be missed. 
{139812} The killer - were you at least able to catch him?
{139813} That is... terrible news. The killer escaped? Was there anything you could do?
{139814} {Sighs}Then it seems there is little more to be done. I can dispatch the Many-Starred Cloaks to the Moonstone Mask and Cyran's home to look for clues...
{139815} | If Cyran is dead |...but as for what they can turn up, I do not know. It looks like justice has been denied this day.
{139816} Keeping her identity a secret was not meant to harm you or her - but there were too many uncertainities in these deaths as it stood to risk it.
{139817} I am sorry if you find that difficult to understand, but it was my decision to make, not yours. 
{139818} As I have said, it was my decision. And it was not my intention to put her at risk, only to save the lives of people in Blacklake.
{139819} {Sighs}If there was a trail, I would ask you to track down this murderer... but without one... I fear we will have to bide our time.
{139820} {Takes a breath}And another matter has recently been brought to our attention. It seems that we have an even larger problem within Neverwinter than we first thought-
{139821} I hope we are not intruding. It seems Neverwinter is quite active, of late. 
{139822} {Cold, Sydney has overstepped her bounds}I said I would send for you later, after I am done here.
{139823} My apologies, my Lord Nasher. But the conversation before was a bit brief, and I did not think it would be best for both our cities to wait any longer... forgive my impatience. 
{139824} {Polite, like a serpent}Ah, is this the Harborman... {corrects self}the <i>Squire</i> I have heard so much about?
{139825} {Whispering}Careful. Hosttower mage... and high-ranking as well.
{139826} {Quietly, impressed}Whoever she is, she's powerful... and she's masking it well, too.
{139827} {"You've been up to a lot of trouble"}I am familiar with your exploits... and as <i>exceptional</i> as they are, I am certain we could spend most of the day discussing them. 
{139828} [Failure] {Slight dismissive, stressed}If I wanted you gone, I would have dismissed you.
{139829} [Success] {Slight dismissive}No, no - I want you here, this merits your attention.
{139830} {Slight anger, player misspoke}You will not speak to the ambassador in such a manner. In fact I suggest you first listen before speaking again.
{139831} {Indulgent, then condescending}It is no matter, my Lord Nasher. I am frequently the brunt of such comments, it is an... obvious comment to make.
{139832} {Cold, warning}And appearances can be quite deceiving, as I am sure our Harborman is well aware of. One I imagine many enemies have underestimated.
{139833} {Slight anger, player misspoke}It is the opposite, Squire, and I suggest that you listen to what she has to say. 
{139834} {Firm, a little reprimanding at end}This is Sydney {"Natal" like "Fatale" with an "N"}Natale, our new ambassador from Luskan. She arrived earlier, and I had hoped to speak to you privately before the three of us met.
{139835} {Not certain}Her associate is {CRAWL-ver}Khralver, I believe-
{139836} | PC is male |{Slight obsequious, but harmless, toadie}Well met, sir. It is my pl-
{139837} {Slight obsequious, but harmless, toadie}Well met, my lady. It is my pl-
{139838} {Slight anger}{CRAWL-ver}Khralver is of no consequence, he is here to assist me - and silently. 
{139839} The news I bring concerns you, Lord Nasher, and I most of all, so it is fitting you have arrived. I had hoped to speak to you before leaving in any event.
{139840} | Knightly influence lost |{Stern}I suggest you dispense with the accusations, and listen to what the ambassador has to say - and I determine who is welcome in this court, not you.
{139841} It is no trouble, Lord Nasher - as I have told you, this situation is exactly what I was sent here to correct.
{139842} No, in fact, far from it.
{139843} There has been a miscommunication, so I have traveled from Luskan to straighten certain matters out. If they were left to rumor, gossip, or surface appearances, they might be... misconstrued. 
{139844} {Firm}You have recently had trouble with those you believe affiliated with Luskan, when in fact, they are not connected to or supported by us at all.
{139845} There are four towers in Luskan, each ruled by a skilled mage... and we four work tirelessly to aid Luskan and its people.
{139846} But there is a self-styled "Master of the Fifth Tower," who, as his title suggests, has... overstepped his bounds.
{139847} {Tsk}This mage is a man by the name of Garius - "Black" Garius, I believe is yet another title he uses - silly, really, but he really does believe he casts a longer shadow than he does.
{139848} {Slight jab at the end, since Neverwinter's been shifty in promoting the player before his/her time}Nevertheless, he has been quite... industrious as of late... almost as industrious as you, my dear Harborman. But he is not affiliated with our city or its interests - unlike you and your long-standing ties to service in Neverwinter. 
{139849} {Firm, trying to steer conversation back on track}Ambassador Natale informed me earlier that she believes Black Garius began the war with their island neighbor, Ruathym.
{139850} Yes. And it has served as a convenient means to distract Luskan from its real priorities. Regardless, Ruathym was an aggressor for quite some time, so action needed to be taken, regardless...
{139851} I believe the Lord's Alliance would have taken exception to that... as do I.
{139852} I am certain they would have, milord. But since Ruathym attacked us first, it is our responsibility to deal with their aggression and quickly... you can expect little else from island barbarians, really. 
{139853} You see, Ruathym believed that Luskan had stolen a precious artifact from them - a book called the Tome of {ILT-kazar}Iltkazar.
{139854} | Sand has not heard of it. |{Slight surprise}The Tome of Iltkazar? 
{139855} | Sand has not heard of it, safety |{Calm}We had heard it had been misplaced, yes.
{139856} A powerful artifact... and not only can its sudden disappearance lead two nations to war, but in the wrong hands, it can be used to channel tremendous power. 
{139857} That is a matter we feel best left to Neverwinter... the matter is a domestic one, as it turns out. 
{139858} But that is not all that concerns us - we believe that Black Garius has made an alliance with someone known as "the King of Shadows" - a man or creature - of whom we know very little.
{139859} Garius was no doubt able to steal the Tome of Iltkazar with help from this ally - and use it to bolster his armies with golems awakened by the Tome.
{139860} No - unfortunately, his ambitions do not end there. We have received word that he intends to perform a powerful ritual within the lands of Neverwinter, with knowledge he has stolen from the very King of Shadows he serves.
{139861} I have heard of the loss of your local sage, {slight hesitation here, not sure how to say Aldanon}Aldanon, but I suspect he is a part of this.
{139862} He is not guilty of being Garius' compatriot, if that is your belief. I think in such an instance, a kidnapping would not have been needed. 
{139863} I suspect he was kidnapped to provide the last of the missing pieces to the ritual - a ritual that will steal power from the "King of Shadows" - and grant it to Garius.
{139864} {Slight hesitation here, really doesn't know}The exact powers granted are not known to me - or my fellow mages, which is a further cause for concern. But I have told you all I know.
{139865} We felt it was not only our duty to clear up any ties you might believe exist between Luskan and this criminal, but also inform you of his whereabouts - he and his forces are in a ruined castle, Crossroad Keep, within Neverwinter lands.
{139866} Normally, Luskan would not hesitate to take action against such a criminal, but with the confusion that has already occurred, we felt it was best to advise Lord Nasher - and you - of the situation and allow you to do what you feel is best. 
{139867} | Player is not a mage class {Slightly condescending}|It is... difficult to explain to someone not skilled in the arcane arts.
{139868} Crossroad Keep was the site of a great battle in the past, the one against the King of Shadows, in fact. That much we have been able to uncover.
{139869} | Player is not a mage class |We believe that some of the power from that battle, his "essence" perhaps allows them a stronger tie to the King of Shadows if the ritual is performed there, but that is our best guess.
{139870} Thus, we...
{139871} {Impressed}Correct. I see my expertise may be wasted with such a sharp mind at your command, Lord Nasher.
{139872} {Slightly insulting, suggesting the player is showing contempt for the king}Very well. If Lord Nasher has any questions, he could simply ask you. But Garius is at Crossroad Keep, that we can say for certain.
{139873} As a practitioner of the arcane, I think you will understand this better than others. 
{139874} Yes, that is correct. 
{139875} {Interrupts}Um... pardon me, but officially, I have been asked to reinforce, I mean reassure you, of that fact. Logically, it would be foolish for Luskan to spark a war on two fronts, and not only tha-
{139876} {Cold}Khralver, <i>enough.</i>
{139877} {Giving the spiel, but just a hint of a lie}What happened at Ember was unfortunate, but Luskan would <i>never</i> condone such an action. 
{139878} {Getting mad}You're lying. 
{139879} {Cold, but delicate}My dear girl, I would be careful with such words, lest you offend me. I have come in good faith, and you are in danger of throwing it back in my face.
{139880} {Breaks in, stern}The matter of Luskan and Ember is for me to decide. We both are aware of the threat this... Black Garius represents. If Luskan is interested in peace and cooperation, it is for the good of Neverwinter to respect that intention.
{139881} {Appraising, but displeased, then condescending}I see the Harborman - and his lackey - are as stubborn as I have heard. I did not expect you to understand the subtleties of state and the delicate touch that politics requires, especially in these equally-delicate times.
{139882} | PC is male, Influence Gain Shandra |No, he's right! This isn't about politics, it's about the people of Ember - you had to have known what was going to happen, and to let it - just be conveniently forgotten like this... it's... it's...
{139883} {Calm, intervening}Shandra Jerro, the strength of Neverwinter comes from its citizens, and you have shown me that now.
{139884} {Getting stern}But listen to me. There are greater threats to Neverwinter as we speak. What happened at Ember is unfortunate, but I believe the one responsible has been punished for that crime.
{139885} If we carry the accusation further to Luskan, I do not believe it is warranted, and furthermore, <I>I</i> am the one who sets policy in this court. 
{139886} {Calm, key line}This is not about one man, or one village. This is about Neverwinter, and it is about protecting what exists. 
{139887} {Trying one last time}Lord Nasher, I had a friend, Alaine at Ember, who barely escaped, but so many others...
{139888} {Sympthetic}I know, and I am sorry for their loss. {Beat}But unless this Garius is stopped, I fear that another tragedy will occur, much greater than what occurred at Ember. 
{139889} Justice will come for those - in time, but not today.
{139890} | Focus on Shandra's face, silent. |
{139891} And I need you to accept it. We all have burdens to bear, and if they must be carried so that the people of Neverwinter may be safe, that is what must be done.
{139892} {Coughs}Lord Nasher - Ambassador Natale, Crossroad Keep... I fear that...
{139893} {Stern, irritated}<i>Silence,</i> Khralver. Do not make me remind you again. 
{139894} Lord Nasher, forgive me, but Black Garius may have begun the ritual, quick action is needed. I have done what I could to inform you of what we know - it is up to you to act, if you wish. 
{139895} And Harborman, as further proof of my good faith and the good faith of Luskan, rest assured I will keep looking for information on this King of Shadows... and any proof I can bring that Luskan had no involvement with Ember.
{139896} {Cold}I imagine such "proof" will come in time. 
{139897} {Cold to Shandra, almost gleefully cruel}Yes, girl, in fact, I <i>know</i> it will. 
{139898} {Bows}{Formal, more polite}Thank you three for hearing me. I realize these are difficult times for Neverwinter, and it was not my intention to bring another but Luskan could not remain silent while this threat to its southern neighbor loomed. Farewell.
{139899} | PC is female, Influence Gain Shandra |No, she's right! This isn't about politics, it's about the people of Ember - you had to have known what was going to happen, and to let it - just be conveniently forgotten like this... it's... it's...
{139900} | Influence Loss Shandra |{Incredulous}I can't believe what I'm hearing. Is this how you protect your own people? When it's convenient?
{139901} {Cold, then insult}That is correct, and all you have is my word. As your squire... I am sorry, squire of a squire... has indicated, that does not seem to be enough. 
{139902} {Shocked, then mad}What? You saw what happened at Ember - they put you on trial for the deaths of those people, those deaths they caused!
{139903} {Feigning sorrow}I am ashamed to admit this, but that <i>is</i> the truth of this matter, I'm afraid.
{139904} What? Yes, we should take action, but we're not done here yet... does anyone here really believe Luskan knew nothing about Ember? Nothing?!  
{139905} Garius must be stopped. We have his location, and I want you to travel there as soon as you are able.
{139906} {Speaking up, defiant}If we're going after Ember's killers, what about her? What about Luskan?
{139907} Does anyone here really believe Luskan knew nothing about Ember? Nothing?!  
{139908} {Slightly impressed}Very well. I had Khralver here draft up an official written account of our... concerns for the Neverwinter records. I will provide them for your personal journals as well - Luskan has nothing to hide on this matter. 
{139909} {Slight sarcasm}Would it? Your insinuation is so subtle I almost missed it. 
{139910} A man named Black Garius, who <i>claims</i> to serve Luskan's interests, is preparing to perform a powerful ritual within the lands of Neverwinter.
{139911} Garius serves no one but himself, but he has allied himself with a being known as the "King of Shadows" - a man - or creature - of whom we unfortunately know little. 
{139912} Garius intends to make use of this alliance - as he did with Luskan to increase his personal power - and the power will come from the ritual he is close to completing. 
{139913} We believe that your local sage, {slight hesitation here, not sure how to say Aldanon}Aldanon, was kidnapped to provide the last of the missing pieces to the ritual - a ritual that will draw power from the "King of Shadows" - and grant it to Garius.
{139914} {Firm}And we need you to travel there to stop it.  
{139915} | Dupe line, because I want no fade in, like below. |I have already dispatched the Many-Starred cloaks and troops to Crossroad Keep, and I want you to go as well. Garius must be stopped.
{139916} By all means, study it. I think you will find it is a matter that concerns you and Neverwinter.
{139917} |fade out|
{139918} |fade in|
{139919} I have already dispatched the Many-Starred cloaks and troops to Crossroad Keep, and I want you to go as well. Garius must be stopped.
{139920} I want you to leave as soon as you are able to travel. Rescue Aldanon, and you are do everything in your power to stop this ritual Garius intends to perform.
{139921} {Nods}Excellent. I am glad I can count on you. 
{139922} Luskan is not your concern at this time. You have your orders, and I want you to focus on them. 
{139923} That is all.
{139924} {Slight irritation}Someday soon I think you and I - and your Knight sponsor - will have a long talk about your attitude and your service to Neverwinter. Rest assured, you will be doing little talking when that day comes.
{139925} {Stern, warning}Be careful at Crossroad Keep - if it is now Garius' stronghold as the ambassador has said, it is likely well-defended, not only with soldiers but with magics as well.
{139926} | Investigating Cyran |{Recognition, hopeful}Ah... how goes the investigation?
{139927} Indeed? Go on. 
{139928} | Fade to Black with player speaking, but no words, fade back in. |
{139929} These assassins you encountered, I believe they are tied to the unrest which has been growing in Neverwinter for some time.
{139930} I suspect the Arcane Brotherhood and Luskan are behind these activities, and what's worse is I believe they have assistance from prominent families here in Neverwinter. 
{139931} Sir Nevalle can fill you in on the details, but I have even more pressing news - news we will have to act quickly upon.
{139932} Through what you discovered concerning Aldanon the Sage and through my own sources, we think we've found where he's been taken.
{139933} We believe he has been taken to Crossroad Keep, a ruined castle deep within our borders. 
{139934} If the Arcane Brotherhood is indeed using it as a base, they are far closer than we would like.
{139935} Part of your responsibility as a squire is that you have taken an oath to serve me. And I can think of none better suited for this operation.
{139936} You are to travel to Crossroad Keep and make contact with the Many-Starred Cloaks just outside their walls. From there, you must deal with the Arcane Brotherhood, and rescue Aldanon.
{139937} You will have the arcane expertise of the Cloaks to aid you - but I need you to travel there at once and direct the assault. 
{139938} {Cautious, warning}Do not wait too long - make your preparations, then make haste. 
{139939} Very well, keep searching. And let me know at once if you find anything.
{139940} | First Time |{Greeting player after trial by combat pleased}Welcome. I am pleased the trial went well... and that you are safe.
{139941} {A little weary, but slightly hopeful}While it is too late to save those poor villagers who were slain at Ember, your actions have done much to keep Luskan in check, and that shall have to be enough for now.
{139942} I am looking forward to having you in my service. Now, I must ask you to fulfill your duty as a squire - in exchange for the duties and benefits the crown provides you. 
{139943} {Nods acknowledging}And it is my honor to have you in my service, for there is much to be done.
{139944} Do you know Aldanon? The sage of Blacklake? He is an old friend of mine, and he has gone missing. 
{139945} With the troubles concering the trial and Luskan, it has been difficult to dispatch men to look for him. Now that the trial is settled, however, it is my wish you look into this matter.
{139946} Go to Aldanon's home in the Blacklake District - you will find the District gates now open to you. See what you can find, and report back when you have something of note.
{139947} Make haste - while Aldanon has been known to wander, I fear this is not one of those times. 
{139948} As do we all. And there is much to be done.
{139949} {Slightly disapproving}Then it seems that shall have to be enough... especially as short-handed as we are.
{139950} | SCRIPTER: Stronghold assault. |What are you doing here? I asked you to travel to Crossroad Keep.
{139951} | SCRIPTER: Default |Well met. How go your travels?
{139952} If memory serves, that was where the King of Shadows was defeated... 
{139953} We lost almost every soldier of Neverwinter, to a man, in that battle at West Harbor, and we suffered terrible losses. When their bodies were recovered, it is said they were rotted, decayed, as if devoured from within - horrid. 
{139954} The King of Shadows was said to have a legion of demons at his command, and many villages did not survive the battles along the Mere as West Harbor did... but the exact purpose of this sorcerer or being was never known.
{139955} {Slight hesitation}That... is something that has been concerning me as well. 
{139956} Now that you and I have shared more confidences - perhaps we can share another. I do not know if the two are related, but I suspect they may be.
{139957} When the King of Shadows emerged, few saw the threat for what it was. Any number of sorcerers and mages have threatened us in the past - a new magic-user with a grandiose name is nothing new to us or our history.
{139958} But this one was different - before my reign, Neverwinter was ruled by nobles - some of the nobles that have passed away in the recent months. 
{139959} Hear me out, then you may decide for yourself - but the connection is a tenuous one, at best, and I think you will understand my doubts.
{139960} When the King of Shadows emerged, these nobles were slow to respond to the threat, and slower to gather the forces needed to stop him. 
{139961} And when they were finally gathered, the King of Shadows had such a foothold near the Mere that the losses we suffered were terrible.
{139962} After the defeat, there were trials, to be sure. Accusations. A demand for justice. 
{139963} The nobles were able to twist the sentences and judgments to escape punishment... they still had resources enough for that. It is not a proud time of Neverwinter's history, but it is the reality.
{139964} It is a possibility, but doubtful - and unusual that it would happen now. I am not certain the two are tied. 
{139965} What little I know of the King of Shadows is that such tactics - revenge tactics - did not seem to be part of his methods. He was interested in conquest, not the elimination of individuals.
{139966} You will find that many cities and governments are built upon such things. It is a distasteful inheritance at time, but often, there is no need to dredge up the past when it may cause unrest. 
{139967} Such secrets are why you are still standing here and not rotting in Luskan, waiting to be executed... and sometimes such secrets give strength, not weakness.
{139968} That is all on this matter - and if you are angry I kept this from you, I again say there is little chance the two are tied. 
{139969} I am not certain, but if I recall, there was an irony there - I believe it was one of the people who had warned the nobles of the threat in the beginning.
{139970} And I believe the accusation was that there was no way he could have seen it coming if he was not allied with them - and for failing to see the true threat to Neverwinter.
{139971} There was little justice in it. I believe the man died in prison.
{139972} No official records exist, and I suspect any that were were destroyed long ago - as long as those same noble families still remain within Neverwinter, I suspect any trace of that incident shall remain buried. 
{139973} | GEORGE: Destroy item and change global state. |Indeed? Let me see that - I shall have some of the Many-Starred Cloaks examine it at once. 
{139974} | Player gets 200 gold |It may be some time before they complete their examination, but for now, I thank you for bringing this to my attention - and please accept this as a token of my thanks for your vigilance.
{139975} That is correct - and we have news of the murdered nobles as well.
{139976} All three of the murdered nobles - Dalren, Brennick and Hawkes, were in possession of a silver shard - that is now held by Lord Tavorick.
{139977} A shard is being passed through the city, and everyone who holds it ends up dead - I believe Tavorick is next.
{139978} Well, from what we learned at Aldanon's home - Lord Tavorick may be the fourth noble murdered unless we do something.
{139979} When we arrived at his home, it was occupied by thugs.
{139980} Yes, but we do not know where's he's been taken.
{139981} My lord Nasher, we also bring word of the murdered nobles.
{139982} Well, better kidnapped than butchered like those three nobles in Blacklake.
{139983} As it turns out, it may be tied to the deaths taking place in Blacklake.
{139984} | Tavorick Dead, Melia not found |Don't worry about him, no one else will.
{139985} Your agent, Melia, made off with the shard.
{139986} | Tavorick Dead, Melia not found  |Tavorick's dead, and the shard is in Melia's hands, who <i>apparently</i> is one of the Nine.
{139987} | Tavorick Alive or Dead, doesn't matter, Melia not found  |I thought Melia would have kept you updated on the progress.
{139988} Then I will go there at once.
{139989} I don't like being lied to or deceived.
{139990} Next time, trust me with <i>all</i> the facts before sending me on a mission.
{139991} Are you sure that's not a lie, too? 
{139992} | Tavorick Alive, Melia not found |We saved Tavorick, and the shard is in Melia's hands, who <i>apparently</i> is one of the Nine.
{139993} | Tavorick Alive |He's safe, but we think the killers are on the way to the Moonstone Mask - after a woman named Melia.
{139994} She has been killed by a sorcerer, one who can summon demons.
{139995} One of the Nine is dead, yes. 
{139996} The shard is gone, and so is your agent.
{139997} No, he eluded capture. 
{139998} There was nothing I could do - he was there, then gone again. 
{139999} Against demons? Not likely.
{140000} Why didn't you tell me about Melia?
{140001} If I had known one of the Nine was involved, maybe you could have shared more information.
{140002} Well, if I had known, maybe something could have been done.
{140003} I don't like being lied to or deceived, especially when I'm putting my life at risk.
{140004} What would you have me do next? 
{140005} [Diplomacy] Milord, if this is an inappropriate time, I will take my leave.
{140006} Who are you?
{140007} Are you sure you'd have time to discuss it inbetween meals?
{140008} That better not have been an insult.
{140009} What is someone from Luskan doing here?
{140010} Of course. I'm listening.
{140011} After all that's happened, you are not welcome in this court.
{140012} Are you planning to put me on trial again with another false accusation? 
{140013} And who are these people?
{140014} Indeed. Go on.
{140015} I do not believe you, but please, go on, this is entertaining.
{140016} And what has he been up to that should concern me?
{140017} Sounds like this is a Luskan problem - which is usually how they start in the first place.
{140018} Then how can we reclaim it?
{140019} So this helps us how?
{140020} So you came here to tell us of a golem army?
{140021} He sparked a war for a book? Isn't that a Luskan matter?
{140022} What do you mean?
{140023} I knew it all along!
{140024} This doesn't help us find him or stop him.
{140025} You said Garius was in Neverwinter territory? But you don't know where?
{140026} "Informative, but useless," I believe is how I would describe what you have brought.
{140027} So what will Luskan do now?
{140028} Why Crossroad Keep? And in Neverwinter territory?
{140029} [Spellcraft] So any arcane energy left over from the battle, even long ago, they may be able to tap into - especially if it's tied to the King of Shadows.
{140030} So, you're saying that the residue of the King of Shadows may create a stronger tie, make the ritual more powerful.
{140031} That makes sense. You do not need to explain any more.
{140032} So you are denying what happened at Ember? That Luskan had no involvement?
{140033} So the Sea Ghost spies, the assassins, the destruction of Ember? You knew nothing, had no involvement with any of it?
{140034} No, she's right. I believe you're lying, too.
{140035} | Lawful Response |I will not, if they are involved, then they should be made to answer for it.
{140036} | Good Response |If it is for the good of Neverwinter and its people, very well.
{140037} | Chaotic Response |So only follow the law and justice when convenient, eh? That suits me fine.
{140038} | Evil Response |Ember is in the past, and I could care less who gets butchered as long as Garius is next. 
{140039} I do not believe the Hosttower mages would be unaware of anything occurring in their domain.
{140040} The time has come to cast away grudges and focus on our enemy.
{140041} I find it very hard to believe that Garius could have done all this for so long in secret - without the knowledge.. or support... of the mages of Luskan.
{140042} Then we should take action at once.
{140043} So what are we supposed to do about it?
{140044} I am not one for long speeches and politics - I would prefer the short version. 
{140045} Judging from your frame, you must have a <i>lot</i> to say, but say it quickly and I will make a note of it.
{140046} Indeed? That would be a change.
{140047} I would prefer you summarize the matter instead, quickly.
{140048} [Study the account quickly.]
{140049} I will go at once, my Lord.
{140050} Lord Nasher, before I go, about Luskan involvement with Ember...
{140051} First the lie about Melia, now we're ignoring potential Luskan involvement in Neverwinter?
{140052} "Duty" calls, and as usual, the shadow of death looms over it.
{140053} I'm on my way... my "Lord." This ritual sounds - intriguing. 
{140054} | Know about assassins. |We found out some information concerning Cyran's assassins.
{140055} Where?
{140056} You want me to deal with the Brotherhood?
{140057} I will head there at once.
{140058} Some time will be needed to prepare, or else the mission may be jeopardized.
{140059} And you need me to attack these ruins? By myself?
{140060} This sounds like a suicide mission, I'll pass.
{140061} Then what should we do?
{140062} Let's head there at once.
{140063} Why are you telling me?
{140064} Nothing yet.
{140065} I am honored to serve, my lord.
{140066} I do what I must.
{140067} I will keep my word, nothing more.
{140068} | SCRIPTER: Before Noble investigation. |Do you know anything of the battle fought in West Harbor against the King of Shadows, long ago?
{140069} | SCRIPTER: Noble investigation, but before Ammon Jerro. |The more I look into these nobles' past, the more it seems their deaths may be tied the King of Shadows and the war. 
{140070} Can you tell me anything more about the war?
{140071} What happened?
{140072} So there <i>is</i> a potential connection?
{140073} If this was on your mind, why didn't you tell me?
{140074} Were they put on trial?
{140075} It sounds like they escaped justice.
{140076} So would the King of Shadows possibly be killing those who stood against him?
{140077} Neverwinter has too many secrets it is unwilling to share.
{140078} What <i>else</i> haven't you told me - in confidence? 
{140079} So who was punished for failing to see the threat?
{140080} Can we see the records of this?
{140081} | GEORGE: Have Arval's journal, but needs global |We found this journal being used in a ritual within Neverwinter - it looks as if it belongs to a shadow priest.
{140082} I'll be going now.
{140083} | First Time |{Greeting player after trial by combat pleased}Welcome. I am pleased the trial went well... and that you are safe.
{140084} {Nods acknowledging}And it is my honor to have you in my service, for there is much to be done.
{140085} {Slightly disapproving}Then it seems that shall have to be enough... especially as short-handed as we are.
{140086} Do you know Aldanon? The sage of Blacklake? He is an old friend of mine, and he has gone missing. 
{140087} | Aldanon's disappearance |{Slight concern, hopeful}Have you found any sign of Aldanon?
{140088} {Irritated}No sooner to we root out one Luskan plot, then another comes to light. What they would want with Aldanon is beyond me, but by the Gods, they won't have him long.
{140089} {Disdainful Sniff}You'll do, I suppose. Nasher must know what he's doing, after all, Neverwinter is hardly in a position for another diplomatic disaster.
{140090} {Chiding, unfairly}And do not think that my life is not sought after. The dogs of Luskan are ever looking to squelch Ruathym.
{140091} | SCRIPTER: Camera needs to show he's talking to Nasher |{Critical, implying that Nasher hasn't done enough}And in many ways have succeeded.
{140092} {Irritated with ambassador}Yes, negotiations between our governments <b>have</b> been difficult - it seems our talks often stalemate with no resolution and little compromise.
{140093} {Dimissive, impatient}I'm sure. Lord Nasher, do I have your leave? I have an appointment at the Moonstone Mask - and I am already late.
{140094} {Slight exasperation, slight irritation at dismissive tone}Of course. We would not wish to inconvenience you while you are here.
{140095} {Stern, then suggesting}It is your duty. And the Count and his government have been the recipients of much aid from Neverwinter... assistance that one day will be repaid.
{140096} {Slightly sarcastic}I can't tell you how much it touches me to know that you have such concern for my well-being, Lord Nasher.
{140097} {Firm, implying threat to player that he better take care of the Count}Your safety is important to me, Count. I wouldn't want <b>any</b> harm to come to you.
{140098} | Player is male. |I'm glad you understand. {To player}You, guard, come with me - my lady is patient, but a woman's patience is only so short.
{140099} | SCRIPTER: He walks out. As the player leaves, move them all to the Moonstone Mask. |
{140100} | Investigating Cyran |{Recognition, hopeful}Ah... how goes the investigation?
{140101} | SCRIPTER: Default |Well met. How go your travels?
{140102} Very well, keep searching. And let me know if you find anything at once.
{140103} Indeed? Go on. 
{140104} | SCRIPTER: Stronghold assault. |What are you doing here? I asked you to travel to Crossroad Keep.
{140105} {A little weary, but slightly hopeful}While it is too late to save those poor villagers who were slain at Ember, your actions have done much to keep Luskan in check, and that shall have to be enough for now.
{140106} I am looking forward to having you in my service. Now, I must ask you to fulfill your duty as a squire - in exchange for the duties and benefits the crown provides you. 
{140107} As do we all. And there is much to be done.
{140108} With the troubles with the trial and Luskan, it has been difficult to dispatch men to look for him. Now that the trial is settled, however, it is my wish you look into this matter.
{140109} Go to Aldanon's home in the Blacklake District - you will find the District gates now open to you. See what you can find, and report back when you have something of note.
{140110} Make haste - while Aldanon has been known to wander, I fear this is not one of those times. 
{140111} You have done well, but Nevalle will follow up on this, and we will see what he can uncover. {Beat, a little quieter}I fear for any Luskan Nevalle finds.
{140112} {Sighs, irritated}I am surprised there is still Luskan activity in Neverwinter... as you know, Luskan is currently at war with Ruathym, but they <b>still</b> seem to find time to send agents to plague us.
{140113} Even with my order for the Arcane Brotherhood to leave Neverwinter, it is my fear some agents still remain - and they may attempt to strike at any members of the Ruathym government that reside here. 
{140114} This man is Count {SEAR-an}Cyran {TAV-or-ick}Tavorick from Ruathym - and I need him escorted while he is here in Neverwinter. 
{140115} {Introducing the player}Count Tavorick, this is one of the most promising soldiers in my service. You can ask for no finer protection while traveling here in the city. 
{140116} I need you to escort the Count while in the city and make sure he is kept safe.
{140117} | Player is female. |I'm glad you understand. {To player}You, guard, come with me - my lady is patient, but a woman's patience is only so short, as I am sure you well know.
{140118} | Fade to Black with player speaking, but no words, fade back in. |
{140119} These assassins you encountered, I believe they are tied to the unrest which has been growing in Neverwinter for some time.
{140120} I suspect the Arcane Brotherhood and Luskan are behind these activities, and what's worse is I believe they have assistance from prominent families here in Neverwinter. 
{140121} | SCRIPTER: Spawn Cyran. |
{140122} | SCRIPTER: Camera shows Cyran walk in. |
{140123} Sir Nevalle can fill you in on the details, but I have even more pressing news - news we will have to act quickly upon.
{140124} Through what you discovered concerning Aldanon the Sage and through my own sources, we think we've found where he's been taken.
{140125} We believe he has been taken to Crossroad Keep, a ruined castle deep within our borders. 
{140126} If the Arcane Brotherhood is indeed using it as a base, they are far closer than we would like.
{140127} Part of your responsibility as a squire is that you have taken an oath to serve me. And I can think of none better suited for this operation.
{140128} You are to travel to Crossroad Keep and make contact with the Many-Starred Cloaks just outside their walls. From there, you must deal with the Arcane Brotherhood, and rescue Aldanon.
{140129} You will have the arcane expertise of the Cloaks to aid you - but I need you to travel there at once and direct the assault. 
{140130} {Cautious, warning}Do not wait too long - make your preparations, then make haste. 
{140131} {Cautious, warning}Do not wait too long - make your preparations, then make haste. 
{140132} | Finished Aldanon quest branch|I am glad you have come. It seems one event follows another - the trial with Luskan has been settled, but now I hear Aldanon has been kidnapped?
{140133} |quest completed.|{Serious, it's like someone just said there is a meteor streaking towards the city}Explain. 
{140134} |Nasher gives the Cyran quest|{Thinking}Cyran? I will not allow him to suffer the same fate as the others. 
{140135} |Avellone -- don't worry about this branch -- it's just a placeholder until we get the Sydney Natale cutscene.|[TEMP DIALOGUE... bug to Fenstermaker if this bracketed text still exists after 3/1]
{140136} |quest complete|[Yeah, you fought some demons, huh? Cool.]
{140137} |assign CK| [Okay, I bought you a house as a present for your loyalty.  Actually it's more of a keep. And it's ruined and filled with Luskans.  But it's all yours.  Just go there.  Mmmkay?]
{140138} |quest complete, Cyran died.|[Yeah, you fought some demons, huh? Cool. Too bad you are not good enough at this game to keep Cyran alive.  Shoulda kept those guards posted up there.]
{140139} | GEORGE: Destroy item and change global state. |Indeed? Let me see that - I shall have some of the Many-Starred Cloaks examine it at once. 
{140140} | Player gets 200 gold |It may be some time before they complete their examination, but for now, I thank you for bringing this to my attention - and please accept this as a token of my thanks for your vigilance.
{140141} This is grave news. Aldanon may have... irritated some, but that is no reason to seize him, unless there was something larger at stake.
{140142} I want you to report to Lord Tavorick's estate at once, accompanied by a detachment of our best guards and Captain Ballard.
{140143} {Slight surprise, impressed}"Black Ballard?" 
{140144} The same. I think he will prove an asset. 
{140145} I have marked Tavorick's home on your map. Go there, and do everything in your power to protect him. Now go.
{140146} | Return. ERIC/GEORGE: Note that if Cyran hasn't been talked to, saved, or killed, this would effectively be a single node that drops out |{Urgent}Why are you here? I need you to report to Lord Tavorick's estate at once - the location is on your map.
{140147} {Slight anger}So another noble is dead. Was there any sign of the shard... or anyone else?
{140148} {Nods}That is correct. I am sorry I could not tell you, but it was necessary. And it seems it did not matter in Cyran's case in any event.
{140149} {Cold, just been caught}I see that you have learned of Melia's involvement. I could not tell you, but the fact you know suggests she is in danger - and may be attacked as Cyran was.
{140150} If Melia is in danger, her instructions were to return to the Moonstone Mask... if she holds the shard, you must go there at once and protect her. 
{140151} {Urgent}Melia? Then you must head there at once, or she may be attacked as Cyran was.
{140152} She can be trusted - she is one of the Nine, sent to investigate the murders in Blacklake. I am sorry I could not tell you, but it was felt that Melia would work better if her identity remained known only to a few.
{140153} {Slight anger}Sometimes such arrangements are necessary if criminals and killers are to brought to light and order restored. So enough of your preaching, and do your duty.
{140154} Now go to the Moonstone Mask and protect Melia. The future of this city may depend on it.
{140155} If memory serves, that was where the King of Shadows was defeated... 
{140156} We lost almost every soldier of Neverwinter, to a man, in that battle at West Harbor, and we suffered terrible losses. When their bodies were recovered, it is said they were rotted, decayed, as if devoured from within - horrid. 
{140157} The King of Shadows was said to have a legion of demons at his command, and many villages did not survive the battles along the Mere as West Harbor did... but the exact purpose of this sorcerer or being was never known.
{140158} {Slight hesitation}That... is something that has been concerning me as well. 
{140159} Now that you and I have shared more confidences - perhaps we can share another. I do not know if the two are related, but I suspect they may be.
{140160} When the King of Shadows emerged, few saw the threat for what it was. Any number of sorcerers and mages have threatened us in the past - a new magic-user with a grandiose name is nothing new to us or our history.
{140161} But this one was different - before my reign, Neverwinter was ruled by nobles - some of the nobles that have passed away in the recent month. 
{140162} When the King of Shadows emerged, these nobles were slow to respond to the threat, and slower to gather the forces needed to stop him. 
{140163} And when they were finally gathered, the King of Shadows had such a foothold near the Mere that the losses we suffered were terrible.
{140164} After the defeat, there were trials, to be sure. Accusations. A demand for justice. 
{140165} Hear me out, then you may decide for yourself - but the connection is a tenuous one, at best, and I think you will understand my doubts.
{140166} The nobles were able to twist the sentences and judgments to escape punishment... they still had resources enough for that. It is not a proud time of Neverwinter's history, but it is the reality.
{140167} It is a possibility, but doubtful - and unusual that it would happen now. I am not certain the two are tied. 
{140168} What little I know of the King of Shadows is that such tactics - revenge tactics - did not seem to be part of his tactics. He was interested in conquest, not the elimination of individuals.
{140169} I am not certain, but if I recall, there was an irony there - I believe it was one of the people who had warned the nobles of the threat in the beginning.
{140170} And I believe the accusation was that there was no way he could have seen it coming if he was not allied with them - and for failing to see the true threat to Neverwinter.
{140171} There was little justice in it. I believe the man died in prison.
{140172} No official records exist, and I suspect any that were were destroyed long ago - as long as those same noble families still remain within Neverwinter, I suspect any trace of that incident shall remain buried. 
{140173} You will find that many cities and governments are built upon such things. It is a distasteful inheritance at time, but often, there is no need to dredge up the past when it may cause unrest. 
{140174} Such secrets are why you are still standing here and not rotting in Luskan, waiting to be executed... and sometimes such secrets give strength, not weakness.
{140175} That is all on this matter - and if you are angry I kept this from you, I again say there is little chance the two are tied. 
{140176} | SCRIPTER: After Moonstone Mask. |I heard there was a battle at the Moonstone Mask. Is Melia...?
{140177} That is... terrible news. Without her, the Nine are weakened tremendously, and she will be missed. 
{140178} That is... terrible news. The killer escaped? Was there anything you could do?
{140179} {Sighs}Then it seems there is little more to be done. I can dispatch the Many-Starred Cloaks to the Moonstone Mask and Cyran's home to look for clues...
{140180} ...but as for what they can turn up, I do not know. It looks like justice has been denied this day.
{140181} Keeping her identity a secret was not meant to harm you or her - but there were too many uncertainities in these deaths as it stood to risk it.
{140182} I am sorry if you find that difficult to understand, but it was my decision to make, not yours. 
{140183} {Sighs}If there was a trail, I would ask you to track down this murderer... but without one... I fear we will have to bide our time.
{140184} As I have said, it was my decision. And it was not my intention to put her at risk, only to save the lives of people in Blacklake.
{140185} {Takes a breath}And another matter has recently been brought to our attention. It seems that we have an even larger problem within Neverwinter than we first thought-
{140186} I hope we are not intruding. It seems Neverwinter is quite active, of late. 
{140187} {Cold, Sydney has overstepped her bounds}I said I would send for you later, after I am done here.
{140188} My apologies, my Lord Nasher. But the conversation before was a bit brief, and I did not think it would be best for both our cities to wait any longer... forgive my impatience. 
{140189} {Polite, like a serpent}Ah, is this is the Harborman... {corrects self}the <i>Squire</i> I have heard so much about?
{140190} {Whispering}Careful. Hosttower mage... and high-ranking as well.
{140191} {Quietly, impressed}Whoever she is, she's powerful... and she's masking it well, too.
{140192} {"You've been up to a lot of trouble"}I am familiar with your exploits... and as <i>exceptional</i> as they are, I am certain we could spend most of the day discussing them. 
{140193} [Failure] {Slight dismissive, stressed}If I wanted you gone, I would have dismissed you.
{140194} [Success] {Slight dismissive}No, no - I want you here, this merits your attention.
{140195} {Slight anger, player misspoke}You will not speak to the ambassador in such a manner. In fact I suggest you first listen before speaking again.
{140196} {Indulgent, then condescending}It is no matter, my Lord Nasher. I am frequently the brunt of such comments, it is an... obvious comment to make.
{140197} {Cold, warning}And appearances can be quite deceiving, as I am sure our Harborman is well aware of. One I imagine many enemies have underestimated.
{140198} {Slight anger, player misspoke}It is the opposite, Squire, and I suggest that you listen to what she has to say. 
{140199} {Firm, a little reprimanding at end}This is Sydney {"Natal" like "Fatale" with an "N"}Natale, our new ambassador from Luskan. She arrived earlier, and I had hoped to speak to you privately before the three of us met.
{140200} {Not certain}Her associate is {CRAWL-ver}Khralver, I believe-
{140201} | PC is male |{Slight obsequious, but harmless, toadie}Well met, sir. It is my pl-
{140202} {Slight obsequious, but harmless, toadie}Well met, my lady. It is my pl-
{140203} {Slight anger}{CRAWL-ver}Khralver is of no consequence, he is here to assist me - and silently. 
{140204} The news I bring concerns you, Lord Nasher, and I most of all, so it is fitting you have arrived. I had hoped to speak to you before leaving in any event.
{140205} | Knightly influence lost |{Stern}I suggest you dispense with the accusations, and listen to what the ambassador has to say - and I determine who is welcome in this court, not you.
{140206} It is no trouble, Lord Nasher - as I have told you, this situation is exactly what I was sent here to correct.
{140207} No, in fact, far from it.
{140208} There has been a miscommunication, so I have traveled from Luskan to straighten certain matters out. If they were left to rumor, gossip, or surface appearances, they might be... misconstrued. 
{140209} {Firm}You have recently had trouble with those you believe affiliated with Luskan, when in fact, they are not connected to or supported by us at all.
{140210} There are four towers in Luskan, each ruled by a skilled mage... and we four work tirelessly to aid Luskan and its people.
{140211} But there is a self-styled "Master of the Fifth Tower," who, as his title suggests, has... overstepped his bounds.
{140212} {Tsk}This mage is a man by the name of Garius - "Black" Garius, I believe is yet another title he uses - silly, really, but he really does believe he casts a longer shadow than he does.
{140213} {Slight jab at the end, since Neverwinter's been shifty in promoting the player before his/her time}Nevertheless, he has been quite... industrious as of late... almost as industrious as you, my dear Harborman. But he is not affiliated with our city or its interests - unlike you and your long-standing ties to service in Neverwinter. 
{140214} {Firm, trying to steer conversation back on track}Ambassador Natale informed me earlier that she believes Black Garius began the war with their island neighbor, Ruathym.
{140215} Yes. And it has served as a convenient means to distract Luskan from its real priorities. Regardless, Ruathym was an aggressor for quite some time, so action needed to be taken, regardless...
{140216} I believe the Lord's Alliance would have taken exception to that... as do I.
{140217} I am certain they would have, milord. But since Ruathym attacked us first, it is our responsibility to deal with their aggression and quickly... you can expect little else from island barbarians, really. 
{140218} You see, Ruathym believed that Luskan had stolen a precious artifact from them - a book called the Tome of {ILT-kazar}Iltkazar.
{140219} | ERIC: Sand has heard of it? |{Slight surprise}The Tome of Iltkazar? 
{140220} | ERIC: Sand has not heard of it, safety |{Calm}We had heard it had been misplaced, yes.
{140221} A powerful artifact... and not only can its sudden disappearance lead two nations to war, but in the wrong hands, it can be used to channel tremendous power. 
{140222} That is a matter we feel best left to Neverwinter... the matter is a domestic one, as it turns out. 
{140223} But that is not all that concerns us - we believe that Black Garius has made an alliance with someone known as "the King of Shadows" - a man or creature - of whom we know very little.
{140224} Garius was no doubt able to steal the Tome of Iltkazar with help from this ally - and use it to bolster his armies with golems awakened by the Tome.
{140225} No - unfortunately, his ambitions do not end there. We have received word that he intends to perform a powerful ritual within the lands of Neverwinter, with knowledge he has stolen from the very King of Shadows he serves.
{140226} I have heard of the loss of your local sage, {slight hesitation here, not sure how to say Aldanon}Aldanon, but I suspect he is a part of this.
{140227} He is not guilty of being Garius' compatriot, if that is your belief. I think in such an instance, a kidnapping would not have been needed. 
{140228} I suspect he was kidnapped to provide the last of the missing pieces to the ritual - a ritual that will steal power from the "King of Shadows" - and grant it to Garius.
{140229} {Slight hesitation here, really doesn't know}The exact powers granted are not known to me - or my fellow mages, which is a further cause for concern. But I have told you all I know.
{140230} We felt it was not only our duty to clear up any ties you might believe exist between Luskan and this criminal, but also inform you of his whereabouts - he and his forces are in a ruined castle, Crossroad Keep, within Neverwinter lands.
{140231} Normally, Luskan would not hesitate to take action against such a criminal, but with the confusion that has already occurred, we felt it was best to advise Lord Nasher - and you - of the situation and allow you to do what you feel is best. 
{140232} | Player is not a mage class {Slightly condescending}|It is... difficult to explain to someone not skilled in the arcane arts.
{140233} Crossroad Keep was the site of a great battle in the past, the one against the King of Shadows, in fact. That much we have been able to uncover.
{140234} | Player is not a mage class |We believe that some of the power from that battle, his "essence" perhaps allows them a stronger tie to the King of Shadows if the ritual is performed there, but that is our best guess.
{140235} Thus, we...
{140236} {Impressed}Correct. I see my expertise may be wasted with such a sharp mind at your command, Lord Nasher.
{140237} {Slightly insulting, suggesting the player is showing contempt for the king}Very well. If Lord Nasher has any questions, he could simply ask you. But Garius is at Crossroad Keep, that we can say for certain.
{140238} As a practitioner of the arcane, I think you will understand this better than others. 
{140239} Yes, that is correct. 
{140240} {Interrupts}Um... pardon me, but officially, I have been asked to reinforce, I mean reassure you, of that fact. Logically, it would be foolish for Luskan to spark a war on two fronts, and not only tha-
{140241} {Cold}Khralver, <i>enough.</i>
{140242} {Giving the spiel, but just a hint of a lie}What happened at Ember was unfortunate, but Luskan would <i>never</i> condone such an action. 
{140243} {Getting mad}You're lying. 
{140244} {Cold, but delicate}My dear girl, I would be careful with such words, lest you offend me. I have come in good faith, and you are in danger of throwing it back in my face.
{140245} {Breaks in, stern}The matter of Luskan and Ember is for me to decide. We both are aware of the threat this... Black Garius represents. If Luskan is interested in peace and cooperation, it is for the good of Neverwinter to respect that intention.
{140246} {Appraising, but displeased, then condescending}I see the Harborman - and his lackey - are as stubborn as I have heard. I did not expect you to understand the subtleties of state and the delicate touch that politics requires, especially in these equally-delicate times.
{140247} | PC is male, Influence Gain Shandra |No, he's right! This isn't about politics, it's about the people of Ember - you had to have known what was going to happen, and to let it - just be conveniently forgotten like this... it's... it's...
{140248} {Calm, intervening}Shandra Jerro, the strength of Neverwinter comes from its citizens, and you have shown me that now.
{140249} {Getting stern}But listen to me. There are greater threats to Neverwinter as we speak. What happened at Ember is unfortunate, but I believe the one responsible has been punished for that crime.
{140250} If we carry the accusation further to Luskan, I do not believe it is warranted, and furthermore, <I>I</i> am the one who sets policy in this court. 
{140251} {Calm, key line}This is not about one man, or one village. This is about Neverwinter, and it is about protecting what exists. 
{140252} {Trying one last time}Lord Nasher, I had a friend, Alaine at Ember, who barely escaped, but so many others...
{140253} {Sympthetic}I know, and I am sorry for their loss. {Beat}But unless this Garius is stopped, I fear that another tragedy will occur, much greater than what occurred at Ember. 
{140254} Justice will come for those - in time, but not today.
{140255} | Focus on Shandra's face, silent. |
{140256} And I need you to accept it. We all have burdens to bear, and if they must be carried so that the people of Neverwinter may be safe, that is what must be done.
{140257} {Coughs}Lord Nasher - Ambassador Natale, Crossroad Keep... I fear that...
{140258} {Stern, irritated}<i>Silence,</i> Khralver. Do not make me remind you again. 
{140259} Lord Nasher, forgive me, but Black Garius may have begun the ritual, quick action is needed. I have done what I could to inform you of what we know - it is up to you to act, if you wish. 
{140260} And Harborman, as further proof of my good faith and the good faith of Luskan, rest assured I will keep looking for information on this King of Shadows... and any proof I can bring that Luskan had no involvement with Ember.
{140261} {Cold}I imagine such "proof" will come in time. 
{140262} {Cold to Shandra, almost gleefully cruel}Yes, girl, in fact, I <i>know</i> it will. 
{140263} {Bows}{Formal, more polite}Thank you three for hearing me. I realize these are difficult times for Neverwinter, and it was not my intention to bring another but Luskan could not remain silent while this threat to its southern neighbor loomed. Farewell.
{140264} | PC is female, Influence Gain Shandra |No, she's right! This isn't about politics, it's about the people of Ember - you had to have known what was going to happen, and to let it - just be conveniently forgotten like this... it's... it's...
{140265} | Influence Loss Shandra |{Incredulous}I can't believe what I'm hearing. Is this how you protect your own people? When it's convenient?
{140266} {Cold, then insult}That is correct, and all you have is my word. As your squire... I am sorry, squire of a squire... has indicated, that does not seem to be enough. 
{140267} {Shocked, then mad}What? You saw what happened at Ember - they put you on trial for the deaths of those people, those deaths they caused!
{140268} {Feigning sorrow}I am ashamed to admit this, but that <i>is</i> the truth of this matter, I'm afraid.
{140269} What? Yes, we should take action, but we're not done here yet... does anyone here really believe Luskan knew nothing about Ember? Nothing?!  
{140270} Garius must be stopped. We have his location, and I want you to travel there as soon as you are able.
{140271} {Speaking up, defiant}If we're going after Ember's killers, what about her? What about Luskan?
{140272} Does anyone here really believe Luskan knew nothing about Ember? Nothing?!  
{140273} {Slightly impressed}Very well. I had Khralver here draft up an official written account of our... concerns for the Neverwinter records. I will provide them for your personal journals as well - Luskan has nothing to hide on this matter. 
{140274} {Slight sarcasm}Would it? Your insinuation is so subtle I almost missed it. 
{140275} A man named Black Garius, who <i>claims</i> to serve Luskan's interests, is preparing to perform a powerful ritual within the lands of Neverwinter.
{140276} Garius serves no one but himself, but he has allied himself with a being known as the "King of Shadows" - a man - or creature - of whom we unfortunately know little. 
{140277} Garius intends to make use of this alliance - as he did with Luskan to increase his personal power - and the power will come from the ritual he is close to completing. 
{140278} We believe that your local sage, {slight hesitation here, not sure how to say Aldanon}Aldanon, was kidnapped to provide the last of the missing pieces to the ritual - a ritual that will draw power from the "King of Shadows" - and grant it to Garius.
{140279} {Firm}And we need you to travel there to stop it.  
{140280} | Dupe line, because I want no fade in, like below. |I have already dispatched the Many-Starred cloaks and troops to Crossroad Keep, and I want you to go as well. Garius must be stopped.
{140281} By all means, study it. I think you will find it is a matter that concerns you and Neverwinter.
{140282} |fade out|
{140283} |fade in|
{140284} I have already dispatched the Many-Starred cloaks and troops to Crossroad Keep, and I want you to go as well. Garius must be stopped.
{140285} I want you to leave as soon as you are able to travel. Rescue Aldanon, and you are do everything in your power to stop this ritual Garius intends to perform.
{140286} {Nods}Excellent. I am glad I can count on you. 
{140287} Luskan is not your concern at this time. You have your orders, and I want you to focus on them. 
{140288} That is all.
{140289} {Slight irritation}Someday soon I think you and I - and your Knight sponsor - will have a long talk about your attitude and your service to Neverwinter. Rest assured, you will be doing little talking when that day comes.
{140290} {Stern, warning}Be careful at Crossroad Keep - if it is now Garius' stronghold as the ambassador has said, it is likely well-defended, not only with soldiers but with magics as well.
{140291} The killer - were you at least able to catch him?
{140292} I am honored to serve, my lord.
{140293} I will keep my word, nothing more.
{140294} I do what I must.
{140295} I suspect Aldanon has been kidnapped and taken to Luskan.
{140296} I have to protect this fop with my life?
{140297} You'll be safe under my protection.
{140298} The only danger he faces is from me strangling him.
{140299} Very well. I will see that no harm comes to him.
{140300} Of course, my lord. I would be overjoyed to do this.
{140301} My lord, your squire will do his duty.
{140302} I'll be going now.
{140303} | Know about assassins. |We found out some information concerning Cyran's assassins.
{140304} Nothing yet.
{140305} Do you have another task for me?
{140306} I thought you ordered the Arcane Brotherhood from the city.
{140307} Of course. Is there anyting else, Lord Nasher?
{140308} Where?
{140309} You want me to deal with the Brotherhood?
{140310} I will head there at once.
{140311} Some time will be needed to prepare, or else the mission may be jeopardized.
{140312} And you need me to attack these ruins? By myself?
{140313} This sounds like a suicide mission, I'll pass.
{140314} Then what should we do?
{140315} Let's head there at once.
{140316} Why are you telling me?
{140317} I am ready to leave.
{140318} I need more time to prepare.
{140319} That is correct - and we have news of the murdered nobles as well.
{140320} All three of the murdered nobles - Dalren, Brennick and Hawkes, were in possession of a silver shard - that is now held by Lord Tavorick.
{140321} | GEORGE: Have Arval's journal, but needs global |We found this journal being used in a ritual within Neverwinter - it looks as if it belongs to a shadow priest.
{140322} When we arrived at his home, it was occupied by thugs.
{140323} Yes, but we do not know where's he's been taken.
{140324} My lord Nasher, we also bring word of the murdered nobles.
{140325} Well, better kidnapped than butchered like those three nobles in Blacklake.
{140326} As it turns out, it may be tied to the deaths taking place in Blacklake.
{140327} A shard is being passed through the city, and everyone who holds it ends up dead - I believe Tavorick is next.
{140328} Well, from what we learned at Aldanon's home - Lord Tavorick may be the fourth noble murdered unless we do something.
{140329} | ERIC/GEORGE: Tavorick Dead, Melia not found  |Tavorick's dead, and the shard is in Melia's hands, who <i>apparently</i> is one of the Nine.
{140330} | ERIC/GEORGE: Tavorick Dead, Melia not found |Don't worry about him, no one else will.
{140331} | ERIC/GEORGE: Tavorick Alive, Melia not found  |We saved Tavorick, and the shard is in Melia's hands, who <i>apparently</i> is one of the Nine.
{140332} | ERIC/GEORGE: Tavorick Alive |He's safe, but we think the killers are on the way to the Moonstone Mask - after a woman named Melia.
{140333} | ERIC/GEORGE: Tavorick Alive or Dead, doesn't matter, Melia not found  |I thought Melia would have kept you updated on the progress.
{140334} Your agent, Melia, made off with the shard.
{140335} I don't like being lied to or deceived.
{140336} Then I will go there at once.
{140337} Next time, trust me with <i>all</i> the facts before sending me on a mission.
{140338} Are you sure that's not a lie, too? 
{140339} | SCRIPTER: Before Noble investigation. |Do you know anything of the battle fought in West Harbor against the King of Shadows, long ago?
{140340} | SCRIPTER: Noble investigation, but before Ammon Jerro. |The more I look into these nobles' past, the more it seems their deaths may be tied the King of Shadows and the war. 
{140341} Can you tell me anything more about the war?
{140342} What happened?
{140343} Were they put on trial?
{140344} So there <i>is</i> a potential connection?
{140345} If this was on your mind, why didn't you tell me?
{140346} It sounds like they escaped justice.
{140347} So would the King of Shadows possibly be killing those who stood against him?
{140348} Neverwinter has too many secrets it is unwilling to share.
{140349} What <i>else</i> haven't you told me - in confidence? 
{140350} So who was punished for failing to see the threat?
{140351} Can we see the records of this?
{140352} She has been killed by a sorcerer, one who can summon demons.
{140353} One of the Nine is dead, yes. 
{140354} The shard is gone, and so is your agent.
{140355} No, he eluded capture. 
{140356} There was nothing I could do - he was there, then gone again. 
{140357} Against demons? Not likely.
{140358} Why didn't you tell me about Melia?
{140359} If I had known one of the Nine was involved, maybe you could have shared more information.
{140360} What would you have me do next? 
{140361} Well, if I had known, maybe something could have been done.
{140362} I don't like being lied to or deceived, especially when I'm putting my life at risk.
{140363} [Diplomacy] Milord, if this is an inappropriate time, I will take my leave.
{140364} Who are you?
{140365} Are you sure you'd have time to discuss it inbetween meals?
{140366} That better not have been an insult.
{140367} What is someone from Luskan doing here?
{140368} Of course. I'm listening.
{140369} After all that's happened, you are not welcome in this court.
{140370} Are you planning to put me on trial again with another false accusation? 
{140371} And who are these people?
{140372} Indeed. Go on.
{140373} I do not believe you, but please, go on, this is entertaining.
{140374} And what has he been up to that should concern me?
{140375} Sounds like this is a Luskan problem - which is usually how they start in the first place.
{140376} Then how can we reclaim it?
{140377} So this helps us how?
{140378} So you came here to tell us of a golem army?
{140379} He sparked a war for a book? Isn't that a Luskan matter?
{140380} What do you mean?
{140381} I knew it all along!
{140382} This doesn't help us find him or stop him.
{140383} You said Garius was in Neverwinter territory? But you don't know where?
{140384} "Informative, but useless," I believe is how I would describe what you have brought.
{140385} So what will Luskan do now?
{140386} Why Crossroad Keep? And in Neverwinter territory?
{140387} [Spellcraft] So any arcane energy left over from the battle, even long ago, they may be able to tap into - especially if it's tied to the King of Shadows.
{140388} So, you're saying that the residue of the King of Shadows may create a stronger tie, make the ritual more powerful.
{140389} That makes sense. You do not need to explain any more.
{140390} So you are denying what happened at Ember? That Luskan had no involvement?
{140391} So the Sea Ghost spies, the assassins, the destruction of Ember? You knew nothing, had no involvement with any of it?
{140392} No, she's right. I believe you're lying, too.
{140393} | Lawful Response |I will not, if they are involved, then they should be made to answer for it.
{140394} | Good Response |If it is for the good of Neverwinter and its people, very well.
{140395} | Chaotic Response |So only follow the law and justice when convenient, eh? That suits me fine.
{140396} | Evil Response |Ember is in the past, and I could care less who gets butchered as long as Garius is next. 
{140397} I do not believe the Hosttower mages would be unaware of anything occurring in their domain.
{140398} The time has come to cast away grudges and focus on our enemy.
{140399} I find it very hard to believe that Garius could have done all this for so long in secret - without the knowledge.. or support... of the mages of Luskan.
{140400} Then we should take action at once.
{140401} So what are we supposed to do about it?
{140402} I am not one for long speeches and politics - I would prefer the short version. 
{140403} Judging from your frame, you must have a <i>lot</i> to say, but say it quickly and I will make a note of it.
{140404} Indeed? That would be a change.
{140405} I would prefer you summarize the matter instead, quickly.
{140406} [Study the account quickly.]
{140407} I will go at once, my Lord.
{140408} Lord Nasher, beforeI go, about Luskan involvement with Ember...
{140409} First the lie about Melia, now we're ignoring potential Luskan involvement in Neverwinter?
{140410} "Duty" calls, and as usual, the shadow of death looms over it.
{140411} I'm on my way... my "Lord." This ritual sounds - intriguing. 
{140412} | Player is searching for evidence. |How goes your investigation? Our mages and scouts have turned up nothing yet. 
{140413} I would travel to Ember. You were the last one to travel through the village - perhaps you will notice something our scouts will not.
{140414} Also, Sand... as much as I hate to admit it... may be able to spot something. He has a talent for seeing what's out of place. 
{140415} Also, Sand here... as much as I hate to admit it... may be able to spot something. He has a talent for seeing what's out of place. 
{140416} {Slight sarcasm}Careful, lest I blush from all these compliments.
{140417} That wasn't a compliment, Sand. Usually if something's out of place, you're suspiciously close by. 
{140418} Failing that, Port Llast is close to Ember... someone there may know something of what truly happened. The First Captain of Port Llast is your best bet.
{140419} If you're certain... but I wouldn't put it past those Luskans to find some counter-evidence... and then they'll have you executed. Are you sure?
{140420} All right, then. Let us take this to Nasher.
{140421} Very well, then. Return here when you are ready. But do not take much longer... Nasher can only delay the trial so long.
{140422} | Jump to fake Castle Never (1023faketrial). 20_cs_trial |
{140423} | Fade out |
{140424} | Generic return |Yes, what is it?
{140425} Yes, we've had our eyes on a local tailor, {LAIR-em}Larim, for some time now. We know he's a Luskan agent, but a low-level one.
{140426} With the Arcane Brotherhood cast out of the city, we expected Larim to leave as well. However, he was observed entering the manor of Lord {TEH-marr}Temar, in the Blacklake District.
{140427} We'd like to find out what's going on. As a member of the nobility in Nasher's service, you have to right to enter Temar's manor and detain Larim for questioning.
{140428} You cannot detain Lord Temar himself, but keep an eye out for anything suspicious.
{140429} {angry - a soldier is refusing to obey an order}It's not a request, <i>squire.</i> This is official Neverwinter business, which you have been ordered to carry out.
{140430} {annoyance}The satisfaction of performing your knightly duties, <i>squire.</i>
{140431} | Scripter: Player's Neverwinter reputation lowers |{angry, sarcastic}I'm sorry that you feel this simple task is beyond your abilities. Be on your way, then.
{140432} {Surprised, this isn't good news}Both of them? What happened?
{140433} {Chewing it over}I see. I knew Temar wasn't fond of Nasher, but a traitor?
{140434} | Scripter: Player gets boost in Neverwinter rep |In any case, well done, squire. You've served Neverwinter well.
{140435} {sarcastic}Ah, yes - that vague report certainly does explain <i>everything,</i> thank you.
{140436} So it would seem. You would do well to be on your guard against other such opportunists.
{140437} | Influence Gain: Sand.|I could take lessons from you, well done. {Beat, to himself}To think after all this time, I could have simply said no.
{140438} | Influence Loss Sand |{Irritated}Yes, well, I find so little you do to be amusing... especially the intentional moments. 
{140439} | Scripter: Player gets boost in Neverwinter rep |{Pleased}Excellent. Let me know as soon as you find anything. 
{140440} | Influence Loss Sand |{Mockery}"I will attend to it at once, Nevalle." How ingratiating.
{140441} {Scoffs}The elf's right - bow down any lower, and your nose'd be touching Nevalle's boot.
{140442} | Influence Loss Bishop |That how you usually deal with knights? If you'd bow down any lower, your nose'd be touching Nevalle's boot.
{140443} | Influence Gain Casavir |{Firm}You handled that well - Nevalle respects one who puts Neverwinter before themselves.
{140444} {Slight disgust}Now you're making me even sicker - come on, let's go.
{140445} {Backing off slightly}All right, just mentioning it... can we go?
{140446} Can we go? If we stay in the presence of nobility too long, I fear I shall vomit my thoughts all over the floor.
{140447} Eh... point taken. My apologies... however insincere they may seem. Let us go.
{140448} {Dismissive}Yes, yes, you wear the trappings and have the manner, you shall do fine in the courts of Neverwinter. Now, shall we go?
{140449} | Influence Gain Bishop |{Genuinely pleased the player brushed off a knight}Now that's what I like to hear... a knight put in his place.
{140450} | Influence Gain Bishop |{Pleased}I still enjoyed it. Look how livid Nevalle's face is. I wish I could frame it.
{140451} | Influence Gain Bishop |Look how livid Nevalle's face is. I wish I could frame it.
{140452} |Haven't had Sydney scene. |With the troubles with Luskan that we've had, I think you will find this task to your liking.
{140453} |Trial completed|I know you already have a great deal commanding your attention, but there is a matter I could use your assistance with.
{140454} | Have had Sydney scene. |I know the new Luskan ambassador has made it quite clear that Luskan has no dealings with the agents we have faced, but some are still present in Neverwinter, nonetheless - or so we believe.
{140455} We've had our eyes on a local tailor, {LAIR-em}Larim, for some time now. We believe he's a Luskan agent, but a low-level one.
{140456} | ERIC: Barkstring |Squire, I would speak with you.
{140457} I'll return when I have something to report.
{140458} Any idea where I should search for clues?
{140459} I think I've found enough clues to prove my innocence.
{140460} Yes, let's do this.
{140461} I'd like to keep searching for more clues, just to make our case solid.
{140462} Farewell.
{140463} Nasher said something about prominent Neverwinter families helping the Luskans.
{140464} All right. I'll see what I can find out.
{140465} I never said I was going to do this.
{140466} What do I get for doing this?
{140467} | Chaos shift |[Lie] Well, since you put it that way, I'll get right on it.
{140468} I said no. Don't ask me again, Nevalle.
{140469} Larim's dead, and so is Lord Temar.
{140470} Larim was Lord Temar's agent. Temar was trying to use the Luskans to overthrow Nasher.
{140471} They attacked me, I killed them.
{140472} Temar thought he could kill me to earn favor with the Luskans. He thought wrong.
{140473} Be quiet. I didn't do it for your amusement.
{140474} If you think that's amusing, wait and see what happens if Nevalle tries to force me to do it.
{140475} I was made a squire by convenience... and I will conveniently forget Nevalle asked.
{140476} | Lawful Response |It is my duty. I will attend to it at once, Sir Nevalle.
{140477} I could care less what you think. Let's go.
{140478} You'll find my boot touching your <i>face</i> if you keep talking.
{140479} My apologies if I came off too formal - I thought he deserved the respect.
{140480} You'll find yourself lying on the floor after I punch you in the gut. How does that sound?
{140481} It's insufferable, I tell you.
{140482} Nasher's lost his mind, I think.
{140483} They're peasants. What else did you expect?
{140484} If I ran Neverwinter, things would be different.
{140485} Damn. Never a servant around when you need one.
{140486} I've never been to Waterdeep. How is it?
{140487} The Dalelands are rather nice in the fall.
{140488} Luskan's rather filthy, actually.
{140489} I really must visit Amn some day.
{140490} Ugh - avoid Icewind Dale. It's too cold and uncivilized.
{140491} Well, I happen to disagree.
{140492} Interesting point. Go on.
{140493} Hmm... I hadn't considered that.
{140494} I still think you're wrong.
{140495} Fine - a compromise, then.
{140496} If you have need of magical items, you're speaking to the right person.
{140497} Everything you see was created or obtained by the Many-Starred Cloaks, the mage guild of Neverwinter. Anything we don't use, we sell to the general public.
{140498} Show me what you have.
{140499} Where did all these items come from?
{140500} Nothing right now. Farewell.
{140501} I don't need anything right now. Farewell.
{140502} Excuse me, but this is a private conversation.
{140503} They never caught the murderer, you know, so off with you.
{140504} You're interrupting me.
{140505} Stop bothering me.
{140506} We're attacked! Kill the hostages!
{140507} | SCRIPTER: After the attack on the Moonstone Mask, happens only once. Needs to be part of merge. |{A little subdued, still a little shaken after a recent attack on the establishment}I understand there is quite a bit of damage.
{140508} {sighs, lost girls}Regardless, we still mourn those who were killed. Hopefully, between you and the Nine, we can prevent any future tragedies such as what occurred here.
{140509} | SCRIPTER: During the attack on the Moonstone Mask |{A gang of demons led by a sorcerer came in and started killing people, rattled}Thank the gods you're here! A man with glowing tattoos on his face came in here, with a pack of demons - and he's still upstairs now. 
{140510} He murdered Evlyn at the door, and if he's not stopped... he'll... please, you must do something!
{140511} | SCRIPTER: Ammon Jerro still here. |He's still upstairs! Please, do something!
{140512} | This node should not fire until player has finished with the Solace Glade and has Shandra in the party. |Yes, wonderful! Now look up a bit, and give me just a hint of a pout. Perfect, hold that pose!
{140513} Bad time. Terribly busy. If I look away, I'll lose the moment - there, you see, just a glance at you and -
{140514} By the Golden Hills! My lady! Thou art a vision!
{140515} {Skeptical, not sure she heard correctly, thinks she heard a come on}Uh... what did you say?
{140516} Yes! Your eyes, pale like a fall of water over rocks. A naive smile, a generous mouth... yes... 
{140517} And that artless tumble of hair... so untended and yet so <i>real</i>. My lady, you're the very picture of pastoral beauty!
{140518} My lady, I must take your likeness! I insist upon it, as a matter of honor. My future as an artist lies balanced in your shapely, ever-so-slightly-calloused hands.
{140519} Uh... I'm not sure whether to agree with him or attack him.
{140520} {Surprised}Oh! Uh... thank you.
{140521} {irritated artist}No, no, not <i>you.</i> I'm painting "Ladies of the Commons," not "Unkempt Maidens of the Wood."
{140522} {Quiet, snide}How about "Twigs in Hair, Club in Hand?"
{140523} {Unusually huffy}I am <i>not</i> unkempt, and I do <i>not</i> have twigs in my air.
{140524} No, it's your friend who drew my eye. Such uncalculated beauty, such accidental grace! My lady, are you even conscious of your own power... but of course you aren't, and that's what I must capture!
{140525} My grand project! "Ladies of the Commons," an artistic vision by Pepin Pollo. I seek beauty that is true and honest, at that pivotal moment, just before a lifetime of hardship crushes it away.
{140526} My lady Shandra, never have I seen that critical moment reflected more perfectly than in you.
{140527} Uh... thanks. I guess.
{140528} To be sure, I started out in the Docks, but the locals made sport of me. The very sight of a gnome at work seemed to fill them with an urge to beat me senseless.
{140529} And while I lay half conscious in the street, they would draw moustaches on my paintings. Occasionally a goatee, as well. 
{140530} But it ended for the best. A dwarf thought I had painted his wife, and he bought the whole lot for three hundred gold.
{140531} | Influence Gain: Shandra |Well... all right. {Warning}But I get to look at it first before anyone else sees it.
{140532} Wonderful! I shall begin at once. You there, clear out of the way!
{140533} Hey, what's the big idea? You're supposed to be painting <i>me!</i> You said I was... {trying to remember his exact words, which she didn't understand}you said I was "the very model of womanly mediocrity."
{140534} And indeed you are, my lady, indisputably so. Now shoo! Artistic priorities have shifted, and one must always obey one's instincts. Go on, out of the way!
{140535} | SCRIPTER: Model struts away and despawns.|Hmph!
{140536} Now, Shandra, if you'll step over this way, and hold your head just so... a hint of a smile, but enigmatic... 
{140537} | Influence Loss: Shandra |Yeah... there really isn't time. A shame, though, I was half-curious to see how it would turn out.
{140538} Well... it's rather something of a privilege to be an artist's model, isn't it? Why, any number of noble women have been pestering me about it all day, but I've turned them down flat!
{140539} Good sir, I am merely an itinerant gnome, and an artist at that. I don't have more than 50 gold to my name!
{140540} Well... mother always said I'd have to make sacrifices for my art. I'll pay you 50 gold, but not a copper more. Frankly, I haven't got a copper more.
{140541} | SCRIPTER: Fade to black, then fade back in, indicating that time has passed. |...yes, that's wonderful...
{140542} My dear, I have captured your very soul and made of you a goddess. A goddess of field and sun and gentle breeze.
{140543} Uh... wow. I don't really look like that... do I?
{140544} No, no, no - you don't have to do that! Please, really, don't.
{140545} I fear I could never part with such a painting for less than 300 gold. Understand, I could get far more from a collector, but since your friend is the subject, I feel obliged to discount the price.
{140546} | Influence Loss: Elanee |I agree... we should probably move on. Apparently <i>I</i> have to go comb the twigs out of my hair.
{140547} Why... that would support me for months! I could pay my models, perhaps afford a studio. It would have to be in the Docks, I suppose, but still!
{140548} The portrait is yours, my lord! I ask only that if anyone admires it, you tell them my name. This poor gnome is in your debt!
{140549} | Influence Gain: Shandra |Gods, don't - please, it's not worth that much, really. Is it?
{140550} The portrait is yours, my lady! I ask only that if anyone admires it, you tell them my name. This poor gnome is in your debt!
{140551} | Influence Gain: Shandra |Thanks for the gift - and paying extra for it. You didn't have to - but I really appreciate it. 
{140552} Hnh. Might look good hanging in the stronghold. {Beat}Uh, the painting, not Shandra.
{140553} A shame. To witness such grace, and watch it slip away... I fear I have no more stomach for my work this day. Perhaps tomorrow, and elsewhere, inspiration will strike me again...
{140554} | Influence Loss: Shandra |Yeah, I guess it wasn't that good, really. I was hoping it would turn out better... but let's move on.
{140555} Thanks - I... I can't get over how it looks. And, uh, I appreciate you getting it... that was really kind of you.
{140556} | Influence Loss: Neeshka |Yeah, she doesn't look that good anyway unless you squint. Leave it, I say.
{140557} | PC is male |I was thinking the reverse.
{140558} It doesn't really look bad, for gnomish work. Although Shandra is perhaps a better subject than she will admit to. It certainly would look good in the stronghold.
{140559} | PC is male |Maybe we could get on with what we were doing before you all started "ooohing" and "aahing" over some dumb canvas.
{140560} Thanks for the gift - I really appreciate it. That was really kind of you.  
{140561} An amateur?! Were I a larger man, sir, I would demand satisfaction for such vicious slander!
{140562} But as I am merely a gnome, and a particularly underfed one at that, I will merely remove myself from your company. Good day!
{140563} At the markets in Waterdeep, perhaps, but the Waterdhavians are notorious for undervaluing their art. I suppose I could lower the price to 200, if I must.
{140564} Any lower and my peers will say I've sabotaged the art market. They'll drive me out of Neverwinter, and I'll be back to painting prize pigs in Highcliff.
{140565} A shame. Rest assured that the lady's portrait will find an honored place in the house of a collector, where it will be cherished and admired.
{140566} An amateur?! Were I a larger man, my lady, I would demand satisfaction for such vicious slander!
{140567} And may I say that it has been my privilege to capture your beauty, my lady, before age and decrepitude steal it away!
{140568} Very well, here you are. I ask only that if anyone admires my work, you tell them my name.
{140569} I... suppose that's better. It's the art that's important, after all, not the eating or the drinking or the shelter...
{140570} Now, then! I shall start at once. You there, clear out of the way!
{140571} Oh, of course! And may I say that it has been my privilege to capture your beauty, my lady, before age and decrepitude steal it away!
{140572} Oh... uh, thanks. I think.
{140573} Oh... uh, thanks. I think.
{140574} | SCRIPTER: At this point, we need to add the portrait item to player's inventory. Also, the Painter should path away and despawn. |
{140575} | Influence Loss: Shandra |You were the one who wanted us to stop, now you're blaming me?! Gods, you're infuriating sometimes. 
{140576} For my part, my lady, it has been a privilege to capture your beauty. You'll find that some are more capable of appreciating your gifts than others.
{140577} | SCRIPTER: At this point, Painter and Model should both path away and despawn, never to return. |
{140578} | SCRIPTER: At this point, the Painter paths away and despawns. |
{140579} No, you misunderstand me! I only want to take the lady's likeness. In fact, I insist upon it, as a matter of honor!
{140580} Yes, yes, hold that pose!
{140581} Now be an owlbear. You're an owlbear, you're fierce, you're glowering at me!
{140582} You're lovely! You're a goddess!
{140583} Just turn a bit, let me see some shoulder...
{140584} Big smile, now, let me see those wonderful peasant teeth...
{140585} Now pretend you're a pixie! You're light, you're fluttery. There, that's it!
{140586} Stay very still for me...
{140587} |fade in|There! Not another stroke of the brush!
{140588} | Additional Influence Loss Elanee. PC is male, surprised |What?
{140589} | Additional Influence Loss Neeshka. PC is male |{surprised, but slight warning tone}<i>Excuse</i> me?
{140590} | PC is male |I think it's the subject's at fault, not the amateur painter.
{140591} What's going on here?
{140592} Was that a compliment?
{140593} Mind if we watch you work?
{140594} A little too short for that easel, half-pint?
{140595} Farewell.
{140596} I don't mind. Do you want to do this, Shandra?
{140597} Maybe some other time. We're in a hurry.
{140598} What exactly is this for?
{140599} Isn't the Blacklake District an odd place to look for commoner women?
{140600} What do we get out of this?
{140601} I was thinking more in terms of gold.
{140602} 50 gold will do, then.
{140603} How about 25?
{140604} Nevermind, then. It's up to Shandra.
{140605} Forget it. We don't have time for this, anyway.
{140606} | Player is offering to buy portrait for Shandra |I'll buy it for you, Shandra, if you like.
{140607} How much for the painting?
{140608} | Good response |I'll give you 500.
{140609} 300 it is, then.
{140610} [Appraise] I've seen comparable paintings sell for 150, at the most.
{140611} Nevermind, then.
{140612} I don't have that kind of money.
{140613} That's the work of an amateur. It isn't worth 300.
{140614} I don't want to cause you any trouble. I'll pay 300.
{140615} 200, then.
{140616} Nevermind.
{140617} That painting is the work of an amateur. I won't pay.
{140618} We'd better be going.
{140619} That was a waste of time. If you're finished admiring yourself, Shandra, we should leave.
{140620} Heh. Looks like you have an admirer, Shandra. 
{140621} Are you mocking her, gnome?
{140622} We don't have time for this nonsense.
{140623} Do you want to do this, Shandra?
{140624} We don't have time for this.
{140625} I don't know who you are, but I think you should leave.
{140626} Pierval
{140627} Barricade
{140628} Lorne's Possessions
{140629} Black Market Goods Wagon
{140630} This wagon is filled with the goods you purchased from Lord Gannish.
{140631} Merchandise Table
{140632} | fade in|
{140633} {interrupts himself at the end as a hideous stench washes into the room}Predictable creatures, demons. Can't abide wards, not when they're done right. Now they'll have to come at us through that-
{140634} Oghma's eyes! What is that <i>stench?</i>
{140635} | SCRIPTER: Shot of the door.|| AUDIO: Need loud, heavy footsteps of a hezrou approaching the door, each getting louder than the last, then stopping just outside the door. |
{140636} {taking delight in frightening an old man, who is cowering with players on the other side of the door}I can smell you, little lordling. I can scent your craven soul amidst the dust of your ancestors.
{140637} I am {Kawg-awth yeg}Qaggoth-yeg, leader of hordes, cleaver of {ba-BOU (second syllable rhymes with cow)}babau and {BEH-buh-lith}bebilith, the hunter who does not tire. From the yawning and clamorous layer of {ya-GOOL}Yogguul was I plucked, and now I hunt at the bidding of my Master.
{140638} {addressing the player now, who he did not expect to be here}And who are you, my mortal friend? You have a wonderful scent about you. Beneath your weariness and your sweat, you smell of lives shattered, and hopes trod underfoot.
{140639} Perhaps I could smell you better... if only I could come... a bit closer...
{140640} {suddenly realizing that a demon is about to burst into the room}The door! Get away from the door!
{140641} |set up|
{140642} You are the one who killed the other nobles?
{140643} And we can smell you, too. What do you want?
{140644} This place is warded against you, demon.
{140645} | SCRIPTER: After the short (1-2 sec) delay, the door should explode (effect of a Fireball, hit everyone nearby), and Qaggoth-yeg enters and attacks. Once he and his companions are defeated, player can talk to Cyran and end this part of the quest. |
{140646} Address me, demon! Who are you?
{140647} | If player is chaotic - Play this when player meets Qaggoth-yeg in the entrance hall, as they attempt to leave after Cyran is killed (unless Qaggoth is already dead) |And who are you, my mortal friend? You have a wonderful anarchic scent about you. Beneath your weariness and your sweat, you smell of lives shattered, and hopes trod underfoot.
{140648} I am Qaggoth-yeg, leader of hordes, cleaver of babau and bebilith, the hunter who does not tire. From the yawning and clamorous layer of Yogguul was I plucked, and now I hunt at the bidding of my Master.
{140649} My Master also hunts. He hunts the shard, and the girl who fled with it. He has waited long to claim the lordling's shard.
{140650} I so enjoy your scent, mortal. Perhaps I would enjoy it better if I came... a bit closer...
{140651} Do you enjoy it, mortal? Being the ignorant tool of another? I know this feeling well.
{140652} My Master holds many of my kind in bondage. They chafe under his rule, all except for me. I am glad to serve a fellow hunter.
{140653} He hunts the shard, and the girl who fled with it. My Master has waited long to claim the lordling's shard.
{140654} Names, mortal... do not ask me for a name, unless it is my own. For I am Qaggoth-yeg, leader of hordes, cleaver of babau and bebilith, the hunter who does not tire.
{140655} Your scent fills my nostrils, mortal... I so enjoy its taste. Perhaps I would enjoy it better if I came... a bit closer...
{140656} And you smell like a long night on the chamber pot. Move aside, demon.
{140657} I am <FullName>. Who are you?
{140658} What do you want of me, demon?
{140659} | SCRIPTER: After this, initiate combat. |I have no time for this. Defend yourself!
{140660} | SCRIPTER: Initiate combat. |
{140661} And what does your Master hunt?
{140662} Who is your Master, demon?
{140663} Luskan's mages are wreaking havoc on our navy - we just don't have the firepower to stand up to them.
{140664} It's only a matter of time before Luskan raises its banners over Ruathym's keep.
{140665} Will Neverwinter be able to house all of the refugees?
{140666} | SCRIPTER: Need to cycle these. |No one thought all the High Captains of Luskan would take to the sea to battle this time.
{140667} | SCRIPTER/MICHAEL: Sal will not be here when recruited. |{Sighs, then a little quiet at the end}Business is getting worse around here... and so is Duncan. I think he gets worried about you when you're out of sight.
{140668} | Shadow Thief Angle |I keep thinking it's time for me to move on. I love the Flagon, but the Docks are getting worse all the time. 
{140669} I wouldn't mind starting an inn of my own... or even working for Duncan somewhere else, but he'll never leave. 
{140670} | City Watch angle |This may sound strange, but with the Watch being stronger in the Docks... well, we don't get as many customers. And things are a little... slow at times.
{140671} Ah well, best get back to the tables . Take care of yourself out there - Duncan will worry.
{140672} You seem exhausted.
{140673} Are you okay?
{140674} I'll be going now. Farewell.
{140675} |SCRIPTER: This conversation shouldn't play until after Raven and the Shadow Initiates are dead (if Savanna sided with player)|Oh gods! Oh gods, Raven's... Raven's dead, isn't she?
{140676} Y-yes. Sure, I... I mean, we... I mean, yes.
{140677} But she's... she's...
{140678} M-me!? No, I didn't mean for her to... oh gods! Oh gods! It is my fault!
{140679} I'm a <i>murderer</i>. My parents will never take me back, they'll never want to see me again! I've got to... got to get out of here...
{140680} How can you... how can you say that? I helped you kill my friend! You made me a murderer, and now you treat me just like Raven did!
{140681} I'm not stupid, do you hear me!? I'm not stupid! I'm not, I'm not, I'm <i>not</i>!
{140682} Y-yes. I'll go straight there. I'll never come back to this graveyard, I swear! Oh gods, I'm so stupid, just like Raven always said...
{140683} I'll tell her, I promise. And I'll never come back to this graveyard, I swear! Oh gods, I'm so stupid, just like Raven always said...
{140684} I... I understand. Oh gods, I'm so stupid, just like Raven always said...
{140685} | Good option |You did the right thing, Savanna. We'll keep you safe.
{140686} Calm down. You know the way out of here, right?
{140687} Run for the exit. The way is clear.
{140688} Don't look. Can you make it back to your parents' house?
{140689} | Evil option |Yes, she'd dead, thanks to you.
{140690} | Chaotic and Evil Option |Get out of my way, you stupid girl, or you'll be joining her.
{140691} | SCRIPTER: Savanna runs away on a patrol path and eventually despawns. |
{140692} | SCRIPTER: Savanna goes hostile on player. |
{140693} Go back to the surface, and tell Kyli that I'm going to find her sister.
{140694} | Slightly evil |Get out of here, then. I don't want to see you again.
{140695} | Entering servants' quarters |Don't kill us, please!
{140696} | Tied up |{Quiet, tied up}Please... we mean no harm. We'll keep quiet, we swear.
{140697} | Being quiet |{Quiet}We haven't said anything - please don't hurt us.
{140698} | Combat exertion. |Take this! 
{140699} | Combat exertion 2. |Help! Anyone! Help us!
{140700} |fade out|
{140701} |servants are lined up against the wall, as though tied up and arranged.|
{140702} |fade in|
{140703} | Good Response |I have no intention of hurting you - just keep quiet.
{140704} | Evil Response. |You're dead.
{140705} I'll just tie you up, instead.
{140706} We're being robbed! Help!
{140707} | Cain unbeaten |Cain is the best! I'll never see anyone better.
{140708} | Cain unbeaten |Quiet! I'm trying to listen to Cain.
{140709} | Cain unbeaten |Have you ever heard such a performance? Magnificent!
{140710} | PC won |I don't suppose you'll be performing again anytime soon?
{140711} | PC won | That was... amazing. To beat Cain - incredible!
{140712} You Gannish?
{140713} |trust+1|[Success]Begging your pardon, milord. Not used to dealing with you noble types.
{140714} |trust -1|[Failure] Forgive me, but you don't exactly seem like the type.
{140715} |trust +1|[Success] Honored to be making your acquaintance, then, sir - uh, milord I mean, 'course.
{140716} |trust+1|[Success]Begging your pardon, milady. Not used to dealing with you noble types.
{140717} |trust +1|[Success] Honored to be making your acquaintance, then, madam - uh, milady I mean, 'course.
{140718} |trust - 1|[Failure] I... see.
{140719} Name's Limm. 
{140720} We'd sure be interested in seeing what you brought.
{140721} |trust +1|[Success] Good to see you know who you're dealing with.
{140722} |trust -1|[Failure] That so? You sure sound awfully nervous about it.
{140723} Hmm... some of the gear doesn't exactly look to be in the finest of conditions.
{140724} |trust - 2|Your chances of making this sale are lowering with every word out of your mouth. We were assured your shipment was the best.
{140725} |trust +1, price -25%|[Success] Yeah, that sounds about right.
{140726} |trust -1|[Failure] You must think you're negotiating with half-wits.
{140727} |trust -1|[Failure] Threaten me again and we're through here.
{140728} You'll reduce the price by half or we walk.
{140729} [Success] You... have us in a bad position. We'll pay your price, then. But don't go expecting any favors from us after this.
{140730} [Failure] Hmph. The Watch arrests a couple of second-rate cutpurses and think they've got every thief from here to Amn looking over his shoulder. Well Axle Devrie isn't buying it.
{140731} |fight|Then it looks like we'll have to help ourselves.
{140732} Suppose you'll be wanting to see the gold now.
{140733} |trust - 1|Hmph. Never done a deal where the seller didn't want to see what was coming his way first.
{140734} |trust+1|Good. You don't trust me. Means I can trust you. Here it is, every gold piece. 
{140735} |trust +1|{impressed}[Success] That so? Well I say three gold's worth the price of admission to see such a keen eye at work. We'll call it square.
{140736} |trust -1|[Failure] Don't see how you could know something like that. But I'll take back the three gold, if it pleases you.
{140737} Well, do we have a deal, or not?
{140738} All right. We do a swap on the count of three. One... two... 
{140739} [Trust: Success]|give gold| Three. Pleasure doing business with you.
{140740} [Trust: Failure]|male PC| He's a fake, boys! Take 'em out!
{140741} [Trust: Failure]|female PC| She's a fake, boys! Take 'em out!
{140742} Good choice. Cheating us would be the last mistake you'd ever make.
{140743} My... associates and I understand you've come across some... trinkets we might take a fancy to.
{140744} |trust + 1|[Success] I guess when you're rich you can do whatever pleases you.
{140745} |trust - 1|[Failure] I dunno. Something right strange about you.
{140746} |trust + 1|[Success] I guess when you're rich you can do whatever pleases you.
{140747} |trust - 1|[Failure] I dunno. Something right strange about you.
{140748} I guess when you're rich you can do whatever pleases you.
{140749} |trust - 1|[Failure] I dunno. Something right strange about you.
{140750} Anyways, we got business.
{140751} |fade out|
{140752} |fade in|
{140753} |male PC|He's a fake, boys. Let 'em have it!
{140754} |female PC|She's a fake, boys. Let 'em have it!
{140755} |establishing shot of limm| |limm needs to be the owner of this conversation|
{140756} Huh. Can't say I've ever seen a noble dressing himself in a getup like that before.
{140757} |male PC|[Perform] I will be addressed as Lord Gannish.
{140758} I am. Who are you?
{140759} |male PC|[Bluff] Lord Valerus Gannish IV, of the House Gannish, at your service.
{140760} Nope. I'm <FullName>. I'm with the City Watch. And you're under arrest.
{140761} |Female PC|[Perform] I will be addressed as Lady Gannish.
{140762} |female PC|[Bluff] Lady Valayne Gannish of the House Gannish, at your service.
{140763} [Diplomacy] I'd expect nothing less from professionals such as yourselves.
{140764} [Show him the goods.]
{140765} You're under arrest, thief.
{140766} [Appraise] You're right. It may have been damaged in transit. I'll knock off a quarter of the price.
{140767} [Intimidate] You'll stick to the terms of our agreement, or I'll see that you regret it.
{140768} It works. That's what matters.
{140769} [Intimidate/Wisdom] Without this merchandise, you'll all be picked off by the Watch one-by-one.
{140770} |price reduced 50%|Half-price it is, then.
{140771} I'm afraid I can't do that.
{140772} |player gets no gold|No, I trust you're good for it.
{140773} You suppose correctly.
{140774} I think I'd rather just arrest you now.
{140775} That will be adequate.
{140776} [Bluff] Actually, it looks like you're overpaying by three gold.
{140777} Don't lie to me, this is less than I was promised.
{140778} We do.
{140779} Sorry, deal's off, and you're all under arrest.
{140780} Too bad it ends here. You're under arrest!
{140781} We got what we needed. Arrest these men!
{140782} Kill them! Kill the criminals!
{140783} It helps to be prepared in my line of work.
{140784} [Perform] The life of a noble is so drab and dull. Wearing adventurer gear makes me feel exciting.
{140785} I'm just weird, I guess.
{140786} [Bluff] I reserve some of my best stock for myself.
{140787} I wear this because I want to look good when I arrest you.
{140788} <b>cough</b> <b>cough</b>
{140789} What's going on?
{140790} I can't see!
{140791} Well met. Captain Brelaina told us to expect you.
{140792} Very well. Return when you are prepared.
{140793} |male|You are supposed to be Lord Gannish, a black market arms dealer newly arrived from Amn. The other men and I are posing as your servants. 
{140794} We can't arrest the thieves until money has changed hands, so don't blow your cover too early. And do your best to gain their trust - if they sense a trap, all bets are off.
{140795} When you are ready, we can bring in the buyers.
{140796} Are you ready for us to bring in the buyers?
{140797} |female|You are supposed to be Lady Gannish, a black market arms dealer newly arrived from Amn. The other men and I are posing as your servants. 
{140798} |fade out|
{140799} |setup|
{140800} All you have to do is negotiate the sale as best you can. Captain says you can keep whatever gold they're willing to pay.
{140801} Glad to be alive after that. You should tell Brelaina what happened.
{140802} How is this going to work?
{140803} I don't think I'm ready for this yet.
{140804} Let's do it.
{140805} |start the sting.|
{140806} She did? Am I supposed to be doing something here?
{140807} Greetings to you. May I ask what brings such a grim-faced group of fellows such as yourselves to the manor house of Lord Gannish?
{140808} Once, perhaps. But it has been long since I set foot on the High Road.
{140809} Good day.
{140810} Ah, well Amn is a different story entirely. But I would only bore you with stories. Let us instead talk business.
{140811} {quick shift to business-mode}Now, this is how we shall conduct our meeting. First, I will permit you to examine the merchandise.
{140812} Second, I will authenticate the sum and legitimacy of your payment.
{140813} Finally, we do the exchange and part ways. Is this arrangement acceptable to you?
{140814} Excellent. I shall have my men bring out my stock at once. You may examine it by any means at your disposal.
{140815} I ask fifteen thousand gold for the lot. Return to me when you are prepared to negotiate the trade.
{140816} Did you find everything to your liking?
{140817} That is unfortunate, but is to be expected with goods acquired through these particular... suppliers. Tell me what you discovered so that we may agree upon a suitable discount.
{140818} |fade out|
{140819} |Fade in|
{140820} And what would you say, then, is a suitable price for these goods?
{140821} No, you'll have to do better than that, I'm afraid.
{140822} We have a deal. Are you ready to proceed with the exchange?
{140823} [Success] Indeed? Well... er... yes! Why wouldn't they? I've - I've been their main supplier for nearly a decade now.
{140824} [Failure] I'm sure you must be mistaken. I have not had dealings with them since I started this, shall we say, side enterprise of mine.
{140825} Why thank you. Gannish family crest, you know. 
{140826} Are you sure? I'm sure your boss will be greatly disappointed to see you come back empty-handed.
{140827} I have nothing to hide. All my inventory is laid out before you. And if I were to cheat one such as you, I know how easily you could kill me.
{140828} Is that so? Well, if they have forgotten my business so fast, then I shall be sure to raise my prices the next time they want anything from me.
{140829} Well, there are many symbols of my House, you know... the chimera is just one of them.
{140830} I have never been so insulted. If I were a less generous man, this deal would already be cancelled.
{140831} Excellent. I will have my servants pack the merchandise and place it on a cart for you at once.
{140832} |fade out|
{140833} |Fade in|
{140834} I hope we can continue this relationship in the future. Have a pleasant journey home.
{140835} I'm afraid I can't let you do that. 
{140836} Very clever. I see this charade is at an end. Very well.
{140837} You're all under arrest. Get them, men!
{140838} You've returned. Shall we resume our negotiations?
{140839} First you examine the merchandise.
{140840} [Failure] [You don't have a good grasp on what you should pay.]
{140841} [Success] [By your estimation, the goods are worth 7,000 gold.]
{140842} [Success] [By your estimation, the goods are worth 9,000 gold.]
{140843} [Success] [By your estimation, the goods are worth 10,000 gold.]
{140844} [Success] [By your estimation, the goods are worth 11,000 gold.]
{140845} [Success] [By your estimation, the goods are worth 12,000 gold.]
{140846} [Success] [By your estimation, the goods are worth 13,000 gold.]
{140847} [Success] [By your estimation, the goods are worth 14,000 gold.]
{140848} [Success] [By your estimation, the goods are worth 15,000 gold.]
{140849} I will not be trifled with. You will pay the full amount agreed upon, or you will return to your associates empty-handed. It is your choice.
{140850} |Fade out|
{140851} |spawn goods|
{140852} |fade in|
{140853} |delete tables, spawn wagon|
{140854} |shot of wagon.  boom.|
{140855} |shot of the wagon|
{140856} |Shot of wagon, party walking towards it|
{140857} |PC has quest|I have heard you are a traveler who has seen much of the world.
{140858} Nevermind.
{140859} Not even to Amn?
{140860} Sorry, my mistake.
{140861} I have a message from Axle Devrie. Die!
{140862} Let's begin.
{140863} I have somewhere I need to be. Excuse me.
{140864} No. You missed the first step - I slit your throat.
{140865} Everything was in order. The original price is acceptable.
{140866} No, I found flaws in the merchandise.
{140867} Actually, I think I need to examine them again.
{140868} [Explain your findings.]
{140869} Forget it, let's get this over with.
{140870} |Amount too low|5,000 gold.
{140871} |Best estimate|7,000 gold.
{140872} |Second-best estimate|9,000 gold.
{140873} |Third-best estimate|10,000 gold.
{140874} |Fourth-best estimate.|11,000 gold.
{140875} |Worst Estimate|15,000 gold.
{140876} |Amount way too low|200 gold.
{140877} Let's finish this, then.
{140878} How do I know I can trust you?
{140879} |PC needs high INT for this option, learned this knowledge from Axle|[Bluff] My colleagues in the thieves' guild of Amn were right when they spoke of your generosity.
{140880} |PC needs high spot check to see this|[Spot] That's an interesting insignia on your ring.
{140881} |PC needs high lore to see this|[Lore] No it isn't. The symbol of House Gannish is the Chimera.
{140882} |high appraise skill|[Appraise] That's no heirloom - that's costume jewelry.
{140883} Fascinating. Let's carry on with the deal.
{140884} I don't want to do the deal after all.
{140885} I'm leaving.
{140886} You're right. Let's complete the deal.
{140887} Actually, no one in Amn has ever heard of you.
{140888} I think you're lying to me, "Lord Gannish."
{140889} This is a set-up and I'm not taking the bait.
{140890} Yes, let's.
{140891} How does this work again?
{140892} Not yet.
{140893} |Fifth-best estimate|12,000 gold.
{140894} |Sixth-best estimate|13,000 gold.
{140895} |Seventh-best-estimate|14,000 gold.
{140896} I'll still pay full price.
{140897} [Appraise] [Evaluate your findings.]
{140898} Very well, I will pay you the full amount.
{140899} |Amount too low|3,000 gold.
{140900} [On the table, you see an assortment of boots.]
{140901} [Success] [A few of the boots have tears in the lining around the soles.]
{140902} [Failure] [The boots appear to have nothing wrong with them.]
{140903} [Success] [These are made by an inferior crafter clearly trying to imitate the look of top-of-the-line boots.]
{140904} [Failure] [The boots look to be top-of-the-line.]
{140905} [Failure] [You are unsure as to the quality or nature of the boots' enchantments.]
{140906} [On this table lies an array of thief utilities, including lockpicks, traps, daggers, and what look to be potions of invisibility and fox's cunning.]
{140907} [Success] [A few of the traps appear to have been sprung before.]
{140908} [Failure] [Nothing catches your attention.]
{140909} [Success] [You notice that many of the ends of the lockpicks are chipped and dull.]
{140910} [Failure] [You detect nothing amiss.]
{140911} [Success] [The balance is irregular - the hilts are heavier than the blades.]
{140912} [Success] [Several of the potions have been watered down.]
{140913} [Failure] [The potions seem to be made correctly.]
{140914} [Success] [The enchantments on a few of the boots are amateurish and lacking in potency.]
{140915} [Spot] [Check for flaws.]
{140916} [Lore] [Determine the make of the boots.]
{140917} [Spellcraft] [Verify the enchantments on the boots.]
{140918} [Craft Trap] [Analyze the traps.]
{140919} [Open Lock] [Look over the lockpicks.]
{140920} |appears only if the player has a dagger-related feat|[Dagger Specialist] [Test the weighting of the daggers.]
{140921} [Spellcraft] [Sample the potions.]
{140922} Leave.
{140923} Leave.
{140924} I can't wait until I'm able to throw fireballs.
{140925} Are you a new student? I haven't seen you around before.
{140926} Excuse me, I'm busy.
{140927} I wonder where all these imps came from.
{140928} {Polite, like a serpent}Ah, is this is the Harborman... {corrects self}the <i>Squire</i> I have heard so much about?
{140929} {Whispering}Careful. Hosttower mage... and high-ranking as well.
{140930} {"You've been up to a lot of trouble"}I am familiar with your exploits... and as <i>exceptional</i> as they are, I am certain we could spend most of the day discussing them. 
{140931} [Success] {Slight dismissive}No, no - I want you here, this merits your attention.
{140932} {Slight anger, player misspoke}It is the opposite, Squire, and I suggest that you listen to what she has to say. 
{140933} {Quietly, impressed}Whoever she is, she's powerful... and she's masking it well, too.
{140934} {Slight anger, player misspoke}You will not speak to the ambassador in such a manner. In fact I suggest you first listen before speaking again.
{140935} {Indulgent, then condescending}It is no matter, my Lord Nasher. I am frequently the brunt of such comments, it is an... obvious comment to make.
{140936} {Cold, warning}And appearances can be quite deceiving, as I am sure our Harborman is well aware of. One I imagine many enemies have underestimated.
{140937} {Firm, a little reprimanding at end}This is Sydney {"Natal" like "Fatale" with an "N"}Natale, our new ambassador from Luskan. She arrived earlier, and I had hoped to speak to you privately before the three of us met.
{140938} {Not certain}Her associate is {CRAWL-ver}Khralver, I believe-
{140939} | PC is male |{Slight obsequious, but harmless, toadie}Well met, sir. It is my pl-
{140940} {Slight obsequious, but harmless, toadie}Well met, my lady. It is my pl-
{140941} {Slight anger}{CRAWL-ver}Kralver is of no consequence, he is here to assist me - and silently. 
{140942} The news I bring concerns you, Lord Nasher, and I most of all, so it is fitting you have arrived. I had hoped to speak to you before leaving in any event.
{140943} [Failure] {Slight dismissive, stressed}If I wanted you gone, I would have dismissed you.
{140944} {Slightly impressed}Very well. I had Khralver here draft up an official written account of our... concerns for the Neverwinter records. I will provide them for your personal journals as well - Luskan has nothing to hide on this matter. 
{140945} By all means, study it. I think you will find it is a matter that concerns you and Neverwinter.
{140946} I have already dispatched the Many-Starred cloaks and troops to Crossroad Keep, and I want you to go as well. Garius must be stopped.
{140947} I want you to leave as soon as you are able to travel. Rescue Aldanon, and you are do everything in your power to stop this ritual Garius intends to perform.
{140948} Luskan is not your concern at this time. You have your orders, and I want you to focus on them. 
{140949} That is all.
{140950} {Nods}Excellent. I am glad I can count on you. 
{140951} {Slight irritation}Someday soon I think you and I - and your Knight sponsor - will have a long talk about your attitude and your service to Neverwinter. Rest assured, you will be doing little talking when that day comes.
{140952} {Stern, warning}Be careful at Crossroad Keep - if it is now Garius' stronghold as the ambassador has said, it is likely well-defended, not only with soldiers but with magics as well.
{140953} A man named Black Garius, who <i>claims</i> to serve Luskan's interests, is preparing to perform a powerful ritual within the lands of Neverwinter.
{140954} {Slight sarcasm}Would it? Your insinuation is so subtle I almost missed it. 
{140955} Garius serves no one but himself, but he has allied himself with a being known as the "King of Shadows" - a man - or creature - of whom we unfortunately know little. 
{140956} Garius intends to make use of this alliance - as he did with Luskan to increase his personal power - and the power will come from the ritual he is close to completing. 
{140957} We believe that your local sage, {slight hesitation here, not sure how to say Aldanon}Aldanon, was kidnapped to provide the last of the missing pieces to the ritual - a ritual that will draw power from the "King of Shadows" - and grant it to Garius.
{140958} {Firm}And we need you to travel there to stop it.  
{140959} | Dupe line, because I want no fade in, like below. |I have already dispatched the Many-Starred cloaks and troops to Crossroad Keep, and I want you to go as well. Garius must be stopped.
{140960} There has been a miscommunication, so I have traveled from Luskan to straighten certain matters out. If they were left to rumor, gossip, or surface appearances, they might be... misconstrued. 
{140961} No, in fact, far from it.
{140962} | Knightly influence lost |{Stern}I suggest you dispense with the accusations, and listen to what the ambassador has to say - and I determine who is welcome in this court, not you.
{140963} {Firm}You have recently had trouble with those you believe affiliated with Luskan, when in fact, they are not connected to or supported by us at all.
{140964} It is no trouble, Lord Nasher - as I have told you, this situation is exactly what I was sent here to correct.
{140965} There are four towers in Luskan, each ruled by a skilled mage... and we four work tirelessly to aid Luskan and its people.
{140966} But there is a self-styled "Master of the Fifth Tower," who, as his title suggests, has... overstepped his bounds.
{140967} {Tsk}This mage is a man by the name of Garius - "Black" Garius, I believe is yet another title he uses - silly, really, but he really does believe he casts a longer shadow than he does.
{140968} {Slight jab at the end, since Neverwinter's been shifty in promoting the player before his/her time}Nevertheless, he has been quite... industrious as of late... almost as industrious as you, my dear Harborman. But he is not affiliated with our city or its interests - unlike you and your long-standing ties to service in Neverwinter. 
{140969} {Firm, trying to steer conversation back on track}Ambassador Natale informed me earlier that she believes Black Garius began the war with their island neighbor, Ruathym.
{140970} Yes. And it has served as a convenient means to distract Luskan from its real priorities. Regardless, Ruathym was an aggressor for quite some time, so action needed to be taken, regardless...
{140971} I believe the Lord's Alliance would have taken exception to that... as do I.
{140972} I am certain they would have, milord. But since Ruathym attacked us first, it is our responsibility to deal with their aggression and quickly... you can expect little else from island barbarians, really. 
{140973} You see, Ruathym believed that Luskan had stolen a precious artifact from them - a book called the Tome of {ILT-kazar}Iltkazar.
{140974} | ERIC: Sand has heard of it? |{Slight surprise}The Tome of Iltkazar? 
{140975} | ERIC: Sand has not heard of it, safety |{Calm}We had heard it had been misplaced, yes.
{140976} A powerful artifact... and not only can its sudden disappearance lead two nations to war, but in the wrong hands, it can be used to channel tremendous power. 
{140977} That is a matter we feel best left to Neverwinter... the matter is a domestic one, as it turns out. 
{140978} We felt it was not only our duty to clear up any ties you might believe exist between Luskan and this criminal, but also inform you of his whereabouts - he and his forces are in a ruined castle, Crossroad Keep, within Neverwinter lands.
{140979} Normally, Luskan would not hesitate to take action against such a criminal, but with the confusion that has already occurred, we felt it was best to advise Lord Nasher - and you - of the situation and allow you to do what you feel is best. 
{140980} | Player is not a mage class {Slightly condescending}|It is... difficult to explain to someone not skilled in the arcane arts.
{140981} As a practitioner of the arcane, I think you will understand this better than others. 
{140982} Crossroad Keep was the site of a great battle in the past, the one against the King of Shadows, in fact. That much we have been able to uncover.
{140983} | Player is not a mage class |We believe that some of the power from that battle, his "essence" perhaps allows them a stronger tie to the King of Shadows if the ritual is performed there, but that is our best guess.
{140984} Thus, we...
{140985} {Impressed}Correct. I see my expertise may be wasted with such a sharp mind at your command, Lord Nasher.
{140986} {Slightly insulting, suggesting the player is showing contempt for the king}Very well. If Lord Nasher has any questions, he could simply ask you. But Garius is at Crossroad Keep, that we can say for certain.
{140987} Yes, that is correct. 
{140988} {Giving the spiel, but just a hint of a lie}What happened at Ember was unfortunate, but Luskan would <i>never</i> condone such an action. 
{140989} {Getting mad}You're lying. 
{140990} {Interrupts}Um... pardon me, but officially, I have been asked to reinforce, I mean reassure you, of that fact. Logically, it would be foolish for Luskan to spark a war on two fronts, and not only tha-
{140991} {Cold}Khralver, <i>enough.</i>
{140992} {Feigning sorrow}I am ashamed to admit this, but that <i>is</i> the truth of this matter, I'm afraid.
{140993} {Cold, but delicate}My dear girl, I would be careful with such words, lest you offend me. I have come in good faith, and you are in danger of throwing it back in my face.
{140994} {Cold, then insult}That is correct, and all you have is my word. As your squire... I am sorry, squire of a squire... has indicated, that does not seem to be enough. 
{140995} {Breaks in, stern}The matter of Luskan and Ember is for me to decide. We both are aware of the threat this... Black Garius represents. If Luskan is interested in peace and cooperation, it is for the good of Neverwinter to respect that intention.
{140996} What? Yes, we should take action, but we're not done here yet... does anyone here really believe Luskan knew nothing about Ember? Nothing?!  
{140997} {Shocked, then mad}What? You saw what happened at Ember - they put you on trial for the deaths of those people, those deaths they caused!
{140998} Garius must be stopped. We have his location, and I want you to travel there as soon as you are able.
{140999} {Speaking up, defiant}If we're going after Ember's killers, what about her? What about Luskan?
{141000} Does anyone here really believe Luskan knew nothing about Ember? Nothing?!  
{141001} {Appraising, but displeased, then condescending}I see the Harborman - and his lackey - are as stubborn as I have heard. I did not expect you to understand the subtleties of state and the delicate touch that politics requires, especially in these equally-delicate times.
{141002} | PC is male, Influence Gain Shandra |No, he's right! This isn't about politics, it's about the people of Ember - you had to have known what was going to happen, and to let it - just be conveniently forgotten like this... it's... it's...
{141003} | PC is female, Influence Gain Shandra |No, she's right! This isn't about politics, it's about the people of Ember - you had to have known what was going to happen, and to let it - just be conveniently forgotten like this... it's... it's...
{141004} {Calm, intervening}Shandra Jerro, the strength of Neverwinter comes from its citizens, and you have shown me that now.
{141005} {Getting stern}But listen to me. There are greater threats to Neverwinter as we speak. What happened at Ember is unfortunate, but I believe the one responsible has been punished for that crime.
{141006} If we carry the accusation further to Luskan, I do not believe it is warranted, and furthermore, <I>I</i> am the one who sets policy in this court. 
{141007} | Influence Loss Shandra |{Incredulous}I can't believe what I'm hearing. Is this how you protect your own people? When it's convenient?
{141008} {Calm, key line}This is not about one man, or one village. This is about Neverwinter, and it is about protecting what exists. 
{141009} {Trying one last time}Lord Nasher, I had a friend, Alaine at Ember, who barely escaped, but so many others...
{141010} {Sympthetic}I know, and I am sorry for their loss. {Beat}But unless this Garius is stopped, I fear that another tragedy will occur, much greater than what occurred at Ember. 
{141011} Justice will come for those - in time, but not today.
{141012} | Focus on Shandra's face, silent. |
{141013} And I need you to accept it. We all have burdens to bear, and if they must be carried so that the people of Neverwinter may be safe, that is what must be done.
{141014} Lord Nasher, forgive me, but Black Garius may have begun the ritual, quick action is needed. I have done what I could to inform you of what we know - it is up to you to act, if you wish. 
{141015} {Coughs}Lord Nasher - Ambassador Natale, Crossroad Keep... I fear that...
{141016} {Stern, irritated}<i>Silence,</i> Khralver. Do not make me remind you again. 
{141017} And Harborman, as further proof of my good faith and the good faith of Luskan, rest assured I will keep looking for information on this King of Shadows... and any proof I can bring that Luskan had no involvement with Ember.
{141018} {Cold}I imagine such "proof" will come in time. 
{141019} {Cold to Shandra, almost gleefully cruel}Yes, girl, in fact, I <i>know</i> it will. 
{141020} {Bows}{Formal, more polite}Thank you three for hearing me. I realize these are difficult times for Neverwinter, and it was not my intention to bring another but Luskan could not remain silent while this threat to its southern neighbor loomed. Farewell.
{141021} |fade out|
{141022} |fade in|
{141023} {Takes a breath}And another matter has recently been brought to our attention. It seems that we have an even larger problem within Neverwinter than we first thought-
{141024} I hope we are not intruding. It seems Neverwinter is quite active, of late. 
{141025} {Cold, Sydney has overstepped her bounds}I said I would send for you later, after I am done here.
{141026} My apologies, my Lord Nasher. But the conversation before was a bit brief, and I did not think it would be best for both our cities to wait any longer... forgive my impatience. 
{141027} But that is not all that concerns us - we believe that Black Garius has made an alliance with someone known as "the King of Shadows" - a man or creature - of whom we know very little.
{141028} Garius was no doubt able to steal the Tome of Iltkazar with help from this ally - and use it to bolster his armies with golems awakened by the Tome.
{141029} No - unfortunately, his ambitions do not end there. We have received word that he intends to perform a powerful ritual within the lands of Neverwinter, with knowledge he has stolen from the very King of Shadows he serves.
{141030} I have heard of the loss of your local sage, {slight hesitation here, not sure how to say Aldanon}Aldanon, but I suspect he is a part of this.
{141031} He is not guilty of being Garius' compatriot, if that is your belief. I think in such an instance, a kidnapping would not have been needed. 
{141032} I suspect he was kidnapped to provide the last of the missing pieces to the ritual - a ritual that will steal power from the "King of Shadows" - and grant it to Garius.
{141033} {Slight hesitation here, really doesn't know}The exact powers granted are not known to me - or my fellow mages, which is a further cause for concern. But I have told you all I know.
{141034} [Diplomacy] Milord, if this is an inappropriate time, I will take my leave.
{141035} Who are you?
{141036} Are you sure you'd have time to discuss it inbetween meals?
{141037} That better not have been an insult.
{141038} What is someone from Luskan doing here?
{141039} After all that's happened, you are not welcome in this court.
{141040} Are you planning to put me on trial again with another false accusation? 
{141041} Of course. I'm listening.
{141042} Judging from your frame, you must have a <i>lot</i> to say, but say it quickly and I will make a note of it.
{141043} I am not one for long speeches and politics - I would prefer the short version. 
{141044} I would prefer you summarize the matter instead, quickly.
{141045} [Study the account quickly.]
{141046} Indeed? That would be a change.
{141047} I will go at once, my Lord.
{141048} Lord Nasher, beforeI go, about Luskan involvement with Ember...
{141049} "Duty" calls, and as usual, the shadow of death looms over it.
{141050} I'm on my way... my "Lord." This ritual sounds - intriguing. 
{141051} And who are these people?
{141052} Indeed. Go on.
{141053} I do not believe you, but please, go on, this is entertaining.
{141054} And what has he been up to that should concern me?
{141055} Sounds like this is a Luskan problem - which is usually how they start in the first place.
{141056} So this helps us how?
{141057} Then how can we reclaim it?
{141058} Why Crossroad Keep? And in Neverwinter territory?
{141059} So you are denying what happened at Ember? That Luskan had no involvement?
{141060} I find it very hard to believe that Garius could have done all this for so long in secret - without the knowledge.. or support... of the mages of Luskan.
{141061} Then we should take action at once.
{141062} So what are we supposed to do about it?
{141063} So, you're saying that the residue of the King of Shadows may create a stronger tie, make the ritual more powerful.
{141064} [Spellcraft] So any arcane energy left over from the battle, even long ago, they may be able to tap into - especially if it's tied to the King of Shadows.
{141065} That makes sense. You do not need to explain any more.
{141066} So the Sea Ghost spies, the assassins, the destruction of Ember? You knew nothing, had no involvement with any of it?
{141067} No, she's right. I believe you're lying, too.
{141068} I do not believe the Hosttower mages would be unaware of anything occurring in their domain.
{141069} The time has come to cast away grudges and focus on our enemy.
{141070} | Lawful Response |I will not, if they are involved, then they should be made to answer for it.
{141071} | Good Response |If it is for the good of Neverwinter and its people, very well.
{141072} | Chaotic Response |So only follow the law and justice when convenient, eh? That suits me fine.
{141073} | Evil Response |Ember is in the past, and I could care less who gets butchered as long as Garius is next. 
{141074} So you came here to tell us of a golem army?
{141075} He sparked a war for a book? Isn't that a Luskan matter?
{141076} What do you mean?
{141077} I knew it all along!
{141078} This doesn't help us find him or stop him.
{141079} "Informative, but useless," I believe is how I would describe what you have brought.
{141080} So what will Luskan do now?
{141081} You said Garius was in Neverwinter territory? But you don't know where?
{141082} First the lie about Melia, now we're ignoring potential Luskan involvement in Neverwinter?
{141083} Natale
{141084} Sydney
{141085} | FIRST TIME INTRO |If you're looking for passage, you'll have to speak with the captains. That is, if you can get them out of their cups.
{141086} | RETURN |War's good business. If the fleets of Ruathym and Luskan are destroyed, Neverwinter stands to profit.
{141087} Not in the docks, likely. With the salts you'll hear little more than {ISS-TISS-SHEEA}Istishiia and {UMBERLEE}Umberlee.
{141088} They pray to the gods to keep them from drowing in the ocean but they hit port and drown themselves right in their cups.
{141089} See if the gods will save them from that.
{141090} Now, about these clerics... Yes, I do remember. There were four or five of them, bound to Luskan.
{141091} Yes, I'm quite sure. Good thing he's with some clerics, it was rough seas that night.
{141092} Wish I could tell you more, but I don't care much about the passengers, unless it's cargo - something valuable, savvy?
{141093} They had an old man with them, that's strange enough. It was odd company. You don't often see clerics of such... strong stature.
{141094} I'll be going now.
{141095} Sergeant Redbelly said I should speak with you about some clerics of Lathander.
{141096} Did they have an older man with them?
{141097} Do you have any other details?
{141098} Was there anything strange about them?
{141099} | PC is Male |Did you enjoy my dance, milord? 
{141100} | PC is Female |Did you enjoy my dance, my lady?
{141101} Thank you. Few can see the art behind my dancing. {Teasing}You are a true patron of the arts.
{141102} I want to go to Waterdeep to study at the conservatory. Some of the Realms' best dancers were trained there.
{141103} {Defeated, as she thinks about how much it would cost to attend the conservatory}But it's a lot of coin. Too much, and so here I am. Ophala pays well enough, and I save when I can.
{141104} Well... I'm only just learning. There's other girls at the Mask who are far better dancers than me. Please, don't let me waste any more of your time…
{141105} {Elated}You know it? That's the first time anyone here has noticed. Mostly they ignore the girls in the common room.
{141106} You're very kind, but I hope you're right.
{141107} Your "keep?"{Laughs}That's a fine tale.
{141108} We're not talking about dancing for a room of drunks, are we?
{141109} {Mocking, under breath}"Did you enjoy my dance, milord?" Agh.
{141110} {Slight irritation - a lap dancer just asked if the player, male, enjoyed her show, Elanee's irritated}We <i>all</i> did.
{141111} Not my best performance, I admit.
{141112} {Slightly insulting}Oh, are you a dancer, too? You have the look about you.
{141113} {Still irritated}And what look is that? 
{141114} {Reciting, matter of fact}The disheveled hair, the scent of leaves and twigs that hangs about you... and the way you walk, which could use some refinement.
{141115} {Getting angry}My walk doesn't <i>need</i> refinement. And I am not a... dancer. I have no need to put myself on display for the eyes of others.
{141116} {Slightly insulting}Oh, I'm sorry, I thought I heard you say something. Are you a dancer, too?
{141117} You must have misheard me. I didn't say anything... and I'm not a dancer who begs for coin, I'm an honest thief.
{141118} {Reciting, matter of fact}So those horns of yours aren't part of your act... those are for <i>real?</i>
{141119} {Getting angry and vicious}I'll be more than happy to let you examine them up close.
{141120} | Influence Lost Elanee |{Snaps}What? Why are we even <i>talking</i> to this woman? 
{141121} {Laughs lightly}Enough of her. Did <i>you</i> enjoy my dance, milord?
{141122} | Influence Lost Elanee |{Irritated}Say what you will to this woman, and let's go.
{141123} {A little mollified, apologetic to player, then female companion - genuine}I... I am sorry, milord. I meant no disrespect. My apologies to you and your friend.
{141124} | Influence Gain Elanee |{A little surprised player stuck up for her}No... that's all right. The apologies are mine, but thank you, I appreciate it.
{141125} | Influence Lost Neeshka |{Snaps}Me? She started it!
{141126} | Influence Lost Neeshka |{Irritated, mocking}"Let it go?" "Let it go," he says. Fine, forget I said anything.
{141127} {A little mollified, apologetic to player, then female companion}I... I am sorry, milord. I meant no disrespect. My apologies to you and your friend.
{141128} | Influence Gain Neeshka |{A little surprised player stuck up for her}Well... good. I mean, apologies are good, right? Good. I'm sorry, too. Kind of. 
{141129} {Slightly humble}Was my dance to the satisfaction of you both? 
{141130} | Recruited Teelah |Thank you for your offer, <FirstName>. I will see you at your keep.
{141131} {pleased}It's wonderful to meet someone with similar interests, for once.
{141132} If your words are any indication of your temper, I'll be better off in this "pit" than working for you.
{141133} For a few more coins a month, a drunk or two won't trouble me. The Mask has wild nights, and they don't pay me any extra.
{141134} Hardly anyone pays me any mind here... let alone any gold. I suppose almost anything would be better than the common room of the Mask.
{141135} | Ended Teelah dialogue, didn't recruit or insult |Hello again, milord. Does my dancing please you?
{141136} Your... keep? Really? You're not talking about dancing for a room of drunks, are you?
{141137} | Ended Teelah dialogue, didn't recruit or insult |Hello again, my lady. Does my dancing please you?
{141138} | Angered Teelah |Come to insult me again? I hear jeers and catcalls aplenty, and I don't need more from you!
{141139} You have a deal. Ophala won't mind, there's plenty of girls willing to dance at the Mask. Even in the common room.
{141140} I'll see you at your keep.
{141141} All right, you have a deal. I'll see you at your keep.
{141142} As if a common <i>mercenary</i> could appreciate anything fine or beautiful! Ophala shouldn't even let you in the door!
{141143} | SCRIPTER: Play this during Ammon Jerro attack |Demons! They're upstairs, murdering everyone!
{141144} | SCRIPTER: This is a one-time conversation after the demon attack... assuming AJ is not with the party. |The other girls and I…. we wanted to thank you for being so brave. If not for you, that madman and his demons might have killed all of us.
{141145} Still, all we did was run away. As soon as he'd burst through the door and killed poor Evlyn, we ran for any cover we could find.
{141146} A lot of girls died that night. Pretty little Ceci... Evlyn, with her red hair, always in ringlets... and Aluissa, she was the most beautiful dancer I've ever seen, she could have made a fortune in Waterdeep.
{141147} Ophala's already hired new girls, and she cleaned up the top floor as soon as the guards had left. She's thinking of our guests... the Mask is a place to forget such things, not to remember them.
{141148} How stupid we must have looked... a bunch of perfumed ladies in finery, scrambling under tables like scared little girls.
{141149} | If player has Keep |I just... wanted to thank you. Nobody else tried anything to stop that madman, or to save the girls upstairs.
{141150} Evlyn met him at the door. She must have thought he was just another customer, and I don't think she ever saw the demons.
{141151} I remember how she smiled at him, and then those lights hit her, and her hair all flew up, and there was blood... everywhere. He didn't even look at her, just went straight for the steps.
{141152} Milord, I'd be honored. Ophala won't mind, there's plenty of girls willing to dance at the Mask. Even in the common room.
{141153} Milady, I'd be honored. Ophala won't mind, there's plenty of girls willing to dance at the Mask. Even in the common room.
{141154} Then I guess I... I misunderstood. I'm sorry to have troubled you.
{141155} You're quite good.
{141156} I've seen better.
{141157} Obviously. 
{141158} [Lore] Wasn't that a variation of the Midsummer dance?
{141159} I've learned a dance or two in my day.
{141160} You performed it so well that it was hard to miss.
{141161} Thank you. So, what are you doing here?
{141162} Too bad for you. Interesting story, though. 
{141163} Perhaps I could help. I could use a dancer at my keep.
{141164} I'm sorry to hear that. I'm sure with your talent, you'll get there someday.
{141165} I'll be going now.
{141166} I'm serious. I really do have a keep.
{141167} No, my people aren't like that.
{141168} Well, a few of them might be drunk.
{141169} That's good, because you couldn't make a living at it, anyway.
{141170} Back off, Neeshka - leave the dancer alone.
{141171} If you have a problem with tieflings, then you have a problem with me.
{141172} Neeshka is my friend. Show her a little respect.
{141173} Enough, you two. Let it go.
{141174} Elanee is my friend. Show her some respect.
{141175} Enough, you two. Let it go.
{141176} I have a great love of dances.
{141177} Why dance in a place like this?
{141178} What does it matter? Unless, you <i>prefer</i> to be here.
{141179} Fine. Enjoy the rest of your life in this pit.
{141180} | Setting 20_n_insulted_teelah. |
{141181} I could use a dancer at my keep.
{141182} It does. Please continue.
{141183} I'm not throwing you any coppers, so be off.
{141184} Farewell.
{141185} | SCRIPTER: Set Teelah as a recruit, and walk her out of the Mask. |
{141186} Sorry, but I wasn't paying attention. Farewell.
{141187} You call that dancing? I call it an insult to music.
{141188} He wasn't after you... he just killed everyone who stood in his way.
{141189} This place seems to have recovered quickly.
{141190} What happened that night?
{141191} | Evil Response |I didn't fight those demons for you. They stole something of mine, and I wanted it back.
{141192} I'd rather not talk about it, all right?
{141193} Have you considered leaving the Mask? I could use a dancer at Crossroad Keep.
{141194} I'll let you get back to your dancing.
{141195} Farewell.
{141196} | Good Response |You're welcome. I'm just sorry I couldn't save the others.
{141197} | Evil Response |As if I cared about some sleazy dancers. Be off.
{141198} Estate of Lord Vassan Temar IV
{141199} {exasperated}You - where have you been? I will not be kept waiting like this.
{141200} I suppose you think my feet should just massage themselves, then.
{141201} All I have to do is say the word to my lover, and you'll be out on the street, rummaging for coppers in public fountains.
{141202} {contemptuous}Yes, your... <i>odor</i> makes that clear as day.
{141203} {laughs, unfazed}If I had a gold piece for every time I've been threatened by the help...
{141204} Well? Are you going to massage my feet or not?
{141205} {quizzical,tempted}And why are you telling me this?
{141206} What makes you think I would do such a thing?
{141207} The Collector buys me whatever my heart desires.
{141208} And I have <i>very</i> expensive tastes.
{141209} You insult me with this offer. Double it, or I'll scream right now.
{141210} [Success]I've often feared that such a day would come. He's never content with what he has. Always looking for more.
{141211} {thoughtful}But if you clean out his vault, he'll have too many other things to replace to even think about replacing me.
{141212} |give key|Here, take this key. It will get you to the top floor. You will need the Collector's key to get into the vault, though. And he will not want to part with it.
{141213} |player has not massaged her feet|{thinking}But you might be able to get it with the right bargaining chip.
{141214} I will be your hostage. Let me know when you're ready, and we will enter his study, your weapon at my back.
{141215} He won't want to lose the centerpiece of his collection.
{141216} Then I'm afraid you're on your own. Let me know if you change your mind.
{141217} [Failure] That may be, but I am comfortable in the meantime. And your robbing this place gains me nothing.
{141218} [Success] Well there's no reason to be hostile about it. I am a reasonable woman, after all.
{141219} [Failure] You'll have more than me to deal with.
{141220} Guards!
{141221} [Success] {receiving a great foot massage}Oh, my. Such a gentle touch. Yet so firm! 
{141222} [Failure] {receiving a terrible foot massage}Ow! Ow! Stop it! Stop it this instant!
{141223} {sighs, relaxing}I find myself so much more agreeable when my feet are properly pacified. {foot massage is particularly good}Oh, oh! Yes, that's just lovely.
{141224} {slightly entranced by the massage}I'd have more of a problem with that if he spent less time doting on his collection and more time doting on my feet. {getting a good massage}Oh, yes, that's a good spot there.
{141225} {shrugging it off}Send up the next servant, then. And give them all an overview of your technique.
{141226} Yes, yes, anywhere away from my feet. Off with you!
{141227} [Success] [You extract a small key, completely undetected.]
{141228} [Failure] What in {TEER}Tyr's holy name are you doing?
{141229} Well, there aren't any in here. Go back to the front door where you'll be of more use.
{141230} |second visit, hasn't been convinced to help yet|Yes, what is it now?
{141231} |player massaged her feet|{musing}Too bad, I don't think a foot massage will sway him.
{141232} I'm sorry, I couldn't possibly interfere more with my lover's affairs.
{141233} [Success] {receiving the best foot massage ever}Oh my word! It's like my feet are melting into jelly! That's - that's just not fair! 
{141234} {giving up, but feeling great - mock anger}Oh, all right, all right. You win. Anyone with skill like that deserves what's in the vault more than <i>he</i> does.
{141235} [Failure] No, no I'm sorry. You are very, very good. But I could get in a lot of trouble for this. You'll have to do it on your own.
{141236} |second visit, vania is helping the PC|I am prepared to be your hostage.
{141237} |fade out|
{141238} |Jump to 1040|
{141239} Here, I'll tell you what.
{141240} [Success]That... is true.  All this time with him and I have nothing to my own name. 
{141241} [Failure] A fat lot of good that sum of gold will get me. What would I do when the money ran out?
{141242} I'm sorry, but you'll have to do better. I can't go back to living like a peasant. Not after tasting wealth like this.
{141243} |second visit, PC has offered to pay 3000 gold|Have you brought the money?

{141244} [Success] Well, yes, I suppose I do have that effect on people. Not that the Collector ever notices. He'd put me in a display case, if he could.
{141245} [Failure] Save your empty flattery. The Collector has a fine collection of that as well.
{141246} You know, I think he could stand to learn a few things from you.
{141247} I... nowhere.
{141248} I've been robbing the place blind.
{141249} Patrolling for intruders, ma'am.
{141250} No, of course not.
{141251} That would be an amazing sight.
{141252} You think I'm one of your servants?
{141253} Yes, madam. Forgive me.
{141254} I don't have time for this. I want to break into the Collector's vault.
{141255} You've delayed me too much already. Now you have to die.
{141256} [Dexterity] Of course, madam. [Massage her feet.]
{141257} [Sleight of Hand] No, but if you'll excuse me, I'll find someone who will. [Pick her pocket.]
{141258} Actually, I'm not a servant. I'm here to steal from your vault.
{141259} I want your help getting in.
{141260} [Diplomacy] I find it impossible to lie to such a formidable woman.
{141261} I just wanted you to know before I kill you.
{141262} [Intimidate] Because I will kill you if you don't.
{141263} I am going to pay you handsomely.
{141264} [Diplomacy] The Collector thinks of you as a piece in his collection. You'll be replaced eventually.
{141265} |check gp| I'll give you 1500 gold for your help.
{141266} You're right, I should just kill you now.
{141267} |Check gp|Very well. Here is the money.
{141268} [Diplomacy] You're also getting freedom with this. You no longer have to stay in his favor.
{141269} That is my final offer.
{141270} What did you have in  mind?
{141271} You mean <i>you</i>.
{141272} Where could I get such a thing?
{141273} Let's go right now.
{141274} I'll be right back.
{141275} That doesn't sound like such a good idea.
{141276} Then I will pay you for your help.
{141277} Then you are of no use to me... alive.
{141278} Then what would you say to letting me into the Collector's vault?
{141279} I want your help stealing everything from the Collector.
{141280} I can't do this anymore. This is just degrading.
{141281} I'll just be going now.
{141282} I have somewhere I need to be.
{141283} I want you to help get me into the Collector's vault.
{141284} Nevermind.
{141285} I'm here to kill you.
{141286} Farewell, then.
{141287} Then this key isn't enough.  I'll need your help.
{141288} Isn't there something else you can do?
{141289} [Dexterity] Are you sure? [Massage her feet more intensely.]
{141290} Farewell.
{141291} Then it is not safe for me to let you live.
{141292} Farewell.
{141293} Take me to the Collector.
{141294} I'll be right back.
{141295} Very well. 3000 gold. No more.
{141296} I can't pay right now. I will return.
{141297} I have. Here is three-thousand gold.
{141298} Farewell.
{141299} [The door to the Collector's vault has two keyholes and a 3-digit combination input.]
{141300} [Input the first digit.]
{141301} [Input the second digit.]
{141302} [Input the third digit]
{141303} [Press the entry button?]
{141304} [Success] [You hear the lock click open.]
{141305} [Failure] [A trap is sprung behind you...]
{141306} [The key fits into the left keyhole. As you turn it, you hear the lock unlatch.]
{141307} The key fits into the right keyhole. As you turn it, you hear the lock unlatch.
{141308} [The last of the locks to the vault is undone. You can open the vault now.]
{141309} [Insert the Collector's key.]
{141310} [Insert the fireplace key.]
{141311} [Enter a combination.]
{141312} 0
{141313} 1
{141314} 2
{141315} 3
{141316} 4
{141317} 5
{141318} 7
{141319} 8
{141320} 9
{141321} 6
{141322} 1
{141323} 2
{141324} 3
{141325} 4
{141326} 5
{141327} 6
{141328} 7
{141329} 8
{141330} 9
{141331} 0
{141332} 1
{141333} 2
{141334} 3
{141335} 4
{141336} 5
{141337} 6
{141338} 7
{141339} 8
{141340} 9
{141341} 0
{141342} [Leave.]
{141343} [Leave.]
{141344} [Leave]
{141345} Yes.
{141346} No.
{141347} Re-enter the combination.
{141348} [Do Nothing.]
{141349} This is a Nessian War Hound
{141350} Nessian War Hound
{141351} Watch Captain
{141352} | Male |We will wait here, sir.
{141353} | Female |We will wait here, my lady.
{141354} Though it's drawn from the bath of the Collector himself, this water probably wouldn't sell for more than normal water.
{141355} Bottle of Water
{141356} | Before player enters the house |Old Black Ballard's a waitin' for you, inside, squire. Right through the door, and straight on to the main hall.
{141357} What's this, then? Come to challenge Cain, have you, love?
{141358} {nasty - telling someone to beat it}Is that so? Well, I'm in the middle of a <i>concert</i> here for Tyr's sake, so {"go suck an egg"}go kiss a rust monster.
{141359} Right. Here are the rules, then. Very simple. I play a tune, you play it back.
{141360} Get it right, I have to play it again - defending my honor, so to speak. If I succeed, it's a draw. {bemused - he will not fail}If I fail, you win the round. 
{141361} {arrogant, but casual about it}After four rounds, the crowd picks me as their beloved champion, and you go change your trousers before anyone notices the wet spot. Simple.
{141362} {Cain laughs derisively for a long time because the player just asked what would happen if Cain lost the competition - he never loses}
{141363} Standard wager is loser gives up his lute. {rhetorical question}Now, <i>my</i> instrument is from such fine stock that taking the loser's lute's not exactly an upgrade, is it?
{141364} So usually I'm a good sport and let him keep it - or what's left of it after I snap it over his talentless head.
{141365} {Cain breaks into another fit of uncontrollable laughter, which subsides after 8-10 seconds, at which point he answers}
{141366} Couldn't tell you for certain, love. Never actually happened.
{141367} But don't let that stop you. Come on. Give us a shot, then.
{141368} [Failure] Oh, I don't think you'll be wanting to do that just yet, love. Whole crowd out here to witness the crime. What say we just play for it instead?
{141369} That's the spirit, love. Have your lute ready?
{141370} |male pc|Well this one here's a fine musician, isn't he?
{141371} |female pc|Well this one here's a fine musician, isn't she?
{141372} {imitating/mocking the player in a funny falsetto voice}"Oh yes, look at me, I'm going to beat Cain Lethellon with a {geh-FARG-ing (with a hard 'g') -- this is a cuss word} gefarging imaginary lute."
{141373} {still making fun of the player in a funny voice}"Ooo, look, I don't need a lute. I'll just walk near a baby with my horrible swamp stench and it'll cry me a beautiful symphony."
{141374} |give loaner lute|{disgusted with the player's obvious inexperience}Here, take this one. Always keep a loaner on hand in case another of you luteless loonies comes up here thinking he's the next Cain.
{141375} Right. Let's get on with the show.
{141376} |fade out|
{141377} |fade in: player and Cain on stage|
{141378} {to a rock concert crowd - "are you ready to rock?"}Ladies and gentlemen of Neverwinter, are you ready?
{141379} |the crowd cheers enthusiastically|
{141380} I love you, Cain!
{141381} {aside to his challenger, confident, throwing down the gauntlet}See how you like this one, for starters.
{141382} |Cain plays first riff: A, A, D, A, A, High E, B, A|
{141383} |crowd cheers|
{141384} Your turn, love. Take all the time you need. No pressure. Just all of Neverwinter's nobles watching your every move.
{141385} [Success] [You are able to accurately remember the tune.]
{141386} [Failure] [The melody escapes you.]
{141387} |play riff 1 sound again.|
{141388} |influence high| [Success] |CHRIS: Grobnar says something like, "I believe it went something like this."|
{141389} |grobnar plays back the first riff|
{141390} |influence low|[Failure] |CHRIS: Grobnar confuses himself trying to remember the tune that Cain just played and is unhelpful.|
{141391} |influence high, player has heard grobnar say "I believe it went like this" once. Grobnar just plays the tune straight away.|
{141392} [Pluck which lute string?]
{141393} |check tune, play as_n2_luteriff01|[Success] [You play the tune to perfection.]
{141394} [Failure] [You are unable to match Cain's tune.]
{141395} Easy, love. Just set the lute down nice and slow, before you hurt yourself.
{141396} |play as_n2_luteriff01 - Cain successfully defends.|
{141397} [Success] |play as_n2_luteriff05 - Cain fails first riff defense.|
{141398} [Failure] |play as_n2_luteriff01 - Cain successfully defends.|
{141399} [Success] |play as_n2_luteriff05 - Cain fails first riff defense.|
{141400} [Failure] |play as_n2_luteriff01 - Cain successfully defends.|
{141401} [Success] |play as_n2_luteriff05 - Cain fails first riff defense.|
{141402} [Failure] |play as_n2_luteriff01 - Cain successfully defends.|
{141403} {exasperated - he just lost a round of the competition}Just a fluke, no more. Luck of an amateur.
{141404} Sorry to say you're going to have a much harder time with this next one.
{141405} {smug}Can't have me shown up in front of my own crowd now, can we, mate?
{141406} |Cain plays second riff - as_n2_luteriff02.|
{141407} |crowd cheers|
{141408} {referring to the crowd's positive reaction to his lute playing}Uh oh, love. Really liked that one, didn't they?
{141409} |influence high| [Success] |CHRIS: Grobnar says something like, "I believe it went something like this."|
{141410} |grobnar plays back the second riff|
{141411} |influence low|[Failure] |CHRIS: Grobnar confuses himself trying to remember the tune that Cain just played and is unhelpful.|
{141412} [Success] [You are able to accurately remember the tune.]
{141413} |play riff 2 sound again.|
{141414} [Failure] [The melody escapes you.]
{141415} [Pluck which lute string?]
{141416} |check tune, play as_n2_luteriff02|[Success] [You play the tune to perfection.]
{141417} |play as_n2_luteriff02 - Cain successfully defends.|
{141418} [Success] |play as_n2_luteriff06 - Cain fails first riff defense.|
{141419} [Failure] |play as_n2_luteriff02 - Cain successfully defends.|
{141420} [Success] |play as_n2_luteriff06 - Cain fails first riff defense.|
{141421} [Failure] |play as_n2_luteriff02 - Cain successfully defends.|
{141422} [Success] |play as_n2_luteriff06 - Cain fails first riff defense.|
{141423} {exasperated - he just lost a round of the competition}That does it. You've gotten the better of me for the last time.
{141424} [Failure]|play as_n2_luteriff02 - Cain successfully defends.|
{141425} {smug}All right, time to get serious now. Not fair of me to toy with you, is it?
{141426} [Failure] [You are unable to match Cain's tune.]
{141427} Don't worry love, I won't tell your family how bad you shamed them today.
{141428} Right. I'm not playing down to your level any longer.
{141429} |influence high, player has heard grobnar say "I believe it went like this" once. Grobnar just plays the tune straight away.|
{141430} [Success]|play as_n2_luteriff02|
{141431} |play as_n2_luteriff06|[Failure] [The trick proves to be too difficult.]
{141432} |Cain plays 3rd riff: as_n2_luteriff03|
{141433} |crowd cheers|
{141434} {smarmy, taunting}Shh. Did you hear that? I could swear I just heard a noose tightening around your throat.
{141435} |influence high| [Success] |CHRIS: Grobnar says something like, "I believe it went something like this."|
{141436} |grobnar plays back the third riff|
{141437} |influence high, player has heard grobnar say "I believe it went like this" once. Grobnar just plays the tune straight away.|
{141438} |influence low|[Failure] |CHRIS: Grobnar confuses himself trying to remember the tune that Cain just played and is unhelpful.|
{141439} [Success] [You are able to accurately remember the tune.]
{141440} |play as_n2_riff03 again.|
{141441} [Failure] [The melody escapes you.]
{141442} [Pluck which lute string?]
{141443} |check tune, play as_n2_luteriff03|[Success] [You play the tune to perfection.]
{141444} |play as_n2_luteriff03 - Cain successfully defends.|
{141445} [Success] |play as_n2_luteriff07 - Cain fails first riff defense.|
{141446} [Failure] |play as_n2_luteriff03 - Cain successfully defends.|
{141447} [Success] |play as_n2_luteriff07 - Cain fails first riff defense.|
{141448} [Failure] |play as_n2_luteriff03 - Cain successfully defends.|
{141449} [Success][While pretending to cough, you sever one of the strings with imperceptible quickness.]
{141450} [Success] |play as_n2_luteriff07 - Cain fails first riff defense.|
{141451} {exasperated - he just lost a round of the competition}I've had enough of your tricks, you nit.
{141452} [Failure]|play as_n2_luteriff03 - Cain successfully defends.|
{141453} {smug}You've had your fun, love, but I'm going to put an end to this.
{141454} [Failure] [You are unable to match Cain's tune.]
{141455} Don't worry love, I won't tell your family how bad you shamed them today.
{141456} This is where we separate the master from the upstart.
{141457} |play as_pl_crwdsm1|[Success] [The crowd approves of your spontaneous generosity.]
{141458} |play as_pl_crwdsm2|[Failure] [You've catastrophically underestimated the cost of the audience's affection.]
{141459} |crowd gasps: as_pl_crwdsm2|
{141460} [Success]|play as_pl_crwdsm1 - crowd cheers|
{141461} [Failure]|crowd murmurs negatively, play as_pl_crwdnegi01|
{141462} [Failure] {irritated at someone who's invading his personal space}Here, just what are you trying to do, exactly? Just step away and wait your turn. It's my stage now.
{141463} |CHRIS: Shandra points out that this is the last round, and really they ought to pull out all the stops if the player wants to win.|
{141464} |CHRIS: Influence gain: qara.  Qara says she can whip something up.|
{141465} |CHRIS: Influence gain: sand.  Sand says it'd be his pleasure.|
{141466} |CHRIS: influence gain: grobnar. Grobnar is really flattered.|
{141467} |CHRIS: Shandra is shocked and maybe a little offended by this prospect. She asks why.|
{141468} |CHRIS: Casavir is clearly mortified and embarrassed. He says absolutely not.|
{141469} |CHRIS: Casavir responds yes.|
{141470} |CHRIS: Casavir responds no.|
{141471} |CHRIS: Influence gained: Shandra. Shandra says yes, blushes, etc.|
{141472} |CHRIS: However you think Shandra would respond to a generic "Please?" -- my thought is she'd probably be too modest.|
{141473} |CHRIS: Shandra says oh hell no, influence lost.|
{141474} |Cain plays as_n2_luteriff04|
{141475} |crowd cheers|
{141476} {Satisfied no one could top his performance}Well love, I never thought I'd say this, but I'd be honored to have your autograph.
{141477} |influence high|[Success] |CHRIS: Grobnar says something like, "I believe it went something like this."|
{141478} |grobnar plays back the fourth riff|
{141479} |influence high, player has heard grobnar say "I believe it went like this" once. Grobnar just plays the tune straight away.|
{141480} |influence low|[Failure] |CHRIS: Grobnar confuses himself trying to remember the tune that Cain just played and is unhelpful.|
{141481} [Success] [You are able to accurately remember the tune.]
{141482} |play as_n2_riff04 again.|
{141483} [Failure] [The melody escapes you.]
{141484} [Pluck which lute string?]
{141485} |check tune, play as_n2_luteriff04|[Success] [You play the tune to perfection.]
{141486} |play as_n2_luteriff04 - Cain successfully defends.|
{141487} [Success]|play as_n2_luteriff08 - Cain fails first riff defense.|
{141488} [Failure] |play as_n2_luteriff04 - Cain successfully defends.|
{141489} |crowd gasps: as_pl_crwdsm2|
{141490} [Success]|play as_pl_crwdsm1 - crowd cheers|
{141491} [Success] |play as_n2_luteriff08 - Cain fails first riff defense.|
{141492} [Failure]|give fire damage, crowd murmurs negatively, play as_pl_crwdnegi01|
{141493} [Failure] |play as_n2_luteriff04 - Cain successfully defends.|
{141494} [Success]|crowd bursts into applause|
{141495} [Success] |play as_n2_luteriff08 - Cain fails first riff defense.|
{141496} {exasperated - he just lost a round of the competition}It doesn't matter. The crowd will like me better.
{141497} [Failure] |crowd is silent, or one person claps, or crickets chirp.|
{141498} [Failure]|play as_n2_luteriff04 - Cain successfully defends.|
{141499} {smug}You've had your fun, love, but I'm going to put an end to this.
{141500} [Failure] [You are unable to match Cain's tune.]
{141501} Don't worry love, I won't tell your family how bad you shamed them today.
{141502} This is where we separate the master from the upstart.
{141503} I mean, the autograph of a musician so bad he made the audience's ears actually cry? Yeah, gotta be worth something, right?
{141504} That's right, I'm here to challenge you.
{141505} I just wanted your autograph, Master Lethellon.
{141506} Sorry, I thought you were someone else.  Never mind.
{141507} What do I get if I win?
{141508} Seriously, what do I get?
{141509} Never mind. Let's do this.
{141510} How generous of you.
{141511} Maybe this isn't my kind of contest after all. Excuse me.
{141512} So if I win, I get your lute?
{141513} I'm ready when you are.
{141514} Nope. Not interested.
{141515} Okay, let's play.
{141516} Some other time, maybe.
{141517} [Intimidate] How about you just give me your lute now and I spare your wretched life.
{141518} Wait! I need a lute?
{141519} Got one right here.
{141520} Well, can I play without a lute or not?
{141521} There's no need to be like that.
{141522} You don't exactly smell rosy yourself.
{141523} Forget this.  I'm out of here.
{141524} [Practice the tune to yourself.]
{141525} Grobnar, could you remind me how that tune went again?
{141526} [Play the tune for the crowd.]
{141527} [Perform] [Hear the tune again from memory.]
{141528} [Pluck string 1.]
{141529} [Pluck string 2.]
{141530} [Pluck string 3.]
{141531} [Pluck string 4.]
{141532} [Pluck string 5.]
{141533} [Pluck string 6.]
{141534} [Pluck string 7.]
{141535} [Stop practicing.]
{141536} [Pluck string 1.]
{141537} [Pluck string 2.]
{141538} [Pluck string 3.]
{141539} [Pluck string 4.]
{141540} [Pluck string 5.]
{141541} [Pluck string 6.]
{141542} [Pluck string 7.]
{141543} [Finished.]
{141544} See if you can top <i>that</i>, Cain.
{141545} [Intimidate] You look nervous, Cain. I hope all that sweat doesn't make your fingers slip.
{141546} [Taunt] Just now when you said you never lost, that was a joke, right?
{141547} [Perform] And that, ladies and gentlemen, is how it's supposed to be done!
{141548} [Practice the tune to yourself.]
{141549} [Pluck string 1.]
{141550} [Pluck string 2.]
{141551} [Pluck string 3.]
{141552} [Pluck string 4.]
{141553} [Pluck string 5.]
{141554} [Pluck string 6.]
{141555} [Pluck string 7.]
{141556} [Stop practicing.]
{141557} Grobnar, could you remind me how that tune went again?
{141558} [Perform] [Hear the tune again from memory.]
{141559} [Play the tune for the crowd.]
{141560} [Pluck string 1.]
{141561} [Pluck string 2.]
{141562} [Pluck string 3.]
{141563} [Pluck string 4.]
{141564} [Pluck string 5.]
{141565} [Pluck string 6.]
{141566} [Pluck string 7.]
{141567} [Finished.]
{141568} Looks like I did well again.
{141569} [Intimidate] I've played tougher songs with my teeth.
{141570} [Taunt] I know lute strings are supposed to be made of catgut, but yours sounds like the cat is still attached.
{141571} [Perform] [Play the tune again with the lute on top of your head.]
{141572} [Practice the tune to yourself.]
{141573} [Pluck string 1.]
{141574} [Pluck string 2.]
{141575} [Pluck string 3.]
{141576} [Pluck string 4.]
{141577} [Pluck string 5.]
{141578} [Pluck string 6.]
{141579} [Pluck string 7.]
{141580} [Stop practicing.]
{141581} Grobnar, could you remind me how that tune went again?
{141582} [Perform] [Hear the tune again from memory.]
{141583} [Play the tune for the crowd.]
{141584} [Pluck string 1.]
{141585} [Pluck string 2.]
{141586} [Pluck string 3.]
{141587} [Pluck string 4.]
{141588} [Pluck string 5.]
{141589} [Pluck string 6.]
{141590} [Pluck string 7.]
{141591} [Finished.]
{141592} No problem.
{141593} [Appraise] [Throw gold out into the audience.]
{141594} [Perform/Tumble] [Dazzle the crowd with an acrobatic maneuver.]
{141595} [Sleight of Hand] [Cut one of the strings on Cain's lute.]
{141596} Qara, can you arrange some pyrotechnics for me?
{141597} Sand, go into the crowd and heckle Cain.
{141598} Grobnar, I want you to play this last one with me as a duet.
{141599} |male pc|Shandra, I'm going to need you to be my backup dancer.
{141600} |female pc|Casavir, I'm going to need you to be my backup dancer.
{141601} No, I think I'll be able to win this just by my performance.
{141602} It's not going to help. We've lost no matter what.
{141603} |CHRIS: If this is way too ridiculous for Casavir - go ahead and cut it, but I would love it if there was a way for a female pc with really high influence to actually persuade Casavir to go out on stage and dance. It'd be a pretty awesome fish out of water moment for Mr. Uptight Paladin -- but if you can't think of a good way for this to be convincingly in character for him, or you just dislike it, no worries.|
{141604} |CHRIS: PC says something complimentary/love-interesty that would flatter Shandra enough to get her to do it.|
{141605} |CHRIS: PC Says something neutral.|
{141606} |CHRIS: PC makes a comment that's vulgar, insensitive, or both.|
{141607} [Practice the tune to yourself.]
{141608} [Pluck string 1.]
{141609} [Pluck string 2.]
{141610} [Pluck string 3.]
{141611} [Pluck string 4.]
{141612} [Pluck string 5.]
{141613} [Pluck string 6.]
{141614} [Pluck string 7.]
{141615} [Stop practicing.]
{141616} Grobnar, could you remind me how that tune went again?
{141617} [Perform] [Hear the tune again from memory.]
{141618} [Play the tune for the crowd.]
{141619} [Pluck string 1.]
{141620} [Pluck string 2.]
{141621} [Pluck string 3.]
{141622} [Pluck string 4.]
{141623} [Pluck string 5.]
{141624} [Pluck string 6.]
{141625} [Pluck string 7.]
{141626} [Finished.]
{141627} Looks like you failed to stump me, Cain. Let's see if you stumped yourself.
{141628} [Taunt] Can I get your autograph, too, Cain? Sure I can make ears cry, but it's not every day I meet someone who can make them vomit.
{141629} [Perform/Dexterity] [Light your lute on fire and play the tune again.]
{141630} [Diplomacy] Thank you, Neverwinter! I love you!
{141631} It takes a big person to admit that. I'd be happy to.
{141632} Well forget it, because you can't have it.
{141633} I'd sure like to have yours, too.
{141634} Crossroad Keep
{141635} Shot of Zhjaeve's door
{141636} Close on Zhjaeve in her cell
{141637} Long shot of Aldanon in his cell
{141638} Zhjaeve
{141639} {T_IL_Door01}
{141640} Lower Keep
{141641} Potion Shelf
{141642} Brotherhood Crate
{141643} tr_2330_to_2320
{141644} Long shot of garius
{141645} 23_sc_basement2
{141646} | SCRIPTER: Scene of Aldanon waking up in his cell in 2300. A fade in is fine to him standing. He is assumed to be owner of the conversation. |
{141647} | SCRIPTER: Show Aldanon doing a K2-style head turn, if we have that anim. |What happened to my home? {Grunts, hands on hips, doesn't realize he's in a cell, a little confused}How did my manor get so... dark? And cold. I'll have to ask my assistant to start the fire at once...
{141648} {Calling out}I say, some light, please! {Pauses}This door is odd. I don't remember having this placed in my home, either. {Calling out again}I say - anyone! This door is stuck!
{141649} {Quiet, off-camera}Know that your words will not be heard in this place.
{141650} {Apologetic}Oh, forgive me... I wouldn't have raised my voice if I'd known someone was so close. {Beat}This door seems to be stuck, really, quite embarrassing. Could you...?
{141651} | When Zhjaeve is speaking, I'd like it to be a shot of her cell door, or her meditating on the ground, her back to the viewer - basically, I want to save the money shot for the end. |My door is sealed as well. {Beat}Garius will come for you soon enough. 
{141652} {Frowns, something doesn't add up}Garius? That's not the name of my assistant.
{141653} Garius is the Master of the Fifth Tower, and you are alive because he requires your assistance - as he once asked for mine.
{141654} {Craning his neck a little}I'm sorry, I can't see you too well at this angle... whatever do you mean? I'm always willing to help anyone, you know. 
{141655} {Quiet, somber}In this matter, you should choose death, for your sake and the sake of this plane.
{141656} ALTERNATE: {Quiet, somber}In this matter, you should choose death, for your sake and the snakes on this plane.
{141657} Garius seeks knowledge of an ancient {ILL-farn}Illefarn ritual that will grant him the power of the King of Shadows. {Beat, quiet}But his understanding of the ritual... is narrow. 
{141658} {Eager, still oblivious to the threat}I can help there. Knowledge is something of a hobby of mine. Perhaps I could shed some light on the trouble, especially if it involves books or cryptic rituals.
{141659} {Shakes head}It is not. But power lies deep within the stones of this structure. 
{141660} It is one of the sites of the war against the King of Shadows when he touched this plane long ago. {Beat}Part of him still resides here, and grants strength to his worshippers.
{141661} {Scoffing}Well, no good comes from tinkering around with ancient powers... all this ritual nonsense doesn't sound very wise. 
{141662} {Quiet, to herself}It is madness. {Beat}But with the madness comes power, and Garius will not turn away.
{141663} | Camera should show a partial view of Zhjaeve's face, saddened, enough to recognize her when you meet her again after 2300. |And if he is not stopped, his madness will bring darkness to Neverwinter and the lands around... until all life lies in shadow.
{141664} {Hands on hips, disapproving}I will say that this Garius fellow chose a poor place to do it - this hardly looks like it was part of the {ILL-farn}Illefarn empire at all.
{141665} Tell me, mortal, did the lordling reveal his secret before he died? Did he say how you and he were but a failed diversion?
{141666} To be the ignorant tool of another... I know this feeling well, mortal. My Master holds many of my kind in bondage. They chafe under his rule, all except for me.
{141667} I am glad to serve one so strong and clever. My Master is patient. He has waited long to claim the lordling's shard.
{141668} Ha! It is my Master who should concern you. He has followed the girl, and he will have his shard.
{141669} A diversion? I don't know what you're talking about.
{141670} Failed? You are here, aren't you?
{141671} This is the placeholder solution for the eveidence gathering at Port Llast
{141672} Evidence Lady
{141673} The markings on this key indicate that it's the property of the Shining Serpent Inn, located in the Docks District.
{141674} Shining Serpent Inn Key
{141675} Murderer!
{141676} Luskan accused you of putting the town of Ember to the torch and killing all its inhabitants.

To avoid extradition to Luskan for trial, you must become a squire.

Sir Grayson of the Neverwinter Watch has asked you to meet with him at the Watch headquarters in the Merchant Quarter.
{141677} Sir Grayson will make you his squire, but you must first stand vigil for a night in the Solace Glade. Sir Grayson will take you there when you are ready.
{141678} Luskan accused you of putting the town of Ember to the torch and killing all its inhabitants.

To avoid extradition to Luskan for trial, you must become a squire.

Axle Devrie has asked you to his estate to meet Sir Edmund, who might be willing to take you on as his squire.
{141679} Sir Edmund will make you his squire, but you must first stand vigil for a night in the Solace Glade. Sir Edmund will take you there when you are ready.
{141680} You survived an attack by assassins from Luskan and have been accepted as a squire by Sir Grayson. You can now report to Sir Nevalle to begin the investigation of the charges against you.
{141681} You survived an attack by assassins from Luskan and have been accepted as a squire by Sir Edmund. You can now report to Sir Nevalle to begin the investigation of the charges against you.
{141682} Because of your elevation to nobility, you will stand trial in Neverwinter instead of Luskan. Lord Nasher has freed you to go to Port Llast and gather evidence for your defense.
{141683} The Trial
{141684} You were found innocent by Lord Nasher. However, Torio Claven has asserted the right to appeal through Trial by Combat. You have been given time to prepare yourself, after which you must stand vigil overnight at the Church of Tyr.

Speak with Prior Hlam at the Church of Tyr to begin your vigil.
{141685} By defeating Torio's champion, Lorne, you have won the Trial by Combat and proven your innocence. 

Lord Nasher has congratulated you, and sent you back to the Hollows for a brief rest.
{141686} Now that you have been raised to the rank of squire, Lord Nasher has allowed you time to visit Port Llast and investigate the massacre at Ember.

When you have finished gathering evidence, you are to speak with Sir Nevalle to begin your trial.
{141687} You have completed the Rite of Tyr by standing vigil in the Church. The Trial by Combat now awaits...
{141688} Neverwinter's Greatest Thief
{141689} Neeshka wants to prove, once and for all, that she is a greater thief than Leldon by robbing The Collector.

The Collector's mansion is located in the Blacklake District.
{141690} You've broken into the Collector's mansion. The house is full of loot, but the most valuable objects are likely kept on the topmost floor, in a vault or safe room.
{141691} Neeshka (with some help from you) plundered the Collector's vault, bested Leldon, and finally proved that she is the greater thief.
{141692} Improving Construct
{141693} You obtained a vial of water from the Glowstone Caverns that can be used to improve Construct.
{141694} You improved Construct using the vial of water from the Glowstone Caverns.
{141695} You found an old, silvery rune inscribed on a piece of iron that can be used to improve Construct.
{141696} You improved Construct using the rune from the ruins of Illefarn.
{141697} The book you found in Crossroad Keep, "The Art of Golem Crafting", contains secrets of golemcraft that could be used to improve Construct.
{141698} You improved Construct using information from "The Art of Golem Crafting."
{141699} Disturbing Connections
{141700} Nevalle wants you to go to Lord Temar's manor in the Blacklake District to detain a known Luskan agent named Larim for questioning. You should also try to find out what Temar's connection to Larim is while you're there.
{141701} You found out that Larim was working for Lord Temar, and that Temar was working with the Luskans to overthrow Lord Nasher so he could take Neverwinter for himself. Temar then tried to killl you in the hopes of being rewarded by the Luskans.
{141702} You informed Nevalle about the fate of Larim and Lord Temar.
{141703} Return to Crossroad Keep
{141704} Sir Nevalle has asked you and Zhjaeve to meet him at Crossroad Keep.
{141705} You arrived at Crossroad Keep, which Sir Nevalle explained is now yours to oversee.
{141706} My Sister, the Rebel
{141707} A young girl named Kyli has asked you to find her sister, Lisbet, who you last saw entering the Blacklake graveyard. She and some friends are presumably "kissing boys" in the Bryce family crypt.
{141708} Your search for Lisbet Bryce has taken a rather dark turn. Inside the Bryce family crypt, you met several of Lisbet's "friends," who turned out to be converts in some necromantic cult.
{141709} Inside the Bryce family tomb, you confronted Lisbet's closest friends, Raven and Savanna. It would seem that the girls are involved in a cult that worships the King of Shadows.


{141710} Inside the Bryce family tomb, you confronted Lisbet's closest friends, Raven and Savanna. It would seem that the girls are involved in a cult that worships the King of Shadows.

Fortunately, you convinced Savanna to turn against the cultists, and you sent her safely home.
{141711} You found Lisbet Bryce in the company of Arval, a priest of the King of Shadows. She may not return home willingly.
{141712} With Arval and the other Shadow cultists dead, Lisbet Bryce has agreed to follow you out of her family's crypt.
{141713} After you slew the Shadow Priest Arval and his minions, Lisbet Bryce raised them as shadows, and you were forced to fight them a second time.

Furious, you knocked the fool girl unconscious and left her in the crypt. All that remains is to inform her sister, Kyli, of Lisbet's whereabouts.
{141714} On your way out of the Bryce crypt, Lisbet was slain by the very shadows that she inadvertently raised.

All that remains is to inform Lisbet's sister of her fate.
{141715} You brought Lisbet safely out of the Bryce crypt. She has presumably headed home.

All that remains is to bring the good news to Lisbet's sister, Kyli.
{141716} After you slew the Shadow Priest Arval and his minions, Lisbet Bryce raised them as shadows, and you were forced to fight them a second time.

Furious, you knocked the fool girl unconscious and left her in the crypt.

Lisbet's sister, Kyli, was quite upset when she heard this - perhaps understandably so.
{141717} On your way out of the Bryce crypt, Lisbet was slain by the very shadows that she inadvertently raised.

Kyli didn't believe you when you brought her the news, and she ran off to find her father.
{141718} You brought Lisbet safely out of the Bryce crypt. She has presumably headed home.

Lisbet's sister was overjoyed to hear the news.
{141719} An Imp's Dilemma
{141720} You encountered an imp named Kiggo, who asked you to free his "mates" from their confinement. The imps are locked up in crates, near the entrance to the Academy. Kiggo gave you the Kennel-master's Key, which he stole from Jenks, that should allow you to unlock the crates.
{141721} You freed the captive imps from their crates, and they scattered in all directions. They seem quite happy to be free and appear to have taken up residence in the Academy Square.
{141722} City Watch Undercover
{141723} Captain Brelaina has heard reports that thieves in the area are trying to gain a foothold in Neverwinter and are looking for someone who can sell them a large cache of thief equipment. She wants you to head up an undercover operation to try and catch the thieves before they can succeed.

Go to the Gannish estate in Blacklake and speak with one of the undercover watchmen there.
{141724} You made contact with the Watch at the Gannish estate. Your goal now is to successfully negotiate the sale of a large supply of thief equipment.  The undercover Watchmen in the Gannish estate await your command to summon the buyers.
{141725} The thieves did not allow themselves to be arrested, and you were forced to fight. You should report this information to Brelaina.
{141726} The thieves did not allow themselves to be arrested, and you were forced to fight. You told Brelaina about the results of the operation.
{141727} Arms Deal
{141728} Axle has received word that a dealer in high quality thief equipment from Amn has set up shop in Blacklake. He has entrusted you with negotiating the sale. 

Go to the Gannish estate in Blacklake, and speak with Lord Gannish.
{141729} Lord Gannish turned out to be a phony. The City Watch sprung an attack on you as you attempted to buy his goods. You should report your findings to Axle.
{141730} You met up with Lord Gannish in his estate. Negotiate a deal on his wares.
{141731} You told Axle about the City Watch's failed attempt to entrap you.
{141732} The Sage's Manse
{141733} According to Wolf, Aldanon came looking for you at the Sunken Flagon, muttering something about a silver shard. The old sage said he needed to talk to you, and that the matter was urgent.

Look for Aldanon at his manse, in the Blacklake District.
{141734} At the door to Aldanon's manse, you came upon a standoff between the city watch and two thieves, Hewe and Gulver. The thieves were threatening to kill Marshal Cormick, who had been shot with a wand and was lying in the middle of the yard.

Unfortunately, you managed to provoke the thieves into killing Cormick, but they were killed in turn.

More thieves are still holed up inside the house, and they may have Aldanon as a hostage.
{141735} At the door to Aldanon's manse, you came upon a standoff between the city watch and two thieves, Hewe and Gulver. The thieves were threatening to kill Marshal Cormick, who had been shot with a wand and was lying in the middle of the yard.

By promising them freedom, you convinced the thieves to give themselves up. But when they emerged from their hiding places, you arrested them anyway.

More thieves are still holed up inside the house, and they may have Aldanon as a hostage.
{141736} At the door to Aldanon's manse, you came upon a standoff between the city watch and two thieves, Hewe and Gulver. The thieves were threatening to kill Marshal Cormick, who had been shot with a wand and was lying in the middle of the yard.

By securing a pardon for the thieves, you convinced them to give themselves up, thereby saving Cormick's life.

More thieves are still holed up inside the house, and they may have Aldanon as a hostage.
{141737} Though Aldanon has been kidnapped by an unknown party, you have learned that an elderly nobleman, Lord Tavorick, may possess another silver shard.

Tavorick may be in considerable danger, as the previous owners of this shard were torn to pieces by demons.

Lord Nasher should be informed of the danger as soon as possible.
{141738} Though Aldanon has been kidnapped by an unknown party, you have learned that an elderly nobleman, Lord Tavorick, may possess another silver shard.

Tavorick may be in considerable danger, as the previous owners of this shard were torn to pieces by demons.

You informed Lord Nasher of the danger, and he has assigned you to guard the old noble and his shard.
{141739} At the door to Aldanon's manse, you came upon a standoff between the city watch and two thieves, Hewe and Gulver. The thieves were threatening to kill Marshal Cormick, who had been shot with a wand and was lying in the middle of the yard.

You convinced the thieves to give themselves up, thereby saving Cormick's life.

More thieves are still holed up inside the house, and they may have Aldanon as a hostage.
{141740} Lord Tavorick's Shard
{141741} By Lord Nasher's order, you are to take command of a small contingent of elite guardsmen at the Tavorick estate. You and your men have been assigned to protect Cyran Tavorick and the silver shard he possesses.

Nasher hopes that whoever has been seeking this shard will reveal himself, so that you may capture or kill him.
{141742} You have taken command of a small contingent of elite guardsmen, assigned to protect Cyran Tavorick and the shard he possesses.

Captain Ballard will secure the house, as soon as Lord Tavorick is upstairs, and you give the command.


{141743} The Tavorick estate is under attack by demons! You must protect Lord Tavorick and prevent his shard from falling into the demons' hands.
{141744} Despite your best efforts, Lord Tavorick was mortally wounded by the demons who attacked his house.

With his final words, Tavorick revealed that he passed his shard to the girl Melia, who is actually one of the Nine. 

It is likely that whoever sent the demons has followed Melia and knows that she has the shard. You must hurry to the Moonstone Mask to warn her of the danger.
{141745} Lord Tavorick is alive, thanks to you and your companions. But he has revealed that he passed his shard to the girl Melia, who is actually one of the Nine.

It is likely that whoever sent the demons to kill Tavorick has followed Melia and knows that she has the shard. You must hurry to the Moonstone Mask to warn her of the danger.
{141746} Arriving at the Moonstone Mask, you came upon a scene of carnage. Melia, along with most of the people on the upper floor of the Mask, had been slain by a warlock and his demons.

The warlock has escaped with Lord Tavorick's shard. Lord Nasher should be told of this at once.
{141747} You informed Lord Nasher of the loss of Lord Tavorick's shard. Despite this, Nasher praised you for your heroism and for saving Tavorick's life.
{141748} You informed Lord Nasher of the loss of Lord Tavorick's shard.
{141749} The Tavorick estate is under attack by demons!

Get Lord Tavorick to the crypt... it is the only part of the house that is warded against demons. 
{141750} Natrisse's Request
{141751} Dawnbringer Natrisse gave you a tithe box to give to Brother Merring when you return to West Harbor.
{141752} You pilfered the contents of the tithe box after successfully disabling the trapped seal. To the untrained eye, it looks as if the box hasn't been tampered with at all.
{141753} When you attempted to break the seal on the tithe box, it erupted in a fiery blast which destroyed the box and its contents.
{141754} As requested, you delivered the tithe box to Brother Merring in West Harbor.
{141755} The Master of the Fifth Tower
{141756} You met with the "new" Luskan ambassador, Sydney Natale, her associate Khralver, and Lord Nasher. According to "official" Luskan accounts, the Luskans we have dealt with previously have no ties to the city of Luskan itself - they are renegades. Among other crimes, they are believed responsible for starting the Luskan war with Ruathym over the theft of a sacred book called the Tome of Iltkazar, sending agents into Luskan, and also solely responsible for what happened with you, the trial, and Ember, which does not ring true to you, but Nasher seems to have accepted.

These renegades, led by Black Garius, have set up a stronghold at Crossroad Keep (within Neverwinter lands), and you are to travel there at once to stop him. They are believed to be allied with someone called the "King of Shadows," and are about to perform a ritual that will grant them some of his power. It is believed that Aldanon was kidnapped to assist them - whether he intended to or not. 

You are to go to Crossroad Keep, meet up with Nasher's forces, rescue Aldanon, and stop Garius once and for all.
{141757} Arval's Journal
{141758} You found a journal belonging to Arval, a Shadow Priest. It details Arval's efforts to perfect a mysterious ritual.

Lord Nasher would probably want to see the journal...


{141759} You gave Arval's journal to Lord Nasher, and he thanked you for bringing it to him. He said he would have the Many-Starred Cloaks examine the journal, but it might be some time before they could decipher its contents.
{141760} I am at a loss as to why Garius insists on keeping these "Shadow Priests" around. I get the feeling that they are mocking us, somehow, and yet they are unfailingly polite in their dealings with us. They've been tremendously helpful with preparing the Ritual, and that worries me a great deal.
{141761} Brotherhood Journal
{141762} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}Do you want to party with someone, kick someone out of the party, or travel somewhere?
{141763} Who do you want to party with?
{141764} Who is leaving?
{141765} Your party is full. Do you want to remove someone?
{141766} Party on, man!
{141767} Party on, girl!
{141768} You are a one-person party. Want to invite someone?
{141769} Where to?
{141770} OK, have fun!
{141771} Hey!  You are supposed to play this part solo.  I have to strip you of all companions.  Hold on.
{141772} OK, have fun!
{141773} Hey!  You are supposed to play this part solo.  I have to strip you of all companions.  Hold on.
{141774} OK, have fun!
{141775} OK, have fun!
{141776} Hey!  You are supposed to play this part with Sand in the party.  I have to add him.  Hold on.
{141777} Hey!  You are supposed to play this part with Sand in the party.  I have to add him.  Hold on.
{141778} OK, have fun!
{141779} Hey!  You are supposed to play this part solo.  I have to strip you of all companions.  Hold on.
{141780} OK, have fun!
{141781} OK, have fun!
{141782} Hey!  You are supposed to play this part with Sand in the party.  I have to add him.  Hold on.
{141783} OK, have fun!
{141784} Hey!  You are supposed to play this part solo.  I have to strip you of all companions.  Hold on.
{141785} OK, have fun!
{141786} OK, have fun!
{141787} OK, have fun!
{141788} Hey!  You are supposed to play this part with Sand and Shandra.  I have to add them to your party.  Hold on.
{141789} OK, have fun!
{141790} OK, have fun!
{141791} Hey!  You are supposed to bring Shandra along for this part.  I have to add her to the party.  Hold on.
{141792} Did you spare Lorne?
{141793} OK, have fun!
{141794} [Add Companions to party]
{141795} [Remove Companions from party]
{141796} Bishop.
{141797} Casavir.
{141798} Construct.
{141799} Elanee.
{141800} Grobnar.
{141801} Khelgar.
{141802} Qara.
{141803} Sand.
{141804} Shandra.
{141805} Neeshka.
{141806} Bishop.
{141807} Casavir.
{141808} Construct.
{141809} Elanee.
{141810} Grobnar.
{141811} Khelgar.
{141812} Neeshka.
{141813} Qara.
{141814} Sand.
{141815} Shandra.
{141816} [Done]
{141817} [Travel somewhere]
{141818} | Area 1023castlenever, WP wp_2023_start_module |Start the module (Intro cutscene 1) 
{141819} Nevermind.
{141820} | Area 1018church, WP 10_wp_merchant_to_tyr |Rite of Tyr
{141821} Make me a member of the Neverwinter Watch (currently: Shadow Thieves).
{141822} Make me a member of the Shadow Thieves (currently: Neverwinter Watch).
{141823} | Area 1001sunkenflag, WP wp_from1004_to1001 |Jump to The Sunken Flagon (Intro cutscene 2)
{141824} | Area 1017axle, WP 10_wp_merchant_to_axle |Jump to Axle's Place (Sponsor intro cutscene 1)
{141825} | Area 1016brelaina, WP 10_wp_merchant_to_brelaina |Jump to Watch HQ (Sponsor intro cutscene 1)
{141826} | Area 2091solace_gla, WP wp_from1017_to2001 |Jump to Solace Glade (Vigil cutscene 1) 
{141827} | Area 1023castlenever, WP wp_from2091_to1023 |Jump back to Castle Never (Squire cutscene)
{141828} | Area 1023faketrial, WP wp_begintrial |Start the Trial
{141829} | Area 1026tourney, WP wp_trialbycombat |Jump to Trial by Combat
{141830} | Area 1004_hollow, WP wp_from1026_to1004 |Jump to The Sunken Flagon(After Trial By Combat)
{141831} | Area 2071aldanon, WP 20_aldanons_basement_enter1 |Jump to Aldanon's Basement (Cormick alive)
{141832} Jump to Cyran's House.
{141833} | Area 1023castlenever, WP wp_1023_from_1024 |Return from Port Llast, jump to Castle Never
{141834} | Area 1016brelaina, WP 10_wp_merchant_to_brelaina |Jump to Brelaina's Office (Module 2300 Finale scene)
{141835} Blacklake
{141836} Temar's Manor. (wp_1024_to_1050)
{141837} Take me to the Garius cutscene after the Trial by Combat.
{141838} Yes.
{141839} No.
{141840} [Clear party]
{141841} The Sting.
{141842} Moonstone Mask (cyran quest)
{141843} Castle Never (after cyran quest)
{141844} Tempman for party selection
{141845} Party Man
{141846} Service Ogre
{141847} Party Central NPC WP
{141848} Merchandise Basket
{141849} Aldanon's Bookcase
{141850} Vigil Speaker
{141851} Sand
{141852} Welcome to adventure relations service desk.  How may I help you?
{141853} yes?
{141854} He's missing.
{141855} Apparently someone's out to kill him.
{141856} To what?
{141857} Done.
{141858} About that trial...
{141859} Set it to 30 (trial done)
{141860} Nevermind.
{141861} Nothing
{141862} Aldanon...
{141863} Yeah, set my state to having just talked to the dude at Lathander - quest state 30.
{141864} Nevermind
{141865} Set to talked with Dockmaster (quest state 50)
{141866} That Cyran thing
{141867} Set me as having found the key. (quest state 31).
{141868} Nevermind.
{141869} Set 20_nClueScore to determine evidence quality. (1-2: Poor, 3-4: Medium, 5-6: Good, 7: Perfect)
{141870} 1
{141871} 2
{141872} 3
{141873} 4
{141874} 5
{141875} 6
{141876} 7
{141877} I found Marcus.
{141878} I met Alaine.
{141879} Not only I did I meet Alaine, I was nice to her and planted doubt.
{141880} I have high influence with Shandra.
{141881} I refused to help Nya and made her angry.
{141882} I completed Nya's quest and made her happy.
{141883} Make me immortal.
{141884} Elgun's a liar, and I made him 'fess up.
{141885} spawn_shadow
{141886} This is the Debug Conversation for module [inset module name here].  What would you like to do?
{141887} Ok.
{141888} Grrrr... What do you want with the Building Bear?
{141889} Grrrowl! What do you want to do with old church?
{141890} Rrrroaar, done! When you leave the courtyard and return, you will feel the power of the Bear!
{141891} Snort! What shall I do with this ruined tower?
{141892} Rrrgh! Where to?
{141893} How might I serve you?
{141894} What would you like to know about?
{141895} In this module, you have been put in charge of cross road keep and its environs.  There are numerous things you can do.  When you start, Crossroad Keep is run down, and you have only a few people here to help you.
{141896} There are many people you can get to join you through your journies throughout the game.  Some of these include an armorer, a weaponsmith, miners, farmers, and a host of others.
{141897} To facilitate testing I, Penelope the Cheat Demoness, can change the Chrossroads state for you such as having people join, setting up upgrades etc.
{141898} The first thing you should do is talk to me, so kudos for getting that far!  Next you'll want to have me summon up all of your followers.
{141899} From there you can talk to any of the NPCs to see what they do.  If you have any problems just come back and see me and I'll set you straight.  Note that I am a cylon and you will find copies of me throughout the module for your convenience.
{141900} Which character?
{141901} The most important characters is Kana, she is your link to controlling the keep.  Through her, you can give orders to your men to do such things as traing, patrol, go on special missions, etc.  Kana will also keep you aprised of how things are progressing and let you know when important events have occured.
{141902} The passing of time is currently "event" based.  The events required to make time pass are 1) you must speak with Kana and 2) the player must leave and return to the keep interior.  The 2 part of this can be shortcut using the cheat demoness and selecting the option to run the interior on enter script".  
{141903} Veedle is a stone mason who can do construction - clearing rubble from the keep interior, improving the roads, re-building structures and improveing the walls in the courtyard. He has supply requirements - I can bypass those if you like. 
{141904} Edario is the weapon smith where you can get you get your troops weapons upgraded.  Jacoby is the armor smith who can do likewise for your troops armor.  There are various requirements (supplies, gold, etc.) which they will inform you of, or I can bypass those if you like. 
{141905} Wolf is a guide who can quickly get you around from place to place.
{141906} The miners will retrieve ore from deposits you find, process it, and make it available to you for making armor and weapons.
{141907} Farmers grow food
{141908} What do you want to update?
{141909} Who do you want to join?
{141910} Done.  Anyone Else?
{141911} Which Upgrade?  (Note:  you must reenter area for these changes to take effect)
{141912} Type of wall upgrade?
{141913} How much?
{141914} Very well.  The next time you speak with Edario the armor smith, the armor will appear.  You won't see a change on the greycloaks until the engine supports it, but you can see what's been given to them in your own inventory as well.
{141915} How much?
{141916} Very well.  The next time you speak with Jacoby the weapon smith, the weapons will appear.  You won't see a change on the greycloaks until the engine supports it, but you can see what's been given to them in your own inventory as well.
{141917} To what?  Bear in mind that OnEnter will increment this.  Also, skipping directly to a time unit can cause problems.
{141918} How many shall I  smite?
{141919} The defualt faction is the Shadow Thieves.  Which faction would you like to be part of?
{141920} Which?
{141921} What do you need?
{141922} Will 1,000,000 do?
{141923} Would you like new minerals or already processed minerals?
{141924} New minerals are ones you've discovered and need to tell a miner about so he can go get them.
Processed minerals are those which have already been gathered and processed by the miner and are ready for use by the armor and weapon smiths.
{141925} How many books would you like?
{141926} When the module started, you were given some debug boots.  Put these on to teleport back to Party Central.  From there you can get where you need to go.
{141927}  You're welcome!
{141928} Welcome to CK 2100!
{141929} | Act 3 Init stuff |Setting up Act 3 for Crossroad Keep.
{141930} | Castle Never Act 3 not complete. |Act 3 begins in Castle Never. Would you like to go there?
{141931} | Finished Castle Never. Haven't talked to Daeghun yet. |Now you'll need to talk to your companions, Aldanon, and then Daeghun.
{141932} | Talked to Daeghun, learned about Circle of the Mere.  Haven't completed Circle of the Mere yet. |The next step is to find the Circle of the Mere in 3000.
{141933} | Luskan meeting not complete yet. Druid Alliance complete. |To continue crit path, you must speak with Khralver and agree to go meet with Sydney Natale. Khralver is in the Crossroad Keep Courtyard.
{141934} Khralver created. Going to Courtyard now.
{141935} Khralver is already created. Going to Courtyard now.
{141936} | Returning from Sydney Natale. |You just came back from meeting Sydney Natale and you have the True Names. Ammon Jerro and Kana will want to speak with you.
{141937} | First Shadow Reaver located, not dead. |You need to kill the first Shadow Reaver. He is on the Overland in 3000_Neverwinter_A3.
{141938} | First Shadow Reaver dead. Not talked to Ammon Jerro. |Ammon Jerro and Zhjaeve need to talk about reforming the Silver Sword in the Crossroad Keep Courtyard.
{141939} | Nolaloth available, but not yet visited. |Now you will need to visit Nolaloth.
{141940} Wait, you have to take Zhjaeve with you for this part.
{141941} You're off.
{141942} | Nolaloth visited. Need to reform the Sword. |The only way to get to West Harbor and reform the Silver Sword is to use the Song Portal in the Illefarn Ruins to reach the Guardian Ruins near West Harbor.
{141943} | Sword Reformed. Need to return to Crossroad Keep. |Now that you've reformed the Silver Sword, return to Crossroad Keep.
{141944} | Returned to CK after reforming Sword. Need to go kill third Shadow Reaver. |Callum is being attacked by a third Shadow Reaver in Crossroad Keep Roadside. You'll need to go to 3000_Neverwinter_A3 to get there.
{141945} | Returned to CK after killing third Shadow Reaver. Need to trigger Battle of Highcliff. |As soon as your preparations are ready, talk to Sir Nevalle in Crossroad Keep Couryard to begin the Battle of Highcliff cutscene.
{141946} | Returned to CK after Battle of Highcliff played. Need to trigger Siege of Crossroad Keep |The Battle of Highcliff was a disaster. Find out about it from Sir Nevalle in the Crossroad Keep Courtyard and begin the Siege of Crossroad Keep.
{141947} | Siege of Crossroad Keep has been triggered. |What are you doing here?  You should be in 3500 for the Siege of Crossroad Keep!
{141948} | Siege of Crossroad Keep is over.  Need to go to Vale of Merdelain. |You survived the Siege, but now you need to defeat the King of Shadows in the Vale of Merdlain. Speak with Aldanon in Crossroad Keep Interior to go there.
{141949} Congratulations, you have beaten Neverwinter Nights 2. Now imagine that there is an awesome ending sequence with credits and everything.
{141950} | Default Fallthrough |Unhandled Case: To continue Act 3 Crit path, you may need to talk to people in Crossroad Keep or Neverwinter. Where would you like to go?
{141951} World Map updated. Now what?
{141952} This module begins with the PC, Nevalle and Zhjaeve arriving here after leaving NW City.  Make sure she joins.  You can access the companion GUI panel by pressing F11.
{141953} done.
{141954} This module begins with the PC returning from Castle Never and will speak with all the companions.
{141955} Do you want to party with someone, or kick someone out of the party?
{141956} Your party is full. Do you want to remove someone?
{141957} Who do you want to party with?
{141958} You are a one-person party. Want to invite someone?
{141959} Who is leaving?
{141960} Party on, man!
{141961} Party on, girl!
{141962} Which?
{141963} Jumping to Courtyard.
{141964} Hello, <FirstName>. I am Companion Bear. If your party companions are not showing in this area, please select option 2.
{141965} <i> DING (toaster oven sound) </i>
{141966} Do you want to add minerals?
{141967} Party Man - Game state initialization.
{141968} Crossroad Cheat - Highly detailed guide to crossroad keep information and debug capabilities.
{141969} Miner Cheat - for getting those minerals the miners want.
{141970} Nevermind.
{141971} Buildings Cheat - for specific keep buildings.
{141972} Companion Bear - restore missing companions.
{141973} Rarely Used
{141974} Rebuild the Church.
{141975} Rebuild it into a proper Church.
{141976} Make it a Monastery.
{141977} Tear it down and build me a Park.
{141978} Rebuild the Guard Tower.
{141979} Clean it up so it can be used as a Guard Tower.
{141980} I want a Wizard Tower.
{141981} Build me a Gambling Den.
{141982} Just jump me to a building.
{141983} 3101: Mage Tower (Startear)
{141984} 3102: Guard Tower
{141985} 3103: Gambling Den
{141986} 3104: Church (Ivarr)
{141987} 3105: Monastery (Rolan)
{141988} Nevermind.
{141989} Farewell.
{141990} Tell me how all this works.
{141991} (Do this first) I'd like to hear the intro.
{141992} What should I do first?
{141993} Tell me about some of the characters here.
{141994} Kana (Officer that carries out your orders)
{141995} Veedle (the mason)
{141996} Edario/Jacoby (weapon smith/armor smith
{141997} Wolf (Guide)
{141998} Pentin/Calindra (the miners)
{141999} Orlen/Tendra (Farmers)
{142000} That's all I wanted to know.
{142001} I'm done.
{142002} Run OnEnter for 2100 Crossroad Keep Cortyard: 2100_court_enter. (this will update changes to the courtyard)
{142003} Run OnEnter for 2110 Crossroads Keep interior:  2110_inter_enter (this will advance time if requirements met)
{142004} Change Crossroads State.
{142005} Set people as having joined.
{142006} Have all functional recruits join in Act 2 join.
{142007} Make everybody in Act 2 join (all 23 recruits).
{142008} Make everybody in Act 3 join.
{142009} Kana
{142010} Yes
{142011} No
{142012} Uncus
{142013} Veedle
{142014} Wolf
{142015} Pentin
{142016} Katriona
{142017} Edario
{142018} Jacoby
{142019} Aramin
{142020} No one else
{142021} Build Up the Crossroads (Veedle can do these).
{142022} All Interior

{142023} n/a Main.
{142024} n/a Interior.
{142025} Shop - black smith
{142026} Shop - magic
{142027} Wall upgrade
{142028} TempWallReset
{142029} Repair
{142030} Reinforce
{142031} Tower
{142032} Set armor upgrade level (Edario can do these)
{142033} 1 - basic armor
{142034} 2 -  leather armor
{142035} 3 - chain armor
{142036} 4 - fine chain and scale
{142037} Nevermind
{142038} Set weapon upgrade level (Jacoby can do these)
{142039} 1 - honest weapon
{142040} 2 - good weapon
{142041} 3 - best weapon
{142042} Set Time Unit (not recommended - for specific debugging purposes only)
{142043} 1-4
{142044} 1
{142045} 2
{142046} 3
{142047} 4
{142048} 5-8
{142049} 5
{142050} 6
{142051} 7
{142052} 8
{142053} 9-12
{142054} 9
{142055} 10
{142056} 11
{142057} 12
{142058} Injure some guys.
{142059} 1
{142060} 2
{142061} 3
{142062} 4
{142063} 500
{142064} I want to pretend that I healed everybody.
{142065} Choose faction (Watch/Shadow Theives)
{142066} The Watch.
{142067} Shadow Thieves.
{142068} Set a Flag.

{142069} Set Flag for Qara/Desintis to have their chat on next enter of keep interior.
{142070} Aldanon has talked about True Names, flagging Daeghun to appear in courtyard on next entry.
{142071} Nevermind.
{142072} I've come across something I need, but am not sure where to find it.
{142073} I need gold.
{142074} I need minerals/ore.
{142075} What's the difference?
{142076} Add one new mineral.
{142077} Max new minerals.
{142078} Add one processed mineral.
{142079} Max processed minerals.
{142080} Done.
{142081} I'd need some books to give to Aldanon.
{142082} Just 1 book
{142083} 5 books
{142084} 20 books
{142085} Nevermind.
{142086} I need to go on to another module
{142087} Thanks, Penelope!
{142088} Don't need anything else.
{142089} TempNode
{142090} DEBUG: ACT 3 CRIT PATH
{142091} CHEAT: Skip ahead.
{142092} CHEAT: Skip ahead.
{142093} CHEAT: Skip ahead.
{142094} Create Khralver and take me to 2100 Crossroad Keep Courtyard.
{142095} CHEAT: Skip ahead.
{142096} CHEAT: Skip ahead.
{142097} CHEAT: Skip ahead.
{142098} CHEAT: Skip ahead.
{142099} Take me to 3090: Ancient Valley.
{142100} CHEAT: Skip ahead.
{142101} CHEAT: Skip ahead.
{142102} Take me to 2400 Illefarn Ruins (Only choose this option if you have completed 2400 in Act 2).
{142103} CHEAT: Skip ahead.
{142104} CHEAT: Skip ahead.
{142105} CHEAT: Skip ahead.
{142106} CHEAT: Skip ahead.
{142107} Take me to 3500 Siege of Crossroad Keep
{142108} CHEAT: Skip ahead.
{142109} Take me to Crossroad Keep Interior.
{142110} CHEAT: Skip ahead.
{142111} Take me to 2100 Crossroad Keep Courtyard.
{142112} Take me to 3000_Neverwinter_A3.
{142113} DEBUG: Add all World Map locations.
{142114} Just jump me to the Crossroad Keep Courtyard.
{142115} I want to start the module for Act 2.
{142116} add Zhjaeve to my party.
{142117} Go to Start
{142118} Nevermind
{142119} I want to start the module for Act 3.
{142120} Go to Start
{142121} I want to set up my party
{142122} [Add Companions to party]
{142123} Ammon Jerro.
{142124} Bishop.
{142125} Casavir.
{142126} Construct.
{142127} Elanee.
{142128} Grobnar.
{142129} Khelgar.
{142130} Neeshka.
{142131} Qara.
{142132} Sand.
{142133} Shandra.
{142134} Zhjaeve.
{142135} [Remove Companions from party]
{142136} Ammon Jerro.
{142137} Bishop.
{142138} Casavir.
{142139} Construct.
{142140} Elanee.
{142141} Grobnar.
{142142} Khelgar.
{142143} Neeshka.
{142144} Qara.
{142145} Sand.
{142146} Shandra.
{142147} Zhjaeve.
{142148} [Done]
{142149} I want to go to another module.
{142150} 2000 NW City
{142151} 2200 Port Llast
{142152} 2400 Illefarn Ruins
{142153} 2600 AJ's Haven
{142154} 3000 NW City
{142155} 3200 Luskan
{142156} 3400 Vale of Merdelain
{142157} 3500 Siege of Crossroad Keep
{142158} Nevermind.
{142159} TEMP: Spawn Daeghun set variable so he will speak, and jump to Courtyard
{142160} Done.
{142161} Good bye. Do nothing. Asta la vista.
{142162} My companions are missing! Please try to respawn them, Companion Bear.
{142163} Add one processed mineral.
{142164} Max processed minerals.
{142165} Add one new mineral.
{142166} Max new minerals.
{142167} No cheating.
{142168} Crossroad Keep: Courtyard
{142169} Katsura
{142170} BlueGum
{142171} Greycloack Fine Chainmail +1
{142172} Greycloak Studded Leather Armor
{142173} Greycloak Scale Mail
{142174} Greycloak Chainmail
{142175} Greycloak Club
{142176} Greycloak Mace
{142177} Greycloak Longsword
{142178} Greycloak
{142179} Sir Nevalle
{142180} Worker
{142181} Edario's Store
{142182} Jacoby's Store
{142183} Deekin's Magic Items
{142184} Recruit Spawn Point
{142185} From Church or Monastery
{142186} wp_wolf_courtyard
{142187} wp_CKA2_start
{142188} wp_CKA3_start
{142189} Elanee Waypoint for Daeghun
{142190} Bishop Waypoint for Daeghun
{142191} Khralver Waypoint
{142192} Grobnar Way
{142193} Elanee Way
{142194} Bishop Way
{142195} Qara Way
{142196} Sand Way
{142197} Neeshka Way
{142198} Zhjaeve Way
{142199} Casavir Way
{142200} Khelgar Way
{142201} Ammon Jerro Way
{142202} Sand Khralver
{142203} Spawn Elanee
{142204} Spawn Zhjaeve
{142205} Aramin Way2
{142206} PC Way Elves
{142207} Georg's Spawn Point
{142208} Tarmas's Spawn Point
{142209} Merring's Spawn Point
{142210} Kipp's Spawn Point
{142211} Ward's Spawn Point
{142212} Web's Spawn Point
{142213} NORTH
{142214} cs_qara_san Qara Way1
{142215} cs_qara_san Sand Way2
{142216} cs_qara_san Sand Way1
{142217} cs_qara_san Bishop Way1
{142218} cs_qara_san Bishop Way2
{142219} cs_qara_san Sand Way3
{142220} cs_qara_san Qara Way2
{142221} Aramin Way1
{142222} 
{142223} CityBMerchantHouseRow3
{142224} CityBMerchantHouseRow5
{142225} CityBMerchantHouseRow4
{142226} CityBMerchantHouseRow7
{142227} This is a simple barrel
{142228} Speaker{cs_qara_san Speaker}
{142229} This is a small point to assign conversations to.
{142230} tr_to_2212
{142231} Elves of the Wood Trigger
{142232} Worker Scene
{142233} Crossroad Keep: Phoenix Tail Inn
{142234} Wolf's Minion
{142235} Penelope the Cheat Demoness
{142236} wp_wolf_inn
{142237} Spawn Khelgar
{142238} Grobnar Inn Waypoint
{142239} Spawn Bishop
{142240} Spawn Shandra
{142241} Spawn Neeshka
{142242} From Ammon Jerro's Haven
{142243} AJ Act 2 End
{142244} Nevalle Spawn
{142245} Spawn Khralver
{142246} Khralver Way
{142247} tr_to_2100
{142248} Crossroad Keep: Keep Interior
{142249} Stairs Down Here
{142250} This is a Aldanon's faithful assistant, Harcourt.
{142251} wp_wolf_keep
{142252} wp_uncus_visitor_1
{142253} wp_31_st_assassin
{142254} After Siege Waypoint
{142255} Spawn Sand
{142256} Kana Library Waypoint
{142257} Nevalle Library Waypoint
{142258} Waypoint PC talks to Aldanon
{142259} Khelgar Waypoint
{142260} From Basement
{142261} Spawn Casavir
{142262} Spawn Qara
{142263} AJ Missing - Bishop Start
{142264} AJ Missing - Aldanon Start
{142265} AJ Missing - Aldanon Way
{142266} Spawn Sand Before Library Complete
{142267} Aldanon Spawn Before Library
{142268} Bedroom Debris
{142269} Library Debris
{142270} West Wing Debris
{142271} Casks{CityMCasks01_T04}
{142272} 
{142273} Kana Speak Trigger
{142274} Aldanon Speak Trigger
{142275} Foyer Door
{142276} Keep Entrance Door
{142277} Basement Door
{142278} Crossroad Keep: Keep Basement
{142279} wp_wolf_basement
{142280} From Keep Interior
{142281} Spawn Ammon Jerro
{142282} Spawn Grobnar
{142283} Spawn Construct
{142284} Construct Front
{142285} Construct Right
{142286} Construct Left
{142287} Construct Rear
{142288} Construct PC
{142289} Basement Debris
{142290} Crossroad Keep: Farm
{142291} AmerHolly
{142292} wp_wolf_fields
{142293} wp_wolf_path
{142294} Spawn Light of Heavens
{142295} Spawn Conscript 6
{142296} Spawn Conscript 3
{142297} Spawn Conscript 1
{142298} Spawn Conscript 5
{142299} Spawn Conscript 4
{142300} Spawn Conscript 2
{142301} Guyven's Treasure Loc
{142302} 
{142303} Dirt Mound
{142304} This is a small dirt mound
{142305} Greycloak Scene
{142306} | First Time. |{Sighing}It's so good you were able to clear this room out... not many texts were buried here, but there were such <i>rare</i> ones. 
{142307} {Looking around}You know, this room can be turned into an impressive library, given the right texts and time.
{142308} | Haven't met Ammon Jerro |The King of Shadows... such a grandiose name, really. As I understand it, he brought many legions of demons against the Neverwinter forces.
{142309} | script - One Time only |The githyanki - I haven't learned anything more since you sealed their portal. {Sighs}Wished I could have seen that. Must have been a wonderful sight.
{142310} | Second Time + Greeting |Well met, well met. How can I help you? 
{142311} {Sighs, a little disappointed}Nothing as of yet. The githyanki managed to make off with many of the books I hoped to use to locate Jerro's Haven.
{142312} Very well. Lore is said to be my specialty, things taking place in the here and now move so fast, and they're not very well documented. 
{142313} | Generic Question Node, should never get this off the root, placed here for ease of design. |Of course. How is it I can help you?
{142314} {Frowning}Well, I do, but it's mostly a tangential discussion - what concerns me is that their two governments keep stealing a rather rare tome from each other that really should be in a museum so it can be properly appreciated.
{142315} It's called the Tome of Iltkazar, an ancient Illefarn text. Has a great deal concerning golems and portals. It is a shame it can't be studied by others, but it keeps getting locked away, or stolen.
{142316} And I suspect it is what allowed this Black Garius to take control of those blade golems you seem to run across, though I doubt he made them originally.
{142317} The Tome is said to detail numerous rites, circles, and even details on a means one can use to traverse planes or travel between two separate points instantaneously.
{142318} Threshold Compass? The Arcane Brotherhood is said to have at lease one of those.
{142319} It is said the Hosttower of the Arcane has used many of the secrets of the book to aid in their own travels - if you ever have a chance to visit the Arcane Brotherhood, you may notice many portals, perhaps even a functioning compass.
{142320} Oh, yes, it has numerous chapters concerning the construction and control of golems - it is believed it allowed Luskan to gather the golems to attack Neverwinter many years ago.
{142321} If I recall correctly, many of the battles occurred near the Mere - and West Harbor was one such battleground. 
{142322} With the legions at his disposal, I'd say he was a competent warlock... well, perhaps a few leagues farther than really "competent," considering the fiends he was able to conjure up.
{142323} | Have met Ammon Jerro, no need to script, should fall through. |{Sighs}Well, it seems that much we knew about the King of Shadows was incorrect. I believe Ammon might know more than I... he is somewhat obsessive on the subject.
{142324} {Cold}In some circles, that might be considered an insult.
{142325} | If no Ammon, no need to script, should fall through. |But clearly Ammon and the King of Shadows are not one and the same, and they have been working at cross-purposes for some time.
{142326} Some of the crimes during that war can be attributed to both, but it seems many of the battles that seemed to be Ammon Jerro against Neverwinter was actually against the King of Shadows' forces.
{142327} {Just been asked if what he said was an insult or not}Well, I suppose. But it really was just an observation. I haven't been intentionally rude to anyone for almost, well, as long as I can remember.
{142328} {Light teasing}So... like, before yesterday?
{142329} {Nods, oblivious}Yes, that sounds about right. 
{142330} {Snorts}Then next time, you can take my place.
{142331} {Thinking}As for the githyanki in general, well, I doubt they will leave you alone for long. They are an awfully single-minded, battle-ready race, and they don't tend to let things go once they start pursuing them. 
{142332} | Note that this sequence will be changed depending on how the voice actor speaks Zhjaeve's lines |Well, certainly. Although the rather soft-spoken cryptic {ZERTH}<i>zerth</i> girl you rescued from the keep might be a better source on the subject.
{142333} {Confused}Soft-spoken?
{142334} Oh, yes, it means you speak quietly. 
{142335} {Frowning, disageeeding}I do <i>not</i> speak quietly.
{142336} Oh, yes you do. I wonder if perhaps your voice may have atrophied as a result of your culture and its emphasis on non-verbal communication.
{142337} {Frowning, disageeing}Perhaps your emphasis on verbal communication impairs your perception of how <i>I</i> communicate.
{142338} {Matter-of-fact}Well, that is quite possible. Although I do occasionally hear voices in my head. 
{142339} | Second Time |Of course. What did you wish to know about the githyanki? 
{142340} Oh, no doubt. They really don't give up hunts easily. It's a notable point in their culture - they thrive on raids and the predator-prey relationship.
{142341} Let's see... they are a culture that reside on the Astral Plane, and they, like the {GITH-zer-eye}githzerai, were once slaves of the {ill-ith-ids}illithids, the mind flayers.
{142342} Actually, both the githzerai and githyanki were once one people, but due to some religious differences amongst their leaders, they went to war with each other not long after freeing themselves from the mind flayers.
{142343} Still, I may be able to help you with some of the more general aspects. 
{142344} {Slightly irritated by Aldanon}Know that the chronicles are more complicated than that. But you may ask me about it another time.
{142345} I'm sure your zerth friend could provide considerably more detail than I.
{142346} They are a warlike culture, and they tend to revere their weapons even over their own kin.
{142347} The strongest among them carry blades of silver, silver swords, that are amazing weapons - an homage to their ancient leader, Gith, who was said to carry the greatest of the blades.
{142348} But of course, that's all hearsay - Gith and her blade were lost when she went on a pilgrimage into the Lower Planes to speak with the Queen of Dragons.
{142349} Gith never returned, but ever since that time, red dragons and the githyanki have been allies, so <i>something</i> must have happened down there. 
{142350} If you happen to find any clues, let me know, but it's possible the whole thing may simply take time.
{142351} In any event, I'll keep looking for more on the King of Shadows, but it might be some time - I'll try to let you know at once if I uncover anything.
{142352} I don't know, really. The time and circumstances of his death were never fully established. Would be nice to fill in that little hole in the wall of history, it would.
{142353} War? Which one? There have been many wars in Faerûn's history, you know.
{142354} Well done, well done. I was wondering what all the activity was - and the shouting, come to think of it. All that noise made it very difficult to concentrate on my reading down here, you know. 
{142355} | The library has not been built yet. |{Raises an eyebrow, then irritated}Oh, well met again - you're probably wondering what I'm doing, standing here, twiddling my fingers. 
{142356} | 3100 - Act3 Second Time+ Aldanon asks the player if there is any other task that needs his research. |Anything else you'd like me to research?
{142357} | The player hasn't found the Threshold Compass and Tome of Iltkazar? |{Reluctant}Well, not exactly... as in no. I really need the Threshhold Compass and the Tome of Iltkazar if we hope to make any progress on this rather thorny issue.
{142358} | PC has given Aldanon the Tome of Iltkazar. |Still researching the Tome to have it open a way into the Vale. Shouldn't be much longer. I hope.
{142359} I'm terribly sorry, but I really can't think of anything. Alliances are tricky, and would require more knowledge of current affairs than historical ones, I think. 
{142360} I've really told you all I know, which while usually is considerable, may be a little lacking in this instance. That nice girl I met here in the Keep the first time I was here might know more. 
{142361} | Zhjaeve is present. |It is possible to shape the blade, unite the pieces again - once we have all the fragments.
{142362} At least six pieces. But the only one of importance in reshaping the blade is the Defensive Edge, which serves as the backbone of the blade, the spine that grants strength to the parts.
{142363} {Slight reluctance, this is a theory, and as such, she's a little afraid to say something she doesn't "know"}It is not chance that your path has taken you to one piece after another. I... I suspect the Sword of Gith guides you, and can hear the singing of the missing pieces, but that is not known to me for certain.
{142364} | Zhjaeve is not present. |I think the dear girl said something about a piece missing, but only she would know for certain. Since she said it and all.
{142365} | 3100 - :First time - After the player has the Tome of Iltkazar. Spawn Qara and Zhjaeve. If Construct was ever completed then spawn Grobnar here. |{Impressed}Why, you have found the Tome of Iltkazar. Where do you keep finding these amazing things? {Beat, to himself}I really need to take up adventuring when I get the chance.
{142366} {Slightly apologetic, but only slightly}Oh, well, I ran ahead and told Aldanon. It is <i>the<i> Tome of Iltkazar. I had to tell someone. 
{142367} | : If Construct was ever completed. |You know, this Tome could serve to improve that Construct of yours. They were using it to control and empower the blade golems, you know. 
{142368} | If Sand isn't in the party. : Sand rushes in. |{Rushes in, a little excited}You're here! What's this about the Tome of Iltkazar? Do you have it?
{142369} {Irritated}A wand of lightning bolts would have been more useful.
{142370} I think not. The Tome is able to create portals... a portal that could be used to help us reach the Vale of Merdelain and the King of Shadows, provided we can pinpoint where we need to create the portal in the first place.
{142371} Know that eventually our path must take us there. If this tome is a gate, then we should make use of it at once.
{142372} {Thinking it over}Hmmm. You know, that's a well-thought-out idea. 
{142373} | Sand is in the party. |Yes, I can't wait to start reading it. I've been waiting to peruse its pages for... well, decades. {Beat}I mean, years. Very young years. 
{142374} | 3100 - : Second Time+ After the player has the Tome of Iltkazar and Before the Siege of Crossroad Keep. |I'm still sorting through this Tome... it's quite cryptic in parts, a lot of metaphors and outdated metallurgical references. When I piece it all together, I will let you know.
{142375} | 3100 - After the Siege of Crossroad Keep. Move Kana, Nevalle, and all party members here. |At last! This Tome you found... quite a wondrous thing, really... I was able to use it to... I suppose the best layman's term is "unfetter" the connections between here and there.
{142376} Whatever preparations you need to do, make them quickly. Crossroad Keep cannot survive another assault. And if it falls...
{142377} Yes, yes, Sir Nevalle, we all understand the weight of the situation. 
{142378} | Add all companions to party |All right, just a few last inscriptions to trace, a brief activation word...
{142379} {Quietly, knows the player is going to die}Good fortune to you, Captain. 
{142380} And the same for me, Captain. May the Gods watch over you.
{142381} | Aldanon passes Tome to Sand. Animation will be done via dialog|And there we are... here you go... Sand, you should be able to use it now, I trust.
{142382} | Sand holds the Tome and fidgets with it. Animation will be done via dialog|{Holding a minor magic item, sighs}Indeed. {Beat}From a wizard to a doorman to a soon-to-be-corpse, I truly am moving up in the world.
{142383} | SCRIPTER: A portal appears and the companions step through it after a short pause. The companions disappear in a flash as they enter the portal. The player is last to enter. |{Takes a breath, as if about to jump out a plane}But come now, the final battle awaits. 
{142384} | : Module jump to 3400. |
{142385} {Curious}I believe so. But I've never actually used it to transport myself into a physical space encircled by life-draining shadow, so I am not certain. I could try, you know.
{142386} | 3100. |{Optimistic prompting, as if it's a pleasure jaunt}Ah, you're back. Ready for your trip to the Vale of {MARE-Duh-LANE}Merdelain now, are you?
{142387} {Amused chuckle}Oh come now, not like you really have a choice. After all, I'm afraid all our fates rest in your hands. Even your own fate, really.
{142388} {A little confused}Oh, that one. Well, I assumed that perhaps it was more of a distant thing. Has it been taking place here? 
{142389} Oh, it's already reached here? I assumed it was more of a distant thing. How odd. 
{142390} But no matter, no matter. Is there some other way I can help you?
{142391} Questions? I have some questions, too - about why that fool Veedle doesn't let me into the library. 
{142392} He keeps spouting nonsense about it being "structurally unsound." I say it's his <i>head</i> that's structurally unsound. Do you know the importance of the books beyond? 
{142393} {Petulant}Now there's a story - it seems that that fool of a man, Veedle, who I refuse to call Master, by the way, he doesn't deserve it, says I can't enter the library here.  
{142394} Right? He doesn't know his right from his left, I tell you. I'm no use to you without a library. 
{142395} Well, I'm not able to answer many - perhaps if you got Veedle to open the library, I might have some answers for you.
{142396} {Quickly cautioning the old man from doing something foolish}No, that won't be necessary, Aldanon.
{142397} {Seeking confirmation}Unfetter? And where is "there" and "here," exactly?
{142398} Essentially, but not quite. You see, the compass is like a sword that's in its sheath, which means it's not good for much until you draw it. {Correcting x2}Uh, and know where to point it. And stab a few times.
{142399} {Use commas like beats}But what he's <i>really</i> saying is that we can use the Tome to teleport into the lethal heart of Merdelain, which everyone seems to agree is a great idea for some reason that is unfathomable to me.
{142400} {Nodding, positive}Yes, that's it. Should all work well in theory, really.
{142401} {Doesn't sound thrilled about this}Don't worry... it should take us right where we want to go. The Tome, once unlocked, is said to be very dependable.
{142402} Then we need to go at once, before the King of Shadows regroups. He and Garius will not wait long before they attack us again. 
{142403} {Warning}Know that the King of Shadows' realm lies deep in the Mere, in one of the ancient ruins of the Illefarn empire, in the ruins of what he was created to protect.
{142404} {Quietly, knows this is dangerous}It is in the heart of Merdelain. My people once called the Mere the "slow-marching court," as the tides came in and slowly claimed the land.
{142405} {Quietly, ominous}Now it is shadow that marches from there, slowly seeping into the land. 
{142406} | Influence Low |{Sullen}Does it matter? I'm sure the good "Captain" will see us through. 
{142407} | Influence High |{Upbeat}Oh come on, Elanee. What's the worst that could happen? I mean, that the Captain... and us... haven't already faced?
{142408} {Piping up}The portal could accidentally take us into a different Vale. Say, one filled with lava. Hard to get out of that, let me tell you.
{142409} {Stern, impatient}Enough talk, let's go. 
{142410} Very well. Whenever you young people are ready, I can send you off.
{142411} {Trying to be comforting}You just come back when you're ready, and I shall send you off with this magnificent Tome.
{142412} {Calling out, as if over a loud fan}Good luck to you all! We will all most likely die if you fail, but try to keep that from your mind. 
{142413} | TONY: Try to show Aldanon and Nevalle looking at the portal that the party stepped through|{To himself}My, I really do like those adventurers, such spirit. To face a being like the King of Shadows... well, I'd rather see <i>that</i> from a distance, I can tell you that. 
{142414} Give me some time to pour over these pages and find the references, then we shall see what can be done.
{142415} Sand... Hobnar... if you would like to help, you're welcome to stay. 
{142416} Oh, I'd love to!
{142417} {Mesmerized}You know, I could hold the book while you read it...
{142418} | /TONY: Fade out.|
{142419} For now, I'd focus on defeating the Shadow Reavers. We will need to defeat them first, if we want to hamper the King of Shadows' actions.
{142420} | 3100 - : First time speaking to Aldanon in Act 3. Spawn in Sand. |Oh, well met, well met... I say, there sure are a number of visitors dropping by of late. 
{142421} {Grunts, a little subdued}I was here to ask about some of the Ironfist Clan histories, but Sand can go ahead... I can wait.
{142422} Ah, Aldanon... I heard you had found something... no doubt something I'd want to hear, since it will no doubt put my life in jeopardy soon enough.
{142423} Well, yes, I do have news... you see, I've made some progress on finding a way to breach the Claimed Lands and enter the Vale of Merdelain... one of three challenges solved, really.
{142424} {Optimistic}Well, you see, you won't turn into zombies once you enter the Vale of Merdelain, which I think is quite a good omen.
{142425} Getting there, you see, is the problem - to do that, we'd need to create a portal, and then tell that portal where to create its other end. {Chuckles}Can't just have it appear anywhere, you know, it has to appear in the Vale.
{142426} {Wary, knows that there's bad stuff coming}And how would we do both of those things?
{142427} Well, when Garius invited me to this Keep...
{142428} Well, there's where we get more questions than answers.... focusing portals is something of a long-lost art. It was almost a craft centuries ago, but now... well, young people don't focus as well as their elders.
{142429} Well, there is the matter of creating the portal - and for that we need the Tome of Iltkazar, which is most likely in possession of those horrible Shadow Reavers.
{142430} | PC does not have the True Names. |I am afraid not, no. {Beat, optimistic}But I am certain something will reveal itself in time. It usually does, unless the particular piece of history ends badly.
{142431} Oh, the True Names should work quite well. {Beat, a little embarassed}Should have thought of it myself, really. 
{142432} Yes, you see, the Tome has a certain duality to it, like two pages facing each other in a closed book... if you open them they are apart, but closed they are right next to each other. You see?
{142433} {Explaining a complicated explanation with a simple one}So... one points the way and the other opens the door?
{142434} What odd courtesy coming from you, Khelgar. I am impressed. 
{142435} Don't push it, elf.
{142436} Omens aren't good by definition, Aldanon.
{142437} Oh, of course they are. Especially with a little milk and duskwood jam. 
{142438} But, you see the life-draining effect of the King of Shadows isn't stronger in the center, as I expected... it seems to be strongest at the edges of his territory, where it spreads outwards.
{142439} So while you couldn't walk there, if we could "hop" over the wall so to speak, then that would give you your best chance at striking at the King of Shadows. 
{142440} I am not sure, only that it is true - the King of Shadows' hunger is less at the Vale and stronger near the border of the Claimed Lands. 
{142441} It may be because he's already drained the life from the Vale outwards. More life's around the edges, so maybe that's where the effect is concentrated... kind of like the delicious icing on a foul dark cake.
{142442} {Surprised, impressed}You know, Khelgar, sometimes you surprise me. There is a slight amount of sense in what you say.
{142443} Well, the short of it is, you should be able to survive in the Vale of Merdelain without ill effects... there is only the matter of getting there.
{142444} Kidnapped.
{142445} {Dismissive}Yes, yes. When Garius invited me, one of the tomes he had me translate was a fascinating work called the <i>Tome of Iltkazar.</i>
{142446} {Surprise}Garius has the Tome? 
{142447} Yes, he was using it to transport legions of blade golems to and from the Vale of Merdelain. 
{142448} There's no reason we couldn't use the Tome to create the same portal... and use it to "hop" into Merdelain, as if we were golems.
{142449} {Beat}Except that Garius... or one of the Shadow Reavers... has the tome. And is probably using it to control the golems.
{142450} {Nods, optimistic}Yes, but that's a minor inconvenience, one of many which I'm sure you'll be able to overcome. 
{142451} Centuries ago, you say? {Grunts}You mean, like a Threshold Compass.
{142452} {Surprised again}That was unexpected. {Beat, incredulous/irritated}How do you <i>know</i> these things?
{142453} {Shrugs}The Ironfist Clan has one... or did, at least. Used it to help guide our digging teams. 
{142454} {Offended, it's like using Shakespeare's pen to write a grocery list}You used a <i>Threshold Compass</i> to dig tunnels?
{142455} I haven't seen one of those since I was seventy-three - and you have one, you say. That could very well help us, yes, it could.
{142456} | DESIGNER: Add journal entry to prompt the player to seek the Threshold Compass in the Ironfist Stronghold. |Well, I'm not sure the Clan still has it. But it's worth asking about, I think. {Beat}Even though they may not want to part with it - {beat, a little quieter}Ferros' hand seldom relaxes its hold when it's wrapped around a piece of Ironfist history.
{142457} A Threshhold Compass can be used to pinpoint exact locations from some distance away - perfect for anchoring portals. {Sighs}It's rather valuable and rare, and has no use in digging or excavation work. 
{142458} Only at seeing it abused in such a way, perhaps.
{142459} {Nods}Exactly. {Irritated, reprimanding}And it has no use being used in digging or excavation work.
{142460} I'd like to ask you about some lore.
{142461} What do you know about the King of Shadows?
{142462} Anything more you can tell me about the githyanki?
{142463} Farewell.
{142464} | Close off after 2600 route discovered. |Any luck with finding Jerro's Haven?
{142465} Do you know anything about Luskan's history with Ruathym?
{142466} Golems?
{142467} What does it have about portals?
{142468} I had some other questions I wanted to ask.
{142469} You said the book contains information on golems?
{142470} What happened to him?
{142471} Certainly you know more about them?
{142472} Can we get back to the githyanki?
{142473} Are they still hunting me? 
{142474} Can you tell me about their culture?
{142475} Anything else you can tell me?
{142476} |Act 3|Don't you know about the war?
{142477} |Siege of CK done|We broke the King of Shadows' siege.
{142478} Can you come up with a way to get us into the Vale of Merdelain?
{142479} Do you have any input into the alliances?
{142480} Can you tell me anything more about these shards?
{142481} What piece is missing?
{142482} How am I supposed to find the missing piece?
{142483} Never mind.
{142484} Nothing right now.
{142485} I just got the book. Word travels fast.
{142486} How did you find out about that already?
{142487} What do you mean "in theory?"
{142488} I'm not ready yet.
{142489} I am ready.
{142490} Will we be able to use the Tome to return?
{142491} Not yet. I still have some things to take care of.
{142492} I am prepared.
{142493} As ready as I'll ever be.
{142494} I changed my mind. I don't want to do this.
{142495} The one we've been fighting with the King of Shadows.
{142496} The war that's taking place here at the Keep.
{142497} Yes, actually I was. What are you doing here?
{142498} Not really. I had some questions for you, Aldanon.
{142499} He's right. 
{142500} I had some questions for you.
{142501} I'll go speak to Veedle, then.
{142502} The library isn't safe - Veedle's right.
{142503} Then enough, let's go.
{142504} Tell me about your breakthrough.
{142505} What is the remaining obstacle?
{142506} What do you need to create a portal that's large enough?
{142507} How will we "tell" the portal where it needs to form?
{142508} | SCRIPTER: [TONY] This exit is only available once the player has received the quest for the Tome. |I've heard enough. Let's go.
{142509} Tell me what you know, but be brief.
{142510} Do you have any idea how to kill the Shadow Reavers?
{142511} Why would that be?
{142512} So you mentioned that was the first challenge.
{142513} What does it do?
{142514} Should I be impressed?
{142515} A Threshhold Compass?
{142516} [Lore] A Threshold Compass is a focusing relic, isn't it? For directing portals?
{142517} Aldanon the Sage
{142518} | Aldanon speaks this conversation when the player returns here from 2400. It is controlled through Aldanon's onconversation script.|Ah, welcome back! I remember you - {frowns}well, I think I do. You were the one with the shards... I hope. Yes?
{142519} {A little eager, conspiritorial}I am so pleased you let me visit - the last time I was here I wasn't able to examine much to the Keep or the library, quite a shame.
{142520} Oh, that <i>is</i> unfortunate. I occasionally return to that side project when I have time, but to be honest, it's a difficult stone to crack.
{142521} I mean, it's one thing to know about a place, and quite another to find it. {Beat, slight downnote}The distinction is subtle, but there. 
{142522} {Ticking off a checklist}Let's see... you have explored the {ILL-e-farn}Illefarn ruins... undergone the Ritual of Purification... and traveled to Old Owl Well...
{142523} {Tapping chin}Although I seem to recall something regarding getting several vials of dragon's blood. {Flippantly}And, of course, some lich dust. 
{142524} Then there's the three keys, bronze, silver, and red platinum. The red platinum one might need to be reforged. I think one of the pieces is in Amn. {Beat}Or was it the Underdark?
{142525} | Assistant comes in. |{Deferent, an assistant librarian speaking to the grand master of librarians}Master Aldanon, here is the map with the position marked, as you requested. 
{142526} {Irritated}<i>My</i> question exactly - what is this nonsense? I didn't ask for any "map." Can't you see we're having an important discussion here?
{142527} {Patiently, but a little hesitant}Master {all-duh-naan}Aldanon... you requested I chart a possible location for you, based on the information you provided.
{142528} I had the Master Cartographer and several assistants cross-checking the records, and you were correct... this location cannot be scryed, and it bears the telltale arcane marks you indicated would be there.
{142529} {Irritated, slightly imperious}So? Marks of what? Specifics, <i>please,</i> or I'll get the gardener to handle my errands from now on.
{142530} {Patiently, but a little hesitant}Master Aldanon... you did not say what this place was, only what to look for. As you have said, it is one thing to find a place, and quite another thing to know about it at all.
{142531} {Slight surprise, then relief}It seems so. What a relief. {To himself}Though I could have used some dragon blood and some lich dust, and there's no way <i>I'd</i> go hunting for reagents like that, no thank you.
{142532} But yes, I seem to recall asking for this. Well done, Aldanon, I say - which I do, good for me. {To player}Wouldn't you agree? 
{142533} Well, there were two things I felt would be essential in a haven - secrecy and its ties to the court of Neverwinter. 
{142534} Secrecy means a place that cannot be scryed. So I hired several diviners in my employ to scan a selected area based on shipments of reagents to a few obscure locations indicated in the court records. Quite simple, really.
{142535} {Wary}Sure looks buried deep within the mountains.
{142536} {A little dismissively}Oh, yes, that was the first place I had the diviners check once I heard you were his descendent. Blood draws blood, you know. 
{142537} But it's all burned down, there's nothing there!
{142538} Oh, well, I am not <i>certain</i> it's there, but if I were to guess where one would place a labyrinth of deathtraps, well, mountains are always a good source of stone. Labyrinths need walls, you know, and stone walls seem to be favored.
{142539} {Getting more irritated}Great. Can we <i>go</i> now? My ancestor's death-filled labyrinth awaits, apparently.
{142540} | SCRIPTER: The party moves out, they walk off screen. Aldanon's assistant and Aldanon watch them go. |
{142541} {A little hesitant, worried}Master Aldanon, there was more to the map - and what the diviners found. Even with the wards, the concentration of infernal magics there... 
{142542} {A little dismissively}Oh... trust me, demons shouldn't pose any problems, especially for a well-trained, armed, spirited group like that. 
{142543} {Relieved, but he's actually speaking the truth}Now, if you had told me that those men at Crossroad Keep had completed that terrible ritual of shadows, <i>then</i> I would be concerned. 
{142544} |fade out|
{142545} |hide harcourt|
{142546} |fade in|
{142547} Actually, I'm looking for Ammon Jerro's records. Can you help me?
{142548} I came in search of the secret retreat of that court wizard you mentioned - Jerro. 
{142549} Can you tell me what needs to be done so I can get on with this?
{142550} What do you need to find it?
{142551} Is this the map to the Underdark?
{142552} And what's this for?
{142553} What map? What position?
{142554} So all that questing for keys and lich dust you mentioned wasn't true?
{142555} Is that Ammon Jerro's haven?
{142556} Give me that map, I'll go find it. 
{142557} Just show me where this haven is.
{142558} But how did you find it?
{142559} {Over-flowing, checking out new lab}This is perfect - really per-fect. Marvelous job with... well, all of this.
{142560} My lab fits here just fine... and if you should <b>ever</b> need to use it, please, do not even hesitate. 
{142561} Oh, and do stop by every now and again, I may have some of my alchemical concoctions for your journeys.
{142562} {Warning, but not unpleasant}Do not get too close to the vapors... some of them are quite noxious.
{142563} Come back later - later! - and I'll have something for you. {Distracted - because he's contemplating difficult work}It may take... some time, however.
{142564} You have arrived! As a token of my appreciation, let me present you with these flasks of my finest. May they serve you well in your journeys ahead.
{142565} Now I must return to my next batch of bubbling brews. Fear not, for I am an expert in such matters.
{142566} | Grobnar isn't in the party |I hesitate to ever mention this, but your most... interesting companion the gnome has been making quite the din.
{142567} Boxes moving to and fro, and a racket near constant whether noon or the full of night. My work requires the utmost concen...{"concentration"}
{142568} | AUDIO: Large crashing sound |{Just dropped a crate of chemicals}Sorry! Sorry, that was me! {Beat, wondrous}Oh, my. Would you look at <b>that</b> - those acids look like they're eating through the floor. 
{142569} {Continues with resignation}Concentration. I don't suppose you could do...?
{142570} Nay, nay, forget I even asked. You have done far too much for me.
{142571} {Brave face on this distraction}I will just trudge through with determined resolve. Face the adversity head on.
{142572} Aramin
{142573} I can't wait for the fighting to start.
{142574} What? What fighting?
{142575} The Keep's being rebuilt, and it's got a new Captain. That means only one thing - war. 
{142576} I was told this was an easy post. No one said anything about a war!
{142577} Are you kidding? Welcome to the front line.
{142578} Well, I'm... I'm not worried. My brother can get me transferred back to Neverwinter.
{142579} Why would you do that? All the fun is going to be here, not back in Neverwinter.
{142580} I'm not here for "fun." I signed up for the Greycloaks because I wanted to get away from the farm.
{142581} Well, don't worry, we'll be fine. Unless we're up against demons.
{142582} Just shut up already.
{142583} What's the use of rebuilding this place?
{142584} It's honest work. The coin is good, and we're in no danger with all the Greycloaks around.
{142585} I'm not complaining about the pay. Just seems strange, is all.
{142586} How so? Nobles get rewarded with land all the time.
{142587} This pile of rubble, a reward? Seems more like...  punishment or something.
{142588} It's a good opportunity for us. This place could become important some day, and we could play a big part in that.
{142589} Bah. Ten coppers says that the "Captain" of the Keep ends up living in some fancy manor in Blacklake instead of here.
{142590} |player in range|What say you, Captain? Does my friend speak the truth?
{142591} |player not in range|I guess we'll see.
{142592} Ah, hells. You <i>could</i> have warned me that the Captain was right there.
{142593} I'm glad to hear that, Captain. We won't let you down.
{142594} Err, yes, Captain. Sorry.
{142595} Understood, Captain.
{142596} I see. Well, don't let us keep you, then.
{142597} |Lawful Response|It's my duty to restore and maintain this Keep. You <i>will</i> be seeing me around.
{142598} |Chaotic Response|I follow no one's rules but my own. I may be here, I may not.
{142599} |Good Response|I may not always be here, but I'll do my best to keep this place - and everyone in it - safe.
{142600} |Evil response|If either of you question my motives again, your corpses will be hanging above the gate. Understood?
{142601} |Neutral response|I don't know what will happen. We'll just have to see.
{142602} | One-time - only if player talks to him before witnessing destroyed West Harbor |{Somewhat taken aback by player's advancement}You've come a long way since West Harbor, <FirstName>. This... <i>place</i> is so big, and you're the Captain.
{142603} {Solemn}I don't think I could walk the path you walk - but I <i>know</i> I can help. {It's personal to him}I've got to.
{142604} I've already signed up and got my grey cloak. {Chummy}Err... your orders, Captain?
{142605} {Chuckle}I better just stick with "Captain," Captain. Your lady {CON-ah}Kana made it <i>very</i> clear how she expects the Greycloaks to behave.
{142606} I didn't realize it, but we Harbormen are {trying to say "formidable"}form-formable. I learned most of my swordcraft from old Georg - and that seems enough to become sergeant here.
{142607} |PC was militia|As good as I was with a blade, you could <i>always</i> out-do me when we were in the Harbor militia. {Chummy}Guess that's why you're the Captain now.
{142608} |PC was bully or trouble|I told a few people about the trouble you used to get into, but they don't believe me. {Amused}It's like a different world here.
{142609} |Devout or apprentice|{When says, "higher," means religious}I always thought you'd turn to... well, <i>higher</i> things. Not things of earth and stone - like this Keep. 
{142610} {Impressed}You <i>really</i> have come a long way. A real squire and Captain of a whole Keep!
{142611} {Trying to put a brave face on it, a little more worried at end}West Harbor carries on. There's been more lizardfolk attacks - and sightings of skeletons and dead rising from the mere. 
{142612} {Getting more worried}We've always lived with that, I suppose... but it's as bad now as any of the elders remember.
{142613} There's things that need doing, and helping you is the right thing to do. {Touch of wistfulness}I wonder where I'd be if I'd joined you when Daeghun sent you off...
{142614} {You've just kicked a puppy dog tone, stumbling at end, <b>not</b> angry}I... I'm sorry. Didn't mean any offense.
{142615} {Change in tone - forced confidence}This isn't a militia any more, and I'm ready to tackle anything, Captain.
{142616} {Not the whole story}I wanted to make a difference. Th-There's a lot of problems in the Mere, and I think you're going to do something about it. Er - Captain.
{142617} No - but it's difficult to talk about. Haven't really told... well, anyone.
{142618} {Neutral}Certainly, Captain.
{142619} |Check how happy he is|{Sigh}After you left West Harbor the first time... I was heading out to the Lannon place. Mom needed butter or some such.
{142620} {Wispy as he's remembering}The Lannon house is out on the edge of the swamp, remember?{An irrelevant detail - last thing he remembered before trauma} I - I remember it was a dark night - the moons were just shadowed by clouds. 
{142621} {Nervous - scared remembering}I-I didn't see them coming. Some cloaked figure... with some of those gray-skinned dwarves who attacked West Harbor. 
{142622} They asked... a lot of questions. I didn't want to tell them anything.
{142623} {Haunted}But their knives were sharp - and... I think I would've told them anything to make the pain stop. I'm <i>so</i> sorry, <FirstName>...
{142624} {A touch flippant}Right you are, Captain. {Stiff and formal}If you don't need me for anything else, I need to stand watch.
{142625} {Trembly}They asked about everything we did... every little detail. They said they'd k-kill me.
{142626} They didn't know about the silver shard, and I told them. And I knew - just <i>knew</i> - that they'd come hunting after you - after it.
{142627} {Tortured}When we heard how much trouble you got into - I felt so wrong and guilty. I betrayed you.
{142628} They just... left me. Left me to bleed. {Beat}Chasing you down was all they cared about.
{142629} I managed to crawl to... Brother Merring. I wouldn't tell him what happened - made him promise to keep quiet.
{142630} You've got to forgive me for what I've done.
{142631} {Deep conviction}Never - never again. I'd <i>die</i> first.
{142632} {Feels horrible}I could tell as soon as I talked - like events were rushing by me and I was just a fisherman's bob in a spring thunderstorm.
{142633} {Bewildered - can't believe how nice the PC is}My forgiveness? It's nice of you to say - but those things went hunting you. Could've killed you - and you were important then as you are now.
{142634} {Quiet}That's what Brother Merring said. 
{142635} {Takes a deep breath}I've had nightmares ever since. Brother Merring said I needed to do something about it, or else it would eat at me... until there wasn't anything left.
{142636} Once you came and you were asking for help - it dawned on me he's right. I-I know I've got my problems, but I <i>know<i> I can help.
{142637} I will - I will. This... this was hard to tell you, but I'm glad I did. {Sounds relieved, but a little uncomfortable after barring his soul}Can we talk about something else, Captain?
{142638} |One time after asking to join pleasant|I'm doing better, Captain. Our talk... well, what we talked about... it's really helped.
{142639} I think it's even helped with the training. {Beat, downnote}At least Kana isn't yelling at me quite so much.
{142640} |Negative influence|{Stiff and formal}All is well, Captain.
{142641} |Time passes - staggered in the game|{Pensive}It goes... I have a question for you. Kana... she believes in you and your cause.
{142642} {Sort of shaken thinking about it}It's like you're a god to her, or something. She's willing to die for you - without a second thought.
{142643} {Confused at player}How do you do that? How do you ask someone to give their <i>life</i> for you like that? 
{142644} [Success] {He gets it, nods}I can understand that. If you're fighting for what's right... then there's really no other way, is there?
{142645} That's what Kana would say, all right. It's like she was born with a sword in her hands.
{142646} {Turned off a bit, wary}But those are lives you're talking about... so many lives.
{142647} {Test of conscience for him}Kana wants me to lead my men... but I don't know if I can ask them to do something that will most likely get them killed.
{142648} {Somewhat startled}I s-see, Captain. I... I really should get back to standing watch.
{142649} The other soldiers don't sense it - but there's a battle brewing. I served in the militia long enough to feel it in my bones.
{142650} {Uneasy pronouncement}War is coming. And I don't know how much a couple of Harbormen can change it.
{142651} |Positive morale|Things go well, Captain. I'll show the Greycloaks under my command how to be soldiers. {Cheery}Once I learn how to myself.
{142652} {A trifle forced}I'm doing my best, Captain!
{142653} |: After he joins, +3 Time Units and this node is deactivated|Most of the Greycloaks are simple farmers - they've never had to fight off a pack of swamp wolves. Some of them never held a weapon before they joined up.
{142654} Kana needs people with skill of arms and also anyone that can lead men. Every one of the militia at home had that.
{142655} {A little confused, disapproving at end}So she's teaching me about being a sergeant. But she's got a strange way of going about it.
{142656} {Neutral}Certainly, Captain.
{142657} She goes on about the Way of the Sword - and she pretty much expects every one of us to charge death itself buck naked armed with a skinning knife if need be.
{142658} That's good - but in my estimation soldiers have to help the people, too. We watch the trade roads and interact with people all the time.
{142659} They're going to give me men to teach - and I don't know if I should follow Kana's example or try and get them to be {means to say "proficient"}proficient both with manners and words, too.
{142660} {Surprised, not Bevil's view on things at all}I - I see, Captain.
{142661} {He's not entirely convinced}You're probably right.
{142662} What good are soldiers if their own people don't respect them - that's what I say.
{142663} Anything else?
{142664} I finished my basic training. I've got some men under my command.
{142665} Kana hasn't decided whether to hold me and my men in reserve for special assignments - or put us in the field with the other men. On patrols and the like.
{142666} {He's torn}I'll follow orders, Captain. But... in this case, it doesn't much matter to me.
{142667} {Nods, approves, ready to tackle new assignments}You should tell Kana that. I think she'd jump off a cliff if you asked her.
{142668} I think so, too. I think Kana is leaning in that direction, also.
{142669} I just hope she decides soon, it's not easy standing by as your future is about to be shaped.
{142670} Not much has changed since we last talked, Captain.
{142671} |PC is too negative|{Stiff and formal}I am busy training, Captain.
{142672} {Chipper}Nice to see you again, Captain.
{142673} {Cautious}Maybe later, Captain?
{142674} | If the PC hasn't recruited Bevil by Act 3, spawn him in. ||Act 3 - not recruited before.|{Sheepish}I heard you were the Knight Captain of the Keep, but it was hard to believe. Nice to see you, <FirstName>.
{142675} {Small laugh}It's me all right. I left West Harbor and came over here.
{142676} {Pleased and a sense of wonder}You're a bleeding knight - it doesn't seem that long ago we were chasing down lizardlings for your father...
{142677} {Beat - small change in conversation tone}I'd heard about the war, so I... I decided to don the Grey and do my part. Georg was plenty steamed. But I kept thinking that West Harbor wouldn't really need me. Not as much you would, anyway.
{142678} Near as I can tell, I must have left town just before… you know… before they all died.
{142679} I remember how my mother cried when I left. She was so sure she'd never see me again. And I told her, "Mom, I'll be fine. I'll be with <FirstName>. I promise I'll be fine." And I was right... but so was she.
{142680} That's what the men say - the {not comfortable with the name, almost thinks he's got it wrong}King of Shadows' forces... {honest}have some of the men very worried.{tone changes to neutral at the end}
{142681} {Pride and confidence in the PC}I'll remain here, <FirstName>, for as long as you have a place for me. You have my vow on that.
{142682} Kana's been having me patrol the walls - but I think she plans to make a sergeant out of me. Seems militia experience is in high demand here.
{142683} |Act 3 - Positive Morale|{Good spirits - healthy}Kana's been training the sergeants hard in blades and tactics. The King's forces are a dangerous lot.
{142684} |Act 3|The Mere is always dangerous - but the King of Shadows makes lizardlings and swamp wolves look like kobold runts.
{142685} |Minor victory|{Grim joy}The Keep stands, <FirstName>. Many of my men spent their lives for their homes and these walls.
{142686} |Major victory|{Joyous}We did it! I'm going to join the men later for the festivities!
{142687} But we're plenty dangerous, too. {A lot of the emphasis is on we, he believes the PC is the major part of this}Everyone underestimates us Harbormen - we'll show the King of Shadows yet.
{142688} {Grim and worried}It's going to be a tough fight.
{142689} |Act 3 - Positive Morale|{Optimistic}All of us sergeants are doing well. Kana drills us.
{142690} I thought that Georg was tough as nails - but now I know what soldiering is really about.
{142691} |Act 3|{Hesitant}A little worried. All the men are.
{142692} We've all got faith in you - but the King of Shadows...{"is terrifying"}
{142693} {Quiet}Kana's kept it quiet - but we <i>have</i> to do something before the King regroups. We don't have enough forces to win a battle like that again.
{142694} If the King of Shadows comes out of his hole - we'll trounce his forces again!
{142695} {Cheerful}Thanks - but no! I get plenty enough excitement in the Greycloaks.
{142696} I've heard some of the things you've done - and even if they're as blown out of proportion as one of Georg's tall tales... {Good humor here - but a little serious}Well, you got to be a little not right in the head to dive into those odds.
{142697} Just call me <FirstName> - it's still just me.
{142698} Did they give you an assignment yet? 
{142699} What can you do for me?
{142700} How is West Harbor?
{142701} You going to miss home?
{142702} You sure you're up for this?
{142703} |Neg. Influence|I'm not here to reminisce - so be silent. 
{142704} What are they training you in these days?
{142705} Why did you join the Greycloaks?
{142706} How are you doing?
{142707} Farewell.
{142708} Are you telling me everything?
{142709} We're friends, you can talk to me.
{142710} Tell me more.
{142711} |Neg. Influence|I'm not really interested in your problems.
{142712} I want to ask about something else.
{142713} Why on earth are you sorry?
{142714} What did you tell them?
{142715} How did you escape?
{142716} |Pos. Influence|I should be asking your forgiveness for what you've suffered. It's because of me...
{142717} Everyone breaks under torture - everyone.
{142718} So that's how the githyanki knew about the shards.
{142719} Just don't do it again.
{142720} |Pos. Influence|Many heroes have had problems - you can overcome them.
{142721} |Pos. Influence|You'll serve the Keep well, Bevil. Have faith.
{142722} Do your best.
{142723} You're weak. If you fail and break, I'll find someone to replace you.
{142724} |Small good|[Diplomacy] Some things are bigger than you or me. Some things are worth dying for.
{142725} In every war there are casualties - and Kana is an experienced soldier.
{142726} There's no easy answer to that.
{142727} |Small lawful evil|I expect everyone to carry out my orders without fail - my objectives are what's important.
{142728} |Pos. Influence, Adds +10% morale to Greycloaks|You will know what to do when you need to. I have confidence in you.
{142729} |10% Morale Bonus to Greycloaks|It's our job to make sure that if we ask them to pay in blood the price is worth it.
{142730} There's too much violence in the world.
{142731} |Neg. Influence, -10% Morale to Greycloaks|Many deaths await before my tasks are done.
{142732} Like what?
{142733} Let's talk about something else.
{142734} |Medium lawful|The discipline and focus is necessary - part of forging men into soldiers.
{142735} |Greycloak Civility +1, medium good|We all have to be good people first, and warriors second.
{142736} Handle it any way you like.
{142737} |Greycloak Civility -1, medium lawful evil|Teach them obedience and achieving objectives at all costs. That's what makes an ideal soldier.
{142738} What do you want to do?
{142739} We could use you for special missions.
{142740} You'd do well keeping the trade roads safe.
{142741} I'll stand by Kana's decision.
{142742} Bevil?
{142743} I looked for you in West Harbor. I thought you'd been killed.
{142744} Nice to see you, too.
{142745} I'm sorry about your family.
{142746} Have you heard about any other survivors?
{142747} What will you do now?
{142748} |Act 3|What do you think about the war?
{142749} Ever consider adventuring with me again?
{142750} | : First time the player tries to make a break for it with one book |{Player just tried to leave with a book}Wait, wait... you still have one of the books! Let's keep them here, so you always have a full collection. {Taking book}Let me just take that... ah, thank you, please come back again soon.
{142751} | : After the first time player tries to leave with a book |{Player tried to leave with a text, second time}Ah! Before you go, let me just put those books back on the shelf. Can't have them running off, you know. Might cause the others to do the same. 
{142752} May your dealings ever prosper, Captain. I have found my way to your Keep, and I sense much economic potential.
{142753} |Pentin is around|The other miner here... {remembered his name - hint of question}Pentin and I have reached an arrangement. {Beat}He knows the earth, but little about commerce.
{142754} This arrangement shall benefit all of us. Simply inform Pentin or I of the location of the deposits, and we will send our men to mine them.
{142755} |No Pentin|Your Keep is in desperate need of someone of my talents. Merchants and stonemasons alike need the fruits of the deep earth.
{142756} {Knowingly at end}If you find any mineral deposits, tell me, and I will send men to mine them. We will all share in the coins and prosperity that follow.
{142757} |First time|{Pleased}My hope in you is well-placed, Captain. Here - take these coins as your share of the profits.
{142758} When my men return, I will give you a sample of whatever ore they find. {Finder of fortunes - should sound almost like a title}Only the best for the finder of fortunes.
{142759} I must depart to coordinate the mining efforts - but I will return as soon as I can.
{142760} |: She leaves - will return with next area load|
{142761} | Merchant upgrade|{Thinking}This may just be what the foundries have been looking for. {Beat, directing the player}Talk with the foundry workers - there may be more items they can make with additional ore.
{142762} Here is your coin, Captain. Return later for your ore.
{142763} Your Keep will prosper if you continue to provide so well for those in your employ. Here is your coin, and I will have a sample for you later, as always.
{142764} {Said with pride - and a hint of longing}I am from {AM}Amn and the glorious city of {ATH-cat-la}Athkatla. A busier port you shall never see - with ships that trade from here in the far north to Tashluta in the south, and west to the jungles of {MAZ-teek-ah}Maztica.
{142765} My father sent me here to see that coin flows south, to our family and our city... so both may prosper.
{142766} {She is not boasting - she is very skilled}I may not have the skills of a miner, but I can manage my purse strings as well as any master merchant.
{142767} | Has ore to deliver|{Recognition, nods}You have returned to us, Captain. Look here... I have saved you a sample from the latest shipment of ore.
{142768} {Said so formalistically maybe a player may wonder what's she really up to}May they serve you, as well as I do.
{142769} How may I serve today, Captain?
{142770} |Act 3|{Calm and collected, she's been through wars}In battle, victory is forged in iron and steel. I would urge you to equip your men as best you can.
{142771} |Siege victory|{She's reserved - but warmth and a little awe in her tone}Amn has known many battles and wars. You would make as formidable a general there as you do here.
{142772} {First trace of nervousness}Neverwinter's forces need every advantage against the King of Shadows.
{142773} Neverwinter and the Keep owe you a deep debt, as do I.
{142774} If you find yourself in a cave or a mine, keep a sharp eye out for the fruits of the earth. Bring word to me, and I will send miners to recover the usable ore.
{142775} Then both our fortunes can rise.
{142776} |Found one more ore deposit|I found a new ore deposit.
{142777} |Found more than 1 ore deposit|I found some new ore deposits.
{142778} Where do you come from?
{142779} Farewell.
{142780} Do you know where I can find mineral deposits?
{142781} Calindra
{142782} | Act 2. Default fallthrough. |[This old church lies in ruins. Rubble blocks the entrance.]
{142783} | Building Church in progress |[Veedles's crew is within, rebuilding the old church.]
{142784} | Building Monastery in progress |[Veedles's crew is within, converting the ruined church into a monastery.]
{142785} | Building Park in progress |[Veedles's crew is within, preparing to replace the ruined church with a park.]
{142786} | Act 3. Not rebuilt yet. |[The old church lies in ruins. Perhaps Veedle will be able to rebuild it.]
{142787} | This scene takes place when the party jumps back to Crossroad Keep after being teleported out of 2600. |
{142788} | SCRIPTER/TONY: I'd like Ammon Jerro to be sitting/standing in a corner of a room/tavern room of the keep, alone, staring into a fireplace. Any tricks we could play with the light and firelight on his face would be awesome. The companions are clustered in other portions of the room while darkened, talking amongst themselves - Zhjaeve and the player are not with them - these two are in another portion of the room, and the conversation will jump to them later on. |
{142789} | Bishop wasn't at Ammon Jerro's Haven, set in first node of this dlg, back in 2600. |{Studying Ammon Jerro, who is sitting over by the fireplace}So that's Ammon Jerro... <i>not</i> dead, after all. {Under his breath, pissed at the poor intel}Glad we made sure of that before running into his labyrinth of demons.
{142790} {Looking over Ammon, studying him, a little quiet}Yes, he is alive... and he is much more powerful than tales ever indicated.  
{142791} {Slight jab at Sand}More powerful than some <i>wizard,</i> anyway.
{142792} | Qara and Sand were both in Haven. |{Fires insult back}Ah, so when he was flinging you around like a rag doll, you were simply playing along until you could strike? Brilliant, Qara.
{142793} So what now? We imprison him? Throw him to the Watch?
{142794} {Scoffs, suggesting murder at the end}Tell me you're joking. He'll send the entire District to the Abyss and then he'll come after <i>us.</i>
{142795} {Grim}Justice must be served... but I am not certain he would find justice within Neverwinter's walls.
{142796} {Matter-of-fact}We could throw him off the Docks.
{142797} I say we get what we need from him, then take care of him. No one needs to know.
{142798} {Grim, directed at Bishop}He murdered Shandra Jerro, and he must answer for it. But we will not answer murder with murder. 
{142799} | If Grobnar was in Haven |{Worried, still sad about Shandra}I'm sorry, I still don't understand what went wrong... if only we'd had some way of getting to her in time...
{142800} {Quietly, shaking her head}There is no sense to be made of it, Grobnar. Now, we must simply accept.
{142801} | If player is male |It is our leader I am worried about.
{142802} | Cut to a scene of Zhajeve and the player, studying Ammon Jerro, on the other side of the Sunken Flagon, away from the other companions. |
{142803} | SCRIPTER: This camera shot should be an over-the-shoulder of both the player and Zhjaeve, with Ammon Jerro in the background. |{Counseling}The will of Ammon Jerro is broken, and this makes him dangerous... but know it also makes him of use.
{142804} {Warning, matter-of-fact}Know that Shandra killed herself in breaking the circles to save us. Ammon merely hastened that end. 
{142805} Among my people, what Shandra did is a thing of honor, and its consequences should be honored as well.
{142806} Know that Ammon is the enemy of the githyanki, and all he has done, he has done to fight the King of Shadows. 
{142807} {Prompting}It would be well for us to share words with him. If his knowing becomes ours, our strength increases.  
{142808} | SCRIPTER: This camera shot should be an over-the-shoulder of both the player and Zhajeve, with Ammon Jerro in the background. |Speak to him, and see where his allegiances lie.
{142809} | Jump to last node at end of dlg, below, if player speaks to Ammon after this. I wanted to make a break in case the player wanted to save their game after the end sequence with Ammon in 2600. |
{142810} Do not show Ammon too much mercy - one such as he may not find such things of use or comfort.
{142811} | If player is female, Casavir has > influence than Bishop. |It is our leader I am worried about.
{142812} | If player is female, Casavir has < influence than Bishop. |I say we let our leader handle Ammon... something tells me she'll straighten him out.
{142813} | If Grobnar wasn't in Haven |{Worried, still sad about Shandra}I'm sorry, I still don't understand what went wrong... was there no way to stop Shandra from doing what she did? It just... it just makes no <i>sense.</i> 
{142814} | Qara was not in Haven. |{Fires insult back}More powerful than <i>you,</i> Qara, and you would do well to believe me.
{142815} | Bishop was at Ammon Jerro's Haven |{Studying Ammon Jerro, who is sitting over by the fireplace}So Ammon Jerro wasn't dead, after all. {Under his breath, pissed at the poor intel}Glad we made sure of that before running into his labyrinth of demons.
{142816} | Reset AJ's level, selectable, non-campaignNPC. Cut to a scene of him staring into the fire. He does not turn as the player speaks to him. |
{142817} {Cold, angry, referring to Shandra, who is dead}Why did you bring her to my haven? Even though she was of my bloodline, you <i>knew</i> she did not have the strength to survive there. 
{142818} {Nods, quietly angry and bitter}Of course. And you came there to learn of the King of Shadows. Another casualty of a war that never seems to end.
{142819} {Bitter}I have only recently escaped my imprisonment in the Lower Planes... and since then, I have fought to re-establish my stronghold and gather my forces - which you have ruined with your carelessness.
{142820} As you know, the King of Shadows is growing in power as well.
{142821} {Angry}If you had known what you were walking into and left the matter to me, she would be alive, and I would still <i>be</i> at my full power.
{142822} {Snorts slightly, angry at himself}But yes, I bear responsibility for her death. The Jerro bloodline now only resides in me.
{142823} {Rueful, bitter}And the King of Shadows... he has won a victory against us this day without striking a blow.
{142824} {Slightly tired, going down a bitter memory lane}I have fought the King of Shadows before - as soon as I became aware of the threat he represented to Neverwinter, to the Realms, I <i>fought</i> him.
{142825} {A little reluctant to mention the demonic pacts}I have made... pacts... {Beat}I have studied him, tried to learn his weaknesses, and the extent of his power. And always, it has been a war with few victories.
{142826} {Here's the sell, a little quieter, not bitter}Surely you know of the Ritual of Purification... you should know that I have performed part of the Ritual myself already.
{142827} Without it, we cannot strike at the King of Shadows, and the battle is lost before it begins.
{142828} | ERIC: Set a global at this node to prevent this same line from being repeated, below. |The King of Shadows was once a defender of the Illefarn empire - while now evil and corrupt, it still holds true to its original purpose... to destroy all that threatens Illefarn.
{142829} That is irrelevant - the <i>threat</i> to Illefarn still exists. 
{142830} Their once-ancient enemies, the Netheril, still live on in the City of Shade here in Faerûn, and traces of Netherese magic can still be found running in the veins of many wizards and sorcerers within the Realms.
{142831} The City of Shade will be its first target, then it will soon turn its attention to all who carry magic in their blood who live in Faerûn and wipe them out, one by one. 
{142832} Of course it doesn't. It is what it will do trying to reach there that should concern you. 
{142833} Once it breaks free of its prison, it will attempt to reach the City of Shade.
{142834} Its journey will turn leagues of teeming land into a lifeless road to its destination. Even worse, it will feed on everything around it to gain strength to destroy the city. 
{142835} The Sword Coast, the Mere, Neverwinter - all these places will be consumed. 
{142836} And should that fail to move you, the King of Shadows will do everything he can to murder us both. {Beat}After all, together, we are the only ones with a chance of stopping him.
{142837} The King of Shadows is no mortal creature - he is not human, more a force than anything else. 
{142838} But there is something that can harm him. Those shards you have... they are part of the sword of Gith.
{142839} | Cut to her. |{Whispers, under her breath}<i>Kalach-Cha.</i>
{142840} Once the King of Shadows was driven back by githyanki warriors wielding hundreds... maybe thousands of those blades.
{142841} {Important line, keep it slow, and quiet}But the sword of Gith is more than a simple silver sword...  it can <i>wound</i> the King of Shadows, like it did, once, long ago.
{142842} {A little quieter}A part of the blade got lodged in your chest, in the battle in West Harbor, when you were a child.
{142843} And whether you like it or not, you are now that weapon. The more shards you gather, the stronger that weapon becomes. 
{142844} Together, we can stop the King of Shadows, and we must. 
{142845} | ERIC: Set a global at this node to prevent this same line from being repeated, below. |The King of Shadows was once a defender of the Illefarn empire - while now evil and corrupt, it still holds true to its original purpose... to destroy all that threatens Illefarn.
{142846} That is irrelevant - the <i>threat</i> to Illefarn still exists. 
{142847} Their once-ancient enemies, the Netheril, still live on in the City of Shade here in Faerûn, and traces of Netherese magic can still be found running in the veins of many wizards and sorcerers within the Realms.
{142848} The City of Shade will be its first target, then it will soon turn its attention to all who carry magic in their blood who live in Faerûn and wipe them out, one by one.
{142849} Of course it doesn't. It is what it will do trying to reach there that should concern you. 
{142850} Once it breaks free of its prison, it will attempt to reach the City of Shade.
{142851} Its journey will turn leagues of teeming land into a lifeless road to its destination. Even worse, it will feed on everything around it to gain strength to destroy the city. 
{142852} The Sword Coast, the Mere, Neverwinter - all these places will be consumed. 
{142853} And should that fail to move you, the King of Shadows will do everything he can to murder us both. {Beat}After all, together, we are the only ones with a chance of stopping him.
{142854} I have completed part of the Ritual of Purification. If you kill me, the battle is lost as soon as my heart stops beating. Without me, you cannot win. 
{142855} Because you have no <i>choice.</i> And because if you know anything about me, you know that all I have done has been to fight the King of Shadows and to protect Faerûn from him.
{142856} {Condescending, angry}My naive young friend, I will be paying for my pacts and my crimes for <i>millennia</i> when I die. There are places in the hells reserved for ones such as me. 
{142857} Whatever punishments you think I deserve, I will suffer a thousand-fold - well beyond anything your small mind can imagine. 
{142858} {Determined, this is his life goal}But I <i>will</i> strike at the King of Shadows before I leave this plane. And you will have no stronger ally than I in this, both in knowledge and power.
{142859} Then we must gather our forces against the King of Shadows. 
{142860} Even now, his presence is extending from the Mere of Dead Men. The High Road has become impassable.
{142861} My scouts - now vanished - reported legions of shadows and undead stirring within the mere, and a sphere of darkness expanding from the heart of the swamp, killing all life it touches.
{142862} {Planning, a little angry at the end since he lost his demons}We cannot stop him alone. With my powers weakened, my demons are no longer bound to me...
{142863} | Camera angle should show Ammon, the player, and his companion, implying they are part of this army, or if using MAP cinematic, pans to Neverwinter and stops. |You will need an army to face him.
{142864} {Scoffs}You have defeated me in my lair, and I am weakened - I have no choice. The tactics you used are the sacrifices this war requires.
{142865} Regardless, we must gather our forces against the King of Shadows. 
{142866} {Slight incredulous}Why do <i>I</i> wish to stop the King of Shadows? 
{142867} Perhaps this is a question you should ask yourself, since <i>your</i> motivation in all of this has been unclear from the start.
{142868} Really. Then let us speak plainly on this. 
{142869} Does he threaten <i>you</i> specifically? Do you feel that the Sword Coast cast beneath shadow would be an unwelcome thing, all life turned to death and ghosts?
{142870} Or perhaps you would simply sleep better at night knowing that a twisted remnant of the Illefarn empire was as dead and buried as they are.
{142871} I think you will find we are of the same opinion on the matter, though I suspect our methods differ.
{142872} | Influence Gain Ammon |[Success] {Appraising}Hm. Perhaps I underestimated you... and your resolve. 
{142873} | Influence Loss Ammon |[Failure] {Cold}Indeed. And after a near-lifetime of dealing with the pompous nobles of Neverwinter's court, I think you will find your lies are as transparent to me as glass.
{142874} At least that is a guaranteed motivation, and one difficult to escape from. Very well.
{142875} I see. At least you are honest. And to me, you are the lesser of two evils.
{142876} | Set global here. |I wish to stop the King of Shadows because he is a threat to not only the people of Neverwinter, but to the Sword Coast and Faerûn itself. That is all, and while simple, it is the truth. 
{142877} Despite whatever onus has been placed on my actions, desperate measures were required to stop him the first time, and will be again. More can be saved as a result, and that is all that matters now.
{142878} Yes. An unpopular idea - for anyone who does not truly see the threat to this plane.
{142879} | Influence Loss Ammon |{Disgusted}And that, "Captain" is why you will need me in the times ahead - and why I will bear your presence for now.
{142880} | Influence Gain Ammon Jerro |{Slightly impressed}That is the first piece of wisdom I have encountered from someone in Neverwinter's service for some time. 
{142881} | Lawful Response |He killed Shandra, and he must answer for that crime.
{142882} | Good Response |There has been too much death this day - I would prefer to show mercy.
{142883} | Chaotic Response |I could care less what happens to him, but I need to know what he knows. 
{142884} | Evil Response |If he agrees to serve me, then I will gladly make use of his power.
{142885} It was the only way to enter your haven.
{142886} You were supposed to be dead. We needed your research on the silver swords to fight the King of Shadows.
{142887} She would have survived if you hadn't killed her.
{142888} What do you know about the King of Shadows?
{142889} Why should we fight him at all?
{142890} But the Illefarn empire fell long ago.
{142891} The destruction of the City of Shade doesn't concern me. 
{142892} So what will it do when its freed?
{142893} What does this have to do with us?
{142894} I am familiar with the Ritual to free him, but that doesn't seem to be enough.
{142895} | ERIC: Check the global above, this only pops up if you didn't already ask why. |Why? Why do we even care if he's freed?
{142896} But the Illefarn empire fell long ago.
{142897} The destruction of the City of Shade doesn't concern me. 
{142898} So what will it do when its freed?
{142899} What does this have to do with us?
{142900} Together?
{142901} Forget it, you can burn in the Hells for what you've done.
{142902} Why should I trust you?
{142903} You killed Shandra, and you will pay.
{142904} I don't like it, but I need your help.
{142905} Very well. What's our next move? 
{142906} Pledge yourself to my service, and we will take action.
{142907} Serve me, and I will spare you.
{142908} How do we hurt him?
{142909} What is your interest in the shards?
{142910} You're not the King of Shadows, so what's your part in this?
{142911} What were you doing in your haven?
{142912} | If not already mentioned at end of Act 2. These lines are duplicated in his global dlg. |Why do you want to stop the King of Shadows?
{142913} What do you mean?
{142914} I think I've caused a lot less trouble than you, fool.
{142915} Unclear? You're one to talk.
{142916} | Lawful Response |It is my duty to stop all that threatens Neverwinter.
{142917} | Good response |The people of the Sword Coast do not deserve the suffering and death that the King of Shadows will cause.
{142918} | Chaotic Response |[Bluff/Lie] I only wish to protect Neverwinter, and all its people.
{142919} | Chaotic Response |The King of Shadows will kill me because I have the shards and part of the Ritual, so it's self-preservation.
{142920} | Chaotic Response |I don't really care about the King of Shadows, but promotions, wealth, and land have come my way as a result.
{142921} | Evil Response |I am curious what his power is... and how I might make use of it.
{142922} So for the "greater good?" 
{142923} Kill the few to save the many?
{142924} An ill-thought idea for anyone who's willing to take the fast road rather than the correct one.
{142925} It is not acceptable to me, and furthermore, I don't believe we need to make those sacrifices to win this war.
{142926} Fine. I agree.
{142927} I need all the help and allies I can get, so I accept that - for now.
{142928} | Owner of conversation is assumed to be Grobnar, so he is not speaker tagged below. This cut scene is triggered from gl_grobnar when the player gives him all three pieces or the last piece and the player is in Crossroad Keep. Fade in, place Grobnar and player next to Construct. The Construct should be standing perfectly still. |
{142929} {Relieved, and a little excited}Let me just put what we have together, see if we can wake our big bladed friend here up.
{142930} {Working on Construct}Just need to put the last few finishing touches on him, do this here, and...{Trails off as working}
{142931} | Fade out, then fade in. Everybody is still in place, Construct is still standing perfectly still. |
{142932} {Slight wary, just put the last piece of Construct in place, doubtful}Well, that <i>should</i> do it. {Beat}Shouldn't it?
{142933} {Grunts, admonishing}Well, you can't expect him to suddenly start running around and attacking everyone just because we say so.
{142934} | SCRIPTER: Construct suddenly makes weapon flourish, as if about to attack. |
{142935} {The Construct is about to attack everyone - alarmed}Whoa! Whoa! No! No! No, bad Construct, stop waving those blades around! Stop it!
{142936} | Construct resumes idle animation. |
{142937} {Relieved, chuckles lightly, one of his constructions nearly killed everyone}My, that was a surprise, really gets the blood pumping. Phew.
{142938} {Like a proud parent, getting teary-eyed}I must say, I'm rather proud of it. Look how tall it is... it really has grown since it was damaged way back in Neverwinter fighting those nasty githyanki.
{142939} | Influence Gain Grobnar |{Pleased}Well, thank you. {Beat, apologetic}I must say, I had my doubts there for a while. A long while... but I appreciate the support and patience, sometimes you just have to wait for inspiration to strike.
{142940} Go on, try it out - we can bring it along on our adventures from now on - just talk to it, if you'd like. {Beat}Not sure it'll answer, though. 
{142941} | Reset Construct's level, selectable, non-campaignNPC. Set bConstructCompleted=1. Cool camera shot of Construct.  |[You have finished building the Construct and can now add it to your party. Initiate dialogue with it if you want to examine it.]
{142942} | Influence Loss Grobnar |{A little disappointed}It's not <i>that</i> bad - is it? I mean, I tried really hard. At least it responds to commands, it <i>might</i> be useful, I hope. If not... well, guess I'll just put it with my other failures. 
{142943} Shouldn't he be moving... or doing something?
{142944} This is a little anti-climatic.
{142945} Are you sure you aren't missing a piece?
{142946} I'm impressed you got it working again - good job.
{142947} Step back, I'll examine it by myself, all right?
{142948} Proud of it? It looks like it's barely holding itself together.
{142949} | This transitions off of the 20_brelaina_ald speech in the prison, where Nevalle says, "hey, here's where we need to go." Should use the Crossroad Keep map. |
{142950} | SCRIPTER: Show Sir Nevalle with Zhjaeve behind him, flanked by two guards. |
{142951} {Smiles slightly, was going to take the player to Crossroad Keep anyway}It's seen better days... and will again.
{142952} I have brought you back here under orders, <FullName>. For Lord Nasher has a new task for you. 
{142953} | Focus on Zhjaeve|And perhaps our... guest can see what it is you'll be fighting for in the coming days.
{142954} | SCRIPTER: Let an animated camera swing around the keep, showing the people at work, let music build. |These people you see around you, they are now yours to command as you see fit. 
{142955} You are their Captain in Neverwinter's service. Make this Keep ready for war, gather troops to your banner, and be prepared to strike when this enemy reveals itself.
{142956} You are the master of this keep now - you have earned it through service and blood, and you have earned my trust... and that of Lord Nasher. 
{142957} This is your land. Defend it, for the sake of your people, and the sake of Neverwinter. 
{142958} | SCRIPTER: Camera pulls out, showing the whole keep, then fades to black. Cut to Zhjaeve intro: 21_cs_zhjaeve_intro.dlg |
{142959} This keep was destroyed during the war with the King of Shadows. It was a dark time for Neverwinter, but we persevered, as you have this day.
{142960} Why have you brought us back here?
{142961} It looks like Crossroad Keep is being rebuilt.
{142962} This whole place looks ready to collapse.
{142963} | SCRIPTER: Cut to an outside scene, preferably with a skybox of the setting sun. Zhjaeve is with the player on the battlements (or something approximating it). The sun is setting, and Zhjaeve is looking out at the plains around the Keep, drinking it in. The player stands behind her, there is no one else around. The owner of this dlg is assumed to be Zhjaeve, so she is not tagged. |
{142964} {Looking out over a beautiful vista}Look, even now shadows fall upon this plane - yet still its beauty persists. 
{142965} It is not surprising to me that our enemies wish to mar this place with their blades and their war. 
{142966} <i>Know</i> this - the first glimpses of this conflict you have seen are not the first. They are but glimpses of things that travel well into the past and the present. 
{142967} {Revered, try to build this sequence up}It is all part of a greater war, a war almost as great as the one that split my people on the sword of Gith long ago, and the tragedy is tied to such a blade.
{142968} | SCRIPTER: It would be cool for the next line if we could show shadows stretching across the Keep's grounds, slowly but menacingly, reinforcing the story. |
{142969} {Gestures at the growing darkness}These shadows you see... there is a Lord who dwells in darkness with them. And he has fought on this Plane before against those who have embraced Gith's hatred - the githyanki.
{142970} This Lord and the githyanki - it is difficult to <i>know</i> the true hatred between them. He attacked them long ago, attempted to cast his shadows upon their fortresses in the planes beyond. 
{142971} The fighting was terrible, fierce, and it was only through the deaths of thousands of githyanki that this King of Shadows was driven back.
{142972} But no matter how many countless thousands of their people they lost, they were only capable of severing the portal through which he could attack them...
{142973} And so the githyanki were denied a victory, and forestalled their war for a time.
{142974} But <i>know</i> that the githyanki do not forget their enemies. And though the King of Shadows had been driven back, still they sought a way to reach him... to kill him. 
{142975} And as terrible as knowing the followers of Gith hunt for you, even more dangerous is this Lord, this King of Shadows. 
{142976} <i>Know</i> that I will aid you if I can, but it may already be too late. 
{142977} {Quiet, warning}<i>Know</i> that this path is a dangerous one. Even the people of Illefarn, as powerful as they were, were unable to defeat the King of Shadows. 
{142978} But <i>know</i> that this Ritual of Purification... and the blade of our enemies are the only chance of success in this. 
{142979} {Angry, hissing}He can already make his presence felt beyond his chains. The advantage is his. If you cannot strike at an enemy, <i>know</i> your battle is already lost.
{142980} You doubt me, and that is because you do not know me. You need allies, <i>Kalach-Cha,</i> not more enemies and doubt to divide you. For in dividing the mind, you divide the battlefield and you cut your strength in half.
{142981} I am a {Zerth}<i>zerth,</i> and I swear upon the Circle of {Zerth-ah-mon}Zerthimon that what I speak to you I <i>know</i> to be true. 
{142982} {Quiet, a little more tender}And <i>know</i> that your life is as precious to me as it is for the followers of Gith to end it. 
{142983} {Slight, slight fear, concern for others}And this King... <i>know</i> that he threatens us all. 
{142984} | SCRIPTER: Do another fade to black for drama, cut to a scene where Zhjaeve and the player are by two campfires, side by side. |
{142985} | SCRIPTER: Fade in to see them sitting at the two fires. |
{142986} This title of <i>Kalach-Cha,</i> do you <i>know</i> it?
{142987} You wear that title because the name <i>knows</i> you, even if you do not <i>know</i> it yourself. {Beat}But let me speak my thought plainly, without circles of meaning.
{142988} They call you the Shard-Bearer, this <i>Kalach-Cha,</i> because you carry a piece of Gith's blade within you, near the heart. And you have always born it close to you.
{142989} {Laughs lightly}It was once said that Gith's blade once drawn would never find a scabbard again - and now it is sheathed within you.  
{142990} {Reverent}It sings, and they can hear it, as I hear it, whispering all the hate of Gith and the war she sought to bring to the planes... a war that would have ended us all, if Zerthimon had not met her blade with his at the Pronouncement of Two Skies. 
{142991} <i>Know</i> that you are the only one who can reforge Gith's blade and use it, once more, in a battle. A battle that will free your lands and people from an evil even greater than the evil the illithid sought to bring upon my people. 
{142992} There is no other. And if the title of <i>Kalach-Cha</i> displeases you, then <i>know</i> that <i>you</i> must make another title. 
{142993} {Quiet reverent}And perhaps your name shall be the battlecry by which this ancient enemy, this King of Shadows will be defeated. 
{142994} {Stronger}I make this pronouncement to you, greater than the bond of Two Deaths As One, with a strength that echoes the Pronouncement of Two Skies. 
{142995} | SCRIPTER: Behind her, if we could create a hazy version of the King of Shadows (maybe use the model with some fog on it, I know, I know - it's a lot easier to write than do it, but if there's some way to pull off the effect without too much trouble, that would be dope), so it looks like the King of Shadows, the player, and Zhjaeve are all standing together, "three in darkness." |
{142996} {Like swearing upon her life}I make the Pronouncement of Three in Darkness, Two in Light. As the two of us shall meet this King in his fortress, it shall become a battle of three. 
{142997} | SCRIPTER: Focus on the two camp fires after this. | 
{142998} And when it is over, the two of us shall walk in the light, and you will taste true freedom - just as Gith and Zerthimon did when they broke the will of the <i>illithid</i> at Sagrassa's End. 
{142999} {Like Obi-Wan giving Luke the lightsaber, telling him to become a hero}It is my life I am giving you, <i>Kalach-Cha,</i> and I ask that you let me share your path with you. 
{143000} | SCRIPTER: Fade to Black |
{143001} Then we shall speak no more of it now that my vow is spoken.
{143002} Now we must travel to the ruins of the culture of Illefarn, and there, undergo the rituals you will need to arm your spirit against the King of Shadows.
{143003} I have marked the location of the city on your map. There, we shall find what we seek and complete the Ritual of Purification.
{143004} The githyanki and my people are tied in a way by such a weapon... and now that weapon is you. 
{143005} {Nods}Very well. Listen to my words and know them...
{143006} | Fade to Black. |
{143007} | Fade in from Black. |
{143008} The King of Shadows was not always tied to darkness, and that is part of the tragedy. His will was once devoted to an ancient empire, to the protection of its people.
{143009} He was once the light of Illefarn, empowered with the strength to protect them from their enemies... and he was bound to the natural magics of the plane, the Weave.
{143010} But as much as a ritual created the Guardian that was to be Shadow, there is a ritual that will unmake him. It is a Ritual of Purification, designed to allow him peace when his days of sacrifice are done and the empire needs him no longer. 
{143011} If the ritual does exist, it lies within the ruined Illefarn city of Arvahn. It is there you must go to purify yourself and gain the strength for the battle ahead. I have marked the location upon your map.
{143012} I need to know what you know about this threat. 
{143013} You promised to tell me of this enemy we face. 
{143014} Enough rambling - you have your freedom, now give me my information. 
{143015} Where is this "King of Shadows" and how do we stop him?
{143016} And how can you help? 
{143017} Nice tale, but it contains little of value and tries my patience.
{143018} If that is what it takes, that is what I must do.
{143019} This sounds like a suicide pact if I ever heard one.
{143020} Do I have a choice?
{143021} I don't see why I have to do this.
{143022} But what if I accidentally let him loose? 
{143023} Why not just let him rot there?
{143024} What must I do?
{143025} I never asked for this.
{143026} I could care less for your people - or mine. They deserve their fate. 
{143027} So you will travel with me?
{143028} And what promise do I have that you won't betray me?
{143029} I don't trust you, or your intentions.
{143030} I thank you, Zhjaeve, and I welcome your help.
{143031} I shall do what I must. 
{143032} If your rambling is done, what do we do next?
{143033} Where are these ruins?
{143034} Do you know how to reach them?
{143035} Another crawl through a monster-infested city, no doubt. 
{143036} Look, all this rambling doublespeak aside, just give me the short version, and I'll write it in my journal.
{143037} Why am I so important to you?
{143038} {Just been set up with own shop}Deekin sooooo happy to have a place of his own, with roof and walls. {Beat, downnote}Neverwinter had walls, but no roof. Not like as much.
{143039} Deekin owe you much gratitude, would be willing to trade, and buy, and sell, and sing for Captain of Keep - if Captain wishes it. 
{143040} Deekin have some stuff now, maybe get more if more and more people come to the Keep. 
{143041} Hmm. Let Deekin think.
{143042} | UPGRADE 1 When this triggers add more inventory to his shop |{Pleased, shop is coming along great}Captain... Deekin has veeeery good news!
{143043} | Standard |Captain! Deekin is pleased to see! 
{143044} {Pleased}Few people ask to hear Deekin sing! Hmmm. Let Deekin think of song good enough for Captain.
{143045} More people come through, make shop much bigger by giving Deekin gifts. Sometimes they throw the gifts at Deekin, but Deekin dodge really good. 
{143046} | UPGRADE 2 When this triggers decrease prices of Deekin's goods. |{Exhasuted, busy day}Phew... Deekin happy to see Captain. Too many customers, coming in and out, making Deekin's head spin.
{143047} Deekin not think so. Deekin try to help, usually get a lot of shouting and yelling and stones thrown at him, which make him feel like home.
{143048} Still, Deekin think he be underfoot too much to be help. It is way of things, being kobold.
{143049} {Hesitates}But...
{143050} {Hesitates, go darker and mad here - give a hint of what's going to happen if the Keep is attacked}But if someone were to <i>hurt</i> Captain, or hurt Captain's <b>home,</b> Deekin think that would make Deekin very, very mad.
{143051} | Generic Question Node |Something Captain wants from Deekin?
{143052} Oh, wait, Deekin have good one. Written after Waterdeep journey.
{143053} | AUDIO: Need better songs. |{Doggerel, make a silly rhyming scheme, "Fum" is on purpose}<i> Dum de Dum
Lot of... Fum
Walk around
Down and Down
Lot of {DROH}Drow
So many Drow
Drow and Drow
With spiders
Tired of Drow </i>
{143054} Deekin have a song about his life. Still working on ending.
{143055} And that it. Still work in progress, Deekin think, but almost done.
{143056} | AUDIO: Need better songs. |{<b>Similar</b> to "I'm a little teapot"}<i> I'm a little kobold
Grew up with a dragon
Squeaky voice
Always scared
I like to write tails... er, tales
Make them big and epic
Like bread... or snails? </i>
{143057} Deekin have a song he sing when scared.
{143058} | AUDIO: Need better songs. |{<b>Similar</b> to Dreadle, dreadle, dreadle}
<i> Deekin, Deekin, Deekin
He's always running away
Deekin, Deekin, Deekin
In one place he will stay
Deekin, Deekin, Deekin
Hide under a rock
Deekin, Deekin, Deekin
Everyone will mock </i>
{143059} {A little apprehensive}Well, Deekin have one more song. But it not too happy. It about war coming.
{143060} | AUDIO: Need better songs. |<i> We're all doomed
Gonna happen soon
Rising action, No detraction
A military cadence
For those who hate us </i>
{143061} | AUDIO: Need better songs. |<i> We're all doomed
Don your... plumes
No more factions or inactions
Huddle together 
Against the weather </i>
{143062} | AUDIO: Need better songs. |<i> Because...
We...
Are...
All...
Doomed! </i>
{143063} Not really have any more. Next time, Deekin sing the others again, if you like. 
{143064} Deekin like Keep lots, not miss adventuring life... Deekin probably need looooong break before follow after big hero again with pen. 
{143065} | Once only |{Light chuckle, fanboy}Those pens sure get heavy. 
{143066} Deekin likes collecting and selling things, gives him time to write. Between Undrentide and Waterdeep, Deekin needs a little break from golems and mages and snake ladies. 
{143067} Deekin meet golems, on travels, yes. So many golems. And golem nostrils flaring. Very confusing to Deekin. 
{143068} {To Construct}No offense meant to big friend. He no have flaring nostrils, Deekin thinks.
{143069} Oh, he's a gentle sort, nothing to worry about. Sure hasn't smashed any kobolds lately, let me tell you.
{143070} | SCRIPTER: Need a golem part and only give it once |Deekin may have something from golem, now that Deekin thinks about it. Hold on...
{143071} Heres it is. Taken from many broken golem, maybe help your golem be nice. 
{143072} {Frowns}Deekin not understand why golems got to be so big, stomping around, smashing Deekin. Deekin think maybe mages feel very small, so make big golems to make selves feel better. 
{143073} Deekin remember lots of winds, and grounds moving, and snake ladies. Deekin think he should like snake ladies part more, but was not much to like. Had to stand still a lot, nose was itchy.
{143074} | Once only |{Nods, fanboy}Itchy nose, uh-huh. Must have been tough.
{143075} There was also dwarf wizard, too. {Beat}Deekin miss him, make chest hurt thinking about it.
{143076} Let just say Deekin happy to be on solid ground, and that be enough for Undrentide.
{143077} Deekin actually not spend much time <i>in</i> Waterdeep as much as under it. Kept going down and down and down. Make Deekin dizzy.
{143078} | Once only |{Nods, fanboy}Dizzy. Puts you into a spin, doesn't it?
{143079} And too many drow. Lots of drow elves. Didn't like to write about that part. Too much books about them already. Need more books about kobolds.
{143080} | Once only |{Thinking to himself}You must have run into one of my audiences.
{143081} | No more songs to be had. |Sorry, Captain, Deekin not have a good idea right now. Some songs just come to you, maybe you just need to stand still, let them catch up.
{143082} |SCRIPTER: Once only, Deekin gives Ironskin Chant. |Deekin know one. Had to sing a lot after Waterdeep to keep skin from being filled with arrows or spider venom. 
{143083} | SCRIPTER: Haven't gotten Tinker's Song yet. |Deekin think maybe gnome you travel with have a good song in head... maybe come out, eventually.
{143084} What gnome?
{143085} Deekin mean you.
{143086} Me? You think I have a good song in my head?
{143087} Deekin think everyone probably have at least one good song, gnome no different.
{143088} | SCRIPTER: Not got Dirge of Ancient Illefarn yet. |Deekin sometimes have bad luck to stumble into ruins filled with monsters. 
{143089} But once, Deekin walk through swamp, find ruins. See lots of pictures on walls of dwarves and elves. 
{143090} Sounds like the Illefarn ruins in the Merdelain.
{143091} {Listening to a ruin description}Sounds like some sort of Illefarn ruin - their empire was composed of both. {Beat}The dwarves are what brought it down.
{143092} I'll bring <i>you</i> down. Dwarves were wrong to ever extend hospitality to elves.
{143093} |Act 3|Things getting so busy, all these sounds of an army. Deekin getting worried, but he's not scared yet.
{143094} | Post-Siege|Captain! You win big battle, drive away shadows! Deekin give many congratulations!
{143095} Let me see your wares.
{143096} Know where I could find any new bard songs?
{143097} Ever considered returning to the adventuring life?
{143098} Can you play me a song?
{143099} Farewell.
{143100} Anything you can do to help defend the Keep?
{143101} Well, I wanted to ask anyway.
{143102} The shop's good enough for now.
{143103} Fine. Go back to being useless. 
{143104} I had other questions for you.
{143105} Golems?
{143106} Undrentide? What happened there?
{143107} Tell me about Waterdeep.
{143108} What happened in Waterdeep?
{143109} What were you saying about golems?
{143110} Tell me about Undrentide.
{143111} I had some questions for you.
{143112} |OPEN STORE - Upgrade 1|Let me see your wares.
{143113} |OPEN STORE|
{143114} Deekin
{143115} | Should NEVER see this line anymore |Once I heard you were moving here, I figured I'd pick up my tools and follow. You - uh - really helped me out since Highcliff.
{143116} Besides Neverwinter was too... crowded for my tastes - and not terribly safe. The Keep feels closer to where I was raised, <FirstName>... err - Captain?
{143117} |: Had upgrades before|{Hesitant here}One last thing. In - err - Neverwinter, I was able to put together some armor free of charge for your men.
{143118} You've got too many Greycloaks here for that, I'm afraid. If you can get some ore for me, I'll be able to provide your men with some better armor - but I'll have to charge you.
{143119} If I get enough ore and materials, I should be able to upgrade your Greycloaks, <sir/madam>. It'll cost some coin.
{143120} {Sounds disappointed - he'd like to just help the PC out}You just have too many men for me to do it on the side.
{143121} |: OPEN STORE|
{143122} |Early on - no rebuilding|Well enough, I suppose. I like the country far more.
{143123} Although - err - I wouldn't mind a few more customers. {Hates to ask}And I don't mind having my stall here.
{143124} But the building could use a little work. Funds are tight for me - could you... talk to Veedle about it?
{143125} |Rebuilding done|Much better since you've repaired the shop. The backroom has my bed and things, and there's plenty of space.
{143126} Umm - thank you. I'm glad to be serving you, Captain.
{143127} |Little trade|There's not many folks around, sad to say. I'm ready for business, but there's little business to be had.
{143128} I don't live lavishly, so I'm all right, but I'd really love some trade.
{143129} |Moderate trade|The Keep is livening up. More caravans going through, and more people about.
{143130} I was worried for a bit. I should've had more faith in you.
{143131} |High trade|I've been kept busy. Plenty of orders, plenty to do.
{143132} |No shop|{Earnest and honest}I'll need more workspace to fill an order for so many men. {VEE-dle}Veedle said he could fix the shop behind me.
{143133} I'm afraid until I have more room, there's no way I could help you, Captain.
{143134} |: Need ore or upgraded to the point of needing ore|Unless some miners deliver me new ore, I don't have enough supplies to take care of all the Greycloaks.
{143135} I could - uhh - supply a few of the men, but that won't do much good.
{143136} I have some supplies left. I could make some new armor for your men.
{143137} Anything specific you're looking for?
{143138} |Upgrades complete|I've done all I can for your men, Captain. They're better armored than almost all the Greycloaks in Neverwinter.
{143139} {A little hesitant to speak badly of Greycloaks' equipment, almost apologetic}No easy answer for that. A motley - err - selection, really. Some just have their cloaks, truth be told.
{143140} Neverwinter's coffers are light, so many Greycloaks just come as they are.
{143141} Well, I managed to equip most of them with leather. I know it's not much.
{143142} {Apologetic}I could do better, but it'll cost more money.
{143143} Your men are wearing studded leather now. Satisfactory for a militia, I suppose.
{143144} Most of the men have scale mail now. It's not the best armor I can make, but I know how expensive all this is for you.
{143145} I even managed to make a few sets of scale mail.
{143146} Certainly, Captain.
{143147} I'll make sure every man has some form of armor. {Hesitant}It may not be the most <i>ideal</i> armor, but it's better than the sack-cloth some of them are wearing.
[Keep Funds remaining: <CUSTOM121>]
{143148} {Cheery - happy to be helping}Absolutely, Captain. I'll get straight to it!
{143149}  I, err, could do more, but there's the matter of the cost...
{143150} That won't be cheap - you've got a lot of Greycloaks to armor, Captain. I do have the supplies on hand, however.
[Keep Funds remaining: <CUSTOM121>]
{143151} Scale mail armor is expensive because of the metal, and its time-consuming to make, as well. I have enough material for it.
{143152} {He's hopeful to land this}Just let me know if you'd like me to work on it.
[Keep Funds remaining: <CUSTOM121>]
{143153} That would be full chainmail. Flexible, but sturdy.
{143154} If you can... uhm, afford it, however. The men will be truly well-armored for any action they may see.
[Keep Funds remaining: <CUSTOM121>]
{143155} |PC has built his shop|Thank you for building the shop for me! I couldn't afford Veedle's fee, otherwise I would've taken care of it myself.
{143156} | Give item - Armor of Comfort |I don't know how much it'll be worth to an adventurer like yourself, Captain, but please take this.
{143157} | Armor job finished|I finished making armor for your Greycloaks, Captain. I hope it meets with your approval.
{143158} | Last armor job. |I've done all I can to armor your Greycloaks. They all have fine chain, just as you asked.
{143159} The only thing that would be better is enchanted armor, and that I can't make. It's been a privilege, Captain.
{143160} Well met, Captain. You want to see my goods?
{143161} {Wasn't expecting the PC to have it}Ahh, I see.
{143162} |Act 3|The Mere of Dead Men isn't too far away - and people are worried about the King of Shadows. {Beat - reassuring}But people have faith you'll pull us through, Captain.
{143163} |Minor Siege victory|{Some pain, but pleased}The army of Neverwinter may be hurting now, but you pulled them through the battle. {A little nervous}But - uh - the Keep seems a little empty...{so many died}

{143164} |Major Siege victory|{Very pleased}Some folks left before the King's forces came - afraid they were. But <b>you</b> pulled us through - the Keep will celebrate for weeks to come!
{143165} |Act 3|Word is Lord Nasher is assembling an army to the north. Dark things are around in the Mere.
{143166} {Nervous}I - uh - know you'll protect us, Knight-Captain. If you need anything...
{143167} |Siege victory|{Timid guy - but exuberant}We've won! We've really won!
{143168} I - I was praying almost non-stop during the siege. However you did it, you're a hero!
{143169} {a little confused}Only powerful wizards or maybe dwarven smiths could do that. I'm - uhh - neither. {Nervous half-laugh}Heh.
{143170} | Mage tower built.|Yes, about that. {A little intimidated by the wizard}That wizard - err - you built the tower for has talked with me.
{143171} | [B Priority] Add quest to get the cinder coal from Mt. Galardrym. |So we talked about what he'd need to make magic armor. He wants to do it but he needs some cinder coal.
{143172} {doubtful}That's the tricky part. You'd only find it high up in the Sword Mountains. But getting there is impossible without knowing the passes.
{143173} Clan Ironfist knows those mountains well. We had to, during our battles with the Fire Giants in those mountains. {Beat, wistful}Wish I'd have been there for that. 
{143174} You might consider asking the dwarves over there. If anyone besides Fire Giants know how to scale those mountains it'd be them.
{143175} {cautionary}We can make the armor now, but it is going to be really costly.
{143176} Even a small magic is costly, I'm afraid. And the sturdier and tougher the magics - the more expensive it gets.
{143177} | If PC has built the Park. |{He feels over his head}The druid Naevan can help make some elven leather armor, instead.
{143178} | SCRIPTER: They have Magic armor. |The Greycloaks now got magic armor - just like you asked. Should save - uhh - some lives if they get in harms' way.
{143179} | [B Priority] SCRIPTER: PC has not given Edario the cinder coal yet. |Did you return with the cinder coal already?
{143180} | SCRIPTER: Edario has all he needs to make Magical armor, including Mage Tower [B] and cinder coal. |I've got all the supplies I need to make your men some fine enchanted armor.
{143181} What enchanted armor would you like me to make for your men?
{143182} All right. That armor will offer good protection while helping your men get around quickly in battle. The price is reasonable, too.
{143183} Yes, Captain. I'll let Naevan know. We should have your armor ready in a short while.
{143184} {Surprised}You're <b>very</b> generous, Knight Captain. I'm sure the men appreciate it.
{143185} I'll get on it right away. This will take some time, but I'm sure it will be the best I've ever worked on.
{143186} {pleased}That seems a good compromise. 
{143187} {nervous}Yes, Captain. We should be able to make your armor real good.
{143188} {even}Even the basic enchantments could give your men a big advantage on the field. It's worth the cost, I think.
{143189} {nervous}Certainly, Knight Captain. Working together this - uhh - should work great.
{143190} Very well, Captain. Just tell me what you'd like.
{143191} | SCRIPTER: Magical armor made.|{A timid pride}Your men have new armor now - it's really good, too. {He's fumbling a bit with his words, should be in a way which invites a laugh}Magical armor.. uhh.. doesn't rust - and it's strong, too!
{143192} | SCRIPTER: Ulfang recruited and assigned to Blacksmithing. |{He's a bit awed by Ulfang}Ulfang came by and he said working together we could make some fine armor - better than anything I could ever make, that's for sure.
{143193} | Recruited after CK|Your - err - Keep looks real nice, Captain. It's not so different from Highcliff.
{143194} Just a bit more rubble around - that's all. Once I get my gear set up - you should talk to me about armor. I might even be able to make some for your - err - Greycloaks.
{143195} |open store|I'd like to see your wares.
{143196} Can we talk about upgrading my mens' armor?
{143197} How is life in the Keep?
{143198} Farewell.
{143199} How are my men equipped now?
{143200} To begin with, everyone needs at least <i>some</i> basic armor.
{143201} I want all the men to have decent armor.
{143202} Can I get good armor for the men?
{143203} I want the best armor you can make for my men.
{143204} Can we talk about something else?
{143205} [Pay 3,500 gold] Get started on it.
{143206} | Update the armor on the Greycloaks around the Keep. Should happen next visit.|
{143207} [Pay 15,000 gold] Get started on it.
{143208} [Pay 30,000 gold] Get started on it.
{143209} [Pay 50,000 gold] Get started on it.
{143210} I don't have the 3,500 gold you need.
{143211} I don't have the 3,000 gold you need.
{143212} I don't have the 30,000 gold you need.
{143213} I don't have the 10,000 gold you need.
{143214} Why can't you make enchanted armor?
{143215} Where do we get cinder coal?
{143216} I'll return when I have the cinder coal.
{143217} How much will it cost?
{143218} | SCRIPTER: PC has cinder coal. Take cinder coal. |I brought you cinder coal. Can you make magical weapons now?
{143219} I would like some basic enchantments on the armor.
{143220} I'd like to give the men a little more than just basic magical protection.
{143221} Only the best for my men.
{143222} | The Park has been built. |The Elven armor will suffice.
{143223} [Pay 10,000 gold] Get started on it.
{143224} I don't have the 10,000 gold you need.
{143225} [Pay 30,000 gold] Get started on it.
{143226} I don't have the 30,000 gold you need.
{143227} [Pay 15,000 gold] Get started on it.
{143228} I don't have the 15,000 gold you need.
{143229} [Pay 22,000 gold] Get started on it.
{143230} I don't have the 22,000 gold you need.
{143231} I'd rather go for another type of armor.
{143232} Let me think about it more.
{143233} Nothing to report, Captain. All is well.
{143234} I'm proud to be under your command, Captain.
{143235} Yes, Captain? Is there something you need from me?
{143236} Greetings, Captain.
{143237} {Adventury blustery old guy}I've seen much of the road during my time, but apparently so have you. {Chuckle}You found old {GUY-vin}Guyven many a time.
{143238} I think it'll be good to rest my heels here, record my thoughts. Make a few maps and enjoy life a while.
{143239} {Merry and mischevious}But only for a while - the road calls old Guyven. {Hint of wistfulness}Yes, it does.
{143240} {A little distasteful - but not insulting}Don't much care for the Keep, I must say. But I don't much care for <b>any</b> walled place.
{143241} {Chuckle}Too many and too long for simple telling. Didn't much want to settle down yet...
{143242} {Chuckle}You're a direct one, aren't you? Guyven can appreciate that. Don't much care for your walls.
{143243} Guyven's got his reasons for coming here. Before these old bones see their final rest, my secrets got to be passed on to someone who's walked as many roads as me.
{143244} So if you explore, old Guyven will share a thing or two. Pass on the wisdom of the road.
{143245} Throughout this wide land you might find sights you'd never imagine - sometimes you'll find some nook or cranny.
{143246} Take a gander and explore it like old Guyven - then we can share some notes.
{143247} | 1 Secret spot has been found. |Guyven reckons you've seen enough of hill and vale for me to share a thing or two with you.
{143248} You're barely a pathstalker, really - but Guyven can tell you of a life of wanderings. Sit down, and listen for a spell...
{143249} | Fade out, the player receives an Epithet feat - "Pathstalker" which gives some extra hit points and regenerates a hit point every minute or so.|
{143250} {Cuts back to him finishing off a tale}... and that's how you can live off the earth. No matter how desolate a place looks, there's always some life to sustain you, if you know where to look.
{143251} {Dismissive}You've tired me out, pathstalker. And that's enough talking for me for the present.
{143252} | 2 Secret spots have been found. |You're a real traveler, you are. I'll tell you a secret, one about Crossroad Keep.
{143253} Been here before - a terrible war with the King of Shadows raged through here. The Captain at the time hid something of value before his men were slaughtered to a one.
{143254} | Make a mound of earth interactable in the Farm - has some treasure in it. |{Prompting player to go check}Check just outside your walls at the base of the second tower north. You might find something of interest to you.
{143255} | 4 Secret spots have been found. |You've done about seen everything you can, <FirstName>. A real explorer you are.
{143256} Sit for a spell - and let me tell you my most secret lore of the road. Taken many a year for me to uncover this...
{143257} | Fade out, the player receives an item and an Epithet feat - "Explorer" which replaces Pathstalker and gives further abilities.|
{143258} ...an explorer sees opportunity in everything, even in the challenges the gods put before us.
{143259} {Dismissive, he's done}You've listened to old Guyven long enough now. The only roads left for you to explore are closed to you right now.
{143260} Explore every nook and every cranny. Then Guyven'll teach you the last of my lore. Yes, Guyven will.
{143261} |All explored for now|Guyven already told you once, the only roads left for you to explore are closed. Once they open see all you can and come back.
{143262} Once you do that, you'll know the roads as well as old Guyven does.
{143263} {Chuckle}Many a folk would like to. Seen all manner of things on the road - crazy things and terrible things.
{143264} But Guyven isn't one for telling tales - Guyven listens and remembers, though. A whole lot of secrets in this head of mine.
{143265} The only secret Guyven'll share is the ones on this map.
{143266} Two tasks are left to Guyven. {Wandered should be said lovingly}Make a map of the lands I've wandered, and find myself a worthy successor.
{143267} The maps I've been working on are of Neverwinter and her wood, of the Mere, and as far north as Luskan.
{143268} Don't know how much help it will be for one such as you, but Guyven wants to leave a legacy.
{143269} {Cheery}Seen more of the road, friend? Plenty more of it out there.
{143270} |Act 3|{Cautionary - but kind, has faith in PC}The storms abrewing - you should see more of the road before commitments drag you down, Knight Captain.
{143271} |Siege won|I always knew you'd prevail, Knight Captain. I've seen many things - Guyven knows a <b>hero</b> when he sees one.
{143272} | Default greeting. |Fair journeys, Captain. What can this old traveler do for you?
{143273} | If the first Shadow Reaver is available, but not already dead. |{pleased to be asked to help}Why yes, I can help. I've seen the reports from the scouts who were tracking the Shadow Reaver.
{143274} Those scouts, they're good, but they're young and cocky, so they didn't listen to an old man's advice. Perhaps you'll find some value in what I know.
{143275} I noticed a pattern in the  movements of that Shadow Reaver, which reminded me of a story.
{143276} I'm afraid I don't know anything else that would be of use to you, Captain.
{143277} {disappointed}Oh, I see. Well. I'll just skip to the end.
{143278} {launching into story mode}Long ago when I was but a leg-less tadpole - metaphorically, of course - Luskan was at war with {RUE-ah-thim}Ruathym, something they do quite often.
{143279} I was in Ruathym at the time, briefly living the pirate's life. The cities on the coast of Ruathym fell quickly to Luskan's surprise assault.
{143280} But the Ruathym were cunning. Rather than trying to defend their cities, they just left them and headed inland where the great might of Luskan's navy couldn't reach them
{143281} The Luskans left their fine, purple-sailed war-ships and traipsed straight through the maze-like jungle to find the Ruathym.
{143282} So we set up ambush after ambush, and each time the fool Lusks fell for 'em. After a few weeks, they were so disorganized and overextended in the jungle that Ruathym was able to take back their cities with ease.
{143283} If the Luskans weren't so accustomed to straightforward sea battle, they might have tried a different tactic and won the land.
{143284} Do you know what the Luskans could have done differently?
{143285} No, well yes, but that's not the point of the story.
{143286} The Luskans tried to march straight through the jungle, so it was easy for us to set up ambushes.  We knew where they were coming from and we knew where they were headed to.
{143287} If the Luskans had instead just circled round the island and come at us from a different side other than straight on, they would have avoided the ambushes.
{143288} Would have taken longer, but they probably would have won. That's the problem though, with the Luskans then, and your scouts now. No patience.
{143289} Hold your pants up. I'm getting to it.
{143290} {long, slow sigh}Right then. I see how this is going. I'll just lay it out straight for you.
{143291} From what I noticed about the shadow reaver's movements, he is only expecting us to come at him from the north, because everything south of him is dead.
{143292} So, if you take the long way through the wilderness, and loop around well behind him, I think you'll be able to get the drop on him, rather than him on you.
{143293} You're welcome. Any time.
{143294} {pleased}You've got it! Take the long way around and get the drop on him, just like that.
{143295} | PC will enter from a different location in the Shadow Reaver encounter, and ambush him, rather than being ambushed. |
{143296} Oh really? Tell me a tale of your travels.
{143297} Mt. {GAL-ar-dim}Galardrym is perhaps the least hospitable patch of the Sword Mountains. It even rivals the icy Spine of the World.
{143298} The Wendersnaven, you say? Traveled all of Faerûn and never seen 'em. Doesn't mean they don't exist, mind you.
{143299} {impressed}Lord Never's Tomb... It's a strange Sun Elf that chooses to be buried so far beneath the Sun. But you might understand if you knew what he went through in his lifetime.
{143300} | 3 Secret spots have been found. |You've seen nearly as much as I have. I've no carrots of wisdom to share this time.
{143301} | SCRAP - obsolete dialogue |
{143302} Ah, yes. I've visited many a wizard's sanctum in my time. They are rarely what you expect. 
{143303} Lot of folks think it's better to be in a place that's too hot than a place that's too cold. A real traveler doesn't mind the cold, but still shuns the heat.
{143304} After all, you can always put on more clothes to keep warm, but what do you do if you get down to your skin and it's still too hot?
{143305} You collect enough journeys behind your heels and you'll begin to realize that the more you see, the more you know you can never see.
{143306} Bitter medicine to taste, that you can live your whole long life and not have seen everything when you close your eyes for the last time, but that's where faith comes in.
{143307} Faith is the traveler's constant companion. Even if you don't believe in anything other than yourself. Remember that.
{143308} According to one legend - not sure how true it is - {HAL-u-leth}Halueth Never and those that followed him, fled Neverwinter Wood, which was then called something unpronounceable by my tongue.
{143309} Their ancestral home had been sacked by the orcs, goblins, and the barbarian hordes that dominated the Sword Coast in that day.
{143310} After a long, bloody journey to the mouth of the river leading from the woods, Halueth planted his sword in the ground and called this the winter of their journey.
{143311} Lord Halueth assumed that this would be a graveyard for his people, and mark the end of his line of elves. In despair his people dubbed this land "Never's Winter."
{143312} Then a group of human castoffs from the south came along and the two peoples formed an uneasy union, and built ramshackle defenses.
{143313} When the ravaging hordes came for them, the humans and elves stood together, and against all expectations they prevailed.
{143314} Human and elven blood bonded in that battle, and after the victory, they decided to remain there and build a city called Neverwinter.
{143315} It's good to have you at the Keep.
{143316} Can you tell me about your journeys?
{143317} What can you do for me?
{143318} Can you teach me your secrets?
{143319} I'd like to know more about you.
{143320} Tell me about your maps.
{143321} Farewell.
{143322} I've found someplace that might interest you.
{143323} | The player has found the True Names and talked to Kana. |Can you help me track down a shadow reaver?
{143324} Gods, not another of your stories.
{143325} I would love to hear this story, but time is critical.
{143326} Let's hear your story.
{143327} Never mind. I'll be going now.
{143328} Burned down the jungle?
{143329} Tell me.
{143330} They could have avoided attacking Ruathym to begin with.
{143331} I don't see what this has to do with the shadow reaver.
{143332} What does this have to do with the shadow reaver?
{143333} So you think I should circle around the shadow reaver?
{143334} Easier still to burn down the jungle.
{143335} Got it.
{143336} Good advice. Thank you.
{143337} I'll be going now.
{143338} | PC found this location. |I found Ammon Jerro's Haven.
{143339} | PC found this location. |I went to Mount Galardrym.
{143340} | PC found this location. |I found a strange clearing that may be a gateway to the Wendersnaven.
{143341} | PC found this location. |I visited Lord Halueth Never's tomb beneath Castle Never.
{143342} Nowhere.
{143343} Guyven of the Road
{143344} This is <i>exactly</i> where I'd like to be. Back in the service of the Greycloaks, with a commander that doesn't have stones in their head.
{143345} It's a right honor to be here, Captain. A real honor.
{143346} Only one hitch - and with the Greycloaks, believe me, there's always a hitch - I was talking with {CON-ah}Kana and those tight-purses in Neverwinter haven't given us enough funds again.
{143347} So like Fort Locke, we've got barely two coppers to rub together. And half the Greycloaks here have farmer's tools as "weapons."
{143348} {Real regret}I'd make them weapons for as near to nothing as I can, but I still need to pay for materials.
{143349} |: Open store|
{143350} I imagine I've already talked your ear off, but I've got two nephews in the Greycloaks. The Cloaks don't get much respect, because they're not nobleborn or adventurers.
{143351} They're common folk taking up arms to protect Neverwinter from Luskan and whatever else comes our way. The Cloaks put their neck out for us, fight for us.
{143352} {Harranguing common arguments against his case}Sure, supporting them means more tithes, but that's a small price to pay to keep Neverwinter safe.
{143353} |No shop|I've never been one for complaining when I've got plenty, but without a proper smithy I can't help you.
{143354} {Money emphasized to imply it's expensive}{VEE-dle}Veedle seems plenty willing to rebuild the rubble behind me into a proper shop, but that takes money. 
{143355} |: No ore|You've provided me a fine shop, and I'm grateful. But to equip all of the Greycloaks with weapons...
{143356} That takes ore, and that I don't have enough of. I need a local supplier - find that and I'll get your men the gear they need.
{143357} | Fully upgraded |Can't do much more for the men - I already done what I could. They've got the best available.
{143358} Eager to help, Captain. I have enough materials to provide new weapons for the men. What do you want specifically?
{143359} Whatever you like, Captain.
{143360} |No upgrades|Clubs, hand axes... even some sheep shears. The Greycloaks never had much in the way of supplies, but it's outright <i>criminal</i> how ill-equipped they are!
{143361} |basic upgrade|Well, I managed to get some real weapons in each Greycloak's hand, but doing more's going to cost some gold.
{143362} |Good upgrade|The Greycloaks have good, solid weapons now, fit for real soldiers.
{143363} And every last one of them better know how much they owe you for that, Captain. And if they don't, I'll knock some sense into them.
{143364} {Heartity}I agree, every soldier needs an honest weapon. {Beat, helping player out}I can do it for half city cost, Captain, trust me - just give the word.
[Keep Funds remaining: <CUSTOM121>]
{143365} {terribly proud}The men won't forget this, Captain. Neither will I... I'll start right now.
{143366} {Enthusiastic}As do I, as do I. Proper weapons will take a considerable investment of ore - and time. My time's yours, but the rest'll take gold.
[Keep Funds remaining: <CUSTOM121>]
{143367} {Surprised}The best I can make, Captain? That'll be expensive.
{143368} Making mastercraft weapons requires the best materials and a lot of time. I'd be honored to work on it, if you can afford it, Captain.
[Keep Funds remaining: <CUSTOM121>]
{143369} |No upgrades|I know Lord Nasher's been hit hard by the bad trade season, but I hope he can spare some gold to give the men real weapons.
{143370} {Breaking off his previous train of thought, slightly embarassed, dismissive}Anyway, enough of my talk - something you need, Captain?
{143371} |Shop built|{Deep gratitude}You've always treated me right, and now you've built me a shop here. One of these days I'll think of a way to repay you.
{143372} | Weapons done|I've finished supplying the Greycloaks with their new weapons. You should see them around.
{143373} |Final weapon upgrade|The men are equipped as best I'm able. The finest blades I could make - and they have you to thank.
{143374} They'll use them proudly and well, I think. {Beat}Now what can I do for you, Captain?
{143375} Come by to see me, have you? Well, ol' Jacoby is getting along just fine, thanks to you.
{143376} If you convince or pay the stonemason to help, then we can talk about weapons.
{143377} {Hopefuly}Perhaps later, then?
{143378} |Act 3|I was stationed on the Mere for years - {grumbly like an old soldier}nothing good ever comes out of it. {Pauses realizing something}Well - except for you, of course.
{143379} |Check Weapons and Training|{Solemn and approving}You've trained these Greycloaks into fighting men, though. And if the battle comes here - they'll do right by you.
{143380} {Delicately - he respects the chain of command}I hope you don't mind an ex-campaigner's advice - but the 'Cloaks could use some attention. If a fight comes to the Keep I don't know how prepared they are.
{143381} |Minor Siege Victory|{Very approving}Some may give you grief for the cost of victory - but you pulled off a miracle to hold the Keep against that force! {Disapproves of those type}Weak-bellies never realize that victory means blood.
{143382} {PC is a hero in his eyes}No one ever would've thought the Knight Captain and his Greycloaks could hold the line so long!
{143383} |Post-Siege|Me tell <i>you</i> about them, Knight Captain? {Builds up a little steam}It always riled me how people treated the 'Cloaks like some sort of blasted joke.
{143384} But you and the 'Cloaks saved Neverwinter, you did. And no one will ever look at you or them the same again!
{143385} |Major Siege Victory|{Stunned and in awe}The shadow's forces seemed to be without numbers. How you held the line and kept so many of the troops alive...{"I'll never know."}
{143386} {PC is a hero in his eyes, awe}You've got the makings of a great general in you. I think your 'Cloaks would follow you into Hades itself.
{143387} {Breaking off his previous train of thought, very respectful}Anyway, enough of my talk - something you need, Knight Captain?
{143388} {snort, disappointed that there is something he can't do}I can't - and not for lack of desire. It'd take a powerful mage that owes you an awfully big favor or...{thinking}
{143389} | The Mage Tower has been built.|{excited, eager}I was hoping you'd ask again. That wizard you lured here, Startear. He's already given me some ideas. 
{143390} {eager}With his help and the resources of his tower, I should be able to make weapons that have an <b>arcane</b> edge, if you know what I mean.
{143391} {a little reluctant to bring this up, afraid the PC will reject the idea}Now, there's the matter of cost, but think of what you're men can do with it!
{143392} | Magic weapons have been made.|You've already given the men magical weapons, Captain. They've got the best.
{143393} |: They have Magic weapons.|{Beaming with pride}They've got weapons you'd normally only see on adventuring folk - every last one of the them's enchanted!
{143394} {eager}Like I said before, Captain, with Startear's help I can outfit all the 'Cloaks with enchanted weapons.
{143395} {realistic, hoping the PC will go for it despite its cost}Even the simplest of enchanted weapons cost a fortune. 
{143396} Better than that - and the price gets even steeper. {Sincere - and admiring}Startear showed me a blade in his tower and was asking for more money than I've ever seen.
{143397} There's the simplest enchantments to help a weapon strike true.
{143398} | PC has a church.|The priests and some such in the old church also said they could bless our weapons. That'd help against the living dead and demonic kin - could be a big help given what we're up against.
{143399} Beyond that the general rule is, the better the enchantment, the higher the cost. 
{143400} {disappointed}If you say so, Captain. Let me know if you change your mind.
{143401} {Pretty bubbly}Certainly, Captain! If I would've ever thought my 'Cloaks would have gear like this... I can have the weapons ready in short order!
{143402} What did you have in mind, Captain?
{143403} {concerned - he wants to do it}With the help you've provided - I can do that, but it'll cost... a great deal. But there weapons will be a match for most anything.
{143404} Yes, Captain! We'll get started right away.
{143405} {eager}A more generous commander men like me have never known! I'll start now!
{143406} {blown away, excited}You're - you're serious aren't you? If you have the coin the men will be unstoppable!
{143407} {excited - this is almost unbelievable good news}I'll make <b>you</b> and the Greycloaks proud!
{143408} Ivarr and his fellow clerics have generously offered to bless weapons for as cheap a price I've ever heard. You really ought to take them up on this, it could help the men a great deal.
{143409} Yes, Knight Captain! We'll begin right away.
{143410} | Upgraded to Magical weapons.|Your men have better blades than a lord's personal guard. {He admires the PC greatly}The men have you to thank for that.
{143411} Or the dwarves... {Part envy - part admiration}Dwarven weaponsmiths can make wonders you're not likely to see again.
{143412} | SCRIPTER: Ulfang is recruited and assigned to Blacksmithing, magic weapons not yet made.|Ulfang is a right proper dwarven smith - and he said he can help make mighty weapons as soon as you're ready, Captain.
{143413} | Check for Reforging of the Sword|{A little nervous}You mean a githyanki blade? {Beat}Don't take no offense, Captain, I ask around about you sometimes.
{143414} {Aldanon doesn't swear - he just talks a lot}And that Aldanon - well, he's got a mouth on him. But I'm afraid that no smith - not even me - would be able to reforge that.
{143415} {Apologetic in tone - it should be clear in his tone that he has no idea how the sword could be reforged}It's so infused with the Weave and enchantments that it's not as simple as heating it up and putting the pieces back together.
{143416} I'd like to see your wares.
{143417} Can we talk about upgrading the weapons of my men?
{143418} What can you tell me about the Greycloaks?
{143419} Farewell.
{143420} What weaponry do the men have now?
{143421} At the very least I want every Greycloak here to have a real weapon.
{143422} I want good weapons for all of the Greycloaks.
{143423} I want the best you can make for all the men.
{143424} Can we talk about something else?
{143425} [Pay 5,000 gold] Get started on it.
{143426} | Set weapons to be upgraded. |
{143427} [Pay 3,000 gold] Get started on it.
{143428} [Pay 35,000 gold] Get started on it.
{143429} I don't have the 5,000 gold you need.
{143430} I don't have the 3,000 gold you need.
{143431} I don't have the 35,000 gold you need.
{143432} Can't you make magic weapons?
{143433} How much will they cost?
{143434} Let me think about it more.
{143435} Cost is no object. My men must have the best.
{143436} What magical weapons can you make?
{143437} The Greycloaks can do without magical weapons.
{143438} Just the basic enchantment will suffice.
{143439} I want a sturdy enchantment for the men.
{143440} | Church is built. |Holy weapons will help us keep the darkness at bay.

{143441} [Pay 10,000 gold] Get started on it.
{143442} I don't have the 10,000 gold you need.
{143443} On second though, I'd like another type of weapon.
{143444} [Pay 15,000 gold] Get started on it.
{143445} I don't have the 15,000 gold you need.
{143446} [Pay 20,000 gold] Get started on it.
{143447} I don't have the 20,000 gold you need.
{143448} [Pay 8,000 gold] Get started on it.
{143449} I don't have the 8,000 gold you need.
{143450} Is there any chance you can reforge a silver sword?
{143451} I hope more people come to the Keep. This inn is awfully quiet...
{143452} The Keep is bustling, Captain.
{143453} Me an' Teelah draw quite a crowd. The music helps, too.
{143454} Good day, Captain.
{143455} |Act 3|War or no war, Teelah and me are stayin' here.
{143456} |Siege Victory|King of Shadows, my arse. Doesn't even fight his own battles, does he?
{143457} Jazren
{143458} | Kana intro inside the Keep - Kana bows deeply to the player |
{143459} {Almost reverent}It is an honor to serve, Captain <FirstName>. You have been rewarded greatly with this stronghold.
{143460} {Even when relaying the personal - discipline in her tone}Long have I waited for my blade to be in the service of someone <b>worthy.</b> My waiting is over.
{143461} You are too modest. We are the ship and <b>you</b> are the wind that moves us.
{143462} {Completely obedient and neutral}I take my vow of service seriously, Captain.
{143463} There is much yet that needs to be done.
{143464} |PC trained Hollows men decently|Some of the men you trained at the Hollows have been left behind. But some have come here - their training is already superior to the Greycloaks you've been given to command.
{143465} |No training|I know training the men wasn't a priority at the Hollows, but the Greycloaks here are even more in need of it then the men we left behind.
{143466} Rebuilding the Keep itself Master Veedle can handle. But training the Greycloaks to defend its battlements is very important.
{143467} Training a few men can be done quickly with the right teachers, but Sir Nevalle has promised half a hundred men for you shortly. And if the Keep grows, so will your retinue and your command.
{143468} {Sounds like she relishes banging them into shape}So we must start with the basics and turn these farmers and shepherds into fighting men.
{143469} |Watch|{She makes it sound in her mind there is no excuse not to follow their commander, those with children are weak}Those with family and children stayed. And the Watch wouldn't let some men go - Captain Brelaina needs them.
{143470} {These are the people she likes}But many turned in their Watch cloaks in an instant and replaced them with the Grey. They know their loyalties.
{143471} |Shadow|{Distaste - but clear she will obey the PC's command}Your "associates" in the City wouldn't let everyone go. They can be quite... persuasive.
{143472} But all of the men able to leave, have followed you here. They know their loyalties.
{143473} There are a few families of farmers that will want protection from the local keep, as they had in years past.
{143474} This section of the High Road has also been plagued with bandits since Crossroad Keep fell to the King of Shadows long ago. We have been given the right to tithe merchant trains that come through.
{143475} {Some disdain of merchants, everything non-military she looks down on}But until the road is made safe, any tithe collectors will find the road empty. Merchants prefer safer, longer roads - especially if they make more profit.
{143476} But <b>all</b> of this relies on training your Greycloaks into capable soldiers.
{143477} {Proud}All of them, Captain. Each has their own reasons, I am sure, but most came because they believe in you as much as I.
{143478} I will carry out your orders when you are away. Once the men are trained, there are more things they can do.
{143479} |No Katriona|As our numbers swell here, I could use more able sergeants to oversee the men. I can train and assign tasks to sergeants if you find some for me.
{143480} {CAT-ree-ona}Katriona will be invaluable in helping me command the men, but I could use more sergeants like her. I can train and assign tasks to sergeants, as well.
{143481} |Village Charter, Peasant is at 30|{Happy to give good news}A moment of your time, Captain. Your orders to patrol the surrounding lands has attracted the attention of a former bailiff named {ZIF-er}Ziffer.
{143482} {Deferential - so excited he cuts Kana off}Well met, Captain, well met. Your {CON-ah}Kana here is right.
{143483} I've been looking to start a small village and what you've done here... well, I - I think the land will flourish with you in charge.
{143484} {Getting a little more chummy}If you ask me, you've got more sense than many a lord. {snort}So I-
{143485} {Kana interrupts him - mostly to preserve decorum}Ziffer wants us to sign a village charter allowing him to start a community here. {Beat}I talked with Sir Nevalle - even though you are just a squire Lord Nasher has left the matter in your hands.
{143486} {Apologizes}I fear I am <b>not</b> the best equipped to answer that but-
{143487} {He really wants this and interjects to give his spiel}A charter determines what duty is owed by the village-folk and what duty is owed by the lord. {The PC isn't a lord so some backpeddling}Well - errr - if you were a lord... duties owed by you is what I mean.
{143488} Regardless, you get to carry out the Lord's Tax and we get your protection. I wouldn't have even come here if you hadn't made clear that you mean to make your lands a better place.
{143489} {Not happy at being cut off - but is honest}Ziffer's accounting is correct, Captain.
{143490} There are, Captain. Outside the Keep's borders bandits, beasts, and monsters wait.
{143491} Villages offer tempting targets for some of them, and we'll need to continue our patrols to make sure they remain safe.
{143492} {A little alarmed}We're sort of counting on that, Captain. If things get too rough...
{143493} Most of us are farmers, although a few of us have some training with weapons and the like. If it gets too rough they'll move to safer land - even if it's less fertile than the patch we're looking at.
{143494} Certainly, Captain - certainly!
{143495} |INT 13+|[The charter is written in the formal language of court. From what you understand the terms are typical - except they only permit tithes at Greengrass and Highharvesttide. Lord Nasher increased the frequency of taxes greatly after the war with Luskan.]
{143496} |Appraise 8+|[Through your study of trade you are well familiar with village charters. The only questionable provision you find is that they only permit tithes at Greengrass and Highharvesttide.]
{143497} [Lord Nasher increased the frequency of taxes greatly after the war with Luskan. Also, there are certain provisions that could be added that would result in more revenue for the Keep - the main one would be tithing use of the miller's wheel, which is often sought after by landed knights and lords.]
{143498} [The charter is written in language you barely understand. It looks official and complicated.]
{143499} [Success] Aye - and that he does. But we're just starting - we have no fields plowed and no crops to sell at market.
{143500} {Was unaware of that provision}If we sign this, it will be months before we see tithes from them. They will be larger in sum, however.
{143501} | Agreement here nets 25% more money come tax time|[Success] {He's a good guy and hadn't looked at it that way}I - I see your point, Captain. People say you are brave - I think they should mention your wisdom more often, too.
{143502} We'll change to agree to the Lord's tax schedule.
{143503} | Agreement here nets 25% more money come tax time|[Success] {Hates to do this}You drive a hard bargain there, Captain. We <b>could</b> pay the taxes more regularly.
{143504} It'll mean more gold in Nasher's coffers - but the land is worth it.
{143505} [Failure] We do have gold in reserve to start our village, but times are tight. You understand, I'm sure.
{143506} |Fade out at the end|{Some alarm - this whole line drifts off to imply it's the beginning of haggling}But the charter was carefully thought out - surely you don't mean to change important provisions...
{143507} |Fade in|[Success] Well, I suppose we can change it at that. {Pause, clear he's accepting the deal}You are a shrewd one, Captain, hmp! I'll concede your terms - even the Lord's due at the milling wheel.
{143508} |Fade in|[Failure] {Almost lecturing and slightly annoyed}Although in <b>some</b> places the Lord takes his due, it isn't everywhere as you well know. If you insist on your provisions, I'm afraid we'll just consider other locations.
{143509} {Pleased}Good, good - moving on, then.
{143510} {This isn't a used car salesman, he really believes its fair}Essentially what I already told you. You protect the land and we'll pay our taxes right and proper.
{143511} The only thing remaining, Captain - is whether you'll sign their charter and allow the village to form on our lands.
{143512} {Jubliant}Ahh, you won't regret this, Captain! If any of your patrols are near the village, they can expect a warm welcome - and you, too!
{143513} |: Ziffer leaves. See if you can leverage the "huff" scripts below. |
{143514} {Tone of approval, not condescending}The Keep has already come a long way. {Beat - change to a warning tone}We need to patrol the land regularly to keep the village secure - especially right now - otherwise they'll leave.
{143515} {Huffy and disappointed}If you don't sign now, you won't get another chance.
{143516} {Downcast}So be it, Captain. {Curt}Good luck to you, then.
{143517} |: He leaves in a huff. |
{143518} {Disapproval}We'll still get some scattered farmers on our land, but I doubt any other villages will consider forming here after that.
{143519} {Somewhat shocked}No - no, Captain, there isn't. {Admonishing}That's not the way this sort of thing is done.
{143520} |Charter signed, Taxes not at 3, Unrest low|Captain, mayor Ziffer is here. He's brought men with him.
{143521} {Cheery}We've started building our homes, thanks to you, and some of the young men here wanted to join your Greycloaks.
{143522} {He's very proud - and his tone should convey that if he is denied, he would take it personally}They're good men - and donning the cloak would be a good profession for them.
{143523} |If Elite status is Top Shape or greater - show some of the boys doing funny idles|{Whispers so as not to offend the mayor}Captain, not all of these men are up to our standards. If we lower our standards for them, there's no turning back.
{143524} |Show some of the men doing funny idles|{Some disdain}We've accepted men that are in worse shape than these. They could be turned into soldiers.
{143525} [Success] {Some hesitance}I suppose you're right. They are some of our strongest.
{143526} |Camera focuses on Greycloak patrol maybe?|But the soldiers here do look more than capable. Take those that you can use, Captain.
{143527} I'm sure more men will come when the village grows.
{143528} {Eager with almost hard-ass maliciousness of whipping people into shape}I look forward to training the newest recruits...
{143529} [Failure] I bring you some of our most capable souls, and you insult me and <b>them</b> by saying they're not good enough!
{143530} |Unrest +1|I still appreciate your protection, Captain, I really do. But I think I'll keep our "unworthy" lot out of your Greycloaks.
{143531} |: The recruits leave.|
{143532} {Delicately}That could've gone better. I believe some of his villagers will come to us anyway.
{143533} But certainly Ziffer seems offended.
{143534} I bring you some of our most capable souls, and you insult me and <b>them</b> by saying they're not good enough!
{143535} That's wonderful, Captain. Many of the villagers already look up to your Greycloaks.
{143536} |Unrest +1|I bring you some of our most capable souls, and you insult me and <b>them</b> by saying they're not good enough!
{143537} |: The recruits leave.|
{143538} {Disappointment}You've turned your back on many potential recruits - we could have used those men.
{143539} |Peasants goes down below 20 after village form, village is no more. Peasant can never go over 30 again|I have terrible news, Captain. Mayor Ziffer has left our lands, as well as most of the villagers.
{143540} Things have been just too dangerous. With the growing troubles to the south at the Mere of Dead Men, perhaps it was unavoidable.
{143541} |Unit Count hits 150 or 350 or 600 - and the men have been trained, training level goes down by 1|Captain, there are limits to how many we can train. We've recruited so many new soldiers, I fear our overall training is slipping.
{143542} If you want them to keep their fighting edge, you should assign the men to training and drills at the Keep.
{143543} |Best of the Best elite level, Training 4+, Katriona recruited, Time Unit 10+|{Filled with pride}Captain, it is good you have returned. We have been diligent in ensuring that we only accept the <b>best</b> - and we've trained our men exceptionally.
{143544} Katriona has a request for you.
{143545} I am a woman of few words, but I present to you our finest soldiers.
{143546} We have combed the countryside for those that have the potential to become the very best. We have found them.
{143547} This squad represents the finest the Keep's Greycloaks have to offer. I ask you to accept them as the Captain's Company.
{143548} Their unit will stand as an example for the rest. They will undertake the most dangerous missions and be the first into harm's way, and the last out.
{143549} {Very clear that Kana thinks this is a great idea}The best of our men will be assigned to the Captain's Company, and they'll be trained even harder. In time, they may surpass squires and even knights in skill.
{143550} There may be a small - very small - sacrifice to our effectiveness of other units. But the gain in morale...
{143551} You can't put a value on that.
{143552} What do you want your company's goal to be? Every man will try to uphold it.
{143553} {Pride - she will follow the Captain's wish no matter what}As you command, so shall the Captain's Company serve you!
{143554} {She's hurt, be will accept her CO's orders}As - as you wish, Captain.
{143555} {Baffled}I don't understand your reasoning, Captain. That unit could've proved invaluable in the future.
{143556} |Civility is +4 or greater than Greycloak Civility|{Some distress}I have been hearing {she hates gossip}gossip for some time from the Keep dwellers. They are concerned by a growing trend of corruption amongst our Greycloaks.
{143557} |Greycloak civility 0+|I don't think it's because our men are inherently bad, it's just we've attracted law-abiding and good folk. Things that might pass as normal in the Docks district really make them itchy.
{143558} |Greycloak civility -4+|Our men are decidedly... cavalier about rules. {Shame here at how the men are deteriorating}And the commoners' concerns about corruption are probably more right than they suspect.
{143559} The Greycloaks are getting more and more out of control. And the citizens are just... worried.
{143560} The situation as it stands is creating unrest, and I thought it was my duty to inform you.
{143561} |Civility is -4 or lower than Greycloak Civility|The Keep dwellers have been complaining, Captain, about what they call "overly strict discipline." It is causing them more than a little discomfort.
{143562} |Civility 0+|It's not that the citizens are law breakers by nature, they're just used to a certain laxness. And our Greycloaks follow your orders and Lord Nasher's too faithfully.
{143563} |Civility -4+|The Keep has attracted its share of less... <i>desirable</i> residents. And they don't appreciate how thorough our men are.
{143564} The Keep is filled with undesirables - and I think any amount of rules would chafe them.
{143565} |Merchant at 50|The merchant trade along the roads is growing. We've attracted the attention of several merchant costers.
{143566} Three of them want to set up a caravan outpost in our Keep. Each of them says it's vital if we wish trade to expand.
{143567} They are the Forgotten Lords, the Circle of Friends, and the Fated Winds. I - I know nothing about them.
{143568} {Said in a way to preserve Kana's honor}You are not a merchant, {CON-ah}Kana - there is no reason for you to know of them. May I assist, Captain?
{143569} {Confident and knowledgable}In {"ATH-CAT-la"}Athkatla these matters are as common as breathing the air. I am well-versed in them.
{143570} The Forgotten Lords are new but have displayed excellent trading skills. They are ambitious and their leaders knowledgeable, they would make wise allies.
{143571} {Some disdain}The Circle of Friends has traded in the North, and they seem more concerned with making strong relationships and less with making coin. Choosing them would result in the least gold.
{143572} And the Fated Winds coster... unless you want to deal with the allies of the {ZHENT-are-umm}Zhentarim, you should stay clear. They could fill your coffers with gold - but at what cost?
{143573} Do you want to accept any of their offers?
{143574} {Ever the diplomat}Your counsel may prove better than mine. I will take my leave, Captain.
{143575} Begging your pardon, Captain - but I've had some dealings with merchants and the like. A good blacksmith has to make connections, you know?
{143576} I can offer my advice, if you want it.
{143577} Well - let's see. I've dealt with the Circle of Friends personally - and they're good folk. Honest as a {TUH-meer-ee-an}Tymerian priest and they do a good trade.
{143578} The Forgotten Lords - they're new and I hear quite skilled. They'll bring more caravans in, that's for sure.
{143579} You may have to watch them, Captain - I hear they aren't above bending a law or two.
{143580} Never heard of the others... The Fated Winds? They must be foreign or something.
{143581} {A little hurt}I understand, Captain. Just wanted to help.
{143582} Whose offer should we accept, then?
{143583} This matter is urgent - and I fear we will insult each of them if we don't respond promptly. Whose offer should we accept?
{143584} {Relieved}[Success] You have? Your knowledge never ceases to amaze.
{143585} Who will we side with then?
{143586} I will send them your reply, Captain.
{143587} |If the PC hasn't made an informed decision|It makes me nervous choosing blindly, but perhaps it will work out for the best.
{143588} {Some disappointment with herself}I have asked, Captain. Many people.
{143589} But competition amongst the costers is fierce, and I've heard all manner of rumors. Without some knowledge of trading I can't discern which are truth and which are lies.
{143590} I asked Sir Nevalle and he says he normally defers to his castellan about such matters. But we have no one like that here.
{143591} So I'm afraid we are left to our resources - and it's your decision who to pick.
{143592} It may hurt us - but if we choose wrong... It could be worse.
{143593} | Daerred Interaction 2 - Both |How may I be of serv-{ice}
{143594} {Happy exclamation}There you are! There's Kana, my compatriots, and now, the Captain, eh?
{143595} It's me... you know, {DAY-red}Daerred? My fellows and I have been adventuring for some time.
{143596} |Last time the PC sent them on the goose chase|{Disappointment}We never did find that secret passage in the Neverwinter tavern, though...
{143597} |Last time the PC sent them to Port Llast|You got my note about Port {LAST}Llast, right? Your {CON-ah}Kana was right, you know. Dark deeds happening on the Luskan border.
{143598} Now, I know you didn't have any jobs for an adventurer last time in Neverwinter. But we searched the city for opportunities.
{143599} {This has to invite laughter}After that we took to the road and I found an old lady and rescued a cat. {Some pride}We each got an apple.
{143600} Oooh, apples! Those red things that are so crunchy and delicious. {Beat}Or am I thinking of crimson-venom spiders? 
{143601} {Slight sarcasm}Aye, I guess you have to start somewhere.
{143602} {Slight sarcasm}I'm certain this old woman was as charmed by your act as we are, no doubt.
{143603} {Sarcastic}Maybe you should have escorted the old lady home, too, and made yourself even more useful. 
{143604} {Thinking, to herself}You know, apples might fetch a good price with some of the Greycloaks. {Beat, thinking about stealing them}Do you... uh... have 'em with you? 
{143605} {Shandra, sarcastic, under her breath}Well, if it had been the Captain doing it, the cat would be lost, the tree burned down, and the old lady would be traveling with us now.
{143606} {A bit embarrassed at his companion's exuberance}Keep to the point, Daerred. Let's not take up any more of the Captain's time.
{143607} Right you are - {weighing what to ask him}should I ask him about rumors? {To himself and delivered fast}No, I'm sure the innkeep will have those.
{143608} Do you know of any jobs for an adventurer?
{143609} {Exasperated aside to the player}I still don't think these "adventurers" are ready to face anything more difficult than a sickly kobold.
{143610} I told you the Captain wouldn't have any leads for us.
{143611} {Irritated}Yes, yes - well, I suppose we'll have to ask around this place. There must be <b>some</b> opportunities here.
{143612} | They wander off|
{143613} I'm glad you didn't send them into danger. Where was I...?
{143614} |Port Llast|We learned a great deal in Port Llast and after that. {WHO-en}Juen and Candril bought new armor, and I've mastered more difficult spells.
{143615} {Pride}We aren't as powerful as you, but we can take care of ourselves.
{143616} {Hedging}We've had a few adventures. I did mention the cat, right?
{143617} A fine bit of rescue work there... and there was... well, more certainly.
{143618} {Starting to answer}The King of Shadows, why y-{es}
{143619} {The guy has ADD and is going full speed ahead}Juen, Candril - we have our quest! To find out about the {says this dramatically}King of Shadows.
{143620} Pack the saddlebags on the horses, there must be clues around. Adventure awaits!
{143621} | Daeredd and the others leave, followed by Maxil after he speaks|{Sheepish}Sorry, Captain, Daerred can be... Well, you know. Blessings to you all.
{143622} |Second time sent them on adventure|One of these days, Captain, you know you're going to get them all killed.
{143623} {Awed}Truly? Well, you heard the Captain, men.
{143624} {The implication is they never have real adventures}This will be our finest adventure yet!
{143625} | Daerred Interaction 2 Resolution - 3TU after sending them out for KoS. |{Perplexed}You remember the adventurers you sent to look for the King of Shadows? They seem to have found something.
{143626} It's all in this letter they sent. {Reconsidering}Those fools must be tougher - or luckier - than I imagined.
{143627} | Interaction 2 - both. For 2 time units on the overland map there is a new encounter. If 2 time units pass then 10% of the Unit Count (min. 10) of the Keep is removed and morale goes down by 10%|I'm glad you're back, Captain. One of our patrols has been missing for several days.
{143628} I suspect they may have come across something truly dangerous on our southern border near the Mere of Dead Men.
{143629} I know you are busy, Captain, but if you could join the search the men would appreciate it.
{143630} {Respectful and relived}Thank you, Captain.
{143631} {No condemnation}I understand, Captain.
{143632} | Interaction 3 |{She does not approve of the visitor at all}I have a visitor here for you, Captain, with an "interesting" proposition.
{143633} {Thick accent - death dealer mercenary}I am the leader of the Raven's Allies. We are mercenaries from Westgate. 
{143634} Our contracts have brought us from the Sea of Fallen Stars to here. We'd like to join your Greycloaks.
{143635} |If Greycloak Civility -6 or lower, Civility goes up +1 if they are accepted|{Hates saying this}Our "soldiers" are far more... unruly than mercenaries. It could cause problems accepting the Raven's Allies.
{143636} |Greycloak Civility is greater than -3, Civility goes down 1 if accepted|{Disdain}These mercenaries are better than some I've seen - but they're still undisciplined and not used to rules. Or dealing with people, it could hurt us if we accept them.
{143637} |Best of the Best elite level, if accepted elite level drops to Top Shape|{Approval at how strict the standards are of the Greycloaks here}Although the Ravens are hardened warriors, our standards are even higher. We look only for the <b>best</b> - and some of them aren't.
{143638} {Hesitant}The Ravens are capable warriors, and some of them exceed the standards we set for our recruits.
{143639} {Doesn't like using Captain as a title}It'll be a pleasure working for you, Captain.
{143640} {Skeptical}I hope this works out for the best.
{143641} {Happy to say this - disparaging, she detests these guys}We're <b>not</b> interested, mercenaries. I advise you to leave Crossroad Keep.
{143642} {Almost happy}Then we will leave... who knows, perhaps we will see each other across a battlefield one day.
{143643} |Watch Interaction 1|{Disappointed - feels like she's failed}Captain, a moment of your time...
{143644} We caught one of the Greycloaks, Sergeant Dobbson, accepting bribes from a caravan master.
{143645} {Cold barking tone}Dobbson, explain yourself to the Captain.
{143646} {Nervous - but not much remorse}Captain. I'm sorry it's come down to this...
{143647} It's true merchants sometimes pay a little extra to speed along the process. It's almost standard practice amo-{ng}
{143648} {Some anger - then rethinks}Not while wearing my cloak, sergeant! Pardon - assuming the Captain agrees with me.
{143649} {More nervous}Some of the trade laws are too restrictive. The caravan master wanted us to ease up on some of the older laws.
{143650} We're supposed to confiscate everything from {AHM}Amn, technically, because some lord a century dead had a feather up his... well, you get the idea.
{143651} {Should be obvious he doesn't think this is a big deal, he's also not a bad guy}The Greycloaks don't receive much of a stipend, and customs like this make it easier on us and the merchants.
{143652} {Very annoyed he's defending himself}And are you <b>sure</b> that's all he's trading in? If you don't search for contraband it could be anything.
{143653} In my opinion, this sort of behavior has to be eliminated to ensure order. {Tone implies she will do anything the player wants}But the decision is yours.
{143654} {Enthusiastic - thinks he's going to escape trouble}[Success] Exactly, Captain. {Genuine}If it were a bribe - well, we'd turn that down.
{143655} {Nervous}Nothing - nothing, Captain. I don't think I've really done anything wrong.
{143656} {Tone indicates she'd favor something more severe}I agree, Captain.
{143657} {Tone indicates that he's not going to like things}Sergeant Dobbson, the Captain's spoken.
{143658} {Glum - but with acceptance}Aye, {CON-ah}Kana.
{143659} | Dobbson leaves|{Neutral tone}Thank you, Captain.
{143660} {Stern whole-hearted agreement}Exactly my thoughts, Captain.
{143661} {Directed to Dobbson - stern}Dobbson, turn in your cloak and your final stipend. The Captain's Greycloaks must obey the laws - and not just the <b>convenient</b> ones.
{143662} {Glum - knows he's done wrong, PC should feel bad about this}Aye, Kana.
{143663} {Perks up - wasn't expecting this} Thank you, Captain. I tried to explain that this is just how it's done.
{143664} {Some irritation, carefully not directed at the PC}That's enough, Dobbson.
{143665} {Slight disapproval in tone - but she's military, she obeys orders}I will look into it. And Dobbson - you're free to go.
{143666} |Watch Interaction 2, Land Security at least 10+|Captain, there's a sheriff from a nearby village that wants your help.
{143667} {Respectful - kind of meek}Well met to you, Captain. I'm the sheriff of {LEAVES}Leeves - we're a small village, just south of your patrols.
{143668} Our patrols have made some of the bandits go elsewhere... in search of easier pickings.
{143669} {Glumly}Which sends them right to Leeves, I'm afraid.
{143670} Leeves is, at that. Not more than two score of us.
{143671} {Not offended}It's not, really. Your patrols were just doing their job.
{143672} The bandits have raided our village twice - first time just to steal our pigs. But we're thinking it's going to get worse.
{143673} So Leeves wants us to send regular patrols their way to stop them.
{143674} Your Lady {CON-ah}Kana has the straight of it. It's a lot to ask, I know, but we're desperate.
{143675} {She's torn here - she wants to help, but knows it comes at a cost}If we send men over there, those are men we won't have for our own patrols and duty. It could set us back on our own front.
{143676} {She doesn't envy you}The decision is yours.
{143677} {Flabberghasted}There's... there's no way my village can thank you enough, Captain. Thank you!
{143678} |He leaves|{Small delay - lowered voice, a little steamed}Sending half our men out? Captain - that will severely limit our effectiveness until it's done.
{143679} {Enthusiastic thanks}Thank you, Captain! One of your patrols should be able to really make a difference!
{143680} | He leaves|{Small delay - lowered voice}A full patrol, Captain? That could set us back on our front.
{143681} {Fretting}I hope you've made the right call.
{143682} {Understated - his people are horribly bleeding, and the PC offered them a band aid}Thank you, Captain.
{143683} | He leaves|{Small delay - lowered voice}I don't think a couple of Greycloaks will make any difference at all.
{143684} {You've kicked a puppy}I understand, Captain. Thanks for your time.
{143685} | He leaves|{Small delay - lowered voice}I think you made the right decision. Our own lands need our full attention.
{143686} {Hard woman, but some compassion for them}I hope things work out for them.
{143687} {She doesn't think this is relevant}Not directly, no.
{143688} | Watch Interaction 2, resolution. 2 Time Units have passed|{Neutral}I have a report on the men we sent to the halfling village.
{143689} |: If the men sent over there with bonuses exceeds a 100 Unit Strength. 3 weighted Losses (not implemented), +10% Morale, +1 to peasant growth, +1 to Land Security each TU. Two halfings are spawned in West Harbor.|{Starts neutral, builds to excitement}Just a few days ago the 'Cloaks stationed at Leeves intercepted the bandits. {She's a bit bloodthirsty - not over the top}The bandits were <i>slaughtered,</i> almost to a man.
{143690} {Slight downturn - next sentence is as bubbly as Kana gets}We've had a few casualties - but we dealt a decisive blow to the bandits. The halfling mayor had a festival for the men there, and he sends his profound thanks.
{143691} |: If the men sent over there with bonuses exceeds 50 Unit Strength. 10 weighted Losses (not implemented), +1 to peasant growth, +1 to Land Security each TU. Two halfings are spawned in West Harbor.|{Starts neutral, builds to grim satisfaction}Our 'Cloaks stationed at Leeves fought the bandits a few days ago. It was... a bloody fight.
{143692} {Pride, but at a cost}The bandits were routed - and I doubt they will come back. The halfling mayor sends his thanks.
{143693} |: Not a token patrol, -1 Morale, 10 weighted Losses (not implemented)|{Turns grim}Our men fought the bandits a couple days ago. Few survived - they were outmatched, Captain.
{143694} {More grim}It's uncertain how long Leeves can hold out against these bandits. I feel we have failed you, Captain.
{143695} {Grim}I believe the two men we sent are dead. We've heard reports the bandits struck the village.
{143696} Most of the villagers have fled or have died.
{143697} | Special Mission 1 - available TU4-6|There may be an opportunity for our men to gain some field experience. If you want to organize the men for the mission, let me know.
{143698} | All of the things below need their conditional checks generated by you guys. Special Mission Completed|{Dead neutral tone - this could be good or bad news}I have the results from the special mission the Greycloaks went on, Captain.
{143699} |SM1|Old Man Morris was deep in the hills, and the Greycloaks had some initial difficulty finding him. The report says he's a... {By colorful - she means supreme pain in the tuckus}<i>colorful</i> character.
{143700} The men were forced to camp nearby after several warning bolts were fired. A few days of waiting and the bandits did indeed show up.
{143701} |Complete Success|{Pleased as punch}With the training we gave the men, and weapons we provided, they defeated the bandits quickly.
{143702} Old Man Morris was humbled by our actions - he said he wanted you to have this. The men are in good spirits.
{143703} {Neutral tone}Your orders, Captain?
{143704} |Success|The 'Cloaks weren't as organized as I'd like - but there weren't many bandits and they managed to drive them off. Only a couple injuries on our side.
{143705} {The implication is Morris' dinner is dreadful}Old Man Morris was so thankful he offered them dinner, they - uhh - refused. But he sent a purse to you personally in thanks.
{143706} |Failure|Even though the 'Cloaks outnumbered the bandits considerably - our men had no training at all. The bandits chased off Old Man Morris and killed at least two of our men.
{143707} {Glum, and she blames herself}We're still waiting for stragglers to return. I'm afraid the assignment was a complete failure.
{143708} |SM2|{DOUGH-mahn}Doman the Ogre's band never stayed in one place for long, it took time to find them.
{143709} |Complete success|{Glowy}The 'Cloaks found them and then laid an ambush for them. The battle was intense, but the bandits were routed with only a few injuries on our side.
{143710} Doman the Ogre is dead, and his weapon I present to you!
{143711} |Success|The 'Cloaks tried to lay an ambush for them, but Doman's men were too alert. We surprised them, though - and the numbers were even.
{143712} {Some regret here}The fighting was intense - some died in the fight, or shortly thereafter from their wounds. But we emerged victorious.
{143713} {Saitsfied}Doman is dead and his bandits will pose no more threat to us.
{143714} |Failure|Unfortunately our men were ambushed by the enemy. {Regret and she feels she failed the PC}Perhaps they needed more training... perhaps... {she's trying to think of other things}
{143715} Regardless, the battle was bloody and we lost. After the Greycloaks fled he intercepted one of our patrols and some of them were killed, as well.
{143716} {Very sad}Doman has attained his revenge - at the price of the lives of our soldiers.
{143717} |SM3|The Greycloaks protected the tax collectors as they made their rounds. It is fortunate we sent the escorts - we had to fight bandits.
{143718} |Bad gather|{She's not happy - near the end she goes back to neutral tone}There have been... incidents with the tax collection. But the farmers have been careful to not complain <i>too</i> loudly.
{143719} |Good gather|The villagers appear to be pleased by how you handled it - {under her breath}<i>too</i> pleased if you ask me.
{143720} The villagers and farmers reacted as they always do, lots of complaints and sad stories. {Relief}But we're done with this for now.
{143721} The taxes collected have been put in the Keep's coffers. Talk with Master Veedle if you want the specific figures. 
{143722} |SM4|Finding the bugbears was not a problem. The Greycloaks fought in a series of battles against them.
{143723} |Complete Success|Our men are disciplined, well-equipped, and motivated by good sergeants. They broke the enemy ranks with ease.
{143724} {No sadness for the men lost, she's military}We've had injuries and even some deaths, but considering the resistance, the men performed remarkably. {Very glowy}Lord Nasher himself has sent a letter of congratulations and a special present for you.
{143725} |Success|The battles were tough, but fortunately our men were provisioned well and trained. They won.
{143726} {Some regret}But we lost more than a few men, and there are many injuries. The land is safer for our efforts, though.
{143727} |Failure|{Hard on herself}The first battle we won, but surprise factored into that. After that we suffered a string of stalemates and defeats.
{143728} {"I'm sorry" is in her tone}Our men ultimately weren't up to the challenge. Lives were lost, and many are injured.
{143729} |SM5|{Neutral tone}The Greycloaks searched all along our southern border with the Mere to find the undead scouts.
{143730} |Success|The sergeants have trained the men well and were able to track them down. Mostly it was zombies and skeletons being led by a necromancer.
{143731} It was a small patrol, it appears the necromancer was spying on us and adding to his retinue from old graveyards. We defeated them with only a few injuries.
{143732} It may seem like a minor victory, but people seem more confident and secure now.
{143733} |Failure|They found evidence of a patrol. But our scouts were unable to track them down to their source.
{143734} The trackers report it must be a lone man who commands about a score zombies and skeletons. {Down-note}But we have failed in our mission.
{143735} |Total Failure|Our men found nothing. {Delicately stated}Considering how little training they've received, I can't say I'm surprised.
{143736} | Special Mission 2. Available in Time Unit 8-12, must have recruited Jacoby|You must be as sick of bandits as I, Captain. But we have bandit troubles of a more personal nature right now.
{143737} We may need to organize the men to deal with this problem.
{143738} | Special Mission 3 - available at TU11+ and needs 10+ Peasants. Tax rate can no longer be changed.|{Good news}Captain, it is time to send out our tax collectors to our lands. We will need to organize the men to escort them.
{143739} | Special Mission 4 - available in TU 15-18|I have news, Captain. A rather large tribe of bugbears has been swarming along our eastern border.
{143740} I doubt they'll ever threaten the trade road, they are too cowardly for that. But if we don't strike at them, they may become bold and begin raiding our lands in greater numbers. 
{143741} Let me know if you want to organize the men to deal with this.
{143742} | Special Mission 5 - available in TU 21-25|There is trouble brewing along our southern border. Let me know if you want to organize the men to deal with it.
{143743} {Neutral - said a million times}How may I be of service, Captain?
{143744} |First time|We have several men, Captain. And there are many things we can do with them.
{143745} The men can be assigned different tasks - training and garrison duty, patrolling the roads and the Keep's lands, and trying to recruit more Greycloaks to join our ranks. I have assigned the men to training and garrisoning the keep for now.
{143746} On occasion special assignments may be available - it might be wise to check back with me whenever you come to the Keep.
{143747} | All the below actions need scripting support|Do you want to reassign what your Greycloaks are doing?
{143748} {Pleased - obviously this is what she would have the men do a lot}A wise choice, I will send the necessary orders.
{143749} The men would do better focusing on one or the other, but I will distribute them to do both.
{143750} Patrols will be sent on the morrow.
{143751} Patrolling the wilderness is more dangerous than the road. I will send a couple large patrols tomorrow.
{143752} |First time|{Pleased - but is obligated to mention}We could certainly use more men, Captain. More men does mean more expenses, though.
{143753} |Adjusted recruiting standards?|Besides that, there is an important decision you need to make.
{143754} |At recruit cap|The recruiters sent last time reported they could find no more people to supplement our ranks.
{143755} {Suggesting this is a bad idea}Unless we lower our standards, there is nothing more they can do.
{143756} Over the next day I'll start sending men out to nearby villages and hamlets to find more recruits.
{143757} |First time|{Hesitant}Some of the men here are... of "shallow" morals. But many of the Greycloaks are farmers and otherwise honest men.
{143758} {Reluctance - but she will obey any command}I could ask for {UN-kiss}Uncus' help in determining which men would serve your purposes. But there are risks...
{143759} Undoubtedly Uncus will have them waylaying the merchants we're supposed to be protecting. Lord Nasher could discover, and it will certainly hurt our efforts to make Crossroad Keep a legitimate trading post.
{143760} And if the other men find out... it could be a messy situation.
{143761} I think that would be wise.
{143762} I'll talk with Uncus and we'll find the right men for the job.
{143763} What do you want to know about your troops, Captain?
{143764} |Training 0|{Hesitant}Most of our men haven't received a day of training. They may have just as well walked off the farm and been given a blade.
{143765} |Training 1|The Greycloaks have received basic training - they can hold a sword and not cut themselves. But they would still have great difficulty hurting an opponent.
{143766} |Training 2|The men have received rudimentary training. They're capable of defending themselves, and given enough numbers, overwhelming an opponent.
{143767} |Training 3|{Some pride}Each of our men is now as trained as much as a City Watchman. They could get better, but I would be willing to put them in the field.
{143768} |Training 4 & Katriona|{Real pride}We've spent long weeks training the men, and they're starting to act like a unit. Give me some more time with them and Katriona's help and we will do more!
{143769} |Training 4|{Real pride}We've spent long weeks training the men, and they're starting to act like a unit. I need some experienced sergeants to train the men even more, though.
{143770} |Training 5|{Beaming with pride}Each member of the Greycloaks is well-versed in matters of warfare now. They aren't as capable as squires - and certainly not as knights - but they are very skilled and disciplined!
{143771} |Morale 4+|The men have unified and are in extremely high spirits. They eagerly look forward to their next assignment and challenge.
{143772} |Morale 2+|The morale of the men is high. They have faith in their Captain and the Keep.
{143773} |Morale -2+|The men perform their duties with minimal complaint and there are few incidents of insubordination. Considering the reputation of Greycloaks, they do well.
{143774} |Morale -4+|The men are listless and lax. Unless prodded it is tough to get them to do anything.
{143775} The men are dejected and many are outright hostile. I... I don't know if we can turn this around.
{143776} |Neither weapon or armor at 2+|The men's gear is, I hate to say it, pathetic. Most are still equipped with what they brought from home.
{143777} |Neither Weapon or Armor at 3+|You've seen to equipping the men better, thank the Gods for that. But a proper soldier needs proper equipment.
{143778} The men have good arms and armor. Better than practically <i>any</i> Greycloak elsewhere.
{143779} |25% injuries|Over a quarter of the men are injured from activity in the field. Any assignments right now will be under-manned.
{143780} |10% injuries|The infirmary has quite a few patients recovering from recent activities. We are battle ready - but I would urge caution.
{143781} |Greycloak civility 7+|The men have followed your example and hold themselves to a high standard of honor in their dealings. {Loss for words, impressed}It is.. inspiring.
{143782} |Greycloak civility 3+|Greycloaks are notorious for being lax and having their share of bad apples. But the Greycloaks here uphold the peace well and rarely get into trouble - some of this I believe is due to your example.
{143783} |Greycloak civility -3-|I believe we have more than our share of men who are sliding into corruption, Captain. That can be infectious, and I recommend stamping it out quickly.
{143784} |Greycloak civility -7-|{Resignation}The "men" here are more like bandits than soldiers. I've tried to combat it, but they're an almost evil lot. They respect you - but others think... think they are dangerous.
{143785} That's the end of my report, Captain. You have any more questions about the men?
{143786} |First time|{Disdain and some condescension}The Greycloaks are primarily a peasant militia, so any man able to carry a spear is let in. {Thoughtful}Perhaps not <i>any</i> man, criminals or those who have that air about them are not accepted.
{143787} But <i>you</i> don't have to be so lax, Captain. We can make our standards higher.
{143788} If we have higher standards, we will find fewer recruits - but they will be more capable. You can always lower the bar, if you need more men.
{143789} But be careful, because once we lower our standards we can never raise them again.
{143790} It will be as you command.
{143791} |Elite|{Hearty approval}Currently we only accept the best and brightest, Captain. We may get few recruits, but each one can be trained to become formidable warriors.
{143792} |Good|{Pride}We only look for the fit and able to don the Cloak in Crossroad Keep. Our recruits will be a cut above the rest of the Greycloaks.
{143793} |Normal|We'll let anyone don the Cloak here as long as they aren't a miscreant or criminal. The same as the Greycloaks everywhere.
{143794} |Below|We ask no questions of a recruit. {Sour}Undoubtedly some we'll find have dishonored pasts, but they can still take the Cloak here.
{143795} |Amnesty|{Swallows}You've offered amnesty to criminals, and it's become known that Crossroad Keep's Greycloaks will accept <i>anyone.</i> {Hesitant and a little diffident, hates to disagree with superior}I hope that your decision turns out well.
{143796} | Katriona not deployed. First time |Katriona has weathered many battles in Old Owl Well before she got to me. There is little I can teach her.
{143797} The only decision for her is where to station her. I was planning on holding her in reserve to deal with special missions or other important matters.
{143798} But I will defer to your judgment. Once she has an assignment, though, it may take some time for her to delegate her responsibilities.
{143799} I will let her know her new assignment.
{143800} No change to her assignment, then. Do you want to talk more about the men?
{143801} Katriona is currently helping recruit more troops.
{143802} Katriona is currently on patrols with the men.
{143803} Katriona is out on special assignment right now.
{143804} Katriona is helping train the men.
{143805} She can't be reassigned at the moment.
{143806} For the moment she could be reassigned relatively quickly, if you like.
{143807} | 2 time units after Katriona has been put on a task she can be reassinged|Katriona is free if you want to reassign her.
{143808} |Bevil not deployed|{Impressed}He said his only experience at West Harbor was in the militia. If all Harbormen are as tough as you and he, what I would give to have more!
{143809} He's experienced in combat and he has natural skill at leading men. He'll make a capable sergeant with training.
{143810} {Hesitant}But more than training there are undercurrents in him - he wobbles like an ill-balanced blade. If those are addressed - he'd become even more capable.
{143811} {Thoughtful}Not broken, Captain - just damaged. Not beyond repair.
{143812} I had planned to train him to lead the patrols on the High Road. But, as always, if you have other orders...
{143813} I can see your point, Captain. I believe he has a way with people.
{143814} That isn't an easy task, merchants are notoriously clever at avoiding tithing. {Thoughtful}But he seems sharp enough...
{143815} I can see your logic. It would be similar to what he did at West Harbor.
{143816} I could <b>certainly</b> use him for that. A leader with a good head on their shoulders can be invaluable on important missions.
{143817} Are you sure about the training, Captain? Once he's trained and assigned we can't effectively put him on something else.
{143818} Excellent - I'll see to it at once!
{143819} Understandable, deciding how to best use someone is never an easy decision.
{143820} |Still has internal issues|{Her tone indicates she won't be able to deal with this}Bevil still seems to be going through some internal problems. It affects him and the men assigned to him.
{143821} {Carefully polite suggestion}He knows and respects you, perhaps you should speak to him?
{143822} Whatever you talked to Bevil about seems to have had an impact. He's a quick learner - I'm glad you found him.
{143823} |SM1|The crossroad has been a haven for bandits for over a dozen years now. The only farmers left are stubborn and hard as stone.
{143824} I talked earlier today with a bandit we captured who let us know that Old Man Morris has upset one of the small bandit groups.
{143825} The farmers led by Old Man Morris don't really trust the Keep yet - helping them out could win them over. I know the Greycloaks aren't fully trained and outfitted, but field experience could be invaluable.
{143826} I will send the orders, Captain.
{143827} As you wish, Captain.
{143828} |SM2|Bandits are a plague upon the land - and the brother of one you've slain is out for revenge. You slew Jered Widowmaker just outside of Fort Locke.
{143829} His half-brother, {DOUGH-mahn}Doman the Ogre, has gathered a large band and has made his way to our lands. {Pleased that the PC is someone to be feared}We hear he's afraid of you, but he still wants to hurt you.
{143830} And he will hurt you via your Keep. We need to gather the men to meet this threat - the roads and the lands won't be safe until he's taken care of.
{143831} I will send the orders, Captain.
{143832} |SM3 - this take one Time Unit|It is past time to collect last year's taxes. Lord Nasher has generously allowed all of the proceeds to go to our coffers to help rebuild the Keep.
{143833} This is our last chance to change the tax rates - we won't be able to change them again until next year. I should warn you that villagers dislike changes on the eve of the collector's visit.
{143834} |No Unrest b/c of Charisma 15+|Normally villagers would be upset at a change in the tax rate. But you're so well-liked, I imagine they'll forgive you quickly.
{143835} |No Unrest b/c character is very good|Normally villagers would be upset at a change of the tax rate. But you have done so much good for the community, I think no one will complain or think less of you.
{143836} {Neutral, loyal}The rates shall be as you command.
{143837} |Peasant Growth +1, Civility +1|Since you aren't taxing the villagers and farmers there is no need to send the men out. I am sure that they will appreciate this greatly!
{143838} Do you have any other general instructions?
{143839} [Success] {Proud}I am sure your words will be inspirational to them.
{143840} [Success] {Impressed}I'm sure they can benefit from your wisdom on this. You have a reputation as a shrewd trader.
{143841} [Success] {Disdain - but she's utterly loyal}It will be as you <i>order,</i> Captain.
{143842} I will relay your message.
{143843} {Pauses - switching gears. Tentative on this one, sensitive subject}There is one more thing, Captain. Tax collecting is often... difficult.
{143844} Some farmers are in dire circumstances, others obstinate, and others will outright lie. Often tax collectors are... {she doesn't disapprove of this, she has little sympathy for the lower classes}very "persuasive."
{143845} But how tax collectors deal with these situations varies. How would you like your men to proceed?
{143846} All able men will be put on this special assignment to guard and protect the tax collectors. It shouldn't take them long to return.
{143847} |SM4|This is a simple assignment, but possibly quite dangerous. The bugbears on our eastern border must be dispatched.
{143848} I only hope that our men are up for the challenge. {Doesn't approve of this option}We could just let the bugbears alone, I suppose.
{143849} I will send the orders, Captain.
{143850} |SM5|To our south is the Mere of Dead Men. As you undoubtedly are aware it is becoming an increasingly dangerous place.
{143851} This growing threat is making everyone uneasy, and I'm certain that undead are being sent to scout our defenses. If we don't do something, people will start to lose hope.
{143852} They aren't <i>directly</i> threatening us - but if they sap our will to defend our lands, then they will have already won. It may be difficult to find them, but if we eliminate their scouts it will make our people feel more secure.
{143853} I will send the orders, Captain.
{143854} As you wish, Captain.
{143855} |First time|{Duty is a sacred word to Kana}As Captain of Crossroad Keep you have the right and <i>duty</i> to collect taxes and tithes of the people on Lord Nasher's lands. It's left to your discretion how much you collect.
{143856} These funds go to the Keep's coffers and can be used for construction. There are two taxes involved - those on merchants and those on the farmers.
{143857} {A bit more personal - less instructiony}These lands have been lawless for many years, and the rugged farmers here are not used to being taxed. They may resent it.
{143858} The merchants are also used to the Keep's portion of the High Road being a free road - but a dangerous one. If we tithe them at all, they may consider longer, safer back country roads or hiring ships from Highcliff.
{143859} Until the land is tamed, any taxes you impose may only chase those we need away.
{143860} Do you want to change any of the tithes or taxes on our people?
{143861} |Tithes at 3|Merchants are unhappy at the high tariffs the Keep imposes.
{143862} |Tithes at 1 or 2, roads safety above 30|Merchants never appreciate tariffs, but at least the roads are secure.
{143863} |Tithes at 1 or 2, roads safety below 30|Few merchants would hazard the roads near our Keep and pay our tithes.
{143864} |Tithe at 0|Currently there are no tithes on the road. {Wry tone}A merchant's fondest wish.
{143865} {Confusion - then hates to fail her Captain}[Success] I'm - I'm really not the best to ask. My understanding is simple at best...
{143866} {Regroups}But our patrols would stop the merchants - typically at bridges or at the Keep's gates and assess their wares. There is a schedule of fees based on what is being traded.
{143867} Nasher said he would provide training for the men we select for the task. Greycloaks are ill-equipped to handle this on their own.
{143868} {Not the best at this, should be obvious that some of this will get lost in the message}[Success] I can talk with our innkeepers and local merchants... I believe that this could be arranged.
{143869} {She's thinking it through - and gets excited}If this works out - you will be collecting gold even if you don't tithe them a copper! Direct tithes would still generate more - but it would be of great service.
{143870} I will institute your plan, Captain!
{143871} {Intoned - honored to serve}It will be as you command, Captain.
{143872} |No merchant traffic < 10|The theory is sound, Captain - but barely a trickle of merchants come here. So little gold is raised.
{143873} |Lower taxes <2|The merchants are pleased at the lower tithes - yet they fill our coffers as they stay here. You have good instincts for these matters, Captain.
{143874} |Higher taxes 2 and 3|The merchants grudgingly pay their tithes and you take more money from them with every transaction you make. You have good instincts for these matters, Captain.
{143875} |First time|Unlike merchants, farmers aren't taxed regularly. But after the Luskan War, Lord Nasher has been forced to send tax collectors to his lands more frequently - you can expect the same. 
{143876} I will let you know when the tax collectors are coming through. But you have to set the tax amount before then.
{143877} How do you want it adjusted?
{143878} Before you came the land had no lord, I'm sure the farmers will appreciate it remain that way. And the people of the Keep, as well.
{143879} As you command, Captain.
{143880} |0, Farmers < 10|What few farmers are on our lands appreciate it. Given time, safety, and no taxes, more farmers will come to live on your lands.
{143881} |0|Farmer families have come from all over to work your fields. The taxes and growing safety of the lands have made this possible.
{143882} |1-2, land safety<25|It's not in a farmer's nature to appreciate any taxes, but yours are reasonable. If the land is patrolled more regularly, others may come here.
{143883} |1|Patrols have made your lands more civilized, and the farmers view your taxes as fair.
{143884} |2|Greycloak patrols have driven off many of the beasts and bandits from our lands. The farmers are unhappy with Lord Nasher's high taxes, however.
{143885} |3, low pop|{Difficult to say this}As soon as the taxes were announced... the news was not greeted well.
{143886} There are few farmers on our lands right now, and we may lose them if we allow the tax collectors to take so much. 
{143887} |3|Safe and fertile land is rare in the North, and there are many farmers who are staying despite the taxes you've imposed. They... they are not pleased, however.
{143888} As you wish, Captain.
{143889} |Just started|There is much to be done - the Keep's walls aren't serviceable. Talk with Master Veedle if you want the Keep to be more than a pile of rubble.
{143890} |Keep partially rebuilt, but buildings outside need work|Master Veedle has started work on reconstructing the Keep. But the walls and buildings in the courtyard need much work.
{143891} |Outside rebuilding but keep isn't being worked on|The courtyard is shaping up and Master Veedle is making the walls stronger. The Keep itself hasn't been touched, however.
{143892} |Progress on both|Crossroad Keep is shaping up. Give Master Veedle more time - {grumbly here}and more funds - and this place will do you proud.
{143893} |Complete building|Crossroad Keep isn't quite worthy of a lord, but great progress has been made. Master Veedle says there's nothing more to be done for now.
{143894} |<6 recruits|You are Captain here and yet, besides Greycloaks, you have barely any followers. If you search the towns and cities, I'm sure you can find more that will gladly follow you.
{143895} |<10 recruits|You have a fair complement of loyal retainers - but surely there are more that would gladly serve you.
{143896} |<22 recruits|The Keep is filled with loyal men and followers. But there still may be a few out there to find.
{143897} |22 recruits|You have scoured the lands for capable men and women to follow you, I doubt there's any followers left for you to find. For now, at least.
{143898} |Taxes are high - Unrest 3+|{Start neutral}The people of the Keep are upset. {Beat - choosing words carefully - emphasizes "they"}They call your taxes oppressive, and I fear they may eventually leave or rise up.
{143899} You may want to reconsider your policies.
{143900} | Unrest 3+, Civility difference between populace and guards, guards are good guys|All the news is not good, however, the people of the Keep are... you must have noticed, they aren't the most well-meaning sort.
{143901} The Greycloaks are having difficulty keeping them in line. And the peasants are restless and chafe under the laws. Trouble may come of this.
{143902} | Unrest 3+, orderly peasants dishonest Greycloaks|There is some friction between your Greycloaks and the citizens. The citizens accuse them of being corrupt and of other crimes.
{143903} If this course continues - we may have trouble on our hands. 
{143904} |Merchant + Peasant <15|Besides soldiers, however, there are few people that visit here or live here. Perhaps if the Greycloaks patrol the roads and our lands we'd grow more prosperous.
{143905} |Merchant + Peasant < 50|The Keep has occasional visitors and some of the nearby farmers frequent our markets. We're making progress.
{143906} |Merchant + Peasant < 100|The Keep has frequent visitors and is occasionally filled as travelers stop by. Considering how far we are from a city, we're doing quite well.
{143907} |Merchant + Peasant <175|The Keep is bustling with merchants and farmers flocking to us. We have become a small hub for trading and a prominent stop along the High Road.
{143908} |Merchant + Peasant > 174|The Keep sometimes gets over-flooded with merchant traffic and farmers. Every merchant train that comes by makes use of the Keep for trade and recreation.
{143909} {Pretty amazed by it all still}To think this was once just a few barely trained Greycloaks and piles of rubble. You've done well, Captain.
{143910} |Road Safety 80+|The patrols are regular fixtures on the roads, and travelers feel safe. Incidents are becoming rare and are investigated quickly.
{143911} |Road Safety 50+|The High Road near Crossroad Keep is patrolled regularly and well, and undesirables know it.
{143912} |Road Safety 25+|Your section of the High Road is becoming safer - but there are still dangers on it. Our patrols have made a definite impact.
{143913} |Road Safety 10+|The roads are getting better than from when you first arrived - but not by much. They're still dangerous, however.
{143914} |Road Safety 3+|The High Road is near wild where we are. Without well-trained men patrolling the roads, it will just continue. {Regret and embarassment}Bandits rule them - not us.
{143915} Our "roads" are some of the most dangerous in the Realms. Only well-armed travelers would consider going down them.
{143916} |Merchant 70+|Merchant traffic is thriving on our roads. Not quite the bustle near Neverwinter City, but lively commerce all the same.
{143917} |Merchant 40+|Merchants use our roads regularly and stay at Crossroad Keep to resupply and trade. A prosperous amount of traffic.
{143918} |Merchant 20+|Merchant traffic has increased since you started here, but is still uncommon. Many prefer to use Highcliff's ships since their problem with the lizardfolk has been resolved.
{143919} |Merchant 5+|Only a few merchants use our roads - not enough to support the Keep. It isn't too much different than when you became Captain.
{143920} Barely any merchant traffic comes through - most go on backroads or hire sea captains at Highcliff. {Shame to report this}There is no trade to speak of.
{143921} |Land Safety 80+|In the surrounding lands, our patrols are strong, and have dealt with most threats. It has been a struggle, but our farms are as safe as the ones that border Neverwinter itself. 
{143922} |Land Safety 50+|In the surrounding lands, our patrols have helped end the bandit and monster attacks. The farmlands are safer than they've been in generations.
{143923} |Land Safety 20+|In the surrounding lands, our patrols are making headway. Some of the lands close to the Keep are safe enough for more farmers to till the land.
{143924} |Land Safety 10+|In the surrounding lands, we have begun the slow process of clearing out bandits - and even monsters. {Subdued}It is dangerous work - only the hardest and most desperate would live on our lands right now.
{143925} The surrounding lands are as wild as they were to begin with. Possibly worse. Bandits have been using this area as a haven for many years, they will be hard to drive out.
{143926} |Peasant 70+|Safe and fertile land is a rarity in the North, and farmers are flocking to us. More villages may form nearby. {Pride}Our lands flourish.
{143927} |Peasant 31+|With the village charter signed, more farmers arrive almost every day. Crossroad Keep has ample land for them - and we're growing.
{143928} |Peasant 10+|After all of our work, it's good to see more farmers and their families moving here. There aren't many farmers here - just a few isolated homes. But it's a start.
{143929} |Peasant 3+|There have been hardly any changes since we've started here. The same handful of farmers buried in the hills. {Sad at this}The land is practically empty.
{143930} The few farmers we had on our lands are leaving. They were almost feral, though, and they didn't like answering to anyone.
{143931} {Sorrow}The lands outside Crossroad Keep are barren of all except bandits and beasts.
{143932} I am Kana - a warrior who follows the Way. All other words are ephemeral - like trying to catch butterflies with blades of grass.
{143933} {Cherrier}I still seek the purity of the Way of Swords. The Way is not about destinations, instead it is the path.
{143934} Through serving you I have found the Way again. I... cannot thank you enough for that.
{143935} |PC has no fighter ranks|To start your journey, one has to have focused solely on weapons and warfare. You walk the fields of battle like a giant, but never have you studied solely the art of war.
{143936} If you ever study for a time arms and weapons solely, we can talk again.
{143937} You have the potential, that I cannot deny. You have studied arms and armor and know their uses.
{143938} {Sudden regretful decision}I cannot teach you the Way. It is a path of service, and you are one who leads.
{143939} But I can teach you some of the forms, if you are willing.
{143940} You already know how to use a blade - but my family has been working to purify every aspect of bladecraft. Where to put the scabbard, how to draw with minimal effort, a stance for defense, and the art of the killing blow.
{143941} I could teach you some of this.
{143942} {Cautious - does not want to offend her lord}The benefits of training depend upon a student's focus and discipline.
{143943} | PC has not fought Lorne himself or the Shadow Reaver at the beginning of Act 3. |When I first learned the Way, my father had me fight in many duels. Then I would focus on the dance of blades.
{143944} Most battles revolve around life and death, to learn of the Ways you must fight a mortal duel with a great personal foe.
{143945} I could not say. For you, this is a private matter. You must face one who is your antithesis, who threatens what you exemplify.
{143946} There is no more I can do for you now.
{143947} | Fought Lorne |Your duel with Lorne is a perfect memory to focus upon.
{143948} | Fade out. |Close your eyes and try and remember. The smell of air, the sound of your surroundings, and the feeling of the ground under foot...
{143949} | Fade in |...with just a small adjustment you focus the force of the blade outwards. All movement concentrated on the edge of the blade.
{143950} | Give the PC "Student of the Way of Swords", +1 damage with one-handed swords|There is more to learn - my family has been studying for generations and we still have not mastered the Way of Swords.
{143951} But you have learned all I can teach for now.
{143952} Perhaps later... you are a more capable warrior than I, and I must commune with the wisdom of my father to hope to show you more.
{143953} It is rare for someone to climb so far so fast, <FirstName>. As always, it is an honor to serve.
{143954} I have done all I can for now.
{143955} |Not Fighter 12+|You know the ways of battle - but to learn in hours what has taken me years...{"You're not there yet."} {Apolgetic}Perhaps if you focus more on just the art of the blade.
{143956} Is there anything else you require, Knight Captain?
{143957} |No Siege complete|{Considering - statement of fact}Your skill far outpaces my own. {Telling a story}When I sought to learn the master's technique, my father asked, "Do you know what the sword is for?"
{143958} I said to fight battles. But he said I hadn't truly fought in a battle. {Grim, serious}He said that, "One must see war to be a warrior."
{143959} You must seek a battle - a true battle between armies. Watch carefully and consider the meaning of the sword.
{143960} {Neutral - almost a testing quality to her tone}You have the ability and have seen the clash of armies. What are your thoughts? 
{143961} {She doesn't agree}That's close to what my father says. {Sadly grim}But the world ever needs swords - there can be no rest.
{143962} {She agrees}I was young when I fought my first battle. I was... wrong, I have come to learn what you know already.
{143963} {Recollects}Before I left my father's tutelage - I thought as you do. {She misses the simplicity of that belief}That purity made me strong...{"But I've lost that."}
{143964} {Deference}That is the path of heroes. {High compliment}A path you walk.
{143965} {Nervous}I see...
{143966} {Nods sagaciously}As is your right - most lessons ultimately are private - those you learn from your own trials.
{143967} There is no right answer for the Way of Swords - what's important is to watch, observe, and <b>feel</b> swords unchecked. {She's hard as nails}It can be a brutal lesson.
{143968} |Fade out|Close your eyes - let us recreate the battles you fought...{trails off at the end}
{143969} |Fade in|...imagine every sword - every blade - working in concert. A whole battle in one blow.
{143970} The Way of the Swords isn't magic - it is to channel the heart of <b>war</b> into a single swing. This is the master's technique.
{143971} | Gets Secrets of the Way of Swords |{Solemn, tone says "You are worthy and a stud"}What took me years, I give to you. {Tone shift to neutral at end}It is done.
{143972} |Act 3|{Formal - but happy}I have informed the men that their Captain has been knighted. The Keep is now not only yours by duty - but by right, as well.
{143973} {More personal - tone says she had no idea exactly how much greatness, though}When we first met I could tell that greatness was inside you. As always, I am <i>honored</i> to serve.
{143974} {Emphasis on Knight, this is said with more personality}How may I be of service, <i>Knight</i> Captain?
{143975} | Post Siege - minor victory |The siege has been broken - we held the walls. {Solemn and hard}Every path to the Keep is littered with the dead.
{143976} The Nine will stay here until the army recovers. {Grim}Perhaps until the King of Shadows gathers another army.
{143977} For now, your lands and men are in good hands. Do what you must.
{143978} We are recovering from the siege. We have done all we can for the Keep and the Greycloaks for now.
{143979} {Pensive}Only time will determine whether what we have built will survive the shadow.
{143980} Busy. But it feels... good to have fought in a war such as this.
{143981} {Confident}But I feel the final battle - you must face alone. I have faith in you, Knight Captain.
{143982} | Post Siege - major victory |{Wowed by the PC}You fought like a lion and carried the day! {Amazement}We were outnumbered on every side, but your leadership...
{143983} {Pride}The Greycloaks would march with you to the Hells themselves. {Change tones}The Nine are using our Keep to quarter the army in case the King of Shadows returns.
{143984} | Act 3 - Captain's Company formed, best training, best weapons, best armor, "Best of the Best" elite level, High Morale (+60%), and all sergeants recruited. The PC gets "The Perfect General". The PC also gets a very fine weapon tailored to themselves.|Have you seen the courtyard? Captain's Company and the Greycloaks are ready for war.
{143985} I didn't believe it was possible to turn those half-witted farmers into soldiers, {Beat - unspoken "But now..."}but our men are better than any force Neverwinter has ever fielded.
{143986} And that's thanks to you, Knight Captain. All of us have come together to present you with this weapon.
{143987} Jacoby says it's his finest work - we had it enchanted for you. You've given us so much...{a little choked up, doesn't know how to proceed}
{143988} {Earnest}I have fought in several wars, Captain, know that there is <b>nothing</b> more you could do to prepare these men. When the shadows come - this beacon of light will never falter.
{143989} {Pride and total commitment}We will follow you to the death, Knight Captain!
{143990} {Pleased as punch}Thank you, Knight Captain!
{143991} | Katriona salutes|
{143992} As long as you lead us, he stands no chance!
{143993} Until the death!
{143994} | Interaction 1, this is available immediately in Act 3|I have news from Lord Nasher. A war levy is being collected from all farmers and merchants.
{143995} Half of this tax will go to Lord Nasher - the other half to the local lord or knight. It's your discretion how high the levy is, although Lord Nasher expects a certain amount of gold from each landed knight.
{143996} How much do you want the levy to be?
[Keep Funds remaining: <CUSTOM121>]
{143997} {Surprised and approving}That is extremely generous of you. I'll send the coin to Lord Nasher shortly.
{143998} {Neutral and obedient}As you command, Knight Captain. Our men will not be collecting the tithe, Lord Nasher's tithe collectors will.
{143999} So you should get your share of the levy soon.
{144000} | Act 3 Interaction 1 resolution, only if the PC chose to tax his men. The PC gets 75<b>Tax Level</b>Peasant gold|Lord Nasher's tithe collectors have gathered the levy. Your share is here.
{144001} | Act 3 / Interaction 2, available at TU 32+. Katriona is present if she's recruited.|The war gets closer to home every day. {She thinks its a good idea}Some local lords are conscripting farmers to serve in the war.
{144002} That is <b>exactly</b> the reason why the Greycloaks were formed - reliance on an untrained militia was part of the reason the Luskans overwhelmed us with ease.
{144003} {Intelligent counter}The King of Shadows has amassed a great army - I think the lords believe they need every available hand to counter this threat. The Greycloaks and knights may not be enough alone.
{144004} Do you wish to conscript troops from the farmers?
{144005} {Disapproves the loss of life}Untrained farmers are generally used as shock troops - casualties are high and their effectiveness debatable.
{144006} {Brutally honest}Sometimes war demands sacrifice - and even the untrained can delay a force, or shelter the more valuable skilled units.
{144007} {Grim}If we use them in the war, brace yourself for high casualties. But we may need them to win.
{144008} |Low elite level|We've been fairly indiscriminate in who we recruit - but I'm sure there are many able-bodied men and women that will help.
{144009} {Surprise}By force? {Obedient}It will be as you command.
{144010} We may not need to conscript too many - there are plenty of recruits on your land that you've turned away from the Greycloaks.
{144011} {Disapproval}I hope we won't need these men later. War is a brutal beast, not to be faced by the faint of heart.
{144012} I will send runners out to the villages, then.
{144013} Some tactics can cost you as much in victory as in defeat though, {CON-ah}Kana.
{144014} {Hesitant - she doesn't often question the PC, she blindly obeys.}Why don't you want to conscript men?
{144015} Of course.
{144016} {Doubtful}I hope you're right.
{144017} {Considering}I see your point...
{144018} {Pauses - searches for words}I'm... I'm a soldier. Winning battles is what I look for.
{144019} {Sincere and humble}I see why I am not a general. It will be as you command.
{144020} | Set a global variable for the player choosing to have Conscripts. [B] In 3TU spawn in a few Conscript recruits in 2112. |We will start training them as best as we're able. If the war comes to us, I'll make them as ready as I can.
{144021} | Daerred Interaction 3, available first time no other Kana interjections are there. The party of adventurers are spawned in with Kana on area load.|{Said with resignation}They're back...
{144022} |: PC has sent them on wild goose chases|Are you sure about this, Daerred? The Captain's quests haven't always seemed... very adventurous.
{144023} {Blind optimism}I'm sure this time he'll have something good for us!
{144024} It's me, Captain! You got the letter about the King of Shadows, right?
{144025} Brother Maxil and I have had some fine adventures since then. We're hoping you have another quest for us.
{144026} {Used to correcting Daerred}Don't forget {WHO-en}Juen and Candril...
{144027} Of course, of course, and them, too.
{144028} So do you have any jobs for us?
{144029} {Almost whispered}Choose your words carefully, Captain - with this lot a misplaced word could send them to the Nine Hells.
{144030} |: PC has sent on wild goose chases|{A little defensive, and not exactly telling the truth}Oh yes - definitely. We're - uh - fierce and heroic and all that.
{144031} You just tell us the job, and we'll take care of it.
{144032} |Honest|We're not as able as you and your companions, Knight Captain - but after all the quests we've done in your service, we can handle adventure.
{144033} {A little miffed}Of course we can, Brother Maxil. We can handle - oh I don't know - dragons, demons, or whatever and whatnot you need dealt with.
{144034} {Wry}That makes two of us. {Now commanding}Off with you, pester some other lord or innkeeper.
{144035} {Crestfallen}And after all we've done. Sheesh.
{144036} Trust me, our reception could've been far chillier. Thanks for your time, Lord Captain.
{144037} |: The adventurers leave. Juen and Candril shrug before they take off.|
{144038} {Slight sigh}Here we go again...
{144039} A magical realm, you say? Marvelous... men!
{144040} {Says with resignation}Let me guess, we're off to Waterdeep. To stay for a hundred and one nights at an inn.
{144041} Exactly! {Salivating}I wonder what adventures the Yawning Portal will hold for us...
{144042} | The adventurers leave. |
{144043} {She worries about them}At least they'll be safe.
{144044} {Worried}But Reverend {Oh-leff}Oleff said...
{144045} You put too much faith in that doddering old cuss, Brother Maxil. These Shadow Reavers sound like plum pickings!
{144046} Daerred - are you sure?
{144047} Of course, I'm sure! Let's head out!
{144048} | The adventurers leave. Juen and Candril shrug before they take off.|
{144049} {A little upset}Your little jest may cost them their lives.{Deep breath - to transition to neutral}
{144050} Illefarn Empire, you say? Guardian to boot - we have a new quest!
{144051} You really should let the Captain fin-{ish}
{144052} {Barked out}Candril, Juen - prepare the horses. We ride immediately!
{144053} Don't you think we should ask-
{144054} We've tarried here enough, Brother Maxil!
{144055} {Sighs}Yes, Daerred. {To the PC}Sorry again about this.
{144056} | The adventurers leave.|
{144057} {Worried for them}Hopefully they'll stay out of too much trouble.{Sigh - changing to neutral tone}
{144058} | Daerred Interaction 3 Resolution. 3TU after sending them to investigate the Guardian. Give PC a note and a package. Fired if the PC has always been honest with Daerred and pals. |I have another note and a package from Daerred. Somehow they've uncovered information about the Guardian.
{144059} {Reluctant to admit}They have proven capable enough. And even useful.
{144060} If they come again - I'll make sure to grab you.
{144061} | Act 3 / Watch Interaction 1 - pops up 5 TU after Act 3 begins.|I've received a message from Captain Brelaina in Neverwinter. {Distaste}She is requesting that we reassign several of our men to her.
{144062} {Make it clear that Kana thinks Brelaina is desperate}The city is apparently not faring well throughout the evacuation and she needs every hand she can get. Looting and rioting could devastate Neverwinter.
{144063} She is requesting ten percent of our men. Some of these are to replace Watchmen she has lost to Crossroad Keep. {Point of pride}Many left the Watch to work with you - especially after you were knighted.
{144064} |Training <3|Our hmen would be extra bodies for Brelaina - but wouldn't help her out too much, honestly.
{144065} {Beat - considers}We need <i>all</i> of our soldiers in the coming war, Captain. {The PC is famous to the Watch}Many members of the Watch have joined up since you've taken over the Keep.
{144066} {Hates to admit it}With the training you've given the 'Cloaks, our men could help Brelaina out greatly.
{144067} {Thankful}I'll politely decline. Thank you.
{144068} The decision is yours, Knight Captain.
{144069} {Agrees}Anything looters and vandals do in the city now will pale in comparison to a victory for the King of Shadows. I'll send a message to the Captain.
{144070} {Mentally nodding}More of a symbolic gesture than anything - but I'll send them.
{144071} {Big sigh}That will help her... I just hope it doesn't hurt us too much. {Obedient}The men will leave on the morrow.
{144072} {Alarm}That many? {Floored}No doubt this will make a tremendous difference in the city - but to us...{we're hosed}
{144073} {Regroups - and apologetic, she doesn't question orders}I - I - It will be as you command. {Iron neutral tone}The men will be sent at first light tomorrow.
{144074} | Special Mission 6 - available in Time Unit 28-31, Act 3|{Unease}Our scouts report that shadow priests have been summoning the dead in our lands - to join the armies to the south. I suggest we organize the men to deal with it.
{144075} | Special Mission 7 - available in TU34-40, Act 3. PC has been to Luskan required, too.|A marauding force threatens to wreak havoc on your lands. {Pause - nervous}It is said they are led by a Shadow Reaver.
{144076} We can organize the men to track the Shadow Reaver down - but you are the only one that can deal with it.
{144077} |SM6|For months - possibly more - the King of Shadows has had necromancers summoning dead to join his ever-growing armies. These shadow priests are on <i>our</i> lands now.
{144078} {Worried}Our scout reports there are several score of them. The shadow priests move fast and it will take considerable time to track them down.
{144079} {Big caution}If we send the men they will be fighting a real battle. {Grim}But if we ignore this threat, the shadow priests could sack villages or worse. 
{144080} I will send the orders, Captain.
{144081} |SM7|The Shadow Reavers are almost unstoppable. One of them leads a small band that has been scouting along our borders.
{144082} We've lost one patrol to them already. Our men may be capable of killing the Reaver's support units - but no one but you can kill the Reavers themselves.
{144083} We'd have to send a detachment of Greycloaks to track the Shadow Reaver and find his base of operations. Then they could report to you where that is, and you could deal with the Reaver permanently.
{144084} {Worried}The Shadow Reavers are as intelligent in death as they were in life.If our men's training isn't up for it they could be ambushed. Your orders?
{144085} I will send the orders immediately, Captain.
{144086} |SM6|{Starts neutral}The 'Cloaks found the shadow priests and their throng.
{144087} |Total success|The sergeants laid a quick ambush on high ground - archers were ordered to kill the shadow priests first. 
{144088} All but one of the shadow priests were downed in moments - and the 'Cloaks shield wall and polearms managed to destroy the enemy forces with minimal casualties.
{144089} {Very pleased}If this is how our troops will fare in battles to come - we will triumph.
{144090} |Success|It had been raining for days and... I think both sides were equally surprised.
{144091} Mud hindered movement and the driving rain visibility. {Pause - undertone is many casualties}We won the day - but there were casualties.
{144092} Our men have tasted real battle, though, it's a bitter draught but it better prepares them for the future.
{144093} |Failure|It had been raining for days, and our men were ill-equipped for the hunt. {Sad}It went badly.
{144094} Our main force was decimated - the injured that survived the battle offer conflicting reports. But the shadow priests escaped unscathed - although heading to the south.
{144095} {Extremely sorry, near the end a stoic moving on tone that could transition to neutral}I had hoped to bear better news.
{144096} |SM7|The patrol has returned from hunting for the Shadow Reaver's base on our lands.
{144097} |Success|The sergeants were able to coordinate the scouts and remain undetected by the Shadow Reaver. It was touch and go, but I can mark on your map where the Reaver's camp is.
{144098} The men's training served them well in this.
{144099} |Failure|{Grim}Stalking a Shadow Reaver isn't easy. The Shadow Reaver's forces spotted them.
{144100} The men were ordered to run rather than engage. {Sadness}We've had casualties - but I think the Shadow Reaver has fled. {Pride}Apparently he is leery being on your lands.
{144101} |Total Failure|{Some disgust}As you may know, our men are barely trained. Even the sergeants were hard pressed to form that rabble into ranks.
{144102} The whole thing was more like a day trip to the country than a scouting expedition. They found less than nothing - but at least none were injured.
{144103} | Play this after time unit has passed and no other events going on|I have a Greycloak report for you.
{144104} | They were training. Training is 1|The Greycloaks have completed their basic training - they can hold a sword and not cut themselves. But it is far too soon to send them into the field.
{144105} | They were training. Training is 2|The men have completed rudimentary training. They're capable of defending themselves, and given enough numbers, overwhelming an opponent.
{144106} | They were training. Training is 3|The 'Cloaks aren't farmers any more - they're as skilled as the Watch in the city. {Although she sounds reluctant}They could get better, but I would be willing to put them in the field.
{144107} | They were training. Training is 4|{She's pleased}After a great deal of training, the 'Cloaks are acting like soldiers. Only skilled sergeants and regular training can improve them now.
{144108} | They were training. Training is 5|{Extremely proud}Each member of the Greycloaks is a competent soldier now. They aren't squires and certainly not knights - but they're as trained as we can get them.
{144109} | They were recruiting. Recruit power low. Raw recruit power <10|The 'Cloaks have found some recruits - but not many. The best recruiters are trained soldiers in high spirits.
{144110} | They were recruiting. Recruit power med. Raw recruit power <50|{Happy}Our men have found many people willing to don the Cloak. They've done well. 
{144111} | They were recruiting. Recruit power high|The 'Cloaks we send out have had recruits flock to them. Our numbers will be swelling in no time.
{144112} | They were recruiting. no more recruits, unless lower standards|Our 'Cloaks have been high and low - there's no one left to recruit. Unless we lower our standards.
{144113} | They were recruiting. no more recruits period|I think our 'Cloaks have tried to recruit every able body within a dozen leagues of us. There's no one left to recruit now.
{144114} | Shadow Thief getting money - merchant numbers still positive.|Greycloaks under Uncus' orders have returned from their... "activities." They've brought gold for our coffers.
{144115} | Shadow Thief getting money - merchant numbers is less than 5.|Uncus' Greycloaks have brought more money for you. {She doesn't want to admit she knows what's going on}An unrelated note, due to the increase in bandit activity - few merchants use our roads anymore.
{144116} | Road Patrol 80+|Our patrols on the roads have made travelers feel extremely safe. There are few incidents - the merchants are pleased.
{144117} | Road Patrol 50+|Our patrols have done a good job of keeping the roads safe. {But she's a perfectionist}It could be better, though.
{144118} | Road Patrol 20+|Our 'Cloak patrols are making the roads a safer place - better than when we first arrived. They're still dangerous in many sections, though.
{144119} | Road Patrol 3+|Our patrols are barely making a difference in getting the roads safer. The roads here have been wild for years, and it will take regular patrols to change that.
{144120} | Road Patrol 0+|Our "roads" are some of the most dangerous in the Realms. {Glum}Our patrols need to be considerably more skilled to change that.
{144121} | Lands Patrol 80+|In the surrounding lands, our patrols are strong, and have dealt with most threats. It has been a struggle, but our farms are as safe as the ones that border Neverwinter itself. 
{144122} | Lands Patrol 50+|In the surrounding lands, our patrols have helped end the bandit and monster attacks. The farmlands are safer than they've been in generations.
{144123} | Lands Patrol 20+|In the surrounding lands, our patrols are making headway. Some of the lands close to the Keep are safe enough for more farmers to till the land.
{144124} | Lands Patrol 10+|In the surrounding lands, we have begun the slow process of clearing out bandits - and even monsters. {Subdued}It is dangerous work - only the hardiest and most desperate would live on our lands right now.
{144125} | Lands Patrol 0+|The surrounding lands are as wild as they were to begin with. Possibly worse. Bandits have been using this area as a haven for many years - they will be hard to drive out.
{144126} | Both patrol. Road 75+|Spreading our men to both road and field diminishes their effectiveness. But the men have done a great job with the roads - merchants feel safe and they throng to the Keep.
{144127} | Both patrol. Road 50+|Spreading our men to both road and field diminishes their effectiveness. But the men have done a good job with the roads - the road is reasonably clear all the way to Neverwinter.
{144128} | Both patrol. Road 25+|Spreading our men to both road and field diminishes their effectiveness. But the roads are safer than they have been in decades - still dangerous, though.
{144129} | Both patrol. Road 0+|Spreading our men to both road and field diminishes their effectiveness. Our patrols are reporting the roads are still quite dangerous.
{144130} {Polite - but stress this, "so choose carefully" in tone}The decisions you make here may have a large impact on the 'Cloaks and the people on your land. After some time, I'm certain Lord Nasher will have direct orders for your men - but until then they are yours to command.
{144131} | Not deployed yet. |{Perplexed}I don't quite know what to make of her. {Honest - hard on self}I think she'd  be a better adjutant than I, but she has no initiative - she just follows orders.
{144132} {Admiring}But her skills are deadly <i>sharp</i>. She will excel in any task you give her.
{144133} | Light of Heavens assigned to recruiting. |Light of Heavens is a beacon - and recruits are drawn to her. Men are flocking to Crossroad Keep.
{144134} | 2 time units after Light of Heavens has been put on a task she can be reassigned |She's doing a great job. Would you like to reassign her?
{144135} | FERRET: Edit. |Very well. We'll keep him on that. What else would you like to know about the men?
{144136} | Light of Heavens assigned to patrols. |Light of Heavens' leads her patrols the way you hear in stories. The men are in awe of her, almost as much as they are with you.
{144137} | Light of Heavens is on special assignments. |Light of Heavens in well suited for special missions. {Slight envy, but professional}She's a tremendous asset.
{144138} | Light of Heavens is assigned to training the men. |Light of Heavens is a remarkable trainer. I've never seen them train so hard.
{144139} | Not deployed yet. |{a little angry, he made a crass comment}I've had one... interaction with him. I expect more <i>composure</i> from a subordinate and a civil tongue.
{144140} {disapproving}He's skilled with weapons, I must admit - but I'm not sure what use we'd have for that brute. {A little disgust}Last I heard, he was drinking himself into a stupor at the Phoenix Tail.
{144141} {very doubtful}If you say so, Captain. {not looking forward to this}I'll tell him his new orders.
{144142} {a little brighter}Yes, sending him away - <i>far</i> away may be best. {eager}I'll send word immediately.
{144143} | Jalboun assigned to recruiting. |{annoyed}Since you assigned Jalboun to recruiting, we have seen a significant drop in the number of troops. A coincidence, perhaps?
{144144} Unfortunately, Jalboun can't be reassigned for now.
{144145} | 2 time units after Jalboun has been put on a task he can be reassigned|{distasteful, but trying to be diplomatic}Perhaps Jalboun would be better suited for another task?
{144146} | Jalboun assigned to patrols. {Grave and annoted}I have reports of frequent injuries from units Jalboun leads on patrol - as often caused by Jalboun's sloppiness and temper as by the dangers on the road.
{144147} | Assignment changed recently. No update and cannot be reassigned. |There's nothing new to report about Light of Heavens, Captain.
{144148} | Jalboun is on special assignments. |{grudging admission}Jalboun is doing really well in training for special assignments. I <i>don't</i> approve of his methods, {more grudging}but they do produce extraordinary results.
{144149} | 2 time units after Jalboun has been put on a task he can be reassigned|Perhaps you've found a use for him. I recommend keeping him where he is.
{144150} | Jalboun is assigned to training the men. |{irritation}Jalboun has trained his men... to swear and drink on duty. They seem little better for his supervision, if not worse.
{144151} | Assignment changed recently. No update and cannot be reassigned. |Jalboun hasn't even received his new orders yet. I've been told he's still sleeping off a night of heavy drinking.
{144152} | First time. |{exasperated, but lighthearted}I've never dealt with a more stubborn dwarf. Ulfang told me in no uncertain terms that he refuses to recruit, train men, run patrols, or go on special assignments.
{144153} Since he arrived, he's taken it upon himself to critically examine our defenses and survey our mining efforts.
{144154} I've worked with... difficult personalities like Ulfang before. My recommendation is to give him enough freedom to prove his mettle, rather than force him to take on normal sergeant duties.
{144155} {uncertain}Ulfang has given me... a list of his recommendations for how to best utilize him. He is interested in hunting for minerals, smithing weapons and armor, and helping to fortify our walls.
{144156} | SCRIPTER: Ulfang assigned to mining. |Since Ulfang was put in charge of our mining efforts, there has been a significant increase in our mineral and ore stocks.
{144157} Yes, Captain. I'll make it so.
{144158} | SCRIPTER: Ulfang assigned to smithing. |Ulfang has been working closely with Edario and Jacoby to keep our troops weapons sharpened and armor patched.
{144159} | SCRIPTER: Ulfang assigned to walls. |Veedle tells me that Ulfang is a real asset to his efforts to fortify the walls.
{144160} | SCRIPTER: No time has passed since Ulfang's assignment changed. |It's too early to tell how the dwarf will do at the task you set for him.
{144161} |SCRIPTER: 2 time units after Ulfang has been put on a task he can be reassigned|You can reassign Ulfang if you like. I'm confident he will take well to any task, {making a small joke}as long as it involves rocks or metal.
{144162} Ulfang just started his current duties. We can't pull him away from them yet.
{144163} | Act 3. Kana asks about Conscripts. This happens the second time the player talks to Kana in Act 3  FERRET: Edit please. |Captain, there is something you may wish to consider. The lands surrounding Crossroad Keep and all of its inhabitants are now bound in service to you.
{144164} It is within your purview to conscript able bodied men and women that live on your land to fight for you.
{144165} I understand your reluctance, Captain. If I may, I'd like to explain the reasons why you should consider conscripting.
{144166} Very well, Captain.
{144167} The conscripts will not receive much in the way of training and will only be armed with the most rudimentary of weapons and armor.
{144168} As such, they will serve as little more than shock troops, a barrier of human lives to throw at the enemy to stall for time.
{144169} Now this may sound terrible, but using conscripts strategically at the right moment in battle can ultimately save more lives than you would lose without them.
{144170} The decision is yours, Captain. Shall I issue the draft for conscripts?
{144171} | Set a global variable for the player choosing to have Conscripts. [B] In 3TU spawn in a few Conscript recruits in 2112. FERRET: Do you want Conscripts to reduce morale in the Keep or have some other negative effects? |Yes, Captain. I'll see to it.
{144172} | Generic out of Time Units. : When the player has no Time Units left for now (needs to progress in the crit path to get more). PC has spent 10 time units and has yet to clear the illefarn ruins|Captain, the men are tasked to capacity for now. You should check back periodically to see if they have more time.
{144173} | Generic out of Time Units for the Act.  : When the player has no Time Units left for the entire Act 2. |The men and I have direct orders that come from Lord Nasher. Lord Nasher will want to see you in Neverwinter at some point, see me after that. 
{144174} | Out of Time Units until PC returns from meeting with Sydney. The PC has spent 29 time units and hasn't returned from Luskan yet.  |Sir, the men are all busy following your orders. I recommend taking care of this Luskan business.
{144175} | Out of Time Units until PC kills the first Shadow Reaver. The PC has spent 33 time units and hasn't killed the first Shadow Reaver yet. |The Shadow Reaver has been causing havoc among the patrols. The Keep can get back to normal operation once the Reaver is destroyed.
{144176} | Out of Time Units until the Sword is reforged. The PC has spent 37 time units and hasn't reforged the sword yet.  |The men have plenty to do in these dark times. It would be a sign of hope to them if you could reform the sword you carry.
{144177} | Out of Time Units for Act 3. The PC has spent 40 time units. |The men are preparing full time for war - there is nothing more we can do but stay the present course.
{144178} {Kana interrupts him - mostly to preserve decorum}Ziffer wants us to sign a village charter allowing him to start a community here. {Beat}You are a knight, and this is your land - so the decision is yours.
{144179} |: The recruits leave.|
{144180} {A little alarmed}Are you sure? The Keep could use the coin the tax will bring.
{144181} {bland}Your words swing true, Captain. Our 'Cloaks have little need of such - {distasteful}ruffians.
{144182} | : Remove Jalboun from Crossroad Keep. |{pleased, looking forward to kicking Jalboun out}Gladly, Captain. {Steel in tone}I will see to it that Jalboun never sets foot in Crossroad Keep again.
{144183} | Khulmar has arrived, but PC has not spoken with him yet. |The Ironfist Dwarves have sent their representative, Khulmar. You can find Khulmar at the Phoenix Tail.
{144184} | Lasshiva has arrived, but PC has not spoken with her yet. |The Lizardfolk of the Mere have sent us Lasshiva. She asked for someplace cool and damp, so I've stationed her in the basement of the Keep.
{144185} | Kralwok has arrived, but PC has not spoken with him yet. |Kralwok of the Uthgardt Elk Tribe has arrived with his men. They have set up camp outside the walls near the farms.
{144186} | Zokan has arrived, but PC has not spoken with him yet. |Zokan of the Uthgardt Elk Tribe has arrived with his men. They have set up camp outside the walls near the farms.
{144187} | PC has spoken to Khulmar. |Khulmar reports that the Ironfist Clan stands ready to aid us.
{144188} | PC has spoken to Lasshiva. |Lasshiva tells me that the Lizardfolk train by night to be ready to retake the Mere from the King of Shadows.
{144189} | PC has spoken to Kralwok. |Kralwok says that his men are nomadic and not accustomed to staying in one place for long, but he maintains their discipline.
{144190} | PC has spoken to Zokan |Zokan says his men are frustrated that they cannot raid our passing merchant caravans, but he keeps them in line, making strong examples of any who disobey him.
{144191} | Default fallthrough. |There is no more to report regarding our alliances, Captain.
{144192} My father told me that a flash of insight is worth a lifetime of experience.
{144193} Victory against nameless foes gives strength and practice, but teaches you little of yourself. The duel you must seek is against a personal nemesis.
{144194} | Fought the Shadow Reaver at the beginning of Act 3. |Your recent victory over the Shadow Reaver is a perfect memory to focus on.
{144195} I'm not as worthy as you might think.
{144196} The honor is as much mine to have you and the others work with me.
{144197} So what do we do now?
{144198} As long as you prove useful to me, you may serve.
{144199} |Only if the PC trained the Hollows men at all|Why didn't all the men come?
{144200} Besides training what needs to be done?
{144201} How many of the others came to the Keep?
{144202} Anything else?
{144203} Tell me more about the town charter.
{144204} Are there any implications of starting a village on the Keep's lands?
{144205} I have no more questions, show me the charter.
{144206} [Appraise] Lord Nasher tithes the peasants more than twice a year now.
{144207} |Diplomacy 7+ to see this|[Diplomacy] We are new, too. We need regular taxes to support the Greycloaks, the same ones that will protect your lands.
{144208} [Appraise] Forming communities always involves coin - I'm sure you've accounted for the possibility of regular taxes.
{144209} [Appraise] I'd like to add some clauses to the charter. Especially about the use of the miller's wheel.
{144210} [Intelligence] Lord Nasher tithes the peasants more than twice a year now.
{144211} I've nothing more to say about the charter.
{144212} What does this say?
{144213} I'm ready to make my decision.
{144214} |Civility goes up +2, to a max of +5|[Sign the charter.]
{144215} I'm not going to sign it.
{144216} I've made my decision.
{144217} Is there anything in it for me?
{144218} [Diplomacy] Defending the Keep and the land is important. Not every man that comes here is up to that, but those of your men that are I will accept.
{144219} Some of the men don't meet our standards. Those that do we'll take.
{144220} |Standards are reduced to normal - if they were Top Shape, or Best of the Best|Any villagers that volunteer are welcome to join the Greycloaks.
{144221} We have no more room in the Greycloaks.
{144222} What will this mean?
{144223} |Morale goes up by 20%, Unit Strength -10, and Captain's Company is set TRUE for special missions|Then let the Captain's Company be formed.
{144224} |Greycloak Civility +2, Civlity +1, +1 to Peasant Growth per Time Unit, Good shift|Protect the land and its people.
{144225} |Greycloak Civility +2, Civlity +1, major law shift|Preserve and uphold the laws of Neverwinter.
{144226} |Morale +10%|Strive for perfection in all things.
{144227} Unswerving loyalty to me.
{144228} |Peasant growth -1, Greycloak Civility -2, Morale -10%, evil shift|Cause terror amongst our enemies, and sow fear among those that serve us.
{144229} |Morale goes down by 10%|I have to refuse.
{144230} Tell me about the costers.
{144231} I prefer to make my own decision.
{144232} Even though it could hurt our trade, I don't want to accept any of their offers.
{144233} Tell me about the costers.
{144234} I prefer to make my own decision.
{144235} |Appraise 10+|[Appraise] I've studied trade and I know a great deal about each of these costers.
{144236} |If civility is 3+, civility goes down 1. Money from tithes up 10%, small chaos|The Forgotten Lords coster is knowledgeable and cunning, and they are not above questionable trades. We will side with them.
{144237} |Civility +1, Major law|I've heard the Circle of Friends coster is a conservative one with a long history of honest dealings. Accept their offer.
{144238} |Civility -2, Tithe income up 25%, Major Evil and Major Chaos|The coster of The Fated Winds is rumored to have dark dealings - some whisper they deal with the Zhentarim. But the profit is greatest with them, so they are my choice.
{144239} |Merchant never goes above 50|It will hamper our trade growth, perhaps permanently, but reject their offers.
{144240} |If the PC knows about them - If civility is 3+, civility goes down 1. Money from tithes up 10%, small chaos|The Forgotten Lords.
{144241} |If the PC knows about them - Civility +1, Major law|The Circle of Friends.
{144242} |If the PC knows about them - Civility -2, Tithe income up 25%, Major Evil and Major Chaos|The Fated Winds.
{144243} Can't you find out more information before making a decision?
{144244} None of them - I don't know who they are.
{144245} We have no work for you.
{144246} Can you really handle any danger?
{144247} | The party did the Port Llast adventure, so they will survive. |Have you heard anything about the King of Shadows?
{144248} [Lie] {Small chaos, small good}Along the docks of Highcliff there is a shapeshifted dragon princess. If you rescue her, she will offer an amazing reward.
{144249} [Lie] Fortunes are to be made in the Mere of Dead Men. Some say it's incredibly dangerous, but it really isn't.|SCRIPTER: If the player sent them to the Mere of Dead Men in the West Harbor ruins their corpses should be found there |
{144250} I will see what I can do.
{144251} I have other matters to attend to.
{144252} Let's talk of something else.
{144253} |+25 to unit strength, plus potential modifiers to Greycloak civility and elite level|We need the men - welcome aboard.
{144254} I'll leave it to you, Kana.
{144255} The Greycloaks are at capacity, the answer is "no."
{144256} [Appraise] While not legal, this is customary - almost like a tip.
{144257} What do you think we should do to you, Dobbson?
{144258} |Medium Law, -1 Morale, -0.5 to Merchant growth, +1 Greycloak Civility|All laws must be followed. Dobbson should be disciplined.
{144259} |Large Law, -2 Morale, -1 to Merchant growth, +2 Greycloak Civility, -2 unit count|Make an example of Sergeant Dobbson - this behavior won't be tolerated.
{144260} |Small Chaos, +1 morale, +0.5 to Merchant Growth|We shouldn't blindly follow laws. Dobbson did the right thing.
{144261} |+1 morale, +0.5 to Merchant Growth|This is in the grey area - just let him go.
{144262} |Medium chaos, +1 morale, +1.0 to Merchant Growth, Greycloak Civility -1|Let's get a cut of the gold, and see if we can make more out of this.
{144263} |-2 Morale, -1 to Merchant growth, +2 Greycloak Civility, -2 unit count|I leave the matter to you, Kana.
{144264} Is it a halfling village?
{144265} What's happened to the village?
{144266} How is this my problem?
{144267} | Only 50% of men needs to be coded. -4 Road Security, -4 Land Security, +1 Civility, +1 Greycloak Civility, 50% of men.|Send half of our ready men to Leeves. Have them wait until the bandits show up.
{144268} | Only 10% of men needs to be coded. -2 Road Security, -2 Land Security, +1 Civility, +1 Greycloak Civility, 10% of men.|Station one patrol to their village to assist them.
{144269} Give them a couple men. It's all we can afford right now.
{144270} We can't spare any men.
{144271} |Greycloak civility -1|This isn't my problem.
{144272} Would we get anything for helping?
{144273} I want to organize the men.
{144274} Have the men train and garrison the Keep.
{144275} Split the men between patrolling the roads and the lands.
{144276} The roads need Greycloak patrols.
{144277} Send the men to protect our surrounding lands.
{144278} We need more men, have them try to recruit more Greycloaks.
{144279} |Shadow Thieves|I want my men to make some money for me.
{144280} Out with it.
{144281} Tell me about the risks.
{144282} Have suitable men report to Uncus.
{144283} Perhaps some later time.
{144284} Just do what I command.
{144285} I want to talk more in-depth about the men and their sergeants.
{144286} How battle ready are they?
{144287} What sort of standards do we have for recruiting new men?
{144288} I only want the best to join my Greycloaks.
{144289} We should only recruit people that are in good shape and can become good soldiers.
{144290} Our standards should be the same as the rest of the Greycloaks.
{144291} If a man wants to join, we'll take him. No matter what his circumstances are.
{144292} Anyone should be able to join, and offer amnesty to any criminals we catch if they'll take the Cloak.
{144293} I don't want to change our standards right now.
{144294} | Katriona recruited. |Tell me about Katriona.
{144295} |Adds +10% to men's recruiting efforts|Have her help with recruiting efforts.
{144296} |She adds +5 to patrols|She should go on patrols with the men.
{144297} | Increases outcome of special assignments by 1 |If any special assignments come up, she should go on them.
{144298} |Reduces training time by 1 (min 1), allows training to max|She should help train the men.
{144299} Don't change her assignment.
{144300} | Bevil recruited. |What of Bevil?
{144301} What's he being trained in?
{144302} Do you have any plans for him?
{144303} He's broken then?
{144304} |Adds +20% to men's recruiting efforts|Bevil could help us recruit more for the militia.
{144305} |Tithe revenue goes up 10%|Train him on the road patrols, particularly in getting merchants to pay their tithes.
{144306} | Merchant Growth +1 per time unit|We want to make sure that the High Road patrols encourage more merchants to use them.
{144307} | Peasant Growth +2 per time unit|He could lead the patrols in the countryside well, he should be trained for that.
{144308} | Increases outcome of special assignments by 1 |He should be trained for special assignments.
{144309} I'm certain.
{144310} I might want to reconsider that decision.
{144311} | Check to see if special mission is available. Also make sure when missions are assigned they are set in motion.|What special mission is available?
{144312} Take care of this mission.
{144313} Perhaps later, I want to talk about deploying the men.
{144314} Take care of this mission.
{144315} No taxes for the farmers.
{144316} A light tax is what is needed.
{144317} They should be taxed the same as farmers across Lord Nasher's lands.
{144318} Tax them as much as they will bear.
{144319} Leave the taxes as they are now.
{144320} [Diplomacy] Let me write something for the herald to read at every town - every man must do his part in these turbulent times.
{144321} [Appraise] Most farmers pay in barter. Let me write some advice for the tax collectors.
{144322} [Bluff / Lie] |Major Chaos, -1 Greycloak Civility|Ask them for "donations" to help with war veterans and widows.
{144323} [Truth] Tell them that taxes will be lowered after this time of conflict.
{144324} [Lie] |Medium Chaos|Tell them that taxes will be lowered after this time of conflict.
{144325} I have no more instructions on this.
{144326} |Major Good, +1 Morale, +2 Greyloak Civility, +2 Peasant Growth|We should assume that generally the farmers are truthful and we should have compassion for those in need. No violence.
{144327} |Medium Good, +1 Greycloak Civility, +1 Peasant Growth|Tell the men to use their best judgment, but strive to maintain good will with the farmers.
{144328} |Medium Law|Obey the laws and act as tax collectors should. The collectors must be critical of the stories they hear and inflict no serious harm.
{144329} |Large Evil, Grey Cloak Civility -2, -1 Peasant Growth, Peasant -5|If someone can't pay take anything that isn't nailed down. If they put up resistance, deal with them harshly.
{144330} |Large Chaos, Medium Evil, Grey Cloak Civility -2, -3 Peasant Growth|If the men see anything valuable make the owners give it up in tribute to me. Tax them hard.
{144331} Whatever you think is best.
{144332} Take care of this mission.
{144333} Take care of this mission.
{144334} Let's change subjects.
{144335} Let's talk about tithing.
{144336} I want to talk about the tithes on merchant traffic.
{144337} [Appraise] How are tithes handled exactly?
{144338} [Appraise] |SCRIPTER: Bonus needs to be made. Effectively the player is at +1 to Tax_Merchant without the penalties of it.|There is more revenue to get from merchants than taxing them at the gate. They spend coin and trade in goods - we can subtly tax these without raising their anger.
{144339} There shouldn't be any fees or tithes for merchants.
{144340} A light tithe is in order for the merchants.
{144341} I want to charge the merchants the standard fare for using the Keep's roads.
{144342} We need every copper we can get from the merchants, tithe as heavily as possible.
{144343} How are the supplemental taxes going?
{144344} The taxes the farmer's pay may need to be adjusted.
{144345} No taxes for the farmers.
{144346} A light tax is what is needed.
{144347} They should be taxed the same as farmers across Lord Nasher's lands.
{144348} Tax them as much as they will bear.
{144349} What do the farmers think of the taxes right now?
{144350} Let's talk of something else.
{144351} What's the status of Crossroad Keep?
{144352} How are the surrounding areas?
{144353} Tell me about yourself.
{144354} Can you teach me the Way of Swords?
{144355} What sort of forms?
{144356} This had better be worthwhile.
{144357} I'd like to train in the forms.
{144358} How can I do that?
{144359} Can you teach me more?
{144360} Thank you for your instruction.
{144361} I have other questions.
{144362} |After learning about it in another section|I want to talk more about learning the Way of Swords.
{144363} Farewell.
{144364} | Check to see if it is Act 3 and Kana taught the PC "Student of the Way of Swords".|Can you teach me anything more about the Way of Swords?
{144365} There are causes worth fighting for - but the price can be high.
{144366} War is a contest of might, cunning, and luck.
{144367} One man can turn the tide of battle.
{144368} |Minor chaos|The taste of slaughter is to my liking.
{144369} What I've learned is private.
{144370} |Minor good|I yearn for peace and the end of bloodshed.
{144371} Do the men and Keep need anything?
{144372} How are you?
{144373} Farewell.
{144374} You honor me with this gift.
{144375} The King of Shadows will not prevail.
{144376} Obey without question, and maybe we'll survive.
{144377} As you were.
{144378} |Major good, +2 Peasant Growth|[Pay 6,000 gold] I want to spare my farmers from this levy.
{144379} Make the levy light.
{144380} Match the tax to what other lords and knights have decided.
{144381} I want as much money from them as possible.
{144382} How can untrained farmers help?
{144383} Recruit every able hand.
{144384} |Medium Evil|We need everyone we can get - grab them by force if necessary.
{144385} Do what you think is best.
{144386} No conscriptions.
{144387} |Medium good|I fight to protect my people - not to throw them to the enemy out of expediency.
{144388} They would serve little purpose, and raise many people's ire.
{144389} We don't need them.
{144390} I have my reasons.
{144391} Can you honestly handle adventures now?
{144392} | SCRIPTER: If the PC has never lied to them then in 2 TU play the Act 3 Interaction 3 resolution. Otherwise their corpses should be found somewhere in Act 3.|The King of Shadows was once the Guardian of the Illefarn Empire. We need-
{144393} We don't need your services.
{144394} [Lie] Have you heard of the Shadow Reavers? They horde valuable magical items. I'm sure you could easily defeat one of them.
{144395} [Lie] In Waterdeep there's a tavern called the Yawning Portal. If you stay there for hundred and one nights, a magical realm will open to you.
{144396} I don't have time for this.
{144397} How many men does she want?
{144398} Would they be much help to her?
{144399} Handle the situation.
{144400} Do we need all of our men?
{144401} | Lose 20% of Unit Count, rounded down.||Med Good, Med Law|Send a fifth of our men to the city. Order must be maintained.
{144402} | Lose 10% of Unit Count, rounded down.||Small Good, Small Law|We can spare ten percent of our men.
{144403} | Lose 5 Unit Count or 5% of Unit Count, whichever is smaller.|Give her a few of the men she requested.
{144404} Convey our regrets - we need everyone.
{144405} Take care of this mission.
{144406} Take care of this mission.
{144407} | Jalboun recruited. |How is Jalboun working out?
{144408} | Light of Heavens recruited. |Let's talk about Light of Heavens.
{144409} | SCRIPTER: PC has recruited Ulfang. |I want to speak of Ulfang.
{144410} | Adds +25% to men's recruiting effort. |I'd like her to lead our recruiting efforts.
{144411} | Adds +10 to patrols |I think she would be best used patrolling with the men.
{144412} | Increases outcome of special assignments by 2 |She should be tasked to any special assignments that occur.
{144413} | If Light of Heavens already has an assignment. |I'd like her to keep doing what she's doing.
{144414} | Reduces training time by 2 (min 1), allows training to max. |I'd like her to be responsible for training the men.
{144415} | If Bevil has been assigned to something. |I'd like him to stick with his current duties.
{144416} | (Subtract) -10% to men's recruiting effort. |Let's put him on recruiting.
{144417} | (Subtract) -5 to patrols |Send him on patrols with the men.
{144418} | Jalboun is excellent on special missions, providing rewards the player wouldn't get otherwise. Not sure what effect this should have. |Perhaps he'd be effective on special assignments.
{144419} | Increases training time by 1. |Maybe he'd work out well with training the men.
{144420} | If Jalboun already has an assignment. |Just keep him where he is.
{144421} | SCRIPTER/FERRET: Ulfang assigned to mining. |I'll have him hunt for minerals.
{144422} | SCRIPTER/FERRET: Ulfang assigned to smithing. |He could help out Jacoby and Edario.
{144423} | SCRIPTER/FERRET: Ulfang assigned to wall defenses. |Put Ulfang to work on reinforcing the walls and improving our defenses.
{144424} | SCRIPTER: If Ulfang already has an assignment. |I want to keep him on his current task.
{144425} I'm interested. Tell me more.
{144426} I would not draft the unwilling to fight for me.
{144427} Very well, go on.
{144428} I don't know if that is such a good idea.
{144429} | SCRIPTER: Alignment shift: Good |No, I will fight for these people so that they don't have to fight for me.
{144430} The last thing we need is farmers with pitchforks spilling their blood where real soldiers may slip on it.
{144431} Do it. I hope we never have to use them, but it is better to be prepared.
{144432} | Alignment shift: Evil. |Yes. They live on my land, so their lives are mine to throw away.
{144433} I don't want conscripts. They'll just eat our supplies and lower everyone's spirit.
{144434} No, we can defend the Keep without them.
{144435} I'm certain.
{144436} It sounds like Jalboun is doing more harm than good.
{144437} Yes, dismiss Jalboun.
{144438} | The player has recruited at least one alliance. |What is the state of our alliances?
{144439} I've fought plenty of duels.
{144440} Very well.
{144441} |First time|From your humble beginnings to... <b>this.</b> You must be pleased, Captain.
{144442} |It's not rebuilt yet|Master Veedle is always carrying on about how impressive he can make the place. I wonder when he's going to start work?
{144443} |Few men|All quiet here, Captain. Just a trade caravan passing by now and again.
{144444} |Medium amount of folks|The Keep is really coming alive. {CON-ah}Kana has assigned me some men to keep the peace in town.
{144445} |High traffic|The Keep is starting to bustle. Trade caravans frequently stop here on their way to Neverwinter.
{144446} |Bevil joined|Kana has appointed {BEV-ul}Bevil as a Greycloak sergeant. You Harbormen are an impressive lot.
{144447} {Smiles}Can't complain. {Beat, mocking under her breath}But I hear this new Captain's a real beast. Even worse than you.
{144448} {Smiles}I find that hard to believe. But with you on our side, I'm sure you'll keep this Captain of yours in line.
{144449} |Fires once|And look who you've brought... Casavir. How have the travels been?
{144450} Things have improved since locking blades with orcs in Old Owl Well - how have you fared, Katriona?
{144451} |Act 3|Lord Nasher assembles an army in Neverwinter. All talk is of war.
{144452} |Post victory|{Victorious}The King of Shadows' forces are routed. We have won, Captain!
{144453} Web Mossfeld
{144454} | 2100 - This cutscene triggers at the end of Act II, after the player has spoken with Ammon Jerro. |{A little weary, this is baaad news}You no doubt have heard - Fort Locke has fallen. Nasher has summoned you, you are to report to Castle Never at once.
{144455} And only you - your companions are to wait here.
{144456} | Positive Rep |Good, ride fast for Neverwinter, and when you arrive, simply go straight to the castle - Nasher will be expecting you. 
{144457} | Khralver Irlingstar approaches the player. |
{144458} Oh, um...  It's you. The Captain of Crossroad Keep. I've been waiting for some time. I bring you greetings from Lusk...{was going to say "Luskan" but he gets cut off}.
{144459} | PC is male |Not now, the Captain has urgent business - whatever you need from him can wait until he returns from Neverwinter.
{144460} | PC is female |Not now, the Captain has urgent business - whatever you need from her can wait until she returns from Neverwinter.
{144461} | Khralver stands there looking dejected while the player and Nevalle walk away. |Eh... yes, well. I... I'll be... um, waiting anxiously for your return.
{144462} | Fade to black. Transition to 3000. |
{144463} This is Nasher's keep, not yours. 
{144464} {Slight warning}The business of our Lord Nasher is his to say, not mine. You are expected to heed his wishes, not ask more questions.
{144465} Lord Nasher's request cannot wait, and you will make haste to Castle Never. If not, this Keep will have a new Knight Captain before twilight. 
{144466} | Negative Rep |{Irritated}Of course. After all, the King of Shadows will wait on you as well, so you have little to fear. 
{144467} | Negative Rep |{Sighs}I spoke hastily - the loss of Fort Locke worries me greatly, and I fear this Keep shall be next if steps are not taken.
{144468} Do what you will, but I respectfully suggest you heed Nasher and see him at once.
{144469} I shall leave at once.
{144470} What is this about? 
{144471} I can't leave the Keep undefended now.
{144472} And what does the great Lord of Neverwinter want with me?
{144473} Whatever Nasher wants can wait. 
{144474} My apologies, Sir Nevalle. I shall leave at once.
{144475} I will go - but at my own pace, not yours.
{144476} That'd best not be a threat.
{144477} Donler
{144478} I can see why you need me, though. Fields here are wild as a feral badger that's been bit by a kobold.
{144479} Good news is the ground here's had time to rest since anyone tilled it last. {Beat}Not as fertile as our West Harbor, but good enough, I think.
{144480} |Trouble, Bully, Flirt|I always figured you for a troublemaker, but looks like you've done good for yourself. {Cautiously optimistic}Glad I was wrong.
{144481} |Leader, Militia|You always were one to do the right thing. I guess it's no wonder that would lead you to great things.
{144482} |Farmer|I always figured you'd join me and the others in the field. Everything you touched always seemed to go green.
{144483} I feel this Keep of yours will grow just like your crops used to.
{144484} |Devout|I figured you as one for donning the cloth and praying in some temple. Looks like the call of the world was greater - and maybe we're better for it.
{144485} |Wizard's Apprentice|Figured your nose'd be in a book for the rest of your life. Tarmas'd be surprised to see you here... but proud, I think.
{144486} |All else|This Keep of yours is quite... {unused to compliment, slightly overwhelmed}a piece of work. You've done well for yourself.
{144487} |30  or more peasants|You've got plenty enough peasants for the fields. We're thinking of plowing a new field a few stone's throws away.
{144488} Trained up some of the lads to hunt game in the nearby area, too. Should be enough to keep all your people fed.
{144489} |Less than 30 peasants|{Slight warning}If we don't find some more peasants to work the fields, folk 'round here are going to have to tighten their belts a notch or two. {Beat}I'll do the best I can, though.
{144490} {Slight warning}Folk around here are going to have to tighten their belt a notch or two if this place keeps growing. {Beat}I'll do the best I can, though.
{144491} I'm not one to dwell on tragedy. I figure as long as there's work to be done and folk to feed - I might as well make myself useful.
{144492} Georg said you might be coming my way. We were talking last night and we were working out who went where. I think I know what direction other Harbormen might have gone.
{144493} |TONY: Open up a new overland map spot|The Mossfeld boys took a whole passle of folk straight into the swamp. I'll mark where they were heading on your map.
{144494} It might be dangerous for them - so you may want to hurry. Now I got some of your "farmers" to coordinate - good luck to you.
{144495} Looks like you assembled all the Harbormen under one roof again. Once the troubles blow over, we'll head back.
{144496} But I'm being kept plenty busy providing for your men. So if you'll excuse me, Captain.
{144497} {Grumbly}It's about time I got out of Old Owl Well. Too dangerous and too much commotion, if you ask me.
{144498} But gods! Who decided it would be a good idea to move to this keep?
{144499} Not that I have much choice but to come here, I don't have enough coin to rent in Neverwinter.
{144500} |Some minerals|{Like he regrets it}But you're my partner, so I figure I have to set up shop where you do.
{144501} But if we're going to be working here could you <b>please</b> try to fix it up - oh, and find me some mineral deposits!
{144502} | More than six deposits, no new minerals. |{Grumbly and surly}Listen, I only came here as a courtesy.
{144503} Most folks here are following you like sheep to the slaughter. I just wanted to let you know I'm moving to Waterdeep, there's nothing for me here.
{144504} {Grudgingly admits it}All right, so you've helped me out. But I would've made it on my own.
{144505} It's time for me to pursue <b>my</b> options. So it's been great, but I'm leaving.
{144506} {Blustery}Yeah, right? What can you do about it? It's not like you own <b>me.</b>
{144507} Heh. That isn't the way the world works. Gold can smooth over all manner of attitudes.
{144508} And <b>I</b> got that in droves. {Dismissive tone}Listen, you take care out... {sneering}here.
{144509} | Pentin leaves after waving. If he can look sneery, that would be awesome.|Pfeh...
{144510} [Success] Hmph. All right. But if you don't turn this heap of stones into something respectable, I'm leaving.
{144511} I'm <b>important</b> now, and I won't be living in some shack made of rubble. I'll go get my men and be back soon.
{144512} [Failure] I don't need you, I never did.
{144513} [Success] {He's about to be snarky back before he realizes his life is in danger}Yeah ri-...{"right"} Uhh... You don't mean...
{144514} I - I think maybe I made a mistake. You know what, I think we can still do some business for awhile.
{144515} | Casavir and/or Bishop present |I... uhh... have to go. And get my men...
{144516} | Pentin walks off, but will be back in place the next time the PC returns.|
{144517} |Good PC|[Failure] Is that some sort of threat? Hmph. You go around acting like a paladin and expect me to get all nervous when you threaten me.
{144518} No way someone like you is going to do anything to <b>me.</b>
{144519} [Failure] Save the threats, <FirstName>. You - harm me?
{144520} Wh-What do you mean?
{144521} But you haven't found anything for me lately. You're all dried up - and there's no percentage in dealing with you anymore.
{144522} {Alarmed, player's about to kill him}Y-You're kidding, right? Guards - guards, help!
{144523} [Success] {Surprised the PC knows about this}I... That's... What I mean to say, is that's why I came here.
{144524} {He hates this}To pay you your share of <b>my</b> profits. Here - take it.
{144525} Now we're both even. {Very insincere}You take care.
{144526} What? Out of the goodness of my heart? That isn't going to happen.
{144527} You can't be serious?
{144528} {Scared}R-Right.
{144529} |Runs away|
{144530} |First time|{Satisfaction mingled with greed}You've made a find, eh? I figured with how much time adventurers spend underground, there's got to be a practical use for it.
{144531} I'll send my men over - and here's some coin for you. I might have some ore from your site later.
{144532} Now I have to go get my men moving, if I don't kick them into action, they'll be worse than useless.
{144533} | He takes off - will be back next time|
{144534} | Merchants are around, and found enough ore for an upgrade|The merchants in town been looking for some ore, This new find should do them well.
{144535} Here's some gold. Now, I have to go tell my men.
{144536} Another find, good good. Here's your finder's fee.
{144537} Now I have to go tell my men where to mine. {Grumble}Always too much work to do.
{144538} | PC hasn't found anything|Maybe you're not clear on how it works - you go off and find something <b>then</b> I give you some ore.
{144539} | PC has some ore coming to him|Here's some of the ore from the deposits you found. If you don't need it, don't ask for more.
{144540} {Almost to himself}What's an adventurer going to do with ore, I wonder. Hmph.
{144541} Find something new and I'll give you a sample. I don't have any spare samples on me, got it?
{144542} What do you want?
{144543} | Influence Gain Bishop |{Eager}I say let {PEN-tin}Pentin scream - it's music to my ears. 
{144544} | Influence Loss Casavir |{Player is threatening to attack a merchant}What are you doing? This matter isn't worth shedding blood over.
{144545} |Combat Starts - no guards show up, just a plump Pentin getting skewered.|Aiiee!
{144546} | Bishop not present - Influence Loss Casavir |{Player threatened to attack a merchant}He was hardly worth the effort - such a man makes his own misery.
{144547} | Influence Gain Bishop |{Smiles}Sometimes all it takes is showing a little steel to make someone fall into line.
{144548} {Surprised at player's knowledge of trade law}I'm impressed. Well done.
{144549} | Influence Loss Casavir |{Player threatened to attack a merchant}He was hardly worth the effort - such a man makes his own misery.
{144550} | Influence Gain Bishop |{Smiles}Sometimes all it takes is showing a little steel to make someone fall into line.
{144551} |Act 3|{Nervous}Make it quick... {Greed is keeping him here}Any day I'm going to pack my bags and get out of here before the <b>real</b> trouble starts.
{144552} |Siege victory|{Irritation and dormant fear}It's a wonder we survived. The Keep is far too... {adventurous is a bad word to him}adventurous for me.
{144553} {Raises an eyebrow, then threatens}Oh, it won't be the Captain here, {PEN-tin}Pentin, it'll be me. And you <i>know</i> I'll enjoy breaking each one of your ungrateful bones.
{144554} I'm not afraid of you - I never was.
{144555} After all I've done for you, you're leaving like this?
{144556} You're <b>not</b> leaving, not after the fortune I helped you make.
{144557} Wherever you go, your attitude will catch up to you eventually.
{144558} Farewell.
{144559} [Diplomacy] I helped secure your fortune - stick with me, there's more gold to be made.
{144560} [Intimidate] Leave then, but be <b>careful.</b> The world is a dangerous place. <b>Very</b> dangerous.
{144561} If I find any mineral deposits, you'll miss out.
{144562} You owe me some gold, Pentin. Time to pay up.
{144563} I've had enough - you'll not live to see tomorrow.
{144564} [Appraise] According to trade law - I own part of your profits. Those laws apply even in Neverwinter.
{144565} Simple - give me what you owe, or die.
{144566} I helped make you rich, so pay me what I'm owed.
{144567} I changed my mind. Farewell.
{144568} Time to die.
{144569} Get out of here.
{144570} |Found one more ore deposit|I found a new ore deposit.
{144571} |Found more than 1 ore deposit|I found some new ore deposits.
{144572} Have any ore I can use?
{144573} Farewell.
{144574} {Nervous and surprised}It's you - uh... Captain, right? It's Sal - Sal from the Sunken Flagon. {Beat, a little sheepish}Well, formerly of the Flagon.
{144575} {Kinda bear-like}I've been wiping tables for your uncle for years, with always the promise of starting my own inn... but it always seemed to be just words, until you came along.
{144576} Once I heard what you were doing here, I packed my bags, wrote a note, and here I am.
{144577} {Self-chiding}I know, I know. But I saw an opportunity - and I jumped at it.
{144578} {End bit is praise, like it's self-evident why the player running the Keep is a good thing}This Keep's got everything going for it - it's right on the High Road, it'll get plenty of merchant caravans, and it's got... well you, too.
{144579} I figure I can turn this into a respectable inn - clean with entertainment... oh, and good food. I mentioned I'm a cook, right?
{144580} {Kind of sarcastic funny}What, you thought I wanted to wash plates and tankards the rest of my life? I've <i>always</i> wanted to start my own inn...
{144581} {Definitive}You're the boss. {Back-stepping}Well, the real boss is Lord Nasher, and his agent already approved everything.
{144582} You'll get plenty out of this. I'll bring customers, provide a place for the merchants to drink, eat, and spend a little money.
{144583} {Confident}Look, trust me - you need an inn. And that means an innkeeper. Me. And drinks will always be on the house, Captain. 
{144584} Sure, I'll show you what I've got.
{144585} |TBD. The rumors here are for Act 2 purposes. Once Act 2 nears Beta it will be filled out.|
{144586} |Dancer added|The new dancer is going to work out great. I can't thank you enough, Captain.
{144587} |No people - no inn recruits|Quiet - as you might expect. So I've been working on the inn.
{144588} The inn hasn't been abandoned too long, so it didn't need too much work. But I'm keeping it clean hoping {wants to be more upbeat, but he's worried}- waiting for the customers to start rolling in.
{144589} |Small people - no recruits|{Sort of excited}We've got business. Not a lot, but there are people dropping by.
{144590} {Minor complaint}Things could be better. I've been talking with this master bard who's willing to send an apprentice to perform here.
{144591} But he wants the place to be livelier, someone to dance to his music, he says. So if you spot anyone that would want to work here, grab them.
{144592} |Small people - and entertainment|We've got the apprentice bard and some other entertainment lined up. When merchants come they enjoy their stay.
{144593} I've got you to thank for all of this. As Crossroad Keep gets bigger, the inn will thrive. And I've got you to thank for it.
{144594} |Large people - no inn|Plenty of traffic going through here, but they don't much like the inn. We're the only game in town, so they stay.
{144595} {Small rant}I clean, cook, and serve drink to these people - but they want more. Bards, dancers, you name it.
{144596} I feel like I'm... failing you, because a good inn can attract even more business. If you find anyone in your travels that would work here, it could help me and the Keep out.
{144597} |Large people - and inn folks|The place is busting at the seams. It's so loud some nights I can't even hear myself think.
{144598} {Small gripe}I kind of miss the old days - sure there wasn't anyone here but a handful of regulars, but they were all good people. And this can be overwhelming.
{144599} {Double-take}Sorry, I didn't mean to sound ungrateful. The Keep is flourishing, and everyone knows our Captain is responsible for that.
{144600} |First inn personnel recruited|Because of this I was able to strike a deal with a master bard and he's lent me one of his apprentices. This changes everything for the inn!
{144601} {Good mood}So how can I help you today?
{144602} {Laying down the law}I don't like gamblers - they attract the wrong sort of people, and they remind me too much of the Docks.
{144603} {Backing up - making an exception}But this {ME-cose}Mekos you've found - he's different. He says he'll run a clean game, and I believe him.
{144604} {Slightly grudging}So thank you, is what I mean to say.
{144605} |Inn success Act 2|There you are, Captain.  I have been waiting for you.
{144606} The inn has really taken off, and a lot of that's because of you. {Chuckle}Now don't try to deny it.
{144607} So I've saved some silvers and coppers here and there and got you this present. It's an enchanted ring that'll protect you from harm. 
{144608} Deekin gave us a beauty of a deal on it, so he deserves some credit, too. Hopefully it'll help you out when you're out adventuring - and what not.
{144609} {Firm and genial}I insist - in fact I do more that insist. You better take it.
{144610} There are a lot of people in the Keep who believe in what you're doing. {Male having a hard time expressing emotion}It comes from the heart.
{144611} Don't tell anyone I just said that.
{144612} {Genial and joking}Well, it tooks us awhile to get around to it, Captain.
{144613} |Act 3|{Tone is low - for the captain only}People are nervous about the King of Shadows to the south. I tell people - don't worry.
{144614} {Sounds a little like he's trying to convince himself}I've seen you deal with a <i>lot</i> since you walked into the Sunken Flagon. Everything will turn out fine.
{144615} |AUDIO: Sound effect of a cheer going on at the end||Post-siege|{Elation}Hey everyone - it's the Captain! Drinks are on me!
{144616} Not even the best the King of Shadows could throw at you has slowed you down.
{144617} | First time talking to Sal in Act 3. |I heard what happened at Castle Never. {worried}If these Shadow Reavers can strike into the very heart of Neverwinter, what is to stop them from coming here?
{144618} Crossroad Keep is beginning to make a tempting target. But I trust you're on top of that.
{144619} | 2 TU after Act 3 starts. |Ah Captain! I have news from our mutual friend Duncan. He blew by briefly while you were out and painted me a picture of Neverwinter's evacuation.
{144620} Do you believe they've closed most of Neverwinter, even the docks? Never thought I'd see the day when the lights went out in the Sunken Flagon's windows. 
{144621} Only the Market District remains open, and that is only open long enough to help redirect folks elsewhere. Duncan says most folks are heading for Port Llast.
{144622} I offered him a spare room here, but he says the Sunken Flagon is the only place he'll hang his hat. He asked me to pass on his best wishes. 
{144623} You said you wanted to run an inn?
{144624} Why start an inn here?
{144625} I don't recall inviting you.
{144626} Don't you need permission or something?
{144627} I look forward to working with you.
{144628} What's in this for me?
{144629} |OPTIONAL: If drinks don't have any cool properties, nix this|I'd like a drink.
{144630} |OPEN STORE|
{144631} Can you provide any services?
{144632} Have you heard any rumors?
{144633} How's business?
{144634} Farewell.
{144635} |GOOD SHIFT|I really can't accept this.
{144636} Thanks for the present.
{144637} It's about time you did something useful.
{144638} {Nervous - deeply unsettled, a little shell-shocked. Blathering a little...}So it's true, I heard you had a <i>whole</i> keep, but I thought the stories were exagerrated...
{144639} {Pulling himself together}That's not important, though. West Harbor's been attacked!
{144640} {Shaken - transitions in tone to a shaky account of a traumatic event}I - I'm not certain, <FirstName>. Some escaped - I saw that much.
{144641} {Scorn shakes away some of his shakiness}They're as close to kin as you have, <boy/girl>! And some didn't make it...
{144642} {Recounting a traumatizing event}The night our village was raided was chaotic... It was late at night when {DAY-gun}Daeghun raised such a ruckus it'd raise the dead. He kept yelling for everyone to grab what they could carry and run.
{144643} Anybody that didn't hop to he gave such a glare - {brief interruption on himself here}and you of all people know how that man can <i>glare</i>. As people were milling that's when we heard the screams...
{144644} I heard stout Ward Mossfeld senior yelling from afar, "Run - run for your lives!" He was cut off before he could say more - then just more <i>screams</i>. We ran, all of us ran!
{144645} {A little defensive - gets back to nervous by the end}I do embellish on occasion - but... but this is not the time.
{144646} I feared as much - I haven't been back. In all honesty I've been running - hard.
{144647} {Brings himself together enough to scorn the player}So the world has made you as bitter and hard as that, has it? Well I won't take up any more of your <i>precious</i> time, {Mockery in his tone}Captain.
{144648} {Apologetic in tone}I have been carrying on - to put it simple, you may want to look around for the other Harbormen. We got scattered after we left.
{144649} We'll do better together than apart. If you have the time, you know.
{144650} The night was dark something fierce - and I ran. You know how those swamp trails are - it took me more than a day to find the road.
{144651} {Grim and sad}I know some of the Harbormen didn't make it through the assault. But the gods only know where the rest are.
{144652} {A request}I was hoping if you come across any of the others from our village in your travels you could tell them to meet here. Once our village is safe, we'll get out of your hair. But us Harbormen have got to stick together.
{144653} |Evil PC check|{Scorn in his tone}No need to talk to me any more. You've made your heart clear enough.
{144654} No idea at all. Could be anywhere - I figure they'd go to places they'd think as safe, though. That's what I did.
{144655} At the best of times I only have half an idea of where he is. He was spending a lot of time in the Mere, though.
{144656} Your father is a hard man - but I owe him my life. I hope he made it through the night.
{144657} {A little uncomfortable}Us Harbormen are used to putting up and fighting... but after old man Mossfeld was killed... {A little ashamed of his cowardice}Well, the will to fight was gone - we just ran.
{144658} I didn't see <i>anything</i>. It seemed so close to that night so long ago...
{144659} {Whispering almost - fearful to even speak the name}You were just a babe in in swaddling cloth that night. The <i>night</i> the King of Shadows came.
{144660} I don't know anything - but I saw him. He was in the distance... He was calling flame from his fingers - burning down those poor Neverwinter troops.
{144661} His face glowing with sigils of the damned. And the foulest beasts the Hells could spat out behind him.
{144662} {Deeply uneasy}I won't say nothing more - but I felt the same wrongness in my bones that I felt that night long ago.
{144663} {Habit, but corrects himself}See that you do, <lad/lass>... Wait that's not right - I thank you, <i>Captain</i>.
{144664} |More folks found for the quest|You've found more Harbormen!
{144665} |Orlen|Orlen arrived about a day back - grumbling as always. He's out in the fields right now.
{144666} | Everyone found|{Thankful but grim}You found the Mossfelds, and more at that! I think we owe that elf lass of yours a great deal!
{144667} Heh heh - now that was spoken like a Harbormen, Merring. Err - Brother Merring.
{144668} I can't thank you enough, though. {Some wonder}You really are a <i>great</i> hero - as great as people say.
{144669} {Snort - simple answer}Folk have their different reasons for moving to West Harbor. But that land is <i>ours</i>, far away from any noble or knight that would tell us different. 
{144670} Of course, we will!
{144671} {Chuckle}Heh - I can understand that. You traipsed all over creation to find everyone.
{144672} In appreciation for what you've done - I worked on a belt for you, and Tarmas worked in your alchemy lab with some foul concoctions - the things he has to collect, they'd turn your hair white!
{144673} Well - I'm not much for show...
{144674} Not much for show?
{144675} Hush - now... Yes, well - this is yours now. It's the best we could make.
{144676} Thank you, Captain. You've done your home <i>very</i> proud.
{144677} Now the Captain's got business, of that you can be certain. So let's leave him be.
{144678} Now the Captain's got business, of that you can be certain. So let's leave her be.
{144679} Don't suppose you have word on the others?
{144680} He's alive and well, and if we're going to rebuild West Harbor some day we'll need his help with farming. Thank you!
{144681} |Tarmas|Tarmas made it here - he's as much of a badger as usual. But we'll need his help.
{144682} I think he cares more about his precious books and scrolls he left behind than helping the village, but we'll take what we can get.
{144683} |Merring|Brother Merring and the <i>children</i> made it here the other day. He knows where many of the families are.
{144684} I know us Harbormen may not be too taken with Lathander, but thank the gods for the light's servant. And that's the truth!
{144685} | Still more to find|Thank you, Captain. There's still more Harbormen out there to find - but you've done so much already!
{144686} | All but Mossfeld|I've been talking with Orlen and he says he says the Mossfelds and a lot of the other Harbormen went straight <i>into</i> the swamp.
{144687} The Mossfeld boys probably had no choice - but if they couldn't go back to the village, they could still be lost!
{144688} Even experienced adventuring companies have been lost in the Mere for weeks or more.
{144689} You've done so much, brought us all together, but if you could talk to Orlen and ask him which direction he saw them go... It would mean a lot.
{144690} I won't get lost in the swamp.
{144691} If you have the time - please talk to Orlen.
{144692} Georg, you're alive, too! The Captain saved us he, did - Web and the rest of us would be dead without him.
{144693} It is a bright day indeed for us all to be here. West Harbor has been bloodied, but not beaten!
{144694} Once the Mere of Dead Men is tame again, we'll go back and rebuild. {Determined and strong}We've done before, and we'll do it again.
{144695} All of West Harbor owes you a debt - especially those Mossfeld rascals. Heh.
{144696} What happened?
{144697} I know - I saw the ruins.
{144698} I've got more pressing matters.
{144699} Is everyone all right?
{144700} You thought the "stories were exaggerated?" That's ironic.
{144701} Go on.
{144702} Can you keep this brief?
{144703} |Medium Evil|I've no interest in your tale at all. I outgrew West Harbor far before I left it.
{144704} Any idea where the others are?
{144705} Do you know where my father is?
{144706} You have no idea who attacked?
{144707} I'll do what I can.
{144708} Farewell.
{144709} What do you know of the King of Shadows?
{144710} Why don't you move someplace safer?
{144711} I could use more than your thanks.
{144712} We'll take back West Habor.
{144713} Can you tell me what happened the night of the attack?
{144714} What did you want me to do?
{144715} Farewell.
{144716} I keep telling people here that the Great Captain is my friend, but none of them seem to believe me... Hmph.
{144717} |Found everyone|You've always been in my prayer, we owe you so much!
{144718} It's hard to believe that Crossoad Keep is yours!
{144719} | Not in good repair|I'm sure once you start work repairing it, it will be a marvel to behold!
{144720} You've rebuilt so much of it - it's hard to believe you've come so far!
{144721} But enough of that - do you need anything from me?
{144722} Daeghun's warning cries was a salvation to us all. Some Harbormen died, but most - most lived thanks to your father.
{144723} In the bedlam, I grabbed every unattended child I could then fled down the road. It was a dark night, but the children - bless them - ran as fast as they could and without complaint.
{144724} I heard Tarmas's incantations and heard explosions. Later I saw him run by as fast as a horse - no doubt some enchantment or another.
{144725} I stayed as long as I could - but the children had to be saved. There were bodies - poor Retta Starling saw her last dawn that day, and a handful of others.
{144726} But those of us that were alive took to the road. Once we got to Fort Locke many of us split up to stay with family in these dark days. But I know how to reach them if need be.
{144727} Prior Hlam and I are old acquiantances - I knew he'd shelter the children and I without hesitation.
{144728} I'm glad you caught us, actually, because we were preparing to leave the city - the Merchant Quarter is no longer safe with everyone evacuating.
{144729} Georg and I have talked, and we'll send out messengers when we've assembled more of the Harbormen. Some child - Wolf? - said he would help us.
{144730} Do you need anything, child?
{144731} Can you tell me what happened the night of the attack?
{144732} Do you know of any other survivors?
{144733} Why'd you flee to the city?
{144734} Can you get the survivors to come here?
{144735} Farewell.
{144736} I never could figure how you beat us in the Harvest Cup. I - uh - think I know why now.
{144737} I told some of the Greycloaks that us Mossfelds beat you in one of the Harvest Cup games. They didn't believe me. I don't any more either... uh.. Captain.
{144738} So many people died... Poor Wyl and father...
{144739} |Everyone found|Now we just have to wait for the Mere of Dead Men to be clear. Then I can go back to my research.
{144740} {Sniff}You're as persistent as Amie was... I suppose you deserve to know...
{144741} As you no doubt know now, West Harbor is right next to ancient Illefarn ruins.
{144742} The port of {ILL-ahn MEE-err}Illan-Miere, the White Port - gateway to Illefarn. They say it gleamed brightly even in the middle of the night. 
{144743} {Irritable}But I'll warn you now, it's not a small tale. So if you don't want to hear the whole story, speak up now.
{144744} Short - very well - {sigh}I have been studying the Illefarn Ruins near the town. The remains of Illan-Miere.
{144745} Ruins can contain many secrets - things valuable to me.
{144746} Some folk are surprised that a port can be in the middle of the swamp - but over the millennia what was once swamp could be ocean, what was once land can be sea.
{144747} I always fancied being more sage than wizard, and the call of the old... Well, it gets into your bones.
{144748} There are few scraps about the Illefarn people, but it captivated me. The dream did really - humans, dwarves, and elves - working together in harmony.
{144749} An earlier dream than that of Myth Drannor - although ultimately as doomed.
{144750} I warned you it was a long tale. Never you mind, Captain, I know you're busy.
{144751} So much of what was has been lost over the Age - things we could use in the years ahead. Finding Illan-Miere was not an easy task.
{144752} But found it I did. I carefully approached Georg and requested permission to live in West Harbor.
{144753} An accord was made - if I could train some of the young ones, he would let me be. I asked for his discretion and made certain he knew I was <i>serious</i>, heh heh.
{144754} So I studied the ruins, the mosaics, the remnants of their age. I found the Guardian Ruins and its thrice-cursed door!
{144755} Impervious to every magic I could conceive of - an arch-mage of great power may - just <i>may</i> be able to penetrate it. But I might as well give them all my notes and my life's work on a silver platter.
{144756} So I would steal away blasting that door for weeks, months, and years. Acids, lightning bolts, fireballs... Nothing.
{144757} |Give XP for listening to the whole story|I still found enough buried in the swamp to make it worth my while. After a time... Well, the folk of West Harbor aren't a bad lot. I found some measure of peace.
{144758} Help Georg retake West Harbor. Then go back to my studies - perhaps try to find some whelp promising enough to teach some arcane lore to.
{144759} {Tremendously excited}You have?! Then as soon - and I mean the very instant - that the Mere is safe we must go.
{144760} I must see it for myself. The door is open, what wonders does it hold? I <i>cannot</i>wait!
{144761} Only fragments. I heard the Guardian was once a Netheril mage that went into exile. As powerful as Karsus, so the tales go.
{144762} But he had grown concerned over Netheril's ambitions. He befriended the Illefarn people and dwelt many years in their fabled cities - making the Illefarn his own people.
{144763} When they asked for someone to sacrifice himself to become the Guardian - he volunteered. Once a wary adversary turned hero.
{144764} I don't know what happened to him.
{144765} |Apprentice|If you were still my apprentice, you'd get something for it all right... But, you have become powerful in your adventures.
{144766} That's still no reason to insult your former mentor, though.
{144767} A swift kick in the rear if you don't change your attitude. Hmph.
{144768} {pondering}... That would make sense. Yes, that would.
{144769} It seems you've learned a great deal. You're far more interesting now.
{144770} I know that the King of Shadows was defeated ages ago. Some sort of dragon - one of the <i>ancient</i> dragons - was involved. It was a great calamity.
{144771} A tragedy if true - the Guardian was as noble a creation as any. It is sad how mighty works can be so... distorted.
{144772} You should talk to Georg - I have pressing matters on my mind.
{144773} It was chaos. I heard Daeghun shouting in the middle of the night.
{144774} When I awoke I knew things were gravely wrong. Denizens of the Nether Planes were about - I could smell their taint.
{144775} {Should be clear he left stuff behind he cared about}I gathered my belongings and lended aid with the few spells I had that were applicable. I saw beings of pure shadow were assailing those not quick enough to flee.
{144776} They are not so easily dispatched, especially unprepared as I was. {No guilt or lost pride here}So I fled when I had done what can be done.
{144777} Shadows that thirst for the essence of life, hateful undead creatures. Dangerous to get near.
{144778} It was night so who knows how many of them there were and whatever foul creatures were about. My home was on the edge of the fray, {grudginly admits this}to which I may owe my life.
{144779} West Harbor has fallen under the shadow's fold, <FirstName>. It may no longer be safe to go there at night.
{144780} I believe most of the Harbormen scattered into the swamp thanks to your father's timely warning. I saw Brother Merring gathering children, always his first instinct in times of trouble.
{144781} The gods protect him... {being a little clever}well, I suppose at least one of them does. I know that he has ties to Neverwinter City, though, he may have left there.
{144782} If Luskan weren't the home of the {much heat, there's a story here}foul Arcane Brotherhood, I'd have gone even further north. The south falls under threat of the shadow.
{144783} Even before that terrible night, I could feel in my bone that the swamp - was just <i>wrong</i>. Something terrible is coming.
{144784} You know the saying about wizards and meddling, yes? Take it to heart.
{144785} Can you finally tell me what your research is?
{144786} I want to hear.
{144787} Can you give me the short version?
{144788} I changed my mind, farewell.
{144789} Farewell.
{144790} Go on.
{144791} I've changed my mind, farewell.
{144792} Go on.
{144793} Go on.
{144794} So what do you plan to do now?
{144795} I've been inside the Guardian Ruins. The door is open now.
{144796} Do you know anything about the Guardian of the Illefarn Empire?
{144797} Do I get something for listening to your ramblings?
{144798} Farewell.
{144799} He became the King of Shadows.
{144800} Can you tell me what happened the night of the attack?
{144801} Can you tell me more about the shadows? Did you see anything else?
{144802} Do you know of any other survivors?
{144803} Why'd you flee to Port Llast?
{144804} Farewell.
{144805} Will you tell me what you have been doing in West Harbor?
{144806} Tarmas
{144807} I hope our dance pleases you, Captain.
{144808} I'm making better tips here than I ever did at the Mask!
{144809} Crossroad Keep has so many visitors - the Phoenix Tail is busier by the day.
{144810} Well met, Captain.
{144811} |Act 3|{Nervous}I'm not strong, Captain, but I'll help defend this inn if I have to.
{144812} |Post-Siege|Your name is on every singer's lips, Captain... the Hero of Crossroad Keep!
{144813} You didn't tell me how <b>big</b> your keep was, captain. {Excited}And have you seen Grobnar's lab?
{144814} {Pleased to be here}I imagine we'll be able to start a small gnome settlement here. The fields have real potential - well, once we get the stones out of there.
{144815} {Cheery, innocent}Oh - and if you see Grobnar, send my greetings to him.
{144816} |Two farmers|I always figured us gnomes knew more about farming than the big folk. On the account we're so close to the soil, right?
{144817} But that Orlen fellow, he's a sharp one. I figure the two of us can keep the men of the Keep fed... {cheerful end addition}even the big folk.
{144818} |One farmer|{Almost sing songy}So much to do, so much to do. {Beat, sighs}I have some of the young folk gathering berries and tubers, but...
{144819} {Sighs a little at beginning}Well, they know swords and daggers - but that's no help with a field. If you find another gnome farmer, this Keep'd be better off, mark my words.
{144820} {Slight chiding, but not mean}Until then, tell the big folk to not eat so much. Oh, and chew their food more - good for digestion, you know?
{144821} Tendra Tasslemoss
{144822} | First Time |{Studying the keep around her as player speaks to her}So... you are rebuilding Garius' fortress. The irony is sharp, indeed. 
{144823} {Testing the player}Still, I prefer being here to being in a cell - unless you have some other plan for me that would make me long for prison walls?
{144824} | Guyven of the Road is not yet recruited.|First, you should make sure you can move freely, know all the roads, trails, and secret paths to ensure you control not just the Keep, but all around it.
{144825} |If Aldanon is not yet recruited. |Knowledge is power - and there is much about Garius' library here that may be of value if you had one dedicated to digging through it.
{144826} |If Calindra not recruited. |We tracked the movement of several merchants from neighboring kingdoms... and beyond, in case they were spies.
{144827} | If have not recruited Orlen.|You may wish to return to your... roots. I imagine many Harbormen farmers would be willing to help you in the war effort. 
{144828} | If Tendra Tasslemoss is not yet recruited. |An army cannot exist without a supply line and food to feed the troops. An industrious gnome or two can often do the work of several men and women. 
{144829} | If Fort Locke Blacksmith is not yet recruited. |{Thinking back to an unpleasant incident where she lost a spy}While searching for discontents in Fort Locke to use as informants, we had a rather... spectacular... failure attempting to recruit one of the blacksmiths there.
{144830} | Deekin not yet recruited, but still available in Neverwinter. |Have you seen a kobold in Neverwinter, by chance? Rumor has it it is {DEE-kin}Deekin, the bard, who served with some heroes of the North both in Waterdeep - and below it.
{144831} |If Aramin is not yet recruited. |Battles may be won not with blade, but with fire and flask. We heard talk of a skilled alchemist by the name of {AIR-a-min}Aramin... although he is somewhat long-winded, if I recall correctly.
{144832} Only that they are said to have been created by the ritual. If so, then Garius <i>did</i> succeed. 
{144833} |First few times after initial greeting |{Slight sarcasm}Well met again, Captain. How can your humble servant help you today?
{144834} {Warning Torio, cold}Sharp as a dagger. Test it, and you'll find out. 
{144835} {Tsking}Why, you're like dear, dead Lorne, except with wit. {Sarcastic}Charming.
{144836} {Warning Torio}Yes, one best not test the edge, or else it could cause a nasty scratch, indeed. 
{144837} {Tsking}Sand... come now, let's not start. We both have such a disdain for personal politics, no reason for us to get on each other's bad sides.
{144838} {Raises an eyebrow}<i>Is</i> there another side to you? I shall make a note of it. 
{144839} "A duty?" {To herself, a little rueful}Now I <i>have</i> heard everything. {Beat}But I can help... make no mistake. 
{144840} {Player just tried to appeal to her good nature}Change of heart? Are you <i>really</i> that naïve? 
{144841} | PC is male |{Slightly mockingly seductive}Why, that's <i>so</i> attractive.
{144842} | PC is female |{A little under her breath} No wonder the paladin watches your every move. And the ranger simply tries not to.
{144843} {Frowning, female is hitting on player}Almost as attractive as your cell.
{144844} Well, if you aren't particular about the road you take to reach the end, then perhaps I can be of use to you.
{144845} {Slightly concerned, a little meek and threatened}Yes... of course. I understand.
{144846} I was Garius' eyes in Neverwinter and Luskan, and he often had me on the lookout for recruits. {Beat, thinking to herself}Despite this, he made some... poor choices. 
{144847} {Chiding, evil teasing because she knows Elanee is overprotective of player}Come now, druidess, you're not the one giving the orders... your noble leader is. And it is he I am helping, not you.
{144848} {Trying to ignore an insult}If you can help our leader, then <i>help</i> her. Right now, all I hear is words.
{144849} {Casually threatening}For once, I agree. And words bore me. Makes me want to stab someone.
{144850} {Casually threatening}So <i>how</i> can you help us again? All I'm hearing is a lot of talk, and that just makes me want to stab someone.
{144851} Part of any war effort is resources and personnel, and in that area, I may be of some use.
{144852} For that, you should contact a scout by the name of {GUY-vin}Guyven. Few know the region as well as he does.
{144853} {Reluctantly agreeing, Grunts}She's right. 
{144854} He's difficult to find, but he is known to re-visit several areas in the region - he was recently reported to have been in Old Owl Well, though another source places him on the outskirts of the Duskwood. 
{144855} {Corrects herself here because she's starting to become part of the war effort unconsciously}This enemy we face... you face... is also a thing of legend. And having tomes and a library and one dedicated to researching the past could prove of use.
{144856} The sage of Neverwinter, Aldanon, may prove more useful if he could use the Keep's library. I advise you to speak with Veedle.
{144857} One, a miner from Amn, was rumored to be in Port Llast. But once we confirmed she was not an agent of that country, merely greedy, we never continued to track her. 
{144858} Still, rumor had it she had a talent for the craft - and if there are ore deposits you need for the war effort, she may be of use to you. 
{144859} |If haven't snagged Bevil - if have, then this falls through. |And while you already travel with most of your friends, there are companions whom you traveled with before who might prove their loyalty.
{144860} Is there anyone in West Harbor who might be willing to raise a blade on your behalf? 
{144861} After all, village ties aside, your Keep here is protecting them as well.
{144862} {Modest}Well, that's very kind of you to say.
{144863} And their generally pleasant natures in the face of whippings and beatings is an added advantage if you need slaves or thralls.
{144864} {Modest, still oblivious pleasant to what Torio just said}That is true. Can't tell you how many beatings the Gnomehands took at the hands of their audience. More than you can shake a staff at... if you'll pardon the pun.
{144865} From what I have heard there is a gnome farmer in the Highcliff area. Perhaps she could be convinced to help the war effort. 
{144866} But it is a failure that could work to your advantage, for he was passionate in his service to Neverwinter. Speaking to him might be able to turn his loyalty to your advantage.
{144867} | Only if Grobnar spoke to Deekin, which should be stored in 10_Deekin and 20_Deekin. |Oh, yes, we ran into Deekin in the Merchant Quarter. {Beat, becomes more and more talking to himself as this goes on}If I remember correctly. {Beat}Which always seems to be a question. Isn't it?
{144868} Deekin tends to be receptive to any acts of kindness, no matter how slight - building him a small shop of some sort might draw him here. {Beat, a little more to herself}And hopefully not drive others away.
{144869} {Quietly, a little hurt}<b>I</b> am a skilled alchemist.
{144870} {Eager, supportive}You sure are, Sand.
{144871} {Irritated, muttering}Please don't agree with me, Grobnar. 
{144872} I heard Aramin had left his home in Neverwinter Wood and was traveling the Highcliff area. He may join you and may be of use, provided you can keep him quiet and well-behaved.
{144873} |Less than 8 talks greeting, getting a better attitude. |Well met, Captain. Something I can help you with?
{144874} | 8+ Times Greeting, use if you want, much better, respectful attitude |Well met, Captain. The Keep is shaping up nicely... if only Garius had had the same resources, perhaps you would not have had to do as much work. 
{144875} They are the true rulers of Luskan, powerful mages that maintain a stranglehold on the city. 
{144876} That would be a kind description. They are much like our friend Garius in power - and temperament.
{144877} {A little respectful}They're said to be powerful mages, capable of great feats of magic - if they weren't backstabbing each other all the time.
{144878} While Garius was able to rise quickly in their ranks, there were some that he was forced to watch - and ones who watched him.
{144879} Whether or not they were watching Garius or were using the war to their own advantage I do not know. 
{144880} Most of the Hosttower, including the archmage, joined in the effort against {RUE-ah-thm}Ruathym. It served as an effective distraction for Garius to operate more freely.
{144881} But if they are servants of the King of Shadows, then now he has agents here on this plane... I remember Garius mentioning that the King seemed to have difficulty affecting the Realms directly.
{144882} {Worried}With these Reavers under his command, however, they may be able to act where he cannot. 
{144883} | Before Luskan Mission |No - the arcane was Garius' specialty, not mine. It is possible that within the vaults of the Hosttower may be some knowledge that would be of use - but they would not willingly share it with anyone allied with Neverwinter.
{144884} | Been to Luskan |No - the arcane was Garius' specialty, not mine. But if the Shadow Reavers can be harmed by their true names, then there is hope.
{144885} | She thinks BG is dead |I can tell you a great deal. {Shrugs}It matters little since he is dead. 
{144886} I met him many years ago on the streets of Luskan. I was earning coppers singing and performing in Luskan alehouses. 
{144887} He used me to spy on other Hosttower mages that frequented Luskan's seedier districts, as well as their servants. From there, he was able to track their movements and their plans. 
{144888} As time wore on, and Garius' prestige grew, I became a useful tool... and eventually an effective weapon. There is only so much a wizard's scrying can see, and I became the eyes that saw the rest. 
{144889} {Irritated}I believe we asked about Garius, not your dull past. 
{144890} {Tsking}All in good time, Sand. If you do not wish me to elaborate further, then be patient. 
{144891} I have rarely seen someone of Garius' raw ambition. He was determined to become a master of the towers - and he rose through the ranks so quickly, so brutally, that he earned the name Master of the Fifth Tower.
{144892} {Trying to point out significance}There are only four towers in Luskan... such a title for a tower yet to be built is no small thing.
{144893} But I suspect his hunger for power led to his downfall... and led to his alliance with the King of Shadows. He became obsessed with the ritual, and it led him here. 
{144894} Luskan and the Hosttower have their hands full with the war effort with Ruathym... but few know what sparked the war, or Garius' role in it. 
{144895} As part of the ritual here at Crossroad Keep, Garius required the Tome of {ILT-kah-zar}Iltkazar.
{144896} {Recognition}The Tome of Iltkazar dates back to ancient Illefarn. It is said to have secrets for controlling golems - like the blade golems - as well as arcane knowledge of portals and portal creation.
{144897} {Dismisive}So it's like a mage's spell book. So what?
{144898} {Irritated}<i>More</i> relevant is that the tome also was part of the terms of the treaty between Luskan and Ruathym - and Luskan did <i>not</i> enjoy being forced to give it to their island neighbor. 
{144899} | If Sand is not present |This tome was in Ruathym's possession, and Luskan had been forced to give it to them as part of the treaty imposed on them by the Lord's Alliance. 
{144900} Its theft caused Ruathym to mount an attack on Luskan, and Luskan was more than eager to respond. They have been at each other's throats ever since.
{144901} No, not really. Garius used Luskan resources to obtain the book... it was only natural that Ruathym blame Luskan.
{144902} And Luskan has been eager to make Ruathym its own - Ruathym's accusations and subsequent attack on Luskan ships worked to their advantage. And ours.
{144903} The war turned many eyes away from what Garius was doing. And trust me, only a war could turn away all the eyes of the Hosttower at once.
{144904} {Prompting}I am somewhat surprised that the Hosttower was not more aggressive in determining who stole the book and why. It is unlike them, especially considering that it is a tome of great power.
{144905} I agree... they are not ones to let mysteries lie, especially political ones.
{144906} I cautioned Garius against the theft, it seemed too much, too soon. He was determined to have it, however, and my words could not convince him otherwise. 
{144907} {Wary}But his alliance with the King of Shadows allowed him to succeed - and hide the theft - for long enough until the war had begun. 
{144908} {Matter-of-fact}Because it no longer matters. 
{144909} {Raises an eyebrow}Are you certain?
{144910} The theft of the Tome was an excuse for the war, not the cause. And if you screamed it to the hills, no one would listen.
{144911} I do not know. The tome was used in the ritual, and I suspect if it had been found, something would have been said, but there has been no word.
{144912} Whoever possesses it now, however, would have access to its secrets concerning the golems, as well as the portal magics it was rumored to possess. 
{144913} The alliance with the King of Shadows was a delicate one, and the scales were heavily in the King of Shadows' favor. {Beat}That did not sit well with Garius and his ambitions.
{144914} Through research, he uncovered a ritual tied to the King of Shadows that would provide him with the power he needed to make the arrangement more to his liking. 
{144915} | Don't know the ritual has suceeded yet. |But you put an end to that. {Beat}I suspect that was for the best. If it had succeeded, I do not believe we would still be here speaking. 
{144916} {Distasteful}He had an agent in Old Owl Well, a priest of shadows, doing research upon corpses to uncover a process of allowing those with arcane abilities to keep them even after undeath claimed them. 
{144917} And he also needed the Tome of Iltkazar, which was held by Luskan's neighbor Ruathym.
{144918} Yes, the theft set of a chain off events that also worked to his advantage.
{144919} Yes. I am not a mage or sorcerer, so the details are unclear to me. 
{144920} {Going into lecture mode}| With Sand |It is said to allow the construction and control of golems... such as the Construct we encountered in Neverwinter and again, in the githyanki caves.
{144921} {Going into lecture mode}| With Sand and Construct in party |It is said to allow the construction and control of golems... such as the Construct.
{144922} {Thinking}But the blade golems - I doubt Garius could have constructed those. Those are of {ILL-farn}Illefarn manufacture. But the book may have provided the means to control them. 
{144923} | Without Sand |{Frowns, dismisive}Perhaps your little puppet Sand might know more. He has a lust for such things that borders on the obscene.
{144924} It was said to have been used as a means of staging the golem attack on Neverwinter in the war with Luskan many years ago.
{144925} Its other secrets on portals and planar travel aside, the Tome can be a dangerous weapon in the wrong hands - and with the Tome missing... I fear for Neverwinter.
{144926} | Generic Question Node, place here for ease of reference. |{Slight defiance/sarcasm}Of course - I am here to serve. 
{144927} I have no leads at this time.
{144928} | Greeting Pre-War, Act 3, should happen once only? |{Slight sarcasm, but likes Captain}Ah, Captain, again you grace me with your presence... I must say all the activity of late has really stirred this place up.
{144929} | Greeting for player in post-siege, should happen once only. |{Player just emerged victorious, smiling}Captain... still flush from your victory? The Gods are truly smiling on you... but I think your skills on the battlefield carried the day.
{144930} | A3: Light of Heavens is recruitable. |I think I may have one last name for you - a warrior who calls herself the Light of Heavens. {Beat, under her breath}A little grandiose, but she is said to have some celestial blood, so such arrogance is not uncommon.
{144931} | A3: Ulfang not yet recruited. |The mountains of Old Owl Well hold many ore deposits, as I am sure your Ironfist friend knows. 
{144932} | A3: Jalboun is not recruited. This will only trigger if the player has NOT been to the meeting with Sydney yet. |Every war effort needs competent soldiers... even the Hosttower, with its emphasis on magic, recognized this.
{144933} | A3: Iriana not yet recruited. |Word has reached me of another farmer we may be able to bring to the Keep. 
{144934} | A3: Caelryna Seerar not recruited, Mt. Galardrym not done. |I've heard a report that a merchant caravan bound for Waterdeep was waylaid by Fire Giants of Mount Galardrym.
{144935} {Slight disdain, thinks the player is recruiting riff-raff}Well, I was speaking with Master Veedle, and it turns out we have two suitable buildings, the tower and the old church, that could attract a... higher caliber of recruit to the Keep.
{144936} {Thinking it over, appraising}It could make a decent guard tower. Or Uncus could make use of it. {Shrug}It could even be set up as a mage tower, if one wanted.
{144937} {Irritated, doesn't like the Neverwinter Nine}As loathe as I am to admit it, the Neverwinter Nine might find it a suitable base of operations. 
{144938} {Raises an eyebrow, rueful}Need you ask? He needs a gambling den, of course. 
{144939} Well, you know how mages are - they like to sit a little high on their perch. {Beat}There are many mages who might be willing to relocate to a tower here...
{144940} It could be rebuilt into what it once was - or turned into a monastery. 
{144941} Here? Well, I don't know - some foolish god, perhaps. This place is close to the Sword Mountains and the Mere, so it might appeal to fools <i>and</i> warriors. 
{144942} {Slightly condescending}And we're not? Come now, Crossroad Keep is hardly the center of civilization.
{144943} {A little dismisive}Well, I suppose it would appeal to those who worship gardens, trees, and the like... 
{144944} Very well, let us talk, you and I.
{144945} You've already got someone to nest in the tower, so it's really only a question of who could use the church, I think.
{144946} You've already got someone for the church, so it's really only a question of who could use the tower.
{144947} There is a Luskan mercenary who goes by the name of {yowl-BOON}Jalboun of the Two Blades who currently works for Sydney Natale - if you can convince him to leave his employer, he may prove a valuable ally. 
{144948} {Recognizes the name, once served with him}{yowl-BOON}Jalboun? 
{144949} {A little rueful at end}Yes - where there is bloodshed, Jalboun is likely to not be far from it. 
{144950} He was once a sergeant of Luskan. Though the circumstances of his discharge were controversial, there is no denying his skill at arms.
{144951} Her name is {EAR-ee-on-ah}Iriana, a Ruathym refugee who has made her way to Port Llast fleeing the Luskan army.
{144952} {Suspicious}What of it?
{144953} One of the notable members of that caravan was a drow merchant named {KAY-reena SAH-RAR}Caerlyna Seerar.
{144954} If she survived the Fire Giants, she may be grateful enough to make Crossroad Keep her new home.
{144955} The Ironfist Clan has recently moved back into their old clanhold in Old Owl Well, and one of them, {ULE-fang}Ulfang, I believe, has a talent for finding minerals and making use of them. 
{144956} {Reluctantly agreeing}Ulfang <b>does</b> have a nose for precious metals. {Beat, suspicious}What, you think you're going to drag him here? 
{144957} If you are in need of armor or weapon upgrades, or if you need someone to supply minerals and ore to your blacksmiths, I think Ulfang may be of use... although you may need your dwarven companion to persuade him.
{144958} {Slight smile, knowingly}I think only a brief conversation should serve to show her how she may help the war effort... especially if it keeps her far from Luskan hands. 
{144959} She is said to be an excellent leader and sergeant, and she might be a good ally for our side. She was last sighted in Neverwinter City and Port Llast. 
{144960} Rumor has it she is fond of duels, and you may have to convince her... with some force... that you are worthy enough for her to follow you into battle. 
{144961} I will set my agents to finding a suitable archmage.
{144962} {Slightly irritated, hates the insulting slang for druids}Tree-worshippers?
{144963} {Shoots back, calm}Your word, <b>not</b> mine, little Mere girl. 
{144964} {beat}You know, there was a rumor of a druid by the name of Moonsong in Highcliff, he might be interested in relocating if you made the garden pretty enough. 
{144965} {Thinking}Which means the followers of {TEER}Tyr might like it. They are known to be both - and they often need harsh places to repent from their indulgences. 
{144966} | If Khelgar is a monk |{Slight growl}Watch what you say about the priests of Tyr.
{144967} {Rolls eyes}Oh, please, if you have indignation, swallow it - you're only proving my point. 
{144968} Perhaps Veedle would know more. I witnessed him speaking with a priest of Tyr named Ivarr the Blessed. Veedle would not tell me what they spoke of. He does not trust me.
{144969} If you construct a monastery, you can be sure that it will attract  monks like flies to dung. Speak with Veedle if that is your wish.
{144970} {Gets a little serious, actually playing the player a compliment}But I can't say I am sad to see it... {a little hushed, wary}after hearing of what Garius has brought into being, I don't think I'd feel safer anywhere but here. 
{144971} {Earnset, serious}I appreciate you allowing me to help you in this battle... I have been giving it some thought, and there may be some more buildings on the grounds we could make use of. 
{144972} {Nods}In any event, congratulations. It sounds like now you only have the master of these reavers to deal with. 
{144973} {Slight contempt}If such an oppressive idea appeals to you, then I would speak to Sir {nuh-VAHL}Nevalle - I am sure he would not turn down the offer to expand his territory.
{144974} | Fall through for when the player discovers the ritual has succeeded - the conditional in the node above should take care of it. |It seems the ritual they were doing succeeded... and it seems it gave them great power.
{144975} But the price perhaps was not what they intended. Where once they were allies of the King of Shadows, now they are thralls. 
{144976} | Lawful Response |I think you have a duty to repay Neverwinter for your crimes.
{144977} Any leads on potential recruits for the Keep?
{144978} Tell me about the Arcane Brotherhood.
{144979} | PC knows about Reavers |Do you know anything about the Shadow Reavers?
{144980} Farewell.
{144981} | Good Response |Perhaps you might have a change of heart if you see what we're doing here.
{144982} | Chaotic Response |I'm not big on plans <i>or</i> the law. I prefer action.
{144983} | Evil Response |You have your uses - fail me, and you'll beg to be put back in your cell.
{144984} How many mages are in the war effort?
{144985} Do you know how to stop them?
{144986} What can you tell me about Black Garius?
{144987} I wanted to ask about events in Luskan.
{144988} Didn't the Hosttower know who stole the book?
{144989} And ours?
{144990} What did that accomplish?
{144991} Why are you telling me this?
{144992}  I could end the war now with this knowledge.
{144993} | Player does not have Tome |Where is the Tome now?
{144994} The ritual that took place here in the Keep - what was it?
{144995} So when we dealt with you and Lorne before, you were helping with the ritual?
{144996} Can you tell me more about the pieces of the ritual?
{144997} The Ruathym that Luskan is at war with.
{144998} Tell me about this book. 
{144999} You said the tome controls golems?
{145000} I had other questions.
{145001} Who do you know could use the tower and the church?
{145002} Who could use the tower?
{145003} Who could use it for a guard tower?
{145004} Why does Uncus want it?
{145005} A mage tower?
{145006} And the old church?
{145007} What clerics would want a church here?
{145008} Aren't monasteries usually out of the way?
{145009} What use would a garden be?
{145010} I want to talk about something else.
{145011} Torio Claven
{145012} | Building Wizard Tower in progress |[Veedles's crew is within, renovating this building into a wizard's tower.]
{145013} | Building Guard Tower in progress |[Veedles's crew is within, rebuilding the guard tower.]
{145014} | Building Gambling Den in progress |[Veedles's crew is within, redesigning the old tower to serve as a gambling den.]
{145015} | Act 3. Not rebuilt yet. |[The old guard tower is falling apart from age, weather and disuse. Perhaps Veedle will be able to rebuild it.]
{145016} | Act 2. Default fallthrough. |[This old guard tower is falling apart from age, weather and disuse.]
{145017} This is good - a definite step up from that rat nest at the Hollows. {Beat - defensive}Come on, you've got to admit that <b>any</b> place in the Dock District has more than its share of rats.
{145018} But if you put in some effort here - this place could be real nice. {Appraisingly}You've moved up in the world, Captain.
{145019} |Watch PC|Just to let you know - nothing has changed between you and I. I'll buy anything you can find - {slyness}I'm not particular on the details.
{145020} Axle's still going to have the occasional - how'd he put it - {says the word like it's a bum rap}"suggestion" for you. He'll be able to support you, too.
{145021} Main thing he wants is us turning a blind eye - and let those cleared by the Shadow Thieves by.
{145022} I know - some of these farmers pray every night and every morn, there's no <b>way</b> they're going to let... the shadier element go about their business.
{145023} {Sincere - but hint of caution}Axle is a generous man - especially to those moving up in the world. The trinkets you may have got before are <b>nothing</b> compared to how he rewards his more well-placed friends.
{145024} I don't know how you're going to handle it - but I'm here to help if you need it.
{145025} {Delicate - doesn't want to piss off the player}These aren't <b>exactly</b> orders. You're a squire now, making you one of the most well-placed people with ties to the organization.
{145026} Axle can help you out with... well, whatever you want. It's sort of a you scratch his back and he'll give you a bag of gold.
{145027} {Slight warning here}The both of you know too much about each other to be free of each other, and that goes both ways.
{145028} Right - moving on. Nasher's got his orders for you - rebuild the defenses and all. Everyone's in agreement on that - we want Neverwinter to be safe.
{145029} It'll help the organization out if you make sure that the High Road is left to fend for itself. Like it has been for years.
{145030} Bring too much order out here and it'll cause problems for our friends. The way things'll work are the same as before.
{145031} {CON-ah}Kana will carry on your orders with the men, and I'll pass on news. Just check in with me now and again - sometimes you might get rewards or opportunities I can pass on.
{145032} You got it.
{145033} |First time|I've been meaning to ask, boss - but what do you want out of the Keep?
{145034} {Snort}Now that's just smart. To get money you've got to spend some money.
{145035} Two main forms of revenue here - tithing merchants and taxing the people. For both you got to attract them here in the first place.
{145036} Axle may send opportunities our way. If you can get the {has a dim opinion of them}Greycloaks into fighting shape - you could make a killing.
{145037} {Warning}Just don't take Nasher too seriously, Captain. That's exactly what he wants, but you can get carried away.
{145038} That'll mostly just need gold, I guess. Just talk to Master Veedle for that.
{145039} {Chuckle}So the Dock District was too tame for you? Well - if you want to make Luskan look like a park you've got your work cut out for you.
{145040} I don't know how you'll accomplish that, Captain. But you might find a way.
{145041} {Quizzical}You serious, Captain? All right - I guess I can respect that. Leaving a legacy and all that. 
{145042} Or maybe you're thinking of building a name for yourself amongst the nobles - maybe becoming a knight? Either way, you'll need to attract as many folks as you can.
{145043} Merchants, villagers, and critical people to fill different roles. You go down this path and you may upset Axle - because to do all that you'll have to civilize this patch of the North.
{145044} But I can handle him, if this is what you want to do.
{145045} Yeah, there rarely is.
{145046} But I should really answer your question.
{145047} |Beginning state|The Keep right now is more like a pile of rocks than anything else. It's going to take some work to turn it into something else.
{145048} And an honest sort of work - not really to my tastes.
{145049} |High Security|Could you let up on the patrols, Captain? Our friends in Neverwinter haven't been able to use the High Road for anything except <b>legitimate</b> traffic for tendays.
{145050} You can bet that Axle isn't happy about that. {Backing off}I know you're one of the big players now - but it still doesn't make it make sense to goad him.
{145051} |High pop w/trade|Business is good at the Keep. I <b>still</b> can't believe you turned this pile of rocks into what it is today.
{145052} Lots of opportunity in the air for people like us.
{145053} |Extremely Low Security|I know I told you once that you should leave the High Road alone, but it's dangerous out there! We've got bandits, trolls, and worse raiding the roads.
{145054} If you could send a patrol or two out there - it'll help us out and probably make a few merchants swing by.
{145055} |play once|Things go. {Beat}You expected more than that?
{145056} |Small pop|You've made some progress - a few merchants stop by and there's some farmers moving in. You keep it up, and the Keep is going places.
{145057} |Medium pop|This place is starting to look like a real Keep. Well, mostly.
{145058} There's plenty of merchants that come by - and that means gold. You're doing really well.
{145059} You want to talk about something else?
{145060} |Watch PC|{Neutral}Want to trade anything today, Captain?
{145061} |Shadow PC|{Sly and helpful}Nice to see you, Captain. Can I do anything for you?
{145062} They're pretty tight-lipped about things. They run crime - or try to.
{145063} They're not as bad as you might think - at least Axle isn't. He doesn't want to cause too many waves.
{145064} You can get a lot of gold if you bide your time and are smart about it, and if you're willing to bash in a few skulls. I know that Axle has some distant connection to Amn.
{145065} But people only get told what they need to, and very few people know what's really going on.
{145066} They're pretty tight-lipped about things. They run crime - or try to.
{145067} They're not as bad as you might think - at least Axle isn't. He doesn't want to cause too many waves.
{145068} {The last sentence should sound like he's searching for more to say, and it should feel like that's all he knows}You can get a lot of gold if you bide your time and are smart about it - and if you're willing to bash in a few skulls. I know that Axle has some distant connection to Amn, too.
{145069} |Shadow Interaction 1|{Sounds agitated}There you are - Master Captain - Captain. You know, you.
{145070} So we've been doing well - better than well, really. But our "associates" in the city don't trust us.
{145071} {Picking up steam - he's furious}They've sent spies - <b>spies</b> - to monitor what we're doing. {Clear by tone - he's talking of killing some people}Just give me the word and these guys are going to be in {KEL-ehm-vore}Kelemvor's care by nightfall.
{145072} {Vindictive}Axle Devrie! He doesn't trust us - and he's had someone watching us.
{145073} {Takes a breath}Right - details. Some of the 'Cloaks and I have an arrangement.
{145074} I help them out - make sure they're on the right path to advancement, you know, then they return the favor. Turns out there's at least four of the 'Cloaks that are on the take.
{145075} Let me arrange some "accidents." You're the boss so you can make sure no one looks into it.
{145076} {Makes other options sound stupid}That's what I want to do, anyway.
{145077} {Appreciative}Now that's - that's thinking. There's a reason you're the boss.
{145078} I'll have men I trust look into this and report back.
{145079} {Checks his anger - doesn't want to piss the PC off}Whatever you say, Captain. You have to play hard with these guys, otherwise they'll walk all over you.
{145080} But it's your show.
{145081} {Doesn't think this is the right call}That'll take care of the problem, but it doesn't send the right message.
{145082} I'll take care of it right away.
{145083} {Approves heartily - bloodthirsty}I'll see to it personally. This'll show Axle.
{145084} |SCRIPTER: Uncus leaves and returns in one time unit.|
{145085} |SI1: Resolution|{Kind of quiet, like he doesn't want to be overheard}So about Axle's spies...
{145086} |Spy|{Hates the spies}The spies watch every move you make, Captain. And I <b>think</b> they're looking for weak points about the Keep.
{145087} Things like patrol schedules and routes, who has the keys to the gate, and other security type stuff. Reading between the lines, I think Axle is preparing to put you down if you make a play for power.
{145088} I'll let you know if I find anything out later.
{145089} |Fired|Kana told the men to beat it. It's got the men a little jumpy - they're worried who's going to be let go next.
{145090} But at least those craven spies are out of our hair.
{145091} |Killed|{Smug, they've been killed}They're not spying anymore. Heh. I'll let you know if Axle has any more surprises for us.
{145092} |Shadow Interaction 2|Boss... I've been meaning to ask you about something.
{145093} There's a couple real hard-nose sergeants in the 'Cloaks that make it difficult for me to maneuver. And there's some people that are closer to the shadow that could use a promotion.
{145094} {By house cleaning - he obviously means something sly and perhaps dangerous, but not clear if he's talking about killing}I'd like to do some "house cleaning." What do you think?
{145095} Depends on how much cleaning we do and what we use to do it. It could anger some of the men. Still, it would go a long way toward enforcing our "no questions asked" philosophy.
{145096} {He doesn't find the idea reprehensible - just not logical. He wasn't planning on this}What - purge the ranks? That might make people <b>real</b> nervous.
{145097} {No skin off my nose}We could do it, though. It'd get the job done quicker.
{145098} |GC Civility 3+|{Disapproval}A <b>lot</b> - these guys are getting straighter and narrower since you took over.
{145099} |GC Civility 0+|Greycloaks aren't known for following the rules - most of them are half-starved farmers. {Which is a bad thing}But our guys are more upstanding than most.
{145100} {Kinda so-so}It's not that they're <b>too</b> upstanding. But we need them to know when to look the other way.
{145101} What do you want to do then?
{145102} {Pleased}You got it, Captain.
{145103} {Frustrated}Whatever you want. I was just <b>trying</b> to help you out.
{145104} {Thoughtful}That's sensible. Keep the men happy and all - I'll go ahead and arrange it.
{145105} {Pleased}I'm glad you're letting me go ahead with my plan. Should make it easier for me to do my job.
{145106} {Admires the PC's bravado}<b>No one</b> is going to want to mess with you. I'll arrange it, Captain.
{145107} |Act 3: Watch|{Kind of conversational - still sly}So things are really heating up, huh? You need anything, Captain?
{145108} |Post-Siege : Watch|{Nervous - PC is the equivalent of a super-cop, and he is just a 2-bit crook. Hoping some flattery will help the PC ignore him}A lot of people were <b>real</b> nervous about the King of Shadows. You really showed them, right?
{145109} {Continued nervous}I don't suppose you need anything from me?
{145110} |Act 3 - Shadow|{Chummy}So they've gone and made you a knight - ha! And they must know full well of your "checkered" past.
{145111} {Sticking it to the law amusement in voice}You're <b>so</b> important to them it don't matter. {Caution - but still amused}I bet Axle, though, is furious.
{145112} We worked years on getting someone on the inside - Sir Edmund - on our side. And now you're better placed than anyone.
{145113} {Half-nervous-chuckle}You better believe he will. It won't be quick - he's got to think through the angles.
{145114} His thugs don't have a single brain between them - but you've got talent, smarts, and now you're a noble to boot. There's no way that'll escape his notice.
{145115} Because you're a <b>noble.</b> They've got a whole different set of rules for high folk - like you now.
{145116} A whole lot of opportunities and methods of getting people out of tight spots. You're in a different league now.
{145117} Axle and you are connected - for good or for bad, he's got something on you - you've got something on him. And that means you've had to play nice.
{145118} But you're a threat to Axle now - more than you were before. You've got to decide how you want to play this out.
{145119} {Doubtful - "it's your call" sort of tone}And I'm sure if he <b>believed</b> you, he'd be relieved. It may be tough to convince him later on.
{145120} {Cheerful - totally agrees}He's too long at the dice table - and he's making mistakes. If you want to take him down we've got to be patient.
{145121} The right opportunity will come along, I <b>know</b> it.
{145122} {He gets this}Yeah, you are on a completely different level now. A level Axle never's going to get to.
{145123} I'll watch your back, though - Axle still looks at it like two dock rats fighting over territory. {Some caution}And he may make it your problem.
{145124} {Respects the PC wanting to keep his own council - that's typically the way it works}Just so you know, though - it may come to a boil. Choices may need to be made.
{145125} {Tone says, "But all of that stuff we talked about isn't important right now - this is"}You're probably really focused on the war, though. Lord Nasher's forming an army - and that King of Shadows is uncomfortably close.
{145126} {Earnest - no duplicity or slyness here}If you need anything just let me know, Ca - Knight Captain.
{145127} {It's a big concept for him}I'm no general and this is bigger than any of our people. There should be a lot of opportunity, though.
{145128} {Considering}Lord Nasher's going to evacuate the city - and that means some quality chaos.
{145129} {Sincere - nervous and introspective at the end}As much as I'm up for lining my nest, the first focus has got to be on winning the war. Otherwise - we're all dead.
{145130} {Pauses - he's thought this over before, checking his logic in tone}Circumstances really forced you to be a squire - so he probably wasn't threatened by that. But being knighted...?{"he didn't expect"}
{145131} He knows first hand how capable you are - so he's going to have to wait until he's got a good plan. It could take awhile - but he'll move.
{145132} {Thinking about it}There may be a way around it. {He thinks its foolish}If that's what you want, you may find a way.
{145133} Every day that goes by - you gain in strength. Besides - he's probably gone to ground.
{145134} In his mind - your next step is to take him out. And Axle's plenty good at hiding in the shadows.
{145135} | 2 TU after Act 3 starts, when the PC enters the Keep itself this autofires. Begin faded out. Spawn in Shadow Thief (31_st_tribute) beside Uncus and jump PC to Uncus. ||A3 - SI1|{The tone is neutral - although his true feelings comes up when he sarcastically says "friend"}We've got company, Knight Captain. A "friend" from the city.
{145136} {Goon - muscle and used to threatening people}Axle sent me. He says you're doing real good.
{145137} {He's enjoying this}About time you send some gold back home - for the cause, you know?
{145138} {Venomous tone}You better <b>watch</b> your tongue, dock rat. The Captain is a noble and you-
{145139} {Thick dumb, and unphased - he mixes up the phrase intentionally, stumbling over it}That don't matter - he reports to Axle and that puts us at the same footing. Axle wants his coin - ten thousand of them.
{145140} {Very riled - but quiet}What you want to do about this, Captain?
{145141} {Thick - disbelief}You what? You don't say no to Axle.
{145142} {Cheerful - in a dangerous kind of way}Looks like the Captain just did. Get out of our Keep, rat.
{145143} The Captain's not to be disturbed.
{145144} Tribute guy turns and leaves.|
{145145} {Releases a breath}Axle's <b>definitely</b> not going to like this. Sending one of his lummoxes over is an insult - but the way you handled it...{"I approve, but man it's dangerous"}
{145146} We're going to hear more on this later.
{145147} {Obvious he's lying}You tell Axle we'll send it over real <b>soon.</b> We're not just going to give the money in a big sack to some three-copper errand boy.
{145148} {Angry - grinds his teeth but takes it}Axle will expect the gold within a tenday.
{145149} | Tribute guy turns and leaves.|
{145150} {Pleased with the Captain and himself}We can stall on paying him his tribute for months - years, even. We should be all right.
{145151} | Combat begins after conversation ends. |{Sounds cheerful}Looks like an "accident" is about to happen. Heh.
{145152} |PC will pay|{Perplexed}Captain, you weren't bluffing were you? {Sees he's right - confused}We're going to pay?
{145153} {Resigned}I'll send an armed escort to deliver the coin to Axle. {Not happy about this}He'll be pleased.
{145154} {The goon isn't expecting this, gets a lot more civil}You're all right, Captain. I'll tell Axle you showed us respect.
{145155} | Tribute guy turns and leaves. |
{145156} {Exasperated}You're a knight - a blasted noble of the lands. You don't have to take guff from Axle any more.
{145157} {Sigh}Pragmatic - I'll give you that. Take a little knock on the pride - and the pocket - to keep the peace.
{145158} {Cautionary tone}I don't know how long your peace is going to last, though.
{145159} {Pauses}I can respect that, Captain. {Sincere}Not many people in the shadows are like you.
{145160} But what are you going to do if he comes after you?
{145161} {A little chilly}Whatever you say, Captain.
{145162} {Very pleased}Axle can't be mad at us if his messenger had an accident on the road. Heh.
{145163} I'll arrange it.
{145164} | 3 TU after A3SI1 - triggered on entering the keep. Begin faded out. Spawn in Caravan Master (31_st_caravan) beside Uncus and jump PC to Uncus. ||A3 - SI2|{Quiet}We've got a problem... tell the Knight Captain the problem.
{145165} | PC is male. |{Meek, and respectful}It is an honor, m'lord. Err... Uncus says we have "friends" in common.
{145166} {Meek, and respectful}It is an honor, m'lady. Err... Uncus says we have "friends" in common.
{145167} {He's testing, finds it hard to believe the person he's talking to is connected to the equivalent of the mob}I'm sending... supplies to Axle in Neverwinter. {A little steamed}One of the Greycloak patrols stopped my caravan and searched us.
{145168} {A little impatient with the caravan man's timidity}To keep it short - the Greycloaks are sitting on two wagon-loads of contraband. Expensive stuff, too.
{145169} Yesterday Axle sent a message - he expects that you'll make sure that the cargo gets back to his man here. And with no more Greycloak problems.
{145170} {Very apologetic - pleading}I didn't want to do this - and I did my best to hide it!
{145171} So what do we do?
{145172} {Not a tough decision for him}Easy. You're on your own, caravan master. {A bit apolgetically, he isn't without sympathy for the guy}You've drawn too much attention.
{145173} {Agrees with the PC}We'll draw too much heat if we get involved.
{145174} |SCRIPTER: Turns to Caravan Master|Sorry, you're on your own.
{145175} {Very worried}I u-understand. {gulp}Thank you, Captain.
{145176} | Caravan master leaves. |
{145177} {Pondering}Axle's not going to be pleased. But I'm not going to dive on that sword.
{145178} {Sigh}Well, if you're going to help Axle clean up his mess... Making the cargo disappear is easy.
{145179} {Thinking}But what's not going to be easy is the 'Cloaks. The ones that seized the cargo are some of our best men - they're going to look into things.
{145180} {Clear he thinks he needs to kill them}How should we deal with them?
{145181} {He gets it - it will be dealt with}I understand.
{145182} {Not unpleased}Looks like it's your lucky day - you'll get your cargo.
{145183} {Very thankful - the PC probably saved his life}Th-thank you, Knight Captain! I'll leave immediately.{Sorry to cause you any trouble, is in his voice.}
{145184} | Caravan Master leaves. |
{145185} {A little dubious}Axle owes us for this one. This is going to make waves.
{145186} | 3 TU after A3S2 - triggered on entering the Keep. Jump Uncus and PC into place. Close and lock doors leading out of the Foyer.  Note - if the PC was good to Axle the last two interactions, this won't happen. Already scripted||A3 - SI3|Crazy day - you see the two wagons that broke down in the pass? Kana is furious.
{145187} |SCRIPTER: 3 Greycloaks walk behind the camera on Uncus.|Master Veedle really needs to fix those roads better. Huh?
{145188} |SCRIPTER: Greycloaks draw swords. Attack right after this node. 8 Greycloaks in total - 31_st_assassin can be their tags. Once they are all killed autofire Uncus conversation. Maybe lock all doors out of the main hall, too. Unlock them once everyone is dead.|
{145189} | Autofired after assassins of A3SI3 attack.|Assassins disguised as Greycloaks. This has <b>got</b> to be Axle!
{145190} I'm going to send agents to Neverwinter and try to root out that coward. His days are numbered!
{145191} These guys were clean - nothing to indicate who they worked for. {Doesn't believe there's any chance he'll succeed}I'll look into it, Captain.
{145192} I'm telling you - this has Axle written all over it.
{145193} {Chuckles}You're tough as nails - aren't you? I guess we can let this slide.
{145194} I'll double security and try and track down proof that Axle did this. But it doesn't sound like <b>you</b> need the protection.
{145195} |SCRIPTER: Greycloaks draw swords. Attack right after this node. 8 Greycloaks in total - 31_st_assassin can be their tags. Once they are all killed autofire Uncus conversation. Maybe lock all doors out of the main hall, too. Unlock them once everyone is dead.|{suddenly suspicious}Something doesn't seem right. The guard shift change isn't suppose to happen for...
{145196} | 2 TU after all Shadow Interactions complete, PC gets a summons from Axle. Add journal entry for PC being summoned to Axle. |{sarcasm}Well, what a surprise. I have just received a summons for you from Axle. He claims he just wants to "talk."
{145197} | Axle sent assassins. |Since his assassins failed him, he probably wants to lure you into a trap.
{145198} | Uncus tried to kill Axle for you. |The agents I sent to take care of our Axle problem have not returned. Axle is not stupid. He most certainly knows we sent them.
{145199} I am sorry, Captain. I sent your best men to do the deed, but I guess Axle's men were either luckier or better trained.
{145200} | PC has done everything Axle wanted. |I think this meeting is a pretense for eliminating you. Even though you've done everything Axle has asked, he views you as a threat to his leadership of the Shadow Thieves.
{145201} Because you have something that Axle will never have - nobility. The fact that you are the legitimate lord of Crossroad Keep will make others prefer you as leader of the Shadow Thieves.
{145202} It is up to you if you want to take this risk, but this meeting could be the best chance to get him off your back once and for all.
{145203} I won't contradict you, Captain, but if you go to this meeting I hope you will take every precaution to avoid falling into a potential trap.
{145204} The Greycloaks aren't like the men in the Docks - that could be difficult.
{145205} What's in it for me if I do help?
{145206} Axle doesn't give me orders any more.
{145207} Enough of this - what do you think about the Keep?
{145208} I'd like to see your wares.
{145209} |OPEN STORE|
{145210} |Shadow PC|How is the Keep doing?
{145211} To get as much gold as I can bleed out of the place.
{145212} To build a mighty fortress.
{145213} To make it the most cutthroat place in all the North.
{145214} To make a Keep for all the world to admire.
{145215} There's no simple answer to that.
{145216} Farewell.
{145217} |Rogue only|Have any jobs for me?
{145218} |Shadow PC|Tell me about the Shadow Thieves.
{145219} Farewell.
{145220} |Shadow PC|Tell me about the Shadow Thieves.
{145221} Hold on, give me more details.
{145222} Who do they report to?
{145223} What are our options?
{145224} |Medium Good|I won't have them murdered. Drop this and leave them be.
{145225} [Intelligence] Let us watch the watchers. Much can be learned.
{145226} |-2 to unit strength, -1 to morale|Have Kana remove them from the Greycloaks.
{145227} |Medium Chaos Evil, -2 unit str, -1 to morale, -1 to Greycloak Civility|They've betrayed me - now they die.
{145228} Tell me about the implications.
{145229} Are you talking about killing people?
{145230} How much do things need to change?
{145231} Let's resolve this, then.
{145232} Nothing.
{145233} |Small Chaos, -1 GC Civility|Let's carefully get our men in place and not step on too many toes.
{145234} |Medium Chaos, -1 Morale, -2 GC Civility|It's better to make a clean break - have Kana arrange the demotions and promotions shortly.
{145235} |Major Chaos Evil, -2 to Morale, -10 to Unit Count, -3 to GC Civility|Purge those that pose any obstacle to my ambitions.
{145236} |-1 Morale, -2 GC Civility|Take care of it however you like.
{145237} Do you think Axle will do anything about it?
{145238} Why do the Shadow Thieves need a knight?
{145239} So what does this mean?
{145240} I've got no problem with him and want to work with him.
{145241} His "reign" will be over soon.
{145242} This is beneath my concern.
{145243} We'll see - we'll see.
{145244} |Act 3 - Shadow Thieves|Any thoughts on the war?
{145245} | Should be taken off the plate once it's dealt with||Act 3 - Shadow Thieves|When do you think Axle will make a move on me?
{145246} Does it have to be either him or me?
{145247} Can't we make the first move against him?
{145248} |Medium Chaos, Minor Evil|No one talks to me like that. He dies now.
{145249} [Pay 10,000 gold] Give this to Axle for me.
{145250} [Truth] I'll send some of my men to the city with Axle's gold.
{145251} [Lie] |Minor Chaos|I'll send some of my men to the city with Axle's gold.
{145252} Deal with this as you wish, Uncus.
{145253} I won't be giving Axle any gold.
{145254} |SCRIPTER: Combat begins only Uncus, PC & party, and the Tribute guy should get involved.|
{145255} Going to war with Axle won't help either of us.
{145256} Axle helped me out, so I'll help him.
{145257} |Medium Law|I made an oath - I intend to keep it.
{145258} |Medium Chaos, Minor Evil|Wait for him to leave then kill him. Get my money back.
{145259} This is over.
{145260} |Medium Law|The man was breaking the law - I'm not going to interfere.
{145261} I'm not going to get involved.
{145262} | Medium Evil, medium Chaos | Couldn't we arrange a mistake? The seized goods could just get lost in the Keep.
{145263} You handle it, Uncus.
{145264} | -2 Greycloak Morale, -4 Unit Count, -2 Greycloak Civility, -1 Cilivity|However you see fit.
{145265} | -2 Greycloak Morale, -4 Unit Count, -2 Greycloak Civility, -1 Cilivity|I don't want this tracked back to me - at any cost.
{145266} | -1 Greycloak Morale, -1 Greycloak Civility|Order them to patrol the Mere of Dead Men. Immediately.
{145267} Let Axle handle his own problem.
{145268} Axle must die.
{145269} Get to the bottom of who did this.
{145270} You shouldn't take this personally - people try to kill me everywhere I go.
{145271} Deal with this.
{145272} I trusted you to take care of this.
{145273} You're probably right.
{145274} Perhaps Axle just wants to make peace.
{145275} What do you think I should do?
{145276} Why would he want to kill me?
{145277} Perhaps Axle just wants to thank me.
{145278} I don't want to deal with this now.
{145279} Uncus Riverdweller
{145280} Lord Nasher has given you a great honor. But rebuilding these grounds will be a considerable undertaking.
{145281} |SCRIPTER: Small cutscene of Veedle running towards the player, huffing and puffing|
{145282} |Intro 1|{Extremely eager - but catching his breath}I... {pant}I just happened to be in the neighborhood - over <b>here.</b> {Finally caught breath}Yes, yes - I wanted to let you know that my crew and I were available.
{145283} {Dead-pan and disbelieving}We're more than two day's journey from Neverwinter. {Beat}By horseback.
{145284} {Obvious fabrication}Well my men and I like going on journeys. Traveling you know, so invigorating.
{145285} {Back to his point - he's genially lying here}And rewarding, as well! We make our way here, solely by chance, only to discover you have been given this magnificent Keep!  {Down-note here}Which is a in such a <b>sad</b> state of repair.
{145286} {Very shallow coyness here}With the help of my crew, we can turn this place into a <i>true</i> masterpiece of engineering.
{145287} {Reluctant admission here}Master Veedle is excellent at his craft and capable of what he claims. {Mumble almost to self,}If somewhat eccentric.
{145288} Just details, details. We will work hard and fast for you. {He emphasizes bigger - he's lovingthis}Like before - but <b>bigger.</b>
{145289} {He's excited - hard to tell if he's being sincere or caught up in the moment}You are my <b>favorite</b> patron. And what we accomplished together with the Hollows - bah, it will be nothing compared to <b>this.</b>
{145290} I went ahead and inspected the grounds. {Tsking a little}There is <i>much</i> work that needs to be done.
{145291} The courtyard itself is in a shambles - but that can be fixed quickly. Strong backs and long hours and you'll see the shape of the Keep.
{145292} And - well - what's underneath won't be pretty. But before long we'll have the Keep cleared out for you.
{145293} |SCRIPTER: He's walking off as he's talking|We're embarking on a true adventure! Men, set the camp over there. I'll draw up plans for the work.
{145294} {Sour}He's well-informed. Sir Nevalle sent word to the people you've recruited for the Hollows. Most of them are heading here.
{145295} There are preparations I must make. Come speak to me within the Keep when you would like an update, Captain.
{145296} | Fade out |
{145297} |Intro 2|We've cleared the grounds. As you can see, there is <i>much</i> work to do.
{145298} {There's a but in his tone}Work requires a certain amount of coin. My men need to be fed, after all - and the amount of material... {his head spins at figuring the prices}it will not be cheap.
{145299} There is good news, though, Sir {NEV-all}Nevalle formally commissioned me to work on the project and Lord Nasher will fund part of it. {Doesn't like giving the PC this news}But the other part... is up to you.
{145300} {Neutral tone}There may be other ways of acquiring the gold we need. {Beat - doesn't want to interrupt}We can talk later.
{145301} I will need gold to rebuild - but Nasher's coin will cover expenses... for a time. {Sincere and disappointed others don't take a pay cut for the art}I live for my work, you see - but others don't.
{145302} {Vageuly dismissive}I do not know the exact figure. Hmph, but not enough. People just don't appreciate how much good masonry costs.
{145303} {Taken aback}Well - the scope is obviously bigger. The real difference is the cost and the time it will take my men to build.
{145304} Give me enough gold and time, and everything - <i>everything!</i> So the answer really depends on, well, you.
{145305} This missive details how much gold Neverwinter has allocated for Crossroad Keep. You can use those funds or your own to work on several things - the Keep, the courtyard, the fortifications, and the surrounding lands.
{145306} The Keep has been laid bare to the elements for decades - many of the rooms are structurally unsound, don't you know? I've closed off many rooms until my men can work on it.
{145307} Rubble will have to be cleared and stonework repaired in there. {Confident}But it can be done.
{145308} The courtyard itself doesn't need anything. But there are several buildings that will have to be built from scratch.
{145309} You don't have to worry about rebuilding all of it - some accommodations will be built by people that come to live here. The inn, for example, is already operational. Naturally.
{145310} But there are some buildings that could become shops, and those will need work.
{145311} <i>Extensive</i> work, and it's also the most time-consuming to work on. The outer walls wouldn't hold out a kobold with a table knife right now.
{145312} And the fortifications are what Lord Nasher cares most about. But when my men are working on that, we can't work on any other projects until we're done.
{145313} Nothing is wrong with it, it could just be so much more <i>right.</i> Crossroad Keep is atop a large hill, and the trail could be widened - maybe even converted to cobblestone.
{145314} And the roads nearby have no local lord to maintain them. Those could be improved, as well as the bridge and... well, a great deal can be done.
{145315} {He doesn't care directly about trade}Mostly that will help with trade, and that in turn will help with you... ahhh... funding the rest of the projects the men and I would like to undertake.
{145316} Rebuilding roads is {thus almost beneath him}simple but very labor intensive. When the men are working on that, they can't be doing anything else.
{145317} As you wish, Captain. That is the right title, yes?
{145318} How else can I help you?
{145319} I am <i>master</i> stone mason Veedle{VEED-uhll}. I hail from {CORM-ear}Cormyr, and I traveled the many leagues to work on cathedrals, mansions, and palaces.
{145320} Sadly so did half the masons of {FAIR-une}Faerûn, it seems. And no one seems to appreciate a true artist.
{145321} Well, up until now. The faith you and Lord Nasher have put in me... well, it's just overwhelming.
{145322} The Steel Regent tends the throne for {uhh-ZOWN}Azoun V well enough - especially considering the troubles that beset {CORE-mere}Cormyr. Neverwinter's been no bed of roses, either.
{145323} That's why folk like you can make a living, there's enough that needs fixing for hundreds of your like.
{145324} |Few recruits and few peoples|Err... quiet? Not many folks are about yet. And... it's in a sad state of repair - but I can fix that, just give me the word.
{145325} |Some recruits, no repair|It's starting to get packed... you really should let me fix some things. It just looks distasteful, so many people milling around in the rubble.
{145326} |Some recruits and some repairs|It's starting to look like a Keep, methinks. Certainly there are enough people around.
{145327} |Best for Act 2|Hard to believe the Keep was once vacant, eh? Now merchants come here regularly, and all of your men are about.
{145328} {Sort of a comical downnote}But now I think it's too noisy, almost miss the way things were back in the old days. If I could just get all these people away from my construction sites...
{145329} |No more to be rebuilt|{Like this is the gravest of tragedies}The nearby quarries are empty, <i>empty!</i> And the stone that is left is being used by Lord Nasher for the Gods know what.
{145330} {Said like the PC cares as much about this as Veedle}But give it time, Captain. I'm sure these dark days will pass.
{145331} |First time|{Very happy to begin}Yes, yes, of course. You have coin to spend and you want to know how to spend it.
{145332} Might I recommend doing some structural work on the Keep, first? So many of the rooms inside are closed off because they could collapse at any moment. No way for you to live, hmph.
{145333} | 21_Builders_Busy needs to be set to "1" when appropriate. Men are all busy|The men are currently all assigned on other projects, I'm afraid to say. Some tasks just take time, don't you know?
{145334} {Perks up}My <i>favorite</i> subject. So much to build, so much to work on!
{145335} {Cheery}What part of the Keep do you want to talk about?
[Keep Funds remaining: <CUSTOM121>]
{145336} |Two shops built|Nothing left to build right now. {Thoughtful}The only lots available... I have plans, but they require more resources than I have right now. See me later.
{145337} |1 shop built|You've already built one shop, you want me to build the other? It's quick work and shouldn't slow us down too much.
[Keep Funds remaining: <CUSTOM121>]
{145338} |No shops built|There's two buildings that would be ideal for merchants. One can be converted into a smithy - one that an armorer and blacksmith could share.
{145339} The other could be a different type of shop - maybe for some general goods or a magic items purveyor. Just say the word and I'll get my men to work!
[Keep Funds remaining: <CUSTOM121>]
{145340} |All work done|I don't have the resources to work on the surrounding areas. Not that there's much need, merchants and travelers must praise your name with the state of the roads.
{145341} If the Greycloaks are a match for the roads we've built, this would be the safest place in all the Realms.
{145342} |Path Complete|The trail to Crossroad Keep is in fine shape. There is still work that could be done for the roads at large, though.
[Keep Funds remaining: <CUSTOM121>]
{145343} |Roads complete|{Almost petulant}All of the roads outside of Crossroad Keep put our goat trail to shame. You really ought to let me work on it, I have standards I like to maintain, don't you know?
[Keep Funds remaining: <CUSTOM121>]
{145344} |First time|Besides the Keep, my men can work on getting the merchant trails in a better state of repair. The trail to our Keep is especially dreadful. It looks like it was made by goats, not men.
{145345} Err... where was I? Oh yes, and also work on the surrounding roads. Both will help trade, but they take time.
{145346} While my men are working on that, however, they can't be assigned to other projects.
[Keep Funds remaining: <CUSTOM121>]
{145347} Road work is almost a waste of my skills, don't you agree? {Almost greedy for more projects}But coins in your coffer means more work can be done.
[Keep Funds remaining: <CUSTOM121>]
{145348} |All done|The interior of Crossroad Keep is done. Structurally it is sound and possibly better than new, if I do say so.
{145349} If it doesn't look to your tastes, talk to some sort of decorator, because the stonework is <i>brilliant.</i>
{145350} |First upgrade not done yet|{Tsk tsk}So many rooms closed. Technically, they were standing before I got here, but they were extremely unstable, don't you know. {Disdain}They could fall at a moment's notice, sloppy.
{145351} There are three sets of rooms that need more work. We can work on building you a personal suite, repairing and upgrading the library, or clearing out the west wing for other purposes.
{145352} Just let me know what you want done.
[Keep Funds remaining: <CUSTOM121>]
{145353} There is still more work to do on the interior of the Keep. {Sounds like he's salivating}Please tell me you have more you want to do.
[Keep Funds remaining: <CUSTOM121>]
{145354} |No more work needs to be done|The walls are as defensible as I can make them with the materials available. Maybe more can be done with them in the future, but not now.
{145355} |Stage 1|The first part of fortifying Crossroad Keep is making the walls... well, more wall-like. It's a horrible mess right now - holes everywhere.
{145356} Just filling in the holes is the first step. Lord Nasher made it quite clear that he considers this a top priority.
{145357} But it will take a long time to rebuild the walls, even with a wizard I've contracted for extra work. It may be better to do quicker projects first.
[Nasher Fund's Remaining: <CUSTOM121>]
{145358} {Caution}We'll fill the holes, Captain. But without more work after that, they'll barely be worth calling defenses.
{145359} |Stage 2|The walls aren't rubble any more, but no one could be satisfied to leave it just at <i>that.</i> So we add to them - make them stronger and better!
{145360} It will be time-consuming - yes.  It will be expensive - yes. But the results... it will be worth it!
[Nasher Fund's Remaining: <CUSTOM121>]
{145361} After I'm done the walls will be like they were when they were new!
{145362} |Stage 3|I am proud of my walls - err, <i>your</i> walls, Captain. They are sturdy and the Keep is truly defensible.
{145363} But are you content with that? I should think not. Think bigger - think <i>better!</i>
{145364} We can make towers on the outer walls with arrow slits and other quite ingenious ideas of mine. {gleeful chuckle}I truly wouldn't envy anyone foolish enough to attack us.
{145365} It will take time to do so - but time well spent!
[Nasher Fund's Remaining: <CUSTOM121>]
{145366} {Chortle}Marvelous! I've <i>always</i> wanted to make fortifications like these.
{145367} {Chortle}I will build roads that Neverwinter herself will <i>envy,</i> Captain.
{145368} I have to go right now. I'll be back once the men have finished construction!
{145369} So much to do, so much to do!
{145370} | Veedle runs off and returns after a set period of time. |
{145371} Indeed they do, Captain. Our section of the High Road is in a truly sad state.
{145372} That's wise, Captain. Some of the larger merchant trains will be able to visit us that way.
{145373} Not my favorite of duties, but it will not only help travelers and merchants but it will help me with my materials!
{145374} What lucky merchant will get the shop, I wonder? It shouldn't take long to construct it - well, not compared to some of the other projects.
{145375} It shouldn't take long at all, and the smithy will be complete.
{145376} The Captain's suite it is. {Cheery - chuckling at the end, happy surprise not ominous}And I think it may have a surprise for you!
{145377} You were quite lucky it didn't collapse on top of you earlier, you know. This will also make Aldanon happy - he's been begging me to let him back in there.
{145378} I'm sure someone will find a use for all those rooms. Indeed!
{145379} The other could some other type of shop - maybe for some general goods or a magic items purveyor. Just say the word and I'll get my men to work!
{145380} If the Greycloaks are a match for the roads we've built, this would be the safest and most civilized part of the Realms.
{145381} Err... where was I? Oh yes, and also work on the surrounding roads. Both will help trade but they take time.
{145382} While my men are working on that, they can't be assigned to other projects.
{145383} While my men are working on that, they can't be assigned to other projects.
{145384} |Two shops built|Nothing left to build right now. {Thoughtful}The only lots available... I have plans, but they require much more resources than I have right now. Later.
{145385} |1 shop built|You've already built one shop, you want me to build the other? It's quick work and shouldn't slow you down too much.
{145386} |No shops built|There's two buildings that would be ideal for merchants. One can be converted into a smithy - one that an armorer and blacksmith could share.
{145387} The other could some other type of shop - maybe for some general goods or a magic items purveyor. Just say the word and I'll get my men to work!
{145388} |All work done|I don't have the resources to work on the surrounding areas. Not that there's much need, merchants and travelers must praise your name with the state of the roads.
{145389} If the Greycloaks are a match for the roads we've built, this would be the safest and most civilized part of the Realms.
{145390} |Path Complete|The trail to Crossroad Keep is in fine shape. There is still work that could be done for the roads at large, though.
{145391} |Roads complete|{Almost petulant}All of the roads outside of Crossroad Keep put our to shame. You really ought to let me work on ours, I have standards I like to maintain, don't you know?
{145392} |First time|Besides the Keep, my men can work on getting the merchant trails in a better state of repair. That covers both the trail to our Keep - which is just <b>dreadful</b>, it looks like it was made by goats not men...
{145393} Err... where was I? Oh yes, and also work on the surrounding roads. Both will help trade but they take time.
{145394} While my men are working on that, they can't be assigned to other projects.
{145395} Road work is almost a waste of my skills, don't you agree? {Almost greedy for more projects}But coins in your coffer means more work can be done.
{145396} |Two shops built|Nothing left to build right now. {Thoughtful}The only lots available... I have plans, but they require much more resources than I have right now. Later.
{145397} |1 shop built|You've already built one shop, you want me to build the other? It's quick work and shouldn't slow you down too much.
{145398} |No shops built|There's two buildings that would be ideal for merchants. One can be converted into a smithy - one that an armorer and blacksmith could share.
{145399} The other could some other type of shop - maybe for some general goods or a magic items purveyor. Just say the word and I'll get my men to work!
{145400} The other could some other type of shop - maybe for some general goods or a magic items purveyor. Just say the word and I'll get my men to work!
{145401} |All work done|I don't have the resources to work on the surrounding areas. Not that there's much need, merchants and travelers must praise your name with the state of the roads.
{145402} If the Greycloaks are a match for the roads we've built, this would be the safest and most civilized part of the Realms.
{145403} |Path Complete|The trail to Crossroad Keep is in fine shape. There is still work that could be done for the roads at large, though.
{145404} |Roads complete|{Almost petulant}All of the roads outside of Crossroad Keep put our to shame. You really ought to let me work on ours, I have standards I like to maintain, don't you know?
{145405} |First time|Besides the Keep, my men can work on getting the merchant trails in a better state of repair. That covers both the trail to our Keep - which is just <b>dreadful</b>, it looks like it was made by goats not men...
{145406} Err... where was I? Oh yes, and also work on the surrounding roads. Both will help trade but they take time.
{145407} While my men are working on that, they can't be assigned to other projects.
{145408} Road work is almost a waste of my skills, don't you agree? {Almost greedy for more projects}But coins in your coffer means more work can be done.
{145409} If the Greycloaks are a match for the roads we've built, this would be the safest and most civilized part of the Realms.
{145410} Err... where was I? Oh yes, and also work on the surrounding roads. Both will help trade but they take time.
{145411} While my men are working on that, they can't be assigned to other projects.
{145412} While my men are working on that, they can't be assigned to other projects.
{145413} {Cheery}What part of the Keep do you want to talk about?
{145414} |Two shops built|Nothing left to build right now. {Thoughtful}The only lots available... I have plans, but they require much more resources than I have right now. Later.
{145415} |1 shop built|You've already built one shop, you want me to build the other? It's quick work and shouldn't slow you down too much.
{145416} |No shops built|There's two buildings that would be ideal for merchants. One can be converted into a smithy - one that an armorer and blacksmith could share.
{145417} The other could some other type of shop - maybe for some general goods or a magic items purveyor. Just say the word and I'll get my men to work!
{145418} |All work done|I don't have the resources to work on the surrounding areas. Not that there's much need, merchants and travelers must praise your name with the state of the roads.
{145419} If the Greycloaks are a match for the roads we've built, this would be the safest and most civilized part of the Realms.
{145420} |Path Complete|The trail to Crossroad Keep is in fine shape. There is still work that could be done for the roads at large, though.
{145421} |Roads complete|{Almost petulant}All of the roads outside of Crossroad Keep put our to shame. You really ought to let me work on ours, I have standards I like to maintain, don't you know?
{145422} |First time|Besides the Keep, my men can work on getting the merchant trails in a better state of repair. That covers both the trail to our Keep - which is just <b>dreadful</b>, it looks like it was made by goats not men...
{145423} Err... where was I? Oh yes, and also work on the surrounding roads. Both will help trade but they take time.
{145424} While my men are working on that, they can't be assigned to other projects.
{145425} Road work is almost a waste of my skills, don't you agree? {Almost greedy for more projects}But coins in your coffer means more work can be done.
{145426} | Just finished a project|The construction is complete, Captain. I am eager to hear what you want us to do next.
{145427} |Completed everything for now|I've used all the stone in the quarries, Captain. {A little despondent}I'm afraid there is nothing I can build for now.
{145428} I feel a little useless until I can get more materials. {Slight up note}But I can answer any questions you may have.
{145429} I hope you don't intend to keep my men idle. There is still plenty to be done.
{145430} As well as could be expected, don't you know?
{145431} {Sounds disappointed}A pity.
{145432} |Intro Act 3|{Great pleasure}You have been knighted, Captain? This changes everything - <i>everything,</i> don't you know?
{145433} And this pile of rubble will no longer do for you - oh no! Everything must be pristine for our glorious Knight-Captain.
{145434} So if you ask, I will mention to the stone quarries exactly who <i>my</i> illustrious patron is, and I will get you {stone is emphasized - like diamonds or gold to him}<i>stone.</i> Imagine what we can build!
{145435} There are two great buildings that are rubble now. One used to be a guard tower. The other a church.
{145436} They will be important buildings for your Keep - so you should find people that could use them. Many people would clamor at the chance to be here, so choose wisely.
{145437} {Dismissive}Why must it always be about money - can't it be about the <i>art?</i> But I must tell you more...
{145438} {Scandalized - clear that the stone masons must dread him coming}Instead of about the <i>art</i> the quarry masters care only about status - status! I told them time and time again about what we do here, but no exceptions for a squire.
{145439} They sneered at me - they cast me out. {Tone lilts up here}But a knight and confidant of Lord Nasher - that is something else entirely! And we can rebuild...
{145440} We can talk again of rebuilding whenever you like.
{145441} {Distaste}There's one I know of already - Uncus Riverdweller. {Some outrage - because his work would go into something so vulgar}He'd like to make the tower into a gambling den - can you imagine?
{145442} Perhaps Sir Nevalle could use the tower for something or other.
{145443} There are probably more that are interested, as well.
{145444} Until I know what you want to do with a building, I can't build it. So find people that want the buildings.
{145445} {Caution}There are probably several different people interested in each.
{145446} |Both buildings are open|Both the guard tower and old church lie in ruins - a waste, I tell you. {Perks up}Tell me you have ideas for them - things for me to build!
{145447} |Tower is open|{Excitement}The old church is rebuilt already - so what are your plans for the tower?
{145448} |Church is open|{Excitement}The old guard tower is rebuilt already - so what are your plans for the church?
{145449} |No one has offered|Until you know who will be using the building, I can't possibly start construction. {Emphasis}No.
{145450} |Both buildings built|All finished - yes, yes. {Very cheery}Some of my finest work I think.
{145451} {Taken aback - then excited}A conservatory? Why, yes - yes it could. It could be wonderful, too.
{145452} {Acts pained - like the player is prying this from him, but he's insincere}Since you ask so nicely - I can do this for you! 
[Keep Funds remaining: <CUSTOM121>]
{145453} Yes, yes, yes - that is easily done. {He's not terribly excited about the job}Rebuilding is easy - trivial even.
[Keep Funds remaining: <CUSTOM121>]
{145454} {Pause for but a moment, but gets more excited}A monastery, you say? Happily done, Knight Captain.
[Keep Funds remaining: <CUSTOM121>]
{145455} Yes, yes, yes - that is easily done. {He's not terribly excited about the job}Rebuilding is easy - trivial even.
[Keep Funds remaining: <CUSTOM121>]
{145456} {Distaste}Don't tell me you're going to go with Uncus' plan? {Technically, if you must}<b>Yes,</b> I could build a gambling den.
[Keep Funds remaining: <CUSTOM121>]
{145457} {Gets excited}A wizard's tower? Yes, that would be wonderful - marvelous even!
[Keep Funds remaining: <CUSTOM121>]
{145458} | Clean up 31_Offer Available. Make sure that only the building that remains has offers open on it.|{Brimming with anticipation}This will be one of my finest works! Just you see!
{145459} Many, I'm certain. Anything in specific you want to build?
{145460} |SCRIPTER: Some cool shots of Crossroad Keep with the people the PC recruited from the Hollows moving about. Should be some visual wow, the player should feel pretty impressed that this whole area is theirs.|
{145461} {Sadness, he likes to build}A true pity. Ah well.
{145462} | Plays once, the first time you ask him about this in Act 3. |Ah yes. I have some good news! Since Nasher has made you official owner of this Keep, you now command the resources of all the quarries in this region.
{145463} {gleeful}We now have access to the material needed to rebuild those two eyesores in the Courtyard, the tower and the old church.
{145464} Before I leap in and rebuild them, though, you'll need to determine what use you'll want to put them to. Perhaps you can question people around the Keep about what's needed.
{145465} | If PC has not built library yet, it will be automatically built for Act 3. |In fact, Lord Nasher has already sent a grant of the resources needed to repair the library. Apparently, Aldanon pulled some strings.
{145466} But I haven't said yes-
{145467} It will be good to work with you again.
{145468} So what are you going to do?
{145469} How much money did Lord Nasher give me?
{145470} So what can you rebuild?
{145471} Have you ever rebuilt a keep before?
{145472} What needs work inside the Keep?
{145473} How does the courtyard look?
{145474} How much work do the fortifications need?
{145475} Is there anything wrong with the surrounding land?
{145476} I don't have any more questions.
{145477} |SCRIPTER: How things are built below and show up is not implemented.|I want to rebuild something.
{145478} How are things in the Keep?
{145479} Tell me about yourself.
{145480} Nothing right now. Farewell.
{145481} Can you tell me about Cormyr?
{145482} The Keep itself.
{145483} The buildings in the courtyard.
{145484} The fortifications.
{145485} The surrounding areas.
{145486} Nevermind. I want to talk about something else.
{145487} [Pay 10,000 gold] Build the smithy.
{145488} [Pay 10,000 gold] Build the merchant's shop.
{145489} [Pay 10,000 gold] Have the men work on making the trail to Crossroad Keep wider and easier for merchant wagons to travel.
{145490} [Pay 35,000 gold] Have the men cobble the trail to the Keep.
{145491} [Pay 50,000 gold] The nearby roads need extensive work.
{145492} [Pay 100,000 gold] The nearby roads need better bridges and watch towers for safety.
{145493} Let's discuss another part of the Keep.
{145494} [Pay 15,000 gold] I'd like you to work on my personal suite.
{145495} [Pay 15,000 gold] Repair the library.
{145496} [Pay 15,000 gold] Begin work on the west wing.
{145497} [Pay 25,000 gold] Start repairs on the walls.
{145498} [Pay 50,000 gold] Go ahead and reinforce the walls.
{145499} [Pay 75,000 gold] Start construction on the towers.
{145500} [Pay 2,000 gold] Built the smithy.
{145501} [Pay 2,000 gold] Built the merchant's shop.
{145502} [Pay 2,000 gold] Built the smithy.
{145503} [Pay 2,000 gold] Built the merchant's shop.
{145504} [Pay 2,000 gold] Have the men work on making the trail to Crossroad Keep wider and easier for merchant wagons to travel.
{145505} [Pay 7,000 gold] Have the men cobble the trail to the Keep.
{145506} [Pay 10,000 gold] The nearby roads need extensive work.
{145507} [Pay 20,000 gold] The nearby roads need better bridges and watch towers for safety.
{145508} Let's discuss another part of the Keep.
{145509} The Keep itself.
{145510} The buildings in the courtyard.
{145511} [Pay 2,000 gold] Built the smithy.
{145512} [Pay 2,000 gold] Built the merchant's shop.
{145513} The fortifications.
{145514} The surrounding areas.
{145515} [Pay 2,000 gold] Have the men work on making the trail to Crossroad Keep wider and easier for merchant wagons to travel.
{145516} [Pay 7,000 gold] Have the men cobble the trail to the Keep.
{145517} [Pay 10,000 gold] The nearby roads need extensive work.
{145518} [Pay 20,000 gold] The nearby roads need better bridges and watch towers for safety.
{145519} Let's discuss another part of the Keep.
{145520} I want to talk about something else.
{145521} [Pay 2,000 gold] Built the smithy.
{145522} [Pay 2,000 gold] Built the merchant's shop.
{145523} [Pay 2,000 gold] Built the smithy.
{145524} [Pay 2,000 gold] Built the merchant's shop.
{145525} [Pay 2,000 gold] Have the men work on making the trail to Crossroad Keep wider and easier for merchant wagons to travel.
{145526} [Pay 7,000 gold] Have the men cobble the trail to the Keep.
{145527} [Pay 10,000 gold] The nearby roads need extensive work.
{145528} [Pay 20,000 gold] The nearby roads need better bridges and watch towers for safety.
{145529} Let's discuss another part of the Keep.
{145530} The Keep itself.
{145531} The buildings in the courtyard.
{145532} [Pay 2,000 gold] Built the smithy.
{145533} [Pay 2,000 gold] Built the merchant's shop.
{145534} The fortifications.
{145535} The surrounding areas.
{145536} [Pay 2,000 gold] Have the men work on making the trail to Crossroad Keep wider and easier for merchant wagons to travel.
{145537} [Pay 7,000 gold] Have the men cobble the trail to the Keep.
{145538} [Pay 10,000 gold] The nearby roads need extensive work.
{145539} [Pay 20,000 gold] The nearby roads need better bridges and watch towers for safety.
{145540} Let's discuss another part of the Keep.
{145541} I want to talk about something else.
{145542} CHEAT: Skip Intro 1
{145543} I don't have the 15,000 gold you need.
{145544} I don't have the 2000 gold you need.
{145545} I don't have the 25,000 gold you need.
{145546} I don't have the 10,000 gold you need.
{145547} I don't have the 15,000 gold you need.
{145548} I don't have the 10,000 gold you need for the Crossroad Keep trail.
{145549} I don't have the 35,000 gold you need for the Crossroad Keep trail.
{145550} I don't have the 50,000 gold you need for the nearby roads.
{145551} I don't have the 100,000 gold you need for the nearby roads.
{145552} What can we build now?
{145553} And how much is it going to cost me?
{145554} Does knighthood make that much difference?
{145555} I have other questions.
{145556} |Act 3|The tower and the old church.
{145557} Any ideas on what we could do with the Tower?
{145558} How does this work then?
{145559} | Check to see if Naevan agreed. |Could we transform the old church into a garden conservatory for a druid?
{145560} | Check to see if Ivarr agreed. |I wish to rebuild the old church for Ivarr.
{145561} | Check to see if Rolan agreed. |Let's make the old church into a monastery for the Sun Soul.
{145562} | Check to see if Sir Nevalle agreed. |Can we rebuild the guard tower for the Nine?
{145563} | Check to see if Uncus agreed. |You will renovate the guard tower into a gambling den for Uncus.
{145564} | Check to see if Startear agreed. |I want to build the guard tower into a wizard's tower for Startear.
{145565} | It takes 2 time units to build. |[Pay 15,000 gold] Build Naevan's conservatory then.
{145566} | It takes 1 time unit to build. |[Pay 50,000 gold] Rebuild the church of Tyr then.
{145567} | It takes 2 time units to build. |[Pay 75,000 gold] Build Rolan's monastery then.
{145568} | It takes 1 time unit to build. |[Pay 50,000 gold] Rebuild the guard tower for Sir Nevalle then.
{145569} | It takes 2 time units to build. |[Pay 15,000 gold] Build a gambling den for Uncus then.
{145570} | It takes 2 time units to build. |[Pay 100,000 gold] Build a wizard's tower for Startear then.
{145571} There are other things we could do with the space.
{145572} I don't have the 100,000 gold you need.
{145573} I don't have the 50,000 gold you need.
{145574} I don't have the 75,000 gold you need.
{145575} I don't have the 10,000 gold you need.
{145576} I don't have the 15,000 gold you need.
{145577} I don't have the 15,000 gold you need.
{145578} Master Veedle
{145579} Master {VEED-uhll}Veedle is still coordinating construction, Captain.
{145580} {Slight note of a question here, he's not certain the PC will approve. Gratitude.}Me and the lads have decided to sign on. We found a good place on the streets with you and yours, and nearly all of us decided to come here.
{145581} {Selling himself and his friends}We can run messages, carry pots and pans, even get water from the well. And of course clear a path for you if you need it.
{145582} {Pride here}Give us time and we'll be able to whisk you away in any direction you need, and faster you can think it - you'll be there.
{145583} |NO REBUILDING YET|Until that Veedle gets these stones in order, not much for us to do.
{145584} I don't suppose you want to go down the trail to the road. Only way you'll get down there quicker is if you fell.
{145585} I'll be around making myself useful. Honest.
{145586} |PLACES TO GO NOW - FIRST TIME|Your Master Veedle does quick work. There's places me and the boys can guide you now.
{145587} Just flag any one of us down and we'll clear a path.
{145588} | All of these teleport the PC to various maps in here.|You name it, and I'll get you there. Where you want to go?
{145589} Follow me!
{145590} I suppose that's your right. What else do you want?
{145591} {He's so confident he can take the player whereever he wants it takes him a second to get it}Follow m-{"me"}{Beat} Hey. You're ribbing old Wolf, aren't you?
{145592} {Humorous banter}Sorry, no dragons and no dragon hoards for you today. Next you'll be asking for some vorpal weapon or some such.
{145593} Where do you want to go? No fooling this time.
{145594} Me and the boys are doing well enough and then some. The farm fields outside provide enough food, and there's game in the hills.
{145595} I'm city-bred, but if'n I knew that the eating were this good outside the walls, I think I would've tried life in the country earlier.
{145596} If you need anything, me and the boys are real appreciative.
{145597} Well met to you, <sir/madam>. You need transport anywhere?
{145598} |ACT 3|{A little nervous}Just wanted to let you know, Captain, we're all behind you. Some folks say there's war coming - but I know you'll keep us safe.
{145599} {Sounds a little weak}Err - you need transport anywhere?
{145600} |ACT 3|{Relieved and filled with pride}We faced the worst the King of Shadows could throw at us! You're a hero.
{145601} If you want to go anywhere, just ask!
{145602} Follow me!
{145603} Follow me!
{145604} Follow me!
{145605} Follow me!
{145606} Follow me!
{145607} | Open the overland map. |Sure, take me to the road.
{145608} Not this time.
{145609} Can you take me someplace?
{145610} The courtyard.
{145611} The keep itself.
{145612} The keep's basement.
{145613} The inn.
{145614} To the fields.
{145615} To the path outside.
{145616} To a dragon's hoard.
{145617} I changed my mind.
{145618} How are you doing?
{145619} Farewell.
{145620} | TP the player to the appropriate place. |
{145621} | TP the player to the appropriate place. |
{145622} | TP the player to the appropriate place. |
{145623} | TP the player to the appropriate place. |
{145624} | TP the player to the appropriate place. |
{145625} | TP the player to the appropriate place. |
{145626} {Pleasant with deferrence}You need anything, Captain?
{145627} | All of these teleport the PC to various maps in here. |You name it, and I'll get you there. Where you want to go?
{145628} Follow me!
{145629} Follow me!
{145630} Follow me!
{145631} Follow me!
{145632} Follow me!
{145633} Follow me!
{145634} Ahh - another time, then.
{145635} {Timid}Not as such, Captain. Master Veedle hasn't rebuilt - there's no places to take you right now.
{145636} Can you take me someplace?
{145637} The courtyard.
{145638} | TP the player to the appropriate place. |
{145639} Into the keep's main floor.
{145640} | TP the player to the appropriate place |
{145641} To the keep's basement.
{145642} | TP the player to the appropriate place |
{145643} Into the inn.
{145644} | TP the player to the appropriate place |
{145645} To the fields.
{145646} | TP the player to the appropriate place |
{145647} To the path which leaves this area.
{145648} | TP the player to the appropriate place |
{145649} I changed my mind. Farewell.
{145650} Farewell.
{145651} Ziffer
{145652} Merc Leader
{145653} {Friendly and genial}I want to extend the thanks of the Circle of Friends coster, Captain. We're happy that someone has made the road a safer place for good honest merchants.
{145654} {A little condescending - up to something}On behalf of the Forgotten Lords coster, I thank you. These accommodations will prove adequate for our purposes.
{145655} {Sly and devious}The Fated Winds coster is always pleased to make crucial alliances in the North. We will fill your Keep with caravans and much coin.
{145656} I want to see your wares.
{145657} Farewell.
{145658} I want to see your wares.
{145659} I want to see your wares.
{145660} Ancient Valley
{145661} PagodaFL
{145662} WhitePine
{145663} This is a Red Dragon
{145664} Dragon, Red
{145665} Crystal Heart
{145666} | SCRIPTER: Shot of the party standing around Nolaloth's crystal heart, in the middle of the valley. |
{145667} This crystal... it is shaped like the heart of a dragon.
{145668} Let us grant it sleep, at last.
{145669} Hurry - other beings may be drawn to the crystal as we speak.
{145670} | SCRIPTER/AUDIO: Sound of wings flapping, screen shake and thud, with the camera focused tight on the party around the circle. |
{145671} | SCRIPTER: Camera low to ground, pointing up at the dragon to make it look as imposing as possible. It roars. |
{145672} | SCRIPTER/AUDIO: Dragon snarls while another thud is heard behind the player. |
{145673} | SCRIPTER: Bird's eye view of the party, which clearly shows them surrounded by two dragons on either side of the crystal heart. |
{145674} | SCRIPTER/AUDIO: Dragons roar together and begin attacking the party. |
{145675} {Wary, dragons just appeared}These dragons have only rage in their eyes. Words will not avail us, here.
{145676} No being should be forced to suffer like that.
{145677} It's no noble being, but it has lived long enough.
{145678} Anything to get it to be silent.
{145679} Truly, that is unfortunate timing.
{145680} Back, dragon. We've faced your kind before.
{145681} This seems familiar.
{145682} Good, I prefer killing dragons in pairs.
{145683} For intelligent beings, you don't speak very much.
{145684} We're not looking for a fight.
{145685} We have been climbing for some time, but I feel that our destination is near.
{145686} Ah... look there. It is the path that Ammon Jerro spoke of, the one that winds like the tail of a great beast. 
{145687} | SCRIPTER: Establishing shot of the mountains in the area. |
{145688} Let's be off.
{145689} More likely the tail of a great dragon. We'll find out soon enough.
{145690} As long as we don't have to climb any higher.
{145691} | SCRIPTER: Camera shows a wide shot of the valley from the party's perspective. |
{145692} | SCRIPTER: Camera shows a selective shot of the valley, perhaps some trees in a corner. |{Looking around, a little in wonder}Life grows thick here, even in the middle of these dead mountains...
{145693} It must be the presence of the dragon spirit that makes this place possible.
{145694} | SCRIPTER/CHRIS: Camera shows another portion of the valley. |Know that we should continue our search. The dragon cannot be far. 
{145695} Ammon Jerro certainly didn't mention <i>this</i>.
{145696} How is this possible?
{145697} Well, this is more than a little surprising.
{145698} <color=text>This crystalline structure shimmers ever so slightly.
{145699} <color=text>The crystal shows signs of wear due to age. Although it is difficult to see past the surface layer, there appears to be movement underneath.
{145700} <color=text>You attempt to hit the object but are rebuffed. There is some sort of invisible barrier protecting the crystal.
{145701} [Examine the object]
{145702} [Attack the object]
{145703} [Walk away]
{145704} [Attack the Heart]
{145705} {Angry, intruders}You <b>dare</b> to disturb me here. Were I not chained to this deathless existence, I would scatter your shattered bodies to the winds for your trespass.
{145706} Yet <b>instead</b> you roam unchecked within my remains, like parasites. What promises shall you make, this time?
{145707} It speaks? Your masters allowed you to negotiate on their behalf, then. What more have they come for?
{145708} You no doubt come at the heels of your masters, though they are not present. 
{145709} You will learn to find time, mortal. For while you are here to steal for your masters, it is within my power to make your wait a costly one.
{145710} <b>Lies!</b> Why else would you be here, in <i>this</i> one scar in the earth, were it not at the command of the Illefarn? 
{145711} {Imperious, like a king passing judgment}You are here because you again need my help, though you always refuse the price. Did you think that you could cage a power of the planes?
{145712} I will <i>show</i> you what it means to be caged.
{145713} Together, we shall remain here, to contemplate, to despair, to rot. <i>I</i> have been here for millennia. How long do you think <i>you</i> will last, mortal?
{145714} {Silence}
{145715} {Silence}
{145716} {Recognition of possible old enemy}Shadow. <i>What</i> shadow?
{145717} | SCRIPTER: The force barrier disappears. Nolaloth reappears in spirit form after as second or two.| This changes things.
{145718} While I hate the Illefarn, that is but a pale flame compared to my hatred for the King of Shadows. I have not heard that cursed name for a lifetime...
{145719} My name is Nolalothcaragasint{NO-lah-loth-cah-RAH-gahs-int}.
{145720} Bravery? Is that what the fools of {ILL-farn, a nation}Illefarn preach to their slaves?
{145721} Time is a wondrous thing. No, mortal, I am no hero. Whatever lies your histories, leaders, or seers have fed you, know that I helped because I was promised the riches of the Illefarn Empire.
{145722} The people of Illefarn said many things - as did their leaders. They begged, filled the air with promises of glory and wealth.
{145723} And I listened. Whatever your histories or seers have told you, know that I helped because I was promised the riches of the Illefarn Empire.
{145724} Worshipped? {Laughs scornfully}I am no god, but even if I were, it would not matter.
{145725} Yes, I suppose it might have. {Threatening}Is that perhaps what you are trying to do now?
{145726} {Acknowledging, then warning}Good. As you can see, the last thousand years have left me with less patience than I had in life. Tread carefully, mortal.
{145727} Then know that you may very well, for chance is not on your side. The King of Shadows is a <i>power</i>.
{145728} Perhaps it can be, but the answer is not important. What is important is that you are resolute, that you understand your reasons for the coming battle. 
{145729} The people of Illefarn were desperate. Their once defender, known only as the Guardian, had been corrupted and transformed into the shadowy being that haunts you today. 
{145730} {Disdain at end}I do not know his identity. I cared little. The history of your people is littered with many such lapses in judgment - granting mortals powers beyond the control of the ones they are intended to serve.
{145731} {Disdain}The King of Shadows was once but an ordinary mortal. A "great champion," they called him, but still as fragile as the others. He was made into a creature fueled by the Weave, tied into the fabric of magic.
{145732} Its corruption was not the fault of the Illefarn Empire - directly. The Guardian was built to protect them from the {NETHER-ease}Netherese, a kingdom that had learned many of the secrets of Illefarn. 
{145733} However, an archmage of {NETHER-ill}Netheril named {CAR-sis}Karsus dared to challenge mortality itself. 
{145734} Because the Guardian was a creation of the Weave, it needed a replacement to survive. Like all creatures, it desired life, so it drew from the only alternate source of magic - the Shadow Weave.
{145735} The Shadow Weave is a potent but tainted source of power, and it was not long before the Guardian himself was corrupted.
{145736} The King of Shadows brought despair, and the men of this land wailed loudly enough to get my attention.
{145737} I answered the pleas out of curiosity. When I confronted the leaders of Illefarn, they saw me as a potential ally in the fight against the King of Shadows.
{145738} Never before have I met a being as relentless in its devastation. It exists by drawing upon the life and strength of others. 
{145739} {Slight shame}Defeat. Shortly after I first clashed with the King of Shadows, I knew that escape was necessary.
{145740} The Guardian of Illefarn was relentless. It fought me until I fell from the sky.
{145741} I don't know their rituals or methods... the winds chose to blow a certain way that day, ultimately. Chance is the great equalizer of the Planes. 
{145742} She is a cruel mistress, but the only way in which one may have hope. 
{145743} {Hissing in anger}The <i>Illefarn</i>.
{145744} I fought the King of Shadows and paid the price for my arrogance. When it left, I was but a broken shell on a lesser plane. Atop this empty rock, I awaited the end. 
{145745} The years floated by like specks of dust in the still air. No one returned, and not even death could grant me peace.
{145746} | SCRIPTER: The player and party step into a slightly depressed area in the canyon. A crystal, half the height of a man, protrudes from the dusty ground. |
{145747} | SCRIPTER: The player walks halfway toward the crystal to inspect it more closely.| 
{145748} | SCRIPTER: The air stirs in front of the player with some sort of magical effect and then the spirit of the dragon materializes between the player and the heart.|
{145749} | SCRIPTER: Close up on the dragon spirit.  He doesn't look pleased.|
{145750} |AUDIO: Voice is appears to come from all around/above, but is faint.|{weakly}A creature with compassion... my last wonder, before oblivion. 
{145751} It feels... right.
{145752} But many lifetimes later, <i>they</i> arrived. The githyanki.
{145753} {Disgust, chiding}I may rest upon the brink of death but do not think me <i>blind</i> to what transpires on my grave.
{145754} But I know the weaknesses of the minds of mortals in shaping such words. You may settle with "Nolaloth."
{145755} The hearts of all things are covetous. Mine is not deceitful, as it were.
{145756} {Quietly, remembering}The King of Shadows will employ doubt and darkness before the battle is even joined. 
{145757} {Doomed, recognition}As I grew weaker in battle, it only became stronger. Shadow triumphed that day.
{145758} He absorbed all the magic from the Weave to ascend to godhood, and for a brief time, the Guardian was stripped of its life essence.
{145759} {Waxing poetic}It is by chance that worlds are created, that gods are made, and civilizations destroyed. And it is only by chance that you may succeed.
{145760} | SCRIPTER: A wall of force appears and blocks the entrance out of the depression. A few seconds of silence. |
{145761} You <i>will</i> address me as Nolalothcaragasint{NO-lah-loth-cah-RAH-gahs-int}.
{145762} {fed up with deception}Are you, or are you not of Illefarn?
{145763} It is a wonder that the endless decades have not driven me mad. I have waited for them for thousands of years.
{145764} I was promised a new life! And instead I have been abandoned, left to languish in this insignificant crack in the world.
{145765} {skeptical and biting, has waited thousands of years}Have you, now? Many lifetimes ago, you promised me rebirth for my services. 
{145766} And when an eternity had passed, your "representative" appeared, this "Ammon Jerro."
{145767} A calculating mongrel, that one. I did not trust his words, for he was either one of a lying race or lying to be one of that race.
{145768} The allies of my deceivers are no allies of mine. I may exert little influence over the planes now, but I can still seal you within this wretched pit.
{145769} Tell me why I should not.
{145770} {lingers upon the word, long}Long dead?
{145771} And when an eternity had passed, another fragile mortal appeared, no doubt seeking power. He called himself Ammon Jerro and claimed to be of Illefarn.
{145772} {furious}You know this man. And I should trust you, for <i>what</i> reason?
{145773} He pretended to bring good news, that the glorious Illefarn Empire had returned to restore me to life.
{145774} But what he wanted, I will never know. He asked me questions about my past and what happened long ago, and then left.
{145775} [Success] No matter. That worm is of no consequence. Tell me, then, how am I to be restored?
{145776} [Failure] I can see the lie in your eyes, mortal. My patience is at an end.
{145777} {Slight curiousity}In advance. For what purpose?
{145778} Preposterous. He only asked me of the great battle with the King of Shadows, long ago. I doubt that was needed.
{145779} And thus they decided to interrupt my interminable wait with a greeting party? I think not, mortal.
{145780} No, you are no more of Illefarn than I am.
{145781} I should have expected your race's memory to be as reliable as your precious "Guardian."
{145782} If I must suffer your inane questions to end my suffering, so be it. What must you know?
{145783} If you are not of Illefarn, why have you come here to torment me?
{145784} {quiet shock, something has died within Nolaloth}Dead... then my last shreds of hope go along with them.
{145785} That is not enough. Tell me now why you have come to torment me.
{145786} Then perhaps he uses you as well. Tell me, then, why are you here?
{145787} A fair response, though no more persuasive than a lie. Why don't we start with why you have come here.
{145788} And how am I to help, as impotent as I am now?
{145789} I would never fight it again, even if I could.
{145790} {laughs to himself}Of course. Your weapon was broken by the King of Shadows, was it not?
{145791} Of silver swords I know but little. The githyanki jealously guard their secrets.
{145792} But I do know about the King of Shadows' tactics. How it breaks an opponent.
{145793} Calm your impertinence before it kills you. Listen carefully, mortal.
{145794} Your adversary spreads its influence by corrupting its targets until they no longer resemble what they once were.
{145795} Eventually, all one can see is the shadow. It grows long and distracts us from what casts it.  
{145796} But a shadow can never become more than a weak outline. It may stretch and grow fearsomely large, but always must it circle its master.
{145797} Your blade is no different. If the sword is to be made whole again, you must look past the pale shadows its broken pieces cast and find the center from where the shadow emanates.
{145798} If you do not, then there is no way in which the sword may be reformed.
{145799} For the mere chance of having a hand in destroying my adversary, I will help you. Ask your questions.
{145800} {laughs to himself, slight disgust in his voice}I had a conversation, once, with men of the astral plane. They came with shimmering blades in hand and desperation reflected in their eyes.
{145801} That creature is remarkably long-lived. I wonder how often it must endure conversation with cattle, as well.
{145802} {snorts}More excuses, but I suppose I should expect it. Why seek me out now, then?
{145803} <i>Always</i> is it about this King of Shadows. I have been deceived countless times by those it torments, and the githyanki were no different.
{145804} They came and pleaded for advice, their pathetic cities having been attacked by your adversary.
{145805} In a sense. Your "prisons" do not seem to be effective. Of course, mortals lack perspective and can hardly be expected to plan beyond a few thousand years.
{145806} In truth, the King of Shadows had not yet left its prison. Slowly, it was ripping open a portal into the Astral Plane.
{145807} This fissure allowed it to manifest itself in an avatar, a powerful nightwalker. The githyanki... objected to its presence.
{145808} Many cities fell to the King of Shadows. Even in its nightwalker form, the githyanki could not destroy it.
{145809} Sword after sword shattered upon impact, and more cities fell. The nightwalker could be hurt but it could never be hurt enough, not with a thousand swords.
{145810} Somehow, the githyanki had come to learn that I had battled with the King of Shadows in the past. They promised to restore me if I helped them.
{145811} I told them to turn their blades upon the growing portal itself, should they be able to locate it.
{145812} The mongrels left with promises and never returned. I decided that either death, that of the githyanki or of the King of Shadows, would bring me some measure of satisfaction.
{145813} Did I know how to empower a weak race? No.
{145814} Presumably, your progenitors found a way to triumph, despite my loss. They came to me and bound me with primitive magics.
{145815} That, mortal, is only done through an act of will. There are beings in more chaotic planes that survive through such acts.
{145816} The githyanki have strong bonds with their weapons. These bonds are important to the creation of silver swords.
{145817} Repairing a sword requires incredible strength of will, and how does one teach that kind of power? I cannot.
{145818} | Add Illefarn Ruins hotspot to World Map. |Then that is where you must go now, mortal.
{145819} I can see from your eyes that this is what you came for. Now I must ask of you.
{145820} Always I have been promised recompense at a later date, even now. My mind verges on insanity with the long years.
{145821} For tolerating your presence, I make but one demand - kill me.
{145822} {Slight surprise}You wish us to end your life?
{145823} This life is an abomination, and I am no longer content to wait for chance to rescue me from the void.
{145824} In days past, your cries would have been no more than the meaningless buzzing of flies.
{145825} I must remind myself that this is still the case.
{145826} To kill me, mortal, you must simply destroy my heart. Be warned - it attracts many beings of power that feed from it, as you have already noticed.
{145827} | SCRIPTER: Camera shows the crystal heart in the valley that the player examined before. |
{145828} My body is no more, but in its place a new kind of life has sprung into being. My heart is all that remains.
{145829} The last shreds of my life reside within. You may harm it, now that I wish it to be so.
{145830} {weary}Go now. I tire of... everything.
{145831} I am ultimately at your mercy, but know that you squabble over nothing. My life ended, long ago.
{145832} Your sword will never be the same blade as before.
{145833} No, it can only be a new creation, even if it resembles its old form to a discerning eye.
{145834} Having all of the pieces may be the least of your concerns, mortal.
{145835} {Recognition of name of great dragon, slightly in awe}Nolaloth{NOLA-loth}... you were the wyrm of legend that fought the King of Shadows.
{145836} Yes, I did - and you surely will as well. Do not think that such a being may be brought down by boasts or resolve. 
{145837} {A little quieter, reflective}It is a creature that attacks deeply, killing one's strength to fight.
{145838} I was...humbled. In all the planes no creature would dare risk my presence, and so the jewels of the Illefarn Empire blinded me from the threat. 
{145839} {Thinking, rueful}The elves and dwarves knew all was lost, so they promised me that which they could afford to lose.
{145840} I am <i>above</i> caring about such praise.
{145841} {Thinking back}The King of Shadows was once the light of Illefarn.
{145842} | SCRIPTER: Camera shows Nolaloth's heart fade away and disappear with some neat sparkly particle effects. |
{145843} | SCRIPTER: OPTIONAL: There is a flash of light. When it subsides, all of the plantlife and trees in the area will be gone or dead.  Only the grass remains. |
{145844} {Careful}The King of Shadows has returned to this plane. Know that if he is not st{"stopped"}-
{145845} In life, many of my kin visited me. To honor me, to seek wisdom, to show respect.
{145846} They are drawn to my power, though they know not why. Such is the case with all lesser creatures.
{145847} Because I yet live, in a sense. My body has since vanished, but it gave life to dead rock. And as long as I cling to existence, so shall this valley.
{145848} At last, for the first time in ages... I am freed of my shackles. Free to move towards death once again.
{145849} {Slight wistfulness, slight depression}Once I was a great power, an ancient being of crystal and might... once, now no longer.
{145850} | AVELLONE: Zhjaeve says the player can use the Song Path from the Illefarn Ruins to get to the Guardian Ruins near West Harbor. |It will be perilous, but I believe we can use the Song Portal from the Illefarn Ruins to reach the Guardian Ruins on the outskirts of West Harbor.
{145851} We have no wish to bring you any further suffering, great wyrm.  
{145852} You are the great wyrm himself, then. We have been looking for you.
{145853} We "parasites" have little time for the rantings of dead dragons. 
{145854} Masters? We come of our own will.
{145855} You are mistaken, spirit. No known force compels us here.
{145856} I am no one's servant.
{145857} I mean you no har-
{145858} You don't under-
{145859} Enough of th-
{145860} Listen to me! We are not allies of the Illefarn.
{145861} This is madness, we are not the ones you speak of.
{145862} I will tear apart the rocks here if need be.
{145863} We are here to seek help against a great evil.
{145864} We aren't your enemies. We seek an ancient spirit for aid.
{145865} Do you wish us to prostrate ourselves before your corpse? Cease this now.
{145866} As we wait, a power of evil grows stronger. It will soon break free from its shadowy prison. 
{145867} A powerful being of shadow threatens us. We must be allowed to pass.
{145868} I came here to lay waste to the shadows, and I will not be denied here.
{145869} What is your name, great spirit?
{145870} Who are you, then?
{145871} Can I call you by something other than "spirit," at least?
{145872} It is said that you came to the aid of the people of Illefarn.
{145873} But your bravery has been noted in many Illefarn tomes.
{145874} No, it was written. Illefarn history is... quite long.
{145875} The people of Illefarn worshipped you.
{145876} You fought for mere treasure?
{145877} That isn't true. I come here because I'm willing to lose all.
{145878} This is where we differ. The heart can be many things, I believe.
{145879} Deceit might have saved your life.
{145880} | Lawful Response |I swear to you that all I have said is the truth.
{145881} No.
{145882} Not yet.
{145883} Tell me what happened during the battle.
{145884} How did you end up here?
{145885} Why are you still alive?
{145886} Who was the Guardian?
{145887} How was the Guardian corrupted?
{145888} How were you brought into this?
{145889} How did the Illefarn imprison the King of Shadows?
{145890} Then you are the one we seek, after all.
{145891} You were said to be a great hero, a brave dragon that fought back the King of Shadows.
{145892} There's something to be said for greed.
{145893} Fought and lost, it would seem.
{145894} It appears that we have a common enemy.
{145895} | Chaotic Response |[Lie] Yes, we have been searching for you for some time.
{145896} | Chaotic Response |We are... allies of the Illefarn, and come on their behalf.
{145897} No, the Illefarn are long dead.
{145898} We aren't of Illefarn - they are long dead. We <i>do</i> fight against the same foe.
{145899} | Chaotic Response |[Lie] Because we have returned with the means to restore you.
{145900} | Chaotic Response |[Lie] Yes, Ammon Jerro was sent to find you in advance of our arrival.
{145901} | Chaotic Response |[Diplomacy/Lie] I don't know who this Ammon Jerro is, or what he wanted. He is not of Illefarn.
{145902} He did deceive you, this is true.
{145903} Ammon Jerro sent us to you.
{145904} Why did this man come out here?
{145905} He was not deserving of trust until recently.
{145906} We have a complicated history.
{145907} I can't prove my trustworthiness to you. I can only tell you that I am not Ammon Jerro.
{145908} | Chaotic Response |[Lie] We can't do it now, for the King of Shadows has returned and keeps our priests occupied.
{145909} | Chaotic Response |[Lie] Many years have passed. We needed to verify your location.
{145910} | Chaotic Response |[Lie] Our leaders were unsure of your fate, though we have continued to labor for a cure.
{145911} | Chaotic Response |[Lie] Ammon Jerro needed some information to complete the restoration process.
{145912} I know you fought the King of Shadows. We need your help to defeat it again.
{145913} Your enemy, the King of Shadows, never died.
{145914} I was told that you may know how to repair silver swords.
{145915} Then please tell us what you know.
{145916} That will have to suffice, then.
{145917} I hope this is worth it.
{145918} In my village there is a "scar" on the earth, where the sword was broken.
{145919} We need to know what happened. Tell me about your battle with it.
{145920} The King of Shadows was defeated once before, and we need to know how.
{145921} How did you learn about silver swords?
{145922} Our histories are incomplete and we need your help to fight the King of Shadows.
{145923} These aren't excuses. If you want to be restored, we must know how you helped defeat the beast.
{145924} We have no choice. The battle was many years ago, and only you remember what happened.
{145925} | Chaotic Response |[Lie] That will have to wait. Our greatest healers help keep the King of Shadows at bay.
{145926} | Chaotic Response |[Lie] The King of Shadows ravages our kingdom as we speak. Our healers may die before they can bind you to flesh.
{145927} The King of Shadows escaped twice?
{145928} What did the Githyanki want to know?
{145929} So how does one fix a sword, then?
{145930} What advice did you give?
{145931} You knew how to defeat the Nightwalker?
{145932} But you haven't told me how to reform the sword itself.
{145933} | CONSTANT: Edit |You make it sound so simple.
{145934} | GOOD RESPONSE |I can't kill you, not when the possibility still exists to save you.
{145935} I understand - no one should suffer for so long.
{145936} | EVIL RESPONSE |If this will put an end to your sermons, then tell me how.
{145937} I don't have all the pieces of the blade.
{145938} It seems that you lost your battle with the King of Shadows.
{145939} Do you object to such praise?
{145940} We don't fight alongside the Illefarn, for they are no more, but our common enemy makes us allies.
{145941} | Chaotic Response |[Diplomacy/Lie] He isn't known to us. Many individuals would use our name, such is its weight, in abuse.
{145942} Why did we encounter dragons in this valley?
{145943} Why is this valley so... alive?
{145944} |CONSTANT: Edit. Also, please add a journal entry to instruct the player to use the Illefarn Song Portal to reach West Harbor. |But I cannot go there. It is deep within the Claimed Lands.
{145945} | CONSTANT: Edit |Very well.
{145946} Nolaloth
{145947} Ivarr - Alchemical Store
{145948} Naevan - Alchemical Store
{145949} Rolan - Alchemical Store
{145950} Edario - Armor Store
{145951} Caelryna - Magic Item Store
{145952} Startear - Scroll Store
{145953} Uncus - Sundry Store
{145954} Jacoby - Weapon Store
{145955} Nevalle - Weapon Store
{145956} Crossroad Keep: Wizard's Tower
{145957} From Courtyard
{145958} Guard Tower
{145959} Crossroad Keep: Gambling Den
{145960} Crossroad Keep: Church
{145961} Ivarr the Blessed
{145962} Ivarr Way
{145963} Light of Heavens Way
{145964} Joy Way
{145965} Trigger to Courtyard
{145966} Crossroad Keep: Monastery
{145967} Rolan
{145968} Monk Recruit 1 Way
{145969} PC Trial of the Sun Soul Waypoint
{145970} Monk Recruit 3 Way
{145971} Monk Recruit 5 Way
{145972} Monk Recruit 6 Way
{145973} Monk Recruit 4 Way
{145974} Monk Recruit 2 Way
{145975} Monk Recruit Spawn
{145976} Monk Bow Way
{145977} Candle Spawn Point
{145978} Humble Chest
{145979} This is a small chest belonging to Rolan
{145980} This is an elder Fire Elemental
{145981} Elemental Spawn Point
{145982} Meeting with Sydney Natale
{145983} GhostGum-Winter
{145984} Baobabw
{145985} SpiderTreeW
{145986} Neutral Man
{145987} 3190 Enter
{145988} PC Way
{145989} Khralver Enter
{145990} Exit Way
{145991} Sydney Way
{145992} Spawn Luskan Assassin 1
{145993} Spawn Luskan Assassin 2
{145994} Spawn Luskan Assassin 3
{145995} Spawn Luskan Assassin 4
{145996} Spawn Animus
{145997} Jalboun Way
{145998} Khralver Speak
{145999} Trigger To 2100
{146000} | 3100 - This conversation should trigger just before the Siege of Crossroad Keep |Oh, there you are. Pardon me, but I was wondering if you happened to see Ammon Jerro about. I had some questions for him regarding the King of Shadows and he seems to be rather elusive.
{146001} | Bishop approaches. |Looking for Jerro? Ol' tattoo face left the Keep a while ago, thought you'd finally told him to shove off, "Captain."
{146002} | Fade out to imply time passing. |
{146003} Tattoo-face is back. Looking cheerful as ever.
{146004} {Cold}Indeed? I shall heed your counsel in the future, provided I both choose to listen and I choose to care.
{146005} {Dismissive}There was something I had to do, and it is a matter that does not concern you.
{146006} If he's gone, so what? {Casual}I can track him, if you want. {Beat}Personally, I think we should let him go or kill him, but that's just my copper on the matter.
{146007} | Bring up overland map. Shandra's Farm is the only destination available. |
{146008} {Irritated}I'm not one to say who leaves and who stays, "Captain," and I don't seem to recall you <i>ordering</i> me to make sure he stays put. 
{146009} As if any of us could make him do anything except for you. I thought he was on one of those fetch-and-carries you love to do.
{146010} | Influence Gain Ammon |{Irritated, but realizes he should have been more thoughtful}Very well... I understand. It was not my intention to be gone for long - nor to place our chances of victory in jeopardy.
{146011} | Influence Loss Ammon |{Scorn}You are a fool, and that bodes poorly for all you have built here... but in such circumstances, it seems Neverwinter must make do with what it has. 
{146012} It was a private matter, and now it is done.
{146013} | Fade in, Ammon Jerro walks into library where Aldanon and the party is assembled. |
{146014} Why would he leave now?
{146015} I wonder where he's going.
{146016} I'm sure he'll return. We'll wait for him.
{146017} Where did you go, Ammon?
{146018} You shouldn't leave without telling us where you went.
{146019} I demand to know where you were.
{146020} You're here because I need you, you murderer, so unless I say otherwise, stay put. Got it?
{146021} | Add Bishop to party. |Yes, let's go find Ammon Jerro.
{146022} And you let him leave?
{146023} We are both needed to defeat the King of Shadows, and we shouldn't split up.
{146024} Keep it up, and your next journey's going to be to a grave.
{146025} I could care less. Let's return to our duties.
{146026} This is a hastily scrawled note from Ammon Jerro that lists what is needed to create a Gold Filigree Charm for summoning the Devil Mephasm:
" 1 Faint Power Essence
  1 Glowing Fire Essence
  1 Star Sapphire
  1 Gold Necklace
 use Grobnar's crafting station - charm must be crafted near the summoning circle"
{146027} Gold Filigree Charm Recipe
{146028} | Act 3, if the player enters a trigger arounf the summoning circle, start this conversation with Ammon Jerro. Note that Ammon Jerro hangs out near the summoning circle in the Basement. |{Stern}Be careful with that - it is a summoning circle, inscribed here by Garius and his allies.
{146029} | Influence Gain Ammon |{Reprimanding}There are many dangers that even I cannot protect you from.
{146030} {Stern, reprimanding}You spent time in my Haven. You would not want to see what could happen if <i>any</i> of the creatures you met there gained free rein within this keep. 
{146031} Few in Faerûn know more of planar binding than I... nor more of its dangers. It is not something to enter into lightly.
{146032} | Influence Loss Ammon Jerro |{Sarcastic, contempt}How fortunate for us all that you so easily grasp the intricacies of planar binding. Go ahead, but I would caution you against it.
{146033} | Second time, player has not convinced AJ to help him summon something. |{Irritation}It would be best to leave that circle be... I have warned you about it before.
{146034} {Slight irritation, like a strict teacher - "don't point a gun at your sister, ever!"}One should <b>never</b> summon anything without purpose, especially from the Lower Planes. 
{146035} {A little quieter, more worried about himself}Doing so would immediately put their eyes upon us... and from there, no good will come of it. 
{146036} {Slight reluctance}With the right tools, with the right focus, yes, you could summon a {BAY-at-azu}baatezu or {tanar-ee}tanar'ri. Provided you know the fiend's true name.  
{146037} {Beat}Mephasm... perhaps, could be of use. If he is cruel, it is cruelty with perspective, not violence. 
{146038} | If Neeshka is here. |{Disgust, like a slovenly Uncle is coming for a visit}<i>Zaxis?</i> Are you serious?
{146039} {Dismissive, firm}No good can come from bringing him here. 
{146040} If you wish to summon him, I will instruct you how to do so... but I will not summon him myself.
{146041} I will not help you bring that monster within this Keep... should he come here, it will only be to destroy this place, or our alliances. 
{146042} | Summoning focus plans become available for crafting. Determine what the item is an what is needed to make it. |{Sighs, resolved}Very well, it is no simple matter. You will need a number of semi-rare objects to create the focus. I will write instructions for you.
{146043} {Slightly snappish}Very well, but we have little time to waste, so keep your questions short.
{146044} | PC doesn't have the summoning focus and hasn't recruited Mephasm |To summon Mephasm, you'll need to create a focus first. Return once you have crafted it, and then we can bring Mephasm to the Keep. 
{146045} | PC has the summoning focus. |{Appraising player with slight disapproval}So you have what you need to summon Mephasm. Are you certain you wish to do this?
{146046} {Slightly condescending}I think that is wise.
{146047} So be it. Call out his True Name, then cast the focus into the circle hard enough to shatter it... he shall be here quickly enough.  
{146048} | First time only, Create Mephasm. Start conversation with Mephasm.  |
{146049} | Once only. After summoning Mephasm the first time.  |Mephasm agreed to tie himself to this circle, so he can be summoned again without a focus. Simply utter his True Name, and he will appear.
{146050} Do you intend to summon Mephasm again?
{146051} {Like a bored professor}"Devils" and "demons" to the layperson - like those you encountered in my Haven. Devils are more organized, more methodical, more lawful... while demons are chaotic, wild, almost impulsive evil. 
{146052} I don't know - Mephasm just seems... well, too nice. Like he knows that you're going to walk into those clawed hands of his if he waits long enough. 
{146053} I agree with Ammon Jerro. He's smart about these things... {a little quieter}well, except about the tattoo aesthetic.
{146054} If you lack knowledge of crafting, Grobnar should possess the skill needed to create the focus... he can be confused at times, but he has the skill.
{146055} | SCRIPTER: Play summoning effects. |
{146056} | Unhide Mephasm. Star conversation with Mephasm. |
{146057} Why should I be careful?
{146058} With you around, I think I'll be in little danger. 
{146059} <i>You're</i> lecturing me on the dangers of summoning demons and devils?
{146060} Can we use this circle to summon something?
{146061} Farewell.
{146062} Leave me be, I know what I am doing.
{146063} Ammon, why don't you summon something?
{146064} I have the True Name of Mephasm.
{146065} I know Zaxis' True Name.
{146066} Tell me how to summon Mephasm.
{146067} I want to summon Zaxis.
{146068} Never mind. Farewell.
{146069} I'll talk to Grobnar, then.
{146070} I can figure it out myself.
{146071} I want to talk more about summoning.
{146072} I'm certain. I want to summon Mephasm.
{146073} I think I'll leave it be for now.
{146074} Mephasm, come before us.
{146075} Baatezu? Tanar'ri?
{146076} This is an elemental created to use Qara's powers against her
{146077} Animus Elemental
{146078} Aramin didn't say what this potion actually does, but it is most likely beneficial. Aramin said the potion would only be efficacious once.
{146079} Aramin's Draught
{146080} This potion looks like it could permanently improve the wisdom of whoever drinks it.
{146081} |First time|{She's a proud one, like spoiled royalty}Your lands are far too bright. But the space will be... serviceable.
{146082} |Deekin present|{Not pleased at all}You made no mention that I'd have to share my stall with <b>this.</b>
{146083} {Wary, uncomfortable}Sharing space with drow again <i>also</i> not what Deekin was expecting when he hear Keep was safe.
{146084} {Not grateful}I will make do. A youngest daughter has little choice in these matters.
{146085} {Sarcasm}As my "Captain" commands.
{146086} {Mockingly coquettish tone, sarcasm underneath}Certainly, would you also like to know my family secrets, as well? I come from House {SEE-rawr}Seerar, a house {blessed is heavily bitter because she is the youngest and thus barely important}<b>blessed</b> with many daughters.
{146087} {Distaste for surface folk should be in every word}Our House lies near the periphery of the Underdark and we've had profitable dealings with surface-dwellers for many generations. And it is my honor to serve in this enterprise.
{146088} {Taken a little aback - some homesickness}It is... quite lovely. The purple lichen that grows near home is in full glow right about now.
{146089} But the youngest daughter goes where commanded. {Cautious compliment}I <i>do</i> like your Keep better than a Fire Giant's stewpot.
{146090} I am astounded that items which are common in the Underdark fetch such a price here. Poisons, simple magical {DWEE-oh-mares}dweomers, and necromantic blades.
{146091} I think surfacers don't have the stomach to truly excel in intrigue or war. One must use every advantage in her arsenal, after all.
{146092} |Male drow|{ven-dew-EE}Vendui, male. {A little flirting in a maneater sort of way}It's unfortunate you live on the surface - we have uses for men like you in my House.
{146093} |Female drow|{ven-dew-EE}Vendui, sister. {Perplexed}I wonder why you bother dealing with these... surfacers.
{146094} I feel tainted every cycle that passes in their lands. {Compliment here - but laced with a deadly sort of jealousy}But you have many thralls here, so you have done well.
{146095} {ven-dew-EE}Vendui, surfacer. What do you want from me now?
{146096} Show me your wares.
{146097} |OPEN STORE|
{146098} Tell me of your homelands.
{146099} I'd like to know more of the Underdark.
{146100} What do you have to sell?
{146101} Farewell.
{146102} Caelryna Seerar
{146103} | Conscripts are added to 2112 3 TU after the player chooses to have Kana round up Conscripts in 21_kana. Each conscript has their own barkstring that repeats. The Conscripts should be gone after the Siege of Crossroad Keep. |{depressed and a little scared}I miss my wife.
{146104} {depressed and a little scared}What am I doing here? I never even held a sword before.
{146105} {depressed and a little scared}Oh gods, are we going to die?
{146106} {depressed and a little scared}I always thought if I ever chose to be a soldier, I'd at least get to see more of the world.
{146107} {young and eager}My mom wouldn't let me be a soldier, but she couldn't say no when the Greycloaks came for me.
{146108} {young and eager}I'll win this war for you, Captain!
{146109} Conscript
{146110} | Divine Connection special scene. This cutscene triggers when the player enters the Church  and the following prerequisites are met: Ivarr, Joy and Light of Heavens are recruited. Uncus and Caelryna are NOT recruited.  The Keep has high civility. The PC is good. |
{146111} | Begin faded out, spawn/jump Ivarr, Joy and Light of Heavens to the front of the Church. The PC walks from the entrance to the Keep Interior to the Church, camera shows glory shots of the Keep Courtyard in its "goodl" form. |{AUDIO: Good music stinger plays}
{146112} {Pleased and thankful}There you are - this shouldn't take a moment.
{146113} Though the North grows ever darker, you've brought <i>light</i> here to counter it. You've been the answer to many prayers.
{146114} I knew I was destined to serve one greater than I, but this land is as fair and sweet as {il-EE-zjee-uhm}}Elysium herself.
{146115} {Filled with joy}And you have brought my sister and I back together! Take this keepsake, my mother claimed it was from the father we never saw - it would serve us well in your hands.
{146116} | Give the player an Epithet Feat:  Warden of the Keep |{Abrupt -but kindly}The Captain has things he must do. Keep up the work - know that we appreciate it more than words can express. {Beat, deferent}Thank you again - Warden of the Keep.
{146117} |  Fade out. |
{146118} | Ivarr, Light of Heavens and Joy are jumped back to their default locations.  |
{146119} | Elves of the Wood special scene. This cutscene triggers when the player enters the Park in the Courtyard and the following prerequisites are met: Aramin and Naevan are recruited. The Park has been built. The PC has Medium to High influence with Elanee. |
{146120} |PC not an elf|What most impresses me about you - is instead of building works of stone - you chose the earth and beauty. You have an elven soul, methinks.
{146121} {Happy but nostalgic}It is good to be among my people again... this park reminds me of sections of the Mere in the spring. Before it became part of the Claimed Lands.
{146122} I thought by coming to the city that I would be enmeshed in stone, with no green to be seen - but the druid's glen has given me bounty indeed.
{146123} | Give the player an Epithet Feat:  Brother of the Wood. |{His parting phrase is a particular honorific - a high compliment}The garden needs my attention, Captain - may the sun always shine on you, Brother of the Wood.
{146124} | Fade out. |
{146125} I may have said it before, but it bears repetition - you have tied nature to stone for your brothers and sisters. We are thankful.
{146126} With {NAE-van}Naevan's permission - I have brewed something that might be particularly potent for you. {Very proud} I think you'll appreciate the results.
{146127} | Give the player an Epithet Feat:  Sister of the Wood. |{His parting phrase is a particular honorific - a high compliment}The garden needs my attention, Captain - may the sun always shine on you, Sister of the Wood.
{146128} | Jump Aramin back to where he belongs. |
{146129} | Aramin moves to PC. |
{146130} | Infernal Connection special scene. This cutscene triggers when the player enters the Mage Tower and the following prerequisites are met: Uncus, Caelryna and Startear are recruited. Ivarr and Light of Heavens are NOT recruited.  The Keep has low civility. The PC is evil. |
{146131} | Begin faded out, spawn/jump Uncus, Caelryna and Startear to their waypoints. |{AUDIO: Evil music stinger plays}
{146132} | [B Priority] SCRIPTER: As the player walks from one end of the courtyard to another, he passes various evil-looking things and events. |
{146133} | [B Priority] SCRIPTER: Greycloaks training as a drill sergeant barks orders. |{AUDIO: voice sample fades in at the beginning and then fades out at the end}{gruff, evil}I'll teach you dogs to be efficient killing machines!
{146134} [B Priority] SCRIPTER: A thief is extorting money from a fat merchant. |{AUDIO: voice sample fades in at the beginning and then fades out at the end}{snide, arrogant}I suggest you pay up now! You wouldn't want to be on the other end of the Captain's protection.
{146135} | SCRIPTER: PC reaches Uncus, Caelryna and Startear, who stand and watch him approach. |
{146136} You busy, Captain? {Has a surprise}Well - hopefully you can make a little time for this.
{146137} It's not easy living with all the rules that come with a city - but you've made things <i>real</i> nice here. Heh.
{146138} The bargain you struck was more than fair - my tower and your Keep are quite to my tastes. Far easier to conduct my <i>experiments</i> than I anticipated.
{146139} This land may be cloaked in the oppressive sun, but your Keep is more like the Underdark than I expected. {A hint of mischief}When a sister visits a rival's house it is tradition that she bring a gift - here is mine to yours.
{146140} | Give the player an Epithet Feat:  Dread Lord of the Keep. |I'd - uhh - inspect that gift carefully, Captain. We all know how... thoughtful drow can be. Well, let's be off. {Smiling, smug}The Dread Lord of the Keep no doubt has other matters to attend to.
{146141} | SCRIPTER: Uncus, Caelryna and Startear walk off camera and are jumped back to their default locations. Fade out. Give the player an Epithet Feat:  Dread Lord of the Keep. |
{146142} | After the player returns from meeting with Sydney Natale. |
{146143} Knight Captain, welcome back. Have you found what you needed to counter the Shadow Reavers?
{146144} {She anticipated the PC's success}Excellent - I've had our scouts scouring the lands for the reavers.
{146145} They are elusive, but we've tracked one of their number. It patrols with a large force near Crossroad Keep. I'll mark the position on your map.
{146146} | If Guyven AND Mephasm have been recruited. |Perhaps Guyven or {some distaste}the infernal one, Mephasm, could help.
{146147} Good luck in your hunting, Captain.
{146148} We only know its general location, so be careful not to stumble into a trap.
{146149} | If Mephasm has been recruited. |Perhaps {some distaste}the infernal one, Mephasm, could help.
{146150} | If Guyven has been recruited. |Perhaps Guyven could help. He was giving advice to the scouts earlier.
{146151} Yes, I did.
{146152} We found their True Names.
{146153} Indeed. Now we just need to locate the Shadow Reavers.
{146154} | [B Priority] SCRIPTER. This happens if Qara has more influence than Sand just before the Battle of Highcliff cutscene plays.  It serves to show the hatred Qara and Sand have for each other and foreshadow Sand's betrayal at the end. |
{146155} | SCRIPTER: The speaker tag in the conversation below is assumed to be Qara, so she is not speaker tagged.  This takes place during the night in an isolated area of the Crossroad Keep Courtyard. Qara is by a campfire, around her are a number of barrels, just enough to be noticeable, but not enough to upstage her. She is staring into the campfire, smiling. |
{146156} | SCRIPTER: A-Priority: Is no movement, not necessary. C-Priority: Movement. Cut to a scene of Sand off-stage, approaching. You can see him behind Qara's shoulder. She does not turn as he approaches. |
{146157} {Slight sarcasm}I am surprised you sought out a campfire when you could simply make one yourself. 
{146158} {Cold, doesn't turn}Maybe I was waiting for something to burn... like you.
{146159} Maybe I could torch some of those precious books you're always reading... or your worthless spellbook.
{146160} {Irritation}Is that your way of expressing your disdain for such learning? By consuming it?  
{146161} {Shakes head, condescending}You have power, girl. It is a shame you limit it with your ignorance. 
{146162} {Slight smile, echoing Sand's insult quietly.}Ignorance. 
{146163} | Suddenly, the barrels burst into flames around Qara. SCRIPTER: She turns on Sand, her face furious. Her body should be glowing, if possible, if we can put a spell effect on her. AUDIO: If possible, I'd love to get an echo effect on Qara's voice to show how much power she's holding back. |
{146164} | AUDIO: Echo effect. |{Furious, her voice echoes.}I <b>have</b> no limits, Sand.
{146165} | SCRIPTER: Sand backs up, clearly alarmed. His face is frightened. |
{146166} | AUDIO: Echo effect. |{Furious, her voice echoes.}Is that why you challenge me – because you see such power, and can never wield it? 
{146167} | SCRIPTER: Her power subsides, the barrels still burning behind her. Her voice returns to normal. |
{146168} {Contempt, quiet}You are a sad little thing, Sand. You squat at the altar of magic, desperate to know it, yet it is forever out of your reach. 
{146169} {Taunting}It must be maddening to see it in me. {Beat, and then threatening}Mad enough to try and harm me, I think. 
{146170} {Wary, didn't realize how dangerous Qara was - this is almost a shocked realization, like he just got slapped in the face}You are a threat - a threat to us all. 
{146171} {Contempt}No, not <b>all.</b> {Beat, dismissive, drips to condescending at the end}But tell whomever you want, they will not believe you. And they need my power – for <b>you</b> are far too weak. 
{146172} | SCRIPTER: Walks off into the darkness past the flaming barrels. |Challenge me again, Sand, and I will <i>show</i> you your weakness, I promise you.
{146173} | SCRIPTER: Camera switches to show Bishop, who wasn't visible before - but he's been watching the whole thing. |Looks like you two've had a falling out.
{146174} {Still a little stunned that Qara almost kicked his butt}She's dangerous. She needs to be stopped.
{146175} {Slight curious, sees an opening}Really? And how would one do that?
{146176} | Fade to Black. |
{146177} | Clean up. Remove Qara, Sand and Bishop and the fire effects.  Replace the barrels with burnt barrels. |
{146178} | When the player returns to Crossroad Keep Courtyard after defeating the first Shadow Reaver, trigger this conversation. Owner is assumed to be Ammon Jerro. Spawn in/move Ammon Jerro and Zhjaeve. |
{146179} | SCRIPTER: If the player had Zhjaeve with him when he defeated the first Shadow Reaver. |I presume reciting the True Name worked.
{146180} Know that the name made it vulnerable, and the Shadow Reaver is no more. {Beat}And we recovered another shard upon its body.
{146181} | SCRIPTER: If the player did NOT have Zhjaeve with him when he defeated the first Shadow Reaver. |You have returned. Did the reaver answer to its name?
{146182} It worked well enough. And we recovered a shard from it, as well. 
{146183} Know that other pieces of the blade are missing... but I think with this shard, we now have enough.
{146184} {This is her indirect way of accusing Jerro of holding something back}I was not there when it shattered. So I do not know.
{146185} {Irritated}I was too busy being detained on the Lower Planes after the battle with the avatar... and have had little time since then to discover how the blade was broken.
{146186} {Slight reluctance}But... there is one who has had much time to consider it, and knows something of the King of Shadows. 
{146187} {Slight rueful}It is not a traditional weapon, and I doubt fire can shape it. 
{146188} He was struck down, but his spirit was chained to this realm by the Illefarn Empire until they could find a way to heal him.
{146189} Perhaps none. But his hatred of the King of Shadows runs strong, and he has long watched the efforts of his enemy to claim this plane. 
{146190} {Slight accusation to Zhjaeve}Nolaloth held little else of value concerning the King of Shadows - or so I thought until the Gith sought to enlighten us about this last shard. 
{146191} | Nolaloth's location is now accessible on the overland map.  When the player chooses to go to Nolaloth, pop up the party selection screen. Zhjaeve is required to go. |I will mark its location on your map... and I am sure, at least, your gith follower will wish to accompany you. 
{146192} May I see it? Ah. 
{146193} {Slight doubt}Enough to remake the blade? {Slight suspicion}And how do you know that?
{146194} I simply know. But the pieces are not enough - I still do not understand how the sword was broken in the first place. Was it the power of the avatar of the King of Shadows?
{146195} Know that the Blade of Gith cannot be forged with heat... it is something more than that. And something greater must unite the shards and make them whole.
{146196} I had thought Ammon Jerro would know more. You held it when it was unmade, did you not?
{146197} | Influence Gain Ammon Jerro |If I could, I would... but you are right to ask me, at least <i>I</i> speak plainly, unlike the gith. 
{146198} | Influence Gain Zhjaeve |{Humble, but deeply honored}Know that the fact you seek my counsel and heed it honors me, <i>Kalach-Cha.</i>
{146199} The King of Shadows has had many enemies. In the distant past, he fought an ancient dragon by the name of {NOLE-ah-loth}Nolaloth, and their battle spanned the planes. 
{146200} Nolaloth was defeated, unfortunately. 
{146201} He was their mercenary, you see, but neither he nor the Illefarn were able to give the other what they needed... Nolaloth was defeated, and so were the Illefarn.
{146202} | Influence Loss Ammon Jerro |{Slight irritation}I did not think it could help before, so I did not mention it.
{146203} {Vague}And... he has a history, both with the githyanki and their silver swords. According to legend, was said to have spoken to the Queen of Dragons after Gith herself visited the Queen... and she and the Sword of Gith were lost.
{146204} I do not doubt that Nolaloth knows <i>something</i>... as to whether it is any use to us, that is another matter. 
{146205} | Influence Gain Ammon Jerro |Agreed. 
{146206} {Slight rebuke}Suspicion is something that you know well, Ammon. 
{146207} Know that I, too, have suspicions concerning sudden revelations... such as this dragon you have suddenly cast light upon.
{146208} | Influence Gain Ammon Jerro |That is correct. At some point, you will all need to trust my reasons if we are to get through this.
{146209} | Influence Gain Zhjaeve |I find coincidences, too, to be a rare thing. There is often more reason behind them that can be seen with the eye.
{146210} | Influence Loss Ammon |{Irritated, snide}An amusing notion from one who is blinded by her own beliefs. I tire of this.
{146211} | Influence Gain Ammon Jerro |{Irritated}At some point, you will all need to trust my reasons if we are to get through this.
{146212} | Influence Loss Zhjaeve |{Slight rebuke, correcting}It is not a question of trust, I think.
{146213} {Slightly vague}In any event, this information may prove useless. The last time Nolaloth and I spoke, we did not part on friendly terms. He has little reason to help us, or me.
{146214} I inquired after information to defeat the King of Shadows, and Nolaloth wished more than I could give... at the time. 
{146215} If this Nolaloth knows how the blade was broken, then that is knowledge we must have. 
{146216} I can give you Nolaloth's location, but it's not an easy journey. In the past, Nolaloth had many guardians... red dragons, all of whom infest the area where he is chained.
{146217} He is something of a... legend in their eyes, and they make the pilgrimage to bask in his presence... and perhaps to steal secrets of the ancient Illefarn ruins where he resides.
{146218} | When the player returns to Crossroad Keep Courtyard after getting the True Names from Sydney Natale, trigger this conversation. Owner is assumed to be Ammon Jerro. |Did the Hosttower mage offer anything of value?
{146219} Know that we gained much that could allow us to defeat the Shadow Reavers.
{146220} {Skeptical, slightly contemptuous}Indeed. And what might that be?
{146221} {Skeptical}And you think the names they held while they were human will have power over their new forms? I am not certain. 
{146222} Know that the <i>Kalach-Cha</i> is correct in this. It will give us the power to make them vulnerable - and once we have done that, we may undo them. 
{146223} {Irritated, dismissive}Oh, she has their <i>names.</i> So we know what to call them when we're asking them not to attack us.
{146224} {Suddenly interested}Their True Names? Show them to me.
{146225} Know that <i>I</i> am entrusted with them and will keep them with me. They have not been copied elsewhere... what I hold is the only record of them. 
{146226} | Influence Gain Ammon Jerro |{Firm, decisive}A wise decision. Let me read these... 
{146227} {Slight disapproval}They might work - it is a slim chance, but better than nothing. 
{146228} These names carry power, and they are our salvation in this war. Furthermore, you know this, I can see in your gaze and hear it in your words.
{146229} | Ammon Jerro has True Names. |{Slight anger}Then we shall each be armed for the battle that awaits. Provide me with my own scroll with the names, and we shall <i>each</i> carry them as blades.
{146230} {Dismissive}That is a task for Aldanon... I have more important matters than to serve as your scribe.
{146231} In the meantime, I think your lieutenant Kana has had some success in tracking the reavers' movements... I would go see her, then we can decide on our next course of action.
{146232} | Influence Loss Ammon |{Dismissive, irritated}If you think safety lies with that one, you are entrusting our salvation to a blind woman.
{146233} Know that this "blind woman" is perhaps the only one on this plane aside from our enemies who can read these scripts and use the names as weapons.
{146234} | Zhjaeve kept True Names. |{Slight anger}Then let us each be armed for the battle that awaits. I shall provide you with a scroll with the names, and we shall <i>both</i> carry them as blades.
{146235} | Influence Loss Zhjaeve |It shall be done, <i>Kalach-Cha.</i>
{146236} {Interested, slightly}Indeed. Show them to me.
{146237} | Influence Gain Zhjaeve |Perhaps you mistake faith for blindness, but I have faith in the <i>Kalach-Cha,</i> and the <i>Kalach-Cha</i> has faith in me.
{146238} {Cold, dismissive, snapping - threat at end}You are mistaken. I think you will find the secrets of that script are as apparent to me as they are to you, so either you or I could use them as weapons... which I think benefits us both. 
{146239} I recognize the script these names are written in, and how they may be shaped with voice. I may use them when the time is right... and know that I am the only one who can do it.
{146240} Ammon, can you offer any insight?
{146241} Why can't the shards be reforged by a blacksmith like a traditional weapon?
{146242} If the King of Shadows defeated Nolaloth, how can we speak with him?
{146243} What insight could this dragon possibly offer?
{146244} | SCRIPTER: Jump the player to the 3000_Neverwinter_A3.mod. |[DEBUG: Skip past Nolaloth and jump to 3000, to get the the Guardian Ruins.
{146245} [Debug: Exit this conversation.]
{146246} There must be something you can tell us, Zhjaeve.
{146247} Who?
{146248} And you're telling us this now?
{146249} This better not be Grobnar.
{146250} So why are we talking to him now, when we should have been talking to him earlier?
{146251} So this dragon is <i>dead?</i> What, is this a joke?
{146252} Then let's make use of this fellow enemy of the King of Shadows.
{146253} Any other secrets we should be aware of?
{146254} Is there a way to raise him from the dead, then?
{146255} Ammon did not think it could help us, that is all.
{146256} I think both of you need to be more forthcoming with information.
{146257} I agree. This seems... convenient.
{146258} Tell us where we can find him.
{146259} If that's the best option we have, I say we do it.
{146260} What's the catch? Reaching him can't be simple.
{146261} She tried to betray us, but we got the better of her.
{146262} I claimed the True Names of the Shadow Reavers from her corpse.
{146263} The witch tried to kidnap Zhjaeve and kill Qara and me.
{146264} Zhjaeve, give the papers to Ammon Jerro. He won't damage them.
{146265} I think that Zhjaeve should hold onto the True Names for now, for safety.
{146266} Enough. We need to trust each other if we are to survive.
{146267} Your squabbling over pieces of paper is pathetic.
{146268} | This conversation triggers when the player returns to the Courtyard after speaking with Aldanon about the True Names. Daeghun is assumed to be the owner. PC approaches Daeghun. |
{146269} {Very slight warmth in his voice, but not much}I see the moon has been at your back - you look well, <FirstName>.
{146270} {A little harsh}You lived in the human lands too long to think this of me. I had <i>hoped</i> that your journeys would nurture wisdom.
{146271} {His tone implies he's been busy, not much compassion but duty}The Mere has grown dark and many villages needed help in leaving before it was too late. And I have sought the scent on the breeze, to learn of the {emphasis on dark hunter, almost a proper name}dark hunter - King of Shadows.
{146272} More can still be learned in the Mere, but I have discovered something and had to tell you at once.
{146273} | Player is male |{Walking up, notices player's father, never met him, but knows of him}I heard one of the scouts was asking about me.... oh, well met. {Beat, slightly puzzled, then tries to make nice since she loves the player}You're Daeghun, aren't you? Your son has...
{146274} This does concern her. It concerns you both. 
{146275} As I hounded the trail of the Dark Hunter and his minions, I came across something I thought lost. The druids of our lands, the Circle of the Mere, still <i>live</i>.
{146276} {Grim}I can only venture to the swamp for brief periods of time - the reeds and waters feast on the living now. I followed the druids, and they had a ritual I think sustained them - even in the Claimed Lands.
{146277} The men here call you Knight Captain - and these walls are yours. You have come far, <FirstName>.
{146278} DEBUG: Elanee dropped through. 
{146279} {Flat, cold}That's impossible. You're mistaken - if they were alive, I would know.
{146280} {Starting to get ahead of herself}If so, we need to find them. They can tell us more about what is happening in the Mere than anyone... and if we can get them to ally with us, we may even be able to stop what the King of Shadows is doing to the land itself. 
{146281} | Influence Gain Elanee |{Relieved}That was my thought as well. Thank you for un-{"understanding"}
{146282} | Bishop approaches. |{Walks up, interupting}Ah... I thought I heard the cries of a damsel in distress. Someone had to fill Shandra's role, eh?
{146283} Bishop. This doesn't concern you, so stop spying on us.
{146284} My dear, with <i>you</i> around, it pays to be extra watchful. 
{146285} {Accusing, then suggestive}I like to keep an eye out to make sure you aren't trying to play our leader for a fool... and because you don't always fasten your robes as tightly as you should, sometimes I catch a glimpse of other... secrets. 
{146286} {Mock apology}Oh I will, but before you reprimand me, why don't you find out if you need a guide first... since your father seemed so anxious to get away from you.
{146287} {Mock apology}I will - but why don't you find out if you need a guide to give you some advice first... since your father seemed so anxious to get away from you.
{146288} Surprises and me travel together, you should know that by now. {Beat}For another surprise, why don't you show me on the map you have there where your druid friends are?
{146289} {Quiet}They're in the Mere... along the northwestern reaches, near the settlements the orcs attacked many years ago during their incursion into Neverwinter.
{146290} {Slight surprise}I suspected that might be one of the places... as for the incursions, it wasn't just orcs. 
{146291} That's near an area the King of Shadows isn't likely to have claimed... yet. Might be a good staging area to look for your dead druid friends.
{146292} {Defensive}Daeghun says they're alive.
{146293} Maybe for now. Still, if you want to go, I can guide you to a safe port on the edge of the marsh.
{146294} {Slight suspicion, but more disarmed than anything}All right... that would be welcome.
{146295} {Dismissive}Save your gratitude until we get there and see the truth - but we better leave soon. 
{146296} It's not me you should be suspicious of, but that's up to you. {Beat}And it doesn't sound like we've got much time.
{146297} {Serious}I don't think this is something we should let lie, either - and if you're going to check it out, you better do it soon. 
{146298} Something tells me those friends of yours may have to move around a lot if they want to avoid the shadows. 
{146299} | Unhide Khralver |{Slight reluctance, it's odd to agree with Bishop}Yes, Bishop's probably right. 
{146300} | Run Khralver to waypoint. |All right then, I'll set out now - I'll start scouting the path, and join up with you only when need be. It'll save us all a lot of time.
{146301} | Elanee is added to the party. SCRIPTER: If this is not a multplayer game, the player is prompted to pick other PM's. Elanee is required and Bishop is unavailable. |
{146302} | SCRIPTER: PC and companions are walking out of the Courtyard and Khralver approaches (reuse the scripting and waypoints from 21_nevalle). |
{146303} Um, pardon me, Captain, but if I could just, er, have a moment of your...
{146304} If you don't want a dagger between your ribs, I suggest you ask for alms elsewhere.
{146305} | Khralver runs away. |
{146306} | Go to the overland map.  Automatic map travel to 3040, Deserted Village. |
{146307} {Firm}It's not their choice to make, not anymore. If they live, we need to know why - and we need to know how they survived the King of Shadows, and...
{146308} {A little quieter, suggesting it's more for her than player}And we need to know what's happening in Merdelain. If anyone knows, it's them. 
{146309} | Influence Loss Elanee |{Slight anger}If you so quickly cast away allies, then you deserve the shadow that comes. Do I want to know if it is the Circle? Yes, I do. And if it is, they can help us.
{146310} | Influence Loss Elanee |{Indignant, echoing player's statement}You don't want to deal with this? They could be our best chance for knowing what the King of Shadows is doing to the land!
{146311} If we don't move, they could move... perhaps even die. 
{146312} {shocked, excited}The Circle... they must have found a way to restore part of the Mere, keep it from the influence of the shadows. 
{146313} {Cold, informal}I am Daeghun, yes. And you are Elanee, of the Circle of the Mere. 
{146314} {Slightly wary, realizes this is serious}Once of the Circle, yes. What do you want?
{146315} | Player is female || Player is male |{Walking up, notices player's father, never met him, but knows of him}I heard one of the scouts was asking about me.... oh, well met. {Beat, slightly puzzled, then tries to make nice since she loves the player}You're Daeghun, aren't you. Your daughter has...
{146316} | Influence Gain Elanee |{Trying to calm player down}No, no, it's all right. I want to know why he's here.
{146317} | Influence Loss Elanee |{Sarcastic}Try to hold in your scorn, I almost missed it.
{146318} Perhaps being in the Claimed Lands has cut them off from us - it is difficult to feel the land when it has fallen to shadow.
{146319} Then you must make haste at once, if this is your course of action. 
{146320} {Slightly dismissive}No gratitude is necessary - we are at war, and it must be done. I will mark the location on your map.
{146321} As for now, I have other duties in the defense of the Sword Coast and this Keep - and I must see to them.
{146322} No, I cannot. But I can mark the location on your map.
{146323} Very well, I will mark the location on your map.
{146324} {Slightly confused, just met the player's father, found him cold and distant}Your father's not one for showing emotion, is he?
{146325} | PC is male |{Slightly rueful}It's difficult to see how he raised you... and you turned out so different. 
{146326} | PC is female |{Slightly rueful}I don't see how you could stand him. I would have run off when I was young.
{146327} | Influence Gain Elanee |{Slightly doubting}I suppose. {Then to player, admiring}That's an interesting way of looking at it. You surprise me.
{146328} | PC is male, Influence Gain Elanee |{Smiling, then slightly flirty}He certainly did. I, for one, am pleased with the results.
{146329} {Nodding}True enough. You could have done worse, I suppose. Or better.
{146330} | Influence Loss Elanee |{A little cold, businesslike}Of course. You wouldn't want any of us letting you down, would you?
{146331} | PC is female, Influence Gain Elanee |{Nodding, then rueful, referring to Bishop}It sure worked out well for you. I wish others had had the same fathers. 
{146332} {Steeling herself}Regardless, we need to find the Circle, but as for reaching the location, that could be difficult.
{146333} | PC is female |{Snide, suggestive}As for you Captain... heard your father was playing scout. I wanted to meet him, tell him what a wonderful girl he raised... all of the Sword Coast is thankful, I'm sure.
{146334} So where are these friends of yours, druidess? I'm sure we're all dying to know where they rabbited off to.
{146335} Daeghun. It has been a long time.
{146336} Where have you been?
{146337} Come to benefit from my good fortune, "father?"
{146338} Tell me what?
{146339} You're here for <i>her?</i>
{146340} What do you want with Elanee?
{146341} I won't have you sending her on dangerous missions like you did with Bevil and I.
{146342} If these druids are as powerful as you say, they would make valuable allies.
{146343} Bishop, I suggest you watch your tongue.
{146344} Look, both of you, be silent.
{146345} Enough. Where are these druids, anyway? 
{146346} I'm surprised you even care, Bishop.
{146347} Your sword is welcome, Bishop.
{146348} Did you just offer to help, Bishop? I'm not sure I heard you right.
{146349} I don't think this is a good idea.
{146350} They may be in danger. We should go to them immediately.
{146351} Even if they are alive, maybe they don't want to be found.
{146352} Is this for you or for me? I'm not going off on some fool's errand to give you peace of mind.
{146353} I don't want to deal with this now.
{146354} If it's about West Harbor, I know. I saw it destroyed.
{146355} Spit it out then, and you can be on your way.
{146356} But why wouldn't they have tried to contact you?
{146357} Are you going to guide us?
{146358} Then we'll head out on our own.
{146359} Thanks for bringing us this information, father.
{146360} | Lawful Response |He has a duty, and he takes it seriously - even when it came to me. Such devotion is something to be respected.
{146361} | Good Response |Daeghun has a good heart. He sacrificed much to raise me properly.
{146362} | Chaotic Response |We don't choose our fathers, and I got what fate gave me. 
{146363} | Evil Response |As a father, he was useless to me - he'd best do a better job serving this Keep.
{146364} Daeghun
{146365} Dirt Mound{Guyven}
{146366} This is a small dirt mound.
{146367} This is an elder Air Elemental
{146368} Lord of Air
{146369} This is an elder Earth Elemental
{146370} Lord of Earth
{146371} Lord of Fire
{146372} This is an elder Water Elemental
{146373} Lord of Water
{146374} {Almost a barbarian from a hard place, amazed}Your lands are so... <b>lush.</b> On our island we heard tales of the bounty of the mainland...
{146375} {She is rugged}But the Luskans have salted my fields and killed my man. It is a time of new beginnings and not looking back.
{146376} {Not a boast - fact}There are only a handful of farmers in {RUE-ah-thm}Ruathym that can tend a field as well as I. With land like this, you should expect great things.
{146377} |Three farmers|{Pride}Tendra, Orlen, the workers, and I can raise crop and sustenance for all the men of your fort.
{146378} |Two farmers|{Pleased}I can do much just by myself. But with the other farmers here...
{146379} We can provide food for all but the largest army in your fort.
{146380} {Stern}There is much to do and many mouths to feed. The workers your {CON-ah}Kana provides are more used to sword than scythe.
{146381} You will need more skilled farmers if you want to feed more soldiers.
{146382} Iriana
{146383} Ulfang Ironfist
{146384} {Formal but sincere, and humble}This home you've provided me and my people is beyond any of my expectations. We are unworthy of it, and thank you.
{146385} {Drifts out of formal tone}The Reverend Judge Uskar sends his greetings. He speaks highly of you and your works.
{146386} {Beat and changes tone}As for the Church we build here, we plan to help tend to the needs of your people - both with the blessings of the divine and work. As measure of thanks for what you have done for us.
{146387} |PC is evil|{Somewhat hesitant, careful}The Reverend Judge Oleff sent me to... guide you back to the light. If you ever need an ear to listen, know that I am here.
{146388} |First time Pally or Cleric|{Very respectful, he wants to help. The message the PC should get is - "Oh, this guys going to do something for me later."}Your faith may be different than mine, but you might want to check in with me now and again. Perhaps I can help you on your path, holy warrior.
{146389} | PC hasn't received Atonement quest|{Careful - trying to make the PC turn a new life}The gods are capable of great forgiveness - but you must want it in your heart. The path from wickedness is seldom an easy one.
{146390} {Hesitant - he is suggesting an alternative}If you are committed to coming back to the light, I can ask the gods for atonement of your many sins. But you must be <i>truly</i> repentant.
{146391} {Sigh - trying to make the sinner see light}By my humble example and the other virtuous people around - perhaps one day you will see a better path. {Disappointment}But obviously we haven't succeeded - yet.
{146392} [Success] {Thoughtful}I will only offer to atone your sins <i>once</i>. But you sound ready.
{146393} {He doesn't think that the other clerics aren't stupid, just a philsophical view}Some clerics would put a {gay-US}geas upon supplicants to force them to repent. My belief is if the soul isn't willing, then ultimately it's all for naught.
{146394} But you must prove your commitment...
{146395} [Failure] I... fear you may be playing with me. You must earnestly commit to this.
{146396} {Slight anger that he checks}Perhaps when you are <i>truly</i> ready, we can talk of this again.
{146397} {Thoughtful}I will only offer to atone your sins <i>once</i>. But you sound ready.
{146398} {CON-ah}Kana has thoughtfully provided a merchant who will sell our remedies and enchanted items to the people of your Keep. {Pride}We can also prove most effective at tending your injured.
{146399} When battle comes to your doorstep, know that my men and I are not ignorant of the arts of war. {Beat, suggesting he can become very violent}The pursuit of justice is not for the weak of heart or hand.
{146400} {Appreciates the player's honesty}Whenever you are ready - you have but to ask.
{146401} {Considering}You are not a farmer to be given a simple task to demonstrate your change of heart and commitment. For the mighty - mighty deeds must be asked.
{146402} {He's thinking then commits to it}My... fellow priests have reported to me that on the far side of the Sword Mountains villagers and farmers have been beset.
{146403} I know little - but it troubles my dreams and I have prayed to Tyr for guidance. You may be the answer to my prayers - and theirs.
{146404} Find the source of their suffering and end its cause. Then you can be atoned of the dark deeds of the past.
{146405} You have your task. I can tell you the details again, if you require it.
{146406} Just search the far corners of the Sword Mountains for clues. {He's not being literal here, more reverent}If the gods are willing, the path will be made clear to you.
{146407} | Atonement Quest complete|{He's very concerned about others}Every night I have tossed and turned - the evil to the east... But last night I felt peace.
{146408} You have done what has been asked. I know this - but what was the cause?
{146409} {Startled}{Surprise and admiration}A dragon? And you felled the beast?
{146410} {Warmed}You have done an act of great compassion.
{146411} You have shown your commitment to atone for a wicked past. Are you ready to receive your absolution?
{146412} {Confused and startled}Then why? Why? Bah - I feel I have been played the fool.
{146413} | Quest ends, evil ending|{Some bitterness - he's not used to that}Perhaps one day you will see where your path will lead. Your mercurial ways may be your undoing.
{146414} {Happy}Please kneel, Captain.
{146415} | Shot of the Captain kneeling, the dwarf does some religious gesture in front of the PC, maybe a spell cast.|{Reverent ritual}No matter how far into wickedness your children fall, Tyr, show compassion for those who mend their ways. This child has stood in judgment and been found worthy.
{146416} Though the laws of man still bind, in the eyes of the gods you are born anew. {Breaks off ritual cadence}Arise.
{146417} | PC stands up. Quest ends the good way. PC's Good/Evil is now set to just below good.|{Pleased}You have been atoned, Knight Captain. {Cautionary}You have been given a second chance - use it wisely.
{146418} | Make sure some time has passed since the pally PC's first visit. I'd like it to be at least one rest cycle - so it could be when the PC goes to the Overland Map and comes back|{Seems anxious to convey something}You have returned! There is something I'd like to relay to you.
{146419} {Cares a lot about people}Last night I prayed vigorously to the gods - a war of darkness comes and I beseeched them for a sign or miracle to help us. Last night... {reverent, feels unworthy}I had a <i>vision</i>.
{146420} It - it concerns you and a great weapon that can aid you.
{146421} | Path of the Holy complete|{Excited}I was at prayer and I felt a great weight has been eased to the east. Tell me - has my vision guided you true? Did you succeed?
{146422} {He's reliving the vision - so it's like commentary on what he sees in his mind's eye}I saw - mountains bathed in flame to the east. The dead littering the fields.
{146423} Villages lost. {Starts getting worried}There's <b>something</b> from the swamp reaching there.
{146424} It gathers - {he's not sure if this is the right word, it doesn't match his sense of urgency}strength? It <b>must</b> be stopped - if you don't do it, no one will.
{146425} {Pause - breathes, he was reliving something that scares him}I - I do not know exactly, my child. What I saw was - fuzzy? - like dreams are.
{146426} {Sounds certain}I know what must be done. You must go as far east as you can in the Sword Mountains.
{146427} Then - pray and stay alert. The gods may favor you with more then.
{146428} {Adamant - switching gears from vision that scares him}It was <i>not</i>. {Break - sounds wondering and reverent}It was an answer to a prayer.
{146429} {Takes a breath}Of course, of course. You are busy.
{146430} {Meek almost here}If you ever want to hear about my vision again. Just ask.
{146431} I didn't see it - but felt there was something that would be a powerful weapon in the war against the King of Shadows. {He's having a hard time putting this into words}It's - just a feeling, I cannot elaborate.
{146432} You must go to the east - as far east as you can. Along the mountains.
{146433} {Certain}There you will find what you must find.
{146434} {He's nervous - near the end drifting into rememberance of something frightening}I will tell you of it again, Captain...
{146435} {Bubbly}So our enemies diminish - and you have strengthened from it. {Considering}The gods have favored you - not just for your actions here, but many others.
{146436} {Sounds ritualistic}May Tyr the Even-Handed bless you and look after you, my child. {Break}You have done a great thing.
{146437} How may I help you, Knight Captain?
{146438} I come from the Great Rift far to the south. {Sounds pained}My brother and I left there years ago - filled with dreams and vigor.
{146439} {Trip down memory lane}Our numbers have grown with {MORE-ah-din}Moradin's Thunder Blessing. So many young gold dwarves, like us, left to seek a place for ourselves outside of Underhome.
{146440} {Sounds sad - Gralven died}{GRAWL-ven}Gralven and I were not so fortunate... A paladin of {TEER}Tyr avenged my brother and took me as an apprentice.
{146441} {Turns optimistic, he's happy where he is now.}It is a painful way to find one's calling - but I have found my path.
{146442} There is one important matter you could attend to. {Warning that the explanation may take awhile}The goal is simple - the reasons may take some explanation.
{146443} As you say, another time.
{146444} {Quickly composes thoughts}Right... Lord Granfen is a bandit leader in the Neverwinter Wood. He's a notorious criminal and must be {this means executed}brought to justice.
{146445} He knows too much about the city of Neverwinter's defenses - he <b>cannot</b> be allowed to make an alliance with the enemy.
{146446} During the Luskan War the enemy had... many advantages - golems, the Arcane Brotherhood, and siege equipment. But to make matters much worse - there was a highly placed {said with venom}traitor.
{146447} His name was Lord Granfen - and he served with the Nine on the military council. He was a general of no small skill.
{146448} Why he turned traitor is not know, probably gold or greed. But he opened the northern gate and let the Luskans enter.
{146449} Amidst this chaos - the Hero of Neverwinter managed to rally our forces. Granfen's betrayal was not discovered until after the war had ended.
{146450} Before he could be brought to justice he fled with men that were loyal to him. The church of Tyr has hunted this notorious criminal for years.
{146451} Recently, we heard rumors that the King of Shadows wants to make a deal with him. This <b>cannot</b> happen.
{146452} His head holds too many deadly secrets about Neverwinter's defenses. I've been tracking him for years - but I must stay here.
{146453} He's in the Wood. Search for his men. Bring him here - dead or alive would serve in equal measure.
{146454} The church of Tyr has placed a generous bounty on his head. And I will personally contribute more.
{146455} {Each word pronounded with emphasis}He must be stopped!
{146456} {He invested a lot of time to discover this}Even learning his whereabouts that much was a considerable undertaking. {He knows it isn't terribly helpful}Just search the Woods.
{146457} |SCRIPTER: Justice's Arm complete|{Excitement and hope}Do you bring word of Lord Granfen? Has he been dispatched?
{146458} {Outrage - then mad at himself shortly after}You what? But... But... Curse me for a fool, this is <i>not</i> the first time he's talked his way out of justice.
{146459} {Some derision}What man bound for the gallows confesses his guilt? The {like "jails"}gaols are filled with innocent men.
{146460} The man is <i>guilty</i>. {Building up steam}There's no chance he's innocent.
{146461} {Knee-jerk reaction}None... {Beat, considers - he's honest enough to consider his own reaction}Well, perhaps a small one.
{146462} {Admits - bitingly}Only the gods know for certain the guilt of any man - as their servants we just do our best. But there was a trial - many witnesses talked of his actions.
{146463} Lord Nasher himself pronounced the sentence. {Pondering}Tell me - why did you spare him?
{146464} [Success] |SCRIPTER: Quest Over with you lied to Ivarr state|{Relief - this is the end of a labor of years for him}Lord Granfen has fallen. I would've like to have been there, to pronounce the charges and sentence.
{146465} [Failure] |SCRIPTER: Quest Over with you told Ivarr you let him go state|{Harsh tone}Your words ring untrue, Captain. Don't tell me you <b>believed</b> any lies Granfen spouted?
{146466} {Can respect this, but disappointed}He has slipped through many peoples' fingers. He's clever - too clever by far. As far as his guilt...
{146467} {Annoyance}Then Lord Granfen remains free - and you have had enough of this. {Composes himself}I'm certain you have your reasons - is there something else you want?
{146468} {Sighs}A worthy sentiment. {Slight doubt - convincing himself, "As fair as any trial could be at that time subtext"}His trial <i>was</i> fair, though.
{146469} {A little weary - doubtful at the end}We are done with this matter then - hopefully the King of Shadows won't enlist him. Do you want something else?
{146470} {Sighs}Compassion must be tempered by law. {Admits}But I can understand the sentiment.
{146471} I hope you jest, Captain. It will be a <i>long</i> road to redemption if you lead your life like this.
{146472} {Relieved and please}I assure you, the reward will more than compensate your efforts.
{146473} {Relief - this is the end of a labor of years for him}Lord Granfen has fallen. I would've like to have been there, to pronounce the charges and sentence.
{146474} But by your hand is well enough.
{146475} {Clear he thinks the PC should feel no misgivings}And what was he to say when the executioner comes? The gaols are filled with "innocent" men.
{146476} {Truthful}Granfen's betrayal is personal to every man, woman, and child of Neverwinter. I spent years looking for him - trekking through the wilds for clues.
{146477} I am a disciple of Tyr - and it pains us all that such a notorious criminal walked free.
{146478} {Very honest}The times after the Luskan war were filled with recrimination - a great tragedy had befallen. I suppose people were eager to find someone to blame.
{146479} {But this is the rebuttal}Lord Granfen was not present to defend himself, but many witnesses talked of his betrayal. There was evidence - Lord Nasher pronounced his sentence with a clean conscience.
{146480} But only the gods know for certain the guilt of a man. And us their servants only do the best they can in their stead.
{146481} No, nothing more. {Turn cheerier}I present you with the reward as promised.
{146482} |SCRIPTER/FAB: Give the PC an item. Should be customized|I chose an item from my reliquary as personal thanks for this. The King of Shadows has lost a potential spy. You have done well.
{146483} |Evil PC|You said you wanted to guide me to the light?
{146484} I'd like to know more about you.
{146485} Can your church help the Keep?
{146486} Farewell.
{146487} Is there anything I can do for you?
{146488} Could you tell me about your vision?
{146489} [Bluff/Lie] I want a second chance to do things right.
{146490} You think you could change me?
{146491} I want a second chance to do things right.
{146492} I am ready.
{146493} I'm not ready now.
{146494} Tell me again.
{146495} Can you tell me more?
{146496} It was nothing - but it has been dealt with.
{146497} The King of Shadows made a deal with a dragon. I killed the beast.
{146498} What matters is I did what I was asked.
{146499} I am ready.
{146500} I did what I did for my own reasons. Keep your absolution, dwarf.
{146501} I don't want to atone.
{146502} Sounds like a nightmare.
{146503} Do you know what it means?
{146504} What must I do?
{146505} There are other things I must do.
{146506} You mentioned something about a great weapon.
{146507} Could you tell me your vision again?
{146508} The King of Shadows sought to ally himself with a dragon, the dragon is no more.
{146509} Your vision was true - and helpful.
{146510} I have done what was needed.
{146511} Just tell me what you want quickly.
{146512} Tell me the full story.
{146513} Perhaps another time.
{146514} Go on.
{146515} Any idea where in Neverwinter Wood he is?
{146516} Is there a reward?
{146517} |SCRIPTER: He was killed, quest over standard state|I have dealt with him.
{146518} |SCRIPTER: He was killed, quest over standard state|Tracking down and killing Granfen wasn't easy, I expect a good reward.
{146519} |SCRIPTER: He was killed, quest over standard state|I defeated him - but he claimed he was innocent.
{146520} |SCRIPTER: He was NOT killed|After talking with him, I'm not convinced he was guilty. I let him go.
{146521} |SCRIPTER: He was NOT killed||Med Chaos|[Bluff/Lie] I have dealt with him. He's dead.
{146522} |SCRIPTER: He was NOT killed, Quest Over with you told Ivarr you let him go state|I found him and let him go.
{146523} And there's no possibility of his innocence?
{146524} I don't believe he received a fair trial.
{146525} I think I made a big mistake.
{146526} Enough of this.
{146527} |Major Law|He shouldn't be executed without a fair trial.
{146528} |Medium good|I felt sorry for him.
{146529} |Medium Chaos|He offered plenty of "incentive."
{146530} It's personal.
{146531} Was this hunt personal?
{146532} Are you certain Granfen was guilty?
{146533} Is there anything else?
{146534} |First join|{Impressed, but still rough around the edges and a little rude.}I underestimated the size of your keep. You are more important than you look, I think.
{146535} {Touch of disdain referring to the Greycloaks}Your Greycloaks can use some training. They fight like the Ruathym.
{146536} {Not quite mocking}It is a pleasure to serve, Knight Captain.
{146537} |Training low|{disdain}If you expect these men to be useful - they will need training, I think. Your men are no better than fodder right now.
{146538} | Merchant >50|{A little disdain}You got a gaggle o' merchants streaming through the Keep, hawking their wares. {sarcasm}Like we really need {ZEN-TAR-m}Zhentarim Blandfruits...
{146539} {grudging admission}Yeah, I like it here, all right?
{146540} | Gambling Den not present. |What we really need is a gambling den, like The Cutlass in Luskan. Give everybody something to do other than haggle for Neverwinter glow-globes and get drunk in the Inn.
{146541} Jalboun of the Two Blades
{146542} |First time & Good PC|{Dreamy quality to her tone}You have brought light into dark places, Captain. You should be honored for that.
{146543} {Switching gears - as she focuses on the PC}You are like my sister, you run to battle. {Tinkling laugh}Me - I dance.
{146544} |Light of Heavens recruited|{Extremely thankful}You have done me a great service and I am <i>so</i> grateful. Light of Heavens and I are reunited.
{146545} {Happy and optimistic}With the two of us reunited in your cause, who knows what we can accomplish together?
{146546} {Clear by tone that she misses her greatly}My twin is Light of Heavens. She trained with the holy warriors of {LAH-than-der}Lathander.
{146547} {Sad at the last}"Born to the blade" is what they say of her. She says she brings hope through force of arms. It has been long since we've seen each other.
{146548} |First time & not good|{Cheery}This keep has so much potential... a beacon in a storm, or a pyre in a funeral. Who's to say?
{146549} {Cheery and zen}I was delivered to a church of Lathander, same as my sister. I dance to spread hope, happiness, and light.
{146550} {Tinkling laugh}Life is all perception - if your soul is filled with light then life is filled with doors and paths. {Downturn}Embrace the brooding shadows then everything is obstacles and adversity.
{146551} {A little saucy, in a playful way}So I am a missionary, of sorts, I try and make people's outlook a shade or two brighter.
{146552} {Mischevious}You would ask me? She dances well with her blades, they say she is one of the best.
{146553} {Downturn}She seeks a master - one that is her equal. She has sought that for so long... 
{146554} {Small surprise at the PC knowing her}Indeed? I had a feeling you would meet her.
{146555} {Merry}That is her way - she must have seen some promise in you. If you prove worthy enough, she may lend her assistance to your cause.
{146556} She favors cities and villages - peering at each new face to see if they possess a cause and strength greater than her own.
{146557} {Her tone indicates how special the PC is}Seek her out and perhaps she will find <i>you</i> worthy, Captain.
{146558} |Recruited sister|It is <i>good</i> to see you again, Captain!
{146559} {Cheerful}And that Captain is here to see my dancing again. {Mishief}I wonder if you are here for me or word of my sister?
{146560} {A cheery wryness to the last, she knows Sal is happy because of profits and not the fine art of dancing}It feels right - the three of us dancers together. Certainly Sal seems happy.
{146561} | Default fall-through |To dance is to <i>live</i>.
{146562} | Post Siege |{Cheery and sincere}Changing one frown to a smile is enough of a victory for me.
{146563} {Faint grumble, mocking a dancer}'You should be honored for that.'
{146564} {Faint grumble, mocking}Certainly not some dreamy-headed dancer with diva delusions, that's for sure.
{146565} Tell me about your sister.
{146566} Farewell.
{146567} Why are you a dancer?
{146568} | PC hasn't met Light of Heavens|How good a warrior is your sister?
{146569} | PC has met her|I've met her.
{146570} | PC has dueled her|I have dueled her once.
{146571} Joy
{146572} | First time talking to Khralver |{recitative, snooty, tendency to drone on and stammer. Note that his stammering does not sound sly or sneaky, it is merely an indicator of his uneasiness}Oh, most noble Lord of Crossroad Keep, Hero of Neverwinter. Your adventures are already becoming legendary.
{146573} I am {CRAWL-ver}Khralver {ER-ling-star}Irlingstar, chosen delegate of Luskan. I come on behalf of Sydney {"Natale" like Femme "Fatale" with a N}Natale, ranking Mistress of the Hosttower of the Arcane.
{146574} I bid you greetings from Luskan, your friend in the North.
{146575} {uncomfortable, reciting the last part}Yes, um, well... I'll get right to the point.
{146576} Sydney Natale wishes to meet with you to share information she has obtained regarding a weakness of the Shadow Reavers.
{146577} | This node and its subnodes are C priority. Camera shows Grobnar searching through Khralver's belongings. |Excuse me, excuse me, don't mind me... I just can't seem to find my lobe clamps. Thought they might be in this bag, here.
{146578} | Khralver notices Grobnar, turns to face him |Hmmm? Er... Hello?
{146579} {Rooting through a guest's backpack}Here, is this it? No... this is a... well, I don't know <b>what</b> this is. Maybe I should do a quick stress test on it.
{146580} {Louder, trying to catch Grobnar's attention}You there, gnome, er... what are you... {stammering}um, um.
{146581} | Turns back to player. |{somewhat distressed, nervous}My apologies, um. I must see to my - erm - belongings. I won't be but a moment.
{146582} | Khralver runs over to where grobnar is still searching through his belongings. | 
{146583} {Sensing a trap}So she comes to you and not Nasher? You've truly come far in the world.
{146584} | C priority: Khralver walks back to the PC from where he was with Grobnar. Grobnar walks away the other direction |
{146585} Now, um, as I was saying... Sydney Natale wishes to meet with you and certain of your companions that she believes can make the most use of the information she intends to provide.
{146586} Very well, um, great.
{146587} {stammering}Ah, um, hrm, well, yes, um, um...
{146588} I will, um, wait here for you, in case you change your mind.
{146589} Well, um, I hate to mention it, but I have been told not to return without you. The consequences could be... unpleasant. 
{146590} Very well, I will wait here until you are ready. I hope it won't be long?
{146591} I am, um, sorry. The long journey to get here appears to have tired my tongue, along with the rest of my body.
{146592} {surprised, please}Why thank you for being such a cordial host! I will rest here until you return.
{146593} {nervous}Oh, erm. I can assure you that I am trustworthy.
{146594} Did you, erm, have other questions?
{146595} {Khralver is uncomfortable because of the drama with the companions}Um, are you, Zhjaeve and Qara prepared for a journey?
{146596} | Talking to Khralver again, before deciding to leave fo the meeting with Sydney. |Um, yes? Have you more questions? Did you decide to accept Sydney Natale's invitation?
{146597} Hmm, yes I understand. You have many obligations here. I will wait here until you are ready.
{146598} {Cheerfully pleasant}Have a good wait, ambassador. We'll probable see you standing here again if we pass this way.
{146599} | Only play this once. |{Angry, quiet to the player}I hope you know what game you're playing - we need that man, fool though he is.
{146600} {Confused}What's this about?
{146601} {Snorts}Their intentions? Ever seen a gardener do weeding? That's their intention. 
{146602} {Frowns}It could be a sincere offer, even from Luskan. It was Garius who was hunting us, not Luskan itself.
{146603} You really are a piece of work, paladin. You give new meaning to the word naive. 
{146604} {A little quieter at the end}Still... I'm not saying we shouldn't accept. It might be just the opportunity we need. And Khralver here <b>has</b> traveled all this way.
{146605} I agree with the ranger. I say we take what we are given and make the most of it.
{146606} {Aside}He's too much of an idiot to be a threat. Trust me... tieflings can smell betrayal, and he's clean. 
{146607} | Influence Loss Ammon |Time is not something we can afford to waste. Every day that slips by, the King of Shadows' grip on Faerûn grows.
{146608} {Stern}It <i>is</i> the choice of the <i>Kalach-Cha</i> if we stay or leave with this man and when. If the <i>Kalach-Cha</i> does not trust this herald, then neither should we.
{146609} {Angry}You know nothing of what we should <b>do,</b> zerth. When not blinded by religion or the customs of your slave race, all you have left is your ignorance! 
{146610} I will speak to her that way because it is the truth. 
{146611} Am I? I know what is a tool and what is not, and it has served me well enough.
{146612} {Angry, hissing}This Luskan may lead us to the means to beat the Shadow Reavers, and I say we <b>use</b> him.
{146613} {Furious, but says nothing}You <b>dare.</b> You...
{146614} | Influence Gain Jerro |{Takes a breath}You... you are right. We have time - and to act too quickly, to jump at the first opportunity without preparation is... short-sighted.
{146615} {Nods}We shall wait - if we go with this man, it shall be your decision, not mine.
{146616} | Influence Loss Jerro |{Takes a breath}I constantly question your actions... I don't think you understand what's at stake.
{146617} | This conversation is triggered when the player enters a trigger leading to Crossroad Keep Interior. Khralver appears off camera and runs towards the PC. |{Hurried, out of breath}Oh, um, wait, please, Captain. I've been waiting to extend to you an invitation from Luskan.
{146618} {Slight irritation, to a toady}We have pressing business... which does not include invitations from Luskan at this time. I'll thank you to step aside... very good.
{146619} | Khralver stands there, looking dejected. |{flustered, disappointed}Um, yes, fine. {quiet}I'll just... just wait then.
{146620} | Jump to Aldanon in 2110. |
{146621} Regrettably, I am not privy to that information. It is my understanding that Mistress Natale is keeping this quite secret, even from the Hosttower of the Arcane.
{146622} Mistress Natale has told me very little, but I believe that your... abilities and those of certain of your companions are required to exploit this weakness.
{146623} Your mistrust in Luskan is understandable. Mistress Natale offers her aid in part to make up for how Luskan wronged you while under the corrupt influence of Black Garius.
{146624} The talented girl from the Academy... Qara. And the gith-zerai, {Z-JAY-V}Zhjaeve?
{146625} {Uncomfortable}Mistress Natale has not provided me with that information, just the names and a mandate that I am not to return without the three of you.
{146626} Me? 
{146627} Mistress Natale is keeping the information she has... a secret, even from her brethren in the Hosttower.
{146628} She wishes to have a clandestine meeting at a neutral location away from the prying eyes of Luskan, Neverwinter, and Crossroad Keep.
{146629} {Slightly suspicious}Someplace in the middle of nowhere, no doubt.
{146630} I cannot tell you where exactly, but it is within Neverwinter territory, in a place where privacy can be assured.
{146631} {uncomfortable}I'm afraid that is impossible. She will meet with you privately, or not at all.
{146632} {scared}Oh no, please. I can tell you nothing. Sydney will only reveal her location to me telepathically. She will know if I am being coerced.
{146633} I apologize if that detail was unclear.
{146634} | Add Zhjaeve and Qara to party. |Very well, if you will follow me...
{146635} | Fade out. Transition to 3190 for the meeting with Sydney. |
{146636} No. Just you, Qara and Zhjaeve. Sydney Natale fears that a larger group might attract attention to the meeting.
{146637} Uh...
{146638} | Khralver conversation in 3190. Fade in. SCRIPTER: PC, Qara, Zhjaeve and Qara walk toward the center of the area from the entrance. |Ah, this should be the place.
{146639} Not to worry. Mistress Natale will be joining us momentarily.
{146640} | Sydney Natale appears at the entrance. Start Sydney's conversation, 31_sydney. |
{146641} If Sydney and the Hosttower have a way to defeat the Reavers, then we must know what it is. 
{146642} Luskan has much to lose as well if the Reavers defeat us. Not that we should trust them completely, mind you, whatever their intentions.
{146643} {Surprised}Is there really such a place?
{146644} {Mocking, condescending}Oh, yes, Grobnar, and it's between your ears.
{146645} {Echoing}Her?
{146646} {Snide}Well, I'm hurt, but I'll live. Have a fun trip, the three of you.
{146647} Well, that doesn't sound good. I don't understand why she didn't request me, though. I am the most knowledgeable one here.
{146648} Just because people keep calling you names doesn't make you an expert, Sand.
{146649} | Influence Gain Ammon |{Slight surprise}It is possible... but it is a dangerous game to be playing.
{146650} | 2100 - MULTIPLAYER: In case save and load drops 21_nev_act2_end. Teleport player to 3000. |You are a very busy man, I see.  I'll wait to speak with you when Sir Nevalle's urgent business is resolved.
{146651} Skip ahead to the part where you tell me what you want.
{146652} You flatter me.
{146653} After a hard fortnight of adventuring, I must come home to this bootlicking?
{146654} Who are you?
{146655} Oh, Luskan is my friend now?
{146656} Well met, Khralver.
{146657} What brings you to Crossroad Keep?
{146658} Luskan has been anything but a friend to me in the past.
{146659} What weakness?
{146660} I've heard all that I need to. I will meet Sydney Natale.
{146661} As tempting as your offer is, I refuse.
{146662} I'll need to think about it.
{146663} Why do you stutter? Are you nervous?
{146664} Suit yourself. Farewell.
{146665} Why don't you just leave now?
{146666} Well, rest here then. I'll return after I've thought about your invitation.
{146667} Or you could be stuttering because you attempt to deceive me.
{146668} | Clear entire party here |I'm ready.
{146669} On second thought, I'm not ready.
{146670} That isn't my problem.
{146671} Get out of here, Luskan dog.
{146672} I'm too busy to go with you right now.
{146673} Don't contradict me again.
{146674} DEBUG: Skip ahead to where I just go to meet Sydney.
{146675} You follow <b>me</b> - if you don't like it, then leave.
{146676} We'll come back for him when I've taken care of a few things.
{146677} I will not have you speak to her like that - take it back!
{146678} It seems to me <b>you</b> are the one who is ignorant of how people behave, Jerro.
{146679} Both of you follow my orders, and you are <b>my</b> tools. We will go to Luskan when I say.
{146680} Ammon, we will go with the Luskan envoy as you say, but not now.
{146681} Acting impulsively is how Shandra died, Ammon... do not lose sight of what we are fighting for.
{146682} Do not question me again. 
{146683} I have made my decision. We will go to Luskan, but not now. 
{146684} This envoy cannot leave until we do - he will wait, and so will you.
{146685} I do not wish to use him - nor anyone else.
{146686} What does Sydney Natale want from me?
{146687} And what does she want in exchange for this information?
{146688} Why should I believe you, or Sydney Natale?
{146689} Which companions does Sydney want to meet with?
{146690} Why Zhjaeve and Qara?
{146691} Wait, she wants me to come to her?
{146692} Why did Sydney send you instead of just coming here directly?
{146693} Where will the meeting take place?
{146694} She can meet me at Crossroad Keep. I won't go to her.
{146695} | Chaotic Shift. |Tell me the location, or I will force the information from you.
{146696} I want to talk about something else.
{146697} Can my other companions come?
{146698} This looks like a dead end.
{146699} You'd better not be wasting my time.
{146700} Where are we?
{146701} Is that all?
{146702} Fine, we will return presently.
{146703} And that fool can afford to wait - perhaps by playing for time, we can force Sydney to meet us on our home ground.
{146704} Irlingstar
{146705} | Intro line, no more than 3 nodes. |I'm glad to be here. You've done much for Khelgar, and for our clan. You'll find the Ironfists the most loyal and stalwart of your allies.
{146706} | Before the Siege, rand 1. |My clan has been betrayed before by humans. But I choose not to live in the past.
{146707} | Before the Siege, rand 2. |Don't mind {Care-os}Kerros. He's not our leader because of his diplomacy. I think he did right by agreeing to this alliance.
{146708} | Before the Siege, rand 3. |My axe has bitten little more than orcs and trolls. She's looking forward to tasting a new foe.
{146709} | After the Siege, big victory. |That was a brilliant victory. Clan Ironfist has not enjoyed such glory in ages!
{146710} | After the Siege, big losses. |Though our losses were grim, the tale of this battle will be sung in the clan hold for generations.
{146711} Khulmar Ironfist
{146712} | Made a deal with Slaan and the Lizardmen in Act 1 ||Intro|You have always been a friend to us, Great Captain. We are <i>honored</i> to return the favor in your battle with the Shadow-That-Hungers.
{146713} | Before the war, rand 1 |Few warmbloods ever deal with the People without arrow and sword. We will help you.
{146714} | Before the war, rand 2 |Your fortress is a strong one, Great Captain. We will make it stronger when the time comes.
{146715} | After the war, big victory|The People and the Great Captain defeated the minions of the Shadow-That-Hungers. You are a hero!
{146716} | After the war |Many of the People and the warmbloods have died, but the forces of the Shadow-That-Hungers are beaten back. Swim fast, Great Captain, he will return...
{146717} | Intro |The People owe the Great Captain a debt. A debt we will repay when the Shadow-That-Hungers brings the battle to you.
{146718} Lasshiva
{146719} Light of Heavens
{146720} |First time|{Pretty awed by the player}Port {LASTG}Llast doesn't have much work for a boy like me. Thank you, C-Captain, for letting me come here.
{146721} {Pride and thankful}Your gnome has hired me on as his assistant.
{146722} Always can use an extra pair of hands that can reach a little higher than me, you know. {Beat}And don't startle easily when the explosions begin. 
{146723} {Startled}Ex-explosions? {Beat - then relief}Oh, you're just having some fun with me.
{146724} {Raises an eyebrow}Fun? Well, I suppose they could be... from a father distance away.
{146725} {Some worry}Thanks again, C-Captain.
{146726} |SCRIPTER: Construct is complete|{Pride and cheeriness}Grobnar and I have done all we can for your golem. I learned a lot of gnomecraft along the way.
{146727} |SCRIPTER: Construct has come a long way|We still need a lot of parts and... {beat, because he's not 100% comfortable with the big words}components to make the golem complete. Grobnar can tell you details.
{146728} |SCRIPTER: Some work has been done on Construct|Grobnar has been having me work on your golem, Captain. {Excited, but a little over his head}I-It's not what I expected.
{146729} |SCRIPTER: Construct is available, barely any work done on it|Grobnar says I'll be working on your golem. {Tone implies "talk to Grobnar"}He needs some things to start.
{146730} Every time I turn around, seems the gnomes got some new thing delivered. {He's not sure if he's exaggerating or not}I hope there's space enough in the basement for it all.
{146731} | Take player's favorite weapon. Gain chaos. |The price is paid, and the power you seek is now yours.
{146732} | Give player 5000 gold. |{Amusement}Easily done, and can be done again.
{146733} | Add a special weapon, armor or other trinket that is appropriate to the PC's class. |What type of artifact do you desire? A weapon, armor, or something else?
{146734} | The PC receives an appropriate magic item. |As you wish.
{146735} | First time summoning Mephasm. Mephasm is assumed to be the owner. |I am pleased to see you again. I hoped you would seek me out.
{146736} {Nods slightly}And Ammon... I was not certain we would meet again.
{146737} {Cold}Somehow I doubt that. 
{146738} Despite what you may believe, Ammon, there are things even hidden from the Lower Planes. 
{146739} {Whispering, aside to player}Now he's <b>definitely</b> lying, trust me.
{146740} {Just heard Neeshka say something insulting about him, but all he does is acknowledge her}Neeshka. {Beat}I assure you, what I speak is the truth. 
{146741} {Taken aback, being addressed by a father figure she's afraid of}Oh... well, all right. {Trying to muster defiance, but coming off weak}But... but that just seems like a lie, you know? You sure seem to know a lot about things. Actually more than a lot.
{146742} {Calm}There is one thing I do not know. And that is where <b>you</b> are at <b>all</b> times, little one. 
{146743} You are so well-hidden, not just from the eyes of those on this plane, but from those on other planes as well. That is skill and talent and a <b>power</b> no one can take from you.
{146744} {Very, very slight admonishment}So Neeshka, when I tell you that there are things hidden from the Lower Planes, I speak truly. And I would ask that you recognize the value in such things... and the value of when we cross paths.
{146745} {Swallowing, a little humbled}Yeah... all right. 
{146746} {To player}Now, I presume you summoned me because there is something you wish to know, shard-bearer?
{146747} {Firm, trying to cut off an unpleasant line of conversation}We are not here to discuss the past.
{146748} | PC is male. |{Apologetic, but his hand is forced}It is not my intention to go against the wishes of either of you - but he has summoned me, Ammon, and I must answer. 
{146749} My history with Ammon Jerro is... complex, but I will be brief.
{146750} | Once only |I will maintain my connection to this place so that you may call upon me again, should you choose.
{146751} | Once only. If Neeshka is present. |Farewell. {Beat}Until we meet again, Neeshka.
{146752} {Surprise}Eh? What do you m-{"mean"}
{146753} | SCRIPTER: Effects and animations of Mephasm disappearing. |
{146754} [Influence: Failure] {Irritated, reprimanding}The past should lie where it is. We have problems enough now that merit our attention.  
{146755} | PC has good influence with AJ. |[Influence: Success ]{dismisive}There is little harm in knowing such things, but be quick.
{146756} I can do much, but the balance of any gifts must be maintained. To gain access to the powers of the Hells, you must sacrifice something of great importance to you.
{146757} | Note that Grobnar is nearby in the basement at his workshop. |{Slightly eager}Wh-? I can go to the Hells? {Beat}Actually, I've gotten that offer before, many times.
{146758} {some disappointment}If you are so willing to sacrifice your companions, then they plainly hold no great value to you.
{146759} {Explaining, slight condescendsion}Coin is not the currency by which my kind trade. {Beat}Metals of your plane are of value, but only when crafted into objects of focus, such as the one you used to summon me.
{146760} Sharing my insights is the greatest boon I can offer, and it comes without a price.
{146761} {reluctant}Beyond this, it is within my ability to grant mortals greater strength and wit, more wealth, or artifacts of power.
{146762} Specifically, there are three that I believe are within your power to produce. I will provide you with the details of their fabrication.
{146763} | Give the player access to three new workshop plans for infernal objects. |It is up to you to gather the materials needed for their creation.
{146764} Are you truly such a fool? 
{146765} This could mean many things. Some wish to be stronger or wiser. This requires a blind sacrifice of something that is very important to you.
{146766} Even in this, the balance must be maintained. I can only grant a sum that is as valuable to you as the focus you provide is to me. 
{146767} I cannot say. I call to the twisting ether to summon a weapon, armor, or other trinket, and one of appropriate power responds and comes to me.
{146768} {disapproving}Certainly many of my kin would leap at the opportunity to claim your soul, and in what remains of your brief life, you would receive much power.
{146769} {firm}I will take no part in such a bargain. You would do best not to ask me again.
{146770} | Influence Loss Ammon |{Irritated}Utter your words with care when dealing with fiends, lest they damn you, Captain.
{146771} {Slight skeptical}As strange to you are the tenets of planar binding, so is your humor to me.
{146772} You <i>have</i> to be joking.
{146773} {sad}You know not what you say. But fortunately, you lack the lore to summon one such as Zaxis, unless someone carelessly shares those secrets with you.
{146774} | If Neeshka is present. |Wait. What do you m-?
{146775} I will not summon Zaxis, nor will I give you the name that binds him... he will be of no use to us, and has likely been acting against us since you freed him from my Haven.
{146776} {Nods}Your wisdom and perspective please me.
{146777} Is there something else I may help with?
{146778} I will reveal what I can.
{146779} | PC is female. |{Apologetic, but his hand is forced}It is not my intention to go against the wishes of either of you - but she has summoned me, Ammon, and I must answer. 
{146780} | Influence Gain Ammon |{Firm, but respectful}Thank you.
{146781} | Default greeting |Greetings again. What is your need of me?
{146782} | DESIGNER: Add journal entry for Mephasm's directions. |I can tell you precisely where the shadow reaver will be, and how he will lay his trap for you.
{146783} Travel south until you can see a circular constellation resting in the cusp of two great peaks.
{146784} Search for a tall, dead tree, blackened by lighting lying within a basin. Circle the basin until you see the path downward - and walk it quietly. 
{146785} Do this, and you will catch the Shadow Reaver by surprise.
{146786} | PC is a a Ranger or Druid, or has the Pathstalker epithet feat. |{Slight testing}With your knowledge of trails and the lands, finding such a landmark should not pose much difficulty, I hope, Captain. 
{146787} | PC is a NOT a Ranger or Druid, and doesn't have the Pathstalker epithet feat. Elanee is present. |{Wary, just listened to directions from a devil}I should be able to find the place he speaks of.
{146788} | PC is a NOT a Ranger or Druid, and doesn't have the Pathstalker epithet feat. Bishop is present. |{Wary, just listened to directions from a devil}If that place exists, I can find it. {Rolls eyes}If you want to go, I'll take you - sounds like a fool's quest to me.
{146789} | PC is a NOT a Ranger or Druid, and doesn't have the Pathstalker epithet feat. |Perhaps the druidess or the ranger can guide you, though I would trust the druidess more. 
{146790} If I can help you, I will. 
{146791} | Once only. |The insights I share with you can be given freely. The laws that bind me require bargaining for anything else.
{146792} And there is no need to place you in the danger that such bargains bring.
{146793} {Stern, lecturing}When you seal a bargain with the Lower Planes, such a bargain will always work to their benefit, in time. 
{146794} {Cautioning}Jerro speaks wisdom, gained firsthand. I would heed it.
{146795} {resigned}Very well, I will tell you more. Perhaps you will reconsider when you learn of the prices.
{146796} What do you wish to know of bargaining?
{146797} Secrets do not make one stronger, Ammon. A burden is lighter if it is shared.
{146798} Ammon Jerro learned from the githyanki of the Silver Sword of Gith, and how it was lost in the Nine Hells with Gith, its wielder.
{146799} When my master learned that Ammon Jerro came to the Nine Hells in search of the Sword, he sent me to aid him.
{146800} I located the sword and gave it to Ammon Jerro. That is all I can tell you for now.
{146801} Are you so eager to risk your soul? I would give it serious thought before you ask me again.
{146802} | SCRIPTER: PC has no infernal objects and his weapon has not been tracked three times. |You have nothing with which to bargain. We may speak again when you have something to offer.
{146803} | PC's weapon has been tracked three times in a row upon entering Crossroad Keep Courtyard and it is currently equipped. |{hesitant}There is... something else I can offer  and I sense that you now have something of equal value to offer in exchange.
{146804} Simply put, I can give you strength, character or wit - in an aspect of your choosing.
{146805} The price is a blind sacrifice. You must give up something very important to you without knowing beforehand what it is.
{146806} The most I can reveal is that it is something that has long been with you, almost an extension of your power.
{146807} | Once only. |I would advise against this, especially at this juncture in the war. 
{146808} Very well. Which aspect would you like me to empower?
{146809} | PC has one or more infernal focus objects. |I see that you have one of the objects I desire. In exchange I can offer you riches or an artifact of power.
{146810} | Once only. PC has made at least 3 bargains with Mephasm. PC gains an Epithet Feat: Infernal Bargaining. |You have had several successful dealings with me. You fare better than most mortals. Isn't that so, Ammon Jerro?
{146811} | Influence Gain Ammon |{Grudging respect}Better than most, perhaps. But the end is always the same. 
{146812} I think you underestimate this one, Ammon. Perhaps someday you will see fit to share your lore of planar binding.
{146813} | Influence Loss Ammon |{Angry, dismissive}Then ask what you will. It means nothing to me. 
{146814} Without that, you would have to wait for Zaxis to come here of his own volition, and I think Zaxis is not clever enough for that. 
{146815} | Influence Loss Ammon |Blind sacrifices serve to make one blind, but you will learn that in time.
{146816} | Influence Gain Ammon |It would be Neverwinter hypocrisy for me to challenge such a reason... I even respect it. But trust me, it will give only a temporary gain in the end.
{146817} Make me stronger.
{146818} I want to be as deft as a cat.
{146819} I need to be tougher, healthier.
{146820} Intelligence is the ultimate weapon.
{146821} The wisdom to choose the best course of action.
{146822} To increase my force of personality.
{146823} | Increment Mephasm bargain counter. Gain chaos. |I want riches.
{146824} I seek an artifact of power.
{146825} | Give PC "The Angry Soul" Mace |A weapon to vanquish my enemies.
{146826} | Give PC "Mask of Death" Helmet |Armor to protect me from harm.
{146827} | Give PC "Boots of the Shinting Sands" |Something else that could be useful in my journeys.
{146828} So you knew Ammon Jerro before he trapped you in the Haven?
{146829} | Increment Mephasm visit counter, so the player can attempt to bargain with Mephasm next time. |Farewell. 
{146830} | 1st bargain attempt. |Can you give me anything other than information?
{146831} Would you take gold?
{146832} | Gain Evil |Would one of my companions suffice? I can offer you a certain gnome.
{146833} What can you do for me?
{146834} I want to ask about something else.
{146835} What kind of objects of focus do you want?
{146836} | Gain chaos. |Couldn't I just sell you my soul?
{146837} What do you mean by strength or wit?
{146838} How much wealth?
{146839} What artifacts of power can you offer?
{146840} I was just joking.
{146841} | Gain chaos |Fine, perhaps I will take my bargain to another fiend. Maybe Zaxis.
{146842} I want to know more about you.
{146843} Mephasm, tell me what you know.
{146844} I will respect your history and the past - let them remain secrets.
{146845} I would like to know something.
{146846} | PC has returned from meeting Sydney and talked to Kana to learn about the first Shadow Reaver, but has NOT killed the first Shadow Reaver yet. PC has not already pinpointed the location with Guyven.  |
{146847} Why is bargaining with you unsafe?
{146848} | 2nd bargain attempt. |I want to bargain with you.
{146849} I've given it some serious thought. I want to bargain with you.
{146850} Tell me more about bargaining.
{146851} What should I do next?
{146852} I'm prepared to make a bargain with you.
{146853} What do I need to bargain with you?
{146854} What can you offer?
{146855} What is the price?
{146856} Can you give me any hints about what I'd be giving up?
{146857} Let me think about it some more.
{146858} I don't care about the price. I want to be more powerful.
{146859} Thanks for your advice, but I need this power to defeat the King of Shadows.
{146860} I didn't ask for your advice. I'm doing this.
{146861} An ornate golden charm that can be used a focus.
{146862} Gold Filigree Charm
{146863} {Contemplating}These walls - nature and stone, they fit. You should commend your stonemason, it is rare for a human to blend these with any symmetry.
{146864} {Some disdain}And so I can now begin my "work" as the Circle of Swords demands it. {Momentary pessimism}To make your people live in harmony with the land.
{146865} {Schools himself}This <i>has</i> been tried before - and it seldom lasts. Perhaps your Keep will learn better than the others.
{146866} {Explaining why he thinks he's on a fool's errand}The only ones from the race of men to live at peace with the Great Mother are labeled barbarians. Civilization exacts a price on wood and stream.
{146867} {Bitterness}And men are all too eager to pay it - perhaps at one point they knew what they were sacrificing. But that time is long gone.
{146868} |PC is elf|Surely you see this too, <brother/sister>? The men on your lands would gladly destroy our homelands for "progress."
{146869} |PC is human|{Thankful}There are exceptions, however. Perhaps you can teach that to your people.
{146870} Surely your kind has had problems with humans, too? Hopefully you can make the men on your lands understand us better.
{146871} {Pondering}Archdruid Sellane is no fool, I believe this is a test. That is the way of our order - like the wilds, we pit ourselves against adversity for us to learn and grow.
{146872} {Tone implies he may one day be in charge of them all}There is no growth in stagnation - so I must better understand the race of men. The greater one's potential, the greater the test - so mine is near impossible.
{146873} My brothers and sisters have seen your lands, and we are at work trying to undo the ravages of generations. If farm men must, they should do it with greater care.
{146874} {Respectful to the PC - but a bit bitter}I am here to bridge the gap of men and elf, as instructed by the Circle of Swords.
{146875} We are the guardians of the Neverwinter Wood. There is little I can say.
{146876} |PC is Druid or Ranger|You are in touch with the Great Mother, like we are. After you have carried your burdens, perhaps we will invite you to our Wood.
{146877} We are slow to make "friends" with outsiders. Perhaps in time...{we might make you a friend}
{146878} {Doesn't like vulgar manspeech by tone}She goes by many names - the race of men call her {SHAWN-tay-uh}Chauntea. She is as old as the land itself.
{146879} And we are skilled with healing and herbs - we will mend any {this name doesn't flow well to him}"Greycloaks" that fall to harm. {CON-ah}Kana has sent someone to also distribute our remedies, as well.
{146880} What do you want to talk about?
{146881} {Sorrow}I believe that <b>you</b> can keep your men true to task. {The implication is eventually the PC will die, he thinks in decades not years}But time has always been the enemy of fragile alliances.
{146882} {Edge to tone}How... mercenary of you. I will keep my word.
{146883} {Thoughtful - conceeds the point}You sound like Sellane there. {Tone implies he will try to be better}You are right, of course.
{146884} {Not quite aggreeing}Many would see hope - you have built us this fine building and let us work your lands.
{146885} |SCRIPTER: Mission success|The last of those that have defiled the Woods have perished. At your hands.
{146886} {Thankful and impressed}You have brought justice and balance to our lands. And for that you shall be rewarded.
{146887} It is good to see you, Captain. Do you need something?
{146888} | SCRIPTER: Post big battle|The siege has broken. The King of Shadows has been turned back... for now.
{146889} The humans are lucky to have you leading their cause.
{146890} Our order is old - our memories long. I have heard the Story of Ages - and the King of Shadows is there.
{146891} Our oldest of tales have drifted in nuance and meaning as they have journeyed. The King of Shadows was a great threat to the Illefarn Empire. {He knows he is mistaken}I always thought he was one of the mages of {Nether-ill}Netheril.
{146892} {Frank admission}You probably know more of the <b>real</b> King of Shadows than anyone in a thousand years.
{146893} |First time|Your struggle with Black Garius is known to me. We have had problems with him, as well.
{146894} Every day that passes the heart of the mere grows more corrosive and deadly to life. {Searching for words}It's like the King is feeding upon our life energies.
{146895} There <b>are</b> quick paths through the swamp, but the further in you get the deadlier the King's power. {Really wishes it was different}I have no solution for you.
{146896} {Outrage remembering this}He sent armed men into the Woods to steal one of our sacred relics. Since then we have sought to {each word said deliberately - and by punish he means execute}punish every last trespasser.
{146897} There is one left we know of - but he may know of others. A child of towns and cities may have more success finding him than us.
{146898} I presume it was for the ritual you disrupted. We defend the Wood vigorously - but had the element of surprise and strength.
{146899} An example must be made, otherwise others may smell weakness.
{146900} {Flat and final}Death. The murders and theft they committed demanded such.
{146901} {Exasperation}We have no time for the uncertain laws of the city to deal with these brigands. The law of the Wood is simple and direct - they must die.
{146902} The last trespassers must die. {Grim satisfaction}They know full well that men come for their blood.
{146903} His name is {RA-garn}Raggarn and he is somewhere in Luskan. Our laws are not city laws, so you may have to be careful.
{146904} {A little cryptic}Return when you have slain him and the Woods will show their appreciation.
{146905} We have talked of this before. The last of Black Garius' tresppassers <b>must</b> be punished.
{146906} You sound pessimistic about success.
{146907} Your attitude may doom you to failure.
{146908} Why did the Circle of Swords assign you here?
{146909} What will you do in the Keep?
{146910} Why are you here?
{146911} Tell me of the Circle of Swords.
{146912} Who's the Great Mother?
{146913} That task sounds futile.
{146914} I'll make sure that my people listen to you.
{146915} As long as you continue to do what I ask, I don't care.
{146916} Farewell.
{146917} Let's talk of something else.
{146918} I see.
{146919} |SCRIPTER: Mission isn't complete|Is there anything I can do to help the druids?
{146920} |SCRIPTER: give the PC quest rewards|
{146921} Do the druids know anything of the King of Shadows?
{146922} Is there a way to get to the Vale of Merdelain?
{146923} How have the others been punished?
{146924} Why did Black Garius want your sacred relics?
{146925} Tell me what you want done.
{146926} Not interested. Farewell. 
{146927} Moonsong
{146928} Naevan
{146929} | If the PC builds the guard tower. |This tower will serve us well in the time ahead. The Nine can use this as a base of operations - we thank you.
{146930} | First time only |{Sigh}War is brewing, and there is little we can do to slow its advance - trade along the High Road has all but vanished, which is causing trouble in Neverwinter.
{146931} | Shadow Reaver not killed yet. |There have been numerous sightings of Shadow Reavers, and we have evacuated settlements bordering the Mere as the Claimed Lands expand.
{146932} | First Shadow Reaver killed, but third one still lives. |None as of yet - and I think they will hesitate before unleashing their forces again, lest they lose another reaver to you, Captain.
{146933} {Slightly amused}Why, Captain, we all live to serve Neverwinter, don't we? 
{146934} | B-Priority |Well, I don't know, Captain... I suspect you could teach me more than I could teach you.
{146935} | 3100 - This conversation is for Nevalle in Crossroad Keep after the player returns from Castle Never until the player has reformed the sword. |How go your efforts?
{146936} | SCRIPTER: No true name yet |Lord Nasher needs you to find a way to defeat these Shadow Reavers. I know not how, but Aldanon might. 
{146937} We also need to find a way to the King of Shadows' fortress - unless we can strike at him directly, all our efforts here will prove useless. 
{146938} | Dwarves mission not complete. |There is also a clan of dwarves in the Sword Mountains that he wishes you to make contact with, and see if we can enlist their services... I believe you met some of their scouts in Old Owl Well. 
{146939} | Lizardmen mission not complete. |{Slight concern}And there have been troubling reports from Highcliff... not just about the King of Shadows' forces, but other forces stirring in the area. It bears checking out, and soon.
{146940} Those are Lord Nasher's orders - when you have accomplished them, then we can speak again. 
{146941} | SCRIPTER: True names found |Lord Nasher needs you to find a way to defeat these Shadow Reavers. If what I have heard is true, it seems we will need to find their names... and that means traveling to Luskan and procuring them them from the Arcane Brotherhood, no easy task.   
{146942} {Offended, then suspicious}And she asked for you, not Nasher? I trust she intended no insult... and no treachery.
{146943} | Positive Rep |Excellent! This may turn the tide of battle... restore morale, and finally give us the chance to counterattack instead of waiting for them to come to us. 
{146944} {Eager}Your lieutenant, Kana, and her men have been tracking the Reavers diligently - speak to her, she may have some knowledge of where we could strike at them.
{146945} You must try harder - the dwarves are not ones to sit out a battle like this, there must be some way to convince them. 
{146946} {Grave, but proud of the player}Then you have done all that was asked, and we can do no more... except fight for Neverwinter, and all within its borders.
{146947} {Raises an eyebrow}That is unfortunate. But we thought they were lost to us before so we are no worse off.
{146948} {Dismissive}Are you surprised? If you seek fairy tales, you'll only find them in books - perhaps now you will focus on more important efforts.
{146949} {Expected failure, a little dismissive}It was to be expected - they have been enemies of our people for some time, and not even this threat was likely to change their hearts.  
{146950} {Still wants to give the player kudos for trying, though}It was a noble plan, though, and you are to be commended for it. 
{146951} {Surprised, doesn't really like the lizardmen}I... I am surprised. Are you sure we can trust them?
{146952} Very well, then it seems we have the best scouts on our side... I doubt anyone knows the Mere as the lizardfolk do. 
{146953} Khulmar and the Ironfist dwarfs are quite impressive - good armor, weapons, skill, and discipline - we are fortunate for their help in this war. 
{146954} Dealings with the lizards... lizardfolk have been occasionally... difficult, but their spell talents and their vigilant scouting around the Keep have proved their worth. 
{146955} The {OOTH-gart}Uthgart aren't yet comfortable within the Keep walls, so they have camped outside near the farms - which makes some of the approaching caravans and farmers a little nervous until they realize they're on our side.
{146956} I hear you even went in search of the Wendersnaven... I am impressed you found some mention of them, I thought them to be myth. 
{146957} | 3100 - This is triggered when the player returns to the Crossroad Keep after reforging the Sword. Create roadside sentry. |{Wondrous}Is it true? I have heard you have reforged the sw-{"sword"}
{146958} {Stern, urgent}The blade golems - who leads them?
{146959} {obviously flustered, intimidated by Ammon Jerro}Never seen anything like it. It's tall as an ogre and dark as night.
{146960} {This is bad news}A Shadow Reaver. And pursuing Callum for a reason, no doubt.
{146961} {Stern, commanding}Soldier, where is Callum now?
{146962} {worried}He's down at roadside, sir. He and his men are holding off those - those monstrosities! I think they're in trouble.
{146963} {To himself}Just what we need now - most of the patrols are out of the Keep or on training rotation.
{146964} I'm coming with you - you will need me to recite the True Name.
{146965} | Jump PC and AJ to Roadside. Begin 30_reaver3 conversation. |
{146966} | Scripted a reputation hit here. |{Angry}I need not remind you of your duty to Nasher... and with Callum at your side, that is your best chance to fight off the Reaver before it comes for you.
{146967} | 3100 - This dialogue happens after the player has faced the third Shadow Reaver and Callum has died. |You have done much, but there is still much to be done to gather allies and ready this Keep for battle. If you are ready, let me know.
{146968} Then I shall ride and join with Nasher near Highcliff.
{146969} Nasher has asked that you remain here and make sure the Keep is secure - and he does not wish you or your companions risked at Highcliff, when so much depends on you stopping the King of Shadows. 
{146970} If we can pull a victory from this battle, we will, but I will not lie to you, Captain - this battle is intended to buy time to allow the people of Neverwinter to escape the city before the King of Shadows arrives.
{146971} | Begin Battle of Highcliff cutscene |Farewell and good fortune to you, Captain - our fate rests in your hands. 
{146972} | Nevalle walks out of the gates. Begin Battle of Highcliff cutscene |
{146973} | Fade out slowly. Begin the Battle of Highcliff Cutscene. |
{146974} | 3100 - SCRIPTER: This conversation is triggered right after the Battle of Highcliff cutscene. The player stands in the Courtyard and Nevalle and some ragged, injured looking soldiers walk from the entrance. Nevalle approaches the player as ther other soldiers stream by into the Keep.|The battle at Highcliff did not go in our favor.
{146975} {Concerned, grim, but keeping stiff upper lip}Waterdeep and the Lord's Alliance have reinforcements on the way, but if we cannot hold the keep until they arrive, then all is lost. 
{146976} {Pained that he could not save him}Worse, Lord Nasher was wounded during the battle and is being taken inside the Keep. We cannot risk moving him further until he has recovered.
{146977} We must hold this keep at all costs - talk to your people here, see what can be done to prepare for the coming siege. 
{146978} {Grim}That is all we can do until reinforcements arrive. 
{146979} | 3100 - Second time, repeat node |Waterdeep and the Lord's Alliance have reinforcements on the way, but if we cannot hold the keep until they arrive, then all is lost. 
{146980} | 3100 - This conversation triggers after the Siege of Crossroad Keep in 3100. |{Proud, pleased, looking across victorious battlefield}The day is ours. {Turns to player, proud}You have done well, better than we could have hoped. 
{146981} Know that you have fought well this day - but it is not enough. As long as the King of Shadows remains within his fortress, there is no victory.
{146982} We must find a way to reach him, to pierce the veil of shadows around him. If we cannot... then we have lost, and it is only a matter of time for us.
{146983} | Cut to Aldanon sequence in the bottom of the Keep with 31_aldanon and compass. |{Grim}I think perhaps it is time to see what Aldanon has found.
{146984} | SCRIPTER: Cut to Aldanon sequence in the bottom of the Keep with 31_aldanon and compass. |
{146985} | SCRIPTER: Nasher's forces aren't prepared to march to Highcliff (Callum hasn't been killed) |We still have the Shadow Reavers to deal with, and we must deal with them first. 
{146986} {Slight reluctance}An alliance with the {OOTH-gart}Uthgart? I have heard... stories of the Elk Tribe.
{146987} | Begin Siege of Crossroad Keep. |{Nods}Then let us strike against the enemy before they surround us.
{146988} | Sentry runs up to Sir Nevalle. |{breathless, hurried}Sir {NEV-all}Nevalle, Captain! I've just come from the roadside. Callum and his men came pursued by blade golems, led by a... a... I don't know <i>what</i> it is.
{146989} {Grunts}That we did, and the Ironfist Clan would be eager to help.
{146990} I suspected as much... was her information as worthless as her offer of assistance? 
{146991} That is not good news, but I expected little of worth to come from a Hosttower mage. 
{146992} | Negative Rep |{Irritated}Perhaps you do not realize we are at war, and that we must share information, soldiers, and strength to survive. 
{146993} If you are training Greycloaks, my soldiers can help with you that. Also, with the tower here, we can lend a hand against bandits and servants of the King of Shadows, which should help make the region safer.
{146994} Also, if you need to purchase anything, we have a quartermaster here as well who may be able to provide you with whatever gear you need. 
{146995} {Under his breath}Only under penalty of death.
{146996} But let us spar, and perhaps I can teach you a thing or two I learned in the Luskan War that might prove of use now.
{146997} | Fade to Black, Nevalle performs an attack animation/draw weapon animation. |
{146998} | Fade From Black, SCRIPTER/TONY: +1 to attack? |...excellent, well done. You have excellent skill already, Captain, there is little else you can learn from me. [Sparring with Nevalle has given you a slight bonus to attack.]
{146999} Thank the gods for your efforts and the efforts of Callum at Old Owl Well or we would be completely cut off. 
{147000} {Smiles}I cannot thank you enough for striking such a blow at the enemy - to see that Reaver destroyed must have been an incredible thing to witness, your soldiers are almost in awe of you - well done.
{147001} {A little quieter}And to buy you time to find a way to defeat the King of Shadows before his troops advance any farther. 
{147002} I'll go gather some men, but by the time we're ready to move, it may be too late - Captain, see what you can do to help Callum and stop that Shadow Reaver, now go! 
{147003} Regardless, I admire you pursuing every option... but I doubt fairy tales can help us now.
{147004} No, they're quite real. Really. I even have one of their invisible instruments. 
{147005} That said, we have an impressive force. Nasher is pleased, and so am I.
{147006} I am worried about how they will mingle with the Greycloaks, but if you trust them and they are willing to help us, I pity the King of Shadows' forces.
{147007} {Thinking it over}Still, if anyone knows a way to defeat the Shadow Reavers, it would no doubt be the Hosttower - they are masters of deception and assassination, and their magic skills are said to be powerful, indeed. 
{147008} | Low Rep |If you are thinking of betraying Neverwinter and siding with her, I would caution against it - a Luskan ally is no ally at all. 
{147009} | High Rep |Regardless, be careful of Sydney - she has no doubt reasons of her own for helping you. Do not make her any promises, and do not trust her.
{147010} You bear good news - with the dwarves at our side, that strengthens the forces here at the Keep considerably. Well done. 
{147011} Do what you can to track them down and destroy them - if they still roam, it puts the Neverwinter forces in great danger. 
{147012} For now, turn your attention to the reavers. Even if they can't be killed permanently, then you must do what you can to hinder their movements and delay them, or Neverwinter is lost.
{147013} {concerned}The King of Shadow's forces are on the move, and in great numbers. Nasher and Neverwinter's army will meet him in Highcliff to attempt to stem the tide. 
{147014} If we fail in Highcliff, then Crossroad Keep is the only thing that stands between the King of Shadows and Neverwinter.
{147015} {grim}The King of Shadows nears our doorstep. We must hold them here until aid from Waterdeep arrives.
{147016} | 3100 - First time speaking to Nevalle in Act 3. |Well met, Captain. Nasher has assigned me to support your efforts here in Crossroad Keep.
{147017} | Nevalle recommends building the Guard Tower is no other tower has been built. |I've spoken with Veedle. He informs me that he has the resources now to rebuild the ruined tower in the Courtyard. 
{147018} It is your choice, of course, but I would recommend building a guard tower for the Nine to use as a base of operations.
{147019} I recommend you make your rounds of the Keep, Captain. Seeing you will bolster the men's morale, but it will also serve to check that the fortifications are secure and everyone knows their role.
{147020} {Wary}Are you certain? I had heard that murderer - Jerro left the Keep alone and has not returned. As much as I do not like allying with him, we may need him in the battle ahead.
{147021} I suggest you check within the Keep to see if anyone knows where he has gone. For all we know, he may have decided to join the enemy.
{147022} | MULTIPLAYER: In case save and load caused the previous with Nevalle and the Roadside guard to drop. |What are you waiting for? Callum needs your assistance at the roadside.
{147023} | 2100 - MULTIPLAYER: In case save and load drops 21_nev_act2_end. |We must travel to Castle Never immediately, Captain. Please, come with me.
{147024} | PC built guard tower. |Any word of the King of Shadows?
{147025} | PC built guard tower. |Are there any services your tower can provide?
{147026} | PC built guard tower. Fighter PC, should happen once only, marked on node. |Can you teach me anything?
{147027} What were Lord Nasher's orders again?
{147028} | SCRIPTER: After speaking with Khralver. |Sydney Natale of Luskan wishes to meet with me to share a vulnerability of the Shadow Reavers.
{147029} | SCRIPTER: After returning from Sydney. |Sydney tried to ambush me.
{147030} I have carried out all my orders.
{147031} That is all the allies I could gather.
{147032} The Druids of the Mere are lost.
{147033} | SCRIPTER: Went to visit Dwarfs, got rejected by them, but did not complete Mt. Galardrym. |Traveling to the Sword Mountains proved useless - the dwarves will not fight with us.
{147034} | SCRIPTER: Succeeded in the dwarf quest |Traveling to the Sword mountains proved worthwhile - the dwarves will join with us. 
{147035} | SCRIPTER: After Wendersnaven dead end. |I wanted to ally with the Wendersnaven, but I can't find them.
{147036} | SCRIPTER: Failed the lizardmen quest |I stopped the Lizardfolk insurgents that threatened Highcliff, but there can be no alliance with them.
{147037} | Succeeded in the lizardman quest |I gained the support of the Lizardfolk and their leader, Batha.
{147038} This threat of the King of Shadows is something they know.
{147039} I had them swear a blood oath to Neverwinter.
{147040} They have lost much already and they hate the King of Shadows more than us. 
{147041} | If the player has gained any alliances. |How are our allies working out?
{147042} I am still preparing our forces. I will return.
{147043} | Postive Rep |I shall go immediately.
{147044} Callum can take care of himself.
{147045} Crossroad Keep is ready.
{147046} But wait. Aren't I coming with you to Highcliff?
{147047} It sounds like Nasher doesn't expect to win the battle.
{147048} How can you think you'll win this battle without my help?
{147049} I'm glad I don't have to go.
{147050} Good luck.
{147051} What must I do?
{147052} Where is Lord Nasher?
{147053} Tell me my orders, and I will carry them out.
{147054} Then I will see to fortifying the Keep, then.
{147055} | SCRIPTER: Succeeded in Uthgardt alliance. |I've struck an alliance with the Uthgardt Elk tribe.
{147056} The Keep is ready to stand against the Shadow Army.
{147057} Her motives were treacherous, but these True Names we got from her could turn the tide.
{147058} We claimed the True Names of the Shadow Reavers that can be used to make them vulnerable.
{147059} What we discovered is not your concern.
{147060} [Lie] Natale's information was nothing more than bait for her trap.
{147061} I'm not facing that thing. Let it come to the Keep and we'll attack it from the walls.
{147062} That's news to me.
{147063} I'll look into it.
{147064} Ammon must have a good reason.
{147065} I'll go now.
{147066} I'm not ready yet.
{147067} | This conversation is triggered when the player returns to Crossroad Keep after leaving Castle Never. The player enters the Courtyard and his companions gather around. |
{147068} Know that word of all of this has traveled before the <i>Kalach-Cha.</i> Our duty is to carry the battle to the King of Shadows, his servants, and gather others who feel the same. 
{147069} Know that will not be easy. Every time they are struck down, they reform - the only losses in battle with them will be ours.
{147070} I don't think there's an easy path. As much as I hate to say it, I think we should ask Aldanon for advice on this.
{147071} {Slight disdain}Alliances are made to be broken, if agreed to at all. Good luck trying to get anyone to join our side in these times.
{147072} The lizardfolk should not be ignored... they once made their homes in the Mere, and the King of Shadows has driven them out.
{147073} Clan Ironfist will help. They may take some convincing, but they wouldn't back down from a fight if they thought it was just. 
{147074} {Eager, piping up excitedly}And we could look, at last, for the Wendersnaven!
{147075} {Pinching his nose, Grobnar said something dumb}Oh, Gods. 
{147076} No, they're not gods. They're the Wendersnaven, they exist, even if you can't seen them with the eye. Or touch them. They see all, know all, and have incredible powers - if they are on our side, we have a good chance of winning.
{147077} There's two sages at Port Llast that are said to know something of the Wendersnaven. We could ask them. 
{147078} {Firm}Then it seems we have a number of roads open to us. And an army to build.
{147079} {Skeptical, someone just suggesting making the lizardmen allies}The lizards?
{147080} Their history with settlements along the Mere is... bloody, but they are fiercely territorial and are likely to hate the King of Shadows even more.
{147081} Oh, really? And how do we find something you can't see or touch and most likely exists in your head?
{147082} {Warning}The Claimed Lands kill all life that enter it... we wouldn't be able to reach the King of Shadows in time, the movement through the Mere is never swift, even in the best of times.
{147083} {Rueful}If there's a path at all... we'd still need to know where we were going, and even then, we'd probably die getting there. 
{147084} There must be a way. Evil always has a weakness, we just have to find it.
{147085} {Snide}Well, that's the trick isn't it? The thing is, how long do you look and where?
{147086} Pardon me, but sometimes these things come to you - I mean, we can't be the only ones the reavers have threatened or hurt. 
{147087} We already have crossed paths with a bunch of allies and people and sorcerers and sages we never even knew before, and we did much of that through serendipity. So have a little faith, maybe an answer will come to us.
{147088} Know that this may be the best we can hope for. We should search, but the problem of the reavers may be one that only time can aid us with. 
{147089} | PC is male |{Concerned, a little relieved}We heard about what happened at Castle Never... the attack. It's good to see you're all right.
{147090} | PC is female, Casavir influence higher than Bishop. |{Concerned, a little relieved}We heard about what happened at Castle Never... the attack. It's good to see you're all right.
{147091} | PC is female |{Slightly curious, trying not to show he cares.}You finally made it back - and with a new title, too - "Captain." 
{147092} {Looking the female player up and down}Heard you got ambushed, but you seem all right nonetheless - wonder for how much longer if they keep attacking you.  
{147093} To attack Castle Never - the King of Shadows, Garius... they're getting bold, they are.
{147094} {Eager}So did you get any gold along with the knighting ceremony? {Double-take}I mean, not that you'd carry it with you, since I already checked your pockets and your bags. 
{147095} {Cold, cuts through banter}What efforts are being made in the war? Will Nasher commit his forces? And what of Waterdeep and the Lords' Alliance?
{147096} Nasher wants me to find a way to kill the Shadow Reavers.
{147097} We have to find some way to penetrate the Claimed Lands and strike directly at the King of Shadows.
{147098} Nasher asked me to bolster Crossroad Keep's forces by forming alliances.
{147099} Roadside Sentry
{147100} {Starts blustery, but an amiable sort of it}I traveled many leagues to get here - seems I could hardly take a step without some bandit popping up and trying to take my cassock.
{147101} But here I am - here I am. {Turns to pleased}And the monastery you've provided is more than I could've hoped for.
{147102} {Looking forward to it}It'll be well to rest my bones for a time and knock some sense into novices again. Too long have I been on the road and not teaching the lore of the Sun Soul.
{147103} {Knows he's stating the obvious - almost comedic}An order of monks, <boy/girl>. Heh. Actually several orders of monks that all formed into one long ago.
{147104} You have adherents to Lathander, {soon}Sune, {seh-LOON-ay}Selûne - and anything else. {His tone about enlightenment should sound off. He's an earthy guy}My particular order is small and we seek inner enlightenment and the secrets of the older orders.
{147105} {Blustery and light-hearted}That surprise you, <boy/girl>? {Makes it sound like doing chores - it's clear he has more things he can list}When I was younger I fasted and didn't speak for years on end.
{147106} Learned a few things then. {Jovial}I'm old now and have my own measure of inner peace.
{147107} {Punch line}But that doesn't mean I have to act like a church mouse.
{147108} Heh. Do for the Keep, <boy/girl>? Not much.
{147109} A monastery is a place of recluse from the world. For meditation and prayer.
{147110} {Relishes the double standard in a genial way}Now the abbot - that'll be me, <boy/girl> - can make the rounds and go to that <i>fine</i> inn I noticed. But my charges will be safe inside.
{147111} {Concedes the point}All right - maybe some things. The Sun Soul isn't all about clearing the mind - it's about martial prowess, too.
{147112} If war comes you can expect our aid. {CON-ah}Kana's little helper there also may be able to sell you some of the trinkets I've acquired over the years.
{147113}  If I didn't need the coin to run this place, I'd offer a better deal. But there you have it.
{147114} {Barely humble}Lads have come from all over the North. Masters of the Sun Soul aren't common.
{147115} I've learned a few things - rare things at that - in my travels. {Understated - basically he implies he's been bragging}Might have mentioned it once or twice. Heh.
{147116} {The last mock accusatory}I'm older than I look - and I <i>know</i> I look ancient. I don't have many seasons left in me.
{147117} So it's time for me to pass on what I know. I'm especially looking for a lad - or lass - with true potential.
{147118} | Monk level < 10 |{Gently breaking bad news - an implied "sorry"}What I want to teach only a monk on the road to becoming a master can learn.
{147119} {Considering}You have skill, this I cannot deny. Let me meditate upon this. Visit me later.
{147120} | Some novices about |{Jovial}Good to see you again. Mind the novices, Captain - they can get underfoot if you aren't careful.
{147121} {Good-natured grumbly}What do you want to talk about now, <boy/girl>? I should be back to my letters - not much of a monastery without novices.
{147122} | Monk level 10+, all novices present |{Very purposeful - this isn't gossip, it's related to the PC}I sent for one of my Order to come help train this rabble. I wanted to free up some time...
{147123} You have a spark inside of you, and you are on the road to mastering your own mind and body. You are ready to learn some of the Sun Soul arts.
{147124} {Caution in tone}Some secrets are not easily learned, boy. If you want to learn make sure you are truly ready.
{147125} Take time, prepare, gather your thoughts.
{147126} {Relieved}Good. There's no hurry. When you are ready, just ask me again.
{147127} {Sounds more serious - still compassionate}Very well. I have looked for years for someone like you.
{147128} | Fade out |It will take some time to prepare...
{147129} | Fade in to the player in a meditating position. Candles are around the PC. Rolan is behind the player talking. The camera is wide|...breathe in the incense. Purity of mind.
{147130} {Soft}Good. You are ready. The journey within begins.
{147131} {Almost intones}As my master said to me, so I say to you... Choice is what defines us, so choose wisely.
{147132} | Jump PC to 3106_trial_sun_soul. Strip all weapons and all items. Give the PC a simple robe and equip it.|
{147133} | Scene fades after Earth Elemental dies.||End of Trial|
{147134} |SCRIPTER: Fade in, everyone is back. The player is still meditating where they began.|I sense you are done.
{147135} You have faced the Trial of the Sun Soul. {Impressed by the PC}Like I did so long ago, you walk away from it.
{147136} | Give Master of Fire reputation feat |{Sounds like he's trying to listen to something faint and talking at the same time}I sense... {back to normal tone, he's heard what he wanted}that you are now a Master of Fire.
{147137} {Considering}One of the mightiest of the elements - destructive and powerful. It will serve you well.
{147138} | Give Master of Water reputation feat |{Sounds like he's trying to listen to something faint and talking at the same time}I sense... {back to normal tone, he's heard what he wanted}that you are now a Master of Water.
{147139} {Pleased}Most aligned with life, but frost can still be deadly. It will serve you well.
{147140} | Give Master of Air reputation feat |{Sounds like he's trying to listen to something faint and talking at the same time}I sense... {back to normal tone, he's heard what he wanted}that you are now a Master of Air.
{147141} {Amused}Quick and deadly with its forked lightnings, it will serve you well.
{147142} | Give Master of Earth reputation feat |{Sounds like he's trying to listen to something faint and talking at the same time}I sense... {back to normal tone, he's heard what he wanted}that you are now a Master of Earth.
{147143} {Impressed}The most resilient of the elements, it will lend you power to your attacks and serve you well.
{147144} {Curious}You were offered power at every turn, but you denied it all. Why?
{147145} {Smiles, nodding}That belief is what makes you <i>most</i> worthy of their power. And whether you want it or not, you are a Master of Elements now.
{147146} {Sounds like he's trying to listen to something faint and talking at the same time}I sense... {back to normal tone, he's heard what he wanted}that you have gathered the power of more than one element - that makes you a Master of Elements.
{147147} | Give Master of Elements reputation feat|Your choices give you the power that comes from beyond. It will serve you well.
{147148} {Sounds drained, like weariness is suddenly catching up to him}The test is over. {Pleased and dismissive}You have prevailed.
{147149} Whether they interest you or not, their power is now yours. You are a Master of Elements now.
{147150} The Sun Soul does not seek to strip ourselves of individuality - of what makes us different. Many great masters have said such as you.
{147151} The first master who went through this test said this as well. He meditated upon what each had to offer.
{147152} He paid tribute to them - but when each offered his strength he saw that the strength of the Sun, Stars, and Moon were something <i>no one</i> could offer.
{147153} | Give Master of Sun Soul 1 reputation feat |{Hint of pride, hint of sorrow}Know then that you are a Master of the Sun Soul - the latest in our line. {Heartfelt}May you attain your goal of inner purity.
{147154} {Sounds weakened and then a little distracted}I am... tired. There are things I must attend to. We will talk again later.
{147155} | After Rolan is back from the Trial. PC is Master of the Sun Soul 1 |{Sounds resolved and happy}You have returned to me after your trials. This gladdens me.
{147156} You are a Master of the Sun Soul now and one day you must find a successor, like I have.
{147157} {Solemn}But the power of the Sun Soul can only be held by one. So I must leave this realm so you may flourish.
{147158} My twilight has long since past - the last rays of the Sun I see now.
{147159} {He is sounding sicklier as I go}I am old - only my will alone has kept me going. And a search I must complete.
{147160} {Says with pride}And complete it I have. You deserve the secrets of my order - and you can use the strength of my brothers in the time ahead.
{147161} Every master that learns the Sun Soul has the strength of those before him. That unbroken chain is yours.
{147162} {Cough - getting sickly}| He sits in a meditative stance|With every strike, know we are with you. {Pleasant and peaceful}And now I go... perhaps...
{147163} | After this node, Master Rolan dies and the player gets Master of the Sun Soul 2 |We shall meet in another life?
{147164} {Fondness that the player cared, but bitter-sweet sorrow in his voice}Death will come to me either way. I would prefer this death to countless others.
{147165} And nor should you. One day you must teach another, {hinting at PC greateness}or maybe you will teach many.
{147166} {Caution in tone}Some secrets are not easily learned, girl. If you want to learn make sure you are truly ready.
{147167} {Gently breaking bad news - an implied "sorry"}What I want to teach only a monk on the road to becoming a master can learn.
{147168} | Jump PC to position and make him sit in a meditation pose. Spawn in candles surrounding the player |
{147169} DEBUG: Jump to Trial of Sun Soul Area.
{147170} What can you tell me about the Sun Soul?
{147171} You seek inner enlightenment?
{147172} Can you do anything for the Keep?
{147173} No help at all?
{147174} | After three visits and the place is packed |I'm surprised how many people have come.
{147175} Why do you want to become an abbot?
{147176} I would be honored to learn from you.
{147177} | Not available after quest complete |I'd like to learn the Sun Soul arts.
{147178} Farewell.
{147179} I'm ready.
{147180} I will take your advice. I'll return.
{147181} What I seek is within, it can't be granted to me from others.
{147182} None of them interested me.
{147183} My reasons are my own.
{147184} I study my arts to defend what I care about, not to strike others.
{147185} |SCRIPTER: C-Pri, it would be cool if Brother Rolan left the room and came back next time the PC visited. Totally optional, though.|
{147186} What do you mean?
{147187} You're going to kill yourself?
{147188} Live Rolan, and teach. You have too much to offer.
{147189} This power is not worth your death.
{147190} I'll never forget what you've taught.
{147191} There must be something I can do to stop this!
{147192} [Remain silent.]
{147193} |SCRIPTER: Master Rolan dies and the player gets Master of the Sun Soul 2|
{147194} DEBUG: Skip to the Trial of the Sun Soul
{147195} | Khelgar is a monk. |Would you teach my friend Khelgar?
{147196} |Intro to Druid shop|{Pleasant}The druid, {NAE-venn}Naevan, has many wares available to all that come. Herbs and remedies, and the like.
{147197} He also said I could sell you some of the druid's magical wares. Just let me know if you're interested, Knight Captain.
{147198} As you command, Captain.
{147199} Well met, Captain. Let me know if you want to see the druid's wares.
{147200} |Intro to Priest shop|{Pleasant}Well met, Captain, I'm now working with Reverend {EYE-var}Ivarr to sell things to people for his church.
{147201} If you want to look at what's available, just ask.
{147202} As you command, Captain.
{147203} Well met, Captain. Let me know if you want to see the church's wares.
{147204} |Intro to Monk shop|{Pleasant}Well met, Captain, I'm now working with Brother {ROLL-an}Rolan to sell things to people for his monastery.
{147205} If you want to look at what's available, just ask.
{147206} As you command, Captain.
{147207} Well met, Captain. Let me know if you want to see the monastery's wares.
{147208} Show me the druid's wares.
{147209} | Open store. The prices should be a hair above base cost.|
{147210} Farewell.
{147211} Show me the church's wares.
{147212} | Open store. The prices should be a hair above base cost.|
{147213} Farewell.
{147214} Show me the monastery's wares.
{147215} | Open store. The prices should be a hair above base cost.|
{147216} Farewell.
{147217} Shop keeper{Church}
{147218} |Intro to Guard Tower shop|{CON-ah}Kana has sent me here to work with Sir Nevalle's quartermaster. We can access some of the Nine's stock of special items and equipment.
{147219} If you want to see what's available, Knight Captain, just ask me.
{147220} As you command, Captain.
{147221} Do you want anything from the quartermaster, Captain?
{147222} |Intro to Mage Tower shop|{Nervous about Startear}Master Startear has given me a list of items he will sell you for a price.
{147223} If you want to see what's available, Knight Captain, just ask me.
{147224} As you command, Captain.
{147225} Do you want to trade for any of the wizard's items, Captain?
{147226} Show me the quartermaster's stock.
{147227} | Open store. The prices should be a hair above base cost. |
{147228} Farewell.
{147229} Show me the wizard's items.
{147230} | Open store. The prices should be a hair above base cost. |
{147231} Farewell.
{147232} Shop keeper{Tower}
{147233} {Should have a strange accent - speaks precisely. Very intelligent}The terms - lodging for one, space for research, and access to assistants - have been met. This tower is suitable for my needs.
{147234} Your recompense has already been provided. I requested a manservant from your subordinate, {CON-ah}Kana.
{147235} He shall provide access to some of my spare arcane trinkets - for a price. {Beat - we are at an end here}  I require privacy and silence.
{147236} {He feels he owes the PC, so feels compelled to share a little}Know that I was a Prime-dweller like yourself. But my studies led me... {he says Beyond like it's a specific place, a very poweful place}Beyond.
{147237} {Compassion for the PC}If your travels ever take you Beyond, know that there are Powers in the worlds that ought not be trifled with.
{147238} Devil and demons, gods and goddesses, abstract principles and immutable constants. Those are the Powers.
{147239} {Cutting the PC off}Before you ask it of me, I will tell you no more. A caution, stay clear of them.
{147240} You are in it now - if you travel enough, where your walking staff comes to rest is the only home you know. {Can tell his answer isn't satisfactory}The closest "home" I have is Sigil.
{147241} Perhaps in time that is a secret you will uncover. But I will talk no more of it.
{147242} The City of Doors - ruled by the Lady of Pain, a neutral ground for the Planewalkers to meet and trade.
{147243} If you survive your current trials, perhaps one day I can entertain you there. {Final - not going to talk about this again right now}But enough of my travels.
{147244} |Wizard PC|I see that you are a junior practitioner of the arcane arts. There may be some secrets I can teach you.
{147245} | Give the PC some scrolls: Summon Monster XIII, Bigby's Crushing Hand and Control Undead.|Take these scrolls. Study them when you are able, and the range of your powers will expand.
{147246} |Sorcerer or Warlock PC|We are both practitioners of the Art, but we channel it in different ways. {Regret because he'd like to get out of debt}I can be of no service to you.
{147247} {Considering}A worthy question - another deal to be made, I think. A task, a quest, things that need doing...
{147248} There was purpose to my visit to the Prime. Your Toril has had many empires rise and fall - one of which interests me.
{147249} The last Mage-King of {ILT-kazar}Iltkazar, {Shune}Shoon, was <i>exceptionally</i> powerful in Art and Weave. An arcane tome he wrote but pages were removed, pages he still keeps in his undying hands.
{147250} {Ritualistic and clipped}The deal is this - I provide the key, means of entry to Shoon's lair. The mage undying's trove of treasures is yours to keep - and more from me. But the lost pages are mine.
{147251} I require a certain flexibility in the deal. I would examine the pages first, before offering a reward.
{147252} But the lich is sure to have many things you would treasure. And his lair will be barred to you without my aid.
{147253} {Thinks the player is being sensible}An understandable precaution. A mage undying is no simple threat.
{147254} |SCRIPTER: A secret door in the Neverwinter City tombs is now accessible|{Intones}May {OG-ma}Oghma, giver of knowledge, uncloud your mind and allow your eyes to see truth from artifice. {Beat}A <i>key<i> has been given to you.
{147255} Go to the traitor's last home in Neverwinter. Search those tombs for a door that isn't there.
{147256} I urge you to be cautious - Shoon will guard his lore with by all means available to him.
{147257} |SCRIPTER: Deal hasn't been accepted|I will repeat the deal I put forth.
{147258} Your eyes see truth from the falsehood the mage undying would have you see. Go to the tombs beneath Neverwinter and get the pages therein.
{147259} {Slightly annoyed}Why have you come to my tower, <FirstName>?
{147260} {Pleased - and trying to hide being impressed}And you have brought the lich's lore. {Formal}The terms are complete, the bargain kept.
{147261} |SCRIPTER: Give gold and a cool item|Coins of gold are yours and an item of considerable power.
{147262} {First time he sounds like he isn't doing a ritual, and he gives a cautious compliment}You would do <i>well</i>, denizen of {TOR-ill}Toril, even in the lands Beyond. {Beat, not unkind but he wants to look at what he's bought}Leave me for now - I must study these pages you have brought.
{147263} |SCRIPTER: Quest complete|The lich's notes will take some time to decipher and master. And so here I will remain.
{147264} {Should have a strange accent - speaks precisely. Very intelligent}This is not suitable, not at all. Why did I bother coming here?
{147265} You are the master here? Perhaps you could tell me why the portents borne by the astral winds have brought me to this place when it lacks a respectable Wizard's Tower.
{147266} {very offended, but not intimidated, sounds dangerous}On the rare occasions I have encountered such insolence as yours, the offenders found themselves stripped of their flesh and fed piecemeal to my familiar.
{147267} {dismissive, condescending}But you are not worth the effort, and this primitive realm does not deserve my presence. Perhaps you will someday weep that you scorned Startear.
{147268} {matter of fact, expect the player to know him.}I am the great Archmage Startear.
{147269} {confused}You act as if you don't know who I am. Could it be that this place is backwards enough to not know of Startear?
{147270} Do you mock Startear? I did not bend the planes to come here so I could be disparaged.
{147271} [Success] Ah, excellent. It appears your primitive realm is not completely void of civility.
{147272} Perhaps now you will answer my concerns about your lack of a Wizard's Tower.
{147273} {rolling his eyes}I suppose that should not surprise me, seeing as you lack even a basic Wizard's Tower.
{147274} {somewhat condescending}Why? So you can take advantage of my services.
{147275} Pardon me, but that name escapes me. Where did you study?
{147276} I have heard of this one. He comes from the Outlands city of Sigil.
{147277} The name Startear is known to our people. He is not one to trust nor one to put faith in.
{147278} | SCRIPTER: Startear teleports away. |
{147279} {Slight wary, suspicious}Know that such a question was in my thoughts as well.
{147280} The services of an Archmage of course. The portents tell me that you could use one of my power to bolster the defense of your keep. 
{147281} In exchange for all that I can offer, I wish to use this place as a hub for my study of this plane's... peculiarities. 
{147282} All in time. I am Startear, and that is enough for you to know at present.
{147283} That is my business alone. You would not understand my answer to this question in any case.
{147284} Now, I must return to my home in Sigil. You may gain my services by constructing a Wizard's Tower with the following specifications.
{147285} I require a fully functional Wizard's Tower, with lodging for one, space for research, and access to assistants.
{147286} I will be scrying you to know if you have accommodated my needs. Once you have done so, I will learn of it and come to live here for now.
{147287} | Startear left friendly. |Powerful. If his offer is genuine, he could be an asset. 
{147288} | Startear left friendly. |I am not certain we need "Startear," but a Wizard's Tower would be a help in our battle.
{147289} | Startear left friendly. |Know that you would be wise to build nothing that attracts such a one. The structure may be of value, but the inside would be corrupt.
{147290} That was a pretty amazing display of teleportation, though. Impressive.
{147291} | Startear non-friendly |Sending him away was wise, <i>Kalach-Cha.</i> Even under the cloak of assistance, such a one can do untold damage if serving his own interests.
{147292} Your tendency to anger powerful wizards needs work. It didn't help with me, and it won't help you in the future.
{147293} I wish he would have stayed and talked more - if only to compare notes. {Beat}And going to Sigil would have been nice, if only to get some razorvine extract.
{147294} I'd like to know of your travels.
{147295} |Wizard PC|Can you teach me anything?
{147296} |SCRIPTER: Make sure quest isn't complete|How can I help you?
{147297} |SCRIPTER: Quest complete|I have returned from the lich's lair with the pages you wished.
{147298} Farewell.
{147299} Where's your home?
{147300} What are the "Powers?"
{147301} How do you travel?
{147302} What's Sigil?
{147303} We have a deal.
{147304} I'll consider it.
{147305} What exactly will I get?
{147306} Excuse me?
{147307} Who are you?
{147308} What are you doing in my Keep?
{147309} I don't have time for this. Begone.
{147310} | Gain chaos |You may leave my Keep by foot or by catapult. Your choice.
{147311} Portents? Astral Winds?
{147312} Why do I need a Wizard's Tower?
{147313} Pleased to meet you, Startear.
{147314} Is that supposed to mean something to me?
{147315} I'm sorry, I don't know who you are.
{147316} [Bluff] Yes, of course. I have heard great things of you, Startear.
{147317} Perhaps you aren't as well known as you think.
{147318} [Diplomacy] Please accept my apology. No offense was intended.
{147319} Yes, I am mocking Startear.
{147320} What services do you offer?
{147321} What's in it for you?
{147322} What do you want to study exactly?
{147323} Tell me more about yourself.
{147324} Startear
{147325} Assassin
{147326} Caravan Master
{147327} | Camera shows Sydney's face smiling wickedly as she channels a spell. |Ah, Qara, you would be a treasure to keep... if circumstances were not otherwise. 
{147328} | SCRIPTER: Sydney raises her hands and casts a powerful looking spell that knocks back and knocks out Zhjaeve.  The player and Qara resist the spell but fall to their knees, weakened. |
{147329} | SCRIPTER: the Animus elemental appears. Make this scene dramatic, lots of spell effects, nice bird's eye camera effect to make Animus look kick-ass. This is the final battle with it. |
{147330} | SCRIPTER: Qara and the player battle the animus elemental. |
{147331} | This conversation starts after Sydney has been defeated.|
{147332} Uh... this could be a prob-{"problem," right before she's blasted back}
{147333} {Just wiped out the player's party with a single spell, totally calm as she advances on the two survivors - cold, casual appraisal}Hmm. So you're still conscious. Curious... but not unexpected.
{147334} {In pain, but pissed}If you're going to kill us, go on and <b>try</b> it, you witch... before your perfume does the job for you.
{147335} {Smiles indulgently}Oh, Qara, I won't bother with you myself.  I'll let my servant finish the job, as was intended. 
{147336} {Confused}What... what are you talking about?
{147337} {Chiding}My dear, the Hosttower has been promised your father's entire Academy as servants, to train as we see fit, to <b>use</b> as we see fit. The only price is that we deal with you... permanently.
{147338} {About to summon some bad news}It's really something we can't pass up... even considering your natural talent. It is a waste of such potential...
{147339} | Sydney steps back and creates a barrier that blocks the player off with the Animus Elemental, away from Sydney and the exit |...but it is best to quench a fire before it grows out of control.
{147340} | Close up on Qara |{Thinking}
{147341} {Seemingly polite, but with an edge}{CRAWL-vir}Khralver, leave us - we will speak more later concerning the... timeliness of your arrival {colder}and the lack thereof.
{147342} {flustered, stammering}Y-yes Mistress.
{147343} | Khralver exits. Alternate, in case Jalboun is cut. |
{147344} | Sydney steps forward |{Welcoming to player and companions}Thank you for agreeing to meet with me... Captain... and the gith, I see. And Qara - your father is a mage of the Academy, is he not?
{147345} {rhetorical question}You know of True Names? I've brought a scroll containing the true names of each of the Shadow Reavers.
{147346} The Hosttower of the Arcane keeps a record of the true names of all its members, to use against them should they ever violate their contracts.
{147347} A visit to Nasher's court would have drawn too much attention. I came to you because you and your companions seem to be at the forefront of this conflict with the King of Shadows.
{147348} {Slightly dismissive}This will become clear very shortly.  But first...
{147349} {a little condescending}Garius and his supporters had all of Luskan wrapped round his finger up until he conducted the ritual. And by then it was too late.
{147350} After the ritual, the Arcane Brotherhood tried to use the True Names of Garius and the others, but they didn't work. {slightly envious}They have ascended from their mortal forms and become... something else.
{147351} The True Names I retrieved were among the records to be purged... just in time, in fact. 
{147352} Since they could no longer control Garius, the Hosttower was quick to divorce itself of any involvement with Garius and his constituents.
{147353} The Hosttower <i>assumed</i> they were useless, but I suspected otherwise. My intuition is rarely wrong in such matters, and it has kept me alive many times. 
{147354} So I performed a divination on the True Names and they revealed a link. {Very slight frustration}Unfortunately, I don't have the lore to decipher the results.
{147355} | SCRIPTER: Sydney approaches Zhjaeve and hands her a scroll. |
{147356} {ordering}You. Examine this. What do you see?
{147357} | SCRIPTER: Zhjaeve holds the scroll and examines it. |
{147358} {impatient}Well?
{147359} {Studying scroll}I can read these... and I believe that they can be of use to us. Knowing the name of a being gives one power over it... and could weaken the Reavers enough to kill them. 
{147360} {impatient, eager}So you could read these names aloud?
{147361} The recitation is difficult, but I can give these voice, yes, b-{cut off, "but"}
{147362} | Sydney steps back. |{smiling, very pleased}Then you are of use to me. 
{147363} But you, however, are not.
{147364} [Success] {considering}Hmmm... Maybe I was hasty to assume you would not cooperate with my goals.
{147365} I have no need of you, and have no care for whether you live or die. You were merely a vehicle to deliver these two to me.
{147366} [Failure] {cruel}Grovel all you like. The Hosttower does not negotiate or ally themselves with anyone - we <i>take</i> what we wish.
{147367} {condescending}Having the names and reciting them are not the same, but the gith can bridge that gap.
{147368} When I have defeated each of the reavers myself, I will return to Luskan to secure my claim as Master of one of the spires of the Hosttower.
{147369} Then you act foolishly. In ambushing us, you undermine yourself when more could be done if we were allied.
{147370} {Getting mad, eager for a fight}Forget this. I say we burn this Hosttower "mage," and take the names. 
{147371} | Animus elemental is defeated. | {Surprised at destruction of her creation}I... had not thought it possible. You have defeated it - destroyed it, utterly.
{147372} {Grim, angry at being messed with}Save it, witch. If that's your last trick, you don't have much future left.
{147373} {Chiding, arrogant}Dear Qara, you are quite a catch, indeed. {Clicks tongue}And such a temper. 
{147374} | Sydney attacks player after conversation ends. |
{147375} | Animus elemental is defeated. | 
{147376} | Sydney collapses, dead. Note that the conversation should continue, even though Sydney is the owner, and Sydney should be lootable after this conversation. |Even then... they are more than a match for you...
{147377} | SCRIPTER: Sydney's spell wears off of Zhjaeve. Zhjaeve gets back up.  |You have my apologies, <i>kalach-cha,</i> the mage took me by surprise. It will not happen again... but I am glad you survived her ambush.
{147378} {Low, anger}That witch didn't have the power to stop us. And those reavers won't, either.
{147379} {Optimistic}Despite this ambush, this battle has worked in our favor. These True Names are a weapon we can use against the reavers... we should return to the Keep with them at once.
{147380} {Slightly condescending, even though she's trying to compliment player}As such, there is no need for intermediaries, and unfortunately, that is what Nasher has become. I prefer speaking to those who act, not delegate.
{147381}  I'm sorry I had to send Khralver to fetch you. I would have come to Crossroad Keep myself, but too many eyes follow my movements.
{147382} {Wary}Yes. But we're not that much alike.
{147383} {Still mad}Yeah, let's go. The sooner we're back at the Keep, the better. 
{147384} I'll say. You're a dainty one. You look to weigh a stone and two pebbles. Am I right?
{147385} | Khralver exits, Jalboun taunts him. |Ha, ha. Don't wet yourself, dog.
{147386} {Stern, but trying to maintain a civil facade}Jalboun, enough.
{147387} You'll be able to judge for yourself when I'm standing on top of your charred body.
{147388} {harsh warning}Jalboun!
{147389} What? Just trying to make conversation with the fiery one, but turns out she's cold as the nethers of Icewind Dale.
{147390} I can see why you're no longer an officer of Luskan. Now be silent, fool! I hired you for your brawn, not your tongue. 
{147391} {sarcasm}Heh, yes <i>sir</i>. I'll just stand here and be a good lummox, you'll see.
{147392} No need to speak of me like I'm not here. Name's Jalboun. Former sergeant in the Luskan army. Presently scraping by with menial mercenary work. Pleased to meet you, whoever you are.
{147393} Scraping by? No wonder you have those scars all over your face - or is it just how your face looks normally?
{147394} | Set Jalboun likes you. |{Smiles}Now there's a captain I wouldn't mind working with. 
{147395} Please pay Jalboun no mind. We have important matters to discuss.
{147396} Very well. Jalboun, leave now. I will deal with you later.
{147397} | Jalboun leaves. |Ha, fine. If you can find me in Luskan. I'm keeping the advance pay you gave me. Blasted witch...
{147398} I regret this disruption. Let's continue with our important business.
{147399} Jalboun, earn your pay and slay them.
{147400} [Failure] For some reason, I'm not scared of you and your waif friends.
{147401} [Success] You know what? Sydney isn't paying me enough for this. I'm out of here.
{147402} I don't need your help to murder this lot. But your days are numbered Jalboun. When I am finished here, I will come for you.
{147403} | Jalboun leaves. |Heh, guess I'd better get a head start then.
{147404} Heh, sounds like a fine deal. Been wanting to clobber this witch since we left Luskan.
{147405} | Jalboun doesn't like you. |No thanks. I don't think I'd enjoy being in your employ any more than being in hers. Unless you can sweeten the pot.
{147406} What? You traitorous wretch!
{147407} | If Jalboun fought for you. |Hey, not so fast.  There is the matter of my payment.
{147408} | Offered him same as Sydney |Sydney was going to pay me 500 gold. I'll take that from you instead.
{147409} | Offered him 2x Sydney |Sydney was going to pay me 500 gold. You offered me double, so that will be an even 1000 gold pieces.
{147410} | If Jalboun fought for you. |Hah, good riddance.
{147411} Right... You're telling me that the Cap'n of a Keep can't pay such a small sum. Hard to believe.
{147412} Well, you want my opinion, you aren't worth one Luskan copper.
{147413} And don't think about wriggling out of it. We had an agreement, and I broke a contract for you, and am now unemployed and broke.
{147414} You... You mean it? Yeah, that would be nice. As long as its something military, a position where I'll be respected. Not eager to be a lackey again.
{147415} Well in that case, pay up. I need that money to keep me until I find more mercenary work. I just burned a big bridge with Luskan thanks to you.
{147416} Thanks and goodbye. No offense, but I hope I never see you again, Cap'n.
{147417} Quite a temper you've got, be careful it doesn't catch, or I'll be more than you can handle.
{147418} [Success] You know what? I think I'll be going now.
{147419} | Jalboun attacks at end of conversation. |[Failure] I'm through being kicked around by you. Let's see what you've got!
{147420} | Jalboun recruited |Yes sir. Right away. You won't regret this... much.
{147421} Thanks and goodbye. No offense, but I hope I never see you again, Cap'n.
{147422} | Influence Loss Qara |Trust me, the charm wears off quickly, but you two deserve each other.
{147423} | Influence Gain Qara |I will, you know. Except I don't need to practice much, so it should only take one or two hits to kill him. 
{147424} You have information about how to defeat the Shadow Reavers?
{147425} Why did you come to me instead of Nasher?
{147426} What do you want with Qara and Zhjaeve?
{147427} Why didn't you use Garius' true name to stop him?
{147428} These true names can be used against the Shadow Reavers?
{147429} Give me the true names then.
{147430} What good are the true names, if they don't work against the Shadow Reavers?
{147431} Why did you bother, if they are useless?
{147432} I grow impatient. What do you want from me?
{147433} What is the meaning of this?
{147434} You've lured us here to be ambushed.
{147435} [Diplomacy] We both wish to stop Black Garius. Why can't we work together?
{147436} What do you want with Zhjaeve?
{147437} Why Qara?
{147438} Enough. You will pay for deceiving me.
{147439} Enough banter. What do you want?
{147440} I could care less for your pretty speeches, get ready to die.
{147441} Who is your companion?
{147442} I think he's pretty amusing actually - let him speak.
{147443} Sydney, send your thug away before I let Qara use him for target practice.
{147444} Never mind. Let's get to the point.
{147445} | Set Jalboun dislikes you. |Keep your thug in line, Sydney.
{147446} [Intimidate] Attacking us is the last mistake you will ever make.
{147447} I'll match whatever she is paying you to attack her instead.
{147448} I'll double Sydney's wages.
{147449} Enough talk.
{147450} [Pay 500 gold] Here you go.
{147451} | Gain Chaos |Forget it I'm not going pay you.
{147452} Sorry, I don't carry that much gold with me.
{147453} Would you like a job at Crossroad Keep?
{147454} | Gain Chaos |[Lie] Sorry, I don't carry that much gold with me.
{147455} We can use you as a Sergeant. Report to Kana at Crossroad Keep.
{147456} I changed my mind.
{147457} [Pay 1000 gold] Here you go.
{147458} I'm just going to put you out of your misery.
{147459} [Intimidate] Qara, count backwards from 10. If he's still here, kill him.
{147460} [Pay 500 gold] Just take this money and go.
{147461} [Pay 1000 gold] Just take this money and go.
{147462} |SCRIPTER: Fade in. The player in their circle, with a Fire elemental nearby|
{147463} |SCRIPTER: Close up of the Fire Elemental|The first of four am I. The trial awaits.
{147464} I am <i>fire</i>! I exist to consume, I eat the living and the once living and am bathed in light.
{147465} Before I can <i>consume</i> you, I must ask a question. You must answer.
{147466} But do not be so certain you can take my power, prime-dweller. Fire is strength!
{147467} {Use amused alien VO}Very well...
{147468} {And you are foolish to ask in his tone}My question: what do you want of <i>fire<i>?
{147469} As real as your flesh...{"which I would love to taste" in his tone}
{147470} {Laughing tone - you have wasted your chance}Fire cannot teach you this. But you have answered me.
{147471} Now fight for your life, plane-dweller!
{147472} {Anger}<i>If</i> you defeat me here - you will gain what you seek!
{147473} Fool - never will you have a chance to gain <i>my</i> power again!
{147474} Who or what are you?
{147475} [Continue Meditating.]
{147476} Tell me about the trial.
{147477} Is this real?
{147478} I want to master your power.
{147479} I seek nothing from you.
{147480} The knowledge of how to defeat you.
{147481} |SCRIPTER: Now the fire elemental attacks. After he is killed another elemental phases in - a water elemental. No cutscene starts, the player must initiate talking to the elemental himself.|
{147482} {Kind}Second of four am I. Rest if you need it, <race>.
{147483} When you are ready for the second trial, you have but to ask.
{147484} I am water - the lifebringer and the winter king. A friend of all your kind.
{147485} Each of us must ask a question and then we <i>must</i> fight. It is a sacred test of worth.
{147486} {Some sorrow}Ancient masters of the Sun Soul made a compact, and we must follow. I wish you luck in your trials - but I will battle you true.
{147487} Rest and refresh yourself, <race>. We can begin when you are ready.
{147488} The question passed to me through the ages is this - what do you want of water?
{147489} If I fall you will gladly have it. The biting frost is power, indeed.
{147490} As you wish, <race>.
{147491} {Compassionate}That I cannot provide. Those you face can give you their strength or nothing.
{147492} {Disappointment}I'm sorry you see it that way.
{147493} You have answered my question, so I am compelled to fight. Good luck to you.
{147494} What exactly are you?
{147495} Can you share more about the trial?
{147496} I am ready.
{147497} I am not ready.
{147498} I want to master your power.
{147499} I seek nothing from you.
{147500} Protection from you.
{147501} Your death.
{147502} |SCRIPTER: Now the water elemental attacks. After she is killed another elemental phases in - an air elemental. No cutscene starts, the player must initiate talking to the elemental herself.|
{147503} {Amused female}Third of four am I. Are you ready to dance?
{147504} {Amused}Before we do, though, you may wish to catch your breath.{Laugh, this is a pun}
{147505} I am with you every moment - around everyone and everything. In anger I am lightning, in joy I am breeze.
{147506} {Amused}I have been called and told what I must do. Details are so {uh-fem-eral}ephemeral, don't you think?{laugh}
{147507} {Bored}As you have it. But rest <i>quickly</i> - I am eager to leave this place.
{147508} The question passed to me through the ages is this - what do you want of air?
{147509} {Mischevious}Dance - and dance well - and you may have it.
{147510} {Mocking}You would deny the very air in your breath? Your kind is always so foolish.
{147511} Even were I able, would I make you immune to my sisters' wrath? Nay, I think not.
{147512} {Amused}Waltz with me then, plane-walker.
{147513} {Amused}My duty fulfilled - now the fun can begin!
{147514} What are you?
{147515} Can you share more about the trial?
{147516} I am not ready.
{147517} I am ready.
{147518} I want to master your power.
{147519} I seek nothing from you.
{147520} Protection from you.
{147521} Your death.
{147522} |SCRIPTER: Now the air elemental attacks. After she is killed another elemental phases in - an earth elemental. No cutscene starts, the player must initiate talking to the elemental himself.|
{147523} {Solid male}Last of four am I. I stand here where others fail.
{147524} Rest if you need it.
{147525} I am beneath your feet - implacable and immutable. Civilization is built on me and of me.
{147526} The first of your ancient masters came and wanted the power of the Sun and Light. They brought gifts and tribute.
{147527} Come back when you are.
{147528} As I asked the first, now I ask you - what do you want of earth?
{147529} The caustic earth I can teach you, if you win against me.
{147530} A choice many of your brothers and sisters have made. Very well.
{147531} {Sorrow}That cannot be, young one.
{147532} In these lands, there is no true death for me. But you may try.
{147533} The last question is answered. Defeat me and your trial is at an end.
{147534} Four ancient lords of our realms made a compact that we follow today. We would teach those that are worthy our secrets.
{147535} That was long ago, and I have faced many of your number. All have been worthy, and it is a deal well kept.
{147536} Your answers have already set your path, young one. You have only one answer remaining.
{147537} Tell me about yourself.
{147538} Can you share more about the trial?
{147539} I am not ready.
{147540} I am ready.
{147541} I want to master your power.
{147542} I seek nothing from you.
{147543} Protection from you.
{147544} Your death.
{147545} |SCRIPTER: Now the earth elemental attacks. Once he dies then go back to 31_rolan and initiate denouement cutscene.|
{147546} Can you teach me the power of the Sun and Light?
{147547} |Intro|And this is your Keep, eh? Looks like it had hard times not too long ago.
{147548} {Gruff}Fair to middling work for humans. Still your Master Veedle seems a shrewd one.
{147549} {Changing subjects, "Enough of that attitude"}But I'm here to report for - err - duty, Captain. {A dwarf warrior could be of great service}I should be able to <i>help</i> a touch around here.{Short grunt of a chuckle}
{147550} {Nodding at a dwarf recruit}Ulfang's worth his weight - maybe not in gold, but steel - he should be able to show the soldiers, smiths, even Veedle some tricks of the trade. 
{147551} {Mirth}We'll see what I can do.
{147552} |SCRIPTER: Kana hasn't assigned him yet|I report to your lady {CON-ah}Kana, Captain. I'm eager to get to useful work, but I won't poke my nose where it isn't wanted.
{147553} |SCRIPTER: He's gathering minerals|You're lucky to catch me, Captain. Just grabbing a pint before looking for more minerals.
{147554} |SCRIPTER: Assigned to help the smiths|{Grudging compliment}Your smiths have some talents - for humans.
{147555} |SCRIPTER: Assigned to help Veedle|Your Master Veedle does know his craft, I'd swear he's got dwarvish blood in him. We'll get your Keep in good shape, never you mind.
{147556} Candril
{147557} Daerred
{147558} Daerred's note
{147559} This is a note from Daerred, the leader of the adveturing party sent by the PC to look for the King of Shadows.
{147560} Dobbson
{147561} Greycloak Basic Armor
{147562} Old Man Morris' Necklace
{147563} You received this "present" from Old Man Morris. Although this necklace smells like it came from a kobold pit, it has a magical enchantment which protects its wearer.
{147564} Juen
{147565} Maxil
{147566} Party Central
{147567} spawn_ammon_jerro
{147568} spawn_zhjaeve
{147569} Enter Party Central
{147570} Gather Your Party
{147571} TALK TO ME FIRST
{147572} debugzombieman
{147573} TALK TO ME SECOND
{147574} debugzombieman{DEBUG}
{147575} debugplelf
{147576} OR TALK TO ME SECOND...MAYBE
{147577} 2200 Debugelf
{147578} Hello, <FirstName>. I am Companion Bear. If your party companions are not showing in this area, please select option 2.
{147579} <i> DING (toaster oven sound) </i>
{147580} Good bye. Do nothing. Asta la vista.
{147581} My companions are missing! Please try to respawn them, Companion Bear.
{147582} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}This is the Debug Conversation for module [2200_Port_Llast].  What would you like to do?
{147583} Ok
{147584} Start [partyman] - control party (you should be able to use F11 instead)
{147585} Start [00_overlandmap] - the main debug conversation.
{147586} Start [00_debugkobold] - ember related
{147587} Nevermind.
{147588} Rarely Used
{147589} Start [00_debugplelf] - Port Llast related
{147590} Start [00_compbear] - make companions show
{147591} Previous list
{147592} Nevermind.
{147593} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}Welcome to Ember. Where do you want to go?
{147594} Take me inside the Quartermaster's house. (2213_wp_entrance)
{147595} Take me to Ember's entrance. (2210_wp_entrance)
{147596} Take me down the well. (2220_wp_entrance)
{147597} Nevermind.
{147598} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}Hello, I am Port Llast's debugelf.
{147599} Return me to Port Llast's Entrance. (2200_wp_entrance)
{147600} Let me in The Alliance Arms Inn. (2202_wp_entrance)
{147601} Let me in Port Llast's Garrison. (2205_wp_entrance)
{147602} Nevermind.
{147603} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}Greetings, fleshy one. Use me to debug this module.
{147604} Where do you want to go?
{147605} What variable do you want to change?
{147606} Take me to the starting point in Port Llast. (2200_wp_entrance)
{147607} Take me to Ember (2210_wp_entrance)
{147608} Take me to down Ember's well to cavernwell (2220_wp_entrance)
{147609} No thanks. Goodbye.
{147610} Take me to Duskwood Grove (2211_wp_entrance)
{147611} Take me to the upper cavern goblins (2222_wp_fr_2221)
{147612} Take me somewhere else... (Ember, Caverns, Duskwood)
{147613} I want to change some global variables.
{147614} Nevermind.
{147615} 00_nAct = 2
{147616} Set found all trial evidence (22_corpse, 22_log, 22_lyssa, 22_note, 22_ulip).
{147617} Make it so I found Bradbury, but didn't know who he was.
{147618} Take me to the Lower Caverns (2221_wp_fr_2220)
{147619} BlackGum
{147620} This is a Port Llast guard.
{147621} Port Llast Guard{male}
{147622} Generic Citizen
{147623} Port Llast Citizen{female}
{147624} This is a Horse
{147625} Horse
{147626} A harried-looking arcanist.
{147627} Farmer recruit
{147628} Tendra
{147629} Armorer.
{147630} Yask
{147631} Port Llast Citizen{male}
{147632} Port Llast Merchant{female}
{147633} Port Llast Guard{female}
{147634} Dockworker
{147635} Traveler
{147636} Cat{chaser}
{147637} Nya's Magical Sundries
{147638} Yask's Armory
{147639} Haljal's Weapons
{147640} 2200_wp_entrance
{147641} wp_2205_to_2200
{147642} wp_2202_to_2200
{147643} Point of Interest
{147644} Garrison
{147645} 
{147646} CityBMerchant1_T01
{147647} CityBMerchant6
{147648} Smith Table{RuralMBSmithTable01_T03}
{147649} 
{147650} 
{147651} Port Llast Intro
{147652} Guard Scene
{147653} Fishermen Scene
{147654} Angry Customer Scene
{147655} Vigilante Trigger
{147656} {Merch01}
{147657} {2205 Entrance}
{147658} {2202 Entrance}
{147659} 2200_wp_deirexit
{147660} 2200_wp_deirgarr
{147661} 2200_wp_garrison
{147662} 2200_wp_guard
{147663} 2200_wp_sixer
{147664} Waypoint for Sixer{Port Llast}
{147665} Jack and Saber entrance cutscene
{147666} {2201}Jack and Saber entrance cutscene
{147667} 2201_wp_entrance
{147668} Entrance to Jack and Saber Tavern
{147669} The Alliance Arms
{147670} Half elf ranger in Jack and Saber
{147671} Malin
{147672} Sole survivor of Ember
{147673} Barkeep of the tavern
{147674} Falgor
{147675} Elgun
{147676} Patron in the Jack and Saber
{147677} Bar Patron{1}
{147678} Bar Patron{2}
{147679} Cat{hunter}
{147680} Marcus Spawn
{147681} Elgun Trigger
{147682} Elgun Trigger
{147683} Drunks Scene
{147684} {2202 Exit}
{147685} 2202_wp_entrance
{147686} Entrance to Alliance Arms
{147687} 2203_wp_entrance
{147688} Entrance to Wheelrace
{147689} 2204_wp_entrance
{147690} Entrance to Cracked Anvil
{147691} Port Llast Garrison
{147692} Haeromos
{147693} Haeromos
{147694} This is a Garrison guard.
{147695} Guard{3}
{147696} {male}Guard
{147697} 2205_wp_entrance
{147698} 2205_wp_haertalk
{147699} 2205_wp_guard
{147700} 2205_wp_hall1
{147701} 2205_wp_hall2
{147702} 2205_wp_garrguar
{147703} {2205}Chest
{147704} {2205}Small Chest
{147705} {Door to the barracks}
{147706} {2205 Exit}
{147707} 2205_wp_deirdre
{147708} 2206_wp_entrance
{147709} Entrance to Magic Shop
{147710} {2210}Ember
{147711} ScotchPine
{147712} Quartermaster House
{147713} Corpse Cam
{147714} Establishing shot of Ember
{147715} Quartermaster Log
{147716} Corpse{Ember}
{147717} 2210_wp_entrance
{147718} Entrance to Ember
{147719} 2210_wp_offstage
{147720} Offstage for Ember Well Cutscene
{147721} 2210_wp_fr_2220
{147722} 2210_wp_fr_2220
{147723} 
{147724} Strange Corpse{22_strangecorpse evidence}
{147725} Evidence of foul play
{147726} Strange Corpse
{147727} Strange Noise
{147728} 2210_sp_qmlog
{147729} Quartermaster Log spawn
{147730} 2210_sp_spider
{147731} Spawns well spiders
{147732} Ember Entrance Cutscene
{147733} {2210}Ember Entrance Cutscene
{147734} 2210_wp_ioweth
{147735} Ioweth & co start here
{147736} 2211_sp_lyssa
{147737} Lyssa spawn point
{147738} Duskwood Entrance Cutscene
{147739} {2211}Duskwood Entrance Cutscene
{147740} 2211_wp_entrance
{147741} Entrance to Duskwood Grove
{147742} 2211_wp_ring
{147743} Where Lyssa throws the signet ring
{147744} 2211_wp_wolflair
{147745} Entrance to Felsthine's Secret Lair
{147746} Wolf Lair
{147747} A bag full of a wide variety of insects.
{147748} Insect Collection
{147749} Calindra is looking for Bradbury
{147750} Corpse{Bradbury}
{147751} This is a Dire Wolf
{147752} Wolf, Dire
{147753} {Werewolf}Jilla
{147754} A wide variety of weevils, grubs, and flies... all very much alive. Captured by Mirri and Jilla, each has been placed in a tidy little box, with some soil and food.
{147755} {Werewolf}Mirri
{147756} 2212_wp_entrance
{147757} Entrance to Felsthine's Secret Laif
{147758} Garbage Pile
{147759} tr_2212_to_2211
{147760} tr_2212_to_2211
{147761} Bradbury Found
{147762} 2212_wp_werewolf
{147763} Felsthine escapes here and changes into a werewolf
{147764} 2213_wp_entrance
{147765} Entrance to Quartermaster's house
{147766} Underground Cavern
{147767} Young glowing boy.
{147768} 2220_wp_entrance
{147769} Entrance to cavernwell
{147770} 2220_wp_fr_2221
{147771} 2220_wp_fr_2221
{147772} placeholder_2220_exit
{147773} This ladder will be replaced by a rope and bucket.
{147774} Marcus Trigger
{147775} Marcus Trigger
{147776} Cavern Well Entrance Cutscene
{147777} {2220}Cavern Well Entrance Cutscene
{147778} {dr_2220_to_2221}
{147779} Found Note From BG Cutscene
{147780} {2220}Found Note From BG Cutscene
{147781} A glow spider.
{147782} Spider, Glow
{147783} A dead adventurer.
{147784} Dead Adventurer
{147785} 2221_wp_fr_2220
{147786} 2221_wp_fr_2220
{147787} 2221_wp_fr_2222
{147788} 2221_wp_fr_2222
{147789} {2221}Garbage
{147790} Glowpond Trigger
{147791} {dr_2221_to_2220}
{147792} {dr_2221_to_2222}
{147793} 22_sc_glowstone
{147794} 22_sc_kistral
{147795} Closeup Ulip
{147796} {2221}Vial of Glowpond Water
{147797} 22xx Debugzombie
{147798} Goblins with Ulip
{147799} Goblin{UlipGobos}
{147800} A kristal spider.
{147801} Kistrel
{147802} Ulip is a goblin
{147803} Ulip
{147804} Glek is a goblin
{147805} Drom
{147806} Glek
{147807} Signet Ring
{147808} The ring's design features a mailed fist surrounded by a ring of platinum blades.
{147809} This skull has been carefully polished, and the eye sockets have been inset with garnets.
{147810} {2222}Trophy Skull
{147811} 2222_wp_fr_2221
{147812} 2222_wp_fr_2221
{147813} 2222_sp_earthele
{147814} Spawn for Glek's Earth Elemental
{147815} 2222_wp_glekfight
{147816} Glek runs here to summon Earth Elemental!
{147817} 2222_wp_ulipstop
{147818} Ulip runs here when party enters Upper Cavern
{147819} 22_kistral_walk
{147820} Glowstone
{147821} This remarkable stone glows brilliantly and emanates an unmistakably magical energy.
{147822} Corpse spot check
{147823} Speak to Glek
{147824} Begin Ulip's conversation on entrance of Upper Caverns
{147825} {2222}Speak Trigger for Ulip
{147826} Glowstone Trigger
{147827} Kistrel Trigger
{147828} tr_2222_to_2211
{147829} 2222_st_glowpond
{147830} {2222}Glowpond speak trigger
{147831} {dr_2222_to_2221}
{147832} 2222_entrance
{147833} Entrance to Upper Cavern
{147834} Aland Blake, Paladin of Tymora
{147835} Blake
{147836} Aland
{147837} I saw it, I tell you. The Black Wolf is back!
{147838} You were drunk that night.
{147839} Oh, definitely. Still, I know what I saw.
{147840} That doesn't exactly inspire confidence in your story.
{147841} Err, isn't the Black Wolf dead?
{147842} Yep. Some adventurer killed him and all the other werewolves a few years back.
{147843} I'm telling the truth! I swear!
{147844} You also swore that Sune herself paid you a visit last month, remember?
{147845} Enough, you two. Barkeep, we need more ale over here!
{147846} Catch anything yet?
{147847} Some. Not much of a haul at the moment.
{147848} Same here. Maybe we should try a different spot.
{147849} Let's stay here a bit longer. Our luck might change.
{147850} {idle banter}So, you think the {OOTH-gart}Uthgardt are going to try to sack the town?
{147851} {bored}You already asked me that. I don't really care.
{147852} {slightly confused}You don't care if a horde of barbarians invades Port Llast?
{147853} {shrugs}It'll be nice to do some fighting for once instead of standing around all day.
{147854} {agreeing}I hear that.
{147855} You <i>promised</i> the shipment would be in today! Where is it?
{147856} It's not my fault! Luskan's war with Ruathym is causing delays. Maybe-
{147857} No! No more excuses. I want my money back.
{147858} But... the merchandise is already paid for! I don't have that much coin on me.
{147859} That's your problem, not mine.
{147860} {sighing}All right, I'll see what I can do. Now, was there anything else?
{147861} Hail to you, friend!
{147862} Pity about Ember.
{147863} Don't go to the Duskwood. Strange things are in there.
{147864} I hear the Luskans are going to attack any day now.
{147865} Leave me in peace.
{147866} |Player exposed Elgun|{L-gun}Elgun's such a liar. I'm never listening to him again.
{147867} |PC didn't expose Elgun|We need more heroes like {L-gun}Elgun around.
{147868} <i>sigh</i>
{147869} <i>yawn</i>
{147870} Only a few more hours...
{147871} So very, very bored...
{147872} I could go for an ale right about now.
{147873} {to himself}I wonder if the Luskans are going to attack?
{147874} Lethollon
{147875} | First visit |{Annoyed about something - not the PC - distracted but being polite}Many pardons, but I have a lot on my mind...
{147876} {Annoyed - still not at the PC happy to vent}My partner, Bradbury{brad-bur-ree}... he is two days late for our meeting.
{147877} {Gets apologetic in tone after she realizes the PC is a northerner, northerner is said with a slight bit of contempt}He is a <i>northerner</i> and a fool. But... he is good with pick and wedge and has brought much silver to my house.
{147878} I was planning on taking him to {AH-M}Amn with me, but he heard tell of valuable ore in Duskwood.
{147879} {Defensive, offended}I am an <i>artisan</i> - and a master trader. Strength can mine a quarry, but wit is needed to fully utilize it.
{147880} {Considering}My father has always said I had a good eye for trade - and I suspect that your offer is most generous. {She is loyal to her man}But... I will not leave Bradbury behind.
{147881} | Set Looking for Bradbury Quest |{A hint that Bradbury is more to her, but could be interpretted both ways}He is hard to miss, if you see him, his hair is bright orange - like flameblooms in the desert. 
{147882} | JOURNAL CHECK: Quest Assigned |{Hopeful}My pardons, but do you have any news of Bradbury?
{147883} {Slight sorrow, more annoyed than anything else}How many times did I tell him? Brawn should always be tempered by caution and wisdom.
{147884} Just tell him I'm still waiting.
{147885} {Still a bit of sorrow, but appreciation at the offer. Impressed at the PC's accomplishments}My plans were to journey back to Amn - but I have heard of your Crossroad Keep.
{147886} | Set Calindra Joins Keep |{In tone slight downturn - "The rest of my men" means without Bradbury}The rest of my men will set out after I purchase supplies for the journey. 
{147887} {Tone shifts - down turn again}Until Bradbury returns, I cannot leave for Amn. And I cannot find work in this place - these northern folk will not deal with a stranger.
{147888} {A little condescending}Aye, it's something humans have never understood. {Backhanded compliment}But at least you're making an effort, something most humans don't bother to do.
{147889} | Influence Gain: Khelgar|{Agreeing}Aye. Sooner you come to recognize it, the easier the title's going to be.
{147890} | Influence Loss: Khelgar|{Surprised, then defensive}Eh? {This is a fake dwarven expression}When one sees soot on the anvil, one calls it soot, not silver dust - if the name fits, that's the name you use.
{147891} {Words are polite but tone has derision especially on dwarves, should be subtle enough that Khelgar won't pick up on it}Each is entitled to their own opinion, even <i>dwarves<i>.
{147892} {Grunts}Besides, she's from {AH-M}Amn. You know how <i>they</i> are.
{147893} | JOURNAL CHECK: Quest Completed |My thanks for your help, <FirstName>.
{147894} {interested, but guarded - she's afraid it's going to be bad news coming}Yes, he does. You've seen him, then?
{147895} We who carve and cut stone are well-acquainted with loss. Always quickly, it comes... a fall of rocks, a misplaced step. But you are kind to offer comfort.
{147896} Without Bradbury, I do not know. I will stay here for a time and look for work. If I find nothing, I will have no choice but to return alone to Amn, and to my father's employ.
{147897} For that, I would be doubly grateful.
{147898} You will know him in an instant, if you see him. His hair is bright orange, like flameblooms in the desert.
{147899} {Sighs, a little exasperated}I'll miss him, even if he was a fool. 
{147900} In Amn, a coin in the right pocket is all that is required to secure a contract. Here, it is all in who you know.
{147901} | Set Looking for Bradbury Quest |{A hint that Bradbury is more to her, but could be interpretted both ways}He is hard to miss - his hair is bright orange, like flameblooms in the desert.
{147902} If you happen to see him, just tell him I'm still waiting.
{147903} Is something wrong?
{147904} You two are miners?
{147905} If I see him, I'll let him know you're waiting.
{147906} Farewell.
{147907} I could use good miners at my Keep.
{147908} | PC found Bradbury |I found his body inside a cave in the Duskwood.
{147909} | PC found Bradbury |He was careless and got himself killed.
{147910} | Calindra Has Not Joined and player has keep |There is a quarry near my keep. You could come and work for me.
{147911} Not yet. We'll return if we find anything.
{147912} That's enough, Khelgar.
{147913} It's almost as admirable as dwarves wanting to be monks.
{147914} "Miner" suits you better.
{147915} He's right. You don't look like someone who works the land, just talks about it.
{147916} Waiting for someone?
{147917} Farewell.
{147918} The Duskwood? Does Bradbury happen to have orange hair?
{147919} I found his body inside a cave.
{147920} I'm sorry to say that he's dead.
{147921} He went exploring in the wrong place and got himself killed.
{147922} I'm sorry about Bradbury.
{147923} I'm sorry for your loss.
{147924} | Calindra has not joined and player doesn't have keep |What will you do now?
{147925} If I hear of any suitable opportunities, I'll be sure to tell you.
{147926} Tell me again what he looks like.
{147927} What does Bradbury look like?
{147928} Did you hear about Ember? It was a massacre, they say.
{147929} Don't believe what's said about werewolves around here. There aren't any - not anymore.
{147930} Luskan's probably going to take over the town any day now.
{147931} Stay out of the Duskwood. There's something odd going on in there.
{147932} If you need weapons, talk to {hall-JALL}Haljal.
{147933} Don't get on {HIGH-ro-mos}Haeromos' bad side. He's pretty angry about something these days.
{147934} | Alaine runs to Shandra |{Broken up, traumatized}Shandra? Shandra, is that you? 
{147935} {Recognition}Alaine? You survived... thank the gods!
{147936} {Close to weeping}Shandra! It was horrible! They butchered everyone!
{147937} {Soothing, comforting}{uh-LAIN}Alaine, it's all right... shhhh. Look, I've brought people to help. We'll get to the bottom of t-{"this"}
{147938} |pc is male|{Notices the player, who she's seen commit atrocities}You! Shandra, it's- it's <i>him</i>. Why would you bring him here?
{147939} {Cold, deadly serious}I saw you murder those people.
{147940} {Trying to calm an angry woman, gets cut off}No, Alaine, it's not true-
{147941} | Set 22_bMetAlain = 1 |And we will also need you to speak when the trial takes place. 
{147942} | PC is female |{Defiant, then looking at the player}I know what I saw. They had no weapons... some even surrendered, but she... she...
{147943} | PC is male |{Defiant, then looking at the player}I know what I saw. They had no weapons... some even surrendered, but he... he...
{147944} | Influence Lost Shandra |{Exasperated, player is questioning a friend}Can't you see she's lost family? She doesn't need "justice" - she needs our help and protection! 
{147945} | Influence Gain Shandra |{Relieved, player is questioning a friend}That's right, Alaine. We're here to help, all right? 
{147946} | Influence Lost Shandra |{Exasperated, player is questioning a friend}Can't you see she's lost family? Gods, show some sympathy! 
{147947} {Steadies herself, but still broken up}It was trade season, and the shipments into Ember had fallen off... I decided to trade along the South Roads.
{147948} {Quiet, recalling a horrible memory}When I came back to Ember, I heard the screams and saw the smoke.
{147949} I left my wagon and went into town. That's when I saw the bodies...
{147950} | PC is male |{Still quiet, then breaks at end}I saw him kill the quartermaster while he was on his knees, begging for his life.
{147951} {A little prompting}You saw this man, here, do the killing blow? And was it just him? And where did he...
{147952} | PC is female |{Still quiet, then breaks at end}I saw her kill the quartermaster while he was on his knees, begging for his life.
{147953} {A little prompting}You saw this woman, here, do the killing blow? And was it just her? And where did she...
{147954} {Hissing}Sand!
{147955} {Irritated}We don't have all year, girl, nor do I have the patience when the trail of these killers grows colder. 
{147956} {Very shaken up}There were others, but I didn't see them closely. I ran as hard as I could to Port {LAST}Llast. And they took me in.
{147957} {To player, a little cold}But you did do it.
{147958} {Firm, contradicting}Or someone that looked the part - there are <i>many</i> magics that can cloak one's appearance... even allow one to change shape.
{147959} | Quest Update |{Cold}I know what I saw.
{147960} You had about a dozen of your friends with you... but, I don't recognize anyone with you now.
{147961} A dozen, you say? Interesting. Do go on.
{147962} {Blinks}Well... no. I believe they were all human.
{147963} {Thinking}Well, considering that those two... and the gnome... account for at least half of us, that might seed some doubt.
{147964} {Grunts, protesting}More than half in spirit.
{147965} {Sarcastic}Yes, you keep telling yourself that. 
{147966} {Surprised}Wow. Maybe my demonic heritage will actually help us get out of this. 
{147967} {Hesitating, but has to find a reason}But, you could just have hired others.
{147968} {Slight condescending tone}Yes, my dear... but as your hesitation suggests, why would anyone do that, when they have trusted allies who would follow one anywhere, despite their common sense? 
{147969} {Quietly, to player}Eh... no offense. 
{147970} I... don't know. I just started running. I guess they didn't notice me.
{147971} {slight mocking}You were lucky, hmm? Or perhaps, they <i>let</i> you escape?
{147972} |pc is female|{Notices the player, who she's seen commit atrocities}You! Shandra, it's- it's <i>her</i>. Why would you bring her here?
{147973} |fade out|
{147974} |fade in.  Shandra approaches.|
{147975} |jump people|
{147976} I don't want to talk to you right now. Just... leave me alone. Please.
{147977} | Fade out |
{147978} | Jump near exit |
{147979} | Fade in |Listen to me... if we can get her to work for us, her story of tears will sway the court in our favor. 
{147980} {Defiant}Alaine's not some tool, Sand... she's just survived the massacre of her town... which someone caused to get to <i>us.</i>
{147981} Girl - if we do not use your friend, the Luskans will. And they will use her testimony to kill our friend, here. 
{147982} {Cold, slight evil}So... please, dispense with your convenient morality. Either <i>we</i> use her, or <i>they</i> do.
{147983} | Influence Gain: Shandra |{Relieved}Good, glad to hear <i>someone</i> here is making some sense... leave her alone, Sand, I mean it.
{147984} | Influence Loss: Sand |{Scoffs}Forget it, then. I can't help this matter if you won't heed my counsel... maybe you will when you're hanging from the gallows, twisting in the wind. 
{147985} | Influence Lost: Shandra |{Irritated, then pissed}Fine, whatever it takes. When you and Sand get done stepping all over the little people to get what you want, be sure to remind yourselves what you were fighting for.
{147986} I'm not responsible for what happened at Ember.
{147987} Just tell me what you saw.
{147988} I'm responsible for many things, but Ember isn't one of them.
{147989} | Evil Response |You'll meet the same fate if you don't tell me what you know.
{147990} | Good response |We're here to help you, not to hurt you.
{147991} This is a waste of time. She can't help us.
{147992} Who else was there besides me? Were any of my companions there?
{147993} You didn't see a dwarf? A gnome? A half-demon girl?
{147994} How did you manage to get away if you got close enough to identify me?
{147995} That's all I wanted to know. Farewell.
{147996} Farewell.
{147997} | Lawful Response |It's her responsibility to speak about what she saw, even if it works against me.
{147998} | Good Response |She's been through enough, and I don't want to make her a target.
{147999} | Chaotic Response |If she can save us, then we need her.
{148000} Let's go. We still have more investigating to do.
{148001} | Evil Response |If I can find a way to use her, I will. If she dies as a result, so be it.
{148002} {Spots a dead body}Hold a moment. Look at this.
{148003} This corpse is unusually discolored, much different from the usual decay.
{148004} {Puzzled, then pointing out wounds on corpse}These wounds are superficial - not deep enough to kill. {Studying corpse}And the scent, coupled with the discoloration of the skin here and here... {conclusion}this man died from poison, and an unusual one at that.
{148005} | Quest Update |{Cutting a flap of skin}Let me take a sample from the body... I think it will serve as a valuable piece of evidence.
{148006} {Disgusted by examination of corpse}I don't even know how you can <i>tell</i> that.
{148007} Trust me, I've seen a lot of death over the centuries. 
{148008} | Influence Gain Sand |{A little pleased, then distracted}Just doing my job. The sooner I put together these pieces, the sooner I... hmmm. 
{148009} | Influence Loss Sand |{Irritated, condescending}And <i>that</i> attitude is why Nevalle - in all his wisdom - told me to come with you, so perhaps you'd... wait. Hmmmm. 
{148010} | Evidence found >= 4, enable NWN Overland markerg |I think we've found all the clues we need. I say we head back to Nevalle and report what we've found.
{148011} I think we should keep searching for more clues. There may be other items that Ember's attackers missed in their haste. 
{148012} What is it?
{148013} We have other things we need to do, Sand.
{148014} It's just a corpse - I've left a lot of those behind since leaving West Harbor.
{148015} This is a waste of time.
{148016} So what does that tell you?
{148017} Good eyes. What does it mean, though?
{148018} | Scripter: Vigilante guards dead. Other guards appear and come running up, swords drawn | Put up your weapons! What's going on here?
{148019} If I didn't know that those four were always too quick to turn to violence, I'd clap you in irons right now.
{148020} We'll inform Haeromos of what happened here - you're free to go, but don't cause any more trouble.
{148021} Damn it. I know they lost family there, but I never thought they'd forsake duty for misguided vengeance.
{148022} Why would they attack you? What did you do to them?
{148023} These guards blamed me for Ember, and they wanted revenge.
{148024} Attack me and you'll end up just like them.
{148025} | Scripter: Guards walk away and disappear |
{148026} This isn't my fault. They tried to kill me.
{148027} I told them I wasn't responsible for Ember, but they refused to listen.
{148028} They wanted to fight me, so I didn't disappoint them.
{148029} {Stops, noticing}It's the trees in this area... you may notice your senses becoming slowed, lethargic. 
{148030} {Slight condescension, like a professor lecturing students}These trees act as a damper on magical energies... your talents... and my considerable ones... may be reduced while we are here. 
{148031} {A little pained}There's something wrong with them. It's some kind of poison, running up through their roots.
{148032} | Elanee shown in pain, looks around |{Scanning, thinking, something is wrong}Something about this forest... I can't hear the trees, their voices are strange.
{148033} {Answering question, still pained}Yes... the poison - it's like a brightness... seeping from the ground into their branches.
{148034} | Influence Gain Elanee |No... I should be all right, but I am grateful for your concern. {Beat, confused}I am curious what is causing this, though.
{148035} | Influence Lost Elanee |Since my warnings only serve to bore you, I shall remain silent - on this and anything else I sense that is out of place. 
{148036} | Influence Gain Elanee |{Grateful}That is my wish, too - I am glad we share the same feelings on this. 
{148037} {Walking along, and suddenly starts feeling ill}Ennh... hold on a moment... I'm feeling nauseous.
{148038} {Irritated, and getting really sick}Lethargic? This place is making my <i>gut</i> churn.
{148039} {Pissed, angry}Is that why you brought me here, to weaken me and humiliate me?
{148040} {Crisp, cold}No, that is merely a fortunate side effect. I think of anyone, you could <i>use</i> a little humbling.
{148041} | Influence Lost Sand |{Condescending}My apologies, but it's <i>academic,</i> my friend. The powers of the Duskwood are known to all in the region... well, for anyone who can <i>read.</i>
{148042} | Influence Gain Qara |{Pissed}Are you a complete fool? <i>Listen</i> to our leader, Sand.  We can't fight as well while we're here - which puts us <i>all</i> at risk.
{148043} | Influence Gain Sand |{Condescending}Our friend is right, dear Qara. Besides, I thought the powers of the Duskwood were known to all in the region... well, for anyone who can <i>read.</i>
{148044} | Influence Loss Qara |{Pissed}Both of you can burn in the Nine Hells. Come on. Let's get going.
{148045} | Influence Lost Sand |{Condescending}My apologies, but it's <i>academic,</i> my friend. The powers of the Duskwood are known to all in the region... well, for anyone who can <i>read.</i>
{148046} {Dismissive}Point taken, shelved, and catalogued. So if you are done being superior, shall we move on? The <i>forest</i> awaits.
{148047} {Slightly pained}All I know is this place is making my gut churn.
{148048} {Dismissive, condescending}As our druidic adherent mentioned - it is the Duskwood trees that surround us. Your senses will become lethargic as a result.
{148049} | Sand stops |
{148050} | Close up of sad Sand |Just a moment...
{148051} I feel I must warn you...the trees of the Duskwood act as a damper on magical energies. My considerable talents may be reduced while I am here.
{148052} {Slightly curious}So it affects druids as well? How odd. I suppose that means the properties of the Duskwood are not natural... fascinating.
{148053} Yes, that lethargy you feel... it's coming from the wood. We should be on our guard, and we may wish to rely on physical force and keep our spells in reserve while we are here.
{148054} {Assumes player is stupid}Yes... damper, as in, "to suppress." A sample sentence would be...
{148055} | Khelgar is present |{Mock defensive}All right, all right... no need to do a Khelgar imitation. I was just trying to educate you on this forest. 
{148056} | Influence Gain Sand |{Actually a little please he was being helpful}Pleasure to help - to be honest, this little jaunt is turning out far more interesing than I'd hoped. I might even thank Nevalle if this keeps up.
{148057} | Influence Lost Sand |{Condescending}My apologies, but it's <i>academic,</i> my friend. The powers of the Duskwood are known to all in the region... well, for anyone who can <i>read.</i>
{148058} But enough - let me be silent. The Duskwood awaits.
{148059} {Surprised, just been insulted}Hey!
{148060} Oh, sorry. I occasionally miss that you're here, since I'm way up here and you're down there.
{148061} {Grunts, threatening}I can fix that.
{148062} {Mock defensive}All right, all right... no need to do a Khelgar imitation. I was just trying to educate you on this forest. 
{148063} Poison?
{148064} | PC is druid |I'm feeling the same thing. Something's not natural here.
{148065} | PC is cleric, mage, sorcerer, warlock |I'm feeling odd, too - a little sluggish.
{148066} We don't have time for your meditations on nature. Let's go.
{148067} Are you going to be all right? If it's causing you pain, we can leave.
{148068} Endure the pain or I'm leaving you behind.
{148069} Maybe we can get to the source of this poison and try to heal this place.
{148070} | Evil response |Shut up before I kill both of you.
{148071} | Good response |No one's trying to hurt anyone here - so stop trading insults and let's start working together.
{148072} You could have warned us what this forest did, Sand - <i>before</i> we came here.
{148073} While you're here, you'll need to rely on something other than your powers, Qara - take the opportunity.
{148074} | PC is druid |I'm feeling the same thing. Something's not natural here.
{148075} | PC is cleric, mage, sorcerer, warlock |I'm feeling odd, too - a little sluggish.
{148076} Damper?
{148077} Next time you want to stop and bore me, why don't you damper that instead?
{148078} I <i>know</i> what it means, I was just confirming what you said.
{148079} Oh. Wasn't too clear on what you meant. Thanks.
{148080} Just shut up, Sand.
{148081} All right, thanks for the warning - we can adjust our tactics.
{148082} You could have warned us what this forest did - <i>before</i> we came here.
{148083} Lucky for me, I had my enchanted dagger with me. With its jaws only inches away from my throat, I lunged, and with a quick twist of the blade, I cut out the beast's heart!
{148084} |Bar Patron|Ooooh.
{148085} {Dismissive about "heroic" feat}I was a bit tired after all this fun in the Duskwood, so I decided to head to Ember to rest up. {Beat, gets low, dramatic}That's when I smelled the smoke.
{148086} I ran there as quickly as I could, and what did I see? The village in flames, the defenseless people being slaughtered by cruel and evil men.
{148087} The only thing I could do - I attacked. I cut down two of them before they knew I was there, but the others, seeing what a threat I was, ganged up on me.
{148088} I slew several before one of them snuck up from behind and knocked me unconscious. The enemy must have thought me dead, because when I woke, they were gone.
{148089} |Bar Patron|And what of Ember?
{148090} Sadly, I was too late - everyone was dead. There was little more I could do, so I returned to Port Llast.
{148091} |Bar Patron|At least you tried, {L-gun}Elgun.
{148092} |Notices the player enter|I haven't seen you around before. Just passing through?
{148093} I did. I'm sorry I couldn't have done more to stop it.
{148094} {Drily, sarcasm - listening to someone telling a tall tale about fighting off dozens of attackers}Yet hardly a scratch on him. A tale well worth its weight in words, no doubt.
{148095} {Dry}It is a miracle you survived.
{148096} {completely misses the sarcasm}Indeed, {TIE-mora}Tymora was watching over me that day.
{148097} {Suprised, then recovers}A survivor? Well, erm, that... that's good news!
{148098} Regretfully, I didn't. Otherwise, he'd have been the first I cut down.
{148099} With a rotund frame like you have, it's a wonder the enemy was able to get close to you at all. {Beat}Gods, man, you look like you swallowed Ember, not saved it.
{148100} With all the smoke, I'm <i>sure</i> I could have been mistaken. Tricks on the eyes and all that, ha ha.
{148101} {Surprised, defensive}What? He's wrong. I didn't need his training! I learned to fight... somewhere else.
{148102} {Sputtering, defensive}I... I saw plenty, I don't know what she's talking about.
{148103} |Player poked enough holes|{annoyed, lowers his voice}Look, it's obvious you know I wasn't there. What do you want from me?
{148104} Free ale and the attention of women, of course. You think someone like me could get that otherwise?
{148105} I'd heard there was a dryad in the Duskwood, so I figured... {embarrassed - basically admitting he was out for sex}well, you know how dryads are. With men, I mean. 
{148106} Then I saw the smoke from Ember, so I didn't dare head <i>that</i> way. By the time I got back to Port Llast, people were already talking about the massacre.
{148107} No one around here seemed to know what really happened, so I figured I might as well... embellish my involvement. {Uneasily}No one's getting hurt, right?
{148108} Err... why I would I want to do that?
{148109} [Success] You wouldn't dare harm me, not in front of all these witnesses.
{148110} {fear}All right, you made your point. I'll... tell the truth..
{148111} {horrific realization}Oh no... I didn't even consider that. Uh... everyone, I have an announcement...
{148112} {condescending, like he's big and important}Back again? I'm sure I can spare some time for you.
{148113} |Player exposed his lies|I don't have anything more to say to you.
{148114} {slight hesistation - he doesn't want his fake story looked at too closely}Sure, all right. What do you want to know?
{148115} Now, if you'll excuse me...
{148116} The man is clearly a fool - but it is his audience that concerns me. Such tales could be used against us. We should question {L-gun}Elgun and see about the <i>facts</i> of his tale.
{148117} {Hushed, reverent}So what did you do?
{148118} I didn't get too far in before the wolves chased me away, so I decided to stop in Ember for awhile.
{148119} {Rolls eyes}Oh, gods. How predictable.
{148120} {Player comes up while Elgun is in the middle of a story}...I had just lined up my arrow on the deer when I heard a growl. I turned, and there was the biggest, blackest wolf I'd ever seen - coming right at me!
{148121} There were dozens of attackers, heavily armed, aided by foul creatures - demons, I think.
{148122} {Rolls eyes, a little under her breath}I think dryad legends do more to get men lost in the woods than dryads themselves.
{148123} {Confused}What? What does he mean?
{148124} {Confused}What are you all talking about? You're making no sense.
{148125} {Whispering}He went in there to try and... uh, sneak some kisses, Grobnar. 
{148126} {Epiphany}Ooooooooooooh. I see. 
{148127} {Dismissive}Oh, please. All the harm's already been done.
{148128} {To player}He's a slippery one. Let's ask around town and see if anyone can help us shed some light on some of his more... flamboyant... statements.
{148129} {Smug, pleased}That should keep his mouth closed. We didn't need him spreading any more of those wild tales before the trial. Well done - let's move on.
{148130} You saw what happened at Ember?
{148131} |Player spoke with Alaine or Marcus|I spoke with a survivor. I heard there were only about a dozen attackers at Ember, and nothing was mentioned about demons.
{148132} Did you see who led  the attack on Ember?
{148133} |Player talked to Haljal about Elgun|Haljal said you can barely handle a blade, yet you managed to kill "many" of these attackers?
{148134} |Player spoke to Malin about the Duskwood|You were hunting deer in the Duskwood? Malin says there's no deer to be found there at all.
{148135} Why did you say you were there?
{148136} I want to know what really happened.
{148137} You're doing damage just by spreading that story.
{148138} [Intimidate] Because if you don't, I will kill you.
{148139} I'm patient. You'll spend the rest of your days looking over your shoulder.
{148140} Tell me what actually happened.
{148141} | Chaotic Response |I don't mind lies - except when those lies can be used against me.
{148142} Everyone thinks you're a witness. If Ember's attackers hear about you...
{148143} Farewell.
{148144} Let's talk about Ember.
{148145} Nevermind. Farewell.
{148146} You're probably right. What were you really doing out there?
{148147} After they see what I do to you, no one's going to dare interfere with me.
{148148} | Lawful response |Lies serve no one - someone may be harmed by the tales you're telling.
{148149} I think you're proof that someone can tell any story they want, and if you tell it right, people will believe anything.
{148150} | SCRIPTER/MATT: Should request an animated camera for this, showing the wreckage of the whole village, with doomed music. |
{148151} {Horrified, looking at a massacred village}By the Gods... these villagers, they were cut down like dogs.
{148152} {Becoming quieter and angrier}Look at the people... none of them have weapons in their hands... there wasn't even a fight.
{148153} {Cold, angry}There was no battle here, only slaughter.
{148154} {Horrified, looking at a massacred village}It... {can't be.}
{148155} {Looking at a massacred village, being clinical about it}It's efficient. Whoever did this, they took care to secure the perimeter first, then moved in...
{148156} | A camera shot of the clue corpse killed by Lorne, as an added hint. |Look, you can tell from the position of the corpses.
{148157} {Disdainful}Wouldn't put it past Luskans. They usually don't bother trying to place blame elsewhere, so they may have made mistakes.
{148158} {Seeing a village slaughtered, burned to the ground, quiet, horrified}I was just traveling through here last season... 
{148159} | Camera should show quartermaster's place, as a further hint. |There... there was the quartermaster's house... 
{148160} | Camera switch to Alain's home |{Quietly}And {Elaine}Alaine's home... By the Gods, who could have <i>done</i> this... these villagers, none of them were soldiers... it would have been a massacre.
{148161} {Softly, but firmly}My dear... it <i>was</i> a massacre. Come, let us see what we can find.
{148162} |Glek, an old and grizzled goblin, stands calmly awaiting the player|
{148163} | Trial is not over |Ulip tells me you wish to know about the intruder who came to our caves.
{148164} {Offended}Why the surprise? I doubt you could speak <i>our</i> language half as well.
{148165} As I said, it is a sacred artifact of my tribe. We discovered it in these caverns shortly after we fled here.
{148166} It is in another cavern not far from here. You may look at it, but you will not touch it.
{148167} {warning}Attempt to take it and we will destroy you.
{148168} {grim}Our old tribe. We were prospering, yet the chieftain insisted on making war against other tribes.
{148169} I proposed that we live peacefully. The chieftain... disagreed.
{148170} So I gathered what followers I could and deserted my tribe. Naturally, my former tribe attempted to hunt us down.
{148171} It was futile to stand and fight, so we ran. Eventually, we found this place, and we have been here ever since.
{148172} Is it done? Are the spiders all dead?
{148173} You have earned passage through our caves. Go now.
{148174} | Mentioned Glowstone with Grobnar present |{Surprised}Glowstone? I had a Glowstone once. {Confused}Didn't I?
{148175} {Between clenched teeth}<i>Do</i> shut up, Grobnar. {A little louder, to goblin chieftain}This Glowstone... what is it?
{148176} {Grunts, dismissive}No surprise there.
{148177} | Glek takes out a scroll of summoning, begin spellcast |
{148178} | Earth elemental dramatically appears |
{148179} {Lowering voice, preparing for a fight}It seems our enemies seek to turn the earth against us.
{148180} {Frightened, a gigantic monster just appeared, trying to take it all in clinically, failing}Ah... that would be an earth elemental. But... my, look at its size. I do believe the odds are somewhat out of our favor.
{148181} {Awed, a giant earth elemental has just appeared in front of her, totally deadpan and stunned}I cannot <i>believe</i> the trouble we get into.
{148182} | Earth elemental roars |
{148183} He was a most vicious warrior. We would have been slaughtered were it not for our magic.
{148184} Even the weakest of my tribe knows simple spells - a gift from our sacred Glowstone.
{148185} In ashes - little of him remains. I kept his skull, his weapons, and his ring for myself.
{148186} {Whispers to player}It's a shame there's no body... but the ring might prove useful.
{148187} My tribe earned this treasure with our blood. If you desire it, you must do the same.
{148188} We share these caverns with a number of giant spiders. They, too, possess magic and are formidable foes.
{148189} They have recently built a nest in one of the adjoining caves... too close to us, by far. Destroy them all, and the ring is yours.
{148190} Follow this tunnel to the edge of our domain. You will find the spiders in the caves beyond.
{148191} {smiling}Then it is as my scouts have said. You have earned the ring, and also the gratitude of my tribe.
{148192} {Slight objection}Can't we hold it, just a little? You see, and this is a fascinating tale, I actually had a Glowstone like yours at one point, but I los-{"lost"}
{148193} This Glowstone... what is it?
{148194} {anger}<i>Give</i> it to you? You demand that which you have not earned.
{148195} It is in ashes - little of him remains. I kept his skull, his weapons, and his ring for myself.
{148196} {Picks up a ring}Ah, excellent, another piece to the puzzle.
{148197} Why? It's just a ring.
{148198} {Trying to downplay the ring's importance}Hardly worth its weight in copper.
{148199} No, I think it will prove quite valuable...
{148200} You see these... the teeth-like projections around the edge? This ring is a symbol of the Circle of Blades, a group of murderers native to Luskan. 
{148201} The man the goblins killed was an assassin... very far from home, it seems.
{148202} | Evidence found >= 4, enable NWN Overland markerg |I think we've found all the clues we need. I say we head back to Nevalle and report what we've found.
{148203} I think we should keep searching for more clues. There may be other items that Ember's attackers missed in their haste. 
{148204} | Trial is not over |We don't get many of your kind down here. I hope you are no friend to the last intruder who came this way.
{148205} It's possible he helped commit a crime which I'm blamed for.
{148206} You speak Common well - for a goblin.
{148207} Can I see this Glowstone?
{148208} You fled here? Who were you running from?
{148209} I lied. I'm actually here to kill you.
{148210} Magic?
{148211} Where is the warrior's body now?
{148212} I need that ring. May I have it?
{148213} I want that ring. Give it to me.
{148214} What do you need me to do?
{148215} Very well. I'll kill you all and take it, then.
{148216} All right, I'll do it.
{148217} No, I think I'll just kill <i>you</i> instead.
{148218} This had better be worth it.
{148219} As long as it's not too much blood. What did you have in mind?
{148220} It's done. That group of spiders won't bother you any more.
{148221} Not yet. I'll return later.
{148222} I've decided it'll be much easier to kill you instead.
{148223} I meant no offense. Who was this intruder you mentioned?
{148224} You know nothing about me. Now, tell me about the intruder.
{148225} Maybe, maybe not. About that intruder...
{148226} About that intruder - where is his body now?
{148227} How much do you want for the ring?
{148228} We'll see. Anyway, I want to see this warrior's body. Where is it?
{148229} I need to see the warrior's body. Where is it?
{148230} Enough of this. Show me the warrior's corpse.
{148231} Good for you. Where's his corpse?
{148232} Another intruder? Who was he?
{148233} Where are the spiders, again?
{148234} I am no friend to you, either. Defend yourself!
{148235} {A little curious}Look at this pool... it appears to be concentrated with the water in these caverns. We should extract some and study it, maybe even use it in crafting.
{148236} {Curious}The disturbance I felt in the forest above... this water here, seems to contain heavy amounts of the poison that infects the trees.
{148237} Hmm... it bears closer examination. We should extract some and study it, maybe even use it in crafting.
{148238} | Influence Gain Elanee |True, it may merit closer examination, especially by someone who understands such things. Your concern is appreciated. 
{148239} I do not think using it to make more poisons is a good idea - it has done enough damage to the Duskwood.
{148240} | Influence Loss Elanee |If this poison was killing your crops in West Harbor, then perhaps you might feel differently, but you were always short-sighted, even when growing up.
{148241} | Influence Gain Sand |{Pleased, eager}Indeed - it's good to see someone as curious as I. Let us proceed.
{148242} | Influence Loss Sand |{Sarcastic, admonishing}Ah, and so the ignorance of the world is perpetuated. I think I'll take a small sample anyway - in case you change your mind later, of course.
{148243} Hmm... I hadn't thought of that. Let us proceed, then.
{148244} You're right. We should learn more about the water's powers.
{148245} We're not here to do research.
{148246} Forget crafting. I might be able to use it as a weapon, somehow.
{148247} By studying it, we could find some way to cure the Duskwood.
{148248} If that water has magical powers, we should find out what they are.
{148249} I'm not going ignore any potential weapons.
{148250} | SCRIPTER: Use camera to show evidence of a big ass fight between the magical spiders and the yellowstone goblins-think a shadowy cavern, faintly luminated by cave moss,  a stream of trickling water running right down the middle, and bodies and gore everywhere|
{148251} {Studying a battlesite between two groups}Looks like the goblins bit off more than they could chew... and so did the spiders. 
{148252} {Slight evil smile}Guess they can't make up their mind on which one should be prey. Less for us to have to worry about.
{148253} {Grunts}Nothing better than a dead goblin... need to buy those spiders a tankard.
{148254} {Grunts}Looks like the spiders and the goblins aren't too friendly.
{148255} {Snorts, "don't be ridiculous"}I doubt these spiders would drink ale. And they have no opposable thumbs with which to grip the tankard's handle. Come now, Khelgar.
{148256} {Studying a bloody battlescene} I'd hate to have shown up while <i>this</i> was going on.
{148257} QUESTION HERE%%%%%%%%%%%%%%%%%%%
{148258} What do you know of Black Garius?
{148259} Why do you say that?
{148260} Is that such a bad thing?
{148261} What makes you think so?
{148262} Which two?
{148263} They may keep <i>you</i> awake at night, but I have nothing to fear. Tell me who you speak of.
{148264} What can you tell me of Port Llast?
{148265} I shall do what I can to clear my name.
{148266} Do I worry you?
{148267} Whatever you say.
{148268} Luskan is a threat to you, isn't it?
{148269} Farewell.
{148270} I'm not responsible for what happened, and I'm here to clear my name.
{148271} Think what you want. I need answers.
{148272} Anyone who interferes with me is going to regret it.
{148273} What happened at Ember?
{148274} Why are you so certain it was me?
{148275} Someone survived, then. I want to talk to this person.
{148276} Bring the survivor to me immediately.
{148277} For the last time, it wasn't me.
{148278} You're beginning to anger me with your lies.
{148279} Farewell.
{148280} I'd like to speak to the witness.
{148281} [Diplomacy] I need to speak with <i>all</i> witnesses, no matter what they may say about me.
{148282} I'm not responsible for what happened at Ember.
{148283} Just tell me what you saw.
{148284} I'm responsible for many things, but Ember isn't one of them.
{148285} | Evil Response |You'll meet the same fate if you don't tell me what you know.
{148286} | Good response |We're here to help you, not to hurt you.
{148287} This is a waste of time. She can't help us.
{148288} Who else was there besides me? Were any of my companions there?
{148289} So you didn't see a dwarf? A gnome? A half-demon girl?
{148290} How did you manage to get away if you got close enough to identify me?
{148291} I have no more questions for you.
{148292} | Lawful Response |It's her responsibility to speak about what she saw, even if it works against me.
{148293} | Good Response |She's been through enough, and I don't want to make her a target.
{148294} | Chaotic Response |If she can save us, then we need her.
{148295} Let's go. We still have more investigating to do.
{148296} | Evil Response |If I can find a way to use her, I will. If she dies as a result, so be it.
{148297} Farewell, then.
{148298} [Bluff] Fine. I'm sure Lord Nasher will be <i>happy</i> when he hears how uncooperative you've been with his most trusted servant.
{148299} [Intimidate] I want to speak to this witness. Now.
{148300} What happened at Ember?
{148301} Falgor said there's someone staying here. A survivor from Ember.
{148302} All right, then. Farewell.
{148303} Farewell.
{148304} That's all I needed to know. Thanks for your help, Alaine.
{148305} [Diplomacy] Don't you think it's a possibility that it was someone else, disguised as me?
{148306} Well, thanks for considering it, at least.
{148307} Then you're a fool.
{148308} What brings you before me?
{148309} | Garius is alive |{Cautiously} A Luskan archmage of some power. Not someone you want to cross.
{148310} Like many of the Arcane Brotherhood, Black Garius{Gare-Ree-us} aspires to rule, regardless of what harm it may cause.
{148311} {A little quiet, firm}I think you will find that attitude common among most of the Hosttower... and Garius in particular.
{148312} What worries me is that he may succeed.
{148313} {Distaste}He's amassing power at a pace I dislike. I suspect his brothers are beginning to grow wary of him.  
{148314} Followers flock to his side like vultures to a battlefield. Two in particular keep me awake at night. 
{148315} The woman {Ominously}Torio{Tor-ree-o} Claven{Clay-ven} and that giant Lorne{lorn}. 
{148316} {Sighs, but not suprised}Ah, and so the pretty little circle reveals itself.
{148317} Torio, you might know as Luskan's ambassador to Neverwinter. A treacherous snake that one. 
{148318} The other one, Lorne, lacks Torio's guile, but compensates for it with brute force. 
{148319} He's a savage fighter, and extremely good with a blade. I suspect he handles most of Garius's dirty work.
{148320} | Trial is not over |I'm no common magistrate, with idle time to chatter about village life. 
{148321} I'll be happy to discuss the finer points of Port Llast with you when you're no longer a suspected mass-murderer.
{148322} So be it.
{148323} {A grunt}No. I have more important things to worry about.
{148324} You waste my time. Do you have any other questions?
{148325} Of course. The Luskans would lay claim to our harbor for their warships. 
{148326} Having secured such a prominent location, they could mount a swift attack on Neverwinter - or Waterdeep, for that matter.
{148327} {Slightly angry at the thought of Luskan}They talk of a peaceful coexistence, but I know their words to be false.
{148328} {Thinking, a little rueful}Luskan's... difficulties with {RUE-ah-thim}Ruathym may have come at a fortunate time. As long as Luskan is at war with their island neighbor, they cannot turn their attention elsewhere.
{148329} {deadly stern}I'm surprised you have the courage to show your face here. A lot of people here had friends in Ember. {not threatening, just implying that bad stuff could happen to the player}If they find out who you are...
{148330} {rising anger}Is that so? And how did the people of Ember <i>interfere</i> with you?
{148331} {hasty, trying to salvage the situation}My companion did not mean it that way - we are here to see justice done, nothing more.
{148332} {reining in his anger}You're free to conduct your business here, but you'll be watched.
{148333} If you have questions, ask them now. I'm a busy man.
{148334} {Grim}Innocents slaughtered, the village burned to the ground - all done by you. My only regret is that Ember falls under Luskan jurisdiction, not mine.
{148335} There was a witness to the attack. You were described in great detail.
{148336} So you keep insisting. There is a witness who says otherwise.
{148337} {cold}I have a source who witnessed the attack, and you are described in <i>great</i> detail.
{148338} Out of the question. She's been through enough, and besides, you won't like what she has to say.
{148339} [Success] {Slight reluctance}Very well. You may question the witness, but you shall do it in <i>my</i> presence.
{148340} Bring the girl here.
{148341} Yes, Captain.
{148342} | Walks away |
{148343} | Fade out |
{148344} | Setup guard and Alaine |
{148345} | Fade in. Guard returns with Alaine following |
{148346} | Alaine runs to Shandra |{Broken up, traumatized}Shandra? Shandra, is that you? 
{148347} {Recognition}Alaine? You survived... thank the gods!
{148348} {Close to weeping}Shandra! It was horrible! They butchered everyone!
{148349} {Soothing, comforting}{uh-LAIN}Alaine, it's all right... shhhh. Look, I've brought people to help. We'll get to the bottom of t-{"this"}
{148350} |pc is male|{Notices the player, who she's seen commit atrocities}You! Shandra, it's- it's <i>him</i>. Why would you bring him here?
{148351} {Cold, deadly serious}I saw you murder those people.
{148352} {Trying to calm an angry woman, gets cut off}No, Alaine, it's not true-
{148353} | Set 22_bMetAlain = 1 |And we will also need you to speak when the trial takes place. 
{148354} | PC is female |{Defiant, then looking at the player}I know what I saw. They had no weapons... some even surrendered, but she... she...
{148355} | PC is male |{Defiant, then looking at the player}I know what I saw. They had no weapons... some even surrendered, but he... he...
{148356} | Influence Lost Shandra |{Exasperated, player is questioning a friend}Can't you see she's lost family? She doesn't need "justice" - she needs our help and protection! 
{148357} | Influence Gain Shandra |{Relieved, player is questioning a friend}That's right, Alaine. We're here to help, all right? 
{148358} | Influence Lost Shandra |{Exasperated, player is questioning a friend}Can't you see she's lost family? Gods, show some sympathy! 
{148359} {Steadies herself, but still broken up}It was trade season, and the shipments into Ember had fallen off... I decided to trade along the South Roads.
{148360} {Quiet, recalling a horrible memory}When I came back to Ember, I heard the screams and saw the smoke.
{148361} I left my wagon and went into town. That's when I saw the bodies...
{148362} | PC is male |{Still quiet, then breaks at end}I saw him kill the quartermaster while he was on his knees, begging for his life.
{148363} {A little prompting}You saw this man, here, do the killing blow? And was it just him? And where did he...
{148364} | PC is female |{Still quiet, then breaks at end}I saw her kill the quartermaster while he was on his knees, begging for his life.
{148365} {A little prompting}You saw this woman, here, do the killing blow? And was it just her? And where did she...
{148366} {Hissing}Sand!
{148367} {Irritated}We don't have all year, girl, nor do I have the patience when the trail of these killers grows colder. 
{148368} {Very shaken up}There were others, but I didn't see them closely. I ran as hard as I could to Port {LAst}Llast. And they took me in.
{148369} {To player, a little cold}But you did do it.
{148370} {Firm, contradicting}Or someone that looked the part - there are <i>many</i> magics that can cloak one's appearance... even allow one to change shape.
{148371} | Quest Update |{Cold}I know what I saw.
{148372} You had about a dozen of your friends with you... but, I don't recognize anyone with you now.
{148373} A dozen, you say? Interesting. Do go on.
{148374} {Blinks}Well... no. I believe they were all human.
{148375} {Thinking}Well, considering that those two... and the gnome... account for at least half of us, that might seed some doubt.
{148376} {Grunts, protesting}More than half in spirit.
{148377} {Sarcastic}Yes, you keep telling yourself that. 
{148378} {Surprised}Wow. Maybe my demonic heritage will actually help us get out of this. 
{148379} {Hesitating, but has to find a reason}But, you could just have hired others.
{148380} {Slight condescending tone}Yes, my dear... but as your hesitation suggests, why would anyone do that, when they have trusted allies who would follow one anywhere, despite their common sense? 
{148381} {Quietly, to player}Eh... no offense. 
{148382} I... don't know. I just started running. I guess they didn't notice me.
{148383} {slight mocking}You were lucky, hmm? Or perhaps, they <i>let</i> you escape?
{148384} I'm sorry to have put you through this, Alaine. Guard, please see that she reaches her quarters safely.
{148385} | Fade out |
{148386} | Return Alaine |
{148387} | Fade in |Listen to me... if we can get her to work for us, her story of tears will sway the court in our favor. 
{148388} {Defiant}Alaine's not some tool, Sand... she's just survived the massacre of her town... which someone caused to get to <i>us.</i>
{148389} Girl - if we do not use your friend, the Luskans will. And they will use her testimony to kill our friend, here. 
{148390} {Cold, slight evil}So... please, dispense with your convenient morality. Either <i>we</i> use her, or <i>they</i> do.
{148391} | Influence Gain: Shandra |{Relieved}Good, glad to hear <i>someone</i> here is making some sense... leave her alone, Sand, I mean it.
{148392} | Influence Loss: Sand |{Scoffs}Forget it, then. I can't help this matter if you won't heed my counsel... maybe you will when you're hanging from the gallows, twisting in the wind. 
{148393} | Influence Lost: Shandra |{Irritated, then pissed}Fine, whatever it takes. When you and Sand get done stepping all over the little people to get what you want, be sure to remind yourselves what you were fighting for.
{148394} |pc is female|{Notices the player, who she's seen commit atrocities}You! Shandra, it's- it's <i>her</i>. Why would you bring her here?
{148395} [Failure] I said no. You can speak to her at your trial.
{148396} {Mutters}"Most trusted servant?"
{148397} [Success] {grudging}Hmph. All right, you made your point.
{148398} [Failure] Tell him what you want. Nasher's a valuable ally, but this is still <i>my</i> town.
{148399} [Success]I suppose I don't need you burning Port Llast to the ground, too. Very well, you may speak with her.
{148400} [Failure] Don't you dare try to intimidate me. I have dealt with far bigger threats than you in my time.
{148401} {irritated that word of the survivor has gotten out}Falgor said that, did he? That's none of his affair, nor is it any of yours.
{148402} [Success] I... suppose it's possible, but... I don't know. I just don't know.
{148403} {surprise, confusion that the player is nice}You're... welcome. Is there anything else you need from me?
{148404} {cold, angry}Fine. Are you going to leave now?
{148405} Ah, and here we are in the illustrious Port Llast. {Beat, sarcastic, under his breath}Watch where you step - you might get some of the local culture on your boots.
{148406} | Influence Gain Sand |{False modesty}The pleasure is all mine... as exceptional as my skills are, it is good to see them put to good use.
{148407} {Grumbles, irritated}Of course... should you need me, I'll be the one trailing behind you, solving this murder. 
{148408} {Rueful, implying he's so arrogant his nose tilts backwards}Gods, Sand, you hold your nose so high it's a wonder you don't wear your hat on it.
{148409} {Condescending, like addressing a small child}I don't even know what that means, my dear, but I'm sure as far as your local expressions go, it's quite quaint - and charmingly ignorant.  
{148410} {Sniffs}We should find Haeromos as quickly as we can - he can grant us access to Ember and hopefully we can find some clues there.
{148411} I'll try to sort through what we find as we discover it, but check with me if you're ever curious about all we've gathered... I have a good sense for when I think we have enough to bring to trial... and when we don't.
{148412} Asking some of the locals couldn't hurt, either. After we speak to Haeromos, of course. 
{148413} Agreed. They may have seen something, and as long as we use simple words, we may be able to get information out of them. 
{148414} All right. I'm glad to have you along.
{148415} We're doing this my way, so stand back and be silent.
{148416} Let's go have a look around, then.
{148417} The sooner we're out of this stinkhole, the better. What now?
{148418} Enough you two. We have to gather information.
{148419} Treat the locals with respect, Sand - it's no less than they deserve, until they prove otherwise.
{148420} |SCRIPTER: This cutscene should have Kistrel the Glowspider crawling out of a shadowy crevice, and facing the player- Kistrel should be flagged as a non-hostile faction- play up the enormity of what a big ass spider this is|[An enormous spider emerges from the shadows and scuttles toward you. Its massive abdomen glimmers with a pale, unearthly light.]
{148421} [As it draws closer, the spider pauses, regarding you with a multitude of eyes.]
{148422} [For a long moment, the spider waves its mandibles, as if considering its response. Then it begins to scratch a symbol in the ground with its foreleg.]
{148423} [The spider completes the first symbol, inspects it for a moment, and adds several more.]
{148424} [The spider clacks its mandibles excitedly and scribbles another series of marks in the dirt.]
{148425} We should try to find something to feed it - it might be worth our while.
{148426} [The spider deftly tears apart the little wooden boxes, and thrusts its fangs into squirming weevils and grubs.] 
{148427} [After happily feeding for some time, the spider raises its fangs and scratches out another marking in the dirt with its foreleg.]
{148428} [The spider waits, looking at you expectantly.]
{148429} [The spider twitches its mandibles excitedly. In the dirt, it sketches a single, graceful rune.]
{148430} |Player has already spoken to spider and is ranger, druid, or drow|[The spider looks expectantly at you, chittering softly.] 
{148431} {Sees a huge spider approaching, sarcastic, getting ready to fight}Uh-oh. Looks like we've made another "friend" - and it's a big one.
{148432} {Frowning at a huge spider watching them}It doesn't seem to be attacking... {downnote}but what I wouldn't give for a huge book to crush it flat right now.
{148433} {Curious, staring at huge spider}My, look at those fangs! {Laughs slightly, oblivious to danger}Hate to see how much venom those could churn out - probably enough to kill a horse!
{148434} {Studying a giant spider}That's one huge spider. {Beat}It looks smart enough to keep its distance, though.
{148435} {Giant spider suddenly appears}It's not advancing - which means I can't get around for a backstab. {Beat, slight confusion}It sure is acting strange. 
{148436} {Giant spider suddenly appears, but spider appears very smart}That spider looks unusually large - and its movements are odd. {Beat, confused}It looks like it's studying us.
{148437} {Giant spider suddenly appears, but spider appears very smart, muttering, under breath}Looks like our big friend here is smart enough to figure out we're more trouble than dinner's worth.
{148438} {Giant spider suddenly appears, but spider appears very smart, muttering, under breath}Gods that thing is huge. {Beat}But why isn't it attacking?
{148439} {Giant spider suddenly appears, but spider appears very smart, muttering, under breath}If it does not trouble us, I say we do not trouble it.
{148440} {A little wonderingly}This spider is highly intelligent - why, those glyphs are close enough to writing to... my, this is fascinating. 
{148441} {Quietly impressed}It certainly has fine penmanship for an arachnid. 
{148442} {Grunts, in response to "what should we feed spider"}I say we feed it Grobnar.
{148443} {Impishly, in response to "what should we feed spider"}<i>I</i> say we feed it Khelgar.
{148444} {Thinking}If we could find insects - probably a lot of them - that should satisfy it. {Beat}If we <i>wanted</i> to feed it, that is.
{148445} {Grunts, under breath - the party is talking about negotiating with a giant spider}I say we feed it arrows - one at a time, right through each eye.
{148446} {A little eager, then distracted}I say we go find it some food. Once it has a full stomach... why, it might be able to think more clearly. I know when I'm hungry, why, I can't think of anything else except food, food, food. Mmmmm.
{148447} {Wary, doesn't want to encourage spider}I hope you're right about this. I say we leave it alone - it's been doing just fine by itself down here. 
{148448} {Thinking, watch a spider draw}I want to sell this thing to the next carnival troupe we encounter. We'd make a fortune in gold.
{148449} {Getting ill}Gods, it's like watching Khelgar eat. Ewwww.
{148450} {Surprised}I think it wants to come with us.
{148451} {Looking at a friendly spider}It seems we've made a friend. {Beat, wary, under his breath to player}I suggest you let it down it easy with a polite, but firm, refusal.
{148452} {Horrified, but morbidly curious as stares at spider they just fed}It looks... happy. Gods, those fangs are huge. And it's... still got insect bits on them. 
{148453} {Thinking, approves}It seems nature has given us a gift... and we need all the help we can get.
{148454} {Wary}If you're sure...
{148455} | Influence Loss Elanee |{Slight disapproval}When one denies nature, or uses it for their own ends... by such acts Neverwinters are made. But your choice is your own - not mine.
{148456} | Influence Gain Elanee |{Slight approval}Nature has many gifts... and she will support us in our struggles, as long as we respect the land.
{148457} {Quiet, incredulous, a spider just joined the party}I cannot believe we're doing this. 
{148458} {Rueful, sarcastic}We let Sand tag along, didn't we?
{148459} {Rueful, shrugs}We let Khelgar tag along, didn't we?
{148460} {Rueful,sarcastic}We let Grobnar tag along, didn't we?
{148461} {Curious}What's that mark? 
{148462} {Studying a mark}That looks like the elvish symbol for friendship... "kistrel." {Beat}As good a name as any.
{148463} {Studying a mark}It looks like the elvish symbol for friendship... "kistrel." {Beat}Perhaps that should be its name.
{148464} |Kistrel skitters off|[The spider clacks its mandibles twice, then scuttles away, into the darkness. You sense that you will soon see the creature again...]
{148465} {Wary, doesn't want to encourage spider}If we can't understand it, I say we leave it alone - it's been doing just fine by itself down here. Come on.
{148466} | Player has already spoken to spider - NOT ranger, druid, or drow |[The spider looks expectantly at you, chittering softly.]
{148467} |Kistrel skitters off at this point, never to return.|[The spider clacks its mandibles once, gives you a long look, and then scuttles away, into the darkness.]
{148468} {Skeptical}It... may be an outcast. And it looks hungry... but not for us.
{148469} | Fall-through node |[The spider falls silent, lowering its mandibles in a gesture of defeat.]
{148470} What do you want?
{148471} Let's wait and see what it does.
{148472} Die, foul thing!
{148473} Farewell.
{148474} [Druid] You're an outcast. You're being hunted by the others of your kind, and you're... hungry.
{148475} [Feed Mirri and Jilla's Insect Collection to the spider.]
{148476} Let's wait and see what it does.
{148477} Die, foul thing!
{148478} |If player has drow subrace|I think it will make a fitting associate - come, child of Lolth - lend us your might.
{148479} |If Druid or Ranger|Many of those who follow nature's ways have such companions - I would be glad to have such an ally.
{148480} I suppose such a creature could prove useful.
{148481} I don't think so. You're on your own, spider.
{148482} I am not taking it with us for nature's sake, but my own.
{148483} Allies from nature are welcome - I hope we can gather more.
{148484} | If player is not a ranger or druid |I'm not sure what you're trying to say.
{148485} What do you want?
{148486} | If player doesn't have the food... but has already figured out what Kistrel wants |[Wait and see what the spider does.]
{148487} No willing ally should ever be turned away.
{148488} | If player doesn't have the spider's quest |I'm not sure what you're trying to say...
{148489} | First visit |{thinks she recognizes the player}Lorne! Why haven't you held up your end of the bargain?
{148490} Answer me!
{148491} {smiling evilly, realization}Oh, I <i>see.</i> You're the one I disguised him as, then. Trying to prove your innocence, I assume?
{148492} A Glowstone is corrupting the water that feeds the trees in this glade. One of Lorne's men was supposed to bring it to me.
{148493} {Jumping in, to remind player to pretend he/she is Lorne}Yes, <i>Lorne,</i> why haven't you held up your end up the bargain?
{148494} |On Glowstone Quest|Did you find the Glowstone?
{148495} {Blinks, confused}Glowstone? I had a Glowstone once... I think. But it was unique. I wonder how many there are?
{148496} Glowstone? {Slight curiousity}Is that some kind of magic item? {Beat, scheming}Or an artifact?
{148497} {smug}And why would I give it to you? What's in it for me?
{148498} [Failure] {flat, disbelieving}You... forgot. How could-
{148499} [Success] {Irritated}Why do you play these games with me? In exchange for your disguise, you promised me the goblins' Glowstone. {anger, emphasizing each word slowly}Where is it?
{148500} Look around you. Can you not <i>see</i> the stumps of the Duskwood trees?
{148501} The villagers ignored me and harvested the trees again and again, taking far more than necessary. It was an opportunity for vengeance.
{148502} | Influence Loss: Sand |{Irritated}A perfectly good bluff gone to waste. How I am supposed to keep you from the gallows, I have no idea.
{148503} You dare threaten me in <i>my</i> grove, <i>my</i> home?
{148504} Lorne has failed me. So, <i>you</i> will bring the Glowstone to me, and I will give you the alteration powder.
{148505} The stone lies underneath these woods, so seek out any nearby caves or caverns and begin your search. I'll be waiting.
{148506} Lorne and his men stopped nearby before heading on to the village. From my tree, I spied on their conversation.
{148507} The fool was simply going to rush in and kill everyone, and yet somehow blame you. I appeared and offered my help in the matter.
{148508} I offered to disguise Lorne and his men, if they would bring me the Glowstone that lies beneath this glade. He agreed. {muttering to herself}But I was a fool to trust him. 
{148509} {Conspiratorial whisper to player}See if you can get the powder from her - her story's enlightening, but not the evidence that powder could be.
{148510} {triumphant}Yes! Mine at last! Take the powder, and begone from my grove.
{148511} Hmmm. The powder by itself won't be enough... there are many magics that can change appearance. 
{148512} Still - the powder, combined with other clues, can only help our case.  
{148513} [Success] {Irritated}I don't have enough powder for you <i>and</i> your companions.
{148514} |Gives the pouch|{gritting her teeth in frustration}Fine, seeing as I have no choice but to help you. Here - it's all that's left.
{148515} | Influence Gain: Sand |Excellent! Now save that powder - we'll need it for the trial. 
{148516} [Failure] {eyes narrowing}Wait a moment... there's something <i>different</i> about you...
{148517} {Surprise, indignant}What? "Lorne?" We're not here to spread more lies...
{148518} Do not interrupt our leader - Lorne is in charge here, not you.
{148519} | Influence Gain: Casavir |{Slight relief}Thank you - deceptions are the way of our enemies, not us.
{148520} | Influence Loss Casavir |{Mutters}These lies do not serve us.
{148521} |Got powder from Lyssa by bluffing|{annoyance}Glowstone, remember?
{148522} {triumphant}Yes! Mine at last!
{148523} |SCRIPTER: Lyssa heads back to her oak and vanishes|
{148524} {Echoing, then angry}Why? I hate the people of Ember for what they did to my grove. Cutting down the trees, never satisfied, always coming back for more.
{148525} Lucky for me, you and your men came along. I still don't know how you thought you could frame anyone looking like, well, you.
{148526} But enough stalling. You need to bring me the Glowstone.
{148527} Now go get me that Glowstone!
{148528} That is none of your concern. Are you going to get it for me or not?
{148529} What it is doesn't matter. What <i>does</i> matter is that I want it.
{148530} That's no concern of yours. All that matters is that you bring it to me - as you promised.
{148531} You already have the Stone? Give it to me!
{148532} None of your concern! Do you want the powder or not?
{148533} | If Elanee is in party |No! I must have it! Creatures of the Grove, aid me!
{148534} | If player has already heard about the glowstone from the goblins|Let's go get it - it's a fair trade, as I see it.
{148535} {Reluctant}I... I suppose we could give it up in exchange for the evidence. But... it's such a rare thing...
{148536} {triumphant}Yes! Mine at last!
{148537} {distracted}Fine, fine. Here's all the alteration powder I have left, but there's probably only enough for one person.
{148538} Uh... before you give away everything with <i>nothing</i> to show for it, perhaps you should make a request before our friend vanishes? 
{148539} |If Elanee is with party|Creatures of the Grove, aid me!
{148540} Alteration powder, a gift from a former guest. It allows you to appear as whomever you wish, for a time.
{148541} Not really. It was revenge - the villagers were slowly destroying my home, and it was an opportunity for me to destroy theirs first.
{148542} I think not. 
{148543} What... 
{148544} You are alone - and even the creatures of this grove, as twisted as you have helped them become, will not turn on me.
{148545} {Smug}So... if you will face us, then you will do so. Alone.
{148546} {AUDIO: Female cry of rage from Lyssa}Aieeeee! 
{148547} That is none of your concern. Are you going to get it for me or not?
{148548} Then you are a fool, and we have nothing more to talk about.
{148549} |Scripter: Lyssa walks to her tree and disappears|
{148550} {Exasperated}By the gods, if you insist in throwing away our every chance to win this trial, then there's nothing I can do!
{148551} {Dismissive}Oh, forget it. There's nothing more to be done here... or not done, as the case may be. Let's go.
{148552} No! I must have it! Creatures of the Grove, aid me!
{148553} Creatures of the Grove, aid me!
{148554} Look around you. Can you not <i>see</i> the stumps of the Duskwood trees?
{148555} I warned the villagers, but they ignored me. They harvested the trees, cut swaths through the forest, fashioned their bows, and fed their hearth-fires.
{148556} Do as you like. But until you bring me the Stone, the powder will remain with me.
{148557} Then leave this grove. You trample my grass, and your smell offends my pets.
{148558} Yes, I am. How did you disguise Lorne?
{148559} Very well. I'll bring you this Glowstone.
{148560} You're mistaken. I'm not Lorne.
{148561} [Bluff] Remind me about our bargain. I seem to have forgotten.
{148562} Not yet. I'll be back.
{148563} Anything you like.
{148564} [Bluff] That's why I'm here. We need new disguises to infiltrate the goblins' camp. 
{148565} Your life. Give it to me or I'll destroy you.
{148566} Here it is. Now - the powder?
{148567} You helped him? Why would you do this?
{148568} I see. Continue.
{148569} I'll take whatever you have, then.
{148570} What did you give to Lorne?
{148571} Forget it. Give me the powder or die.
{148572} It'll have to do.
{148573} Don't question me. Just hand over the powder.
{148574} |PC has Glowstone|Here it is.
{148575} I'll be back later. Farewell.
{148576} Yes, I remember now. Tell me - why did you help me in the first place?
{148577} What are you talking about? We've never met before.
{148578} Once you have the stone, what are you planning to do with it?
{148579} A trade, then. What do you want?
{148580} Why do you want this Glowstone?
{148581} Why did you help me in the first place?
{148582} [Bluff] You will help me get inside the goblin camp, just like you helped me before.
{148583} [Bluff] Fine. You will help me get inside the goblin camp, just as you helped me before.
{148584} Not so fast. What do you intend to do with it?
{148585} I'll hang onto the Glowstone for now.
{148586} |PC has Glowstone|You mean this Glowstone? Here you go.
{148587} Before you go, could you disguise my companions?
{148588} Wait. I want to disguise myself as someone else.
{148589} Not so fast. Help me again, as you helped me before.
{148590} Do you have more of this powder? Can I have it?
{148591} I need that powder.
{148592} Give me the powder, or else.
{148593} Generous of you.
{148594} None of your business. How did Lorne manage to look like me?
{148595} Here's the stone.
{148596} I changed my mind. I'll keep the Glowstone, kill you, and take the powder anyway.
{148597} I have the stone, but I think I'm going to keep it for myself.
{148598} I changed my mind. I've decided to kill you, instead.
{148599} No, I'd rather just kill you.
{148600} |Dire Boars go hostile and join Lyssa in attacking the party|
{148601} Once you have the stone, what are you planning to do with it?
{148602} It belongs to the goblins. I'm not taking it from them.
{148603} All right, I'll get it for you.
{148604} I'm not going anywhere. You're going to give me that powder, or else.
{148605} And for that, I'm going to kill you.
{148606} Then you're as responsible for those murders as Lorne.
{148607} Maybe I will, maybe I won't.
{148608} I'll consider your offer, but I'm not making any promises.
{148609} Patience, dryad. I act in my own time.
{148610} |Player enters trigger, and peeking his head around the corner, Marcus emerges into view|
{148611} {relief}I knew I'd see you again, and you're finally here.
{148612} I'm hungry, but I'm okay.
{148613} | Marcus went to Port Llast |Hello again. I'll stay here until you're ready for me to come with you.
{148614} Men came. When I saw them, I <i>knew</i> they were the ones who would kill everyone. There was no place for me to hide except in the well.
{148615} There were twelve of them, I think. They had dark armor, and... one of them looked like you. {quiet, confident}I knew he wasn't, though.
{148616} |PC male|When I really focused on him, he started to look different. I saw a man who was big and mean, like an ogre, but bald.
{148617} {Intent, slightly suspicious}And how did you know that? 
{148618} Me, too. I wasn't sure if I'd survive like I thought I would.
{148619} I watched them kill all the people. I... didn't want to, but it felt important for me to see what happened, so I could tell you.
{148620} |PC female|When I really focused on her, she started to look different. I saw a man who was big and mean, like an ogre, but bald.
{148621} Hmmm. This testimony could prove useful... we should take him with us back to Neverwinter when we're done here.
{148622} Yes. I knew you would be coming here, so I waited.
{148623} I can make it on my own.
{148624} | Set 22_bRescuedSixer = 1 |I'll wait for you at the Alliance Arms Inn. Falgor always has some extra food, and places at his hearth.
{148625} Oh, I almost forgot. Here's the knife you gave me. It helped me survive down here, but I won't need it anymore.
{148626} {Grunts}About time I got it back. 
{148627} | Marcus waves and runs to the well entrance |Bye!
{148628} I've been to Port Llast before. I can make it there on my own.
{148629} Yes. Men came. When I saw them, I <i>knew</i> they were the ones who would kill everyone. There was no place for me to hide except in the well.
{148630} | SCRIPTER: Play this after the trial, when Marcus is in the Alliance Arms. Also, place Marcus in the kitchen of the Alliance Arms after the trial. |I thought you might come back.
{148631} Falgor treats me well, and I have a room all to myself. I help out in the kitchen, mostly, but Falgor likes to have me around when new customers come in.
{148632} He asks me if they're going to tip badly, or if they're going to cause any trouble, so he can turn them away ahead of time.
{148633} That woman, Torio... she acted mean, but she was really just trapped and frightened. The big one, too... the one who killed all the people in Ember.
{148634} Both of them were scared, and they didn't know what to do, so they pretended to be cruel. They pretended for so long that they forgot how to stop.
{148635} Yes. The one who came from your village. Some people get stuck on things from the past. They go over and over them in their minds, and it's easy for someone like me to see.
{148636} Whenever I looked at Lorne, I saw a Fair, a Harvest Fair. He lost a fight there, years ago, and he wouldn't let that memory go. That's how he saw himself... as the boy who lost the fight.
{148637} That's how memories are. The ones that stick in your mind... they come to define you.
{148638} If he'd learned to let that memory go, he would have lived. But he didn't, so he died.
{148639} Some people get stuck on things from the past. They go over and over them in their minds, and it's easy for someone like me to see.
{148640} They aren't really visions... it's more like seeing something with another set of eyes, from a different angle.
{148641} When I was little, it used to make me feel sick, and I'd have to close one set of eyes or the other.
{148642} You're getting... harder and harder to see. It's like you're falling into a void, a great blind maw, and it's going to devour you, no matter how you try to stop it.
{148643} Of course. You helped me, so I'm glad to tell you what I see.
{148644} Are you all right?
{148645} I'm surprised you're alive.
{148646} What happened to the village?
{148647} What did these men look like? How many were there?
{148648} Tell me everything you saw.
{148649} I don't care what <i>you</i> did. I need to know about the attackers - numbers, descriptions.
{148650} I'm sorry you had to go through that. Who did this?
{148651} You've been down here all this time?
{148652} I'll take you to Port Llast. You'll be safe there.
{148653} All right, but be careful.
{148654} Fine. Get moving, then.
{148655} I don't care. You're not my responsibility.
{148656} What are you going to do now?
{148657} Don't even think about following me around.
{148658} So. It all happened like you said.
{148659} Farewell.
{148660} So you've decided to stay here?
{148661} Thanks for your help in the trial.
{148662} You think Torio was... frightened?
{148663} You mean Lorne?
{148664} What do you know about Lorne?
{148665} Have you had any more... visions?
{148666} So... what do you see when you look at me?
{148667} Uh... thanks for that, Marcus.
{148668} Hold on a moment - I heard something moving in the well. 
{148669} I heard it, too.
{148670} | Influence Gain Bishop |I'm impressed. Others would have missed it, just on the size.
{148671} What do you think... should we follow them? 
{148672} {Shrugs}Suit yourself. But if we find him alive, I'm not taking care of him.
{148673} | Influence Lost Bishop |{Cold, evil, insulting}Just keeping you informed... like I would in the service of <b>any</b> commander.
{148674} It could be a survivor... or one of the murderers. I say we find out.
{148675} | PC Spotted Tracks |I already spotted the tracks.
{148676} Good eye. Let's see where they end.
{148677} I could care less. Next time, open your mouth only if you spot something useful.
{148678} | Good response |There may be a survivor. Let's see if we can help.
{148679} | Evil response |I could care less if there's a survivor, but he may have something of value to me.
{148680} |Guards approach the party|You there. Stop right where you are.
{148681} The <i>problem</i> is that you massacred the people of Ember, and we don't let murderers run loose in Port Llast.
{148682} We know you were at Ember during the massacre. That's proof enough for us.
{148683} That's right. She told us all about you and what you did.
{148684} It doesn't matter. What <i>does</i> matter is what's going to happen to you now.
{148685} We're going to arrest you for... disturbing the peace. You're going to become violent, and regretfully, we'll be forced to kill you.
{148686} It doesn't really matter. We're avenging Ember here and now.
{148687} [Success] You're damn right it is. What's your point?
{148688} We want revenge against the one who massacred the people of Ember - you.
{148689} Nothing wrong... except murdering a village full of innocents.
{148690} You'll forgive us if we don't believe a word that comes out of your mouth.
{148691} I... what does it matter? Ember needs justice.
{148692} [Failure] You're not going to talk your way out of this, murderer.
{148693} You'll find we're a bit more challenging than unarmed villagers.
{148694} You're not going to talk your way out of this, murderer.
{148695} All right, you can go. Don't think we won't be watching you, though.
{148696} We're not leaving until justice is done.
{148697} [Success] Fine, you can go, but we'll be watching you.
{148698} [Failure] The only thing I think you've ever done is slaughter unarmed villagers.
{148699} Is there a problem?
{148700} What do you want?
{148701} Get out of my way. I've done nothing wrong.
{148702} I've only been accused of the crime. Nothing has been proven.
{148703} |Player met Alaine|You've been talking to Alaine.
{148704} |Player hasn't met Alaine|And how do you know I was at Ember?
{148705} So, what now?
{148706} What if I don't become violent and surrender peacefully instead?
{148707} [Diplomacy] You're a guard charged with protecting Port Llast, correct? An honorable position, if I'm not mistaken.
{148708} Is it also your duty to mete out justice whenever you feel like it?
{148709} I can see you want a fight. Well, you've got one.
{148710} Come on, then. Let's see if you can do more than just <i>talk</i> about killing me.
{148711} I know Alaine believes it was me, but she's mistaken.
{148712} You admit you're not a magistrate, then. Why are you acting like one?
{148713} I don't have a point. I was just stalling.
{148714} My guilt or innocence will be determined at my trial, not here, and not by you.
{148715} Like I've said to numerous other people, I'm not responsible for what happened.
{148716} I see. What are you going to do about it?
{148717} | Scripter: Fight! |
{148718} Becoming murderers yourselves isn't the answer.
{148719} Attack me and you'll just end up dead. That does nothing for Ember, does it?
{148720} I said get out of my way.
{148721} [Intimidate] It was I who decimated the orc tribes at Old Owl Well, and the four of you <i>dare</i> to challenge me?
{148722} I didn't do it. Get out of my way.
{148723} What are you going to do now, since you have "proof?"
{148724} Control yourself - I don't want you throwing spells around without my order.
{148725} Let's find out what we're dealing with first.
{148726} Sounds good to me. If powers are stronger here, let's make use of it.
{148727} What do you think we should do?
{148728} Let's be careful, then.
{148729} I need useful advice, not cryptic warnings.
{148730} |black screen|
{148731} |fade in|
{148732} {Feels a slight rush}Does... does anyone else feel that? It's like a warmth - a tingling in my chest. 
{148733} {Feels slightly odd}These caverns feel odd - the colors seem... brighter, too bright, somehow.
{148734} {Curious}Why... my toes are tingling. How odd. That hasn't happened in a long time. I had this stone once, see, and when I was carrying it, my toes w-{"Would"}
{148735} It is these caverns... I feel it, too. There is something strange at work here.
{148736} {Dismissive}Who cares? I feel more powerful - let's find someone to try it out on.
{148737} | Influence Gain Sand |{Reprimanding, condescending}That sounds wise. And it is good advice, even when we're <i>not</i> in these caves.
{148738} | Influence Loss Qara |{Pissed}Just stay out of my way, then. If you can't handle power, then you don't deserve it. Come on, let's go.
{148739} | Influence Lost Sand |{Condescending}That does not sound wise... especially when we don't know what we're dealing with.
{148740} | Influence Gain Qara |{Pissed}And that's why you won't be anything more than a tome-reader. Come on, I agree with our leader - let's go find something to burn.
{148741} There is something in these caverns... I feel strange, like my senses are sharpened. There is something strange at work here.
{148742} | Influence Gain Sand |{Reprimanding, condescending}I think we should be careful of spell use here - at least until we know what we're dealing with. It may be overcautious, but...
{148743} But I'm sure we'll find out soon enough. I appreciate you asking my opinion... it is more than your Uncle would do.
{148744} | Influence Lost Sand |{Condescending}Fine, stew in your own ignorance. I'm done warning you - for now.
{148745} {Came across body}This poor corpse must be Bradbury. Look there... you can tell by the hair. 
{148746} This poor fellow... not only is he dead, but he has orange hair. How odd. Maybe someone in Port Llast knows him.
{148747} | SCRIPTER: Werewolf versions of Mirri and Jilla come walking in, accompanied by 4 dire wolves. |We didn't want to do it. We never want to, but the blood... the smell, it fills you up...
{148748} Why... that little werewolf has the same name as the gnome girl we met outside. What a coincidence!
{148749} | If Grobnar is in party |Yes, Jilla. Just so...
{148750} Yes, Jilla. Just so...
{148751} A woman was living here, when we first came from Lantan... she welcomed us, took us in, listened while we talked of hornflies and weevils.
{148752} In the night, she fell on us. She bit us, both of us, but not deep enough to kill.
{148753} She wanted to make more of her kind. She said she was the last... the last of the Duskwood Pack. They'd hunted and slain all the rest.
{148754} Gone. Far away. Maybe dead... we don't know.
{148755} We try to stay away from folk... we truly do. We hunt animals, and when we can't catch any, we eat our specimens. We gorge on beetles and grubs.
{148756} But when meat wanders into our lair... then the scent fills us up, and there's naught we can do... 
{148757} We came back from hunting sheep, and he was here, in our cave... tapping at our wall in the dark.
{148758} We thought we might do the same, with your gnome companion. Maybe add him to <i>our</i> pack. But... that would have been wrong.
{148759} She wanted to make more of her kind. She said she was the last... the last of the Duskwood Pack. They'd hunted and slain all the rest.
{148760} Me? A werewolf? Why... why how interesting. {Beat}I'd have to give up eating wolfsbane pastries, but those were poisonous anyway.
{148761} We thought we might do the same, with your gnome companion. Maybe add him to <i>our</i> pack. But... that would have been wrong.
{148762} The blood, flowing warm between our teeth... the taste of soft, yielding flesh... just so...
{148763} Uh... my, they're... drooling.
{148764} The blood, flowing warm between our teeth... the taste of soft, yielding flesh... just so...
{148765} Um... pardom me for saying so, but I'm not certain attacking us would really... aihhh!
{148766} You two are werewolves? How did this happen?
{148767} You killed this man?
{148768} Sorry. We were just leaving.
{148769} Murderers. I'll see that you answer for this.
{148770} Where is she now?
{148771} Where is this woman now?
{148772} The man on the ground... you killed him?
{148773} Yes, well... I think I'll be going now.
{148774} If you mean to sup on me, I'll paint this cave with your blood.
{148775} |attack|
{148776} Hey! Why you here? You turn around, go away!
{148777} Gives us power and makes us strong. Strong enough to fight enemies, like spiders.
{148778} Why you ask dumb question? Sacred Glowstone lies by sacred pool. Always been that way.
{148779} Wrong cave! Go back way you came, take other tunnel. Keep going 'til stuck in web. Heh.
{148780} They stealing Glowstone! Kill them! Kill them!
{148781} {Grobnar stares at a large, magical stone}Oh my word. Why, it <i>is</i> the Glowstone I lost. {Beat}My, it sure has made a nice little home for itself. {Chuckles lightly, like talking about a son}And the things it's done - my word! I'm so proud of it.
{148782} | SCRIPTER: Camera angle shows glowstone in its glory - since this is one of the trophies, give it some drama time. A music stinger would be nice. |
{148783} {Slight protest, doesn't realize the danger he's in}Oh, come now. We're just visiting it. {Sighs lovingly}It's been so long since I held it in my arms.
{148784} {Starting to get hypnotized}Look how bright the stone is. So... shiny... and... bright.
{148785} {Looking at a goblin sorcerer, sizing him up competitively}Looks like this goblin's got <i>some</i> magic talent - but he's outmatched.
{148786} {Quiet, to player, warning}Be careful. We don't know what powers the stone may have given this one.
{148787} {Irritated}Oh, <i>please,</i> Sand. He barely looks as powerful as you - which means he won't last three heartbeats if he tries anything.
{148788} {Eager}So we are going to attack him or what?
{148789} Throw caution to the winds if you will, but I think some patience here would be wise.
{148790} This the Glowstone cave. Only goblins allowed to visit stone!
{148791} | Influence Gain Qara |{Eager}Sounds good. That's what I like to hear. 
{148792} | Influence Loss Qara |{Irritated}If we hold back now, we might as well just give him the dagger to cut our throats. 
{148793} | Influence Loss: Sand |{Rolls eyes}Very well. Let us walk into the dragon's jaws, why not?
{148794} | Influence Gain: Sand |{Nods}Good. Let us see what we are dealing with first... and dealing with this <i>without</i> blood loss is high on my list of priorities.
{148795} {Hypnotized}My... they... sure... want... to... keep... stone. Wonder... why.
{148796} {Talking about stone}If it gives them power, they'd be defenseless against the spiders without it. Serves them right.
{148797} If we take this stone, we'd be leaving them at the mercy of their spiders. It is little wonder they value it so much.
{148798} {Confused, angry}Why are we doing this? It belongs to them.
{148799} {Confused, angry, hisses at player}We have no need of this thing - and it will only corrupt the land wherever else we bring it.
{148800} Why you come back? Glowstone for goblins, not for you. Go away!
{148801} I'm taking the stone. Don't try to stop me.
{148802} Farewell.
{148803} I'm looking for the giant spiders.
{148804} Wouldn't the stone be safer with your tribe, instead of all the way out here?
{148805} What's special about that stone?
{148806} If we have the advantage, we should strike.
{148807} Wait for my move, then hit him with all the power you have.
{148808} Wait, Qara - I want to speak to him first.
{148809} Sand's right. Let's avoid a fight if we can.
{148810} No. He's done nothing to us.
{148811} Wait, Qara. I want to speak to him, first.
{148812} This is an Earth Elemental
{148813} Elemental, Earth
{148814} [This well stands silent, untouched by the flames that ravaged Ember. A rope hangs down into its depths.]
{148815} | Fade out |
{148816} [Do nothing.]
{148817} [Climb down the rope.]
{148818} {Entrance to Cavern}Well
{148819} This is a well. (Entrance to Underground Cavern)
{148820} Barbarian Encounter
{148821} Welcome to the Alliance Arms. What can I help you with?
{148822} Welcome back. What can I do for you?
{148823} I can tell you plenty, but whether any of it's the truth... well, that remains to be seen.
{148824} Take this rumor, for a start. Some folk say it was beasts of the Duskwood that savaged Ember. Revenge for disturbing their nests, or some such.
{148825} Frankly, I'm inclined that believe that one. Port {LAST}Llast had a bit of a werewolf problem, not too long ago. Wouldn't surprise me if there's more of 'em hanging about.
{148826} There was this Luskan woman sniffing around, awhile back. According to her, some adventurer strolled into town and slaughtered everyone, just for chuckles.
{148827} Then there's {EHL-gun}Elgun - one of my regulars. He claims he was there, saw the whole thing. {laughs}
{148828} I wouldn't exactly call him a liar, but he's always talking about his 'adventures,' which conveniently happen when no one else is around.
{148829} Nothing but lies come out of Luskan lips, so you can ignore that one. That's just my opinion, though.
{148830} Well, {HIGH-ro-mos}Haeromos seems to have a guest staying with him nowadays, with guards and all. Could be one of the attackers. More likely a survivor.
{148831} {sarcastic}Friendly, aren't you? And here I am being all helpful.
{148832} Anyway, there's {EHL-gun}Elgun - one of my regulars. He claims he was there, saw the whole thing. {laughs}
{148833} Head on over to the common room. He's probably telling the story for the hundredth time.
{148834} | Player got Elgun to tell the truth - this should only play once|I've never seen Elgun so quiet! Walked right up to me and admitted that his Ember story was a lie. Now the silly fool's off sulking.
{148835} {grumbling}Not for long, I hope. Peace and quiet don't draw customers, and gods know they don't come for my good looks.
{148836} | Player got Elgun to tell the truth. |Not since Elgun came clean about that story of his.  Well, there is one other thing. {HIGH-ro-mos}Haeromos has a 'guest' in the barracks.  Could be one of the attackers. Or maybe a survivor.
{148837} Oh, that's Malin. She's a ranger, I hear. Blows into town every now and then, and she knows the Duskwood well enough. That's the talk, anyway.
{148838} First Captain Haeromos, I ought to say. {Second part of this sentence is muttered and slightly bitter}Closest thing to a mayor we've got, 'cept without the troublesome election bit. You'll find him at the garrison.
{148839} Now that boy... he's an odd one. Just wandered out of the wood, they say, and attached himself to some folk in Ember.
{148840} He'd come in and out of here with the other Emberfolk. Nice enough lad. Bit too serious for a child, but better that than running about and breakin' things.
{148841} He can stay here, long as he likes. Gods know I can always use another kitchen boy, and I don't figure he'll trouble the customers.
{148842} Least I can do. Had me a few friends in Ember, and they were fond of the boy. They'd want him warm and fed.
{148843} I'm not sure of anything about that boy, but if he can tell me beforehand which nights are like to be busy and when there's like to be a brawl, he can sleep in his own room and eat all he likes.
{148844} But I'll see if I can't talk to Nya about the boy. Might be there's a place at the Academy for someone like him. Or perhaps there will be, in a few years time.
{148845} Farewell.
{148846} Can you tell me anything about what happened at Ember?
{148847} What have you heard?
{148848} I see. What else?
{148849} Anything else?
{148850} Farewell.
{148851} Other than Elgun, you don't know of anyone else who saw what happened?
{148852} We'll see.
{148853} Just tell me what you know.
{148854} Go on.
{148855} I understand. Is that all?
{148856} Nothing. Farewell.
{148857} Nevermind that. I think I can handle werewolves.
{148858} I didn't ask for your opinion. Are you done, or is there more?
{148859} I see. Farewell.
{148860} Where can I find Elgun?
{148861} I've heard enough. Farewell.
{148862} Maybe now you'll have some peace and quiet.
{148863} Who's the woman by the fire?
{148864} Haeromos?
{148865} What do you know about Marcus?
{148866} Thanks. That's kind of you.
{148867} Are you sure an inn is the best place for Marcus?
{148868} Farewell.
{148869} Thanks for the tip, friend.
{148870} | Second visit |{distracted}Yes?
{148871} | First visit |{sniffs, sizes up the player, wary}Well met, travelers.
{148872} | Elanee's face animation should be suspicious/nervous/agnry - something that isn't typical. Do a close up on her face|{Uncomfortable, suspicious}This... is far for a villager to roam. Do you live out here by yourself?
{148873} Do you like insects? I have  quite a collection now.
{148874} {Quiet, a little wary of this fellow, but doesn't trust him}This is {fells-THEEN}Felsthine - we've crossed paths once or twice, she wanders all over. Watch it - she's an odd one.
{148875} {beams with enthusiasm}I find it interesting. And, they keep the belly filled, especially when better food is unavailable.
{148876} {Slight disgust, muttering looking at an insect collection}Ah... look. What an impressive array of insects gathered there. 
{148877} You should try it some time. The taste takes some getting used to, though.
{148878} {Feeling ill}Ah... you know, I was going to ask you another question, but it escapes me.
{148879} {Horrified, ill, and deathly calm}I have no more questions, so I'm going to go find a secluded glade where I can fertilize the grass with what's in my stomach.
{148880} {Just been told about eating bugs}I can't say I've ever experienced that myself. Maybe I should try it, just for the experience... well, not now, maybe later.
{148881} Ember... yes, Ember - a small village, not far from here. I haven't been there in quite some time.
{148882} {shrugs}Perhaps they are just used to me. I don't bother them, they don't bother me.
{148883} No one by that name lives out here. I'd know if I had any neighbors.
{148884} I wander - here, there, everywhere. My feet never seem to stop moving.
{148885} Was it? A pity, but such things happen out here.
{148886} Why do you collect insects?
{148887} Farewell.
{148888} What are you doing out here?
{148889} I'll be going now.
{148890} Do you know what happened to Ember?
{148891} It was destroyed. Do you know anything about that?
{148892} Farewell.
{148893} How do you manage to avoid being attacked by the wolves?
{148894} |Has Bradbury quest|Have you seen a man named Bradbury?
{148895} I see. Farewell.
{148896} Farewell.
{148897} Farewell.
{148898} Farewell.
{148899} Farewell.
{148900} {Quiet, discovered log}It seems we've found the Quartermaster's log. A little charred, but intact. {Flipping through the pages}Let's see...
{148901} {Looking over Sand's shoulder at the log}He sure did keep a lot of notes.
{148902} {Studying the log, but has a question}It's not as complicated as it seems - in fact, over the past few weeks, it doesn't look like many shipments actually came into Ember.
{148903} {Slight confusion}Not even from Luskan? That's odd.
{148904} {Slightly grim, comes to a realization}Not if Luskan knew there wouldn't be any reason to send shipments anymore.
{148905} {Pleased, satisfied}Which would mean they knew the village would be destroyed - let's save this log book for the trial and see if they can explain their curious foresight in this massacre.
{148906} | Evidence found >= 4, enable NWN Overland markerg |I think we've found all the clues we need. I say we head back to Nevalle and report what we've found.
{148907} I think we should keep searching for more clues. There may be other items that Ember's attackers missed in their haste. 
{148908} {Picks up a ring}Ah, excellent, another piece to the puzzle.
{148909} | Evidence found >= 4, enable NWN Overland markerg |I think we've found all the clues we need. I say we head back to Nevalle and report what we've found.
{148910} I think we should keep searching for more clues. There may be other items that Ember's attackers missed in their haste. 
{148911} Why? It's just a ring.
{148912} {Trying to downplay the ring's importance}Hardly worth its weight in copper.
{148913} No, I think it will prove quite valuable...
{148914} You see these... the teeth-like projections around the edge? This ring is a symbol of the Circle of Blades, a group of murderers native to Luskan. 
{148915} The man the goblins killed was an assassin... very far from home, it seems.
{148916} This remarkable stone glows brilliantly and emanates an unmistakably magical energy.
{148917} Glowstone
{148918} Stay awake!
{148919} I heard something. Did you?
{148920} What was that?
{148921} Shhh! That shadow moved!
{148922} Hmph. Quiet now.
{148923} Gah! Meat too hot!
{148924} Hrmm... need salt. Give it here.
{148925} More! I want more!
{148926} <i>burp</i>
{148927} Mmm... tasty!
{148928} Glek is a great leader.
{148929} The sacred stone gives us power!
{148930} Why you still here?
{148931} Watch out for spiders.
{148932} Go away.
{148933} | SCRIPTER: Should play when Grobnar and player are close to the glowing stream. Owner of conversation is assumed to be Grobnar. This should only play once.  |This water... it's mesmerizing. It reminds me of...
{148934} You know, if we could get a sample of this water, it might be just what I need to complete those missing runes on the Construct's outer plates. 
{148935} | Create glowpond vial in Grobnar's inventory |{Takes sample}Let me just take a quick sample, put it in my sample vial here... but not too much, just enough... there. 
{148936} This glowing water... you know, it might be just the substance I need to inscribe the proper runes on the Construct's outer plates and get it moving again. 
{148937} {Beat}Might need to wait until we get back home, of course, but looks promising. 
{148938} |First time player talks to haljal|Hail, friend. Care for a look at {HAL-jal THRON-door}Haljal Throndor's wares? 
{148939} |Second time player has talked to haljal|Aye - back again? Wishing to see what I got, eh? 
{148940} Haven't heard much more than the rumors, though that idiot {EHL-gun}Elgun claims to have been there. Even fought the attackers, he says. Pah!
{148941} Port {LAST}Llast's resident braggart, he is. Always boastin' of deeds done and dragons slain. Mind you, no one has ever<i> seen </i>him do anything but talk.
{148942} Man can't handle a butter knife, much less a stout blade. I took pity and tried to teach him a few tricks, but he was hopeless.
{148943} Bah. The usual. Luskan lusts after our harbor and Haeromos{HIGH-ro-mos} frets. 
{148944} Ember's massacre has made folks here a bit uneasy, but it's caused my business to pick up.
{148945} {Thinking}Hmmm. A braggart, eh? Beware of men telling wild tales... if lies are repeated enough times, people will believe them.
{148946} {Firm, purposeful}We should bring this little fact to Elgun's attention - we need to take some of the wind out of his tales, and quickly.
{148947} {Suddenly serious}We may wish to find this Elgun and make sure he's not telling stories about Ember. 
{148948} | PC popped Elgun's story |I know that Elgun wasn't there, for one. Braggart came out and told me himself. Had a scare put into him, and about time. Bah! After all those stories, too...
{148949} Nothing, save that folk are dead, and some adventurer's to blame. Not sure I believe that last bit, mind ye.
{148950} Let's see what you have for sale.|Open store|
{148951} | Before player has completed The Trial |Do you know anything about what happened to Ember?
{148952} |Met Elgun|So I heard. You doubt his story?
{148953} |Haven't met Elgun|Who's Elgun?
{148954} What's the news in Port Llast?
{148955} Farewell.
{148956} You've heard nothing more?
{148957} Blades, hammers, axes - I have them all!
{148958} Quality weapons for sale!
{148959} Finest weapons in Port Llast!
{148960} Ioweth
{148961} This is a bag containing alteration powder. It's what Lorne used to disguise himself as you when he and his men massacred Ember.
{148962} Alteration Powder
{148963} {Normal}Jilla
{148964} Move along, citizen.
{148965} I'm on duty - no time for idle chatter.
{148966} Go to the tavern if you want company.
{148967} This is a Dryad
{148968} Lyssa
{148969} | Set Malin sees Bishop |{Snide, greeting a female counterpart}Ah, {MAY-lin}Malin. Still playing girl-of-the-wood?
{148970} {Sees Bishop, not one of her favorite people, think he's a jerk}Bishop. I was wondering when you'd drag your sorry carcass back to Port Llast.
{148971} {Cold}You could say that. Liking him is another matter, however.
{148972} {Snide}You waited for me... I'm touched. Then again, it's not like you could have tracked me down if you wanted to.
{148973} | First visit |You're not from around here. Planning on staying awhile, or just passing through?
{148974} {bitter}What's to investigate? The village is destroyed, and everyone's dead. Could have been brigands, or gods know what else... but a lord's justice won't bring those villagers back to life.
{148975} {Casually insulting}This half-elf slip of a girl here nearly got me... and herself... killed several times over while scouting the Luskan border. {Chiding}Impatience, incompetence... these things get scouts killed.
{148976} {Condescending}That's the trouble when you're not fully an elf... and not fully a human. It's like you've always got something to prove.
{148977} | PC is Male |Yes. It seems you have a new master, Bishop. I wonder if he can bring you to heel.
{148978} | PC is Female |{Cold, pissed}You have a new mistress, Bishop? I didn't think any woman could break you... but maybe you were lying about that, too. 
{148979} | PC is Male |{Studying the player}You have a new master, Bishop? I wonder if he can bring you to heel.
{148980} | Influence Lost Bishop |{Cold, serious, then snide again}I serve no man or woman... I follow because I want to. But enough about me... I don't think I've properly introduced the two of you.
{148981} | Influence Gain Bishop |{Tsks, snide}I think my friend here already told you to watch your tongue. But that's always been your problem - you just don't pay attention.
{148982} | PC is female. |{Cold, pissed}Who's your new mistress, Bishop? I didn't think any woman could break you... but maybe you were lying about that, too. 
{148983} {Enjoying this, evil}|Influence Gain Bishop |And maybe you just couldn't handle me. But enough about ancient history... I don't think I've properly introduced the two of you.
{148984} | Influence Lost Bishop |An insult isn't an insult if it's simple fact... but perhaps she's heard enough truth for one day.
{148985} | Influence Gain Bishop |{Smiles, happy}My thought exactly.
{148986} {Lightly amused}Oh, this should be rich. Go on, Malin, tell all.
{148987} {Barely holding in anger.}Not while he's here. I can barely stomach the smell as it is. If you want to know, ask when <i>he's</i> not around.
{148988} First, I have a question for you - why is he with you? Loyalty isn't high on Bishop's list - and he doesn't help <i>anyone.</i> 
{148989} {Recognition}Ah... Luskans. Bishop hates them... it's the only genuine emotion I've ever seen from him.
{148990} | Second visit |Well met again. What can I do for you?
{148991} {cool}So, what's your business in Port Llast?
{148992} Then you're setting yourself up to be hurt, trust me. He hates everyone, but Luskans most of all.
{148993} I didn't listen once, either. But I learned my lesson, trust me. 
{148994} Defend Bishop all you want, but you're only going to drive him away... he hates being in anyone's debt. Almost as much as he hates Luskans.
{148995} {Thinking of a horrific past}The things he's done to them at the border...
{148996} That's why I couldn't travel with him anymore... but he's good, I'll give him that. Just... just don't turn your back on him, all right?
{148997} {Sad, concerned}You don't get it... by saying that, he's already got you. Until he's finished with you.
{148998} {Shakes her head, saddened}Bishop doesn't <i>have</i> allies... only tools.
{148999} Just be more careful than I was. Bishop doesn't serve anyone but himself, that's just who he is.
{149000} You don't get it... when he makes a move, it's because he's already figured out all the angles, how to win. By then, it's too late to stop him.
{149001} I'm fresh from the Duskwood Grove. Took a wound from a dire boar, and the beasts gave chase... otherwise I'd not have stopped in town.
{149002} Depends what you mean. I don't know much about Port Llast, but I could bend your ear for hours about the land betwixt here and the Luskan border.
{149003} Maybe. Three days gone, I was passing just south of the Duskwood when I spied a column of smoke. I'd say it was coming from the ridge, just above Duskwood Grove.
{149004} Could have been some traveler stopping for the night, or it could be that someone's made a home for themselves. There's a cave up there, and a good spot for a camp. 
{149005} Either way, the Grove is an hour's walk from Ember... maybe less. Whoever's up there may have seen what happened in the village.
{149006} Just watch your back. The Grove's not known for being friendly to strangers, and if somebody's made a home on that ridge... well, could be they're just crazy. You'd better hope it's as simple as that.
{149007} Mostly it's trackless forest, though they say the wood has magic properties. Me, I don't cut down trees... not when there's dryads and worse lurking about.
{149008} The only place of note is the Duskwood Grove, but it's gone strange of late. Used to be deer there, and plentiful hunting.
{149009} | Trial not over |{Suddenly spots a flaw in the story}Wait... didn't Elgun say he was hunting deer when Ember was attacked?
{149010} {Rueful}Unless he was hunting deer that were uncommonly strange and ferocious, I think the man has some explaining to do.
{149011} Now something's driven all the deer away. Nothing but ferocious beasts - and stranger things - for miles around the Grove.
{149012} Even a ranger can find trouble in the Grove... you'd do better to stay away.
{149013} | Trial not over |I'm investigating the murders in Ember.
{149014} Do you know of anyone who might have witnessed the attack on Ember?
{149015} | Malin has seen Bishop |How do you know Bishop?
{149016} What brings you to Port Llast?
{149017} I take it you two know each other?
{149018} Watch your tongue, Bishop.
{149019} If you have a problem with Bishop, I suggest you forget it while I'm here.
{149020} Watch it - there's no need to be insulting.
{149021} It's a good thing I have you instead of her.
{149022} Let's just talk about something else.
{149023} He helped us get through the Luskan border so we could rescue a friend.
{149024} Farewell.
{149025} Whatever his loyalty, I am loyal to him.
{149026} If you've got a problem with Bishop, then keep it to yourself.
{149027} | Good response |I trust Bishop, and I'm willing to give him a chance - just like I would anyone.
{149028} | PC is female |My relationship with Bishop doesn't need your advice.
{149029} | PC is male |Bishop is an ally, and I don't need your warnings.
{149030} I won't turn my back - I don't trust him, either. Thanks for the warning.
{149031} | Evil response |If he gets out of line, I'll just kill him.
{149032} Forget it. I'll be going now.
{149033} Just passing through. Anything you can tell me about this place?
{149034} I appreciate the help, Malin.
{149035} Anything you can tell me about this place?
{149036} Interested in this beautiful rug from Calimshan?
{149037} Planning on cooking a feast? You'll need these rare spices!
{149038} Like those pots? The Uthgardt barbarians make them.
{149039} I sell only the freshest fish and fruits here.
{149040} My oil lamps burn longer and are safer than any others.
{149041} If you've got the coin, I've got bolts of silk cloth you might like.
{149042} My prices are the lowest around, I promise.
{149043} Buy my wares - best in Port Llast!
{149044} Low prices! Low prices, right here!
{149045} I've got everything - rugs, spices, and much more!
{149046} Buy from me! You won't regret it!
{149047} Special deals, today only!
{149048} Come on over and see what I have!
{149049} {Normal}Mirri
{149050} | SCRIPTER: The two gnome girls run over to where the players are. |Look, Mirri! Visitors!
{149051} | If other speakers aren't in party - Elanee's face animation should be suspicious/nervous/angry - something that isn't typical. Do a close up on her face|{Uncomfortable, suspicious}What are gnomes doing in the Duskwood?
{149052} {Slight surprise, not sexual}Oh, my, gnome women. {Beat}They sure have wandered far from home.
{149053} {Irritaton, then slight disgust, muttering looking at an insect collection}Ah, look, not only do the woods have an infestation of gnomes, but they also seem to have gathered quite an... impressive... array of insects.
{149054} Insects, of course. The Spiny Hornfly, and the Yellow-tipped Weevil...
{149055} The Duskwood has them in abundance, and in so many new varieties that we've never seen before.
{149056} Ember? Isn't that the human village, Jilla? The one we visited last tenday?
{149057} Just so, Mirri. And we got all that wonderful mutton, remember? 
{149058} Destroyed? No, we hardly ever come out of the wood. Our... work keeps us busy.
{149059} They used to tell us on Lantan that the whole island could sink into the sea before we'd notice. "There go Mirri and Jilla, after their insects again."
{149060} Think of it, Jilla... Ember in ruins. There must be bodies everywhere, untended... sheep and people both. We should go and... pay our respects... don't you think?
{149061} Oh, we were far too tidy for Lantan. It's a very messy place.
{149062} We had boxes and boxes of insects, sorted by class, and tied up with string.
{149063} And the others were forever getting into our things, moving them about, reclassifying them, and writing us silly notes.
{149064} That certainly seems odd. Order and tidiness seem to be conducive to research and study. {Beat}I mean, not that I've ever practiced it, but it always seemed a good idea in abstract.
{149065} Just so. We've made a study of them... the twenty varieties of hornflies, all manner of weevils and grubs...
{149066} Not only that, we've discovered four new aphids, just here in the Duskwood. It's far more interesting than Lantan ever was.
{149067} We catch them and sketch them, then name them and box them up. Trim and tidy, clean and neat.
{149068} Everything in its place. Just so.
{149069} Wolves are no trouble, are they, Jilla?
{149070} No trouble. Besides, we're very small, and hardly a threat. Perhaps they've grown fond of us.
{149071} Strange that you should ask. When we first arrived, we found a woman living here. Didn't we, Mirri?
{149072} Just so. She entrusted this place to us, and then she went away. She said that her family had gone, or been killed, and she was off into the wild, to build a new clan.
{149073} We'd rather you didn't, to tell the truth.
{149074} We like to keep everything just so... our boxes, and our samples, and the insects, of course. It wouldn't do to go trampling them underfoot.
{149075} Really? Perhaps you'd care to stay and assist us? A kindred spirit is always welcome... especially for two young sisters, all alone in the wood.
{149076} {Slight confusion}That's odd... was she a druid by any chance? I did not think there was one tending the Duskwood.
{149077} Love notes, and always to Jilla!
{149078} | Influence Gain: Grobnar |{Relieved}Oh, staying is fine with me, thank you. We have such wondrous adventures. 
{149079} | Influence Loss Grobnar |Oh, well, I didn't really want to leave just yet. We seem to have the most wondrous adventures together, and I'm sure more are to come.
{149080} I'm Mirri, and this is my sister Jilla. We traveled here from Lantan, beyond the Sea of Swords. Traveled here and... and decided to stay.
{149081} But Lantan is very far away. Very, very far. And now we could never go back, could we, Mirri?
{149082} We'd never... quite fit in. Not anymore. This is our place, and we're happy enough. We have each other, at least, don't we Jilla?
{149083} Yes. Just so.
{149084} {Quietly}Well, islands <i>do</i> sink into the sea sometimes. They are rather heavy, and when they sink, well - it is hard to notice.
{149085} Just so. She entrusted this place to us, and she went away. She said that her family had gone, or been killed, and she was off into the wild, to build a new clan.
{149086} You really shouldn't stay. The Wood isn't friendly, when you don't belong.
{149087} Yes, Jilla. Better that they leave, and soon. The Duskwood isn't kind to strangers.
{149088} {A little confused}Pardon?
{149089} Besides these two women seem more than capable of handling things on their own. I mean, just <i>look</i> at this collection.
{149090} {Slight amazement, but strictly scientific}You have all <i>twenty</i> varieties of hornflies? Even the Crimson Devil Tail? Very impressive.
{149091} What brings you up here?
{149092} You collect insects?
{149093} | Trial not over |Did you see what happened in Ember?
{149094} Ember was destroyed. Do you know anything about that?
{149095} Why would you leave your home?
{149096} This place is dangerous. How do you avoid the wolves?
{149097} You found this cave abandoned?
{149098} Mind if I have a look around?
{149099} Just the same, I think I'm going to have myself a look in the cave.
{149100} Forget it, Grobnar. You're staying with me.
{149101} Hey, that sounds like a great idea, Grobnar!
{149102} I'd rather you stayed, Grobnar, but it's up to you.
{149103} Who are you?
{149104} Farewell.
{149105} Why not?
{149106} | First Visit |{She's harried, but still making an effort to be pleasant.}Careful there, watch the {wurm-sage}wyrmsage! I ought to tidy up, but there's never time...
{149107} Yes, that's right.  You have an eye for the obscure.
{149108} {Feeling harried again as she recalls all she has to do}Enchant weapons, prepare healing draughts for the guards. {HIGH-ro-mos}Haeromos often calls upon me for advice on arcane matters, and then the man insists that I amuse his son with Magic Mouth spells. {slightly incredulous on this last bit}
{149109} I spend the rest of my time gathering herbs and other reagents.
{149110} {Good-naturedly}Don't worry, I won't ask you to fetch anything for me. I can do that on my own. 
{149111} That is a long story. Certainly not one that would interest you.
{149112} No, no. It's Ember. A little village north of here. The people were slaughtered. Horribly. {beat of hestitation, as the thought of the dead rising is pretty horrifying to her}If their bodies aren't tended, they'll return as undead. It is only a matter of time.
{149113} I've not been to Ember since the massacre. But I've heard that the bodies are rotting where they fell.
{149114} {Thinking}{WORM-sage}Wyrmsage... that's used as a reagent in certain spells.
{149115} {Irritated}So what? 
{149116} {Still thinking}It's used to prevent the dead from rising, if I recall correctly.
{149117} {giving in}Very well. {As if it's hard for her to admit, stronger on "I am"}I was - I am - in love with a cleric of the Lord of the Dead. {A little broken up, voice lowered}I never told him how I felt. I didn't realize it myself, until he was gone.
{149118} He left Port {Last}Llast years ago. I have written countless letters to him and to his church superiors, but I have heard nothing.
{149119} Did he leave because he thought I did not love him? I thought that if I carried out his work, he might hear of it and return... {trails off - it's a silly hope, and she knows it}
{149120} {Relieved}I knew you would understand...
{149121} Look here. This is a wyrmsage extract... mixed with some other reagents.
{149122} You need only sprinkle the bodies with this extract. If any souls remain trapped within, their negative energies will be suppressed, and they will be free to pass beyond this world.
{149123} {Aside to player, like a scientific doctor confronted with herbal remedy, a little disdainful}An... overly dramatic description... and assumption... of the properties of souls, but she is correct - the wyrmsage <i>will</i> serve to fight the necromantic arts. 
{149124} | Quest Set Sprinkle A Little Wyrmsage Quest, Spawn Bag of Wyrmsage Powder |{Focused}Here, take this bag. Sprinkle a pinch of the powder over each corpse you find, and that should be enough to put the spirit to rest.
{149125} I'll wait here for your return.
{149126} |Set Nya as a prosecution witness: 22_bNyaAngry = 1|{Cold}If that is how you feel, then leave me be. I have to work to do.
{149127} | Quest Update |Then the people of Ember will rest in peace. You have a good heart, and I thank you.
{149128} | Spawn "Amulet of the Doomguide" |I've kept this amulet all these years. {Proudly}It belonged to my love, but I think it will suit you well.
{149129} | Open Store |
{149130} Well met again.
{149131} Please ask.
{149132} However you use it, I hope it will aid you in your travels.
{149133} Ohh! I wanted to hear the story, too! Pleeeeeeease. Pleeeeas-
{149134} | Player is female |{Respectful, quiet}That is a great gift. With it, she gives you her heart... and hope.
{149135} {Respectful, quiet}That is a great gift she gave you. It is like she gave you her heart.
{149136} | Player is female |{Contemptuous, mocking}Beware a woman bearing gifts... taking one is like carrying a brand.
{149137} | Influence Gain Casavir |{Smiles, nods}It is good to respect such a thing... it has much of herself invested in it.
{149138} {A little warningly}Such a thing should be respected... it has much of herself invested in it.
{149139} | Influence LossCasavir |{Disapproving}If gold is all you see when you gaze upon such a thing, then you are blind.
{149140} | Influence Gain Elanee |{Smiles, nods}It is good to respect such a thing... it has much of herself invested in it.
{149141} | Influence Loss Elanee |{A little warningly and hurt}Why should you? Be that way - I care not, either. 
{149142} | Influence Loss Elanee |{Disapproving}If gold is all you see when you gaze upon such a gift, then I pity you.
{149143} | Influence Loss Bishop |{Disapproving}You're a fool, then. An object is copper, silver, or gold, and that's all there is. 
{149144} | Influence Gain Bishop |{Pleased, hoping the player would say this}Ah, I don't - but I hope you don't, either. {Suggestive}The fact you <i>don't</i> form attachments is what interests me.
{149145} | Influence Gain Bishop |{Pleased, hoping the player would say this, laughs}Perfect! Ah, now <i>that's</i> what you do with someone's heart...  {Beat, seductive}you weigh it for the gold.
{149146} I understand. Please, hurry if you can.
{149147} Duskwood is highly resistant to magic, useful in shields and a number of weapons. It's also why Luskan seized control of Ember's trade.
{149148} {bitterness}Ember is in Luskan territory, and the Luskans haven't bothered. Not that I'd expect anything less from Luskan.
{149149} {lowers her voice}Surely you can see that this is a crime! Those corpses mustn't be left to rot, nor should innocent souls be condemned to torment. {thoughtful} Perhaps... perhaps you could help! You seem a hearty sort... 
{149150} Wait! {HAIR-ah-mos}Haeromos has ordered me to stay in town, but perhaps you could tend the bodies. Please, they mustn't be left to rot...
{149151} Please... I know you must think me a fool.  But surely you can see that Ember's dead deserve to be tended.  Will you help?
{149152} {Slightly ashamed}I would, and gladly. But {HIGH-ro-mos}Haeromos has forbidden me to leave. I am his only advisor in arcane matters, and he doesn't want to risk losing me. That's what he says, at least.
{149153} I'll be careful.
{149154} [Spellcraft] Wyrmsage? Isn't that a reagent for preventing undeath?
{149155} What are you talking about?
{149156} | Trial is not over, PC is not on Nya's quest |Does Port Llast have an undead problem?
{149157} What do you do here?
{149158} I don't care what happens to a bunch of dead bodies.
{149159} I'd still like to hear it.
{149160} I'll be going now.
{149161} Show me what you have for sale.
{149162} | PC Sprinkled Wyrmsage on dead bodies, Set 22_bNyaHappy = 1 |I did as you asked. 
{149163} I had some more questions.
{149164} Farewell.
{149165} What do you care?
{149166} I shall treasure it, then.
{149167} I wonder how much it's worth.
{149168} It is a gift, and I shall respect it.
{149169} What do you care?
{149170} I wonder how much it's worth.
{149171} I shall treasure it, then.
{149172} I really don't care.
{149173} I wonder how much it's worth.
{149174} | PC has not finished Quest |I still need to finish the task you gave me.
{149175} Do you know anything about duskwood?
{149176} Why haven't the bodies been buried?
{149177} All right.  What do you need me to do?
{149178} I'll help if I have time. No promises, though.
{149179} Why are you so concerned about all this?
{149180} Tell it to me. I insist.
{149181} You're on your own, then. Farewell.
{149182} Yes, perhaps you should.
{149183} I see. Let's talk about something else.
{149184} I will.  What must I do?
{149185} Can't you tend to the corpses yourself?
{149186} Nevermind the story. What can I do to help?
{149187} Potions and cures for sale!
{149188} I've got magical rings, wands, and other powerful items! Come have a look!
{149189} 22_oak
{149190} Lyssa's oak tree
{149191} | Player is heading for Port Llast|{false friendliness}Hail, <FirstName>! Where are you bound now?
{149192} We've never been properly introduced to each other, so let's do that now, shall we?
{149193} I'm Zinn, the pretty lady to my right is {NY-rah}Niyra, the elf is {SHAW-ruh}Shahra, and the gnome in the dress is {OH-yo}Oyo.
{149194} It's a <i>robe,</i> you bastard.
{149195} {ignores Oyo's response}And now that introductions have been made, there's the matter of the bounty on your head.
{149196} The Arcane Brotherhood is <i>very</i> unhappy with you right now, so unhappy that they've offered a hefty sum of gold to anyone who brings your head back to Luskan.
{149197} | Guilty verdict | Were it not for the trial by combat, you'd be in their hands right now. They're rather upset that you weaseled your way out of their clutches <i>and</i> got them tossed out of Neverwinter.
{149198} | Innocent verdict | The fact that you were found innocent at your trial particularly infuriated them. Rumor has it they went through a great deal of trouble to frame you.
{149199} You're a well-known adventurer, and the fact that you've survived this long means you've got skill and good equipment.
{149200} | Scripter: Oyo says his line and runs away |[Success] Forget this, Zinn. I'm not going to die here today.
{149201} That coward! The rest of you - attack!
{149202} [Failure] {chuckling}Oh, I doubt anything you've done is nearly as bad as what we're about to do to you. Attack!
{149203} Well, it's not like it really mattered. We're just here about the price on your life.
{149204} Just curious. You do seem to get around.
{149205} Not so fast. There's still the matter of the bounty on your head.
{149206} {menace}You're not going anywhere. Alive, that is.
{149207} When we kill you, we'll be able to collect the bounty, take your equipment, and become the heroes of Luskan in one blow.
{149208} Let's find out which group has more skill, shall we?
{149209} I'm going to have to insist that you hear me out.
{149210} {disgusted}Pathetic. How a pacifist like you has gotten so far, I'll never know.
{149211} |dummy -- first node camera shot fails otherwise|
{149212} Have we met?
{149213} None of your business.
{149214} What bounty?
{149215} What's your interest in all of this?
{149216} You really think it's going to be that easy, don't you?
{149217} [Intimidate] I've killed demons, githyanki, and entire orc tribes. I'll have no trouble with you.
{149218} Port Llast. Why do you ask?
{149219} Thanks for letting me know. I'll be on my way.
{149220} Are you planning on collecting this bounty?
{149221} I'm not interested. Farewell.
{149222} Yes, I do. Farewell.
{149223} |Fight!|
{149224} Go on.
{149225} I don't want to do this, but you leave me no choice.
{149226} [This rope leads back up the well, to Ember.]
{149227} [Climb up.]
{149228} [Leave the rope alone.]
{149229} Spider, Giant
{149230} Danser
{149231} Corpse{22_tempcorpse}
{149232} 22_tempcorpse
{149233} {Not a salesperson, just real friendly}Well met, well met - what brings you to Tendra's? I sell the finest tubers, leeks, and produce you'll see in Port Llast.
{149234} {Cautious admission}Although for this town - that isn't saying too much. {Cheery}Gnome farmers are just much closer to the land than big folk, makes it easier to grow things.
{149235} {The first bit should make the PC think, wow I'm going to get some cool stuff}Of course, I do - after all <i>everyone</i> could use a good wholesome meal, right? It won't really <i>do</i> anything, I admit, but it will be tasty.
{149236} But - err - figuring the way you probably meant the question, not as such, really.
{149237} {She doesn't know anything}I live on the other side of the port. So, I only heard what everyone has.
{149238} Sounds like a nasty business, that.
{149239} Why yes, there is. Me!
{149240} I miss the company of my fellows. But the fields are good, and I like my stall.
{149241} {Rocking back and forth}Yes, well, where there's one gnome, there are a hundred hearts, it's said. Or is it hearths?
{149242} To be so close to Master Gnomehands... But - I - uh - I couldn't.
{149243} Oh, not to worry! We defeated all the evil priests there and managed to rebuild the crumbling foundations in preparation for war. It's a really nice place, you'd like it.
{149244} {Bouncy}I can't believe I didn't recognize you before - you're almost famous with my folk!
{149245} Is it true - is it - that you travel with <i>the</i> Grobnar Gnomehands?
{149246} | Influence Loss Grobnar |{Nods, then a little self-reflecting, disheartened at end}Like muck on your boot, that's me. Once you step in, I'm with you the whole way, until you scrape me off with a sharp stick... which now that I think about it, isn't much fun. 
{149247} {Pleasantly oblivious}Yes, it <i>is</i> a nice day, isn't it? {Beat}Or did you mean a nice well?
{149248} {She's thrilled}Such an honor! I wish... no, I'm just a farmer, you wouldn't need me... nevermind, how else can I help you?
{149249} | Influence Gain Grobnar |Why, yes... and proud of it, too. You wouldn't believe the adventures we've had.
{149250} Indeed, he is! His songs are sung all the way from Lantan to the Ten Towns.
{149251} You're just <i>so</i> lucky to travel with him. I wish... no, nevermind, I'm just a farmer.{Changing subject but happy}But enough of me, how can I help you?
{149252} {She really likes the PC now}Nice to see you, again! If you see Grobnar... send my greetings to him.
{149253} I <i>knew</i> it! His songs are sung all the from Lantan to the Ten Towns.
{149254} It really would be all right? Well, then, I'll head there as soon as the day is over!
{149255} {Terribly excited}Thank you! Thank you!
{149256} I'd be so self-conscious. And without his permission, what would he think?
{149257} {She doesn't want to, but she's scared to go live near a big celebrity}No, no - I'll stay in Port Llast until Master Gnomehands tells me it's all right to go with you.
{149258} {Puzzled}Why in all the Realms would you want to do that?
{149259} I am?
{149260} {Gasps, slight fangirl}You.. you're him! {Tongue-tied}It's so nice... I - err - mean, yes, well...
{149261} | Influence Gain Grobnar |Who? Me? Oh... yes, me.
{149262} {Quietly, to self - Grobnar just missed a girl making a pass at him}Gods, Grobnar, you're thicker than a stone.
{149263} {Trying to nudge Grobnar into making a move}Um, Grobnar, maybe you should stay and speak to her a while.
{149264} {She's thrilled}Such an honor! I wish... no, I'm just a farmer, you wouldn't need me... nevermind, how else can I help you?
{149265} {Matter-of-fact, then confused}Besides, I'm not there all the time. Which seems to make a number of people very pleased.
{149266} Do you sell anything an adventurer could use?
{149267} | Trial not over |Have you heard anything about Ember?
{149268} I have some good fields near Crossroad Keep. I could use someone like you there.
{149269} Farewell.
{149270} Is there a gnome community nearby?
{149271} With Grobnar? He's famous?
{149272} He's one of my companions.
{149273} A finer bard you'll never hear.
{149274} I can't seem to find a way to get rid of him.
{149275} |SCRIPTER: She won't be here when the PC comes back to the area|
{149276} To Overland
{149277} {ordering his men}More intruders! Wake up, wake up!
{149278} Stay back or we kill you!
{149279} | Trial is not over |{deep suspicion}Other intruder say same thing. {beat}Then he attack us.
{149280} {shrugging}He was human, very fast, with sharp weapons. He kill some of tribe, but we kill him, too.
{149281} {suspicious}Why? Intruder was your friend?
{149282} {fierce pride}Glek take his skull for trophy. Stick shiny stones where eyes used to be.
{149283} {suspicious}We still watching you. No sneaky moves, or we cut you up.
{149284} | Goblins fan out and assume defensive positions |
{149285} | PC threatens Ulip |Protect the tribe! Attack!
{149286} {Quiet, prompting}We should find out more about this "intruder"... he could have been one of the ones who attacked Ember.
{149287} We already kill one intruder today. You go away now, or we kill you, too!
{149288} Hmmm... you wait here. We see if Glek want to talk to you.|fade out|
{149289} |Fade out|
{149290} |Fade in|Glek say you can come inside. He not think you friends with other intruder.
{149291} But that not mean we trust you. {warning, threatening}We watching you close...
{149292} I don't mean you any harm.
{149293} I think you'll find that difficult, vermin.
{149294} Who was this other intruder?
{149295} Will you let me speak to Glek?
{149296} Then you won't be surprised when I do the same thing.
{149297} I'm not looking for a fight - but I <i>will</i> defend myself.
{149298} I'd just like to find out who he was.
{149299} Actually, he may have been an enemy.
{149300} I'm getting tired of this. Let me talk to Glek about this intruder - now.
{149301} Take me to Glek. I wish to know more about this intruder.
{149302} You've wasted enough of my time, goblin. Move aside!
{149303} You want a fight? You just got one.
{149304} Tell me everything you know about this intruder.
{149305} Enough! I don't have to answer your questions.
{149306} Silence! I've had enough of your threats.
{149307} I'll be with you in a moment.
{149308} I'm sorry, but I'm very busy. You'll have to wait.
{149309} Take a table and I'll get to you when I can.
{149310} Excuse me, I need to get by.
{149311} {grunting}I sell armor, and armor only. You want weapons, talk to {hall-JALL}Haljal.
{149312} {grunting}You. Need armor?
{149313} Show me what you have.
{149314} Farewell.
{149315} Amulet of the Doomguide
{149316} Bishop's Old Dagger
{149317} Bishop's Dagger{Glowing}
{149318} The underground water of Ember has embued Bishop's Dagger with the power to kill people.
{149319} Cat{chased}
{149320} Glow Spider{ambusher}
{149321} I am not in your party...
{149322} Very well.
{149323} I'm in your party!
{149324} Join my party.
{149325} [Added Henchman to the party]
{149326} Good, I don't want you.
{149327} Fantastic!
{149328} debugkobold
{149329} 2210 Debugkobold
{149330} dw_tempman
{149331} Duskwood Tempman
{149332} This vial holds water from the glowstone caverns, which looks like it could be used to retrace the glowing runes on the surface of the Construct.
{149333} Finding Marcus
{149334} You found Marcus, the boy you helped earlier, hiding in Ember's well. Somehow, by giving him Bishop's knife, you helped him survive the massacre.

Marcus said that someone disguised as you was responsible for the massacre. His testimony could be useful at your trial.
{149335} You found the body of Marcus, the boy you refused to help when you passed through Ember earlier. He claimed that he would die if you didn't help him, and it seems he was correct.
{149336} The Quartermaster's Log Book
{149337} The log book of Ember's quartermaster indicates that Luskan stopped sending the village shipments shortly before the massacre - a rather convenient, and suspicious, decision.
{149338} Lorne's Disguise
{149339} A dryad named Lyssa claims to have given magical alteration powder to Lorne. He used this powder to disguise himself as you during his attack on Ember.

Lyssa will give you the rest of the alteration powder, but only if you retrieve a magical Glowstone from the caverns beneath the Duskwood.
{149340} In the caverns beneath Duskwood, you found the magical Glowstone mentioned by Lyssa. It had been claimed by a tribe of magic-using goblins, but you stole it anyway. 

Predictably, the goblins then attacked you.
{149341} A dryad named Lyssa claims to have given magical alteration powder to Lorne. He used this powder to disguise himself as you during his attack on Ember.

You presented Lyssa with a Glowstone, and she gave you what remained of the alteration powder. It should prove useful at your trial.
{149342} A dryad named Lyssa claims to have given magical alteration powder to Lorne. He used this powder to disguise himself as you during his attack on Ember.

Lyssa mistook you for Lorne, and you played along, duping her into giving you the powder. It should prove useful at your trial.
{149343} A dryad named Lyssa claims to have given magical alteration powder to Lorne. He used this powder to disguise himself as you during his attack on Ember.

You slew Lyssa and took the alteration powder from her corpse. It should prove useful at your trial.
{149344} Bradbury's Disappearance
{149345} Calindra, a miner in Port Llast, said she is looking for an orange-haired miner named Bradbury. She claimed that he was last seen heading into the Duskwood.
{149346} You found Bradbury's mangled body inside a cave in the Duskwood. He met his end at the hands of two gnome werewolves - the same werewolves who attacked you moments later.
{149347} You told Calindra about Bradbury's death. She took the news reasonably well.
{149348} You told Calindra about Bradbury's death. She took the news fairly well. 

She also agreed to join you at Crossroad Keep.
{149349} Nya's Duty
{149350} You agreed to help Nya by tending to Ember's dead. She wants you to sprinkle wyrmsage powder on the corpses to prevent them from rising as undead.
{149351} You sprinkled Nya's wyrmsage powder on all of the corpses in Ember. Hopefully, this will allow the villagers to rest in peace.

All that remains is to return to Nya and tell her that the deed is done.
{149352} You sprinkled Nya's wyrmsage powder on all of the corpses in Ember. Hopefully, this will allow the villagers to rest in peace.

Returning to Nya, you told her that she no longer has to worry about Ember's restless spirits.
{149353} Strange Corpse
{149354} You found the body of a man who Sand believes may have died from poison. If he can identify the type of poison, it may give you a clue as to who really attacked Ember.
{149355} Alaine's Memories
{149356} According to Alaine, a survivor of Ember's massacre, it was you, along with a dozen human followers, who destroyed her village.
{149357} Earned in Blood
{149358} In exchange for a ring that may have belonged to one of Ember's attackers, you agreed to eliminate the spiders that have been troubling Glek's goblin tribe.

According to Glek, the spiders dwell in some adjoining caves, just beyond the goblins' territory.
{149359} As promised, you slew the spiders that were troubling Glek's goblin tribe. 

Glek will be pleased to hear of your success.
{149360} The goblin chief, Glek, took a ring from one of the humans who attacked Ember. After you slew a number of giant spiders that were troubling his tribe, he gave you the ring.

The ring is valuable evidence and may prove useful at your trial.
{149361} The goblin chief, Glek, took a ring from one of the humans who attacked Ember. 

You killed Glek and took the ring from his dead hands. 

The ring is valuable evidence and may prove useful at your trial.
{149362} Elgun's Tale
{149363} A man named Elgun claims to have witnessed the events at Ember. Sand is skeptical of Elgun's story, but he's worried that it could be used against you somehow. 

You should question Elgun about his tale.
{149364} After confronting Elgun with a number of contradictions in his tale, he confessed to making the whole thing up.
{149365} An Overly Clever Arachnid
{149366} In the caverns beneath Ember, you encountered a very large, apparently intelligent spider. It seems to be an outcast, hunted by others of its kind. 

If you can find your new "friend" some food, it would probably be grateful.
{149367} In the caverns beneath Ember, you encountered a very large, apparently intelligent spider and earned its gratitude by bringing it food.

Your new "friend" has apparently pledged itself to your cause - your companions have named it "Kistrel."
{149368} In the caverns beneath Ember, you encountered a very large, apparently intelligent spider and earned its gratitude by bringing it food.

You refused the spider's friendship, however, and it scuttled away. You do not suspect that you will ever see the creature again.
{149369} On Duskwood Ridge
{149370} The ranger Malin claims to have seen smoke rising from a ridge, just above Duskwood Grove. She thinks there could be someone dwelling there... and since the Grove lies quite close to Ember, this person may know something about the murders.
{149371} On a ridge above the Duskwood Grove, you met two gnome women, Mirri and Jilla. They appear to be studying Duskwood's insect life.

Although their cave lies a short walk from Ember, they do not seem to know anything about the murders.
{149372} The two gnome sisters, Mirri and Jilla, turned out to be werewolves. 

They revealed themselves after you slipped into their cave and discovered one of their hapless victims - a man with bright orange hair.
{149373} Cleric.
{149374} Niyra
{149375} Wizard.
{149376} Oyo
{149377} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}Do you want to party with someone, or kick someone out of the party?
{149378} Who do you want to party with?
{149379} Who is leaving?
{149380} Your party is full. Do you want to remove someone?
{149381} Party on, man!
{149382} Party on, girl!
{149383} You are a one-person party. Want to invite someone?
{149384} Which?
{149385} [Add Companions to party]
{149386} [Remove Companions from party]
{149387} Ammon Jerro.
{149388} Bishop.
{149389} Casavir.
{149390} Construct.
{149391} Elanee.
{149392} Grobnar.
{149393} Khelgar.
{149394} Qara.
{149395} Sand.
{149396} Shandra.
{149397} Zhjaeve.
{149398} Neeshka.
{149399} Ammon Jerro.
{149400} Bishop.
{149401} Casavir.
{149402} Construct.
{149403} Elanee.
{149404} Grobnar.
{149405} Khelgar.
{149406} Neeshka.
{149407} Qara.
{149408} Sand.
{149409} Shandra.
{149410} Zhjaeve.
{149411} [Done]
{149412} Add Shandra and Sand, and set 00_nAct = 2.
{149413} I want to go to another module.
{149414} 2000 NW City
{149415} 2200 Port Llast
{149416} 2400 Illefarn Ruins
{149417} 2600 AJ's Haven
{149418} Nevermind.
{149419} {2212}Garbage
{149420} Fighter.
{149421} Shahra
{149422} Rogue.
{149423} Zinn
{149424} Establishing shot of rival party
{149425} Speak to corpse
{149426} Speak to Deirdre
{149427} Speak to Malin
{149428} Speak to Sixer
{149429} Speak to Sixer
{149430} Check Sixer Tracks
{149431} Check Sixer Tracks
{149432} Check Spider Tracks
{149433} Check Spider Tracks
{149434} Bag of Wyrmsage Powder
{149435} Deekin's Store
{149436} Edario's Armory
{149437} Jacoby's Weapons
{149438} Sundries
{149439} Crossroad Keep Farms
{149440} Establishing shot of the farm
{149441} OTS Vale watching party
{149442} OTS party runs through gate
{149443} sc_shadow_cam
{149444} PC & Vale run to msc
{149445} Shot of dead farmer
{149446} Long shot of the corpses.
{149447} Shot of the changing of the guard
{149448} Neverwinter Mage
{149449} Dead Farmer
{149450} Nathe
{149451} Sevann
{149452} wp_kestrel_01
{149453} wp_partywalk_01
{149454} wp_kestrel_02
{149455} wp_kestrel_03
{149456} wp_2300_start
{149457} wp_party_01
{149458} wp_2311_to_2300
{149459} wp_2310_to_2300
{149460} tr_2300_to_2310
{149461} Crossroad Keep Courtyard
{149462} Luskan Captain
{149463} Fireball hitting luskans
{149464} Shot of luskans by tents
{149465} Sky looking grim
{149466} Shot of the outer door to keep
{149467} Shot of Nathe and Sevann being counterspelled
{149468} Vale, Nathe, and Sevann
{149469} MSC storm the courtyard
{149470} wp_2320_to_2310
{149471} wp_2300_to_2310
{149472} 
{149473} {2310}Chest
{149474} A Luskan supply chest containing potions.
{149475} tr_2310_to_2300
{149476} |SCRIPTER: Courtyard Luskans just defeated.|{annoyed - his plan failed}Damn it. {NAITH}Nathe, {seh-VAHN}Sevann - I want those doors open. Now.
{149477} {to the player}Sorry about the delay. This should only take a moment.
{149478} Vale, we're being counterspelled. I don't think we're going to be able to open the doors from this side.
{149479} {grumbling}Wonderful. Looks like the Brotherhood has a few tricks of its own.
{149480} {Grim}Well, it won't save them once we get inside, trust me.
{149481} All right - backup plan. I know this keep has an escape tunnel somewhere. I want you to find the tunnel exit and use it to get inside the keep.
{149482} {To himself}I'm getting a little tired of these orders. 
{149483} Once you're inside, kill whichever wizards are countering our spells so we can open the doors.
{149484} The tunnel entrance would be in the mountains, far beyond these walls, where invaders would be unlikely to look.  I will mark the likely region on your map.
{149485} Because I don't relish the idea of our entire force being packed into a confined space, that's why. A small team is best, and that means you.
{149486} Make it fast, <FirstName>. Looks like the weather's about to turn against us.
{149487} I'd rather conserve that power for the battle with Brotherhood.
{149488} {miffed, and in denial}The plan was sound. Luck just wasn't on our side this time.
{149489} {To himself, knowingly}I know how that is, trust me.
{149490} It's all right. Battles are usually unpredictable.
{149491} Why don't we all just use the tunnel?
{149492} I'll go have a look around, then.
{149493} Wait here and don't do anything stupid while I'm getting the doors open.
{149494} Just blast the doors down with your spells. There's enough of you to do it.
{149495} You were a fool to underestimate them.
{149496} Escape Tunnel
{149497} Fire Beetle{with belly}
{149498} Huge Bombardier Beetle
{149499} This is a stag beetle
{149500} Huge Stag Beetle
{149501} wp_2300_to_2311
{149502} wp_2320_to_2311
{149503} Armor Rack
{149504} tr_2311_to_2300
{149505} tr_2311_to_2320
{149506} wp_2311_to_2320
{149507} wp_2330_to_2320
{149508} wp_2310_to_2320
{149509} Aldanon Exit
{149510} Smith Table{RuralMBSmithTable01_T01}
{149511} Smith Table{RuralMBSmithTable02_T01}
{149512} This heavy, brittle-spined book seems to contain many pages pertaining to the upkeep of blade golems, constructs that apparently date all the way back to the Illefarn empire. It looks like the research listed in the book could be used to help repair the Construct.
{149513} The Ancient Art of Golemcraft
{149514} Found Aldanon
{149515} tr_2320_to_2311
{149516} Samine Trigger
{149517} |Scripter: Kestrel walks in, looks around at all the Luskans the PC just killed|Nice work. I don't suppose you left any for us?
{149518} In any case, we still need to find Aldanon and the rest of the Arcane Brotherhood.
{149519} Glad to hear it. Now, we should- {cuts off}
{149520} {fearful - the situation just became extremely dire}Black Garius? <i>Here?</i> Our chances against him are slim, and I'm being optimistic.
{149521} You're right, of course. Lead the way.
{149522} {calms down, a bit miffed}I never said anything about not helping you. Let's go.
{149523} |Scripter: Ambient light in the level suddenly dims. PC and party suffer -2 to STR - a visual effect should be applied all to the characters|
{149524} What's going on? I feel... weak.
{149525} {Scornful}Why bother? You wouldn't have done anything anyway.
{149526} Don't let him bother you - he's always like this.
{149527} {Disapproving}Very well.
{149528} {Pleased, then gruff at end}What? And give up some of the fun? Not likely.
{149529} So I see.
{149530} {Grunts, like something just twisted in her gut}Ennnnh... 
{149531} | Influence Gain Bishop |Agreed. Enough talking - let's get Garius. We don't need this fool's help.
{149532} | Influence Gain Casavir |Agreed. Whatever the odds, we need to find Garius and stop him.
{149533} {Worried, studying the lights dimming all around them}Ah... this would be the "impending" part of our impending doom. {Gets cut off as he suddenly feels weak}But wh- ennnh... 
{149534} Aldanon's safe and heading back to Neverwinter.
{149535} Aldanon claimed Black Garius was attempting a dark ritual. Looks like he was right.
{149536} It's probably Black Garius' ritual. We need to stop it.
{149537} We still need to stop him.
{149538} We've come this far, so we might as well see things through.
{149539} If you're not going to help me destroy him, then get out of my way.
{149540} That old fool managed to survive, somehow. He's on his way to Neverwinter.
{149541} 23_sc_golem
{149542} OTS player looking at golem
{149543} 23_sc_golem2
{149544} This is an Iron Golem
{149545} Blade Golem
{149546} This silver shard is a piece of the Silver Sword of Gith. It was once in Black Garius' possession.
{149547} Silver Shard
{149548} Arcane Brother{Nuker}
{149549} Arcane Brother{Crowd Control}
{149550} Arcane Brother{Summoner}
{149551} Arcane Brother{Buffer}
{149552} Luskan Champion
{149553} Arcane Brother{Generalist}
{149554} wp_2320_to_2330
{149555} {2330}Bookcase
{149556} Blade Golem
{149557} Black Garius
{149558} Arcane Brother{corpse}
{149559} Lieutenant{corpse}
{149560} Black Garius{corpse}
{149561} This key opens one of the doors within the main keep.
{149562} Crossroad Keep Key
{149563} | SCRIPTER: Aldanon is in his cell, pouring over books. When the player opens the door, he will turn - nothing dramatic. |
{149564} {A little distracted}Oh. I say... I remember you. You were the one with those interesting silver shards.
{149565} {Slightly puzzled, more to himself}Although I'm afraid I'm not certain if I introduced myself the first time we met. {Then to the player}Did I? 
{149566} Doing? Why, I've been studying this collection of books they were kind enough to lend me. Quite fascinating works, really. 
{149567} {Slightly relieved}Excellent, good to see I haven't <i>completely</i> forgotten my manners. Tend to be a little forgetful at times, you know.
{149568} {Surprised}Oh, yes, that's right, I was captured, wasn't I?
{149569} Truth be told, I totally forgot about it - they gave me these tomes and some peace and quiet, and, well, I suppose I just lost track of time. You see, these books...
{149570} {Slight surprise that anyone would write about such a thing}They all concern some sort of horrific ritual, something about bringing shadows and power to all the recipients involved. 
{149571} I haven't gotten all the details down yet, wanted to do a thorough study first, but it all seems terribly threatening. {Tsks}Don't care for it at all.
{149572} {Slightly alarmed}Well, I don't know if they'd actually <i>try</i> to perform the ritual. If so, they'd best be careful. The slightest disruption could have lethal consequences. 
{149573} {Slightly alarmed}Oh, I should hope not! If so, they'd best be careful. The slightest disruption could have lethal consequences. 
{149574} {Thinking, not realizing that's what they're doing right now}I suspect they intend to invoke these dark arts. If so, they'd best be careful. The slightest disruption could have lethal consequences. 
{149575} Mark my words, it always pays to triple check all your wards and post guards to prevent interruptions if you ever plan to do something of the sort. 
{149576} You know, it does remind me of this one time where I had let my wards down to let a messenger in, and this kidnapper struck, completely uns...{"unseen"}
{149577} {Slight protest, wants to read books}Well, now, I don't know if there's any hurry to leave, really - <i>I'm</i> certainly not concerned. And there's all these wonderful books. 
{149578} Granted, my captors may have had an unusual way of getting my attention, but they didn't seem to want to hurt me once they had me. They were quite civil. 
{149579} {A little surprised, has to think about it}Well... to talk, really. About the same things we discussed, if I recall correctly. 
{149580} {Snapping his fingers, trying to remember}The one... that Black Garriot fellow was very interested in the King of Shadows. {Beat}Or was it Black Garius? Ah, no matter. 
{149581} He <i>was</i> a little disappointed I couldn't tell him much - but he was kind and said he'd let me think it over, see if anything popped into my head before he lopped it off.
{149582} Oh, yes. But he was smiling when he said it, so I doubt he meant it seriously. As I said, clever fellow, quite the wit. {Aside}Nasher could take some lessons, really.
{149583} {Disapproving}Oh, I doubt they're doing anything of the sort. {Beat}I told them that it would be unwise, might cause untold damage... well, to everyone except themselves. 
{149584} They seemed to agree, and were quite receptive to my advice. {Chiding}You young people worry too much about your elders... <i>we're</i> not the ones running headlong into danger all the time. 
{149585} Well, stopping it would be easy. Simply do what you young people do best - kick down the door and make a lot of noise. {A little to himself, quieter}Like my gardener after one too many swigs from his wineskin.
{149586} {Nods}Well, all right - as long as I could come back later, you know. Save these books. I mean, they even have a copy of the Tome of Vile Darkn-{"Darkness"}
{149587} | SCRIPTER: Aldanon leaves, saying the following lines. |
{149588} All right, all right! I'll leave at once. 
{149589} {To himself, as he's walking off}This whole ruckus is probably about nothing, as usual, just like my "kidnapping" in Blacklake...
{149590} They would need a lot of room and privacy for the ritual, so I would simply find a large room, with heavy doors, and a lot of chanting. {Nods, sure of himself}That should be the one.
{149591} {Slightly alarmed}Well, like I said - or think I said - I don't know if they'd actually <i>try</i> to do the ritual. It would be a foolish thing to do, very dangerous.
{149592} {Trying to remember}Oh, well, we discussed the shards, of course. Talked quite a bit about those... {gets a little sing-song in his voice here}how the more you have, the greater the resonance, and how you have them all, and he should hunt you down to get them all. 
{149593} {He nods, happy}Actually, we had some good conversations. They asked very pointed questions, not at all like an interrogation, and no torture was involved.
{149594} What are you doing?
{149595} We're here to rescue you.
{149596} Yes, you did, Aldanon.
{149597} Did you know you've been imprisoned? 
{149598} I'm aware. We're here to rescue you.
{149599} Sounds dangerous - and sounds like it needs to be stopped.
{149600} Is there any chance they're doing this ritual right now?
{149601} Why would they have these books?
{149602} Can we focus on getting you out of here, please?
{149603} We don't have time for this.
{149604} What did they want with you?
{149605} So he threatened to kill you?
{149606} Lopped it off?
{149607} I need to find them and stop their ceremony. 
{149608} They could be performing this ritual right now.
{149609} I'm going to run you headlong into a wall if you don't tell me where this ritual is and how to stop it.
{149610} They lied to you - look, how do we stop this ritual?
{149611} Then I'm going to go find them. Get out of here and warn Neverwinter.
{149612} Fine, I'm leaving. Just try to stay out of trouble.
{149613} Get out of here and warn Neverwinter. Now.
{149614} I'm not saying it again! Go! 
{149615} Do you know where they might do this ritual?
{149616} If they're summoning something, we need to stop them.
{149617} Was there anything else?
{149618} Idiots! You're not focusing-
{149619} |Scripter: Black Garius falls over and dies.|
{149620} |PC just entered the room|{to his lieutenants}You four - ignore them! {strained}Keep concentrating!
{149621} |Ambient lighting returns to normal. Debuffs to STR and CON removed from PC and party|{weak, gasping, but totally outraged this is happening to him}What... have you <i>done</i> to me?
{149622} |The rest of the Brotherhood in the room begin attacking the PC and MSC with spells. The MSC fight back.|The rest of you - kill them!
{149623} |Initiate Raiders of the Lost Ark sequence - Garius screams and bursts into dark flame, shoots beams into his buddies who burst into dark flames. They scream and die. Camera shot of the PC and party walking up and surrounding Garius, who's still burning|
{149624} |shot of luskans|
{149625} |Scripter: Shot of a group of Luskans. A fireball suddenly explodes among them, killing several. Shot of the PC and MSC rushing into the courtyard|
{149626} {shouting}The doors! Get to the doors!
{149627} |SCRIPTER: Shot of the Luskan Captain|{shouting}We're under attack! You men - get back in there and seal the doors! 
{149628} |Scripter: Shot of some Luskans running back inside, and the Keep doors slam shut. Others move to intercept the PC and MSC.|
{149629} |Captain and nearest Luskans attack|Rally to me! Push these dogs back!
{149630} |fade in|
{149631} |Fade in. Sunset - long shadows are creeping across the ground.|
{149632} |Shot of the Keep in the distance, corpse pile in the foreground. Just after sunset.|
{149633} |Shadow reavers rise, exit.|
{149634} |Fade to black|
{149635} {Suddenly confronting a huge golem}Uh... this doesn't look good.
{149636} |Golem charges|
{149637} Bring that thing down!
{149638} |golem hit, falls|
{149639} {Grim, happy, eager for a scrap}It looks like we finally have a <i>decent</i> fight on our hands.  
{149640} |Golem is defeated. PC and party suffer a -2 to CON - need visual effect applied to all|{weakly}The effects from the ritual are getting worse. We're running out of time.
{149641} |Kestrel not here for some reason.|
{149642} {Studying a vicious enemy, oblivious, eager, happy}My, it's another one of those blade golems. And so well-crafted, too - those blades look like they could cut through stone! 
{149643} |Shot of the Blade Golem, all menacing|
{149644} |golem gets up again|
{149645} |SCRIPTER: Vale comes running up to the PC|
{149646} |SCRIPTER: Shot of the PC and Vale running behind one of the farm houses, where the rest of the MSC await|
{149647} The Luskans change guard shifts around this time, moving men in and out of the Keep.  
{149648} |SCRIPTER: PC and party enter the area, quietly moving up the path to the Keep. Shot of them walking over to the charred corpse of a farmer. He's been dead for awhile.|
{149649} {Looking at a corpse on the ground, a little angry}That farmer... they didn't even bury him, they just left him for the vultures. 
{149650} {Dismissive, talking about vultures feeding on a corpse in front of him}If so, the vultures won't get much meat off him. He's been charred pretty badly.
{149651} We're a skilled group, and besides,  it's not like we're facing all the archmages of the Hosttower in there.
{149652} Around twenty Luskan soldiers in the courtyard - most of them asleep - and a handful more inside the Keep.
{149653} It's our best option. Most of the Luskans will still be half-asleep when we attack, anyway.
{149654} The longer we wait, the more time they'll have to entrench themselves.
{149655} The Arcane Brotherhood wizards will be more of a challenge, but we can handle them.
{149656} {dismissive - he's seen this before}Luskan is just probing our defenses. The Hosttower wouldn't risk too many wizards on this sort of mission.
{149657} {grinning}Looks like there's still some time before the next shift change, so let's sit back and let them sleep a little longer, shall we?
{149658} If I'm wrong, I'll probably be dead. Fortunately, I make it a point to be right most of the time.
{149659} Luskan sends in spies all the time. We're very good at removing them.
{149660} {Angry}Show some respect for the dead, Bishop. 
{149661} |Scripter: Fade in and out to reflect passage of time|
{149662} |The MSC is ready to attack, but the PC wasn't ready. Or the PC tried to walk too far away from Kestrel.|We need to attack <i>now</i> before they close the doors!
{149663} | Influence Loss Bishop |{Slight anger}Side with the little farm girl all you want, but if she doesn't watch herself, she's going to end up a piece of firewood like this fool here. 
{149664} | Influence Loss Shandra |{Disgusted}You both deserve each other. 
{149665} | Player didn't hand in Arval's Journal |If we strike hard and fast, we'll take the courtyard and be inside the Keep before they realize what's going on.
{149666} {hushed, urgent}I'm with the Many-Starred Cloaks. This way, quickly, before you give us away!
{149667} {Irritated}Little girl, farmers living too far from a well-traveled road or town die all the time - something <i>you've</i> barely avoided up to now. {Shrugs}This one, at least he died quick, looks like a fireball burned his worthless body to ash.
{149668} | Influence Gain Shandra |{Nods to player}Thank you - this poor man deserves as much.
{149669} | Influence Gain Bishop |{Nods, grim, approving}I agree. Let the dead lie - and save the blessings for us.
{149670} {Slight disgust, sadness}Why would they do this? It's monstrous. 
{149671} | Influence Loss Shandra |{Disgusted}Of course - I suppose <i>you've</i> become used to all these cruelties. 
{149672} |time set to night|
{149673} {eager}It's time - the Luskans are opening the doors! Ready?
{149674} |SCRIPTER: Shot of PC charging the Keep, with the MSC running behind.|
{149675} |SCRIPTER: Shot of Vale and the MSC charging, with the PC following behind|
{149676} Hurry. We don't have much time.
{149677} |Fade in|
{149678} |Establishing shot of the Keep & Farms|
{149679} | Arval's Journal was turned in |We can't waste any time. We were able to translate some of the writing in that journal you recovered from Arval, and if we're right, something very bad is taking place in there.
{149680} I recommend we strike hard and fast, hopefully taking them by surprise and disrupting their plans.
{149681} What are we up against?
{149682} You make it sound so easy.
{149683} We're just going to charge? That doesn't seem wise.
{149684} You're not certain of the Brotherhood's numbers?
{149685} I see. Let's get to it, then.
{149686} In any case, what's our next move?
{149687} If you're wrong, I'll make sure you regret it.
{149688} You don't know what we're getting into, do you?
{149689} I take it you've done this sort of thing before?
{149690} Quiet, Bishop, and show some respect for the dead.
{149691} Enough. This isn't the time for arguments.
{149692} It's just another corpse, we're not going to waste any tears or prayers on it.
{149693} He'll get a proper burial once we're done here.
{149694} Look, we need to keep moving.
{149695} I'm ready. Stay close and follow me.
{149696} Lead the way.
{149697} I need to prepare myself first.
{149698} | SCRIPTER: Cut to a scene of the ritual room, try for a dramatic shot showing a cool angle the player is unlikely to see. Garius is assumed to be the owner of the conversation. |
{149699} | SCRIPTER: Show an angle showing the Hosttower Mages, and Garius in the forefront – the Hosttower mages should be behind Garius, deferent, like toadies. Garius should be staring at the summoning circles/arcane material around the room. |
{149700} {Deferent, but a little eager}The chamber is ready, Master Garius. The ritual may begin whenever you wish.
{149701} Very well. {Curious, notices their absence, beat}Where are the Shadow Priests?
{149702} {Deferent}They took their leave, Master, once they were done preparing the chamber for the ritual. 
{149703} {Almost an afterthought, like asking the mage to take out the garbage}Deal with them when we are done here. After this night, we shall have no further use for them... or their "King of Shadows."
{149704} {Deferent, nods}It shall be as you command, Garius.
{149705} {Crisp, matter-of-fact, evil drama line}Then let us begin the ritual - order the rest of the brotherhood here at once.
{149706} | Slow fade out on Garius face, preferably around the second line. |After all, we wouldn't want to keep Neverwinter waiting. 
{149707} |fade out|
{149708} {calm, confident - she's a fanatic, certain of eventual victory for her master}You may not pass, <FullName>. Our King forbids it. Garius will be reborn this night.
{149709} {commanding, to her unseen minions}Come forth, brothers and sisters! Help us, in the name of your King!
{149710} |Shadows come out of the walls and starting attacking the PC and MSC|
{149711} |Scripter: PC enters the room. Samine and the Shadow Priests await them calmly, barring the way to the basement|
{149712} Reborn in darkness, and freed from his mortal shell. Garius will join with the King of Shadows, become one with the eternal dark, ever living, ever serving.
{149713} We serve the King of Shadows. Garius serves him too, though he does not know it yet. 
{149714} Garius seeks power, and he will have it. The price is mere obedience. 
{149715} May the King forgive your ignorance. Embrace his Shadow, <FullName>. It is not too late for you.
{149716} You're wrong. The King of Shadows has guided Garius to his fate, used his greed and ambition to lead him unknowingly to paradise.
{149717} Would he believe you? No. You are his enemy. The King of Shadows has guided Garius to his fate, used his greed and ambition to lead him unknowingly to paradise.
{149718} Garius is blessed above all! He will join with the King of Shadows, become one with the eternal dark, ever living, ever serving.
{149719} Undead? What is that but a word? To join with the King is not to become some shambling corpse. Put aside such words, and see truth for what it is. 
{149720} Light is illusion. Shadow is truth, our King is truth! Garius will join with him, become an extension of his will. Is that not reward? Is that not paradise? 
{149721} You will not delay me here. Draw your weapon.
{149722} Reborn? What are you talking about?
{149723} What King? You serve Black Garius, do you not?
{149724} Is Garius aware of this?
{149725} Cease your raving, and stand aside.
{149726} Not if I stop the ritual, he won't.
{149727} Stand aside. I won't ask again.
{149728} Enough talk. Defend yourself.
{149729} You leave me no choice but to fight you.
{149730} He'll have nothing if I stop the ritual.
{149731} Garius serves himself. No ritual is going to change that.
{149732} Then maybe I should inform him.
{149733} He'll become undead, you mean.
{149734} Not if I stop the ritual, he won't.
{149735} If you think that's paradise, then you are truly deranged.
{149736} {Curious}What is that? It's got a lot of power emanating from it. 
{149737} {Spots a glowing door, on her guard}Watch your fingers - a glowing door is rarely a good thing, I've found.
{149738} {Reconsidering}Then again, glowing doors usually guard something quite valuable, so maybe we could take a quick look.
{149739} {Studying a door from a distance}That door is heavily warded. It would take most of the mages in Neverwinter to undo them - and it would take time we don't have. 
{149740} I'd watch it - I don't know what's wrong with that door, but it's either really good - {a little quiet}or, considering our luck, probably really, really bad. 
{149741} |Default if the PC has already checked the door once|[There doesn't seem to be any way to open this door at the moment.]
{149742} {Curious}It looks like it's sealed with some Unlock-Me-Not enchantment. I suppose we could try to open it, but it would just be a waste of time - as you can probably tell from the name of the enchantment. 
{149743} {impatient, and a little annoyed}Let's worry about getting it open later. We still have more fighting ahead.
{149744} | SCRIPTER: If Grobnar didn't pick up the item. |I say - that book there. It looks like it's seen some recent use.
{149745} | SCRIPTER: If Grobnar picked the item up - if it is even possible to check for this, if not, forget it. |Oh, say, look what I found! 
{149746} {Impressed}The pages are faded, but some of the diagrams look intact... and some of them match the rune inscriptions on the Construct's surface.
{149747} It looks quite useful - might be just the thing we need to help the Construct get on its feet again. {Beat}It'd have to wait until we get back home, of course, but looks promising. 
{149748} This is a Shadow Reaver
{149749} Shadow Reaver
{149750} This tunnel has seen some use, but not by Luskans. There's no bootprints, and no Luskan smell, either. 
{149751} |PC is ranger or druid|[There are signs that something has recently used the tunnel, but it wasn't humanoid. It doesn't look like the Luskans know about this place.]
{149752} [The tunnel doesn't look like it's been disturbed for a long time.]
{149753} {Studying a secret tunnel for tracks}Nothing human has passed through this tunnel in some time - it has seen use by beasts, but nothing more. 
{149754} It's a good bet only beetles and spiders know about this tunnel. {Beat, a little to himself}Hopefully, not the giant kind, but our luck isn't that good. 
{149755} |Garius is dead. PC went to have another look around|Ready to go?
{149756} |Ritual hasn't been stopped|We need to stop Garius before we're all dead!
{149757} |Vale already talked to the PC once|You should get moving. We need to get inside the keep.
{149758} |The MSC is ready to attack, but the PC wasn't ready. Or the PC tried to walk too far away from Vale.|We need to attack <i>now</i> before they close the doors!
{149759} |SCRIPTER: Shot of PC charging the Keep, with the MSC running behind.|
{149760} |SCRIPTER: Shot of Kestrel and the MSC charging, with the PC following behind|
{149761} |SCRIPTER: Vale in keep, but still upstairs (not in basement)|We need to keep moving.
{149762} {shaken, grim - the fact that the situation was far more dire is finally sinking in}What in the hells was going on here?
{149763} We need to report back to Neverwinter immediately and tell Lord Nasher what happened here.
{149764} Make it fast. Return to me when you're ready to go.
{149765} {Happy they've triumphed}Well done, we've earned our swords this day, I think. {Little to himself}Would have been nice to crush Garius ourselves, but it's a little more satisfying for him to be undone by his own ritual. 
{149766} {Eager, chomping at the bit}What are we standing around for? We beat Garius and his wizards... come on, let's search the bodies. 
{149767} {Slight chiding, looking at some dead wizards who died while attempting a ritual}What you see here is the price one pays when attempting to use power without the means to control it. 
{149768} {Sarcastic, a little pissed}I'm sorry, Sand, I could barely hear you over the condescension - did you mean that thinly-veiled lesson for all of us, or just me? 
{149769} {Arches an eyebrow}I <i>was</i> speaking of Garius, Qara - but it is a lesson you could stand to learn as well, I think. 
{149770} {Grim, but questioning at end}We have prevented a great evil here - but something... something still feels wrong. {Beat}Perhaps it is simply the after effect of the ritual and its power. 
{149771} The power here is what I felt at the heart of the Mere - and almost as strong. {Beat}We have stopped this ritual, but we should remain on our guard. Shadow still touches this place - and these bodies. 
{149772} Sevann, get some men down here to haul this Luskan filth out of the keep. 
{149773} Should we bury them, sir?
{149774} Don't bother. Just pile them up and burn them.
{149775} And see if we can't get that glowing door upstairs open as well. Don't want to leave any surprises for the next tenant.
{149776} |Fade out. Fire up finale cutscene|
{149777} Yes, let's go.
{149778} Not yet.
{149779} I'm ready. Stay close and follow me.
{149780} Lead the way.
{149781} Let's go.
{149782} Not yet. I'd like to have another look around, see what I can find.
{149783} Bombardier Beetle{with gland}
{149784} Stag Beetle{with horn}
{149785} Troll Hunter
{149786} Greycloak Sergeant
{149787} Darksteel Battleaxe
{149788} {talking about killing trolls}You and you, keep the smaller ones busy. Everyone else is with me on the big one.
{149789} |Scripter: Greycloak sergeant turns and sees the player|{relief}Captain! 
{149790} This band of trolls has been marauding the countryside. We have to stop them.
{149791} |Greycloaks have poor equipment|I'm afraid our equipment isn't the best for dealing with these creatures. I don't know if we'll survive without your help.
{149792} |Greycloaks have average equipment|We're decently equipped, but trolls are still dangerous. Would you mind joining us for this fight?
{149793} |Greycloaks have good equipment|We're very well-armed and the trolls should be no match for us. Of course, you can still lend us a hand if you want.
{149794} Understood, Captain. All right, men - let's do this.
{149795} {battle-cry}For Crossroad Keep! For the Captain!
{149796} What's going on?
{149797} I'm with you.
{149798} I'm not here to do <i>your</i> job, sergeant.
{149799} |Greycloaks charge and engage the trolls. Trolls focus on them first.|
{149800} |Trolls go hostile and try to kill everyone|
{149801} Are you in trouble, sergeant?
{149802} Do your best. I won't always be here to save you.
{149803} What do you want?
{149804} Assault on Crossroad Keep
{149805} According to Sydney Natale, Black Garius and his followers are holed up in the ruins of Crossroad Keep.

Lord Nasher has sent you to the ruins, where you will meet with a group of Many-Starred Cloaks and assault the Keep.
{149806} You made contact with Vale, leader of the Many-Starred Cloaks sent by Nasher. 

Vale plans to assault the Keep when the Luskan guards change shifts.
{149807} During your assault on the courtyard, a number of Luskans were able to get inside the Keep and seal the doors. You'll have to find another way inside.

Vale suggested that you seek the Keep's escape tunnel, and he marked its probable location on your map.
{149808} You managed to get inside the Keep, running into Aldanon along the way. 

The old sage told you that Black Garius is attempting some sort of ritual on the Keep's lower level.
{149809} During your assault on the lower level of the Keep, Black Garius's mysterious ritual went awry, killing him and his lieutenants.

Crossroad Keep is now in Neverwinter hands, and Garius's Luskans are dead.
{149810} Shelf
{149811} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}What else may I do for you?
{149812} Who do you want?
{149813} Shandra is with you always, so I'm going to add her to your party since I don't see her.
{149814} Now, what may I do for you?
{149815} Done.
{149816} Okay.
{149817} Take me to 2300 (Farms).
{149818} Take me to 2310 Courtyard.
{149819} Take me to 2311 Escape Tunnel.
{149820} Take me to 2320 Keep Interior.  Skip Aldanon's dialogue.
{149821} Take me to 2330 Keep Basement.
{149822} Nothing. Goodbye.
{149823} I wish to add a companion.
{149824} Add Khelgar.
{149825} Add Neeshka.
{149826} Add Casavir.
{149827} Add Sand.
{149828} Add Qara.
{149829} Add Bishop.
{149830} I changed my mind. No companions, please.
{149831} Add Elanee.
{149832} Add Grobnar.
{149833} Take me to the finale cutscene.
{149834} Make me immortal
{149835} Take me to 2310 Courtyard, but after the Luskans are defeated.
{149836} Take me to 2320 Interior, but I actually need to hear Aldanon talk.
{149837} Start the module with the Garius cutscene.
{149838} I turned in Arval's Journal.
{149839} Hello, <FirstName>. I am Companion Bear. If your party companions are not showing in this area, please select option 2.
{149840} <i> DING (toaster oven sound) </i>
{149841} Good bye. Do nothing. Asta la vista.
{149842} My companions are missing! Please try to respawn them, Companion Bear.
{149843} {Uncomfortable, a little wary, suspicious - he was tortured a few weeks ago, and he's afraid the player will find out}Oh... you're back. Why are you here?
{149844} No, no one. Actually, the Mere's been pretty quiet... no lizard men spotted, and no other marsh creatures. 
{149845} I don't like the thought of demons stalking around though - or shadows. It's good they passed us by, I guess...
{149846} {Uncomfortable, a little snappish}Yeah, I'm fine, it's nothing important. Why? I mean, why are you here?
{149847} It's nothing - just some trouble while I was wandering in the Mere, all right? I've had Merring fret over it enough. 
{149848} ...or judging from the strange dreams people had, maybe they didn't. Strange. 
{149849} Some of the others have been acting a little odd, though - Retta, even Georg, a bit. Might want to ask them.
{149850} Anyway, look, I have things to take care of - we can talk later.
{149851} Yeah... more than one. Might want to ask Retta and Georg, even Merring about them. 
{149852} {Defensive, mad}Merring told you that, did he? So much for confiding in a priest. 
{149853} It was nothing, and now I'm better. Satisfied?
{149854} {Tired, exhausted, doesn't want to talk about it}Look... I'm not really ready to talk about it right now. Maybe sometime, when I'm away from here. 
{149855} Are you all right?
{149856} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{149857} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{149858} Nevermind. Farewell.
{149859} You look hurt.
{149860} Dream?
{149861} I heard you were attacked.
{149862} Not really. You're not acting as if everything is fine.
{149863} {Flat}<FirstName>, you have returned.
{149864} {Pained, doesn't want to talk about it anymore}Another time perhaps... for now, let it rest.
{149865} {Going into story mode, reflective}When you were a child you were so full of life. I could not have children, as much as my {SHAY-LA}Shayla desired it.
{149866} Your mother, {ES-MER-EL}Esmerelle, still felt the call of the road, but she stayed, for you. Yet she knew that death could come for her, as it had for our friends - our allies.
{149867} So she exacted a promise from {SHAY-LA}Shayla, a promise readily given. That if something should befall her, Shayla would care for you as her own.
{149868} As fate would have it, the promise would be fullfilled, but not by my bride. By me.
{149869} {ES-MER-EL}Esmerelle never intended me to care for you - such warmth is difficult for me. But you had no one else - so I did as best as I was able.
{149870} {Rueful}I see other fathers and marvel at how they do it. If it was ever in me - it was lost long ago, buried in the graves of fallen friends.
{149871} {Sighs}I know your years with me have not been easy ones - yet I hope you have grown up well in spite of me.
{149872} {Going into story mode, reflective}When she was little older than you, adventure sought her out, as well. We met in a tavern and were drawn together by mutual necessity.
{149873} There were others with us - and some tales of our adventures were told. But not all such stories end well.
{149874} One day we both realized that of the original band - only we were left. I had had enough of death, especially of those close to me.
{149875} Your mother was spun of a different silk, and maintained her vitality in spite of loss. When I settled in West Harbor with my {SHAY-LA}Shayla - she would visit us from time to time.
{149876} A heart can heal over time. One day when {ES-MER-EL}Esmerelle returned she was thick with child - you. {Slight sense of loss, forgot how good things used to be}Those were... good times.
{149877} {Warning, interrupting a question before asked}Before you ask - she never mentioned any details about your father. And in my homeland, we respect such silence.
{149878} {Thinking of the death of his own wife, staring off in the distance}Then... then I lost everything again.
{149879} {Quietly, too pained to continue}I cannot speak of this anymore - please, leave me.
{149880} {Sighs}It did not take long for our foe to discover that you had left - I fear you must have faced him on the road to Neverwinter. Does he still hunt you?
{149881} I sense you are more sure of your course then when you left. But do not stay here overlong - predictability is something a hunter relishes in prey.
{149882} {Slight surprise}A githyanki? I have heard their names mentioned only once or twice in passing. Invaders from the outer planes, a fierce foe.
{149883} {Sighs}I sense one task only led to another. Such is the way - what seems a simple thread is often part of a complex tapestry.
{149884} {Sarcastic in return}Is that the human sarcasm? Sometimes it is so difficult to tell.
{149885} | First Time Plus: During 2400, once only. |{A little reserved, this isn't good news, he's thinking back to the adventuring party he lost a long time ago}So others have joined your quest. 
{149886} | Player is male. |Well met, I'm Shandra. Are you his father?
{149887} Well met, I'm Shandra. Are you her father?
{149888} Foster father.
{149889} | Player is male |{Trying to make awkward conversation}Ah. Well, good to meet you. This is a wonderful village, good to see where he grew up and all, meet the people. 
{149890} {Trying to make awkward conversation}Ah. Well, good to meet you. This is a wonderful village, good to see where she grew up and all, meet the people. 
{149891} I would not recommend staying - in case others hunt what he took from the village in the first place.
{149892} I would not recommend staying - in case others hunt what she took from the village in the first place.
{149893} So you have returned. Why? I told you to keep away. 
{149894} Strange dreams, and little else. Why?
{149895} Demons and shadows? {Beat}If they walk, then we are in more danger than I thought... it seems the war will soon be upon us. 
{149896} {Slight reservation}Perhaps. If something did occur here, it left little physical trace. But perhaps someone saw something I did not.
{149897} It is impressive you were able to walk away from such an encounter with no scars. You have truly come into your own since leaving the village. 
{149898} Farewell.
{149899} |Available in Act 2|I want to know about my mother.
{149900} Why would she leave me in your care?
{149901} By you?
{149902} Never mind - tell me how the village has fared since I left.
{149903} How did she come to West Harbor?
{149904} Did my mother give up adventuring as well?
{149905} How has the village fared since I left?
{149906} I believe so.
{149907} The gnomes and bladelings were commanded by a githyanki. They're still after me.
{149908} I delivered the shard to Uncle Duncan.
{149909} Yes - don't get too excited.
{149910} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{149911} I'm not sure. I have an odd feeling something took place here - it feels different.
{149912} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{149913} | Will only show once. |{Chuckles}So the great hero returns - been watching out for danger like I said? And what about that swamp elf? See it yet? 
{149914} {Confused}Swamp elf?
{149915} {Confused}Swamp elf?
{149916} {Looking at a player's companion}Ah, I see you have - look at him. A little smaller than I expected, though, for a giant. Looks close enough, I suppose.
{149917} {Looking at a player's companion}Ah, I see you have - look at her. She looks a little smaller than I expected, though, for a giant. Looks close enough, I suppose.
{149918} {Mock recognition, realizes the person's telling a tall tale, decides to turn it back on them}Ooooooh... the giant swamp elf. Yes, obviously you haven't heard. It still lives, constantly growing, constantly feeding.
{149919} Of course, now that it's forced to range farther and farther... well, I imagine it will be here soon enough. 
{149920} {Chuckles uneasily}Eh? There's no such thing. 
{149921} Yes, it may seem that way now. Talk to me again after it attacks, maybe that'll change your mind.
{149922} {Just been talked to by a country bumpkin, bemused}And I thought you were the only fool to be spawned from West Harbor, but here we are, not long in your village, and already this fellow proves me wrong. 
{149923} Hnh. Where'd you pick this one up?
{149924} {Close up on Georg's face, worried}Oh. {Beat}Uh... we'll be careful, then. 
{149925} {Georg studies Shandra}| Shandra is in party, player is male |Hnh. Looks like you picked up a little wife, I see. Well met there, girl. He sweep you off your seat from some seedy tavern, did he?
{149926} What? Me?
{149927} Her? 
{149928} Now, now, no need to protest - I understand how it is with you young folks nowadays. Your secret's safe with me.
{149929} So... what can I do for you? 
{149930} | SCRIPTER: Player is female, and either Bishop or Casavir is in the party. |Hnh. Looks like you picked up an admirer. Well met there, boy. You sweep her off your seat from some seedy tavern, did you?
{149931} {Smiling, enjoying this}Oh, yeah, she wasn't even conscious when we were married. 
{149932} {Smiling, playing along}It is difficult not to know one of West Harbor and feel some degree of admiration. 
{149933} Mind your tongue, Bishop.
{149934} As long as she's here to do it for me? Come now. 
{149935} {Laughs}Well put, well put. 
{149936} {Thinking, then remembers}Nothing out of the ordinary... had a strange dream the other night, but beyond that, no attacks or anything.
{149937} Demons and shadows? {Scoffs}Come now, no need for tales. Sure, there's some strangeness going on, but that's a little far, even for you.
{149938} Although... the crickets seem to have gone silent in the area as of late... 
{149939} Yeah, it hit me all at once, I was staying up, prepping for a late hunt into the swamp, and well... suddenly, I was passed out on the floor.
{149940} I woke up real sudden because I thought I smelled smoke, but nothing... I must have dreamed it. 
{149941} {Thinking back}Strange kind of smoke, too, not peat smoke, more like... well, like metallic smoke. Strange.
{149942} ...but that doesn't mean much. And there were the singed crops, and the strangeness with that scar in the earth. 
{149943} Yeah, any small thing that crosses it... well, they just up and die, right there. It's like a little grave, waiting to be filled. Retta and some of the children were the first to notice it.
{149944} {Beat}All the wild talk of demons aside, there's something going on. Just don't know what. 
{149945} If you do, stay clear, it's bound to be hungry with the slim pickings in the swamp as of late.
{149946} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{149947} Dream?
{149948} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{149949} Nevermind. Farewell.
{149950} Smoke? 
{149951} Strangeness?
{149952} Notice anything before the incident? 
{149953} {Appraising the player in the second sentence, looking him/her up and down}Welcome back to West Harbor, <FirstName>. You seem a different person than the one that left here.
{149954} I hope that the days that have passed haven't been filled with too much hardship.
{149955} The mere continues its slide into bleaker seasons. Lizardlings have attacked some of the outlying farmers.
{149956} {Slight confusion at second sentence}Poor Bevil was assaulted right after you left, as well. He took weeks to recover - but he won't tell a soul what happened.
{149957} No... nothing in the village per se. The portents of the Morninglord have been disturbed of late, but there seems to be no serious consequences. 
{149958} No, I saw no one. Although the presence of demons and shadows... both would explain the dream I had. It was rather disturbing.
{149959} | SCRIPTER: If Shandra is present, this only happens once. |{Curious}And I see you have brought... friends.
{149960} [Influence: Failure] {Disapproving, doesn't like player}I wouldn't say we're friends.
{149961} [Influence: Success] {Pleasant, to player's neighbor, "excuse the idiot"}I'm Shandra. {Quiet, like a confidante, but not too mean}Excuse our absent-minded leader for not introducing us. 
{149962} {Studying her, not disapproving}Well met, Shandra. {Beat}You have something of the priesthood about you - but not the path of the Morninglord, it seems.
{149963} {Sighs, quietly}It's a little complicated.
{149964} {Turns to other visitor}And who is this?
{149965} {Deadpan, serious, but the humor comes from the fact she's speaking to a simple villager, bows}Know that I am Zhjaeve, one who carries the knowing Circle of Zerthimon in mind and hand. Know that I aid the <b>kalach-cha</b> in shielding your community from the doom that comes.
{149966} {Confused, as if just spoken to in French}Uh, pardon?
{149967} {Translating}She's pleased to meet you. {Whispering, as if this explains it, "she's from France."}She's from {AHMM}Amn.
{149968} Ah. So... what brings you back?
{149969} Yes... the other night, I had a strange dream, a dream where there was no dawn over the Mere at all. 
{149970} In the dream, I awoke in what felt to be the morning, but as I stepped outside to view the Mere, the morning fog did not lift - it grew darker, until the morning was at night again.
{149971} And... when I awoke, I imagined I could smell fire... and ash. It was like some presence had passed through the village, and the smell was the only trace that remained. 
{149972} Farewell.
{149973} | Ammon Jerro hasn't showed up yet. |Has anything happened in my absence?
{149974} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{149975} Disturbed?
{149976} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{149977} Maybe I'll ask him, then. I'll be going now.
{149978} Disturbing?
{149979} You're back from your travels. They say it isn't for good.
{149980} |Haven't completed quest|If you come across any word of Alec in your travels, please tell your Uncle Duncan. It would put my mind at ease.
{149981} I appreciate you stopping by - but I have my errands to do.
{149982} |QUEST COMPLETE - TRUTH|{Slightly disbelieving and hurt}I still find it hard to believe that Alec is working for those Luskanites. He was such a gentle boy.
{149983} |QUEST COMPLETE - LIE|I read your scroll about poor Alec - at least he died fighting in the wars. I hope his spirit is at rest whereever it lies.
{149984} {Slightly started, she's nervous}Oh... well met again. You're back.
{149985} {Trying to brush it off}Well, just the worry that comes with the season, I suppose. Ever since the attack when you left, I guess I've started jumping at shadows. 
{149986} I... see you've brought others with you.
{149987} {Waiting for the listener to fill in the blank with a name}Well met. It's good to meet you...?
{149988} {Introduction}Retta.
{149989} Know that I am Zhajeve. {Beat, basically saying "hey, you look troubled," will - spirit}Forgive my question, Retta of West Harbor, but your will is divided. 
{149990} {Confused}I'm sorry?
{149991} {Slightly apologetic}She says you look troubled. 
{149992} Oh. It's no matter. Just... well, it's no matter. 
{149993} {Slight reluctance}Strange? Well, yes, I suppose. It's the scar in the village - the one left over from the war. 
{149994} The other night, I thought I saw flame and smoke coming from it. I went out to check - and as I approached, it was as if shadow and flame were struggling over it, as if fighting.
{149995} But... the strange thing was then I awoke - it was a dream, but there I was, outside my home, standing by the scar in the earth.
{149996} Well... yes, but there was still the smell of flame in the air, like something had been burning. 
{149997} And the scar itself... well, there were animals lying dead within it and near it... rats, some insects... and even that poor tabby that Georg kept having to chase out of his kitchen.
{149998} But... what's worse, is that the other day I caught the children playing a game with it... any small animal they chased within the scar simply slowed to a crawl and died. 
{149999} Something passed through this village, and passed close to that wound in the earth. And now death follows it as well. 
{150000} {Surprised}No, I saw no one. But... something strange happened the other night. Perhaps the two are related. 
{150001} It's the scar in the village - the one left over from the war. 
{150002} Are you okay? You seem out of sorts.
{150003} Nevermind. Farewell.
{150004} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{150005} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{150006} You were walking in your sleep?
{150007} That is strange.
{150008} Strange? What do you mean? 
{150009} Ahh... I heard you came back, yes? {Sighs, irritated}I'm afraid the new apprentice is even worse than the last.
{150010} You probably are here for some sort of reason, I imagine?
{150011} I've investigated that matter for many years, searching for any clues about the demonic army.
{150012} And in the short time since you've left there haven't been any remarkable breakthoughs. There may never be any.
{150013} None. We haven't seen or heard of them since you left.
{150014} I suspect that you, however, saw more of them, yes? Whatever you took from the village is the only thing they cared about.
{150015} {Thinking}No more attacks, that is for certain. {Beat, trails off as if remembering something}Things have been quiet... but there has been a strange... feeling in the air. 
{150016} {Interested}Indeed? Perhaps that would have been related to some of the strange events taking place in the village in the past few days.
{150017} {Tarmas' usually has a troubled sleep, but not the other night, which is weird}Well, I noticed it the other night. I... have some difficulty sleeping, but not the other night - and while I slept, my dreams were troubled. 
{150018} There was the smell of fire, and ash... and when I awoke, it was as if I could almost hear swords clashing, but as if from a great distance.
{150019} Yes, it is almost as if something passed through the village... and left a faint trace behind. 
{150020} After you passed through here, I spoke to some of the others, and they cited some strange events as well. 
{150021} Some of the outlying crops withered, and although there was no signs of a fire, the tips of the harvest were burned, as if a flame had passed too close to them.
{150022} And the children mentioned that the scar within the village... any animal that passes through there, whether rat, or bird... simply dies. 
{150023} There is something stirring in the Mere, and something came to the village because of it.
{150024} {Sighs}I have no idea how the two are related, but if you encountered demons near West Harbor, then what we have seen may have much to do with their presence. 
{150025} | Will only happen once. |Scar?
{150026} I'm sorry? 
{150027} {Slight confusion, but prompting}You spoke of a scar in the village. Has the village been wounded? 
{150028} No, no, it's a burn in the earth, been there since the war. It's never had the effect on the wildlife it has now, however. 
{150029} Farewell.
{150030} Could you tell me any more about the war fought here?
{150031} Do you have any idea why the bladelings attacked here?
{150032} | SCRIPTER: Ammon Jerro scene has played, but the player has not fought the Shadow Reaver. |Have you noticed anything strange in the village recently?
{150033} What do you mean?
{150034} | SCRIPTER: Player has fought the Shadow Reaver. |We encountered demons and shadows in the ruins near the village. Did you see anyone going there or going from there?
{150035} And this just happened recently?
{150036} Like what?
{150037} Did anything strange happen before we went to the ruins? 
{150038} | SCRIPTER: Fade in to show the orphanage in West Harbor, preferably from above - the camera shot should be enough for the player to immediately recognize it as West Harbor. Night birds, crickets can be heard. Faint noise of people, some lights on in some of the houses, but no one is walking around. |
{150039} | SCRIPTER: The next camera shot should show a view of the blasted crater where the player was harmed in his youth. The ambient sounds persist (should be done in the actual level file, so probably won't need to be specially added) |
{150040} | SCRIPTER: Suddenly, someone strides in to the scene - you only see him from the back. He should pause by the crater and wait; he doesn't turn around, so you can't tell who it is. |
{150041} | SCRIPTER: The next scene shows Ammon Jerro from a worm's eye view, at such an angle that you can't see the demons behind him, but enough so that you can see his face with the tattoos and some cool shots of the skybox above him, maybe the moons of Faerûn. |{Speaking to himself, studying the small village around him}So the town remains...
{150042} | SCRIPTER: The next scene shows Ammon Jerro from the front, but now you can see the demons rising behind him, in huge numbers - make this dramatic. |{Speaking to himself, a little grim, determined, sending demons out to search the homes}...let us see if what I seek is here as well.
{150043} | SCRIPTER: Walks toward the camera, the demons spreading out around him in a search pattern, and it fades out.|
{150044} | SCRIPTER: Fade to Black. |
{150045} {2000}Savis
{150046} {2000}Kendrick Savis
{150047} Front shot of Portal
{150048} Front shot of Portal
{150049} {2410}Illefarn Overgrown Ruins
{150050} FraserFirC
{150051} AustrianPine
{150052} ScotchPineC
{150053} tempman
{150054} Talk to me to go to West Harbor
{150055} 24_ilrah
{150056} {2410}Ilrah{Orcs}
{150057} {2400}Orc Archer
{150058} {2400}Orc Captain
{150059} This is an Orc
{150060} This is a Goblin
{150061} Goblin Captain
{150062} {2400}Orc Shaman
{150063} Member of the orc faction.
{150064} 24_uthanck
{150065} {2410}Uthanck{Orcs}
{150066} {2410}Overgrown Ruins Entrance
{150067} Overgrown Ruins Entrance
{150068} {2410}Outside Riverguard Keep
{150069} {2410}Outside Temple of Seasons
{150070} {2410}Outside Gem Mine
{150071} Outside Gem Mine in Overgrown Ruins
{150072} {2410}Portal Spawn
{150073} 2410_wp_portal
{150074} Ruined Portal
{150075} {2410}Ralidor's Camp
{150076} Ralidor waits here for PC to return with Ghellu's head
{150077} {2400}Statue of Purification
{150078} This marble statue appears to be of the elven triune deity, Angharradh. It is holding a golden spear in its right hand.
{150079} Allow Fight Trigger 1
{150080} Allow Fight Trigger 2
{150081} Allow Fight Trigger 3
{150082} Allow Fight Trigger 4
{150083} Zhjaeve Song Portal Speak Trigger
{150084} Portal{2410_p_portal}
{150085} 2410_p_portal
{150086} Front shot of Communion Tree room
{150087} Front shot of Communion Tree room
{150088} {2411}Illefarn Ruins of Arvahn: Gem Mines
{150089} {2411}Undead Encounter
{150090} Bush
{150091} This slip of paper appears to have three words written on it in the elven alphabet of Espruar: "lux," "shestni," and "samosud."
{150092} {2411}Puzzling Paper
{150093} {Spirit Guardian}Golem, Iron
{150094} Hi, I'm Balaur.
{150095} {2411}Balaur
{150096} QA Tempman
{150097} Skeleton Chief
{150098} Corpse
{150099} Test Chicken
{150100} Dread Wraith
{150101} Dread Wraith Claw
{150102} Remembrance
{150103} Truly Horrid Umber Hulk
{150104} Skeletal Blacksmith
{150105} {2411}Spirit Shuffle Path Node
{150106} Spirit Shuffle puzzle path node
{150107} {2411}Statue of Purification Spawn
{150108} Waypoint where Statue of Purification is spawned
{150109} {2411}Gem Mine Entrance
{150110} Gem Mine Entrance
{150111} {2411}Spirit Shuffle Elf Spawn
{150112} Spirit Shuffle puzzle spirit spawn
{150113} {2411}Spirit Shuffle Dwarf Spawn
{150114} {2411}Statue Chamber
{150115} Gem Mine Statue Chamber
{150116} {2411}Communion Tree Inscription
{150117} The inscription on this wall is written in Thorass, Espruar, and Dethek. It reads:

"O ledger of our days
Bear unto future generations
The sunset to unmend
Our hammered strands of dawn

"O planters of this seed
Bear witness to your art
In even communion only
Can this tree bear precious fruit."
{150118} {2411}Communion Tree Relief
{150119} This relief shows dwarves and elves side-by-side, as comrades.
{150120} {2411}Communion Tree
{150121} This large tree sculpture appears to have been carved from a single piece of stone. There are seams near the front that suggest a door may allow access to something inside.
{150122} {2411}Floor Mosaic
{150123} {2411}Art Mosaic
{150124} This mosaic appears to be illustrating a preparation ceremony. Elves and dwarves are gathered together around a central figure that has been lost to the ravages of time.
{150125} A huge magical being stands amid a spectaular structure in this colorful mosaic. Five points burn on the creature's body: one on each limb and one on its head.
{150126} This intricate mosaic illustrates a number of dwarven and elven artisans crafting five similar statues of the elven goddess Angharradh. Each statue differs slightly in one detail.
{150127} Three elves and three dwarves stand at the base of a large stone sculpture of a tree. The front of the tree appears to contain a door leading to a small chamber inside the sculpture. Inside of this chamber is a statue of the elven goddess Angharradh.
{150128} {2411}Spirit Shuffle Switch
{150129} Spirit Shuffle puzzle path switch
{150130} {2411}Spirit Shuffle Node Info
{150131} Container storing pathing info for Spirit Shuffle puzzle
{150132} 
{150133} Hammer of the Lost Empire
{150134} Illefarn Blacksmith Cauldron
{150135} Rune-inscribed Iron Piece
{150136} This piece of iron has a silvery rune inscribed on its surface - it looks like it might be usable to "fix" some of the marred runes on the Construct's surface.
{150137} Track the Spirit Shuffle state, start victory cutscene
{150138} {2411}Spirit Shuffle Victory Trigger
{150139} Spawn Shuffle Spirit by waypoint
{150140} {2411}Spawn Spirit Trigger
{150141} 2411_tr_khelgar
{150142} 2411_tr_khelgar
{150143} Balaur Trigger
{150144} {2421}Riverguard Keep Top Floor
{150145} {2400}Goblin Shaman
{150146} This is a Bugbear
{150147} {2410}Ralidor
{150148} This longsword once belonged to the master of Riverguard Keep.
{150149} The Master's Blade
{150150} Bugbear Lieutenant
{150151} {2421}Top Floor Entry
{150152} Entrance to Riverguard Keep
{150153} {2421}From Second Floor
{150154} From Second Floor
{150155} 2421_wp_fr_2423
{150156} CityMBarrel6
{150157} CityMCasks03_T03
{150158} The Master's Tomb
{150159} 
{150160} tr_unlock_door
{150161} {24_dr_rgk3}
{150162} {2422}Riverguard Ruins Second Floor
{150163} This large shield once belonged to the Master of Riverguard Keep.
{150164} The Master's Shield
{150165} {2400}Ribsmasher
{150166} Ogre Barbarian
{150167} {2422}From Top Floor
{150168} From Top Floor
{150169} {2422}From Bottom Floor
{150170} From Bottom Floor
{150171} chest_2422
{150172} This is a large chest
{150173} Up to Riverguard 1
{150174} Down to Riverguard 3
{150175} {2423}2423_p_magicdoor
{150176} 2423_p_magicdoor
{150177} {2423}Riverguard Ruins Bottom Floor
{150178} Reverse shot of the door
{150179} Ribsmasher enters
{150180} Shot of the magical door
{150181} goblins lined up at the door
{150182} Long shot of Goblin getting zapped
{150183} Angle down on pile of goblin corpses
{150184} Blix runs to Ghellu
{150185} {2400}Goblin Captain
{150186} TEMPMAN for Door Electricity
{150187} {2400}Ghellu
{150188} This is the severed head of Ghellu.
{150189} Ghellu's Head
{150190} The Master's Scepter
{150191} {2400}Blix
{150192} {2423}From Second Floor
{150193} {2423}Blix Spawn
{150194} 2423_sp_blix
{150195} 2423_wp_fr_2421
{150196} {2423}Statue of Purification
{150197} This marble statue appears to be of the elven triune deity, Angharradh. It has a golden shield at its right foot.
{150198} CityMRug5_T03
{150199} Weaponrack
{150200} Illefarn Door
{150201} | Setup positions |
{150202} | Fade in |Know that we near the site for the ritual of purification.
{150203} This is part of a city of ancient Illefarn. A temple... if my senses see true.
{150204} But the crafters... it suggests a union of elven and dwarven wills, shaping these halls. A rare thing in your culture.
{150205} Well, if the dwarves weren't so obstinate...
{150206} Obstinate? If the elves could get down out of their trees long enough to hold a hammer, perhaps there'd be a little more cooperation.
{150207} {Slightly amused, taunting}We like our trees... <i>and</i> our tree-worshippers.
{150208} Yes, and thankfully so. It is tiring to talk down to such squat little people in casual conversation, let alone during the construction of an entire city.
{150209} Ah, Sand, perhaps I could correct that by smashing you in the kneecaps. Would that suit you, you weak-blooded little potion maker? 
{150210} Threats from a dwarf. How droll and unexpected. 
{150211} {Grumbling to himself}Wouldn't dream of making an elf listen to sense - we all know elven ears are just for show. 
{150212} I know little else of the place before us. Time has eroded much of it into ruin.
{150213} {Concentrating slightly}I can feel it - my people are attuned to certain energies of the will... and the energies that are left behind. This is the right place.
{150214} It is something not only my people can learn... if one puts their will to it. For some, that is more a challenge than with others.
{150215} What is this?
{150216} Illefarn?
{150217} How do you know it's here?
{150218} You can feel it? Great, that's very reassuring.
{150219} Really?
{150220} | Quest Update |Let's get moving.
{150221} | Quest Update |Right. Thanks for the tip, Zhjaeve.
{150222} High shot of the 4 sepulchres
{150223} {2430}Temple of Seasons Entrance
{150224} Temple of Seasons Entrance
{150225} 24_sp_tsmephit
{150226} 24_sp_tsmephit
{150227} 24_sp_tswolf
{150228} 24_sp_tswolf
{150229} {2430}Trial of Winter Start
{150230} Trial of Winter Start Waypoint
{150231} {2430}Trial of Spring Start
{150232} Trial of Spring Start Waypoint
{150233} {2430}Trial of Summer Start
{150234} Trial of Summer Start Waypoint
{150235} {2430}Trial of Fall Start
{150236} Trial of Fall Start Waypoint
{150237} 24_sp_tsirongol
{150238} 24_sp_tsirongol
{150239} 24_sp_tscontrap
{150240} 24_sp_tscontrap
{150241} 24_sp_tswaterele
{150242} 24_sp_tswaterele
{150243} 24_sp_tssylph
{150244} 24_sp_tssylph
{150245} 24_wp_sigil
{150246} {2430}Book of Winter
{150247} This pedastal holds the book of winter.
{150248} {2430}Book of Spring
{150249} This pedastal holds the book of spring.
{150250} {2430}Book of Summer
{150251} This pedastal holds the book of summer.
{150252} {2430}Book of Fall
{150253} This pedastal holds the book of fall.
{150254} Temple
{150255} {2430}Statue of Purification
{150256} This marble statue appears to be of the elven triune deity, Angharradh. It is crowned with a golden halo of light.
{150257} Bas-Relief Carving
{150258} There is an inscription in an ancient Elven script here: "The Temple of Seasons is dedicated to the veneration of Elythyn, Vigar, Bluecloak, and Beleran, four heroes of the united kingdom of Illefarn. They gave their lives that their kin might live in peace and accord. Across our lands, we honor each in turn at the hearts of their seasons. Within these halls, we honor them forever."

Written below this is another, apparently slightly more recent inscription: "In this, the hundred-and-tenth year of the Guardian, this temple underwent renovation to house and protect a Statue of Purification. As the four knights guarded our last hopes in life, may they do so once more in death."

The last inscription is signed "Annaeus."
{150259} The Dirge of Ancient Illefarn
{150260} Great works of music and poetry were the pride of the Illefarn Empire in its glory days.  Songs were written that transcended the bounds of the physical world with their beauty, and it was said that the greatest of them could open doors to distant lands.  In the later days, when the Guardian was lost, music was commissioned to help defend the Illefarn.  Inspired by the plight of the Guardian itself, the Dirge of Ancient Illefarn was a hymn so somber and soul-penetrating that those who heard it in battle were immediately able to break free of their enchantments and return to their fight.
{150261} 2430_tr_casavir
{150262} 2430_tr_casavir
{150263} Autumn Sigil
{150264} 2430_tr_statue
{150265} {2430}Statue Speak Trigger
{150266} {2442}Illefarn Guardian Ruins
{150267} Shadow Guard
{150268} {2443}Shadow Guard
{150269} {2443}Shadow Priest
{150270} 2442_wp_entrance
{150271} 2442_wp_entrance
{150272} Wide shot of Chamber
{150273} Wide shot of Chamber
{150274} High shot of statue and reaver
{150275} High shot of statue and reaver
{150276} Establishing shot of reaver at statue
{150277} OTS, reaver at statue
{150278} Close on Reaver, back to party.
{150279} Shadow Reaver
{150280} {2443}Shadow Reaver
{150281} 2443_wp_entrance
{150282} 2443_wp_entrance
{150283} {2443}Statue of Purification
{150284} 2450_wp_portal
{150285} 2450_wp_portal
{150286} PC position for AJ cutscene
{150287} Establishing Shot of West Harbor
{150288} Shot of the Crater
{150289} Reverse shot of Crater as AJ strides up
{150290} Worm's eye view of aj from crater
{150291} Medium shot of AJ
{150292} torchlight1
{150293} torchlight1
{150294} 
{150295} 2451_tr_guardent
{150296} 2451_tr_guardent
{150297} 2451_wp_entrance
{150298} 2451_wp_entrance
{150299} 2452_wp_portal
{150300} 2452_wp_portal
{150301} Spirit{Annaeus}
{150302} Trial of Autumn Sigil
{150303} {2443}Avram Lionel
{150304} | AUDIO: This conversation should use a ghostly effect layered over the typical elven VO set. |The dust upon the floor stirs beneath your feet... what brings one of flesh and blood to this empire of spirits?
{150305} SCRAP -- Indeed, though you are unlikely to open the vessel holding it.
{150306} They are the last remaining lore of ancient Illefarn. In life, I tended to them, sheltered them, and even in death, I could not allow them to crumble as Illefarn did.
{150307} In life my name was Balaur. Now there are none with tongues or minds to speak it. I was the lorekeeper here before darkness came to Illefarn.
{150308} {Determined to defend}More plunderers come to my homeland... you will answer for your trespass.
{150309} {Annoyed}Very well. Walk these ruins with the blessing of my silence.
{150310} The vessel that contains the statue you seek is a tree of stone, a blending of life and the bones of the earth into one. 
{150311} Very well. 
{150312} You have returned. What may this one do for the living?
{150313} It is called the Communion Tree. Its blending symbolized the union of the dwarven and elven people of Illefarn into one.
{150314} {Aside to player}What in the Nine Hells is he saying? 
{150315} {Shhing Khelgar, someone's saying something important}Shhhh. 
{150316} {Shhing Khelgar, someone's saying something important}Shhhh. 
{150317} Opening the Tree requires similar unity - three elves and three dwarves of Illefarn, spaced equally around its trunk. Without these six, the Tree will remain closed to you.
{150318} Spirits of Illefarn dwell here, elves and dwarves who were bound closely to the Guardian, and the man he was, in life. His memory hangs heavy on their souls.
{150319} If you gather these spirits to you, then the Tree shall open to reveal what it cradles within.
{150320} It is not so simple. Just as the Guardian has fallen into shadow, so have those who were tied to him. Their torment has spawned a legion of foul undead, manifestations of their pain and sorrow. 
{150321} Flesh or blood is of no matter, all that matters is the spirit - like the Tree itself, flesh is but a vessel.
{150322} Yes, but the spirits know their places... if they were to go to the Tree, they still remember the rituals. 
{150323} Yes... but there is more. More that is my doing, I'm afraid.
{150324} If you intend to bring spirits to the Communion Tree, you must undo the wards on the walls of these ruins - the Ghost Lights, which keep the spirits at bay.
{150325} They are wards designed to shelter... and trap... the spirits within these ruins so they cannot spread their taint beyond this place. 
{150326} To your eyes, the Ghost Lights glow with a blue light, but to the spirits of my people, the glow is like that of the sun, a searing light that they cannot approach. As long as the Ghost Lights burn, the spirits cannot reach the tree. 
{150327} The touch of the living is enough - when they are touched by one that lives, they will go out. And once they are extinguished, the spirits may pass.
{150328} Many came to this place in search of knowledge, and I was able to guide them. Those days are gone, but my purpose still burns true.
{150329} | Player receives the 3 tomes |Here, take this tome - it was something I was working on before my death. It holds much of the days of Illefarn within it.
{150330} It is as much of my memory as I could scribe to words... and it is a vain hope, but perhaps the lessons of our fall may help prevent another. 
{150331} The memories of our empire are... painful ones. Even to speak of it now is difficult. 
{150332} At times, I wonder if perhaps my memories of Illefarn are a dream... but always, the books here center my thoughts and remind me of the truth of what once was.
{150333} I know not the name of the lands that surround us now, but once, long ago, it was a unified empire, lands that welcomed humans and dwarves within its borders.
{150334} Together, these people achieved a strength seldom seen in those times - but as all empires have a beginning, the end must come as well. 
{150335} Perhaps we erred in seeking to prevent that end. But it is difficult to simply let something one loves die without fighting to protect it. 
{150336} We had enemies, as all empires do. The orc tribes of the North plagued our borders... but our greatest enemies were the humans of Netheril, who took the magics that we had shared with them and built an empire of their own.
{150337} But their empire grew so swiftly and wild - the people of Illefarn had grown slowly and carefully, like a garden, but the humans of Netheril had little patience for such things - as they tasted power, they hungered for more.
{150338} We meant no harm in sharing our knowledge. We had assumed that it would be used as we used it - carefully, responsibly.
{150339} The Netherese were like children, playing with the land and the skies as if they were toys for their amusement. The Art is not meant for such things, and terrible are the consequences of abusing such power. 
{150340} But the fall of our Empire came not from them. The darkness that came upon us had another source. 
{150341} Has the Guardian returned, then? I heard the whispers, but I did not believe. His echoes are strong in this place, and the tides of spirits ebb and flow, signifying little.
{150342} A creature of magic he became, and an extension of the very Weave. Our enemies, the men of Netheril, feared to face him, so they turned their eyes to weaker prey. By the Guardian's sacrifice, Illefarn was saved.
{150343} We thought the Weave eternal, an endless font of life from which the Guardian might draw. In this, we were wrong. The Weave failed, and the Guardian faced a choice. Allow himself to die, and leave Illefarn undefended, or draw his life from another source.
{150344} For the sake of his people, the Guardian turned to the Weave's dark twin. And thus, he became a creature of Shadow.
{150345} {Quick explanation to "What is the Weave?" A little quiet}The Weave is the unseen wellspring of magic - where all mages and sorcerers draw power for their spells.
{150346} {Explaining, almost dismissive}The Weave is what supports all magic, powers it. Sorcerers like me can tap into it deeper and stronger than mages.
{150347} The Weave is the source of magic, that which fuels the Art. It is the heartblood of mages and sorcerers alike.
{150348} The Shadow Weave, a source of magic that was forbidden to us, as mages of Illefarn. I knew little of it in life, and I know little more in death. 
{150349} {Raises an eyebrow, wary}The Shadow Weave? Nothing good ever comes from tapping into that source of magic... it'll give you strength for a while, but its power can drive one mad.
{150350} Yes. Though I prefer to remember him as the man he once was.
{150351} Destroy? My people made several such attempts, and we never succeeded. But if you hope to thwart him, you are right to seek the statue here. 
{150352} The statue lies within the stone Communion Tree, a blending of arboreal and terrestrial. It symbolized the union of Illefarn's dwarven and elven peoples.
{150353} Destroy these undead, and I believe their spirits would reappear. For a time, at least.
{150354} Perhaps I do. Ages pass, and names change. I have existed longer as a spirit than as a breathing, blooded elf, and I know little of the world beyond my books.
{150355} The Guardian was once a man. A hero of Illefarn, in days long gone. He <i>saw</i> more clearly than most. He saw the threats that might destroy all we had built, and he sacrificed everything, that our empire might live.
{150356} {he's tempted to give his opinion, but he decides against it}I... am merely a historian, and my judgements are of little consequence. Speak to others who knew him, if you wish to answer that question for yourself. Their spirits linger here still.
{150357} So our leaders also believed. They devised the Ritual of Purification, that we might weaken the Guardian. The words were recorded upon five statues. One such statue is here.
{150358} The Shadow Weave is the black undercurrent beneath the natural fabric of the Weave, which can serve as a well from which mages and the supernatural draw strength... 
{150359} You do know of him, if you seek the Statues of Purification. Though perhaps you know him by another name.
{150360} They are the last remaining lore of ancient Illefarn. In life, I tended to them, sheltered them, and even in death, I could not allow them to crumble as Illefarn did.
{150361} Many came to this place in search of knowledge, and I was able to guide them. Those days are gone, but my purpose still burns true.
{150362} | Player receives the 3 tomes here |Here, take these tomes - I had nearly completed them at the time of my death. They hold much of the days of Illefarn within them.
{150363} They are as much of my memory as I can scribe to words... and it is a vain hope, but perhaps the lessons of our fall may help prevent another. 
{150364} In life my name was Balaur. Now there are none with tongues or minds to speak it. I was the lorekeeper here before darkness came to Illefarn.
{150365} My knowledge is yours.
{150366} Yes. When the Guardian turned to the Shadow Weave, our empire crumbled. Our trees withered, their lives drained to feed his.
{150367} Our people simply... waned. Dwarves set down their tools and stared numbly as their forges went cold. Elves lay down in their forests, motionless for days and weeks, as the wild things grew, and smothered them. 
{150368} A few of us fled to the outer reaches of Illefarn, where the Guardian's Shadow was still weak. There, we plotted to end him.
{150369} Understand this. The Guardian was an embodiment of the Weave, with a singular purpose. That purpose was to preserve Illefarn, and to destroy its enemies, should they attack.
{150370} A ritual was devised to create the Guardian. It was meant to obliterate the man he was, leaving only his resolve to defend our nation. This was his sacrifice.
{150371} {This is a sensitive point... he did think that something remained of the man he knew, and that belief led to disaster}Whether anything remained of the man I knew... I cannot say.
{150372} No. A construct is inflexible. We required a Guardian that was pure of purpose, but able to reason and adapt and change.
{150373} Unfortunately, the Guardian's flexibility became our doom. A simple construct, powered by the Weave, would have died when the Weave was disrupted.
{150374} The Guardian was clever enough to find a new source of life. He turned to the Shadow Weave, and thus, he was corrupted.
{150375} At the time, we did not know. Even now, I have only scraps of truth, gleaned from hapless visitors to this place in the early years of my undeath.
{150376} As far as I know, the fault lies with a Netherese mage, Karsus. He tried to take control of the Weave, to become the new god of magic. This was madness, and he failed, of course.
{150377} But in failing, he slew the goddess of magic. She was reborn moments later, but in that instant, all magic failed. That was the end for Netheril's floating cities, and it should have been the end for our Guardian, as well.
{150378} Yes. And in so doing, he doomed that which he sought to protect.
{150379} Three times we tried to end him, and only on the third attempt did we partially succeed.
{150380} Yes. We walled him up within the Plane of Shadows. Or rather, others did. By that time, I was dead, and I have no memories of how that victory was won.
{150381} We turned first to the Silken Sisters, six spellswords of tremendous power. Even the Netheril feared them, and we thought that they must prevail against the Guardian.
{150382} Their fate was too terrible for words. Suffice to say that they failed.
{150383} Then did the priest {uh-NYE-us}Annaeus devise the Ritual of Purification, by which we might weaken the Guardian. 
{150384} A great gathering of wizards and priests assembled to confront the Guardian. I was but a minor power in that host, but I remember those last hours well. We spoke the Ritual, and it functioned as Annaeus had hoped.
{150385} {uncomfortable... in truth, the fault for their failure was his}No. We were... not entirely united in purpose.
{150386} Regrettably, that... victory... is not recorded in these scrolls. Nor was I a witness. At least one such witness still walks these halls, I believe. You might ask him, if you can ease his torment for a time.
{150387} In life my name was Balaur. Now there are none with tongues or minds to speak it. I was the lorekeeper here before darkness came to Illefarn.
{150388} They are the last remaining lore of ancient Illefarn. In life, I tended to them, sheltered them, and even in death, I could not allow them to crumble as Illefarn did.
{150389} Many came to this place in search of knowledge, and I was able to guide them. Those days are gone, but my purpose still burns true.
{150390} | SCRIPTER: Player is receiving a book - actual item TBD by Eric Fenstermaker and Ferret Baudoin. |Here, take these tomes - I had nearly completed them at the time of my death. They hold much of the days of Illefarn within them.
{150391} They are as much of my memory as I can scribe to words... and it is a vain hope, but perhaps the lessons of our fall may help prevent another. 
{150392} You have returned a measure of peace to this place. For that, I am grateful.
{150393} My fellow spirits were in torment, and their pain found expression in the foul creatures that walked these halls. Thanks to you, their torment has abated, if only for a time.
{150394} Should you defeat the Guardian, I believe that peace will settle over this place at last. Rest will be bittersweet for me. My undeath will end, but my books will crumble, even as my body turns to dust.
{150395} {Slightly condescending}Mages can only test the water, but sorcerers drink more deeply from it. 
{150396} ...but such strength is only temporary - and its corruption is not.
{150397} {he's hiding the truth here - he <b>is</b> very much like the others}No, I am not like them. They are bound here against their wills, but I have chosen to guard these scrolls.
{150398} No... you came because of the Guardian. His echoes are strong in this place, and the spirits have whispered of his return.
{150399} I am looking for Statues of Purification.
{150400} What are all these books?
{150401} Return to your slumber, undead abomination!
{150402} Keep quiet, and stay out of my way.
{150403} Who are you?
{150404} Why is that?
{150405} Tell me how to open it.
{150406} Let me ask you something else.
{150407} | If the player hasn't already received a book. |Are there any books you could share with me?
{150408} Never mind. I must be going now.
{150409} Where will I find three elves and three dwarves of Illefarn? 
{150410} These dwarves and elves need to be spaced around the tree?
{150411} I need only gather these spirits, then?
{150412} That's it? You make it sound so simple.
{150413} So if I were to kill or destroy the undead, that might be enough?
{150414} Ghost Lights?
{150415} How do I extinguish them?
{150416} Thank you - I appreciate the gift.
{150417} Can you tell me of Illefarn?
{150418} What happened?
{150419} Protect it from what?
{150420} Sounds like you had dangerous enemies.
{150421} [Wisdom] What Guardian? Do you mean the King of Shadows?
{150422} [Intelligence] The King of Shadows has returned. You know him as the "Guardian?"
{150423} I know nothing of any Guardian.
{150424} Speak plainly, ghost. What do you mean?
{150425} Go on.
{150426} The Weave?
{150427} So your Guardian became the King of Shadows.
{150428} An unfortunate tale, but I still must destroy him.
{150429} The Weave's dark twin?
{150430} You're saying that the King of Shadows is not evil?
{150431} Just tell me where to find that statue.
{150432} Still, he must be stopped.
{150433} Farewell, ghost.
{150434} I can manage that, I think.
{150435} Why would you create such things?
{150436} How do I dismantle them?
{150437} Pointless symbolism. Tell me how to foil the enchantment.
{150438} Spirits? What are you talking about?
{150439} Killing. I am good at that.
{150440} Thank you for your counsel.
{150441} You don't think the King of Shadows is evil?
{150442} Your Guardian's tale is unfortunate, but he must be stopped.
{150443} Where can I find the Statue of Purification?
{150444} Then you are a fool. I plan to destroy him.
{150445} You don't believe that the King of Shadows is evil?
{150446} I don't care who the King of Shadows was. I'm going to destroy him.
{150447} What are all these books?
{150448} | If the player hasn't already received a book. |Are there any books you could share with me?
{150449} Thank you - I appreciate such a gift.
{150450} Who are you?
{150451} I must be going. Farewell.
{150452} Farewell.
{150453} I have questions about this place.
{150454} The Guardian.
{150455} What was the Guardian like, before his corruption?
{150456} But he used to be a man. Surely something of his personality survived.
{150457} He sounds like little more than a mindless construct.
{150458} You said that the Weave failed. How could this be?
{150459} But the Guardian survived by turning to the Shadow Weave.
{150460} How did your people fight the King of Shadows?
{150461} Only partially?
{150462} Three times? What happened?
{150463} And the second attempt?
{150464} But you didn't succeed?
{150465} What about the third attempt?
{150466} Farewell.
{150467} | SCRIPTER: If the player hasn't already received a book. |Are there any books you could share with me?
{150468} Thank you - I appreciate this gift.
{150469} I brought peace? How?
{150470} Truly? I didn't mean to.
{150471} These spirits are bound to the Guardian, but you are not?
{150472} Gather six spirits? Sounds easy enough.
{150473} Flesh and blood elves would work as well as ghosts?
{150474} Destroying the Ghost Lights should solve that problem.
{150475} I see. I'll have to find some way to deal with these lights, then.
{150476} I did not come here to talk to spirits.
{150477} Whispers, echoes... you speak in riddles, foul spirit.
{150478} I hope you're right. But I admit that I didn't come here for books.
{150479} {2411}Black Bay War Memorial
{150480} This long, low sculpture of a nameless dwarf hero is a memorial to all the dwarves who died defending Illefarn during the Black Bay War. It is crafted of fine marble and appears to be a receptacle of some sort.
{150481} {2400}Bear
{150482} {2400}Bears
{150483} {2410}Bedroth
{150484} This is a Biter.
{150485} {2400}Biter
{150486} This is a Hell Hound
{150487} {2411}Bone Spider
{150488} {2400}Bone Spiders
{150489} {DO NOT RECORD THIS CONVERSATION}[On the pedestal rests a book, <i>The Trial of Autumn</i>.]
{150490} Beleran the Fair was the experienced leader of the four knights. After Elythyn and Bluecloak perished against the Great Evil, Beleran directed Vigar to defend the citizens of Arvahn as they crossed the Ailwyn River.
{150491} Beleran led the remainder of her small army into the heart of the enemy legion. She slew the great commander of their black host before she fell.
{150492} Autumn's challenge is finding shelter in the storm. Turning the page will begin the trial.
{150493} | Exit closes |
{150494} | Fade out |
{150495} | Setup Party, Spawn Trial |
{150496} | Fade in |
{150497} [Open the book.]
{150498} [Leave it alone.]
{150499} [Turn the page.]
{150500} [Put the book down.]
{150501} {DO NOT RECORD THIS CONVERSATION}[On the pedestal rests a book, <i>The Trial of Spring</i>.]
{150502} Orphaned at birth, the hero known as Bluecloak took his name from the mantle he inherited from his musical master. Skilled in song and spellcraft and an irrepressible optimist, he was the group's voice of hope and inspiration.
{150503} As the armies of Illefarn were routed in the knights' battle against the Great Evil, it was Bluecloak's music that gave them the courage to stand their ground once more.
{150504} Spring's challenge is evading the hunters. Turning the page will begin the trial.
{150505} | Exit closes |
{150506} | Fade out |
{150507} | Setup Party, Spawn Trial |
{150508} | Fade in |
{150509} [Open the book.]
{150510} [Leave it alone.]
{150511} [Turn the page.]
{150512} [Put the book down.]
{150513} {DO NOT RECORD THIS CONVERSATION}[On the pedestal rests a book, <i>The Trial of Summer</i>.]
{150514} First into battle, first to fall. So it was with Elythyn Rosewarder, the youngest of the heroes. His thinblade was the first weapon to draw blood in the battle with the Great Evil.
{150515} His wounds so enraged the enemy generals that they focused all of their strength upon him. It is said that even as he lay dying on the battlefield, he would stab at the feet of enemies running by.
{150516} Summer's challenge is staying out of the heat. Turning the page will begin the trial.
{150517} | Exit closes |
{150518} | Fade out |
{150519} | Setup Party, Spawn Trial |
{150520} | Fade in |
{150521} [Open the book.]
{150522} [Leave it alone.]
{150523} [Turn the page.]
{150524} [Put the book down.]
{150525} {DO NOT RECORD THIS CONVERSATION}[On the pedestal rests a book, <i>The Trial of Winter</i>.]

{150526} Vigar of Stone Hearth was the lone dwarven hero of the Knights of the Seasons. In the company's most difficult battles, he was the last to leave the field.
{150527} In the final struggle against the Great Evil, Vigar was the last to fall, enduring an onslaught of blows before finally succumbing. In his sacrifice, he bought time for all the citizens of Illefarn.
{150528} Winter's challenge is enduring the cold. Turning the page will begin the trial.
{150529} | Exit closes |
{150530} | Fade out |
{150531} | Setup Party, Spawn Trial |
{150532} | Fade in |
{150533} [Open the book.]
{150534} [Leave it alone.]
{150535} [Turn the page.]
{150536} [Put the book down.]
{150537} You killed Ghellu. This is good.
{150538} What do you want?
{150539} I have nothing for you. Go away.
{150540} {RAL-uh-door}Ralidor says not to kill you.
{150541} They say you killed {oo-THANK}Uthanck. Impressive.
{150542} Get away from me.
{150543} {241-}Goblin{Ogres}
{150544} {2411}Golem, Iron
{150545} {2442}Shadow Guard
{150546} {2430}Golem, Iron
{150547} This is an Ice Mephit
{150548} {2430}Mephit, Ice
{150549} 24_b_tssylph
{150550} {2430}Sylph
{150551} This is a water elemental...
{150552} {2430}Elemental, Water
{150553} {2430}Wolf, Winter
{150554} | Fade in. This dlg is triggered when the player arrives in 2400 - Zhjaeve is the speaker, so she is not speaker tagged in the dlg below. |{Player has suddenly arrived in overgrown woods, Zhjaeve is acting as a guide}We have arrived. {Beat}I can still feel the touch of Illefarn around us... and beneath us. 
{150555} Know that we must find the five statues of {ANG-har-AD}Angharradh if we are to complete the Ritual of Purification. {Beat, as if trying to sense them}These statues are within these ruins, if our sources are true.
{150556} It may seem that way to the eyes... but know there is power here, enough to turn the tide of the battle to come.
{150557} Without undergoing the ritual, we cannot defeat the King of Shadows. We must make haste - the sooner we complete the Ritual, the sooner we can take the battle to our enemy. 
{150558} What are we doing here again?
{150559} This is nothing but a pile of stones. 
{150560} I don't understand what we're looking for here. 
{150561} |Shot of the sepulchres|
{150562} {Admiring}These are knights who fell in battle in service to their people... their countries. 
{150563} {Looking around}This is a great memorial... yet somehow, it doesn't feel enough to contain them.
{150564} Is this how all noble deeds end? 
{150565} Does any worthy cause last only as long as there are those to fight for it... and die for it?
{150566} And what if there is no one left who believes in such things? Such sacrifice was something rarely seen when I lived upon the streets of Neverwinter... and even rarer elsewhere.  
{150567} | Influence Gain Casavir |Your words honor me - but I do not know the truth of them. Perhaps one day we shall see. 
{150568} | Influence Gain Casavir |Perhaps you are right - it only requires that one be willing to see them. And the consequences of such small sacrifices can be just as great.
{150569} I ask this...
{150570} If I fall in battle, I would like to be buried here, in this temple. It is quiet, few visit here... and I have many questions I would ask those buried here.
{150571} I need to know if what we do makes a difference - but only after I no longer have a choice in life. 
{150572} | Influence Loss Casavir |Very well. I shall keep my thoughts to myself.
{150573} They were brave warriors who gave everything for their ideals.
{150574} Are you all right?
{150575} What's the problem <i>now?</i>
{150576} But it is easily seen in you, Casavir.
{150577} Such acts occur in Neverwinter every day - smaller, quieter, perhaps, but no less heroic.
{150578} Save your introspection for someone who cares. 
{150579} Enough of this rambling.
{150580} | SCRIPTER: A number of enemies are standing around the sarcophagi, doing preparations-looking things. |{Deliriously amused, half-squealing and half-cackling, evil delight, deranged}Everything is ready. We can begin at any time.
{150581} Then let us begin.
{150582} | SCRIPTER: He motions to begin. The ritual starts behind, with a number of demons participating in demonic ritual looking things groaning sounds from the sarcophagi as the ritual continues.|
{150583} A most rude awakening for our chivalrous friends.
{150584} They resist our magic, but they do not have the will to hold out forever.
{150585} Time we have, until our master gives us new orders.
{150586} I sense... You! Who are you skulkers in shadows?
{150587} [Success] {Laughs}We are not bound to your command, little more than we are bound to naught but the ancient one's words.
{150588} His commands were specific. And we will follow them to the letter.
{150589} Our master commended that no interlopers bear witness to this place.
{150590} You will not leave here with your life.
{150591} | They attack. |
{150592} Acquiring new servants, not that it is any of your business. {Pause, insinuating}What <b>is</b> your business?
{150593} [Failure] I am no fool. The ancient one would not send one of your kind.
{150594} It is not in your power to deny us, mortal.
{150595} Your doom.
{150596} [Bluff] I was sent by our master. He commands that you not disturb these sacred tombs.
{150597} What are you doing with those tombs?
{150598} To kill all of you.
{150599} To stop this defilement. Begone, demon.
{150600} {Looking around, reverent}This chamber... it casts sounds... {looks at statue}and even the shape of the statue speaks of the nature of this place. 
{150601} {Still looking around, a little distant}There is much here, both to the eye and to the will. I can still hear the sounds of this city in the air... and in the mind.
{150602} {Still a little reverent}Know that this is the place for the Ritual of Purification. 
{150603} | SCRIPTER: As you begin, there's a wailing sound effect, then wraiths slip through the walls (hopefully this is possible) to attack the player from the for sides of the room. |{As wraiths erupt from the walls, she whirls, warning everyone}Beware! The dead of Illefarn are upon us! 
{150604} There are over a dozen of you, and you cannot figure out how to overcome the enchantment?
{150605} The spell is weakened, but still potent. If we sacrifice seven, maybe eight more to the trap, it should be enough to dispel-{gets interrupted}
{150606} Under normal circumstances, I would demand such terrible sacrifices. However, as Uthanck and his idiotic orcs are camped not far away...
{150607} Give us more time, {GHELL-oo}Ghellu.
{150608} What choice do I have? Quickness requires competence, and you have none.  Get out of my sight.
{150609} | SCRIPTER: Blix rejoins his fellows near the Statue door. |
{150610} {Staring at a huge broken door, appraising it}The entrance... it is not sealed.
{150611} {Still studying door.}It is not known to me. {Beat, thinking}I do not think it possible that the seals could have been undone by the warlock, no matter what his strength of will. 
{150612} What's wrong?
{150613} I'm guessing it's supposed to be closed.
{150614} Was it broken into?
{150615} {surprised, in awe at second sentence}Hnh... look at this hall - not just the craftsmanship, but the ore here... mithral. Why, there's mithral veins running through here. 
{150616} {To himself}Get the Ironfist Clan in here, and they'd have this place mined in days... turn out a fortune of ore, and weapons would follow.
{150617} | Received blessings from four statues of purification. Fade in. Camera of portal |
{150618} | Portal opens |
{150619} | Set Played Portal flag |The final statue of purification lies past the portal.
{150620} |EXTRA JOURNAL ENTRY MOVE DOWN|{Taunting, an ancient evil taunting the githzerai priestess, sneering at end sentence, GITH-zer-eye}Ah, gith... zerai, you cannot stop me. {Beat, low}Why the illithids used your people as <i>slaves</i> is beyond me, it was a waste to you both.

{150621} | SCRIPTER: He attacks. When defeated, fire off 24_cs_shandra_am.dlg |
{150622} {Disdain, fires an insult right back}And why the King of Shadows would use <i>you</i> for a similar purpose is not known to me, but the fact that you cannot break his grip tells of your weakness. 
{150623} | SCRIPTER: Getting ready to attack AUDIO: Scripting effect, evil Shadow Reaver echo. |{Angry}Weakness? My power is more than enough to defeat you, more than enough to bring these ruins down upon you.
{150624} {Baiting the reaver, beat, calm before second sentence}Know that speaking words does not make them truth. Prove it... thrall.

{150625} | SCRIPTER: The player and his companions enter the room and this is the first sight of the Shadow Reaver. It should be standing before the Statue of Purification - keep the camera angles dramatic, this is the first view of the Reavers. |
{150626} |shot of reaver's face, party in background|{Quiet, a shadow avatar has just appeared - awed, quiet}Oh, Gods. What <i>is</i> that? 
{150627} {A little quiet, they're facing something out of their league}It is a thrall of the King of Shadows, a shadow reaver - and there, behind it, is the Statue of Pur-{cut off as statue is destroyed}
{150628} | SCRIPTER: The Shadow Reaver makes a spellcasting motion, and suddenly the statue is destroyed. This is a lame description, but try and make it dramatic - this is the worst thing that could happen at this point in the game. |
{150629} | AUDIO: Scripting effect, evil Shadow Reaver echo. |You have come far... for nothing. 
{150630} | AUDIO: Scripting effect, evil Shadow Reaver echo. |The statue's power is spent, <i>another</i> has taken it. But it will not stop us.
{150631} {Angry}Another has undergone the Ritual of Purification? You speak lies. 
{150632} | AUDIO: Scripting effect, evil Shadow Reaver echo. |{Beat}But it does not matter - the thief has not completed the rest of the ritual, the parts <i>you</i> bear. Once you are slain and the other statues cast down, none shall stand against us.
{150633} Then as long as the other one who completed the ritual lives, we have a chance. All we have to do is defeat you.
{150634} | AUDIO: Scripting effect, evil Shadow Reaver echo. |Even if you should wound me, I shall reform within the Vale of Merdelain, as strong as before. I <i>cannot</i> be stopped.
{150635} [Success]| AUDIO: Scripting effect, evil Shadow Reaver echo. | {Slight falter, hadn't considered this}Hnnnh... no one has yet bested one of us... and none of us have suffered a wound from which we must be reborn.
{150636} [Success] | AUDIO: Scripting effect, evil Shadow Reaver echo. |{Slight falter, hadn't considered this}Hnnnh... no one has yet bested one of us... and none of us has suffered a wound from which we must be reborn.
{150637} {Cold}To place such faith in powers that have been untested caused the downfall of Illefarn as well. 
{150638} | AUDIO: Scripting effect, evil Shadow Reaver echo. |You are already defeated, you simply do not know it - but you will.
{150639} [Failure] If you seek to shield yourself in your words, then I shall show you how frail such armor is.
{150640} |fade to white|
{150641} |statue is broken|
{150642} |fade in|
{150643} |medium shot over the reaver's shoulder|
{150644} As long as you stop talking, that's enough for me.
{150645} [Bluff] Oh? So you've put this immortality of yours to the test?
{150646} [Intimidate] And maybe the killing blow will be enough that your body won't have a chance to make it back to Merdelain.
{150647} If you seek to stop us, then go ahead and try.
{150648} | SCRIPTER: Fired off after shadow reaver is defeated. Note that Shandra is assumed to be the owner of this conversation, so she is not speaker tagged, below. |{Tired, been through a difficult battle}It... is done. But know that we have only bought time, not achieved victory.
{150649} We have only driven it off - it will return, as it said. And there will be more. 
{150650} {Quiet, a little despairing, this is going to be tough}Know we must find the one the Reaver spoke of - the one who completed the ritual, we will need their aid to defeat the King of Shadows.
{150651} No... but we do not need to.
{150652} We should return to Crossroad Keep, to the lorekeeper who was imprisoned there with me... Aldanon.
{150653} {Sarcasm}Oh, that's going to be a big help.
{150654} | Quest Update, Set 00_bCompletedIllefarnRuins = 1 |He knows much of Neverwinter... and he may know more than we of where to find some trace of Ammon Jerro.
{150655} {Frustrated}But that could be anyone! We don't even know who that <i>is.</i> {Beat}I can't believe we came all this way... for nothing.
{150656} {Firm, almost admonishing}Nothing? Know that we have completed four parts of the ritual, we have learned another holds the fifth, and most importantly, we know that our enemy fears our plans.
{150657} {Giving in}I know... I just feel like we should do <i>something.</i>
{150658} {Quiet, reassuring}Know that this road is at an end, but time may have opened other roads to us. {Beat, a little quieter}There is hope, you must believe it.
{150659} Know that we have two weapons against the King of Shadows. The ritual in all its parts, and a fully-forged sword of the githyanki.
{150660} We will need the sword no matter what transpires. Let us pursue that path, and perhaps the second path shall be revealed to us. 
{150661} Whoever completed the ritual did so for a reason. And that reason means they will be searching for us.
{150662} Know that the intention of completing the ritual says more than it may seem. Whoever has done this, has done so to hurt the King of Shadows. And to do that, they will need a silver sword, just as we do.
{150663} In so doing, they have set foot upon a path that <i>must</i> cross ours. And if we have a silver sword, the time of that intersection will come quickly, indeed. 
{150664} Ammon Jerro knew much of the githyanki silver swords. Finding his haven and recovering the knowledge of those swords is the only step we may take on this path now. 
{150665} Now what do we do?
{150666} If the statue has been destroyed, we can't complete the ritual.
{150667} There must be a way to remake the statue, restore it.
{150668} But why don't we look for whoever completed the fifth part of the ritual?
{150669} I disagree. We should hunt down whoever was here, now.
{150670} So how do we get a sword?
{150671} | Fade in |{The camera shows the statue of Angharradh, triune deity of the elves.}{The Protagonist stands before the statue, with Zhjaeve standing slightly behind and to the side.}
{150672} |Zhaeve does a casting animation|
{150673} {A glittery sparkle appears over the statue as it starts to animate and look directly at the Protagonist.}
{150674} In ancient times, the Guardian was created to protect Illefarn. If the time has come to dismantle our Great Instrument, you will be an agent of its destruction.
{150675} {The statue extends its arm toward the Protagonist, pointing.}Take this Blessing of Camaraderie. May its power strike down all who oppose you and your allies.
{150676} {The Protagonist is surrounded by a glowing aura of red light and magical sparklies. At the same time, the statue is engulfed in white light that obscures it.}
{150677} {AUDIO: REQUEST. The statue begins to sing a wordless melody. As the song nears its end, it divides into three voices, two taking harmonic parts.}
{150678} | Quest Update ||Light fades.|
{150679} | Fade out |
{150680} | First ritual |{Nods, quietly}The first part of the ritual is complete. 
{150681} | Second ritual |{Nods, quietly}The second part of the ritual is complete. 
{150682} | Third ritual |{Nods, quietly}The third part of the ritual is complete. 
{150683} | Fourth ritual |{Nods, quietly}The fourth part of the ritual is complete. 
{150684} | AUDIO: ECHO EFFECT. |{Whispering}Our enemy's home is everywhere darkness lies.
{150685} | SCRIPTER: A series of shadows erupt from the floor around the player, surrounding him and Zhajeve. |
{150686} | The player is suddenly fires off Cleansing Light.|
{150687} {Quietly, normal}Know that though the King of Shadows may become legions, this ritual may still be used to drive him back. 
{150688} | Jump party into position |
{150689} {The camera shows the statue of Angharradh, triune deity of the elves.}
{150690} {The Protagonist stands before the statue, with Zhjaeve standing slightly behind and to the side.}
{150691} {FADE IN. SCRIPTER: If a deal was made with Ghellu and his goblins were sacrificed, many of them should be dead and smoldering in the background, just outside the door in.  If Ghellu's deal went forward fine, he should also be in the background, not participating. If Ralidor's deal went forward fine, he should be in Ghellu's place.}
{150692} {A glittery sparkle appears over the statue as it starts to animate and look directly at the Protagonist.}
{150693} In ancient times, the Guardian was created to protect Illefarn. If the time has come to dismantle our Great Instrument, you will be an agent of its destruction.
{150694} {The statue extends its arm toward the Protagonist, pointing.}Take this Blessing of Protection. May it guard you against the forces of darkness.
{150695} {The Protagonist is surrounded by a glowing aura of red light and magical sparklies.  At the same time, the statue is engulfed in white light that obscures it.}
{150696} {The statue begins to sing a wordless melody. As the song nears its end, it divides into three voices, two taking harmonic parts.}
{150697} | Quest Update ||When the light fades, the Triune goddess has been replaced with three inanimate linked statues of Aerdrie Faenya, Hanali Celanil, and Sehanine Moonbow.|
{150698} | First ritual |{Nods, quietly}The first part of the ritual is complete. 
{150699} | Second ritual |{Nods, quietly}The second part of the ritual is complete. 
{150700} | Third ritual |{Nods, quietly}The third part of the ritual is complete. 
{150701} | Fourth ritual |{Nods, quietly}The fourth part of the ritual is complete. 
{150702} | AUDIO: ECHO EFFECT. SCRIPTER: The color should bleed from Zhjaeve too, as she speaks. |{Quietly, put audio echo on this, like the player is hearing the distortion}Each part of the ritual prepares you for what is to come.
{150703} | AUDIO: ECHO EFFECT. SCRIPTER: The room starts becoming darker. |{Quietly, put audio echo on this, like the player is hearing the distortion}Through this ritual, you may even see glimpses of our enemy... though the vision of him may come and go, like shadows themselves.
{150704} | AUDIO: ECHO EFFECT: SCRIPTER: Show the statue, as the sounds occur, it might be cool if we could place the portal effect intended for 3400 in front of the statue, as if something is materializing OR make the statue, even darker, OR do nothing at all. |{Take the sound set from the King of Shadows and do a blend here, coming faintly from the statue, growing, then fading.}
{150705} | AUDIO: ECHO EFFECT. |{Whispering}Our enemy wears many forms. 
{150706} | AUDIO: ECHO EFFECT. |But all of them are darkness. 
{150707} | SCRIPTER: player fires off purification power. |
{150708} {Quietly, normal}Know that when you surround yourself with the power this ritual bestows, you can protect yourself from his reach. 
{150709} {Quietly, nodding}Keep this shield close in the dark places in which we walk. 
{150710} | Camera focuses on Statue of Purification |
{150711} | Fade out |
{150712} | Jump to positions |
{150713} | Fade in |{The camera shows the statue of Angharradh, triune deity of the elves.}{The Protagonist stands before the statue, with Zhjaeve standing slightly behind and to the side.}
{150714} {A glittery sparkle appears over the statue as it starts to animate and look directly at the Protagonist.}
{150715} In ancient times, the Guardian was created to protect Illefarn. If the time has come to dismantle our Great Instrument, you will be an agent of its destruction.
{150716} {The statue extends its arm toward the Protagonist, pointing.}Take this Blessing of Cleansing. May it burn away the darkness in your travels.
{150717} {The Protagonist is surrounded by a glowing aura of red light and magical sparklies.  At the same time, the statue is engulfed in white light that obscures it.}
{150718} {The statue begins to sing a wordless melody. As the song nears its end, it divides into three voices, two taking harmonic parts.}
{150719} | Quest Update ||When the light fades, the Triune goddess has been replaced with three inanimate linked statues of Aerdrie Faenya, Hanali Celanil, and Sehanine Moonbow.|
{150720} | First ritual |{Nods, quietly}The first part of the ritual is complete. 
{150721} | Second ritual |{Nods, quietly}The second part of the ritual is complete. 
{150722} | Third ritual |{Nods, quietly}The third part of the ritual is complete. 
{150723} | Fourth ritual |{Nods, quietly}The fourth part of the ritual is complete. 
{150724} | AUDIO: ECHO EFFECT. SCRIPTER: The color should bleed from Zhjaeve too, as she speaks. |{Quietly, put audio echo on this, like the player is hearing the distortion}Feel the power of Illefarn fill you - and see what it is you stand against. 
{150725} | The player suddenly fires up the Barrier and there is a roar and a Fade to White. |
{150726} | Do a fade from white, color begins to return, starting with the player outwards. |
{150727} {Quietly, catching her breath, just been attacked}He knows... he knows what we are doing...
{150728} {Quietly, nodding}But you have learned how to place the power of this ritual between you and him, like a barrier - and if he attempts to break it, he will only wound himself. 
{150729} | Spirit Shuffle Success, camera focuses on communion tree |
{150730} | Six visual effects appear around the communion tree |
{150731} | Visual effect envelops the communion tree |
{150732} | Communion tree shatters? Statue of Purification spawns |
{150733} | Fade out |
{150734} | Jump to positions |
{150735} | Fade in |{The Protagonist stands before the statue of Angharradh, triune deity of the elves, with Zhjaeve standing slightly behind and to the side.}
{150736} {A glittery sparkle appears over the statue as it starts to animate and look directly at the Protagonist.}
{150737} In ancient times, the Guardian was created to protect Illefarn. If the time has come to dismantle our Great Instrument, you will be an agent of its destruction.
{150738} {The statue extends its arm toward the Protagonist, pointing.}Take this Blessing of Communion. May its soothing light comfort you on your travels.
{150739} {The Protagonist is surrounded by a glowing aura of red light and magical sparklies.  At the same time, the statue is engulfed in white light that obscures it.}
{150740} {The statue begins to sing a wordless melody. As the song nears its end, it divides into three voices, two taking harmonic parts.}
{150741} | Quest Update |{When the light fades, the Triune goddess has been replaced with three inanimate linked statues of Aerdrie Faenya, Hanali Celanil, and Sehanine Moonbow.}
{150742} | First ritual |{Nods, quietly}The first part of the ritual is complete. 
{150743} | Second ritual |{Nods, quietly}The second part of the ritual is complete. 
{150744} | Third ritual |{Nods, quietly}The third part of the ritual is complete. 
{150745} | Fourth ritual |{Nods, quietly}The fourth part of the ritual is complete. 
{150746} | AUDIO: ECHO EFFECT. SCRIPTER: The color should bleed from Zhjaeve too, as she speaks. |{Quietly, put audio echo on this, like the player is hearing the distortion}Focus your will upon the statue. 
{150747} |player fires off purification power|
{150748} | Color begins to return, starting with Zhjaeve outwards. |
{150749} {Quietly, normal, a little weakened from the effect}Know that though the King of Shadows may wound you countless times...
{150750} {Quietly, nodding}You have the power to undo the damage he does to you... or to others. 
{150751} Should we not be focusing more on our duties? If the master finds out, he will inflict many torments upon us.
{150752} What can he do? He commanded us to be his eyes - he did not say we could not amuse ourselves.
{150753} And we have served well as his eyes, have we not?
{150754} {Amused}Truly worthy of reward.
{150755} | SCRIPTER: Turning and noticing the player. |Intruders! Our master commanded us to keep anyone from entering or leaving this place.
{150756} Then it will be our pleasure to do so.
{150757} | They attack |
{150758} | SCRIPTER: If the player approaches the wall before encountering the enemies at the north end of the room, fire this cut scene off. It shows the player going up to the wall of force and then move the camera to where the bad guys are as they move up and taunt the player. The purpose of this cut scene is to draw attention to the next room the player must go to. |{Say the last part slowly, like she's translating as she reads}Hold - there is another etching of words here - a phrase, - "Cleanse yourself... your mind... your body, and enter."
{150759} | SCRIPTER: Quest Update, Fade in. Player is teleported into West Harbor. Do a Fade from Black, then some special effects as they materialize. Zhjaeve is assumed to be the owner of this dialogue, so she is not speaker tagged. |{Player has just entered his destroyed town, there are no villagers about, Shandra is confused, a little disgusted}What <i>is</i> this place? It looks like a ruined village, but...
{150760} {Sniffs, wary}Smells like demons... even a devil or two. This place has been hit by legions from the Lower Planes.
{150761} {Confused}Know that these are not the Illefarn ruins we seek. {Beat}Is this your birth village? 
{150762} {Confused}This was your home? {Beat, a little surprised, slight note of being impressed}I didn't realize you were from a Mere village... {a little sympathetic}must have been a tough childhood. 
{150763} {Confused}Know that this was not our intended destination. Something is wrong.
{150764} {Trying to feel the energy in the area}We are close to where we were meant to be... 
{150765} {A little to herself}Something more powerful than teleporting around? {Beat, quiet}Great.
{150766} We should be on our guard. It is possible that whatever caused this disruption is still present. {Beat}Such disruption may be due to our enemy seeking us... or...
{150767} {Puzzled}Do you hear something? It is like the sound... of a child, wailing. 
{150768} {Confused}I don't, either.
{150769} I definitely don't hear anything. Must be something else you're hearing... or whatever it is you gith do.
{150770} {Puzzled}It is like a vibration in the air, coming from somewhere nearby. {Beat}You should lead, you have the knowing of this place more than I.
{150771} {Puzzled}Yes... I agree. Though I do not believe anyone lives, we may still wish to search - a witness to the events here would be of value.
{150772} Let us see where our path takes us... but no matter what, we must make our way to the ruins you spoke of.
{150773} | B-Priority: When player gets close to scar, Zhjaeve speaks once. |This is where the sound is coming from... the wailing of the child is strong here. {Beat}What is this place?
{150774} There is a familiar sensation about it... it's not the sound. The vibration is in the air around it... almost metallic. 
{150775} It is powerful. Very powerful.
{150776} This place is a sacred place. Know that when we know more, we should return.
{150777} | B-Priority: As the player is wandering in the village, Shandra should say something to console player. |{A little sad}Not exactly a happy homecoming festival, huh? Sorry - I saw the look on your face when I arrived. 
{150778} {Sympathetic}I didn't realize you'd come from a village like this... I thought life on a farm was tough, but the stories I'd heard about villages bordering the Mere...{Shakes head}
{150779} {Rueful, grudging compliment}I guess I never really thought about where you came from, not really. I thought heroes... well, started in great sweeping castles, not... like this.
{150780} | Influence Loss Shandra |{Slight irritation}Just trying to help, you know - thought you might want to talk about it. {Beat, exasperated}Gods, following you is like following a statue. 
{150781} | Influence Loss Shandra |{Surprised, a little wary}Happy to see it gone? {Beat}Well, that explains a lot about you... I guess childhood does account for something. 
{150782} | Influence Gain Shandra |I suppose so... but I doubt it. Don't let it go to your head or anything, but you'd be a tough pair of boots to fit into.
{150783} | Influence Gain Shandra |You left to save your village? {Beat}I'm impressed. {Beat}Well, even if you did ruin my whole life by doing so.
{150784} {Awkwardly trying to reassure the player}Still... you did what you did for the right reasons. Don't blame yourself... you know, if you do. 
{150785} This is West Harbor... I think.
{150786} Why did we arrive here? 
{150787} It's West Harbor - what's left of it, anyway.
{150788} Yes. Why are we here?
{150789} I wonder what happened?
{150790} It doesn't matter. Let's move.
{150791} I don't hear anything.
{150792} We should explore this place, look for survivors. 
{150793} Forget this - let's get to the real ruins.
{150794} It was the site of a battle a long time ago.
{150795} Not certain. I've never been one for history.
{150796} Always been a scar on the ground, no grass ever grew over it.
{150797} I wish I'd been here to defend it.
{150798} Just stay focused on our surroundings and watch for attackers. 
{150799} Happy? I hated this place, glad to see it gone.
{150800} Can't you be quiet for more than a minute? 
{150801} Well, it's the truth. I thought leaving here would have kept it safe, but I was wrong.
{150802} Growing up here was probably a lot like growing up on a farm - you yourself might be bound for greatness one day.
{150803} Let's keep exploring and see if there's anything to be found.
{150804} {2402}Cyshek
{150805} {2400}Deathlock
{150806} {2400}Demon
{150807} {2402}Demon
{150808} {2402}Demon|Leader|
{150809} |PC has never touched the door.|[You can feel an ominous aura emanating from this this door.]
{150810} |Door trap has fired less than 4 times|[Searing pain lances through you.]
{150811} |Door trap has fired 4 times. Camera shot of the door opening.|
{150812} |Ribsmasher hasn't been freed|[The aura around the door seems to have gotten weaker.]
{150813} {Shrugs, player has set off a trap 4 times to go by, slight disapproving admiration}I admire your tenacity, if nothing else. 
{150814} {Disbelieving, shaking head, thinks PC is crazy}You're mad. I was just guessing before, but now I know. 
{150815} | Influence Gain: Zhjaeve |It seems your will is focused, though obstacles and pain bar the way. {Beat}This speaks well of your resolve when we finally meet the King of Shadows. 
{150816} |PC tried to open the door|[The aura still emanates from the door, but it feels weaker.]
{150817} |Ribsmasher has been freed and is alive. He shows up suddenly|Ha HA ha HA HA!
{150818} A door? Consider it smashed!
{150819} |Ribsmasher approaches door and punches it. He gets zapped. |{wracked with pain}Arrrgh! I'll smash you again!
{150820} |Ribsmasher punches the door again.|{wracked with pain}Arrrrrgh! Must... smash!
{150821} |He dies. Door opens.|
{150822} |Ribsmasher runs off, never to be seen again|Ha HA!
{150823} |Punches again.| {noticeably weaker, slight whimper}Ow. Ha... ha...
{150824} | Note: No influence change. |{Calm, just watched the player send a madman to his death, detached}That reminds me of some of the rituals our people endured at the hands of the illithids - enduring such commands drove many of our people mad, but death was their only release.
{150825} {Frustrated}Nnnh! I'd pick this thing... but there's not even a lock to pick. {Beat, then slightly confused}Or even a keyhole, for that matter.
{150826} [There's no keyhole or lock that you can see.]
{150827} |whispery voice|Only the master of the keep may pass.
{150828} |whispery voice|Only the master of the keep may pass.
{150829} |PC has the Master's Scepter, Blade, and Shield. Whispery voice again|At long last, the master returns...
{150830} |Camera shot of the door swinging open|
{150831} |Should only fire if PC touches the door and hasn't killed Uthanck|You there! Keep away from door!
{150832} Yaaargh! Kill them!
{150833} |PC tries to use the door again|I warned you! Kill them!
{150834} |PC has touched the door, but didn't try to open it|Only the master of the keep may pass.
{150835} | Influence Gain Bishop |{Laughs, watched a madman set off a trap, urged by player}Ha! I guess there <i>is</i> strength in madness.
{150836} | Influence Loss Casavir |{Cold, just watched the player being cruel}One day perhaps your fortunes will be reversed, and when that day comes, you will hope that you are not treated the same.
{150837} | Influence Loss Bishop |{Irritated}There you go, ruining all our fun. I would have loved to see him try himself against that door.
{150838} | Influence GAIN Casavir - note, sounds like similar node, but different delivery |{Proud of player sparing someone's life, condemining another who is insulting such mercy}One day perhaps your fortunes will be reversed, and when that day comes, you will hope that you are not treated the same. 
{150839} | Influence Gain Shandra |{Slightly ill, watching torture the player just stopped}Gods, thank you - I didn't think I could watch anymore.
{150840} | Influence Loss Shandra |What? What are you doing? He'll kill himself on th-{"that door"}
{150841} [Attempt to open the door.]
{150842} [Attempt to open the door again.]
{150843} [Back away from the door.]
{150844} Open that door for me, would you?
{150845} Get away from the door. It's trapped.
{150846} That's enough. I'll take it from here.
{150847} |Evil Shift|That was pathetic. You can do better.
{150848} You again. Stay out of my way.
{150849} Stop, before you get yourself killed.
{150850} I'll do what I want.
{150851} |Goblins and Ghellu go hostile and attack|
{150852} Sorry. Farewell.
{150853} |Gobs and Ghellu go hostile|
{150854} {2411}Dwarf Spirit
{150855} {2411}Elf Spirit
{150856} {2430}Hunter Statue
{150857} {2410}Emer
{150858} {2401}Statue{Gargoyle}
{150859} {2400}Ghast
{150860} Ah, the reason for all the commotion finally arrives. I suppose this means that my army is somewhat reduced in size.
{150861} Then you and I have the same goal. Do you know its purpose?
{150862} I am not surprised. He has been trying to retake this keep for over two tendays. What is he paying you?
{150863} Always have I given your kind the benefit of trust, when all you really desire is violence. Very well... I shall oblige you.
{150864} | Influence Gain Sand |{Aside to player, slightly impressed player is keeping his cool}It's good to see etiquette is still alive and well after all the blood shed to get here.
{150865} {rueful}Is that all it's for? Ah ha ha! I've been wasting my time, thinking it was something else. Its importance is mentioned in several elven manuscripts, but they all failed to describe its function.
{150866} Tell me or you're not getting anywhere near the statue.
{150867} {amused by the obvious lie}You know that it's a "Statue of Purification," but you don't know what it's for? Please, spare me the silly lies.
{150868} {contempteous snort}He is paying you with what you already could take by force and will. You made it to his camp, you made it through my keep.
{150869} Kill Uthanck for me, and you may use the statue freely. I will also grant you a fair portion of wealth from my treasury. That is far more than you will get from Uthanck.
{150870} If that's the case, you're killing me for sport or to further his goals. Come then. We will settle who is the true lord of this keep.
{150871} Actually, it means that I see a potential ally in you. I'd rather not have to destroy you.
{150872} Excellent. The back stair will take you to the keep's entrance. Return here when Uthanck is dead.
{150873} But you will do {OO-thank}Uthanck's? Fine, sell-sword. Test your mettle.
{150874} | SCRIPTER: Fade to black, transport the party outside of the keep into 2410 Overgrown Ruins. |
{150875} Really? Hmm... to tell the truth, I didn't expect that. I had no idea {RAL-ah-dor}Ralidor had that kind of ambition.
{150876} If you kill the orc chief {OO-thank}Uthanck, yes. I will not only allow you to use the statue, but I will reward you with gifts from my treasury.
{150877} [?] You have put me in a... difficult spot, but fine. I will give you more for killing Ralidor.
{150878} | SCRIPTER: Failure case |[?] You should be careful about the sorts of deals you make...
{150879} Excellent. My ogres will escort you out of the keep.
{150880} You have returned, yet Uthanck still breathes. Why are you here?
{150881} | Quest Check |Uthanck is slain, and I will honor our deal. Take this treasure as payment.
{150882} {Yelling}Blix!
{150883} {Blix the goblin shaman comes running in}Yes, I'm coming!
{150884} {casually}While Uthanck was alive, I asked you to preserve the lives of your comrades... to sacrifice no one else to the door. Do you remember?
{150885} {fearful, hesistant}Uh... yes.
{150886} {smiling evilly}There is good news. Uthanck is dead.
{150887} How typical of your kind. You treat my brethren like beasts, and then wonder why we hate you.
{150888} You won't take my payment, but you'll gladly loot my treasury when I'm dead. Yes, how very logical. Come then... let us dispense with this false etiquette.
{150889} | SCRIPTER: Fade out.|
{150890} If you're willing to die for it, I shall oblige you.
{150891} [Success] Is that so? Well then, I can't let you take something so valuable...
{150892} [Failure] {anger, frustration}I'm losing my patience. Stop wasting my time and tell me what it's really for.
{150893} {A little grim}I do not like selling ourselves as assassins - to this one, or any other.
{150894} | Influence Loss Casavir |{Reserved}Keep in mind that by doing this, the price is a piece of yourself. But I will follow your lead.
{150895} | Influence Gain Casavir |Agreed. Let this one fight his own battles.  
{150896} {Slight smugness, still feeling superior}I see. So instead of slaughtering an orc, you will murder an ogre mage and all his goblin servants. Yes, I think I see the logic in your position. 
{150897} | Influence Gain Bishop |{Eager}Works for me. Let's do this.
{150898} | Bishop Influence Loss |{Irritated}The both of you and your "ideals" be damned - we've slaughtered others on the way here, what's one more orc?
{150899} | Influence Gain Bishop |Agreed. What's one more orc? We've killed countless others on the way here, I'm fine with adding another to the pile.
{150900} {Nods, slight respect}Greetings to you in turn. What brings you here?
{150901} {Grumbles}"Well met." Well met, my axe.
{150902} Getting past the barrier requires sacrifices I'm not willing to make, not while Uthanck remains a threat.
{150903} Rest assured that if you eliminate Uthanck, I <i>will</i> make those sacrifices to uphold my end of the deal.
{150904} {annoyed}There is a curse on the door which has slain every goblin who attempts to open it.
{150905} It's been weakened, though. {black humor}A dozen goblins more, perhaps, and it will likely dissipate forever.
{150906} {super pleased with himself}Hmmm. It only cost me ten goblins - quite a bargain. The statue is yours, as we agreed.
{150907} |Ghellu has been helped, and the door is open|Our business is concluded. Take what you need, and go.  
{150908} In any case, if you have come to claim this keep, you have found its lord. I am {GHELL-oo}Ghellu.
{150909} {bemused}Odd. You had no objection to bucthering my army. Very well - we fight, then.
{150910} |goblins lined up in front of door|
{150911} |first goblin steps forward, attacks door, is killed.|
{150912} |Second goblin steps forward, attacks door, is killed.|
{150913} |fade out|
{150914} |fade in on dead gobs|
{150915} Uthanck <i>was</i> the owner of this keep and this land. I mean to usurp his power, now that his brother can no longer protect him.
{150916} Had. I have forgotten the brute's name already. He was a savage potentate, lord of Old Owl Well, until some adventurer slew him. 
{150917} {Not entirely believing that the player killed Uthanck's brother, but willing to play along}Indeed? All the more reason to kill Uthanck as well. How often does one get to end a bloodline?
{150918} | Influence Gain Sand |If we can drive the orcs away from these ruins, all the better... makes it easier to reclaim the relics within, I think.
{150919} | Influence Loss Casavir |There is still no honor in this bargain.
{150920} {Warning}I don't think you quite heard us - and you gave in a little too easy, I think.
{150921} Fine, kill Ralidor and I will give you more from the treasury.
{150922} I am <FullName>, well met. 
{150923} I am looking for a statue, a Statue of Purification.
{150924} | Quest Check |Uthanck sent me to kill you.
{150925} I'm here to kill you, ogre mage!
{150926} It grants blessings that can be used to battle a creature of ancient Illefarn called the Guardian.
{150927} Yes, but I'm not telling you.
{150928} No.
{150929} Enough talk, monster!
{150930} He's allowing me free passage through the ruins.
{150931} He isn't paying me anything.
{150932} That's not your concern.
{150933} | Quest Update |Fine, I'll kill Uthanck.
{150934} The fact that you're bargaining with me means I could just take it by force.
{150935} | Ghellu goes Hostile |I changed my mind. Time to die.
{150936} Very well. I am ready.
{150937} | Quest Update |Sorry. I won't do your dirty work.
{150938} | Quest Check |Actually, Ralidor wanted me to kill you.
{150939} Will you allow me to use it if I can get to it?
{150940} I'm here for the statue. Don't try to stop me.
{150941} You're a fool, and soon - a dead fool.
{150942} | Quest Check |Uthanck? He wanted me to kill you.
{150943} | Quest Check |Strangely enough, both Uthanck and Ralidor wanted me to kill you.
{150944} It won't be a problem. I will kill Uthanck for you and Ralidor, too, if he gets in my way.
{150945} [Intimidate] I want more for Ralidor or I'll give him what he wants.
{150946} Yes, he must have been counting on that. Time to die, ogre mage.
{150947} | Quest Update |What about the statue?
{150948} | Quest Update |I'll take as much treasure as I like after I kill you.
{150949} | Quest Update |I won't take your payment, but I will still kill you.
{150950} My apologies, I'll deal with him at once.
{150951} I'll kill him for you, but don't forget our bargain.
{150952} | Ghellu goes Hostile |I changed my mind. You're the one who's going to die.
{150953} Fine. It grants blessings that can be used to dismantle a creature of ancient Illefarn, called the Guardian.
{150954} You're not getting it out of me!
{150955} [Bluff] It grants a blessing that makes the user incredibly strong and almost impervious to damage.
{150956} | Ghellu goes Hostile |
{150957} | Ghellu goes Hostile |
{150958} It's my decision, not yours. 
{150959} Uthanck is a savage, nothing more.
{150960} | Ghellu goes Hostile |
{150961} You're right - there must be a better way to deal with this.
{150962} | Ghellu goes Hostile |
{150963} | Ghellu goes Hostile |
{150964} You can't get to the statue, but you're promising me I can use it?
{150965} What's preventing you from getting to the statue?
{150966} | Quest update |Sorry. I'm no assassin.
{150967} |Quest Check: Player is not on Uthanck's quest|Uthanck? Who is he?
{150968} Uthanck has a brother?
{150969} I'm no assassin. I won't kill Uthanck for you.
{150970} His name was Logram. I know because I killed him.
{150971} Uthanck's death will end the orcish presence here.
{150972} {2400}Ghost
{150973} {2400}Ghoul
{150974} | Player is currently friendly with Ghellu |My tribe small now. You kill too many.
{150975} | Player is currently friendly with Ghellu |{GHELL-oo}Ghellu is fair leader.
{150976} | Player is currently friendly with Ghellu |You friend of {GHELL-oo}Ghellu? You my friend, too!
{150977} | Player is currently friendly with Ghellu |Watch out for orcs. They mean.
{150978} | Player is currently friendly with Ghellu |Watch out for nasty door. It kill my friend.
{150979} | Player is currently friendly with Ghellu |You are friend. You take what you want, no problem.
{150980} {2400 Dead}Goblin Shaman
{150981} | SCRIPTER: If Grobnar didn't pick up the item. |I say - this piece of iron, look at the rune on its surface.
{150982} | SCRIPTER: If Grobnar picked the item up - if it is even possible to check for this, if not, forget it. |Oh, say, look at this piece of iron, just lying here, a shame... and it has a rune inscribed on it. Fascinating.
{150983} {Impressed}Why... I've seen part of this rune before, on the surface of the Construct, but I didn't know how to finish tracing it without the complete design.
{150984} It looks quite useful - might be just the thing we need to help the Construct get on its feet again. {Beat}It'd have to wait until we get back home, of course, but looks promising. 
{150985} {2400}Hell Hound
{150986} Mmm, why have you come to talk to me? I am Ilrah Broken-Ribs, giver of the wisdom of Gruumsh.
{150987} | Quest Update |Hmm... {looking at the Protagonist}Gruumsh feels the pain of those who are maimed in battle. You will lose your left foot.
{150988} And his priests have no need of the presence of fools. Leave.
{150989} Gruumsh! Give me strength to strike down this unbeliever!
{150990} Because all of my ribs were broken in a fight with a champion of Maglubiyet.
{150991} One of my ribs broke free of my body. I have kept it for many winters. Gruumsh wants you to have it. Do not question why.
{150992} You are foolish to turn down a gift from Gruumsh, but it is your choice.
{150993} | Quest: Give Magic Rib to PC |Thank Grummsh, not me.
{150994} I am sure of Grummsh. This is his message. Go now.
{150995} You are foolish to question his wisdom. Leave me.
{150996} Thank Grummsh, not me. Go now.
{150997} What wisdom does Gruumsh have for me?
{150998} I have no need of your god's "wisdom."
{150999} Gruumsh is a weak god and his followers are misguided fools!
{151000} Farewell.
{151001} Why is your name "Broken-Ribs?"
{151002} Are you sure about that?
{151003} That's ridiculous.
{151004} Thank you for your wisdom.
{151005} I guess that explains it. Well done.
{151006} Many thanks.
{151007} | Quest Update |I don't want it.
{151008} | Quest Update |I will take nothing from your vile god!
{151009} | Ilrah goes Hostile |
{151010} Spirit{Isym}
{151011} This scepter once belonged to the Master of Riverguard Keep.
{151012} {2410}Ilrah's Rib
{151013} This is Ilrah's broken rib.
{151014} {2443}Kazim
{151015} {2402}Kessht
{151016} Spirit{Laeleen}
{151017} {2411}Large Earth Elemental
{151018} |Mark tomb as inspected|[The inscription reads, "Here lies Jemelle, master of Riverguard Keep. Even unto the end, her Blade remained unbroken and her Shield never wavered. May no one claim her Sceptre who is not equally worthy."]
{151019} {Speaking about a tomb inscription}This one must have had a great will to lead so many... but it did little to deter those seeking to steal from her once her life was gone. I see no blade, shield, or sceptre lying with her.
{151020} |Subsequent visits to the tomb|[The inscription reads, "Here lies Jemelle, master of Riverguard Keep. Even unto the end, her Blade remained unbroken and her Shield never wavered. May no one claim her Sceptre who is not equally worthy."]
{151021} {2400}Mephit
{151022} {2400}Mephits
{151023} {2421}Mummy
{151024} Spirit{Nameless}
{151025} More intruders! Kill them and bring their heads to Ghellu!
{151026} {2431}Aquamarine Orb
{151027} An aquamarine orb.
{151028} Corpsewalker Clan has no quarrel with you.
{151029} Beware our berserker brothers. They do not recognize friend from foe.
{151030} {Grunts}Unh. Go away, Smooth-skin.
{151031} We need no help from you! Stay out of our fight.
{151032} You killed {GHELL-oo}Ghellu? Don't make me laugh.
{151033} Why you here? This is Corpsewalker land...
{151034} {oo-THANK}Uthanck says you free to walk about.
{151035} Pfah! Leave me be!
{151036} Stay away from the mines. The dead walk there.
{151037} {Grunts}Unh. Half-blood. You come to join us, perhaps?
{151038} Statue of Purification{Ruined}
{151039} 24_p_tscontrap
{151040} 24_p_tscontrap
{151041} {2430}Wall of Fire
{151042} 24_p_wallfire
{151043} {2430}Wall of Frost
{151044} 24_p_wallfrost
{151045} {2430}Wall of Leaves
{151046} 24_p_wallleaves
{151047} {2430}Wall of Storms
{151048} 24_p_wallstorm
{151049} Hrhrun. What are you doing in here? Are you a spy for {OO-thank}Uthanck?
{151050} [Failure] {Snorts}I care nothing for your arrogant talk. You will answer, or we will fight. 
{151051} Is that so? I know where you might find a statue in this keep, but the ogre mage, {GHELL-ew}Ghellu, won't let you near it - if it is indeed the one you seek.
{151052} Then Uthanck has a friend in this keep. I am Ralidor, and I tire of the ogre mage. He promised plunder, but I have seen none.
{151053} I hate talking to smooth-skins anyway. Raaaagh!
{151054} It doesn't matter how tough you talk to me. Ghellu will kill you if you try to go near that statue.
{151055} Wealth, Ghellu promised us. The orcs are weak, he said. Uthanck's brother is dead, so he cannot send help. We came to this place in the night, swarmed over the orcs, and took this keep, slaying many dozens.
{151056} But Ghellu lied. He sought a statue on the lower levels of this keep, and he used us to reach it. Now he pokes at some door below, and we languish here, besieged. Do you see plunder? Do you see wealth? We fought for nothing but dust and silence.
{151057} I will take my bugbears and leave this keep. We will stand in the courtyard and wait. If you come to us with Ghellu's head, we'll let you go. If not, you die.
{151058} | Ghellu is dead |{Appraising}So, you must be the one who killed Ghellu.
{151059} I don't care, smooth-skin. My brothers and I are leaving, but we'll be waiting in the courtyard. Come out with Ghellu's head, and you live. If not, you die.
{151060} Stupid smooth-skin. You might have left here alive.
{151061} That's lucky for you, smooth-skin. {to the bugbears}Come, brothers. Our service to the ogre mage is ended.
{151062} I am {RAL-ah-dor}Ralidor. I grow tired of the ogre mage. He promised plunder, but I have seen none.
{151063} No. You aren't.
{151064} It would be, if you were wise. Many bugbears dwell in this keep. They will not bar your way, if you seek to slay Ghellu.
{151065} So someone else killed him? Odd. In any case, I have no quarrel with you, but don't wear out your welcome.
{151066} I am Ralidor, the newest master of Riverguard Keep.
{151067} Arrogant smooth-skin! You might have left here alive!
{151068} I have no quarrel with you, but don't wear out your welcome.
{151069} | SCRIPTER: Ralidor and the others walk toward the exit of the room.  After they round the corner, they disappear. |
{151070} | Quest Check |Hrhun. Show me {GELL-oo}Ghellu's head and I won't kill you.
{151071} | Quest Update |{Satisfied}So he is. You may stay in the keep now, as my guests.
{151072} | SCRIPTER: Ralidor and his bugbears walk toward the entrance to Riverguard Keep and disappear one by one. |
{151073} | SCRIPTER: If there's a way to script these last three nodes so they all jump to the same scripted "hostile" END DIALOGUE response, please do so - I'd rather have it in one place than in three places. |{Grimly}Stupid smooth-skin! You might have left this place alive!
{151074} {Furious}Then I'll take yours in its place!
{151075} {Angry}No one backs out of a deal with {RAL-ah-dor}Ralidor.
{151076} {beat}Do not wear out your welcome.
{151077} |PC has already delivered Ghellu's head|What do you want now?
{151078} {snorts}Ah, yes, the tomb. Ghellu claimed the scepter. {scoffing}He said it was his right, as leader. The shield he gave to the chieftain of his ogres. And I took the sword.
{151079} You make demands in <i>my</i> keep? A fatal mistake.|they go hostile|
{151080} It's a fine blade. I doubt I would part with it for any price.
{151081} [Success] This is true. Very well, take the blade, but don't expect anything more from me. My debt to you is paid.
{151082} [Failure] This keep? A pile of worthless rock, full of bones and whispers. I'll keep the sword. It's worth more than this keep.
{151083} [Success] Hmmph. Take the blade, then.
{151084} [Failure] Perhaps you were lucky. Let's find out!
{151085} So do I.
{151086} That is a reasonable request - take the sword. Attempt to leave the keep with it, and you will die.
{151087} You're wise to return my blade. It is my plunder, bought with my blood. Now go. You'll have nothing more from me.
{151088} {beastly grin, but bitterly sarcastic}How I love smooth-skins. So ignorant of things that matter.
{151089} Uthanck is chief of the orcs. You could not have missed his thralls, if you made it this far. 
{151090} [Failure] Arrogant smooth-skin! I'll teach you respect!
{151091} I'm no spy. I'm looking for a Statue of Purification.
{151092} | Quest Check |Uthanck sent me here to kill Ghellu.
{151093} [Intimidate] I don't answer to you or anyone else.
{151094} Why answer when I could kill you?
{151095} I'm not asking for permission.
{151096} If you want Ghellu dead, then help me.
{151097} How did you come to these ruins?
{151098} And I tire of you. Defend yourself.
{151099} | Quest Update |I understand.
{151100} | Quest Update |How about I kill you instead?
{151101} | Quest Update |I don't make deals with bugbears.
{151102} Why are you telling me this?
{151103} Why are you telling me this?
{151104} That's no concern of mine.
{151105} I don't have time for this. I'm leaving.
{151106} Yes, I did. Who are you?
{151107} I don't know what you're talking about.
{151108} And now I'm going to kill you.
{151109} Understood. I'm leaving now.
{151110} | Quest Update |More like the newest corpse of Riverguard Keep.
{151111} | Quest Update, Ralidor goes Hostile, Bugbears go Hostile |
{151112} | Quest Check: Ghellu Dead, PC has Ghellu's Head |Here, look. As we agreed, Ghellu is dead.
{151113} | Quest Check |Ghellu had a better deal for me. You're the one who's going to lose his head.
{151114} I don't have it yet.
{151115} I changed my mind. I'm not doing your dirty work.
{151116} | Quest Update, Ralidor goes Hostile |
{151117} Farewell.
{151118} |Player inspected the tomb|The tomb of this keep's master was robbed of three artifacts. Do you know where they are?
{151119} I need that sword.
{151120} How much do you want for it?
{151121} Give me the sword.
{151122} [Diplomacy] Because of me, you have this whole keep. What's one sword in comparison to that?
{151123} |Ralidor and Bugbears go hostile|Then I have no choice but to take it by force.
{151124} [Intimidate] I destroyed Ghellu easily. Do you think you stand a better chance?
{151125} Let me borrow it, then. I'll return it when I'm done.
{151126} |PC borrowed the sword and underwent the Keep's ritual|Here's your sword back.
{151127} | Quest Check |And who is this Uthanck?
{151128} [Intimidate] Bugbear politics don't interest me. Now stand aside!
{151129} Then perhaps he'll reward me when I bring him your head!
{151130} We'll fight, then.
{151131} {2444}Shadow Reaver
{151132} Aid me, servant.
{151133} Do something, you fool.
{151134} I am weakening. Restore me!
{151135} [There is an inscription in an ancient Elven script here.]
{151136} The Temple of Seasons is dedicated to the veneration of Elythyn, Vigar, Bluecloak, and Beleran, four knighted heroes of the united kingdom of Illefarn. They gave their lives that their kin might live in peace and accord. 
{151137} Across our lands, we honor each in turn at the hearts of their seasons. Within these halls, we honor them forever.
{151138} [There is separate, slightly more recent incription below.]
{151139} In this, the hundred-and-tenth year of the Guardian, this temple underwent renovation to house and protect a Statue of Purification.
{151140} As the four knights long ago guarded our last hopes in life, may they do so once more in death.
{151141} [The last inscription is signed "Annaeus."]
{151142} [Read the inscription.]
{151143} [Leave.]
{151144} [Read it.]
{151145} {SCRIPTER: Ribsmasher leaps forward and tries to punch the Protagonist in the face.}Ha! Free, free at last! Time to fight!
{151146} I do! Get out of my way! I've got goblin ribs to smash! Ah ha ha HA HA HA!
{151147} You're in my way! Get out of it! My way, I mean! Go!
{151148} I'm Ribsmasher. I smash ribs! Human ribs, orc ribs, elf ribs... sometimes even little pixie ribs.
{151149} Yes, yes! That's the spirit! Ah ha ha HA HA!
{151150} But these goblins, they grabbed me before I could smash their ribs! I'll show them! I'll show them! Ah ha ha HA HA HA!
{151151} Ah ha ha HA HA HA!
{151152} {SCRIPTER: Ribsmasher starts running down the hall after this, as described in the 2400 area overview.}
{151153} | Note this will only happen once in case there's a repeat dlg. |{A little reverent}Now <i>there's</i> a warrior who has his priorities straight.
{151154} {Straight-faced with an insult}Maybe you'll be half as bright as him one day, Khelgar. One can dream.
{151155} {Agreeing}I hope so, lass. I hope so.
{151156} {Alarmed, quietly}Oh dear. Those poor pixies. 
{151157} Why did you attack me?
{151158} Who are you?
{151159} Oh, you want a fight? I'll give you a fight.
{151160} I don't want a fight, whoever you are.
{151161} I won't stand in your way.
{151162} |go hostile|You're not going anywhere.
{151163} |go hostile|
{151164} the Pale
{151165} {2410}Selira
{151166} {2400}Archdruid Sellane
{151167} {2431}The Sentinel
{151168} {2400}Shadows
{151169} At once, master.
{151170} My life is yours.
{151171} For the King of Shadows.
{151172} Of course.
{151173} Spirit{Silken Sisters}
{151174} {2411}Statue of Purification
{151175} This marble statue appears to be of the elven triune deity, Angharradh. It is holding three golden sheaves of wheat in its left hand.
{151176} {2400}Spectre
{151177} {ghostly effect over the voice of a friendly and avuncular dwarf}{struggling to clear his head--it is an effort to think clearly}You must... pardon me, friend. It was not my custom in life to greet visitors with swarms of undead. I am called {uh-NYE-us}Annaeus.
{151178} Oh... yes. Such is my punishment, to languish here until the gods see fit to set me free. But I suffer it gladly. My crimes saved a nation.
{151179} Yes, I suppose I must. That is because I suffer my torments in good conscience. {some pity and sadness}These others... they are here for different reasons. Some are held here by pain, others by anger... or regret.
{151180} Ah... then you seek to combat the Guardian. Of course, I will help you. Lead on, and I will follow.
{151181} Do not fear. I will not resist you. My battles are long past, and I will gladly follow.
{151182} I created the Guardian, you see. Yes, me - a silly fat dwarf. I created him, later tried to destroy him, and I would do it all again. I make no apologies.
{151183} {smiles}Ah. The other spirits must have spoken of me. Even after so long, they bear me ill will, and I can't say that I'm surprised.
{151184} How often, in life, did I come face to face with "evil," only to find someone who was simply doing what he thought to be right and just.
{151185} Indeed, the fault is mine. If it makes you feel any better, I have been trapped in this foul undeath for more centuries than I dare to count, and I will likely remain here for many more.
{151186} It's not a pleasant fate, but I would gladly endure my torments a hundred-fold before I took back the decisions I made.
{151187} Yes, it all began with a silly, fat dwarf. I created the Guardian. That disappoints a lot of people, you know. Even offends some.
{151188} So they make of me what they will. They call me madman, or worse. Let them say what they will. I know why I did what I did... why I created the Guardian, and later tried to destroy him.
{151189} {genuinely sorry}I understand your anger, and I'm sorry for your loss. But I do not regret what I did. Nor would I, ever.
{151190} The consequences? Thousands of innocent people protected from the wrath of Netheril. An enclave of culture and tolerance preserved, against a canvas of hate and war. No. I do not regret the consequences. The Guardian saved my people.
{151191} After his corruption, yes. We tried twice to destroy him. Oh, I'm told they tried again afterward, but by then I was dead.
{151192} First we sent the Silken Sisters against him. Silly and foolish, those elf-girls, but brave, too. I warned them not to strike the Guardian. I counseled our leaders to withdraw, to pull all our folk from the heartland, and to regroup. To make a plan.
{151193} The Sisters were... destroyed. Then our leaders turned to me, and I devised the Ritual... the very Ritual of Purification which you seek to complete.
{151194} {inclines his head}We failed. The ritual functioned as expected, but there was dissent amongst us.
{151195} Nothing more than could be expected. The Guardian was no longer a man, no matter what his friends believed. 
{151196} As friends... and arrogant ones at that... they believed that their counsel could change him where the power of Illefarn could not.
{151197} How could they expect not to? He had been their friend. Surely, he would remember them, listen to them.
{151198} In many ways, it attempts to reverse the processes that created the Guardian... to the extent that such a thing can be done. In truth, it merely allows one to weaken him.
{151199} A fire burns wood to ash. The process can never truly be reversed, and so it is with the Guardian. He is utterly and irreversibly changed.
{151200} A great man. A patriot. Can you imagine such a sacrifice? He didn't simply give up his life--he offered up his very <i>self</i> for his people.
{151201} A man can act for good purpose, or for ill. But he cannot predict every consequence. Walk down one street instead of another, and you might doom someone to die. But you are a fool if you blame yourself for this.
{151202} The Guardian was conceived with noble purpose. I foresaw no evil in his birth. My conscience is clear.
{151203} Their minds understood the power of the ritual, but their hearts did not.
{151204} We were divided, and the Guardian slew us. Drained our lives, every one. And with us perished the might of Illefarn.
{151205} Some of the wizards, old friends of his, refused to strike. They tried to reason with the Guardian instead.
{151206} Then you're aware that you are dead?
{151207} You seem in remarkably good temper, compared to the other spirits here.
{151208} Why are you here, spirit?
{151209} I need your help to open the Communion Tree.
{151210} | ERIC: Here, he should start following the player. After this, player won't get dialogue again. Also, I'm setting a variable here... please leave it in place.  :) |
{151211} No more talk, spirit. You will follow me, now.
{151212} I'll return later. Farewell.
{151213} <i>You</i> are Annaeus?
{151214} The Guardian - the King of Shadows - all this is your fault?
{151215} Your "creation" murdered my friends and my family. It destroyed my life!
{151216} What of the man who became the Guardian?
{151217} You must regret the consequences of your actions.
{151218} You say you tried to destroy the Guardian?
{151219} But you failed to slay the Guardian.
{151220} So what happened?
{151221} Why did they try to reason with him?
{151222} How could they expect to reason with the Guardian?
{151223} How does the Ritual work?
{151224} And doomed thousands more.
{151225} Who led the traitors?
{151226} How could the wizards expect to reason with the Guardian?
{151227} {ghostly effect over the voice of a mature elven wizard, cold and disdainful}Is it done, then? Has the fool ended himself? Or did the ritual fail entirely?
{151228} | If player has already met one of the other spirits |Like the other shades here, this one is cycling through the events of the past. The one he speaks of is likely the Guardian. 
{151229} What a waste. A waste, do you hear? And you can tell {uh-NYE-us}Annaeus that I said as much. I did not tutor that boy for twenty years, only to have him turned into some mindless monstrosity.
{151230} A <i>waste,</i> I say!
{151231} | if this is the first spirit player has met|{Slight confusion, puzzled}This shade is cycling through events of the past... and perhaps has been ever since its death. 
{151232} {snorts}Oh, yes. Chose it himself. Ever the patriot, he was. {mocking, on these last sentences}"Sacrifices must be made, for the good of all." Illefarn is a great nation, and preserving it is our "responsibility."
{151233} Well, I say this. Let the weak and the worthless make the sacrifices. That boy had a <i>mind</i> in his bone-cage. He might have advanced the study of magic, but instead, he threw it all away. {spits the last three words}For "love of country."
{151234} Him? You mean... {catches himself, then mocking on the words in quotes}you mean "He-who-became-the-Guardian?" We aren't even allowed to use his name, you know that? Yes, I knew him.
{151235} Knew him, taught him, and watched him toss it all away. I did not tutor that boy for twenty years, only to have him turned into some mindless monstrosity.
{151236} Gifted? I suppose. For a human. Bah... yes, he was gifted, by the hells. A quick mind, a sharp wit, a noble spirit. Have you ever noticed, I wonder, how those who have everything are always the quickest to throw it all away?
{151237} I heard how it ended for him. Lying there screaming for near a hundred days, with that fool girl at his bedside, as the Weave slowly burned away what was left of him, bit by bit.
{151238} {tired and defeated}But he got his wish, didn't he? Lost himself and became the Guardian. All that he was, all gone...
{151239} |Influence Loss: Casavir|{Disapproving}I think you are wrong - there is nobility in such a sacrifice, though it may be hard for some to see.
{151240} |Influence Gain: Casavir|{Disapproving}I agree. There is nobility in such acts - and the courage they inspire in others to make similar sacrifices. 
{151241} What, did that foul dwarf send you, that <i>Annaeus?</i> Bah, what does it matter? I'll follow...
{151242} I am Master {EYE-zim}Isym, a wizard and tutor of wizards. I thought perhaps you sought me because... because I trained <i>him.</i> They all want to know about <i>him.</i>
{151243} What a waste. I tutored that boy for twenty years, and what does he do? Offers himself up to become some... mindless monstrosity. Lets them destroy his very self, all that he could have been.
{151244} Yes, I tried. But I hadn't been his master in ten years. Not long, for an elf, but half an eternity for a human. I simply "didn't understand."
{151245} He was always the patriot. {mocking, on these last sentences}"Sacrifices must be made, for the good of all. Illefarn is a great nation, and preserving it is our <i>responsibility.</i>"
{151246} Yes. He devised it himself. {sighs, then a beat}No, I'm giving the dwarf too much credit. Annaeus had <i>his</i> help. My old apprentice helped devise the very ritual that would rip away his mind.
{151247} Yes... I suppose I will follow.
{151248} I cannot say this for certain, but it is likely the one he is speaking of is the one who became the Guardian.
{151249} | Influence Loss Bishop |{Snorts}He was a fool. And you call suicide noble? I can't believe I'm letting you lead us.
{151250} | Influence Gain Bishop |{Snorts}Patriotism is just another tool of Kings and nobles, used to wring more blood from peasants and fools. 
{151251} The ritual was a success. The Guardian lives.
{151252} But he chose his own fate, did he not?
{151253} He was a gifted wizard?
{151254} Did you know him?
{151255} Patriotism. A foolish notion.
{151256} To sacrifice all for his nation... he did a noble thing.
{151257} Come. You must follow me, spirit.
{151258} | ERIC: Here, he should start following the player. After this, player won't get dialogue again. Also, I'm setting variables here... please leave it in place.  :) |
{151259} I need your help. Will you come with me?
{151260} Who are you?
{151261} Did you try to stop him?
{151262} This Annaeus had something to do with the ritual?
{151263} No nation is worth such a sacrifice.
{151264} I need your help. Will you come with me?
{151265} Come. You must follow me, spirit.
{151266} I'll return later. Farewell.
{151267} {ghostly effect over the voice of a young elven woman, frustrated and angry}He burns. He screams... someone must <i>stop</i> this. Why will no one listen?
{151268} Spirit? Is this another of the dwarf's ploys? I warn you, he won't be rid of me this time. 
{151269} Four tendays have I sat vigil with the... the "Guardian," as they call him now. His pain has only worsened. Worsened, when {uh-NYE-us}Annaeus promised it would ease!
{151270} {suddenly disoriented}Come... with you? Very well. I will... I will follow.
{151271} Balaur? Of course, he is a friend to... to him. I will follow you.
{151272} Guardian! Is it a crime now to call him by his <i>name?</i> His real name? 
{151273} You must tell Annaeus. The Guardian, he... his pain only worsens. The dwarf promised it would ease!
{151274} Know that this one may not even be aware that she is a shade... and that what she sees with her eyes is only the past, not us here, now.
{151275} Please. If you could only see him, you would understand. He is only a man, and they seek to make him some... immortal Guardian, to <i>join</i> him with the Weave.
{151276} {lowers her voice}The Weave <i>fills</i> him. It <i>boils</i> in his every vein, day and night, tenday after tenday. Is it not enough that he must sacrifice his very self?
{151277} {she's heard this argument before, and she's sick of it}No one warned him of the pain. Annaeus speaks of patriotism. He didn't even <i>know</i> this would happen, and he doesn't care.
{151278} End this. Now. If enough of us come together, demand that Annaeus release him from the ritual, end his pain... It isn't too late, it can't be!
{151279} {she blushes}A friend to... to the man he was. To the man he is. He isn't gone yet, and this whole mistake... we can fix it. We can end the ritual before it destroys him.
{151280} I <i>hate</i> Annaeus. You've seen him speak of the ritual. Of the pain. It gives him pleasure. The dwarf tries to hide it, but watch his eyes, and you'll see...
{151281} {toward the end, she is beginning to become confused}I don't understand. I've just come from the temple. I can hear his screams, feel the warmth of his hands. We can still save him, I'm... I'm certain...
{151282} {Sadly}Such reminders will be forgotten, there is nothing that can be done. The past surrounds them like a cage, and there is no key that will free them.
{151283} {she's starting to become confused}You will? It's been so long... since anyone's listened to me. Or... or has it?
{151284} {first phrase-she can't believe someone would ask her who Annaeus is}Who is- Do you mock me? Or is the dwarf afraid to face me? He knows he has done an <i>evil</i> thing. 
{151285} He may talk all he likes of patriotism, of sacrifices for our nation. A century of peace is not worth such suffering! How can we call ourselves civilized when we ask a good man to endure such pain? To become some unfeeling <i>thing?</i>
{151286} Annaeus is <i>not</i> my better! I know that I shouldn't be staying in the temple, but I won't leave him to suffer alone!
{151287} He is only a man, and they seek to make him some... immortal Guardian, to <i>join</i> him with the Weave.
{151288} That man is gone, they tell me. {scornful on "Gone"}Gone! If he is "gone," then who lays in the temple, writhing in agony and calling upon the gods for release?
{151289} And the one she speaks of - it must be the agony of the Guardian she is recounting for us now.
{151290} Come, let us take this shade to the Communion Tree. There, perhaps, she will do more to help the one she loved than she does here. 
{151291} Who are you, spirit?
{151292} I'm listening. What can I do to help?
{151293} [Lie] Be silent, and follow me. Balaur commands it.
{151294} It's all right, I'm a friend. You must come with me.
{151295} | ERIC: Here, she should start following the player. After this, player won't get dialogue again. Also, I'm setting variables here... please leave them in place.  :) |
{151296} [Wisdom] You're speaking of the Guardian.
{151297} I'm sorry. I don't understand.
{151298} What would you suggest?
{151299} He chose to make this sacrifice.
{151300} I'm sorry. I don't understand.
{151301} You're a friend to the Guardian?
{151302} I'll do what I can to end his pain.
{151303} The events you speak of... they occurred long ago.
{151304} Come. You must follow me.
{151305} Who is Annaeus?
{151306} Be calm, and tell me what has happened.
{151307} Don't question the wisdom of your betters, girl.
{151308} You're speaking of the Guardian.
{151309} I'll return later. Farewell.
{151310} {Nameless Spirit's voice should be faint, with a ghostly effect - he is an old and bitter male dwarf}I can smell you, plunderer. I can taste your steel and hear the rustle of the hundreds you've slain, swirling and fading in your wake.
{151311} Names... you won't find names in this place, plunderer, only questions. He's drained us all of names, just like we took his.
{151312} That I can't. My eyes he took. My eyes and my name, my future and past.
{151313} Of course you are. You're a plunderer of words and memories and names. I've got words aplenty, plunderer, but you'll find them useless enough, for I'm poor in memories and starved of names.
{151314} Yes. Our Guardian. {beat}I wonder, have you asked yourself the question, yet?
{151315} Have you seen past the ramblings of priests, past the sobs and sighs of broken minds, and spied the <i>real</i> conundrum?
{151316} Yes. Think of him... the perfect protector. They stripped him of his name, so he had no pride. They stripped him of his self, so he had no ambition.
{151317} His purpose was as pure as it was simple: to protect his nation and destroy its enemies. He wasn't flawed, he was perfect. Yet still, he was our doom.
{151318} The Guardian turned to the Shadow Weave to further his purpose. Only to keep himself alive, that he might protect his nation.
{151319} What is a name when its meaning is lost? It is nothing but a word. A word on a crumbling page, referring to other words on other crumbling pages, all signifiying nothing.
{151320} But here's the dirty little secret, the one that the others won't tell you. We struck first. We never bothered to learn his intentions.
{151321} There's a dirty little secret, one the others won't tell you. We struck first. We never bothered to learn the Guardian's intentions.
{151322} Who can say? The blood-drunk elf-girls swooped in before we could ask, before we could <i>think</i>. Yes, the Guardian's nature had changed, but what did that mean?
{151323} What did he want? Revenge? Did he want his life back? Did he simply want to feed? We didn't even try to find out.
{151324} As for me... I don't think his motives had changed at all. Nor have they ever.
{151325} Illefarn was destroyed by the very Guardian whose sole purpose was to protect our nation. He was the perfect protector, and yet he turned against us.
{151326} But why? We stripped him of his name, so he had no pride. We stripped him of his self, so he had no ambition.
{151327} No... that isn't the reason at all.
{151328} Tell me, plunderer, have you asked yourself the question yet?
{151329} Why not? To have a purpose, however fleeting, will be a welcome change.
{151330} Or perhaps it is merely the ramblings of a shattered and nameless mind. Make of it what you will. 
{151331} For my part, I will follow you and say no more.
{151332} Perhaps. Or, lacking an Illefarn to defend, he is simply trying to destroy her enemies, wherever he perceives them to be.
{151333} Think of it from his perspective. He is the Guardian, the prime defender of his nation. Then he is attacked by Illefarn's soldiers and wizards.
{151334} No one is more devoted to Illefarn than he... therefore his attackers must be enemies, even if they do wear Illefarn's colors.
{151335} Who are you?
{151336} Can you see me, as well?
{151337} I'm no plunderer.
{151338} You're talking about the Guardian.
{151339} [Intelligence] That which the Guardian was created to protect, he ultimately destroyed.
{151340} He destroyed you because the Shadow Weave corrupted him.
{151341} What conundrum is that?
{151342} Surely, you must have a name.
{151343} If he turned on his own people, the Guardian couldn't have been "perfect."
{151344} So what were his intentions?
{151345} He was a creature of shadow. Surely, his motives were evil.
{151346} Speak plainly, or not at all.
{151347} Will you help me open the Communion Tree?
{151348} | ERIC: Here, he should start following the player. After this, player won't get dialogue again. Also, I'm setting variables here... please leave it in place.  :) |
{151349} I have no time for talk. Follow me.
{151350} That's enough talk. Follow me.
{151351} That's an... interesting perspective. But I need you to come with me.
{151352} You think he's <i>still</i> trying to defend Illefarn?
{151353} But he destroyed the forces of Illefarn. A protector wouldn't do that.
{151354} What do you think his intentions were, then?
{151355} I can't believe that. He was evil, a creature of shadow.
{151356} | AUDIO: This character is actually three-in-one. The spirits of multiple characters have been crushed together by a powerful being. The different voices are indicated at each line - we could use one versatile voice actress for these, or three different ones. |{first voice - mournful, piteous, young-ish elven female with ghostly effect}Who approaches us, sisters? Does it look on us? Does it pity us?
{151357} {crafty voice}It slew the fury-made-flesh, the shambling deads. It freed us, for a time. Come, sisters. We will follow.
{151358} {third voice - crafty-sounding young-ish elven female with ghostly effect}We were the Silken Sisters. The pride of {uh-LIN-thul-dar}Aelinthaldaar. Sword and spell we wielded, six we were, but now are one.
{151359} {angry voice}Will it free us? Will it kill us?
{151360} Know that I do not believe it possible to destroy these spirits. They are bound to the King of Shadows, and as long as he exists, they shall as well.
{151361} {second voice - angry young-ish elven female with ghostly effect - talks more quickly and harshly than the others}Make it leave us, sisters! Of voices we hear plenty.
{151362} {mournful voice - especially piteous on this line}Six! Six we were, and now but <i>one</i>...
{151363} {crafty voice}Yes! A bargain! A story told, exchanged for peace!
{151364} {mournful voice}An end we crave, an end for true...
{151365} {angry voice}Hssst! Cruel! Vicious!
{151366} {crafty voice}Silence, sisters! It slew the shambling deads. We must answer.
{151367} {angry voice}Does it know the Guardian? Does it know how the Guardian fell into Shadow? We were the first, the first sent against him.
{151368} {crafty voice}Sharpened swords. Sharpened spells. Went into the forest where <i>he</i> was strong. Went in six, came out one.
{151369} {mournful voice - especially piteous}Went in six, came out one!
{151370} {crafty voice}He spied us in the wood. He fell upon us, drained our lives, and left our spirits naked, helpless.
{151371} {angry voice}Left our souls <i>screaming</i> in the dark!
{151372} {crafty voice}But that wasn't all, was it sisters? No... he was angry. He wasn't finished with us. Not yet.
{151373} {crafty voice}He scoured us bare, made us shadow. He can <i>work</i> shadow, <i>shape</i> it as he wills. He worked us like clay. Like white, hot steel.
{151374} {mournful voice}Six blades, <i>hammered<i/> into one!
{151375} {crafty voice}Here we came, by roads unknown. This place is strong with his contagion.
{151376} {angry voice}Strong with his <i>reek!</i>
{151377} {crafty voice}When six were joined, some voices were lost. Mouths sealed. Minds pulped. Three remain.
{151378} {crafty voice}Kill him for us. Show him justice.
{151379} {angry voice}Show him <i>pain</i>!
{151380} {angry voice}It baits us, sisters! It mocks our pain!
{151381} {angry voice}The Communion Tree? Then it seeks to combat <i>him</i>.
{151382} {crafty voice}Come, sisters. Its hopes align with ours. Let us follow.
{151383} {mournful voice - practically a moan}It wants our tale...
{151384} {crafty voice}Be strong, sisters. It slew the shambling deads. We must answer its questions.
{151385} {mournful voice}It speaks the truth. We will <i>never</i> be free...
{151386} It wants you to follow. Nothing more.
{151387} | ERIC: Here, she should start following the player. After this, player won't get dialogue again. Also, I'm setting a variable here... please leave it in place.  :) |
{151388} I'll come back later. Farewell.
{151389} Silence! You will come with me.
{151390} What manner of abomination are you?
{151391} Are you one, or many?
{151392} I was told that you fought the King of Shadows.
{151393} What happened to you?
{151394} I would destroy you, and gladly. But I can't.
{151395} Destroying the King of Shadows may free you, but I'll need your help.
{151396} No bargains, spirit. Answer my question.
{151397} The King of Shadows... <i>combined</i> you into one?
{151398} Stop your caterwauling, and finish the tale!
{151399} You fought him? You fought the King of Shadows?
{151400} Went in six. Came out one.
{151401} So he just... left you to wander?
{151402} I've heard only three voices. Where are the other three?
{151403} I must open the Communion Tree. Will you help me?
{151404} I've heard enough. Be silent, and follow.
{151405} I didn't mean to anger you. I am <FullName>.
{151406} Explain yourself! What does that mean?
{151407} {ghostly effect over the voice of a grizzled dwarf soldier}Do I... live?
{151408} You from the General? Must be, givin' orders like you are. I'll follow.
{151409} Aye. Whatever you need, Thunderbelly's your dwarf!
{151410} {sighs}I thought not. You know why? No pain. Never fought a battle and came out feelin'... well, feelin' like this. Like nothin'.
{151411} {with pride}Thunderbelly, they call me, the Iron Arm of Dardath. First dwarf over the walls at Sunstone.
{151412} {appreciates the question}Ha! The name's on account of my appetite, see? Got it from the boys on the field of {DELL-im-beer}Delimbiyr. 
{151413} Here I was, smiting trolls left and right, and my belly's growling louder than me, on account of no breakfast. {growing sad on this last bit-remembering all his friends who are centuries dead}Good days, those were...
{151414} {voice grows hushed}The last battle. When all that remained of Illefarn went out to meet the Guardian.
{151415} Not a subtle sort, are you? No, don't trouble yourself. I died in the battle.
{151416} They say we won. Walled him up in some Plane of Shadow. But I don't call that a victory. Victory's when I swing my axe and split my foeman's skull. That was no victory, even for the wyrm.
{151417} Of course not! The wyrm was on our side. A right hero, he was. Wizards called him up from... well, from somewhere. Said he'd come to put an end to the Guardian.
{151418} Good thing we had him, too. He fought even tougher than he looked. Managed to distract the Guardian while the wizards did their work. Ended bad for him, though.
{151419} Ha! That's all the answer I need. Knew I was dead, anyway. Been stuck in this place too long, feeling like nothin'. And these others... angry or hurtin', all of 'em. I don't belong.
{151420} {snorts}Ha! That's a lie. Any decent warrior knows if he's dead. And I'm deader than most. Been dead a long time, too, I'd bet. 
{151421} The Guardian did for him, like he did for all of us. We saw him fall. Just dropped out of the sky, all shining, like he was carved from diamond. The wizards weren't ready yet, so they sent us in next.
{151422} Last I remember, the whole host of Dardath was marching forward, me and a few others at their head. Then, all around us, these... little shadows... they were everywhere. Hundreds of them.
{151423} {becoming more and more shaken as he remembers}And one of them, he... he was just there, in front of me, all of a sudden. So close, so close, and he reaches for me, and... 
{151424} {still shaken}They beat him. Those wizards did, they trapped the Guardian. I don't know how I know that, but... I know.
{151425} Not at first. I think I would have gone with the others. I could feel them, you know? Feel them drifting off. Going <i>somewhere.</i> But not me. I'd made an oath.
{151426} Aye, sure as steel. {he's reliving it in his mind}All the host of Dardath, a thousand banners, and iron... iron everywhere! Shining as far as I could see. And me at the head of it all, beside old Gristlebeard and Lady Crowspite.
{151427} Above it all, that crystal wyrm. Gods, but he was big. Where he came from, who can tell, but he'd come to put an end to the Guardian, and that was enough for the likes of us.
{151428} It was before the battle. Swore I wouldn't come home 'til the Guardian was slain. We all said the words... but I meant them.
{151429} {darkly}Aye. Seems I have little choice.
{151430} We all died. I could feel them, you know? Feel them drifting off. Going <i>somewhere.</i> But not me. I'd made an oath.
{151431} I've hung about this place too long. And these others... the crying girl, that priest, and the rest... {disgusted}angry or hurtin', every one. I don't <i>belong</i> here.
{151432} {a little uncomfortable, feels embarassed that he can't answer}Eh... the ways of wizards are beyond me, sad to say. There was something about a Ritual. 
{151433} Old Annaeus tried this Ritual, too, but something went wrong, and he died. Him and all the priests. Most of the wizards, too. But I guess it worked the second time. 
{151434} I don't know more than that. My eyes were on my axe. My axe and my enemy.
{151435} {putting on a strong face}Oh, I'm all right. Always half-expected I'd end like this. I like this world too much to leave. I like to eat and wench and belch and fight!
{151436} {Nods}Now here's a spirit with some virtues I can respect.
{151437} I died in the battle, no doubt. {voice gets hushed}The last battle. When all that remained of Illefarn went out to meet the Guardian.
{151438} No, spirit. You do not.
{151439} You don't really want to know.
{151440} Be quiet, and follow me.
{151441} [Lie] Yes. I saved your life.
{151442} I need your help. Will you come with me?
{151443} | ERIC: Here, he should start following the player. After this, player won't get dialogue again. Also, I'm setting a variable here... please leave it in place.  :) |
{151444} I'll return later. Farewell.
{151445} Who are you?
{151446} What battle?
{151447} Thunderbelly? There must be a story behind <i>that.</i>
{151448} How did you die?
{151449} Do you remember the battle?
{151450} A wyrm fought for the King of Shadows?
{151451} You said something about a battle.
{151452} What happened to the wyrm?
{151453} And you ended up here.
{151454} Yes, yes. And you died.
{151455} But your people won the battle?
{151456} What exactly did you swear?
{151457} Swearing an oath. Always a bad idea.
{151458} I need your help. I mean to fight the King of Shadows.
{151459} Enough chatter, spirit. You will follow me.
{151460} Did your people win the battle?
{151461} Who cares about the wyrm. Did you defeat the King of Shadows?
{151462} The wizards. What were they doing?
{151463} I'm sorry.
{151464} I'm sorry for your... ending.
{151465} The King of Shadows has returned. You must follow me, quickly.
{151466} {2400}Ring of the Deeps
{151467} Spirit{Thunderbelly}
{151468} {2411}Umber Hulk{Boss}
{151469} {2411}Umber Hulk{Small}
{151470} {2400}Undead
{151471} |PC is not a dwarf|{Fierce}You! I know you. You are the one who slew my brother Logram at Old Owl Well! I should kill you for that.
{151472} {Incredulous}And yet you killed my brother, regardless.
{151473} {Matter-of-fact}I am Uthanck Thin-Blood. I am chief of the Corpsewalker Clan. This is my land.
{151474} {It's such a shame...}My brother was a strong warrior, but too proud and stupid for his own good.
{151475} {Resolutely}I won't let my brother's murderer simply walk out of my camp! Corpsewalker Clan, attack!
{151476} {Biting}Your mouth is faster than your blade, I think. llrah! Corpsewalker Clan, attack!
{151477} I know you aren't here to claim this land for Neverwinter. You want something in these ruins, yes?
{151478} I want Ghellu out of Riverguard Keep. The ogre mage taunts me from inside, and my orcs are too dumb to ignore him.
{151479} Swear to pluck this thorn from my side and the Corpsewalker Clan will leave you in peace.
{151480} May Gruumsh grant you victory or a swift, painless death.
{151481} {Fiercely}Then my clan will walk upon your corpse! Ilrah! Corpsewalker Clan, attack!
{151482} {Full o' Rage}Raaaaaagh! Corpsewalker Clan, attack!
{151483} {Matter-of-fact}Yes. My brother could not stand my human blood, so I left him and formed my own clan.
{151484} {Feeling kinship}We are two of a kind, you and I. Perhaps we can be of use to each other.
{151485} {Displeased}The ogre mage {GHELL-oo}Ghellu attacked us unawares, with a horde of bugbears and goblins at his back. He might have finished us, but he failed to press his advantage. 
{151486} |PC is on Uthanck's quest|{A little impatient}Have you dealt with Ghellu yet? Can my clan reclaim the keep?
{151487} Excellent. You have earned permission to walk my land freely. Corpsewalkers, let this one be known as a brother of our clan!
{151488} {Annoyed}If you are lost, the keep is...{pointing} that way.
{151489} [Success] Hnh. There is power in numbers, in strength... and in knowing when to fight. In this, my brother was weak.
{151490} [Failure] Save your flattery for the soft and the stupid... such fawning is wasted on me. 
{151491} [Failure] We are many miles from Neverwinter, and my orcs surround you. Think before you insult my kin.
{151492} {Coughs, interrupts}Ah, but that simply shows strength. Not to be swayed by such words... and knowing when not to listen, <i>that</i> is power.
{151493} {To himself}Fine by me. I'm already tired of trading words with this orc.
{151494} | Influence Gain Sand |{Slight whisper to player}Well done. Nevalle could take lessons from you.
{151495} {Irritated, slight threat}Hope you aren't looking to take the same road he did.
{151496} | Influence Gain Khelgar |I suggest you listen to my friend. We hope you aren't looking to lose your territory - or your head - like your kin did.
{151497} Hail, friend. Walk freely.
{151498} {frustration}Arrgh! Still, Ralidor has not been unreasonable. Perhaps a truce is possible.
{151499} You have my permission to explore these ruins and take what you need. Walk freely.
{151500} Ghellu's army scatters, like flies from a corpse, save for a few of the most stubborn. But, they are enough to hold the Keep.
{151501} The battle barely held his interest. I saw him only twice, and both times, he was puzzling over stones and writings. I do not think he came here to conquer. He wants something in these ruins... as do you, yes?
{151502} Yes, I know. You wouldn't be here if not for these ruins, and my clan is too small to draw the eyes of Neverwinter.
{151503} But these ruins are mine, and if you want to walk amongst them and live, you will give me something in return.
{151504} That is nothing. They would fight you anyway. Don't mistake me for an ignorant savage. I know you want something in these ruins, yes?
{151505} You already have a part in my troubles. You have come to my land, and I know you want something in these ruins.
{151506} Excellent. You have earned permission to walk my land freely. Corpsewalkers, let this one be known as a sister of our clan!
{151507} |PC is on Ghellu's quest|One of Ghellu's dogs, come for my head, yes? Do not deny it - I have my spies, and you have fallen into my trap.
{151508} {Full o' Rage}Raaaaaagh! Corpsewalker Clan, attack!
{151509} | PC got Uthanck's quest, but agreed to help Ghellu, too |{A little impatient}Have you dealt with Ghellu yet? Can my clan reclaim the keep?
{151510} {Full o' Rage}Raaaaaagh! Corpsewalker Clan, attack!
{151511} I didn't go to Old Owl Well looking for a fight.
{151512} So I did. Who are you?
{151513} I have no time for this. I'm leaving.
{151514} [Diplomacy] I had no idea Logram was your kin. If I had known he was the brother of one so powerful...
{151515} I didn't know it was your brother.
{151516} [Intimidate] Old Owl Well belongs to Neverwinter. Your brother and the tribes lost it because they were weak.
{151517} I have no time for this. I'm leaving.
{151518} If it's your land, why is there so much fighting going on?
{151519} It's my land now.
{151520} | PC is a half-orc |"Thin-Blood?" Then you are a half-orc, like me.
{151521} But you are smarter?
{151522} You don't seem too sharp, either.
{151523} | Quest Update |Very well. I will kill Ghellu for you.
{151524} | Quest Update |I refuse.
{151525} | Quest Update |I think I'm going to kill you instead.
{151526} | Quest Check: Ghellu is dead, Ralidor dead |Yes, he's taken care of. The keep is all yours.
{151527} No, I'm still working on it.
{151528} I changed my mind. I'm not killing Ghellu for you.
{151529} | Quest Update / Orcs go hostile |
{151530} Kill me? Go ahead and try.
{151531} I tire of this. Prepare to die.
{151532} |Ghellu dead, Ralidor helped|Ghellu's dead, but Ralidor now claims the keep.
{151533} |Scripter: Need to check global if Ghellu is dead|Ghellu is already dead.
{151534} [Lore] Ogre mages are said to be cunning. It's strange that Ghellu didn't press his advantage.
{151535} I take no sides in your conflict. I'm looking for something in the ruins.
{151536} | If Ghellu is dead |Ghellu? I've already killed him.
{151537} I'll fight Ghellu's raiders if I meet them.
{151538} Your troubles are your own. I'll have no part in them.
{151539} I am no one's dog, but I will have your head.
{151540} | Quest Update / Orcs go hostile |
{151541} My apologies. It's nothing personal.
{151542} Shut your mouth. I'm here to kill you, orc.
{151543} No. I'm going to kill you, instead.
{151544} Nothing personal, but Ghellu offered better terms.
{151545} Not yet. Farewell.
{151546} | Quest Update / Orcs go hostile |
{151547} {2401}Crystal Vial
{151548} A plain vial of crystal.
{151549} {2431}Wraith
{151550} {2410}Yachak
{151551} {Studying a portal}Know that this may be an Illefarn portal.
{151552} The Ilefarn had many such portals, called song portals, that linked their vast empire together. They were unlocked by the singing of the Illefarn people, rather than keys of metal or stone. 
{151553} | Once-only. ACT 2 DESIGNER: When the player enters tr_30_zh_portal in the Illefarn Ruins. |{Serious, about to give a warning}Know that I can open the Song Path to the ruins of the Guardian near your village of West Harbor.
{151554} {Cautionary}But our arrival will place us deep within the lands claimed by the King of Shadows... anything living entering his lands will be slowly drained of life, until nothing remains.
{151555} {Serious}This means we have little time to travel to West Harbor and to the Scar... we cannot delay, and we should not stray from our goal. Are you prepared? 
{151556} | SCRIPTER/ACT 2 DESIGNER: Zhjaeve does whatever she needs to do to open the Song Portal. This should mimic whatever scripting, objects or animations were needed to do it in Act 2. |
{151557} | Jump player to 3051: Guardian Ruins. |
{151558} | SCRIPTER: Fade out and jump the player and other party members to a waypoint outside the trigger. |
{151559} | Near trigger again, but already got spiel once. |The Path is before us. Are you prepared?
{151560} Please open the Song Path.
{151561} Hurry up and do it.
{151562} Wait, I'm not ready.
{151563} Demon, Balor
{151564} This is a Horned Devil
{151565} Devil, Horned Devil
{151566} Devil, Erinyes
{151567} Devil, Pit Fiend
{151568} Demon, Hezrou
{151569} This is a Fire Mephit
{151570} Mephit, Fire
{151571} Volume I: Of Illefarn Reborn
{151572} The Second Empire of Illefarn arose following the Great Retreat, when most of the First Kingdom's citizens departed our realm for Evermeet. In those days, Aelinthaldaar was razed, the song-paths were abandoned, and the art of their creation was lost. 

Yet a few of us remained - we Moon Elves who loved our lands and our homes and felt no ties to distant Evermeet. Ours was for many years a secret realm, persisting along the coast in peace and relative obscurity. Those of us who remained were a cosmopolitan folk, trading with the friendly dwarves of Dardath, and with those few humans we deemed worthy of our trust.

In time, we became more numerous. Our network of free commerce grew into a confederation of peoples. In the hearts of elves, dwarves, and humans alike, there arose a desire to reclaim some part of the glory that was Illefarn. Where elves alone had built the First Empire, what wonders might three peoples achieve, if we were forged into one?

Upon this ambitious dream, the Second Empire was founded. No longer would we bow to kings or lords. The Second Empire was governed by the Revered Council, consisting of the high priests of the Dwarves, the chief wizards of the elves, and the esteemed elders of the humans. Elves and dwarves were always the most numerous, but the humans burned brightly, too. Many went to live amongst the elves and dwarves, becoming as kin to us, and learning our sacred arts.
{151573} Volume II: Of the Guardian
{151574} Within a few short years, the Second Empire had reclaimed Aelinthaldaar from its ruin, built roads betwixt Dardath, Ardeep, and our human settlements, and driven back the orcs who harried us from across the river Mirar. But word of our realm finally spread beyond our borders, and we drew the eyes of hungry Netheril.

Long had the Netherese coveted the treasures of old Illefarn, but their archmages thought those treasures lost, carried off to Evermeet, or locked away in pocket dimensions, secret and safe. Now they realized that Illefarn yet lived, with its treasures intact, and protected by a growing brood of wizards and priests who might prove a challenge and a threat.

Spies began to walk among us - flitting shadows, faceless men, and tiny, twisted things. We knew them for what they were, and we sensed the eyes of Netheril upon us. The Revered Council gathered. It was the dwarven priest Annaeus, ever zealous in the defense of the realm, who proposed the creation of the Guardian.

A product of ancient magic, the Guardian would be a living extension of the Weave, imbued with a single purpose: to defend Illefarn, and to destroy those who dared threaten her. Yet to create the Guardian, one soul would be forced to surrender not only his life, but his very self, and to become one with the Weave. The Council deliberated for many days, asking themselves how they could demand such a sacrifice. At last, Annaeus won the day, proposing that they put the choice to the people. If someone could be found who was willing to sacrifice himself of his own free will, the project would go forward. Else, the notion of the Guardian would be abandoned.

The elders had clearly underestimated their people, for when the call went out for volunteers, many hundreds offered to sacrifice their lives and selves to become the Guardian, and to defend their beloved Illefarn. Annaeus smiled from his high seat in Dardath. He proclaimed that all volunteers would be heard and considered, that the purest and most able of their number might be chosen.

I can say little of those long days, as the Council convened in Arvahn. They spoke first to one candidate, then to the next, and heard testimony from a multitude of witnesses. What passed within the walls of Riverguard Keep was known only to the members of the Council, and to those who had offered themselves up for Illefarn. Nor can I speak or write the name of he who was finally chosen, for his sacrifice requires that his identity be erased and his name forgotten, so that only the Guardian remains.

A hundred days of torment did he endure, under the watchful eyes of Annaeus and his priests. It is said that only one soul, a woman of elven blood, dared remain by his side throughout, but that when the final moment of his transformation came, she was somehow destroyed in a great paroxysm of magics. For on the hundredth day, the Guardian emerged alone from the Hall of Gems and Colors, and took up his appointed watch on the border of our empire.
{151575} Volume III: Of the Second Fall of Illefarn
{151576} Joyful were the days after the Guardian's birth. The shadows of Netheril receded from our realm, her spies fled, and her eyes turned to easier prey. Freed from their cares, Illefarn's people devoted themselves to their studies, to their families, and to their crafts.

But the Netherese would yet prove Illefarn's undoing. In the Year of Sundered Webs, the archmage Karsus challenged the goddess of magic, aspiring to take her power for himself. To preserve the magic of Faerûn, the goddess sacrificed herself. For an instant, the Weave ceased to be. In that instant, ruin was wrought upon Netheril, but also upon our Guardian. 

When the Weave failed, so failed the Guardian's life blood. He might have allowed himself to die, leaving Illefarn undefended, but the Guardian's purpose ran strong within him. He turned instead to the Shadow Weave, a forbidden source of magic, and drank deep from its dark font. Thus did the Guardian become a creature of shadow.

Our forests began to die. Our people began to weaken. Shining Aelinthaldaar went silent as its folk lay witless in the streets, staring numbly at the sky as the sun blistered their skin, ants crawled over them, and forest beasts tore their flesh.

Too late we realized what had become of our Guardian. Now a creature of shadow, it was in his nature to leech life and energy from all things around him. We fled if we could, and died if we could not.

I write these words from Arvahn, far from the heart of our realm, where the Guardian walks streets and forests gone quiet and cold. All those sent against him have failed to return. The priest Annaeus seeks to devise a ritual by which we might strip away some of the Guardian's power and thus defeat him. But we know also that our realm is finished, as surely as Netheril. 

May those who inherit these lands heed the lesson we failed to grasp. To defend our realm, we created a being of single-minded purpose, and it destroyed all that we sought to preserve. Such single-minded purpose, no matter how well-intentioned, can lead to nothing but sorrow.
{151577} Mephit, Ice
{151578} This is a Lich
{151579} {2433}Tempcontrolboardman
{151580} {2433}Tempcontrolboardman's Brother
{151581} Huntmaster
{151582} Malarite
{151583} Great Hunt Waypoint
{151584} |Scripter: comes running up, sees the player, and stops|{panicked, resigned, out of breath}It... it's over, then. Please, I beg you - make it quick.
{151585} You're not {MAHL-arr-rights}Malarites? Then who- oh, Gods, they're here!
{151586} |Scripter: Huntmaster and Malarite crew walk up|You stand between us and our prey, strangers. Step aside, and allow us to complete our sacred hunt.
{151587} {angry - player said something he considers offensive}You dare insult us? We're not weaklings who require an outsider's help in the hunt. Kill them!
{151588} Your interference won't be tolerated. We'll destroy you and then complete the hunt.
{151589} |Scripter: Malarites surround victim and kill him dead|Nooooo!
{151590} You're not our prey - <i>this</i> time. Walk away and consider yourself fortunate.
{151591} |Scripter: Fires if the player killed the Malarites and didn't offer to kill him|{relief}Thank the Gods you were here. They had me for sure.
{151592} No, no - you've already done too much. I should be okay now. Thanks again!
{151593} What? No!
{151594} My village isn't that far - I should be able to make it on my own. Thanks for the help!
{151595} |Malarites kill peasant|
{151596} What are you talking about?
{151597} You've been running. Who's chasing you?
{151598} |Good Response|I'm not going to allow you to harm this man.
{151599} |Evil Response|I'll kill him for you, if you like.
{151600} |Fight!|
{151601} This isn't our business. We'll stand aside.
{151602} Quit babbling and tell me what's going on.
{151603} How I do I know you won't just attack me anyway?
{151604} |Good response|You're welcome. Come along with me until we get someplace safe.
{151605} |Scripter: He runs off|
{151606} |Evil response|Don't be so grateful - I'm killing you next.
{151607} |Scripter: Peasant tries to make a run for it|
{151608} Yes, you were pretty lucky. What are you going to do now?
{151609} |Scripter: The peasant becomes targetable, but he runs for the exit and disappears if he gets there. The Malarites go hostile and attack.|
{151610} |Malarites run off|
{151611} This will be replaced with something readable.
{151612} Peopled by the union of dwarf and elf alike, at its height the Illefarn Empire was a shining beacon of learning, craftsmanship and power in the North.
{151613} With a stable economy and tremendous magical power, the Empire was unmolested by concerns such as banditry, famine and unrest that gripped much of the rest of the world.
{151614} Their only true enemy was the Netheril Empire, which for a long time it was satisfied going after less stable powers and left Illefarn untouched.
{151615} This will be replaced with something readable.
{151616} But in time, the Netheril Empire turned its sights on Illefarn. At first, Illefarn was able to protect itself through the efforts of its many skilled mages, but eventually it became obvious that Netheril's considerable magical power was wearing away Illefarn's defenses.
{151617} A council of the most powerful wizards of the empire was called. They met in the Tower of Sight to determine a course of action. After many weeks of discussion, they were able to come to an agreement. Using their skills, they would devise a magical defense for the Empire.
{151618} Thus the Guardian was born.
{151619} This will be replaced with something readable.
{151620} The council gathered here to create the Guardian. It took almost ten days to complete the magical ritual needed to empower the creature.
{151621} It was a marvel, patrolling the borders of the empire, it was able to keep out attacks both magical and mundane.
{151622} This will be replaced with something readable.
{151623} The Netheril Empire was held at bay by the Guardian's vigilance. The mages and generals of their armies were unable to devise a solution to Illefarn's new protection.
{151624} The Guardian was an implacable, powerful foe to its enemies, and with little interference from the wizards of Illefarn, was able to protect the empire's contested borders.
{151625} Lore Thing
{151626} |DEBUG|DEBUG: When you are ready to continue to the next module, I can take you there.
{151627} I am ready to move on to Highcliff
{151628} I still need to finish up things here.
{151629} Statues of Purification
{151630} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will grant a blessing that is required to defeat the King of Shadows.
{151631} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will grant a blessing that is required to defeat the King of Shadows.

You have found one of the five Statues of Purification.
{151632} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will grant a blessing that is required to defeat the King of Shadows.

You have found two of the five Statues of Purification.
{151633} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will grant a blessing that is required to defeat the King of Shadows.

You have found three of the five Statues of Purification.
{151634} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will grant a blessing that is required to defeat the King of Shadows.

You have found four of the five Statues of Purification.
{151635} Arriving at the Guardian Ruins outside of West Harbor, you discovered that someone or something had reached the final statue and stolen its blessing. 

As if this was not bad enough, a Shadow Reaver used shadow magic to annihilate the transformed statue.
{151636} Finding Ammon Jerro's Haven
{151637} Unsure of what to do following the revelation that you possess only four of the five required Blessings of Purification, Zhjaeve and Shandra suggested you should speak with Aldanon to see if he has any new leads on the location of Ammon Jerro's retreat.
{151638} After speaking with Aldanon, you learned that Ammon Jerro's retreat is in a remote location in the Sword Mountains.
{151639} Strange Dais
{151640} On a hillcrest in the Illefarn ruins you discovered a conspicuous dais. Zjhaeve suggested that it is probably a dormant teleportation device of some sort.

As the dais has four activation indicators, she suggested it might be linked to the Ritual of Purification.
{151641} On a hillcrest in the Illefarn ruins you discovered a conspicuous dais. Zjhaeve suggested that it is probably a dormant teleportation device of some sort.

One of its four activation indicators is illuminated.
{151642} On a hillcrest in the Illefarn ruins you discovered a conspicuous dais. Zjhaeve suggested that it is probably a dormant teleportation device of some sort.

Two of its four activation indicators are illuminated.
{151643} On a hillcrest in the Illefarn ruins you discovered a conspicuous dais. Zjhaeve suggested that it is probably a dormant teleportation device of some sort.

Three of its four activation indicators are illuminated.
{151644} On a hillcrest in the Illefarn ruins you discovered a conspicuous dais. Zjhaeve indicated it is probably a dormant teleportation device of some sort.

All four of its activation indicators are now illuminated.
{151645} Stepping onto the strange dais, you were teleported to a very bleak, very destroyed West Harbor.
{151646} Uthanck Thin-Blooded
{151647} In the Illefarn ruins, you encountered an orc chieftain named Uthanck. You spoke briefly, but the conversation ended in hostilities.
{151648} You met the orc chieftain Uthanck, brother of Logram from Old Owl Well. He tried to convince you to slay his rival, an ogre mage named Ghellu. The conversation ended in bloodshed.
{151649} You met the orc chieftain Uthanck, brother of Logram from Old Owl Well. The conversation quickly dissolved into bloodshed.
{151650} You met the orc chieftain Uthanck, brother of Logram from Old Owl Well. He tried to convince you to slay his rival, an ogre mage named Ghellu. You accepted.
{151651} You found Ghellu the ogre mage in Riverguard Keep and slew him in battle. Uthanck will be glad to hear of his rival's death.
{151652} You returned to the orc chief Uthanck and informed him of the death of Ghellu. 

Uthanck named you a friend to his clan, and granted you permission to freely explore the ruins.
{151653} You were hired by Uthanck to kill Ghellu, the ogre mage. But Ghellu offered better terms, so you decided to double-cross the orc chief.
{151654} Ilrah Broken-Ribs
{151655} Uthanck's shaman, Ilrah, spoke with you. He told you that Gruumsh predicted you would lose your left foot in battle.
{151656} Uthanck's shaman, Ilrah, gave you a rib bone that he broke in battle many years ago. He said that Gruumsh wanted him to give it to you.
{151657} Uthanck's shaman, Ilrah, tried to give you a rib bone that he broke in battle many years ago. You refused his offer.
{151658} Uthanck's shaman, Ilrah, tried to give you a rib bone that he broke in battle many years ago. You rejected his offer, and this insult led to battle.
{151659} Ralidor the Restless
{151660} On the main floor of Riverguard Keep, you encountered a tough-talking bugbear named Ralidor. Combat quickly followed.
{151661} On the main floor of Riverguard Keep, you encountered a tough-talking bugbear named Ralidor. He asked you to kill Ghellu, the ogre mage overlord of the keep. You rejected his offer, but the bugbear refused to take no for an answer.

Ralidor claims that he and his fellows will be waiting for you outside Riverguard Keep. If you emerge with Ghellu's head, they will let you go. If not, they will kill you.
{151662} On the main floor of Riverguard Keep, you encountered a tough-talking bugbear named Ralidor. He asked you to kill Ghellu, the ogre mage overlord of the keep. You accepted his offer. 

Ralidor told you he and his bugbears would stay out of your way but would be waiting for you outside the keep.
{151663} You met the bugbear Ralidor outside Riverguard Keep. He demanded to see Ghellu's head, and when you failed to produce it, he and his cronies attacked you.
{151664} Ralidor was pleased at the news of Ghellu's death. As such, he has agreed not to kill you.
{151665} Ralidor was pleased at the news of Ghellu's death. Despite this, you managed to provoke him into a fight.
{151666} Ghellu's Bargain
{151667} Ghellu the ogre mage offered to allow you access to a Statue of Purification if you killed the orc chief, Uthanck. You rejected his offer, and he attacked.
{151668} Ghellu the ogre mage offered to allow you access to a Statue of Purification, and to grant you certain items from his treasury,  if you kill the orc chief Uthanck. 

You accepted his offer.
{151669} Ghellu the ogre mage offered to allow you access to a Statue of Purification, and to grant you certain items from his treasury,  if you killed the orc chief Uthanck.

You informed Ghellu of Ralidor's treachery, and he offered to give you even more money for Ralidor's death. You rejected his offer and killed him.
{151670} Ghellu the ogre mage offered to allow you access to a Statue of Purification, and to grant you certain items from his treasury,  if you kill the orc chief Uthanck.

You informed him of Ralidor's treachery and he offered to give you even more money for Ralidor's death. 

You accepted his offer.
{151671} Ghellu the ogre mage offered to allow you access to a Statue of Purification, and to grant you certain items from his treasury,  if you killed the orc chief Uthanck.

You accepted his offef, but then returned and killed him anyway.
{151672} The ogre mage Ghellu was pleased to hear of Uthanck's death. 

You killed Ghellu on the spot.
{151673} The ogre mage Ghellu was pleased to hear of Uthanck's death.

True to his word, Ghellu paid you for your service and granted you access to the Statue of Purification.
{151674} The ogre mage Ghellu was pleased to hear of Uthanck's death.

Unfortunately, he remembered your previous demands for extra payment, so he attacked you.
{151675} The Communion Tree
{151676} In the Hall of Gems and Colors, you encountered a strange stone tree that apparently houses a Statue of Purification.
{151677} According to an undead mage named Balaur, a total of three elves and three dwarves are required to open the Communion Tree and reveal the Statue of Purification. Any combination of spirits and living folk will apparently suffice.

A number of elf and dwarf spirits still dwell in the Hall of Gems and Colors, though they will not appear until you have slain the hostile undead that roam the place.

Balaur explained that the spirits of the gem mines will not advance past the magical Ghost Lights. Touching a Ghost Light turns it on or off.
{151678} One of the spirits in the gem mines became anchored near the Communion Tree.  Once locked in place, it did not move.
{151679} You finally opened the Communion Tree, revealing the Statue of Purification inside.
{151680} The Temple of Seasons
{151681} You have discovered what seems to be a temple complex, built by elves and dwarves together.
{151682} You overcame the Challenge of Winter, opening the way to the second hall.
{151683} You overcame the Challenge of Spring, opening the way to the third hall.
{151684} You overcame the Challenge of Summer, opening the way to the fourth hall.
{151685} You have defeated the Temple's four Challenges, and gained access to the Statue of Purification.
{151686} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}Do you want to party with someone, or kick someone out of the party?
{151687} Who do you want to party with?
{151688} Who is leaving?
{151689} Your party is full. Do you want to remove someone?
{151690} Party on, man!
{151691} Party on, girl!
{151692} You are a one-person party. Want to invite someone?
{151693} Which?
{151694} [Add Companions to party]
{151695} [Remove Companions from party]
{151696} Ammon Jerro.
{151697} Bishop.
{151698} Casavir.
{151699} Construct.
{151700} Elanee.
{151701} Grobnar.
{151702} Khelgar.
{151703} Qara.
{151704} Sand.
{151705} Shandra.
{151706} Zhjaeve.
{151707} Neeshka.
{151708} Ammon Jerro.
{151709} Bishop.
{151710} Casavir.
{151711} Construct.
{151712} Elanee.
{151713} Grobnar.
{151714} Khelgar.
{151715} Neeshka.
{151716} Qara.
{151717} Sand.
{151718} Shandra.
{151719} Zhjaeve.
{151720} [Done]
{151721} [Quickly add Shandra and Zhjaeve (Required for Act 2)]
{151722} I want to go to another module.
{151723} 2000 NW City
{151724} 2200 Port Llast
{151725} 2400 Illefarn Ruins
{151726} 2600 AJ's Haven
{151727} Nevermind.
{151728} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}What do you want to do ?
{151729} Who is leaving?
{151730} Party on, man!
{151731} Party on, girl!
{151732} You are a one-person party. Want to invite someone?
{151733} <i> Thumbs up </i>
{151734} <i> Thumbs up </i>
{151735} <i> Thumbs up </i>
{151736} You got it, dude!
{151737} For?
{151738} Set 24_nStatuesPurified to?
{151739} <i> Thumbs up </i>
{151740} <i> Thumbs up </i>
{151741} Special setup?
{151742} [Remove Companions from party]
{151743} Ammon Jerro.
{151744} Bishop.
{151745} Casavir.
{151746} Construct.
{151747} Elanee.
{151748} Grobnar.
{151749} Khelgar.
{151750} Neeshka.
{151751} Qara.
{151752} Sand.
{151753} Shandra.
{151754} Zhjaeve.
{151755} [Done]
{151756} Take me somewhere...
{151757} Take me to Riverguard Keep Top Floor Entry.
{151758} Nevermind.
{151759} Take me to Gem Mines entrance.
{151760} Take me to Overgrown Ruins entrance.
{151761} Take me to Temple of Seasons.
{151762} Cheat...
{151763} Set 24_nStatuesPurified.
{151764} 0.
{151765} 1.
{151766} 2.
{151767} 3.
{151768} 4.
{151769} Take me to Guardian Temple (final temple).
{151770} Take me to West Harbor for a cutscene (module starting point)
{151771} Take me to Riverguard Keep's bottom floor.
{151772} Make me immortal.
{151773} Take me to the ruined West Harbor
{151774} Take me to the Council Chamber for the Reaver fight.
{151775} Do you want to party with someone, or kick someone out of the party?
{151776} Who do you want to party with?
{151777} Who is leaving?
{151778} Your party is full. Do you want to remove someone?
{151779} Party on, man!
{151780} Party on, girl!
{151781} You are a one-person party. Want to invite someone?
{151782} Welcome to CK 2100!

{151783} This module begins with the PC. Nevalle and Zhjaeve arriving here after leaving NW City.  Make sure she joins.
{151784} done.
{151785} Which?
{151786} [Add Companions to party]
{151787} [Remove Companions from party]
{151788} Ammon Jerro.
{151789} Bishop.
{151790} Casavir.
{151791} Construct.
{151792} Elanee.
{151793} Grobnar.
{151794} Khelgar.
{151795} Qara.
{151796} Sand.
{151797} Shandra.
{151798} Zhjaeve.
{151799} Neeshka.
{151800} Ammon Jerro.
{151801} Bishop.
{151802} Casavir.
{151803} Construct.
{151804} Elanee.
{151805} Grobnar.
{151806} Khelgar.
{151807} Neeshka.
{151808} Qara.
{151809} Sand.
{151810} Shandra.
{151811} Zhjaeve.
{151812} [Done]
{151813} I want to start the module.
{151814} I want to set up my party
{151815} add Zhjaeve to my party.
{151816} Go to Start
{151817} Nevermind
{151818} I want to go to another module.
{151819} 2000 NW City
{151820} 2200 Port Llast
{151821} 2400 Illefarn Ruins
{151822} 2600 AJ's Haven
{151823} Nevermind.
{151824} Talk to me FIrst
{151825} Talk to me Second
{151826} This is a Pixie
{151827} Pixie Leader
{151828} Pixie Ambush Entrance
{151829} |Scripter: Party walks up, characters look around, sensing something but seeing nothing|
{151830} |Scripter: Pixies decloak all around the party: Player is evil|Not one more step, evil one! Your, uh, evilness ends here.
{151831} |Scripter: Pixies decloak all around the party: Player is good or  neutral. AUDIO: Tittering fairy laughter from the other pixies|Halt, intruders. Give us all your gold! {beat}And your clothes!
{151832} |AUDIO: Tittering fairy laughter from the other pixies|
{151833} We can sense your evil, and we're not going to let you take one more step in our woods.
{151834} [Success] But... you're evil, and-
{151835} |PC is male|He has a point. As long as he leaves, we shouldn't bother with him.
{151836} |PC is female|She has a point. As long as she leaves, we shouldn't bother with her.
{151837} {grumbling}Oh, fine. Be on your way, and don't let us catch you in our woods again!
{151838} [Failure] No! We're not going to let you harm anyone else. Get them!
{151839} [Success] {beat}You have a good point. Everyone, retreat!
{151840} [Failure] Yes, but you've never fought <i>us.</i> {to his men}Get them!
{151841} [Success] Ouch! Our sincerest apologies for the mistake!
{151842} Get them!
{151843} |PC is male|[Failure] What? You lie! {lowered voice, aside, to a friend}Um, he's lying, right?
{151844} |PC is female|[Failure] What? You lie! {lowered voice, aside, to a friend}Um, she's lying, right?
{151845} {sighing at a friend who's being dense}Yes, he's lying.
{151846} {sighing at a friend who's being dense}Yes, she's lying.
{151847} Just as I thought. Get them!
{151848} We're the ones who are going to bring you down, that's who!
{151849} |PC is male|Boo! Such hostility! {to his friend}I thought you said he wasn't evil?
{151850} Err... because we asked?
{151851} Wh-what? Look out! Our joke backfired! Defend yourselves!
{151852} |Gives Potions of Antidote and Lesser Restoration|Here, take these potions - they might help cure you. Good luck!
{151853} {laughing}That won't be necessary - we just wanted to see how you'd react.
{151854} Playing with you, actually. {apologetic}It's our way, and besides, we rarely see travelers with a sense of humor around here.
{151855} |Gives Ring of Animal Friendship|Anyway, for being a good sport, let us present you with a gift. And now, farewell!
{151856} Of course, of course! Don't let us delay you any more than we have.
{151857} |Gives Ring of Animal Friendship|For being a good sport, let us present you with a gift. And now, farewell!
{151858} |Player is good|We could sense the good in you, and guessed you wouldn't attack unless we attacked first.
{151859} |Player is neutral|Well, we didn't sense any evil in you, so the chance at some fun was worth the risk.
{151860} He's not. I <i>told</i> you we should have left him alone!
{151861} Bah! So much for our fun. Farewell!
{151862} |PC is female|Boo! Such hostility! {to his friend}I thought you said she wasn't evil?
{151863} She's not. I <i>told</i> you we should have left her alone!
{151864} Who are you, and what do you want?
{151865} What are you talking about?
{151866} [Diplomacy] I merely wish to continue my journey uninterrupted. I don't want to fight you.
{151867} |Scripter: Pixies turn invisible and exit.|
{151868} [Intimidate] Can you also sense what I'm capable of doing to anyone who threatens me?
{151869} You want a fight? Come on, then.
{151870} [Bluff] There's a dark artifact embedded in my chest. That's the evil you sense, not me.
{151871} We'll see about that.
{151872} |Scripter: Fight! Pixies turn invisible and remain invisible during the fight until killed|
{151873} Try to take what's mine and you'll regret it.
{151874} Why would I do that?
{151875} No. Prepare to die.
{151876} Very well. My gold and my clothes are yours.
{151877} So you were just testing me?
{151878} I see. Can I go now?
{151879} You're lucky I didn't decide to fight you.
{151880} Temple Pedestal
{151881} {2400}Portal
{151882} sound1
{151883} Hi. I am the Gem Mines Spirit Shuffle Cheater! What would you like me to do?
{151884} You got it, boss!
{151885} | Spawn 24_elfspirit |You got it, boss!
{151886} | Spawn 24_dwarfspirit |You got it, boss!
{151887} You can now perform the Ritual of Purification here.
{151888} Nothing.
{151889} Spawn an Elf Spirit.
{151890} Spawn a Dwarf Spirit.

{151891} Mark all spirits as having made it to the final area.
{151892} Test Chicken 2
{151893} Test Chicken 3
{151894} Test Chicken 4
{151895} {2400}2400 Entrance
{151896} {2400}To Temple of the Seasons
{151897} {2401}To Githyanki Outer Complex
{151898} {2401}To The Great Chamber
{151899} {2402}To The Temple of the Seasons
{151900} {2402}To Map
{151901} {2410}To Ruins of Arvahn
{151902} {2411}To Overgrown Ruins
{151903} {2420}To Tide's Reach
{151904} {2420}To Tide's Reach|Vault|
{151905} {2421}To Coastal Ruins
{151906} {2430}To Tower of Sight
{151907} {2441}To Ruins Interior
{151908} {2442}To Guardian Ruins
{151909} {2401}Destroy Gargoyles
{151910} {2400}To Githyanki Outer Complex
{151911} {2400}To Overgrown Ruins
{151912} {2400}To Coastal Ruins
{151913} {2400}To Swamp Ruins
{151914} {2400}To Ruins Exterior
{151915} {2400}Waypoint
{151916} {2401}Waypoint
{151917} {2402}Waypoint
{151918} {2411}Waypoint
{151919} {2421}Waypoint
{151920} {2431}Waypoint
{151921} {2433}Waypoint
{151922} Hello, <FirstName>. I am Companion Bear. If your party companions are not showing in this area, please select option 2.
{151923} <i> DING (toaster oven sound) </i>
{151924} Good bye. Do nothing. Asta la vista.
{151925} My companions are missing! Please try to respawn them, Companion Bear.
{151926} | SCRIPTER/TONY: This scene takes place when the party jumps back to Crossroad Keep after being teleported out of 2600. |
{151927} | SCRIPTER/TONY: I'd like Ammon Jerro to be sitting/standing in a corner of a room/tavern room of the keep, alone, staring into a fireplace. Any tricks we could play with the light and firelight on his face would be awesome. The companions are clustered in other portions of the room while darkened, talking amongst themselves - Zhjaeve and the player are not with them - these two are in another portion of the room, and the conversation will jump to them later on. |
{151928} | SCRIPTER: Bishop wasn't at Ammon Jerro's Haven, set in first node of this dlg, back in 2600. |{Studying Ammon Jerro, who is sitting over by the fireplace}So that's Ammon Jerro... <b>not</b> dead, after all. {Under his breath, pissed at the poor intel}Glad we made sure of that before running into his labyrinth of demons.
{151929} {Looking over Ammon, studying him, a little quiet}Yes, he is alive... and he was much more powerful than tales ever indicated.  
{151930} {Slight jab at Sand}More powerful than some <b>wizard,</b> anyway.
{151931} | SCRIPTER: Qara and Sand were both in Haven. |{Fires insult back}Ah, so when he was flinging you around like a ragdoll, you were simply playing along until you could strike? Brilliant, Qara.
{151932} So what now? We imprison him? Throw him to the Watch?
{151933} {Scoffs, suggesting murder at the end}Tell me you're joking. He'll send the entire District to the Abyss and then he'd come after <b>us.</b>
{151934} {Grim}Justice must be served... but I am not certain he would find justice within Neverwinter's walls.
{151935} {Matter-of-fact}We could throw him off the Docks.
{151936} I say we get what we need from him, then take care of him. No one needs to know.
{151937} {Grim, directed at Bishop}He murdered Shandra Jerro, and he must answer for it. But we will not answer murder with murder. 
{151938} | SCRIPTER: If Grobnar was in Haven |{Worried, still sad about Shandra}I'm sorry, I still don't understand what went wrong... if only we'd had some way of getting to her in time...
{151939} {Quietly, shaking her head}There is no sense to be made of it, Grobnar. Now we must accept.
{151940} | If player is male |It is our leader I am worried about.
{151941} | Cut to a scene of Zhajeve and the player, studying Ammon Jerro, on the other side of the Sunken Flagon, away from the other companions. |
{151942} | SCRIPTER: This camera shot should be an over-the-shoulder of both the player and Zhajeve, with Ammon Jerro in the background. |{Counseling}The will of Ammon Jerro is broken, and this makes him dangerous... but know it also makes him of use.
{151943} {Warning, matter-of-fact}Know that Shandra killed herself in breaking the circles to save us. Ammon merely hastened that end. 
{151944} Among my people, what Shandra did is a thing of honor, and its consequences should be honored as well.
{151945} Know that Ammon is the enemy of the githyanki, and all he has done he has done to fight the King of Shadows. 
{151946} {Prompting}It would be well for us to share words with him. If his knowing becomes ours, our strength increases.  
{151947} | SCRIPTER: This camera shot should be an over-the-shoulder of both the player and Zhajeve, with Ammon Jerro in the background. |Speak to him, and see where his allegiances lie.
{151948} | Jump to last node at end of dlg, below, if player speaks to Ammon after this. I wanted to make a break in case the player wanted to save their game after the end sequence with Ammon in 2600. |
{151949} Do not show Ammon too much mercy - one such as he may not find such things of use or comfort.
{151950} | If player is female, Casavir has > influence than Bishop. |It is our leader I am worried about.
{151951} | If player is female, Casavir has < influence than Bishop. |I say we let our leader handle Ammon... something tells me she'll straighten him out.
{151952} | SCRIPTER: If Grobnar wasn't in Haven |{Worried, still sad about Shandra}I'm sorry, I still don't understand what went wrong... was there no way to stop Shandra from doing what she did? It just... it just makes no <b>sense.</b> 
{151953} | Qara was not in Haven. |{Fires insult back}More powerful than <b>you,</b> Qara, and you would do well to believe me.
{151954} | SCRIPTER: Bishop was at Ammon Jerro's Haven |{Studying Ammon Jerro, who is sitting over by the fireplace}So Ammon Jerro wasn't dead, after all. {Under his breath, pissed at the poor intel}Glad we made sure of that before running into his labyrinth of demons.
{151955} | Cut to a scene of him staring into the fire. He does not turn as the player speaks to him. |
{151956} {Cold, angry, referring to Shandra, who is dead}Why did you bring her to my haven? Even though she was of my bloodline, you <b>knew</b> she did not have the strength to survive there. 
{151957} {Nods, quietly angry and bitter}Of course. And you came there to learn of the King of Shadows. Another casualty of a war that never seems to end.
{151958} {Bitter}I have only recently escaped my imprisonment in the Lower Planes... and since then, I have fought to re-establish my stronghold and gather my forces - which you have ruined with your carelessness.
{151959} As you know, the King of Shadows is growing in power as well.
{151960} {Angry}If you had known what you were walking into and left the matter to me, she would be alive, and I would still <b>be</b> at my full power.
{151961} {Snorts slightly, angry at himself}But yes, I bear responsibility for her death. The Jerro bloodline now only resides in me.
{151962} {Rueful, bitter}And the King of Shadows... he has won a victory against us this day without striking a blow.
{151963} {Slightly tired, going down a bitter memory lane}I have fought the King of Shadows before - as soon as I became aware of the threat he represented to Neverwinter, to the Realms, I have <b>fought</b> him.
{151964} {A little reluctant to mention the demonic pacts}I have made... pacts... {Beat}I have studied him, tried to learn his weaknesses, and the extent of his power. And always, it has been a war with few victories.
{151965} {Here's the sell, a little quieter, not bitter}Surely you know of the Ritual of Cleansing... you should know I have performed part of the Ritual myself already.
{151966} Without it, we cannot strike at the King of Shadows, and the battle is lost before it begins.
{151967} | ERIC: Set a global at this node to prevent this same line from being repeated, below. |The King of Shadows was once a defender of the Illefarn empire - while now evil and corrupt, it still holds true to its original purpose... to destroy all that threatens Illefarn.
{151968} That is irrelevant - the <i>threat</i> to Illefarn still exists. 
{151969} Their once-ancient enemies, the Netheril, still live on in the City of Shade here in Faerûn, and traces of Netherese magic can still be found running in the veins of many wizards and sorcerers within the Realms.
{151970} The City of Shade will be its first target, then it will soon turn its attention to all who carry magic in their blood who live in Faerûn and wipe them out, one by one.
{151971} Of course it doesn't. It is what it will do trying to reach there that should concern you. 
{151972} Once it breaks free of its prison, it will attempt to reach the City of Shade.
{151973} Its journey will turn leagues of teeming land into a lifeless road to its destination. Even worse, it will feed on everything around it to gain strength to destroy the city. 
{151974} The Sword Coast, the Mere, Neverwinter - all these places will be consumed. 
{151975} And should that fail to move you, the King of Shadows will do everything he can to murder us both. {Beat}After all, together, we are the only ones with a chance of stopping him.
{151976} The King of Shadows is no mortal creature - he is not human, but something far older, more a force than anything else. 
{151977} But there is something that can harm him. Those shards you have... they are part of the sword of Gith.
{151978} | Cut to her. |{Whispers, under her breath}<b>Kalach-cha.</b>
{151979} Once the King of Shadows was driven back by githyanki warriors wielding hundreds... maybe thousands of those blades.
{151980} {Important line, keep it slow, and quiet}But the sword of Gith is more than a simple silver sword... and it can wound the King of Shadows, like it did, once, long ago.
{151981} {A little quieter}When a part of the blade got lodged in your chest, in the battle in West Harbor, when you were a child.
{151982} And whether you like it or not, you are now that weapon. The more shards you gather, the stronger that weapon becomes. 
{151983} Together, we can stop the King of Shadows, and we must. 
{151984} | ERIC: Set a global at this node to prevent this same line from being repeated, below. |The King of Shadows was once a defender of the Illefarn empire - while now evil and corrupt, it still holds true to its original purpose... to destroy all that threatens Illefarn.
{151985} That is irrelevant - the <i>threat</i> to Illefarn still exists. 
{151986} Their once-ancient enemies, the Netheril, still live on in the City of Shade here in Faerûn, and traces of Netherese magic can still be found running in the veins of many wizards and sorcerers within the Realms.
{151987} The City of Shade will be its first target, then it will soon turn its attention to all who carry magic in their blood who live in Faerûn and wipe them out, one by one. 
{151988} Of course it doesn't. It is what it will do trying to reach there that should concern you. 
{151989} Once it breaks free of its prison, it will attempt to reach the City of Shade.
{151990} Its journey will turn leagues of teeming land into a lifeless road to its destination. Even worse, it will feed on everything around it to gain strength to destroy the city. 
{151991} The Sword Coast, the Mere, Neverwinter - all these places will be consumed. 
{151992} And should that fail to move you, the King of Shadows will do everything he can to murder us both. {Beat}After all, together, we are the only ones with a chance of stopping him.
{151993} I have completed part of the Ritual of Purification. If you kill me, the battle is lost as soon as my heart stops beating. Without me, you cannot win. 
{151994} Because you have no <b>choice.</b> And because if you know anything about me, you know that all I have done is to fight the King of Shadows and to protect Faerûn from him.
{151995} {Condescending, angry}My naive young friend, I will be paying for my pacts and my crimes for <b>millennia</b> when I die. There are places in the hells reserved for ones such as me. 
{151996} Whatever punishments you think I deserve, I will suffer a thousand-fold - well beyond anything your small mind can imagine. 
{151997} {Determined, this is his life goal}But I <b>will</b> strike at the King of Shadows before I leave this plane. And you will have no stronger ally than I in this, both in knowledge and power.
{151998} Then we must gather our forces against the King of Shadows. 
{151999} | SCRIPTER/TONY: Note this sequence can go one of two ways. One is to have it inside the Sunken Flagon, with the camera angles, but a better way might be to use it show the overland map in a cinematic, with the threatened areas showcased one by one... and have the camera pan to the city of Neverwinter on the map right as Ammon Jerro says "you will need an army to face him." Then a fade to black. If not possible, just stick with the camera directions below. |
{152000} Even now, his presence is extending from the Mere of Dead Men. The High Road has become impassable.
{152001} My scouts - now vanished - reported legions of shadows and undead stirring within the mere, and a sphere of darkness expanding from the heart of the swamp, killing all life it touches.
{152002} {Planning, a little angry at the end since he lost his demons}We cannot stop him alone. With my powers weakened, my demons no longer bound to me...
{152003} | Camera angle should show Ammon, the player, and his companion, implying they are part of this army, or if using MAP cinematic, pans to Neverwinter and stops. |You will need an army to face him.
{152004} {Scoffs}You have defeated me in my lair, and I am weakened - I have no choice. The tactics you used are the sacrifices this war requires.
{152005} Regardless, we must gather our forces against the King of Shadows. 
{152006} | Lawful Response |He killed Shandra Jerro, and he must answer for that crime.
{152007} | Good Response |There has been too much death this day - I would prefer to show mercy.
{152008} | Chaotic Response |I could care less what happens to any Jerro, but I need to know what he knows. 
{152009} | Evil Response |If he agrees to serve me, then I will gladly make use of his power.
{152010} It was the only way to enter your haven.
{152011} We did not expect you to be there.
{152012} She would have survived if you hadn't killed her.
{152013} I need to know about the King of Shadows.
{152014} Why should we fight him at all?
{152015} But the Illefarn empire fell long ago.
{152016} The destruction of the City of Shade doesn't concern me. 
{152017} So what will it do when its freed?
{152018} What does this have to do with us?
{152019} I am familiar with the Ritual to free him, but that doesn't seem to be enough.
{152020} | ERIC: Check the global above, this only pops up if you didn't already ask why. |Why? Why do we even care if he's freed?
{152021} But the Illefarn empire fell long ago.
{152022} The destruction of the City of Shade doesn't concern me. 
{152023} So what will it do when its freed?
{152024} What does this have to do with us?
{152025} Together?
{152026} Forget it, you can burn in the Hells for what you've done.
{152027} Why should I trust you?
{152028} You killed Shandra, and you will pay.
{152029} I do not like it, but I need you help.
{152030} Very well. What is our next move? 
{152031} Pledge yourself to my service, and we will take action.
{152032} Serve me, and I will spare you.
{152033} How do we hurt him?
{152034} What is your interest in the shards?
{152035} You are not the King of Shadows - so what is your part in this?
{152036} What were you doing in your haven?
{152037} {2600}Ammon Jerro's Haven Approach
{152038} Geyser Cam
{152039} Badlands Cam
{152040} This large iron golem appears to be standing watch.
{152041} Jerro Guardian
{152042} Giant Nest
{152043} From Overland
{152044} wp_shaman_spawn
{152045} A stone brazier.
{152046} Geyser Trigger
{152047} Geyser Spotted
{152048} Guyven Discovery Trigger
{152049} Exit Gate
{152050} Gate
{152051} Secret Door
{152052} This is a dire bear
{152053} Bear, Dire
{152054} 2620_conv_n{Invisible}
{152055} | DEBUG: This conversation takes place in the 2100 module. Please remove it from 2600.  SCRIPTER: This scene takes place when the party jumps back to Crossroad Keep after being teleported out of 2600. |
{152056} | These are the sequences where Ammon tries to keep the demons/devils from escaping - Tony, feel free to edit to make sure the tone works.|
{152057} | Ammon Jerro arrives in Koraboros' lair, just as he is about to vanish. This time immediately starts speaking when he enters. |{A little desperate - trying to catch him before he vanishes}You... answer me. How was this done? You see plots within plots, I <i>command</i> you, answer me.
{152058} | Ammon Jerro arrives in Hezebel's lair, just as she is about to vanish. This time, Jerro says nothing - Hezebel immediately starts speaking when he enters. |
{152059} | Ammon Jerro arrives in Zaxis' lair, just as he is about to vanish. This time, Jerro says nothing - Zaxis immediately starts bellowing when he enters. |
{152060} | Ammon Jerro arrives in Blooden's lair, just as he is about to vanish. He tries to command her to stay in the circle, but it's too late.|Return to the circle! It binds you, and through it...
{152061} | Ammon Jerro arrives in Baalbisan's lair, just as he is about to vanish. He tries to command him to stay in the circle, but it's too late. |{Desperate, trying to invoke power to stop a demon from vanishing}I command you - stay! I am your Master, your Lord!
{152062} |Scripter: the party enters the laboratory. If Qara, Sand, Bishop, and/or Grobnar are in the party, this would be the best place to set all the flags so they can be checked during the end of Act 2 sequence, when the player is back at the Sunken Flagon. As the PC crosses the perimeter, a magical alarm goes off. The alarm should be something pretty obvious to let the player know he set off something.|
{152063} |Scripter: Magic swirls slowly around the center of the room. There is a bright flash and then Ammon Jerro teleports in.|
{152064} |Close up of Ammon Jerro's face. He is pissed.|
{152065} |Ammon Jerro strides toward the party. The camera is in front of him and looking up from the floor, so that Ammon Jerro appears larger than life and menacing.|
{152066} {Angry at trespassing characters}Intruders... unbidden and unwelcome. Are you prepared to pay the price?
{152067} | Cut this section? |{Slightly confused, player called him a title that isn't his}King of Shadows? {Beat}You have your titles confused - I am Ammon Jerro.
{152068} {slight surprise, recognizes the PC from before}<i>You.</i> How you entered this place is a mystery, but it was a mistake... one which will soon be... {Trails off, senses something about the player}
{152069} {Matter-of-fact, just heard an alarm go off}Our presence is now known to the guardians of this place. Let us prepare ourselves.
{152070} {Irritated}You think whoever set that alarm could have made it a little quieter. 
{152071} {Irritated, sick of this}Well, looks like we walked into another ambush. 
{152072} {Sarcastic, an alarm has just gone off, and he's irritated that they set it off, and he knows all too well what's going to happen next}Ah, that would the alarm... no doubt warning the inhabitants that there are intruders that need to be violently dispatched.
{152073} |Scripter: this cutscene begins when Ammon Jerro is knocked down to one hit point. AJ falls down in a heap.|{Gasps, defiant, just been beaten down}You... you think you have <i>won?</i> You are fools. The Haven... it is the source of my power...
{152074} |Cutaway to Shandra in the middle of a talk with Baalbisan.|
{152075} {Seductive, low}Of course there is. But the only other way is letting its friends die, here, now.  
{152076} |Close up of Shandra's face. She looks worried. Fade out.|
{152077} |Scripter: Fade in back in the laboratory, AJ picks himself up from the ground.|
{152078} {Firm, getting to his feet, getting his second wind}You and your allies are stronger than I anticipated. {Beat, cold}But I will bear these indignities no longer.
{152079} |Scripter: AJ begins to glow.|This <i>entire</i> sanctuary is my weapon. All who are trapped here fuel my power.
{152080} |Scripter: AJ raises his arms in a gesture of power. Red and yellow energy swirls around the room, centered over Ammon Jerro.|{Cold, appraising, as he summons a swirling mass of colors}I can harness the energies of this place, <i>bind</i> them to me.
{152081} |Scripter: Ammon Jerro bursts into flame and begins casting powerful flame effects around the room.|{Cold, appraising, as he bursts into flame}I can summon flame from the walls, turn the air in your lungs to <i>fire.</i>
{152082} |Scripter: Some of the flame effects impact the ground near the party, causing the screen to shake, and party members get knocked around. It should be apparent that the party is helpless against Ammon Jerro's power.|{Defiant, aristocratic, as he hurls the players back, hurling them all over the room}And you... you are nothing more than leaves caught in a storm.  
{152083} |Scripter: The camera zooms in on Ammon Jerro's angry face. Fade to red.|{Slight taunt}Did you really think you could face me here and survive?
{152084} {Alarm just went off}Hnh. Don't like the sound of that.
{152085} {Accepting of bad news}That would be the alarm. Sneaking around from now on will be a <i>little</i> more difficult.
{152086} {Alarm just went off}What is that? An alarm?
{152087} {Alarm just went off, doesn't recognize it as an alarm yet}My, that sound sure is pervasive - and with such a high tempo, too. But I don't quite recognize the tune.
{152088} {Alarm just went off}We must have tripped a mage's ward. Be on your guard.
{152089} {Surprised, then pleased, sinister}Why, you have brought gifts. You carry the shards... and one is even lodged <i>inside</i> you. Interesting.
{152090} {Sinister, low note at the end}Let me take them off your hands... and from your corpse.
{152091} {Suspicious, wary, just defeated a major boss, but it was too easy}This feels wrong... even within this place, this sorcerer does not <i>feel</i> like our adversary.
{152092} {Suspicious, appraising}This one has been defeated... but know it is <i>not</i> the King of Shadows.
{152093} {Too gleeful, then scoffs}Looks like you're not so tough after all - "King of Shadows," my tail!
{152094} {Suspicious, wary, just defeated a major boss, but it was too easy}Something does not ring true here. This sorcerer... he cannot be the King of Shadows.
{152095} {Suspicious, wary, just defeated a major boss, but it was too easy}Something's wrong... look, this guy's got power, and a lot of it, but...
{152096} {Suspicious, wary, just defeated a major boss, but it was too easy}Perhaps the campaign of the King of Shadows has weakened his power... this was much less difficult than I expected. 
{152097} {Suspicious, wary}I kind of expected more of a fight - it can't be this easy.
{152098} {Suspicious, wary, dealing with a demon}You're lying.
{152099} {Seductive, low, drawing it out}Shandra... even <i>you</i> know that truth can wound more than any lie.
{152100} {Cold}Command <i>me?</i> You command <i>nothing,</i> Jerro. 
{152101} {Beat, savoring this}But know that it is I who have set your undoing in motion - and with a truth, no less. Whether you die or live, I will see you soon, I think.
{152102} | SCRIPTER: Baalbisan vanishes, returning to home plane. |
{152103} {Smiling}A woman has undone you, Jerro. As it should be. {Beat, deadly teasing}Don't fret. We shall see you again.
{152104} | SCRIPTER: Blooden vanishes, returning to home plane. |
{152105} Zaxis is free! Zaxis will tear you limb from limb, Jerro, then stitch you back together into new shapes with your own sinew. And after that, Zaxis will gut you and wear your hollowed-out skin on my talons like a glove... {fades away, still ranting}
{152106} {Not responding to Zaxis, more to himself, trying to figure out how the demon circles were broken}Every circle broken... and without me knowing it being done. How?
{152107} {Pleased, savoring this}Ah... Jerro. Just in time to see my departure. I did <i>so</i> want to see your face as I slipped from your grasp.
{152108} {Walking to Hezebel, a little weakly}You - who has done this? I must know.
{152109} {Condescending}By your own blood betrayed, Jerro. {Beat}I would stay and savor your imminent death if I could, but I have <i>already</i> tasted your bloodline... and such a sweet, noble thing it is. {Fades away}
{152110} {To himself}Betrayed... but I still have the power to stop it. There is still time.
{152111} {Smug, defiant}Of all the circles and wheels, plots and deceptions... {Beat}you still have the audacity to blame me for what your blindness has wrought.
{152112} I could not have orchestrated such a tragedy as has befallen you, little wizard. I admit a trace of envy winds its way around my heart.
{152113} | Should vanish at the end of this. |Perhaps we shall speak of it in a time not far from now when you burn upon my fires. But for now, go to the last... and see the truth for what it is. 
{152114} | SCRIPTER/TONY: I'd like Ammon Jerro to be sitting/standing in a corner of a room/tavern room of the keep, alone, staring into a fireplace. Any tricks we could play with the light and firelight on his face would be awesome. The companions are clustered in other portions of the room while darkened, talking amongst themselves - Zhjaeve and the player are not with them - these two are in another portion of the room, and the conversation will jump to them later on. |
{152115} | SCRIPTER: Bishop wasn't at Ammon Jerro's Haven, set in first node of this dlg, back in 2600. |{Studying Ammon Jerro, who is sitting over by the fireplace}So that's Ammon Jerro... <b>not</b> dead, after all. {Under his breath, pissed at the poor intel}Glad we made sure of that before running into his labyrinth of demons.
{152116} | SCRIPTER: Bishop was at Ammon Jerro's Haven |{Studying Ammon Jerro, who is sitting over by the fireplace}So Ammon Jerro wasn't dead, after all. {Under his breath, pissed at the poor intel}Glad we made sure of that before running into his labyrinth of demons.
{152117} {Looking over Ammon, studying him, a little quiet}Yes, he is alive... and he was much more powerful than tales ever indicated.  
{152118} {Slight jab at Sand}More powerful than some <b>wizard,</b> anyway.
{152119} | SCRIPTER: Qara and Sand were both in Haven. |{Fires insult back}Ah, so when he was flinging you around like a ragdoll, you were simply playing along until you could strike? Brilliant, Qara.
{152120} | Qara was not in Haven. |{Fires insult back}More powerful than <b>you,</b> Qara, and you would do well to believe me.
{152121} So what now? We imprison him? Throw him to the Watch?
{152122} {Scoffs, suggesting murder at the end}Tell me you're joking. He'll send the entire District to the Abyss and then he'd come after <b>us.</b>
{152123} {Grim}Justice must be served... but I am not certain he would find justice within Neverwinter's walls.
{152124} {Matter-of-fact}We could throw him off the Docks.
{152125} I say we get what we need from him, then take care of him. No one needs to know.
{152126} {Grim, directed at Bishop}He murdered Shandra Jerro, and he must answer for it. But we will not answer murder with murder. 
{152127} | SCRIPTER: If Grobnar was in Haven |{Worried, still sad about Shandra}I'm sorry, I still don't understand what went wrong... if only we'd had some way of getting to her in time...
{152128} | SCRIPTER: If Grobnar wasn't in Haven |{Worried, still sad about Shandra}I'm sorry, I still don't understand what went wrong... was there no way to stop Shandra from doing what she did? It just... it just makes no <b>sense.</b> 
{152129} {Quietly, shaking her head}There is no sense to be made of it, Grobnar. Now we must accept.
{152130} | If player is male |It is our leader I am worried about.
{152131} | If player is female, Casavir has > influence than Bishop. |It is our leader I am worried about.
{152132} | If player is female, Casavir has < influence than Bishop. |I say we let our leader handle Ammon... something tells me she'll straighten him out.
{152133} | Cut to a scene of Zhajeve and the player, studying Ammon Jerro, on the other side of the Sunken Flagon, away from the other companions. |
{152134} | SCRIPTER: This camera shot should be an over-the-shoulder of both the player and Zhajeve, with Ammon Jerro in the background. |{Counseling}The will of Ammon Jerro is broken, and this makes him dangerous... but know it also makes him of use.
{152135} {Warning, matter-of-fact}Know that Shandra killed herself in breaking the circles to save us. Ammon merely hastened that end. 
{152136} Among my people, what Shandra did is a thing of honor, and its consequences should be honored as well.
{152137} Do not show Ammon too much mercy - one such as he may not find such things of use or comfort.
{152138} Know that Ammon is the enemy of the githyanki, and all he has done he has done to fight the King of Shadows. 
{152139} {Prompting}It would be well for us to share words with him. If his knowing becomes ours, our strength increases.  
{152140} | SCRIPTER: This camera shot should be an over-the-shoulder of both the player and Zhajeve, with Ammon Jerro in the background. |Speak to him, and see where his allegiances lie.
{152141} | Jump to last node at end of dlg, below, if player speaks to Ammon after this. I wanted to make a break in case the player wanted to save their game after the end sequence with Ammon in 2600. |
{152142} | DEBUG: This conversation takes place in the 2100 module. Please remove it from 2600.  Cut to a scene of him staring into the fire. He does not turn as the player speaks to him. |
{152143} {Cold, angry, referring to Shandra, who is dead}Why did you bring her to my haven? Even though she was of my bloodline, you <b>knew</b> she did not have the strength to survive there. 
{152144} {Nods, quietly angry and bitter}Of course. And you came there to learn of the King of Shadows. Another casualty of a war that never seems to end.
{152145} {Bitter}I have only recently escaped my imprisonment in the Lower Planes... and since then, I have fought to re-establish my stronghold and gather my forces - which you have ruined with your carelessness.
{152146} As you know, the King of Shadows is growing in power as well.
{152147} {Angry}If you had known what you were walking into and left the matter to me, she would be alive, and I would still <b>be</b> at my full power.
{152148} {Snorts slightly, angry at himself}But yes, I bear responsibility for her death. The Jerro bloodline now only resides in me.
{152149} {Rueful, bitter}And the King of Shadows... he has won a victory against us this day without striking a blow.
{152150} {Slightly tired, going down a bitter memory lane}I have fought the King of Shadows before - as soon as I became aware of the threat he represented to Neverwinter, to the Realms, I have <b>fought</b> him.
{152151} {A little reluctant to mention the demonic pacts}I have made... pacts... {Beat}I have studied him, tried to learn his weaknesses, and the extent of his power. And always, it has been a war with few victories.
{152152} {Here's the sell, a little quieter, not bitter}Surely you know of the Ritual of Purification... you should know I have performed part of the Ritual myself already.
{152153} Without it, we cannot strike at the King of Shadows, and the battle is lost before it begins.
{152154} The King of Shadows is no mortal creature, more a force than anything else. 
{152155} But there is something that can harm him. Those shards you have... they are part of the sword of Gith.
{152156} | Cut to her. |{Whispers, under her breath}<b>Kalach-cha.</b>
{152157} Once the King of Shadows was driven back by githyanki warriors wielding hundreds... maybe thousands of those blades.
{152158} {Important line, keep it slow, and quiet}But the sword of Gith is more than a simple silver sword... and it can wound the King of Shadows, like it did, once, long ago.
{152159} {A little quieter}A part of the blade got lodged in your chest, in the battle in West Harbor, when you were a child.
{152160} And whether you like it or not, you are now that weapon. The more shards you gather, the stronger that weapon becomes. 
{152161} Together, we can stop the King of Shadows, and we must. 
{152162} I have completed part of the Ritual of Purification. If you kill me, the battle is lost as soon as my heart stops beating. Without me, you cannot win. 
{152163} Because you have no <b>choice.</b> And because if you know anything about me, you know that all I have done is to fight the King of Shadows and to protect Faerûn from him.
{152164} {Condescending, angry}My naive young friend, I will be paying for my pacts and my crimes for <b>millennia</b> when I die. There are places in the hells reserved for ones such as me. 
{152165} Whatever punishments you think I deserve, I will suffer a thousand-fold - well beyond anything your small mind can imagine. 
{152166} {Determined, this is his life goal}But I <b>will</b> strike at the King of Shadows before I leave this plane. And you will have no stronger ally than I in this, both in knowledge and power.
{152167} {Scoffs}You have defeated me in my lair, and I am weakened - I have no choice. The tactics you used are the sacrifices this war requires.
{152168} Regardless, we must gather our forces against the King of Shadows. 
{152169} Then we must gather our forces against the King of Shadows. 
{152170} | SCRIPTER/TONY: Note this sequence can go one of two ways. One is to have it inside the Sunken Flagon, with the camera angles, but a better way might be to use it show the overland map in a cinematic, with the threatened areas showcased one by one... and have the camera pan to the city of Neverwinter on the map right as Ammon Jerro says "you will need an army to face him." Then a fade to black. If not possible, just stick with the camera directions below. |
{152171} Even now, his presence is extending from the Mere of Dead Men. The High Road has become impassable.
{152172} My scouts - now vanished - reported legions of shadows and undead stirring within the mere, and a sphere of darkness expanding from the heart of the swamp, killing all life it touches.
{152173} {Planning, a little angry at the end since he lost his demons}We cannot stop him alone. With my powers weakened, my demons no longer bound to me...
{152174} | Camera angle should show Ammon, the player, and his companion, implying they are part of this army, or if using MAP cinematic, pans to Neverwinter and stops. |You will need an army to face him.
{152175} | Scripter: Ammon Jerro escapes through the teleporter to Blooden. For now, jump Ammon Jerro and PC to Blooden. |
{152176} | Scripter: Ammon Jerro escapes through the teleporter to Zaxis. For now, jump Ammon Jerro and PC to Zaxis. |
{152177} | Scripter: Ammon Jerro escapes through the teleporter to Hezebel. For now, jump Ammon Jerro and PC to Hezebel. |
{152178} | Scripter: Ammon Jerro escapes through the teleporter to Koraboros. For now, jump Ammon Jerro and PC to Koraboros. |
{152179} {Suspicious, wary, dealing with a demon}I won't do what you want. There's another way - there has to be.
{152180} |Fade out|
{152181} And that is what I wished my enemies to believe.
{152182} | ERIC: Set a global at this node to prevent this same line from being repeated, below. |The King of Shadows was once a defender of the Illefarn empire - while now evil and corrupt, it still holds true to its original purpose... to destroy all that threatens Illefarn.
{152183} That is irrelevant - the <i>threat</i> to Illefarn still exists. 
{152184} Their once-ancient enemies, the Netheril, still live on in the City of Shade here in Faerûn, and traces of Netherese magic can still be found running in the veins of many wizards and sorcerers within the Realms.
{152185} The City of Shade will be its first target, then it will soon turn its attention to all who carry magic in their blood who live in Faerûn and wipe them out, one by one. 
{152186} Of course it doesn't. It is what it will do trying to reach there that should concern you. 
{152187} Once it breaks free of its prison, it will attempt to reach the City of Shade.
{152188} Its journey will turn leagues of teeming land into a lifeless road to its destination. Even worse, it will feed on everything around it to gain strength to destroy the city. 
{152189} The Sword Coast, the Mere, Neverwinter - all these places will be consumed. 
{152190} And should that fail to move you, the King of Shadows will do everything he can to murder us both. {Beat}After all, together, we are the only ones with a chance of stopping him.
{152191} | ERIC: Set a global at this node to prevent this same line from being repeated, below. |The King of Shadows was once a defender of the Illefarn empire - while now evil and corrupt, it still holds true to its original purpose... to destroy all that threatens Illefarn.
{152192} That is irrelevant - the <i>threat</i> to Illefarn still exists. 
{152193} Their once-ancient enemies, the Netheril, still live on in the City of Shade here in Faerûn, and traces of Netherese magic can still be found running in the veins of many wizards and sorcerers within the Realms.
{152194} The City of Shade will be its first target, then it will soon turn its attention to all who carry magic in their blood who live in Faerûn and wipe them out, one by one.
{152195} Of course it doesn't. It is what it will do trying to reach there that should concern you. 
{152196} Once it breaks free of its prison, it will attempt to reach the City of Shade.
{152197} Its journey will turn leagues of teeming land into a lifeless road to its destination. Even worse, it will feed on everything around it to gain strength to destroy the city. 
{152198} The Sword Coast, the Mere, Neverwinter - all these places will be consumed. 
{152199} And should that fail to move you, the King of Shadows will do everything he can to murder us both. {Beat}After all, together, we are the only ones with a chance of stopping him.
{152200} | Fade in. Close up on Shandra, she looks worried. She is still in Baalbisan's chamber. |
{152201} {Smiles, evilly}It feels it... the lives of those others are about to be snuffed out. {Chiding, cruel}In moments, the decision of Shandra of Jerro will matter not, and Ammon Jerro will have this day.
{152202} {Smiles, evilly}As for those you travel with... reach out to them... feel them die. 
{152203} | Close up of Shandra, she closes eyes. |
{152204} | Fade out |
{152205} | Fade in to Ammon Jerro fight scene, put this near the sequence where he's kicking all them around the room. |
{152206} | AUDIO: Telepathic Effect. |<i> You can't beat him - the only way to do it is to free the demons - they're granting all his power. </i>
{152207} | AUDIO: Telepathic Effect |<i> There's a way to stop him... but it's going to require some blood being spilt... mine. </i>
{152208} | Influence High || AUDIO: Telepathic Effect. |<i> There's no way I'm letting you die, not after all we've been through. </i>
{152209} | Influence Low || AUDIO: Telepathic Effect. |<i> I don't like you much, but if you die, then nothing can stop the King of Shadows. </i>
{152210} | AUDIO: Telepathic Effect. |<i> So when ol' Grandfather there suddenly loses his wind, get ready to hit him, all right? </i>
{152211} | Fade to Black. |
{152212} | Fade in to a close up on Shandra. She looks up, determined.|{Determined}What do I need to do?
{152213} It already knows the blood of Jerro allows free travel in this place, so it can travel easily to each one caged. But if it wishes to set us free...
{152214} |Close up on Baalbisan's face. He smiles evilly.|{Smiles, evily}To set us free, shedding of Jerro blood is all that is needed. 
{152215} |Fade out|
{152216} |Fade in to Ammon Jerro. He is about to strike the player down.|{Cold, about to execute the players}This is the <i>end</i> for you. I will bury your bodies in the walls of this place, and leave you to... to...
{152217} |Scripter: Ammon Jerro's power suddenly drains from him. He staggers.|{Grunts, his power's suddenly draining}Ennh... wh... {"what"}
{152218} {Taking a breath, clutching his heart, confused, then realization}What... what have you done? No!
{152219} |Scripter: AJ runs to a nearby teleporter and vanishes in a flash. The teleporter effect remains. Stepping into the teleporter after the cutscene is over will teleport the player to Baalbisan's chamber.|
{152220} {Incredulous, boss enemy just ran from her}Tell me he did <i>not</i> just run from us. He's really making me mad. 
{152221} {Rising to feet, getting her breath back, enemy boss just ran away}Know that we must follow that one. If not, he will bring ruin upon us - and this plane. 
{152222} {Picking himself up, enemy boss just ran away}He's... he's just lucky... I didn't beat him when he was... tossing me around and snapping my ribs... urhh. 
{152223} {Grim, eager, cracking his knuckles}I say let's go after him, pay him back, eh?
{152224} {Exhilarated as if just got off roller coaster, enemy boss just ran off}Did any of you get tossed around like I did? <i>Wow!</i> It felt just like the time I got swept up in that hurricane off the Sword Coast!
{152225} {Urgent, enemy boss just ran away}If that is Ammon Jerro, we need to capture him - or stop him. If not, he will return, and he will not spare us a second time.
{152226} {Breathing heavy, enemy boss just ran away}Look... I don't want to fight that sorcerer again... but if he hits us with that same level of power again, we're done for. We need to stop him.
{152227} {Angry, pissed at almost being killed, Enemy boss has just run away}We need to track him down and kill him now. Never let a wounded mage escape.
{152228} {Cold, enemy boss just ran away}If he escapes, we will have to fight him again, and he will be better prepared. We must pursue him.
{152229} {Cold, enemy boss just ran away}We need to pursue him - if he gets away, he may gather his power again.
{152230} | Cut to a camera shot of the teleporter (as if the players need a hint), then either fade out or resume normal camera control, depending on what Tony wants to do. |
{152231} |Scripter: Shandra falls to her knees in front of Mephasm.|
{152232} {Recognition, almost matter-of-fact, but slight trace of compassion}What you have done is brave, but foolish, Shandra Jerro.
{152233} |Scripter: Ammon Jerro suddenly appears in a flash at the teleporter. He sees Shandra and is pissed.|
{152234} |Ammon Jerro rushes over to where Shandra is kneeling.|{Cold, angry, not giving his granddaughter time to explain, doesn't know who she is except an insect that has caused him harm}You, girl. <i>You</i> did this.
{152235} {Quietly}My friends... are they-
{152236} | Here's where I need Ammon to get violent - he strikes down Shandra with every statement, hurting her more and more out of rage. |{Contemptuous, furious}Your friends live. But you will not.
{152237} | SCRIPTER: Blasts her back, player should wince at seeing an already wounded Shandra suffer |<i>You</i> destroyed my summoning circles.
{152238} | SCRIPTER: Some kind of circular spell effect, pain |{Shandra screams, being crushed}
{152239} | SCRIPTER: Blasts her again, player should wince at seeing an already wounded Shandra suffer |You set the deadliest creatures in the Lower Realms free. 
{152240} | SCRIPTER: Flames burst up to mimic the "hellfire," pain |{Shandra screams, being burned}
{152241} | SCRIPTER: Blasts her again, player should wince at seeing an already wounded Shandra suffer.|{Angry, then low and deadly at the end, like a judge pronouncing a death sentence}You have weakened me... and in so doing, you have earned <i>death.</i>
{152242} {Quietly, hurt, even dying, she still shows sympathy and apologizes}I know... grandfather... I'm sorry, I'm so sorry...{fades out at end}
{152243} {Shandra falls silent, and Ammon Jerro looks down for a second as Shandra lies silent, dead.}
{152244} {Slight surprised, still mad - a girl he just killed called him grandfather, doesn't know why}"Grandfather?" What is this?
{152245} {Quiet, cold}It is truth, Ammon. And by such truths is one damned. 
{152246} {Disbelieving}I have no kin. All were killed in the war against the King of Shadows... it's not <i>possible</i>.
{152247} {Coldly, shaking head}Blood finds a way, Ammon. Always.
{152248} {Not wanting to believe}You lie!
{152249} {Calm, cold, disdainful}You know only Jerro blood could have broken the circles in this haven... as her blood has now broken mine.
{152250} {Starting to fade away}There are laws, Jerro. 
{152251} | SCRIPTER: Camera angle should show the chamber from above, looking down at Jerro. Also, need an ECHO effect here. |{Echoing disembodied voice}And when one carries such laws too far, they will take you where I go now.
{152252} | Ammon, stands, stunned, at where Mephasm left. |
{152253} |Ammon looks down at Shandra, still shocked.|
{152254} {To Himself, Recognition}Mephasm...
{152255} | Scripter: Ammon Jerro escapes through the teleporter to Mephasm. For now, jump Ammon Jerro and PC to Mephasm and begin conversation with Mephasm and Shandra. |
{152256} |fade out|
{152257} |Jump Shandra to Blooden|
{152258} {Amused at a human female just walked in, looking all scared and frightened}My, and what is this delightful little present? 
{152259} {Slightly teasing, evil, knows why}Oh, my dear, you've cut yourself... now why would you do such a thing?
{152260} | Fade out on Shandra's face, worried. |
{152261} {Koraboros is eager and soothing, but evilly manipulative}Yes, you are almost done. This pain will soon end, and your sacrifice will save the souls of many.
{152262} |Fade out|
{152263} |jump shandra to koraboros|
{152264} |fade in on shandra and koraboros|
{152265} |fade in on shandra and blooden|
{152266} Why am I not surprised to find <i>you</i> here?
{152267} Spare me the threats. You're not getting away from me this time.
{152268} | Lawful Response |He killed Shandra, and he must answer for that crime.
{152269} | Good Response |There has been too much death this day - I would prefer to show mercy.
{152270} | Chaotic Response |I could care less what happens to any Jerro, but I need to know what he knows. 
{152271} | Evil Response |If he agrees to serve me, then I will gladly make use of his power.
{152272} It was the only way to enter your Haven.
{152273} We had heard you were dead, and we needed to learn another way to fight the King of Shadows.
{152274} She would have survived if you hadn't killed her.
{152275} I need to know about the King of Shadows.
{152276} You are not the King of Shadows - so what is your part in this?
{152277} What were you doing in your haven?
{152278} I am familiar with the Ritual to free him, but that doesn't seem to be enough.
{152279} How do we hurt him?
{152280} What is your interest in the shards?
{152281} Together?
{152282} Forget it, you can burn in the Hells for what you've done.
{152283} Why should I trust you?
{152284} You killed Shandra, and you will pay.
{152285} I don't like it, but I need your help.
{152286} Very well. What is our next move? 
{152287} Pledge yourself to my service, and we will take action.
{152288} Serve me, and I will spare you.
{152289} But Ammon Jerro is dead.
{152290} Not for long, you're not.
{152291} It's time to answer for your crimes.
{152292} Why should we fight him at all?
{152293} But the Illefarn empire fell long ago.
{152294} | ERIC: Check the global above, this only pops up if you didn't already ask why. |Why? Why do we even care if he's freed?
{152295} So what will it do when its freed?
{152296} What does this have to do with us?
{152297} The destruction of the City of Shade doesn't concern me. 
{152298} But the Illefarn empire fell long ago.
{152299} The destruction of the City of Shade doesn't concern me. 
{152300} So what will it do when its freed?
{152301} What does this have to do with us?
{152302} Shandra?
{152303} Just get out of here!
{152304} Then do something!
{152305} Listen! We're not beaten yet, so just keep yourself safe!
{152306} Do not set those demons free!
{152307} There has to be another way. 
{152308} Then spill some blood, you stupid girl! 
{152309} | SCRIPTER: Player and companions emerge from the teleporter and surround Jerro (Ammon doesn't turn to face the player - his back should be to them), and as the last one steps into place, Ammon collapses to his knees or does some equivalent animation. |
{152310} {Swallows, like a little boy afraid to admit his sister is dead even when he sees her lying there}I'm sorry - but Shandra? {Voice starts breaking a little}Shandra, please get up. You see, we've won, really. We've come all this way to save you, and we got here just in time... haven't we?
{152311} {Incredulous, standing over an evil boss who just murdered one of their friends, bares her teeth at end, like a dog}He... killed Shandra! Let's gut him!
{152312} {Whispering, player, standing over an evil boss who just murdered one of their friends}His powers are weak. I say we take advantage of it.
{152313} {Prompting, standing over an evil boss who just murdered one of their friends}No... there is no telling what his death could do to this place. Even with the demons gone, it is still <i>tied</i> to him.
{152314} {Growling, standing over an evil boss who just murdered one of their friends}Get up, you cowardly dog. Face us. 
{152315} {Firm}His will has been broken by his own hands. His threat to us is over. 
{152316} {standing over an evil boss who just murdered one of their friends}Shandra. Her life... I can't even feel it, it's gone.
{152317} {An evil boss who just murdered one of their friends, quietly to player}I say we kill him. Do to him what he did to her.
{152318} {Prompting standing over an evil boss who just murdered one of their friends}We should be cautious - even with the demons gone, this place is still <i>tied</i> to him.
{152319} {Standing over an evil boss who just murdered one of their friends}If he does not surrender, we will fight. It is his choice.
{152320} | The camera focuses on Jerro, he is not even facing the characters, he is lying, broken, silent. His eyes should be closed, or some equivalent sorrow/rage expression. |
{152321} {Broken man, player is standing over him - this is not a threat, just a statement}Kill me now, and this place will collapse, and we will all die. 
{152322} In my blindness, I have done a great wrong. Perhaps it is not too late to rectify it... and where one was lost, I still might save you all.
{152323} {Getting second wind, starting to assess situation, take charge}Only a fraction of power remains in my Haven. {pause}But it will be enough to take us from this place.
{152324} |Scripter: Ammon Jerro raises hands and teleports the party away. Fade out.|
{152325} | SCRIPTER: Move party to the Inn in Crossroad Keep start conversation 21_ammon_jerro Ammon Jerro. |
{152326} {A little quiet, almost to himself}Is revenge what lies behind your words? Do you think I do not know that? Yet even knowing our conflicts... what could happen... you chose to bring her here. 
{152327} No, there is one more Jerro, the one who still stands before you... but stay your weapons, your spells, lest this tragedy give birth to another.
{152328} Just a girl... and the last of my line. But stay your weapons, your spells, lest this tragedy give birth to another.
{152329} Turn and face me, Jerro, or you will die where you stand.
{152330} If you had only waited - only waited to speak to us <i>once</i> since this chaos began, she would still be alive.
{152331} You killed your own blood, and now I will kill you.
{152332} Are you sad, Ammon Jerro? Then take comfort in that there are no more Jerros left to kill. 
{152333} {Condescending, but interested in a relief from his boredom.}It steps forward to let me see it more clearly.
{152334} {Stern}It has a pip-squeaky voice, so much like a female, but also like many of the lesser mortal races. Is it female?
{152335} It must be very dumb not to know if it is a female. I will trust that it is not female, despite its frail appearance and shrill voice.
{152336} {Angry}It leaves now. I will not stand its presence. Do not anger me...
{152337} But it looks so female. How can I be certain?
{152338} It offers to reveal its parts, but my vision is not what it was. I doubt I could make out something so diminutive.
{152339} It says something sensible. I will trust that it is not female, despite its frail appearance and shrill voice. 
{152340}  Why does it come before me?
{152341} What is this? It brings others with it? Does it bring females?
{152342} Females are cattle for breeding, and cattle are confined to their fields.
{152343} |Only if Neeshka is in party |{Condescending, but interested in a relief from his boredom.}It steps forward to let me see it more clearly.
{152344} {A little awed at seeing a huge demon in front of them, and worried, this statement is in contrast to Neeshka's next statement}A {BAY-lor}balor demon. Be careful... one wrong answer, and we won't get to ask another question. {Beat, wary}Just stay calm, don't let him get to you.
{152345} | Note that this is the first clue that Neeshka isn't a tanar'ri |{Sniffs, then growls}What is this thin-blooded thing I hear, its flesh reeking with the stench of the {BAY-at-azu}baatezu? {Disgusted}Is it female? It must be - it is too <i>weak</i> to be otherwise.
{152346} {Shocked, pissed, snapping at a huge demon}"Weak?" Weak?! 
{152347} {Scoffs, defiant}That's a laugh, saying that, while <i>I'm</i> out here and you're trapped inside that summoning circle, you half-witted {TAN-ari}tanar'ri hindlicker!
{152348} {Surprised, high}Oh, my.
{152349} {Quietly, downnote}Oh, hells.
{152350} {Quietly, hissing}Neeshka... now is <i>not</i> the time...
{152351} {Quietly, doomed}Next time, I would ask we leave the more impulsive members <i>outside</i> when we enter demon-caged labryrinths of death.
{152352} {Snorts, then snarling at the end}It thinks bold words make it superior? It is a small drop of evil, a random and hissing bloodfly only... weak as a baatezu, weaker as a <i>female</i>.
{152353} {Defiant, starts talking trash}And how did <i>you</i> get here? Did they lure you in with the promise of a dozen goblets of blood on a silver platter of horse entrails?! 
{152354} If so, I hope that circle fits you nice and tight, you bone-gnawing, ichor-drinking glutton!
{152355} | Influence Gain Neeshka |{Glad player backed her up}Ha! So there, thinking you can be mean and yell at me about being weak, when you can't do anything but talk. Hmmph.
{152356} | Influence Loss Neeshka |{Hurt}He started it. And now you're taking his... its... side.
{152357} {Listening, hears the player's voice}The half-breed, it is obvious, but it who orders the half-breed...
{152358} {Bishop chuckles}Ah, but it's how you swing it.
{152359} Hey! That's not nice - and from what <i>I</i> can tell, it's not small at all.
{152360} {Grunts, player's manhood just got questioned}Them's fighting words. I have your back.
{152361} {Stifles a giggle}
{152362} {Another female companion said the player is well-endowed}<i>What</i> did you say?
{152363} {Hissing, privately, to Elanee}Hey, I don't know, I'm just trying to help. 
{152364} The female baatezu shall be silent in my presence! Her stench is more than I can bear!
{152365} {Angry}I'd take that back, if I were you.
{152366} {Angry}And demons are for killing. Ones that aren't confined to their circles, that is.
{152367} {Slight sarcasm}Even several millenia can prove unenlightening when one's mind is closed.
{152368} | TONY: Made a default node, feel free to change |And if there are females among you, then I will not abide your presence.
{152369} {Furious}Fly, foul female! Fly to Hezebel, another of your kind.
{152370} {receptive, relieved}As it should be. As it should be. Tell me, fellow Enslaver of Women, what can mighty Baalbisan do for you? Or more to the point: what can you do for me?
{152371} What it asks is not simple. It entreats me use my power, weakening my position, and the female devil Hezebel will gain the advantage.
{152372} Hezebel must obviously be weakened before I agree to its request. This preserves the balance.
{152373} Such fiends are beneath me. They are barely worthy of discussion.
{152374} Only Hezebel grates on me and by doing so, achieves more significance than a female deserves.
{152375} Hezebel is the fickle female who sends her {eh-RIN-uh-EEZ}erinyes to torment me with their shrill, taunting voices and their sickly sweet stench.
{152376} It must make enemies with Hezebel and slay all of her hateful servants. I will open the path, that it may go forth and exercise my will in such things.
{152377} [Success] Surely it would not risk deceiving me. Very well, I accept that you speak the truth.
{152378} {Suddenly furious}Then it is useless as a female! Leave me, leave me or risk my enduring wrath!
{152379} [Success] {Furious}Rrrrrghh! My memory is longer than a thousand of its lifetimes and my wrath is legion!
{152380} | Baalbisan reveals the name of his matron. |{beth-SHEE-vuh}Bethshiva take it! I will see it <i>suffer</i> for its insolence!
{152381} | Scripter: PC returns after being sent to cleanse the erinyes.  There are still erinyes left. |It dares return to me with my bidding unfulfilled? Begone before it angers me...
{152382} | Scripter: Erinyes are all gone. |Ah, the erinyes of Hezebel have been vanquished, and their tortured screams still ring sweetly in my ears.
{152383} It has done well, and as we agreed, I shall provide it with my assistance.
{152384} | Player returns, was not tasked by Baalbisan to kill erinyes |Gah! It dares sully my lair with its presence again? Begone before it angers me...
{152385} | Only if none of the appropriate CNPCs are present. |{To himself, hissing}Curses - even the sound of my matron's horrid name drives me mad! Oh, Bethshiva, may the tanar'ri females bind you for their pleasure...
{152386} |Scripter: More lightning effects on the portal|
{152387} [Failure] Rrrr... it tries to anger me, to make me speak without thinking, but it fails. I will speak no more with it.
{152388} It has done well, but why? What payment does it want?
{152389} {considering}This would cause the wizard grief. {beat}Very well. It pleases me to do as it asks.
{152390} |Player got Baalbisan's help|[Baalbisan ignores you.]
{152391} | SCRIPTER: PART TWO: This occurs when the player travels from Baalbisan to Hezebel. Fade out.|
{152392} | Fade into Shandra in front of Hezebel. |
{152393} {Suspicious, this node begins like the player suddenly entered while Shandra's talking}...I don't believe you.
{152394} {Smiles, slight condescending}My dear, what you believe hardly matters. You reached here, did you not? I would think that was proof enough. 
{152395} {Suspicious}So I can travel anywhere within this sanctuary? I can rejoin those I came with?
{152396} {Slight reluctance}Eventually... yes. It may require some practice. 
{152397} But you may find travel here erratic - this entire place has many locks and seals, their power drawn from the demons and devils caged here. Finding the right path may take time. 
{152398} | Influence High |But my friends can't?
{152399} | Influence Low |But the others can't? Can't say <i>that's</i> sad to hear.
{152400} {Mocking sadly}They will have a... more difficult time, yes. I think they will soon envy you when they discover the power you have. 
{152401} Go on, set your will to it, see what you are capable of. Imagine traveling elsewhere within the haven, and...
{152402} | Shandra vanishes. |
{152403} {Smiles to herself}And so the chase begins. Not a moment too soon, it seems. More guests are about to arrive.
{152404} | Fade back in on the player |
{152405} What it asks is not simple. It entreats me use my power, weakening my position, and the female devil Hezebel will gain the advantage.
{152406} Hezebel must obviously be weakened before I agree to its request. This preserves the balance.
{152407} Hezebel is the fickle female who sends her erinyes to torment me with their shrill, taunting voices and their sickly sweet stench.
{152408} It can rid these halls and those beyond of the erinyes who torment me. I will open the path, that it may go forth and exercise my will in such things.
{152409} {Suddenly furious}Then it is useless as a female! Leave me, leave me or risk my enduring wrath!
{152410} [Failure] {Disgusted}It brings females, <i>and</i> it lies to protect them. Pathetic. It is clearly their slave.
{152411} {Furious... then catches himself}It dares to dictate the terms of parley! It thinks itself my equal?! It -
{152412} {calms himself down, thinks he's pretty clever}Ah. It seeks to enrage me, like the female baatezu. It has failed - I will not indulge its pleasure.
{152413} It proposes to make itself useful? How unexpected. {beat}I accept its offer.
{152414} | There's a fight going on |What? I cannot help it in its battles.
{152415} [Success] {Furious}Rrrrrghh! My memory is longer than a thousand of its lifetimes and my wrath is legion!
{152416} | Baalbisan reveals the name of his matron. |{beth-SHEE-vuh}Bethshiva take it! I will see it <i>suffer</i> for its insolence!
{152417} | PC has Hezebel quest |{Whispering}Looks like we have a True Name. Come on, let's take it back to Hezebel. 
{152418} | PC has Hezebel quest |{To the player}And it seems we have a True Name. With it, I think we have what Hezebel seeks. 
{152419} | PC has Hezebel quest |{Laughs}I thought that was going to be a lot harder to get a name out of him. Come on, let's give it to the self-styled queen of the Lower Planes. 
{152420} | Only if none of the appropriate CNPCs are present. |{To himself, hissing}Curses - even the sound of my matron's horrid name drives me mad! Oh, Bethshiva, may the tanar'ri females bind you for their pleasure...
{152421} [Failure] Rrrr... it tries to anger me, to make me speak without thinking, but it fails. I will speak no more with it.
{152422} It will get no answers! It will do as I have commanded!
{152423} Are you talking to me?
{152424} "It?" I'm not an "it", demon.
{152425} Does it really matter?
{152426} Is what female?
{152427} |PC is male|No, I'm not female.
{152428} |PC is female.|Yes, I'm female. What of it?
{152429} I suppose I could show you. Stand back - I'll need a lot of room.
{152430} One so puny as I could not hope to deceive one such as you.
{152431} I'll be going now.
{152432} Yes, I travel with females. They are slaves, nothing more|Lose influence with any female companions present|
{152433} |If there are woman present|[Bluff] No, we are all men here.
{152434} I travel with females. By insulting them you will invoke my wrath.|Gain influence with any female companions present.|
{152435} |Scripter:If the PC and companions are all male.|No, we are all men here.
{152436} Be quiet, Neeshka, or I'll silence you myself.
{152437} My friend has a point, tanar'ri. 
{152438} I think a few more taunts may suffice. What can this demon do to us, after all?
{152439} You should have listened to your own advice. I'll handle it from here.
{152440} | Influence Loss Neeshka |Neeshka, be silent.
{152441} | Influence Gain Neeshka |Neeshka can say whatever she wants, demon.
{152442} I need your help opening the portal so I can get into the laboratory.
{152443} Can you tell me about the other demons and devils here?
{152444} If you agree to help open the portal, I will deal with Hezebel.
{152445} Who's Hezebel?
{152446} So what do you need me to do?
{152447} Very well, I'll slay the erinyes for you.
{152448} Forget it, I'm not helping you.
{152449} [Lie] Of course I'll do it. I'll be back when they're dead.
{152450} I don't care about your problems.
{152451} [Taunt] Oh, too bad for you, because I'm staying right here and there's <i>nothing</i> you can do about it.
{152452} Yet there you lie, trapped in a summoning circle with no escape.
{152453} Farewell.
{152454} I'm fine where I am, thanks.
{152455} You'll just have to take my word for it.
{152456} So what do you need me to do?
{152457} Spare me the threats. You can't touch me, and you know it.
{152458} So, this means you can't ever forget that I insulted you? Excellent.
{152459} Farewell.
{152460} I killed all the erinyes.
{152461} I'm trying to open a portal to the laboratory, and I need your help.
{152462} Use your power on the portal and get me into the laboratory.
{152463} The portal - help open it and I'll be on my way.
{152464} Nevermind. I'll just be going.
{152465} If you agree to help open the portal, I will deal with this Hezebel.
{152466} I need your help opening the portal so I can get into the laboratory.
{152467} Who's Hezebel?
{152468} So what do you need me to do?
{152469} Very well, I'll slay the erinyes for you.
{152470} [Lie] Of course I'll do it. I'll be back when they're dead.
{152471} If you agree to help open the portal, I'll deal with Hezebel.
{152472} So what do you need me to do?
{152473} I don't care about your problems.
{152474} Forget it, I'm not helping you.
{152475} Fine - you don't like her. Just talk to me, then.
{152476} We're not finished yet.
{152477} Your problems are not my concern.
{152478} Interesting. Perhaps I'll get Hezebel to help me instead.
{152479} [Taunt] I'm staying right here and there's <i>nothing</i> you can do about it.
{152480} Yet there you lie, trapped in a summoning circle with no escape.
{152481} Spare me the threats. You can't touch me, and you know it.
{152482} So, this means you can't ever forget that I insulted you? Excellent.
{152483} I had more questions.
{152484} |Blooden has nothing else to say.|I'm not bored at the moment, so go away for now.
{152485} |After all hostiles are defeated in the battle with Koraboros' minions.|{pleased}You've made me so very happy.
{152486} Our agreement was that you would persuade Koraboros to raid me again. You have done your part.
{152487} I am not normally one to honor non-binding contracts {thinks about it}- or any contracts, really - but since you have so entertained me, I am feeling generous. You have my help - this time.
{152488} {Surprised, found out a guy used to be a girl}Wait... you mean <i>Zaxis?</i> He's a <i>she?</i>
{152489} |PC returns from Koraboros with his minions in tow.|Oh excellent! You've brought me some entertainment. So, which side are you planning to fight on?
{152490} Disappointing, but not unexpected. {delighted}Let me summon my servants. We will have a grand battle!
{152491} |Blooden summons servants.  They attack Koraboros' minions and the PC.|
{152492} |Koraboros's hellhounds begin growling, as they realize the player has betrayed them.|Excellent choice! Now, time for some fun!
{152493} |After second, and final, wave of servants|That should hold me awhile. Your entertaining combat prowess has drained me of servants for now, but please - continue to divert me.
{152494} I suppose I <i>could</i> do that, but, of course, I wouldn't do anything for you unless you could offer <i>me</i> something in exchange.
{152495} Yes, sweet memories, but they belong in a past that becomes more distant with each dull second that follows.
{152496} |After PC has defeated Blooden's first wave of servants.|Oh yes. That was so exciting. Nearly as enthralling as when {kor-AH-bor-ohs} Koraboros sends his hellhounds raiding.
{152497} Boredom is again creeping in like a plague. There is only one cure... {calling the servants}servants!
{152498} I have no idea why Koraboros stopped attacking me. I would ask him myself, but I'm trapped in this circle, and his hounds kill my messengers on sight...
{152499} Why don't you go to see Koraboros and convince him to send another pack of his hounds against me?
{152500} Of course you will. And in return I will agree to help get into the laboratory that you are so concerned with.
{152501} Hurry back. By the time you return, I will have gathered my servants in preparation for the coming carnage.
{152502} I can see you want <i>me</i> to do all the thinking.
{152503} |First time with Blooden|{delighted}Well done! You have earned an audience with me. 
{152504} {tittering laughter}They are fodder. I surround myself with them for amusement. But oh, how I long for more masculine company.
{152505} I am {BLUD-en}Blooden, mistress of the Deep Crest, the breeding grounds of the Abyss.
{152506} No recognition? {pause}You don't seem to have heard of me before. That is strange.
{152507} |PC is female|You're a female of your species. {Looking over player, scanning her companions}Did you... did you bring any males?
{152508} |No males in the party.|{disgusted}No... no males. Not fun, not at all.
{152509} {bored}You must have come here for some reason. Perhaps that will amuse me?
{152510} {sighing}You had such potential. {calling servants}Servants!
{152511} |PC is male|{seductive}My, what a specimen you are. You may provide an interesting diversion.
{152512} {mocking}Uh oh... you think I am not <i>serious.</i> Well, oh serious one - you are beginning to <i>bore</i> me, and you wouldn't like me when I'm bored. 
{152513} {serious}Say something interesting or there's no telling what I'll do.
{152514} {Yawns loudly}Is that all? How disappointing. I was hoping you wanted something <i>far</i> more interesting.
{152515} {bored}My eyelids are growing heavy - talking with you is making me sleepy. Perhaps a little bloodletting shall arouse me.
{152516} |Pause for a couple seconds. Blooden is processing what the PC said.|
{152517} {Suddenly breaking into loud laughter}Oh, ha ha! I see what you did. You made a joke at my expense. Very amusing. {suddenly serious}Don't mock me again!
{152518} Ah, you are so polite. So polite, and so dull. Servants! Save me from a slow death of boredom.
{152519} And you are so very dull. Perhaps my servants can spice things up.
{152520} |The PC plays a tune. If we don't have the animations for this, just have the camera show Blooden while a music stinger plays.|
{152521} [Failure] {so very bored}Oh, I am falling asleep. If you cannot amuse me, then perhaps watching my servants tear you to shreds will.
{152522} |Scripter: Blooden claps her hands once (or makes some other gesture) and several Succubi appear around the party and attack.|Come, my servants! Entertain me!
{152523} [Success] So charming! I haven't witnessed such an amateur performance since the time I mated with a celestial.
{152524} Your performance has nearly taken my mind off the sweet carnage I once shared with {kor-AH-bor-ohs}Koraboros. You amuse me.
{152525} [Failure] Truly? You truly think you'll enthrall me with such flattery?
{152526} {exasperated}Why, I have been courted by demon lords and demigods, {annoyed, bored}and now I am trapped in this dreadful place being wooed by a dullard.
{152527} | Influence Loss Elanee |{Under her breath, player is paying compliments to a succubus, disgusted}She's just a lie. If that pleases you, so be it.
{152528} I have mated with several of your kind, and none survived the experience. {suggestive}Perhaps you would succeed where others just made a mess.
{152529} |If any hostiles are nearby.|[Blooden ignores you and claps excitedly at the fighting.]
{152530} {Whispering, warning the player}Watch out, she's a succubus... they bore easily. 
{152531} {Beat, then wary}And the things that amuse them... well, we don't want to go there, trust me. Or at least <i>I</i> don't.
{152532} {A little in awe of beautiful woman, slight unintentional lechery}You may wish to stand back... if this is truly a succubus, no one is better equipped to deal with her charms than I.
{152533} {Irritated}You're right, Sand, you don't have a soul anyway.  
{152534} {Also in awe, a little hypnotized looking at a beautiful woman}You know, I'm getting the <i>strangest</i> tingling sensation just looking at her.
{152535} {Nods}Please, speak... and <i>do</i> keep it interesting, hmm?
{152536} | SCRIPTER: If companions are present, I would love to have the camera focus on their stunned faces, unable to believe what the hell the player just said. Specifics for Sand and Grobnar are below. |
{152537} | If Sand is in the party, he should close his eyes and sigh, shaking his head. Again, he feels doomed. |{Sand closes his eyes and sighs, the player just make an inappropriate joke to a demon lord}
{152538} | Close up on Grobnar, blinking, then smiling. |{Grobnar blinks, then smiles}Oh, I get it. How clever. She said-
{152539} {Thinking}Oh! Spice! That reminds me!
{152540} You know, I was <i>wondering</i> what that brimstone smell pouring off of her reminded me of, and it occurred to me, it's <i>exactly</i> the same smell as the ash from a pile of grantpetal blossoms. In fact, I even wrote a <i>song</i> about it.
{152541} | Influence Loss Grobnar |{A little disappointed and hurt}Oh... well... I was just hoping that... oh my, it's too late. I think we've already got a fight on her hands. I mean, our hands.
{152542} | Influence Gain Grobnar |{Happy}My pleasure! <i>Ahem.</i>
{152543} | Grobnar plays a tune. If we don't have the animations for this, just have the camera show Blooden while a music stinger plays. It should be an automatic success. |
{152544} {Spots Casavir, seductive, pleased, makes a slow, mocking rhyme at end}Oh, but wait... look at this. A male vessel, thick with virtue and doubt... so close to cracking until the guilt runs out. 
{152545} | Camera shot of Casavir's face. |{Slight mocking}But do not come too close, "holy" one... your presence is more than I can bear... 
{152546} | Camera shot should focus closely on Blooden's face, as she smiles |...as I'm sure my presence is more than <i>you</i> can bear. Did you come all this way for me?
{152547} {Angry, being taunted by demon, then disgusted at end}It was not my choice to come here, succubus. As for your charms... they're wasted on me.
{152548} {Tsking, chiding}Oh, my dear "virtuous" one, if this form displeases you, perhaps taking the form of your noble leader would stir that heart of yours.
{152549} {Succubus is revealing Casavir's infatuation with PC}Be silent! {Beat, behind clenched teeth}Your mocking I will bear, but mocking her I will not abide!
{152550} {Intake of breath like excited}Such <i>passion.</i> {Savoring it, genuinely enjoying it, starts breathing like she's in ecstasy, which she is}Aahhhh... oh, you are wasted in your temple's walls, paladin... such a shame.
{152551} {Spots Bishop}Oh, but wait... look at this. A male vessel, with a soul so much like a dagger that barely keeps itself in its sheath...  
{152552} What back does that dagger seek, I wonder? 
{152553} {Snorts, dismissive}I've already got my share of demons, witch. Taunt and tempt all you want, but your little act bores me.
{152554} {Tsking, chiding}Oh, if this form displeases you, perhaps taking the form of your noble leader would stir that heart of yours.
{152555} {A little angrier, she's actually getting to him}If you think that'll get a rise out of me, you're wrong. 
{152556} {Intake of breath, tsking, tsking}Such restrained anger. {Savoring it, genuinely enjoying it, starts breathing like she's in ecstasy, which she is}You are wasted on the open road, scout... when you could be keeping a woman's bed warm. 
{152557} {Spots Sand/Grobnar/Khelgar}Oh, but wait... look at this. You <i>have</i> brought something of interest, after all.  
{152558} {Curious, seductive - targetting some weak males in the party}Now, who is this small one?
{152559} {Squeaks, a really hot chick just asked who he was}Me? 
{152560} {In a cutesy voice, like talking to a baby}Why of cooooourse you are. And why are your hands called that?
{152561} {Smiles, confused, but answering honestly like an idiot.}Why, because I'm a gnome! With hands!
{152562} {In a cutesy voice, like talking to a baby}My, I bet you're quite the charmer with the females of your species. 
{152563} {Shucks, looks down, a little downcast}Well... I... haven't really had time to settle down... really, traveling and exploring's the only life for me!
{152564} {Mock sympathy}Oh, that's such a shame. Such a cute little soul deserves a kiss - step closer, just ignore the little circle on the floor.
{152565} {Smiles, eager}Sounds safe enough to me!
{152566} {Coughs, grunts}I think she was talking to me.
{152567} {Protesting}Oh no no no, clearly she was addressing me. She <i>did</i> say "small one." And I am clearly the smallest one here.
{152568} {Interjecting}No, no, it was me. Stand back, I am ready to face her charms. 
{152569} It is really a matter of perspective. To her, we must all seem small, but I was most likely the first one she saw.
{152570} {Accusing}You were hunching! When you don't hunch, you're taller than me.
{152571} Please, my dears, no need to argue. You, little one, what's your name?
{152572} {A little louder, blustery}Why, I'm Grobnar Gnomehands!
{152573} {Grunts, just been addressed by a hot chick, sticking his jaw out}Khelgar. Khelgar of the Clan Ironfist.
{152574} {Interrupting}I do believe she was addressing me, dwarf. Now stand back, let me handle this.
{152575} Ironfist - such a <i>strong</i> name. {Suggestive}And why are you called that?
{152576} {Grunts, low threat to Sand}Try it, elf, and you'll be kissing the paving stones. 
{152577} Please, my dears, no need to argue. You... Ironfist... that is such a <i>strong</i> name. Why are you called that?
{152578} {Launching into a boring tale}Well, when my clan first dug out their homes in the mountains bordering the Sword Coast, we spent almost a <i>century</i> honing our arts with metal and iron, until my great-great-great-great-great grandfather, Helgar Ironfist, sought to expand our territorial lands by...
{152579} {Slight distaste, interrupting a boring story}Such a fascinating tale... but it's so hard to hear you all the way over there. Can you come a little closer - don't mind the circle, just step over it.
{152580} {Grunts, nods}My pleasure!
{152581} {Sand is being addressed by a seductive hot demonness, a little surprised}Small one? {Beat, chuckles}Oh, me.
{152582} Such elegant ears you have. They tell of a proud lineage, I suspect - and I have heard that the shape of one's ears among your people tell of their magical prowess as well.
{152583} {Chuckles lightly, false modesty}Well, that is an old rumor, but in this case, rumor coincides with truth. I am indeed a mage of no small skill and talent. 
{152584} {Listening to Sand brag, quiet}I think I'm going to be sick.
{152585} {Disgusted at Sand}Me, too. Usually, he's just annoying.
{152586} {Disgusted at Sand}Me, too. Usually, he's just annoying.
{152587} Let me take a closer look at those ears and those features of yours... come now, step closer, just ignore that pesky circle.
{152588} {Just been invited to step closer to a seductive demonness, happy}What an <i>excellent</i> suggestion! Hold on, I'll be right over. 
{152589} {Pouts}Oh, you spoil all my fun. {Seductive, knowing}And his. I would have given him back to you, you know... partly.
{152590} I have always been drawn to the inherent weakness of your kind.
{152591} {Defending player}Don't even think about it. Keep your talons and soul-sucking lips to yourself, you witch.
{152592} {Cold, defending player from a succubus}Don't even try to manipulate him, or you'll regret it, I promise you.
{152593} | Influence Loss Elanee |{Angry, just been rebuked by someone she cares about}Fine. But don't cross that circle, or I'll have to stop you.
{152594} | Influence Gain Elanee |{Firm, glad the player told the demonness to screw off}I don't think she really knows us well enough, or else she wouldn't have tried.
{152595} | Influence Loss Neeshka |{Angry, just been rebuked by someone she cares about}Fine, do what you want. But don't let her get her hooks into you - I warned you.
{152596} | Influence Gain Neeshka |{Firm, glad the player told the demonness to screw off}See? Might want to look for easier prey next time.
{152597} Ah... such spirit. A rare quality, but often lacking. Especially considering the inherent weakness of your species. 
{152598} I don't like this. Dealing with their kind always carries a price.
{152599} | Influence Gain Casavir |{Agreeing}As long as we are on our guard. But you are right... there are greater matters at stake. 
{152600} | Influence Gain Casavir |{Agreeing}Very well, as long as we are on our guard.
{152601} | Influence Loss Casavir |{Slight anger}I have tried to warn you, I can do no more unless you wish to listen.
{152602} {Inadvertent question, curious about heritage}Breeding grounds?
{152603} Oh, yes, I am the mistress in charge of arrangements, and seductions, and the chase and the catch and the mating and the slaying. Very little escapes my eye, but here... my sight is limited.{sighs at end}
{152604} {Sing song, bored}I have the power to trace heritages, blood lines, all along the great barbed tree that divides us all, from the most full-blooded of the lords to lowest half-breeds...
{152605} A half-breed such as <i>you</i>, little one... my, I can even see from the slope of your horns and the curve of your tail the twisting path of your breeding. Such an odd combination... what was its purpose, I wonder? 
{152606} {False defensive, does care}Like I care.
{152607} {Knows Neeshka is lying}Of course you don't... but I think one of your bloodline would care <i>very</i> much, especially under the circumstances. 
{152608} | Camera should switch to the player |I've never seen one of your kind before with such impressive breeding.
{152609} There is a smell in the air, a common blood. I suspect one of your ancestors is here, half-breed - a distant father, maybe? But who knows?
{152610} He would have to be quite stupid to sire one such as you and risk diluting his bloodline... but there are <i>many</i> such dim-witted ones who are ruled by their parts and not their minds.
{152611} There is no gain in such a thing, to have a bloodfly such as her as a descendent - she could never achieve any true status in the Lower Planes. 
{152612} Then again, at least you would not have to bear the indignity of being bound as we are. Still, it is a minor advantage only.
{152613} Indeed, at least a half-breed such as her does not have to bear the indignity of imprisonment. 
{152614} {Defensive, angry}As long as you're in there, and I'm out here, that's fine by me.
{152615} {Contempt, disdain}Yes... how <i>odd</i> our status is reversed in your backwards realm. But you bore me, half-breed... it is your leader who interests me.
{152616} |  PC is a tiefling |I've never seen a tiefling quite like you before. Such power!
{152617} |Scripter: Blooden claps her hands once (or makes some other gesture) and several Succubi appear around the party and attack.|
{152618} {taking delight}Indeed! She used to be a {MAIR-uh-lith}maralith, but she just wasn't... cut out for it. Just look at her progeny, that pathetic balor Baalbisan.
{152619} |Only fires if the player hasn't gotten the help of three fiends|One last thing... you could bring me much pleasure by tormenting the hezrou imprisoned here. I will gladly provide you with her True Name.
{152620} | Blooden summons servants.  They attack Koraboros' minions. |
{152621} Koraboros used to entertain me by sending his hellhounds to battle my minions, {pouting}but he hasn't done so in quite some time.
{152622} Why don't you talk to Koraboros and convince him to send a pack of his hounds to be slaughtered here for my enjoyment?
{152623} Of course you will. In return, I will help you open the portal to that laboratory you're so concerned about.
{152624} I don't like this. Dealing with their kind always carries a price.
{152625} | Influence Gain Casavir |{Agreeing}As long as we are on our guard. But you are right... there are greater matters at stake. 
{152626} | Influence Gain Casavir |{Agreeing}Very well, as long as we are on our guard.
{152627} | Influence Loss Casavir |{Slight anger}I have tried to warn you. I can do no more unless you wish to listen.
{152628} Hurry along, now. I'll make sure my minions are ready by the time you return.
{152629} Pffft! They were products of inferior bloodlines. {yawning}This conversation is beginning to bore me.
{152630} On the other hand, you'd probably end up disappointing me just like all the rest. {yawning}This conversation is beginning to bore me.
{152631} |Scripter: Shot of more lightning striking the portal|
{152632} {sighing, ignores the player's threat}Yes, this circle ruins so much of my fun. Ooh... here's an idea.
{152633} I have no idea why Koraboros stopped raiding me. I would ask him myself, but I'm trapped in this circle, and his hounds kill my messengers on sight...
{152634} Of course you do. It's a wonderful idea. You entertain me, and I help get you into that laboratory you're so concerned about.
{152635} |PC is helping Blooden, but didn't get the hellhounds yet|Hurry up and talk to Koraboros. I'm getting bored again.
{152636} {happy at another's misery}She used to be a {MAIR-uh-lith}maralith, but she just wasn't... cut out for it. Just look at her progeny, that pathetic balor Baalbisan.
{152637} Her True Name is {beth-SHEE-vuh}Bethshiva. Have fun with it, mortal.
{152638} {cheerful}You're going to die in there, you know. A pity I won't be able to watch.
{152639} [Success] Such flattery! Are you sure you're entirely mortal? You're as charming as a demon lord I once knew...
{152640} {thinking}You know, that silver tongue of yours could be useful in restarting the sweet carnage Koraboros and I once shared.
{152641} Unacceptable! We can't leave you out. My servants will make certain to include you in the fun!
{152642} |hounds go hostile|
{152643} I need you to use your power on the portal now.
{152644} I did what you asked of me.
{152645} |PC turned on Blooden.|Even though I betrayed you?
{152646} I'll be helping the hellhounds.
{152647} I'll fight on your side.
{152648} Will you use your power to open a portal to the laboratory?
{152649} What would you have me do for you?
{152650} Isn't it enough that I've been "amusing" you?
{152651} What was that about Koraboros?
{152652} What do you want me to do?
{152653} No, I don't think so.
{152654} Okay, I'll do it.
{152655} So what?
{152656} You don't seem upset that I killed your servants.
{152657} Who are you?
{152658} I'm not here to amuse you, only to get your help opening a portal to the laboratory.
{152659} Enough. I have serious business with you.
{152660} I need your help to open the portal so I can get into the laboratory.
{152661} Uh, "something interesting."
{152662} Sorry for mocking you.
{152663} You're very unstable.
{152664} [Perform] Here's a little tune I've been working on.
{152665} [Diplomacy] You are the one of the most beautiful women I've ever seen.
{152666} Succubi seem pretty weak. I did just kill a number of you.
{152667} Weakness?
{152668} Be silent, you idiot, or we're going to have a fight on our hands.
{152669} Go ahead - you can't make this any worse.
{152670} Sure, I'd love to hear it, Grobnar. Play it for us.
{152671} Snap out of it. It's a trick.
{152672} Take one step toward her, and you'll regret it.
{152673} No! Don't cross that circle!
{152674} I don't need you defending me, Elanee, be silent.
{152675} Look, I can handle this myself, all right?
{152676} Elanee's right - your charms are wasted on me. 
{152677} I don't need you defending me, Neeshka, be silent.
{152678} Look, I can handle this myself, all right?
{152679} Neeshka's right - your charms are wasted on me. 
{152680} I'm in command here, not you.
{152681} I don't like it any more than you do, but we have more important things to worry about.
{152682} I have no intention of letting her escape after this, trust me.
{152683} What do you mean?
{152684} Enough of this. Address me, not her.
{152685} Stupid? Why?
{152686} The only stupid one here looks like she's trapped in a summoning circle.
{152687} Okay, I'll do it.
{152688} I don't like it any more than you do, but we are doing this for a greater good.
{152689} I have no intention of letting her gain the advantage, trust me.
{152690} Quiet. I'm in command here, not you.
{152691} I didn't ask for your opinion, so don't offer it again.
{152692} No, I won't do this.
{152693} It's hard <i>not</i> to mock something as pathetic as you.
{152694} If you were interested in talking, why did you have them attack me?
{152695} You might find it amusing to get me into the laboratory.
{152696} That's too bad. I'll just be going now.
{152697} Get to the point. What do you want from me?
{152698} You're lucky that circle is between you and me, or I'd kill you next.
{152699} I'm not sure I like this idea.
{152700} Explain yourself, demon.
{152701} We're not here to amuse you.
{152702} Why don't you pick on me, demon? I'm the one in charge.
{152703} There's no time for this. Will you help us open the portal?
{152704} I'm staying out of the fight.
{152705} I'm <i>so</i> glad to hear that.
{152706} [The book contains a list of phrases in a language you don't recognize. Seven of the pages appear detachable - perhaps for use as scrolls.]
{152707} [Success] [This is an ancient prayer book of blessings. You're able to decipher the general meaning of the phrases - what they actually do remains a mystery.]
{152708} [Failure] [You study the phrases, but don't learn anything useful.]
{152709} [Success] [From what you can tell, uttering a phrase from the book has a magical effect on the reader and anyone nearby. However,  something has warped the book so that it causes the opposite effect of whatever was intended.]
{152710} [Failure] [The book is obviously magical, but you're unable to learn anything about its purpose or how it works.]
{152711} |Lore check was successful|[Which?]
{152712} [Lore check failed][Which?]
{152713} [Your skin tingles briefly, but nothing else seems to happen when you utter that particular phrase.]
{152714} [Nothing happens. Whatever power this phrase carried seems to be depleted.]
{152715} Close the book.
{152716} [Lore] [Study the phrases and try to determine what they mean.]
{152717} [Spellcraft] Examine the book and try to discover its purpose.
{152718} [Read a phrase aloud.]
{152719} Ziloth u meran (Focus).
{152720} |no demons to petrify|Athkaton kal olan (Freedom).
{152721} Tilo ut lon (Imprison).
{152722} Koba tal fass.
{152723} Jakk lo zeff.
{152724} Tilo ut lon. 
{152725} Ziloth u meran.
{152726} Verba ne kun.
{152727} Malso yen.
{152728} Koba tal fass (Loyalty).
{152729} Verba ne kun (Clarity).
{152730} Malso yen (Mercy).
{152731} Jakk lo zeff (Invigoration).
{152732} |no demons to petrify|Athkaton kal olan. 
{152733} Read another phrase aloud.
{152734} |demons to petrify|Athkaton kal olan. 
{152735} |demons to petrify|Athkaton kal olan (Freedom).
{152736} |petrification depleted|Athkaton kal olan (Freedom).
{152737} |petrification depleted|Athkaton kal olan. 
{152738} Read another phrase aloud.
{152739} | NOTE: These cut scenes are the erfs needed to fix the drama bug for Shandra in 2600. They will still need to be scripted and worked in with the existing cut scenes in 2600, but they should answer lingering questions. These dlgs are necessarily fragmented for quick cutting and pasting. Note that the original dlgs are not yet deleted and won't be until you can yank all the previous scripting commands out of there for safety. The speaker is always assumed to be Shandra, so she is not speaker tagged in the conversation below. |
{152740} | SCRIPTER: PART TWO: This occurs when the player travels toward Hezebel from Baalbisan. |
{152741} | Fade into Shandra in front of Hezebel. |
{152742} {Suspicious, this node begins like the player suddenly entered while Shandra's talking}...I don't believe you.
{152743} {Smiles, slight condescending}My dear, what you believe hardly matters. You reached here, did you not? I would think that was proof enough. 
{152744} {Suspicious}So I can travel anywhere within this sanctuary? I can rejoin those I came with?
{152745} {Slight reluctance}Eventually... yes. It may require some practice. 
{152746} But you may find travel here erratic - this entire place has many locks and seals, their power drawn from the demons and devils caged here. Finding the right path may take time. 
{152747} | Influence High |But my friends can't?
{152748} | Influence Low |But the others can't? Can't say <i>that's</i> sad to hear.
{152749} {Mocking sadly}They will have a... more difficult time, yes. I think they will soon envy you when they discover the power you have. 
{152750} Go on, set your will to it, see what you are capable of. Imagine traveling elsewhere within the haven, and...
{152751} | Shandra vanishes. |
{152752} {Smiles}And so the chase begins.
{152753} {To herself}And not a moment too soon, it seems. Other visitors have arrived.
{152754} | Transition to player's arrival before Hezebel. |
{152755} | SCRIPTER: PART THREE: When the player leaves Hezebel, either direction. |
{152756} | Shandra suddenly appears, surprised. She is in the same chamber that Koraboros is in. |
{152757} {Curious, a human girl just teleported in}And what is this? Step forward, little tool, let Koraboros look upon your features.
{152758} {Soothing}Ah... a gift. After all this time, I am touched. Tell me, little one, how did you get here?
{152759} {Confused, just teleported before another demon}I... I'm not sure. A demonness told me I could travel anywhere in this place... and suddenly, I was here. 
{152760} {Slight suspicion}Blood powers this place, girl. {BAY-ah-tazu}Baatezu, {TANAR-ee}tanar'ri, all held in balance. 
{152761} {Thinking, a little quieter}Now here you are of your own free will, and the balance shifts. 
{152762} {Suspicious}What balance?
{152763} {Explaining}This place is powered by the presence of the baatezu and tanar'ri held here. It is what permits you to travel as you will... and grants power to the one who commands us.
{152764} And who is that?
{152765} A powerful wizard, one who your friends have hunted for some time. He has thwarted their efforts time and again. 
{152766} | Influence High |{Uneasy defiance}Then he better be prepared for a beating. My friends in here have handled a <i>lot</i> worse. 
{152767} | Influence Low |Then he better be prepared for a beating - the ones I'm here with? They're not the nicest of people - I think your King of Shadows is in for a surprise.
{152768} {Chiding, but deadly serious at end}My dear, as long as we remain in our summoning circles, the one who commands us will rise from <i>every</i> defeat anew, more powerful than before. 
{152769} {Mockingly sad}And that does not bode well for your... friends.
{152770} | Fade to Black. |
{152771} | SCRIPTER: PART FOUR: Next transition, wherever it is (there's a lot of different directions that could be taken here from Hez onwards). |
{152772} | SCRIPTER: Fade in to Shandra thinking, looking worried. She is still in the room with Koraboros. |
{152773} {Thinking}The King of Shadows can't be unbeatable. {Beat}There must be some way I can reach him - or my friends.
{152774} {Mocking}The one who commands us does not entertain guests. And his control of this place surpasses yours, I doubt he knows an insignificant speck such as you is even here. 
{152775} {Defiant, but not sure what to do}Then I'll get his attention... somehow. 
{152776} Oh, you could try. But I am certain his energies will soon be consumed with murdering your friends.
{152777} And after that, he will no doubt crush you beneath his heel as an afterthought. A shame, I've rather enjoyed our brief time together. 
{152778} {Slight anger}He's not stopping them, and he's <i>not</i> going to get me. 
{152779} {Slightly amused}And your plan? 
{152780} I'll think of something. 
{152781} {Cold, mocking}Spoken as if time would wait for you. It will not.
{152782} | Shandra vanishes. |
{152783} | SCRIPTER: Fade to Black |{Quietly, sinister}But you will realize that soon enough. 
{152784} | SCRIPTER: PART FIVE: Next transition, wherever it is (there's a lot of different directions that could be taken here from Hez onwards). |
{152785} | Shandra appears. She appears in the room with Blooden. |
{152786} {Croons}What is this delightful creature? Are you a present from our master? {Petulant}He is not in the habit of granting gifts, he will not listen to me.
{152787} {Slight challenge, trying to "trick" Blooden}Is there any way to reach your master?
{152788} No... not for you. {Curious, amused}And what would you say if you could?
{152789} | Influence High Shandra |Tell him to surrender, let my friends alone.
{152790} You are here with friends? Oh, you might have a better chance of getting <i>them</i> to listen than our master.
{152791} {Slight surprise}Is there a way to speak to them? 
{152792} My, you are determined - and you certainly have strong feelings about them. Go on... that should be enough. 
{152793} Simply think of them if you wish to speak to them... it may work, it may not, but I do not know how long the connection will hold. 
{152794} Oh, and don't teleport around, it will ruin your concentration.
{152795} | SCRIPTER: I have no idea how to pull this off, just scrap it if it's dumb or if it keeps looking dumber and dumber and dumber. It would be nice if Shandra closed her eyes, fade out, then fade in to a camera of the player? |
{152796} | AUDIO: Do telepathy echo effect. |<i> ...can you hear me? </i>
{152797} | Influence Low Shandra |Tell him to surrender - I could care less about how much he hurts that monster that came here with me, but I want his attack on the people of the Sword Coast to stop.
{152798} "Monsters?" How intriguing. Still, you would have a better chance of getting them to listen to you than our master. 
{152799} | AUDIO: Do telepathy echo effect. |<i> This place is sealed by demons... and devils. But listen... they say that their lord is unbeatable. </i>
{152800} | AUDIO: Need a telepathy effect. |<i> That's what they say, but... </i>
{152801} | AUDIO: Do telepathy echo effect. |<i> I don't think we can get to each other yet - I've tried, but this place is... difficult to figure out. </i>
{152802} | AUDIO: Need a telepathy effect. |<i> Be careful. I don't think they were lying about this. </i>
{152803} {Slight surprise}Killing our master? Oh, it's not impossible.
{152804} {Eyes snap open, surprised, and loses concentration}What? I-
{152805} | Shandra (accidentally) teleports away. |
{152806} {Hmmphs}Humans are so easily distracted. {Pouts}Now I'll have to wait.
{152807} | Fade to Black. |
{152808} | SCRIPTER: PART SIX: Next transition, wherever it is (there's a lot of different directions that could be taken here from Hez onwards). |
{152809} | Shandra appears. She is now in room with Baalbisan, and she accidentally jumped there right before learning something important. |
{152810} {Angry}Dammit!
{152811} {Hisses}What is it? What is it that comes before me?
{152812} {Analyzing, then slightly surprised}It trespasses, but... it moves freely in this place. How is it able to do this? 
{152813} {Firm, challenging}I am looking for a way to beat your master. {Beat}And gods, if you can't help me, then you better be quiet, because I'm tired of talking to you demons. 
{152814} Kill our master? {Snorts}It asks too late. Others have asked, it is too late for them as well. It asks for them? 
{152815} Yes. How can he be beaten?
{152816} By them? The ones who insult Baalbisan? It asks for an answer, the answer is this - it cannot be done.
{152817} {Angry}Don't give me that! There has to be a way! Tell me! 
{152818} {Cringes, surprised, then a little awe-struck}Jerro. It speaks as one of his blood.
{152819} {Cringes}As... as long as we are bound, our master cannot be defeated. If we are set free, the master is weakened. 
{152820} {"Yeah, right."}Set you free? Not likely. 
{152821} {Cold}It speaks with defiance, but it will soon see truth, truth that only blood will show.
{152822} It sheds its blood, our circles dissolve... the balance collapses. But such blood will be required... its life will be drained and gone.
{152823} I'm not setting you free, and I'm not cutting myself open for you.
{152824} It should try to see the others who trespass here. See them, watch them - it will see the truth.
{152825} {Smiles}And through truth, will come pain, and through pain, it will see what must be done.
{152826} | Fade out. |
{152827} | SCRIPTER: PART SEVEN: Player is just about to be killed by Ammon Jerro. |
{152828} | Fade in. Close up on Shandra, she looks worried. She is still in Baalbisan's chamber. |
{152829} {Smiles, evilly}It feels it... the lives of those others are about to be snuffed out. {Chiding, cruel}In moments, the decision of Shandra of Jerro will matter not. 
{152830} {Smiles, evilly}Reach out to them... feel them die. 
{152831} | Close up of Shandra, she closes eyes. |
{152832} | Fade out |
{152833} | Fade in to Ammon Jerro fight scene, put this near the sequence where he's kicking all them around the room. |
{152834} | AUDIO: Telepathic Effect. |<i> You can't beat him - the only way to do it is to free the demons - they're granting all his power. </i>
{152835} | AUDIO: Telepathic Effect |<i> There's a way to stop him... but it's going to require some blood being spilled... mine. </i>
{152836} | Influence High || AUDIO: Telepathic Effect. |<i> There's no way I'm letting you die, not after all we've been through. </i>
{152837} | Influence Low || AUDIO: Telepathic Effect. |<i> I don't like you much, but if you die, then nothing can stop the King of Shadows. </i>
{152838} | AUDIO: Telepathic Effect. |<i> So when ol' Granfather there suddenly loses his wind, get ready to hit him, all right? </i>
{152839} | Fade to Black. |
{152840} | Fade in to a close up on Shandra. She looks up, determined.|{Detemined}What do I need to do?
{152841} It already knows the blood of Jerro allows free travel in this place, so it can travel easily to each one caged. But if it wishes to set us free...
{152842} |Close up on Baalbisan's face. He smiles evilly.|{Smiles, evily}To set us free, shedding of Jerro blood is all that is needed. 
{152843} |Fade out|
{152844} | SCRIPTER: Then do all the sequences as before, with her setting each one free. |
{152845} {Surprised}The King of Shadows is here? But...
{152846} He is the lord and king of this place, one forever linked to shadow. I think his name is already known to your friends, and perhaps you as well.
{152847} Shandra?
{152848} It sounds like you're in my head.
{152849} Where are you?
{152850} Unbeatable?
{152851} Stay where you are, we're going to try to get to you.
{152852} Everyone has a weakness.
{152853} Shandra?
{152854} Just get out of here!
{152855} Then do something!
{152856} Then spill some blood, you stupid girl! 
{152857} Do not set those demons free!
{152858} Listen! We're not beaten yet, so just keep yourself safe!
{152859} There has to be another way. 
{152860} |Scripter: The player enters the path to Hezebel's area.|
{152861} |Scripter: PC is male.|Hold, male - you have nothing to fear from us. Our mistress would speak with you.
{152862} My, these erinyes are much friendlier than other infernal beasts I've read about. They're practically inviting us to go with them.
{152863} {An erinyes has just invited a player to follow it to its master, Bishop is matter-of-fact and grim about it}Looks like they're inviting us into a trap. We going to play along?
{152864} {Wary}They may want you to follow, but don't trust them... erinyes are masters of seduction and manipulation. 
{152865} {Wary, not sure she thinks it's a good idea}I'm not sure that this is a good idea.
{152866} {Grunts, erinyes have appeared, but haven't attacked}Don't trust this. I don't know why they don't just attack.
{152867} {Sarcastic, but a little wary of a group of erinyes that just showed up and haven't attacked}Why, they're not massacring us yet. How curious - perhaps they need to let the anticipation build. 
{152868} {Confused, enemies have appeared, but haven't attacked}I don't know - why aren't they attacking?
{152869} {Suspicious}These things are from the hells, and they cannot be trusted. If they will not attack us, it is only because some greater evil can be served by it.
{152870} |A large group of erinyes approaches.|
{152871} A wise choice. Follow me.
{152872} |Scripter: PC is female.|Hold, sister - you have nothing to fear from us. Our mistress would speak with you.
{152873} Speak with Hezebel, mortal. I have nothing for you.
{152874} We're going to end up fighting anyway, so let's just skip to that part.|Erinyes become hostile.|
{152875} Very well, lead on.
{152876} |Scripter: Fade out. Jump erinyes and party to Hezebel. Fade in.|
{152877} Let's just see where this leads.
{152878} We should avoid unnecessary battles if we can.
{152879} I'll come with you, but do anything suspicious and you're all dead.
{152880} |Scripter: erinyes become hostile|Well, Baalbisan wanted me to kill you, so I'm going to do that, instead.
{152881} As long as they're peaceful, we'll shed no blood.
{152882} Haven Gate
{152883} {2640}Ammon Jerro's Haven
{152884} Close on Mephasm
{152885} OTS AJ from Mephasm
{152886} OTS Baalbisan from Shandra
{152887} Angle up on Baalbisan
{152888} OTS Hezebel from Shandra
{152889} OTS Shandra from Baalbisan
{152890} OTS Shandra from Mephasm
{152891} Medium shot of Hezebel
{152892} OTS Shandra from Hezebel
{152893} OTS Zaxis from Shandra
{152894} OTS Shandra from Zaxis
{152895} Close on Zaxis
{152896} OTS Koraboros from Shandra
{152897} OTS Shandra from Koraboros
{152898} Close on Koraboros
{152899} OTS Blooden from Shandra
{152900} OTS Shandra from Blooden
{152901} Close on Blooden
{152902} Long shot of AJ teleporting in
{152903} Close on Ammon
{152904} Two-shot of Baalbisan
{152905} Close on Baalbisan
{152906} Shot of AJ's Teleporter
{152907} Shot of AJ and Shandra
{152908} OTS AJ from Shandra
{152909} Close on AJ
{152910} OTS shandra from AJ
{152911} OTS Mephasm's portal from AJ
{152912} Establishing Two-Shot
{152913} Angle up on Shandra's corpse
{152914} Tracking shot up on Ammon Jerro
{152915} This ancient book contains phrases in a long-forgotten language.
{152916} Ancient Book
{152917} Blooden
{152918} Baalbisan
{152919} Hezebel
{152920} Koraboros
{152921} Hell Hound Packleader
{152922} Golem, Iron
{152923} The Master
{152924} Summoned Lesser Horned Devil
{152925} Horned Devil Flail
{152926} AJ Summoned Horned Devil Properties
{152927} This is a mummy.
{152928} an evil force {used for applying dominated effect}
{152929} This imp has appears to be frozen in mid-air. It seems to be looking intently at the bookcase in front of it.
{152930} Haven Entrance
{152931} Ammon Jerro Spawn
{152932} 2640_erinyes WP
{152933} 2640_erinyes PC WP
{152934} Baalbisan Way
{152935} Hezebel Way
{152936} Koraboros Way
{152937} Blooden Way
{152938} Mephasm Way
{152939} Teleport Baalbisan
{152940} Teleport Hezebel
{152941} Teleport Zaxis
{152942} Teleport Koraboros
{152943} Teleport Blooden
{152944} Teleport Mephasm
{152945} 2640 Succubi Spawn
{152946} 2640 Lab Entrance WP
{152947} Portal - Mephasm
{152948} Portal - Baalbisan
{152949} Portal - Hezebel
{152950} Portal - zaxis
{152951} Portal - Koraboros
{152952} Portal - Blooden
{152953} Portal - Ammon Jerro
{152954} 
{152955} {2640}Armor Rack
{152956} {2640}Weapon Rack
{152957} {2640}Chest
{152958} {2640}Mirror
{152959} This is a mirror.
{152960} {2600}Bookcase
{152961} Ammon Trigger
{152962} 2640 Erinyes Speak
{152963} Shandra Meets Kora
{152964} Shandra Talking Kora
{152965} Shandra Meets Blooden
{152966} Meet Baalbisan
{152967} Meet Hezebel
{152968} Meet Zaxis
{152969} Meet Koraboros
{152970} Portal
{152971} Succubi go hostile
{152972} Finale Trigger
{152973} Shandra meets Baalbisan
{152974} Hellhounds go hostile
{152975} Mephasm Trigger
{152976} Baalbisan Exit
{152977} I have heard that when you upset {BALL-bee-sawn}Baalbisan - really infuriate him - he will blurt out the True Name of his abyssal matron, like it is a curse. I would know this name. {turning on the charm}You will discover it for me, of course.
{152978} {suggestive}Helping me can have its rewards. In the near term, if you are able to discover Baalbisan's secret, I will agree to help you gain access to the laboratory, as a sign of my... affection.
{152979} For power. Why else? The demon hides a little secret, one he thinks he has escaped. I happen to know otherwise.
{152980} If you have not realized it yet, we are all trapped in summoning circles and cannot directly harm you.
{152981} So arrogant is Baalbisan that he does not even summon minions, though it is well within his power. {Threat veiled with cotton candy}So you are safer angering him than you are me.
{152982} |Player has done something to break the agreement with Hezebel|You betrayed our agreement. You will pay a heavy price for that.
{152983} |Hezebel raises hands and summons several erinyes through her portal|Sisters, slay them! Play with their entrails while they watch.
{152984} | PC agreed to help Hezebel |You return. Do you have the name for me?
{152985} | Scripter: PC has killed erinyes|You dare approach me after spilling the blood of my sisters, who approached you in peace?
{152986} | All of Hezebel's minions are defeated |{furious}I am powerless to stop you, for the moment. {threatening}But my memory is long, my lifespan infinite. You will regret the day you made an enemy of Hezebel.
{152987} {Considering}Well... I can relate to a desire for freedom, so I will hear you out. {Beat}But what you say had best interest me.
{152988} {gears turning in her head as she figures out how to take advantage of this}Oh, you do, do you? I'm sure we could arrange a mutually beneficial agreement. In fact, I already have something in mind.
{152989} [Success] {a little intrigued}Truly? I was not aware that my reputation extended to this crude realm.
{152990} [Failure] Spare me your flattery. I would not consort with so base a creature as yourself.
{152991} So what do you want? My patience is waning.
{152992} Fool. I have been playing this game since the dawn of eternity. Your pathetic attempts at flattery mean nothing.
{152993} [Success] {pleased, friendly}How sweet. {seductive}You nearly make me forget that I am a caged raptor.
{152994} {suggestive}Now, what can the {emphasize "infamous"}infamous Hezebel do for you, lovely one?
{152995} [Success] {pleased, friendly}How sweet. {seductive}You nearly make me forget that I am a caged raptor.
{152996} [Failure] {genuine pity}Oh, who lied to you, poor gosling? To think that such a homely creature could think herself beautiful.
{152997} |PC Love interest not in party.|Such a shame. But arrogance is appealing in a mortal, and for that, I will grant you a few moments to tell me what you want.
{152998} | Scripter: PC submitted to the Erinyes. The Erinyes lead the PC into Hezebel's chamber. Hezebel turns around. Camera close up of her face and upper body.|{gleeful}My sisters, what have you brought me? A diversion?
{152999} {sincere deference, loves her leader very much}Mortal trespassers, dearest {HEZ-uh-bell}Hezebel. They come from {BALL-bee-sawn}Baalbisan.
{153000} I shall assist you in your quest to enter the laboratory.
{153001} So... Baalbisan has enlisted a lesser species to do his bidding. Tell me, what task did he set for you?
{153002} Hmmm... interesting. That is rather short for a True Name.
{153003} True Names are supposed to be very long for beings of great power, as I would have thought a {BAY-lor}balor's matron would be.
{153004} Perhaps that is Baalbisan's great secret... that his mother is a lesser fiend.  
{153005} You have supplied the information I requested, so I will fulfill my end of the agreement.
{153006} {Disgusted at player's obvious attempt to hit on a demon girl}I think I'm going to vomit. 
{153007} {Irritated, hissing to player, player is trying to flatter a devil woman, and Elanee is a little jealous}What are you doing? That's a devil - don't play <i>games</i> with her.
{153008} {Smelling amusement and blood, amused, drawing this out}Oh, yes, my darling man, don't play "games" with me... after all, if you did, who knows how far you might get?
{153009} {Snapping}If you think to lure him inside the summoning circle, think again. Not while I'm here as a voice of reason.
{153010} | Influence Gain Elanee |{Nods, pleased that player didn't go for the slut, but angry, too, speaking to demonness}See? So if you want to deal, deal, but don't waste your time trying to get him to break the circle.
{153011} | Influence Loss Elanee |{Pissed}Fine, but it's not just your life you're playing with here - you try to cross that circle, I'll stop you, I swear.
{153012} {Contemptuous, condescending}Oh, my dear... such <i>anger</i> from an elf. It's so obvious, I'm surprised I could not see it before. 
{153013} {Prompting, amused}Does he know? 
{153014} {Angry, quiet, she's being taunted by the demoness, who is playing with the player's feelings}Be silent.
{153015} {Amused}"Be silent?" {Chiding, then running her eyes down Elanee's body}But that's what you've done all along... yet I can read every thread of your feelings on your face, in your movements... all the way into your memories.
{153016} How long have you watched him? Since... West Harbor, is it? But even before that, you watched his village, watched him grow... 
{153017} {Angry, quiet - enunciating each word}Be. Silent.
{153018} {Still following the memories in Elanee's head, then becomes seductive at end}Even when the Circle told you to stay away. Such <i>devotion</i>.
{153019} You should worship me as you do him... there is no telling what power such belief could <i>give</i> me.
{153020} I would sooner see you dead.
{153021} {Amused, condescending}My dear, that may happen to you sooner than me if you continue to follow this handsome one as you have. 
{153022} {Seductive}And besides, he may believe in me and what I can offer, even if you cannot.
{153023} | Influence Gain Elanee |{Nods, firm}He speaks the truth. You can offer him nothing.
{153024} | Influence Loss Elanee |{Pissed, cold, hissing to player}Go on, then, I can't protect you anymore from yourself.
{153025} {Firm, fake regret}Ah, but I can. And what I offer you is death. Not quick, not pleasurable - and it could have been so much more.
{153026} | Only if Casavir > Bishop influence |{Interjects, can't keep silent}Between you and this... {disgust}creature, there is no comparison. Do not compliment her on qualities that you possess, yet she is devoid of.
{153027} {Smiles, like she just caught something}Ah... so you admit paying attention to her qualities. Such sweet hypocrisy is why I enjoy you little playthings so much.
{153028} {Slight threat}Your presence here is an itch I may scratch, paladin. But I am certain you know what that feels like, crawling inside you, difficult to keep in check.
{153029} The question is, <i>which</i> woman inspires such feeling in you? Keeping it beneath your heel will not always crush temptation. 
{153030} {Angry}I will listen to no more of your lies. Face us or be silent, but if you insult my leader again, the last thing you shall see is my blade. 
{153031} | Influence Loss Casavir |{Angry}There is nothing to be gained from parleying with her. Whatever she asks, the price is too high.
{153032} | Influence Gain Casavir |{Angry at demonness, spoken to player}Do not put yourself in danger for me - if she strikes at us, I will stand beside you, not behind you.
{153033} {Savoring this, cold, she's dissecting Casavir's life}For every paladin that takes their vows, a hundred fall. A thousand fall, in this world and countless others.  
{153034} It is a tiresome thing when it happens, but what makes my life so sweet, my <i>existence</i> so sweet, are the ones that teeter on the edge, that need only the slightest lust, the slightest taste of what is forbidden to finally lose their grip and give in.
{153035} {Chiding}Tell your "lovely" friend, who does not even realize your daily struggles in silence... what it meant for her to rescue you in the shadows of the Old Owl Well. 
{153036} {Cold, pissed}There is nothing to say. You speak lies, and beg to the hells in the hopes that others may be as weak as you.
{153037} | Influence Loss Casavir |Lying to himself}She is a thing that lives in lies. If you believe her, she will soon have your heart in her hands.
{153038} | Influence Gain Casavir |{Angry at demonness, spoken to player}We stand together, then - I thank you. Speak your peace, demonness. I have no fear of your words, not any longer.
{153039} | Influence Gain Casavir |{Angry at demonness, spoken to player}We stand together, then - I thank you. 
{153040} {Pleased, pissed, but chiding}Oh, no, no... I am done talking. I have planted a seed that will take some time to grow, and that is enough. 
{153041} {Player's just been insulted by a demon girl, Bishop jumps to player's defense, Sly, nasty}Well, now, if there's anything I can't stand, it's a demonic wench trying to crawl out of her gutter by throwing slime on someone else.
{153042} Don't get me wrong - I've known my share of banshees, but at least they weren't stupid enough to get trapped inside a summoning circle like you. 
{153043} {Anger, building, she's actually repeating Bishop's words, trying to find the meaning in them}Trapped... in circles... such curious words. Are they taken from a memory, ranger? A memory that carries the scent of blood with it? 
{153044} {Snorts, demon just said a riddle he doesn't understand yet}Well, now - if you're going to go cryptic on us, maybe we should just put you in a tomb right now.
{153045} {Cold, judgmental}There is nothing cryptic in my words - and nothing hidden that is not written on your features and in your mind. 
{153046} {Anger, building}How long has it been since you <i>defended</i> a woman as you have now? Shown a kindness? Or has life been servitude, always trapped in one circle within another, ever narrowing?
{153047} {Gets what she means, getting angry}You want to play guessing games? Then guess what I'm going to do to you next. 
{153048} | Influence Loss: Bishop |{Pissed at player and demon}I'm done with this. I say we end her, now - you want to listen, then you're playing her game, "hero." 
{153049} | Influence Gain: Bishop |{Gritted teeth, hissed - actually glad the player is on his side, but can't admit it now.}Look... I appreciate it, but I can handle her. Don't protect me, you're just... playing her game by trying to be a hero.
{153050} | Influence Gain: Bishop |{Pissed at player and demon}Her voice was irritating me anyway. 
{153051} {Savoring the word "heroes," echoing something Bishop just said}Ah, "heroes"... such disdain on your voice.
{153052} {Savoring this, cold, she's dissecting Bishop's life}For every hero, ranger, a thousand fall. For every one born of West Harbor, there are a thousand weaker, driven from their homes in shame. 
{153053} But what makes my life so sweet, my <i>existence</i> so sweet, is those that stab back when such things wound them, and for whom every kindness shown them lashes them like a whip.
{153054} {Chiding}Tell your "lovely" friend, who does not even realize what it means for you to defend her, to journey with her, what it meant when this... "Duncan" saved you.
{153055} {Cold, pissed}You little witch. Not even that circle is going to save you, you keep talking. 
{153056} | Influence Loss Bishop |{Cold, pissed}She's nothing but a liar. Believe her, and you're as damned as she is. 
{153057} | Influence Gain Bishop |{Cold, pissed}She can't - her words are the only things she's got, and they're empty, like she is.
{153058} | Influence Gain Bishop |{Cold, pissed}Her words are the only things she's got, and they're empty, like she is.
{153059} {Cold, pissed}Oh, I am done talking. I have planted a seed that will take some time to grow, and that is enough. 
{153060} Ah... the last recourse of fools, the idle threat.
{153061} I don't like this. She will betray us the first chance she gets.
{153062} | Influence Gain Casavir |{Agreeing}I stand with you. Whatever treachery she may plan, you will not face it alone.
{153063} | Influence Loss Casavir |{Slight anger}Then I will watch for her treachery alone.
{153064} [Failure] Fool. I have been playing this game since the dawn of eternity. Your pathetic attempts at flattery mean nothing.
{153065} [Scripter: Additional lightning begins striking the portal]
{153066} A "misunderstanding?" Hmph. So, what do you want now?
{153067} {anger}Perhaps <i>I</i> can't, but I still have more sisters who can.
{153068} Interesting... and what do you intend to do?
{153069} {chuckling, slight contempt}Ah, how <i>noble</i> of you. Perhaps I can offer an alternative.
{153070} What a bold and interesting idea. Yes... I believe I can help you with your plan.
{153071} Then you are useless to me. Begone.
{153072} Excellent. You've made the right choice, mortal.
{153073} [Success] Hmmm... interesting. That is rather short for a True Name.
{153074} [Failure] Incredible. We made a civilized agreement, a <i>pact,</i> and you attempt to deceive me.
{153075} Confidence is so wonderfully alluring, even in a mortal. 
{153076} Goodbye, my sweetling. You've been such a pleasant diversion.
{153077} {she's thinking "silly mortal"}For the sake of a lovely devil in distress? What a thoughtful notion. I will help you, provided you do the same for me - first.
{153078} An exchange of favors? Why not? I have something in mind already...
{153079} | PC didn't agree to help Hezebel |What do you wish now? Have you changed your mind about helping me, perhaps? I require the True Name of Baalbisan's matron, nothing more.
{153080} For power. Why else? The demon hides a little secret, one he thinks he has escaped. I happen to know otherwise.
{153081} Anyway, it isn't any business of yours. A favor for a favor - that is our bargain, and nothing more.
{153082} A foolish - and fatal - mistake.
{153083} | PC got Hezebel's help |I have no further need of you - you may go.
{153084} Very wise of you. I happen to know just the thing...
{153085} | There's a fight going on |[Hezebel ignores you and continues to watch the fight intently.]
{153086} Your failure is of no concern to me. Get me the name <i>somehow</i> or we have no deal. Begone!
{153087} And why would I want to do that?
{153088} All right, I'll help you.
{153089} You want me to find out the True Name of his mother? Why?
{153090} Infuriating a balor doesn't seem wise.
{153091} |Scripter: All erinyes go hostile|
{153092} | Chaos Shift |[Bluff/Lie] The True Name of Baalbisan's matron is Bisonbal.
{153093} |PC learned True Name from Blooden|The True Name of Baalbisan's mother's is Bethshiva.
{153094} I'm sorry. It was a misunderstanding.
{153095} I didn't want to end up a prisoner.
{153096} I need your help opening a portal to the laboratory.
{153097} |PC is Male|[Bluff] I've heard tales of your beauty, so I had to come see for myself.
{153098} [Bluff] Indeed it does.The priests of Tyr warn their flock of the dangers of your irresistable charms.
{153099} |PC is male|[Diplomacy] Your reputation precedes you. All men within this realm have heard the name of Hezebel the Temptress.
{153100} Yeah. Just ask around. Lots of folks talk about you here.
{153101} |PC is female|[Charisma] I've heard tales that the beauty of Hezebel eclipsed my own, but did not believe it before seeing you for myself.
{153102} Actually I just made that up. I've never heard of you before.
{153103} You don't seem to be in a position to stop me.
{153104} |PC has agreed to help Baalbisan.|He wanted me to kill your sisters in exchange for his help in opening the portal to the laboratory.
{153105} |PC learned the True Name from Blooden|Baalbisan? His matron's True Name is Bethshiva.
{153106} Are True Names supposed to be longer than that?
{153107} I've decided to get Baalbisan's help instead.
{153108} Well, that's the name I learned.
{153109} I held up my end of the bargain. Now it's your turn.
{153110} Not yet. Farewell.
{153111} She's right. Your charms are wasted on me.
{153112} I don't need help, Elanee. Back off and let me handle this.
{153113} Be silent, druid - I'm the leader here, not you.
{153114} You are correct. Your beauty is indeed worthy of worship.
{153115} I believe in myself, and no one else.
{153116} Believe in you? Your presence disgusts me, and you can offer nothing.
{153117} Restrain yourself - I am the one dealing with her, not you.
{153118} Leave my companions alone, Hezebel. Deal with me, or no one at all.
{153119} I'm done with listening to this demonness. If she challenges you again, I will fight her.
{153120} Go on, I want to see Casavir squirm.
{153121} Forget this. I say we deal with her now.
{153122} I will not allow you to bait Casavir - insult me if you will, but leave him alone.
{153123} Hold on, I want to hear what she has to say - be silent, Casavir.
{153124} Are you afraid of what she has to say?
{153125} Hold on. I want to hear what she has to say.
{153126} Stop attacking him - you want to attack someone, then deal with me.
{153127} I'm done listening to this demoness. Let's see if there's a way to hurt her.
{153128} Wait - I want to hear more. 
{153129} Leave my companions alone, Hezebel. Deal with me, or no one at all.
{153130} Insult any of my friends again, and I'll make sure you never speak to anyone, ever.
{153131} This is amusing - go on, Bishop, tell me about Duncan.
{153132} I know, but we have no choice. We'll have to be careful - thanks for the warning.
{153133} I have no intention of letting her have the upper hand, trust me.
{153134} Did I ask for your opinion? I didn't recall doing so.
{153135} What I want is for you to use your power on the portal so I can get inside the laboratory.
{153136} I'm not working for him. I just need help opening the portal to the laboratory.
{153137} Kill them, of course.
{153138} I'm going to wait and see if you have a better offer.
{153139} I'd rather avoid a fight, if I can.
{153140} No task. I'm trying to warp the portal - with the help of the fiends imprisoned here - so that it takes me into the laboratory.
{153141} I'm only interested in getting out of here, and to do that I need your help to open a portal to the laboratory.
{153142} No, I don't think so.
{153143} I'll stick with Elanee, thanks. I don't need you.
{153144} Use your power to help get me into the laboratory through the portal, and I'll destroy the wizard who bound you here.
{153145} I will do you a favor, if you will help me access the portal.
{153146} A favor for a favor, then.
{153147} | PC successfully taunted Baalbisan: bTrueNameRevealed = 1 |When I enraged Baalbisan, he roared the name "Bethshiva."
{153148} No. Farewell.
{153149} Provided you help me open the portal, yes.
{153150} Why do you want the name of Baalbisan's matron?
{153151} I've decided to help Baalbisan by killing your minions.
{153152} |PC enraged Baalbisan earlier|I've already done that. Baalbisan's matron's True Name is Bethshiva.
{153153} | PC failed to taunt Baalb |I tried to enrage Baalbisan so he'd say the name, but it didn't work.
{153154} Hezrou
{153155} You there! Help?
{153156} Hssst! I'm not the mirror, I'm <i>in</i> the mirror. Help?
{153157} Servant of Koraboros, his eyes and ears. No other name. Help?
{153158} Looking for the Master's secrets. Was reading book, then poof! Trapped.
{153159} The book on the shelf, take it, read it. Speak the right phrase and free me!
{153160} Bad things, probably. Don't say the wrong phrase.
{153161} |Imp is not free|Help?
{153162} |Imp free|Free! Thanks, going away now. Must find more secrets!
{153163} Not sure. Only spoke the wrong one.
{153164} How do you want me to help?
{153165} A talking mirror. How odd.
{153166} No. Farewell.
{153167} Who, or what, are you?
{153168} How'd you get trapped?
{153169} All right, I'll see what I can do.
{153170} What happens if I say the wrong phrase?
{153171} Sounds too dangerous. Forget it.
{153172} | Scripter: Imp goes invisible |
{153173} What <i>is</i> the right phrase?
{153174} [This imp appears to be frozen in mid-air, its eyes transfixed longingly on the bookcase in front of it. It does not respond to your presence.]
{153175} |First meeting with Koraboros.|{feigned ignorance - he already knows about the players}Visitors? A rare occurrence indeed, these days.
{153176} |PC is not a paladin|So, mortal, what can I do for you?
{153177} {Whispering, a little in awe}It's a pit fiend. I can never figure these guys out... they're always plotting something.
{153178} {Whispering, relieved, then impressed}I'm just glad it's in that circle - and it looks to be well-drawn, too. Whoever set these up was no court wizard.
{153179} {In awe, and then impressed}A pit fiend - and another summoning circle. Whoever set these circles up was no court wizard.
{153180} You return. Why?
{153181} What now? What feeble plot does she seek to set in motion?
{153182} What makes you think I would commit my forces to a raid on Blooden with the threat of Zaxis around the other corner?
{153183} Very well. I will provide you a portion of my forces for this attack. Lead them to victory.
{153184} | Koraboros summons a group of hellhound reinforcements. |Come forth, my pets! You have succubi flesh to feed on.
{153185} Don't underestimate Blooden. She is treacherous.
{153186} | Player and hellhounds exit to the tunnel leading to Blooden. |
{153187} Does she, now. Her plot to weaken and humiliate me couldn't be more transparent.
{153188} Defeat is unlikely, but I am no fool - Zaxis will no doubt send his hezrou into my domain while my pets are away and claim a "victory" against me.
{153189} {thinking}Blooden working with Zaxis? Hmm... I wouldn't put it past her to arrange such an alliance.
{153190} |Player led hellhounds against succubi|I understand my hounds were victorious - well done.
{153191} |Player betrayed hellhounds|You turned against my hounds, I see. How fortunate that I sent the weakest of my pets with you.
{153192} And now Blooden will think my strength depleted. A small loss, exchanged for a tactical gain - very good.
{153193} |PC completed Koraboros quest|Our business is done, mortal. What else do you think you can obtain from me?
{153194} |Koraboros is happy, but won't talk anymore|I have no further use for you, mortal. Begone.
{153195} Ah, a plot to strike at the Master, is it? Bold. Suicidal, but bold.
{153196} |Player agreed to help Koraboros|My servant - have you found him?
{153197} Very well - you have <i>no</i> idea just how much you've helped me. As we agreed, I will help you open the portal to the laboratory.
{153198} |Scripter: Add another lightning effect to the portal|
{153199} It's a matter of pride - insulting one another by parading our minions through each other's territory. Small victories, but victories all the same.
{153200} I see no advantage in telling you that, mortal, and no amount of simpering will convince me otherwise. As long as I am bound, I will not risk his wrath.
{153201} Go, mortal. Lead my hounds against Blooden's demon harlots. We can speak further when you return.
{153202} I can help in your endeavor, but as I'm sure you expected, I will require something from you first. My terms are not negotiable.
{153203} There is an imp who serves as my eyes and ears in this place. I've not seen him for some time, and I want you to locate him and see that he is able to return to me.
{153204} He lives, that much I know, for I can still feel his presence. It's faint, distant, so I suspect he's trapped somewhere in the Haven.
{153205} I give you my word. I do not break my word - ever.
{153206} Not directly, no. This is a more... personal matter.
{153207} He has a penchant for exploration, so I suspect he may have gotten himself trapped in one of the side rooms of this place.
{153208} As you wish. The offer remains open, should you change your mind.
{153209} |PC is a paladin|And a paladin, no less. Come to cleanse this place of evil, have you? Or is there another reason you're here?
{153210} Still, I think I will give Blooden the battle she desires. My refusal could be interpreted as a sign of fear and weakness.
{153211} Interesting... will you show me these phrases?
{153212} The circle which binds me is too complex for simple magic to undo. I am merely curious.
{153213} Fascinating. You would do well to hold onto that. You may find one of its phrases... of use, shall we say?
{153214} I'll let you figure it out yourself. The Master would not be pleased with me if I instructed you in the use of such a valuable tool.
{153215} A bookshelf, you say? How interesting. I wonder what he might have been doing there.
{153216} The deal, mortal, was that you would not only locate him, but enable him to return to me. Until this is done, I owe you nothing.
{153217} Could you? That would be most... expedient. Return here when you are done.
{153218} | There's a fight going on |[Koraboros ignores you and continues to watch the fight silently.]
{153219} |PC has not asked for Koraboros' help|I need your help opening a portal to the laboratory.
{153220} |PC is on Blooden's quest|Blooden sent me to relay a request to you.
{153221} Send your pets to attack Blooden.  
{153222} Nevermind, I'll be going.
{153223} Succubi are weak. With my help, your hellhounds will win easily.
{153224} She misses the battles between your hellhounds and her succubi.
{153225} Actually, I think she just wants to see a good fight.
{153226} Are you going to send some hellhounds against her or not?
{153227} Well, if you're afraid to lose, then I'll just go back and tell her that.
{153228} This shouldn't take too long. Zaxis won't know a thing.
{153229} Make a decision. Either stay holed up here, or fight back.
{153230} Would you rather risk having both Zaxis and Blooden to attack <i>you</i> at the same time?
{153231} Not yet. I'll be back.
{153232} Yes, I freed him. He read the wrong phrase in a book he found and was imprisoned.
{153233} No plot that I can see. I guess she just wants your hellhounds and her succubi to fight.
{153234} What threat is there? You can't be harmed, anyway.
{153235} Who bound you here?
{153236} Nothing. Farewell.
{153237} What do you need me to do?
{153238} I'll consider it. Farewell.
{153239} Let me guess - you want me to work against one of the other fiends here.
{153240} What if he's dead?
{153241} Any idea where he could be?
{153242} I'll be back when I've found him.
{153243} If I find him, how do I know you'll hold up your end of the deal?
{153244} Forget it. I'm not helping you.
{153245} Yes, here.
{153246} No, I don't think so. Just hold up your end of the bargain.
{153247} Why would I do that? If it freed your imp, you could use it to free yourself.
{153248} Fine. Here you go.
{153249} Which phrase?
{153250} It's time to hold up your end of our deal.
{153251} Thanks for nothing. Just remember our bargain.
{153252} Thanks for the advice. Now - the portal?
{153253} I found him in a side room, but he's paralyzed in front of some bookshelf.
{153254} That's all you have to say? We had a deal.
{153255} I don't know. Now open the portal.
{153256} If you want, I could try to undo his curse.
{153257} {Mephasm is dignified, but a little sad - but secretly, he is not surprised to see player}Greetings, my friend. 
{153258} We are not meeting again by accident, I assure you. Random chance is a fiction, to the eternal dismay of the {TANAR-ee}tanar'ri.
{153259} As I am pleased to see you. Unfortunately, this is not the best of circumstances.
{153260} {friendly, but tired}You find me bound once more against my will. This time my cage is larger and more secure.
{153261} I'm afraid not. There is a strong enchantment here that prevents me from being banished, willingly or otherwise.
{153262} {still friendly, cooperative, but not intimidated by player}Yes, I presume you are wondering why you found me first in the githyanki complex, and now again in this place.
{153263} The dark warlock who summoned the demons to the githyanki complex where we first met has made this place his lair. From a laboratory at the center he commands the energy he siphons from the demons and devils held captive here.
{153264} He has made this place his lair. From a laboratory at the center he commands the energy he siphons from the demons and devils held captive here.
{153265} {evasive - giving an answer, but not answering the question}You of all people should know the power of names. This warlock wears anonymity like a cloak to shield himself from his enemies.
{153266} If you're implying that I have been less than honest with you, you are correct. The warlock is the master of {ZAX-iss}Zaxis and I, as well as the others here. 
{153267} It was the warlock, not the githyanki, who summoned me to the caves. Should Zaxis have failed, I was to keep the githyanki bottled up at the portal.
{153268} When you arrived, I saw a way to escape my bonds. However, I suspected you would not help me if you knew who held my reins, so to speak.
{153269} Unfortunately, shortly after my escape, the warlock found me again, and this time he ensured my bonds were unbreakable.
{153270} {A little annoyed, insistent}I serve only the Still Lord. I already told you that I'm held here against my will. My powers, as with the other demons and devils here, are being siphoned away to power this wizard's private war.
{153271} Yes, there are six of us altogether. I'm only familiar with two of them - the other three I know little about. 
{153272} Yes, it would, but you cannot kill him. Even if you were so lucky, doing so would have disastrous ramifications for your realm.
{153273} I have said all I'm willing to say on that matter.
{153274} Only the warlock himself could free me... or one who is a blood descendant of {AH-mun JERR-oh}Ammon Jerro. Such a person could command the power of this place, but it is my understanding that Ammon Jerro's line has died out.
{153275} It appears you know something I did not, for once. I had wondered how you were able to enter this place.
{153276} But if you brought Shandra here, where is she? I do not see her among you.
{153277} You must find her. She is in great peril here.
{153278} I've told you all I can about this matter. I fear I may have already said too much.
{153279} {regretful, but firm}I do not intend to slight you, but I see a much larger picture than you do. Much of the knowledge I possess could do more harm than good.
{153280} It is doubtless frustrating that I must {MEET}mete out my knowledge to you, but I have little choice.
{153281} I will help you as I am able. I do not know where Shandra is, but I hope she will find her way to me before encountering the other demons and devils here.
{153282} Fair enough. However, I must warn you that if Shandra came with you into this place, she would be in great jeopardy.
{153283} {Cold, serious}I must point out that you can only use a True Name to compel action, not speech, and that you <i>swore</i> not to use my True Name except to banish me. 
{153284} I know he is the one who built this place long ago. Beyond that I cannot say.
{153285} | SCRAP? |My influence in this place is limited. I can tell you about some of the other demons and devils that are trapped here like me. I can also open a passageway to allow you to reach one of them.
{153286} You see the portal in the corner? It allows me to summon servants from my home plane, should I wish it. The others have similar portals in their rooms.
{153287} You must convince three others to help you. That will be no easy task, as the other fiends here may attempt to thwart or manipulate you.
{153288} I do not wish to deceive you. But in your own best interests, I must leave it to you to discover certain things for yourself.
{153289} |Only knows about two demons.|From what I know of the layout of this place there should be a total of three demons and three devils. I only know of the two demons that are adjacent to me.
{153290} There is {BLUD-en}Blooden, a leader among the succubi. She is as violent as she is seductive. She occasionally sends her minions scouting here.
{153291} The other is {BALL-bee-sawn}Baalbisan, a {BAY-lor}balor demon so confident in his power that he does not bother to surround himself with minions like the others.
{153292} There is no simple answer to your question. The other fiends here will be... reluctant to help you, unless it serves their interests.
{153293} But, you are in a unique position - you may roam these halls with relative freedom while they are trapped.
{153294} The demons and devils continue their age-old battle even here, pitting their minions against each other. Putting one fiend in a compromising position may convince another to help you.
{153295} |Scripter: Bolt of energy arcs from Mephasm to the portal|
{153296} Most of the demons and devils here use their minions to fight each other, though such activity is pointless. Trapped in these summoning circles, they cannot be harmed, nor can they harm each other.
{153297} The small scuffles in this place are just smaller aspects of the Blood War.
{153298} It is the ultimate conflict of law versus chaos, between the Nine Hells and the Abyss.
{153299} Though the battles usually take place in the gray waste of Hades, the Blood War can occur anywhere that demons and devils converge.
{153300} This place exploits the strife between demons and devils. Great energy is created by the constant tension between opposites here, and that energy is harnessed to empower the master of this place.
{153301} Whatever it may have been before, it has been transformed into this... prison.
{153302} Great energy is created by the constant tension between opposites here. This energy is harnessed to empower the master of this place.
{153303} {friendly, matter-of-fact}I would say it is a surprise to see you, but alas, the long ages I have existed in {BAY-torr}Baator have made it so that nothing really surprises me anymore.
{153304} | If Neeshka was in the party in 1600: 16_bNeeshkaMephasm = 1 |{Slightly exasperated, to player, speaking to a pit fiend in front of them}Ennnh... not <i>this</i> guy again. 
{153305} | If Neeshka wasn't in the party in 1600 |{Slightly irritated, like in the presence of an uppity noble}Who's this?  
{153306} {Recognizes Neeshka, but was expecting her}Ah... the {TEEF-ling}tiefling. You came at last. 
{153307} {Slightly irritated}It wasn't <i>my</i> idea, trust me. {Wary, beat}You don't sound surprised to see me... or us.
{153308} {Smiles gently, secretly knows that Neeshka is his creation, and of great use to him}Your friend and I have met before, little one... in the caverns of the githyanki shortly before {zee-AIR-ee}Zeeaire was brought low. {Slight nod}I am Mephasm.
{153309} {Slight chiding, rueful at cosmos - "Baator" is the nine hells}My dear, if {BAY-tor}Baator teaches one anything, it is that <i>everything</i> has happened countless times before... and the resolutions are just as predictable. 
{153310} {Rolls eyes}How fascinating, and I didn't ask <i>you</i> to introduce yourself. In fact, call me "little one" again, you're going to regret it.
{153311} | Influence Gain Neeshka |{Reluctant}Well... all right, since you asked. 
{153312} | Influence Loss Neeshka |{Irritated, folds arms}Fine, I'll just sit here and be a statue - not a word, not a peep. 
{153313} {A little under her breath}Never trust anyone who's polite as he is. {Shivers}He gives me the {plural of holy}holies. 
{153314} {Slight subtle jab at Neeshka, not sorry at all, only trying to remind her she gets the same treatment all the time}Such predjudices are not uncommon even in the lower realms... I meant no offense.
{153315} But it is... appropriate that you are here, finally. Blood does attract blood, after all.
{153316} And blood does attract blood, after all... there is power in such things.
{153317} | If Neeshka encountered Zaxis in 1600 |{Under breath, disgusted, hates Zaxis}Ennh... Zaxis. 
{153318} I know little of Baalbisan except that he avoids the company of others and he scorns the presence of females.
{153319} I suppose you don't. Nevertheless, defeating the warlock here, of all places, is an impossible task for you.
{153320} {evasive - giving an answer, but not answering the question}You of all people should know the power of names by now. This wizard wears anonymity like a cloak to shield himself from his enemies.
{153321} {stern, commanding}Wait. There are still some things you must know.
{153322} {admonishing}I would suggest that you do what is necessary to enter the laboratory, no matter how demeaning, unless you wish to be trapped here forever.
{153323} Wait. If you ever wish to leave this place, you must get into the laboratory which lies at the center of this area. 
{153324} It is possible for me to subvert the portal's power to allow it to do other things - like take you into the laboratory - but my power alone isn't enough.
{153325} | SCRIPTER: PART ONE: After the PC talks to Mephasm, Shandra meets Hezebel. Fade in. Shandra is suddenly surrounded by Erinyes demons, winged evil female demons. Before her is their queen, who is evilly studying her. Shandra has no idea how she got there or why, but she is scared.|
{153326} {Amused, a little to herself}And just when I was growing tired of the Jerro blood, a new vein appears.
{153327} {Nervous, suddenly appeared in a chamber surrounded by demons}How... how did I get here?
{153328} {Prompting, slightly condescending}My dear, this entire haven is tied to the Jerro bloodline. I imagine you got here exactly how you entered.
{153329} | Influence High |{Nervous, surrounded by demons}My friends... where are they?
{153330} | Influence Low |The ones I came with... where are they?
{153331} {Flippant, dismissive}Around, no doubt. Probably not having as easy a time as you, I expect.
{153332} {Cold, with an edge}But let us chat for a moment, you and I. There is so much we should discuss.
{153333} |Fade out on Shandra's face, looking worried - some of the erinyes should be shown behind her, just to remind viewer of threat.|
{153334} |Player hasn't opened the portal yet|As I said, I cannot open the portal alone. Seek the aid of the others imprisoned here.
{153335} |Only knows about two demons.|From what I know of the layout of this place, there should be a total of three demons and three devils. The wizard has kept me ignorant of them, except for the two demons nearest me.
{153336} I can tell you of two. There is {BLUD-en}Blooden, a leader among the succubi. She is as violent as she is seductive - be careful.
{153337} The other is {BALL-bee-sawn}Baalbisan, a {BAY-lor}balor so confident in his power that he does not bother to surround himself with minions like the others. He especially scorns the presence of females.
{153338} I know little of Baalbisan except that he avoids the company of others and he scorns the presence of females.
{153339} I've done what I can. Go quickly, and be on your guard.
{153340} |fade out|
{153341} And for that I apologize. I would have preferred to tell you the truth, but I had no choice in the matter.
{153342} | There's a fight going on |You are on your own in this. I cannot lend you aid.
{153343} | PC has gotten enough help to open the portal |The way to the laboratory is open. Go, quickly!
{153344} You. What are you doing here?
{153345} It's good to see a familiar face here. 
{153346} The fact that you're here is a strange coincidence.
{153347} I think you're lying to me - <i>again.</i>
{153348} Can I free you by using your True Name?
{153349} I freed you, and yet here you are. You have some explaining to do.
{153350} You escaped one summoning circle only to be to caught in another, <i>similar</i> circle...
{153351} Who is this warlock? What's his name?
{153352} I knew you were lying to me.
{153353} If you weren't serving the githyanki, who sent you? The King of Shadows?
{153354} Who did summon you?
{153355} There are other demons and devils here?
{153356} So, who <i>do</i> you serve? The King of Shadows?
{153357} Surely there must be some way to free you.
{153358} If I find the warlock and kill him, will that free you?
{153359} What do you mean?
{153360} We'll see about that. There must be some way to free you.
{153361} Shandra is Ammon Jerro's grandaughter.
{153362} What do you know of Ammon Jerro?
{153363} She disappeared as we entered this place.
{153364} Why? She's a Jerro - shouldn't she be the safest one of all?
{153365} If you really want to help me, you will tell me everything I want to know.
{153366} I see. Well, can you help me find Shandra?
{153367} You keep hinting that you know what's going on, yet you tell me nothing.
{153368} It doesn't matter. I'm here - deal with me.
{153369} I don't know where she is.
{153370} Can you tell me anything about the other fiends?
{153371} I know your True Name, remember? Tell me <i>everything</i> I want to know.
{153372} Is there anything you can do to help me?
{153373} I suppose I'll need to get into this laboratory.
{153374} It sounds like you know more about this warlock than you let on.
{153375} How can you help?
{153376} You can't say, or you won't say?
{153377} How can I convince the others to help?
{153378} How does that help me?
{153379} And that means what, exactly?
{153380} Fine. Do whatever it is you need to do.
{153381} If it's pointless, why do they fight?
{153382} What is the Blood War?
{153383} I thought this place was supposed to be a retreat for a court warlock.
{153384} What is the purpose of trapping these demons and devils?
{153385} What are you doing here?
{153386} <i>I</i> am the only one who will make threats here, not you, tiefling.
{153387} She has nothing to do with the business between us, Mephasm. Address me, not her.
{153388} I'll deal with him, Neeshka, but follow my lead, all right?
{153389} Mephasm is dealing with me, not you, Neeshka - be silent.
{153390} I don't care about the ramifications.
{153391} Who is this wizard? What's his name?
{153392} I see. So, how do I get you out of there?
{153393} Is there a way to free you - assuming, of course, that I even want to free you?
{153394} Don't tell me you didn't know that Shandra is Jerro's descendant.
{153395} I don't have any more questions, so I'll be going now.
{153396} I hope this doesn't mean I'll be running errands for everyone.
{153397} I don't care about any of that. If you can't help me, then I'll be going.
{153398} Your vagueness is beginning to irritate me.
{153399} If you can't help me, this conversation is over.
{153400} There's no time for more explanations. I need to find Shandra immediately.
{153401} I've heard enough. Can you help me get out of here?
{153402} The quarrels of fiends are not my concern. I'm done here.
{153403} |First time talking to Zaxis in Haven.|{Spitting mad to see the player again and a little embarrassed to be impotent, trapped in a summoning circle}You. You! {ZAX-iss}Zaxis can't guess how you got in here.
{153404} {Angry}Were Zaxis not trapped here, Zaxis would soon be tasting strips of your flesh in the bowels of the Abyss.
{153405} |SCRIPTER: After Zaxis's minions are beaten.|{grumpy, disgusted that the player has beaten him again}Zaxis' minions are beaten, and Zaxis will waste no more time on you.
{153406} Master will tear you apart and feed you to Zaxis, piece by piece.
{153407} {Incredulous laughter}What? You want Zaxis to help you? Why in the steaming Hells would Zaxis ever help you?
{153408} {Scoffing}Enemies? <i>You</i> are Zaxis' enemy. Zaxis hates you more than {HEZ-uh-bell}Hezebel, {kor-AH-bor-ohs}Koraboros, and Master combined.
{153409} {Scoffing}You cannot free Zaxis. Only Master has that power, and he will destroy you when he arrives. He will let you run, but when he grows bored of you, he will crush you beneath his heel.
{153410} {gleefully}But Zaxis doesn't want to wait for Master...
{153411} Zaxis' hated enemy. His hounds will rip your flesh from your bones - unless Zaxis' minions do it first.
{153412} |Scripter Zaxis summons several Hezrous on the opposite side of the player from Koraboros.|
{153413} |Scripter: The hezrou charge and attack.|
{153414} {Zaxis is very upset and afraid}No! How could you have learned Zaxis' true name?
{153415} {Resigned, but defiant in spirit.}How can Zaxis serve you... Master?
{153416} {confused}Zaxis... does not understand. Who is this "third person?"
{153417} {defiant, but compliant}Yes, Zaxis will do this. {sarcastic, slightly taunting}Master may watch, if he likes, to be certain Zaxis does it right.
{153418} |Scripter: shot of more lightning hitting the portal.|
{153419} {Cold, matter-of-fact, watching a tons of demons advance}There are too many demons. We should retreat.
{153420} {Watching demons advance, warily}Looks like we stirred up a whole nest of demons - and I say we don't stick around.
{153421} Ah... {HEZ-roo}hezrou demons. More than I can count in my panicked state, but definitely more than we can deal with...
{153422} {Grim, a bunch of devils have just appeared}If this is where we must make our stand, then so be it.
{153423} {Grim, but eager}Looks like about the right number for a good fight. Come on, we can take them.
{153424} {Eager, a little uncertain}I say we hit 'em - I may not have enough spells for this many, but we might have a chance if we hit them hard right now.
{153425} {To a line of advancing demons, cautious, the party is VERY outnumbered}There are too many of them... we should fall back.
{153426} {Doing math out loud as devils advance, a little worried}Let's see... one, two, three... each one can probably summon more, so if we carry the two... count me as a half...
{153427} {Trailing off}...yes, well, the odds aren't completely against us, but from where I'm standing, definitely miniscule. 
{153428} {To a line of advancing demons, worried}Uh... look, not to be a wailwart or anything, but this is <i>not</i> how I want the last chapter of my life to play out.
{153429} |If Neeshka wasn't in the githyanki caves|{Sizing up the demon above her}Wait... is this the dumb thug you encountered in the githyanki caves?
{153430} |If Neeshka WAS in the githyanki caves: 16_bNeeshkaZaxis = 1|{Under her breath}Oh by the gods, not <i>this</i> idiot again. 
{153431} You just wait. The Master will come and crush you, then give your remains to Zaxis to feast on.
{153432} {Roaring, angry}How dare you speak to Zaxis that way! Zaxis will smear you into a bloody paste with his hands, he will <i>tear</i> y-{"you"}
{153433} {Interrupting, lecturing}Look, as amusing as your whole "Zaxis this" and "Zaxis that" thing is, that's not the proper way you should talk to people.
{153434} I mean, by the gods, are you some kind of dimwit? Referring to yourself when you speak... it's a sign you're really losing it. 
{153435} | Influence Gain Neeshka, PC is male |{Glad player backed her up}Yeah! Hear that? He didn't use his name <i>once</i> when he talked to me.
{153436} | Influence Loss Neeshka |{Hurt}Well, it's annoying... I'm really embarrassed by it, and I don't know why.
{153437} | Influence Gain Neeshka, PC is female |{Glad player backed her up}Yeah! Hear that? She didn't use her name <i>once</i> when she talked to me.
{153438} | Influence Gain Neeshka |{Laughs}Finally!
{153439} The Master will destroy you when he arrives. He will let you run, but when he grows bored of you, he will crush you beneath his heel.
{153440} {petty, like he's a little kid with his arms crossed}No. Go away. Zaxis won't help you.
{153441} | There's a fight going on |{gleefully}Zaxis hopes you die slowly, pest!
{153442} {satisfied that he can defy player}Zaxis doesn't do as you <i>tell</i> him, little crunchy meatling. Zaxis will keep his knowledge to himself and watch you seethe at his silence.
{153443} {embarassing admission}Zaxis... does not know. {irritated}Think, <i>Master</i>! Would Zaxis be trapped here if he did?
{153444} {defiant, but compliant}Yes, Zaxis will do this. {sarcastic, slightly taunting}Master may watch, if she likes, to be certain Zaxis does it right.
{153445} {resigned, but defiant in spirit}Zaxis is yours to command... Master.
{153446} | Influence Gain Neeshka |{Laughs}Finally!
{153447} {confused}Zaxis... does not understand. Who is this "third person?"
{153448} {under his breath}Zaxis reminds himself that Master is Master, and tries not to imagine how Master's eyeballs would burst ever-so-juicily in Zaxis' mouth. Zaxis will stop annoying the Master now.
{153449} {embarassing admission}Zaxis... does not know. {irritated}Think, <i>Master</i>! Would Zaxis be trapped here if he did?
{153450} It's nice to see you too, Zaxis.
{153451} You would let your Master carry out your threats?
{153452} |Has Zaxis' true name.|I invoke your True Name - Bethshiva.
{153453} Farewell.
{153454} I need your help opening a portal to the laboratory.
{153455} Who is your master?
{153456} That doesn't answer my question.
{153457} So you're hungry for my flesh? I get it.
{153458} I can assist you against your enemies here.
{153459} Hmmm... I can't think of any reason, actually.
{153460} If you help me, I'll put in a good word about you to your master, right before I kill him.
{153461} In exchange for your freedom.
{153462} Koraboros?
{153463} What about your Master?
{153464} I command you to stop referring to yourself in third person.
{153465} You will use your power to help open the portal to the laboratory.
{153466} Might want to listen to her, Zaxis. She's got a point.
{153467} Be quiet, Neeshka - or else.
{153468} This isn't helping matters, Neeshka. Let me deal with him.
{153469} You're doing great, Neeshka, but let me handle this, all right?
{153470} Yes, I'm sure you would. Help me get into the laboratory, will you?
{153471} Unlikely. However, you <i>will</i> be opening the door to the laboratory for me.
{153472} That's a lot of hate.
{153473} Are you going to help open the portal to the laboratory?
{153474} Oh, well. I command you to help open the portal.
{153475} Pathetic. Help open the portal to the laboratory - <i>now.</i>
{153476} Farewell.
{153477} Tell me the name of your master.
{153478} What is the name of the one who bound you here?
{153479} I command you to stop referring to yourself in third person.
{153480} Idiot.
{153481} What is the name of the one who bound you here?
{153482} Nevermind. Farewell.
{153483} Farewell.
{153484} This is a barbarian spirit.
{153485} Barbarian Spirit
{153486} |If the player doesn't possess a fiery heart|[The brazier remains unlit.]
{153487} |If the player has a fiery heart, this is the first or second brazier lit|[The brazier flares up when you touch it, and the fiery heart you're carrying turns to ash.]
{153488} |Scripter: Spawn in 3-5 hostile shadow or shadowy-type creatures around the brazier|
{153489} |3 braziers lit: update journal|
{153490} |<3 braziers lit|
{153491} Maybe we're missing something. Let's keep looking around.
{153492} | SCENE opens on a Shadow Reaver, standing in the middle of Merdelaine. Note that this is the first shot of this area. |
{153493} {Curious, a powerful minion suddenly appeared, reformed, slight question in voice}You have returned - and you have been wounded.
{153494} | PC is male |{Frustrated at having his butt kicked}Yes, milord Garius... the Harborman, the one who disrupted our ritual at Crossroad Keep, he hounds us still. Let me gather my strength, and then I-
{153495} | PC is female |{Frustrated at having his butt kicked}Yes, milord Garius... the Harborman, the one who disrupted our ritual at Crossroad Keep, she hounds us still. Let me gather my strength, and then I-
{153496} {Cold, stern}My only concern is the Ritual of Purification - as it should have been yours. Are the statues intact? Can the ritual still be performed?
{153497} {Hesitant, uncertain, because this isn't the whole truth}The Harborman was able to finish a portion of the Ritual, milord. But by itself, it is not enough to stop us.
{153498} {Getting angrier, this is bad news}By itself? Explain. 
{153499} {Giving bad news}When I arrived at the ruins of Illefarn - another had come before the Harborman and I. I was able to destroy the statue that granted the fifth part of the ritual - but someone completed it before I could stop them.
{153500} {Quieter}And I do not know who it was.
{153501} I see. So it seems there is another player in this war. It is no matter. Once we slay the Harborman, then the future for our King is assured. 
{153502} | PC is female |{Hesitant}Milord Garius... the Harborman is stronger than before. She cannot destroy us, yes... but in battle, she may be a match for any of us. 
{153503} | PC is male |{Hesitant}Milord Garius... the Harborman is stronger than before. He cannot destroy us, yes... but in battle, he may be a match for any of us. 
{153504} Indeed?
{153505} {Smug}He may be able to challenge one of us, but not all of us, I think.
{153506} {Smug}She may be able to challenge one of us, but not all of us, I think.
{153507} | Fade to Black |
{153508} {Shandra's looking at a blasted, barren landscape, doubting, incredulous}<i>This</i> is where my grandfather's Haven is? Are we sure Aldanon got the location right?
{153509} Maybe there's an entrance somewhere.
{153510} If he got it wrong, that old fool is going to regret it.
{153511} Well, we're here, so we might as well have a look around.
{153512} It certainly doesn't look friendly. Stay close.
{153513} |Shot of the geyser, some distance away|
{153514} {Spotting a geyser, slightly impressed}Hey - look at that. {Wrinkles her nose}Smells like eggs left out in the sun too long, though.
{153515} {Wary, looking at minefield ahead}Um... maybe it's some infernal instinct, but be careful about the ground ahead. Something about it doesn't feel right.
{153516} After you.
{153517} {Wary}That geyser is venting from deep within the ground... if so, it is likely spreading some poisons to the surface. Be careful where you walk, such poisons have likely seeped into the ground itself.
{153518} | Influence Gain Elanee|{Nodding, slightly impressed}You're right... your understanding of the land's secrets is impressive.
{153519} | Influence Gain Bishop |{Reluctantly, impressed}Hnh. Yeah, you're right. 
{153520} Geysers like that sometimes tend to spit... well, an acid into the air, and into the ground. So watch where you walk, and hope you have thick-soled boots.
{153521} [Intelligence] That's the smell of sulfur, which means we need to be careful where we walk.
{153522} |PC is a rogue or barbarian|Something doesn't feel right. Step only where I step.
{153523} Let's move closer for a better look.
{153524} We'll come back later.
{153525} |PC is a ranger but not a druid |The ground ahead is almost certainly acidic. Be careful.
{153526} |PC is a druid|The land ahead may contain poisons or acid from the geyser. Be careful.
{153527} | SCRIPTER: PART SIX: Just before player meets Blooden |
{153528} | Shandra appears. She is now in room with Baalbisan, and she accidentally jumped there right before learning something important. |
{153529} {Angry}Dammit!
{153530} {Hisses}What is it? What is it that comes before me?
{153531} {Analyzing, then slightly surprised}It trespasses, but it moves freely in this place. How is it able to do this? 
{153532} {Firm, challenging}I am looking for a way to beat your master. {Beat}And gods, if you can't help me, then you better be quiet, because I'm tired of talking to you demons. 
{153533} Kill our master? {Snorts}It asks too late. Others have asked, it is too late for them as well. It asks for them? 
{153534} Yes. How can he be beaten?
{153535} By them? The ones who insult Baalbisan? It asks for an answer, the answer is this - it cannot be done.
{153536} {Angry}Don't give me that! There has to be a way! Tell me! 
{153537} {Cringes, surprised, then a little awe-struck}Jerro. It speaks as one of his blood. 
{153538} Jerro? There's another Jerro here?
{153539} It speaks the name of our master. 
{153540} {Cringes}As... as long as we are bound, our master cannot be defeated. If we are set free, the master is weakened. 
{153541} {"Yeah, right."}Set you free? Not likely. 
{153542} {Cold}It speaks with defiance, but it will soon see truth, truth that only blood will show.
{153543} It sheds its blood, our circles dissolve... the balance collapses. But such blood will be required... its life will be drained and gone.
{153544} I'm not setting you free, and I'm not cutting myself open for you.
{153545} It should try to see the others who trespass here. See them, watch them - it will see the truth.
{153546} {Smiles}And through truth, will come pain, and through pain, it will see what must be done.
{153547} | Fade out. |
{153548} | SCRIPTER: PART FIVE: Player just left Zaxis' room |
{153549} | Shandra appears. She appears in the room with Blooden. |
{153550} {Croons}What is this delightful creature? Are you a present from our master? {Petulant}He is not in the habit of granting gifts, he will not listen to me.
{153551} {Slight challenge, trying to "trick" Blooden}Is there any way to reach your master?
{153552} No... not for you. {Curious, amused}And what would you say if you could?
{153553} | Influence High Shandra |Tell him to surrender, let my friends alone.
{153554} You are here with friends? Oh, you might have a better chance of getting them to listen than our master.
{153555} | Influence Low Shandra |Tell him to surrender - I could care less about how much he hurts that monster that came here with me, but I want his attack on the people of the Sword Coast to stop.
{153556} "Monster?" How intriguing. Still, you would have a better chance of getting them to listen to you than our master. 
{153557} {Slight surprise}Is there a way to speak to them? 
{153558} My, you have strong feelings for them, indeed. Go on... that should be enough. 
{153559} Simply think of them... perhaps you can speak to them, but I do not know how long the connection will hold. 
{153560} Oh, and don't teleport around, it will ruin your concentration.
{153561} | SCRIPTER: I have no idea how to pull this off, just scrap it if it's dumb or if it keeps looking dumber and dumber and dumber. It would be nice if Shandra closed her eyes, fade out, then fade in to a camera of the player? |
{153562} | AUDIO: Do telepathy echo effect. |<i> ...can you hear me? </i>
{153563} | AUDIO: Do telepathy echo effect. |<i> This place is sealed by demons... and devils. But listen... they say that their lord is unbeatable. </i>
{153564} | AUDIO: Do telepathy echo effect. |<i>I don't think we can get to each other yet - I've tried, this place is... difficult to figure out.</i>
{153565} | AUDIO: Need a telepathy effect. |<i> That's what they say, but... </i>
{153566} | AUDIO: Need a telepathy effect. |<i> Be careful. I don't think they were lying about this. </i>
{153567} {Slight surprise}Killing our master? Oh, it's not impossible.
{153568} {Eyes snap open, surprised, and loses concentration}What? I-
{153569} | Shandra (accidentally) teleports away. |
{153570} {Hmmphs}Humans are so easily distracted. {Pouts}Now I'll have to wait.
{153571} | Fade to Black. |
{153572} Shandra?
{153573} It sounds like you're in my head.
{153574} Where are you?
{153575} Unbeatable?
{153576} Stay where you are, we're going to try to get to you.
{153577} Everyone has a weakness.
{153578} | SCRIPTER: PART THREE: When the player leaves Hezebel towards Zaxis |
{153579} | Shandra suddenly appears, surprised. She is in the same chamber that Koraboros is in. |
{153580} {Curious, a human girl just teleported in}And what is this? Step forward, little tool, let Koraboros look upon your features.
{153581} {Soothing}Ah... a gift. After all this time, I am touched. Tell me, little one, how did you get here?
{153582} {Confused, just teleported before another demon}I... I'm not sure. A demonness told me I could travel anywhere in this place... and suddenly, I was here. 
{153583} {Slight suspicion}Blood powers this place, girl.
{153584} {Thinking, a little quieter}Now here you are of your own free will, and the balance shifts. 
{153585} {Suspicious}What balance?
{153586} {Explaining}This place is powered by the presence of the baatezu and tanar'ri held here. It is what permits you to travel as you will... and grants power to the one who commands us.
{153587} And who is that?
{153588} A powerful wizard, one whom your friends have hunted for some time. He has thwarted your efforts time and again.
{153589} He is lord and king of this place, one forever linked to shadow. I think his name is already known to your friends, and perhaps you as well.
{153590} | Influence High |{Uneasy defiance}Then he better be prepared for a beating. My friends in here have handled a <i>lot</i> worse. 
{153591} | Influence Low |Then he better be prepared for a beating - the ones I'm here with? They're not the nicest of people - I think your King of Shadows is in for a surprise.
{153592} {Chiding, but deadly serious at end}My dear, as long as we remain in our summoning circles, the one who commands us will rise from <i>every</i> defeat anew, more powerful than before. 
{153593} {Mockingly sad}And that does not bode well for your... friends.
{153594} | Fade to Black. Pause, then fade back in on player|
{153595} | SCRIPTER: PART FOUR: Just before player runs into Zaxis. Shandra still talking to Koraboros. |
{153596} | SCRIPTER: Fade in to Shandra thinking, looking worried. She is still in the room with Koraboros. |
{153597} {Thinking}The King of Shadows can't be unbeatable. {Beat}There must be some way I can reach him - or my friends.
{153598} {Mocking}The one who commands us does not entertain guests. And his control of this place surpasses yours, I doubt he knows an insignificant speck such as you is even here. 
{153599} {Defiant, but not sure what to do}Then I'll get his attention... somehow. 
{153600} Oh, you could try. But I am certain his energies will soon be consumed with murdering your friends.
{153601} And after that, he will no doubt crush you beneath his heel as an afterthought. A shame, I've rather enjoyed our brief time together. 
{153602} {Slight anger}He's not stopping them, and he's <i>not</i> going to get me. 
{153603} {Slightly amused}And your plan? 
{153604} I'll think of something. 
{153605} {Cold, mocking}Spoken as if time would wait for you. It will not.
{153606} | Shandra vanishes. |
{153607} {Quietly, sinister}But you will realize that soon enough. 
{153608} |fade to black|
{153609} This is a huge Fire Elemental
{153610} Elemental, Fire Huge
{153611} This is a Fire Giant
{153612} Giant, Fire
{153613} [You see a geyser.]
{153614} |Dexterity check success - player gets bonus XP|[Success] [You deftly collect some of the acidic water without getting splashed.]
{153615} |Dexterity check failure - player suffers acid damage|[Failure] [You manage to collect some of the acid water, but some of the spray splashes and burns you.]
{153616} |Player gets bonus XP|[Success] [You manage to avoid the falling water and collect some in the container.]
{153617} [Failure] [You manage to collect some water, but are unable to avoid the spray.]
{153618} |Dexterity check failure, but PC is an aasimar|[Failure] [You manage to collect some of the acid water, but are unable to avoid the spray. Fortunately, your celestial resistance protects you from most of the damage.]
{153619} | Influence Gain Neeshka |{Impressed}All right, that was pretty impressive... why, you might almost be as quick as I am. Almost.
{153620} {Impressed, but a little shaken}You love living every day like your last, don't you? That acid could have burned you... pretty badly.
{153621} [Walk away.]
{153622} [Dexterity] [Try to catch some of the spray in the container.]
{153623} |Give PC container of geyser water|
{153624} [Tumble] [Attempt to dodge the spray and collect water from the geyser's source.]
{153625} This way is closed to all but those of the line of Jerro.
{153626} {Steps up to a guardian}Well, that would be me. I'm a Jerro, so open up.
{153627} Know that sharing the Jerro blood is only the first step. You, and any allies, must also walk the three Paths - Determination, Righteousness, and Sight.
{153628} |PC doesn't have vial|The ability to disregard pain and loss and suffering and reach your goal - any goal. 
{153629} You have returned.
{153630} |3 paths not complete|Your willingness to suffer much for such an insignificant thing speaks well of you.
{153631} It is the ability to seek out dangers you sense, but cannot see. Use the braziers in the area to illuminate the threat and destroy it.
{153632} |Scripter: Spawn in the shaman|It is the will to do what <i>must</i> be done to achieve the greater good. A barbarian shaman often meditates at the highest point of this area, seeking a vision from his god.
{153633} Which - Determination, Righteousness, or Sight?
{153634} It is proof of your accomplishment, nothing more.
{153635} When he receives that vision, he will unite a number of tribes under one banner, and they shall sweep over the land like a plague. Destroying him now will ensure that such a thing will not come to pass.
{153636} |3 paths not complete|You did well. To be restricted by morality can be a fatal weakness when something greater is at stake.
{153637} For what reason did you stay your hand? Mercy? Uncertainty? Cowardice?
{153638} |3 paths not complete|{contempt - player acted stupidly but managed to survive, luckily}It is fortunate that you survived the consequences. You - and many others - may not be so lucky in the future.
{153639} |3 paths complete|{contempt - player acted stupidly but managed to survive, luckily}It is fortunate that you survived the consequences. You - and many others - may not be so lucky in the future.
{153640} You have completed the tests set before you. However, your words and deeds alone are not proof in themselves that you possess the blood of the Master.
{153641} |3 paths complete|Your willingness to suffer much for such an insignificant thing speaks well of you.
{153642} |3 paths complete|You did well. To be restricted by morality can be a fatal weakness when something greater is at stake.
{153643} |3 paths not complete|Well done. Do not rely on sight alone. If you sense a threat, <i>trust</i> your instincts and use other means to root out that which hides from you.
{153644} |3 paths complete|Well done. Do not rely on sight alone. If you sense a threat, <i>trust</i> your instincts and use other means to root out that which hides from you.
{153645} {groaning, irritated}Oh, gods, my grandfather must have loved his privacy - too much, I think.
{153646} Shed a drop of your blood on the pedestal, and the way shall open.
{153647} |Scripter: Shandra walks up to the pedestal. |{shed a drop of blood, wincing}There, it's done. Now wha-{"what"}
{153648} |Scripter: Shandra disappears in flash of light|
{153649} |Scripter: Shot of the party standing around. Moments later, they also vanish|
{153650} | Influence Loss Shandra |{Irritated, doesn't like player}All right, all right - it's not your blood, so be patient. Gods, this is the last favor I do for you, I swear.
{153651} | Influence Gain Shandra |{A little reluctant, but determined}All right... I mean, we've come all this way, right? {Beat, a little quieter to player}Watch my back in case this summons something bad.
{153652} It is unknown to me. I guard the way, and that is all.
{153653} It is unknown to me. I guard the way, and that is all.
{153654} What's the Path of Determination?
{153655} Farewell.
{153656} Farewell.
{153657} Tell us about the Path of Righteousness.
{153658} We'd like to know more about the Path of Sight.
{153659} Tell me about the three Paths.
{153660} Determination.
{153661} Righteousness.
{153662} Sight.
{153663} Nevermind. Farewell.
{153664} We have the vial of burning water. What do we do with it?
{153665} The braziers are all lit and the shadows are all dead.
{153666} |PC killed the shaman|The shaman is dead, and the barbarian threat is ended.
{153667} |Player refused to kill the shaman|I refused to kill the shaman.
{153668} Only do this if you want to, Shandra.
{153669} Wait a moment. Let's take care of some things before we enter.
{153670} |3 paths complete|We're ready to enter the Haven.
{153671} Hurry up, girl, or I'll cut you myself.
{153672} What can you tell us about the Haven?
{153673} What can you tell us about the Haven?
{153674} Empty Vial
{153675} This is a simple, empty glass vial, of the type potions are commonly stored in.
{153676} Vial of Burning Water
{153677} This glass vial is full of scalding water from a geyser.
{153678} This resembles a large lump of coal. It glows with an inner fire, but is cool to the touch.
{153679} Fiery Heart
{153680} Small Mirror
{153681} Now that sounds like a party! What's the plan?
{153682} Who do you want to party with?
{153683} Who is leaving?
{153684} Party on, man!
{153685} Party on, girl!
{153686} Hey, you're trying to start this adventure without Shandra! That's no way to party.
{153687} Let's get this party started!
{153688} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}I am Partyman. Yes, that means that I like to party. But more impressive is my ability to help you perform certain tasks.
{153689} Where to?
{153690} It's done!
{153691} Let's get this party started!
{153692} [Add Companions to party]
{153693} [Remove Companions from party]
{153694} Ammon Jerro.
{153695} Bishop.
{153696} Casavir.
{153697} Construct.
{153698} Elanee.
{153699} Grobnar.
{153700} Khelgar.
{153701} Qara.
{153702} Sand.
{153703} Shandra.
{153704} Zhjaeve.
{153705} Neeshka.
{153706} Ammon Jerro.
{153707} Bishop.
{153708} Casavir.
{153709} Construct.
{153710} Elanee.
{153711} Grobnar.
{153712} Khelgar.
{153713} Neeshka.
{153714} Qara.
{153715} Sand.
{153716} Shandra.
{153717} Zhjaeve.
{153718} [Done]
{153719} [Go to AJ Haven Exterior]
{153720} Shut up and let me go.
{153721} OK, I'll bring her along.
{153722} I need to go somewhere specific.
{153723} I need to manage my party.
{153724} I need you to make me immortal.
{153725} I need you to make me mortal.
{153726} [Go to 2640_haven]
{153727} [Do pre-haven Garius cutscene.]
{153728} Make it so that Neeshka met Mephasm.
{153729} Neeshka met Zaxis.
{153730} I know why you have come, strangers. I stand before you unarmed, helpless. What will you do?
{153731} To my people, I will be a savior. To everyone else, I will be doom and despair. I ask again - what will you do?
{153732} {disapproval}And yet you <i>know</i> that I may ultimately be responsible for many deaths. This is <i>truth.</i>
{153733} {frowning}Very well. Face the consequences of your inaction.
{153734} |Scripter: The shaman disappears. A whole bunch of ethereal barbarians come charging up the path at the player|
{153735} {very pleased with the player}Ruthlessness is a fine, and often necessary, quality.
{153736} {pleased}You have doubts, and yet you refuse to let them stop you from acting as necessary. Excellent.
{153737} I have no answers to give. The golem has told you about me. {more insistent this time}What will you do?
{153738} | Influence Gain Casavir |Agreed. This one has done nothing wrong - let us not do an injustice by attacking him. 
{153739} | Influence Gain Shandra |Good... I wasn't feeling too good about fighting him.
{153740} | Influence Gain Bishop |{Eager}Sounds good, enough talk - let's end this.
{153741} | Influence Gain Bishop |{Eager}You heard our leader, let's end this.
{153742} | Influence Loss Casavir |This one has done nothing wrong - we do an injustice by attacking him.
{153743} | Influence Loss Shandra |{Uncertain, about to attack someone she doesn't think they should}I know we have to... but do we? Do we really?
{153744} | Influence Loss Bishop |{Rolls eyes, pissed}We're not going to attack him? Mercy will be the death of you... and us. 
{153745} |Evil Shift.|Good. That makes it easier to kill you.
{153746} The golem said that you were a threat. Is this true?
{153747} I suppose I have no choice but to stop you.
{153748} |Good shift|You've done nothing wrong. I'm not going to kill you.
{153749} |Good shift|I said I'm not going to kill you. It isn't right, no matter what <i>may</i> happen in the future.
{153750} Forget this. I'm leaving.
{153751} |Shaman goes hostile|
{153752} Then I have no choice but to kill you.
{153753} I'd like to ask you some questions.
{153754} I'm going to kill you.
{153755} Nothing. Farewell.
{153756} Shaman
{153757} | Check to see if the PC has Guyven. FERRET: Edit please. Be sure to check both the 3000 version and the 2600 version. |{AUDIO: play discovery music stinger}Guyven will be interested in hearing about this place.
{153758} Spider, Bone
{153759} This is a Rabbit
{153760} Rabbit
{153761} 2620 Dire Bear Encounter Trigger
{153762} 2620 Umber Hulk Encounter Trigger
{153763} 2640 Succubi Encounter
{153764} Path of Determination
{153765} Near the entrance to Ammon Jerro's Haven, you encountered a Guardian. According to the Guardian, you will have to walk three Paths before you may enter the Haven.

In order to complete the Path of Determination, you're to fill a vial with "burning water" from a place to the east, where "the water flows into the sky."
{153766} You filled the Empty Vial with some of the acidic water from the geyser.

Return the Vial of Burning Water to the Guardian.
{153767} You returned the vial of burning water to the Guardian. It told you to keep the vial, as it may be of use in alchemy.

The Path of Determination is now complete.
{153768} Path of Sight
{153769} Near the entrance to Ammon Jerro's Haven, you encountered a Guardian. According to the Guardian, you will have to walk three Paths before you may enter the Haven.

To complete the Path of Sight, the Guardian instructed you to light the three braziers in the area and "illuminate" the threat - whatever that means.
{153770} Following the Guardian's instructions, you lit all three braziers and defeated the shadows that appeared.

Return to the Guardian, and inform it of your success.
{153771} You informed the Guardian that the braziers are lit and the shadows defeated. 

The Path of Sight is now complete.
{153772} Path of Righteousness
{153773} Near the entrance to Ammon Jerro's Haven, you encountered a Guardian. According to the Guardian, you will have to walk three Paths before you may enter the Haven.

To complete the Path of Righteousness, you must kill a shaman who meditates on the highest point of a nearby hill. 

The Guardian says that the shaman will one day be responsible for a wave of destruction, and that killing him now would only be for the greater good.
{153774} You refused to kill the shaman, reasoning that he had not yet done anything wrong. 

He promptly vanished, and a wave of ghostly warriors attacked you.
{153775} You killed the shaman and ended any threat that he posed. Oddly enough, the shaman seemed pleased with your decision.
{153776} The guardian was displeased that you refused to kill the shaman, but the fact that you survived the consequences seemed sufficient to complete the Path of Righteousness.
{153777} The guardian was pleased that you killed the shaman. By doing so, you prevented a greater evil from occurring.

The Path of Righteousness is now complete.
{153778} The True Name of Baalbisan's Matron
{153779} Hezebel has asked you to bring her the True Name of Baalbisan's matron. In return, she will help open the portal to the laboratory.

Baalbisan might blurt the name if you make him extremely angry - a risky proposition.
{153780} After sufficient taunting from you, Baalbisan blurted out the name "Bethshiva." Hezebel will be pleased to hear about this.
{153781} You told Hezebel the True Name of Baalsiban's matron, and she agreed to help open the portal to the laboratory.
{153782} You lied to Hezebel about "True Name" of Baalsiban's matron. She fell for your deception and agreed to help open the portal to the laboratory.
{153783} You lied to Hezebel about Baalbisan's matron's name, but she saw through your deception and attacked you. Any chance of getting her help is now gone.
{153784} You broke the agreement you had with Hezebel, choosing to get Baalbisan's help instead. She attacked you, and any chance of getting her help is now gone.
{153785} Demonic Carnage
{153786} Blooden wants you to convince to Koraboros to send more hellhounds against her succubi. In return, she'll help open the portal to the laboratory.
{153787} Koraboros gave you some hellhounds to battle Blooden's succubi, but you turned on the hellhounds and sided with the succubi.
{153788} Koraboros gave you some hellhounds to battle Blooden's succubi. Oddly enough, Blooden didn't seem unhappy that you chose to fight against her minions.
{153789} As a reward for entertaining her with a bloodbath, Blooden decided to help you open the portal to Ammon Jerro's laboratory.
{153790} Koraboros has agreed to send a few of his hellhound minions to attack Blooden.
{153791} The Torment of Baalbisan
{153792} Baalbisan says that he is being tormented by Hezebel's erinyes, and he wants you to kill them.

If you do this, Baalbisan will help you open the portal to Ammon Jerro's laboratory.
{153793} You slew the erinyes who were tormenting Baalbisan.

Inform him of your success.
{153794} Since you eliminated the erinyes that were tormenting Baalbisan, he grudgingly agreed to help open the portal to Ammon Jerro's laboratory.
{153795} By enraging Baalbisan, you've ruined any chance of getting his help in opening the portal.
{153796} Ammon Jerro's Haven, At Last
{153797} Within Ammon Jerro's Haven, you met the archdevil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends.
{153798} You convinced three other fiends to help open the portal to the laboratory. 

When you are ready to travel to the laboratory, step through one of the fiends' portals.
{153799} In Ammon Jerro's laboratory, you were attacked by the mysterious wizard who killed Melia and attacked you in the githyanki lair.

You were unable to defeat him until Shandra spilled her own blood to free the captive fiends, draining the wizard's power.

In retribution, the wizard, who you now know to be Ammon Jerro, slew Shandra. Only afterward did he realize that he had murdered his own kin.
{153800} The Fallen Marilith
{153801} Blooden informed you that Zaxis' True Name is Bethshiva. Apparently, Zaxis used to be a female marilith, but was demoted into his current form. Furthermore, Blooden also revealed that Zaxis is the matron of Baalbisan.
{153802} Using Zaxis' True Name, you commanded him to help open the portal to the laboratory.
{153803} In Koraboros' Service
{153804} Koraboros wants you to find his servant, an imp, who's gone missing. In return, he'll help open the portal to the laboratory.
{153805} Koraboros' servant read the wrong phrase from a magic book and was banished into a mirror for his trouble. You were able to reverse the spell by speaking another phrase.
{153806} Koraboros upheld his end of the bargain and used his power to help open the portal to the laboratory.
{153807} Portal
{153808} This rubble is all that remains of Shandra's Farm
{153809} Rubble{1}
{153810} Rubble{2}
{153811} Invis AJ Speaker
{153812} Shandra Speak Trigger
{153813} This is the Debug Conversation for module 3000.  What would you like to do?
{153814} Welcome to 3000: Neverwinter Act 3. What do you want to do?
{153815} | Castle Never Act 3 not complete. |Act 3 begins in Castle Never. Would you like to go there?
{153816} | Finished Castle Never. Haven't talked to Daeghun yet. |Now you'll need to visit Crossroad Keep to talk to your companions, Aldanon, and then Daeghun.
{153817} | Talked to Daeghun, learned about Circle of the Mere.  Haven't completed Circle of the Mere yet. |The next step is to find the Circle of the Mere in 3000.
{153818} | Luskan meeting not complete yet. Druid Alliance complete. |To continue crit path, you must speak with Khralver and agree to go meet with Sydney. Khralver is in the Crossroad Keep Courtyard.
{153819} | Returning from Sydney Natale. |You just came back from meeting Sydney Natale and you have the True Names. Ammon Jerro and Kana will want to speak with you.
{153820} | First Shadow Reaver located, not dead. |You need to kill the first Shadow Reaver. He is on the Overland in 3000_Neverwinter_A3.
{153821} | First Shadow Reaver dead. Not talked to Ammon Jerro. |Ammon Jerro and Zhjaeve need to talk about reforming the Silver Sword in the Crossroad Keep Courtyard.
{153822} | Nolaloth available, but not yet visited. |Now you will need to visit Nolaloth. You can get to Nolaloth from 2100.
{153823} | Nolaloth visited. Need to reform the Sword. |The only way to get to West Harbor and reform the Silver Sword is to use the Song Portal in the Illefarn Ruins to reach the Guardian Ruins near West Harbor.
{153824} | Sword Reformed. Need to return to Crossroad Keep. |Now that you've reformed the Silver Sword, return to Crossroad Keep.
{153825} | Returned to CK after reforming Sword. Need to go kill third Shadow Reaver. |Callum is being attacked by a third Shadow Reaver in Crossroad Keep Roadside.
{153826} | Returned to CK after killing third Shadow Reaver. Need to trigger Battle of Highcliff. |As soon as your preparations are ready, talk to Sir Nevalle in Crossroad Keep Couryard to begin the Battle of Highcliff cutscene.
{153827} | Returned to CK after Battle of Highcliff played. Need to trigger Siege of Crossroad Keep |The Battle of Highcliff was a disaster. Find out about it from Sir Nevalle in the Crossroad Keep Courtyard and begin the Siege of Crossroad Keep.
{153828} | Siege of Crossroad Keep has been triggered. |What are you doing here?  You should be in 3500 for the Siege of Crossroad Keep!
{153829} | Siege of Crossroad Keep is over.  Need to go to Vale of Merdelain. |You survived the Siege, but now you need to defeat the King of Shadows in the Vale of Merdlain. Speak with Aldanon in Crossroad Keep Interior to go there.
{153830} Congratulations, you have beaten Neverwinter Nights 2.  Now imagine that there is an awesome ending sequence with credits and everything.
{153831} | Default Fallthrough |Unhandled Case: To continue Act 3 Crit path, you may need to talk to people in Crossroad Keep or Neverwinter. Where would you like to go?
{153832} World Map updated. Now what?
{153833} Your party is full. Do you want to remove someone?
{153834} Who do you want to party with?
{153835} You'll have to adjust your party through the F11 interface.
{153836} You are a one-person party. Want to invite someone?
{153837} Who is leaving?
{153838} Where to?
{153839} Wait, you need to fly this part solo.  Let me update your party.
{153840} Off you go!
{153841} Wait, you need to fly this part solo.  Let me update your party.
{153842} Off you go!
{153843} Wait, you need to fly this part solo.  Let me update your party.
{153844} Off you go!
{153845} Wait, you may want to have  Khelgar with you for this part.
{153846} Off you go!
{153847} Wait, you need to have Khelgar with you for this part.  Let me update your party.
{153848} Off you go!
{153849} Wait, you need to have Khelgar with you for this part.  Let me update your party.
{153850} Off you go!
{153851} Wait, you have to take Elanee with you, and Bishop can't join you for this part.  Let me update your party.
{153852} Off you go!
{153853} Wait, you have to take Elanee with you, and Bishop can't join you for this part.  Let me update your party.
{153854} Off you go!
{153855} OK, you're off!
{153856} OK, you're off!
{153857} Wait, you have to take either Ammon Jerro or Zhjaeve with you for this part.
{153858} You're off!
{153859} Wait, you have to take Zhjaeve with you for this part.  Let me update your party.
{153860} You're off!
{153861} Wait, you have to take Zhjaeve with you for this part.  Let me update your party.
{153862} You're off!
{153863} Wait, you have to take Ammon Jerro with you for this part.  Let me update your party.
{153864} You're off!
{153865} OK, you're off!
{153866} OK, you're off!
{153867} Wait, you may want to have  Grobnar with you for this part. Want to add him, or try your luck without him?
{153868} Wait, you may want to have  Grobnar with you for this part. Want to add him, or try your luck without him?
{153869} Party on, man!
{153870} Party on, girl!
{153871} Done.
{153872} Which one?
{153873} Done, anothing else?
{153874} Anything else?
{153875} Party Man
{153876} Nevermind.
{153877} DEBUG: ACT 3 CRIT PATH
{153878} CHEAT: Skip ahead.
{153879} Do nothing.
{153880} Go to 2100_Crossroad_Keep.
{153881} CHEAT: Skip ahead.
{153882} Go to the Circle of the Mere, stopping off at an abandoned village first.
{153883} Bypass the village and go directly to the Circle of the Mere.
{153884} CHEAT: Skip ahead.
{153885} CHEAT: Skip ahead.
{153886} CHEAT: Skip ahead.
{153887} CHEAT: Skip ahead.
{153888} CHEAT: Skip ahead.
{153889} CHEAT: Skip ahead.
{153890} Take me directly to the Guardian Ruins.
{153891} Take me to 2400 Illefarn Ruins (Only choose this option if you have completed 2400 in Act 2).
{153892} CHEAT: Skip ahead.
{153893} CHEAT: Skip ahead.
{153894} CHEAT: Skip ahead.
{153895} CHEAT: Skip ahead.
{153896} CHEAT: Skip ahead.
{153897} Take me to 3500 Siege of Crossroad Keep
{153898} CHEAT: Skip ahead.
{153899} CHEAT: Skip ahead.
{153900} DEBUG: Add all World Map locations.
{153901} [Add Companions to party]
{153902} Ammon Jerro.
{153903} Bishop.
{153904} Casavir.
{153905} Construct.
{153906} Elanee.
{153907} Grobnar.
{153908} Khelgar.
{153909} Neeshka.
{153910} Qara.
{153911} Sand.
{153912} Shandra.
{153913} Zhjaeve.
{153914} [Remove Companions from party]
{153915} Ammon Jerro.
{153916} Bishop.
{153917} Casavir.
{153918} Construct.
{153919} Elanee.
{153920} Grobnar.
{153921} Khelgar.
{153922} Neeshka.
{153923} Qara.
{153924} Sand.
{153925} Shandra.
{153926} Zhjaeve.
{153927} [Travel to another area]
{153928} | {3000}castle, wp_3000_enter_pc |Start the module.
{153929} | {3001}neverneath, wp_3001_from_3000 |Neverneath.
{153930} | {3000}castle, wp_throne_from_3001 |The throneroom at Castle Never.
{153931} | {3030}ir_strongh, wp_3030_from_ol |Ironfist Stronghold.
{153932} Hire Khelgar.
{153933} I'll go without Khelgar.
{153934} | {3031}galardrym, wp_3031_from_ol |Mount Galardrym.
{153935} | {3033}fg_canyon, 3033_from_3031 |Fire Giant King Canyon.
{153936} | {3040}b_village, wp_3040_from_ol |Bishop's Village.
{153937} | {3041}cot_mere, wp_3041_from_3040 |The Circle of the Mere.
{153938} | {3014} wp_3014_from_ol | Lizardmen Ambush
{153939} | {3010, wp_3010_from_ol | Highcliff
{153940} | {3050}shadow_rv, wp_3050_from_ol |The first Shadow Reaver encounter.
{153941} I'll take Ammon.
{153942} I'll take Zhjaeve.
{153943} I'll take both Ammon and Zhjaeve.
{153944} | {3051}guardruins, wp_3051_enter |The Guardian Ruins.
{153945} | {3052}westharbor, wp_3052_from_3051 |West Harbor.
{153946} | {3055}ck_road, wp_from_3100 |Crossroad Keep Roadside.
{153947} | {3063}merchant, wp_3063_enter |Neverwinter City: Merchant Quarter.
{153948} | {3070}sh_farm, wp_3070_from_ol |Shandra's Farm
{153949} | {3080}portllast, 2200_wp_entrance |Port Llast.
{153950} I need to update my party with F11.
{153951} Let's go.
{153952} | {3081}wender, wp_3081_enter |Wendersnaven.
{153953} I need to update my party with F11.
{153954} Let's go.
{153955} [Done]
{153956} Set blocked to TRUE.
{153957} Set blocked to FALSE.
{153958} Make me invincible.
{153959} Set a variable.
{153960} I got the belt of ironfist.
{153961} Tholapsyx dead.
{153962} Made deal with Tholapsyx
{153963} Made deal with Fire Giant King
{153964} Fire Giant King dead.
{153965} Met Tholapsyx
{153966} Do nothing
{153967} Male Commoner
{153968} Female Commoner
{153969} Shadow (Cutscene)
{153970} Lord Halueth Never
{153971} Temp model for Lord Halueth Never's body, holding the Rod of Never
{153972} Guardian of Neverneath
{153973} An old rod made of iron, bearing the symbols of Neverwinter.
{153974} Rod of Never
{153975} The Rod of Never is an object created by Lord Halueth Never that was used to control the magical defenses of Castle Never.
{153976} Statue of Lord Halueth Never
{153977} Talking statue of the elven Lord Halueth Never
{153978} Floating Sword
{153979} Temp model for a floating ceremonial sword
{153980} Batha Guard
{153981} {To others}This is the one!
{153982} We not fight. Chieftain look for you.
{153983} Yes, Batha told us you come. He look for you.
{153984} Batha has great visions, sees many things. You go talk, see him at south camp. We no fight.
{153985} Chieftain order us stay, cannot leave. 
{153986} Batha, he look for you.
{153987} We cannot kill you, Batha already knows. We not fight. Talk with chieftain at south end.
{153988} {To himself, a lizardman told them they were "expected" to arrive}Ah... well. That is reassuring, in a cold-blooded kind of way.
{153989} {A little hushed}Oh, my. Someone was looking for us? I feel so... well, honored, really. 
{153990} {Slight warning}One should be careful of who they look for. I hope your chief realizes that.
{153991} {Indignant}Why? I didn't steal anything from him! {Beat, slightly apologetic}I mean, not that I ever have. 
{153992} {Sarcastic, under her breath}Great. Looks like we've caused enough damage elsewhere to be famous here.
{153993} {Suspicious}And how would your chieftain know about us?
{153994} And how would you know to expect us?
{153995} {Murmurs to player}Our arrival seems foretold.
{153996} For me?
{153997} If you don't want a fight, you should leave this cliffside.
{153998} Very well, we'll look for him.
{153999} Who is this chieftain?
{154000} Leave or you will die.
{154001} I have warned you once, now you leave me no choice.
{154002} Only good lizard's a dead lizard. Get ready to die.
{154003} {Crying out to others}Shard-Bearer! The Shard-Bearer is here!
{154004} Batha said you come. He want speak with Shard-Bearer.
{154005} Batha chieftain. Greatest chieftain of all, unite all tribes.
{154006} We see Shard-Bearer in mind. Batha show us, and we see.
{154007} Batha will answer, he come talk soon.
{154008} You wait here.
{154009} | SCRIPTER: Fade in. C-Priority: Batha walks in with a number of lizardmen warriors.|He comes.
{154010} |SCRIPTER: He walks very close to the player, rather boldly.|<i> The Shard-Bearer. I have seen you in my waking dreams. </i>
{154011} <i> I have known your face for some time. It is the face of the one who will decide the future of my tribe. </i>
{154012} <i> My visions tell me many things - of future, of past, of layers within the present. </i>
{154013} <i> Always, I see the shard. Your shard, your wound. It is the wound of my land, always is it in my visions. </i>
{154014} <i> And now my land is in shadow, the waters poisoned. The sun is cloaked by night, and cannot warm us. </i>
{154015} <i> I know you are responsible, and so I have waited for you. </i>
{154016} I lead <b>all</b> lizardmen tribes. 
{154017} <i> I lead <b>all</b> lizardmen tribes. They join me because I have been given power from our ancestral spirits. </i>
{154018} Our ancestors saw the destruction of our land and came to me, deep in the swamp.
{154019} <i> Our ancestors saw the destruction of our land and came to me, deep in the swamp. They filled my sight with that which is to come. </i>
{154020} <i>  I saw the end of my people, so I became a vessel for their rage. In me you see the will of all lizardmen. </i>
{154021} <i> Because it brought you here. The ghosts of my forefathers told me this would come to pass, as it indeed has. </i>
{154022} We let some escape north, just enough to call for help.
{154023} <i> We let some escape north, just enough to call for help. And now I stand before the Shard-Bearer. </i>
{154024} <i> I wanted to see the Shard-Bearer with my own eyes.  I have come to tell you that we will not accept death as our fate. </i>
{154025} I have come to tell you that we will not accept death as our fate.
{154026} <i> I will rip the blade from your chest first before drowning in the blackened swamp. </i>
{154027} <i> I have <b>seen</b> the path of this blade in my mind. It has left an open wound in this land. </i>
{154028} <i> Everywhere it goes, the shadows follow. </i>
{154029} <i> Perhaps you are merely a fool. You carry metal in your chest but do not know how closely it cuts to the heart. </i>
{154030} <i> The visions always come to pass. Our tribal ancestors give me the wisdom of their sight. </i>
{154031} <i> The only enemies I know are those that stole our land, and no doubt poisoned it. </i>
{154032} <i> Used... impossible. Your people have many names for things they do not understand. </i>
{154033} <i> I have been given many gifts so that I might meet you this day. </i>
{154034} <i> Impossible. Or so I had thought. I do not trust you, but I cannot deny my doubt, either. </i>
{154035} <i> But... I have experienced the visions and felt the presence of my ancestors. I have only <i>heard</i> your words. </i>
{154036} <i> Let us see what truth lies in your actions, then. If I am but a misguided servant of a great evil, then surely you can defeat me. </i>
{154037} | SCRIPTER: Turns to surrounding lizardmen and barks orders in Lizard-ese |Stay back! I will show this one the strength of our people.
{154038} | SCRIPTER: Batha says nothing and walks towards the player and chants. Graphical effects should clearly show that he is now magically protected. |Stay back! I will show this one the strength of our people. Prepare yourself, Shard-bearer.
{154039} <i> Then tell me what I am missing. </i>
{154040} <i> If the spirits are false, why would they grant me power and guide me here? </i>
{154041} <i> You have beaten me and have destroyed the hope of my tribe. Do what you will. </i>
{154042} | SCRIPTER: Lizardmen rush forward, ready to fight |Protect our chieftain!
{154043} | In Lizard-ese |Do not bother. If I cannot defeat them, none of you will be able to either.
{154044} | In Lizard-ese |Farewell, my brothers. We shall go now to join our ancestors beyond these lands.
{154045} | SCRIPTER: Chants spell and invokes powerful area-attack magic. Something like meteor swarm. Spell takes place in real time, obliterates all lizardmen including Batha, and damages the party |Death with honor!
{154046} <i> Then what do you want? </i>
{154047} <i> I will not stand for your mockery. </i>
{154048} <i> Batha is no one's slave. </i>
{154049} <i> You have no proof except your word, and the words of men are often lies. </i>
{154050} I know you. You help Slaan before. Help rescue tribe.
{154051} Slaan not want break truce, but Batha say we must for good of tribes.
{154052} Tribes now strong because of Batha. We can live, even with swamp gone.
{154053} But Slaan not want harm Highcliff. Slaan and tribe stay and guard, only fight human when must.
{154054} Slaan believe you, will talk to Batha when he come.
{154055} Batha will know what to do.
{154056} Batha powerful shaman, cannot be killed. But Slaan remember your help and will try to help too.
{154057} Slaan will talk to Batha, he know what to do.
{154058} | SCRIPTER: Slaan walks forward |Batha!
{154059} | SCRIPTER: One of the new lizardman warriors comes by and pushes Slaan out of the way. |Silence! Batha must deal with Shard-Bearer.
{154060} | SCRIPTER: Slaan runs forward |Batha, Shard-Bearer not lie, has good heart. Help my tribe before. Ask to touch mind and see.
{154061} Will you open mind to Batha?
{154062} <i> Then let us be done with it. My life is at your mercy, anyway. </i>
{154063} <i> I see no deceit in your mind, and I have seen the gaps in my visions. </i>
{154064} <i> And I have nearly destroyed my people at the behest of our true enemy. </i>
{154065} {To other lizardmen, in lizard-speak}Then there is no answer to be found in this one. Let it be known that we died with honor and bravery.
{154066} <i> Turn upon the deceiver of my people with his own devices... My tribe may grow strong yet again. </i>
{154067} <i> Then let it be so. We shall stand together until the shadow is swept aside. </i>
{154068} <i> Where shall we go? </i>
{154069} <i> Very well, Shard-Bearer. I hope this will be the start of a new day for us all. </i>
{154070} <i> And now I am to make a blind choice. What choice is that? </i>
{154071} [Success] <i> There is only one way to earn my trust, and that is to submit your mind to mine. I will look into your thoughts to find the truth. </i>
{154072} [Failure] <i> It is too late for that, Shard-Bearer. You have poisoned our land and withered all hope for our people. </i>
{154073} <i> You will truly open your mind to me? </i>
{154074} [Success] <i> I do not wish an end to my people just yet, but I cannot trust you on faith. </i>
{154075} [Failure] <i> Your threat already reveals the deceit in your heart. </i>
{154076} <i> Will you open your mind to me? </i>
{154077} {Slight confusion}Yours is a rare talent... how did you learn to speak using your mind?
{154078} {Suspicious, slight accusation}How is it you can speak telepathically?
{154079} {Wary, lizardman is speaking telepathically}Your will, your mind is a bridge that your words travel across. {Beat}You speak as the illithids once did to my people.
{154080} {Whispering}How come I hear him in my head? It's... weird.
{154081} {Slightly alarmed}Oh my, he put those words right into my skull. But there's no room. And I didn't hear him say a thing - how did he do that?
{154082} {Angry, just spoken to telepathically}Whatever you have to say, keep it out of my head.
{154083} {Angry}Stay out of my head, lizard - you want to speak, then speak, but don't play headgames with us.
{154084} {Whispering to player}He's speaking with telepathy... he's powerful. {Beat}Not as powerful as me, but still.
{154085} {A little shocked, surprised}I think that lizardman just spoke inside my head. Judging from your expression, though, I'm not delusional, and you heard it, too.
{154086} How is it we hear your words in our mind?
{154087} Please - listen to us. We are fighting the same shadows that destroyed your home, slaves of the King of Shadows.
{154088} The King of Shadows destroyed your lands, not us. And the shard was meant to kill him and put an end to this darkness.
{154089} Your will is strong, but it sees the wrong enemy. The King of Shadows is your threat, the one whose darkness covers your lands.
{154090} I think you've got it all wrong - it's the King of Shadows you want, not the Shard-Bearer person here - the shard's actually supposed to kill the King of Shadows, if you believe it.
{154091} {Interrupting}Oh no, no, no - you have it all wrong. The King of Shadows is the bad darkness person, this person here is the good shard-carrying person.
{154092} {A little conspiratorially}Don't worry, it took me a while to understand it, too.
{154093} You've been deceived, and the King of Shadows is the one you should be threatening, not the Shard-Bearer here. The shard's supposed to kill the King of Shadows, not help him.
{154094} The Shard-Bearer here's not your enemy - in fact, the shard's the only thing that'll kill the true enemy, the King of Shadows.
{154095} {Trying to make it simple}No, look - the King of Shadows is bad, this person here - our leader? Good person. Has shard, will kill King of Shadows.
{154096} I think if you were to truly look into our minds, you would understand, the purpose of the shard, and the truth of our mutual enemy, the King of Shadows.
{154097} {Stern, with conviction}We are not your enemy - the King of Shadows is. We are fighting him, as is the Shard-Bearer here. You must believe us.
{154098} I... I hear, but... it seems I have not seen all there is to see.
{154099} Look, you only know the blade is tied to what is happening in the swamp, <i>not</i> that it caused the destruction there. 
{154100} If you were truly speaking with your ancestors, they would know that already... unless someone's trying to pull one over on you.
{154101} The blade is part of what's happening in the swamp, that you know, but it's not what caused it.
{154102} If your ancestors, spirit or not, had any sense, they'd know that, too. 
{154103} Well, the blade's tied to what's going on in the swamp, sure, but it's not the same thing as being to blame. Trust me, I know how things like that get mixed up. This one time, I was accused of robbing this house, but...
{154104} But anyway... shouldn't your ancestors <i>know</i> that? If they were telling the truth?
{154105} The blade and what is taking place in the swamp are tied, but the blade is not responsible for the destruction of your home.
{154106} {Slightly consoling}If the spirits of your ancestors spoke true, they would know that. 
{154107} The blade and the events taking place in the swamp effect each other... but the blade is not responsible for the destruction of your homeland.
{154108} If you commune with your ancestors, they should speak the truth - as I am sure you already know it to be true.
{154109} That the blade and the Mere are tied that is true, but the blade is not the one that destroyed your homeland. 
{154110} I suspect the "spirits" you speak to do not have the future of your people in their hearts - if they are the spirits of your ancestors at all.
{154111} {Slight irritation, anger}I'll tell you what you're missing - some sense. The blade may be tied to the Mere, but it didn't kill your people or your homeland.
{154112} Whoever these spirits are you speak to - they're lying to you, and you know it. 
{154113} Oh, wait, I see what you're missing. You're drawing a conclusion about the blade and the Mere that isn't true - sure, both of them effect each other, but it doesn't follow that the blade is to blame for what happened to your people.
{154114} I don't think these voices in your head are telling you everything. Or they've forgotten a lot. Or they're... well, you get the picture, I hope.
{154115} Know that at times, it is difficult for the eye to see the world, so one must be content to examine it.
{154116} So what does your mind tell you? The blade and the Mere are tied, yes, that is truth. But that the blade is responsible for the death of your homeland, the severing of your people...?
{154117} Do not turn your mind to the spirits - ask your own mind these questions first, and see what <i>your</i> answer is.
{154118} The blade has nothing to do with what happened in the Mere. The two are tied, yes, but the blade had nothing to do with what happened to your clan. 
{154119} These spirits you speak with... are you certain of their intentions? Because they either do not know the truth, or they are lying to you.
{154120} <i> Before you leave, take these items. They were powerful gifts wrongfully taken from your people. </i>
{154121} <i> May we set many things right again - together. </i>
{154122} <i> Then it is truly an end for my people, for we are surrounded by those who would destroy us. </i>
{154123} <i> As I said, Shard-Bearer, the visions always come to pass. </i>
{154124} You wait here.
{154125} Who is Batha?
{154126} How do you know who I am?
{154127} Why are you here?
{154128} How do you know who I am?
{154129} So you are the leader of these lizardmen?
{154130} Why have you trapped the townsmen here?
{154131} What do you want from me?
{154132} This shard isn't responsible for your troubles.
{154133} We both fight against the same enemy.
{154134} You're assuming much about this shard.
{154135} Your visions are clearly mistaken.
{154136} How do you know you can trust your visions?
{154137} |If player got info out of Vlssk|Vlssk told me that you communed with shadows. Shadows aren't spirits - you're being used by a greater power.
{154138} You're only seeing part of the whole.
{154139} The point was to <i>avoid</i> a fight.
{154140} There is no need for this.
{154141} You just might regret this challenge.
{154142} You're being used by a greater power.
{154143} The one who deceived you fears me, that is why.
{154144} | Good Response |We don't want to kill you.
{154145} | Evil Response |Wise choice. Now prepare to die, lizard.
{154146} We want to help you take back your land.
{154147} I want you to fight for us.
{154148} I want you to trust us. We have a common foe.
{154149} Slaan, why did you turn on the people of Highcliff?
{154150} We helped you, and now you break your truce with Highcliff?
{154151} There's no need to fight at all. We can work together.
{154152} You betrayed us and Highcliff!
{154153} Let me speak with Batha.
{154154} I will kill Batha, if need be.
{154155} Yes.
{154156} No.
{154157} Turn that power against its master. Show the King of Shadows his mistake.
{154158} March with Highcliff to Crossroad Keep. We shall make our stand there.
{154159} What will it take to earn your trust?
{154160} [Diplomacy] We don't seek further bloodshed. We will work to earn your trust.
{154161} [Intimidate] Then choose death, if you wish. We'll destroy your entire tribe, if you refuse to cooperate.
{154162} Vlssk said that you can read the minds of the willing. Read mine.
{154163} Because it wants you to kill me.
{154164} Let us talk, please.
{154165} Join with us against the King of Shadows.
{154166} If we don't work together, we may all die.
{154167} The King of Shadows probably wouldn't expect you to turn on him.
{154168} Powers or not, the tribes will follow you, and together you will be strong.
{154169} Forget this, just die.
{154170} | Good Response |We're heading to my homeland, a Keep - now <i>our</i> homeland. 
{154171} To a walled keep, my fortress. There, we shall do battle with the King of Shadows.
{154172} These visions, tell me more about them.
{154173} I have no time for these delusions of yours. What you dream is not what's real.
{154174} These "ancestors" of yours do not see beyond the Mere... and thus, are blind.
{154175} | Evil Response |I've changed my mind - Crossroad Keep is better off with a lunatic like you dead.
{154176} Sight isn't wisdom - interpreting them soundly is. Are you?
{154177} | Evil Response |Then make no choice at all, and accept death.
{154178} | SCRIPTER: Party walks in on north side of town.|
{154179} {Looking around an empty town}It seems a little... well, empty.
{154180} {Studying the abandoned town}Doesn't look like the lizards have taken it yet, though. 
{154181} {surprised}How did you survive the north passage?
{154182} {surprised}How did you survive the north passage?
{154183} Lizardmen have been ambushing anyone that comes from the north. Someone must have brought word of our plight - are you here to help?
{154184} {Relieved}Then they survived. I was beginning to wonder if anyone had.
{154185} {disgusted}We're the remnants of a dead town. If you've come looking for riches, you're in the wrong place.
{154186} Please, go to the town center and speak with Elder {MAIN}Mayne. He'll explain everything.
{154187} You'll have to speak with Elder Mayne before making your decision. He speaks for us, and will be able to tell you more.
{154188} Go to the town center. You'll find him there.
{154189} {Looking around}The town seems abandoned. 
{154190} {Slightly concerned}There's no one around. Are we too late?
{154191} {Looking around an empty town}I must admit, I expected a somewhat bigger reception than... well, no reception at all.
{154192} {Looking around}I don't see any of the townsfolk. The town seems deserted.
{154193} {Looking around an empty town}Where are all the people? They can't have fled. 
{154194} {Looking around an empty town}Well, this is a little anticlimatic. Where is everyone?
{154195} This settlement is quiet. The people that lived here - where are they?
{154196} Either the townsfolk here are hidden, or we have arrived too late.
{154197} {A little under his breath}Well, I guess the town greeter was the first to die from the look of things. 
{154198} {Studying the abandoned town}It doesn't look like the town has been taken by the lizardmen, however.
{154199} {Studying the abandoned town}Yet there are no signs of battle - or the presence of lizardmen in the streets. The town does not appear to have been attacked.
{154200} {Studying the abandoned town}Looks like the town's been lucky - the lizardmen haven't taken it yet.
{154201} {Studying the abandoned town}No sign of lizards, at least. Count your blessings. 
{154202} {Studying the abandoned town}Yet the town does not appear held by the lizardmen clans, that at least, is fortunate.
{154203} {Studying the abandoned town}But at least I see... and smell... no lizardmen about.
{154204} {Studying the abandoned town}At least we seemed to arrive before the lizardmen. That's nice.
{154205} {Studying the abandoned town}There aren't any people... but no lizardmen, either. 
{154206} {Studying the abandoned town}We could take a quick look around, check the houses for valuables... it doesn't look like the lizardmen have taken this place yet.
{154207} Glad someone's come... we need all the help we can get.
{154208} Yes. Gera and Zachan told me about the situation.
{154209} I heard there were troubles here and came to help.
{154210} Perhaps if there is enough reward in it, I will.
{154211} {Grunting, matter of fact}Looks like the lizardmen made short work of the ships here - the townsfolk can't escape by water.
{154212} Hey, what happened to the ships?
{154213} The lizardmen must have sunk them... if so, looks like the townsfolk can't escape by water.
{154214} {Just finished killing lizardmen, notices ships destroyed}That's it for the lizardmen... but it seems they got to the ships here in Highcliff first. The townsfolk won't be able to escape - by water, anyway.
{154215} Looks like the lizards cut off any escape by sea - all the ships are gone, probably lying in the depths now, their hulls cracked open. 
{154216} {A little somber}Guess the lizardmen destroyed the ships - there's no escape by water, for us, or the townspeople.
{154217} It seems the ships of Highcliff now sail deep beneath the ways - more casualties of the lizardmen, I believe.
{154218} If so, they have cut off our retreat by water. Rather rude of them, but what can one expect?
{154219} {Grim, sheathing his sword from battle}That's the last of the lizardmen. But the ships of Highcliff have been destroyed - we can't evacuate the townspeople by water.
{154220} {Cold, matter-of-fact}We have dispatched this infestation of lizardmen... but they were able to get to the ships of this town first, cutting off our escape by water.
{154221} {Just dispatched lizardmen}Know that we have won a victory here, but our enemies have sealed off one of our routes of escape - the ships have been destroyed, and there shall be no fleeing by sea should the tide of battle turn against us. 
{154222} {Just finished a big fight with lizardmen}Oh my, that was exciting... oh, why, what happened to all the ships in the harbor? 
{154223} {Doesn't understand why the lizardfolk cut off their escape route, oblivious}It looks like we won't be sailing out of here... I suppose the lizardmen went ahead and sunk the ships when they attacked the town. I wonder why they did that, it keeps us from sailing away. 
{154224} Another one. Poor {MAR-in}Marren.
{154225} We cannot keep doing this...
{154226} {sobbing softly}Elder, we're down to our last reserves. {MAR-in}Marren starved herself so that we would all have a better chance. {sadly, low voice}Stupid girl!
{154227} I remember her when she was little. I've been through this town so many times.
{154228} {disbelief, rhetorical}Why won't they let us go?
{154229} Elder, look. Can it be that help has arrived?
{154230} | SCRIPTER: Camera shows party standing near the group. |{suddenly very hopeful}Can it be that help has arrived?
{154231} Calm down, {JUNE-EE}Juni, we know nothing about these people. 
{154232} You have come back to Highcliff, and not a moment too soon. I can only assume you are here to help.
{154233} We do not know for certain. The lizardmen just appeared one day at the south end of town.
{154234} They never moved into Highcliff itself. They simply stood their ground and fortified themselves right outside of town.
{154235} We sent messengers to talk, but they were all killed.
{154236} Most of us retreated to the north end of town. Those beasts then blocked the cliffwalk itself, so now we have no access to the water.
{154237} Most of us retreated to the north end of town. Those beasts then blocked the cliffwalk itself, so now we have no access to the water.
{154238} We were already preparing to evacuate when the lizardmen arrived. Given the situation, many folks thought it best to leave before we had to contend with <i>both</i> shadow and lizardman.
{154239} Not long after, we started getting reports of ambushes along the road. We do not know how many survived.
{154240} We have been left with little choice. Do we flee to the north to face ambush, or wait here and starve to death?
{154241} They have larger encampments south of Highcliff, but they maintain a blockade just outside of town.
{154242} We did manage to take one of their soldiers captive in a fight, but it has yet to offer any useful information.
{154243} Be my guest. We are holding it in a makeshift prison, just in the old pen.
{154244} We are holding it in the old pen, just over there. As for extraction... I will not ask what you mean.
{154245} The lizardmen do not seem open to discussion, but perhaps they will listen to a more seasoned individual like yourself. I wish I knew what they wanted.
{154246} The truth is, we are running out of time. Our supplies, including Rand's, are almost gone.
{154247} We're running out of time, and my supplies too, in fact. I just hope they made a difference.
{154248} If we are unable to resolve this situation, we may be forced to flee north. The results could be disasterous, but what other choice do we have?
{154249} I have a feeling they are keeping us trapped here for a particular reason - I just do not know why.
{154250} Thank you. We shall place our hope in you, for now.
{154251} Your best is much appreciated. I hope you are successful.
{154252} Let us hope that will not be necessary, but thank you for your dedication.
{154253} You... I remember your face.
{154254} | Influence Gain Bishop |{Smiles}Sounds good to me.
{154255} | Influence Loss Casavir |We will question the captive, but I will not allow you to torture him. Where is he?
{154256} | Influence Gain Casavir |Agreed, there may be some misunderstanding - or a way to settle this without further loss of life.
{154257} | Influence Loss Bishop |{Scorn, muttering}The air is thick with noble words - and that will lose us the day, I think.
{154258} {Frowns}Harsh words, but I think you will find you are as trapped as we are.
{154259} | Influence Gain Khelgar |{Eager}That we will. We'll put the lizards in their place, with fist or... fist. {Beat}Either way, they're getting some fist.
{154260} | Influence Gain Casavir |Indeed. You have our word on that.
{154261} | Influence Loss Bishop |{Muttering under breath, rueful}Your word, maybe, not mine.
{154262} | Influence Gain Bishop |{Muttering under breath, pleased}I'll second that. If you can't fight for yourselves...
{154263} | Influence Loss Casavir |These people need our help. We cannot abandon them.
{154264} | Influence Gain Bishop |{Muttering under breath, pleased}We sure as the hells can, and if need be, we will - just like our leader said.
{154265} [Watch in silence]
{154266} What's happened here?
{154267} Where are all the townsfolk?
{154268} Tell me the locations of the lizardmen.
{154269} | Good response |Maybe I can reason with the captive - and put an end to this fighting.
{154270} | Evil Response |Perhaps we can "extract" some information from it.
{154271} Any recommendations?
{154272} Stay here, we'll scout around and try to figure out what's going on.
{154273} We'll fight the whole lot of them if need be.
{154274} | Good Response |Don't worry, we won't leave until you're all safe.
{154275} Lead on, I may be able to find out some answers.
{154276} | Evil Response |You're useless - stay here and die if you will, but I could care less.
{154277} And you won't. We're here to see to that.
{154278} There's no time for grieving.
{154279} {Quiet fellow - somewhat shy, hard working and industrious}Well met. I'd sell you armor, but I've got nothing left.
{154280} Until you came, the lizardfolk prevented anyone coming or going. 
{154281} I - heh - get that a lot. My father always said I looked too wiry to work the forge.
{154282} But I know my craft - and with decent materials I could - uh - show you a thing or two. My stock is a bit limited right now.
{154283} {Excited - more upbeat than before}I've heard of you, <FirstName>. They say you have miners working for you.
{154284} I'll pack my things and head over. I'm sure I'll do better in Crossroad Keep.
{154285} You won't regret it!
{154286} |Fade out and when the fade in happens Edario is gone and will be present at Crossroad Keep. |
{154287} | Lizardfolk not dealt with. |I'd love to, but even if I were willing to brave the lizardfolk, it just wouldn't be right to leave the rest of the villagers like this. If only something could be done.
{154288} Why don't you have anything to sell?
{154289} Farewell.
{154290} <b>You're</b> an armorer?
{154291} Come work for me. I could use someone like you at Crossroad Keep.
{154292} High Cliff Guard
{154293} It's good to see you again. These are truly sad times.
{154294} That lout ran away again. As angry as it makes me, I'm actually glad that he got away from all this.
{154295} I hope I'll see him again one day. {Frowns}And when I do, I'll have a lot to say to him, I promise you that.
{154296} We have little time left. Soon we'll all be like poor {MAR-in}Marren.
{154297} Poor girl...
{154298} Thank you for what you have done. You've given us all hope.
{154299} We'll return, one day.
{154300} What happened to your husband?
{154301} We'll do our best to help here.
{154302} These lizardmen must have a weakness, we just have to find it.
{154303} Farewell.
{154304} Highcliff Lizardman
{154305} Marren, Dead
{154306} Have you spoken with the lizardmen yet?
{154307} Unless you can bring greater forces to Highcliff, our only hope is to somehow negotiate with them.
{154308} We saw a fight in the distance. What happened?
{154309} Thank the gods. The citizens of Highcliff may not be great in number these days, but you have all our thanks nonetheless.
{154310} What is to be done now? Are the lizardmen not leaving?
{154311} These are strange times indeed. We will begin our preparations immediately.
{154312} Thank you again. Though Highcliff may be forgotten, your bravery will not be.
{154313} They're all dead. What happened?
{154314} Thank the gods. The citizens of Highcliff may not be great in number these days, but we owe your our thanks nonetheless.
{154315} What is to be done, now?
{154316} We will begin our preparations immediately.
{154317} Thank you again. Though Highcliff may be forgotten, your bravery will not be.
{154318} Thank you - but no harm has occured since last we spoke. The lizardmen are our primary concern.
{154319} Not yet.
{154320} We came to an understanding.
{154321} It took a little work, but our enemies are now our allies.
{154322} The cowards backed down from our threats.
{154323} They will help you on your journey and aid our forces at Crossroad Keep.
{154324} I tried to reason with them, unsuccessfully.
{154325} They didn't know when to back down.
{154326} Does it matter? They're dead and will trouble us no longer.
{154327} It should be safe to travel again. Head north, to Crossroad Keep.
{154328} The lizardmen and their leader, Batha, know the true threat. They will go wth you.
{154329} We all stand together now against the King of Shadows.
{154330} Gather your people, and join us at my keep.
{154331} Stop asking me questions, and send your people north. I have use of them at my fortress.
{154332} We're working on it.
{154333} Just came back to check on you.
{154334} Hello again. I'd show you my wares, but what little's left is for us.
{154335} It's just a matter of waiting at this point.
{154336} What you've done is incredible - I cannot thank you enough.
{154337} I know this is just the beginning of our troubles, and I'm willing to do my part. I'll do my best to bring some goods to Crossroad Keep.
{154338} I hope to see you there. Farewell.
{154339} <color=text>The Lizardman is exhausted and bleeding from several wounds. It is clearly in need of medical attention.</color=text>
{154340} <color=text>The lizardman looks to be mortally wounded. It can barely speak, and it seems to be near-death.</color=text>
{154341} <color=text>If you want to speak to it, you'll have to treat the wounds.</color=text>
{154342} |After player has healed lizardman. The lizadman stirs and gains strength. It turns to the player.|
{154343} You help Vlssk... why?
{154344} Highcliff is ancient home. Warmbloods take from tribes. Now we take back.
{154345} Once, all land here is swamp. Tribe's swamp. Batha tell us tribe's past.
{154346} This tribal land, not belong to warmbloods! Batha say so, he speak for tribe and speak for spirits - he chief, he shaman.
{154347} Batha chieftan and shaman of <i>all</i> tribes. 
{154348} Batha not normal shaman. Have powerful strength and magic! Batha can see into future.
{154349} Batha unite tribes with great vision of future. All tribes see wisdom in Batha and follow.
{154350} Batha great prophet. All words come true.
{154351} He tell about swamp dying, about great darkness. He say warmbloods run north, that tribe no need fear. All words true.
{154352} It Batha's will we keep warmbloods caged here. Part of future he sees.
{154353} Vlssk not sure. Know that Batha, when shaman, dance with shadows in swamp.
{154354} Shadows ancestor spirits, give Batha great wisdom and power.
{154355} Vlssk not tell outsider tribe secrets.
{154356} [Sucess] No touch Vlssk! Vlssk tell you.
{154357} [Failure] Vlssk dead, you not get information about Batha.
{154358} [Sucess] Hmmm... maybe you follow Batha too, if understand.
{154359} [Failure] This trick, Vlssk not stupid. You want kill Batha only.
{154360} What you know about swamp and tribe? Batha <b>show</b> power of spirits.
{154361} Batha stronger, bigger than all others in tribe, bigger than any warmblood. Has powerful magic! No one can stop Batha.
{154362} Hnnn... Batha will talk with the one with shard, Batha wait for Shard-Bearer.
{154363} Batha not say how he knows shards would come... only that he sees... sees...
{154364} <color=text>Vlssk has passed out, again. He doesn't look like he can answer any more questions.</color=text>
{154365} Batha can see into mind, find truth. But only if mind is open to him.
{154366} Shaman talk with spirits, work magics. Chieftain great warrior and leader.
{154367} [Success] No, no fight tribe! Vlssk talk. 
{154368} [Failure] Vlssk not afraid of warmbloods warriors. Batha and tribe strong, can fight.
{154369} But Batha talk with you, to one with shard. Batha wait... wait for warmblood... wait for Shard-Bearer to come.
{154370} Looks like he's in bad shape. That's what the lizards get for attacking Highcliff.
{154371} I'm getting Fort Locke flashbacks. Uh... we're not going to torture this lizardman, are we?
{154372} Those wounds look serious. Should we heal them? If not, he will not last long.
{154373} Wow... he looks in bad shape. 
{154374} Looks like we arrived just in time to see it pass away. If you have questions, I would ask them quickly.
{154375} Is he... is he still alive? I can barely see through the blood.
{154376} We should heal this lizardman if we can - those wounds are serious.
{154377} This thing hasn't got long to live - ask your questions quick.
{154378} Know that this one walks the final path, and his journey is almost at an end.
{154379} A prisoner of war - but not for much longer. Its wounds are fatal.
{154380} Ennh... hrrrk? 
{154381} Only way we're getting an answer from him is if we heal him... not sure that's the best plan.
{154382} It's no use... unless we heal him, he's not going to say much.
{154383} Let me heal him - or tend the wounds. I can't stand to see any creature in pain like this.
{154384} | Influence Gain Bishop |I think that says it all.
{154385} | Influence Loss Casavir |There is no reason at all to treat a prisoner in such a fashion. If we can help, we should.
{154386} | Influence Loss Elanee |Maybe there was a <i>reason</i> for it. But you know what? It's not like you would care to hear it anyway.
{154387} | Influence Gain Ammon Jerro |Agreed. We need the information this thing can provide, and we have little time to waste.
{154388} I do not object to healing him, but I do not wish our questions to be accompanied by further pain.
{154389} Gods, Casavir, if you were leading our armies, Neverwinter and the whole Sword Coast would be in flames right now. Save your preaching for battles you can easily win. 
{154390} | Influence Loss Elanee |You would heal him to harm him more? Even if he could help us?
{154391} | Influence Gain Elanee |Thank you.
{154392} | Influence Gain Casavir |That is the best course of action. And through it, perhaps we can gain allies where only enemies were before.
{154393} | Influence Loss Ammon |Acts of mercy do not win a war, but do what you will.
{154394} | Influence Loss Bishop |Sure, let's save every lizardman we come across... and let's take our time while doing it, so they can build up their armies, too.
{154395} I think we'll have to patch him up first if we want to learn anything from him except how lizardmen die.
{154396} I doubt it can even hear us - unless we heal it, it will not last long.
{154397} I think it's trying so hard to stay alive that it can't exactly pay attention to us. My, that is a lot of blood. 
{154398} He cannot hear us. We should tend its wounds, otherwise it will not last much longer - I do not like to see someone in pain if we can do anything to prevent it.
{154399} So much for questioning it. We could patch it up a little, enough to keep it alive until we get what we need.
{154400} Know that unless the wounds are sealed, this one shall soon pass from us. He cannot hear anything but death coming for him now.
{154401} It has not long to live - and it's in too much pain to hear our questions. If you want to interrogate it, heal it first.
{154402} {Serious, curious}But Highcliff is far from your ancestral grounds in the Mere.
{154403} {Scorn}I don't see any marshes around here, and Highcliff's been here a lot longer than you lizards have.
{154404} {Cracks knuckles}Maybe you'd like to reconsider that.
{154405} Guess that's it. Sounds to me like we need to find this Batha and put an arrow through him... this lizard's no more use to us.
{154406} We should find Batha and deal with this shaman. Once he is out of the way, then the tribes may scatter.
{154407} He doesn't have the strength to stay conscious anymore... that's the last question we can ask him.
{154408} So this Batha is giving the orders? Guess we need to talk to him... this one isn't saying anything more.
{154409} It seems this well of information has run dry. Shall we see if this "Batha" has more answers?
{154410} He lives, but he is exhausted. There is little else we could ask him regardless.
{154411} Hnh. Sounds like we move on to this Batha shaman, then. We're certainly not learning anymore from this one.
{154412} Looks like those are the last questions he's going to answer for a while... he looks beat.
{154413} Know that there is little else to be gained from this one. 
{154414} Oh - he's fallen asleep. Guess he ran out of topics to discuss - maybe his leader might know more. Those visions of his sound interesting.
{154415} How does Batha know about the shard?
{154416} How does this Batha of yours know about the shard?
{154417} How did you hear about shards?
{154418} Does <i>everyone</i> know about the shards?
{154419} These shards certainly seem to becoming more and more common knowledge... through uncommon means. 
{154420} You have heard of the shards?
{154421} So this Batha knows about the shards?
{154422} What does Batha want with the Shard-Bearer?
{154423} What do you know of the shards and the one who bears them?
{154424} Oh, this Batha knows you carry shards, too!
{154425} Are you awake?
{154426} Why have your people attacked Highcliff?
{154427} We're asking the questions. Tell me why you're here, or else.
{154428} Batha is the chieftain of your tribe?
{154429} This area isn't swamp anymore. What use is it to your people?
{154430} [Lore] Aren't shamans rarely chieftans?
{154431} How does Batha lead all of the tribes?
{154432} How can he see into the future?
{154433} How is Batha so powerful?
{154434} [Intimidate] I healed you. I can end you just as easily.
{154435} [Diplomacy] We're only trying to understand your people.
{154436} Shadows aren't spirits. Batha is confused.
{154437} What kind of power does he have?
{154438} Will he talk to us at least?
{154439} We have questions for you.
{154440} I don't let the helpless die, but I need to know why you're here.
{154441} What's the difference between a shaman and a chieftain?
{154442} [Bluff] I will bring an army and wipe out your tribe, if need be. Talk.
{154443} Forget this. Let's move on.
{154444} I don't like it, either. We'll heal him, then. 
{154445} Let's patch him up - we can't interrogate him in this condition.
{154446} Like I care. He attacked Highcliff, he got what he deserved.
{154447} Sounds to me like you have history confused. 
{154448} This Batha sounds like he's trying to start a war.
{154449} Am I supposed to be impressed? I could care less about your leader.
{154450} Tell me more about Batha.
{154451} This conversation is useless, you know nothing, can promise nothing.
{154452} <color=text>The lizardmen may kill all of the travelers unless you get their attention.
{154453} <color=text>[Success] You seem to have gotten the lizardmen's attention.
{154454} <color=text>[Failure] The lizardmen ignore your taunts.
{154455} <color=text>[Success] It looks like you have frightened some of the lizardmen.
{154456} <color=text>[Failure] Your shouts were not convincing to the lizardmen.
{154457} <color=text>[Success] It looks like you have frightened some of the lizardmen.
{154458} <color=text>[Failure] Your shouts were not convincing to the lizardmen.
{154459} [Taunt] Come and fight us, you filthy muck-dwellers. Help us add some more hides to our collection!
{154460} [Intimidate] Leave them alone, or we'll skin the scaly hides right off your backs!
{154461} [Bluff] Neverwinter's finest marches behind us. Run them all down!
{154462} [Do Nothing]
{154463} Oh gods, they're going to kill us all. Run, Gera, go!
{154464} I won't leave you, Zachan.
{154465} We're not alone. Help us, please!
{154466} |If player helped them twice|I can't believe our luck. This is the third time you've come to our aid.
{154467} You saved my son, my husband, and now <b>all</b> of us again.
{154468} We can never repay you for this. We can only offer you our gratitude.
{154469} Your kindness is astonshing.
{154470} Well ...I have a few coins to offer, but really nothing else. All we have are in those overturned wagons.
{154471} | Gives money |You're right, here, please take it all. You certainly deserve it.
{154472} I'm sorry, these are difficult times for us all.
{154473} Well, you helped us again, regardless, and we owe you our lives.
{154474} I don't mean to add to your troubles, but we have to get the word out to anyone we can. Highcliff is under attack!
{154475} It's true. Lizardmen just came into town one day and set up camp on the south side. They're not letting anyone out, but left the north passage open for some reason.
{154476} We don't know why they haven't swarmed into town yet. Maybe they're trying to separate us to make the pickings easy.
{154477} We're the lucky ones. Many remain trapped in Highcliff, and they need help. Please, if you can do anything to save those people...
{154478} You truly have a noble spirit. You look a lot more capable since last we met, too. I guess I've grown a bit more bold, myself.
{154479} We've troubled you enough. Thank you again for your assistance. We will never forget you.
{154480} William, it's safe to come out now!
{154481} | SCRIPTER: Gera and Zachan walk back to their wagon. |
{154482} |If player helped them once before|{breathless}Oh thank the Gods. This is the second time you've come to our aid.
{154483} You saved my husband, and now you have saved both of us again.
{154484} You truly have a noble spirit.
{154485} I... I understand, of course. We could never expect you to place your life at risk.
{154486} I can't say for sure now, but there were some twenty souls when we left.
{154487} Elder Mayne said he'd never leave his town. He puts on a brave face, bless his soul.
{154488} To think we would have died here on this road...
{154489} We owe you our lives.
{154490} You helped us all. Well, at least all that could have been helped.
{154491} You saved my son, and now you have saved us all again.
{154492} Good Sir, before you go, I want you to know that everything that was dear to me would have been stripped away, if not for your bravery.
{154493} We may not have much, but everywhere we go, we will tell others about your deeds.
{154494} {breathless}Truly, the gods watch over us. Thank you, stranger!
{154495} | Good Response |Your gratitude is more than enough.
{154496} We were only defending ourselves.
{154497} Surely you can offer something.
{154498} | Evil Response |What is coin in comparison to your life?
{154499} Never mind then.
{154500} | Good Response |Of course, please keep your money.
{154501} Do you have any idea why they did that?
{154502} | Good Response |We'll see what we can do to help Highcliff.
{154503} | Evil Response |I can't waste my time on a few villagers.
{154504} How many are left in town?
{154505} Meyne
{154506} Lizardfolk
{154507} Can't believe they let overlanders into our halls...
{154508} Outsiders only bring trouble.
{154509} Hmph, I see a dwarf but not an Ironfist.
{154510} Why would Keros let these strangers wander?
{154511} By Torim's beard, these city-dwellers have overstayed their welcome.
{154512} Keros was right to keep the clanhold closed off.
{154513} Ack, I'm tired. Could use me a cold one by the fire.
{154514} There's much excavation that needs to be done...
{154515} We're finding new veins each day, amazing!
{154516} I hear talk of war brewing amongst the tall folk.
{154517} To think this hall use to be full of beasts...
{154518} I think it's time for another ale, haha!
{154519} Keros seems more troubled of late...
{154520} I wonder what news these wanderers bring?
{154521} Ironfist Dwarf
{154522} Revorax - Weapon Store
{154523} {CULL-mar}Khulmar, any success in opening the lower levels?
{154524} {slight pause, then in a flat tone}...{KELL-gar}Khelgar.
{154525} {angry}Who let you within <i>our</i> halls?
{154526} {Slight surprise}Let me in? I'm an Ironfist, it's my right. 
{154527} An Ironfist is many things, but he is not a deserter.
{154528} {Building up steam}He does not leave his clan when they need him most to chase after personal glory.
{154529} If by "liberate" you mean he was <i>present,</i> I'll not argue. But I'm sure he was more concerned with besting his opponents than preserving the halls of our ancestors.
{154530} {Echo}Savior? Khelgar did nothing by himself. His contribution was incidental, I'm sure.
{154531} Who are you to come into these halls and insult me? You have no idea how much I've struggled to keep this clan together.
{154532} {Stern, warning}I know who you are, and I thank you for your assistance, but this is now an Ironfist matter.
{154533} {Building up steam}This isn't just an Ironfist matter - the King of Shadows, he threatens us all, and we need to band together if we want to have a chance!
{154534} {Has every intention of saying no}Ah, yes. And what are we supposed to do about this "threat?"
{154535} {It's evident!}Ally with Neverwinter, of course, march with us on the dead streaming out of the Mere!
{154536} {enraged, incredulous}Ally with Neverwinter?! {more controlled, defiant}Neverwinter ...Ha!
{154537} {Emphasize "left"}Do you know what we uncovered after you <i>left,</i> Khelgar?
{154538} We found libraries, chronicles of our past deeds. We, as <i>true</i> Ironfists, stayed to learn about our past.
{154539} These halls weren't always decayed and barren. Once this hold stood proudly under the rule of Torim{tore-im} Ironfist himself.
{154540} These halls fell because Neverwinter refused to help us. When we fought the Fire Giants at Mt. Galardrym{Gal-are-drimm}, we were left to fend for ourselves.
{154541} {Scorn}Do not talk to me about allies. The Ironfists have remained strong by themselves.
{154542} There have been many grand "threats" that have come and gone.
{154543} Weathering them is the true test of resiliance, of strength. Would Neverwinter recover from a blow as great as ours?
{154544} Neverwinter has done nothing to assist my clan. Do I have any reason to trust?
{154545} And you are a fool if you think empty statements can sway my hand. Perhaps another leader might think it safer to charge into battle than fortify a fortress in the earth, but not I.
{154546} Mere words. The Ironfists have received pledges in the past, and they were no more than lies with smiles.
{154547} {Snorts, doesn't believe the PC will do this}Come back with Lord Nasher himself, and beg for forgiveness a thousand times. Then we may talk.
{154548} {Rumbling}Keros, I wouldn't be here if I didn't think the Clan was at stake.
{154549} {Anger}Do <i>not</i> speak to me as if you're one of us. I value your opinion less than that of the strangers you follow.
{154550} I <i>am</i> one of you! I am an Ironfist, and you will hear me, damn you! 
{154551} I am done with you. We won't drag you to the gates, {KELL-gar}Khelgar, but you know where they are.
{154552} {Irritated}Khelgar. And I was just starting to have an acceptable day.
{154553} Guards! Remove this deserter from my sight.
{154554} {Slight surprise, incredulous}What nonsense is this? More insults?
{154555} {Dismissive}Impossible. The Belt has long been lost.
{154556} Actually, it's quite snug around my waist at the moment. Can't quite see it over the gut fully, but it's there. 
{154557} Guards, throw this traitor out! We have no use for your lies.
{154558} {Snorts}<i>You</i> think you can lift the Hammer? Only he who wears the Belt of Ironfist can do so, and it has long been lost.
{154559} |SCRIPTER: Khelgar storms off to the chamber with the Hammer. NOTE: Movement is C-priority. |{Angry, chargin}All right, then, I'll prove it to you, since your head is so full of rocks.
{154560} | SCRIPTER: Everyone, the party, Keros, Khulmar, and some other dwarves go into the chamber. |{To himself}Hope I don't make a fool out of myself with this...
{154561} {Surprised}What do you know, it actually worked. {Beat, to crowd}Ha! You see that! I got the Hammer of Ironfist right here, light as a feather. {Beat, grunt}Well, if it weighed a hundred stones.
{154562} {with some reverence}The one who holds the Hammer of Ironfist will lead our people. This has always been the way of our clan.
{154563} This can't be. How can an impudent, brash outcast like th-{"that"}
{154564} | SCRIPTER: He kneels|{CARE-os}Keros, this is our way. Khelgar has proven himself and reunited our greatest artifacts. He has earned our allegiance.
{154565} I{sighs}...very well.|He kneels and the rest of the dwarfs kneel.|
{154566} | Fighter Path |{Surprised, touched, sees dwarves kneeling}I... you all, you honor me. {Embarrassed}Look, get up, you don't need to kneel to me, all right?
{154567} | Monk Path |{Surprised, then calm}I... look, all of you, rise. I don't want you to kneel to me - show respect through your actions and wisdom, not through bending your knee.
{154568} {ignoring you, speaking over you}King {Low-dram}Loudram, <i>my</i> ancestor, led the charge and died gloriously in battle that day.
{154569} {Slight irritation}This matter affects the war effort, too, you know - it's not just about me. 
{154570} {Angry, huffing like a steam engine powering up}So it comes down to this - you're going to refuse me the right of rule? After all your claims of devotion to the Ironfist Clan?! 
{154571} | SCRIPTER: He picks up the Hammer.  He does so effortlessly and much exclamation can be heard coming from the dwarves. |
{154572} | Influence Gain Khelgar |{To player, quiet}Glad to see someone has some faith for the both of us. Here goes.
{154573} | Influence Loss Khelgar |{To player, downcast, quiet}Well, I may have doomed us both here, so much for watching out for you.
{154574} {Takes a breath}Here goes.
{154575} {Clears throat}Look, I came here with a message and you need to hear it. {Beat}This King of Shadows coming out of the Mere of Dead Men - he's a threat to us all, no matter how deep we dig in.
{154576} We <i>have</i> to stand with Neverwinter - it's what's best for everyone, and we <i>have</i> to fight, there's no sitting this one out. 
{154577} What must we do?
{154578} Keros here can organize you - he's done a fine job, and I don't see any reason he should stop. 
{154579} {Honored}I... it shall be done.
{154580} Follow his lead, all of you, and prepare for travel to Crossroad Keep. I will meet you there, and when the King of Shadows comes...
{154581} ...well, he'll have a fight they'll hear down in the dwarven hells, won't he?
{154582} | AUDIO: Roaring cheer. SCRIPTER: Fade to black, would be cool if Khelgar did a weapon swing animation. |
{154583} I... I have traveled far on my journey along the Sword Coast, and learned much about what is just and what is right - and what it means to <i>truly</i> fight for something.
{154584} {A little quiet}That strength comes from inside.
{154585} | Show camera on player. |All it took was someone to show me.
{154586} You say that Neverwinter did not aid you in the past - that may be true. But, if you consider such actions shameful, does that give us cause to act the same? 
{154587} | SCRIPTER: Embarrassed look on Keros's face. AUDIO: Whispering. |
{154588} {Quiet, shamed}We will stand with Neverwinter. You speak true.
{154589} {Curious, hopeful - Khelgar is like a beacon of hope here}What happens now? Khelgar, will you lead us?
{154590} No.
{154591} {Gracious, showing a little wisdom here}You were right, Keros, about my leaving - and it has taken me some time to see the truth of things, and what is right. 
{154592} I want you to lead the clan to Crossroad Keep. There, the Ironfists will carve their name in history, and see a great foe brought down by Neverwinter and dwarves, standing side by side. 
{154593} {Humble}I... I will do so.
{154594} Follow his lead, all of you, and prepare for travel to Crossroad Keep. I will meet you there, and when the King of Shadows comes...
{154595} ...then we shall show him the strength of two peoples united, and teach him the truth of fighting for what one believes in.
{154596} You need one who has fought tirelessly to aid the Clan, strengthened it, and I think there is still much we can learn from Keros... and his leadership.
{154597} | AUDIO: Worried murmuring. SCRIPTER/CONSTANT: Show confused looks on Dwarfs' faces? |
{154598} These are my halls, Captain. Yes, word has traveled even here of your actions.
{154599} | Fade out and jump all the actors to the Hammer Room |
{154600} Khelgar helped liberate this hold.
{154601} Harsh words for your savior.
{154602} Where were you while we fought the bugbears?
{154603} We wouldn't have come if the Ironfists weren't in danger as well.
{154604} The King of Shadows will not stop with just Neverwinter.
{154605} How long must this mistrust continue?
{154606} You are a fool if you think your clan is safe here.
{154607} | Lawful Response |On behalf of Neverwinter, I pledge our support to the Ironfists.
{154608} How can we prove ourselves to you?
{154609} Khelgar holds the right to rule, Keros.
{154610} The Belt of Ironfist gives us the right to challenge you.
{154611} We are here to take Torim's Challenge.
{154612} Too late for that, I can't believe I went along with this.
{154613} Surprised, my "King?"
{154614} We're leaving.
{154615} | Chaotic Response |Maybe you'd prefer it if I ranted endlessly along with you?
{154616} You clearly have no idea how much danger your people are in.
{154617} I could care less about your quarrel with Khelgar. I care about the King of Shadows.
{154618} | Neutral Response |I'm not here to defend past leaders. I'm here to make the right choices for today.
{154619} | Lawful Response |Then let's learn from the past and vow to work together.
{154620} It is not your place to question, Keros. Khelgar has proven himself through his actions.
{154621} I'm rather enjoying this moment.
{154622} If anyone deserves to lift that hammer, Khelgar, it's you.
{154623} Just lift the thing and get ready to fight if this doesn't work out.
{154624} If it wasn't for us, Old Owl Well would be overrun with Orcs.
{154625} Khelgar helps us with things far more important than just this clanhold.
{154626} Hear us out first before you condemn Khelgar.
{154627} Keros
{154628} | Khelgar not in party |Hold, strangers, you are entering the lands of the Ironfist clan. On-{"only"}
{154629} {Recognition, then pleased}Wait, you're the one that helped us route the bugbears. Ha-ha, lad!
{154630} My thanks again for your assistance. I probably would've escaped regardless, but an Ironfist knows when to show gratitude.
{154631} You should see what we've excavated since you left - great halls, relics, even histories. In fact-
{154632} {pauses, sighs}Ack, this old beard's forgotten.{frustrated, emphasizes "can't"} I can't let you through.
{154633} Of course. But these halls are sacred to us, and not everyone would welcome non-clansmen. Keros{Care-ose} has forbidden it.
{154634} These halls are sacred to us, and not everyone would welcome non-clansmen. Keros has forbidden it.
{154635} {slightly pained} The Ironfists are grateful, but these are difficult times. We have much rebuilding to do, and Keros cannot worry about outsiders. 
{154636} {Care-ose}Keros? {Beat, a little quiet}Sure are a lot of "k" names in Khelgar's family.
{154637} He is our leader, and has guided our clan through many difficult times. He will not, however, let you enter.
{154638} {Reluctant}Perhaps if Khelgar were with you, things would be different. I'm afraid there's nothing I can do.
{154639} I'm sorry, friend. Perhaps one day, these halls will be more open. Until then, we have much work to finish.
{154640} | Khelgar in party |Who goes there? None bu-{"but"} ...Khelgar! You've returned.
{154641} {Pleased}And you have brought the ones that helped us with those bugbear pests.
{154642} |Note:The player can rescue Khayar from a cage in the Ironfist stronghold ruins in Act I|Good to see you as well, {KAY-ar}Khayar, glad to see you standing guard rathar than in a cage, like we saw you last. 
{154643} Ha! Again, thank <i>you</i>, Captain, for the help. Since you left, many of our halls have been uncovered.
{154644} {Reverent, they've found an ancient hall of their people}You should see the great halls, Khelgar. Our people built them, <b>our</b> people.
{154645} Anyway, we'd love to see the old halls, but we're here on business - there's a war brewing, and all the Ironfists need to march, yesterday.
{154646} Only Keros can make that decision.
{154647} Eh? So Keros finally got here, did he? Where is he?
{154648} {To player, whispering}Keros and I go way back. Didn't exactly part on friendly terms, but he doesn't hold a grudge. 
{154649} Keros is the leader of the Ironfists. We didn't part on... friendly terms. 
{154650} He hates you, Khelgar.
{154651} Well, his word is law, so that can make things tricky. But I admire your courage.
{154652} {Laughs}True enough - but Keros is one hard rock to crack. He also doesn't hear too good.
{154653} Well, yes, that's probably true. {Beat, quiet}Was hoping he'd gotten over that. 
{154654} In any case, you'll have to bring your case to him. Personally, I'm aways up for a good fight, but I'm sure Keros will know what to do.
{154655} Keros is just ahead, past the hall to the right. {Beat, slightly ominous, worried}Good luck, Khelgar.
{154656} | Khelgar not in party, not first time |I'm sorry friends, I still can't let you pass without one of our kin.
{154657} Keros might accept you if Khelgar were present, given his ties to you. Otherwise, our halls are closed.
{154658}  I'm sorry.
{154659} Wait, you're friends of Khelgar, aren't you?
{154660} Rumor has it that fool dwarf travels with you still.
{154661} Then the rumors are true - you do travel with the Captain of Crossroad Keep.
{154662} You always were a mysterious lad, Khelgar. It's good to have you back.
{154663} {Nods, then looks around}Well met to you, {KAY-ar}Khayar - seeing this place being restored, well, it strengthens a dwarf's heart.
{154664} | Influence Loss Khelgar |{Slightly defensive}There's time to appreciate good craftsmanship, I think... but you're right, perhaps not now. {Beat, quiet}But show a little respect in these halls, it goes a long way.
{154665} | Influence Loss Khelgar |{Gruff, defensive}Well, your eyes must be blind, then, but I'm not going to argue it with you right now.
{154666} | Influence Gain Khelgar |{Puffs up a little}Suits us, doesn't it? Good stonework here, solid foundation... everything about it says Ironfist, it does.
{154667} We have been without home for too long. Our spirits couldn't be higher.
{154668} {Care-ose}Keros? Who is that?
{154669} {Care-ose}Keros? {Slightly challenging}Is that name supposed to impress us or something?
{154670} {Care-ose}Keros? {Quiet, to himself}It seems that Khelgar is not the only close-minded fool in this clan.
{154671} {Care-ose}Keros? Sounds like he just doesn't know us very well - we grow on you, like a fungus.
{154672} {Care-ose}Keros? Is that your leader?
{154673} {Shrugs, giving up gladly}Well, we tried - you heard him, {Care-ose}Keros has forbidden it.
{154674} {Care-ose}Keros? That name is not known to us.
{154675} {Echoing a name}{Care-ose}Keros?
{154676} Surely we're considered friends of the Ironfists?
{154677} Why not?
{154678} |SCRIPTER: Only if player helped the dwarves in Act I|This is the thanks we get?
{154679} This is very impressive, indeed.
{154680} Why's that?
{154681} Nothing we can't handle, I'm sure.
{154682} Difficulty is where we shine.
{154683} How can we get in?
{154684} We'll leave.
{154685} | SCRIPTER: Fade to black, jump party, fade back in |
{154686} I thought that it would be a little... grander.
{154687} The tour of the halls can wait, we don't have time to waste.
{154688} Returning home must be very gratifying.
{154689} We helped stabilize Old Owl Well. Surely we can at least speak with Keros. 
{154690} Fine - we'll be back with Khelgar.
{154691} Well met friends, good to see you. And welcome back, Khelgar.
{154692} Well met to you, too, Khayar. 
{154693} Keros may not think so, but I hope your stay this time is longer. The Ironfists must stay together.
{154694} {Ruefully}That's a truth we both agree on. Let's hope Keros sees it as well.
{154695} {Honored, impressed at Khelgar}You have brought great honor back to our clan, Khelgar. We will gladly stand with you at Crossroad Keep.
{154696} {Stern, serious}Khelgar, I heard what was said.
{154697} {Slight anger, angry at himself}Have you come to add more words, then? It seems my name is already bloodied enough.
{154698} No. I don't think you betrayed us. I... think you have proven your worth on your travels.
{154699} But Keros is our leader, and the clan will unite under no other.
{154700} The only way to convince Keros is to prove your worth. 
{154701} Let Torim{Tore-im} be your voice.
{154702} Torim{Tore-im}? What are you talking about?
{154703} Torim was the foundation of the Ironfist clan. He built this great hold, long ago.
{154704} {A little introspective}Our first and greatest king, he was.
{154705} The Hammer is our most precious relic, a mighty weapon forged and wielded by Torim himself.
{154706} There is an old story told by our people about Torim and the Hammer. Would you like to hear it?
{154707} Our history is full of conflicts and triumphs, but we often turn to this story as inspiration.
{154708} Long ago, before the walls of Neverwinter stood tall, Torim and the first of our clan wandered overland to find a new home.
{154709} For dwarves, any such travel is a very dangerous time.
{154710} You see, we've got the advantages when we've dug down - but when we move, we're a little more exposed.
{154711} When Torim arrived at the site of the first Ironfist clanhold, which we now know is here, he thrust himself into a land dispute between beasts.
{154712} These halls were once just a series of connected caves and tunnels, rich in ore and metal.
{154713} When Torim arrived at the site of the first Ironfist clanhold, which we now know is here, it was just a series of connected caves and tunnels, rich in ore and metal.
{154714} Eventually, Torim's presence in the mountain attracted the eyes of a group of highly-territorial fire giants. They arrived one day and demanded tributes and free roam of the mountain. 
{154715} As the gates to the clanhold were yet to be finished, the fire giants could easily breach our ancient home. Instead of giving in, Torim issued a challenge of his own.
{154716} Instead of giving in, Torim issued a challenge of his own.
{154717} {Snaps his fingers, remembering}I remember this part - he threw his hammer on the ground, and said - "if any of you can lift this hammer, the whole mountain's yours. If not, then the mountains ours."
{154718} The giants laughed amongst themselves and happily accepted the challenge. One by one, they came by, but their mocking laughter soon turn into angry shouting. 
{154719} Not a single one could lift the hammer.
{154720} In anger, the giants said that they would slaughter all of the dwarves and take the mountain anyway. Blinded by their earlier confidence, they failed to notice that they were suddenly encircled by the entirety of the clan.
{154721} Torim stood his ground, as he did in the entire confrontation, and casually picked up his hammer. The giants fled.
{154722} Torim knew that even more powerful than the breaking of an opponent's bones was the breaking of his will. 
{154723} That wasn't the last time the Ironfists fought with the fire giants, but never once did the gates of these halls fall.  We stood our ground.
{154724} {pleased} Thank you, it is a very important story to our people. We base many of our values on the life of Torim.
{154725} I believe Khelgar can answer better than anyone on this point.
{154726} What? The hammer's been recovered?
{154727} | SCRIPTER: Khulmar steps aside from a previously locked passageway, doesn't say anything. Alternately, he unlocks and opens the door. |Come and see.
{154728} You've returned. Have you been successful?
{154729} {Sighs, starting to doubt}Hnh - who knows if it still exists or not. Perhaps finding the Belt is really just a dream.
{154730} I have no expectations, but... good luck.
{154731} {dumbfounded}You really have it. Unbelievable.
{154732} {Puffing up, just brought a relic}I do. And it fits pretty snug, feels like a king's belt, it does. And look at the clasps - don't see that kind of work anymore.
{154733} This is glorious news. Hurry, we must bring word to Keros.
{154734} Never in my grandest dreams would I have thought this day possible.
{154735} We will meet you at Crossroad Keep, {KELL-gar}Khelgar, and show the King of Shadows the might of the Ironfist clan.
{154736} The Hammer is a thing of legend amongst our people. Khelgar is right to react this way.
{154737} It is not, but let me summarize for you, then.
{154738} In short, Torim, our first and greatest king, wielded this mighty hammer and defeated the fire giants of this land.
{154739} His courage and wit saved us from losing this clanhold, long ago, and the hammer has remained a symbol of leadership since.
{154740} {Grunts}If he'll listen, you mean. I think my words would fall on deaf ears if I tried to push the matter.
{154741} One really must believe at times. Trust me, sometimes believing in something no one else can see or even imagine is all it takes to make it a reality.
{154742} | Influence Gain Grobnar |See? There you have it, right there. 
{154743} | Influence Loss Grobnar |Oh. Sorry - was talking again, my apologies, I know how you hate that.
{154744} {Cold, pragmatic}I do not think your leader will listen to anything you have to say.
{154745} {Slightly sad}Know that his mind seems closed to any further words.
{154746} {Snorts}That should be rich - he sure isn't going to listen to anything more we have to say.
{154747} {Frowns}I do not think words can sway him.
{154748} {Eager}I could talk to him. Well, no, maybe that would be a bad idea. But someone should say something.
{154749} {Sighs}Are you kidding? He's as stubborn as any dwarf I've known - he won't hear you or anything you say.
{154750} {Irritated}Well, talking sure doesn't help. He won't listen to us.
{154751} Is there anything we can do to be heard?
{154752} {Shrugs}Seems to me like talking's useless - anything we say just makes him think of Khelgar, which would turn anyone's stomach.
{154753} Let the Hammer of Ironfist speak for you, if Keros will not hear you.
{154754} {displeased} I cannot expect an outsider to appreciate our history. <b>We</b> believe the stories and try to follow Torin's example.
{154755} But some of us have more faith than others... and now a little more than just faith.
{154756} And... now that we have returned, we can see Torim's greatness with our own eyes.
{154757} | SCRIPTER: Khelgar goes into the room, followed by the party. He looks at the large hammer on a pedestal in awe.|This is it, Khelgar.
{154758} {A little in awe, sees an amazing magic hammer}It's part of our history, a legend... the one who can lift the hammer is the one who should lead the Ironfist clan.
{154759} You see, Torim had a belt of great strength. With his gauntlets and this belt, he was able to use the hammer when not even a giant could lift it. 
{154760} {Sighs}But without the belt - it's not going to be moved in this lifetime. {Beat}Never thought I'd live to see it - the craftmanship, it's incredible.
{154761} | SCRIPTER: Khulmar steps back into the room|This isn't all we've uncovered. As Keros mentioned, the old records here tell us of a long conflict that ended with the loss of this hold.
{154762} We don't know what happened, but the Ironfists were betrayed hundreds of years later. The Belt of Ironfist was stolen and delivered to a clan of fire giants.
{154763} What? Delivered to the <i>giants?</i>
{154764} If the records are accurate, these giants were located in Mt. {GAL-ah-drim}Galardrym. Our clan fought to claim the Belt there, but never recovered it.
{154765} {referring to the clan}We ...never recovered. And the clanhold was lost.
{154766} {Angry, builidng up steam}Well, what are we waiting for? Let's go get it!
{154767} I never said this was a realistic task. We know where our clan fought the giants, we just don't know if there is anything still there.
{154768} Keros would lead us to battle there, but we have yet to establish a footing in these halls.
{154769} {Angry, impatient}Look, we don't need Keros - we can do this, we can.
{154770} | Influence Gain Khelgar |Good, let's set out at once, and get the Ironfist clan ready for war!
{154771} {Incredulous}What? If we can get the Ironfist clan to fight against the King of Shadows, it damn well is worth our time!
{154772} | Influence Loss Khelgar |Oh, and what do you think the King of Shadows is, eh? "Enemies of old" - ha! That's what we've been doing since we met!
{154773} Here, take this map and this ring, if you choose to go. They once served our ancestors well.
{154774} May the strength of Torim be your guide, Khelgar.
{154775} How can we gain the clan's support?
{154776} Who is Torim again?
{154777} What's the Hammer of Ironfist?
{154778} Yes, please tell us.
{154779} Please continue.
{154780} Please continue.
{154781} That's a pretty remarkable story.
{154782} Sounds like fantasy to me.
{154783} How do you know it's true?
{154784} We have the Belt.
{154785} Not yet.
{154786} That dwarf is stubborn beyond belief.
{154787} The King of Shadows will bring ruin to the Ironfists.
{154788} Why should this be impossible?
{154789} We really haven't the time.
{154790} If it's quick, then sure.
{154791} What's the point of this story?
{154792} I'm sorry, could you just give us a summary?
{154793} Just be silent, Grobnar.
{154794} Grobnar's right. It's led us along even when things seem darkest.
{154795} We'll keep looking for it.
{154796} If this is the hammer, aren't our problems solved now?
{154797} That sure is a big hammer.
{154798} So this is what you were talking about?
{154799} Is there any hope of locating the belt?
{154800} I knew there was a catch.
{154801} Where was this clan?
{154802} I'm not so sure about this.
{154803} We'll need all the allies we can get. Let's go.
{154804} This may not be the best use of our time, Khelgar.
{154805} No, no chasing after enemies of old.
{154806} Can we expect the clan's help?
{154807} Indeed, we shouldn't delay things further.
{154808} This key opens the door to the Hamme Room in the Ironfist Stronghold.
{154809} Khulmar's Key
{154810} Hmph, been a long time since we've traded with overlanders.
{154811} But if you have coin to pay, 'ol Revorax can share his wares.
{154812} The Ironfists are true masters of the craft, as I'm sure you'll see.
{154813} Let me take a look at your goods.
{154814} No masterpieces for me today.
{154815} Nevermind. I'll be going now.
{154816} Revorax
{154817} | Owner of conversation is assumed to be Khelgar, so he is not speaker tagged below. |Hnh. It is the real Belt - though those giants may be lying about that as well...
{154818} {Looks around}Hnh. Fine, good to leave this place behind - good riddance, I say.
{154819} {Sighs, depressed, and a little ashamed}Is it that apparent? 
{154820} Well, I don't know how much I truly know, either.
{154821} That's the worst part of it. If that's true, then... well, maybe there's more to be said about some of the choices I've made.
{154822} {Sighs}You see, there was always one part of the histories that didn't ring true concerning {LOW-drim}Loudram - it's one of the few tales I remember.
{154823} How he was able to "defeat" the giants, yet they still held the mountain as if nothing had happened... or if the giants had won.
{154824} It might, it might not. But it seems a stretch for a giant to say such a thing. 
{154825} Well, that's what eats at me the most.
{154826} Whatever the reason, it's the thought that eats at me, really.
{154827} I remember that <i>I</i> wanted to be like Loudram, ready to take the battle to the enemy, fight huge numbers and emerge on top of the pile.
{154828} But if that ended up getting his clan killed... all for glory, all for the sake of fighting... and it was a lie, well... then maybe I've been searching after the wrong battle all these years - when I should have been with the Ironfists.
{154829} | Influence Gain Khelgar |It means a lot for me to hear you say that. It does, I thank you.
{154830} {Takes a breath, resolved}Well, we got a walk ahead of us - seems to me we need to get going, and get us some dwarven warriors on our side, eh?
{154831} | Influence Gain Khelgar |You're right. Of course you're right.
{154832} | Influence Loss Khelgar |{Sadly}You're right, I need... I need to think about where my loyalties are, and if fighting's the best way to make it happen.
{154833} | Influence Loss Khelgar |{Irritated}Never mind, then, I'll keep my thoughts to myself.
{154834} {Resolved, but a little quiet, depressed}Let's go take the belt back and see what comes of it.
{154835} They might not have been lying, Khelgar.
{154836} I don't know much about your King Loudram. 
{154837} If Loudram was an Ironfist, he was no more traitor than you are.
{154838} Let's just take the Belt and get out of here. 
{154839} So you think it might be true?
{154840} Why would he do that?
{154841} To seek battle for battle's sake and turn your back on your clan is not a good thing, but you still have a chance to fix it.
{154842} Searching for glory may be a mistake, but you are not Loudram, Khelgar.
{154843} Enough of your wallowing in doubt, let's go.
{154844} Then let this be a lesson to you - maybe you should take a breath before jumping into battle all the time.
{154845} | SCRIPTER: Camera shows companions standing around dead dragon in the dragon canyon, winded from battle. |
{154846} | AUDIO/SCRIPTER: There is a sound of pebbles being swept along by a strong gust of wind.  The player turns towards the treasure horde to be blinded by a bright light. |
{154847} | SCRIPTER: Once the light fades, a sword is revealed to be resting on the ground. |
{154848} {Reverent}It's a sign, it is. A gift from the gods, for killing this foul beast.
{154849} {Reverent}This is a sign from the gods. A gift for defeating this evil creature.
{154850} | SCRIPTER: Once the light fades, a mace is revealed to be resting on the ground. |
{154851} Know that greater powers than we have been watching our efforts... and now they have given us a gift in exchange for our deed.
{154852} | SCRIPTER: Camera shows companions standing around dragon in Fire Giant Canyon, exhausted from battle. |
{154853} | AUDIO/SCRIPTER: There is a sound of pebbles being swept along by a strong gust of wind.  The player turns towards the treasure horde to be blinded by a bright light. |
{154854} | SCRIPTER: Once the light fades, a sword is revealed to be resting on the ground. |
{154855} | SCRIPTER: Once the light fades, a mace is revealed to be resting on the ground. |
{154856} | SCRIPTER: Camera shows companions walking towards the base of the mountain. |
{154857} {Looking around, proud}I can feel my clan was here... long ago. Look at the size of this mountain - the thought of my kin fighting their way to the top. Must have been a glorious battle.
{154858} {Skeptical}Sounds foolish enough for a dwarf to do it, that's for sure.
{154859} {To himself}It certainly doesn't seem like attacking this mountain would have been wise, tactically. 
{154860} If my distant blood could do it, the least we can do is the same.
{154861} Well, we're a small group, so at least we'll have the advantage of surprise. 
{154862} {Scoffs}Figures you wouldn't understand honor and courage. Some things have to be done, or there's no point living. 
{154863} And there... I see watchtowers in the distance, and giants. This'll be a battle for sure.
{154864} | Influence Gain Khelgar |{Pleased}That we will - and if not, then we'll no doubt haunt them 'til the end, eh?
{154865} | Influence Loss Khelgar |Ah, the climb's a short one, you just have to keep the end in mind. Let's go.
{154866} | Influence Gain Khelgar |That we will, that we will.
{154867} | Influence Loss Khelgar |Talk to them? Nonsense - only if we're giving battlecries, that's for sure.
{154868} | Several selective shots of the mountain (without revealing the fire giant presence too much. |
{154869} |Several selective shots of the mountain (without revealing the fire giant presence too much.|
{154870} |Dummy node for fade sync|
{154871} It's a long climb, so let's get this over with.
{154872} We'll make the fire giants sorry they stayed.
{154873} We'll get the Belt back Khelgar, don't worry.
{154874} Let's still see about talking to them first.
{154875} Please, free us! We've been here for days.
{154876} If you leave us here, more will return. I don't even know what they want with us.
{154877} They torture us for no reason, foul creatures! The others, they... they were killed. For sport.
{154878} Don't leave us!
{154879} You won't leave us, will you? Is it safe to leave now?
{154880} Blessings upon you, stranger. Please - cut the rope.
{154881} We were just traveling near the mountain... then a hunting party of giants happened upon us. 
{154882} They killed the rest of our party and took us captive.
{154883} It is. Let's just say that we were looking to avoid the eyes of the road.
{154884} We don't have the time to tell you everything. We need to get out!
{154885} We won't get far with so many fire giants around.  I'll not risk it.
{154886} If you can somehow kill the giants here, we should be able to avoid the remaining giants on the way down.
{154887} Don't leave us! They'll kill us for sure.
{154888} All right. We're here on behalf of Luskan, to investigate the spread of the Claimed Lands...
{154889} ...and see what we could do to encourage it.
{154890} Neverwinter is a threat. This <i>shadow</i> may be an even greater threat, but our superiors want us to investigate all possibilities.
{154891} Short-sighted as Luskans are, this is a new low.
{154892} I am loyal to Luskan but those orders were born of madness. Everything we have seen tells us that the threat of the Claimed Lands is greater than any city.
{154893} Perhaps what information we have might persuade the Hosttower to be more cooperative.
{154894} Perhaps what information we have might persuade the Hosttower to be more cooperative.
{154895} You'll leave us here to die?
{154896} You can't do this! Come back here.
{154897} Thank you. I will remember your kindness. My name is {LEW-see-in}Lucien. 
{154898} I don't know if we will ever cross paths again, but I will remember this.
{154899} | SCRIPTER/CONSTANT: Fade out and hide all the prisoners. |Thank you, stranger. We had best be off.
{154900} | Influence Gain Casavir |An act of compassion has its rewards.
{154901} | Influence Loss Bishop |Watch for the dagger and the betrayal, then we'll see how much Luskan thanks is worth. 
{154902} | Influence Loss Casavir |There is no sense in this.
{154903} They should starve to death in time... if the Claimed Lands don't reach here first. Now that would be something to see.
{154904} | Influence Loss Casavier |And now we are to slaughter the defenseless?
{154905} | Influence Gain Bishop |Sounds about right to me. They would have done the same to us.
{154906} | Good Response |Don't worry, we'll get you out.
{154907} | Evil Response |I have more important things to worry about.
{154908} I'll do what I can.
{154909} | SCRIPTER/CONSTANT: Make sure all the Fire Giants are cleared. |The way down should be clear.
{154910} Of course.
{154911} What are you doing here?
{154912} Isn't this a bit out of the way for a jaunt?
{154913} I can cut your binds.
{154914} Tell me why you were here, first.
{154915} I'll think about it.
{154916} What did you say?
{154917} That's horrible.
{154918} | Good Response |Very well, I'll free you.
{154919} No, I think I'll leave you here.
{154920} I think you're better off in the fires, personally.
{154921} | Evil Response |I cannot allow you to leave.
{154922} | Evil Response |That's how I like to do it.
{154923} Not yet, I'll be back.
{154924} | Evil Response |For what you have done, yes.
{154925} Why would anyone want to do that?
{154926} Quiet down, and maybe we'll free you.
{154927} Hold fast a little while longer - we're doing our best.
{154928} Do you think you can make a run for it?
{154929} Yes, I can.
{154930} |Player and companions walk near the edge and observe the fire giant king and his minions in the distance.|{Grunts}This is likely where the Belt is, if anywhere.
{154931} They seem to be entrenched pretty deep though, it's going to be like pulling teeth to get the Belt out of there.
{154932} Smells like dragon here, looks like this is the spot.
{154933} | SCRIPTER: Camera will show the Holy Avenger floating high above the entrance to Tholpsyx's canyon. It should be far enough to be faint, and be surrounded by some sort of white glow. If possible, have it slowly fade away. |
{154934} That may be a sign of some sort. Our path would seem to lie there.
{154935} Well, I always find a friendly light tends to lead to trouble... whether it's the light of an inn, or something else. Still, it's always best to plow ahead and be sure.
{154936} And if anyone's spying on those giants, chances are, they're over here.
{154937} {Sees light}Looks like we got us a beacon as well.
{154938} {Looking off in the distance}That is a strange light... it has a touch of the divine about it, I can feel it.
{154939} | SCRIPTER: Camera shows a wider angle of a small canyon area. Tholapsyx moves around from a small corner that previously hid her from view. |
{154940} My, my, flesh of the "civilized" races. I have not tasted such sweet meats for an age.
{154941} I was hoping for guests. This lonely crag does little to satisfy my appetite.
{154942} {Cold}You will not find a way to sate your hunger here, beast.
{154943} {Cold, pragmatic}If you wish to avoid death, I suggest you leave this place - our patience is short.
{154944} {Resolved}I feel perhaps you are insincere in your words... but if you test us with violence, we shall meet your challenge.
{154945} {Sighs, irritated}First giants, now dragons. How many do we have to kill to get some peace?
{154946} {Eager}A dragon! A real live dragon!
{154947} {Quietly, a dragon just landed}Ah, and so things again go from bad to worse.
{154948} {Quiet}This might be more than we can handle.
{154949} {Quiet}The stench of countless dead lie on his scales... be careful.
{154950} {Irriated}At least it could have brought its hoard with it.
{154951} {Responding to a dragon's hunger}You'll find us a little on the thin side but more than you can handle, trust me.
{154952} So what is it, this time? Did I destroy your village? Devour your favorite sheep?
{154953} {laughing} I think you misunderstand me. I'm savoring the moment precisely because we have no quarrel. Yet.
{154954} But how will you do so without limbs, little one? Oh, <i>how</i> I shall enjoy this.
{154955} Clearly, now tell me why. I'm waiting to be entertained, little one.
{154956} {laughs, confident}Young one, you use brash words against a being older than most of the Sword Coast.
{154957} My advice - be silent, and die with dignity.
{154958} {Cold, pragmatic}If it's death you seek, then let us take you there.
{154959} {Resolved}Prepare yourselves, this shall be a difficult battle.
{154960} {Sighs, irritated}Let's fill this thing with arrows and be done with it. 
{154961} {Determined}Be warned... this will not be an easy foe.
{154962} {Eager, quiet}This is amazing, we're even going to fight this creature. I can't believe this is happening - to me. To me!
{154963} Sometimes if we could simply talk through these things, I wouldn't have the slightest chance of dying of fear or soiling myself.
{154964} This might be fun. Let's do it.
{154965} Be warned - and watch out for its spells and breath weapon, either has a chance of killing us instantly. 
{154966} {Quiet, a little scared}You know, I think this is where I slip into the shadows.
{154967} We have the same words for you.
{154968} Whatever you say, little ones. I promise to make it slow.
{154969} {bored}Of course, of course. {sarcastic}I will relish the challenge.
{154970} {thinking to himself}Perhaps I can throw your broken bodies to the fire giants.
{154971} {Excessive interest}Really?
{154972} {More to himself}Perhaps I shouldn't dispose of you just yet.
{154973} {Suspicious}What do you want with the fire giants?
{154974} {Pride}We're here to claim a relic they stole, that's why we're here.
{154975} Now that is truly convenient. The brutes had stolen items from my hoard, so I came here for some sport.
{154976} The treasures, of course, are mine. Give them to me.
{154977} {Pride}And not just any item - an Ironfist relic.
{154978} Yes, yes, but will this involve the death of giants?
{154979} {Doesn't get it}Well... only if we're lucky.
{154980} Then I offer you this - a chance to live. In return, you will kill the fire giants and their king. I will help you, of course.
{154981} The choice is simple. You can either find a new home in my jaws now, or possibly die later.
{154982} {sarcastic} Through moral encouragement. No you simpleton, I'll restrain myself now and tear off <i>their</i> limbs instead.
{154983} These brutes dared to come to my lair and steal from my hoard. Quite absurd, I thought.
{154984} I tracked them recently to this side of the mountain, but they have a fondness for breeding that I did not expect. Their numbers are too great.
{154985} So this is your choice. Do we have a deal?
{154986} Be warned... deals with dragons seldom end well, none can be trusted.
{154987} {Quiet, to player}Just say yes, and we can run.
{154988} {Quiet, to player}Are you sure this is a good idea?
{154989} Go immediately then, to the fire giant encampment. I will meet you there.
{154990} A pity. I suppose a meal will have to suffice... are you ready to die?
{154991} You did? That was certainly convenient. Fortunately, I now have no reason to suffer your presence further.
{154992} The treasure, of course, is mine, including your precious Belt.
{154993} Your boldness is only matched by your stupidity. I will gladly take what is mine from your corpses.
{154994} Yes, I can and <i>will</i> have it. Once you have stopped breathing, I can finally return to my side of the mountain.
{154995} Ha! If only it were so easy.
{154996} There are only two exits - the cliff behind you, or through me.
{154997} A little dragon blood in your veins, then. {snorts}I showed my own hatchling brothers no compassion.
{154998} {thinking}But... perhaps you may yet be of use.
{154999} The only things on this mountain are rock, ash and fire giants. What exactly do you want with those half-wits?
{155000} I have heard many similar exclamations in the past, worm. As you lay dying in your own blood, I'll give you the opportunity to say it again.
{155001} This is one of the largest hoards I've seen... and I have no idea how we'll ever get it out of here.
{155002} | SCRIPTER:Occurs in fire giant canyon after fire giants have been killed. |I would like to thank you for helping me dispose of those wretched fire giants. They stole from my hoard, but you made the recovery a simple thing.
{155003} {Cold}You will not find a way to sate your hunger here, beast.
{155004} {Cold, pragmatic}If you wish to avoid death, I suggest you leave this place - our patience is short.
{155005} {Resolved}If you have come to test us with violence, we shall meet your challenge.
{155006} {Sighs, irritated}First giants, now dragons. How many do we have to kill to get some peace?
{155007} {Eager}A dragon! A real live dragon!
{155008} {Quietly, a dragon just landed}Ah, and so things again go from bad to worse.
{155009} {Quiet}This might be more than we can handle.
{155010} {Quiet}The stench of the dead of many lie on his scales... be careful.
{155011} {Irriated}At least it could have brought its hoard with it.
{155012} {Responding to a dragon's hunger}If you're hungry, you'll find us a little on the thin side but more than you can handle, trust me.
{155013} Ahhh, but that would be to too easy now, I'm afraid. The problem is that I delight in the death of lesser creatures.
{155014} You cry and bleat and mewl as you die, and that fills my soul with joy.
{155015} [Failure] I have lived longer than most of the Sword Coast, and you think you can unsettle me with that?
{155016} {Uneasily, trying to argue with a dragon}Ah... Ah, yes, well - for such a magnificient dragon, there is a slight chance we might scar you or nick the wing, which would mar your beauty.
{155017} Do you want to risk it? You know how rats fight when they're in a corner... and if you kill one of us, more always show up for revenge.
{155018} [Success] {Irritated, dismissive}You disappoint me with your logic, soft-one. {laughs}But I feel an odd generosity today. Watching one flee has its pleasures, I'll admit.
{155019} Not all cattle are created equal, but they remain cattle nonetheless.
{155020} Let me be clear, little one. I have come for my treasure, and you remain in my way. Leave now with your lives, or leave not at all.
{155021} And so we are. {snorts}Not that it truly matters - your blood is diluted.
{155022} {laughs}I feel an odd generosity today. Watching one flee has its pleasures, I'll admit.
{155023} This treasure is mine, but you may have your trinket. Take it and flee - with your life.
{155024} {outburst of laughter}Such courage! I respect such foolishness. My name is Tholapsyx{Though-lap-six}.
{155025} Unfortunately, we have a slight problem. You see, I now want <i>all</i> of the treasure.
{155026} {slight pause, highly displeased}I think the time for humoring your presence has ended.
{155027} Do not return to this mountain, little one, and certainly do not sneak about amongst my hoards. Tholapsyx has found a new home.
{155028} I gave you the luxury of dialogue. No more.
{155029} Remember it well, in the next life.
{155030} What's that there? Looks magic.
{155031} It looks to be a great weapon - perhaps a gift that we may use against evil, just as we dispatched the dragon.
{155032} Know that is seems our actions against the great dragon have been noticed... and rewarded. That item may aid us in the battles against evil to come.
{155033} Sign or not, it is rather peculiar.
{155034} It must be. No doubt it is meant to guide us to something important.
{155035} More likely it's a trick to lure us to a foolish death.
{155036} Let's not be hasty. We have no quarrel with you, dragon.
{155037} I will go where I please, beast. Don't test me.
{155038} Neither, but we've come for you nonetheless.
{155039} |SCRIPTER: If giants are still alive|We're here on behalf of the fire giants to kill you.
{155040} Those fire giants wanted you dead, not that I care.
{155041} No, I just think it's time we killed a dragon like yourself.
{155042} You won't trouble anyone with your evil again, when we're done.
{155043} If you think we're easy prey, I'm afraid you've made a mistake.
{155044} Our fight today is with the fire giants, not you.
{155045} Killing fire giants is one of our hobbies, you might say.
{155046} Nothing anymore. They've been dealt with.
{155047} Nothing, ideally, but they may have something of value to us.
{155048} We've come to recover a stolen item, a great relic.
{155049} How can we trust you?
{155050} How will you help us?
{155051} Why do you want them dead?
{155052} Yes.
{155053} [Lie] Yes.
{155054} No.
{155055} It's your lucky day. I killed them already.
{155056} Not anymore, we have claimed them.
{155057} That wasn't part of the deal. You can have the treasure, if it is so important.
{155058} We cannot give you the Belt, but you can have everything else.
{155059} This is pointless. Let's just part ways while we can.
{155060} Enough talk. Let's do what must be done.
{155061} |If Dragon Disciple| You may not know it, but we are of the same blood.
{155062} I have no time for your mockery. You will terrorize our people no more.
{155063} We'll send Greycloaks to recover the hoard later.
{155064} We can't carry so much coin, but there may be magical items of use here.
{155065} We can't now, but we can send some peasants from Crossroad Keep for it.
{155066} Then take what is yours and be on your way. We come only for a heirloom.
{155067} [Diplomacy] We didn't come seeking battle, nor do we want your treasure. You wouldn't leave without injury, so why bother?
{155068} If you desire death that much, I will gladly deliver it to you.
{155069} We aren't afraid of you, dragon. You will terrorize others no more.
{155070} How dare you attack us? We are no easy prey.
{155071} Hold your fire then, dragon. We are of the same blood and only come for a personal item.
{155072} Very well.
{155073} I've changed my mind. Your death is preferable.
{155074} No, this treasure is mine. <i>You</i> may leave.
{155075} I would know your name, beast, before I end you.
{155076} Tholpsyx
{155077} Fire Giant King
{155078} | SCRIPTER: The player and party enter the fire giant king's encampment and find a very large number of giants staring at them - stealth really isn't possible - The King moves towards the party boldly|
{155079} So you're the one causing so much havoc on my mountain.{More slowly} <b>My</b> mountain.
{155080} Is this some sort of joke? You came all the way here, to my seat atop these peaks, for what?
{155081} {Indignant, he's being baited}To take back what you stole from my people, the Ironfists, that's what!
{155082} {thinking for a while}The Belt? Ah, you mean the one I'm wearing right now?|AUDIO: laughter from other fire giants echoes around the party|
{155083} Ha. I can't give that back. It's precious to our tribe, so precious <i>we</i> would never give it up or give it away... like some dwarf.
{155084} It doesn't belong to you, you overgrown fire-eating oafs - it's only to be worn by true Ironfists.
{155085} Ah, the Ironfists. You always were a pathetic clan, hiding behind your gates in the earth.
{155086} {Mocking, getting increasingly cruel}We still tell stories about your efforts to our children. {Amused}About the little dwarves, tumbling down our mountains like pebbles.
{155087} {Laughing, amused}Is that so? Do you know <b>how</b> we got your precious Belt?
{155088} {Angry, defiant}That's an easy one - you stole it.
{155089} It was stolen by your very own King! King Loudram{Lood-drum} came to us-
{155090} What nonsense is this? {Beat}We don't have time for your lies.
{155091} He came to us and <i>gave</i> us the Belt. Begged us to end the fighting and lie for him.
{155092} Loudram never died on this mountain, dwarf. He pretended to lead his men into battle. He let them die, while he fled.
{155093} {Cold}That's an Ironfist <i>king</i> you're talking about - he wouldn't do something like that, it's not in our blood.
{155094} Believe what you want. This one did. He was tired of keeping your raggety clan together and fled like a coward.
{155095} We have known, for many years, that the Ironfist clan is strong in name only.|AUDIO:More laughter from giants echoes around|
{155096} That does it. I'm not letting them say another word.
{155097} {laughing} Hold, hold little Ironfist. Let's be fair.
{155098} {Amused, sees the irony here}Your ancestors gave us a deal, so I'll give you one as well.
{155099} There's a red dragon hiding around these crags, no doubt after our hoard. Kill it, and I'll give you your Belt.
{155100} {Scoffs}It would be a good deal... that is, <i>if</i> we could trust you.
{155101} |If player made deal with dragon - Fire giants look in the sky|My King, there it is!
{155102} |If player didn't meet the dragon|Go then, and do not return until it's dead.
{155103} {Slight surprise}Did you now?
{155104} So hand over the Belt. Now.
{155105} {laughs} Do you really think we're that stupid? One dead dragon is not worth the Belt.
{155106} Now, little dwarf, what will you do? Will you leave your pride behind and flee like Loudram, or stand and fight?
{155107} |Brandishes sword| I look forward to either choice.
{155108} {Angry, rolling up sleeves}Oh, that's an easy one. I'm going to knock you down to dwarf-height then a few more feet into the ground.
{155109} | Influence Gain Khelgar |{Grim}Good to have someone to stand with - let's finish this.
{155110} | Influence Loss Khelgar |{Grim}Go? We're not leaving this place until they're lying in the ground and we have that Belt. For Ironfist!
{155111} As you wish. I will enjoy sending your corpses down the mountain.
{155112} {Charges}We'll see about that. For Ironfist!
{155113} Is it dead?
{155114} Go and kill it, then. Do no return again, unless you wish to be bathed in fire.
{155115} {Impressed}You actually did it. You surprise me.
{155116} |If the player made a deal with the dragon|You are a fool to return empty-handed. Leave now and finish your task, or we will return you to your earth quickly.
{155117} {Grim, but determined}But it's a good choice, as far as I'm concerned.
{155118} You're as pathetic as an Ironfist. Look for the highest point on this rock.
{155119} {Thinking}Well, if it's a deal you want...
{155120} | Influence Loss Khelgar |It may not matter to you, but it matters to me - that's clan honor he's bloodying!
{155121} | SCRIPTER: AUDIO: Dragon lands nearby and lets out a tremendous scream/taunt animation. |
{155122} Attack now, kill it!
{155123} | Influence Gain Khelgar |{Nods, defiant}What the Captain said, and I'd take care not to slander the Ironfists again, if you know what's good for you.
{155124} | Influence Gain Khelgar |{Nods, defiant}What the Captain said, and I'd take care not to slander the Ironfists again, if you know what's good for you.
{155125} {Thinking}Well, if it's a deal you want...
{155126} | Influence Loss Khelgar |{Defiant}Hold on a moment, this is a dwarven matter, and a dwarf's damn well going to finish it. 
{155127} | SCRIPTER: Occurs after dragon and fire giants clashed, and fire giants won/ fgiant king lived |{breathing hard}Your assistance was hardly enthusiastic. I'm disappointed.
{155128} Hmph, it doesn't matter. Your lives were over since you set foot upon my mountain.
{155129} This is a graveyard for Ironfists, after all.
{155130} {Smug, spoiling for a fight}Well, now it's a pity the dragon didn't finish the job, now isn't it? To see you all rolling down the hill... like pebbles. Can't wait to tell the other dwarves.
{155131} {Anger}A pity for you, dwarf - As pathetic as your clan, and as cowardly as your old king.
{155132} This mountain will be your grave.
{155133} Give us back the Belt of Ironfist and there'll be no need for bloodshed.
{155134} Let's just kill them and take the belt.
{155135} Keep this up and <i>you'll</i> go for a dive.
{155136} We have no reason to believe you.
{155137} Very well, I'll do it.
{155138} I don't think so.
{155139} | Chaotic Response |[Lie] Very well, I'll do it.
{155140} I already killed the beast.
{155141} It looks like we have no choice.
{155142} We've lost this battle. Let's go.
{155143} Yes, I felled the beast.
{155144} Not yet.
{155145} We're looking for the Belt of Ironfist.
{155146} I'm with you Khelgar. Let's see this through.
{155147} I haven't found the dragon yet.
{155148} Enough of this. Deal with me or fight me, nothing inbetween.
{155149} The Ironfists are neither pathetic nor worthy of laughter.
{155150} Don't let him get to you, Khelgar. Loudram has nothing to do with why we're here.
{155151} [Attack Fire Giants.]
{155152} [Attack Tholapsyx.]
{155153} [Attack Both.]
{155154} I could care less about you and the dwarves, let's get to the matter at hand.
{155155} What are you talking about? We fought as hard as you did.
{155156} I should have known better than to trust one of your kind.
{155157} You will not live past your treachery this day.
{155158} Enough with the excuses. I'm ready to start cutting.
{155159} When was the last time <i>you</i> were enthusiastic about fighting an enormous dragon?
{155160} I should kill you along with that dragon.
{155161} | AVELLONE: Elanee urges the player not to leave until the Circle of the Mere Druids have been dealt with. |Please, we must not leave now. The Druids...
{155162} Blackened Bones
{155163} This is a pile of burnt bones with charred scraps of armor
{155164} Grave
{155165} This is an old grave, presumably containing the remains of this village's former inhabitants.
{155166} 3040 Speak Chests
{155167} {Sad, quiet, standing over battlefield}It is done. The Circle is dead... like the Mere. 
{155168} | SCRIPTER: The Tree/Naevan begins to emit particle effects (or perhaps glows, up to you), which gets the party's attention. Everyone looks over as the tree transforms back to Naevan. |What's happening?
{155169} {Saddened}What happened here was unfortunate, but your actions were the right ones, Elanee... and the Circle was dead long before you arrived.
{155170} Don't be unsettled by Vashne's{Vash-nay} words. I believe you have seen things more clearly than any of us.
{155171} I know that "it," whatever it is, is not of this world. And while I have little taste for your fortresses of rock and metal, they are preferable to this shadow.
{155172} What will you do now, Elder Naevan? I... I do not know how much is left for you to watch, not any longer.
{155173} I don't know. The Circle is gone, as is the Mere, but much remains untouched.
{155174} We were too complacent and unlike Elanee, perhaps not watchful enough. Though we felt a change in the air, we could not understand it.
{155175} The poison of the shadow spread quickly. Some of us failed to adapt and perished.
{155176} Vashne and his followers breathed the poison deeply, learned to adapt, but whatever eats at the Mere, ate at their hearts, as well. 
{155177} Vashne was right about one thing. You are, in many ways, the root of these troubles. When the swamp last burned, the shard in your chest made a black mark on the earth.
{155178} However this conflict ends, I know you will be in the center of it all. My place, however, is with what remains of the Mere.
{155179} Before I go, tell me, why do you continue to carry that burden in your chest?
{155180} I think you're right. I'll do my best to protect other lands from this shadow, but this place is lost.
{155181} How do you know this?
{155182} Your resolve is admirable, but possibly misguided. Why continue to carry the shard?
{155183} Farewell, Elanee. It looks like we must all find a new path.
{155184} Farewell, Elder...
{155185} {Quietly, not even letting player respond}Let's go.
{155186} It's a dark day in which such logic convinces me. How can I help?
{155187} [Success] For the very chance of saving the Mere, I'll join you.
{155188} No I am afraid not. These lands have been ruined forever.
{155189} [Success] Everything I have seen points towards that. Very well, tell me how I can help.
{155190} Or perhaps by fighting this force we'll only encourage its spread. No, I think it would be far too hasty for me to get involved just yet.
{155191} If you don't have confidence in this, I would be foolish to assist you.
{155192} I don't know what this "King" is, but I do believe we speak of the same thing. If it has existed long enough to garner such a name, it must be powerful indeed.
{155193} Very well, I see little choice. What can I do?
{155194} Then you carry the burden because you must, not because you wish to face up to it. That is the resolve of one that will fail.
{155195} My time here is done. I'll do my best to stop the shadow when I can, but these lands are lost.
{155196} How do you know if such mastery is even possible? And what else, aside from the Mere, might fall victim to your quest?
{155197} | Bad Influence with Elanee |{Testing the water}And Elanee... are you certain you will not walk with us?
{155198} Then that is where I will go. Goodbye Elanee, I hope that we will meet again soon.
{155199} | SCRIPTER: Naevan turns around and walks through the woods and disappears. |
{155200} | Fade to black. |
{155201} {Refusing title, quiet, consoling}Just Naevan now, Elanee. You did much here today, and I think we may speak as equals.
{155202} I believe there is much you can do, Elder Naevan. Some distance from here, Crossroad Keep, many others are gathering to fight this threat... we would welcome your strength.
{155203} Then that is where I will go. Goodbye Elanee, I hope that we will meet again soon.
{155204} | SCRIPTER: Naevan turns around and walks through the woods and disappears. |
{155205} I will not, Elder Naevan. The Circle is dead... but that does not mean I cannot see about undoing the damage done here.
{155206} My place was always here in the Mere, and I should fight for it here, not within walls. 
{155207} You have taught me much, Shard-Bearer, but after what has happened here, I cannot stay with you. Too much has been lost, and is yet to be lost.
{155208} {Frowning}I will not allow you to attack Elanee, after all she has been through.
{155209} {Cold, still looking at player}And this is why I wish to leave, Elder... you cannot replace one cruelty with another, and one King of Shadows is much like another. 
{155210} {Firm}Agreed... I think you will walk alone, Shard-Bearer. Thank you for what you have done here, but Merdelain has no more need of you, I think.
{155211} | Influence Low |[Influence: Failure] I... I can't fight with you after this. All the work at the Keep, it doesn't... it doesn't feel right anymore.
{155212} | Influence Low |[Influence: Success] I... know. Seeing the Circle die... it just... it's just that now, I feel there's nothing left of the Mere I knew.
{155213} {Consoling}Come, Elanee. I have hope - and so does the one who brought you.
{155214} {Frowning}To leave her defenseless in the swamp does not seem a gracious act.
{155215} {Cold, still looking at player}And this is why I wish to leave, Elder... you cannot replace one cruelty with another, and one King of Shadows is much like another. 
{155216} {Firm}Agreed... I think you will walk alone, Shard-Bearer. Thank you for what you have done here, but Merdelain has no more need of you, I think.
{155217} {Frowning}I did not agree to come with you so that you might order me as a soldier, Shard-Bearer.
{155218} | SCRIPTER: Drop all Elanee's equipment. |{Disdainful}Here's your equipment we gathered, all of it - consider it payment for helping me find the Circle again.
{155219} {Cold}Perhaps it is fitting I cut all ties to my past in this place. Very well, Shard-Bearer, let us end this.
{155220} | CONSTANT: Set Naevan and Elanee to hostile, start fight. |
{155221} {Dismissive}There, you should find it all within that pack. 
{155222} | SCRIPTER: Elanee and Naevan walk away. |
{155223} I have heard you have a fortress where others fighting this threat are gathering... perhaps I should make my way there, with you <i>and</i> Elanee.
{155224} | Bad Influence with Elanee |{Testing the water}And Elanee... you may walk with me, if you wish.
{155225} I will, Elder Naevan. The Circle is dead... but that does not mean I cannot see about undoing the damage done here.
{155226} My place was always here in the Mere, and I should fight for it here, not within walls. 
{155227} You have taught me much, Shard-Bearer, but after what has happened here, I cannot stay with you. Too much has been lost, and is yet to be lost.
{155228} | Influence Low |[Influence: Failure] I... I can't fight with you after this. All the work at the Keep, it doesn't... it doesn't feel right anymore.
{155229} | Influence Low |[Influence: Success] I... know. Seeing the Circle die... it just... it's just that now, I feel there's nothing left of the Mere I knew.
{155230} {Consoling}Come, Elanee. I have hope - and so does the one who brought you.
{155231} I have heard you have a fortress where others fighting this threat are gathering... perhaps I should make my way there, with you <i>and</i> Elanee.
{155232} {Frowning}I did not agree to come with you so that you might order me as a soldier, Shard-Bearer.
{155233} {Frowning}To leave her defenseless in the swamp does not seem a gracious act.
{155234} {Cold, still looking at player}And this is why I wish to leave, Elder... you cannot replace one cruelty with another, and one King of Shadows is much like another. 
{155235} {Firm}Agreed... I think you will walk alone, Shard-Bearer. Thank you for what you have done here, but Merdelain has no more need of you, I think.
{155236} | SCRIPTER: Drop all Elanee's equipment. |{Disdainful}Here's your equipment we gathered, all of it - consider it payment for helping me find the Circle again.
{155237} {Dismissive}There, you should find it all within that pack. 
{155238} | SCRIPTER: Elanee and Naevan walk away. |
{155239} {Cold}Perhaps it is fitting I cut all ties to my past in this place. Very well, Shard-Bearer, let us end this.
{155240} | CONSTANT: Set Naevan and Elanee to hostile, start fight. |
{155241} {Frowning}I will not allow you to attack Elanee, after all she has been through.
{155242} {Cold, still looking at player}And this is why I wish to leave, Elder... you cannot replace one cruelty with another, and one King of Shadows is much like another. 
{155243} {Firm}Agreed... I think you will walk alone, Shard-Bearer. Thank you for what you have done here, but Merdelain has no more need of you, I think.
{155244} I will, Elder Naevan. The Circle is dead... but that does not mean we cannot see about undoing the damage done here.
{155245} | SCRIPTER: Jump party near tree |
{155246} What do you know of the King of Shadows?
{155247} Then join us in our fight. Help us reclaim these lands.
{155248} The King of Shadows won't stop with the Mere. We can use your help.
{155249} Perhaps you should leave these lands.
{155250} If you don't help us, more lands will join the Mere in its decay.
{155251} What happened to the Circle?
{155252} This shard may have brought ruin, but it can mend things anew again as well.
{155253} I am not this shard. I carry it as a burden, and I haven't quit yet.
{155254} This shard is merely a tool, and I'm not afraid to master it to defeat my foes.
{155255} It's only a hope, but what else do we have?
{155256} I don't.
{155257} With the King of Shadows gone, things can only improve.
{155258} You cannot ignore this. We need your help or more lands will be lost.
{155259} [Diplomacy] We may yet be able to reclaim the Mere. We don't know if it is truly lost, so we must try.
{155260} Because I can't remove it from my chest.
{155261} If I am somehow able to reforge the sword it came from, I may be able to defeat the King of Shadows.
{155262} The shards are powerful, and may be used against our common enemy.
{155263} Go then, see if I care. But I need Naevan with me.
{155264} | Evil Response |If you try to leave, I will cut you down.
{155265} I suggest you leave all that equipment with me.
{155266} Elanee, please, we need your help if we are to stop this. 
{155267} Fine, drop it into a backpack and leave it here.
{155268} Go ahead, then.
{155269} | Evil Response |Forget it, I think it'll be safer to kill you both.
{155270} Farewell, then.
{155271} | Evil Response x2 |Now that you're disarmed, get ready to die.
{155272} Just go, and may the Mere take you.
{155273} Then leave your equipment here, and you can go.
{155274} Elanee, please, we need your help if we are to stop this. 
{155275} Go then, see if I care.
{155276} I suggest you leave all that equipment with me.
{155277} Fine, drop it into a backpack and leave it here.
{155278} Go ahead, then.
{155279} Just go, and may the Mere take you.
{155280} | Evil Response x2 |Now that you're disarmed, get ready to die.
{155281} Farewell, then.
{155282} | Evil Response |Forget it, I think it'll be safer to kill you both.
{155283} | Evil Response |If you try to leave, I will cut you down.
{155284} Then leave your equipment here, and you can go.
{155285} {Stops at a good distance from a ring of stones, looks around, then gets wary}Here's the gathering place, now... hold on, something's happening, I can just make it out.
{155286} | SCRIPTER: The camera pans to the side with a straight shot on the circle, and we see a number of snakes come slithering in.  If snakes aren't available, perhaps use fire beetles or rats. CONSTANT: Cool. I suggest each druid have a different form. |
{155287} | SCRIPTER: They swarm in and shapeshift back into elves, roughly spaced out around the tree. |
{155288} | SCRIPTER: Camera focuses on Vashne, who begins speaking to an unknown person|{Contentedly}I feel more at peace with each passing day. {pauses}I know you sense it as well, Naevan{Nay-vin}.
{155289} | SCRIPTER: Camera shows other druids sitting down around the circle in meditative stances. No answer is heard |
{155290} {Slight taunt}Will silence be your only answer?
{155291} | SCRIPTER: Camera is angled down, higher up from the perspective of the tree, looking down at Vashne. Naevan speaks.|Silence and contemplation is <b>my</b> only peace in this place. Do not forget I am your captive, Vashne{Vash-nay}.
{155292} We keep you here because we believe in the Circle. In time, you will see that we are right. And when the shadow has passed, you will feel one with the land again.
{155293} {As if shaking his head}This isn't the Mere anymore. You treat the shadow as if it were a passing mist. You fail to see how it now hangs upon you, upon this whole place.
{155294} You treat the shadow as if it were a passing mist. You fail to see how it now hangs upon you, upon this whole place.
{155295} {Stern, getting angry}We are caretakers of this land, and we cannot abandon it.
{155296} We're caretakers of a graveyard! Free me from this prison, and let's stop the decay from spreading.
{155297} | SCRIPTER: Elanee finally approaches and speaks, but we hear her offscreen. |{Slight hope}Elders? Is it you?
{155298} | SCRIPTER: All of the druids turn to face Elanee and the party.|
{155299} {Relieved, testing the water}Elders, forgive me for not seeking you out sooner - I thought you had all died in the Claimed Lands, how did...
{155300} | SCRIPTER: Vashne points behind Elanee|{Cuts her off}Who are those ones who follow you?
{155301} | SCRIPTER: Completely ignores player. |Elanee, who are they?
{155302} {Trying to comfort druids}They are my allies... my friends. They helped me reach here.
{155303} {Slight disgust}They have the stench of civilization and war upon them. {angry realization}As do you.
{155304} {Apologizing}Our path took us to Neverwinter, and through many battles - but this is the one from West Harbor, Elders, the one... I... the one I had been watching.
{155305} The Shard-Bearer?! You have brought the Shard-Bearer <i>here?</i>
{155306} | PC is male |{Reproving}She cannot seem to tear her eyes from him, which was the problem before, I believe. 
{155307} {Loudly, emphasizing "fascination"}Your fascination with the Shard-Bearer meant that we were less aware of the changes coming to this land until they were upon us.
{155308} {Slightly smug}We are fortunate, this time, that the land itself has chosen to speak.
{155309} Can you not feel it in the air? A great storm is coming.
{155310} It will rage across this land and scour clean the corruption of Neverwinter, of Luskan, of all civilization.
{155311} {Recognition}The King of Shadows. So you know the threat.
{155312} {Incredulous}You think that you can give name to such a force? As if the winds were to care or think.
{155313} {Disdainful}Your "home" was cleansed, as Neverwinter shall be. Your people did not belong, preying at the edges of Merdelain like scavengers.
{155314} Time and responsibility extend beyond your lifetime, Shard-Bearer. Your wound is both a legacy of and a catalyst for destruction.
{155315} Shadows are a part of the cycle of life and death, just as we all are. We do not all have such narrow views of nature.
{155316} Who are you to ask of us? You carry within you the very symbol for your civilization's capacity for destruction.
{155317} {Starting to become firmer}Elders, this King of Shadows... it poses a threat to us all, not just cities and towns. 
{155318} Have you ever seen this "King of Shadows?"
{155319} {Faltering a bit}No...
{155320} Have you spoken with it?
{155321} No.
{155322} Then what is this "King," other than a story used to explain forces greater than ourselves?
{155323} {Incredulous, turning to rest of the Circle}Surely you do not all share this view? I cannot be so removed from Merdelain as to not feel its pain even now. 
{155324} No, child. You are not alone.
{155325} {surprised}Elder Naevan{Nay-vin}!
{155326} I am a captive here, Shard-Bearer. A captive because I refuse to resign myself to madness.
{155327} {L-ah-knee}Elanee, this shadow is anything but natural. I don't know if the Mere, if Merdelain can be saved but I <i>know</i> that we cannot accept it, we must n-{"not"}
{155328} | SCRIPTER: Gestures with his hand, indicating that he has silenced Naevan. |Perhaps I have misjudged your value, Naevan.
{155329} For a druid of power, living within the folds of a tree is nothing.
{155330} Naevan was our leader, and we still desire leadership. He will see the truth in our words and rejoin us soon enough.
{155331} That is what you think is best, is it not? But you have not seen what we have. The land is more complex than any of us can understand.
{155332} The land is more complex than any of us can understand.
{155333} As the land changes we must change with it, Elanee. Stop clinging to what the Mere was and accept it for what it is now.
{155334} {Quieter, more seductive at end, like to a lost child}Your friends will never see as we do, but it is not too late for you. Come back with us, and help us weather this storm to its completion.
{155335} {Completely baffled, can't believe it}Do you truly think what is coming is for the best?
{155336} {Confused, quiet}What do you mean?
{155337} | Influence Loss Elanee |{Disagreeing}No, hurt - in pain. And most importantly, the Circle can restore it. But...
{155338} {stern}Elanee, <i>this</i> is the Mere now, and it needs our watchful eyes. You are bound to it, to us, and always were.
{155339} [Influence: Failure] I... I cannot fight the Elders. There must be some way that...
{155340} {A little sadly}Then you are lost to us forever. I am sorry Elanee, but we have no choice.
{155341} And you, Shard-Bearer. You have been allowed to spread your influence for far too long.
{155342} {Flustered}What? What does that have to do with this?
{155343} So you are unwilling to listen. How surprising.
{155344} There is no "evil," only perversion. I see it before me right now.
{155345} Sometimes darkness must be combated with darkness. Just as the shadow spreads to purge the land of impurity, so must we be cleansed of your corruption, Shard-Bearer.
{155346} You lack perspective, Shard-Bearer. Were you and your people not so removed from the land, you would understand.
{155347} {Confused}Elders, we are here to help, not to fight with you.
{155348} In your cities, perhaps you think one can disagree completely and walk away in peace. The Circle does not hide from such a conflict. 
{155349} Perhaps, Elanee, you can join us again.
{155350} {Dismissive}We shall see. For you, it is too late.
{155351} {Chilled, disturbed}You can almost feel the shadows in the air... if you stay still for too long, it's like they start... clutching at you, trying to drag you down.
{155352} Whatever the Circle did, they must have found a way to shield themselves from it. If we can find out how they've done it, then we can reach the Vale of Merdelain, I'm certain of it.
{155353} Let's keep going - shouldn't be much farther. 
{155354} Then let us find what we need to know and leave this place.
{155355} Lead on, and we will follow.
{155356} {Slight worry}I hope so. This place really isn't very nice, and I wouldn't want to see it get any bigger. 
{155357} {Irritated}Between the smell and the oozing mud, I think I can safely cross it off my list of places that I would want to see again.
{155358} Let's keep moving. It's not much farther, right?
{155359} {Apprehensive}Well, the sooner we're out of here, the better. 
{155360} {Grumbling a little to himself}Hnh. Hate to trek through all this to get to the Vale.
{155361} Know that if they have, it will prove a powerful tool in our fight.
{155362} | PC is female |{Reproving}She could never leave West Harbor and its people be, which was the problem before, I believe. 
{155363} {Raises an eyebrow}Help you? We are but recently remade, and now the one who nearly shattered us has come to break us again? 
{155364} {Reluctant}I was tasked to watch you as you grew up in West Harbor. The Circle asked that I observe you, for strange events seem to occur around you...
{155365} | PC is male |...and I had reasons of my own. 
{155366} {Condemning}Yet she could not turn away. From you, from civilization. She would vanish to the border of the Mere and watch you, for days upon days, weeks, and then into months.
{155367} A Circle is not complete when one of us is missing... or is too distracted with the trappings of civilization or its people.
{155368} | Influence Gain Elanee |{To player, thankful}Thank you... but I must answer for this. There was no need for me to...
{155369} | Influence Loss Elanee |{To player, a little irritated}Let me answer for this. I know what I did, and...
{155370} There was never any need for her to watch you as she did.
{155371} A Circle is not complete when one of us is missing... or is too distracted with the trappings of civilization or its people.
{155372} {Slight protest, apologetic}Elders, please, I did not intend-
{155373} And even now, you defend yourself rather than admitting your negligence. 
{155374} {Disapproving}She might as well be one of the Harbormen - and have shared their fate. 
{155375} [Influence: Success] {Breaks, sadly}I... you're right. They're speaking madness.
{155376} {Nods}So after all these years of watching, she sees what is important.
{155377} Is this Shard-Bearer not unlike the shadow you think you fight? Perhaps you built up an image of the Shard-Bearer after all that time watching... but it was only a shadow of the truth.
{155378} {Quiet, seductive}In seeing that, perhaps this "King of Shadows" is not the threat you believe it to be? 
{155379} [Influence: Failure] I... I cannot stand with the Circle, but after this... after this, I will no longer be with you. {Cold}Let us end this.
{155380} | Influence Gain Elanee |But... they are the Circle, they have tended it for decades... centuries... always... maybe they simply hear it clearer than I.
{155381} {Guilty}I... I didn't do what I was tasked with, and the Mere... the Mere suffered for it, yes.
{155382} | Influence Gain Elanee |{Slightly confused}I...
{155383} | Influence Loss Elanee |{Horrified}What are you saying? I...
{155384} | Influence Loss Elanee |But that's... that's what caused this, you see? I...
{155385} Empty words. The Mere lives, and it will become strong... without your kind to prey on it, Shard-Bearer.
{155386} And we will not allow you to prey on one of our own any longer.
{155387} No... what happened was always my own choice. Always.
{155388} {Quiets}Even this, Elders. I renounce my ties to the Circle... and to the Shard-Bearer. After this, I will travel with neither of you.
{155389} But if you will not listen to us, then you must be stopped, {VASH-knee}Vashne. You are Elder of the Circle no longer. 
{155390} We're here to seek out your help.
{155391} My name isn't important.
{155392} I am <FullName>.
{155393} What? I think we all need an explanation here.
{155394} Elanee, what are they talking about?
{155395} We're here to seek your help, not question Elanee's actions.
{155396} How does the land "speak?"
{155397} West Harbor was destroyed by this "force."
{155398} Death was brought to my home. We wanted nothing of war. 
{155399} Since when were roving shadows natural?
{155400} You speak of a common foe. We came for your help.
{155401} <i>This</i> is the Circle, Elanee? They are truly blind here.
{155402} We overheard you earlier. What does your former leader think?
{155403} What have you done to him?
{155404} Is this how you convince members of your order?
{155405} Release him, immediately.
{155406} Listen to me. Vashne's right about one thing - the Mere's time has passed.
{155407} You have no obligation to the Circle. The Mere is gone.
{155408} You are bound to no-one. You served the Mere, not the Circle.
{155409} Elanee, we must stop the Circle now. Are you with me?
{155410} You made a choice, long ago, to protect the Mere - not allow it to die.
{155411} Elanee, I know how you feel about me.
{155412} We will not be stopped here, with or without the Circle.
{155413} Time to feed the land.
{155414} If this must be the way, so be it.
{155415} We came to fight a great evil, not listen to your lectures.
{155416} The shadow isn't meant to help any of us, let alone the land.
{155417} We aren't here to pick a fight.
{155418} You will find that a little difficult, I'm afraid.
{155419} Is that what that is?
{155420} I do. We cannot stay long here.
{155421} Just focus on guiding us to these "friends" of yours.
{155422} She follows <i>me,</i> not the other way around.
{155423} Maybe you should introduce yourselves first.
{155424} I am certain Elanee meant no harm to the Circle.
{155425} Your tone is starting to anger me.
{155426} She can be careless at times, but it's not malicious.
{155427} | Druid |The land has fallen silent to me, even with my ties to nature. What do you speak of?
{155428} I've heard enough of this - you're all going to die.
{155429} You're more in touch with the land than they are - you hear it's in pain, they're dead to it. 
{155430} Do you believe them, or do you believe in me, and what we've seen on our travels?
{155431} They are the Circle, <i>not</i> the Mere. And you have seen what the King of Shadows can do with even the strongest of people.
{155432} I know you feel you made a mistake, watching me instead of the Mere.
{155433} Trust your senses, Elanee, just as I trust in you.
{155434} The Circle's been infected by the shadows, and needs to be cleansed.
{155435} Then accept it. Stand with me, not with them.
{155436} The Mere is dying, and with your tie to it, so are you.
{155437} Elanee, listen to me - you know the King of Shadows is evil. You know it.
{155438} Mere Druid
{155439} Mere Druid Female
{155440} Druid Snake
{155441} Vashne Snake
{155442} Golem, Blade
{155443} Broken Crystal
{155444} | SCRIPTER: Triggered when the player arrives in 3051. Player and party members, including Zhjaeve, are teleported in, appearing near the Altar. |
{155445} {Wary, then confused}We are here. Yet...
{155446} Yet I do not feel the effect of the King of Shadows as I thought.
{155447} | SCRIPTER: Would be cool to show the crystals here. |{Grunts}If I were to hazard a guess, it'd be the ruins covering our heads.
{155448} | SCRIPTER: Would be cool to show the crystals here. |I may know - well, if knowing means it may be tied to these ruins. I think they're radiating some sort of helpful energy. {Beat}Like glowing Wendersnaven.
{155449} | SCRIPTER: Would be cool to show the crystals here. |These ruins may be protecting us. They certainly are magical.
{155450} | SCRIPTER: Would be cool to show the crystals here. |There is a feeling in the air... not from the land itself, but shielding it, nonetheless - and it's coming from the ruins themselves.
{155451} | SCRIPTER: Would be cool to show the crystals here. |These ruins contain potent magics - they are shielding us.
{155452} | SCRIPTER: Would be cool to show the crystals here. |It seems that these old ruins are protecting us. They must dislike the King of Shadows as much as we do.
{155453} | SCRIPTER: Would be cool to show the crystals here. |{Hard to put into words}I'm feeling a strange... energy... from everywhere in these ruins. It's like everything's humming, or something like it.
{155454} | SCRIPTER: Would be cool to show the crystals here. |The Illefarn must have known to blunt the darkness outside.
{155455} {Pleased}These crystals are of Illefarn... they may have some power that serves to counter the harm inflicted by the King of Shadows. 
{155456} Know that this gives me new resolve. It means that it's more likely than ever that the Ritual of Purification can be used to unmake the King of Shadows.
{155457} The Ritual, perhaps. You - not at all.
{155458} I doubted the Ritual, perhaps. But not you. Lead on, know that your path ahead is mine as well.
{155459} Any idea why?
{155460} Guess you were wrong, then.
{155461} I feel strange... like there's an energy in the air.
{155462} So can we go? 
{155463} You sound pleased.
{155464} So you doubted it?
{155465} Glad to hear you've found some faith. 
{155466} If that is the case, then let us waste no more time talking and move on.
{155467} | SCRIPTER: Zhjaeve steps up to the player as the party gets close to the exit |
{155468} The hunger of the Claimed Lands will be powerful once we leave this place - be prepared.
{155469} {Cold, pragmatic}Always, gith.
{155470} {Sighs, grumbling}This is one of the worst ideas we've had yet.
{155471} {Determined}I am ready if you are, Captain.
{155472} {Eager}Oh... me first, me first!
{155473} {Doesn't want to follow the player into danger}I could wait here, you know. Until you're done, give you some privacy.
{155474} {Impatient}Then let's go already.
{155475} {Concerned, a little pained}I can't even feel the Mere around us at all... the Claimed Lands have almost silenced this place.
{155476} {Rueful, to herself}At least they'll be plenty of shadows to hide in.
{155477} If battle awaits, it's not going to wait long.
{155478} | SCRIPTER: Zhjaeve does whatever she needs to do to open the Song Portal. This should mimic whatever scripting, objects or animations were needed to do it in Act 2. Jump the player to Guardian Ruins. |
{155479} | Jump player to 3051: Guardian Ruins. |
{155480} | SCRIPTER: Fade out and jump the player and other party members to a waypoint outside the trigger. |
{155481} | Once only, first time the player tries to leave, without reforging the sword. |Seeing your homeland like this cannot be easy. I understand if you wish to leave this place and return again when you are better prepared.
{155482} Is it your will I open the Song Portal?
{155483} | Once only, the player has reformed the Sword. Zhjaeve prompts the player to return to Crossroad Keep. |{Proud}Know that we have the blade, and the means to stop the King of Shadows. Let us return to Crossroad Keep and make use of it.
{155484} Yes, open the Song Path.
{155485} DEBUG: Take me directly to Party Central.
{155486} Let's get out of here.
{155487} No, we will stay here for now.
{155488} Take me to 2400 Illefarn Ruins (Only choose this option if you have completed 2400 in Act 2).
{155489} | SCRIPTER: Fade in.  Party emerges from ruins into West Harbor.|This place is still - even the air hesitates in its crawl.
{155490} Where the blade was shattered, the land will be marked. That is where we must go if we are to make the blade of Gith as it was. 
{155491} The blade of Gith is not simply a thing of pieces. When you bring the shards together, your <b>will</b> is what makes it complete, nothing else.
{155492} I can guide you, help focus you, <b>kalach-cha.</b> But the way will not be easy, and the dangers will not be physical ones.
{155493} The reasons are {verb of "twins," it's a Gith thing}twinned. The scar on the land, your village, still holds some of the blade's strength.
{155494} But the scar also lies within the domain of the King of Shadows. In remaking the blade in such a place, you give the sword of Gith a taste of our enemy. 
{155495} {Cold, a little sinister}And once Gith's blade has tasted the essence of a foe, it never rests until its enemy lays dead before its master.
{155496} Where should we go?
{155497} But I don't have enough shards to make it complete.
{155498} Why here?
{155499} So we're here. What now?
{155500} This place is a gravesite - it's destroyed.
{155501} Do we have all the pieces?
{155502} And once there, then what?
{155503} Then let's go.
{155504} Because the sword was destroyed here, it can be remade here? 
{155505} You've returned!
{155506} Look at what has happened to our village - to us.
{155507} Many of us are, or at least we think so.
{155508} Certainly none of our elders told us the next life would be like this. Something isn't right.
{155509} Deaghun told us to leave, so many did. But you know how it is... it's hard to leave one's home.
{155510} One day, the air grows bitterly cold and harsh.
{155511} I couldn't breathe! I... I dropped to the ground and awoke, here.
{155512} I - I don't know. We can't leave, but we want to!
{155513} I get confused a lot. I used to know my way around this swamp, but now I can't seem to even find the well.
{155514} Rise again? Is that what I am - a shadow?
{155515} I don't know if there are any others. We're just alone, and so cold.
{155516} But we're here, aren't we? I don't understand any of this.
{155517} You are perceptive, Shard-bearer, too perceptive for our little ruse.
{155518} But we are not alone, here. This place is no longer <i>your</i> home.
{155519} Let us help you, then. You're here to get rid of the shadow, aren't you?
{155520} You need to cross the bridge, of course. You can't know, it sunk into the water. But we know a way across!
{155521} Follow us!
{155522} Then perhaps we can be at rest, finally? Please, we'll help you in whatever way we can.
{155523} I don't want to be lost, anymore. Please, let us help you.
{155524} We're here. But, you see, there is no way across.
{155525} Or out of here for you, Shard-bearer.
{155526} You're... dead?
{155527} What happened?
{155528} I thought most of you would have made it out.
{155529} Ward, Webb - why are you still here?
{155530} Did any of the others rise again as shadows?
{155531} We've come to eliminate the taint from this land.
{155532} How can you be dead? Why didn't you flee?
{155533} [Intelligence] Your story doesn't make any sense. You are either a shadow, an illusion, or both.
{155534} Prove to me that you are who you are.
{155535} |They attack|
{155536} I don't understand this either. How can I trust you?
{155537} What can you do for us?
{155538} {Weary, they've killed a sub-boss}It is done. We must leave, we cannot remain here within the Claimed Lands any longer. 
{155539} {Confident}Shadows hides many truths, even from themselves. It will be enough, and you have proved it this day.
{155540} You are our weapon against the coming darkness, and now the sword reflects that path. {Beat, serious}Know that you have traveled far, <i>kalach-cha,</i> and soon the King of Shadows will be upon us.
{155541} Their power grows as the Claimed Lands grow.
{155542} Know that time was their ally before, but with the blade reforged, they will be forced to act more quickly than they thought... and fight more desperately than before.
{155543} So ends West Harbor. I spent so long watching this place that... it's like my childhood is gone along with it.
{155544} {A little sad, nostalgic}Then there is nothing more to say. I doubt anything will be built upon this site again - which means the Mere will come for it one day.
{155545} {"Let's go"}Then our path waits.
{155546} They'll learn from this death and try to take measures in the future. We need to find the rest and destroy them quickly before they realize what has happened. 
{155547} That Shadow Reaver said that the Sword wouldn't be enough.
{155548} You're right. Let's be gone from here.
{155549} That reaver seemed to be tougher than the last few.
{155550} It was home, and now it is in shadow.  A part of me is gone.
{155551} I never thought much about West Harbor. I still don't.
{155552} Seeing my home like this only makes me hate the King of Shadows even more.
{155553} There's nothing that I can do. I can only focus on what's next.
{155554} |Zhjaeve line|We are here. This is the place, I can feel it. The scar runs deep.
{155555} {Thinking bad, somber - this was the hour of his defeat}This is where I struck at the King of Shadows... and the blade, it shattered. 
{155556} {To player}Yet without your presence and focus, this is but a place. Is your will here? 
{155557} Your mind must be focused, clear. Your thoughts, your heart will be the furnace upon which the blade may flow.
{155558} Very well. Sit with me. Listen to my voice, grasp the hilt – and close your eyes.
{155559} | AUDIO: Would be cool to do a telepathic echo. |In this place, broken upon shadow, carved deep in earth. 
{155560} |Zhjaeve line|| AUDIO: Would be cool to do a telepathic echo. |What once was sundered, from two peoples born. 
{155561} | AUDIO: Would be cool to do a telepathic echo. || SCRIPTER: All shards begin to glow, including the one in the player's chest|Make all that was scattered whole again – by the heart that guides the will.
{155562} | AUDIO: Would be cool to do a telepathic echo. || SCRIPTER: Shards begin to float in the air near the player |By the will that guides the hand.
{155563} | AUDIO: Would be cool to do a telepathic echo. |{Note of finality}And the hand... that guides the blade. 
{155564} | SCRIPTER: This is perhaps one of the key dramatic moments of the game. I'd love to suddenly cut from black to show the player with the Sword of Gith out, the camera at a dramatic angle. I'd like the player to make an attack animation, and have some super-cool particle effect surround him. C-Priority would be: If we can, have the camera focus on the player grasping the hilt of the blade. The shards join together to form a shimmering blade, and the glow from the player's chest intensifies to it highest level. |
{155565} | SCRIPTER: I'd like the player to relax, simply holding the blade normally, with the camera angle taking it in, showing the blue light glowing along it. |
{155566} | Give Master of the Broken Blade Epithet feat |{Pleased, echoing what she said before, the mantra has been a success}And the hand... that guides the blade. 
{155567} That is not the power from the blade you feel. It is your own strength focused in the blade itself. 
{155568} {Curious, not sure what to make of it}Curious... the blade does not feel as I thought the blade of Gith would feel. It has a different note about it... a tone like an infant, a child... crying out. 
{155569} {Frowns, thinking back to day where blade was shattered.}Hnh.
{155570} Know that the material of the blade is not as important as one might think. 
{155571} If we had more shards, it is true, it might seem more complete. {Beat, nods}But for what we need, it is enough, I think.
{155572} I do not know if you are the <b>kalach-cha</b> any longer. Where once you bore the blade, now you wield it. {Lightly teasing}And what will I do with my titles now? 
{155573} It is here that we must mend the blade anew and close the wound.
{155574} Hear not just my words, but the meaning behind them.
{155575} Zerthimon's will, my will, your will. Let us all be as one.
{155576} {proud, tired, almost like a parent}It was your will that reformed the blade. I merely walked with you.
{155577} Only for you will the sword live. No longer do you carry the Heart of the Sword. Truly, now, you are its Heart.
{155578} | SCRIPTER: Camera shows Zhjaeve looking past the player, with the player's back to the camera. |{About to say "goodbye," then suddenly warns player. }But enough of th- {beat}Wait. Something c-{"comes"}
{155579} | SCRIPTER: Spawn in reaver. |
{155580} |30_reaver2 line (Shadow Reaver)|{mocking} How does it feel to be back home, Shard-Bearer?
{155581} Is that the famed blade? It looks so fragile... and little use without you to hold it together.
{155582} I think you will find its edge more than a match for shadow and mere words. Will you test it, thrall of shadows?
{155583} My master does not fear a poorly forged blade... nor a poorly forged hero.
{155584} {Urgent, making magical preparations}Stall the reaver while I recite its True Name. Together, we can break this creature.
{155585} Hold the thrall of shadows at bay - I will give voice to its True Name, by which it may be undone.
{155586} |30_reaver2 line (Shadow Reaver)|I brought some friends to help you with the recitation. You may recognize them. After all, they once lived in West Harbor.
{155587} | SCRIPTER: Shadows spawn in and surround your companions and begin to attack. Begin combat. |Be careful, the poisonous shadow of this land clings to this Reaver. We must hurry!
{155588} It is the will that guides it, that gives it power... without what lies within your heart, this would be no sword, only a thing of shards.
{155589} Yes, though such games are trivial to one as powerful as my master.
{155590} Almost as trivial as that precious sword of yours, in fact.
{155591} My will? What do you mean?
{155592} Then I am ready.
{155593} I thank you for your guidance, Zhjaeve.
{155594} The... power from this blade - it's incredible.
{155595} So it is done.
{155596} It doesn't look fully forged.
{155597} What is that blue energy glowing from it?
{155598} All right, the blade is reforged, let's get out of here, now.
{155599} It worked. You did it.
{155600} Let's see how you fare, then.
{155601} We'll see what your master thinks.
{155602} Let me test it on you first.
{155603} I am prepared.
{155604} Enough words, let us do this.
{155605} Whatever we must do, I am prepared.
{155606} What happened?
{155607} Is that all? Let's go.
{155608} So you were responsible for all of this trickery.
{155609} |Starling child appears frightened and lost.|You aren't like the others. You aren't hollow.
{155610} You aren't going to try to take me too, are you?
{155611} You know my name? None of the hollow men ever say my name.
{155612} I don't know! Men like ghosts keep coming and trying to take me.
{155613} But they can't get catch me. I can hide in the swamp, and they never find me.
{155614} Sway you? What do you want from me? 
{155615} I'm not a shadow! I'm just Danan. I can't find my mother...
{155616} I - I woke up and everyone was gone one day. I tried to look for my Ma, but she was gone too.
{155617} They wanted to take me. I could feel it when I woke up - like someone trying to grab me by the collar and drag me, but I wouldn't let them.
{155618} I need to find my Ma. I just need to find her...
{155619} They're not like you. You can see through them. They look like normal folk but they make me feel strange.
{155620} I don't like them. That's why I always run away when they come.
{155621} Do I know you? You look familiar. I can't remember...
{155622} Who's Daeghun? I don't remember... I - I need to find my Ma.
{155623} I know, and I want to leave, but I just need to find my mother first.
{155624} Really? Ok, let's-
{155625} What do you mean? Where is she-
{155626} But, what am I going to do? Where is my-
{155627} Be warned, shadows are upon us.
{155628} You're not fooling anyone. Don't think that your child-like appearance will sway us.
{155629} Where do you think I'll take you?
{155630} I remember you. You're Danan, Starling's child.
{155631} I don't want anything from you. You can be a shadow, for all I know.
{155632} Who are the hollow men?
{155633} I need you to tell me what happened here.
{155634} You can be a shadow for all I know.
{155635} I'm <FullName>, Daeghun's son.
{155636} If you are really Danan, and not a shadow, you would remember.
{155637} Danan, this place isn't safe for you.
{155638} Then we'll look for your mother together.
{155639} Danan, your mother isn't here anymore. You have to know that.
{155640} I don't trust you, "Danan." You're on your own.
{155641} Did you trick us, Danan?
{155642} What is going on?
{155643} You will pay for your treachery, shadow!
{155644} | SCRIPTER: Danan runs right in front of the screen, freezes for a second. |
{155645} | SCRIPTER: Danan freezes and looks at the player for a second. |
{155646} | Starling, Danan's father, appears near the bushes. |Ma?
{155647} Yes, son, it's me. Come to me. We have to get out of here.
{155648} But, Ma, what's - what's wrong with you? Are you sick?
{155649} No, of course not, Danan. Now come!
{155650} Who are you?
{155651} Ma, what's he talking about?
{155652} Don't listen to him, son. We need to leave, and soon. Come to me.
{155653} I don't think so, Shard-bearer.
{155654} Ma?
{155655} You're right, enough of these games, Shard-Bearer.
{155656} That wasn't my mother.
{155657} But what will I do now?
{155658} Know that your will is strong. It binds you to this place.
{155659} Simply let your eyes close, and use your will to free yourself. Think not of your attachments, this place - only of yourself, and then rest - at last.
{155660} |SCRIPTER: Danan slowly fades away.|I'm so... sleepy...
{155661} It is strange that the shadows would hold any interest in nature. 
{155662} The air... seems easier to breathe now. Know that you are correct, this plant helps fight the poison that surrounds us.
{155663} But I do not know how long it will last. We had best make haste.
{155664} |SCRIPTER: Danan's mother appears and he runs to her.|
{155665} Good.
{155666} Enough tricks. I won't be lured into another trap.
{155667} If you really were Starling, you'd know.
{155668} Reveal yourselves, shadows.
{155669} Danan, this woman isn't your mother.
{155670} I don't know who to trust anymore.
{155671} I'm tired of these deceptions. We'll slay you both.
{155672} [Attack Retta Starling]
{155673} Leave the boy, shadow. You'll have to deal with me, regardless.
{155674} No, it wasn't.
{155675} No Danan, your mother isn't here anymore.
{155676} Apparently you aren't a shadow, either.
{155677} Maybe this is what those shadows wanted.
{155678} He was holding a root.
{155679} That child clutched this in his hand.
{155680} It's from Starling's crops. Meade's Root - protects against toxins.
{155681} Do you feel any different, Zhjaeve?
{155682} This swamp isn't nearly as suffocating, anymore.
{155683} Greater Shadow
{155684} Retta
{155685} Shadow Villager Female
{155686} Shadow Villager Male
{155687} Shadow Starling
{155688} Shite Starling
{155689} <color=text>These boats have rotted with age, but can probably be arranged to form a makeshift bridge if you have the right skills.
{155690} <color=text>Were there still need, these boats may have been used to make a bridge.
{155691} [Crafting] Assemble the boats into a single object.
{155692} [Survival] Tie the boats together with some rope.
{155693} [Do nothing]
{155694} <color=text>This fallen tree looks sturdy enough to support your weight. With a few more, you may be able to construct a makeshift bridge.
{155695} <color=text>You need to find two more trees to make a bridge.
{155696} <color=text>With one more tree log, you think you'll be able to form a makeshift bridge.
{155697} <color=text>You have enough logs and may now construct a bridge, if you have the appropriate skills.
{155698} <color=text>Were there still need, this log might have been used to form a bridge.
{155699} [Crafting] Build a bridge with your tools.
{155700} [Survival] Bind the logs together with some rope.
{155701} [Wood Shape] Alter the shape of the logs slightly to fit together.
{155702} [Do nothing]
{155703} <color=text>The bridge appears to have been swallowed up by the bog, but it may still be possible to wade through the water.</color=text>
{155704} That water looks poisonous. We should find another means of getting to the other side.
{155705} [Wade through to the other side.]
{155706} [Cross anyway.]
{155707} [Do nothing.]
{155708} Crossroad Keep Soldier
{155709} Royal Guard
{155710} This is a vampire (male).
{155711} Vampire, Male
{155712} {AUDIO: The voice direction in this scene is two-fold - Axle is testing the player's loyalty throughout this sequence and throwing down seemingly-harmless comments and questions, but beneath it all, he's looking for the slightest trace of disloyalty. So the first audio direction is often the "surface" emotion, but usually it's got the challenge underneath it.}{Cold, appraising - he knows why the player is here, but he's playing a game}I heard of your arrival. Has Nasher called you here to Neverwinter?
{155713} {Was ready for this}If you think you can take control, do so now. {Chiding, condescendingly, a little slower}Of course, our positions are such that such a move will hurt you far more than it will hurt me. 
{155714} {Mocking, sad, then cold}Very well. A sad way to end a profitable relationship, but it is evident you are more useful to me dead than alive.  
{155715} | SCRIPTER: Break to combat. Killing Axle like this will cause the negative cut scene later on will affect end game sequences if the player becomes a criminal. |
{155716} A counter-offer? Not exactly... it is more of what you will be depriving yourself of rather than what I could bribe you with.  
{155717} {Slightly condescendingly}You will no longer have access to some of our choice rewards for those who serve faithfully and well. That is not a small thing - the vaults of the Shadow Thieves are far deeper than Nasher's in this crisis. 
{155718} {Trying to sound regretful here}Also, if we cease to have a working relationship, I can no longer guarantee the safety of your Keep. 
{155719} I have already prevented several attacks you may have been unaware of... as the war continues, these attacks will only increase. 
{155720} {Letting the player realize he'll be killing innocent people}And the people in your charge, the ones you have worked so hard to gather... they will be in jeopardy as well.  
{155721} Now that I have your undivided attention, I have another whose attention... has drifted.
{155722} Such is to be expected of Moire, of course. {Not sad, knew this had to be done - Moire's served her purpose}She has strayed, and I need her brought to heel. 
{155723} {False regret}If I am to speak on your behalf, for any reason, here to the Council of Neverwinter, why, I will be forced to speak the truth. 
{155724} And should they hear such truth, I cannot be held responsible for the actions they will take next. 
{155725} [?] Ah, of course. "Let them die." Twist in the wind... innocent victims of arrow, or sword, or shadows.
{155726} But the worst death of all is the death by truth. 
{155727} Can you? Or will you drift as Moire has? Perhaps we can make this matter a test of our friendship.
{155728} I summoned you here for that very purpose. Afterwards, where you go and what you do are of no matter to me. 
{155729} So onto the matter at hand - my left hand, in fact - Moire. {Not sad, knew this had to be done - Moire's served her purpose}Regretfully, she has strayed, and I need her brought to heel. 
{155730} Oh, you mistake me - I would not say you would be blameless in this. That would be untrue, and the truth is what I deal in.
{155731} | SCRIPTER/CONSTANT: Player has gotten mission but not yet dealt with Moire. |{Slight anger}I have requested you deal with Moire, yet here you are. Either deal with her, or not, but do not waste my time.
{155732} | SCRIPTER/CONSTANT: Player has agreed to betray Axle for Moire. |{Realizes player has betrayed him}Moire still lives, yet here you stand. Perhaps you are here to inform me Moire's words have swayed you to her side? 
{155733} | SCRIPTER/CONSTANT: Player has dealt with Moire, and Axle is happy with player from previous conversation. |{This is a reward speech, the player has finally earned Axle's respect}Moire lies dead, and here you stand. I am pleased. 
{155734} I know little about her exact whereabouts - she is said to have a safehouse in the Market District, but I do not know where.
{155735} I suggest trailing one of her men - {sighs}among many of Moire's failings is her standing order to have her men constantly reporting in to her. 
{155736} | CONSTANT/TONY: I used Moire's old hangout as the location for her to |Normally her underlings would apply some measure of discretion, but the panic in the air has inflamed Moire's desire to assert herself.|Old Dialogue:I would suggest looking at her old roost - she has left it, but I suspect she has some of her men there, keeping watch.|
{155737} Her men seem to be rather brazen with their activities in the Merchant Quarter, for one. I would start there.
{155738} {Raises an eyebrow}Negotiate? I think not. We have spoken enough, and your deeds speak far louder than your words. 
{155739} And know that if you should somehow best me - well, your troubles are just beginning.
{155740} And know that if you should somehow best me, "Captain" - well, your troubles are just beginning.
{155741} | SCRIPTER: Break to combat. |
{155742} {Contempt}Ah, yes. Spoken like someone with whom Moire would ally herself with. Let us end this parade of idle threats with something more... final. 
{155743} {Genuine}So I ask - what is it you want? As always, I am here to help you as you helped me, Captain. I think there is much we can offer each other, and our resources are at your disposal.
{155744} {Disappointed}What a pity. I had high hopes for you... but now... let us settle this.
{155745} {Nods, genuine}Very well, in light of all you have done... all we have done for each other... to part on such amicable terms is something I can deal with. 
{155746} And have no fear for our previous business arrangements... such things shall be our secret, and the Council of Neverwinter need never know. 
{155747} Farewell and good luck - it has been good working with you, Captain. I begin to see why Nasher values you so highly.
{155748} That would please me, Captain. {Nods}I think I see what it is that makes Nasher respect you so highly.
{155749} My... people will do what they can to aid you. And I think you will find our resources quite useful, indeed. 
{155750} | CONSTANT/TONY: Need a special item here, along with a lot of gold. |Here, take this - it is something I had specially commissioned for you. And with it, some additional monetary support for your Keep.
{155751} {Slight smile, as if amused by the whole thing}After all, Captain, I believe you may be all that is standing between us and complete chaos. And what would businessmen such as we do in such a society?
{155752} For now, farewell.
{155753} | SCRIPTER/CONSTANT: If Moire has been "dealt" with. |{Firm}Our business is concluded. It is time we parted ways.
{155754} | SCRIPTER/CONSTANT: If Moire has been "dealt" with but the player stayed allies. |{Pleasant}Our business is concluded... for now. Await our help at Crossroad Keep, you will not be disappointed.
{155755} And you are willing to give up all that entails? I'm not sure you've thought it through.
{155756} | SCRIPTER/CONSTANT: Player has dealt with Moire, and Axle is NOT happy with player from previous conversation. |{This is a fake reward speech, the player is about to be attacked }Moire lies dead, and here you stand. I am surprised.
{155757} So now do you realize? You have blood on your hands - you kill because I tell you to. You are my subject, not Nasher's.
{155758} {Angry}Your Keep... everything you've earned... has been because of me. And yet you strode in here as soon as you returned to Neverwinter, and every word spoke of your disloyalty.
{155759} Ah, and now the questioning arrogance... to not even know what you have done wrong is a greater crime. 
{155760} And I had such high hopes for you. But you're right, it's time we settled this.
{155761} {Mocking}Let you leave? As if I could command one of Nasher's favored knights? Now you are surely mocking me.
{155762} Oh, I could not allow that. Any chance of peace between us was ruined as soon as you came to Neverwinter.
{155763} To be fair, I tested you, but you simply chose the wrong words. Now your chances are over.
{155764} I think it's too late for that. Yes, much too late.
{155765} {beat}When I call, you are to answer. And when you answer, you are to show respect. If not, I will kill your people, your reputation, and finally, you.
{155766} [Failure] No, I think it is you who will not live to see morning.
{155767} [Success] {Reluctant, furious}Very well. Leave - and do not cross my path again. If you do, then I shall see to it you and your Keep lie in ruins. 
{155768} We have nothing more to say to each other - but should you choose to betray me, I shall see to it you answer for it.
{155769} {Contemptuous}Now leave me. Return to your Keep - and Nasher's service.
{155770} [Failure] Ah, and now I have further proof of your betrayal. I think I actually hate you more than Moire... you actually gave me hope you were something more.
{155771} [Failure] {Disgusted}You are a terrible liar. I can see it scrawled over your face as if it was written by a child.
{155772} I tire of these games, and I tire of you, so let us end this.
{155773} | SCRIPTER/CONSTANT: Player did anything BUT pay the tribute - lied, killed the messenger, told the messenger he wasn't going to pay. |We have had difficulties in communication lately. The matter of tribute, for one.
{155774} | SCRIPTER/CONSTANT: Secretly an Intimidate Failure. |[?] {Cold}Then it must have gotten lost on the way.  It is a shame that you do not do more to patrol your own roads... it makes it hard for an honest merchant to continue his trade.   
{155775} | SCRIPTER/CONSTANT: Secretly a Success. |[?] {Curious, could be lying}You paid it, then? Ah, I see you are just as confused as I about the matter... someone must have taken it from my coffers. 
{155776} | SCRIPTER/CONSTANT: Secretly a Bluff Failure. |[?] {Cold}Then it must have gotten lost on the way.  It is a shame that you do not do more to patrol your own roads... it makes it hard for an honest merchant to continue his trade.   
{155777} How curious. But my last one reached you, did he not? How strange that one would arrive and the other would not. 
{155778} | SCRIPTER/CONSTANT: Player did not retrieve goods for Axle. |And of course, there is the matter of those goods I asked you to retrieve for me from your over-zealous Greycloaks. 
{155779} | SCRIPTER/CONSTANT: Secret Bluff Failure |[?] Would I ask if I possessed them?
{155780} | SCRIPTER/CONSTANT: Secret Bluff Failure |[?] Indeed. They could be anywhere. Someone would have to have many eyes looking for them to discover their whereabouts.
{155781} | SCRIPTER/CONSTANT: Secret Diplomacy Failure |[?] Reputation is a curious thing. You speak truly, of course – for both you and I.
{155782} | SCRIPTER/CONSTANT: Secret Intimidate Failure |[?] No, my lieutenants are the ones who make sure my other lieutenants and subordinates do not stray from the path. It is their duty. 
{155783} | SCRIPTER/CONSTANT: This occurs only if Axle sent assassins to the player. At this line, might want to set a flag - Axle is trying to get the player to lose his faith in Uncus. |But enough of this. I heard that your own people in your Keep attempted to kill you – my condolences, I heard of the matter from Uncus.
{155784} We speak on occasion, more frequently than you and I, yes. He knows much about your Keep and its workings while you are away, and as such, is of value to me. 
{155785} I think you'll find that the last thing I desire is you removed from your post. You are worth much more to me alive - and close to Nasher.
{155786} Uncus is there to listen and watch, not to speak to you about things he should address to me. Sometimes I think he may lose sight of this - but it is hard to stay focused when one is so far from Neverwinter.
{155787} | SCRIPTER/CONSTANT: Secret Success, multi-skill. |[?] But they are simply trade goods, of no consequence... even Greycloaks need to feed, if it bolsters your status, correct?
{155788} But when one of us suffers, all of us suffer - and from the smallest betrayals, greater ones are made, are they not?
{155789} {Arches an eyeborw}So I have behaved improperly by making such a request, then? I shall make a note of it so I do not make such a mistake twice.
{155790} {Angry}I did not grant you that territory - Nasher did. I think you forget that. {Beat}But your point is well-taken, despite your tone.
{155791} | SCRIPTER/CONSTANT: This occurs only if Axle DID NOT sent assassins to the player. At this line, might want to set a flag - Axle is trying to get the player to lose his faith in Uncus. |But enough of this. Uncus has told me things at the Keep are progressing quite well. Is this true?
{155792} | SCRIPTER/CONSTANT: Secretly a Bluff Failure. |[?] {Cold}I don't think I could tolerate such an insult, either. Perhaps you responded appropriately.  
{155793} | SCRIPTER/CONSTANT: Secretly a Bluff Success |[?] It's a shame if my message got lost in translation, and in turn, the messenger became lost because of it. But we need not waste time with such regrets, I think.
{155794} | Automatic Failure |Am I at your beck and call, then? I was unaware that you needed my presence for such messages.
{155795} | SCRIPTER/CONSTANT: Secret Diplomacy Failure |[?] And such sensitivities have no place in a conversation between businessmen - otherwise, one might take offense and do something rash.
{155796} | SCRIPTER/CONSTANT: Secret Diplomacy Success. |[?] Then you and I should spend more time discussing our business... without intermediaries, I think.
{155797} {Slightly curious, but challenge underneath}My messenger? How do you know this messenger spoke with my voice?    
{155798} {Seems amused, this is a challenge}And what does Lord Nasher want with his subjects? Not wearing his vassal out with too many requests, I hope.   
{155799} Yes, Moire. Is she “dealt” with? {Shrugs}I do not know – did you attend to her before seeing me? If so, I failed to hear of it.
{155800} {Cold}No, else I would not have asked you to come. 
{155801} {Cold}Sometimes one who asks questions could stand to do some research before asking – otherwise, confusion results and time is wasted.
{155802} {Cold}I do not need help with Moire, I am requesting you deal with her. Do you understand? I fear you do not, but I am not surprised.
{155803} {Cold, straightfaced, seems like he's trying to be helpful, but he's still baiting the trap}Ah. So in the future, should I come directly? Perhaps that would be best, to avoid any confusion.
{155804} {Cold}Indeed they are. I suppose I should thank you for making the journey at such risk.
{155805} Does the answer matter based on what you've just said? Now - why are you here. 
{155806} Ah, then I will await your decision on the matter.
{155807} | Secret Diplomacy Failure |[?] An excellent decision, as if you had spent some time considering it already. You seem to be always thinking in advance.
{155808} | Secret Diplomacy Success |[?] Yes... perhaps that would be best. You always seem to be looking out for my interest. Such knowledge concerns me at times, but perhaps there is wisdom in it. 
{155809} But it seems we have had much difficulties in communication as of late.
{155810} Ah, but you said you may have to attend to some of his duties while here - yet it was I who summoned you. {Beat}I must admit some confusion.
{155811} If there is confusion in my words, I apologize. Perhaps my messenger was unclear when I sent him.
{155812} She and her men have chosen to cause trouble in the Docks. 
{155813} {Shakes head}Shipments for the war - and your keep - are being disrupted, and without such supplies, I fear the war effort will be lost before it begins.
{155814} She is said to have a safehouse in the Merchant District. Find it and deal with her. 
{155815} That, I'm afraid, you will have to discover for yourself. 
{155816} I cannot send any of my men to track it down without being discovered - their faces and movements are too well known. 
{155817} {Shrug, slight accusation here}You have been away for some time, perhaps you will have better luck than I.
{155818} I suggest trailing one of her men - {sighs}among many of Moire's failings is her standing order to have her men constantly reporting in to her. 
{155819} Amusing. I hope you are able to deal with Moire, and not the other way around, for I will miss your wit.
{155820} | CONSTANT/SCRIPTER: Secret Bluff Failure. I know this line is a dupe, but scripting demands it. |[?] {Amused, understanding, but player has failed to negotiate}Ah, so you are saying you have a blade to my throat - one to match the daggers I have to yours.
{155821} | CONSTANT/SCRIPTER: Generic Success |[?] {A little more serious}It is little use to have a blade to one's throat when another lies at yours. But it is never a theory I wish to test. 
{155822} | CONSTANT/SCRIPTER: Secret Diplomacy Failure |[?] {Amused, understanding, but player has failed to negotiate}Ah, so you are saying you have a blade to my throat - one to match the daggers I have to yours.
{155823} {Slight confusion}What do you mean?
{155824} {Slight scoff}Is that what you think? {Beat}That means nothing. 
{155825} {Frowns}I could handle such an attack on my honor. My proof, however, insures you could not. 
{155826} I am willing to let our troubles... pass... if you deal with Moire. It is my request. 
{155827} | CONSTANT/SCRIPTER: Secret Intimidate Failure. I know this line is a dupe, but scripting demands it. |[?] {Amused, understanding, but player has failed to negotiate}Ah, so you are saying you have a blade to my throat - one to match the daggers I have to yours.
{155828} Your messenger asked me here. 
{155829} I may have to attend some of Nasher's requests while here, yes. 
{155830} I thought you had a problem with Moire you needed my help with.
{155831} Is Moire dealt with?
{155832} I came to tell you I'm done working with you.
{155833} I'm taking control, and the first thing I'm going to do is kill you.
{155834} How so?
{155835} If you have a counter-offer, let's hear it.
{155836} Just die already.
{155837} What do you mean by that?
{155838} That sounded like a threat. 
{155839} | Evil Response |[Intimidate/Truth] Like I care what happens to them. Let them die.
{155840} So what do you want? Moire dead? I can do that.
{155841} If I kill Moire, are we done? 
{155842} The truth?
{155843} | Good Response |I don't want them to suffer because of me. What must I do?
{155844} | Chaotic Response |[Bluff/Lie] Like I care what happens to them. Let them die.
{155845} | Good Response |I won't allow you to threaten innocents, Axle. Deal with me, not them.
{155846} Where can I find her again?
{155847} I'll go look for Moire now.
{155848} Where would I find one of Moire's men?
{155849} She's on <i>my</i> side - which means you're on my bad side.
{155850} Yes, but you still have room to negotiate. 
{155851} I'm here to tell you you're a dead man.
{155852} Fine. Sooner this is done, the better.
{155853} I want to remain your ally.
{155854} It's time we went out separate ways - peacefully.
{155855} I think I'll just kill you. 
{155856} If you're going to kill me, go on and try.
{155857} Disloyalty?
{155858} I suggest you let me leave - peacefully. 
{155859} I don't want any trouble between us, Axle.
{155860} We're through. You go your way, I'll go mine.
{155861} [Intimidate] Let me leave, never summon me again, and you'll live to see morning.
{155862} [Diplomacy] My reputation? And what of yours when I tell everyone about your activities?
{155863} [Bluff] You think I haven't already spoken to Nasher about you? He tolerates you because of my word.
{155864} | Chose Lie |[Diplomacy] More communication in such matters would please me – it is often a sensitive subject. 
{155865} | Chose Lie |[Bluff/Lie] I already paid the tribute. Did the messenger not reach you?
{155866} | Chose Lie |[Intimidate] I <i>paid</i> that tribute, and I don't like being blamed for someone taking it from you.
{155867} | Told Messenger to jump off a cliff|[Bluff/Lie] I tried to pay you, but your messenger showed me no respect – and in my home, no less. 
{155868} | Told Messenger to jump off a cliff|You want to extort me, do it yourself, don't send someone to do it for you.
{155869} | Kill the messenger |Tribute? If you sent a messenger, he never arrived.
{155870} [Bluff/Lie] I did retrieve it. Did those not reach you?
{155871} [Bluff/Lie] Those goods were already returned and shipped to you – if they did not arrive, I do not know what happened to them.
{155872} [Diplomacy] My reputation is worth more to you intact than compromising it over some smuggling shipments. 
{155873} [Intimidate] Are you in the habit of cleaning up the mistakes of your underlings? If not, neither am I.
{155874} It wasn't my problem. If your men got careless, <i>they</i> should pay, not me. 
{155875} Are you and Uncus in close contact?
{155876} Uncus didn't say anything to you about it - you knew because you sent them.
{155877} Then why did Uncus not deliver the message about your trouble with Moire rather than a messenger?
{155878} | Secret Failure |By supporting others when they make a mistake, <i>that</i> is what weakens us all.
{155879} | Secret Success |If you want me to handle my territory, then you need to trust me - or else.
{155880} | Secret Failure |And that is why I did not wish to betray myself to Nasher - when I can gain his trust, <i>then</i> I can move freely.
{155881} If you and Uncus speak, why did you send a messenger about Moire to me instead of having him tell me?
{155882} | SCRIPTER/CONSTANT: Secret Success |The roads along my Keep are not as well-patrolled as I would like, he could have fallen prey to bandits.
{155883} | SCRIPTER/CONSTANT: Secret Failure |It is indeed strange - but not unexpected.
{155884} | SCRIPTER/CONSTANT: Secret Success |Accidents happen, especially when the messenger does not properly relay the message and adds more coin to it than is fair.
{155885} That's why I came, I don't trust messengers.
{155886} I thought she might have been dealt with already.
{155887} No, I was simply asking.
{155888} Should I help you with Moire, then?
{155889} I think so. These are dangerous times. 
{155890} Can you leave Neverwinter? 
{155891} You know you cannot travel from Neverwinter â€“ we'll need to figure something else out.
{155892} [Diplomacy] I would never ask such a thing - if there is a message, I am the one who will travel, not you.
{155893} [Diplomacy] It might be best if I made the travel, you have enough to deal with.
{155894} What do you mean?
{155895} I am not his vassal.
{155896} So where is she?
{155897} Forget this, just die.
{155898} What do you expect me to do?
{155899} Where is this safehouse?
{155900} How can I find her?
{155901} Why can't you tell me where it is?
{155902} Don't tell me you don't know.
{155903} Yes, you and her seem much alike that way.
{155904} [Intelligence] Ever stop to think why you are allowed to address the Council?
{155905} [Diplomacy] And if I was called before the Council I would be forced to speak the truth as well.
{155906} [Bluff/Lie] I am glad that I was able to speak to the Council before I arrived - concerning the both of us and how closely our interests lie.
{155907} [Intimidate] Should they hear the "truth," I won't be responsible for what actions <i>I</i> take next.
{155908} You are addressing the Council because they don't realize what it is you <i>do.</i> 
{155909} You forgot to mention that <i>we</i> would be sharing a cell.
{155910} This <i>war</i> ensures that I am safe. Nasher needs me on the frontlines. 
{155911} Can't let you in, boss.
{155912} I'm sure that's well and true, but Axle's got no need to see <i>you</i> at the moment.
{155913} Axle's far too busy to deal with anything but the highest of affairs.
{155914} You can kill me all you'd like, but that door won't budge until Axle decides it does.
{155915} Nothing personal, boss. I'm just a doorman and you're a busy, important man.
{155916} Thing is, Axle's a busy and important man too. See you around, Captain.
{155917} Still the same story, boss.
{155918} Hey there, Captain. Axle's waiting to see you. Go on in.
{155919} What are you talking about?
{155920} I need to see Axle.
{155921} Unlock that door, or I'll take the keys from your dead body.
{155922} Fine, I'm leaving.
{155923} Axle's Doorman
{155924} You seem to be charging quite a bit for simple goods.
{155925} These are <i>quality</i> goods, Sir, and are worth every coin.
{155926} You there, touch it only if you're going to buy it!
{155927} Do you have any more rucksacks?
{155928} Yes, I have just a few more here. They'll last all the way to Waterdeep and more, if need be!
{155929} It never hurts to be prepared for the road, especially now.
{155930} Hey, stay out of those!
{155931} I'll need a blade or two. Don't trust the roads these days.
{155932} I have just the thing for you, over here...
{155933} These tools look good, if only we could find someone that knows how to use them...
{155934} One step at a time, Sir.
{155935} May I take a look at your elixers? My son is ill.
{155936} Of course. My selection isn't at its best but I'm sure I have something for you.
{155937} If you need something, just ask. I have much more in storage.
{155938} Don't worry, my goods will make sure your days on the road are safe.
{155939} Hmmm, I don't see any of it here...
{155940} I swear, these prices are ridiculous.
{155941} Well, I probably don't need anything extra. I'm sure Nasher will be calling us back soon.
{155942} You're probably right, Sir, but a cautious fellow is a wise fellow.
{155943} The Watch's rations may not be enough. Affordable choices right here!
{155944} That, my friend, is enchanted steel. Never can be too safe, I always say...
{155945} I'm not sure...
{155946} Good day, Logan! Don't suppose you could give me a bargain? Times are tough.
{155947} For you, my friend, of course! 
{155948} You should be ashamed of taking advantage of us like this.
{155949} I'm sorry you're upset. There are other merchants in the quarter, if you'd like alternatives.
{155950} This is exactly what I needed! Good thing I stopped by...
{155951} Ack, I don't have time to sift through this.
{155952} My family will need this on the road...
{155953} I should have gone into the docks, instead. I haven't enough coin for this!
{155954} I know in many of your hearts you wish to remain.
{155955} For while we leave our beloved city, we do not abandon it.
{155956} Strength, fear, defiance, confusion.
{155957} We are all strong of heart, spiritual beings at the core.
{155958} Through the strengh of our faith, we will endure the darkness.
{155959} It is in times like this that we should turn to our faith for guidance.
{155960} But we have different roles. You are the life of this city, what makes it shimmer.
{155961} Neverwinter has stood this long because our spirits are strong.
{155962} Turn inward and find the strength needed to deal with the days ahead.
{155963} It is time to let our brave soldiers protect that life. The gods will see us through this.
{155964} How do we know the gods will stop this evil?
{155965} The gods will save us if we are worth saving.
{155966} Thus we must ask ourselves this. Are we indeed worthy of life?
{155967} As I look around, I see a city full of wonder and beauty. The light of Neverwinter shines despite all.
{155968} I see a people worth saving, and so I have faith.
{155969} What is a King of Shadows?
{155970} Even Lord Nasher only knows so much, save that it is a creature of darkness.
{155971} Our priests believe that it is a twisted perversion, a being of evil that consumes without purpose.
{155972} But it has always been stopped, for the gods have willed it to be so.
{155973} Tyr has done nothing for me in my life. Why should I listen, now?
{155974} The gods are always present, even if you do not know it.
{155975} You are alive, you are healthy. That is more than many in this world possess. 
{155976} We are all blessed, though we may not know it.
{155977} I'm scared, brother.
{155978} Do not fear the coming shadow, child.
{155979} You are not alone, not amongst your fellow man, and certainly not amongst the gods.
{155980} We will make it through this.
{155981} What can be done about all this?
{155982} We must stand together and have faith in ourselves.
{155983} Neverwinter shall be as one in this.
{155984} We shall leave together, and we shall return together.
{155985} Why must we take to the road? Let us stop the shadow, here.
{155986} Every creature in this world has its purpose, just as you do.
{155987} The Greycloaks have devoted their lives to our safety. Now is their time to shine.
{155988} Do not throw away your life needlessly, child.
{155989} This evil has servants, shadow reavers, I've heard.
{155990} Darkness can take many forms, some which we cannot even see.
{155991} But do not fear, these reavers have been defeated, and by the Captain of Crossroad Keep no less!
{155992} A single reaver's power is no match for the collective power of the faithful.
{155993} What can we do to help the fight?
{155994} You can help by leaving the city as soon as you are able.
{155995} Help your families and your friends, and even fellow strangers.
{155996} Neverwinter will only survive this move if we all work together.
{155997} They say the Claimed Lands will continue to spread.
{155998} They have spread, it is true, but the poison will end eventually.
{155999} Should the battle be brought to Neverwinter, our forces will put an end to the King of Shadows.
{156000} The Claimed Lands will be no more.
{156001} Do not be afraid, good people of Neverwinter.
{156002} Though the journey will be difficult, never forget that the gods watch over us.
{156003} They will be with you on the dusty roads, just as they will be with our brave soldiers on the city walls.
{156004} Together, we will all return one day.
{156005} The King of Shadows, like all evil, will try and try again.
{156006} But the faithful will triumph, and we will see fairer days as one.
{156007} I see in all your eyes many different emotions.
{156008} Sons and daughters of Neverwinter, do not fear the coming shadow.
{156009} Gods be praised, you're right.
{156010} Yes, it must be so.
{156011} Will the gods protect us?
{156012} Neverwinter counts among the favored, doesn't it?
{156013} The light of Tyr protect us!
{156014} How can we win against the King of Shadows?
{156015} Brother, tell us there is hope.
{156016} The gods have abandoned us!
{156017} Who needs the gods? We need more soldiers.
{156018} I hear the shadow has swallowed up all of the south.
{156019} I am not strong enough, brother.
{156020} You all can listen to this priest, but I'm telling you, the gods aren't on our side.
{156021} Help me find the courage to leave, brother.
{156022} These are dark days...
{156023} You seem to be charging quite a bit for simple goods.
{156024} These are <i>quality</i> goods, Sir, and are worth every coin.
{156025} You there, touch it only if you're going to buy it!
{156026} Do you have any more rucksacks?
{156027} Yes, I have just a few more here. They'll last all the way to Waterdeep and more, if need be!
{156028} It never hurts to be prepared for the road, especially now.
{156029} Hey, stay out of those!
{156030} I'll need a blade or two. Don't trust the roads these days.
{156031} I have just the thing for you, over here...
{156032} These tools look good, if only we could find someone that knows how to use them...
{156033} One step at a time, Sir.
{156034} May I take a look at your elixers? My son is ill.
{156035} Of course. My selection isn't at its best but I'm sure I have something for you.
{156036} If you need something, just ask. I have much more in storage.
{156037} Don't worry, my goods will make sure your days on the road are safe.
{156038} Hmmm, I don't see any of it here...
{156039} I swear, these prices are ridiculous.
{156040} Well, I probably don't need anything extra. I'm sure Nasher will be calling us back soon.
{156041} You're probably right, Sir, but a cautious fellow is a wise fellow.
{156042} The Watch's rations may not be enough. Affordable choices right here!
{156043} That, my friend, is enchanted steel. Never can be too safe, I always say...
{156044} I'm not sure...
{156045} Good day, Randolph! Don't suppose you could give me a bargain? Times are tough.
{156046} For you, my friend, of course! 
{156047} You should be ashamed of taking advantage of us like this.
{156048} I'm sorry you're upset. There are other merchants in the quarter, if you'd like alternatives.
{156049} This is exactly what I needed! Good thing I stopped by...
{156050} Ack, I don't have time to sift through this.
{156051} My family will need this one the road...
{156052} I should have gone into the docks, instead. I haven't enough coin for this!
{156053} This'll probably last me two days at best...
{156054} I suppose these tatters are better than nothing.
{156055} I'm going to miss Lady Ophala's spiced potatoes...
{156056} We're out of bread, here.
{156057} We're better off buying goods from those greedy merchants!
{156058} This will keep my wife warm.
{156059} Can I only take one of these?
{156060} We're supposed to travel with these?
{156061} Thanks for the help, Sir.
{156062} Better than nothing, I suppose.
{156063} I really need more of these, Sir. My child is sick.
{156064} This isn't fair. People from the docks are taking our shares!
{156065} Why are rich merchants taking free goods too?
{156066} Lord Nasher sure went to work quickly.
{156067} Looks like it's going to rain. Good thing I found this...
{156068} So will I need this in the caravan?
{156069} Am I supposed to really dig through <i>this</i>?
{156070} I am <i>not</i> happy with this. Lord Nasher should have thought better of this quarter.
{156071} Where is Captain Brelaina? I demand to speak to her!
{156072} Tell those merchants to help us, not make a profit.
{156073} This is not going to be a gentle journey...
{156074} Is this all the food we get?
{156075} I really hope we do meet any bandits on the road.
{156076} What will we do now?
{156077} Where can we find supplies?
{156078} What did he say?
{156079} The King of Shadows is a fairy tale!
{156080} If I leave, my business will be ruined!
{156081} I heard the caravns had already departed.
{156082} Have you seen my daughter?
{156083} What's going on here?
{156084} He needs to speak up.
{156085} Going through Neverwinter Wood is mad.
{156086} Why haven't we heard from Lord Nasher himself?
{156087} I heard that Highcliff is nearly under shadow.
{156088} My shop was looted! Where was the Watch?
{156089} Where is Lord Nasher?
{156090} The city is in chaos, thanks to the Watch!
{156091} What makes you all think that leaving will be safer?
{156092} The High Road will be unsafe with Luskan in the way. 
{156093} No, Captain Brelaina is too busy to answer your questions right now.
{156094} Please evacuate the city as soon as you can.
{156095} Lord Nasher has declared a state of war!
{156096} <b>It is no longer safe to remain in the city.</b>
{156097} <b>Citizens, please take heed!</b>
{156098} <b>A great evil marches on Neverwinter.</b>
{156099} <b>Gather only what you need and head north, away from the Claimed Lands.</b>
{156100} The corruption continues to spread from the south, so you must go in the opposite direction.
{156101} Where will we go?
{156102} What is this shadow king?
{156103} I'm not <i>fleeing</i> anywhere. This war will be over quickly.
{156104} This is crazy! My children are to go on the road?
{156105} Surely our armies are powerful enough to stop the enemy!
{156106} Where is Brelaina?
{156107} I heard a Shadow Reaver attacked Lord Nasher!
{156108} The docks are in a panic with the evacutaion. People are being trampled to death!
{156109} What about my goods? Who will watch them?
{156110} Safe harbor may be found in Port Llast.
{156111} Messengers have been sent to inform them of our situation.
{156112} We may also cut through Neverwinter Wood to reach the Long Road.
{156113} From there, we can make our way south to Waterdeep, if need be.
{156114} We don't really know. Lord Nasher has been dealing with it for some time.
{156115} It is said to be an ancient, evil being.
{156116} Rumors say that this being had been stopped, long ago, so have hope.
{156117} We cannot say that for certain. 
{156118} Though we are well-defended, the King of Shadows' armies may be many.
{156119} Nasher has ordered an evacuation to preserve the safety of all.
{156120} Do not worry! We have caravans with armed guards ready to depart.
{156121} Those that cannot walk will be carried.
{156122} All citizens, including your children, will be looked after.
{156123} Could I say so I would.
{156124} The lands to the south have been corrupted by this power.
{156125} For certain, it will be a difficult fight.
{156126} Brelaina is far too busy to answer your concerns.
{156127} She attends to matters critical to the safety of Neverwinter.
{156128} If you have any specific concerns, please ask any of the Watch here.
{156129} Yes, it is true. A Shadow Reaver inflitrated Castle Never.
{156130} Thanks to the heroics of the Captain of Crossroad Keep, it was vanquished quickly.
{156131} Captain! See there, he stands among us at this very moment.
{156132} Captain! See there, she stands among us at this very moment.
{156133} These monsters are powerful, but clearly we can best them.
{156134} Fear not. If the Captain can walk through these streets with such calm, surely we all can!
{156135} The Watch is doing all it can to restore order to the docks.
{156136} This is why we ask everyone to remain calm.
{156137} You must leave the city but you still have time. Watch out for your fellow man!
{156138} Your merchandise will be protected by the Watch to the best of our ability.
{156139} Neverwinter is at war but we are not a lawless city.
{156140} Crime and theft will not be tolerated!
{156141} Do not panic! Captain Brelaina has your needs in mind.
{156142} Though you may wish to remain, you must all leave as soon as you can.
{156143} The King of Shadows continues to move towards Neverwinter.
{156144} Take yourself and your families out of the city. Follow the caravans!
{156145} Again, citizens, please remain calm.
{156146} Gather everything you need to live and then head towards the city gates.
{156147} We have additional supplies waiting for you on the south side of the Watch building.
{156148} Do not fight for goods! We have enough for everyone.
{156149} Proceed out the gates and look for us outside. 
{156150} We're in this together. The caravans will not leave you behind!
{156151} Do not fight over supplies! There is plenty for everybody.
{156152} Take enough to keep yourselves warm. You may not be sheltered on the road.
{156153} The caravans wait for you outside the city.
{156154} Do no enter other parts of the city to try to obtain more rations. There is enough here!
{156155} Worry not about bandits on the road. The Watch is here to protect you!
{156156} Lord Nasher will send word when it is safe to return.
{156157} Do not return to your homes unless you have goods to bring on the road.
{156158} Stay with your families and keep to the road.
{156159} Port Llast is ready to welcome you. Do not be afraid!
{156160} Please evacuate the city as soon as you are able. Supplies are here.
{156161} Food and travel goods are right here. Please take what you need before you leave.
{156162} Bill Logan
{156163} Come to make a purchase, milord? This may be your last chance - I'm catching a caravan out of town as soon as I unload my last weapons.
{156164} Let me see what you have.
{156165} Not today, thanks.
{156166} Dock Resident Male
{156167} Dock Resident Female
{156168}  Randolph - Magic Item Store
{156169} Logan - Weapon Store
{156170} What do you want?
{156171} Get lost.
{156172} Come in.
{156173} The whole of Neverwinter.
{156174} What is this place?
{156175} Can I take a look inside?
{156176} Just let me in.
{156177} Door{Locked Door to Moire's hideout}
{156178} MQ Mover 1
{156179} MQ Resident
{156180} Priest Crowd Female
{156181} Priest Crowd Male
{156182} | Intro plays once only. |Good day, Captain. It's good to see you about in this quarter - your confidence cuts through the apprehension in the air.
{156183} I'm not sure how long I'll be staying here yet. Until then, my wares are at your disposal.
{156184} Would you like to make a purchase today?
{156185} Yes.
{156186} No, thank you.
{156187} Not today.
{156188} Randolph
{156189} Thief
{156190} | SCRIPTER: Thief walks over to Leldon's house, knocks on door. |
{156191} What do you want?
{156192} The whole of Neverwinter.
{156193} No, wait. Don't kill me!
{156194} |AUDIO:Cries out in pain|Ahhhh!
{156195} {scared, desparete}All right, all right! He's over in {LEL-don}Leldon's old place. All of us are.
{156196} But you can't get in without the right phrase.
{156197} Tell the man at the door, "the whole of Neverwinter," when he asks what you want.
{156198} Now look - I did my part. Let me go, all right?
{156199} What more do you want from me? I gave you the information!
{156200} {Surprised}Leldon's place? No kidding.
{156201} | Influence Gain Bishop |{Pleased}That's how you do it.
{156202} | Influence Loss Casavir |{Angry, player's torturing someone.}There's no need for that - stop it.
{156203} | Influence Gain Bishop |{Pleased}I was getting tired of his begging anyway, good job.
{156204} | Influence Loss Casavir |{Angry, player's torturing someone.}Just when I think you can't sink any lower, you do something worse. 
{156205} | Evil Response |So now you're really about to die, unless you tell me what I want to know.
{156206} I'll ask one more time. Where is Moire?
{156207} | Evil Response, Chaotic Response |[Stab thief in the leg.]
{156208} Don't show yourself around here again.
{156209} Fine. Get out of here.
{156210} Did you actually think I would show you mercy?
{156211} |AUDIO: Death sound, perhaps with gurgling blood in the throat|| Evil Response ||SCRIPTER: Thief is murdered.|Shhhhh.
{156212} |AUDIO: Death sound, perhaps with gurgling blood in the throat|| Evil Response || Evil Response ||SCRIPTER: Thief is murdered.|That's enough talk from you.
{156213} Fine, just get out here.
{156214} | Lawful Response |I swear not to harm you if you tell me where Moire is.
{156215} That's an awful lot of jewelry you have there, milady. We'd be happy to lighten the load for you.
{156216} How can you even think of this, now? Neverwinter is at risk!
{156217} If you took the time to put it on while Neverwinter was at risk, seems to me it shouldn't be any trouble for you to hand it over.
{156218} You stay back, you thugs. Any moment and the Watch will be on you.
{156219} You mean the Watch members we killed? Moire runs a different show, here.
{156220} | SCRIPTER: Man sees player |You there... help us, please!
{156221} What? Are you crazy? That's prized information.
{156222} {Warning}I suggest you turn away, stranger.
{156223} | SCRIPTER: Merchants run away. |Forget the jewelry. I'll be satisfied enough looking at your cold body.
{156224} Get them!
{156225} Leave them alone.
{156226} | Chaotic Evil Response |I don't care about them. Tell me where Moire is.
{156227} I didn't offer a choice.
{156228} I'm waiting.
{156229} Go now or you're dead.
{156230} If you want to keep breathing, tell me now.
{156231} Is it worth your life?
{156232} Axle won't stand for this. Tell us now.
{156233} Touch them and die.
{156234} {Snorts}Strange doing this in the <i>middle</i> of the day.
{156235} {whistles} We're not alone.
{156236} You'd best just keep on walking. This is {MOY-ah}Moire's quarter, now.
{156237} {Amused, disbelieving}This one wants a fight.
{156238} Let's take care of this fool first. Should be plenty of time to load up the goods afterwards.
{156239} Leave? This is our territory. We go where we please.
{156240} I think we should teach this fool a lesson.
{156241} I haven't gutted anyone yet today. Sure, let's have some fun.
{156242} {Disdain}So you're one of Axle's dogs? Can't let us profit from Neverwinter's chaos, now, can he?
{156243} Let's spill some blood, lads.
{156244} {Laughs}We'd sooner get lashed by the City Watch.
{156245} Don't worry, we'll take you to Moire. One piece at a time.
{156246} You can leave with your lives if you leave now.
{156247} Axle doesn't appreciate your methods.
{156248} Take me to Moire, or you're dead.
{156249} I won't let you rob that house.
{156250} The magic items in there are worth a fortune. And to think it's just all lying there, waiting to be taken.
{156251} {Wary}You're sure there aren't any wards?
{156252} Quit your whining. This job will be easy. Just like thi- {"this"}
{156253} Run! Who knows what other traps are in place!
{156254} {Sees a thief running away, evil}That one's moving slow, I say we follow him back to the nest.
{156255} {Sees a thief running away, eager}That one's moving slow, I say we shadow him back to his gang and loot their hideout.
{156256} {Sees a thief running away}That one's not moving fast... we may be able to follow him.
{156257} {Sees a thief running away, eager}That one's not moving too fast... we might be able to track him, then torch the whole hideout.
{156258} {Sees a thief running away}That one there - the slow one - we might be able to follow him back to {MOY-ah}Moire.
{156259} {Sees a thief running away}Oh, where is that one going? He's going to miss the fight. {Beat}Unless, of course, he's going back to his boss. We should find out to be sure.
{156260} {Sees a thief running away}We should track that one, he may lead us to their leader.
{156261} {Sees a thief running away}That one's not moving fast... we may be able to track him to the main nest.
{156262} {Sees a thief running away}Know that that one may lead us to others if we follow his path.
{156263} {Sees a thief running away}We need to follow that one - he may be able to lead us to their main base.
{156264} Or we could simply kill them before they cause us any more irritation.
{156265} Or we can stay and deal with these immediate threats.
{156266} Or we could just kill all of them and let the Gods sort this matter out. Either way, I'm fine with killing something.
{156267} Or it may be better to deal with these ones here before they cause more trouble.
{156268} Or we could just stay here and teach these ruffians a lesson about playing with magic. 
{156269} Or we could play it safe and beat up these street thugs - I'm sure Bishop would love that. 
{156270} Or we could torch the ones right here - just say the word.
{156271} Or perhaps dealing with these others here might be better.
{156272} Or we could just gut the ones right here, and give Neverwinter one less thing to worry about. 
{156273} Or we could beat some sense into these thieves. It'd be my pleasure.
{156274} Watch Crowd Male
{156275} Watch Crowd Female
{156276} Watchman Mover
{156277} I hope they don't forget to give me some supplies, too.
{156278} Would be nice if they were more thankful of us.
{156279} At least it's not as crazy here as it is in the docks...
{156280} I should have gone out on patrol. These loads are fearsome!
{156281} This would be a lot easier if we had more help...
{156282} Yes, carrying food does indeed make you hungry.
{156283} This will be barely enough to help one make it to Port Llast...
{156284} It's not so bad. Seem to be getting a second wind here.
{156285} I'm going to miss the park, after all this.
{156286} I think I hate the King of Shadows just for making me carry these crates.
{156287} Now, if people will only move out of the way for me this time...
{156288} Please make way! Supplies coming through!
{156289} Food and supplies here! Stand aside!
{156290} Don't crowd the area. More goods coming through!
{156291} Stand aside, stand aside! Food and rations here.
{156292} So it has come to this. Axle hides behind closed doors while his lackey hunts for... what? A quick end? A blade in the gut?
{156293} I don't care what title you've stolen. You're still but a dock rat in my eyes, bending to Axle's every whim.
{156294} {snorts}Rein in that arrogance before I bleed it out of you.
{156295} Fine, I'll keep this simple. Times are changing here in Neverwinter. Axle isn't. Our organization has grown weak with his posturing and{with disgust} <i>diplomacy</i>.
{156296} But <i>I</i> fear no boundaries. I'll cross the lines our enemies balk at, and so my Shadow Thieves will become the hands of Neverwinter.
{156297} I'll offer you this one chance. Kill Axle, and I'll know you have a future with us.
{156298} Axle will <i>never</i> trust you. He'd just as likely kill you as soon as you step out this door.
{156299} How about your life? That you even considered killing me should make that enough.
{156300} But you do have your uses, especially as one of the "gentry." I'm not afraid to use that, or anything else, for that matter.
{156301} Kill Axle and I will make you one of my top lieutenants... and reward you accordingly.
{156302} You want out? Kill Axle. See a pattern?
{156303} Well good. One less thing to worry about.
{156304} Send Axle my regards. I'm sure you'll be seeing each other soon.
{156305} {to thieves}Kill them!
{156306} As long as I trust <i>you</i>, things won't get bloody. Work on that.
{156307} Then get on it and don't come back until the coward is dead.
{156308} {laughs}At least you're entertaining. I'll be sure to return you to the dock rats your came from.
{156309} Welcome back, "Captain."
{156310} {Slightly impressed}You did well, better than I expected.
{156311} Axle's time was up, and the city was due for a change... a change you can still be a part of.
{156312} Fine. You could have been useful, but it's more satisfying this way.
{156313} | SCRIPTER: Give magic items and money|Take this. It's just the beginning.
{156314} Prove your usefulness, and there'll be more to come.
{156315} Then get out. This is my territory, and you'll do well to watch where you step from now on.
{156316} {Cold, disdainful}A pleasure doing business with you, Captain.
{156317} Men, enjoy yourselves. 
{156318} Between the two of us, Neverwinter's about to get very interesting.
{156319} That's what I like to hear.
{156320} Axle did send me, but I don't want to kill you. I'm looking for a better deal.
{156321} I am here on Axle's behalf. Tell me why I shouldn't kill you.
{156322} Axle might offer me your position. 
{156323} What can you offer me?
{156324} Not a chance. I'd take Axle over you any day.
{156325} I could care less about you both. I want out.
{156326} Fine, I'll do it.
{156327} Axle can save his own hide. I'm here to remove you from Neverwinter for good.
{156328} And how can I trust you?
{156329} Fine, I'll do it.
{156330} Don't worry about Axle. I'm here to kill you for myself.
{156331} It's done.
{156332} I expect a big cut.
{156333} Make it worth my while, and I'll be there.
{156334} No, I'm done.
{156335} Things <i>are</i> going to change, especially with you gone as well.
{156336} I don't trust you.
{156337} We finished the deed.
{156338} | Evil Response |I actually enjoyed the task, in case you were wondering.
{156339} Well, if someone has to die, he's not a bad candidate.
{156340} Moire
{156341} | SCRIPTER: This triggers upon entering Shoon's dungeon. PC steps through a doorway at the entrance. |DEBUG: PC walks through doorway.
{156342} | SCRIPTER: The gate crashes shut behind PC and locks. |DEBUG: Door closes and locks.
{156343} {Door just crashed down between them and the PC}What is this? Why... there's no way to open it - we're cut off.
{156344} {Door just crashed down between them and the PC, indignant}Hey! We're cut off!
{156345} {Door just crashed down between them and the PC, indignant}What happened? This is sealed shut.
{156346} {Door just crashed down between them and the PC, indignant}A gate - just what we need. {Beat, tries door}And no way to open it, either. 
{156347} {Door just crashed down between them and the PC}So it seems there's traps to keep out the rats - or to keep them in. {Beat, tries it}This gate is sealed shut, there's no way to open it from this side. 
{156348} {Door just crashed down between them and the PC}Why, this isn't fair. There's no way to open this gate. 
{156349} {Door just crashed down between them and the PC}We're cut off - there's no way to open this gate that I can see.
{156350} {Door just crashed down between them and the PC}Thank the gods for small favors - this gate's sealed shut, there's no way to open it. 
{156351} {Door just crashed down between them and the PC}It seems your path is not meant to be shared, <i>kalach-cha.</i> I see no means of opening this gate.
{156352} {Door just crashed down between them and the PC, cold, analytical}An unopenable gate - crude, but effective. 
{156353} Look, keep going on ahead - there must be a way out, I'll try to meet up with you outside... {sniffs}where the smell isn't so horrible. {Beat}Good luck. 
{156354} There must be a way out ahead, I'll try to meet up with you outside... {sniffs}the smell down here is eating through <i>my</i> brimstone smell. {Beat}Good luck, and see you soon. 
{156355} There must be a way out ahead, I'll try to meet up with you outside... {sniffs}the smell down here could flatten a troll. {Beat}Be careful, all right?
{156356} There must be another way out, so let's meet up outside... {sniffs}where it doesn't smell as bad. {Beat}Don't keep us waiting too long. 
{156357} Why don't you go on ahead, we can look for another entrance outside... {sniffs}and I can barely stand the smell down here in any event.
{156358} {Eager}Let me see if I can find an entrance outside. We can probably locate it by the smell.
{156359} {Determined}Let me see if I can find an entrance outside... be on your guard. {Beat}And perhaps you may wish to get a cloth to cover your nose.
{156360} {Sighs, irritated}Let me see if I can scout out an entrance from above... be on your guard. {Beat}And take a bath when you get back. 
{156361} {Resolved}There must be a way out, so I will wait for you above... be on your guard against other traps until then.
{156362} {Cold, pragmatic}Whoever has designed this, there must be a way out. We will await you above and until then, be on your guard - we cannot afford to lose you. 
{156363} | SCRIPTER: Camera shows AJ walking towards the wreckage of the farm. |
{156364} {Slight taunt}Come to sift through the ashes, Ammon Jerro?
{156365} {Cruel}I stayed my hand until you could see this ruin for yourself - this pain is something that I cannot inflict upon you in {BAY-ah-tor}Baator.
{156366} {Mocking}Here is where she played in her youth... there is where she slept... and in your sanctuary is where her body now lies, grave and tomb. 
{156367} {Slow anger}That you would think I would allow you to remain unpunished for my imprisonment... <i>that</i> is foolish.
{156368} {Dismissive}If you have come for retribution, you are a fool. 
{156369} Perhaps in your cowardly burrow you commanded power, but not here.
{156370} {Cold, addressing}You should have enjoyed your freedom while you could. You know I'm more than a match for you. 
{156371} {Amused}Your skill in the craft is sufficient to give me pause, true. But I have learned from my mistakes... while you are still making them, I think.
{156372} | SCRIPTER: Koraboros motions, and 6 more portals appear, with several devils coming out. |
{156373} {Snarling}What are you doing here?
{156374} {Thinking it over, likes this}This one... this one was present at her death as well. Ah, all loose ends tied together at once.
{156375} I thank you for these gifts, Ammon. You will have company as you burn in the hells. 
{156376} | SCRIPTER: Suddenly, a portal opens and Koraboros steps out. |
{156377} {Recognition, almost disdainful}{CORE-a-boros}Koraboros.
{156378} {Recognition}You.
{156379} Think you can take us too?
{156380} Don't mind us. We're just here to kill you.
{156381} I liked you better in your cage.
{156382} | SCRIPTER: AJ looks at the PC after the last demon falls and turns away, walking towards the rubble.|{Slight anger}I don't recall asking you to come with me. {Irritated}I won't bother asking how you knew I was here, you always seem to be underfoot, interfering with everything.
{156383} Is it all it means to me? Yes. 
{156384} | SCRIPTER: AJ pauses, show him deep in thought, if possible. | 
{156385} {Sighs}You're right. {Beat}I won't argue it with you anymore.
{156386} I will not condemn all I have done, but there are times I have acted rashly - and innocents have paid the price. It is pride, and it is arrogance.
{156387} {Sighs, lets down guard a little here for once}And I do wish I had known Shandra, even for a short while. {Hurt, a little sad}I had thought her lost in the war, you know - and in the end, she was.
{156388} | SCRIPTER: AJ kneels on the ground and closes his eyes. |I am sorry, Shandra. Wherever you walk now, forgive me.
{156389} | SCRIPTER: Aerial shot, showing Ammon kneeling in the distance below. |
{156390} | SCRIPTER: Shot of rubble, with something glinting inside. |
{156391} | SCRIPTER: The glint catches AJs eye.|
{156392} {A little rueful}It seems the land has answered me. This... looks to be a pendant of some sort. 
{156393} {To himself, studying pendant}No, I have found what I was looking for.
{156394} Yet your actions? Would you change them, if you had to do them over?
{156395} Ah, ignore the mirror if you will, but if you do, then you have no right to judge it.
{156396} {To himself, studying pendant}Yes, I have found what I was looking for.
{156397} | Influence Loss Ammon |If I needed your help to visit this ruin, I would have <i>asked,</i> but I was able to find my own way here. 
{156398} | Influence Gain Ammon |True. I had not thought to be ambushed here, but it is the nature of the Lower Planes to harbor grudges once humiliated.
{156399} | Influence Loss Ammon |{Frustrated, stressed, then says forget it at end}Is that so? Without your interference, I would still be at full power, full strength, instead of... what does it matter, it is done.
{156400} {Takes a breath, looks around}In any event, to waste time tradng words with you is not why I came here. 
{156401} If I wanted to waste time trading words with you, I would have remained at the Keep - that is not why I am here.
{156402} | SCRIPTER: AJ walks over by the rubble and destroys it with a spell, revealing a lockbox.|
{156403} {Rueful}If Shandra had had this, she might still be alive, but it was not meant to be. {Beat}That is all that remains here, now let us go.
{156404} {Slight irritation}You're mistaken, of course. No, there is something I placed here long ago that may be of use in our war now. 
{156405} There is something I placed here long ago that may be of use in our war now. 
{156406} | Influence Gain Ammon |It is over here - and I am glad you recognize the value of my actions. I am not here for sentimental reasons.
{156407} I never knew this place, never knew my niece until you brought her to me. So should I feel something as I look at this place? I think not.
{156408} It is a burnt ruin, and I have seen many of these strewn with corpses - some caused by me, but many more caused by the King of Shadows, so it affects me little.
{156409} That is because I know there will be hundreds, thousands, countless more unless the King of Shadows is stopped - and he must be stopped if people are to live.
{156410} {Irritated}You are correct, and that should not be a surprise, even to you.
{156411} {Cold, angry - player just insulted him}Ah, and so you pass judgment on me yet again. Do you realize how you sound or are you deaf to it?
{156412} As you condemn my actions, perhaps you should ask yourself how well you knew her - <i>really</i> knew her.
{156413} Indeed. Because from all that <I>I</i> have heard, you were constantly placing her in danger, and you knew very little about her at all.
{156414} Ah, and is that why you kept throwing her into danger? It seems you knew little about her, either.
{156415} So your preaching is not only irritating me, it is a hypocrisy I commonly observe in the Neverwinter nobility... Captain.
{156416} I did what I had to do, always. They were hard decisions, but they had to be made by someone - and if no one would do it, I would.
{156417} Very well, I am listening.
{156418} | Fade to Black |
{156419} | Fade from Black |
{156420} [Influence: Shandra: Success] That... that was a great deal more than I thought.
{156421} [Influence: Shandra: Failure] So it seems you knew little after all, or at least nothing of any substance. A hypocrite to the end, Captain.
{156422} | Influence Gain Ammon Jerro |{More to himself}She could have remained here, and been safe, but yet she followed you... why?
{156423} {Trying to play it off}Still... despite what you have said... she is still the reason why I have to fight this war, because no one else has the strength to do it - or is willing to make the choices that I can. 
{156424} Power - power gave me the right to save them and gave me the right to decide. 
{156425} To save Neverwinter, of course. 
{156426} They didn't move fast enough, see the threat for what it was, so I acted.
{156427} And before you judge me for my crimes, perhaps you should look back - the trail of dead behind you is long, indeed, "hero" of Neverwinter. 
{156428} Ask yourself truly if everything you have done has been done because you believe it was right - and then ask yourself if because of it, the innocent have suffered. 
{156429} I did what I had to do, always. <i>Always.</i> The King of Shadows must be stopped, there is no middle ground in this.
{156430} | SCRIPTER: AJ looks at the PC after the last demon falls.|
{156431} | SCRIPTER:He walks over and picks it up. |This is what I came for.
{156432} {Opens lockbox, then studies contents}And it is still intact, as I hoped.
{156433} |SCRIPTER: AJ kneels and picks up an item.|
{156434} |SCRIPTER: He slowly gets up and walks over to it. |
{156435} Is that all that this place means to you?
{156436} Just getting another tool, I see.
{156437} Indeed? Good planning - where is it?
{156438} [Truth] Don't think that I am unaware of my deeds.
{156439} [Lie] | Chaotic Response |Don't think that I am unaware of my deeds.
{156440} I don't think there is much comparison between us.
{156441} I'm glad. Is there anything else you need here?
{156442} Weren't you looking for something here?
{156443} That's great. Are we done here?
{156444} Calm down, I just thought you might need help.
{156445} I can't afford to lose you and the part of the Ritual you possess.
{156446} Me? <i>You're</i> the one who's caused nothing but trouble.
{156447} Why did you come here?
{156448} Did you come to pay your respects to Shandra?
{156449} This place is a ruin, there's no reason to pick through the ashes.
{156450} I don't care why you're here, but do what you need to do, and let's go. 
{156451} That doesn't excuse what you did to Shandra. 
{156452} Your self-righteousness is getting as tiresome as it is narrow-minded. 
{156453} Don't you think you should pay your respects anyway?
{156454} Is that why you've killed people you've been trying to save - like Shandra? 
{156455} I traveled with Shandra for some time.
{156456} More than you ever knew, trust me.
{156457} She was my friend, she was part of our family.
{156458} She was an irritating wench, but not nearly as irritating as you.
{156459} If you kill the people you're trying to save, maybe you're the hypocrite. 
{156460} Maybe this is why your name has been hated all these years... and why people mistook you for the King of Shadows.
{156461} Keep telling yourself that, and soon you'll become what you're fighting. 
{156462} [Influence: Shandra] I can tell you everything I knew about her, then you can decide.
{156463} Yes, but ask yourself <i>why</i> were you fighting the King of Shadows in the first place.
{156464} What gave you the right to decide for everyone?
{156465} If you ask yourself why you fought the King of Shadows, you'll probably have the same answer.
{156466} She really didn't have much choice - and she wouldn't have been safe here, trust me.
{156467} Sometimes you have to fight, which you know already.
{156468} I still don't understand it myself.
{156469} And in trying to save people, save Neverwinter, you ended up killing the people you were trying to protect.
{156470} We know that - and so does everyone in West Harbor, past and present.
{156471} By acting without thinking - isn't that how Shandra died? 
{156472} Then enough talking, let's go.
{156473} If you're here to get something for the war effort, let's get it and bring it back to the Keep at once.
{156474} Show remorse
{156475} Do not show remorse
{156476} <color=text>This scarecrow appears to have sunken into the ground.
{156477} <color=text>You don't see anything noticeable in the dirt among the withered crops.
{156478} <color=text>The scarecrow has nothing hidden within its folds. It seems to be held only loosely in the dirt.
{156479} <color=text>The scarecrow's pole moves slightly and feels like it is scraping against a hard surface.
{156480} <color=text>You find traces of a small wooden compartment in the soil.
{156481} <color=text>The soil around the pole seems to have caved in slightly and does not appear well packed.
{156482} <color=text>The dirt shows signs of manipulation, like it was previously dug up.
{156483} Examine the ground.
{156484} Examine the scarecrow.
{156485} Leave.
{156486} [Search] Look for hidden compartments.
{156487} [Spot] Look for anything unusual around the base of the pole.
{156488} [Survival] Check for disturbances in the soil.
{156489} [Intelligence] Shake the pole.
{156490} Shovel the soil away.
{156491} 3081 Spawn Orcs
{156492} Invisible Placeable, used for starting conversations and such
{156493} Neverneath Golems
{156494} Wendersnaven Orcs
{156495} This is the tattered journal of a bard who refers to himself as the "Relentless Poet." The entire journal seems to be written in prose. The last page is mostly intact: 

<i>I've found at last the field of lore
But 'tis not right, I must deplore
The Wendersnaven are not here
And now I doubt they ever were.

But wait! A noise I hear nearby.
The Wendersnaven come from high!
Could they be those shapes that I see?
But no, it's orcs, come to slay me.</i>
{156496} Journal of the Relentless Poet
{156497} | Entering the abandoned village. SCRIPTER: Camera shows the village, the ruined houses, the burnt bones and the grayeyard. |{AUDIO: Desolate music stinger plays}
{156498} {Apprehensive, they've just walked into a ruined village}What happened here... you can almost hear the screams coming from the ground. Why would someone have razed this place?
{156499} {Trying to downplay it's his home village}It was a village... Redfallow's Watch, I believe. It's the closest place I could think of close to the lands the King of Shadows holds.
{156500} {Firm}As much as the King of Shadows feeds on the land, it may be possible for a Circle to protect an area from its influence... another reason to try and find them as soon as possible. 
{156501} {Snorts, walking away}Well, if wishes were horses... look, you go on ahead, I'm staying here. If you're not back soon, then don't expect to find me here when you return. 
{156502} | Triggered when the player approaches one of the chests in the houses. |
{156503} {Confused, sees empty village with valuables still lying around}Why would they have left all this stuff in plain sight? That chest doesn't <i>look</i> trapped. {Beat}And why hasn't this place been looted? 
{156504} {Looking at chest in the middle of a ruined village, suspicious}That chest looks untouched. This village is remote, but not that remote. 
{156505} {Slightly eager}Perhaps we should check to make sure there's no alchemical or crafting blueprints inside. Just to make sure it's safe, you know, just a quick peek.
{156506} {Cold}Leave it. Any gear you have is bound to be better than anything you find in here. 
{156507} Something isn't right here... I think we should look around more.
{156508} | Influence Loss Bishop |{Irritated, doesn't like robbing from the dead for once}Go on, then, load up your packs, forget I said anything. I'll keep watch. 
{156509} | Triggered when the player examines the burnt bones in the firepit. |[These human bones appear to have been burnt here long ago. Scraps of leather and mail and broken weapons suggest that these were once soldiers of some sort.]
{156510} | Triggered when the player examines the graves |[These graves all appear to have been dug at the same time, and they bear similar, makeshift markers.]
{156511} There's enough graves to match the number of people in town. And they look like they were buried some time ago. 
{156512} | Returning to the village after going to the Circle of the Mere.  Increment evidence counter by 2. |
{156513} | SCRIPTER: The player walks toward Bishop. Bishop stands up and turns to the player. |
{156514} I think we've wasted enough time here. Let's leave this place - the sooner we're gone, the better.
{156515} | SCRIPTER: If the player hasn't gotten the story of the massacre from Bishop. |{Defensive}Doing? Just checking the ground for tracks is all. Not much else to do while waiting for you.
{156516} | SCRIPTER: Bishop has heard about the massacre of the town from Bishop. |Just paying my respects, is all. Not much else to do.
{156517} {Slight confusion}But this place doesn't look like it was attacked by the King of Shadows... it looks like it was attacked a long time ago-
{156518} It's not important - what's important is I tracked your friends to a clearing not far from here... but it's inside the area claimed by the King of Shadows, so whatever you have to say to them, say it quick.
{156519} Regardless, they may know a way to drive the shadows back from the Claimed Lands - and that can make all the difference in this battle.
{156520} Hells right, I'm not. Whatever the King of Shadows is doing, I'd like my life to stay as intact as possible. 
{156521} We could use your help, Bishop.
{156522} Girl, you need help more than you know. {Beat}Look, whatever's waiting for you in there... I hope you find your druid circle or whatever, but I'm telling you to do it quick. 
{156523} | Influence Loss Bishop |Maybe you didn't hear me the first time, so I'll say it real slow... no way in the hells am I going in there. 
{156524} You've seen what happens to any living thing that goes in the Claimed Lands... and I'm not going to join them, got it?
{156525} | Influence Gain Bishop |That's the wisest thing I've heard yet - maybe the girl should listen to you more.
{156526} | PC is male |{Slight sneer, suggestive}If she wasn't watching you all the time, that is. I had no idea druids were such wild, predatory types.
{156527} | Influence Loss Elanee |{Angry}Stay here then, Bishop. This place suits you.
{156528} | Influence Gain Elanee |You tried to convince him - it's a wasted effort. Come on, let it go.
{156529} {Gets cold}What does that mean? You calling your Uncle Duncan's favor due now, are you?
{156530} Good. Hope you come back - it looks pretty dark in there from what I can see, maybe your friends are already dead.
{156531} There must be a sanctuary of some sort inside...
{156532} {A little quiet}Forget it, I think we'll be safer without him.
{156533} {Noticing an untouched chest in the middle of a village}My, it looks as if whoever left here left in a hurry. They didn't even take their things and whatchamacallits.
{156534} I'm for that. I'll hold the gold while you check that other stuff out.
{156535} {Suggestive, stealing}Look, maybe we should take a quick look inside the chests, you know, just to make sure it's all still in there.
{156536} We're not?
{156537} We're not?
{156538} | Influence Gain Bishop |Trust me, anything you find here isn't going to be worth your time... like your leader says. 
{156539} | Influence Loss Neeshka |{Grumbling}Fine. I just wanted to look, you know. And hold on to that stuff for a while. Until the people return.
{156540} | Influence Gain Neeshka |{Eager}Great! Let me take a look at it!
{156541} Agreed. This place was attacked by something else.
{156542} Yes, either this place was attacked by incompetent bandits, or something else is at work.
{156543} {Studying burnt pile of bodies}These weren't bandits. They were soldiers - and not Neverwinter soldiers. This looks to have been a military operation of some sort. 
{156544} But why would someone burn them here? 
{156545} I don't know. If it was a military attack, this seems an unusual way to dispose of their own dead.
{156546} {Studying a funeral pyre}These bodies look like they were soldiers... or mercenaries. Either way, why would they have been burned in a pile like this? 
{156547} {Suspicious}Something is wrong here... I think we should look around a bit more. 
{156548} The villagers, it seems. I wonder who buried them, and with such care?
{156549} {Cold}Silence suits you, Bishop.
{156550} {Laughts}Ah, so it went that well, eh? I could have told you that.
{156551} Music to me. Let's go, before we get some unwelcome attention.
{156552} {Suspicious, feels something's off}This village feels different... like a trace of the Claimed Lands has touched this place. 
{156553} {Shrugs, dismissive}Just the wind in the trees and the dead in the ground... but I'll bet we're bound to have visitors if we stay here too long. Shall we?
{156554} Did you notice anything out of the ordinary while you were here, Bishop? See anything?
{156555} | Elanee is present. |{Player returns, slight taunt at end, knows the player failed}So how did it go? I don't see any druids with you... except our naive little friend, of course.
{156556} | Elanee is gone. |Where's the druidess? She get lost in the swamp?
{156557} How is it the druids still live if they are in there?
{156558} The Circle may need to be rescued.
{156559} Yes, I can begin by searching this chest. There may be clues among the pile of gold here.
{156560} All right. Keep your eyes open for anything else out of the ordinary.
{156561} We don't have time for this.
{156562} Calm yourself, Bishop. We're not going to loot this place.
{156563} | Suggest losing influence with Bishop. |Why not? It isn't like the dead will miss it.
{156564} What were you doing?
{156565} It went poorly.
{156566} The Circle of the Mere won't be joining us.
{156567} Nevermind that.  Let's go.
{156568} You don't sound like you're coming with us.
{156569} Bishop, Elanee's right, we could use your help.
{156570} Fine - stay here, then. 
{156571} We could use someone covering our retreat anyway.
{156572} We've risked our lives for you, and now you won't do the same?
{156573} Any idea what we can expect ahead?
{156574} Elanee won't be traveling with us any more.
{156575} Castle Gate
{156576} | Fade in to first Battle of Highcliff image |
{156577} {Quietly, staring - quietly so only Nasher can hear him.}It is as if all the dead of the Mere walk, milord - there are miles of them.
{156578} {Grim, to Nevalle}Then we shall make a road of their bodies.
{156579} | SCRIPTER: Beat, camera pans out to the Nine, Nasher turns to show the allied army. |
{156580} | Quick fade in |{Addressing the army, shouting}The enemy comes. They are men who have died once - and they will die again. 
{156581} {Addressing the army, shouting}We are more than their match. They know nothing of courage, of honor - they have no loved ones they fight for. 
{156582} {Addressing the army, shouting}And that is why they will fall before our swords, our spears, for the Gods are with us - brothers, sisters, all, standing side by side against death. 
{156583} {Addressing the army, shouting}Know that all of Neverwinter stands behind you. Let us remind them of death - and send them back to the Hells! 
{156584} | SCRIPTER: Roaring of troops as battle preparations are made. |{AUDIO: Troops cheering and shouting}
{156585} | The armies charge each other |{AUDIO: Sounds of armies charging}
{156586} | Fade to Crimson |{AUDIO: Armies Clash}
{156587} | SCRIPTER: [C Priority] "Soldier's eye" view of the battle.  The camera simulates a soldier running towards the enemy. May need animated camera to pull this off. A couple soldiers running ahead of him are cut down by energy blasts. |{AUDIO: Soldier breathing heavily, grunting with exertion, inside of a helmet.}
{156588} | SCRIPTER: [C Priority] Still in "Soldier Cam." The two sides meet with a deafening crash and camera shake.  The soldier is knocked to the ground. |{AUDIO: grunt in pain}
{156589} | SCRIPTER: [C Priority] Camera looks up from ground, watching the KoS army slaughter the troops at the front line. A blade golem runs up to the camera and does an attack animation. Camera shake and fade to red. |{AUDIO: Ragged breathing, dying yell and gasp.}
{156590} | SCRIPTER: [B Priority] Lord Nasher strides forward, pressing into the enemy, cutting down a couple. The Neverwinter Nine flank him. |{Shouting}To battle! The Nine! To me! 
{156591} | SCRIPTER: [C Priority] Camera shows a Shadow Reaver finishing off a soldier.  He turns his attention to Lord Nasher who is slaying blade golems in the distance. He starts running toward Lord Nasher. |{AUDIO: inhuman, terrifying battle screams and grunting.}
{156592} | SCRIPTER: [C Priority] A large number of Shadows and the Shadow Reaver rush toward Lord Nasher and get between him and the Nine. |
{156593} | SCRIPTER: Need a cut scene of the battle, Lord Nasher fighting his enemies, surrounded by soldiers. They all start fighting and falling one by one, until the enemies fall upon Nasher, and he is lost to view. Cut to... |
{156594} {Roaring as Nasher falls}Lord Nasher!
{156595} Let us fight to him, see if we can rescue him! {Calling to fellow knights}The Nine, to me! 
{156596} | SCRIPTER/TONY: They rush into battle free Lord Nasher. I have no idea how they pull this off - check with Tony. |
{156597} {Roaring to soldier}Men of Neverwinter - Lord Nasher is wounded! Everyone, to Crossroad Keep - we will make our last stand there!
{156598} | Long fade out |
{156599} This is a dire badger
{156600} Badger, Dire
{156601} {Locked Door}
{156602} {Neverneath Locked Door}
{156603} {Neverneath Open Door}
{156604} {Neverneath Wrong Answer Door}
{156605} Open Door
{156606} [This door is sealed shut. There is no way to open it.]
{156607} Sealed Door
{156608} | Enleva and Noduab have the same dialogue. First time talking to them in Act 3. PC interrupts a conversation in progress. |So it is an allegory, no? Of the lizard.
{156609} Allegory, oh yes. You have never been more right. I see.
{156610} {incredulous}You see? {disappointed}No, no, no. That's not the point. No, no, no, no.
{156611} {confused}Er, yes?
{156612} {resolute, short}No. Sorry. No.
{156613} {uncertain}Allegory, yes?
{156614} {certain}No. Lizards. {Explaining}See, the answer to any question can be answered with an allusion to a lizard.
{156615} {excitedly}Yes, explain so that they may understand what we already...
{156616} {interrupting}No! I am alone in this. You, for once, know no more than a gnome.
{156617} But how is your learning to survive unless it is shared?
{156618} I know. I shall explain so that you will all know, no?
{156619} Yes!
{156620} {certain}No.
{156621} {certain}Yes.
{156622} {indignant}No!
{156623} {uncertain}Yes?
{156624} No?
{156625} {triumphant}Yes!
{156626} {tired}No.
{156627} | Grobnar is present. |{curious}Slinking, yes?
{156628} {dismissive}No.
{156629} {curious}Sneaking?
{156630} {bored}No. More 's' words.
{156631} {certain}Slithering, sunning, stunning.
{156632} Less 's.' More 'og,' I think.
{156633} {desperate}Dog snogs on a log with frogs?
{156634} {listing, rejecting each one}No, no, on a no with no.
{156635} {Trying to make his allies understand what's going on in a seemingly non-sensical conversation}No, no, there's sense in it, but not at a level we can understand - yet. 
{156636} {Listening to a confusing conversation, trying to make sense of it}You know, I think I almost have it. {Beat}This is fascinating, I say we keep listening.
{156637} | Grobnar is in party. |No.
{156638} {trying to persuade}Yes!
{156639} {resolute}No.
{156640} {sing-songy}Ye-es.
{156641} {mocking, sing-songy}No-o.
{156642} {insulted}Oh yes!
{156643} {mocking}No oh!
{156644} Whatever keg a Khelgar drinks, may a Khelgar drink, if Khelgar does in fact, think? 
{156645} {Enleva is so shocked, he starts saying yes for once}Yes!
{156646} {Noduab is so surprised that Enleva said "yes" that he says no incredulously}No!
{156647} {Enleva likes the sound of yes}Oh yes, yes, yes! Yes-yessity-yes!
{156648} {Noduab is discovering "no" for the first time}Nooooooooo...
{156649} Look, pardon me, sages of yes and no, but we're on something of a quest for something that may or may not be real. Can you help us?
{156650} {still loving the word "yes" and its variation}Uh huh, yyyyes-yep-yes...
{156651} {Still loving the word "No"}No, I no know, you know?
{156652} {Eager}Please, I must know, the Wendersnaven... do they exist?
{156653} Yes!
{156654} {Eager}Yes, yes, this is all coming together - go on, ask them a yes or no question. Through it, we may be able to find out where the Wendersnaven are!
{156655} | Blank stares and silence from both Enleva and Noduab. |
{156656} {Slight hiss}They can only answer yes or no questions, so, uh, keep the question simple. {Beat}Pretend you're talking to me.
{156657} No.
{156658} Yes?
{156659} | PC and Grobnar start walking away. |
{156660} I wonder why they didn't just ask for a map.
{156661} {shrugs}I don't know.
{156662} | Blank stares and silence from both Enleva and Noduab. |
{156663} Uh, no.
{156664} | Blank stares and silence from both Enleva and Noduab. |
{156665} Actually, no.
{156666} Well, kind of yes.
{156667} Not really, no.
{156668} No.
{156669} | Puts out hand to give the player a map. |{Defeated}Yes.
{156670} No.
{156671} | Puts out hand to give the player a map. |Yes!
{156672} {Just got a parchment, studying it}Let me look at this... hnh. Hmmm. Hmmm-hnnh.
{156673} | After getting the map from them. |{goofing off, playing with the sound}Nooooooo...
{156674} {goofing off, playing with the sound}Yyyyyyesssssss!
{156675} {Under his breath, irritated, listening to two crazy men speaking}Maybe we should put these two fools in a room with Aldanon.
{156676} {Slight surprise, shakes head, listening to two crazy men speaking}This is like Aldanon in chorus. It's making my head hurt.
{156677} {Slight confusion, listening to two crazy men speaking}It sounds like they're talking nonsense, but there's a strange rhythm to it. 
{156678} {Irritated, listening to two crazy men speaking}This is like listening to Aldanon. {Beat}Or Sand, drunk.
{156679} {Listening to two crazy men speaking}This is like listening to Aldanon, but two of him.
{156680} {Confused, listening to two crazy men speaking}I cannot make sense of what they're saying.
{156681} {Listening to two crazy men speaking}Well, that was enlightening. Can we go?
{156682} Know that there is a subtext to these words... but I cannot piece it together.
{156683} {Listening to two crazy people speaking}We have better things to do than listen to these fools trade words back and forth. 
{156684} If we wanted to listen to more, we'd just grab Grobnar and have him talk to a mirror. Come on, next time we can bring him, but for now, we have better things to do.
{156685} {Slight surprise}Why, this paper isn't a map at all... it looks more like a riddle. {Staring to copy it quickly}Let me just copy it down... there we are, double-check the spelling, put it in our journal... and we can give the original back to them, all done. {Beat}I'm so excited! 
{156686} {Indignant}What?
{156687} | Act 3 only |{Anxious to understand}Just give me a little time, let me listen a little more... it's like a song they're singing. 
{156688} {Dismissive, superior}Their nonsensical cadence reminds me of something Grobnar would say. If we were to bring him, perhaps <i>he</i> could make sense of it, but I have not the patience.
{156689} {Thinking}Their words and tempo remind of Grobnar's thoughts given voice. Perhaps his <i>will</i> could discern something we could not.
{156690} It's like listening to a drunk Grobnar - next time, we can bring him and he can try to listen. 
{156691} Grobnar might be able to make more sense of this talk than I can.
{156692} This chattering madness is something I would like to subject Grobnar to, if only to make him understand what it's like to listen to him. 
{156693} Grobnar would probably have a much better time here than us... and maybe even learn something. 
{156694} I think the meaning might be more readily apparent to someone who talks like they do... Grobnar, perhaps. Despite his... comments, his mind thinks in inventive ways.
{156695} I wonder what it would be like if we dropped Grobnar in the middle of those two. {Beat, then thinking about it with awe}There would probably be an explosion of words and brains everywhere. 
{156696} {Wonderingly}You know, this all makes a certain kind of sense. 
{156697} I really think we should keep talking to them... er, listening to them... to see what else they have to say.
{156698} That's it, that's it! I know where the Wendersnaven are now! I'll mark the location on our map.
{156699} It was a riddle? Oh, I said that, didn't I? No, it wasn't. I mean, I think it was, but for some reason the mishmash of nonsenical words with a simple rhyming scheme just made sense to me.
{156700} Are you asking me that as a riddle? Or... or are you asking for real? Because if you're asking for real, the answer is, "I don't really know, but I'm sure I've got the right answer." Does that make sense?
{156701} | Add Wendersnaven location to Overland Map. |
{156702} | Default fall-through |Yes?
{156703} No.
{156704} Excuse me?
{156705} What are you two talking about?
{156706} I'm trying to find the Wendersnaven.
{156707} What do you mean?
{156708} That is preposterous.
{156709} No.
{156710} Yes.
{156711} [Say nothing.]
{156712} What in the Nine Hells did you say to them?
{156713} Where are the Wendersnaven?
{156714} Are the Wendersnaven west of here?
{156715} Are they east of here?
{156716} Perhaps they are to the south?
{156717} Can I find them in the north?
{156718} This is insanity.
{156719} [Say nothing.]
{156720} Forget about this nonsense, let's go.
{156721} Hey, I heard that!
{156722} I should strangle the both of you.
{156723} Give me the map now.
{156724} Will you give me the map please?
{156725} Why not?
{156726} | Gain Chaos| Give me the map or I will take it.
{156727} Can I buy the map from you?
{156728} Can you show me the map?
{156729} They are southeast?
{156730} Maybe northeast?
{156731} This is getting us nowhere.
{156732} |Gain Evil|Your map or your lives. 
{156733} I have some questions for you.
{156734} Nevermind.
{156735} Wait, you solved the riddle already?
{156736} Let's go.
{156737} What was the riddle?
{156738} I'll consider it.
{156739} Nevermind. Come on.
{156740} DEBUG: Jump to 3081 Wendersnaven.
{156741} Leave.
{156742} Never mind. Let's go.
{156743} Enleva
{156744} | Check to see if the PC has Guyven. Be sure to check both the 3000 version and the 2600 version. |{AUDIO: play discovery music stinger}Guyven will be interested in hearing about this place.
{156745} This is an invisible NPC used for playing the Guyven discovery conversation
{156746} {Guyven}Discovery
{156747} | DESIGNER: Write fluff barkstrings for non-fighting citizens in Castle Never who are being attacked by, and running from, the invaders. Ideally these will be recognizeable people that the player has met in Neverwinter throughout Acts 1 and 2, ones that don't die earlier and ones that are okay to kill off. |
{156748} So many defenseless citizens slaughtered. Neverwinter is no longer safe.
{156749} Lord Nasher must be defended at all costs.
{156750} We've got our own problems and we didn't ask for all these Neverwinter refugees to flood into our small town.
{156751} I have a mansion in Neverwinter, but here I am forced to sleep in a tent among these peasants.
{156752} | SCRIPTER: Triggered when the player enters the Throne Room from Neverneath. Several bodies of Neverwinter citizens and blade golems litter the ground. Lord Nasher and a few of the Neverwinter Nine fight a Shadow Reaver. They are standing between the Shadow Reaver and several civilians who are cowering in the corner. |
{156753} {To his men, trying to bolster morale against a near-impossible enemy}This Shadow Reaver may seem a difficult foe, but hold your ground! {A little quieter, as if trying to reassure himself}And reinforcements shall be here soon.
{156754} | SCRIPTER: This conversation triggers after the Shadow Reaver is defeated. Nasher stares at the corpses, angry. |{After he's fought off some attackers invading the castle, he's staring at corpses, quietly angry}Assassins. They sent <b>assassins</b> here - so this is how this enemy fights, with shadows instead of cold steel. 
{156755} I am unharmed - though I should see to the men stationed on the walls and in the keep.
{156756} {Stares at shadowy corpse, evaluating it}This King of Shadows... his forces are powerful. 
{156757} {Turns to the player, grim, his home's just been broken into}I think this enemy fears to face us on the field of battle - he fears to face Neverwinter and all its knights.
{156758} {Almost noncomittally}And that now includes you. <FullName>, you have earned this through your deeds - the title of knight, in service to Neverwinter.
{156759} {Rueful}Don't thank me yet. I haven't give you your orders.
{156760} Milord, there are certain rites for inducting knights that must b-
{156761} {Irritated at ceremonies while surrounded by dead bodies}Nevalle, I knighted you at Redfallow's Watch in the mud with orcs surrounding us. Ceremonies can wait.
{156762} {A little more solemn, make it important}Now bow - and be knighted, <FullName>. 
{156763} |SCRIPTER: Animations of the player kneeling and being dubbed with the sword.|
{156764} {Slight prompting that the player needs more stuff}A knight of Neverwinter is entitled to land, a keep - and forces, milord.
{156765} |Player is male|{Firm}And he shall have them. 
{156766} You have done more to halt this beast's advance than any of my knights. {Becomes angrier}When he strikes, you are there to counter it - but that is no longer enough.
{156767} {Building steam}I am tired of waiting for this enemy to strike.
{156768} {Beat, turns to player, official order}I want you to find this King of Shadows, <FullName>. I want this beast to answer for the blood of every guardsman slain here tonight.
{156769} |Fade out|If he crosses Neverwinter again, I want it to be the last time. 
{156770} | SCRIPTER: Fade in to Nevalle and player and Nasher in war room |{Slight prompting that the player needs more stuff}...and so a strategy must be formed. These Reavers... whatever these things of shadow are, there is no way the Greycloaks can fight them. If our enemies cannot be killed...
{156771} {Firm}They are pawns only - powerful, yes, but not the true threat. 
{156772} The base that the enemy is striking from - if we cannot reach it, then we cannot take the battle to him. He can send his soldiers out without fear of counterattack - and there is nothing we can do but fall back. 
{156773} {Slight prompting that the player needs more stuff}Even if these ruins could be reached, we still need more men - between the plague, and the war with Luskan...
{156774} {Firm}Then we will gather more men - but not just men. This enemy threatens not just us - we must make allies, and we must do so quickly.
{156775} There is much to be done, I think. But I have faith in your efforts.
{156776} It is said that the Captain of Crossroad Keep is the lord of the manor in all but name. Now I've named it for you. 
{156777} But it will not be enough. I am in need of answers, information, and as many soldiers as you can gather.
{156778} {Grim}And we need allies wherever they can be found, from all the races, all the peoples. This is not our war - it is theirs, whether they know it or not. 
{156779} We ask the enemy. We still have some of the Arcane Brotherhood in our dungeons - let them provide us with answers. See to it.
{156780} Then I shall leave you both to these preparations - I must attend to the troops and the war effort - you are to attend to the King of Shadows. 
{156781} Milord, I believe Aldanon is already searching for a means by which we can reach the King of Shadows' stronghold. 
{156782} {Rueful - Aldanon is a crazy old man}Half the task will be him finding it, and the second task will be trying to understand him when he explains it. 
{156783} {Slight reluctance}There are... old alliances that Neverwinter had years ago, in the days before I took the crown. 
{156784} I need you to reforge these alliances - without more troops, this battle is already lost.
{156785} A clan of dwarves... the Ironfist Clan... is said to have returned to their clanhold in Old Owl Well after the pass was liberated by Neverwinter. Perhaps they would be grateful enough to aid us in the coming battle.
{156786} But we cannot count on them being able to join the effort - and even so, there is still the matter of the King of Shadows.
{156787} {Not sure he heard correctly}The lizardmen of the Mere? What of them?
{156788} {Slightly curious}Will they fight for us?
{156789} {Doubtful}I do not think any lizard man would be quick to come to the aid of Neverwinter, even if we could speak with them.
{156790} {Thinking}Yet... if they would join us, they know the terrain, perhaps even know about more of the movements of the King of Shadows through the Mere.
{156791} If you think you can contact them and persuade them to help us, then may the Gods smile upon you. Such allies might give us the edge we need. 
{156792} |Player is female|{Firm}And she shall have them. 
{156793} {Irritated, snaps}Then rather than a knighthood, I'll mark you a wanted criminal, throw you in irons, then pardon you only in exchange for your service. 
{156794} I'm not <b>asking</b> for your permission, so don't try my patience any further than it has tonight - I need every able-bodied soldier at my side.
{156795} They must have used night and magic to their advantage - hoping to strike at us, at you, before we could prepare.
{156796} I believe so - if not, the alarms and rest of the Watch can handle the rest. 
{156797} Return to Crossroad Keep and begin preparations. Nevalle will go to assist you, and he will remain there as long as needed. Now go.
{156798} | SCRIPTER: Move the player back to Crossroad Keep, 3100. |
{156799} {Addressing the survivors in the throne room}To the servants of Neverwinter here before me... 
{156800} | SCRIPTER: The crowd begins filing out of the Throne Room. |{AUDIO Crowd murmurs in scared excitement}
{156801} I need to know how these Shadow Reavers can be killed - and how I can reach their master.
{156802} All fighting men of Neverwinter must take to the field to face this foe - you have seen one of its servants, and as terrible as it may seem, it can be beaten, and so can our enemy.
{156803} You must spread the word - help your neighbors to evacuate their homes as we fortify the walls of Neverwinter. We cannot allow our people to be placed in jeopardy - we alone must face this threat.
{156804} Go now, and do what you can to prepare for the coming battle.
{156805} {To himself}Aye, they might.
{156806} Of all our knights, no one has a greater chance of finding his weakness than you - I shall gather our forces, but you must show me where we must march.
{156807} {Noticing the player is carrying something}Is that the Rod of Never you carry? Let me see it. 
{156808} | SCRIPTER: PC loses Rod of Never. |{A little surprised}I had heard the Rod rested below, but none have been able to enter Lord {HAL-u-eth}Halueth's tomb. It seems the ancient alarms of the Keep opened the way.
{156809} | An effect plays and all the doors open. Nevalle runs in. |
{156810} With this Rod, I should be able to open some of Castle Never's oldest secrets. It seems some good has come from this surprise attack. 
{156811} Are you all right?
{156812} Thank you, my lord.
{156813} How can I find out how to defeat the Shadow Reavers?
{156814} I shall see to it at once.
{156815} There must be some way to reach the King of Shadows' stronghold.
{156816} Where can allies be found?
{156817} |Need a flag for the player to suggest lizard men|What about the lizard men? 
{156818} They are being attacked by the King of Shadows as well. Why not?
{156819} The men of the Mere have always existed in an uneasy truce with them. With a common enemy, it is possible.
{156820} What must I do?
{156821} And if I refuse?
{156822} How did these things get in?
{156823} Is this all of them?
{156824} There is a growing darkness to the south - and Crossroad Keep is our best hope to stopping the army of the King of Shadows from reaching Neverwinter.
{156825} {Slight upbeat}But the tidings are not all ill. Lord Nasher has prepared something for you, for all your efforts on behalf of Neverwinter. 
{156826} | SCRIPTER: Walks over to a chest or wardrobe. |
{156827} Here - these are yours to wear, and to wear proudly. It is the garb of knighthood, and soon Nasher shall make you a true knight in his service.
{156828} | SCRIPTER: Camera focuses on Nevalle as the player gets dressed. |As the days grow darker, the need for heroes grows greater. And Lord Nasher wants to recognize <i>you</i> as one of our finest. 
{156829} It is you who have built the Keep into the force that it is. It is your name that is echoed on the lips of the men and women here. {Smirks}Even Sand has been known to say a kind word or two about you. 
{156830} | SCRIPTER: Camera shows PC in garb of knighthood, with the ceremonial sword. |
{156831} What you wear is merely a cloak until that time, but you will find it carries with it special enchantments you may find helpful.
{156832} Some of the finest mages and weavers of Neverwinter have crafted these cloaks - they should afford you some measure of protection while wearing them, the rest you will discover for yourself. 
{156833} The ceremony will take place in the Great Hall. We have gathered together many nobles from all over Neverwinter.
{156834} Come now, let us make our way to the antechamber outside the Great Hall... Lord Nasher awaits.
{156835} | SCRIPTER: Camera shows PC and Nevalle walking through several smiling people, familiar faces throughout Neverwinter, congratulating and clapping for the player. |Your companions, the people you have assembled in Crossroad Keep believe in you, and through you, believe in Neverwinter. It is no small thing you have done here. 
{156836} | SCRIPTER: Camera shows people assembled in the Great Hall and then Nasher standing in front of his throne. The music is a triumphant theme. |
{156837} | SCRIPTER: Camera shows a guard on the battlements of Castle Never.  |
{156838} | Cut back to the Antechamber, where Nevalle and the player stand ready to enter the Great Hall. Nevalle is still speaking. |
{156839} ...but Lord Nasher shall convey the title that you have already earned. {Recalling other knighthood ceremonies}It is a lengthy ceremony, but bear with it. 
{156840} | SCRIPTER: Camera shows gates all around the castle crashing shut all around. |{AUDIO: A chorus of strange, elven voices echos loudly as an alarm.}
{156841} {Hearing a strange sound}Is that... gods, it's the ancient alarm! I never thought I'd live to see this day... we are under attack! 
{156842} | Vampires reveal themselves and camera zooms in |
{156843} They are here for Nasher - we must get to him at once! 
{156844} There is no time - we have to defend the Castle!
{156845} {Grim, attackers are swarming}We need to reach a more defensible location - there is a guard room in the hall, round the corner from here. There we can make our stand. 
{156846} | Barkstrings |Hold your ground!
{156847} | SCRIPTER: Triggered when the player is outside the Guard Room.  Nearby NPC's that are still alive run into the Guard Room. |{Urgent}Everyone! Into the guard room now, quickly!
{156848} | SCRIPTER: After all other NPCs have entered the Guard Room, the PC enters, followed by Nevalle. Nevalle closes the door behind him. |
{156849} {Takes a breath}The castle has been sealed... it is part of the ancient defenses of the castle should it ever be attacked. Something we thought would never happen.
{156850} {Urgent}Go to the hall and look behind the tapestries there - one should hold the entrance to Neverneath, and the only way to reach Lord Nasher. Now go!
{156851} | SCRIPTER: Camera shows gates all around the castle crashing shut all around. |{AUDIO: A chorus of strange, elven voices echos loudly as an alarm.}
{156852} | SCRIPTER: Camera shows gates all around the castle crashing shut all around. |{AUDIO: A chorus of strange, elven voices echos loudly as an alarm.}
{156853} To the guard room!  Follow me!
{156854} | SCRIPTER: Shadow Reaver sneaks up behind the guard.  His yelp is cut off as he is assassinated. The music blends into something promising danger and potential tragedy. |{AUDIO: Guard yelps quietly}
{156855} {Somber}Your keep will play a great role in the war to come - we are still awaiting word from the defense of Fort Locke, but we fear the worst.  
{156856} Unfortunately, it has cut us off from Lord Nasher. You must get to him, or all is lost.
{156857} Good - look behind the tapestries in the hall. One of them should hold an entrance to Neverneath, the chambers beneath Castle Never.
{156858} Make your way to Lord Nasher's side... we will try to be there as soon as the defenses are lifted.
{156859} I wish I were jesting. As it stands, unless we reach Lord Nasher, none of us will leave Never alive. So we have no choice.
{156860} If you want to save yourself, then go to the hall and search behind the tapestries there. One of them should hold an entrance to Neverneath, the chambers beneath Castle Never.
{156861} {Angry}There is no escape until we reach Lord Nasher. If he falls, then we will be trapped in here until the attackers come for us... then we will truly be doomed.
{156862} | Barkstrings |Show these dogs that they won't get Neverwinter without a fight!
{156863} | Barkstrings |Cut them down! 
{156864} | Barkstrings |Watch your flank, don't let them get around us!
{156865} | Barkstrings |Filthy shadow spawn! Back, I say, back!
{156866} | Barkstrings |These cowards are no match for cold Neverwinter steel!
{156867} Neverneath has always been closed to us, but it is said when the Castle is in danger, a path opens for defenders of Neverwinter.
{156868} Thank you, Sir Nevalle.
{156869} These are a symbol of knighthood?
{156870} About time someone recognized my efforts. 
{156871} Enchantments?
{156872} Where is the ceremony?
{156873} Of course. I shall wait for his summons.
{156874} | Lawful Response |It is my duty to defend him, and defend him I shall.
{156875} | Good Response |If he is in danger, I will go at once.
{156876} | Chaotic Response |You have to be joking. There's no way I'm leaving here.
{156877} | Evil Response |Lord Nasher can rot, I say we make an escape while we can.
{156878} | When the player approaches the first statue in Neverneath. |{ AUDIO: Elven language with echo post-processing. }Be aware that you approach the sepulcher of Lord Halueth Never.
{156879} My duty in life, and my pact in death, is the defense of this castle I built with my two hands.
{156880} Continue onward and your loyalty to Neverwinter will be tested. Friends of Neverwinter have naught to fear.
{156881} To those who are foreign or enemies of Neverwinter, be you from Illusk, the Wilds or someplace unknown - your presence will be cleansed.
{156882} | Close the gate the player came through and open the gate that leads forward. |
{156883} | Second statue. |Mine are the hands that built Neverwinter, but not without my loyal fingers. How many fingers have I?
{156884} | Fourth statue. |Were you an enemy of Neverwinter, where would you be buried?
{156885} | Sixth statue. |Where might an enemy of Neverwinter find a map of our city?
{156886} | Third statue. |What name has the lake beside Neverwinter?
{156887} | Fifth statue. |State the more common name for the Artery of Neverwinter.
{156888} | Seventh statue. |How many gates must one pass through from Neverwinter's harbor to her castle?
{156889} | Eighth statue. |You have been proven to know Neverwinter. But for Neverwinter to know you, you must declare your loyalty to her.
{156890} Galavren{GOWL-uh-vren}, second of the Nine. The only one who remembers the promise left unfullfilled.
{156891} Thracier{THRACE-ee-er}, fourth of the Nine. His death as a traitor does not release him from service.
{156892} Floashebel{FLOW-shuh-bel}, third of the Nine. She never bore a child, but was mother to newborn Neverwinter.
{156893} Shoce{SHOWS}, fifth of the Nine. Three dragons could not slay him. Alas, the treachery of the fourth.
{156894} Coneth{CAW-neth}, sixth of the Nine. His blood was impure, but none ever doubted his heart.
{156895} N'halien{nuh-HEY-leen}, seventh of Nine. His chest caught an Illusk arrow meant for mine. 
{156896} Tamper, eighth of the Nine. Youngest of us all, who kept all of us young.
{156897} Slade, last of the Nine. Sadly, his first day was his last battle.
{156898} Talven{TALL-ven}, first of the Nine. We shall not rest until his sword takes its rightful place.
{156899} | Wrong response. Open wrong answer door, leading to PERIL! Destroy the Blessing of Daystar reward in Lord Halueth's coffin. |No! But continue forward that you might either redeem or damn yourself.
{156900} Yes. These hands led the Nine fingers to victory over Illusk.
{156901} Yes. Neverwinter is distinct from the savages that surround it by the mercy we show to our defeated foes.
{156902} Yes. A friend of Neverwinter would never reveal a map to its enemies.
{156903} | Open gate to proceed forward. Give XP. |
{156904} Yes. It is named for the black blood the orcs spilled within the lake when we liberated this land.
{156905} Yes. The Neverwinter River is called our Artery for the warmth of its waters, and for the blood spilt in the defense of Neverwinter.
{156906} Yes. Three mighty gates, built so that if one falls, the others will prevail.
{156907} So be it. The stone of this castle bears witness to your fealty. Protector of Neverwinter, take your place among us.
{156908} | Wrong response. Spawn in ghosts of Halueth and his eight. |The disloyal have no place in Neverwinter. Or among the living.
{156909} | Lord Halueth Never |The Nine are assembled and one duty remains for me. I bequeath this, the Rod of Never, to the new Lord of Castle Never.
{156910} | SCRIPTER: Replace Lord Halueth's body with a decomposed skeleton. Cover the transition with a visual effect or, if need be, a Fade out. Open the door leading to the exit. |
{156911} Deliver it to him that he may use it to protect Neverwinter from its savage enemies.
{156912} | Open wrong answer door, leading to PERIL!. |
{156913} Ten.
{156914} Five.
{156915} | Correct Answer |Nine.
{156916} Twenty.
{156917} [Say nothing.]
{156918} The Tomb of the Betrayers.
{156919} The Vale of Merdelain.
{156920} Here.
{156921} The Trackless Sea.
{156922} [Say nothing.]
{156923} The Archives.
{156924} Castle Never.
{156925} The Merchant District.
{156926} Illusk.
{156927} [Say nothing.]
{156928} Black Lake.
{156929} [Say nothing.]
{156930} Lake Never.
{156931} Neverwinter Lake.
{156932} Lake Halueth.
{156933} Castle Never.
{156934} Neverwinter River.
{156935} Merchant Quarter.
{156936} Neverwinter Docks.
{156937} [Say nothing.]
{156938} One.
{156939} Two.
{156940} Three.
{156941} Four.
{156942} [Say nothing.]
{156943} | Lawful Response |I declare my loyalty to Neverwinter.
{156944} [Say nothing.]
{156945} | Chaotic Response |[Lie] I declare my loyalty to Neverwinter.
{156946} I will not.
{156947} Noduab
{156948} | SCRIPTER: Triggered when the player approaches the Privy. Camera shows dead body of Privy Man near the outhouse. |
{156949} | SCRIPTER: Triggered when using the Privy. Privy hole is locked. |[The hole in this privy looks like it has been sealed and locked.]
{156950} | SCRIPTER: Show the hole in the privy with a ladder leading down. |The hole in the privy is now open. A ladder leads down the hole.]
{156951} | Add Privy invisible object to interact with Privy. |
{156952} {Under his breath, a little surprised}Looks like he died while taking his leave. Horrible way to go.
{156953} {Dead man on the toilet, a little under her breath}Not a good way to go... so to speak.
{156954} {Seeing dead man on toilet}Ah. It seems we interrupted something - a little too late, perhaps.
{156955} {Seeing dead man on toilet}Please tell me that's not what I think it is...
{156956} {Seeing dead man on toilet}Ah... and I was about to say it smelled like someone died in here. {rueful}The gods and their little ironies.
{156957} {Seeing dead man on toilet}Come, let's move on. There's little time to waste.
{156958} {Seeing dead man on toilet}Now there lies a true knight of Neverwinter... they usually die near the privy, near the keg, or in the throes of passion at the Moonstone Mask.
{156959} {Seeing dead man on toilet}Is this a graveyard? It seems an unsual place for one of Neverwinter to die.
{156960} {Seeing dead man on toilet, a little to himself}Not a good portent, to be sure.
{156961} {Seeing dead man on toilet}Oh my, we certainly do see some amazing things in amazing places. 
{156962} Was that a joke?
{156963} {Confused, doesn't get joke at first - then irritated}No, I... ah, Bishop, such the wit.
{156964} {Snide}It's to make up for the lack of yours, paladin. Shall we?
{156965} [Use Privy Key.]
{156966} [Leave.]
{156967} | SCRIPTER: Jump the player to the entrance of Shoon's dungeon. |[Descend the ladder.]
{156968} Timmer's Journal
{156969} This journal contains the near-insane rantings of a man named Timmer.  It describes an evil entity beneath a privy called the "Anuk Pile" that turned his sister into a murderous zombie.
{156970} This key opens a lock covering a privy hole in the Neverwinter Market District
{156971} Privy Key
{156972} Privy Man{dead}
{156973} {3000}Shadow Reaver
{156974} | SCRIPTER: This conversation will trigger when the player finds the shard after defeating the first Shadow Reaver. |
{156975} | SCRIPTER: If Zhjaeve is present. Add quest to speak with Aldanon about the last shard. |{Discoverd shard}It is another shard... perhaps the last one we need.
{156976} | SCRIPTER: Zhjaeve is not in the party. Add quest to speak with Zhjaeve about the last shard. |{Slightly rueful}Another shard... good. Hopefully it is the last one we need.
{156977} | SCRIPTER: Fade in, party approaches center of area |
{156978} | ALTERNATE |My master sent me to seek out the shards of the weapon that struck him. It is ironic, then, that I have lured you here to your demise.
{156979} Do you remember me? I am the one who tasted the life-blood of several of those in Castle Never whom you swore to protect.
{156980} You should have learned then that I cannot be destroyed. Yield now, and I shall make your end quick... defy me, and you shall die for days.
{156981} {evil laugh}You think that will make a difference? The ritual burned clean all of my ties to pathetic mortality.
{156982} {gloating}In Castle Never you had the advantages of surprise and greater numbers. Here those advantages are mine.
{156983} | SCRIPTER: More shadow minions appear behind the player. The player is surrounded and outnumbered. |{evil laugh}Make their deaths linger...
{156984} | SCRIPTER: Set Shadow Reaver and minions hostile after conversation ends. |
{156985} | If Zhjaeve is present. |{Under her breath to player, urgent}Know that I possess the name, but will need time to give it voice. You must shield me until the name has been spoken, or this battle is lost.
{156986} | If Ammon Jerro is present. |{Grim, cold, to player}It will take me some time to recite the name... shield me until the recitation is complete, or the battle is theirs.
{156987} {condescending, matter-of-fact}I know you have been looking for me, so I've saved you further trouble.
{156988} | SCRIPTER: Shadow Reaver enters 3050 with several minions. |
{156989} The last? No. But enough to unite the blade and achieve victory - I think, yes.
{156990} Know that if we can discover how to reforge the blade, then we will have the only weapon that can harm the King of Shadows.
{156991} We must return to the sage, Aldanon, in Crossroad Keep. He may know something of how it can be made whole.
{156992} {Studying the shard}Perhaps, perhaps not. It is unclear to me. But...
{156993} If this is indeed the last shard we need...
{156994} We should take it to the gith in Crossroad Keep, she will know if it is enough for the task ahead. 
{156995} Is this the last piece?
{156996} Enough words. This time you will stay dead.
{156997} I have your True Name, fiend.
{156998} I defeated you once. I can do so again.
{156999} It doesn't seem like I have enough shards to reforge the sword.
{157000} What do we do with it?
{157001} {3050}Shadow Reaver
{157002} {3052}Shadow Reaver
{157003} | SCRIPTER: This dialog is triggered when entering 3055 after the conversation in 31_nevalle where the soldier reports that Callum is being attacked. |
{157004} | SCRIPTER: Callum and his men fight with a Blade Golem while the Shadow Reaver stands back and watches. Callum has already lost many of his men, but manages to knock down the remaining Blade Golem. |
{157005} {angry}I've dispatched your minions, fiend. You're alone. Face me!
{157006} {amused}You will die like all those in Highcliff. But I shall not soil myself with your blood.
{157007} | SCRIPTER: Shadow Reaver reads from the Tome of Iltkazar that he holds. The fallen Blade Golems rise again, surrounding Callum and his few remaining men. |{speaks arcane words of power}
{157008} {enraged, desperate}What foul magic is this?
{157009} | SCRIPTER: After this conversation ends, Callum and his men fight the Blade Golems. All of his men should die after a short while. Callum himself will remain standing until the player reaches him. |
{157010} | SCRIPTER: Triggered when the player reaches the place where Callum is fighting the Blade Golems. |{brave, fighting for his life}Captain! You must know that Highcliff has fallen. Tell Nevalle. We can't...{cut off}
{157011} | SCRIPTER: Callum is hit from behind by a Blade Golem. He falls, dead. |{dying yell}Ah, Nasher, I failed...
{157012} {mocking}You... <i>my</i> prey was the cowards who fled the conquest of Highcliff, but you are an unexpected prize.
{157013} | SCRIPTER: Shadow Reaver begins reading from the Tome of Iltkazar. |{Grim, to player}Keep it occupied while I recite the name... it will take some time to recite it, so keep him at bay until I am finished.
{157014} | SCRIPTER: Ammon Jerro begins reciting the True Name of the Shadow Reaver. If he is attacked, he will be interrupted and have to start over again. |{muttering a really long arcane word}
{157015} | SCRIPTER: After cutscene ends, revive the fallen Blade Golems and have them and the Shadow Reaver attack.  Trigger Ammon Jerro's reciting the true name. |
{157016} | SCRIPTER: Triggers after defeating the Shadow Reaver. Any Blade Golems that remain alive collapse instantly upon the death of the Shadow Reaver. |
{157017} {Slightly detached, but this is good news}It seems the Shadow Reaver has granted us a boon... with its death, we have the tome it held - the Tome of {ILT-ka-zar}Iltkazar.
{157018} | SCRIPTER: Nevalle appears with several soldiers. |{Depressed, disappointed in himself}I arrived too late to help you... and Callum as well, it seems. This war has cost us much... and it is not yet over.
{157019} {Trying to make sense of it}But... why was Callum here? He was tasked with holding Highcliff...
{157020} And so did yours, no doubt. Were you here when he fell, or were you also delayed? Speak not ill of me if there was more you could have done yourself. 
{157021} {Somber, just been told another town has fallen to the enemy}A reaver falls, and so does Highcliff... it seems no matter what our victories, the King of Shadows' influence grows.
{157022} | SCRIPTER: Fade to black. move the player to Aldanon, and trigger 31_aldanon, Aldanon's dialogue about the Tome of Iltkazar. |
{157023} The King of Shadows will reward me greatly for bringing your lifeless husk before him in the Vale.
{157024} I have heard of how you... {thinking of what word to use}dispatched the lesser among our cabal. He was an overconfident fool. You will find me more than a match for you.
{157025} {deep chuckle}Heh, heh, heh. You shall soon find out.
{157026} | Grobnar is in party. SCRIPTER: Grobnar is near where the Shadow Reaver died. [C Priority] Grobnar picks up the Tome of Iltkazar and holds it. |I say - that book there, the one the Shadow Reaver was carrying. Why... it looks ancient. And <b>powerful.</b>
{157027} {Wondrous at end}This is the Tome of {ILT-kazar}Iltkazar... it's supposed to have several chapters dedicated to the construction and animation of golems.  
{157028} | SCRIPTER: If Construct was ever completed. |Why, if we could use this to improve the Construct... I mean, we'd have to wait until we got back home, but when we do... oh, I can't wait! 
{157029} This may hold the key to reaching the King of Shadows... but I think we should consult Aldanon in Crossroad Keep to be certain. 
{157030} {Spotting a powerful artifact}May I see it? My, I never thought to actually look upon it... this is an amazing find. {Beat}We should take it to Aldanon at once, he can help me... us... unlock its secrets.
{157031} I must bear this news to Lord Nasher - we will need to ready the Neverwinter forces to march on Highcliff. But before we commit our soldiers, Crossroad Keep must be prepared.
{157032} Make whatever preparation you need at your keep, then speak to me when all is ready for the army to march on Highcliff.
{157033} | Influence Loss Bishop |{Grumbling under his breath}Foolish deeds merit foolish words.
{157034} | Influence Gain Casavir |It is true, Sir Nevalle. Callum died bravely, fighting evil to the last, and there is no greater honor than to give one's life in the service of good.
{157035} {Gathering strength}You are right, Captain. It is a difficult thing to lose such a friend, but your words make the burden easier.
{157036} Neither of us could have been fast enough to save Callum.
{157037} | SCRIPTER: Decrement the variable that determines how likely the player is to be able to become a member of the Neverwinter Nine. |Your delay cost Callum his life.
{157038} Before he died, Callum said that Highcliff has fallen.
{157039} | SCRIPTER: Decrement the variable that determines how likely the player is to be able to become a member of the Neverwinter Nine. |Callum let the King of Shadows take Highcliff and then he fled here.
{157040} When I reach the Vale, it will be to destroy your King of Shadows.
{157041} I have the means to destroy you utterly.
{157042} Bold words... too bad they will be your last!
{157043} What is that book you are holding?
{157044} Callum delayed the Reaver, allowing us to stop that abomination. He died a noble death.
{157045} {3055}Shadow Reaver
{157046} A shard from the Silver Sword of Gith
{157047} Shard
{157048} | SCRIPTER: This conversation starts from a trigger in the central room of Shoon's dungeon. Door to the entrance closes. |{AUDIO: Loud sounds of animal and beasts grunting and snarling}
{157049} {highly intelligent, malicious}What, oh what have I caught? More pathetic beasts to use in my experiments?
{157050} {disappointed}But no. It is a worthless Neverwinter soldier of flesh and blood. Too fragile for my tests and too troublesome to let go. So you will fill the bellies of my pets. 
{157051} {bored, doubtful}Indeed? Let's hear it then, and keep it quick... I may seem to have nothing but time, but I assure you, my patience is in short supply.
{157052} [Failure] {laughs}Hah, I think not. Any answers I need from you can be easily extracted from your corpse.
{157053} [Failure] {laugh}Oh you will serve, you will... in undeath. {introspective}So long since I had servants of flesh. My zombies all rotted away into clattering bones. 
{157054} I don't mind the stench, but the clattering! The clattering I cannot abide by. I shall have to ensure my pets do not completely devour your flesh.
{157055} {amused}Such passion and defiance. Yours will be a messy death at the hands of my pets.
{157056} | SCRIPTER: Shoon teleports away. and is jumped to his place in the last room. All the doors to the room the PC is in open except for the one leading to Shoon. |
{157057} | SCRIPTER: Spawn in creatures continuously to run in the room and attack until the player is hit by them and infected with Shoon's Distemper effect. |
{157058} {interested}Ah, my Tome still exists, does it. Tell me, does it continue to destroy nations and devour lives?
{157059} {gleeful}What, you did not know the Tome is cursed? How amusing.
{157060} I wrote that volume ages ago when I was the Mage-King of {ILT-kazar}Iltkazar.
{157061} | SCRIPTER: Set global variable about Shoon mentioning Levistus. |{reminiscing, laughing at himself}It was originally entitled the Tome of the Unicorn, of all things. I did not realize at the time that my pen-hand was guided by the archdevil {LEV-ist-iss}Levistus.
{157062} Yes, yes. It was intended to be a guide of sorts to using parts of those "noble" beasts to extend one's life. 
{157063} {spitting the name}Prince {Lev-ist-iss}Levistus, Lord of the Fifth Hell. He manipulated me in a ploy to usurp {AS-mo-dee-us}Asmodeus, Lord of the Ninth.
{157064} The Tome caused the collapse of my kingdom of old, Iltkazar. After that I cast the cursed book away, taking only those few pages that are free of the curse.
{157065} {amused that his Tome is causing so much suffering}But I have heard tales over the centuries of how one power-mad tyrant after another comes to possess it, and its words always lead each to their horrible downfall.
{157066} {gleeful}Oh but I repayed him for infecting my mind with his hidden whispers. I revealed his plot to Asmodeus, for which I was rewarded with perpetual unlife.
{157067} {proud of himself}And as for Levistus? Asmodeus froze him still within an iceberg in {FLEG-uh-thaw-s}Phlegethos.
{157068} {loud cackle}Ha! You are a bold one, aren't you? I'll tell you what. You can have the pages over my dead body.
{157069} {irony}But wait, my body is already dead. You are quite out of luck. And my pets are hungry.
{157070} | SCRIPTER: This conversation is triggered when the player reaches Shoon's room at the end of his dungeon. |{impressed, but mocking}My, my, you are quite determined to have made it here alive.
{157071} {suddenly interested}But what is this? You have become afflicted? Fascinating. I had no idea the disease could spread to your kind.
{157072} Perhaps I will let you live after all, so that you might carry it into the streets of Neverwinter. 
{157073} {laughing}I hardly think you'll manage that, especially in your current state. And you'll certainly not find my {fill-act-tery}phylactery anywhere in here.
{157074} | Shoon attacks at the end of this dialogue. |The only cure for you is death. I will administer your treatment. 
{157075} I hold it, of course. But as for giving it to you...? I think not.
{157076} If you truly believe that, then simply wait and see what happens.
{157077} {Sneering}Brave words as the disease crawls through that dying body of yours.
{157078} [Success] You know, I do believe you do... but I'd rather not attempt to bargain for it now, since you'd no doubt ask for something truly valuable, such as my {fill-act-tery}phylactery, perhaps?
{157079} {Amused}A good deception, though... I am impressed, and at my age, that is saying a great deal. I will try and leave your body reasonably intact.
{157080} [Success] You know, I do believe you do... but I trust my dead servants far more than anything that lives and breathes, and I hold my {fill-act-tery}phylactery more dear than any servant.
{157081} {Amused}Well-spoken, though... I am impressed, and at my age, that is saying a great deal. I will try and leave your body reasonably intact.
{157082} Face me, Shoon.
{157083} I can be of more use to you alive.
{157084} [Bluff/Lie] I have vital information for you.
{157085} I know about the Tome of Iltkazar.
{157086} [Bluff/Lie] I want to serve you.
{157087} You have something I want. Give it to me and I will let you live.
{157088} I'm done talking to you. Do your worst.
{157089} What do you mean?
{157090} Who is Levistus?
{157091} How is the Tome cursed?
{157092} The Tome was about unicorns?
{157093} I need those pages you took from the Tome.
{157094} Neverwinter has already survived one plague. Try something original.
{157095} Where is the cure?
{157096} It's just a light fever. I'll be fine in no time.
{157097} I'm here to destroy you, Shoon.
{157098} Destroy nations?
{157099} Shoon
{157100} This fragile looking key was possessed by the Lich Shoon. It probably opens one of the doors in his dungeon.
{157101} Shoon's Key
{157102} This sword is rumored to have been forged by Zerthimon for Gith, before their separation into two races: the githzerai and the githyanki. Gith used this blade to free all gith-kind from their ages-long enslavement by the illithids. The sword was rumored to have been lost in the Nine Hells when Gith ventured there to seek an alliance with the red dragons and never returned.  The sword ended up in the hands of Ammon Jerro, who used it to smite the King of Shadows in a devastating battle that sundered the sword into dozens of shards.  The sword has now been reformed, though several pieces are still missing. The parts of the sword that are still incomplete display a ghostly outline.

This sword has acquired a new master and has tailored its powers to complement its owner in a powerful bond. The heart of the blade now resides within the Shard-Bearer, who serves as the binding force that holds the weapon together. This intimate connection confers the unique ability to manipulate each individual shard by strength of will alone. If desired, the sword may be broken apart, shard-by-shard, and reformed at a location of the Shard-Bearer's choice, granting the following abilities:

<b>Blade Storm</b>: The blade may be reformed at a location and sent flying through its enemies, striking targets within range at amazing speed. Each time a target is hit, there is a slight chance that it will be knocked down for 6 seconds (Fortitude save prevents knockdown) after taking 6d6 points of damage. If a single target is chosen instead of a location, it will become the focus of the blade for the duration of the ability. Targets hit repeatedly take significantly less damage per blow at 1d6 points of damage. [Consumes 1 charge]

<b>Shard Barrier</b>: The shards may be sent swirling around the Shard-Bearer for 5 rounds, damaging all enemies that enter for 3d6 points of damage every 3 seconds. Those caught in the circle of shards run the risk of being temporarily blinded, deafened, and slowed (Reflex save negates effects). [Consumes 1 charge]

<b>Shard Hail</b>: With a swing of the sword, the shards may be sent flying to a single target. For every shard, a ranged-touch attack must be performed. If successful, the individual shard will deal 1d3 +1 points of magical piercing damage. Each shard will return to the Shard-Bearer after an attack and reform into the Silver Sword. [Infinite usage]

<b>Reform Blade</b>: While a Blade Storm of Shard Barrier is in effect, this ability may be used to end the event prematurely, reforming the silver sword in the Shard-Bearer's hands.

<b>Meditative Restoration</b>: When in a safe location, the Shard-Bearer may focus on the shards for a short while to reestablish a connection with them. Doing so will grant addition uses of the above abilities.

These powerful abilities may only be used with the Silver Sword in hand. Unequipping the item will immediately cancel any active abilities. When directing the shards to another location, the Shard-Bearer will be left with the remnants of a fully-formed silver sword. In this state it may still damage foes, though none of the sword's normal base damage will apply to strikes.
{157103} <color=Orange>Silver Sword of Gith</color>
{157104} This is a legendary grimoire that once belonged to the  Mage-King of Iltkazar, a realm of Eastern Calimshan that vanished hundreds of years ago. The Tome is said to contain many spells found nowhere else, including a means of creating a permanent gate between the planes of existence, and the means to create golem armies.
{157105} Tome of Iltkazar
{157106} Missing pages of the Tome of Iltkazar
{157107} These are pages ripped from the Tome of Iltkazar by its author, Shoon. Most of the pages contain detailed information of unicorn anatomy.
{157108} | First time entering 3081. Note that Grobnar will alway be present here. The player cannot find the Wendersnaven area without him. Grobnar is assumed to be the owner of the conversation, so he is not speaker tagged below. |{Entered a strange glade, draw this line out, like he's slowly studying the place}I can't quite put my finger on it... but there's something strange about this place.
{157109} | Triggered after finding the journal of the bard. |I've heard of the poet this journal belongs to... he was relentless. The Relentless Poet, in fact. {Beat}He disappeared many, many years ago.
{157110} | SCRIPTER: Grobnar walks around the area where the bard's bones lay. |It seems the orcs stripped the body, there doesn't seem to be anything l-{"left"}
{157111} | SCRIPTER: Grobnar trips and falls. |Ow! Ow ow ow... I stubbed my toe on something. 
{157112} | SCRIPTER: Grobnar feels around on the ground, looking for something. |{Confused}You know, I don't <i>see</i> anything on the ground I could have stepped on. Unless...
{157113} {Revelation, matter-of-fact}Well, just as I suspected... I couldn't see it because it's invisible. Here, look at this.
{157114} | SCRIPTER: Grobnar holds up an empty hand. |See? It appears to be an invisible instrument of some sort. Just lying around, where anyone could have stepped on it and damaged it. Shameful.
{157115} | SCRIPTER: Grobnar plays an instrument. If we have a flute or woodwind-playing animation, use that. Otherwise, he uses whatever animation we have. |I wonder if it still works... well, only one way to find out.
{157116} {After playing the air kazoo, this line is NOT intended as a joke,, he's awestruck}Did you <i>hear</i> those lingering tones? The way the notes seemed to float in the air... this instrument is able to take even the simplest breaths and turn them into beautiful music.
{157117} {Contemplating}No, you're right, they certainly don't... or at least, they're not here now. Perhaps the rumors of their shy nature are not an exaggeration. 
{157118} | SCRIPTER: Grobnar reaches his hand out to the player, as if giving him something. |{Slight reluctance}Oh, well... yes, of course, here you go. Didn't mean to be all greedy-fingers on you, share and share alike, and all.
{157119} | SCRIPTER: Grobnar puts his hands out toward the player again. |{A little surprised}What, can you not feel it? Here, let me see it... maybe it's broken.
{157120} {Snorts, under his breath}Cauldron calling the kettle black, I think.
{157121} {Impressed, thinks Grobnar's being cute}Why, he's like a little wand of strange detection, isn't he. 
{157122} {Entered a strange glade, she hears a song faintly on the air}Grobnar's right, this place feels odd. The glade - it's like... well... humming a tune, sort of.
{157123} {Under her breath, mocking Grobnar calling something strange}Well, that's a sure sign right there.
{157124} {Sarcastic, Grobnar just called something strange}The irony of such a statement is almost self-evident. 
{157125} {Rolls eyes at something Grobnar said}Then perhaps you could set up shop here, gnome. 
{157126} {Sensing something}There is a strange vibration in the air... it's like a... well, there are no words for it.
{157127} {Irritated, hates the idea of this journey}This is a useless journey - if there is nothing here, then I suggest we move on to more tangible allies, if we can.
{157128} {Confused}Well... I thought I <i>was</i>, unless my feet suddenly got bigger, or...
{157129} {Confused}I... ow... think so, I mean nothing broken, but...
{157130} | SCRIPTER: If Grobnar could do a perform/play animation with no object. |{AUDIO: Kazoo post-processing or sound effects}{Grobnar hums a tune}Humm, hummm, hummmm...
{157131} {Dramatic realization}Why... the invisibility... the music... why didn't I think of it before! This must be a Wendersnaven instrument!
{157132} {Incredulous}How can you say that after what you just heard? 
{157133} I am somewhat sorry for leading you on this rabbit chase, but...
{157134} But, well, perhaps this amazing find is actually a gift, the Wednersnaven's way of helping us. 
{157135} No, no, it feels intact... let me try it.
{157136} | SCRIPTER: Have Grobnar do the play animation with nothing in hand, if possible. |{AUDIO: Another kazoo humming audio burst.}Hummmmmm... Hum hum hum hummm...
{157137} | Influence Gain: Grobnar |{Nods, almost sagely}And you know, I think that's enough... as long as we both believe, knowledge of their legendary existence will never die.
{157138} | Influence Loss Grobnar |{Downcast}Oh, well... maybe it is a bit hard to take. Sorry again about all this.
{157139} {A little sadly.}Well, goodbye Wendersnaven, wherever you are... and thank you so much for the gift. 
{157140} | TONY/SCRIPTER: C-Priority: It would be cool if just for a moment upon leaving the glade if we showed a camera angle of the forest, or something that suggests an invisible presence watching them - we could even do a small sound effect or something. Again, totally C-priority, but that would be cool. |
{157141} {AUDIO: A faint sound like the Wendersnaven kazoo, but it sounds like "good-bye."}
{157142} | PC and Companions walk into clearing.  Camera shot shows the strange symbol burnt into the clearing. |
{157143} | Fade to black. SCRIPTER.  transition to overland map. |
{157144} Are you okay?
{157145} Watch where you're stepping, you clumsy oaf.
{157146} What are you doing?
{157147} You aren't holding anything.
{157148} An invisible instrument? You've got to be joking.
{157149} It's not an instrument, it's <i>you</i> doing that, <i>pretending</i> to play an instrument.
{157150} I don't think the Wendersnaven exist.
{157151} If they do exist, they aren't here now.
{157152} I guess we will never know.
{157153} Enough of this nonsense. Let's get out of here.
{157154} We'll find the Wendersnaven someday. I want to believe.
{157155} Give me the instrument.
{157156} You didn't give me anything.
{157157} This no time for jokes, Grobnar.
{157158} What? I don't see anything.
{157159} Just as I thought, it's nothing at all.
{157160} Tell me we did <i>not</i> come all this way for an invisible, non-existent kazoo that sounds a lot like you doing a phlegmy whistle.
{157161} This is the "map" from Enleva and Noduab that Grobnar copied for you.  The riddle here is supposed to lead the player to the Wendersnaven.  It reads: "Find the Wendersnaven centered amidst the great bend where the river and wood run together and share the same name."
{157162} Wendersnaven Map
{157163} Batha
{157164} You cannot go here.
{157165} Dead Body
{157166} Belt of Ironfist
{157167} This magical belt was worn by the first of Khelgar's clan, King Ironfist himself. It was crafted as part of a set and is rumored to become more powerful when paired with its sibling, the Gauntlets of Ironfist. Together, the two Ironfist artifacts enable the wearer to wield the mighty Hammer of Ironfist.
{157168} Defend Castle Never
{157169} The King of Shadows' minions have infiltrated Castle Never. Fight for your life, and protect the defenseless citizens of Neverwinter who are trapped outside the Throne Room.
{157170} Sir Nevalle told you that you need to reach Lord Nasher, who is trapped in the Throne Room.  The only way to reach him is to go through Neverneath, a network of tunnels below Castle Never. 

The entrance to Neverneath should be behind one of the tapestries in the hallway.

{157171} You've entered Neverneath and triggered its ancient defenses. To reach Lord Nasher in the Throne Room you will have to demonstrate your loyalty to Neverwinter.
{157172} You fought through Castle Never's attackers and navigated Neverneath to reach Lord Nasher in the Throne Room.
{157173} Fortify Crossroad Keep
{157174} Lord Nasher has tasked you to fortify Crossroad Keep to withstand a potential assault from the King of Shadows' army.
{157175} You've done everything you can to fortify Crossroad Keep. Only time will tell if it is enough.
{157176} Stop the Shadow Reavers
{157177} Lord Nasher has ordered you to find a way to put a permanent end to the invincible Shadow Reavers.
{157178} Khralver Irlingstar has invited you to a secret meeting with Sydney Natale of Luskan. Khralver claims that Sydney has found a way to permanently destroy the Shadow Reavers.
{157179} Sydney Natale was confident that the True Names could be used to permanently destroy the Shadow Reavers. Now the Shadow Reavers must be located.
{157180} Kana discovered the location of one of the Shadow Reavers. She warned against falling into an ambush.

Ammon Jerro or Zhjaeve are the only ones capable of properly reciting the long, complex True Names of the Shadow Reavers. You must take one of them with you to have a chance of utterly defeating the Shadow Reavers.
{157181} Guyven offered information that should help you get the drop on one of the Shadow Reavers.

Ammon Jerro or Zhjaeve are the only ones capable of properly reciting the long, complex True Names of the Shadow Reavers. You must take one of them with you to have a chance of utterly defeating the Shadow Reavers.
{157182} Mephasm provided some information that should help you get the drop on one of the Shadow Reavers.

Ammon Jerro or Zhjaeve are the only ones capable of properly reciting the long, complex True Names of the Shadow Reavers. You must take one of them with you to have a chance of utterly defeating the Shadow Reavers.
{157183} One Shadow Reaver has been destroyed, but the whereabouts of the others remain a mystery. Perhaps they will reveal themselves in time.
{157184} The second of the Shadow Reavers confronted you after reforging the Silver Sword of Gith. With Zhjaeve's help you defeated him.  There are still more Shadow Reavers at large.
{157185} The third of the Shadow Reavers slayed Callum just outside of Crossroad Keep. You destroyed him with Ammon Jerro's help.  

The remaining Shadow Reavers probanbly travel with the Shadow Army approaching Crossroad Keep.
{157186} Black Garius has been driven away from Crossroad Keep. He has no doubt fled to Merdelain, thinking he cannot be reached there.
{157187} You have defeated Black Garius, the last and deadliest of the Shadow Reavers. The King of Shadows' generals are no more.
{157188} Reach the Vale of Merdelain
{157189} Your mandate from Lord Nasher is to find a way to strike directly at the King of Shadows in his fortress, the Vale of Merdelain, deep within the Mere of Dead Men. Perhaps Aldanon will have some idea of how to reach the King of Shadows.
{157190} The Tome of Iltkazar that you recovered from the Shadow Reaver who killed Callum should allow Ammon Jerro to modify the Threshold Compass to allow you to teleport directly to the Vale of Merdelain.
{157191} Aldanon has modified the Threshold compass to teleport you and your companions directly into the Vale of Merdelain.  Speak with him to begin the last part of your journey.
{157192} Aldanon has determined that two things are needed to teleport to Merdelain.

One is a Threshold Compass, an rare Illefarn artifact. Khelgar says that the Ironfist Clan possesses one, and may be convinced to part with the relic, 

The other is the Tome of Iltkazar, believed to be in the possession of one of the Shadow Reavers. Perhaps in time the Shadow Reaver will reveal itself.
{157193} The Ironfist Dwarves agreed to give you their sacred relic, the Threshold Compass. Once Aldanon has this and the Tome of Iltkazar together, he should be teleport the party to the Vale of Merdelain.
{157194} Aldanon is busy researching the Tome of Iltkazar and the Threshold Compass to find out how to transport you into the Vale of Merdelain.  His research will not be complete before the King of Shadows' army attacks the Keep.
{157195} You have entered the Vale of Merdelain. The King of Shadows must be here somewhere.
{157196} Reform the Sword
{157197} The last essential shard of the Silver Sword of Gith has been recovered. Take the shard to Aldanon to learn how the Sword may be reforged.
{157198} Zhjaeve believes that the Silver Sword of Gith can be reformed at the place where it was sundered: the Scar in West Harbor.  Unfortunately this is deep within the King of Shadows' deadly claimed lands. To reach West Harbor, the player must go to one of the Illefarn ruins and use the Song Path to transport to the Guardian Ruins next to West Harbor.
{157199} You've arrived in the Guardian Ruins, next to West Harbor. It appears the crystal pillars here emit a bubble of light that counters the effects of the King of Shadows' corruption.  You can use the Guardian Ruins as a fall-back location as you try to reach the Scar in West Harbor to reform the Silver Sword of Gith.
{157200} The Silver Sword of Gith has been successfully reformed. The sword is being held together by the sheer force of your will. There are still pieces missing from the Sword, but they were not essential to reforming the Sword.
{157201} Alliances
{157202} Lord Nasher wishes you to find allies to aid in the defense of Neverwinter and Crossroad Keep.
{157203} {No alliances}The King of Shadows marches on Crossroad Keep. The time to find alliances has come and gone. The forces of Neverwinter and Crossroad Keep must weather this storm alon.
{157204} {Only one or two alliances}You were able to find few allies to help you defend Neverwinter and Crossroad Keep againsts the onslaught of the Shadow army. Pray they will be enough.
{157205} {Three or more alliances}You've gained the support of several new allies to help defend Neverwinter and Crossroad Keep. Lord Nasher is pleased.
{157206} Alliance with Clan Ironfist
{157207} Lord Nasher suggested pursuing an alliance with the Ironfist dwarves that reside near Old Owl Well.
{157208} Keros has rejected your request for an alliance, but Khulmar suggested that he can be persuaded to support the alliance if Khelgar recovers the Belt of Ironfist from the Fire Giants at Mt. Galardrym.
{157209} You've recovered the Belt of Ironfist from the Fire Giants of Mt. Galardrym. Using both the Belt and Gauntlets of Ironfist, Khelgar should be able to lift the Hammer of Ironfist at the Ironfist Stronghold. This will persuade Keros to support the alliance.
{157210} The Dwarves of Clan Ironfist were persuaded to join the alliance. Khulmar will be sent to Crossroad Keep to coordinate the dwarven allies.
{157211} You failed to gain an alliance with Clan Ironfist.
{157212} Keros has forbidden outsider entrance into Clan Ironfist. Khulmar will let you enter, should you bring Khelgar with you. 
{157213} Alliance with the Lizardfolk
{157214} Lord Nasher suggests that the Lizardfolk may be convinced to help defend Crossroad Keep.
{157215} You encountered residents of Highcliff that were fleeing from a  attack by Lizardmen. Aparently the Lizardmen have a new leader who is influencing them to attack humans.
{157216} You showed Batha, the leader of the lizardfolk,the error of his ways. He has agreed to have his people help with the defense of Crossroad Keep. He will send Slaan to Crossroad Keep to coordinate the lizardmen allies. 
{157217} You killed Batha, the lizardfolk leader. The other lizardfolk will now be segmented, disorganized and not a threat to the residents of Highcliff.  However, this precludes the possibility of an alliance with the lizardfolk. 
{157218} You failed to gain an alliance with the Lizardfolk.
{157219} Alliance with the Uthgardt Barbarians
{157220} Kralwok of the Uthgardt Elk tribe wishes to lead his tribe toward a more peaceful co-existence with civilized peoples.  His leadership of the Elk tribe will not cement while its chieftain, Zokan Thunderer, remains alive. Kralwok asks you to slay Zokan Thunderer in his cell in Port Llast.  In exchange for your help, he has offered his tribe's aid in the defense of Crossroad Keep.
{157221} You freed Zokan Thunderer from his captivity in Port Llast.  In exchange, Zokan has given you his word that the Uthgardt Elk tribe will fight for Crossroad Keep against the Shadow Army.
{157222} You have slain Zokan Thunderer. Kralwok has promised to send the aid of the Elk tribe to help defend Crossroad Keep.
{157223} The opportunity to enlist the aid of the Uthgardt Barbarians has passed.
{157224} Alliance with the Wendersnaven
{157225} Grobnar provided an absurb suggestion to the investigate wild rumors of a mysterious race of powerful, benevolent beings known as the Wendersnaven. He said that the scholars Enleva and Noduab in Port Llast may know more about how to locate the Wendersnaven.
{157226} Enleva and Noduab provided a map to a supposed gateway to Wenderithm, the fabled Wendersnaven city in the clouds. Perhaps taking Grobnar to the location indicated on the map will reveal something.
{157227} You found clearing where the grass was burned into a strange symbol. There was a skeleton here of a bard who died after failing to find the Wendersnaven.  Grobnar claimed to find an invisbile magical instrument here, which he believes is Wendersnaven in origin.  What are the Wendersnaven? Do they really exist? These are questions that will go unanswered.
{157228} You decided not to pursue the ridiculous quest in search of the Wendersnaven.
{157229} Axle
{157230} Axle has sent you a summons. He didn't mention why he wants to see you, but it likely has something to do with the recent trouble in Neverwinter.
{157231} Axle asked you to find and kill Moire, who has betrayed the Shadow Thieves by forming a rival gang of thieves who are taking advantage of the chaos in Neverwinter for profit. You agreed to help him
{157232} You found Moire. She offered you a cut of the action if you helped her by eliminating Axle.
{157233} Rather than continue to have to answer to Axle, you broke your ties with the Shadow Thieves by killing Axle. Axle threatened that if anything ever happened to him, incriminating evidence of the player's criminal background would find its way to Lord Nasher.
{157234} You killed Axle at Moire's request.  Moire has agreed to pay you a great deal of money for this.
{157235} You killed Moire at Axle's bidding. In payment for this service, Axle said that the resources of the Shadow Thieves would be made available to the player at Crossroad Keep.
{157236} You killed both Moire and Axle, effectively severing your ties with the Shadow Thieves of Neverwinter.
{157237} You failed to respond to Axle's request.  Axle threatened that some evidence of the player's criminal background would be given to Lord Nasher.
{157238} Alliance with the Circle of the Mere
{157239} Elanee has discovered that the some of the Druids of the Circle of the Mere are still living. She wants to go to them immediately in hopes of enlisting their aid.  You don't really have much choice in the matter.
{157240} The Druids turned out to be corrupted by the influence of the King of Shadows.  They attacked and you had to kill them all. 
{157241} The Druids turned out to be corrupted by the influence of the King of Shadows.  They attacked and you had to kill them all. Elanee betrayed you as well.
{157242} Invisible Camera Target
{157243} Overland Enter
{157244} Block Waypoint
{157245} Block Trigger
{157246} Tholapsyx Chest
{157247} Abandoned Village Chest
{157248} Set Variable Trigger
{157249} Holy Avenger
{157250} This mighty sword is blessed with divine power, though it bears the mark of no particular deity. You recovered it after slaying the red dragon, Tholapsyx.
{157251} Vashne
{157252} Vlssk
{157253} {3000}Neverwinter City: Castle Never
{157254} Gear Chest
{157255} This is the chest that the player's belongings will be stored in.
{157256} CityMCurtain01_T03
{157257} Guard Room Entrance Trigger
{157258} Guard Room SpeakTrigger
{157259} To 3001
{157260} Enter Nevalle
{157261} Enter PC
{157262} PC Walk Antechamber
{157263} Nevalle Walk Antechamber
{157264} Shadow 1 Spawn
{157265} Shadow 2 Spawn
{157266} Shadow 3 Spawn
{157267} Shadow 1 Way
{157268} Shadow 2 Way
{157269} Shadow 3 Way
{157270} Guard Room Way 1
{157271} Guard Room Way 2
{157272} Guard Room Way 3
{157273} Guard Room End 4
{157274} Guard Room End 5
{157275} Guard Room End 2
{157276} Guard Room End 1
{157277} Guard Room End 6
{157278} Guard Room End 3
{157279} Guard Room End 7
{157280} Guard Room End 8
{157281} From 3001
{157282} Shadow 5 Spawn
{157283} Shadow 6 Spawn
{157284} Shadow 7 Spawn
{157285} Shadow 4 Spawn
{157286} PC Throne Way
{157287} Nasher Way
{157288} Shadow Reaver Spawn 
{157289} Nasher Guard 2 Way
{157290} Nasher Guard 1 Way
{157291} Audience 6 Way
{157292} Audience 9 Way
{157293} Audience 7 Way
{157294} Audience 8 Way
{157295} Audience 5 Way
{157296} Audience 2 Way
{157297} Audience 1 Way
{157298} Audience 4 Way
{157299} Audience 3 Way
{157300} 3000 Curtain WP
{157301} 3000 Chest WP
{157302} 3000 Male Commoner SP
{157303} 3000 Female Commoner SP
{157304} 3000 Nevalle Chest WP
{157305} 3000 Male Audience SP
{157306} 3000 Female Audience SP
{157307} Guard Room Way 4
{157308} Guard Room Way 5
{157309} 3000 Guard Cutscene SP
{157310} 3000 CS Shadow SP
{157311} Guard SP
{157312} Audience Exit WP
{157313} Antechamber 1 StaticCamera
{157314} Antechamber 2 StaticCamera
{157315} Antechamber 3 StaticCamera
{157316} Antechamber 4 StaticCamera
{157317} Throneroom 1 StaticCam
{157318} Shadow Stealth Attack Static Cam
{157319} Rand
{157320} Marren
{157321} Spawn Edario
{157322} 
{157323} The Vulture's Axe
{157324} Khulmar SP
{157325} Khayar SP
{157326} Khulmar WP
{157327} CityMTable2_T03
{157328} 
{157329} SC 3031 Intro 1
{157330} SC 3031 Intro 2
{157331} From 3033
{157332} Terrance's Fell Axe
{157333} This creature is intended only for reference to the Hostile2 custom faciton
{157334} Hostile2
{157335} From 3031
{157336} 3033 Tholapsyx SP
{157337} Fire Giant King WP
{157338} 3033 To 3031
{157339} {3040}Abandoned Village
{157340} BlackGumW
{157341} BlueGum-Winter
{157342} BuckeyeW
{157343} From 3041
{157344} From Overland Map
{157345} Bishop Enter
{157346} Bishop Graves
{157347} Bishop Waitpoint
{157348} To 3041
{157349} Circle of the Mere
{157350} The environment
{157351} From 3040
{157352} 3041 Elanee Wait
{157353} 3041 PC Wait
{157354} 3041 Vashne WP
{157355} 3041 Druid WP 6
{157356} 3041 Druid WP 5
{157357} 3041 Druid WP 1
{157358} 3041 Druid WP 2
{157359} 3041 Druid WP 3
{157360} 3041 Druid WP 4
{157361} 3041 Druid SP 1
{157362} 3041 Druid SP 2
{157363} 3041 Druid SP 3
{157364} 3041 Druid SP 4
{157365} 3041 Druid SP 5
{157366} 3041 Druid SP 6
{157367} 3041 Vashne SP
{157368} 3041 Naevan SP
{157369} Naevan's Exit WP
{157370} 3041_naevantree
{157371} {3050}Shadow Reaver Encounter
{157372} 3050 Shadow Reaver SP
{157373} 3050 PC WP
{157374} 3050 Shadow SP 1
{157375} 3050 Golem SP 1
{157376} 3050 Shadow SP 2
{157377} 3050 Golem SP 2
{157378} 3051_gruins
{157379} 3051 Exit CS Trigger
{157380} Well Shadow
{157381} SP 3052 Shadow
{157382} To 3051
{157383} {3055}Crossroad Keep: Roadside
{157384} Kill Callum SpeakTrigger
{157385} 3055 Reaver SP
{157386} 3055 Callum SP
{157387} 3055 Dead Golem SP
{157388} 3055 Golem SP
{157389} 3055 Soldier SP
{157390} 3055 Dead Soldier SP
{157391} 3055 Nevalle SP
{157392} Roadside Enter Way
{157393} {3061}Merchant Quarter: Axle Devrie's Office
{157394} {3063}Neverwinter City: The Merchant Quarter
{157395} Merchant Wife
{157396} Dock Resident
{157397} The Brute
{157398} From 3090
{157399} Enter Market District
{157400} Privy
{157401} This is a privy
{157402} 
{157403} To 3063
{157404} {3064}Merchant Quarter: Moire's Hideout
{157405} Shoon Way
{157406} Pet 1 Way
{157407} Pet 2 Way
{157408} Pet 2 Spawn
{157409} Enter 3065
{157410} Pet 1 Spawn
{157411} {3070}Shandra's Farm
{157412} {3080}Port Llast
{157413} PC Walk Away From Enleva
{157414} PC Walk Back To Enleva
{157415} {3081}Mysterious Field
{157416} Camera 1
{157417} Wendersnaven Arrival Waypoint
{157418} Grobnar Enter Walk
{157419} Grobnar Way1
{157420} Grobnar Way2
{157421} Grobnar Way3
{157422} Grobnar Way4
{157423} PC Enter Walk
{157424} Remains of the Relentless Poet
{157425} The dried skeletal bones of a bard
{157426} Grobnar Speak
{157427} This is warp deer. He can take you around the module.
{157428} {DEBUG}Warp Deer
{157429} 0000_wp_start
{157430} 0000_wp_start
{157431} This is the Debug Conversation for module 3400_Merdelain. What do you want?
{157432} Hi, my name is Warp Deer.
{157433} What do you want?
{157434} Adding required party members.
{157435} Adding party members. [assuming Construct completed, Elanee did not leave.]
{157436} Module Cheats!
{157437} Nevermind.
{157438} Take me to the module start. [3400_gauntlet]
{157439} Take me to the Inner Sanctum. [3430_wp_entrance]
{157440} Give high influence with Bishop.
{157441} Give high influence with Qara.
{157442} Give high influence with Neeshka.
{157443} Nevermind. I'll talk to you later.
{157444} 00_p_cheat_lever
{157445} Pull this lever to teleport to exit.
{157446} | SCRIPTER: Camera shows where Neeshka was. She is gone. PC Party turns to face Neeshka. |{AUDIO: Faint, deep, evil, demonic laugh}
{157447} | Move Neeshka into Inner Sanctum |{In awe, frightened}Wait... Neeshka... she's gone.
{157448} {Calm}No, she was taken... by the lord of this place.
{157449} | Fade in. Remove Neeshka from Party |{A little to herself, in the middle of a shadowy maze}Great. We always go to the best places in the Realms. {Slightly accusing}Are you <i>sure</i> that Tome worked right, Sand?
{157450} {A little in awe}Yes, it did. {Beat}But without knowing the exact location where the King of Shadows is...
{157451} {Getting mad}So the Tome <i>was</i> useless, then.
{157452} {Getting mad, losing it}We wouldn't even be here without it, you idiot girl, so I suggest-
{157453} | Influence Loss Qara - Qara is at breaking point |{Irritated}And maybe Aldanon chose to send us here - or Sand. Or who knows, maybe it was you and Sand, tricking us all into coming here.
{157454} | Influence Loss Qara |{Irritated}And maybe Aldanon chose to send us here - or Sand.
{157455} | Player's influence with Sand is at the breaking point. |{Irritated, broken}Then you would be dead, which would no doubt be a blessing to us all. 
{157456} {Irritated}Then you would be dead.
{157457} {Grim}Enough. The defenses of Illefarn still surround us - even if we had known his location, we would have ended up here. 
{157458} {Slightly in awe looking around, a little quieter}Even with the Tome's power, the wards around Illefarn remain strong, indeed. Finding the King of Shadows will even be harder than I thought.
{157459} {Sarcastic response}Hard? It looks like there's only one place to go - straight ahead. I don't think he's trying to hide at all.
{157460} {Khelgar, getting the vibe of monsters ahead}I don't think he is, either. {Beat, ominous}And I think there's more than walls blocking our path ahead. 
{157461} {Wary}We should also beware of wards and traps as well - and at no point should we separate. 
{157462} {Matter-of-fact}Oh, I'm sorry, but I don't think Neeshka heard you - she, well - she seems to be gone.
{157463} | Move Neeshka to Inner Sanctum |Even in this place, something must still live. {Beat}And I think we have not yet had our final say with the King of Shadows' allies... Garius or Bishop.
{157464} | Influence Loss Casavir |{A little sad, act of finality}It does not matter what you believe any longer. If we meet him here, then he will finally speak the truth - and perhaps you will believe his words over mine.
{157465} | Only if Casavir has hit the breaking point. |{Calm, breaking point}This journey... traveling with you has been an ordeal, and it is not one that I can bear much longer. Let us find the King of Shadows and end this, so we may part ways at last.
{157466} {Calm}No... but the King of Shadows will not risk harm to himself when others may suffer for him.
{157467} | Influence Gain Casavir |{A little sad, act of finality}I, too, wish to see justice done here - and I wish to hear what Bishop says on his behalf. Perhaps, at last, we shall have the truth.
{157468} | Only if Casavir has hit the breaking point. |{Calm, breaking point}This journey... traveling with you has been an ordeal, and it is not one that I can bear much longer. Let us find the King of Shadows and end this, so we may part ways at last.
{157469} {Grunts in surprise}Eh? She was right here. Did she sneak off? 
{157470} {Calm}No, she was taken.
{157471} {Surprised}Taken? What, by the King of Shadows? 
{157472} {Wary}Know that I think we must be on our guard - and our wills must be focused on the task ahead. If we allow ourselves to be divided, in group or mind, then he will win. 
{157473} {Cold}The gith is correct. We need to reach the King of Shadows - and quickly. If this is the only route before us, then so be it, but we must move on.
{157474} {Calm, a little sad}Yes, she was taken.
{157475} | PC Party unfreeze. Despawn Companions. |
{157476} The Tome worked, but this is as close as we could get.
{157477} I think I'd rather have taken my chances in going through the Mere than teleporting here.
{157478} Both of you be silent!
{157479} Forget debating this, let me mark it in my journal, and let's move on.
{157480} You think they're here?
{157481} I'm still not convinced Bishop turned on us on purpose.
{157482} We'll find Bishop, Casavir, and he will answer for his betrayal.
{157483} | Chaotic Response |Thieves slip away all the time, she'll return. And if she doesn't, no loss.
{157484} | Good Response |We should look for her at once, she might be in trouble.
{157485} Did the King of Shadows do this?
{157486} If she snuck off and took all the equipment she had, I'm going to be angry.
{157487} Blade Golems
{157488} Bone Spiders
{157489} Skeletal Horses
{157490} Night Walkers
{157491} Shadow Reavers
{157492} Vampires and a Lich
{157493} Liches
{157494} D-Dest
{157495} Monster Note - Misc Undead
{157496} E-Dest
{157497} B-Trans
{157498} B-Dest
{157499} S-Trans
{157500} D-Trans
{157501} F-Trans
{157502} A-Trans
{157503} F-Dest
{157504} A-Dest
{157505} E-Trans
{157506} Monster Note - Vampires and Liches
{157507} Monster Note - Bone Spiders
{157508} Monster Note - Nightwalkers
{157509} Monster Note - Blade Golems
{157510} Monster Note - Shadow Reavers
{157511} S-Dest
{157512} From Crossroad Keep
{157513} Sand Start
{157514} Qara Start
{157515} Neeshka Start
{157516} Construct Start
{157517} Grobnar Start
{157518} Casavir Start
{157519} Zhjaeve Start
{157520} AJ Start
{157521} Khelgar Start
{157522} Elanee Start
{157523} 3400_wp_cheat_exit
{157524} 3400_wp_cheat_exit
{157525} 
{157526} {3400}Cutscene Speaker
{157527} Cutscene Speaker for 3230_rsanctum
{157528} Shadow Trans Trigger
{157529} Speak Trans
{157530} Speak Reavers
{157531} Ah... we have been expecting you. 
{157532} Three reavers? <i>Three?</i>
{157533} If you're afraid, then go cower behind us, Sand - I'm going to stay and fight. 
{157534} Our master is ready to emerge on this plane... all that he required is what you brought with you.
{157535} I don't like the sound of that. 
{157536} You have served your purpose in coming here... but you do not need to keep living to fulfill that purpose, I think.
{157537} | Companions approach one of the black cloud effects in Merdelain. |
{157538} | Encountering first darkness effect |Watch out... the shadows look thick ahead, almost like a fog. 
{157539} | Encountering first darkness effect |That fog seems to swallow light - and perhaps anything else that enters it.
{157540} | Encountering first darkness effect |Know that our path lies within the shadows ahead. There is no other path open to us.
{157541} | Encountering first darkness effect |We should ready ourselves before we proceed. We have gotten this far, but I do not know what awaits us beyond.
{157542} | Encountering first darkness effect |It looks like it leads somewhere - intriguing, though it's hard to see exactly where that somewhere is. 
{157543} | Player has just stepped into a darkness effect and ended up somewhere else with the rest of the party. |
{157544} | After stepping through the darkness effect. |Did... did I fall unconscious? Where are we?
{157545} | After stepping through the darkness effect. |Did... did I fall unconscious? I don't remember walking here. 
{157546} | After stepping through the darkness effect. |Stepping through the shadows has allowed us to pass to another part of the Vale of Merdelain - although disorienting, the portaling does not seem to have harmed us.
{157547} | Encountering another darkness effect. |
{157548} | After stepping through the darkness effect. |I feel like I blinked a very long time, then I opened my eyes here. {Beat}I wonder if I'm sleepwalking again. 
{157549} | Second time encountering darkness effect. |Look! Another one of those especially dark places! We should step through, see where it takes us this time. 
{157550} | AJ will never use this barkstring. |{Inc combat}Not now - our enemies surround us.
{157551} | Battle 3. Default. |{Slight urgency, fighting}He is drawing his power from the statues. We must destroy the statues! Now!
{157552} | Battle 1. Default. |{Urgency, in pain, through clenched teeth}Use... use the powers of the Ritual of Purification to counter his attacks - hurry!
{157553} | Battle 1. AJ not incapacitated. |{Urgency, fighting}Attack the King of Shadows - hit him with everything you have!
{157554} | Battle 2. Default. |{Slight urgency, fighting}The manifestations can more easily be dispatched if we trap them in the web...
{157555} | Battle 3. All statues destroyed. Random. |{Slight urgency, fighting}Our attacks are having little effect - try using the ritual powers on him! 
{157556} | Battle 3. All statues destroyed. |{Fighting, tasting victory}The King of Shadows is weakening, press the attack! {Beat}He cannot hold out much longer...
{157557} | PC has low influence with Neeshka. |{Angry, already knows the answer - the player's neglect of her hurts, and now she's about to betray him}'Bout time you arrived. Was wondering if you'd ever show... 'kind of surprised you even showed up at all.
{157558} | Default. |[Influence: Success] {In pain}I... I kept holding on... waiting for you. I knew you'd make it here... I <i>knew</i> it, it's all that kept me going.
{157559} {Ominous}I wasn't alone, though. It actually gave me time to talk things over with someone who understands a little more about loyalty than you do...
{157560} {Looking around, still a little angry}I don't know. One moment, I was with all of you... then, suddenly, I woke up here. 
{157561} Watch out!
{157562} | Black Garius steps toward the player. |So... you have made it here, I am impressed. But, really, what did you think coming here would accomplish?
{157563} | Default. |...or perhaps, from those who can think for themselves, and recognize the <i>true</i> enemy here.
{157564} | SCRIPTER: Give Bishop Shadow Gear. Bishop enters to stand beside Garius. Player has positive influence with Bishop, is male. |{Calm, not snide}My debt to you is over, "Knight-Captain." Don't think this has anything to do with you - it doesn't. 
{157565} {Cold}All acts carry a price, Bishop. And this betrayal will cost you much.
{157566} | Add Bishop to Traitor's group. |{Mocking}Standing on the losing side's going to cost you your life.
{157567} | PC Party lines up for battle. |You were never a true leader, even with the ritual and the Sword of Gith at your side. Do you think all your companions who follow you, would follow you to death? I think not.
{157568} Ah... of course. But let us ask each in turn, and we shall see the truth of it.
{157569} The siege of your Crossroad Keep... it succeeded in great part due to the surrender of a soul, a pact that was made - that cannot be broken.
{157570} My dear, Zaxis calls your service due - he asks you to murder this one that has crossed him twice... and if you die, that pleases him as well.
{157571} | PC has low influence with Neeshka. |But I do not think you will mind fighting by my side. After all, it seems that your leader pays scant attention to you, if at all - now is the time to change that.
{157572} [Influence: Failure] {Mocking}<i>Now</i> you notice me? Only when it hurts you?
{157573} | Default. Neeshka takes a step, forward, stops and then plays a sad animation. |{Pained, as if being crushed by an invisible weight}I am so... so sorry, but I... have to do it. It's like the weight of this whole fortress is pushing down on me... all of Illefarn, all at once. 
{157574} No, the only way to do it... is to kill you, or else. If I don't... my soul belongs to Zaxis. And I will be bound to the infernal regions, forever.
{157575} | Neeshka walks over to Black Garius, very sad. Add Neeshka to Traitors group. |I... never meant to do this. I never meant it to come to this, I'm sorry.
{157576} [Influence: Success] I... I... can't do this, I won't do this!
{157577} | Neeshka runs to PC's side. |{Calm}You will pay the price for your disobedience... shortly.
{157578} | Zhjaeve heals Neeshka. |Know that I shall attend to her wounds.
{157579} {Gets angry, spits this out between bloodied teeth}Garius... He... <i>tortured</i> me... trying to get me to... <i>turn</i> on you... {Urgent, beat, takes breath}but we can't stay - we need to get out of h-{"here"}
{157580} Sand... I know you studied at the Hosttower... and what relics you saw there are nothing compared to the ones that lie here, the secrets of ancient Illefarn. 
{157581} | Construct is present. Bishop hasn't left. |Oh, one last thing - thanks so much, Grobnar, for giving me the command word for your golem friend, there. I think I can make use of it.
{157582} {The final temptation}And Ammon Jerro.
{157583} | PC has lower influence with Qara than Sand OR Sand did not betray the PC. Qara walks over to join Garius. Add Qara to Traitors. |[Influence: Failure] Even if Sand wasn't against you, I'd stand with you... I'm tired of him and all the rest telling me what to do and how, when <i>I'm</i> the one with the power, not them.
{157584} | Default. |[Influence: Success] Sand stands with you, and so I'll stay where I am. {Beat}Trust me, he makes bad decisions all the time, and this is the last.
{157585} And Qara, the power you have... imagine if it was increased three fold, ten fold, a hundred fold... without limit, without restraint.
{157586} | PC has lower influence with Sand than Qara. Sand walks over to join Garius. Add Sand to Traitors group. |Forgive me, all... but this girl you have sought to protect... she's an even greater threat than the one we face now. {Beat}It is the lesser of two evils, and she must be stopped.
{157587} | Default. |[Influence: Success] {Slight sarcastic}Yes, well, as tempting as the offer to become one of the many shadow reavers we have already slain is, I shall pass. Not much future, you see - for you or them.
{157588} {Sighs, to himself, quiet}And this is what I feared all along. {A little stronger, more defiant}The girl has become a child, and now, Qara, you are our enemy. 
{157589} {Angry, between clenched teeth}Somehow, your cowardice doesn't surprise me, Sand - hope you're ready to face what it means, because you're not leaving alive.
{157590} But the thread of your alliances unravels further, I think... from fiends, to power, to more.
{157591} | Construct begins moving to Bishop. Grobnar runs up and stops him. |
{157592} | PC has low influence with Construct. |Wait! What are you doing? Stop!
{157593} | Construct knocks Grobnar back. |
{157594} No what? You don't have the <i>strength,</i> Grobnar. 
{157595} | Construct moves to Bishop's side. |You don't command it anymore, gnome. It's mine now - you've seen it tear into opponents, but that's nothing compared to what it's going to do to your friends.
{157596} | PC has low influence with Construct. Grobnar picks himself up and walks back to the player with his head down. Add Construct to Traitors group. |[Influence: Failure] He's... he's right... he's got full control of it now. {Sighs}I wish I'd deactivated that whirlwind sword hinge and the spell-resistant wards first... he's going to be almost unstoppable.
{157597} | Default. Construct turns on Bishop and knocks him back, and then he returns to Grobnar's side. |So the Construct? I think that sword's pointed at <i>you,</i> Sir Bishop. Oh, don't be alarmed, I'm not going to behave like you.
{157598} | Bishop picks himself up and walks back to his previous location, upset. |Construct, come over here, don't let that bad man boss you around. There-there, he's just a big bad man, isn't he?
{157599} | Garius mutters an incantation, does a casting animation. |{Almost dismissive}Hnh. Well now, it was worth a try.
{157600} | Add Traitors to Traitor group. Setup GroupOnDeath victory condtion. Swap Hostile Script set. Traitors turn hostile and draw their weapons. |Too bad you won't be alive to witness it.
{157601} Forgive me... just a small precaution to shield the portal from the bloodshed to come. After all, the King of Shadows is almost here.
{157602} | Inner Sanctum entrance cutscene. Triggered from SpeakTrigger. Fade out. Freeze party. Setup PC Party group. Setup Traitors group. Jump PC Party group. Show Garius. Show Bishop. Neeshka sits on floor. |
{157603} | Fade in. PC Party walks through the entrance. Off camera, Neeshka sits/lies on floor. |
{157604} | Default. |[Influence: Success] {To an enemy challenging his loyalty}In this one who leads us, I have seen the strengths I lacked so long ago. And as for you, Garius, I do not see Lorne nor Torio standing with you any longer.
{157605} | PC has high influence with Casavir, PC is male. |[Influence: Success] I would die for him without hesitation.
{157606} | PC has high influence with Elanee, PC is female. |[Influence: Success] We are here, aren't we? I think you have underestimated us, Garius.
{157607} | PC has high influence with Grobnar. |[Influence: Success] Why would we leave? {Frowns}I say, for a minion of evil, this Garius fellow doesn't seem to be very insightful when it comes to our friendship.
{157608} | PC has high influence with Khelgar. |[Influence: Success] {To an enemy challenging his loyalty}From the Weeping Willow Inn to here, I've followed, followed gladly, and there's no way in the hells I'm backing down now.
{157609} | A barrier appears around the Shadow Portal. |
{157610} | Fade in. Delay. Door opens. Camera pans around Sanctum. |
{157611} | PC Party runs to Neeshka. Zhjaeve jumps to Neeshka. Neeshka faces the PC. |
{157612} {Seemingly flippant, but try to keep this slightly ominous}Oh, yes, just sitting here, waiting, really. Just this portal and me...
{157613} | If Casavir influence > 50 |{Calm, the final enemy has shown up}At last. 
{157614} | If Sand influence greater than Qara |{Awed}Ah... Garius. I thought I heard the shadowy slithering.
{157615} {A little colder, trying not to let the player know how much this has angered him}You have done much to disrupt our war efforts. But you will answer for it - and you alone.
{157616} {Trying to be benevolent}Your companions... for them, I am prepared to offer mercy. You led them, you ordered them. I spoke at some length with your friend Neeshka here... and with others you have traveled with.
{157617} {Slightly smug}Oh, you misunderstand me... though your gesture of mercy will not go unpunished.
{157618} Ah, but that is where you are wrong. As you have been, about so <i>many</i> things.
{157619} {Slightly smug}Oh, did you really think that was against her will? I think you'll find our conversation quite... illuminating, ironically enough.
{157620} | Jump Qara and Sand |You have already felt the fractures growing within your tiny group... whether it be because of the paths to power...
{157621} | Focus on Sand and Qara to emphasize Garius' last statement. |
{157622} | If low influence with Neeshka |Simple neglect...
{157623} Previous obligations...
{157624} | Camera shows Neeshka, she looks hurt, but defiant. |
{157625} | Focus on Nesshka, looks ashamed of herself. |
{157626} | Construct is present. |A slip of the tongue that shows the chink in the armor...
{157627} | Show Grobnar with the Construct, Grobnar looks confused. |
{157628} {Cold}Bishop.
{157629} But your Uncle, he poisoned everything right from the start. You, I respect, but ol' Duncan... he just can't leave well enough alone sometimes.
{157630} | If Casavir influence less than Bishop |And of course, your Uncle aside, I have to admit, I do appreciate that you were willing to side with me more than that holy warrior of yours... at least you have that much sense.
{157631} | Default: Bishop influence less than or equal to Casavir |And of course, your Uncle aside, I don't like the way you seem to cast your lot in with the paladin every chance you get... but it doesn't matter so much anymore.
{157632} {Calm, as if speaking to a small child, which unwittingly starts eroding Bishop's loyalty}Oh, go on, Bishop, we have time. Our lord will be here soon, and then none of this matters. 
{157633} | Bishop throws an angry glance at Garius. Should be a hint that Bishop's not liking Garius' attitude right from the start. |
{157634} | Didn't get Redfallow's Watch info. |[Influence: Success] You see, Duncan, he saved my life once. Found me outside my burning village, nothing but dead Luskan all around.
{157635} | Default. Got Redfallow's Watch info. |You see, Duncan, he saved my life once. Found me outside Redfallow's Watch – the still smoldering ruins of my home village, barely alive. 
{157636} Thing is, <i>I</i> was the one who burned that place to the ground, and I didn't want any witnesses. Then Duncan comes along, right when I was wounded, barely holding on... and I can't do anything to silence him.
{157637} {Shrugs}No telling what Duncan had told you, so yeah, that was the plan. Need to tie up every potential loose end - and considering how much he talks, that means you as well.
{157638} That's it, really... nothing complicated, just settling debts that never should have been made. 
{157639} {Disdainful, again doesn't like ordering people around}It was part of an initiation ceremony into a Luskan assassination squad... like ol' Lorne once was. 
{157640} It's something they <i>order</i> all new recruits to do, whether they want to or not. And I don't care for that too much.
{157641} You see, they order you to slaughter a Neverwinter village as part of the initiation ceremony. I decided to take care of two problems at once - and I chose my own. 
{157642} You see, for every West Harbor that gives rise to someone like you... someone great... there's a hundred of me, that end up going down the other path. And my village... not worth talking about, it doesn't even deserve to survive.
{157643} So when they ordered me to destroy a village of my choosing, I saw a chance to kill the Luskans and kill that place that helped make me the fine, upstanding man you see before you... all as a fortunate accident. 
{157644} {Very slightly regreful, but trying to hold it back}I was going to burn the village to try and kill the Luskans who were watching over me, it was a trap... but those villagers, those fools, they wouldn't leave when I told them. So they died, too.
{157645} I set a bunch of fires around the perimeter, let it all come circling in, and they all burned like sheep trapped in a corral.
{157646} I told them to leave, to run, but they wouldn't leave their houses, especially when <i>I</i> told them, so they deserved to die right along with the Luskans watching me.
{157647} I took a few arrows, had some wounds... and to be honest, wasn't sure I was going to get out of there at all. I was too weak to fight back, but it didn't matter, because for the first time, I felt all these chains come off of me.
{157648} I felt free at last... but then Duncan came along, right at the end, tying me to that place, tying me to Luskan... tying me to the past.
{157649} He saved my life, then he said I <i>owed</i> him - in that stupid joking voice of his, but I knew what he meant, he was blackmailing me with what he knew. Then he called his debt due, and that debt was to help you.
{157650} {Rueful}And I had to do it, else he would have told everyone that I was at that village, and then the Luskans would have come looking for me. I don't like... obligations like that. Or obligations like you.
{157651} [Failure] Nice try, but I'm done listening to you - and your Uncle. 
{157652} [Failure] Nice try, but I'm done listening to you - and your Uncle. 
{157653} [Failure] Nice try, but I'm done listening to you - and your Uncle. 
{157654} {Angry, a little at himself}Don't apologize to me - you're the one you should be feeling sorry for.
{157655} Yeah, we'll see. I've been anxious to kill you for awhile, so we'll see who goes there first.
{157656} [Failure...] {Dismisive}After this, I'm free and clear. After the King of Shadows rolls across the Coast, none of this is going to matter. 
{157657} {Interrupts, slight condescending}Come now, Bishop, let us be on with this... our master awaits. 
{157658} [Influence: Success] {Slight snarl}You watch it... I'm not anyone's lackey, not anym-{"anymore"}
{157659} [Influence: Failure] Nice try, but I'm done listening to you - and your Uncle. 
{157660} {Frowns}I think we've heard enough from this knight of Neverwinter... and from you, ranger. Now be silent. 
{157661} | Bishop enters to stand beside Garius. Player has negative influence with Bishop, is male. |{Calm, not snide}My debt to you is over, "Knight-Captain," and I've been waiting for this - as I'm sure you have, too.
{157662} {Sincere}It could have worked out, differently, but I don't really have that much respect for you... or your Uncle, for that matter.
{157663} [Influence: Failure] There's no reason to go into it... after all, it didn't matter to you to find out before this, and soon, it's not going to matter at all.
{157664} Let's just say I don't like being given orders, and you and your Uncle like doing that a little too much for my tastes. 
{157665} | Bishop enters to stand beside Garius. Player has positive influence with Bishop, is female. |{Calm, not snide}My debt to you is over, "Knight-Captain," and the strange thing is... I'm a little sorry about it.
{157666} {Very slight regret}For what's it worth... I almost kept going for you, right there until the end. But your Uncle... it's hard to get past that part of it, even... even with everything else.
{157667} {Shrugs}I can't help it... getting tied down... even to a feeling for someone, just isn't my style. 
{157668} {Almost to himself}The most frustrating thing about it? Is that I was thinking it would be as easy to hate you as I did Duncan, but I don't... at all.
{157669} {Quieter, at end, this is Bishop's closest admission to love}But see, that's the reason it's going to end like this. I'm not going to be tied to anyone or anything again...
{157670} {A little rough}Yeah... somehow I knew you'd say that. 
{157671} {A little rough}Well, maybe that would have been for the best... but it wouldn't have made this easier.
{157672} But it wasn't just about you, you just ended up being the most important part about it.
{157673} | Bishop enters to stand beside Garius. Player has negative influence with Bishop, is female. |{snide, wants to hurt player the way she hurt him}My debt to you is over, "Knight-Captain."
{157674} Don't think I didn't see you and the paladin here, right before the siege. And to think, before that, I was willing to fight for you - I would have died for you.
{157675} {Sincere}It could have worked out, differently, you know. But you're a little too much like your Uncle for my tastes.
{157676} And you make the same bad choices, just like Duncan did - and that's why I'm on this side, not yours.
{157677} {Snide, sarcastic}Of course not. Don't play me for a fool like you've done with the paladin there. You're both going to be in a grave soon enough.
{157678} | PC has high influence with Casavir, PC is female. |[Influence: Success] I would die for her without hesitation.
{157679} | PC has high influence with Elanee, PC is male. |[Influence: Success] {Quietly}I would give my life and more for him.
{157680} | Default. |Know that the choice is a simple one, Garius. If you fight us, you fight us all.
{157681} All the chiding and lessons and lies of the Academy and your father would be nothing against such power.
{157682} {Contempt}I mean, truly... what more is there to learn from the people of Neverwinter? Not much, I think, their time on this plane is done.
{157683} And have your companions offered you any insights, or simply more hostility? {Beat, almost saddened}It sounds to me as if they are simply another Academy of narrow-minded fools one needs to separate yourself from. 
{157684} Carve your own path, my dear, and I will show you the way.
{157685} No! I...
{157686} [Influence: Success] Oh, well, that's the thing, Sir Bishop, it's not really about strength, just careful planning.
{157687} You see, an idea came to me not long after I spoke to our leader - gave my noggin a little kick, it did.
{157688} And I thought - well, I don't know everything there is to know about golems, and I've been wrong before - and frequently. So I made a <i>second</i> safety command word... just to be sure.
{157689} {Firm, like setting a loyal servant free, and relieved to do it}But it doesn't control the Construct, it just sets him free to do what he wants. Like he should have been, long ago. 
{157690} History can be rewritten this hour. Your allegiances need not remain - there is so much pain that can be undone by my lord. All those wasted decades - they need not have been in vain. 
{157691} The contracts with the infernal legions that bind you... with enough power, those are easily broken. As for the githyanki, we can take the battle to them as well. You need never fear either group again. 
{157692} {Trying to be sympathetic, consoling}And your dear Shandra... she need not remain dead. We can return her to you, and her life that you missed, you can come to know her again. 
{157693} [Influence: Failure] {Tired, almost bored of evil speeches}Whatever faults of the one we follow, we are here to kill the King of Shadows, not listen to the chattering of one of his servants, Garius. 
{157694} [Influence: Success] You could promise all that and more, Garius, but for all your empty promises, I have seen the one I follow <i>accomplish</i> so much more.
{157695} | Only if player influence is low with Ammon Jerro |{Contempt}I have had my goal for decades, and I did not burn in the Hells in agony to give up to one such as you.
{157696} | Only if player influence is high with Ammon Jerro |{Anger}And Garius, for mentioning Shandra to me, I shall enjoy watching you die.
{157697} Besides, the little girl here... she needs minding, else... well, else bad things could happen to us all, and I will not allow that to happen.
{157698} Ah, and then comes the matter of restraint. I can feel your indignation, Qara - your power rolls off as your anger grows... as those weaker than you claim to understand you, when all they want to do is drag you down.
{157699} The power you have... imagine if it was increased three fold, ten fold, a hundred fold... without limit, without restraint.
{157700} The power you seek is here... and I can allow you to rectify certain... inequities.
{157701} {Exasperation, anger}Gods, you saved me on the road to Fort Locke, and then... then everyone else showed up, and it was like you forgot me, like I didn't even <i>exist.</i>
{157702} I just want to go back to the way things were before... when... when I did what I wanted, and I didn't care what other people thought! {Downote}Including you.
{157703} And you didn't? Better the devil you know... and that's all that needs to be said.
{157704} {Shrugs}It doesn't matter. Really, it doesn't... Garius' offer actually helped, you know, helped me see things clearly. It's been fun for a while... but now it's over.
{157705} {Incredulous}What? Neeshka?
{157706} By the hells, I'm not going to turn on the one person who showed me kindness - and if it costs my life, so be it!
{157707} {Urging, under his breath for Neeshka to make the right decision}Come on, fiendling...
{157708} But there are others who even now, question their loyalty...
{157709} | PC is really evil |And Casavir... you know where the path of your leader lies.
{157710} You have seen the evil done in Neverwinter's name, yet you have followed this far... no longer, I think, can your soul bear much more of this "loyalty."
{157711} If it means standing with you, Garius, then there is no choice at all - you have given yourself to evil. There is hope for this one still.
{157712} | Influence of Bishoip > Casavir. Bishop hasn't left. |{Angry at Bishop}And I would sooner die than stand with that traitor... no matter how much he and our leader are alike.
{157713} So you admit it, finally? I'm impressed. For a Neverwinter dog and follower of the church... I thought such truths were beyond you.
{157714} | Neeshka steps over to Garius' side. Add Neeshka to Traitors group. |
{157715} [Influence: Failure...] {Dismisive}Say what you will, but after this, I'm free and clear. Whatever you have to say now... well, it really doesn't matter.
{157716} {Smug, cold}After all, you really don't need me, do you? I think it might be best if you stopped having people stand between you and the Knight-Captain here - Torio, Lorne, your reaver friends... I'm not going to fight your battles.
{157717} Is that so? Well, in that case, you can handle the Shard-Bearer on your own.
{157718} You will die here if you leave, Bishop. I will come for you when I am done here. 
{157719} [Failure] Nice try, but I'm done listening to you - and your Uncle. 
{157720} | SCRIPTER: Bishop walks away and leaves, and is removed from the traitor group. |{Chuckles, as he walks off into darkness}Garius, you're going to die if you stay. 
{157721} You've been in here all along?
{157722} Neeshka, what happened?
{157723} Who did this to you?
{157724} I was wondering when you would show up.
{157725} How did you end up here?
{157726} I was wondering when you would show up.
{157727} My companions would never betray me.
{157728} If you think you can turn them against me, you are welcome to try.
{157729} Anyone who turns on me will die along with you, Garius.
{157730} Neeshka? Why?
{157731} You have an obligation to me, Neeshka. Don't turn against me.
{157732} Isn't there any way around this?
{157733} If fighting me is the only way to save your soul, then so be it.
{157734} I'll see you burn for this, Neeshka.
{157735} I won't tolerate mixed loyalties. You have just proven yourself my enemy, Neeshka.
{157736} I need you, Neeshka. Please don't do this.
{157737} I am sorry I failed you.
{157738} You've made a fatal mistake, Neeska.
{157739} | PC party unfreeze. Traitors attack! |
{157740} Last I checked, you were outnumbered.
{157741} Alone? I think not.
{157742} Then let us settle this between us, leave my allies out of this.
{157743} What, are you going to teleport me away, like you did with Neeshka? 
{157744} I have no idea what you're talking about.
{157745} Can you at least tell me why?
{157746} Whatever your reasons, I could care less.
{157747} Why would you blame Duncan for that?
{157748} So because Duncan saved your life, you're going to take mine?
{157749} But why did you burn your home village down?
{157750} I still don't understand what you were doing there.
{157751} That makes no sense. 
{157752} Is there a point to all this?
{157753} So what happened?
{157754} A fortunate accident? 
{157755} Then Duncan showed up.
{157756} So why didn't you just kill Duncan?
{157757} [Diplomacy] So you've changed one master for another?
{157758} [Bluff] What, you think Garius is going to be any better?
{157759} [Taunt] Is it fun to be ordered around by Garius here? I know you have great respect for him, just as we all do.
{157760} [Intimidate] Looks like you're going to die, just like your friend Lorne did. 
{157761} I understand, Bishop. And I'm sorry.
{157762} Hope you like fire, Bishop, because you're going to the hells soon enough. 
{157763} Let's just get on with this.
{157764} Sounds like you've already got some new obligations, Bishop.
{157765} Was that an order I heard?
{157766} If that's the reason you're doing this, it's wrong.
{157767} I understand, Bishop, and for what it's worth, I forgive you.
{157768} If I'd known that caring about you would drive you away, I would have kept it to myself.
{157769} I don't understand what you're talking about.
{157770} [Diplomacy] Sometimes two people caring about each other can be strength, Bishop, not weakness.
{157771} Don't do this, Bishop.
{157772} That's no reason to do this.
{157773} That's not what happened, Bishop.
{157774} You attack me, Neeshka, and you die.
{157775} Don't do this - Garius is using you.
{157776} | GOOD ENDING. Default. Black out. Triggered when the KoS has been "killed" after his final form. Jump PC Party, KoS to portal. |
{157777} | SCRIPTER: A wave of energy explodes from inside the King of Shadows, blowing Ammon Jerro, the player and companions off their feet. One big, sloppy camera shake. |{AUDIO: Explosion deafening sound, similar to Battlefield 2 when you are close to a blast}
{157778} | SCRIPTER: Waves of energy lash out from the King of Shadows, shattering pillars, walls and everything else it touches. Several smaller camera shakes |{ AUDIO: Energy lashing out, Shattering stone sound} 
{157779} | SCRIPTER: The structure doesn't look like it can stand the violent magical eruptions. Things start crashing down and breaking. Rubble falls from above. Camera shakes in unison with each large piece of rubble that hits the ground. |{AUDIO: Structural creaking and groaning, large rubble hitting the floor, ambient rumbling}
{157780} | SCRIPTER: While the structure continues to fall apart the King of Shadows finally dies, collapsing on the ground and then dissolving. |{AUDIO: alien-sounding sigh as the King of Shadows dies.}
{157781} | SCRIPTER: The camera shows the outside of the Ritual sanctum looking in as the earth shakes violently and the ceiling comes crashing down, with waves of crazy energy spilling this way and that. |{AUDIO: Music stinger that is a cliche of the hero getting out just in time}
{157782} | SCRIPTER: The camera focuses on the exit as rubble crashes around everywhere. The player, Ammon Jerro, Zhjaeve, Elanee, Khelgar and Grobnar furiously race towards the exit. |{AUDIO: Music reaches a crescendo}
{157783} | SCRIPTER: Player and companions run toward camera, view is slightly offset. Suddenly the whole structure collapses and rubble falls between the player and the camera, burying the camera. |{ AUDIO: Music stinger that is sorrowful, but triumphant, a suitable requiem to a hero who just gave up their life.}
{157784} | SCRIPTER: Camera shot changes to the heavens, where artificial night has loomed for months. Cracks appear in the darkness and light starts coming through.  Energy from below flings towards the heavens. |
{157785} {Looking around, in awe, as fortress collapses}My, it's like a festival... well, with more collapsing stones - and very large ones, too.
{157786} {Smug, watching the evil fortress collapse}Bet that shadowy beast regrets messing with us now, eh?
{157787} | SCRAP: {A little to himself, understatement as fortress is blowing up}Well, now we've done it.
{157788} {Urgent, fortress is collapsing}Everyone, look - we need to go, now.
{157789} {Beats}Agreed - this place will not survive its master's passing. We must make haste.
{157790} | SCRIPTER: Show Zhajeve and Player in this shot, preferably with player looking toward destruction |{Urgent, fortress is collapsing}<b>Kalach-cha,</b> this part of the journey is done - come, there is little time.
{157791} {Running, trying to escape explosion}Move, Grobnar, move!
{157792} {Alarmed, trying to avoid being caught in explosion, running}I <i>am</i> moving, just not as fast as eveyone else!
{157793} {Urgency}Keep running! We...
{157794} {To herself, doomed recognition}We're not going to make it.
{157795} {Finality, and quietly, like speaking a prayer, as explosion engulfs them}And so this journey ends.
{157796} | EVIL ENDING. Black out. Jump PC, Bishop (optional) to KoS. Jump companion bodies behind PC. |
{157797} | Bishop returned to fight with you. |{Pleased, just butchered companions}I've wanted to do that to them since we started traveling together - that was the most fun I've had in years.
{157798} | Default. |{Neutral tone, not gloating, but not sad either}Do not mourn for them. Even in death, they shall serve Illefarn and protect it.
{157799} | The King of Shadows gestures (raise dead). |
{157800} | Effects play over the bodies of the companions. Then after a moment, they get up, not all at the same time. |
{157801} {Cold, zombie-like}My tears become dust before they escape my eyes. Yet know that in death, we still serve.
{157802} | KoS turns toward the portal. |Now, let us continue with the cleansing. Neverwinter will fall before the moon waxes.
{157803} | Slow fade out. |
{157804} | Fade in. Camera shows companions lying dead around the PC. |
{157805} | Fade in. The King of Shadows writhes in his death throes. |{AUDIO: Horrible, piercing, alien-sounding deathscream for the King of Shadows.}{AUDIO: Ultra-triumphant music stinger}
{157806} | SCRAP: The last sequence shows Sir Nevalle, Aldanon, Bevil Starling and the people of Crossroad Keep standing on the ramparts, watching as the artificial night evaporates.  Many people in the crowd cheer, but Sir Nevalle is grim-faced. | 
{157807} {Watching the evil shadows dissipate over the kingdom, in awe}I don't believe it... the shadows... they're going away.
{157808} {Watching the evil darkness over the kingdom dissipate}It seems we have won, but at what cost? {Beat}Aldanon... is the Knight-Captain...?
{157809} {Confused, just seen a building collapse on the player}I... I do not know. {Beat}I do not know.
{157810} | SCRIPTER: The last shots of the night fade and bright beams of sunlight emerge. |
{157811} | SCRIPTER: Fade out and then play credits. Note, at the end of the credits there should be a shot of the player's dusty cape that he got during his knighthood ceremony. The caption reads "Knight-Captain of Crossroad Keep ...?"|
{157812} {Evil, raised from dead.}My blade is yours. Let the people, the life of Neverwinter fall before shadow.
{157813} {Cold, zombie-like, evil}It will be a slaughter... but our battles shall have purpose. We shall serve an empire, and bring ruin to its enemies.
{157814} Let power finally be unleashed, without restraint, without bounds. And let it consume <i>all</i> that stand against us.
{157815} And let knowledge serve us as weapons in our battle as well. 
{157816} | Default. |And for an empire that has betrayed us, let us forsake it for one that is true. Our allegiance is yours, King of Shadows.
{157817} | Elanee is present. |And nature itself shall be that on which you feast. No life, no creature shall hide from you while I serve.
{157818} | GOOD ENDING: NARRATION. Default. Fade in. |And as the final blow was struck, the King of Shadows, the ancient Guardian of Illefarn, at last, was laid to rest.
{157819} But in his death throes, the power of Illefarn was released, sending echoing blasts through the fortress of shadows.
{157820} The walls were torn asunder, the stones crashing down upon the valiant heroes and their Knight Captain.
{157821} They fled through the twisting corridors of darkness, but to no avail - the stones themselves crashed down around them, sealing them... within the fortress.
{157822} Leagues away, far from the Vale of Merdelain, the soldiers of Crossroad Keep, still fresh from their battle against the King of Shadows, watched the shadows over the Mere drain away into the skies.
{157823} The victory was theirs... but as for their Knight Captain, there was no trace, except for the cloak that marked the Captain as a Knight of Neverwinter. 
{157824} Of the Knight Captain and the fortress of the enemy, there was nothing else left to mark their passing. 
{157825} And to this day, where they have gone is unknown. 
{157826} | EVIL ENDING: NARRATION. Fade in. |Before the Knight Captain had traveled to the Vale of Merdelain, it seemed the King of Shadows' progress had been slowed, perhaps even stopped.
{157827} It was a vain hope. For barely a day after his journey into the Vale, the forces of the King of Shadows suddenly rolled across the land like a tide.
{157828} There was no sign of Garius, no sign of the Reavers at the front of the dark armies - just a shadowy general that led the dead through town, city, and finally, to Crossroad Keep itself.
{157829} Without the Knight Captain to bolster the keep's forces, Crossroad Keep quickly fell, and the soldiers were driven to Waterdeep and the surrounding lands.
{157830} But there, at the unmarked ancient borders of the Illefarn Empire, the shadows stopped their advance, and remained still.
{157831} To this day, the line of shadow is one none will dare cross, and the people of Neverwinter live with the knowledge that there are stretches of the Sword Coast where dawn's light will never fall again.
{157832} No one truly knows what came of the Knight Captain and the other heroes when they traveled to the King of Shadows' fortress, but all agree, that the shadowy general that emerged must have slain the Knight Captain.
{157833} For the general wore the Knight Captain's cloak, and bore a silver sword that had once belonged to the lord of Crossroad Keep. 
{157834} END GAME.
{157835} END GAME.
{157836} END GAME.
{157837} | Medium shot. KoS releases a cool looking effect that covers the room (Toxic gas). |
{157838} {Just been attacked, in pain}Use your powers from the ritual! If anything can stop him, they can.
{157839} | Close up. The statue that represents Soothing Light begins glowing. |
{157840} | BATTLE 2. KoS at 30% health. Quick fade out. Setup PC Party. Setup KoS. |
{157841} | Two shot. Cleansing Nova and Web of Purity statues begin glowing (Soothing Light is still glowing). |
{157842} | SCRIPTER: Mini-KoS fight logic: the player faces 5 Mini-Kos's initially. When one is killed two more will spawn at the statue that the original spawned from, up to a maximum of 10 Mini-KoS's present at once. There are a total of 40 Mini-KoS's that need to be killed, 8 from each statue. When a statue has run out of all 8 of its mini-KoS's, then the black cloud around that statue dissappears. |
{157843} | BATTLE 3. 40 Mini-KoS killed. |
{157844} | SCRIPTER: Mega-KoS spawns in unseen, laying down within the black cloud. |{Slight urgency}Steel yourselves. This is <b>not</b> over.
{157845} | OLD STUFF: BEN, DELETE THIS WHEN YOU DON'T NEED IT ANY MORE. | Medium shot. Ammon Jerro casts Web of Purity on the statues. |
{157846} {Starts concentrating on keeping spell intact}This is the Web of Purity - if any of the shadows touch it, they shall be ensnared. Lure as many within it as you can, and I will hold it in place.
{157847} | Wide shot. Visual effects on statues and Mini-KoS. Mini-KoS are destroyed. |
{157848} | Two shot. Aurora Chain and Shining Shield statues begin glowing (all of the statues are glowing now). |
{157849} | Medium shot. Mega-KoS casts protective barrier around himself. KoS will only take damage from attacks imbued with Aurora Chain. Player can use Shining Shield to defend against Mega-KoS attacks. Mega-KoS turns hostile. |
{157850} | BATTLE 1. PC attacks Portal with Silver Sword. Setup PC Party group. Jump PC Party group to portal. |
{157851} | Fade in. Close up. Portal slowly pulsates. |
{157852} | Medium shot. Portal growing. |
{157853} | Wide shot. Suddenly the portal erupts into its fully-opened state. Camera violently shakes. Companions fall down. |
{157854} | Low shot. The King of Shadows steps through the portal, looking all cool and menacing. |
{157855} | SCRIPTER: Ant Shot. KoS has a cool animation that makes him look bad-ass and powerful. PC Party stands up. |
{157856} | Focus on statues. KoS dissolves. |
{157857} | Fade in. Long shot. KoS plays casting animation. Visual effects on statues. |
{157858} | KoS advances toward the PC Party. KoS becomes hostile. |
{157859} | Qara did not betray PC. |{Frustrated, mad}Finally! I thought they would never stop!
{157860} {Frustrated, catching his breath}For every one of them I killed, another got back up!
{157861} | Mini-KoSs turn hostile again. |
{157862} | Long shot. Visual effects on statues and portal. |
{157863} | Ant shot. Mega-KoS roars. Ritual statues begin glowing. |
{157864} | TRAITORS DEFEATED. Setup PC Party and defeated traitors. |
{157865} It looks like the portal's opening, no matter what we do... but I swear, I'm going to go out fighting.
{157866} {To himself, as the evil gate is opening}We haven't traveled all this way to give up now - there must be something we can do, something to stop the King of Shadows.
{157867} | Medium shot. Portal slowly pulsates/growing. |
{157868} {Some companions turned on the player and sided with the bad guy}Why did they choose to side with him...? It makes no sense.
{157869} Know that shadows offers many temptations... but the end result is empty, as was their deaths.
{157870} {Confused, saw friends die - this is a serious moment, and Grobnar's having a hard time working it out}But they were our friends... and now we've lost them, like we lost Shandra. What made them <i>do</i> that?
{157871} {Cold, staring at an approaching beast, a little quiet}If there's anything you need from the bodies of our former "allies," take it - we'll need everything we can to survive this.
{157872} {A little scared, a giant just stepped through the portal}My... I thought he was big before, but that was just in my imagination. 
{157873} | B Priority: KoS talks to you before battle. |{The voice for the King of Shadows should be deep bass and convey immense intelligence and power.  He speaks at an unnaturally slow pace.  Tone is flat and monotone with no emotion. If possible has some halting accent that makes him seem less human and more alien, like Agent Smith from the Matrix.}{AUDIO: Special post processing for the King of Shadows - as he speaks there is a drawn out sigh, like another voice saying  "shhhhh..."  There are also two  other voices making breathing sounds.  One voice makes a slow, deep exhale like the dying sigh of someone whose lung has been punctured. Another voice makes sharp, hissing intakes of breath.}It is you... I know why you have come.
{157874} | PC is good |I see in you a blind devotion to good, to the illusion of peace. You would deprive this land of its Guardian.
{157875} I was created to be the guardian of an empire. I do what I must to protect and preserve it.
{157876} Even such denouncements are a threat - if you believe Illefarn lost, you must be cleansed with the rest.
{157877} But Illefarn blood still runs strong - the legacy of the Empire still must be protected.
{157878} So be it.
{157879} | PC is evil |Ambition and evil has brought you here. Those who follow you are blind to your true nature and purpose.
{157880} I see into your mortal heart, and everything that guides your actions. Those that travel with you are tools, nothing more. 
{157881} | One of the player's most devoted good companions, Zhjaeve, Casavir or Elanee perhaps, asks if this is true. |Know that the time of your lies is over, King of Shadows. Casting lies upon the <i>kalach-cha</i> will not save you from the judgment that comes.
{157882} It does not matter, not now, perhaps not ever. All that matters is destroying the King of Shadows.
{157883} {Cold}And so our leader becomes a reflection of you, Ammon Jerro, and it is little surprise to me that you welcome it. 
{157884} {Slight hesitation}Know that this path has brought us to our destination. All... that matters is that the <i>kalach-cha</i> is with us now, as was intended.
{157885} And yet they all believe you can save them. That you should save them.
{157886} Frightened mortals clamor for one to lead them, to protect them from all they fear. But when the threat is gone, they shall come to fear you - and tear you down.
{157887} Then it is in your best interests to cast off these tools and join me as an ally - you need not die, you need not be cleansed.
{157888} Only the weak require servants. From you I merely require your willingness to sever your ties and protect something greater than yourself - a lesson Garius never learned.
{157889} {Even slower, more evil}As a demonstration of your commitment to our alliance, we ask you to eliminate those who followed you here.
{157890} Do not do this. Do not even consider it.
{157891} If you do this, you <i>will</i> end up like Garius, despite what the King of Shadows says.
{157892} | PC joins King of Shadows. Remove all companions from party and change their AI to prepare to fight them. |I put too much faith in you, and now I will see you dead.
{157893} | Bishop left Garius. Spawn in Bishop. |
{157894} | Companions become hostile. Set DeathScript. |
{157895} I will not. If you lack the strength to defeat them yourself, you are of little use.
{157896} | Default. PC is neutral |You would walk in balance and yet you attempt to disrupt the equilibrium I would bring.
{157897} | Bishop walks up to stand beside the player. Add bishop to the party. |I'd watch your mouth, Ammon... I don't really like you talking to your "hero" that way. 
{157898} You will never land a killing blow against me, Bishop. 
{157899} | One of the more righteous companions, perhaps Casavir, speaks out against the PCs. |As we have traveled, I have seen your nature - and perhaps in following you, I have committed evil as well. But the King of Shadows must be stopped.
{157900} | One of the companions, not AJ, maybe Khelgar, expresses support for the PC. |I'm not saying our leader's perfect, but that's better than a land of shadow any day. {Beat}Besides, I've been looking forward to this fight for too long to turn away now.
{157901} I will stand with you for the sake of standing against shadow... and for the hope you may be redeemed by this action.
{157902} | CHRIS: AJ should say or imply that the statues need to be destroyed. Ritual power(s) are not "needed" to defeat Mega-KoS. |{Assessing the threat}He is shielded... that barrier that surrounds him will need to be pierced with one of the Ritual powers. [TEMP: Pull the temp levers until context menus are enabled.]
{157903} {Sadly}Do not lie, "kalach-cha," not now. There is no need for you to do so. The title holds more worth, more purpose than you do, and there is the tragedy.
{157904} Why you put up with these "allies" for so long I'll never know - idiots who can't do a thing by themselves, who follow you, even when they know it's wrong... that's a betrayal.
{157905} {Evil}Besides, I'd love to sink my blade into a certain paladin. Let me have him, and that's all <i>I</i> ask.
{157906} Oh, <i>eventually</i> I will, Casavir - you see, I want you to suffer first.
{157907} | KoS attacks! |
{157908} | KoSs attack! |
{157909} | Mega-KoS attacks! |
{157910} | Mini-KoSs attack again! |
{157911} | PC can pick up the free swag left behind by the fallen traitors. |
{157912} What do you mean?
{157913} But you aren't protecting this land. You are destroying it.
{157914} The Illefarn are long-dead. You have nothing left to protect.
{157915} But the Illefarn betrayed you. They tried to destroy you.
{157916} But the enemies of Illefarn are long gone as well.
{157917} Who are you guarding when you destroy all life in your path?
{157918} I won't parlay with you. Prepare to meet your end.
{157919} You know nothing.
{157920} Lies? What if it is true?
{157921} I am no one's protector. I am here to serve my own best interests.
{157922} Ally? Garius was your servant, but you let him die.
{157923} I have no wish to serve you.
{157924} What would you have me do?
{157925} I'll do it.
{157926} | Companions attack! |
{157927} Very well. Will you help me destroy them?
{157928} No, I would not betray my friends.
{157929} They are more useful to me alive. You, however, would be better dead.
{157930} Keep talking.
{157931} I won't share power with you when I could just destroy you and take it for myself.
{157932} True. They follow me because they are weak.
{157933} Oh, you all are tools, nothing more. Make no mistake.
{157934} [Lie] Agreed. These are my friends, my allies. 
{157935} Oh really? This should be interesting.
{157936} How can you bring balance, when you seek to destroy everything in your path?
{157937} The King of Shadows is just trying to divide us. We must attack now.
{157938} My friends are right to question the bad choices I've made.
{157939} They may question my motives, but they will stand with me for the sake of your defeat.
{157940} {3430}Cutscene Speaker
{157941} 3430_sc_enter_long
{157942} Long shot of Inner Sanctum for PC entrance
{157943} 3430_sc_enter_over
{157944} Overhead shot of Inner Sanctum entrance
{157945} 3430_sc_garius_med
{157946} Medium shot of Garius entering
{157947} 3430_sc_comp_med
{157948} Medium shot of Companions running in
{157949} 3430_sc_pc_enter
{157950} 3430_sc_pc_enter
{157951} 3430_sc_theline
{157952} 3430_sc_theline
{157953} 3430_sc_statue_novapurity
{157954} 3430_sc_statue_novapurity
{157955} 3430_sc__temp
{157956} 3430_sc__temp
{157957} 3430_sc_portal_long
{157958} 3430_sc_portal_long
{157959} 3430_sc_kos_splits
{157960} 3430_sc_kos_splits
{157961} 3430_sc_web_med
{157962} 3430_sc_web_med
{157963} 3430_sc_statue_aurorashield
{157964} 3430_sc_statue_aurorashield
{157965} 3430_sc_templever
{157966} 3430_sc_templever
{157967} 3430_sc_pcrunstoneeshka
{157968} 3430_sc_pcrunstoneeshka
{157969} 3430_sc_neeshkafacespc
{157970} 3430_sc_neeshkafacespc
{157971} 3430_sc_gariusenters
{157972} 3430_sc_gariusenters
{157973} 3430_sc_qaraandsand
{157974} 3430_sc_qaraandsand
{157975} 3430_sc_evil1
{157976} 3430_sc_evil1
{157977} 3430_sc_evil2
{157978} 3430_sc_evil2
{157979} Pig
{157980} faction_neutral
{157981} The King of Shadows stands before you.
{157982} King of Shadows
{157983} 3430_wp_entrance
{157984} Main hub entrance for PC
{157985} 3430_wp_neeshka
{157986} 3430_wp_neeshka
{157987} 3430_wp_bishop
{157988} 3430_wp_bishop
{157989} 3430_wp_traitors
{157990} 3430_wp_traitors
{157991} 3430_wp_gather
{157992} 3430_wp_gather
{157993} 3430_wp_traitor1
{157994} 3430_wp_traitor1
{157995} 3430_wp_traitor2
{157996} 3430_wp_traitor2
{157997} 3430_wp_traitor3
{157998} 3430_wp_traitor3
{157999} 3430_wp_traitor4
{158000} 3430_wp_traitor4
{158001} 3430_wp_theline
{158002} 3430_wp_theline
{158003} 3430_wp_offstage
{158004} Offstage waypoint for Companions to pretty up
{158005} 3430_wp_garius
{158006} 3430_wp_garius
{158007} 3430_wp_portal
{158008} 3430_wp_portal
{158009} 3430_wp_kos
{158010} 3430_wp_kos
{158011} 3430_wp_facekos
{158012} 3430_wp_facekos
{158013} 3430_wp_web
{158014} 3430_wp_web
{158015} 3430_wp_halfway
{158016} Halfway point for Neeshka, before she betrays PC.
{158017} 3430_wp_zhjaeve
{158018} Location where Zhjaeve heals Neeshka
{158019} 3430_wp_sand
{158020} 3430_wp_sand
{158021} 3430_wp_qara
{158022} 3430_wp_qara
{158023} 3430_wp_exit
{158024} 3430_wp_exit
{158025} 3430_wp_pcside
{158026} 3430_wp_pcside
{158027} TEMPLEVER
{158028} Pull this lever to hit portal with Silver Sword
{158029} 34_tr_web
{158030} 34_tr_web
{158031} | Cleansing Nova statue. SCRIPTER: Restore player's Cleansing Nova ability, if the player has used it. |[The statue has replenished your Cleansing Nova ability.]
{158032} | Shining Shield statue. SCRIPTER: Restore player's Shining Shield ability, if the player has used it. |[The statue has replenished your Shining Shield ability.]
{158033} | Aurora Chain statue. SCRIPTER: Restore player's Aurora Chain ability, if the player has used it. |[The statue has replenished your Aurora Chain ability.]
{158034} | Soothing Light statue. SCRIPTER: Restore player's Soothing Light ability, if the player has used it. |[The statue has replenished your Soothing Light ability.]
{158035} | Web of Purity statue. |[The statue does nothing.]
{158036} 3430_wp_ent2
{158037} Side hub entrance for companions
{158038} 3430_wp_ent3
{158039} 3430_wp_gather2
{158040} 3430_wp_gather2
{158041} 3430_wp_gather3
{158042} 3430_wp_gather3
{158043} This is a skeletal horse
{158044} Horse, Skeletal
{158045} This is a nightwalker
{158046} Nightshade, Nightwalker
{158047} This is the Debug Conversation for module 3500.  What would you like to do?
{158048} Ok, cheater, you don't want to finish the siege as you should, so just tell me what you want.
{158049} Done and done.
{158050} Sure thing.  Who do you want to be allied with?
{158051} Anyone else?
{158052} Whatever you want. Warping in 3500 is going to be a little different than you're used to, though. I'll have to ask you a bunch of questions that don't really make sense before it all happens, ok?  Anyway, which mission do you want to go to?
{158053} Pick a unit for the player to lead.
{158054} Pick a companion to go with you.
{158055} Who else would you like to bring?
{158056} Ok, that's it.
{158057} | SCRIPTER: Fade to black, area transition to 3510. |
{158058} Would you like to jump to the briefing or the battle?
{158059} Okydok.
{158060} Which unit would you like to personally lead?
{158061} Do you want Ammon Jerro and Zhjaeve as your companion?
{158062} Pick a unit for AJ to command.
{158063} Pick a unit for Zhjaeve to command.
{158064} Ok, you're all set to go.
{158065} | SCRIPTER: Fade to Black, transition to 3501 |
{158066} | SCRIPTER: Fade to Black, transition to 3501 |
{158067} Which unit would you like under your command?
{158068} Which of your companions should lead the second unit?
{158069} Which troops should this commander lead?
{158070} Who should lead the final unit?
{158071} Which troops should this commander lead?
{158072} Do you want to go to the wall battle with the siege towers now, or pick characters so that the following mission will work?
{158073} Which of your companions should lead our men in the courtyard?
{158074} Now pick another companion
{158075} Ok, good luck.
{158076} Allright, good luck.
{158077} Which of your companions should lead our men in the courtyard?
{158078} Now pick another companion
{158079} Ok, good luck.
{158080} Good luck.
{158081} Good man.  Go get 'em.
{158082} What group do you want to join?
{158083} Done. What next?
{158084} Done. What next?
{158085} Ok, with who?
{158086} Done, what next?
{158087} Start Partyman conversation.
{158088} Start [debug conversation 2 name]
{158089} Start [debug conversation 3 name]
{158090} Nevermind.
{158091} Make me invincible.
{158092} Let me set my alliances.
{158093} Lizardmen.
{158094} Ironfists.
{158095} Uthgardt barbarians.
{158096} That's it.
{158097} Warp me to one of the missions.
{158098} Bridge Battle
{158099} Greycloak Fighters
{158100} Greycloak Archers
{158101} Ammon Jerro
{158102} Bishop
{158103} Casavir
{158104} Construct
{158105} Elanee
{158106} Grobnar
{158107} Khelgar
{158108} Neeshka
{158109} Qara
{158110} Sand
{158111} Zhjaeve
{158112} Ammon Jerro
{158113} Bishop
{158114} Casavir
{158115} Construct
{158116} Elanee
{158117} Grobnar
{158118} Khelgar
{158119} Neeshka
{158120} Qara
{158121} Sand
{158122} Zhjaeve
{158123} Mission 2 - Shadow Reaver Camp
{158124} Briefing.
{158125} Battle.
{158126} Greycloak Fighters.
{158127} Greycloak Archers.
{158128} Lizardman Warriors.
{158129} Ironfist Fighters.
{158130} Uthgardt Barbarians.
{158131} Ammon Jerro.
{158132} Zhjaeve.
{158133} Greycloak Fighters.
{158134} Greycloak Archers.
{158135} Lizardman Warriors.
{158136} Ironfist Fighters.
{158137} Uthgardt Barbarians.
{158138} Keep Wall Battle
{158139} Greycloak Fighters
{158140} Greycloak Archers
{158141} Ironfist Dwarves
{158142} Lizardfolk Warriors
{158143} Uthgardt Barbarians
{158144} Ammon Jerro
{158145} Bishop
{158146} Casavir
{158147} Elanee
{158148} Grobnar
{158149} Khelgar
{158150} Neeshka
{158151} Qara
{158152} Sand
{158153} Zhjaeve
{158154} Greycloak Fighters
{158155} Greycloak Archers
{158156} Ironfist Fighters
{158157} Lizardmen Warriors
{158158} Uthgardt Barbarians
{158159} Ammon Jerro
{158160} Bishop
{158161} Casavir
{158162} Elanee
{158163} Grobnar
{158164} Khelgar
{158165} Neeshka
{158166} Qara
{158167} Sand
{158168} Zhjaeve
{158169} Greycloak Fighters
{158170} Greycloak Archers
{158171} Ironfist Fighters
{158172} Lizardmen Warriors
{158173} Uthgardt Barbarians
{158174} Pick characters
{158175} Ammon Jerro
{158176} Bishop
{158177} Casavir
{158178} Elanee
{158179} Grobnar
{158180} Khelgar
{158181} Neeshka
{158182} Qara
{158183} Sand
{158184} Zhjaeve
{158185} Ammon Jerro
{158186} Bishop
{158187} Casavir
{158188} Elanee
{158189} Grobnar
{158190} Khelgar
{158191} Neeshka
{158192} Qara
{158193} Sand
{158194} Zhjaeve
{158195} | SCRIPTER: Fade to black, area transition to 3521, outer courtyard. |
{158196} Jump to wall battle.
{158197} Mission 4 - Outer Courtyard
{158198} Ammon Jerro
{158199} Bishop
{158200} Casavir
{158201} Elanee
{158202} Grobnar
{158203} Khelgar
{158204} Neeshka
{158205} Qara
{158206} Sand
{158207} Zhjaeve
{158208} Ammon Jerro
{158209} Bishop
{158210} Casavir
{158211} Elanee
{158212} Grobnar
{158213} Khelgar
{158214} Neeshka
{158215} Qara
{158216} Sand
{158217} Zhjaeve
{158218} | SCRIPTER: Fade to black, area transition to 3540, outer courtyard. |
{158219} Last Stand in the Inner Courtyard
{158220} I'm going to play through 3500 the way it was intended.
{158221} Let me set my faction.
{158222} The Watch.
{158223} The Shadow Thieves.
{158224} Let me set my romance influence levels.
{158225} Set Casavir to 100.
{158226} Set Elanee to 100.
{158227} Leave me alone, you creep.
{158228} Background Undead Fighter Example
{158229} Bishop for Romance Cutscene
{158230} My Lord, you should rest, gather your strength.
{158231} {Slightly pained}I must still remain strong... any sign of weakness now to our own troops and the King of Shadows will have gained another edge on us.
{158232} {More determined, but a little quieter}He marches on Crossroad Keep, and it will not be long before his forces are at our gates.
{158233} What of Waterdeep, of the Lord's Alliance? Have they answered our call?
{158234} Forces from Waterdeep and our other allies are on their way, but I do not know if they will arrive in time. 
{158235} I agree. This is just one battle of many until we are able to strike at the King of Shadows himself... if we cannot defeat him here, our chances of taking the battle to him are slim indeed. 
{158236} I wish I shared your confidence, Knight-Captain, but the power this King of Shadows seems to possess is something I do not think these walls can easily stop.
{158237} I agree. We must defend this Keep as if we stand alone.
{158238} You must hold this Keep against these shadows... you have raised this place with your own hands, now you must keep it together and lead your men in battle.
{158239} ...and so that is the latest report on the walls and the troop strength. Kana, what news from the scouts?
{158240} {Grim, then downnote at the end - the capture of the bridges are a serious matter}The scouts have returned, Captain. The enemy has been sighted on the outskirts of the Keep... and the bridges on the south river have already been captured.
{158241} If we act quickly, we may be able to recapture the crossing and destroy the bridges. Doing so would limit the enemy's movements, and work in our favor.
{158242} Captain, every moment we gain is a moment to prepare a more effective defense. 
{158243} With our allies still on the march, the difference of even a day can be crucial.
{158244} A few days - at best, Captain.
{158245} Certainly not the shadows or spirits, sir. But vampires cannot cross without aid, and the slower creatures, like skeletons or ghouls, would be swept along the current.
{158246} We are fortunate that the King of Shadows needs to keep its fighting force together. One of the few certainties we can count on.
{158247} That the battle will come at night. They are creatures of darkness and many must remain there.
{158248} I recommend that we exploit this weakness whenever possible, Captain.
{158249} Unfortunately Captain, we do not have many forces to spare. In advance of your arrival, I sent Greycloaks to the river.
{158250} Sending another full compliment would be too dangerous for the Keep. I recommend taking a single unit with you.
{158251} | If player made alliances.|Your allied forces have not arrived yet, although we have sent word about our situation. With luck, they'll join you on the river.
{158252} Which would you like to know about?
{158253} The Keep's mainstain - our swordsmen are the first line of defense. [<b>Greycloak Fighters:</b> Swords inflict <i>Slashing</i> damage. Vulnerable to <i>Piercing</i> damage.]
{158254} Your archers are a critical component of our forces - though they are ill-suited for the front lines. [<b>Greycloak Archers:</b> Ranged attack units, use bows for <i>Piercing</i> damage. Vulnerable to <i>Slashing</i> and <i>Piercing</i> weapons.]
{158255} The Ironfists are hardy warriors... I wish I could give some weaknesses, but other than the fact they have no ranged weapons, their armor is strong and their weapons effective against most sorts of enemies.[<b>Ironfist Fighters:</b> Wield hammers that inflict <i>Blunt</i> damage. No vulnerabilities.]
{158256} Our lizardmen allies carry ritual spears with a long reach and each seems to have druidic talents as well. [<b>Lizardman Warriors:</b> Use spears for <i>Piercing</i> damage and long reach. Can automatically use: Druid Spells]
{158257} | SCRIPTER: Camera should focus on one example unit in the room. |These fearless warriors will never tire or panic in battle. Their bloodlust may not be best suited for our routines, but they are powerful swordsmen nonetheless - they rarely feel arrows or swordblows, but hammers and maces may be a different matter. [<b>Uthgart Barbarians:</b> Use swords for <i>Slashing</i> damage. Rage, immune to fear. Vulnerable to <i>Blunt</i> damage.]
{158258} Which unit would you like under your command?
{158259} Very good sir. Normally we would assign units to your companions as well, but these circumstances call for a smaller force than normal.
{158260} That being said, who would you like to bring with you?
{158261} And who else?
{158262} Your orders, sir?
{158263} Then I believe that is it, Captain. We shall ready your men and have them at your side in an hour. 
{158264} Then we shall do our best to prepare the Keep for your return. May the battle go well.
{158265} | FERRET |Of course, Captain. We will be ready.
{158266} | SCRIPTER: Fade to black, area transition to 3510. |
{158267} {Slightly snide, pointing out a tactical loss}Well, now, we all know that whoever holds the bridges holds this Keep - or at least the way into it. 
{158268} {Serious, reluctant}Bishop is right. We need to act. 
{158269} {Referring to the fact that the undead cannot cross water}The land often has such defenses against those that are no longer of it... even now, it is our ally.
{158270} Know that while this is true of many of the greater undead, such as the blood-drinkers and the shadows, not all of them are harmed by the sun's light.
{158271} A single unit? And how will they destroy the bridge when they get there? {Beat, to himself}I can't very well punch that bridge into pieces... well, quickly enough, that is.
{158272} {Eager, smug}Take me along, and those bridges will be burning before you can spit a curse... and we can pick off the enemy soldiers by the firelight if they try to cross. 
{158273} {Irritated at Qara}The bridges are of <i>stone,</i> not wood - your obsession with fire is of little use to us here. 
{158274} {Slight threat to Sand}I can burn other things as well, Sand - maybe you should come along too, I can show you.
{158275} {Thinking, then revelation}Well, if you want to make large stones into smaller ones, you can use a hammer, a giant, or explosives - oooh, like blast globes.
{158276} The defense of this keep needs to be our first concern... we need time to set up blockades within the courtyard and ready the walls. We cannot allow the enemy to cross the river.  
{158277} Well, give me forty hands... {calculating}which equates to a score of men, or forty men with one hand... and I can fashion enough for our needs in, oh, about an hour. 
{158278} Very well, then. We'll set out in an hour's time, though there is still the matter of your soldiers.
{158279} | Player has been a positive member of NWN |{Proud, the player has performed beyond the call of duty}But you, Knight Captain, and your efforts here... you have served Neverwinter beyond the call of duty, risking your life not once, but several times, without hesitation.
{158280} {A little disgusted, doesn't like player much}| Player has been a total jerkface of NWN |To think the battle will take place here... you are not among the favored of my soldiers, Knight-Captain, but I suppose we will have to make do.
{158281} | TONY: Does a negative rep necessarily mean you're a Shadow Thief? |{Narrows eyes, suspicious}Do not think I am unaware of your connections to the thieves and murderers of Neverwinter... this position you hold has been given to you out of necessity, not choice.
{158282} But perhaps the battle here shall show you there is something more important than personal gain... and if such sacrifices do not move you, then perhaps self-preservation shall grant you courage and nobility when little else does.
{158283} {Serious, proud}If there is anything that I think will be the light against this shadow that comes against us - it is you and the fortress I have granted you. 
{158284} {Serious, bestowing knighthood here}I offer you an honor - to become one of the Neverwinter Nine, the protectors of Neverwinter, the surrounding lands, and most importantly, its people. 
{158285} | SCRIPTER: Give the player the NWN Nine Prestige Class |{Proud}Very well. For your efforts at Crossroad Keep and your battles against these minions of Shadow... I convey upon you the mantle of one of the Neverwinter Nine.
{158286} {Proud, quiet}And a much-deserved title it is, Knight-Captain. We welcome you into our ranks...
{158287} {Snorting, a little rueful}Precious little, Knight Captain. You will find that service is its own reward.
{158288} Nevalle is right - while the title carries much, you will find little time to spend it.
{158289} {Nods}Very well, then. Perhaps when this battle is over I can urge you to reconsider. 
{158290} Until that time, however, you must take responsibility for the defense of this Keep.
{158291} But onto the matters at hand...
{158292} If you give me access to the storerooms, I might be able to create some... without blowing up the Keep, I think.
{158293} Actually, I heard blast globes were used by the Greycloaks in the defense of Neverwinter, a peasant's fireball, they called it... some could even blow up a cottage if placed in the right spot.
{158294} For once, you are correct - and so is Grobnar. Such globes would be well-suited for our needs, provided I do not carry them nor get near the storeroom while the gnome is at work.
{158295} {Whispers}Blood-drinkers?
{158296} {Quietly}Vampires, not you.
{158297} Still, these greater undead form the commanders of their army - and the lesser undead will most likely not attack without their guidance. 
{158298} If they try and march up the mountain pass, we can make it hard on them, but with the loss of those bridges, then the advantage is theirs... we need to fix that now, before they get any farther. 
{158299} Should you ever need good swimmers as well, Captain, they may come in handy for crossing some bodies of water. [<b>Lizardman Warriors:</b> Use spears for <i>Piercing</i> damage and long reach. Swimming, Vulnerable to <i>Piercing</i> damage. Can automatically use: Summon Flame Blade, Cure Light Wounds.]
{158300} {Snide}I'm touched.
{158301} {Mild disapproval}I think my efforts would be better spent here, but if you insist, I shall go with you.
{158302} | Influence Gain Casavir |{Nods}I am honored. 
{158303} {Nods, agreeing to go with player}As much as the river is a wall against them, perhaps I can aid the land in strengthening that wall.
{158304} I can go? Really? Oh boy! I get to see if the blast globes actually work! 
{158305} I was hoping you'd pick me, good - I've been hungering for a fight.
{158306} {Eager, pleased}Not sure what help I can be, but all right - I'm glad for the company.
{158307} {Eager}Great, <i>now</i> we'll see some explosions.
{158308} {Reluctantly chosen for a dangerous mission}Ah... an honor. I shall make sure our retreat is well-covered.
{158309} | Influence Gain Ammon Jerro |{Nods}Point taken. Very well.
{158310} | Influence Loss Ammon Jerro |{Slight disapproval}Morality has little place in tactics, but I need not lecture you of that again.
{158311} | Influence Loss Ammon Jerro |{Slight irritation}So be it.
{158312} | Influence Gain Bishop |{Raises an eyebrow, smug}Can't argue with that.
{158313} | Influence Loss Bishop |{Slightly ominous}Only if fortune favors us both - but hold that thought, all right?
{158314} {Nods, honored}I will defend you... and this Keep... with my life.
{158315} | Influence Loss Casavir |If it will protect your troops and this Keep, then I will do so, no matter what your intentions.
{158316} | Influence Gain Grobnar |{Eager}Oh, have no fear of that. Chaos, coming right up!
{158317} | Influence Loss Grobnar |{Recognition, then downote}Oh. {Beat, downnote}Oh. Well, I certainly thought they would... but maybe they won't. What will we do if they don't... oh dear.
{158318} | Influence Loss Khelgar |{Grunts, irritated}Well, if that's the best I can do... then I'll have to charge and take the battle to them.
{158319} | Influence Gain Khelgar |{Proud, just been complimented}Well... hmmph... I... thanks, I... hmmph. {Clears throat}Thank you.
{158320} | Influence Gain Neeshka |{Smiling}I feel this strange, rosy glow all of a sudden. {Beat, wary}We don't have to hug, do we?
{158321} | Influence Loss Neeshka |{Irritated, grumpy}All right... all right. It couldn't hurt for you to be happy you rescued me way back when every once in a while. 
{158322} | Influence Loss Qara |{Irritated, snide}Good thing we're not at war.
{158323} | Influence Gain Qara |{Gleeful}I was hoping you'd say that.
{158324} | Influence Gain Zhjaeve |{Nods}Know that my path is yours.
{158325} {Mild disapproval}I think my efforts would be better spent here, but if you insist, I shall go with you.
{158326} | Influence Gain Ammon Jerro |{Nods}Point taken. Very well.
{158327} | Influence Loss Ammon Jerro |{Slight disapproval}Morality has little place in tactics, but I need not lecture you of that again.
{158328} | Influence Loss Ammon Jerro |{Slight irritation}So be it.
{158329} {Snide}I'm touched.
{158330} | Influence Loss Bishop |{Slightly ominous}Only if fortune favors us both - but hold that thought, all right?
{158331} | Influence Gain Bishop |{Raises an eyebrow, smug}Can't argue with that.
{158332} | Influence Gain Casavir |{Nods}I am honored. 
{158333} | Influence Loss Casavir |If it will protect your troops and this Keep, then I will do so, no matter what your intentions.
{158334} {Nods, honored}I will defend you... and this Keep... with my life.
{158335} {Nods, agreeing to go with player}As much as the river is a wall against them, perhaps I can aid the land in strengthening that wall.
{158336} I can go? Really? Oh boy! I get to see if the blast globes actually work! 
{158337} | Influence Loss Grobnar |{Recognition, then downote}Oh. {Beat, downnote}Oh. Well, I certainly thought they would... but maybe they won't. What will we do if they don't... oh dear.
{158338} | Influence Gain Grobnar |{Eager}Oh, have no fear of that. Chaos, coming right up!
{158339} I was hoping you'd pick me, good - I've been hungering for a fight.
{158340} | Influence Loss Khelgar |{Grunts, irritated}Well, if that's the best I can do... then I'll have to charge and take the battle to them.
{158341} | Influence Gain Khelgar |{Proud, just been complimented}Well... hmmph... I... thanks, I... hmmph. {Clears throat}Thank you.
{158342} {Eager, pleased}Not sure what help I can be, but all right - I'm glad for the company.
{158343} | Influence Gain Neeshka |{Smiling}I feel this strange, rosy glow all of a sudden. {Beat, wary}We don't have to hug, do we?
{158344} | Influence Loss Neeshka |{Irritated, grumpy}All right... all right. It couldn't hurt for you to be happy you rescued me way back when every once in a while. 
{158345} {Eager}Great, <i>now</i> we'll see some explosions.
{158346} | Influence Loss Qara |{Irritated, snide}Good thing we're not at war.
{158347} | Influence Gain Qara |{Gleeful}I was hoping you'd say that.
{158348} {Reluctantly chosen for a dangerous mission}Ah... an honor. I shall make sure our retreat is well-covered.
{158349} | Influence Gain Zhjaeve |{Nods}Know that my path is yours.
{158350} | Zhjaeve already going, Influence Loss Ammon |{Slight irritation}I would have thought the gith would serve well enough.
{158351} | Influence Gain Zhjaeve |{Quiet, gesture of thanks}Know that such defense is unnecessary - but not unwelcome, <i>kalach-cha.</i>
{158352} | Influence Loss Zhjaeve |{Quiet, gesture of apology}You echo the words of our former masters the illithids, <i>kalach-cha.</i> It pains me to hear such.
{158353} | If Casavir has been chosen. |{Defensive}What, you need someone to watch the paladin? 
{158354} | Influence Gain Casavir |{Firm}And I will do so - gladly. 
{158355} | Influence Loss Casavir |{Firm}By such intent are battles lost - both on the field and in the heart. 
{158356} | If Bishop has been chosen. |Great. What do we need him for? To preach to the enemy?
{158357} | Influence Gain Casavir |{Firm}And I will do so - gladly. 
{158358} | If Sand has been chosen. |{Rolls eyes}And it keeps getting better.
{158359} | If Sand has been chosen. |{Objecting strongly}What? You can't be serious... bringing her along is a mistake.
{158360} {Defiant}What, Sand, afraid you'll get caught in a blast or two? Just cower in the back while I cast real spells, all right?
{158361} | If Sand has been chosen. || Influence Loss Sand |By the Gods, we're doomed.
{158362} | If Sand has been chosen. || Influence Gain Sand |{Smug, lecturing}Just heed our leader and this war will soon be over.
{158363} | If Qara already chosen. |{Sand was just chosen to travel with them}Him? What, as the acting coward?
{158364} Perhaps our leader needs a voice of reason instead of seeing the Keep destroyed by your carelessness.
{158365} In the meantime, I recommend that you outfit yourself and your companions as necessary. Your men have gathered in the keep, in case you need them.
{158366} We should waste no time. Please meet us in the war room, Captain.
{158367} We cannot depend on reinforcements.
{158368} Our walls will hold until help arrives.
{158369} If we cannot hold here, we will never be able to repulse the King of Shadow's forces.
{158370} I will not fail you, my Lord.
{158371} I will do what I can. Our forces will be worthy of memory, I promise.
{158372} The King of Shadows will regret coming here. I'll see to that personally.
{158373} The King of Shadows marches to the Keep regardless. How would this help?
{158374} How much time would this buy us?
{158375} Since when do undead worry about crossing water?
{158376} What else can we count on?
{158377} Enough talk then. We should set out as soon as possible.
{158378} Tell me how the different units are shaping up.
{158379} Greycloak Fighters.
{158380} Greycloak Archers.
{158381} Lizardmen Warriors.
{158382} Ironfist Fighters.
{158383} Uthgardt Barbarians.
{158384} That's it for now.
{158385} Let's form a group and set out.
{158386} Greycloak Fighters.
{158387} Greycloak Archers.
{158388} Zhjaeve.
{158389} Ammon Jerro.
{158390} Bishop.
{158391} Casavir.
{158392} Construct.
{158393} Elanee.
{158394} Grobnar.
{158395} Khelgar.
{158396} Neeshka.
{158397} Qara.
{158398} Sand
{158399} I will return when the bridges are no more.
{158400} Prepare the Keep, Kana. I'm counting on you.
{158401} I expect a great deal out of you, Kana. Do not fail me.
{158402} Ammon Jerro.
{158403} Bishop.
{158404} Casavir.
{158405} Construct.
{158406} Elanee.
{158407} Grobnar.
{158408} Khelgar.
{158409} Neeshka.
{158410} Qara.
{158411} Sand.
{158412} Zhjaeve.
{158413} Khelgar's right. We need other options.
{158414} How long will this take you?
{158415} What makes you think this will work?
{158416} There might be a magical solution.
{158417} Perhaps we could use one of your inventions, Grobnar?
{158418} Let's do it.
{158419} It sounds like our best plan.
{158420} I am grateful - and I accept, Lord Nasher.
{158421} What lands and gold does the title convey?
{158422} No thanks, I have my hands full with the Keep.
{158423} Well, if there's more to be had with the new title, I'll take it.
{158424} I'm actually hoping you'll die there, if we're lucky.
{158425} I need you to go because if we don't succeed at the bridge, your efforts at the Keep won't matter.
{158426} Don't be, I just need a holy warrior to draw the undead attacks.
{158427} Don't get too excited. I need you there as bait because I don't think those globes <i>will</i> work.
{158428} I don't want you for fighting, just to draw fire.
{158429} I just need a thief, don't flatter yourself.
{158430} I'm warning you, I want you to keep a rein on those spells.
{158431} Some moral support would be welcome, you know.
{158432} Just be quiet and follow my lead.
{158433} A good scout is what I need, Bishop, and you're one of the best.
{158434} I just need you to be watchful, that's all.
{158435} I need a loyal blade by my side, and there is no one better.
{158436} Then let me choose my second.
{158437} I have faith in your ability to cause chaos, Grobnar.
{158438} There's no better dwarf I'd want fighting beside me.
{158439} And so am I.
{158440} Throwing spells around is exactly what I want you to do - don't hold back.
{158441} I need you to go because if we don't succeed at the bridge, your efforts at the Keep won't matter.
{158442} Some moral support would be welcome, you know.
{158443} Just be quiet and follow my lead.
{158444} I'm actually hoping you'll die there, if we're lucky.
{158445} A good scout is what I need, Bishop, and you're one of the best.
{158446} I just need you to be watchful, that's all.
{158447} I just need a holy warrior to draw the undead attacks.
{158448} I need a loyal blade by my side, and there is no one better.
{158449} Then that is my final choice.
{158450} Don't get too excited. I need you there as bait because I don't think those globes <i>will</i> work.
{158451} I have faith in your ability to cause chaos, Grobnar.
{158452} I don't want you for fighting, just to draw fire.
{158453} There's no better dwarf I'd want fighting beside me.
{158454} And so would I.
{158455} I just need a thief, don't flatter yourself.
{158456} I'm warning you, I want you to keep a rein on those spells.
{158457} Throwing spells around is exactly what I want you to do - don't hold back.
{158458} Her name is Zhjaeve, and I suggest you not forget it.
{158459} I need someone with power, and for that, the gith will not serve.
{158460} No, I want you to come so the paladin can watch you.
{158461} I need someone who can fight without morals getting in the way.
{158462} No, I need him to come so he can watch you.
{158463} Just stand in the back, Sand, I'm relying on Qara to cover the front.
{158464} I suggest you listen to Sand, Qara.
{158465} Very well, I will return when I am ready.
{158466} I have no need to outfit myself further.
{158467} Giant Skeleton Archers
{158468} Giant Skeletons
{158469} Quartermaster's Supplies
{158470} |Prior to the beginning of the Bridge Battle|Do you require any further preparations, Captain?
{158471} |Prior to the beginning of the Wall Battle|Do you require any further preparations, Captain?
{158472} We are ready to start whenver you are, Sir.
{158473} Let us start. There is much to cover.
{158474} I still need to take care of a few things.
{158475} No, I'm ready.
{158476} I still need to ready myself.
{158477} There is no time left. I will leave for the walls, now.
{158478} Very well, let's begin.
{158479} Not just yet. I'd like to make a few preparations.
{158480} Quartermaster
{158481} Hello, Sir. Kana gave me instructions to assemble supplies for you and your fighting companions.
{158482} Would you like to see what we have at your disposal?
{158483} Yes, I need a few things.
{158484} No right now.
{158485} | SCRIPTER: Conditional: only if the player did not forget any alliances. |Captain, we're glad to see you!
{158486} | SCRIPTER: Conditional: only if the player allied with the dwarves. |Captain, we've come to help you beat back these bloated graverots.
{158487} Can't say that {CARE-os}Keros is much pleased with our depature, but the word of an Ironfist is stronger than steel... and we're anxious for a good fight.
{158488} | SCRIPTER: Conditional: only if the player allied with the lizardmen.|Shard-bearer! Thank you for help. Batha said we must fight against shadow as one.
{158489} More warriors come soon. Greatest warriors from all tribes march with spear to follow you, shard-bearer, and fight spirits that stole our land.
{158490} As always, we're at your disposal. Who would you like us to follow? [Note: The influence of each of your companions will convey bonuses or penalties to the troops under their command.]
{158491} {Stern, to new troops}To me, then - and heed my orders to the letter.
{158492} {Reluctantly accepting command of troops, irritated, under his breath}Well, at least I'll have something between me and the enemy. 
{158493} {Accepting troops}I am honored - allies of Crossroad Keep, it is my honor to lead you as well.
{158494} {Reluctantly accepting command of troops}Um... all right - I'll figure out what to do with you all when the time's right, I guess.
{158495} {Accepting troops to follow him}Me? This is the best adventure ever - now I have troops! {Beat}Can I keep them after the battle is over, I need assistants in the workshop, you know.
{158496} {Accepting troops to follow him}Ha! You lot ready for some fighting? I hope so, because many of you probably won't live through the next battle - but the survivors can sing your praises, never fear.
{158497} {Reluctantly accepting command of troops}Uh... all right, look - first off, all of you have to be a lot quieter and not so... so... open with your weapons and noise and... oh, forget it.
{158498} {Just been given soldiers to command}What? I don't need <i>them</i>... look, you all, just hang back and let me do the work... all right?
{158499} {Just got assigned troops, pleased}Well, well. I wonder if when this is all over I can send them to beat up Nevalle for amusement.
{158500} {Just given troops}Know that I welcome your strength and your courage this hour.
{158501} Who lead us, Shard-bearer? [Note: The influence of each of your companions will convey bonuses or penalties to the troops under their command.]
{158502} Which one of your captains should we rally to? [Note: The influence of each of your companions will convey bonuses or penalties to the troops under their command.]
{158503} Ammon Jerro.
{158504} Bishop.
{158505} Casavir.
{158506} Elanee.
{158507} Grobnar.
{158508} Khelgar.
{158509} Neeshka.
{158510} Qara.
{158511} Sand.
{158512} Zhjaeve.
{158513} | SCRIPTER: Conditional: only if the player allied with the barbarians. |These creatures are unnatural. I see no fear in their eyes.
{158514} But they fall to our blades just the same. That is why we are here, to stand with you.
{158515} | SCRIPTER: If Zokan is leader |Zokan sends you his greetings. If all goes well, the gound will run wet with the fluids of our enemies.
{158516} | SCRIPTER: If Kralwok is leader |Kralwok sends you his greetings. He salutes your courage and hopes for a decisive victory.
{158517} | SCRIPTER: Conditional: only if the player did not forge any alliances and failed to choose archer units for his personal group. |Captain, much thanks for your assistance.
{158518} We had hoped you would arrive in time, so quickly did we have to leave... our bows should be more effective in your company.
{158519} | SCRIPTER: Conditional: only if the player did not forget any alliances and failed to choose fighter units for his personal group. |{Relieved}Captain, we're glad to see you.
{158520} We had no choice but to leave prior to your arrival. With you here, the bridges will surely fall.
{158521} Which of your tribe will lead us? [Note: The influence of each of your companions will convey bonuses or penalties to the troops under their command.]
{158522} {Reluctantly accepting command of troops}Um... all right - I'll figure out what to do with you all when the time's right, I guess.
{158523} We're at your disposal. Who would you have us follow?
{158524} Who would you have us report to?
{158525} {Stern, to new troops}To me, then - and heed my orders to the letter.
{158526} {Reluctantly accepting command of troops, irritated, under his breath}Well, at least I'll have something between me and the enemy. 
{158527} {Accepting troops to follow him}I am honored - allies of Crossroad Keep, it is my honor to lead you as well.
{158528} {Accepting troops to follow him}Me? This is the best adventure ever - now I have troops! {Beat}Can I keep them after the battle is over, I need assistants in the workshop, you know.
{158529} {Accepting troops to follow him}Ha! You lot ready for some fighting? I hope so, because many of you probably won't live through the next battle - but the survivors can sing your praises, never fear.
{158530} {Reluctantly accepting command of troops}Uh... all right, look - first off, all of you have to be a lot quieter and not so... so... open with your weapons and noise and... oh, forget it.
{158531} {Just been given soldiers to command}What? I don't need <i>them</i>... look, you all, just hang back and let me do the work... all right?
{158532} {Just got assigned troops, pleased}Well, well. I wonder if when this is all over I can send them to beat up Nevalle for amusement.
{158533} {Just given troops}Know that I welcome your strength and your courage this hour.
{158534} Ammon Jerro.
{158535} Bishop.
{158536} Casavir.
{158537} Elanee.
{158538} Grobnar.
{158539} Khelgar.
{158540} Neeshka.
{158541} Qara.
{158542} Sand.
{158543} Zhjaeve.
{158544} | SCRIPTER: Soldier approaches player |Captain, the bridges have been cleared!
{158545} | SCRIPTER/AUDIO: Fade out.|
{158546} | SCRIPTER: Fade in on player and men safely on the keep side of the river. The destroyed bridges should be in view of the camera, either in a destroyed state, as rubble, or simply gone. |
{158547} | SCRIPTER: Fade to black, area transition to 3501 |
{158548} | SCRIPTER: Fade in on an aerial shot of the player and his men moving up the cliff pass, with the farms and destroyed bridges visible in the distance. |
{158549} Good work. Let's move the blast globes on to them now.
{158550} No time to waste. Plant the globes and move your men back across.
{158551} About time. Let's destroy these bridges.
{158552} Well done men, let's move back to the keep.
{158553} Garius will have a harder time moving forward now. Let's return to the keep.
{158554} You have all done well. Hurry, there is still much to be done at the keep.
{158555} Master, the Shard-Bearer...
{158556} {Mock formality }Ahh, the <i>Captain</i> of Crossroad Keep. It has been some time.
{158557} {defiant, confident}You may stand atop the battlements now, but know that I have come to reclaim my former home.
{158558} Things have changed, Shard-Bearer. My King will soon tear through the confines of his prison.
{158559} I need not set foot there. Your forces will be washed aside by the coming shadow.
{158560} {incredulous}Do you think your little towers are of any consequence? Crossroad Keep is but a stopping point for our King.
{158561} His power crosses such boundaries, and may be granted to vessels of his choosing - {beat}like me.
{158562} | SCRIPTER: Garius turns around and begins gesturing and reciting an incantation. |
{158563} | SCRIPTER: The undead forces in the area are replaced with larger versions, The creature swap should be concealed by a screen flash, particle effects, or smoke. |
{158564} You have more troubles than just this bridge to contend with, Captain.
{158565} | SCRIPTER: Garius moves past his men and disappears off the map edge. |
{158566} That should be clear to see. It is but a fraction of what my King grants me from afar.
{158567} Enjoy yourselves here. Should you survive, we will meet again... soon.
{158568} No, my intention is to kill you. Fear is but sweet excess.
{158569} | SCRIPTER: Spawn in creatures behind player if player did not clear out west and east bank undead. |Captain, behind us!
{158570} | SCRIPTER: Camera shows creatures running towards group from behind. Begin combat. |
{158571} | SCRIPTER: If enemy troops on banks were eliminated, begin combat. |
{158572} You're a fool if you think you'll set foot in my keep.
{158573} It was never yours to begin with.
{158574} If you wish to be humiliated twice, I'll happily oblige.
{158575} Is that meant to frighten me?
{158576} What is this sorcery?
{158577} We will take this bridge, regardless.
{158578} Seems to me that you didn't learn the first time we fought here.
{158579} | CHRIS: Each of the companions should point out that these undead appear to have been defending vampire coffins that were brought across the river.  According to D&D, vampires cannot cross running water, but they can be carried across in their coffins or on ships.  The companion should suggest that you destroy the coffins and the vampires within.  The comapnion will also point out that it is good that you will not have to worry about these undead (the dead ones, not the vampires in the coffins) surprising you from behind. | Temp: Each of the companions should point out that these undead appear to have been defending vampire coffins that were brought across the river.  According to D&D, vampires cannot cross running water, but they can be carried across in their coffins or on ships.  The companion should suggest that you destroy the coffins and the vampires within.  The comapnion will also point out that it is good that you will not have to worry about these undead (the dead ones, not the vampires in the coffins) surprising you from behind.
{158580} <color=text>This looks to be the beginnings of a supply dump for the enemy army. The undead appear to have been guarding the coffins, freshly brought across the river.
{158581} | SCRIPTER: Fade in on the player and lizardmen. Note: All three root nodes should have identical dialogue.|
{158582} Shard-Bearer, be warned... the dead that walk with our enemy wait for us on other bridge.
{158583} But lizardmen warriors strong, are fast swimmers. We can cross water, surprise the dead that stand on bridge if you so command.
{158584} It shall be done, Shard-Bearer.
{158585} We wait for you on other side.
{158586} | SCRIPTER: Camera shows lizardmen running back across the bridge before fading to black. |
{158587} Yes, wait on the other side until we attack.
{158588} No, I think we should keep our forces together.
{158589} | SCRIPTER: Aerial shot of the farms near the river. Some of the buildings are on fire, as are the fields.  We can see a group of undead and allied troops fighting. |
{158590} | SCRIPTER: Shot of the mountain road, with the player and party rounding a bend and coming into view. |
{158591} Sir, we've arrived at the outskirts. With all this smoke in the air, the enemy can't be far.
{158592} Sir, we've arrived at the outskirts. With all this smoke in the air, the enemy can't be far.
{158593} | Lawful Response |Then carry out your duty to Crossroad Keep and Neverwinter and bring these bridges down.
{158594} | Good Response |Let me stand in the forefront, I'll try and draw their fire and protect you as long as I can. 
{158595} | Chaotic Response |Don't be afraid to fall back - no duty or city is worth dying for.
{158596} | Evil Response |You dogs best ready your blades and get to those bridges, or I'll kill you before the enemy does.
{158597} | Fade in on the caves in 3521. Black Garius and the Shadow Reaver are in a conversation. |
{158598} {Only mildly interested, like watching a bug die, no question}So the Shard-Bearer was at the bridge, then.
{158599} | Player is male |Yes, he was. The army he leads is small... but determined.
{158600} Yes, she was. The army she leads is small... but determined.
{158601} {Slightly wary, almost afraid to bring this up}There was light about him, Lord Garius... his bond to the sword is strong, even stronger than we were told.
{158602} {Cold anger}Crossroad Keep will burn, and I shall stand atop its ruins. 
{158603} {Sycophant prompting}I imagine our King would like to see such a thing first-hand.
{158604} And so he shall.
{158605} | SCRIPTER: Fade to black. |
{158606} {Slightly wary, almost afraid to bring this up}There was light about her, Lord Garius... her bond to the sword is strong, even stronger than we were told.
{158607} {Slight anger}A broken githyanki artifact wielded by a <i>peasant</i> is no match for our armies.
{158608} | SCRIPTER: Shot of the party in the plains right outside of Crossroad Keep. It should be sunset. |
{158609} Let us take the tale of our battle inside, it will give those who fight with us courage for the darkness ahead. 
{158610} | SCRIPTER: Party moves forward. Fade to black. Jump party to the doors of the Keep proper. |
{158611} | Fade in on player outside of Keep entrance, with Kana standing outside. Henchmen are no longer present, although the party is.|
{158612} Captain, I heard that you had just arrived. It is good to see you safe.
{158613} But this talk can wait for later. Come, you must all be hungry.
{158614} Rest tonight, and we'll discuss today's events on the morrow.  
{158615} | SCRIPTER: Fade out, transition to 3500. |
{158616} I think the soldiers will be pleased at our news.
{158617} Hope they're splitting the kegs now... they'll be ready to celebrate after our victory.
{158618} Our victory shall be welcome news to the soldiers... and it is the first victory of many.
{158619} Your men will be glad to hear of our success... it's proof our enemy can be beaten.
{158620} A welcome sight to see the Keep... though I will miss those explosives. And the bridges.
{158621} Can't wait to see the looks on the soldiers' faces when we tell them how we sent those shadow-lovers packing. 
{158622} And so we return, fresh from victory... the first of many, I suspect.
{158623} About time... let's get inside the walls. I'm sure everyone's wondering where we are.
{158624} The destruction of those bridges should help.
{158625} We all did well, and warm blankets and hot food will greet us tonight.
{158626} This is but the beginning, we're not in the clear yet.
{158627} The King of Shadow's army will need to learn to swim now.
{158628} It was a sound victory, though not without cost.
{158629} Our allies came through, and in timely fashion. The bridges are no more.
{158630} We bought some extra time.
{158631} Captain, your efforts yesterday seem to have paid off this morning. Scouts report that enemy troop advancement is halted.
{158632} The outer walls are ready for any assault, and the ruins are being outfitted with blockades as we speak.
{158633} Despite our victory, we bring unwelcome news... Black Garius was present and possesses powers that can turn the battle in their favor. 
{158634} That was to be expected, I fear. His loss of this Keep is not something a creature of his ego could easily bear.
{158635} Garius can empower the dead, making them stronger - with that power, even their weakest footsoldiers become a threat to us.
{158636} {Heard about a new threat, concerned}What are you speaking of?
{158637} Was Black Garius at the south river?
{158638} {Cold, final}He will come, in time. This Keep is where he was remade... his path will eventually bring him here.
{158639} Even among the currents of the dead, something <i>unnatural</i> is occurring... and I fear it is tied to the growing power of the King of Shadows.
{158640} It could be that he simply knows that when we meet, we shall defeat him again, as happened during the ritual here.
{158641} {Dismissive, trying to get to the point}Yes, well, whatever, but the point is, this reaver needs to be stopped. 
{158642} Reaching the reaver will be no easy task. His forces encircle the Keep even now.
{158643} When you arrive at the outskirts, you should find a familiar face waiting for you - your father's.
{158644} No, but I think that fortune has offered us another possibility.
{158645} No, our experiences at the bridge do not support that... he could have stayed and fought, but did not.
{158646} Daeghun has been reporting on troop movements for some time. He will likely have useful information to share with you.
{158647} Though it is unclear whether your Shadow Reaver or Black Garius himself is present, your father reported that he had seen <i>a</i> Shadow Reaver there.
{158648} Daeghun did not travel through these tunnels. The passageways that lead that far are still blocked, though we can clear them by tomorrow.
{158649} {Impatient to attack bad guy}Well, then what are we waiting for?
{158650} Patience... there is nothing we can do yet until the tunnels are cleared. 
{158651} I can do that with some more blast globes. It worked at the bridge, some tunnel shouldn't be any problem. {Beat}Well, except collapsing further, but that shouldn't happen this far underground.
{158652} The number of watchers around the camp are light - a small force could enter undetected. If you are somehow discovered, however, you may be overwhelmed.
{158653} It is located in a wooded area south of the Keep. Daeghun said the trees should provide enough cover for a quick attack.
{158654} {with worry}If the trees still live... the Reavers poison the land with their passage. The longer they remain...
{158655} The farther you get from the Keep, the rougher the tunnel becomes... it will likely take several hours.
{158656} Very good, Captain. For your party, I recommend just another unit, aside from your own.
{158657} Daeghun also reported a number of enemies on elevated positions, so having some archers with you will no doubt be useful.
{158658} Which unit would you like to personally lead?
{158659} Know that you will need me with you to defeat this Shadow Reaver... the recitation of their True Name is only something I can do.
{158660} {Interjecting}Or I. And I have more knowledge of the forces of shadow than you.
{158661} | Influence Gain Zhjaeve |{Deferent, but pleased}Know that I walk with you, <i>kalach-cha.</i> We will stand together against shadow - along with whoever else you wish to accompany us.
{158662} Then it's settled. We'll have the tunnels cleared for you by sunrise, Captain.
{158663} {Slightly }You... you are not seriously planning on fighting atop the walls, are you?
{158664} {Prompting, about to tell the female PC he loves her}Forgive me - but there is little time remaining before the next battle, and I was wondering if I might speak to you... there has been something troubling me of late.
{158665} | Influence Gain Ammon |Of course. What forces can you spare to travel with us?
{158666} | FERRET |Which would you like to know about?
{158667} | SCRIPTER: Camera should focus on one example unit in the room. |The Keep's mainstain - our swordsmen are well-trained and well-armored, but their armor is not as effective against spears, arrows, and other piercing weapons. [<b>Greycloak Fighters:</b> Swords inflict <i>Slashing</i> damage. Vulnerable to <i>Piercing</i> damage.]
{158668} | SCRIPTER: Camera should focus on one example unit in the room. |Your archers are a critical component of our forces - while their armor is strong against spears, arrows, and other piercing weapons, it is weaker against all other weapons, including hammers, swords, and other blunt and slashing weapons. [<b>Greycloak Archers:</b> Ranged attack units, use bows for <i>Piercing</i> damage. Vulnerable to <i>Slashing</i> and <i>Piercing</i> weapons.]
{158669} | SCRIPTER: Camera should focus on one example unit in the room. |Our lizardmen allies carry ritual spears with a long reach and each seems to have druidic talents as well. Their thick hides are proof against most weapons except arrows, spears, and other piercing weapons. 

{158670} | SCRIPTER: Camera should focus on one example unit in the room. |The Ironfists are hardy warriors... I wish I could give some weaknesses, but other than the fact they have no ranged weapons, their armor is strong and they really have no weaknesses. [<b>Ironfist Fighters:</b> Wield hammers that inflict <i>Blunt</i> damage. No vulnerabilities.]
{158671} | SCRIPTER: Camera should focus on one example unit in the room. |These fearless warriors will never tire or panic in battle. Their bloodlust may not be best suited for our routines, but they are powerful swordsmen nonetheless - they rarely feel arrows or swordblows, but hammers and maces may be a different matter. [<b>Uthgart Barbarians:</b> Use swords for <i>Slashing</i> damage. Rage, immune to fear. Vulnerable to <i>Blunt</i> damage.]

{158672} {Seriously worried}Undead are bad enough... but a legion of the dead strengthened by such power, well... we have no chance against such an army.
{158673} Should you ever need good swimmers as well, Captain, they may come in handy for crossing some bodies of water. [<b>Lizardman Warriors:</b> Use spears for <i>Piercing</i> damage and long reach. Swimming, Vulnerable to <i>Piercing</i> damage. Can automatically use: Summon Flame Blade, Cure Light Wounds.]
{158674} I was wondering if we might speak somewhere without interruptions. Perhaps upon the castle walls for a time - we could observe the troops yet there is little chance of us being disturbed.
{158675} {Nods, polite}Very well - forgive my request. Good luck on the next battle, I shall disturb you no longer.
{158676} {Slightly frustrated the player is throwing himself into danger again}Yes, there is... but you never seem to make the right ones. 
{158677} {Sighs}I can understand... it's just... well, it's risky.
{158678} Sometimes I just wonder what's to be gained by you throwing yourself into situations like this again and again... I know the King of Shadows must be stopped, but...
{158679} I don't understand why it always has to be you.
{158680} Look, come with me, up to the castle walls - I want to show you something, might put things in perspective.
{158681} {Frustrated, storms off}Nevermind, then - go on, get yourself killed tomorrow, see where that gets you.
{158682} He has been invaluable in reporting the movements of the enemy since he arrived. Your father is an excellent scout... one of the best I've seen. 
{158683} {Grunts, to himself}Haven't seen me in action, then.
{158684} As for Daeghun, he will meet you near the camp, but he will not be joining you in the battle... but he can tell you more when you are together. For now, I will get the men working on the tunnel.
{158685} Yes, Captain. If you have any final preparations, I recommend you make them now.
{158686} You as well, Captain.
{158687} We face not only a Shadow Reaver, but Black Garius himself.
{158688} These are no normal undead. Even mere skeletons are deadly.
{158689} Some foul magic is at play, some enchantment of the King of Shadows.
{158690} No, though I wish he was.
{158691} No, but the Reaver spoke of him. He sounded confident of Garius' victory.
{158692} No. I think he is preparing himself, but for what I do not know.
{158693} Perhaps we could lure it out, somehow.
{158694} Are there any alternate paths behind enemy lines?
{158695} With reinforcements from Waterdeep, we might be fine, but we cannot rely on that.
{158696} Daeghun?
{158697} Either target presents a tremendous opportunity.
{158698} I think the choice is clear, then.
{158699} Are our tunnels not a threat as well?
{158700} Kana, where is the camp located?
{158701} How long will it take to travel the length of the tunnel?
{158702} What did Daeghun say about the camp's defenses?
{158703} Let's begin clearing out the tunnels, then.
{158704} Enough talk. The sooner we can traverse the tunnels, the sooner Garius will be dead.
{158705} Greycloak Fighters.
{158706} Greycloak Archers.
{158707} Lizardman Warriors.
{158708} Ironfist Fighters.
{158709} Uthgardt Barbarians.
{158710} Ammon Jerro.
{158711} Zhjaeve.
{158712} Greycloak Fighters.
{158713} Greycloak Archers.
{158714} Lizardman Warriors.
{158715} Ironfist Fighters.
{158716} Uthgardt Barbarians.
{158717} You all know what you have to do.
{158718} No time to rest yet. Let's get this Keep ready while we wait.
{158719} Pace yourselves. We have a long day still, and a long night yet ahead.
{158720} What is it?
{158721} There really isn't much choice.
{158722} Tell me how the different units are shaping up.
{158723} Greycloak Fighters.
{158724} Greycloak Archers.
{158725} Lizardmen Warriors.
{158726} Ironfist Fighters.
{158727} Uthgardt Barbarians.
{158728} That's it for now.
{158729} All right, lead on.
{158730} Certainly, go on.
{158731} I don't have time for this, or you.
{158732} I'd like to take the battle to them for once.
{158733} Why do you care?
{158734} I don't have time for this, or you.
{158735} What are you talking about?
{158736} I fail to see what assistance my <i>foster father</i> could give.
{158737} I need to take care of a few more things.
{158738} I'm as ready as I'll ever be. Rest well tonight.
{158739} This isn't the time for such things.
{158740} {Studying the horizon, noting they are behind schedule}The sun is low in the sky... we have even less time than I thought.
{158741} I have spent some time observing the battlefield. Though your men fight in the fields, the true test will come at the bridges.
{158742} It is direct, heavily guarded, and the path by which the enemy will be expecting an assault. But it is the swiftest route.
{158743} Also of note - the path north also has a number of elevations where missile troops can fire into enemy formations and cannot easily be reached.
{158744} It has the least concentration of troops of the three paths, but it has none of the terrain advantages of the northern path.
{158745} Splitting all your forces up among all the paths may prove to be your best advantage. The Reavers servants tend to be... single-minded. A fight on multiple fronts may prove more of a challenge than they can handle.
{158746} {Studying the horizon, noting they are behind schedule}There is little light left to us. When the sun sets, the advantage lies with our enemies.
{158747} And this must be the scout to meet us. {Beat}His features are familiar to me... but only faintly.
{158748} {Sees player, keeps voice flat}So you've arrived. We have little time, for your men fight for their lives as we speak.
{158749} {Slight irritation}Save your greetings, the enemy may soon hold these bridges. You need to strike swiftly if you are to succeed. 
{158750} For all that happened at West Harbor, we march against another who would do the same to all of Neverwinter. Let us face him, then you and I may fight amongst ourselves in easier times.
{158751} {Cold}You do not strike me as an impractical man, <i>scout.</i> Know what will happen here if we allow ourselves to be distracted by... the past.
{158752} I see this battle has hardened you - that is good.
{158753} So be it, Jerro. All of you, listen to me.
{158754} And my eyes see the scout awaits us here.
{158755} {Sees player, keeps voice flat}So you've arrived. I wasn't sure your troops would be able to get the tunnels cleared in time. 
{158756} {Slight irritation}Save your greetings, the Reaver may move soon, as may the troops. You need to strike swiftly if you are to succeed. 
{158757} I see this battle has hardened you - that is good.
{158758} More undead lie along the northern path, but they can be avoided and may prove easier to fight than the western path.
{158759} {Deferent, but about to make a tactical suggestion}Know that balance in all things lies at the heart of the teachings of my people, <i>kalach-cha,</i> to walk all paths at once is sometimes not division, but strength.
{158760} {Stern}Agreed. We may have losses, but we may be able to throw the enemy's forces into disarray - and then we can focus on the Reaver.
{158761} Farewell, then. I will return to the Keep - guard yourself well, and move switftly.
{158762} My value lies not on the battlefield... no matter how much I wish to remain, Captain. 
{158763} {Closest thing to tenderness he comes}Guard yourself. And return quickly.
{158764} Thank me by destroying those bridges and that will be thanks enough.
{158765} | CHRIS: |The camp is not far ahead. Surprise is your ally today.
{158766} How does the northern path look?
{158767} What do you think of the southern path?
{158768} Tell me about the western path.
{158769} Let's not waste any time, then. It will be night soon.
{158770} What do you recommend?
{158771} Father, it is good to see you.
{158772} Glad to see you lending your skills in Neverwinter's service.
{158773} Just tell me what you've seen, and go back to the Keep.
{158774} Father, it is good to see you.
{158775} Glad to see you lending your skills in Neverwinter's service.
{158776} Just tell me what you've seen, and go back through the tunnel.
{158777} Thank you for your help, father.
{158778} Very well, make haste and tell Kana that we are ready to attack.
{158779} Are you not coming with us?
{158780} {Staring into a cave, grim}The Reaver's within. We don't have much time - let him guard the entrance, but we must go on ahead.
{158781} {Dismissive}Your father... foster father... is right. The Reaver wouldn't even know they were there - and their weapons wouldn't be able to harm him. They serve us better guarding our backs.
{158782} Know that our enemy lies within. We should proceed alone, and leave our allies to their watch.
{158783} Their courage and loyalty would be little match for the power of one of the King of Shadows' servants. All they would be doing is casting away their lives for nothing.
{158784} | Influence Gain: Ammon Jerro |{Giving it serious thought}There is some tactical sense in what you say, but I think in this case, they wouldn't last against the Reaver's powers for more than a few moments.
{158785} And worse, their corpses might be raised against us - at least this way, he will not have access to more bodies. 
{158786} | SCRIPTER: All henchmen should be removed from the party.|Now come - let us go. I am anxious for this to be over.
{158787} | Influence Loss Zhjaeve |{Frowns, disapproving}<i>kalach-cha,</i> there is much of the illithids in your way of thought. 
{158788} Know that the Reaver will attack us first, whether we used the lives of others to shield us or not. And know that our allies are better served protecting us from enemies they can meet on equal footing.
{158789} I, for one, would not wish to have the recitation of the True Name interrupted by an attack of dead footsoldiers when you are locked in battle with the Reaver.
{158790} Now come, our path lies ahead.
{158791} | Influence Loss Casavir |{Calm, but stern - mild reprimanding}It is our duty to shield them from battles that gain us nothing.
{158792} | Influence Gain Bishop |{Under his breath}Sounds good to me.
{158793} You did well. Now let us destroy them, while we can.
{158794} And I made the right choice. A father's instinct still has some value, it seems.
{158795} Perhaps, but in the end, I felt my value in aiding you was greater than the risk.
{158796} I changed my mind. {Beat, slight smile}Even I do that at times. 
{158797} Your gratitude is welcome, but again, we have little time. I had to come here. 
{158798} Your power has grown, and far exceeds mine - I would only get in the way in such a battle. 
{158799} We will stay and guard the entrance, to insure that you are not ambushed, as we once were at West Harbor. 
{158800} Let me be the eyes at your back, your shield as you strike at the enemy. 
{158801} Why? Wouldn't we better off with their help?
{158802} No. I say they're coming with us.
{158803} | SCRIPTER: All henchmen should be removed from the party. |Very well. Let's head in alone.
{158804} | Chaotic Response |So? It buys us some time, and I'm sure they'd be willing.
{158805} | Lawful Response |It's their duty to follow us. And they knew the danger when they came with us.
{158806} Very well. Let's head in alone.
{158807} I don't want to risk their lives, so let them guard against reinforcements, then.
{158808} | Evil Response |If they buy us another moment, that's more than their lives are worth.
{158809} Father, what are you doing here?
{158810} It was a fine sight to see you all up there, however unexpected.
{158811} You and your men weren't trained for war. Your heroics could have made you a liability.
{158812} So it would seem. Let's move the blast globes on the bridges now.
{158813} Perhaps, another subject for later. Men, plant the globes and move back across the bridges.
{158814} Well, I won't stop you from patting yourself on the back. Let's destroy these bridges.
{158815} It is a good morning, on a clear day. We can ask for little more.
{158816} Your men are ready, and Daeghun waits for you near the camp.
{158817} | FERRET |Good luck, Captain. We'll await the good news.
{158818} As it should be. Good hunting, Captain... your father should be waiting for you at the end of the tunnel.
{158819} Makes me wish I was going, too. Good hunting, Captain... your father should be waiting for you at the end of the tunnel.
{158820} That Reaver will be surprised to find us at its doorstep.
{158821} We'll be quick, as will be the Shadow Reaver's death.
{158822} I'll take great pleasure in clearing out that camp, and the Reaver.
{158823} | SCRIPTER: Camera shows lone shadow priest, praying before an altar.  His back is to the player. |
{158824} Agreed. 
{158825} I was wondering that as well.
{158826} Be on your guard - this is likely a trap.
{158827} Perhaps... but something is wrong here. 
{158828} Know that he cannot be alone. Something is wrong. 
{158829} Know that something else may be at work here - this does not feel right.
{158830} My thoughts echo your words, <i>kalach-cha.</i> 
{158831} Let us be on our guard. A Shadow Reaver would not leave such a servant to stand battle in its place.
{158832} | SCRIPTER: Fade in on the player stopping in the center of the map. |
{158833} | SCRIPTER: Priest stops chanting and turns around to face the player. |
{158834} And so the Captain of Crossroad Keep is drawn from his castle to face us in the trenches... as we had hoped. 
{158835} My master doesn't take kindly to those who trespass.
{158836} Oh I think not, Shard-Bearer.|AUDIO: Horn is heard in the distance|
{158837} | SCRIPTER: Camera low to ground, facing out from reaver cave at player. Undead feet move past the camera towards the player, while creatures are seen from behind. |You are a fool to have come here.
{158838} | SCRIPTER: Shot of western side of camp, with skeletons archers coming into view on ridges and undead coming in from the ground. If the player approached from the west, the ground troops will be fewer and no archers will appear there. |
{158839} | SCRIPTER: Shot of eastern side of camp, with skeletons archers coming into view on ridges and undead coming in from the ground. If the player approached from the east, no ground troops will appear, but the archers will be present.|
{158840} | SCRIPTER: Aerial shot of the party, surrounded and about to be destroyed. |
{158841} {laughs}And now Captain, you will di-{die}
{158842} | SCRIPTER: Fireball and arrows fly down and oblierate the priest and the undead next to him. |
{158843} Blast globes - Daeghun. Your foster father seems to have followed us.
{158844} Blast globes - know that your guardian has arrived. Even if not tied by blood, it seems battle ties you.
{158845} | SCRIPTER: Camera focused on the ridge above the cave entrance. Daeghun and two scout archers are present. |No time for questions, child. The enemy awaits!
{158846} This is it? Where's the main force?
{158847} That'll be the last prayer that priest ever makes.
{158848} Something isn't right here.
{158849} Save your breath. You'll need it when your throat is full of blood.
{158850} You trespass on <i>our</i> land, priest of shadow.
{158851} You sound smug for someone about to die.
{158852} Father, what are you doing here?
{158853} I thought your "value" lied elsewhere.
{158854} A welcome surprise, that's for sure.
{158855} {Acknowledging, slight pride}So you have succeeded, well done. {Beat, dismissive}We were not without our own challenges, as it were.
{158856} {Slight worry}The attack of only these few concerns me - we expected to face many more, but the undead appear to have left, marching away from the camp.
{158857} {Grim, this is bad news}The darkness will give these undead strength, more strength than any troops we have faced yet. And as for their movements... that can only mean they are moving to attack the Keep.
{158858} {Firm, grim}Then they are gathering to attack the Keep. As long as darkness covers the field, they will be far more powerful than any dead we have faced yet.
{158859} They were vampires. Night descended upon us suddenly and they appeared just as swiftly. Your men did not live.
{158860} Only three vampires came?
{158861} I don't see any other undead in the area.
{158862} You all did well to defeat them. It's good that no more have arrived.
{158863} We need to set out immediately. To the tunnels.
{158864} The Keep will not fall under my watch. Let us return.
{158865} We'll slaughter all of them if need be. To the keep.
{158866} {Looking up into the sky, trying to teach the player something}Do you see the sky - the way the shadows twine themselves with the clouds, with the wind? 
{158867} That will not last... it will grow stronger in time. The shadow will seep into the winds and into far lands, not just in the Mere, not just in Neverwinter.
{158868} Your battle is not simply for this Keep, but for Faerûn itself, for its heart.
{158869} No, please... listen to me. 
{158870} I thought that protecting the Mere, protecting the land was my duty, mine alone... but after what happened with the Circle, and seeing how the shadows seeped into them...
{158871} I thought that such a task was my duty, mine alone... but after what happened with the Circle, and seeing how the shadows seeped into them...
{158872} It reminded me how my strong connection to you kept me from the same fate. 
{158873} You see, I think that in the years that I watched you in West Harbor, maybe I wasn't neglecting the Mere at all... but seeing what could <i>save</i> it, if only the Circle would realize it. 
{158874} That perhaps villagers dwelling with the land... that if one of them fought for it - if all of them fought as you did... then something greater could be achieved.
{158875} {Beat, tender}And I wanted to thank you. Now, before the battle comes for us again.
{158876} {Stung}Perhaps.
{158877} {This is a little difficult}Also... I fear that I have not always been honest with you... in all matters. 
{158878} {Stiff upper lip}I... care for you. Not friendship, but deeper. It runs powerfully within me... and I have tried to fight it for some time, but such things cannot be held silent for long. 
{158879} No... no, it cannot. You see... I... I fear I have not always been honest with you in all matters. 
{158880} {Slight hurt}I thought as much. But...
{158881} {Slight relief}But it felt good to say it. Friends it is, then, and such a friendship honors me.
{158882} | Fade out. |And such light helps drive the shadows away, if only for a time.
{158883} {Challenging, about to say they "go upstairs"}Your troops need no more watching, they are ready for what comes, and now all we have is time until the morrow.
{158884} I think now is the best time for us.
{158885} {Angry}It is no joke. This is not trivial flirtation. 
{158886} {Pained expression}Have you no decency? How dare you say such a thing?
{158887} | Influence Loss Elanee |{Angry}I see the shadow that fills these skies has cast itself in your heart as well. I have lost the Mere... and it seems I lost you, as well.
{158888} |Fade to Black |{Walks off, hurt}I shall trouble you no more. Take comfort in the darkness, for that's all that's left to you.
{158889} {Confused}Postponing what?
{158890} {Smiles, eager}I have no intention of letting you sleep.
{158891} Oh. {Confused}I am still not sure how you feel. You have that... face you wear when you don't want people to know what you're thinking.
{158892} {Slightly suggestive}But I think we can come to an agreement.
{158893} {Smiling}I am as well. 
{158894} | Influence Gain Elanee, Fade to Black |Let us promise to speak no more until the morrow, and we shall enjoy what brief time we have together.
{158895} {Sad, but happy}There was no guarantee we would live this long. Yet somehow, fortune favors you... and so do I.
{158896} I think the safest place is where I have been for many years - near you.
{158897} {Looking out into the darkness}There is death in the air this night. 
{158898} I am here with you, there is little that could touch me in your presence.
{158899} {Beat, resolved, about to make a pledge}There is something I must tell you before this battle is joined. I wish to thank you, for all that you have done for me. 
{158900} You have made me stronger, restored my faith by making me see the good in feeling something for another. 
{158901} I do not want to repeat the mistakes of the past - and those feelings, for Ophala, for blind obedience to Neverwinter and not its people - those are in the past. 
{158902} And although it is dark, you shine brightly to me. There is nothing that can stand against us when we are together - in this life or the next. 
{158903} I shall follow you. My sword, and my heart, are yours.
{158904} Then nothing in the Realms can hope to defeat us. 
{158905} {Smiles slightly, didn't want to hear the painful words, but bears them anyway}It does not matter. I feel for you, and the feeling runs pure. For me, it is enough to fight for. 
{158906} And that, I think, is enough to meet what comes. 
{158907} {Slight confusion, just been asked to cut himself}Do you jest with me?
{158908} Very well. {Winces, cuts himself}There - it is done. 
{158909} Why do you mock me - now, of all times, after all we have shared?
{158910} {Confused, like just stabbed in the heart}Then my feeling for you... was in vain. It always was. 
{158911} {Still slightly confused}If that is what it would take to give you strength and proof of my loyalty, then yes.
{158912} I've known that for some time. 
{158913} Let us deal with this Keep first, then worry about Faerûn.
{158914} I could care less, but the shadows aren't getting me.
{158915} Sounds like that was your job before you abandoned it.
{158916} I understand.
{158917} Is that all?
{158918} Thanks can wait until we win this battle.
{158919} My care for you is one of a friend for another, Elanee, nothing more.
{158920} Then I'm glad you finally admitted it - I was getting tired of postponing this.
{158921} I care for you as well. But now is perhaps not the best time to explore it.
{158922} If this is a joke, this is in poor taste, and it wastes my time.
{158923} You love me? How amusing.
{158924} How do I know you won't abandon me, as you did the Mere?
{158925} Why would I want to involve myself with a druid who cannot protect her own chosen lands?
{158926} The truth is a painful thing, but once you admit it, you'll find it easier to bear.
{158927} Because it amuses me?
{158928} I have use for you soon, but not now. Leave me.
{158929} This discussion - you're a little hard to read, so you had me guessing.
{158930} I thought perhaps we could get some sleep. Together.
{158931} My laughter. This is too much. 
{158932} Why don't you come with me and I can show you? I'm tired of talking.
{158933} What are we waiting for? I am tired of talking anyway.
{158934} Then let's get some sleep. Together.
{158935} We may not survive the coming battle, you know.
{158936} You sound calm, despite it.
{158937} I accept. And I shall stand beside you as well.
{158938} You honor me, Casavir. But I do not love you.
{158939} Then stab yourself for me. Shed blood to see if I care. 
{158940} Just do it - I command it, if you care for me.
{158941} I merely wished to see if you would be fool enough to do it... for "love."
{158942} Because you deserve it - mockery and scorn.
{158943} Of course. Think upon that on the morrow, and I doubt we shall speak again.
{158944} As long as Bishop lives, you are correct. 
{158945} I need someone human, Casavir, not another mindless construct, willing to follow my every whim. 
{158946} You are a paladin. I have used your beliefs to reach this point.
{158947} I have seen you in battle, and I have seen you now, and you are only of use to me in one or the other. 
{158948} Would you kill yourself for me?
{158949} Then you are a fool, Casavir, and I have no use for fools.
{158950} And that is why I can never love one such as you. 
{158951} That is not love or sacrifice - it is madness. Keep far away from me, dog. 
{158952} And if I were to ask you to cast yourself from the wall?
{158953} Prove your loyalty and your purity.
{158954} Do you refuse me?
{158955} Does that trouble you?
{158956} Just get some rest, death will come for us soon enough.
{158957} Mixed Giant Undead
{158958} Mixed Undead
{158959} Scout
{158960} Shadow Reaver Loot
{158961} It would seem that Garius is not the only one who threatens you.
{158962} | SCRIPTER: Extremely enlarged undead and vampires will step into view on the left and right sides of the camera. |Your presence here is a surprise... but adding your bodies to my forces is a thought that pleases me.
{158963} {obvious pitying, like he simply understands the situation better}But whatever you may believe, none of this truly matters, Captain. Garius has already won this battle - my minions are only meant to hasten the process.
{158964} None of us need to <i>see</i> as you mortals do... it is so limiting.
{158965} Brave words from one surrounded and outnumbered.
{158966} My King has a goal, and he <i>will</i> accomplish it. Worry does not afflict him... he has been patient for so long.
{158967} {laughs}Enjoy it, then, while it is. You will get no answers from me. Why should I deprive Garius of his surprise?
{158968} {Snarling}Then let us end this. You have no more rivers to hide behind this day! 
{158969} Your breed of undead will never see the keep.
{158970} These perversions will rot here, next to your corpse.
{158971} Your King must be worried to resort to this trickery.
{158972} Enough, let's see how quickly they can deal with me.
{158973} Last I checked, Crossroad Keep was still mine.
{158974} Then we are done. Prepare yourself, creature of shadow.
{158975} You will fall today, and Garius will be next.
{158976} An empty threat. Ending you now will have to suffice.
{158977} | SCRIPTER: Fade in on the player in the tunnels, near the previously collapsed portion. |
{158978} Captain, the blocked portions have been cleared. You can travel the entire way.
{158979} It's a bit of a hike, though, so pace yourself - else you might be winded before you see the exit... and your father. 
{158980} | SCRIPTER: Fade out. |
{158981} | SCRIPTER: Camera fades in and we see the player and party walking down a narrow strip. Fade out.|
{158982} |SCRIPTER: Fade in, and we see the player walking through a slightly wider area in the tunnels. Fade out.|
{158983} | SCRIPTER: Fade in|{Staring ahead}I think I can make out the entrance up ahead. Prepare yourself.
{158984} | SCRIPTER: Fade in|{Staring at cave entrance up ahead}Know that we have reached our destination. Ahead, the cave opens to the sky.
{158985} |SCRIPTER: Fade in on the player and party at the tunnel entrance.|
{158986} {Seeing armies marching}There is no time. We have to beat them back to the Keep.
{158987} {Seeing armies marching}We must act swiftly. If we do not reach the Keep before they do, our forces will be hard-pressed to drive them back.
{158988} | SCRIPTER: Fade out|
{158989} |SCRIPTER: Fade in, static shot shows player running through tunnels. Fade out.|
{158990} |SCRIPTER: Fade in, static shot shows player running through tunnels. Fade out.|
{158991} {Grim}I can hear the sounds of battle above - we didn't make it in time.
{158992} {Wary, slight downnote}We were not quick enough - I can hear the sounds of battle above.
{158993} Captain! Welcome back, sir. There is still hope for us, yet, after all.
{158994} The enemy attacks as we speak. We have been ordered to seal the tunnels immediately, upon your return.
{158995} Yes, sir!
{158996} | SCRIPTER: Player walks to doorway as the camera fades to black. |
{158997} You have returned, Captain - what news of the Shadow Reaver?
{158998} And hopefully there it shall stay.
{158999} A task worthy of our leader's attention.
{159000} Captain, let us begin. There is little time left for talk. As you know, the King of Shadows' armies will soon attack the walls.
{159001} Unfortunately, there is no time to rest just yet. As you know, Captain, the King of Shadows' armies attack our walls as we speak.
{159002} Regardless, his siege towers have been spotted in the distance, and our men will need your guidance on the wall to repulse them.
{159003} | FERRET | Which would you like to know about?
{159004} | SCRIPTER: Camera should focus on one example unit in the room. |The Keep's mainstain - our swordsmen are well-trained and well-armored, but their armor is not as effective against spears, arrows, and other piercing weapons. [<b>Greycloak Fighters:</b> Swords inflict <i>Slashing</i> damage. Vulnerable to <i>Piercing</i> damage.]
{159005} | SCRIPTER: Camera should focus on one example unit in the room. |Your archers are a critical component of our forces - while their armor is strong against spears, arrows, and other piercing weapons, it is weaker against all other weapons, including hammers, swords, and other blunt and slashing weapons. [<b>Greycloak Archers:</b> Ranged attack units, use bows for <i>Piercing</i> damage. Vulnerable to <i>Slashing</i> and <i>Piercing</i> weapons.]
{159006} | SCRIPTER: Camera should focus on one example unit in the room. |Our lizardmen allies carry ritual spears with a long reach and each seems to have druidic talents as well. Their thick hides are proof against most weapons except arrows, spears, and other piercing weapons.
{159007} | SCRIPTER: Camera should focus on one example unit in the room. |The Ironfists are hardy warriors... I wish I could give some weaknesses, but other than the fact they have no ranged weapons, their armor is strong and they really have no weaknesses. [<b>Ironfist Fighters:</b> Wield hammers that inflict <i>Blunt</i> damage. No vulnerabilities.]
{159008} | SCRIPTER: Camera should focus on one example unit in the room. |These fearless warriors will never tire or panic in battle. Their bloodlust may not be best suited for our routines, but they are powerful swordsmen nonetheless - they rarely feel arrows or swordblows, but hammers and maces may be a different matter. [<b>Uthgart Barbarians:</b> Use swords for <i>Slashing</i> damage. Rage, immune to fear. Vulnerable to <i>Blunt</i> damage.]
{159009} | FERRET |Your orders, sir?
{159010} Which unit would you like under your command?
{159011} Very good, Sir. We will send two units at a time. Which of your companions should lead the first unit?
{159012} Which troops should this commander lead?
{159013} Very well, Captain. Who should lead the second unit?
{159014} Which troops should this commander lead?
{159015} Captain, one more thing.
{159016} Even so, the numbers we are seeing on the walls are not encouraging. As determined as we may be, we cannot stop a force so large for long.
{159017} Perhaps we can hold for a night at most, but the numbers are not on our side.
{159018} Bringing them down entirely will be difficult. You will have to collapse the entrances  by hand.
{159019} The enemy will have no way to cross over to our walls once that happens.
{159020} Too many kinds. The soldiers are getting worried. They have seen scores of shadows and vampires out there... and they fear they will soon join them.
{159021} Good luck, Captain. And you have my word. We <i>will</i> hold.
{159022} We cannot last without reinforcements and our allies from Waterdeep are at least a day away.
{159023} Which troops should this commander lead?
{159024} Very well, Captain. Who should lead the final unit?
{159025} Which troops should this commander lead?
{159026} Captain, one more thing.
{159027} The numbers we are seeing on the walls are not encouraging.  As determined as we may be, we cannot stop a force so large for long.
{159028} Perhaps we can hold for a night at most, but the simple numbers are not on our side.
{159029} We cannot last without reinforcements and our allies from Waterdeep are at least a day away.
{159030} Bringing them down entirely will be difficult. You may have to collapse its entrance by hand.
{159031} The enemy will have no way to cross over to our walls once that happens.
{159032} Too many kinds. The soldiers are getting worried. They have seen scores of shadows and vampires out there.
{159033} It will be done, sir. You have my word.
{159034} And we shall, sir. Even if Black Garius manages to invade the outer courtyard, his forces will find our inner walls doubly difficult to breach.
{159035} I recommend sending two of your men to lead our forces in the outer courtyard. Their leadership would be put to good use.
{159036} Which of your companions should lead our men in the courtyard?
{159037} One more should lead.
{159038} {Firm, decisive}Let's take the battle to the Keep walls, then.
{159039} {Slightly resentful at being chosen}Is that an order, then? Any more "favors" like this, and I won't live through the day.
{159040} {Nodding at being addressed}It will be my honor.
{159041} {Nods, a little quieter}The walls it is. {Sigh, to herself}At least I'll be closer to the sky.
{159042} {Excited}Yes! I got picked, yes!
{159043} {Grunts, eager, pleased at being chosen}Be my pleasure to knock the enemy down - even farther than normal.
{159044} {Sighs, shrugs, then pleased}I'd be better behind the walls, but up high might not be bad. {Pleased}Still, thanks for picking me.
{159045} {Gleefully}Siege towers, eh? Not for long.
{159046} {Sighs}Ah, your attention comes with the most lethal of rewards. How amusing.
{159047} | Influence Gain Zhjaeve |{Nods}Know that we shall stand atop the walls of Crossroad Keep and hold the shadows back as one.
{159048} {Firm, decisive}Let's take the battle to the Keep walls, then.
{159049} {Slightly resentful at being chosen}Is that an order, then? Any more "favors" like this, and I won't live through the day.
{159050} {Nods, a little quieter}The walls it is. {Sigh, to herself}At least I'll be closer to the sky.
{159051} {Excited}Yes! I got picked, yes!
{159052} {Sighs}Ah, your attention comes with the most lethal of rewards. How amusing.
{159053} | Influence Gain Zhjaeve |{Nods}Know that we shall stand atop the walls of Crossroad Keep and hold the shadows back - as one.
{159054} {Irritated}Just when I thought I'd dodge the worst of the duties. What, you can't stand to see me happy?
{159055} {Nods}I will hold the courtyard.
{159056} {Nods}I'll try to call upon the land to aid us if I can... and it's always best to be near the ground when calling upon its power.  
{159057} | Influence Gain Grobnar |{Excited}The courtyard? Why, I love the courtyard, it'll be my pleasure to try to keep the bad people from stomping all over the grass.
{159058} | Influence Loss Khelgar |{Irritated}What, are you trying to keep me out of the best of the fights? Hmmph.
{159059} | Influence Loss Neeshka |{Shrugs, a little disappointed}Out of the way, and as backup... fine. I'd rather be helping than waiting, though.
{159060} | Influence Loss Qara |{Irritated}Fine. Keep me out of the main battle, then. 
{159061} | Influence Gain Sand |{Pleased}Excellent... I doubt the enemy will get that far, Captain.
{159062} Should you ever need good swimmers as well, Captain, they may come in handy for crossing some bodies of water. [<b>Lizardman Warriors:</b> Use spears for <i>Piercing</i> damage and long reach. Swimming, Vulnerable to <i>Piercing</i> damage. Can automatically use: Summon Flame Blade, Cure Light Wounds.]
{159063} {Slight irritation}It's not an honor, you little fool. 
{159064} | Influence Loss Bishop |{Slightly ominous}That so? I'd have a care where those words fall before I lose my temper, "Captain."
{159065} | Influence Gain Bishop |{Still a little irritated}Can't argue with that, but that won't hold the day, trust me.
{159066} | Influence Loss Casavir |{Puts emphasis on Neverwinter}Regardless, I shall carry out your orders and do what I can to hold the walls... for Neverwinter.
{159067} | Influence Gain Casavir |{Puts emphasis on Neverwinter}I will do what I can for your soldiers, for Neverwinter, and for you, Captain.
{159068} | Influence Gain Grobnar |{Surprised}You do? {Beat}Why, that's very kind of you. I've never seen combat before, you know.
{159069} That is a blatant lie or the most amazing display of ignorance I've ever heard.
{159070} {Confused}Is it? But it's true. I think. 
{159071} | Influence Loss Grobnar |{Surprised}Oh. Oh. Well, I don't really see how I can sing very well with arrows in me, but I'll try. Might help. Maybe.
{159072} | Influence Loss Khelgar |{Surprised, then angry}What? You think because I'm a dwarf, I know all there is to know about building siege towers?
{159073} {Blustery, protesting}I'm not a carpenter, an architect, or a... a... siege tower maker, so if you want me to fight, I'll do that, but not much else... "Captain."
{159074} | Influence Gain Khelgar |{Gleeful}I think I can do that... I'll send them packing back to the shadows, I promise you that.
{159075} | Influence Gain Neeshka |Then, I'm your girl. I love putting daggers in the shoulder blades of undead, bandits... I'll even put one in Khelgar for free. 
{159076} | Influence Loss Neeshka |{Irritated, pouting slightly.}Fine. I'll take what attention I can get, even if it's from the enemy.
{159077} {Gruff}I wouldn't try it. I'm a bit eager for a fight, and I may not be able to wait for the enemy to show up.
{159078} | Influence Loss Qara |{Irritated}If I keep my spells in reserve long enough, I may even be able to use them when we flee the Keep, is that your plan?
{159079} | Influence Gain Qara |{Pleased, almost eager}They'll see the fires for leagues, I swear it.
{159080} | If Zhjaeve was chosen earlier. |{Stern, then slightly reprimanding}Well-chosen. With the Gith leading the other troops, you'll need me, I think.
{159081} | Influence Loss Ammon |{Slight scorn}And by such decisions are wars lost. Very well, I shall do as you ask.
{159082} | Influence Gain Ammon |{Slight smile}If you don't trust me, then you have come farther than I thought. Fine, I will hold the walls with the Gith. 
{159083} | Influence Gain Zhjaeve |{Quiet, gesture of thanks}I thank you for your words of trust, <i>kalach-cha.</i>
{159084} | Player shacked up with Casavir, Casavir's been chosen. |{Snide}I think we've all been on the walls with the paladin long enough.
{159085} | Casavir was chosen. |{Slight scoff}If you think I'm holding the wall with the paladin, you're mistaken.
{159086} | Influence Loss Bishop |{Irritated}Fine, give your orders. I'll hold your wall, by myself if need be... but only for now.
{159087} | Influence Gain Bishop |{Slightly superior}If that's how it is, but I think this is one of the last orders I can stomach for now... no matter what the flattery.
{159088} {Slight anger}I suggest you watch your tongue, Bishop. You have been given an order, and you will follow it.
{159089} | Influence Gain Bishop |{Still a little irritated}Can't argue with that, but that won't hold the day, trust me.
{159090} | Influence Loss Bishop |{Slightly ominous}That so? I'd have a care where those words fall before I lose my temper, "Captain."
{159091} {Nodding at being addressed}It will be my honor to fight with you on the wall.
{159092} | Influence Gain Casavir |{Puts emphasis on Neverwinter}I will do what I can for your soldiers, for Neverwinter, and for you, Captain.
{159093} | Influence Loss Casavir |{Puts emphasis on Neverwinter}Regardless, I shall carry out your orders and do what I can to hold the walls... for Neverwinter.
{159094} | Bishop chosen. |{Snide}You're joking. I think the paladin would much prefer being thrown on the front lines... as I'd prefer it.
{159095} {Stern}Yes, it is my duty to guard against all threats.
{159096} {Slight irritation}It's not an honor, you little fool. 
{159097} | Influence Loss Grobnar |{Surprised}Oh. Oh. Well, I don't really see how I can sing very well with arrows in me, but I'll try. Might help. Maybe.
{159098} | Influence Gain Grobnar |{Surprised}You do? {Beat}Why, that's very kind of you. I've never seen combat before, you know.
{159099} That is a blatant lie or the most amazing display of ignorance I've ever heard.
{159100} {Confused}Is it? But it's true. I think. 
{159101} {Grunts, eager, pleased at being chosen}Be my pleasure to knock the enemy down - even farther than normal.
{159102} | Influence Loss Khelgar |{Surprised, then angry}What? You think because I'm a dwarf, I know all there is to know about building siege towers?
{159103} {Blustery, protesting}I'm not a carpenter, an architect, or a... a... siege tower maker, so if you want me to fight, I'll do that, but not much else... "Captain."
{159104} | Influence Gain Khelgar |{Gleeful}I think I can do that... I'll send them packing back to the shadows, I promise you that.
{159105} {Sighs, shrugs, then pleased}I'd be better behind the walls, but up high might not be bad. {Pleased}Still, thanks for picking me.
{159106} | Influence Gain Neeshka |Then, I'm your girl. I love putting daggers in the shoulder blades of undead, bandits... I'll even put one in Khelgar for free. 
{159107} {Gruff}I wouldn't try it. I'm a bit eager for a fight, and I may not be able to wait for the enemy to show up.
{159108} | Influence Loss Neeshka |{Irritated, pouting slightly.}Fine. I'll take what attention I can get, even if it's from the enemy.
{159109} | Sand chosen |{Angry}I see we have no intention of using tactics or holding the wall, then. Perhaps we should simply destroy the Keep and save some time.
{159110} {Gleefully}Siege towers, eh? Not for long.
{159111} | Influence Loss Qara |{Irritated}If I keep my spells in reserve long enough, I may even be able to use them when we flee the Keep, is that your plan?
{159112} | Influence Gain Qara |{Pleased, almost eager}They'll see the fires for leagues, I swear it.
{159113} If we left it in your hands, Sand, we would simply open the gate and surrender to them. 
{159114} | Qara already chosen |{Thinks an idiot got chosen}What? Is this a joke? I thought we wanted to fight the enemy, not surrender to them.
{159115} And I think our leader needs someone with a more cautious bent to save the day, before you destroy us all.
{159116} | Influence Loss Qara |{Angry}Fine, I'll start planning the retreat, then. 
{159117} | Influence Loss Sand |{Dismissive}Ah, then I shall make sure to stay out of the way when the walls come crumbling down, then.
{159118} {Snide, quiet}There's a new observation. 
{159119} |AVELLONE:|I will not wait in your ruined courtyard to care after these Greycloak children. Since you do not require me upon the wall, I will aid the keep in my own fashion.
{159120} An alternative, then?
{159121} |AVELLONE: Something like|Kalach-cha, know that my power over shadow should not be wasted on this while you battle above. I will find another way to protect this fortress.
{159122} Very good, soldier. It's good to be back.
{159123} Then do it. We can't afford to have these tunnels remain open.
{159124} Get moving, then, you fools! Do not return until those tunnels are completely blocked.
{159125} It has been returned to death.
{159126} A difficult fight, but we succeeded.
{159127} It was a lot of talk before it lost its ability to speak.
{159128} Tell me about each of my units again.
{159129} Greycloak Fighters.
{159130} Greycloak Archers.
{159131} Lizardmen Warriors.
{159132} Ironfist Fighters.
{159133} Uthgardt Barbarians.
{159134} That's it for now.
{159135} The walls await. Let's form a group and set out.
{159136} Greycloak Fighters.
{159137} Greycloak Archers.
{159138} Ironfist Dwarves.
{159139} Lizardfolk Warriors.
{159140} Uthgardt Barbarians.
{159141} Ammon Jerro.
{159142} Bishop.
{159143} Casavir.
{159144} Elanee.
{159145} Grobnar.
{159146} Khelgar.
{159147} Neeshka.
{159148} Qara.
{159149} Sand.
{159150} Zhjaeve.
{159151} Greycloak Fighters.
{159152} Greycloak Archers.
{159153} Ironfist Fighters.
{159154} Lizardmen Warriors.
{159155} Uthgardt Barbarians.
{159156} Ammon Jerro.
{159157} Bishop.
{159158} Casavir.
{159159} Elanee.
{159160} Grobnar.
{159161} Khelgar.
{159162} Neeshka.
{159163} Qara.
{159164} Sand.
{159165} Zhjaeve.
{159166} Greycloak Fighters.
{159167} Greycloak Archers.
{159168} Ironfist Fighters.
{159169} Lizardmen Warriors.
{159170} Uthgardt Barbarians.
{159171} How long can we hold?
{159172} What's the best way to disable the siege towers?
{159173} What kinds of undead have we seen out there?
{159174} Then we must hold until dawn.
{159175} | SCRIPTER: Fade to black, area transition to 3530, outer curtain. |
{159176} Greycloak Fighters
{159177} Greycloak Archers
{159178} Ironfist Fighters
{159179} Lizardmen Warriors
{159180} Uthgardt Barbarians
{159181} Ammon Jerro
{159182} Bishop
{159183} Casavir
{159184} Construct
{159185} Elanee
{159186} Grobnar
{159187} Khelgar
{159188} Neeshka
{159189} Qara
{159190} Sand
{159191} Zhjaeve
{159192} Greycloak Fighters
{159193} Greycloak Archers
{159194} Ironfist Fighters
{159195} Lizardmen Warriors
{159196} Uthgardt Barbarians
{159197} How long can we hold?
{159198} What's the best way to disable the siege towers?
{159199} What kinds of undead have we seen out there?
{159200} Then we must hold until dawn, for we have no other choice.
{159201} | SCRIPTER: Fade to black, area transition to 3521, outer courtyard. |
{159202} Ammon Jerro.
{159203} Bishop.
{159204} Casavir.
{159205} Elanee.
{159206} Grobnar.
{159207} Khelgar.
{159208} Neeshka.
{159209} Qara.
{159210} Sand.
{159211} Zhjaeve.
{159212} Ammon Jerro.
{159213} Bishop.
{159214} Casavir.
{159215} Elanee.
{159216} Grobnar.
{159217} Khelgar.
{159218} Neeshka.
{159219} Qara.
{159220} Sand.
{159221} Zhjaeve.
{159222} Just restrain yourself and save your spells for the towers.
{159223} I need someone watching my back... and putting daggers in the enemy's. 
{159224} Then let's assign you your troops.
{159225} You're wrong, Bishop, I need Grobnar up there.
{159226} Only if we're lucky.
{159227} I need someone with good eyes and a good aim, Bishop, and you're one of the best.
{159228} I just need you to be watchful, that's all.
{159229} You're merely a tool of convenience against the undead, nothing more.
{159230} As it shall be mine, Casavir. We need your strength on those walls both for this Keep's sake and the morale of the soldiers.
{159231} Let's assign you your troops, bard.
{159232} Bishop's right. I need someone to draw arrow fire away from the troops, and your singing might do it.
{159233} I don't need you to fight, I need you to look for a weakness in those towers.
{159234} Good, your fighting skills are what we need on the walls.
{159235} There isn't much choice. For some reason, you may be useful.
{159236} I don't want you to hold back - wipe out as many of the enemy as possible and keep the walls clear.
{159237} I need <i>both</i> of you, so do your duty. 
{159238} At least Zhjaeve I trust. 
{159239} Let's assign you your troops.
{159240} Yes, I want you where I can see you, ranger.
{159241} I need someone I can trust to make the hard decisions.
{159242} Both of you, quiet - Bishop, you're with us.
{159243} We need you, Bishop... in case hard decisions need to be made.
{159244} I need someone with good eyes and a good aim, Bishop, and you're one of the best.
{159245} Only if we're lucky.
{159246} I just need you to be watchful, that's all.
{159247} As it shall be mine, Casavir. We need your strength on those walls both for this Keep's sake and the morale of the soldiers.
{159248} You're merely a tool of convenience against the undead, nothing more.
{159249} Then let's assign you your troops.
{159250} I need him to watch you, Bishop.
{159251} The paladin's merely a tool of convenience against the undead, nothing more.
{159252} It's Casavir's choice.
{159253} Bishop's right. I need someone to draw arrow fire away from the troops, and your singing might do it.
{159254} You're wrong, Bishop, I need Grobnar up there.
{159255} Let's assign you your troops, bard.
{159256} I don't need you to fight, I need you to look for a weakness in those towers.
{159257} Good, your fighting skills are what we need on the walls.
{159258} I need someone watching my back... and putting daggers in the enemy's. 
{159259} There isn't much choice. For some reason, you may be useful.
{159260} Just restrain yourself and save your spells for the towers.
{159261} I don't want you to hold back - wipe out as many of the enemy as possible and keep the walls clear.
{159262} Actually, Sand, try to give Qara room to cast spells... I'll only need you to cover us if she falls.
{159263} Try to follow Sand's lead, Qara.
{159264} Captain, all the siege towers have been destroyed!
{159265} | SCRIPTER/AUDIO: A cheer erupts along the wall. The camera is focused along it. |
{159266} | SCRIPTER: Camera shows a few soldiers down by the front gates, one of the looking up at the captain. |Captain, the gate will not hold! 
{159267} | SCRIPTER: Enemies come inside and begin to attack the defenders at the gate. ALTERNATE: Cut to a top-down view above the soldiers with the gate just out of site. A loud crash is heard, and smoke drifts out from under the wall to indicate that the gate has just been breached. |
{159268} {Cautionary}Sir, there's no chance of survival for our men. Not against such a large force.
{159269} {shouts}Conscripts, to the gates!
{159270} | SCRIPTER: Camera shows conscripts running towards the gates. They should look poorly-armed in comparison to the keep regulars. |
{159271} Know that this field cannot be held. Draw your men to you, and return to the inner walls of the Keep.
{159272} We must return to the courtyard immediately to make our stand - I suggest you make haste, before the path is denied you.
{159273} Might as well have let them have this wall. Let's get back to the courtyard and finish this bloodbath.
{159274} Let us take the battle to the courtyard and make our stand there. The walls there have yet to be breached.
{159275} We cannot hold back the tide anymore. We should rally what soldiers we can and fall back inside.
{159276} Oh, goodness, that was unexpected. Let's get back to the courtyard while everyone's still excited.
{159277} Let's punch through that horde and get back to the courtyard. Grab what soldiers you can and follow me - I'll clear a path for you.
{159278} I'll use my spells to clear a path back to the courtyard - let's grab what men we can and fall back.
{159279} This position cannot hold. Grab your remaining men and fall back - quickly, no heroics.
{159280} | SCRIPTER: Camera points down the wall, from the middle of it. |
{159281} | SCRIPTER: Camera points down wall in the same direction and angle, but further back. |
{159282} | SCRIPTER: Camera angle shows soldier looking down at the front gate|Uh, sir?
{159283} | SCRIPTER: Camera shows undead attacking the front gate furiously. |
{159284} | SCRIPTER: Cut to a shot of the outside of the gate, with the gate on the right-hand side of the screen  With a loud crash, the gate explodes and disappears, although the player cannot see outside the gate.|
{159285} They're coming through!
{159286} Fall back to the inner courtyard, I'll join you shortly... either at the Keep or in the hells.
{159287} Quickly, you fools, send the conscripts and any other fodder to the gate now!
{159288} Soldiers, cover your fellow men and fall back! I will bring up the rear.
{159289} We have no choice. Their lives may stem the tide long enough to save even more.
{159290} Those peasants never had a chance anyway. They may finally be useful here.
{159291} Very well then. We'll have to do without the conscripts.
{159292} | Transition to 3541 |
{159293} Mixed Strong Undead
{159294} Siege Tower Encounter
{159295} This is a Siegetower
{159296} Siegetower
{159297} Captain, the first of the towers will reach us any moment!
{159298} {Slightly frustrated, in the middle of battle}We've done all we can to slow their advance but they're too well-shielded... not only with wood and metal, but wards as well.
{159299} For the siege towers, Kana said that fire is our best chance and has sent the keep wizards - their lives are our lives.
{159300} | SCRIPTER: Fade in on a shot of the wall, with a tower visible in the distance moving in. If possible, fireballs should fall over the walls and crash into the outer courtyard.|
{159301} {Studying a mighty siege tower rolling towards them, grim}When fighting a dragon, don't go for the scales - go for the mouth. Destroy the tower's jaw, and no more troops can come through.
{159302} {Studying a mighty siege tower rolling towards them, grim}I say we stab the tower in the jaw until it's destroyed... and the jaw of the tower is where all those troops are going to be pouring forth.
{159303} {Studying a mighty siege tower rolling towards them, grim}The wood of the towers are Duskwood... but the entrance is still vulnerable. If we focus on that, we might be able to stop the enemy troops.
{159304} {Studying a mighty siege tower rolling towards them, grim}Blast the tower entrance - the troops can't get on the wall if they can't get out of the tower.
{159305} {Studying a mighty siege tower rolling towards them, grim}The wards around the tower don't extend to the entrance - destroy that, and we stop the flow of enemy troops.
{159306} {Studying a mighty siege tower rolling towards them, slightly confused}But if the tower is so well-protected, why would the entrance be so vulnerable - oh, wait, I forget, troops come out of there.
{159307} {Thinking}So... you know, we could just blow that up, and then their siege tower would be kind of silly, since it couldn't do anything. {To himself}Reminds me of a joke my mother used to say about my father, but I never understood it.
{159308} {Studying a mighty siege tower rolling towards them, grim}Let us attack the entrance to the siege tower. If their troops can't leave the tower, then they cannot attack the wall.
{159309} {Studying a mighty siege tower rolling towards them, grim}I doubt the entrance is shielded - I say we hit that. 
{159310} {Studying a mighty siege tower rolling towards them, grim}Cut a beast's throat, and it will quickly die... and know that such a siege tower is useless if its entrance is destroyed. 
{159311} {Studying a mighty siege tower rolling towards them, grim}Destroy the entrance to the tower, and the siege engine is useless.
{159312} So hit the entrance of the tower? Understood.
{159313} Men, direct your attacks to the entrance, stem the tide!
{159314} I'm in command here, be silent. 
{159315} {Middle of battle}Don't worry about us, Captain. We'll hold the gate!
{159316} {Middle of battle}You can't stay here, Captain! Go on ahead!
{159317} {Middle of battle}Captain's Company! Defend the gate with your lives!
{159318} | SCRIPTER: Camera shot of the top of the castle walls, looking down at the scene of the fight.|{Urgent, sees soldiers below}The Captain's gathered the last of our soldiers! Hurry, open the gates!
{159319} | SCRIPTER: A shot of the gates from the side and the player running through. Note - any movement here seems to be a C-priority request, not an A-priority request, this same info can be communicated with fades and jumping the player. |
{159320} | SCRIPTER: Fade to black. |
{159321} | SCRIPTER: Fade in on the PC sans henchmen amd companions, standing in the middle of the blockade.|
{159322} {To soldiers in the distance}Soldiers, shut the gates! The Captain has arrived with the remaining forces.
{159323} Captain, look! The sun has emerged from its slumber. Garius may have fought his way under cover of darkness, but his troops are no doubt now burning under daylight's rays.
{159324} {Condescending}That's too bad, but right now, you have bigger problems.
{159325} I think that's the last order you're ever going to give me - "Captain."
{159326} {Cold}Let me show you.
{159327} {Cold, then contempt}This gate of yours isn't coming down - which means this precious Keep of yours won't be standing long. 
{159328} | SCRIPTER: Bishop runs through the gates back to the outer courtyard.|
{159329} {some worry creeping into her voice}Your orders, Captain?
{159330} {To soldiers} We must hold this courtyard as long as possible. Be brave men, for the sun has come to our aid!
{159331} Captain, this blockade is our last stand. Which of your companions should I send to fight alongside you?
{159332} We'll send in additional units as you need them, Sir. Which would you like as the first?
{159333} And what other unit should stay with you along the front lines, Captain?
{159334} {Echoing something Kana just said, about to commit treachery}Yes... defenseless.
{159335} | Low Influence |{Cold, treachery}If you stay on the walls, you know, you might live through this. Maybe. Or maybe I'll see you in the shadow army before dawn. 
{159336} | High Influence, male. |{Warning the player, very slight sympathy}Stay on the walls - you might live through this. {Beat}For what it's worth, I'm almost sorry about this... almost.
{159337} | High Influence, female. |{Warning the player, very slight sympathy}Stay on the walls - you might live through this. {Beat}For what it's worth, you almost made me stick around, but that's why I'm going to have to do this.
{159338} | Influence Low |I doubt you'll survive, but I will - and I'm never on the losing side.
{159339} | Influence High |{Warning tone, but he's trying to tell the player something secretly}I think you'll see the wisdom of this in time - the road's always open to the winning side, "Captain."
{159340} {Dismissive, then contempt}Don't bother trying to repair the gate mechanism - I took a look at it earlier, and it was much easier to destroy than I thought.
{159341} {with confidence}Even with its remaining undead, the King of Shadows will be hard-pressed to breach the inner walls. Without their towers, they'll be defenseless against our attacks from above.
{159342} {very alarmed}Kana, the undead - they don't fear the light!
{159343} The vampires, the shadows, all of them - they're still coming. {slight pause, then extreme fright}They're here!
{159344} What?
{159345} Which unit should follower her lead? Our men are weary, but they will fight on. [Choose a unit to follow this companion.]
{159346} Send some additional men to follow my companions up on the walls.
{159347} What are you talking about?
{159348} I don't like your tone, ranger.
{159349} Whatever you're doing, get away from the gate - or else.
{159350} | Evil Response |We can and will hold this Keep. Any soldier that runs, kill them.
{159351} | Good Response |Tell the men to be strong, and we shall yet win this day... the sun has come to our aid.
{159352} | Chaotic Response |I'd rather take my chances with our soldiers and the dawn than Waterdeep - so if we die, let's go out fighting.
{159353} Casavir.
{159354} Elanee.
{159355} Grobnar.
{159356} Neeshka.
{159357} Qara.
{159358} Sand.
{159359} Greycloak Fighters.
{159360} Greycloak Archers.
{159361} Ironfist Fighters.
{159362} Lizardman Warriors.
{159363} Greycloak Fighters.
{159364} Greycloak Archers.
{159365} Ironfist Fighters.
{159366} Lizardman Warriors.
{159367} Khelgar.
{159368} | Lawful Response |It is our duty to hold this Keep, and we <i>will</i> do so.
{159369} Let's not be too confident. My friends will assist our soldiers on the walls.
{159370} And burn they should. My followers will help our men on the walls attack any that foolishly remain.
{159371} |AVELLONE: SCRIPTER: Effect plays to show that Truename recitation had an effect on Garius. Now vulnerable, Garius curses the player.|{Hissing, wounded, in pain}What... how... how is this possible? How could you defeat it? The sword was broken - broken!
{159372} | SCRIPTER: If possible, a large area effect should play to indicate that the protection against sunlight  has been removed while Garius retreats. |
{159373} | SCRIPTER: Some pre-placed undead on the map for this area (may be to your choosing) will be destroyed: Shadows, Vampires. |
{159374} Dawn comes and the enemy flees. Wipe them out!
{159375} | SCRIPTER: Some shots of undead being killed before a fade to black (variable number of nodes). |
{159376} | SCRIPTER: Fade in on Kana standing atop the battlements. She turns to face everyone in the inner courtyard. |
{159377} | SCRIPTER: Nevalle appears. |Victory! The enemy flees! Send the scouts to harry them, but do not engage... we already hold the field.
{159378} | SCRIPTER:/AUDIO: Cheers fill the air as the camera focuses on the player in the daylight sun. |
{159379} {Proud, pleased, looking across victorious battlefield}The day is ours. {Turns to player, proud}You have done well, better than we could have hoped. Your leadership has saved this Keep and preserved the lives of many soldiers. Lord Nasher thanks you... as do I.
{159380} Know that you have fought well this day - but as long as the King of Shadows remains within his fortress, there is no victory.
{159381} We must find a way to reach him, to pierce the veil of shadows around him. If we cannot... then we have lost, and it is only a matter of time for us.
{159382} {Grim}I think perhaps it is time to see what Aldanon has found.
{159383} | SCRIPTER: Cut to Aldanon sequence in the bottom of the Keep with 31_aldanon and compass. |
{159384} {Calm, quiet}Then that shall have to be enough. Let your soldiers revel in their victory, they fought hard and well - and now, have hope.
{159385} {Quiet, to player}It shall have to be enough for this day. Let your soldiers revel in their victory, they fought hard and well - and now, have hope.
{159386} | SCRIPTER: Larger-view shot of undead being destroyed/turned|
{159387} | SCRIPTER: Some more pre-placed undead on the map for this area (may be to your choosing) will be destroyed: Shadows, Vampires. |
{159388} |AVELLONE:|Now is the time! We must begin the recitation.
{159389} |AVELLONE:|I am ready.
{159390} |AVELLONE: Gobbldygook AUDIO: Placeholder for audio. Mystic mumbo jumbo, as if chanting a true name.|Vlkanor, drameth-van-bleeth, danouin zaray palakal vanootz!|Influence boost Zhjaeve|
{159391} |AVELLONE: Gobbldygook AUDIO: Placeholder for audio. Mystic mumbo jumbo, as if chanting a true name. |Vlkanor, drameth-van-bleeth, danouin zaray palakal vanootz!|Influence boost Ammon Jerro|
{159392} Thank the soldiers - they're the ones who saved us this day, not I.
{159393} We've turned back the shadow today, but this can't last.
{159394} I did what I had to do, not out of any loyalty to you or Nasher.
{159395} | SCRIPTER: Fade to Black. END MODULE 3500 |
{159396} Ammon Jerro, do it now.
{159397} Zhjaeve, hurry, recite the Truename.
{159398} I don't care who - someone recite it now.
{159399} I don't care who - someone recite it now.
{159400} | SCRIPTER: A shot of the inner courtyard of your choice to highlight the incoming sunlight as dawn creeps in.|
{159401} Captain, we can't keep this up forever. There are too many! And even with dawn's light-
{159402} | SCRIPTER: Spawn in greycloaks and undead to fight along the sidelines.|{Cold, evil.}You can do nothing. You think dawn favors you, soldiers of Neverwinter?
{159403} By my Lord's grace, I can make even creatures of darkness unafraid of your precious "light" with but a few thoughts.
{159404} {Cold, imperious}Now, Captain, you will return my Keep to me.
{159405} | SCRIPTER: Ammon Jerro and Zhjaeve run to the player's side. If one is already present, the other runs forward. If both are present, the one with highest influence speaks here.|{Grim, battle}We must deal with Garius - and quickly. As long as he maintains this spell, the legions under his command will only grow stronger.
{159406} | SCRIPTER: Garius smiles and performs another incantation. A portal opens in front of him and a Nightwalker steps forth. Garius then teleports atop the wall, where he is unreacheable.|
{159407} {Contempt, has just summoned an incredibly powerful devil}My Lord still waits at the threshold of this tiny world... but his avatar is more than enough to end you and your army.
{159408} | SCRIPTER: Garius Teleports to the wall, while the Nightwalker roars.|
{159409} |SCRIPTER: Area attack effects play, all henchmen and sideline archers are killed.|
{159410} What is this trickery?
{159411} I'll see you dead before this keep falls.
{159412} You should have stayed outside the keep, where it was safe.
{159413} This time, the Sword won't shatter.
{159414} You destroyed my home. Now I'll send you back to yours.
{159415} Don't go anywhere, Garius. You're the next one to die.
{159416} Nightwalker
{159417} Sideline Immortal Fighter
{159418} Greycloak Archer
{159419} Sunlight Undead Announcer
{159420} Greycloak Announcer
{159421} Barbarian Fighter
{159422} Skeleton Archer
{159423} Giant Skeleton Archer
{159424} Giant Zombie
{159425} Giant Ghast
{159426} Giant Skeleton
{159427} Weak Giant Ghast
{159428} Weak Giant Skeleton
{159429} Greycloak Fighter
{159430} Henchman Horn
{159431} This is a test item
{159432} Henchman Rock
{159433} This is a test item.
{159434} Ironfist Fighter
{159435} This is a lizardman warrior
{159436} The Ultimate Battle of Ultimate Destiny
{159437} LordNasher
{159438} Conscripts
{159439} Kana for Mission 2 departure
{159440} 
{159441} {Gate}
{159442} Crossroad Keep: Outskirts
{159443} Shadow Reaver Camp
{159444} ColumnarOakF
{159445} Maple-Fall
{159446} Shadow Reaver Camp: Cave
{159447} Crossroad Keep: Outer Curtain
{159448} 
{159449} Wall Trigger 1
{159450} Crossroad Keep: Outer Courtyard
{159451} Port Llast
{159452} Ember
{159453} Duskwood
{159454} Blacklake
{159455} Docks District
{159456} Merchant Quarter
{159457} Illefarn Ruins of Arvahn
{159458} Ammon Jerro's Haven
{159459} Crossroad Keep
{159460} Highcliff
{159461} Ironfist Clanhold
{159462} Mount Galardrym
{159463} Shadow Reaver
{159464} Circle of the Mere
{159465} Lizardman Ambush
{159466} PartyCentral
{159467} Nolaloth
{159468} Strange Clearing
{159469} Shandra's Farm
{159470} Weeping Willow Inn
{159471} A Cave
{159472} Fort Locke
{159473} Graveyard
{159474} Bandit Camp
{159475} Highcliff Castle
{159476} Warp Elf
{159477} West Harbor
{159478} Old Owl Well
{159479} Bonegnasher Lair
{159480} Eyegouger Lair
{159481} Road
{159482} Neverwinter City
{159483} Swamp Ruins
{159484} Maiden's Glade
{159485} A Tunnel
{159486} Debug conversation not yet available for this module.  Please report this as a bug.
{159487} ok
{159488} |Box has not been tampered with|This sealed wooden box contains a portion of the tithes from the temple of Lathander in Neverwinter. The sunrise symbol of Lathander adorns the the front of the box.
{159489} |Trap not removed|As you break the seal on the box, the sunrise symbol suddenly flares with light...
{159490} |Trap removed - PCs get 300 gold, an obsidian, and an emerald|Nothing happens when you open the box, and you claim the gold and jewels inside for yourself.
{159491} [Success] You determine that the sunrise symbol on the box will unleash a fiery blast if the seal is broken.
{159492} [Failure] You don't find anything out of the ordinary.
{159493} [Success] You carefully render the trap harmless. To the untrained eye, it appears as if no one has tampered with the box.
{159494} [Failure] As you tamper with the seal, it suddenly flares with light...
{159495} |Player hasn't detected the trap|[Search] [Examine the box for anything unusual.]
{159496} [Leave the box alone.]
{159497} |Chaos Shift|[Open the box and loot the contents.]
{159498} |Player has detected the trap, has not disarmed it|[Disable Trap] [Attempt to disable the trap on the boxl.]
{159499} |Scripter: Dialogue ends, fireball trap fires, players get hurt, box is destroyed and removed from inventory|
{159500} You're it!
{159501} | SCRIPTER: Combat line, only if hostiles are nearby. |{Almost apologetic, player's trying to talk to him while combat is imminent}Let's wait until our enemies are ash, <i>then</i> we can talk. 
{159502} | SCRIPTER: Combat line, only if hostiles are nearby. |Shhh... we've got enemies nearby. Let's deal with them first. 
{159503} {Player is addressing him, keep this line neutral, as he's going to hear it a thousand times}Yes?
{159504} | INTRO ALTERNATE 2 |{Player is addressing him, but give this a slightly imperious tone}Yes?
{159505} | INTRO ALTERNATE 3|{Player is addressing him, keep this line neutral, as he's going to hear it a thousand times}Something troubles you?
{159506} | GENERIC QUESTION NODE |{In response to "I have questions," keep this neutral, player's going to hear it a thousand times}No doubt. 
{159507} I did. But before I could reach the other statues, the Shadow Reaver arrived, and even with my allies, I could not stand against him. 
{159508} Now, each of us bears the necessary pieces of the ritual, and together, we are the only ones who can harm him.
{159509} Like it or not, we need each other if we are to succeed. 
{159510} {Slight disdain}If the {GITH-zer-eye}githzerai did not already explain, the Ritual is designed to unmake the Illefarn guardian... what the King of Shadows once was. And still is, in part.
{159511} But the guardian is a shell, a vessel for what the King of Shadows has become. When it drew life from the Shadow Weave long ago, it became something else... something greater. 
{159512} Still its outer skin is still that of the guardian. We must break that armor first - and once shattered, then we may strike at his essence.
{159513} We must do it within the King of Shadows' fortress, as near to his heart as possible. 
{159514} {Grim, resolved, know this mission has little chance of success}Within the Mere of Dead Men... or the {MAIR-duh-lane}"Merdelain," as the druidess calls it... there is where we must go.
{159515} Yes, I know. I do not know how to defeat such a shield yet, but we must find a way.
{159516} To do that will require the Sword of Gith, which you carry with you.
{159517} The silver swords of the githyanki are the only weapons I have seen that have harmed the King of Shadows, and the Sword of the Gith is the mightiest of such weapons.
{159518} No.
{159519} I do not know. Greater than nothing, I suspect. {Beat}But it is a chance we must take.
{159520} {Slight condescension}That fact did not escape me. We will need to remake it if we are to succeed.
{159521} No, but it is something we must discover, and soon. 
{159522} I do not believe reforging the sword will require all the shards – but as I have never done such a thing, I do not know for certain.
{159523} {Slight disdain}The githzerai who travels with us may know more. In that, she may have some use. 
{159524} No, but it is something we must discover, and soon. 
{159525} | Duplicate |I do not believe reforging the sword will require all the shards – but as I have never done such a thing, I do not know for certain.
{159526} | Duplicate |{Slight disdain}The githzerai who travels with us may know more. In that, she may have some use. 
{159527} The shards, including the one lodged within you, are part of the Sword of Gith.
{159528} {Condescending, slight irritation with githzerai and religion}Its history is a tiresome one – ask the {GITH-zer-eye}githzerai if you would know more. She could no doubt recite countless metaphors concerning Gith and {ZUR-tha-mon}Zerthimon.
{159529} The importance of the shards is that once recast into a blade, it is likely to have the power to harm the King of Shadows, and as such, is vital to our quest.
{159530} I do not know. Perhaps their extraplanar origin is what makes the King of Shadows vulnerable to them.
{159531} There may be some secret in their creation that is unknown to me that may make them effective as well.
{159532} Regardless, the King of Shadows is vulnerable to them, and to the Sword of Gith most of all. 
{159533} I have placed the location on your map. Note that he is no longer bound in flesh and blood - if the dragon still lives, he is only a spirit, nothing more.
{159534} Nevertheless, like me, he is one of the only ones to fight the King of Shadows and survive. He may know of some means to help us now.
{159535} He may bear no love for the races of {FAIR-une}Faerûn, but the King of Shadows... for him, he bears much hatred indeed.
{159536} If we phrase our request with some humility, I think we can convince Nolaloth to aid us. 
{159537} Disdain? I hardly consider her worthy of emotion at all. She is a blind follower, an adherent of her own people's history.
{159538} | SCRIPTER: Should only do this once after an alignment response is chosen. |{Anger}There is blindness in such things. 
{159539} But your feelings on her presence are clear, as are mine. There is little more to be said.
{159540} {Slight anger}What of her people? Where are they against this threat? 
{159541} We need allies who understand our enemy, yet her people do nothing. The people of Faerûn are ignorant of the King of Shadows, yes, but her people are not.
{159542} | Influence Gain: Ammon Jerro |Yes, that is true. She has insights that we may not, and if nothing else, is an extra target for those who seek to harm us.
{159543} | Influence Loss: Ammon Jerro |{Disdainful}Indeed, such a noble view. But she is but one. 
{159544} | Influence Gain: Ammon Jerro |If that was your only intent with the question, very well. Perhaps I was overly harsh.
{159545} I thought you sought to defend her - when is unwarranted, especially when so many questions surround her and her involvement in this war.
{159546} And neither do I. A question she could ask, perhaps... before we all lie dead at the King of Shadows hands.
{159547} {Slight contempt}Indeed? And why is that?
{159548} | Influence Gain: Ammon Jerro |{Slight surprise, then slight anger at himself}Ah... and again, I ignore politics in my haste to do battle.
{159549} I had thought that perhaps because they were not tied to Faerûn and the courts of Neverwinter, that perhaps the people of Gith would have a broader view.
{159550} But I forget the unreasoning of hatred of the githyanki - the fear of such a division in battle should the githzerai join the conflict... there is wisdom in such a decision.
{159551} | Influence Gain: Ammon Jerro |No, there is not. It is a question I myself was forced to struggle with in the courts of Neverwinter. 
{159552} There is much lost with such a decision, but there is more to be lost if one does not make such a break with politics and laws and do what must be done.
{159553} | Influence Loss: Ammon Jerro |{Cold}That is the decision we <i>all</i> made. And the truth of such a decision is that, in having made it, we are the only ones who can act.
{159554} Do not defend her overmuch - there is more she could do, and her people's involvement in this conflict could be more than it is.
{159555} | Influence Loss: Ammon Jerro |{Cold}There is a time to be a follower, and a time to lead. We all must make that choice, especially when all of our lives are at stake.
{159556} | Influence Gain: Ammon Jerro |I suspect you may be right... and it was fear that prevented Neverwinter from acting so long ago.
{159557} There is much lost with such a decision, but there is more to be lost if one does not make such a break with politics and laws and do what must be done.
{159558} {Sighs}How <i>any</i> of my kin managed to survive is a mystery to me. It seems the Jerro line is more... resilient than I thought.
{159559} But yes, I thought the Jerro line had been ended in the war with the King of Shadows. 
{159560} During the battles that waged near the Mere... near Highcliff... there was so much chaos, I thought what remained of my family was lost. {Beat}Now they truly are.
{159561} [Influence: Failure] Ah. Some secrets I must have, but suffice to say that there are eyes throughout the Planes that see more than I. 
{159562} [Influence: Success] I see little harm in telling you now. I think there is some measure of trust between us... and if the blade is lost again, then you may need to seek the same sources as I.
{159563} The Lower Planes have watched since evil existed... and since before Gith led her rebellion against the mindflayers.
{159564} And when Gith had achieved victory, it is known she went to the Lower Planes to seek allies and did not return.
{159565} Yes... and one such set of eyes, a {BAY-ah-tah-zoo}baatezu prince known as the Still Lord, sees much indeed.
{159566} He lies imprisoned in the Lower Planes, and he can do little more than watch from his cage.
{159567} And so I sought him, and he was able to reveal to me the location of the blade.
{159568} There was a price, yes, but it was a price I was willing to pay, and it was little more than I had already paid for the service of my other infernal allies.
{159569} In fact, it is through the Still Lord that I gained the allegiance of Mephasm. For while the Still Lord may not move freely, Mephasm may. 
{159570} Perhaps. But defeating the King of Shadows was my goal, and I needed the blade. 
{159571} But that is all. With that knowledge, I was able to find the blade and carry on the war.
{159572} No... Gith and her blade had become... separated. {Beat}Gith's fate remains a mystery to me, and I did not ask the Still Lord where she walks now.
{159573} {A little weary}That is a... long tale. Some pieces of the tale I gave when we escaped, but there is more, yes.
{159574} As you probably already know, the King of Shadows was once a creation, a guardian of Illefarn.
{159575} By tapping into the power of the Weave, the source of all magic in Faerûn, Illefarn sought to make an invincible protector to shield its borders.
{159576} Yes... Illefarn's enemies, the Netherese, in their quest for power, ended up disrupting the Weave. 
{159577} The Guardian relied on the Weave to sustain itself - without it, it was forced to seek another source of power in order to continue to protect Illefarn.
{159578} It found a darker source of magic, the Shadow Weave, and tapping into it transformed the Guardian of Illefarn into something else. The King of Shadows.
{159579} A man, perhaps. Who it was I was never able to determine. 
{159580} | SCRIPTER: Only do one of the alignment choices once, so you can't keep getting gains. |But whoever it was, he was willing to give up himself to protect his empire, give up his sense of self, his identity. {Beat}It is no small sacrifice. 
{159581} There is a certain... sympathy... I have for such a man, for someone willing to make that choice.
{159582} Perhaps. Perhaps he saw the rightness of his actions... and there was no way to see what harm would come from it.
{159583} He cast away his family, his ties to his people, and he ended up suffering for it while attempting to save them. Such a motivation is not hard to understand.  
{159584} Even more now, to see the King of Shadows reviled for what he has done and knowing that at its core, it sought only to protect the people under its care.
{159585} Now, its people are gone, and even knowing its failure, it still seeks to protect its empire and most importantly, itself.
{159586} If it frees itself, it will seek to destroy anything that threatens it. 
{159587} You first, then I, and then destroy all civilization on the Sword Coast where its former empire lay. 
{159588} And from then on, I do not know what it will do. But the coast shall become as the Mere is now - lifeless, its only people raised from the dead to become the shades of the new Illefarn Empire. 
{159589} [Influence: Failure] When the time is right, I will show you, not before. Part of power comes in knowing when to keep it a secret... and sharing it only with those you trust.
{159590} [Influence: Success] The ritual I have gained seems to allow me to create a web of light. Should the King of Shadows split his form into many shadows, such a web is useful.
{159591} Any shadow spawned from him that enters it will be caged, unable to get out. While such a power has a limited use outside his fortress, it will be necessary for us to beat him. 
{159592} It may seem that way, but I believe the closer we get to the King of Shadows, the more use we will get out of them.
{159593} Here, now, we may only be able to use them once every day before their power is expended - the closer we get to our enemy, we may be able to use them much more - and with a greater effect. 
{159594} Yes, I imagine the history books have little to say on the matter... aside from my many misdeeds. Which is how I wished it. 
{159595} The Jerro family was once part of the highest nobility of Neverwiner. When growing up, I displayed a certain... aptitude for magic, especially the magic tied to the Lower Planes.
{159596} With little training, I was able to do spells well beyond my years... and well beyond any training I received in the Academies and elsewhere.
{159597} Gain it? With the Lower Planes, the power is always there, it just needs a focus - and the will to control it.
{159598} In my case, it did not take long to master that power – the greater discipline came in using it sparingly so that few could see. 
{159599} Yes, you will find that where magic is concerned, one school of thought rarely knows the full range of the art. 
{159600} One should never limit themselves to one teacher lest they cripple their studies before they are begun. 
{159601} {Slight irritation}When one displays such power, it does not grant you freedom, it become a cage, and makes you a target. 
{159602} You will be constantly beset by the problems of others, who will see your power as an excuse to compensate for the lack of theirs.
{159603} That is never a position I want to be in, nor a philosophy I wish to encourage in others. 
{159604} {Slightly rueful}Nevertheless, I displayed enough talent to be accepted by the Neverwinter Court, to be the jester mage. 
{159605} To make my intentions plain, It was a position of convenience and opportunity, one of many.
{159606} The position allowed me to obtain access to many of the secrets of the Neverwinter, as well as free access to the Academy libraries, their vaults, as well as the court records. 
{159607} {Rueful at end}Also, I thought that perhaps my position might give me a greater voice when attempting to convince others of threats that beset us, but that proved to be an ill-founded conclusion.
{159608} Oh, yes. I had several teachers. Many are dead now through unfortunate circumstances, but not by my hand, I assure you.
{159609} I sought teaching not only in Neverwinter, Waterdeep, but also across the Planes, from infernal allies, and even from the Arcane Brotherhood in Luskan.
{159610} Yes. Provided one can stomach their politics, they have a vast library of knowledge to draw upon... and I also wished to study their workings from within, in case I needed to defeat them one day.
{159611} If one keeps the proper perspective and never shows weakness... well, suffice to say there is much that can be learned. It is only when solely listens to the Lower Planes does it cause blindness of purpose. 
{159612} {Rueful at end}Oddly enough, it was by walking these "dark" paths that I saw the greater threats we faced. 
{159613} Shadows were growing stronger around the Mere of the Dead Men - this was due to the growing power of the King of Shadows. 
{159614} {Slight exasperation}I attempted to warn the court of Neverwinter of this, but they were too busy vying for power and holding blades to each other's throat for them to listen.
{159615} So I sought allies... elsewhere. Amongst demons, and devils, and even the githyanki.
{159616} And I used all the power I had, which was considerable. And by waging a war, by the nature of my allies, I became something others feared. 
{159617} I even gained the name of my enemy - as you proved when you first encountered me in my haven. To think you believed me to be our mutual enemy... the irony runs deep, indeed. 
{159618} {Slight exasperation}Was I <i>ever</i> fighting you? All I recall is you tripping across my path and my servants. 
{159619} {Irritated}Perhaps if you had sought another means to make your intentions known, we could have coordinated our efforts and none of this need ever have happened.
{159620} {Nodding}Then we are agreed on the matter. Regardless, that is behind us now - we now know the truth, we must cooperate to succeed. 
{159621} {Irritated}Of <i>course</i> I blame you. 
{159622} {Cold, superior tone}Is it? Perhaps some perspective will enlighten you.
{159623} | SCRIPTER: Need to script this once only. |You trampled like a fool child through ruins and libraries, disrupting my search, disrupting my goals - you should have stayed out of affairs you had no knowledge of.
{159624} Indeed. And for the sake of amusement, perhaps you can tell me what <i>you</i> would have done. 
{159625} [Failure] | Influence Loss Ammon Jerro |Is that all you have to say? Your opinion is your own, and a shallow one at that, so keep it to yourself. 
{159626} [Success] I concede there is some truth in what you say. But my actions, in light of Neverwinter's view on my... goals... I believe were perfectly understandable.
{159627} Still... you have given me something to think about. 
{159628} | NOTE: Dupe because of failure option. Influence Loss Ammon Jerro |Is that all you have to say? Your opinion is your own, and a shallow one at that, so keep it to yourself. 
{159629} {Bitter}I have only recently escaped my imprisonment in the Lower Planes... and since then, I have fought to re-establish my stronghold and gather my forces - which you have ruined with your carelessness.
{159630} [Influence: Failure] Let us simply say I had help in the matter, and leave it for another time. It has no bearing on our present situation. 
{159631} [Influence: Failure] Let us leave it for another time. It has no bearing on our present situation. 
{159632} [Influence: Success] I had assistance from the Arcane Brotherhood, of all organizations. One among them sought information on the King of Shadows and freed me. 
{159633} But they were careless... and I was easily able to slip free of them once summoned. 
{159634} From there, I was also able to rectify certain injustices in Neverwinter as well before beginning my campaign against the King of Shadows anew.
{159635} A man named Black Garius summoned me - a man I suspect you already have some history with.
{159636} I think he sought some means by which to control the King of Shadows... a foolish quest, but he has no doubt already paid the price for such a goal.
{159637} [Influence: Success] The Lower Planes has many cells, and many agonies.
{159638} At the close of the war against the King of Shadows, I was cast there - not yet dead, but soon wishing that I was.
{159639} Fortunately, in those infernal prisons, I gained strength and tolerance for pain.
{159640} [Influence: Failure] {A light anger}He is a baatezu, and his lies are only that - lies.
{159641} [Influence: Success] I have allied myself with many of the Lower Planes throughout my life, and yes, we have had dealings before .
{159642} Through him, I was able to achieve certain of my goals... and learn mysteries long sought lost. Especially concerning the Sword of Gith.
{159643} [Influence: Success] No. At times, I thought I was fighting for my family. But I fought because it was the right thing to do. 
{159644} [Influence: Failure] {Irritated}This useless tracking through old memories has no bearing on our current quest. Let us focus on the present, not what or why I did things in the past. 
{159645} [Influence: Success] Perhaps not. It is as if what I believed is now made truth... so there should be no feeling of loss.
{159646} But there is, I cannot deny it and lie to myself by doing so. But my mission... 
{159647} The King of Shadows had to be stopped. 
{159648} But that some of my blood had <i>survived</i> because of what I did... it is a new thought. I thought I had lost them all.
{159649} And now I wonder what their lives were like. 
{159650} {A little tired}I did not wish to kill her, you know. I would have liked to have known her. But...
{159651} {Firm}There is truth in what you say. It is my own words, given back to me.
{159652} | Influence Gain: Ammon |I thank you for such counsel - let us not speak of the Jerro line anymore. When I die, it shall die with me, as I have long believed, and as it should have been, long ago.
{159653} It was one of the reasons I was able to fight as I did - such deaths, the severing of family ties, gives one a certain freedom of action. 
{159654} {Slight surprise}I would like that.
{159655} | Fade to Black. |
{159656} | Fade In. |I see. It seems she lived much in the short time left to her.
{159657} | Influence Gain: Ammon |I thank you for sharing her experiences with me. If time permits, I may go see this farm of hers, and see if anything else remains.
{159658} {Slight incredulous}Why do <i>I</i> wish to stop the King of Shadows? 
{159659} Perhaps that is a question you should ask yourself, since <i>your</i> motivation in all of this has been unclear from the start.
{159660} Really. Then let us speak plainly on this. 
{159661} Does he threaten <i>you</i> specifically? Do you feel that the Sword Coast cast beneath shadow would be an unwelcome thing, all life turned to death and ghosts?
{159662} Or perhaps you would simply sleep better at night knowing that a twisted remnant of the Illefarn empire was as dead and buried as they are.
{159663} | Influence Gain Ammon |[Success] {Appraising}Hm. Perhaps I underestimated you... and your resolve. 
{159664} | Influence Loss Ammon |[Failure] {Cold}Indeed. And after a near-lifetime of dealing with the pompous nobles of Neverwinter's court, I think you will find your lies are as transparent to me as glass.
{159665} I see. At least you are honest. And to me, you are the lesser of two evils.
{159666} At least that is a guaranteed motivation, and one difficult to escape from. Very well.
{159667} I think you will find we are of the same opinion on the matter, though I suspect our methods differ.
{159668} | Set global here. |I wish to stop the King of Shadows because he is a threat to not only the people of Neverwinter, but to the Sword Coast and Faerûn itself. That is all, and while simple, it is the truth. 
{159669} Despite whatever onus has been placed on my actions, desperate measures were required to stop him the first time, and will be again. More can be saved as a result, and that is all that matters now.
{159670} Yes. An unpopular idea - for anyone who does not truly see the threat to this plane.
{159671} | Influence Gain Ammon Jerro |{Slightly impressed}That is the first piece of wisdom I have encountered from someone in Neverwinter's service for some time. 
{159672} | Influence Loss Ammon |{Disgusted}And that, "Captain" is why you will need me in the times ahead - and why I will bear your presence for now.
{159673} I had some questions for you.
{159674} Nevermind. Let's move on.
{159675} You said you completed the last part of the Ritual of Purification?
{159676} How can the Ritual stop the King of Shadows?
{159677} I had some other questions for you.
{159678} When do we perform the Ritual? 
{159679} Once the shell is broken, how do we strike at his essence?
{159680} But the Mere is surrounded by a cloud that devours life.
{159681} | SCRIPTER: Not reforged yet. |But the sword of Gith is broken.
{159682} Are you sure the sword of Gith can kill the King of Shadows?
{159683} So what are our chances of success?
{159684} | SCRIPTER: Sword not reforged. |Do you know how to reforge the sword?
{159685} | SCRIPTER: Sword not reforged. NOTE: This is a duplicate node. This is done because the responses don't make sense if I link to other branches of this same dlg. |Do you know how to reforge the sword?
{159686} What do you know about the silver shards?
{159687} Why only the silver swords?
{159688} | SCRIPTER: Looking for Nolaloth |Where can we find Nolaloth?
{159689} Why would he help us?
{159690} Why do you have such disdain for Zhjaeve?
{159691} | Evil Response |She has her uses, as do you. 
{159692} | Good Response |She has fought beside me against the King of Shadows, and is worthy of respect.
{159693} | Lawful Response |Her service has earned her some respect. She deserves nothing less.
{159694} | Chaotic Response |I do not care how you feel, I was just curious.
{159695} | SCRIPTER: Has not found out answer from githyanki. |I do not know where they are.
{159696} | SCRIPTER: Has found out about githzerai involvement - found out from Zhajeve's global dialogue. |I know why Zhjaeve's people cannot enter the conflict.
{159697} If they were to enter the conflict, the githyanki would fight them instead of the King of Shadows.
{159698} | Good response |Zhjaeve is brave in risking herself to help us. She does so knowing she will most likely die.
{159699} | Chaotic Response |Is there wisdom in being tied to politics and laws when so much is at stake?
{159700} | Evil Response |Wisdom? I think fear is what guides them. And the hope the githyanki... and us... will be wiped out.
{159701} | Lawful Response |Her people may have given her orders. If such, then she is right to obey them and aid us as much as she can.
{159702} | SCRIPTER: Once per campaign. |Why was it such a surprise that Shandra was alive?
{159703} Where did you get the Sword of Gith?
{159704} So you went there in search of answers?
{159705} And he wanted nothing in return?
{159706} The Lower Planes do not grant gifts. Surely there must have been some other reason.
{159707} Did you find a trace of Gith?
{159708} What can you tell me about the King of Shadows?
{159709} But it became corrupted.
{159710} And that was the King of Shadows.
{159711} Who was the Guardian?
{159712} You sound sympathetic.
{159713} | Evil Response |To give up that for more power is an easy choice.
{159714} | Good Response |It is not a great a sacrifice for some. It is something I would do to protect others.
{159715} | Lawful Response |For any member of such a society, it would not have been a choice, it would have been his duty.
{159716} | Chaotic Response |Sounds to me like he was probably tricked or forced into doing it. I wouldn't have done that - let the empire fall, I say.
{159717} What do you mean?
{159718} How will it do that?
{159719} What does your Ritual Power allow you to do?
{159720} These powers don't seem useful to me in general.
{159721} I'd like to know more about your past.
{159722} Even so, how did you gain the power you have now - or had?
{159723} Elsewhere?
{159724} Why did you do that?
{159725} That seems a step down from your aspirations... and talent level.
{159726} You said that position was one of many?
{159727} Before, you said you received training outside the Academies of Neverwinter.
{159728} The Arcane Brotherhood?
{159729} Demons don't seem like a good source of instruction.
{159730} What did you do?
{159731} If you are fighting the King of Shadows, why were you fighting us?
{159732} Perhaps you're right.
{159733} For a recluse who keeps his history quiet and shields himself with demons, that's the worst excuse I've ever heard.
{159734} You blame <i>me?</i> 
{159735} Even now, you aren't even willing to listen to anyone other than yourself.
{159736} We would have crossed paths eventually - you needed the shards. 
{159737} If you had continued on, the King of Shadows would already have won. 
{159738} [Diplomacy] If you hadn't shut yourself off from the people you were trying to protect, we wouldn't have had the troubles we had. 
{159739} What we are doing now. We're allies, and together, we're stronger than we were apart. 
{159740} You forced us to come seek you out, and it ended up being a loss for us both.
{159741} Why did you choose now to reveal yourself?
{159742} How did you get free?
{159743} Where were you being held?
{159744} Do you know who summoned you?
{159745} | SCRIPTER: Check 3200 flag. |Mephasm said you and he had had dealings before.
{159746} Was it the loss of your family drove you to fight?
{159747} So you fought the King of Shadows out of revenge.
{159748} Shandra - and your family - are gone, but that changes nothing. 
{159749} And now that you know differently?
{159750} | Evil Response |But now you have lost them all, and they can no longer be used against you.
{159751} | Evil Response |In losing them again, use that hate to focus on your mission. The King of Shadows killed them, not you.
{159752} | Good Response |If you like, I can tell you what I know about her, it might help.
{159753} Well, we first met Shandra outside of Highcliff... well, before her farm burned down, and...
{159754} | If not already mentioned at end of Act 2. |Why do you want to stop the King of Shadows?
{159755} What do you mean?
{159756} I think I've caused a lot less trouble than you, fool.
{159757} Unclear? You're one to talk.
{159758} | Lawful Response |It is my duty to stop all that threatens Neverwinter.
{159759} | Good response |The people of the Sword Coast do not deserve the suffering and death that the King of Shadows will cause.
{159760} | Chaotic Response |[Bluff/Lie] I only wish to protect Neverwinter, and all its people.
{159761} | Chaotic Response |The King of Shadows will kill me because I have the shards and part of the Ritual, so it's self-preservation.
{159762} | Chaotic Response |I don't really care about the King of Shadows, but promotions, wealth, and land have come my way as a result.
{159763} | Evil Response |I am curious what his power is... and how I might make use of it.
{159764} Kill the few to save the many?
{159765} So for the "greater good?" 
{159766} Fine. I agree.
{159767} I need all the help and allies I can get, so I accept that - for now.
{159768} It is not acceptable to me, and furthermore, I don't believe we need to make those sacrifices to win this war.
{159769} An ill-thought idea for anyone who's willing to take the fast road rather than the correct one.
{159770} | SCRIPTER: Combat line, only if hostiles are nearby. |{Slightly dismissive, enemies nearby, cold}Let's deal with our "friends" here first before we start chatting.
{159771} | SCRIPTER: ALTERNATE: Combat line, only if hostiles are nearby. |[Bishop is too focused on the enemies nearby to speak to you.]
{159772} {Player is addressing him, keep this line slightly challenging, but not too over-the-top - player's going to hear it a hundred times}Yeah? Something you need?
{159773} | GENERIC QUESTION NODE |Don't we all.
{159774} | GENERIC QUESTION NODE: ALTERNATE 1 |Go ahead, but don't expect any answers. 
{159775} | GENERIC QUESTION NODE: ALTERNATE 2 |{"...but you won't get any answers."}You can ask. 
{159776} Don't know, really. If he's deep in the Mere, that wouldn't be a problem â€“ but with the Claimed Lands in the way, not much can be done.
{159777} [Influence: Failure] Maybe I have, but not much to tell. 
{159778} [Influence: Success] Yeah, I have. I mean, some of his more... fragile... servants would have had to have visited him at some point, right? So there must be a way.
{159779} Like your friend Garius, for example... before he became the great darkness that we all hate and love... he must have had some way of reaching his master, right?
{159780} They're like mythical rats or something, right? I don't know, children's tales, maybe, but they seem pretty vague. Why?
{159781} Well, if there's another way, it'd be worth finding out... the King of Shadows may even end up revealing it if he needs to get someone there bad enough.
{159782} Bears thinking about - just got to make sure it's worth the risk to him.
{159783} {Rolls eyes}Well, then that's a guarantee they don't exist. 
{159784} | Influence Loss Bishop, Influence Gain Grobnar |{Slight scorn}Then I'll add that to the growing list of reasons why I don't trust you. That all you wanted to ask?
{159785} | Influence Gain Bishop, Influence Loss Grobnar |Don't need Ammon Jerro to tell you that - I'd listen to him more than Grobnar, and he's already let history down once.
{159786} At least you're listening to me, that's a good sign.
{159787} | Player is female, Act 2, Casavir Winning and Bishop down in influence points |{Defensive}What - something you need from me you can't get from Casavir?
{159788} | After player got promotion, will not be repeated if the player told him to stuff it. |{Slight mockery, does not like the player's promotion, he hates knights}So what does the great Captain of Crossroad Keep want with his humble tracker? Something you want hunted down, milord – or some forsaken path scouted?
{159789} | After player got promotion, will not be repeated if the player told him to stuff it. |{Slight mockery, does not like the player's promotion, he hates knights}So what does the great Captain of Crossroad Keep want with her humble tracker? Something you want hunted down, milady – or some forsaken path scouted?
{159790} Mockery? There's no mockery - I'm just addressing you by your new title... as a lapdog for Nasher. 
{159791} Is that how you want to spend the rest of your days? With a squire by your side, a painted shield, and some pathetic code of honor to keep your back stiff as a board?
{159792} [Success] {Backs down from player}Uh... all right. No harm meant. 
{159793} [Failure] {Snide}I regret it every day, don't you worry.
{159794} Maybe you'd like to treat him with the respect his position deserves.
{159795} Maybe you'd like to treat her with the respect her position deserves. 
{159796} {Snide}Now, is that all, or did you have some orders for me?
{159797} Big dangerous swamp, not much else to tell. Lots of battles fought there, lot of corpses lying under the water.
{159798} Easy to get lost in, but you probably know that from West Harbor, right?
{159799} Duncan said something about it. Said your village got attacked, drove you to Neverwinter.
{159800} {Rueful}Trust me, whatever happened in your village - probably a lot easier to deal with than coming to Neverwinter.
{159801} No? Is it a phrase or a name? Sure doesn't sound like any Sword Coast town I've heard of.
{159802} That's what those gith call you, right? I assumed it was some curse, like halfwit or dung-dweller or something like that. 
{159803} But you Harbormen - you're a pretty tough bunch. To be driven out of there must have been something pretty scary. 
{159804} Well, it's because tracking and hunting help put things in perspective. Out in the wild... well, the whole predator-prey relationship is a little more honest. 
{159805} Because you can't always find cheap ale in the wildnerness or Duskwood, that's why. 
{159806} I've been on both sides, prey and predator - and if you think you're a predator, you're usually wrong, you're always someone's prey. 
{159807} Don't know. Maybe someone, maybe no one - but chances are, I'll find out someday unless I find them first. 
{159808} The trial? A Luskan trick, probably still angry with you for driving away their agents in Neverwinter... yeah, Duncan told me about that, too.
{159809} Duncan sure does. Not a good one for keeping secrets, but he's always quick to call a debt when he wants. 
{159810} | Good PC and/or Lawful PC |Are you seriously asking me, or just making conversation? 
{159811} | PC is Lawful Alignment |Because it seems to me a law-abiding fellow like yourself might just be asking for the sake of asking.
{159812} | PC is Lawful Alignment |Because it seems to me a law-abiding lady like yourself might just be asking for the sake of asking.
{159813} | PC is Good Alignment |Because it seems to me a law-abiding fellow like yourself might just be asking for the sake of asking.
{159814} | PC is Good Alignment |Because it seems to me a law-abiding lady like yourself might just be asking for the sake of asking.
{159815} And trust me, I'll respect you a lot more if you admit it now, then hear my advice and ignore it.
{159816} {Shrugs}I think you should skip this whole trial and just try to kill the ambassador. That'll send a nice message to them about what you think of justice.
{159817} {Nods, slight condescending}Good. Any more questions like that, just keep them to yourself.
{159818} [Success] | Influence Gain Bishop|Hmmm... true enough. I'm not one for following what everyone tells me, either.
{159819} | Influence Loss Bishop |[Failure] Odd... that's the kind of two-faced speak I'd expect from the Luskan ambassador - you've lost my respect already, and you haven't even heard my opinion, but now I'll give you that for free.
{159820} | Influence Loss Bishop |{Shrugs}What a surprise. Don't bother asking my advice on matters like that again - you'll just waste both our time. Still, if you don't want to waste time in court...
{159821} | Influence Gain Bishop |{Smiles}Trust me, that's the only language Luskan will understand. Still, if you don't want to waste time in court...
{159822} | Female PC |{Smiling, suggestive}You could just run from this, and you and I could go find some hidden trail somewhere and camp for a year or two. 
{159823} | Male PC |Of course, you could always try to bed the ambassador as well. I don't think she's getting it from anywhere else. 
{159824} Failing that, I suppose you could follow the procedures and try to find proof of their claim - but that's only worth it if you can hurt Luskan in the process. 
{159825} {Cagey, dealing with a romantic interest}I don't know, if it was an offer, what would you say?
{159826} | Influence Loss Bishop |{Raises an eyebrow, then a little smug}That's a good point - good to know at least you're thinking about it.
{159827} | Influence Loss Bishop |Not if the Luskans get you first, I guarantee it.
{159828} | Influence Loss Bishop |{Laughs}Don't think the thought hasn't crossed my mind - don't be surprised if the next time you turn around, I'm gone.
{159829} | Influence Loss Bishop |<i>Your</i> life is the one at stake, not mine. You and the gallows are about to be very close friends unless you do something about it.
{159830} | Influence Gain Bishop |Now, now, that wouldn't make the paladin very happy to hear that, and we don't want to make him mad, now would we?
{159831} {Smiling}Then that's all I need to know. We'll keep our escape option open for when things get rough.
{159832} In the meantime, I suppose you could follow the procedures and try to find proof of their claim - but that's only worth it if you can hurt Luskan in the process. 
{159833} | Influence Loss Bishop |{Slight anger}"We" still need him? I don't need him... sound to me like you're using him, but just know you aren't using <i>me,</i> got it?
{159834} | Influence Gain Bishop |{Laughs, slight evil - player made an evil insult that was pretty good}Ah, you warm my heart, you really do. I love that in a woman - mean and sharp-tongued.
{159835} Ah, well, poor paladin - you win some, you lose some.
{159836} I suppose you could follow the procedures and try to find proof of their claim â€“ but that's only worth it if you can hurt Luskan in the process. 
{159837} But do what you want, I could care less.
{159838} {Shrugs, a little anger simmering}Luskans? Don't give it much thought. Most of them aren't human beings, anyway, they usually give up any shred of morality or dignity as part of the toll at the front gate. 
{159839} {Slight defiance, anger}Because they deserve it? At least in Neverwinter the soldiers and thieves operate with some shred of purpose or morality – Luskan? It's not even worth hating them.
{159840} [Influence: Failure] Look, enough about Luskans - they aren't worth talking about.
{159841} [Influence: Success] I used to be a soldier for them, and I can rightly say I didn't care much for the work - their reward system is a double-edged blade.
{159842} They tried to draft me into rougher and rougher jobs - and then they wanted to make some changes in my life. So I left, and that's it. 
{159843} [Influence: Failure] {Dismissive, then sarcastic}Yeah... you don't need to know every twist and turn in the story, believe me. Otherwise, you might not be able to sleep at night, and we wouldn't want that.
{159844} [Influence: Success] There's more... there was always more, and that was the problem. 
{159845} Sometimes you realize that the more you do, the less free you get. And I'm someone who likes their space, some room to move.
{159846} Ever had to do something you don't like - but there's no reason you have to do it except someone ordered you to do it? That doesn't sit well with me.
{159847} {Delivered as if player already knows this}Am I? You know why I'm along - your Uncle called his debt due, and that's that. 
{159848} I don't follow orders, and I don't listen to any man or woman, telling me what to do. I go where I want, kill who I want, do what I want. And by the hells anyone who gets in my way better know how to run.
{159849} Already have. Now - is that it, or do you have more to ask?
{159850} Is that a command, or just your opinion? Hard to tell nowadays, you being part of the nobility and all.
{159851} [Failure] Yeah, I think so. I see that gleam you get in your eye whenever you look at that moldering shell of a keep. 
{159852} You treat me like one of your lackeys, you'll regret it - and gods help you if you try and order me around. I'm my own man, got it?
{159853} [Success] {Suspicious}No, maybe not... but it's hard to tell past the words sometimes and that makes me a little suspicious.
{159854} [Success] | Influence Gain Bishop |{Suspicious, but accedes the point}Maybe not... a lordly sum's hard for any knight to ignore. 
{159855} Guess I've been let down enough to wonder sometimes - good to see you aren't one of those. 
{159856} | Influence Gain Bishop |Hmmm... maybe not. And a lordly sum's hard for any knight to ignore. 
{159857} {Mocking, but slightly bitter}Just been noticing the way he always seems quick to jump to your defense, figured if you were in trouble or needed something, I'd be the last one you'd turn to.
{159858} {Laughs}Looks to me like you don't need a sword with a tongue as sharp as yours.
{159859} I suggest you be careful - the gods don't look down too kindly on one of their disciples falling from grace, all to follow a woman.
{159860} | Influence Gain Casavir, Influence Loss Bishop |{Slight anger}Then it sounds to me like you're both going to die together some day, and it'll be from the blind following the blind.
{159861} Not like I care, mind you - I never thought a paladin's vows were worth much anyway.
{159862} Are you really that blind? He's always watching you, always about to put himself in harm's way for you... and you haven't even noticed?
{159863} {Mocking}I pity any man who cares about you, and does so silently - because you'll never notice it.
{159864} Well, seems to <i>me</i> you care about his opinion a lot.
{159865} But what do I know? I'm just the one you brought along because I have a sharp eye for tracking animals.
{159866} | Influence Loss Bishop |What, you going to try and change me? No, I'll leave that for the paladin - and you can pick him up when he falls, too, because I won't be there for that, that I swear to you.
{159867} {Scoffs, but hurt and sneering, lying to self}Now, now, don't you be flattering yourself. There's not much about you worth the flattery anyway.
{159868} | Influence Loss Bishop |What, you think I'm going to be silent on what I feel? No, I'll leave that for the paladin, seems to me he lies to himself all the time.
{159869} {Cold}At least animals are honest - more than I can say for you and your knight friend. But I'll be quiet on it - for now.
{159870} {Irritated}Actually, <i>you</i> gave it to him, not me. {Slightly confused}But it's just an old skinning knife. At least, I think so. 
{159871} {Irritated}I have no idea. It's just an old skinning knife. At least, I think so.
{159872} It's not worth much, that I can tell. But I guess beggars will take anything they can get their hands on for a few coppers. 
{159873} {Skeptical}It <i>is</i> easily concealable, if the kid needed to carry it to defend himself... or if he was attacked by a pelt golem, I guess he could skin it. 
{159874} {Slightly mocking}Now there's a scary thought. {Thinking}As for the knife...
{159875} I don't think so. I mean, maybe - but it's not likely. It's just... mine.
{159876} [Influence: Failure] You know, I think we're done with this line of questioning - and I don't like the fact we had to give the kid that knife. 
{159877} [Influence: Success] Well, I got it in my home village - from one of the trappers who helped be my... 'mentor.' Though that's a loose definition.
{159878} He gave it to me one night while he was drunk and told me to defend myself with it – so I stabbed him in the leg and made a run for it. Took him three days to track me down, and after that... well, we reached an agreement.
{159879} After that, I kept it and used it to help him skin items. Used to hunt bears, wolves, and even creatures along the Mere. 
{159880} I mostly learned how to track and hunt just from going hungry most of the time... and trying to stay away from my home village as much as possible.
{159881} Coming from West Harbor, maybe you can sympathize. Seems to me you bolted out of there as fast as you could.
{159882} | Influence Loss Bishop |Sorry to hear it, sounds like it was already dragging you down into the marsh.
{159883} | Influence Gain Bishop |I had a little more... feeling... than that about it, but your heart's in the right place.
{159884} | Influence Gain Bishop |That so? Interesting. But it survived that attack... hmmm.
{159885} | Influence Gain Bishop |That so? Interesting. 
{159886} | Influence Loss Bishop |{Slight scorn}Sorry to hear it. Seems to me you just hadn't seen enough of the world yet. 
{159887} Sounds to me like it was time to move on... the same feeling hit me one day, and then there was no going back, ever.
{159888} Something you should know... growing up in West Harbor was probably a dream compared to other backwater villagers that are scraping by for a living.
{159889} And whatever you learned there made you tough enough to face the world outside... you should count yourself lucky.
{159890} Because for every West Harbor that spawns a hero, there's one that makes a hundred brigands, killers, and cowards. And then there's me.
{159891} {Slight mockery, but serious}Who knows what I would have been? Not me. But I've got you to show me what could have been.
{159892} I'm done with this talk... was there something else you wanted, or can I go back to what I was doing?
{159893} No, and neither should you. You're from West Harbor, Duncan told me what happened - the gith show up, and you killed them. 
{159894} And you know what, there'd be a lot less misery in the world if everyone followed that simple rule. Either stand up and fight, or be prepared to suffer. 
{159895} | Influence Loss Bishop |Is it? Maybe when you don't let people stand up for themselves, you end up hurting them worse than if you let them take a few wounds. 
{159896} | Influence Loss Bishop |Do they? Maybe when you don't let people stand up for themselves, you end up hurting them worse than if you let them take a few wounds. 
{159897} What would have happened if you never fought for anything? Why, you wouldn't have come all this way.
{159898} Seems to me there's a strength in that, something you can learn from - and so could those fool villagers in Ember.
{159899} | Influence Gain Bishop |There now, maybe I'm speaking to someone with some sense. There's learning in fighting and killing - and more in fighting for something you believe in.
{159900} | PC is Male |{Sly}All that goes on between a man and woman, what do you think? I'm no noble, to cloak it all up in pretty words and painted shields. 
{159901} After a while, though, you start to see the person and if you don't respect them, then you leave, simple as that. 
{159902} | PC is female |{Sly}Ask me no questions, and I'll tell you no tales. 
{159903} She's a scout who couldn't find her way north along the Sword Coast if she wanted to. And yeah, she's almost gotten me killed before. 
{159904} If I lose respect in you, you better believe it.
{159905} {Cold}That what she said? And if it was true, what would you think about it?
{159906} | Female PC |{Female PC just asked about Bishop and another woman}Why the sudden interest?
{159907} | Influence Loss Bishop |I hope so. But trust me, you haven't seen my depths yet.
{159908} {Dismissive}What Malin said - just words. She never knew me, and neither will you.
{159909} | Influence Loss Bishop |{Cold}That so? Well, now, maybe that's for the best, then.
{159910} | Influence Loss Bishop |Well then, forgive me if I don't engage in idle talk about my past, not my style.
{159911} | Influence Gain Bishop |Well now, that's how I see it, too. Glad to hear someone willing to admit it.
{159912} [Influence: Success]{Raises an eyebrow, decides to spill his guts}It's Redfallow's Watch... Luskans torched the place... it used to be home, once. Not any more.
{159913} [Influence: Failure] Nothing to tell, was once a village, now it's gone. Nothing more to be said.
{159914} {Slight scorn, then going into a mocking monologue}You see, there's places like West Harbor that can give rise to great men and great women like you... and then there's places like my village, where people like <i>me</i> are shaped into glorious heroes, like the one you see before you.
{159915} {Scorn, then slight accusation at end}It's where your Uncle Duncan rescued me, as a matter of fact - after Luskans torched the place -  I was the only survivor. But I'm sure he already told you all about that.
{159916} Villagers probably got a few of them - the fire got some, and maybe I killed a few here and there.
{159917} {Slight scorn}Hate them? I wouldn't waste that much effort on them. Trust me, burning that village wasn't such a crime, no matter what you may think.
{159918} {Slight cold mockery}Yes, for a while, but like you, at some point, you have to leave. See the world, you know? But you can never go home again, as they say.
{159919} {Cold, this should be a little sinister}Owe him? Oh, yes... I owe him for saving me, yes. 
{159920} {Colder}But it's been such a pleasant journey, the two of us, you're probably thinking I should be thanking him right now, eh?
{159921} {Colder}So here's my thanks... I wanted to show you a little taste of what your village could have been like... and see those worthless people and corpses all strewn about, as useless as they were when they were alive.
{159922} Luskan soldiers arrived, decided to ransack the place. When the villagers objected, the Luskans decided to take not only some gold, but some lives.
{159923} And at that point, maybe some of us reached a breaking point. 
{159924} | Act III, right before Siege. |Why are you talking to me now?
{159925} Look, war's about to hit this place hard - and you aren't going to win. I say we head out now, and let Neverwinter fall. 
{159926} Just you and me, that's what I'm saying. I can guide the two of us out of here, nobody has to know. 
{159927} | Influence Loss Bishop |{Questioning then cold}Ordering me? So be it... Captain. I can't wait to see how the great battle for Crossroad Keep ends.
{159928} So if you didn't come here to say anything else, what did you want?
{159929} {Snorts}Thought as much. These people are like stones, and this war's an ocean - you might have made it out alive, but they're dragging you down.
{159930} So be it. You know, one day you were destined to run up against something bigger and more dangerous than you, and that day's coming.
{159931} {Guarded, trying to be dismissive}What about it?
{159932} | Once only. |{Dismissive}How should I know? Maybe the villagers all fled and burn their homes when they left. 
{159933} {Irritated}Haven't we already been over this? They probably ran - and set fire to their houses when they left. 
{159934} {Snorts, as if the answer is obvious}It's unlucky, that's why. Leave the dead lie - and their valuables, too. {Snorts}Whatever you find here isn't going to be any better than what you're carrying already.
{159935} {Slight defensive}So? Maybe the soldiers drank too much and fell into the flames - or someone attacked them, then burned the bodies. 
{159936} {Slight defensive}Well, maybe some priest came along and put them all to rest... or some tree-worshipping friend of Elanee. Why are we even talking about this?
{159937} | PC has high influence with Bishop. |[Influence: Success] {Slight downnote}I've been to this place before... it wasn't like this, though.
{159938} {Cold}The King of Shadows didn't do this. 
{159939} {Raises an eyebrow, decides to spill his guts}Luskans torched this place... it used to be home, once. Not any more.
{159940} {Slight scorn, then going into a mocking monologue}You see, there's places like West Harbor that can give rise to great men and great women like you... and then there's places like <i>here,</i> where people like <i>me</i> are shaped into glorious heroes, like the one you see before you.
{159941} {Scorn, then slight accusation at end}It's where your Uncle Duncan rescued me, as a matter of fact - after Luskans torched the place -  I was the only survivor. But I'm sure he already told you all about that.
{159942} Villagers probably got a few of them - the fire got some, and maybe I killed a few here and there. 
{159943} {Slight scorn}Hate them? I wouldn't waste that much effort on them. Trust me, burning this village wasn't such a crime, no matter what you may think.
{159944} {Slight cold mockery}Yes, for a while, but like you, at some point, you have to leave. See the world, you know? But you can never go home again, as they say.
{159945} {Cold, this should be a little sinister}Owe him? Oh, yes... I owe him for saving me, yes. 
{159946} {Colder}But it's been such a pleasant journey, the two of us, you're probably thinking I should be thanking him right now, eh?
{159947} {Colder}So here's my thanks... I wanted to show you a little taste of what your village could have been like... and see these worthless people and corpses all strewn about, as useless as they were when they were alive.
{159948} {Irritated}Save your sorries for someplace that matters - look, we need to keep moving. 
{159949} [Influence: Failure] {Dismissive}Well, I've been a lot of places along the Sword Coast, and ruins like this are a lot more common than you'd think. 
{159950} I think we all have better things to do than sight-seeing here - we're in the middle of a war, last I heard.  
{159951} Know anything about the Mere?
{159952} | SCRIPTER: Act III Started |Any idea how we could reach the King of Shadows?
{159953} | Wendersnaven mission assigned, not completed. |Ever hear of the Wendersnaven?
{159954} Why did you become a ranger?
{159955} | Trial started, but not finished. |Any thoughts on the trial?
{159956} You seem to have some problems with Luskan.
{159957} Sounds like you've been giving it a lot of thought.
{159958} I had some questions.
{159959} Nevermind. I'll be going now.
{159960} I had something else I wanted to ask.
{159961} Maybe he just spoke to him remotely. 
{159962} Garius often spoke to his priests through scrying portals, though.
{159963} Grobnar mentioned something about them.
{159964} Uh, just curious. 
{159965} I believe in what Grobnar says.
{159966} You're probably right. 
{159967} Enough of the mockery, Bishop, understand?
{159968} [Intimidate] Stop it, or you'll regret it.
{159969} How did you know that?
{159970} True - did Duncan say something about it?
{159971} | Before the kalach-cha reference |Does the phrase, "kalach-cha," mean anything to you?
{159972} It was sudden, yes.
{159973} Why do you care about what drove me from my village?
{159974} So why were you in Neverwinter?
{159975} And which are you?
{159976} So who's hunting you?
{159977} If you like the wilds, why were you in Neverwinter?
{159978} So which are you - predator or prey?
{159979} Duncan does seem to talk a lot.
{159980} So what do you think we should do?
{159981} Forget it, then.
{159982} I want to know.
{159983} [Diplomacy] If I obeyed <i>everything</i> I heard, then I wouldn't have any respect for myself.
{159984} | Lawful response |I want to settle this matter fairly - and I think we can beat them in the courtroom if we get enough evidence.
{159985} | Good response |Killing the ambassador is wrong and will endanger all of Neverwinter.
{159986} | Chaotic response |Seems right to me. Luskan only uses law when it's convenient for them - just like me. 
{159987} | Evil response |That might be the best thing to do - and nicely ironic, considering the accusation.
{159988} | Evil response, Chaotic Response |I could care less about justice, I just want to kill her.
{159989} I'd rather stab myself in the throat.
{159990} Sounds good to me, if there was anywhere to run.
{159991} Why don't you go on ahead and I'll catch up in a year?
{159992} Was that an offer or just another snide comment? 
{159993} I'd say yes.
{159994} Not on your life.
{159995} Good point, we still need him.
{159996} Who cares what he thinks?
{159997} His faith can keep him warm... or judging by his actions, keep him cold.
{159998} What happens between us is our concern, no one else's.
{159999} Why do you hate them so much?
{160000} Are you sure?
{160001} What are you talking about?
{160002} So why are you with us?
{160003} But what does that have to do with Luskan?
{160004} Forget I said anything.
{160005} Actually, pulling your weight with a little less backtalk would be good.
{160006} [Diplomacy] Bishop, you knew me before I became master of Crossroad Keep - has it really changed me?
{160007} [Bluff/Lie] Do you really think I care about the nobility beyond getting more coin?
{160008} | Chaotic Response |Do you really think I care about the nobility beyond getting more coin?
{160009} What do you mean?
{160010} Besides loyalty and a good swordarm?
{160011} What? I'm not leading Casavir astray.
{160012} I care about Casavir, and I watch out for him as much as he does for me.
{160013} As if I care about Casavir's feelings at all.
{160014} You mean like you?
{160015} You know, if you actually tried to be a good person every once in a while, it might stick.
{160016} I don't care about Casavir in that way.
{160017} I may have feelings for Casavir, but it's not the time for them.
{160018} Next time you have an opinion like this, keep it to yourself.
{160019} Sometimes it takes one animal to find another.
{160020} You don't know much, by the sound of it.
{160021} | SCRIPTER: If gave knife to Marcus, but haven't met him again yet |Are you sure there wasn't anything special about that knife you gave to Marcus?
{160022} | SCRIPTER: If didn't give Marcus your knife |Why did Marcus want your knife?
{160023} Are you sure?
{160024} There must be some reason. 
{160025} If you're lying to me, you're going to make me angry.
{160026} And it's not magical?
{160027} Where did you get it?
{160028} Is that how you became a ranger?
{160029} I hated my village, too, and didn't care much for my... "father."
{160030} Actually, I didn't want to leave West Harbor.
{160031} | Lawful Response |I did feel like I had a duty to stay and help out the villagers. 
{160032} | Good Response |West Harbor is filled with good people, and I wished I could have stayed to help them.
{160033} | Chaotic Response |I could care less what happens to West Harbor, it just seemed like the thing to do.
{160034} | Evil Response |The day the gith attacked and seeing the villagers cut down - one of the best days of my life.
{160035} Don't you miss it at all?
{160036} Why not?
{160037} You must have really hated your home.
{160038} You weren't too impressed with the people of Ember.
{160039} That's a bleak outlook. 
{160040} Agreed. 
{160041} Sometimes the innocent need protection.
{160042} What happened between you and Malin in Port Llast?
{160043} Is that what you're going to do to me?
{160044} | If heard tale from Malin |Malin said you tortured Luskans.
{160045} | If heard tale from Malin |She said you've done some pretty horrible things. 
{160046} | If heard tale from Malin |"Bishop doesn't serve anyone but himself," is what she said.
{160047} Because if it's true, you're colder than I thought.
{160048} Just curious is all.
{160049} | Chaotic Response |Nothing. Doesn't seem like a bad way to go through life.
{160050} If what she said is true, then I don't want you near me.
{160051} | Act III Redfallow Watch |What happened at that village along the Mere?
{160052} Who killed the soldiers, then?
{160053} Is that why you hate Luskan so much?
{160054} You grew up there?
{160055} So that's what you owe Duncan?
{160056} What happened?
{160057} | Lawful Response |I'm ordering you to stay, you have a duty to these people.
{160058} | Good Response |No, I can't, people are counting on me. 
{160059} I don't back off from anyone, and the King of Shadows needs to pay.
{160060} I want to talk about this village.
{160061} What do you think happened here?
{160062} | SCRIPTER: If the player has tried looting the village and Bishop responded negatively. Increment the evidence counter |Why do you object to taking the valuables in this villlage?
{160063} | SCRIPTER: If the player has found the burnt bones in the firepit Increment evidence counter. |There are a bunch of burnt bodies of soldiers in a firepit.
{160064} | SCRIPTER: If the player has examined the graves. Increment evidence counter. |It looks like all the dead villagers were buried here all at once. 
{160065} | SCRIPTER: After the player has gathered a couple pieces of evidence and talked to Bishop about them. |It seems like you know more about the village than you're letting on.
{160066} We will make the King of Shadows pay for destroying this place, and other villages.
{160067} What do you mean?
{160068} Who killed the soldiers then?
{160069} Is that why you hate Luskan so much?
{160070} You grew up here?
{160071} So that's what you owe Duncan?
{160072} We can talk about this later. For now, let's move on.
{160073} If you know something, spit it out.
{160074} I know what you mean. I'm sorry.
{160075} You should have told me you've been here before from the beginning.
{160076} Nevermind. Let's move on.
{160077} Nevermind.
{160078} {Keep this neutral - the player will be hearing this HUNDREDS of times over the course of the game}Very well.
{160079} | Safety Line |{Keep this neutral - the player will be hearing this HUNDREDS of times over the course of the game}Yes?
{160080} | SCRIPTER: Casavir has had enough of the player's evil, he's leaving the party. |
{160081} I wish to speak to you - this matter cannot wait. 
{160082} {Difficult to say, but he has to - like breaking a friendship with a monster}I have born your crimes up to this point, out of respect that you might redeem yourself, that a greater good might be found.
{160083} But I do not think I can sway you from your path any longer, and I will not walk it with you.
{160084} You are on your own in this, <FullName>. I ask that you search your heart for whatever shred of conscience that may remain, and use that to find yourself.
{160085} If not, you are truly lost. When we meet again, it shall be on opposite sides. 
{160086} {Keep this neutral - the player will be hearing this HUNDREDS of times over the course of the game}Yes? Is there something you wish of me?
{160087} I cannot. I carry little weight to open those gates, and were I to attempt it, I fear more harm should befall us than good. 
{160088} {A little quiet}I did not inform them of my decision to leave, so I did not part in good graces. I suspect that many of them do not even know why I left. 
{160089} I only hope my presence does not bring harm to you or your allies. 
{160090} | High influence |[Influence: Success] I... betrayed my oath to my order. To Neverwinter. I had... doubts about my service to Nasher, to the city itself.
{160091} It was an impulsive decision, and not the correct one. There was no place in Neverwinter for me any longer. 
{160092} And the farther I traveled from Neverwinter's walls, the more I saw what harm was befalling people - such as those at Old Owl Well. 
{160093} | Low influence |[Influence: Failure] It is not something I wish to speak of - perhaps another time. 
{160094} {Firm, this isn't the actual reason, but it's what he tells himself}I know {CAL-um}Callum, we were once friends. He is one of the Nine, and he serves Neverwinter loyally and well. 
{160095} {A little quieter}Callum serves Neverwinter. And friendship cannot always survive such trials. 
{160096} There are few within Neverwinter who still consider me a friend, and even then, their service to Neverwinter comes first.
{160097} {Firm, nodding}Yes, Callum is here with the Greycloaks. He is a good leader, supportive of his men, but driving them to be more when need be.  
{160098} {Cynical, but not harsh}But even the efforts here on behalf of Neverwinter have been spurred on only by the need to re-open the trade route to {YAR-tar}Yartar, not out of a sense of responsibility or a greater good. 
{160099} | Influence Check |{Trying to avoid this topic, he's also lying to himself}I went there because I felt my sword could make a difference, no other reason. 
{160100} {Slight judgment on Neverwinter, a little bitter here}There was a need for action, the need to set an example. To move Neverwinter to act is something beyond my strength. 
{160101} | Bad path, if couldn't ally with Callum |I am certain you noticed Neverwinter's reluctance to act. It is hard to ignore when one lives among them for long.  
{160102} | Good path, did ally with Callum |But a greater good has been accomplished, and you have shown that to me. 
{160103} {A little grim}I went alone, because I had to. 
{160104} {Firm, avoiding the real reason, trying to convince himself this is the real reason}Battling the tribes of the Old Owl Well is something that must be done. It is simple, a necessary act. 
{160105} There is no doubt as to what must be done, no... conflicts.
{160106} {Getting close to pain}There are battles that can be fought, and others that cannot. It is a difficult thing to speak of. 
{160107} |Player is evil|There are evils in the world, ones that you yourself can hardly be blind to. It is difficult to share. 
{160108} |Player is good|I appreciate your words, and your intentions, but this is something that is difficult to share. 
{160109} Perhaps another time, when the words are easier to find.
{160110} | High Influence Option |You are correct. Your presence has steadied me in these difficult times.
{160111} You have even helped achieve resolution where before there were only doubts. And for that, I thank you.
{160112} | Low Influence Option |[Influence: Failure] I appreciate your efforts, but this battle is of a different sort. It is something within, and until I find the words for it, there is little that can be done.
{160113} {Firm, this isn't the actual reason, but it's what he tells himself}Many who live in the shadow of Old Owl Well have suffered greatly from orc attacks over the years.
{160114} Families have been put to the sword, homes burned, and traveling merchants have been slaughtered along the High Road. The orcs need to be driven back.
{160115} I did not come with them. Those are men and women who live in Old Owl Well, who were willing to lend me their swords.
{160116} They have good hearts. Living there has made them tough, capable, and their knowledge of the mountain paths have made them invaluable as scouts. 
{160117} {A little quieter}Yes, I thought perhaps by traveling there, my sword could make a difference, give the people living here some hope if Neverwinter itself could not protect them.
{160118} I do not have faith in a city or a nation, but the people within it. The people of Old Owl Well - they know the truth of this. 
{160119} {Firm, this isn't the actual reason, but it's what he tells himself}Many who live in the shadow of these mountains have suffered greatly from orc attacks over the years.
{160120} Families have been put to the sword, homes burned, and traveling merchants have been slaughtered along the High Road. It is time that the orcs be driven back.
{160121} I did not come with these men. These are men and women who live here, who have been willing to lend me their swords.
{160122} They have good hearts. Living here has made them tough, capable, and their knowledge of the mountain paths have made them invaluable as scouts. 
{160123} {A little quieter}Yes, I thought perhaps by traveling here, my sword could make a difference, give the people living here some hope if Neverwinter itself could not protect them.
{160124} I do not have faith in a city or a nation, but the people within it. These people of Old Owl Well - they know the truth of this. 
{160125} {A little rueful}It may seem such, but I felt that one man could make a difference.
{160126} And it seems Neverwinter has joined the cause, and between our two forces, we can accomplish a greater good. 
{160127} | Act 2+ |I... I have been struggling with some feelings as of late, and I need to speak with you, confess them to you.
{160128} I... am loyal to you. Do not doubt this. But there are times when I find my duty comes second, and I do not wish such feelings to place you in jeopardy.
{160129} I do not mean insult by this, you are more than capable. But I find myself turning to you, rather than to the task at hand.
{160130} I see to your safety before attending to the matters that affect us all, as a group. I am worried others may suffer based on my decisions. 
{160131} It is difficult to follow you, there is much to admire. I find that your actions are inspiring, as a leader should be.
{160132} And your help in Old Owl Well and beyond has put certain matters in my heart and mind to rest. It is a debt, a quelling of doubt that I cannot repay except with service. 
{160133} Very well, forgive me, I did not wish to speak of it. Still, telling you of it has settled my mind. Thank you. 
{160134} {Smiles slightly, relieved}Perhaps you are correct. 
{160135} I wish to... protect you, yes. 
{160136} I did not wish to speak of it. Still, telling you of it has settled my mind. Thank you. 
{160137} That man who we have taken on with us, Bishop. I do not trust him, and I do not like the way he looks at you. 
{160138} Because he is a predator. Watch yourself - he is manipulative and dangerous.  
{160139} It is not jealousy, it is concern. Watch yourself - he is manipulative and dangerous. 
{160140} {A little colder, rebuked}Very well. It is not my affair, I only felt... compelled to warn you. Forgive me. 
{160141} {Slightly embarassed}Forgive me, it is not my affair, I only felt... compelled to warn you. 
{160142} Much troubles me, but I will bear it. When there is not an enemy nearby to fight, all I have left to fight is my thoughts. 
{160143} I sought to do good, but I was merely running away from my duties - and I hoped that by meeting Lord Pierval, he would bring about justice. 
{160144} I know, but it would have been his right. I feared he would not.
{160145} It is difficult to speak of. 
{160146} The woman... Ophala. I never should have felt as I did toward her. She did not deserve such things, and I tried so hard to deny it.
{160147} It was easier to take my conflict to the battlefield.
{160148} Yes... but no amount of battle was enough. When the orcs lay dead, I could still hear her words to me.
{160149} {Frustrated}It was unbearable. I could not shut her out.
{160150} I... thought to do good. And I thought that my execution should be done in service to others.
{160151} | Depends on outcome of Ophala Mission |It was a mad thought. Only when Ophala turned from me, did I see it for the weakness it was. 
{160152} | Depends on outcome of Pierval Mission |It was a mad thought. Only when Pierval agreed to spare me, did I see it for the weakness it was. 
{160153} I wanted to die there, in those mountains. But I could not, no matter how many orcs spilled from its caves. 
{160154} {Frustrated}But I made vows, and she was promised to another. 
{160155} It is not the way of things. It is not the way of Neverwinter to do such things.
{160156} Your words... are appreciated. Thank you for listening to my confession. 
{160157} I must reflect upon this... yet I feel as if a weight has been lifted from me.  
{160158} Nothing, never mind. 
{160159} | Entered Neverwinter  |Can you get us access to the Blacklake District?
{160160} What is your concern with Neverwinter?
{160161} Can you tell me more about this?
{160162} But why did you leave?
{160163} | Met up with Callum |Do you know Callum?
{160164} Once friends?
{160165} He could be your ally in the battle at Old Owl Well.
{160166} But surely he has come here to help drive the orcs back. 
{160167} | Encountered Callum |He was willing to overlook your presence and protect you.   
{160168} | Old Owl Well complete. |I want to talk to you more about why you went to Old Owl Well. 
{160169} But it seems like you could have marshaled the Neverwinter forces, gotten Callum to ally with you, and been more effective.
{160170} Going into the mountains alone is suicide.
{160171} It seems like there are other goods one could accomplish rather than losing oneself in fighting orcs. 
{160172} But you went alone. 
{160173} Are you okay?
{160174} Conflicts? 
{160175} The aid you gave the Greycloaks proved that helping others can accomplish a greater good - will you cast away such help now?
{160176} One does not always have to deal with such conflicts alone.
{160177} | Not in 1300 |What were you doing in Old Owl Well?
{160178} So you went there with those mercenaries?
{160179} So you came here alone at first?
{160180} Doesn't sound like you have much faith in Neverwinter.
{160181} | Still in 1300 |What are you doing in Old Owl Well?
{160182} Never mind. Let's go.
{160183} I had other questions for you.
{160184} So you came here with your band?
{160185} So you came here alone at first?
{160186} Doesn't sound like you have much faith in Neverwinter.
{160187} Neverwinter seems to have rallied their forces.
{160188} But going to Old Owl Well alone to stop the orcs seems like suicide.
{160189} | Female player, Act 2 |You look troubled. Are you all right?
{160190} What is becoming your priority?
{160191} Duty comes second?
{160192} Why are you doing this?
{160193} Whatever feelings you have for me, do not let it override your sense, or else I will have two Khelgars on my hands. 
{160194} I want your service and your loyalty, nothing more. Do you understand?
{160195} This is making me uncomfortable, let us attend to the task at hand.
{160196} You really need to relax.
{160197} Are you saying you have feelings for me?
{160198} Why do you care?
{160199} I don't time for your feelings on this, jealousy or no.
{160200} Jealous?
{160201} I <b>like</b> the way he looks at me.
{160202} Let me handle my own affairs.
{160203} I appreciate your concern. It's good to know you're looking out for me.
{160204} Why, I didn't know you cared.
{160205} Casavir, why did you go to Old Owl Well?
{160206} He may have executed you.
{160207} You were afraid he wouldn't execute you? Why?
{160208} And keep your distance from her?
{160209} Did you go to Old Owl Well to die?
{160210} Why did you go to Old Owl Well alone? That's suicide.
{160211} To love someone is not a crime. 
{160212} Those are the trappings of civilization. She was not owned by anyone... and a paladin is strengthened by love, not weakened by it.
{160213} Well, turning away from the ways of Neverwinter is not a bad thing. 
{160214} She shared your feelings, and that is enough. Learn to feel, and to accept other's love, not drive it away. 
{160215} | Grobnar is present. |Grobnar, how do I give it orders?
{160216} Examine the Construct.
{160217} I had some questions for you.
{160218} I'll be going now. Farewell.
{160219} Check Grobnar's repairs.
{160220} |Note: Need Craft Armor > 0 to see this option. |[Craft Armor] See if you can reinforce its armor.
{160221} |Note: Need Craft Weapon > 0 to see this option. |[Craft Weapon] Take a look at the blades, see if they can be strengthened.
{160222} |Note: Need Craft Alchemy > 0 to see this option. |[Craft Alchemy] Perhaps a special alchemical infusion could make it more powerful.
{160223} Go ahead, I trust you. 
{160224} Let's just leave it alone.
{160225} | SCRIPTER: Make sure this node is not repeated so you can't get infinite gain. |I'd rather you not touch it, thanks.
{160226} What are its capabilities?
{160227} Can it be upgraded?
{160228} Let me ask the Construct some questions.
{160229} I'm going to examine it.
{160230} Follow me.
{160231} I want you to go to the Heart Chamber - I'll meet you there later.
{160232} | SCRIPTER: If not in party already. |I want you to join the party.
{160233} | SCRIPTER: If in party already. |Stay here until I come back for you.
{160234} Never mind. I'll be going now.
{160235} | SCRIPTER: Generic hello node. |[The Construct stands at attention.]
{160236} [The Construct makes no response. You may want to ask Grobnar any questions about it, since he's spent the most time with it.]
{160237} [The Construct looks composed of a series of complex, interlocking plates and blades. It looks much better than it did when you encountered it in the githyanki complex some time ago.]
{160238} [It seems to have a number of runes engraved on its armor and weapons, but you cannot decipher them.]
{160239} [Most of Grobnar's repairs seem to have worked. Although there are some portions that still look damaged, the golem seems to be working as expected.]
{160240} | Scripter: Armor upgrade not done. |[Success] [You notice that you might be able to add some chain links and supports to the arms and joints.]
{160241} | Scripter: Armor upgrade possible, but not done yet. |[Failure] [It looks like the Construct's armor is as solid as it's going to get. You don't see any way of reinforcing its plates.]
{160242} | Scripter: Armor upgrade done, no more failure option. |[Success] [You have done all the reinforcements you can to the armor.]
{160243} | SCRIPTER: Fade out. |[You set to work on the plates and joints.]
{160244} | SCRIPTER: Fade in, add + 3 to Construct's natural Armor Class. |[You take a step back - the Construct's armor appears to be reinforced.]
{160245} | Scripter: Weapon upgrade not done. |[Success] [You notice that you might be able to strengthen the Construct's blades, allowing his attacks to do more damage.]
{160246} | SCRIPTER: Fade out. |[You set to work on the Construct's blades.]
{160247} | SCRIPTER: Fade in, give the Construct ST Upgrade. |[You take a step back - the Construct's weapons appear capable of doing more damage with each hit.]
{160248} | Scripter: Weapon upgrade possible, but not done yet. |[Failure] [It looks like the Construct's weapons are as sharp as they're going to get without damaging it further.]
{160249} | Scripter: Weapon upgrade done, no more failure option. |[Success] [You have done all the improvements you can to the Construct's blades. ]
{160250} | Scripter: Alchemy upgrade not done. |[Success] [You notice that you might be able to touch up some of the more faded runes on the Construct's surface with the glowstone infusion, possibly making it stronger.]
{160251} | SCRIPTER: Fade out. |[You set to work on the Construct's runes.]
{160252} | SCRIPTER: Fade in, give the Construct hit points. |[You take a step back - the Constuct appears to be standing a little taller and appears tougher than before.]
{160253} | Scripter: Alchemy upgrade possible, but not done yet. |[Failure] [You can't see any way of improving the Construct through alchemy.]
{160254} | Scripter: Alchemy upgrade done, no more failure option. |[Success] [You have done all the improvements you can to the Construct's runes and sigils.]
{160255} [If you had a greater Alchemy skill, you might be able to do something more.]
{160256} {Hesitant, hates to offer more work}You know... I wasn't going to say anything, but I did notice Grobnar... surprisingly enough... wasn't terribly careful about some of the glowstone inscriptions.
{160257} As reluctant as I am to do <b>anything</b> to this huge, hulking murder golem, my conscience nevertheless compels me to offer my services in case leaving it be might cause more trouble.
{160258} | Influence Gain Sand |{Rolling up sleeves}Very well. Stand back - well back in case I trigger something we can't stop. {Beat}And get ready to run.
{160259} Probably the best course of action. {Surprised at self}I can't believe I actually offered to help with that monstrosity, have no idea what came over me.
{160260} | Influence Loss Sand |{Sarcastic}Then it will be my pleasure to leave this creature in Grobnar's capable hands. I shall not offer to help with it again. 
{160261} | SCRIPTER: Fade out. |[Sand sets to work on the Construct's runes.]
{160262} | SCRIPTER: Fade in, give the Construct +15 hit points. |[Success] [The Constuct appears to be standing a little taller and appears tougher, stronger than before.]
{160263} Oh, well, just ask it, I suppose. {Proud}It's already designed to fight for us and follow our commands - I think you'll find it a versatile opponent. 
{160264} {Dismissive}Oh, tough, strong, deadly. Bladed.
{160265} I suppose the ancient dwarves and elves of {ILL-farn}Illefarn used them in wars - {chuckles lightly}can't imagine you'd want one of those as a court jester or cook.
{160266} {Surprised, then a little skeptical}Upgraded? Well, I suppose. Just getting it working again was hard enough, though, not sure what else could be done.
{160267} | SCRIPTER: Commands for Act III for Construct. |[The Construct appears undamaged. He is standing at attention amongst the dragon bones, as if awaiting your commands.]
{160268} [The Construct appears undamaged.]
{160269} Why don't you warp me instead?
{160270} | SCRIPTER: At the end of this, move the Construct back to the heart chamber. |[The Construct starts walking to the Heart Chamber.]
{160271} | SCRIPTER: Red Dragon Heights greeting line. |[The Construct stands at attention.]
{160272} | SCRIPTER: Return to Nolaloth after Frost Giant Canyon dialogue options / Githyanki Outpost options. |[The Construct stands at attention.]
{160273} | SCRIPTER: Act III only. |[The Construct stands at attention.]
{160274} | SCRIPTER: Red Dragon Interior dialogue options (after meeting Nolaloth/Bishop runs away). |[The Construct stands at attention.]
{160275} | SCRIPTER: Construct joins party. |[The Construct makes a single step toward you, then stops. It looks ready to follow you.]
{160276} | SCRIPTER: Construct leaves party. |[The Construct begins to move back to the Heart Chamber.]
{160277} I mean, it's not quite up to the level of the other golems, it's seen some wear and tear outside of the whole arcane golem thing... but it's hard to see if it needs any other repairs from my height, you know.
{160278} Nothing, never mind. Let's move on.
{160279} Do you know anything about the lizardfolk from the Mere?
{160280} Flee?
{160281} Do you have any skills that could help us?
{160282} Have you heard the word "Kalach-Cha" before?
{160283} If you know about a presence in the Mere, can you guide us to it?
{160284} Can you tell me more of this barrier?
{160285} You seem to know a lot about the Mere of Dead Men.
{160286} Its human name? 
{160287} You said this wasn't your first lifetime in the Mere of Dead Men.
{160288} What happened then? 
{160289} What last test?
{160290} You were going to be assigned my village? Why?
{160291} Do you know what the test was?
{160292} It was not your fault, and you could not have known the village would be attacked.
{160293} Red Fallow's Watch?
{160294} Can you tell me of the Mere of Dead Men?
{160295} Do you think you could track it down?
{160296} You sound frightened.
{160297} Can you tell me more about it?
{160298} |Discovery Flag|Did you lead the githyanki to West Harbor?
{160299} |No discovery flag|What do you know about the attack on West Harbor?
{160300} Why are you trying to help me?
{160301} And how do you think you can help me?
{160302} | Only in Act 1 |How long have you been following me?
{160303} The Circle?
{160304} Why were you following me?  
{160305} Before, you mentioned "the Circle." What did you mean?
{160306} And why is it important to you?
{160307} Why did you wait for so long before revealing yourself? 
{160308} Our nature? Are there more of you?
{160309} Were you responsible for the badger - and for rooting my enemies in place on the road?
{160310} |Second Time+|Who are you again?
{160311} |First time|Who are you?
{160312} We've spoken enough. Let's move on.
{160313} Never mind. I had other questions for you.
{160314} No more?
{160315} |Romance quest, part 3|How long had you been watching me in West Harbor?
{160316} I could care less. I had other questions for you.
{160317} What do you mean?
{160318} What are you talking about?
{160319} Are you okay?
{160320} It is not my intention to frighten you.
{160321} Perhaps we'd best keep our relationship a little more distant in the future - let us travel together, that is all.
{160322} I know my flaws - but at least I don't count caring about you one of them. 
{160323} Elanee, I know we have only traveled together a short time, but I have feelings for you.
{160324} I tire of this ranting - speak to me when you feel you are calmer.
{160325} Yet we speak freely, without judgments.
{160326} |Romance quest, part 2, once player learns that Khelgar did not tell her that he lived in West Harbor|You mentioned that you saw me growing up in West Harbor.
{160327} But you hate villages and cities, you told me.
{160328} I never said I <i>lived</i> there, though, so I don't understand how you knew I was there.
{160329} That doesn't ring true to me. 
{160330} You <i>could</i> do nothing, or you <i>chose</i> not to? 
{160331} What pledge was this? Do you seek to help our enemies?
{160332} You let my village be <i>destroyed?</i>
{160333} Do you think I care for West Harbor? That attack was the best thing that could have happened to that hamlet. 
{160334} I understand... and in a strange way, it actually brought long kept secrets to the surface.
{160335} We'll see where it takes us. For now, I had other questions.
{160336} Many died in that attack. You could have warned us.
{160337} There are those who died in the attack who cannot forgive.
{160338} If you seek my forgiveness, you shall not find it. Your silence ended the silence of others, however - especially my father, who told me much more than I knew before.
{160339} You could have tried, and you shall have to work hard to earn my trust - but your secret is no worse than the ones my father kept from me.
{160340} I forgive you, Elanee. That battle did serve to bring long-held secrets to the surface.
{160341} What do you mean?
{160342} I do have... an interest, yes. But our mission at hand is more important.  
{160343} And you aren't? Spare me your opinion.
{160344} She has risked her life for me, for us, so I trust her. You should do the same.
{160345} Is that jealousy I hear?
{160346} You're mistaken.
{160347} She's a lovely woman, it's hard to ignore.
{160348} I do have... an interest, yes. But our mission at hand is more important.  
{160349} And you aren't? Spare me your opinion.
{160350} She has risked her life for me, for us, so I trust her.
{160351} Is that jealousy I hear?
{160352} You're mistaken.
{160353} They all had it coming. Our militia is a joke - if I hadn't been there, they would have all been wiped out. 
{160354} I don't miss West Harbor in the slightest. 
{160355} It was difficult to leave - and to see the wounded and dead was difficult as well.
{160356} There was no choice. I couldn't allow myself to place the village in danger. 
{160357} Your opinions bore me.
{160358} Really? That's about as fascinating as watching a log rot.
{160359} It was the people of West Harbor that made it home. 
{160360} Sounds like you're not one to tie yourself down.
{160361} {Lightly teasing, slight seductive}You may ask, but I can promise no answers. 
{160362} {Keep it flat, player is going to hear this a thousand times, generic Question Node}What did you wish to know?
{160363} {Deliver a little quick/flat, player is going to hear this a hundred times}Is there something you need?
{160364} Some of the lizard men of the mere are trained in listening to the land. But some... some merely prey on others, and their ears are filled only by the running of prey in the swamp rather than the swamp itself.
{160365} Many of those who listen are now gone, entire tribes who have vanished. Their absence is causing an imbalance, that is swinging more and more out of control as the remaining tribes fight for dominance - or flee the Mere.
{160366} Yes - many lizardmen tribes are being driven from the mere into the lands of men, and the war is spreading, weakening the lands surrounding the Mere. 
{160367} There is much of the wild and the land that I know - and as I speak their language, it hears me and it will answer.
{160368} If you need to speak with the beasts and those who dwell in the land, I can help you do this. There is much they see and know that those blinded to the lands do not see. 
{160369} [Elanee can speak to animals. As long as she is in your party, you may speak to animals you encounter and learn things about your enviornment.]
{160370} Sometimes I can shed my skin for a while, take on the form of another of the land's dwellers. There is no magic in it, just the ability to relax the mind. 
{160371} I am still learning its ways, but they will come to me in time.
{160372} [Elanee, upon reaching 5th level, can begin to take the shape of other animals and beasts.]
{160373} {Slightly curious, as if trying to recall something}It is not a dwarvish or elvish word... but I have heard some of the creatures who pursue you speak that phrase, like a title - or a curse. 
{160374} {Saddened}The Mere is no longer a place I know well. <i>Something</i> has built a black wall, something beyond which none of the Circle could pass, even with the secret ways. 
{160375} All it touches, dies. And it is slowly growing, advancing from the heart of the Mere and driving life before it. 
{160376} And without life, without the land to aid us, one without the means to cross that wall is threatened to be consumed by it. 
{160377} Such things are not born of the land - it is a blight, a presence from somewhere else that strikes at Faerûn.
{160378} Perhaps only by reaching beyond the land, into the libraries and tomes written on the skin of trees and beasts can such mysteries be made clear. 
{160379} {Teasing}Do you think this is the first lifetime I have spent in the mists of Merdelain? 
{160380} {Beginning a tale}My life in the Mere dates back several lifetimes... many of my ancestors lie beneath its waters. 
{160381} And my ancestors were there when Medelain gained its human name, before there were even such tiny settlements as West Harbor and Red Fallow's Watch.
{160382} {A little distant, dreaming of another time}My people once called the Mere, <i>Merdelain,</i> the "Slow Tide" or "Slow Marching Court" in the times before the wars of men gave it a new name, before humans settled on it shores.
{160383} And those settlements are mostly gone now, their manors and castles now ruins desperately reaching their hands above the water.
{160384} It is for all who dwell within cities, that the land will take again what was taken from it - whether cut stone, carved wood, or fields sliced by the plow.
{160385} No, for my father perished there in the fog, slain by orc soldiers from the mountains. It is his life that I speak of when I say "lifetimes."
{160386} On the year the swamp gained its new name, there was a great battle fought miles within its borders.
{160387} Orcs, spilling from the mountains, drove humans, dwarves, and my people into the swamps where they were surrounded - and cut down in the fog, trapped in mud where the footing of the orcs proved truer. 
{160388} But there were no need for graves, their corpses were all embraced and dragged down, and what dead lay upon the surface were taken by the others who dwelled in the swamp.
{160389} And so, even in the fog, the ghosts still whisper and weep of lost Merdelain, the song taken up by countless elven widows that cry across its shores. 
{160390} And always, the mere seeks more dead to draw them down into its waters, down amongst the dead ones. 
{160391} I was orphaned from that battle - when the first of the Circle found me, wailing in the mist, in those very ruins you traveled to outside of West Harbor.
{160392} They gathered me up, and I made no sound, and they took me into the heart of the mere, to show me its secret ways. And there was always much to learn. 
{160393} In time, though I knew only some of its ways, I became accepted into the Circle - and accepted by the Mere as well. It was only the last test that I failed.
{160394} [Influence: Success] It was an odd test - some wished to send me into the civilized world, to a village on the edge of the Mere.
{160395} But others of the Elders refused, and said there was little I needed to learn from a hamlet of outcast humans and dwarves.
{160396} So they sent Kaelil instead - perhaps you remember him from your village.
{160397} I do not know - I wish I had been given the test, tried to find out what they intended to teach me.
{160398} But then I think perhaps I would have suffered the same fate as the Elders... and other druids of the Mere. 
{160399} I think it was you, or involved you. When I said I did not go to the village to live - well, that was perhaps a half-truth.
{160400} Many were the times I came to the village at dark, or during the fog of morning, to watch you fall asleep and rise. 
{160401} I watched you for such a long time, that I felt I knew you without speaking. I watched as you stared out from your window, across the marsh and wondered what lay beneath it.
{160402} I heard your breath in the fog, and I knew what you dreamed of. That something, beyond those walls of your village, that something awaited you and had for your entire life. 
{160403} And then it came for you, before I could stop it. And as your village burned, I wept for it. I, who had not cried in a century.
{160404} I failed that test, and I failed you, and the Circle. And now the Circle is no more, and your village is filled with dead ones.
{160405} Perhaps not... but I cannot help but think if I had taken the watch of West Harbor, then perhaps I could have prevented what was to come.
{160406} But I shall never know. And it slowly crawls beneath my memories, like the Mere itself. 
{160407} [Influence: Failure] Perhaps we shall speak of it another time, but not now.
{160408} The name means nothing to you, does it? Of course not - the Mere claimed it over fifty years ago in its slow march across the land.
{160409} And before that was the event where it gained its human name. 
{160410} {Slight concern}The Mere is no longer a place I know well - and where once it teemed with life, now it has fallen silent. 
{160411} {Slightly low voice, continuing worry}Something stirs there, but I know not what. 
{160412} {Shakes head}Others have gone in search of its heart and not returned. I do not wish to cast my life away until I know more about what faces us.  
{160413} It was not always the case. I have spent many years in its depths, learning its ways.
{160414} And there was much to learn, always.
{160415} It... it is a tale for another time. And there are more pressing concerns. Perhaps in time we may discuss it further.
{160416} {Ashamed}I had thought perhaps that if I led these creatures to you, that if they found what they sought, they would leave the Mere and return to their home plane.
{160417} But I was wrong. Instead, they attempted to butcher your town, killed Kaelil, and they will continue their attacks. 
{160418} {Ashamed, she's to blame, but she doesn't want the player to know it}I know little of what happened. I arrived too late to be anything but a witness to the fires and the bodies. 
{160419} I cast my eyes outwards, and found you traveling upon the marsh, to the ruins where the tribe of lizard men met. 
{160420} {Puzzled at end}And that is when I began to follow you, and your path has taken you farther and farther from the Mere. Yet, always, these creatures seem to find you. 
{160421} [Influence: Success] {Success}Together, we may act to uncover what threatens the land - and if that cause does not move you, then uncover what threatens you and your people. 
{160422} Let us work together in this, as there is much we may do where alone we would fail.
{160423} I can hear footfalls in the forests, the secrets trees whisper, the stories stones tell. I can call upon the land to aid us - or harm those that would harm it. 
{160424} {Nodding to the player}And you know the ways of towns and peoples, of civilization, of things that I know little about. 
{160425} We are of two halves of a world, and together, we may create a new Circle, a window to see into both and share their secrets. 
{160426} Also, whatever is happening I believe it to be tied to you in some way, and only be traveling with you will such mysteries be made clear. 
{160427} [Influence: Failure] {Failure}My reasons are my own, and I will share them when I wish. Until then, you must learn patience and trust that I am your ally in this, until the end. 
{160428} {Slight hesitation, doesn't want to admit how long she has followed the player}I have followed you since you left West Harbor, your village that borders the Mere. 
{160429} {A little quieter}And I followed you as you explored the ruins that lie outside your village. It is an ancient place, older than the Mere itself. 
{160430} {A little quieter, fearful}It is not a place where even the Circle were willing to tread. It is difficult to hear the Mere there, so we avoid it unless necessary.
{160431} {Sighs}The Circle of druids within the Mere have passed on - yet it was not their season. Something has struck them, both among the lizardmen and the other peoples alike. 
{160432} {Pained, remembering her dead brothers and sisters}It is not something I wish to discuss. Let us leave it for another time. 
{160433} If there is something else you wish to ask, then do so, but there are some things which shall remain mine and mine alone.
{160434} {Can't describe "creatures," so hesitates}It is not something I can explain, but I feel these... creatures pursue you for a reason. 
{160435} Where you walk, so do they. You are either a threat or prey to them, and I must discover which. 
{160436} {A little grim}These creatures that hound you are responsible for other crimes - much rides on this, both from the past and the present. 
{160437} I was uncertain of your goals and your intentions - and whether you were some ally of these creatures. Only during the later stages of attack did I feel compelled to intervene.
{160438} It is always in our nature to watch, to observe. To act... is at times, difficult.
{160439} I was the one who sent the animals of the forest to your aid - {somber at second sentence}though there are fewer of them to answer my call than in days past. 
{160440} And yes, I summoned nature to aid you when the second group attacked.
{160441} {Lightly teasing}Have you forgotten already? I am Elanee, once of the mere where dead men rest, now no more. 
{160442} I have little use for titles or names, such things speak of the ways of cities and walls. {Sighs at beginning of second sentence}But if you are in <i>need</i> of such, then you may call me Elanee, once of the mere where dead men rest, now no more. 
{160443} The dead walk again in the marsh, and strange creatures prowl the edges of the Mere.
{160444} There were only a few signs at first, then they grew. Animals began to vanish and die, to be lost in the depths of the Mere.
{160445} The lizard men fled from their homes across the swamps, driving ever deeper into the territory of men. 
{160446} And more terribly, the land itself has started to fall silent - and to bleed. 
{160447} {Slight hesitation, doesn't want to admit this}I... have watched your progress for some time. It was something that the Circle agreed to... {downnote, to herself}and something I promised my teacher. 
{160448} {Slight hesitation, a little quieter, doesn't want to admit this}It was not my task, but I found myself watching you anyway. I have watched you for some time, though many were the times I did not wish to.
{160449} The land has a voice, but it is difficult to hear when you are around. It is like you... deafen me to the land, and I do not like it. 
{160450} {Give the Harbormen section some anger}I do not like... attachments, especially to Harbormen and others who comb the Mere for coin.
{160451} Yet many nights, in defiance of the Elders, I found myself seeking you out, watching you from afar because I could not help myself. 
{160452} {Angry}Do not think you are some object of admiration. I have seen you sleep and heard you speak your dreams aloud, so you are as flawed as any Harborman.
{160453} Then well and good, because I care nothing for you! 
{160454} But you do not know me! What can a Harborman know of one of the Circle, of someone who walks the Mere at night?
{160455} I have seen the curses you Harbormen placed on the land, upon the Circle, even Kaelil was forced to hide his beliefs from you. 
{160456} {Defensive}I do not know why I ever told you of such things. Let us continue on - I have nothing more to say to you.
{160457} {A little sad}Not willing to let go, are you? As I've said, it borders the Mere... I know many of the villages there. 
{160458} {A little dismissive, but trying to cover it up}It borders the Mere. I know some of the ones who live there. It is not so unusual.
{160459} {Teasing, firing back}Why, does the thought of me knowing something of your village bother you? {Fake ominous}If so, then know that one who listens to the land such as I has eyes and ears everywhere. 
{160460} {Fake ominous}Nothing is safe - I can hear your breathing, your mumbled half-words, everything. So be careful, Harborman, for Elanee of the Mere watches your. {beat}Every. {beat}Step.
{160461} {A little defensive at the end}I... {pauses}I do not understand why you keep questioning me on this, when I am here to help you.
{160462} {Slight anger}But if you keep demanding answers, very well, I will provide them. {Sighs, looks away, still pissed}After all, there is no one left to keep promises or pledges to. 
{160463} {Slight hesitation, doesn't want to admit this}I... have watched your progress for some time. It was something that the Circle agreed to... {downnote, to herself}and something I promised my teacher. 
{160464} And as I've said, I know of the attack on your village. I was there on the night when your enemies came for you, but I could do nothing. Again, because I pledged not to.
{160465} {The player is upset, and she doesn't like seeing him mad}Please listen - the situation is more complicated than you know.
{160466} We of the Circle keep a balance. And... from what little I was able to discover, there were those among the Circle who felt that these events, the attack on your village, and the darkness in the Mere, were tied.
{160467} I thought that perhaps if I observed, the creatures invading West Harbor would provide some clue that would cast light on the connection.
{160468} {Finding it difficult to apologize}And I was wrong. And for that... I ask your forgiveness. 
{160469} {Cautious}That is an unusual feeling one has for one's home - and one's ward. But there are many among the Circle who believed your second father, Daeghun, carried too many secrets. 
{160470} The Circle suspected as much - your ward, Daeghun, carries many secrets. Some, the more aggressive felt that only fear would cause him to divulge them. 
{160471} So when the creatures came, I... decided to watch instead of act. 
{160472} And I heard of what he said to you. One secret upon many, I suspect.
{160473} There is truth in what you say. But my warning would have changed nothing, if they had listened at all.
{160474} You would not have listened - no more than you all would have listened to all the Elders of the Circle assembled before you.
{160475} |Player is paying more attention to another woman other than Elanee|{Lightly teasing, slightly jealous that the player is speaking to other women in the party}Oh, look who has a question... and here I thought you'd forgotten all about me.
{160476} |The woman is Shandra |You certainly do seem to be showing an interest in Shandra - or perhaps it's just my imagination.
{160477} {Slight warning}I'd be careful with her if I were you - she is not born to this life, as you and I are. 
{160478} {Slight huff, dismissive}You may walk whatever road you wish, all the while telling yourself it's the only one upon which your feet may fall, it matters not to me. 
{160479} {Scoffs, a little hurt}I think you presume too much. As if <i>I</i> care about the opinions of a blind Harborman muck farmer.
{160480} {Arches eyebrow}Am I? Your intentions are an open book. 
{160481} |The woman is Neeshka|{Still teasing, but slightly jealous}I thought the horned one occupied much of your time now. You certainly do seem to be showing an interest in her - or perhaps it's just my imagination.
{160482} {Slight warning}I'd be careful with her if I were you - demons and devils are not of this land, and their nature are different than ours. "Fickle" comes to mind.
{160483} {Slight huff, dismissive}You may walk whatever road you wish, all the while telling yourself it's the only one upon which your feet may fall, it matters not to me. 
{160484} {Scoffs, a little hurt}I think you presume too much. As if <i>I</i> care about the opinions of a blind Harborman muck farmer.
{160485} {Arches eyebrow}Am I? Her intentions may be a mystery to me, but yours are an open book. 
{160486} |Romance quest start after hearing about West Harbor from Khelgar or other NPC in Act 1|{A little soft, testing the water}Our companion, Khelgar, mentioned West Harbor to me.
{160487} {Testing the water, a little soft}I heard what happened there... to your friends, the other villagers. The attack by those creatures that forced you to leave.
{160488} {Draws out first sentence, slightly questioning}Still, to leave your home. I sometimes forget the attachments one can put to a place. 
{160489} With my kind, especially those that listen to nature, there is no <i>one</i> place that we call home - everywhere we go throughout the land is comforting, with its own sounds and life.
{160490} | Influence Loss Elanee |{Cross, a little spiteful}Indeed? Then perhaps you can appreciate <i>my</i> boredom when I watch your face struggle with a choice or the proper words to greet someone. 
{160491} It is like an orc attempting to read a mage's tome - laughable. Forget I said anything to you. I don't know why I bothered trying to protect you at all.
{160492} | Influence Gain Elanee |I can see how that would be. It is a strange concept at times, but understandable.
{160493} | Influence Gain Elanee |Perhaps, perhaps not. The Mere drew me more than any other place, so I did not travel much beyond its edges. 
{160494} We deal with few outside of our own Circle, I have not seen my own kind in many years, and I spoke with the Circle only rarely.
{160495} But surely we were not here to discuss how I feel about things. Was there something you needed?
{160496} | SCRIPTER: Red Dragon Interior dialogue options (after meeting Nolaloth/Bishop runs away). |This place keeps getting stranger and stranger... and so do our allies. What possessed Sir Bishop to run away like that? Confusing.
{160497} | SCRIPTER: Return to Nolaloth after Frost Giant Canyon dialogue options / Githyanki Outpost options. |So what should we do now? Anything I can help with?
{160498} | SCRIPTER: General dialogue options in 3300. |This is an awfully exciting place, can't wait to see what's waiting for us next. 
{160499} | SCRIPTER: Red Dragon Heights discussion (Greeting line). Still needs a good global flag attached to check for being in 3300. |Sorry, I was staring at the scenery. Did you say something?
{160500} | SCRIPTER: Grobnar joins party. |My pleasure! Just let me know how I can help. {Beat}Or if you'd rather I not talk, that's fine, too.
{160501} | SCRIPTER: Grobnar leaves party. |Oh, all right - let me meet you back at the Heart Chamber, then. Gives more time to listen to it beating.
{160502} | Generic Question Node. || Safety line for brevity. |{Slight eagerness, but not too individualistic, player will hear it a hundred times}Of course, ask away.
{160503} | Generic Question Node. |{Slight eagerness, player will hear it a hundred times}Of course, ask away, always ready with answers, yes indeed. 
{160504} | SCRIPTER: Right after got Construct, but haven't asked about it yet or built it. |{Distracted, thinking about invention}Oh... hello. Sorry... just a little distracted.
{160505} | SCRIPTER: Grobnar heard about Tome. |{Prompting}Uh... one thing. I had a favor, really. I keep hearing about this Tome of {ILT-kazar}Iltkazar - and if I recall correctly, it has a few fascinating chapters on golemcraft. 
{160506} | SCRIPTER: After Shandra's death in Act 2. |{He's thinking about a party member they lost}Oh... hello. Sorry... just a little out of sorts. Have all these thoughts bumping around in my head, they're a little... well, a little confusing.
{160507} Well, you see... I've been thinking about that Construct, that blade golem we retrieved from those rather unpleasant githyanki.
{160508} {Promption}Well, if we were to get a hold of it, we might be able to use it to help ugrade the Construct. 
{160509} I mean, he's walking around and healthy - as golems go - but I only know so much about golems. There maybe something I missed that could help him that would be in the tome.
{160510} | Influence Gain Grobnar |That's what I say! So glad you agreed... I was worried this was one of those times when I had a bad idea. 
{160511} | Influence Loss Grobnar |{Sheepish}Oh... sorry. Bad idea again? I keep having those! Stupid stupid Grobnar! 
{160512} | SCRIPTER: Normal intro. |{Slightly chipper, but not too individualistic, player will hear this a thousand times}Some way I can help?
{160513} Oh, really? Let me see! {Beat}Oh my, yes, this should help nicely. 
{160514} | Not at Grobnar's Workshop. |When we get back home, I'll experiment with this and see what can be done - hold on to it until then, and we can use it later.
{160515} Let me see what I can do with this and what I have here... 
{160516} | Fade in. Don't have all the pieces. |There we go... needs a little more, I think, but it's well on its way.
{160517} | Have ALL of the pieces. Start up the 21_cs_construct dlg to rebuild Construct. |
{160518} | SCRIPTER: Second time, from generic question node |Yes, I did have some thoughts. 
{160519} I was thinking... even though it's damaged and potentially deadly, I might actually be able to get it serviceable again. 
{160520} {Scoffs, then speaks quickly and inspiringly}"Wise?" Pffft. 
{160521} Was it wise when I decided to test my leather-reinforced spiked hat to try and spear fish and nearly drowned? 
{160522} Was it wise when I decided to test my leather-reinforced spiked hat to try and spear fish and nearly drowned? 
{160523} Was it wise when I decided to drink molten lead to try and discover the formula for a leadskin spell? I think not.
{160524} But in each case, I learned valuable lessons that have helped me to this day, whatever they were. 
{160525} All we would need to do is keep our eyes out for missing pieces, runes, tomes, that might help us understand the Construct better, get it running again. 
{160526} Well, some of the runes on its surface are marred and will need to be redrawn. 
{160527} | SCRIPTER: Don't have ink yet. |Whatever was used to ink them in the first place was unique - it's a glowing, flowing golden liquid, stored in lead pots, that when drunk, gives the most delightful hallucinations.
{160528} The ink actually reminds me of this glowstone I once had... but ah well, that's another story I've half-forgotten after drinking those leadskin potions. 
{160529} | SCRIPTER: Don't have iron piece yet. |Also, because the runes are damaged, I really don't know what the original designs were. If we could find some samples... most likely Illefarn in origin... we could possibly redraw them.
{160530} | SCRIPTER: Don't have Tome. |And there's many basic principles of golemcraft that do elude me to this day. I could use a book that outlines the material in a clear, orderly format, that I could always go back to when I forget the important bits.
{160531} That's all I can think of. There might be more we could do, if we chanced upon it.
{160532} {Frowns}{KALAK-cha}<b>Kalach.</b> <b>Cha.</b> <b>Kalach.</b> <b>Cha.</b> Hmmm. Let me think...
{160533} Well, it's not gnomish, goblin, orcish, elvish, draconic... {aside}well, unless the "k" is silent, but even then, it would mean "gizzard stone" or its equivalent. 
{160534} {Curious, remembers}But you know, I did notice you have a talent for languages... don't you know this word?
{160535} {Frowns}Well, that's odd. It may not be a word at all. Might be a title or a name. Most peculiar. 
{160536} Trust me, most of the names I've been called you can't translate in any language... they're not even real words as much as a succession of violent images. 
{160537} {Matter-of-fact, not arrogant}Why... what <b>don't</b> I do, really, sometimes it's hard to keep track of it all.
{160538} I play songs. Write songs. Build things. Repair things. Pick things. Plant things. Tinker with things until they're fixed... or well, uh, need fixing. But that's rare... sort of.
{160539} I suppose you'd say I stick my hands in just about everything. Including dark holes filled with phantom spiders... but that's another story.   
{160540} {Confused}What? Why, I collect it.
{160541} I don't know... what an odd question. I like to gather facts and notes and journals... just for the sake of knowing, really.
{160542} Well - yes. But that's sort of the point, sometimes. When you have all those facts and numbers and words around your skull, you can pull out whatever you need to write a song. 
{160543} And well, songs can help. Sort of. To get more facts and lore... and the whole process begins again.
{160544} Some just come as one advances in the craft and gets more experience in the world.
{160545} Well, sometimes an event will happen that we can't avoid, and as a result, the inspiration beetle bites me, and an idea comes out, all in a rush, makes me dizzy.
{160546} Other times, you have to dig a little deeper in the world and see what pops up. Taking a little detour now and then, going on a little side quest, sometimes can yield a new song or two that you wouldn't have spotted before. 
{160547} | SCRIPTER: No stanzas. |{Eager, then sheepish, when he suddenly realizes he has nothing}Well, it's coming along... yes, coming along, quite well. Just a few stanzas, chords, lyrics... you know, the basics, really.
{160548} {A little downnote}I keep thinking it should be something about a tinker... but well, the only tinkering going on with it is me tinkering and fiddling with the words. 
{160549} {Slightly hesitant}Well, yes, I do have one. It's rather dear to my heart, even if it's been having its ups and downs.
{160550} {A little sheepish}I don't really know. You see, it's mostly a matter of inspiration, and sometimes that's a difficult thing to track down.
{160551} Well, sometimes I'll see something amazing in my travels, enough to get the gears in my head all wound up and running wild. 
{160552} Other times, well, I guess I just need a good kick in the pants to get writing.  Which many seem willing to do, but it doesn't always help.
{160553} Some minstrels get inspiration from their audience, though... and in my case, my audience is basically you. 
{160554} Oh, yes. Sometimes the best works I've done have been when I'm deliriously mad or deliriously sad. Although, now that I think about it, I really don't have any best works... yet. 
{160555} | AUDIO: Play a stinger from Grobnar. |
{160556} | SCRIPTER: First stanza not gained. |[Influence: Failure] Oh, no, no... that's all wrong. <b>I'm</b> all wrong. I'm a big... big... pug-nosed dummy! 
{160557} | SCRIPTER: First Stanza gained, but not second stanza. |[Influence: Failure] This is hopeless. I get all this way, huffing and straining, and I <b>still</b> can't reach my destination - it's just like what Bishop says about Casavir, but in a weird snide tone that I don't quite get.  
{160558} | SCRIPTER: Second Stanza gained, but not third stanza. |[Influence: Failure] {Slight exasperation}By every orc and its ears, I still can't think of anything that rhymes with "pauldrons!" This is hopeless. 
{160559} I need some more time, a little more inspiration, I think. 
{160560} | SCRIPTER: All stanzas complete. |[Influence: Success] It's done! Yes, was actually just putting the last finishing touches on it, should be good to play.
{160561} I call it the "Tinker's Song." It's kind of a catchy little tune, really... it's a song of courage... even if it is a little slow.
{160562} Oh, yes, I think while it can be quite inspiring to us, I think anyone else listening to it might find it a little slow and plodding... so much so it might give them molasses-feet when trying to get to us. 
{160563} | SCRIPTER: First Stanza Good |[Influence: Success] You know, I think the opening bit is coming along pretty well. Still having a little trouble with the middle section, but otherwise, it's starting to cook, to simmer, you know.
{160564} | SCRIPTER: Second Stanza Good |[Influence: Success] You know, I think the middle section finally has grown into its own, found its own voice and tempo, really. Still having trouble with the end section, though... a little hard to wrap things up sometimes, you know. 
{160565} {A little apprehensive, feeling genuine sadness}Well, it's about Shandra, really. It... it just, well, got me to thinking.
{160566} I mean, she wasn't with us very long... and there wasn't anything to be done to save her. I... well, felt rather helpless, and sad, and the whole thing seemed rather unfair. 
{160567} I... don't really know what to say about it except say it. But I... well, was kind of wondering what you thought about it. You know, death. Of friends. 
{160568} | Influence Loss Grobnar |Perhaps you're right... it's just that it's hard sometimes. And she seemed like such a nice person... she didn't deserve it.
{160569} | Influence Loss Grobnar |I suppose that's true, but it seems so... unfair. She seemed like such a nice person... she didn't deserve it.
{160570} | Influence Gain Grobnar |It <b>is</b> sad, that's it exactly. She didn't deserve what happened, not at all.
{160571} And I'm afraid that the more we fight, the more we'll lose... and the more unfair it'll be.
{160572} | Alternate safety line. |Anyway, just something to keep an eye out for, should we happen to. {Beat}But it would be great if we could.
{160573} As I understand it, we're inside a huge, sort of dead dragon, which makes this the second time I've been in a situation like this, and once was enough.
{160574} {Apprenhensive}But mostly I'm concerned about ending up in the intestines a second time - I don't mind being here, but there... again... brrrrrr.
{160575} Oh, that was a fascinating piece of work - ultimately, to understand that, you'd need to understand the arcane component.
{160576} I say we keep our eyes out for similar items, and see if we can piece together the workings of it.
{160577} | CONSTANT/TONY: Need to ask some more about this. |Oh, this is a good amount... oh, yes, indeed. Having these might be able to help us figure out what to do with them next. 
{160578} {Excited}Oh, my word - yes, yes, I can! 
{160579} | At Grobnar's Workshop |Let me see what I can do with this... 
{160580} | Fade out. |
{160581} | Fade in, SCRIPTER: Add +2 to all Construct statistics. |I recited the words, made some adjustments... he seems more powerful somehow. 
{160582} | Construct plays a flourish animation. |
{160583} | Fade out. |
{160584} The Wendersnaven? What about them? 
{160585} {Sagely}Ah, yes, well, it is impossible to truly <i>know</i> the Wendersnaven, since by nature, they are unknowable.
{160586} You see, they see everything, know everything, and exist everywhere and nowhere at once! It's truly quite amazing.
{160587} Their size is also a great source of speculation - whether they are mighty giants, hundreds of Khelgars high...
{160588} {Reprimanding, slight growl}What did I <i>tell</i> you about using me as a unit of measurement?
{160589} Ahem... several Neeshkas high, stretching up to the clouds...
{160590} Hey! {Beat}That's actually kind of a nice image. Thanks, Grobnar.
{160591} Oh, my pleasure, Miss Neeshka. {Beat}Ahem, several hundred Neeshkas high, stretching up...
{160592} ...or whether they are so small they can not even be seen with the naked eye. 
{160593} Well, not really. You see, even if they left their home of {WEN-dur-ith-im}Wenderithm, that means it would be impossible to spot them.
{160594} Oh, {WEN-dur-ith-im}Wenderithm, of course.
{160595} No, it's amazing. Amazing. It's so easy to get "nonsense" and "amazing" confused, I've found, but it's true.
{160596} Wenderithm is up in the clouds. There's many gateways to reach it, scattered throughout the realms, but they are hidden from mortal eyes. 
{160597} Well, yes. But you see, there's so many other fantastical things in the realms, does it really seem like it's that improbable after all?
{160598} Well... take yourself, for example. You are a living jigsaw puzzle of shattered silver shards, that when united, will become an artifact that cut an entire race in two. 
{160599} And this enemy we fight - it's not a shadowy being, it <i>is</i> the dark essence of magic itself, with the ability to embed itself within the very land and ground it walks upon.
{160600} And to think, this Emperor of Shadow...
{160601} {Correcting}King of Shadows.
{160602} {Correcting}King of Shadows.
{160603} {Correcting}<i>King</i> of Shadows.
{160604} ...well, it was once a simple person, just like you... that wanted to protect its people from destruction. Isn't that amazing? {To himself}I almost sense an irony coming, but I think that might be too much to speculate on.
{160605} | Influence Loss Grobnar |{Suddenly feels self-conscious}Oh... yes. Well, when you put it as succintly as that... I suppose it does seem rather foolish. Maybe it's just a dream, really, but... well, such things are often more wishworthy than grounded in reality, I suppose.
{160606} I am sorry - forget I said anything, just rambling like I always do.
{160607} | Influence Gain Grobnar |Really? I do?!
{160608} I can't believe I may have sucessfully argued a point. Now if that isn't proof the Wendersnaven exist, I don't know what is! 
{160609} Well, not directly - you see, there's two sages in Port Llast who are said to know the way... In-leeeva and Nodoob, I believe. {Beat}I'm terrible with names, but that's close enough. They should be able to help us on our quest.
{160610} {A little downnote}Oh. Well... are you sure? I mean, they might be speaking some strange dialect. Or they may be quite mad, in which case, I should be able to understand them clearly.
{160611} Think? Oh, no, I certainly found one. It's quite the instrument, lovingly crafted, with a clear tone.
{160612} Yes, I know it may <i>seem</i> that way, but that is only one of the many wonders of the Wenderkazoo. {Sighs}I love it so.
{160613} Oh, yes, yes, it definitely can. {Beat}I think.
{160614} I do need to do more research on the actual interlocking plate mechanics, especially with the rune grafting and the explosive powder infusion, but it's really all rather complicated - in fact, I hope I don't get the parts confused, or else the whole Keep will go POOF! {Chuckles}Ha ha ha. Oh, well, live and learn, I suppose.
{160615} | SCRIPTER: If not in party already. |Grobnar, I want you to come with me for a while.
{160616} | SCRIPTER: If in party already. |Grobnar, I need you to leave the party for a while.
{160617} I'll be going now. Farewell.
{160618} What's wrong?
{160619} Well, focus, I had some questions for you.
{160620} So?
{160621} Not now. I had some questions for you.
{160622} What's wrong?
{160623} Just let it alone - I don't want you messing with it anymore.
{160624} Let me think about it. I had some questions.
{160625} Sounds good. If we can restore him completely, he'll be an asset.
{160626} | PC has one or more pieces needed to fix Construct. |I think I got some pieces for the Construct. 
{160627} | Heard about Construct |Any more ideas on that Construct we encountered? 
{160628} What do you do?
{160629} | If know about song. |Any luck with that song you were working on?
{160630} | SCRIPTER: If don't yet know what <b>kalach-cha</b> means. |Do you know what <b>kalach-cha</b> means?
{160631} I'll be going now. Farewell.
{160632} I had other questions for you.
{160633} Are you sure that's wise?
{160634} We could use a golem on our side. 
{160635} How many more pieces do you need?
{160636} Like what kind of pieces?
{160637} Yes, but there doesn't seem to be a translation for it.
{160638} How do you get new songs?
{160639} What do you do with all the knowledge you collect?
{160640} But why?
{160641} Isn't it hard to keep track of all that? 
{160642} | SCRIPTER: Only once. |Any songs you've been working on?
{160643} Can you tell me about it?
{160644} Anything I can help with?
{160645} How do you become inspired?
{160646} So the more support... or lack thereof... might help your creativity.
{160647} Want to play what you have so far? Maybe I can help.
{160648} Slow?
{160649} So it's added to your song arsenal?
{160650} You can play it anytime you want, then.
{160651} Want to play a bit more, see how it's coming?
{160652} There's no point thinking about it.
{160653} I could care less - I'm still breathing, and that's all that matters.
{160654} I am sad that we lost her... but there's nothing to do but carry on.
{160655} What do you make of this place?
{160656} What did you make of that machine we found?
{160657} | SCRIPTER: Player has pieces. |What do you make of these pieces?
{160658} | Have tome of Iltkazar and HAVEN'T upgraded Construct. |Can you do anything with this Tome and the Construct?
{160659} | Accessible in Act 3. |I want to talk to you about the Wendersnaven.
{160660} What do you know about the Wendersnaven?
{160661} Somehow, I am not surprised.
{160662} Really? Go on.
{160663} I'll bet.
{160664} How is that even possible? They'd have to be... well, big.
{160665} How convenient.
{160666} Where would you find such creatures?
{160667} Wenderithm? Where's that?
{160668} | Once only. Note that OncePerModule should actually work OncePerCampaign. |This is total nonsense.
{160669} This is kind of hard to follow, Grobnar.
{160670} You really think this all exists? Really?
{160671} Yes. Yes, it does.
{160672} Give me one good reason why I should believe you.
{160673} | Once only. |You are a fool to believe in such things.
{160674} | Once only. |I... concede you may have a point, Grobnar.
{160675} | If the PC hasn't gone to see Enleva and Noduab yet. |You suggested before that we seek out these Wenderhaven?
{160676} | PC went to see Enleva and Noduab without Grobnar. |I went to see Enleva and Noduab, but they are clearly insane.
{160677} | PC found the Wendersnaven and Grobnar found his "Wenderkazoo" |So you think you found an invisible musical instrument?
{160678} But you aren't actually playing anything but air.
{160679} That doesn't sound like an instrument. It sounds like you humming.
{160680} Let's move on.
{160681} | After Tome is found, if Construct exists. Before the Siege of Crossroad Keep. |You mentioned that the Tome of Iltkazar can improve Construct.
{160682} {Keep it casual, flat, player's going to hear this line a thousand times}All right, go on and ask, then.
{160683} {Keep it casual, flat, player's going to hear this line a thousand times}What is it you want, lass?
{160684} {Keep it casual, flat, player's going to hear this line a thousand times}Something you need? 
{160685} Eh? Like who?
{160686} [Influence: Success] Well, that frail lass is one of the copper elves - wood elves. 
{160687} They're a stone's throw more tolerable than some of the other kin, but she's still an elf. Their kind stood with the shield dwarves in the North, so I'll stand by her if need be. 
{160688} She needs to comb her hair, though. And put a little meat on that slim belly of hers. You'd think she was trying to be a tavern dancer with a belly like that - makes my stomach churn.
{160689} Her kind tend to stay out of sight, and a crow's cry from any dwarf holme or civilization. A skittish bunch.
{160690} Uh, no offense. You seem all right, but you know how the rest of your folk are when it comes to being friendly.
{160691} [Influence: Failure] {Act 1}You mean, aside from the fact that she's half devil and her name's more like a sneeze than a proper name, oh, nothing. 
{160692} Then you're entitled to your own dumb decisions. The sooner she turns her horns in another direction, the better. 
{160693} {Snorts}It's no proper dwarf curse, that's for sure. Sounds like something they want to find pretty badly, though, whatever it is.
{160694} No, they're strange ones to be sure, with all their hissing and spitting. They also don't seem to be ones for a stand-up brawl, always relying on ambushes and sneaking up. 
{160695} {Grunts, irritated}If they have a problem with you, I say they get all their clan together and face us at once, without all this chipping away at our patience. 
{160696} Of course, they know we'd probably send them running back to their mothers, so chances are, they're just trying to make us angry. 
{160697} Eh? What about it?
{160698} {Success, sighing}I'm thinking you're right. Maybe it was a fool's quest to begin with.
{160699} I should focus on what I've already learned about being a brawler, a fighter. I've been learning as I've been traveling with you, and I think if it came down to fighting again, I could beat those robed skinnies in a fair fight.
{160700} So I won't be troubling you with anymore with this - I'm going to keep my vision on the path, on the fighting path.
{160701} {Stage 1, Failure}My blood relations tried to make me give up my quest, too, and they had no luck. I've known you for a <b>much</b> shorter time, so don't think you'll have a better chance than they did.
{160702} {Confused, irritated}Hunh? What, you like switching words around? That makes no sense at all. 
{160703} {Slight irritation, scoffs}It makes no sense, it's wordplay. Riddles.
{160704} {Reluctant}Hmmmph. Maybe. I'm not making any promises - but if you can make good on it, then I'll chew it over, yes.
{160705} {Reluctant, thinking it over}Well... it just seems like dodging a fight is... well, cowardly, goblin-like. 
{160706} [Influence: Success] Maybe you're right. Hmmm.
{160707} It's just an odd thought to get one's arm around and choke, you know?
{160708} All right, maybe by not fighting and being more open to what's going on in the skull before cracking it, maybe there's <b>some</b> truth in there. Somewhere. 
{160709} I'll try it, but I warn you, if I don't like it, I'm going back to learning the traditional way. 
{160710} [Influence: Failure] {Dismissive}Whatever you say, I don't hold to that belief, I don't. 
{160711} {Irritated, bordering on angry}Go? They didn't seem to hear a word I was saying. I told them I was there to learn how to fight, and they just threw back words in my face, then they got all quiet on me. 
{160712} I almost thought I might have to smash a few skulls to get my point across, but they weren't listening. I even shouted a few times, and after that, they just got silent.
{160713} You humans have got some things to learn about dwarfholme courtesy. 
{160714} Ah... they were just being stubborn and selfish. Not worth my time.
{160715} Well, I hear there's an order of them tall robed skinnies who have opened their doors to anyone who wants to learn how to smash skulls.
{160716} {Determined}And I plan on taking them up on their generous offer. {Shrugs}It won't be the same as a tavern brawl to be fighting inside a different type of building, but I figure I can make the change as long as there's things to break and windows to throw people out of. 
{160717} {Puffing up}Well, there's a great deal to tell, especially if we're going with clan history and our accomplishments. 
{160718} But chances are - and I don't blame you - you're just asking about me, personally, so let me give you the "short" version. I've been traveling the Sword Coast for a year or two, making my trade at villages and towns. 
{160719} {Chuckles}And well, making my trade at taverns as well, but you already had a taste of that at the Weeping Willow.
{160720} {Shrugs}They were in the mood to threaten, but not fully in the mood to start a fight... I think they were expecting me to drop the coin and leave quickly, which just goes to show you they don't know me too well.
{160721} It's a shame that they didn't keep it a friendly fight. {Sighs}Some people have no stomach for using their fists when they have a weapon at hand. 
{160722} {Surprised}Eager to fight? Well, I suppose I am, if you can call it that - I mean, it's all in good fun. 
{160723} Some take pride in craftsmanship, or in hunting, or in haggling for the best price on a blade or other piece of steel. Me? Talking with my fists is my art form.
{160724} {Happy}Every tavern's an opportunity, I say. There's usually someone who can take a few punches to the gut and groin before they start weeping like a child. 
{160725} {Hasn't considered it, dismissive}Well, I don't know. I enjoy it, I guess. It's a mark of pride to be able to stand tall, and take every punch, then give it right back until I'm the only one standing.
{160726} {Hasn't considered it, dismissive}I enjoy it, I guess. {Puffs up}It's a mark of pride to be able to stand tall, and take every punch, then give it right back until I'm the only one standing.
{160727} Most of the time. Only beaten really bad once, but I learned from it, and I'm determined not to let it happen again.
{160728} {Gets a little starry-eyed at end}Thing is, I'm glad it happened. It was my destiny.
{160729} [Influence: Success] {Trying to make light of it}Well, you see, I used to win. Almost undefeated. 
{160730} But there was this time in a tavern far from here that I chose a fight that ended up choosing me. {A little dreamily}It was fate, I tell you. 
{160731} Well, it wasn't much of a fight. 
{160732} You see, there were these skinny robed humans, barely twigs, that were sitting at the bar when one of our... "competitions" broke out. 
{160733} {Throw in a little Sing Song tone here, but casual, followed by a happy sigh at the end}There were chairs getting smashed, people screaming, tankards being used as clubs. {Happy sigh}Glorious.
{160734} {Slight disgust and disapproval}Well, everyone was having a good time when I noticed those  skinny humans were just sitting there, not even having the decency to pay attention, just nursing waters. {Make disgust apparent at "waters."}Waters.
{160735} So I asked them, well, shouted really, what in the hells they thought they were doing, ignoring the fine entertainment and then insulting the establishment by not having ale. 
{160736} And maybe I shoved one of them a bit. Or tried to break a chair over their skulls, since they were making a point of pretending they didn't hear me. Rude, I tell you.
{160737} {A little uncertain}Well, no, not exactly... I didn't see them cast any spells, exactly, because I couldn't see straight over the next few heartbeats. 
{160738} {Sheepish}Uh, well, they used me as a bar rag, first. And not a single punch I threw even hit them, they were moving too fast. And plus, I think I was seeing double. Or triple.
{160739} After they smashed my face into the bar a few times, they showed me the floor up close - the floor was pretty dirty by that point, by the way - then, as the final blow, they sent me flying like a drunk hippogriff out the window.{Sighs} Magical, it was. 
{160740} {Dismissive about pain, then happy}So after I woke up and wiped the blood out of my eyes - and finally found all my teeth - I went back in and thanked them. Best beating I've ever received. 
{160741} {Eager at end}They seemed a little taken aback by my friendliness, and it turns out they were part of some order, Sun something or other, and get this - they'd devoted their lives to fighting with their fists. 
{160742} {More eager}Can you imagine? Lifetime devotion to brawling. It's their lives, their craft. 
{160743} They're monks, aye. Crazy water-drinking fools. Hmmmph. Hope drinking water isn't what makes them fight like that.  
{160744} Anyway, that life sounded like destiny to me. I mean, those skinny excuses for humans were good, and they spent their whole lives kicking the hell out of others. Training for it.
{160745} That's when I knew <i>that's</i>  what I wanted to do with my life. My purpose was clear. 
{160746} Huh? Of course it is - well, as far as I could tell once my head stopped ringing.
{160747} You mean like headbutting someone? {Dismissive laugh}I already know how to do that,{Beat} though sometimes I need to grab them by the beard or collar and yank their head down so I can hit it properly.
{160748} {Challenging}Oh, is that so? Well, I must have missed that part while they were wiping down the tavern with my face and throwing me through a window.
{160749} Hmmmph. Shows how much you know about it. <i>You</i> didn't see them in action. 
{160750} [Influence: Failure] {Dismissive, Influence Failure}Ah, it's a story for another time - after we find a tavern and have some ale in our bellies.
{160751} {A little confused, the player has already asked this before}Khelgar Ironfist, just like the last time you asked. 
{160752} You sure you haven't taken a few hits to the head in a tavern brawl?
{160753} Khelgar Ironfist, of course.
{160754} It's a wonder you haven't heard of me, considering how I've made my mark up and down the Sword Coast for almost a year.
{160755} Never mind, let's keep moving.
{160756} | Only if Trial hasn't been met. |I wanted to ask you about some of our companions.
{160757} You seem more well-disposed to Neeshka than before - even Elanee to an extent.
{160758} Know anything else?
{160759} You don't seem to like some of our allies - especially Neeshka. What's your problem with her? 
{160760} Well, get used to her because we're going to be working together. 
{160761} Have you heard the word, "Kalach-Cha," before?
{160762} Do you know anything about the creatures pursuing us?
{160763} |After meeting monks|I wanted to talk to you about becoming a monk.
{160764} I think you should give up becoming a monk. It's a fool's quest.
{160765} Excellent, I had other questions for you.
{160766} Khelgar, to learn how to fight, sometimes you have to learn how not to fight. 
{160767} What I'm saying is there's more to fighting than fighting.
{160768} {No successes yet}If I prove to you otherwise over the course of our travels, will you at least consider it?
{160769} {Multiple successes}If there's anything I've shown you, it's when you control when and how a fight begins, you've won already.  
{160770} Khelgar, those monks you first met in the tavern defeated you easily. Surely there's truth in that. 
{160771} |After meeting with the monks in NW, need flag|How did the meeting with monks go?
{160772} Maybe you needed to approach them with a little less violence.
{160773} Being a monk is not about physical strength and endurance - it's about thought and meditation.
{160774} | Haven't spoken to Hlam yet. |Why are you going to Neverwinter?
{160775} I need to know more about you if you're going to travel with me. 
{160776} Tell me a little about yourself. 
{160777} Why were those men trying to attack you outside the Weeping Willow? 
{160778} Why were those men trying to attack you outside the Weeping Willow? 
{160779} Why are you so eager to fight?
{160780} But why do you do that?
{160781} Is that usually how it turns out?
{160782} What happened?
{160783} Maybe you just took a blow to the head a little too hard.
{160784} You found fate in a tavern brawl?
{160785} I don't understand the problem.
{160786} If all you did was shout, then that's hardly a fight.
{160787} You shouted at them?
{160788} Were they wizards?
{160789} What happened?
{160790} Then what?
{160791} So they were monks?
{160792} That's not all monks do, you know.
{160793} I don't think kicking the hells out of others is the point of a monastic order. 
{160794} Well, the life of a monk is more cerebral than that.
{160795} It's more of a state of mind and body.
{160796} It's not about violence, Khelgar.
{160797} |Second time asking|Who are you again?
{160798} |First time asking|Who are you?
{160799} We've spoken enough. Let's move on.
{160800} Never mind. I had other questions for you.
{160801} |First time|{Goody-two-shoes}You have bested me in battle three times. I have never suffered such a defeat.
{160802} {Seems pleased, like giving up a burden}I will serve you, Knight Captain, so that we may bring forth light in these dark days.
{160803} |PC is neutral|A leader of men has the opportunity to make their followers reach beyond themselves - to achieve greatness in themselves. Lead by example.
{160804} |PC is evil|{Gets cautionary}I have pledged myself to your cause - and I will not break my oath. But the path you take comes perilously close to the shadow - and it can consume you.
{160805} It is an honor to serve, Captain.
{160806} The example you set can iluminate your men for the rest of their days.
{160807} From the Mere the King of Shadows of rises. You must never waver if you are to win the day.
{160808} |SCRIPTER: Great victory at the siege|{High compliment - admires the player}The wave of shadow has broken on the shores of your Keep, Captain. What you have built here will last an age.
{160809} |SCRIPTER: Victory at siege|{Compassionate for the fallen, but in a soldiery way}The spark of life has left many of the valiant. But their loss has not gone in vain - the day is ours and the shadows have retreated. For now...
{160810} | First time you meet Light of Heavens could be in Neverwinter City Market District or in Port Llast. The player must talk to her to trigger this conversation. |The shadow grows long here. And it seems chance has thrown its lot in with you.
{160811} Will you be the sun that sends the shadow into hiding, the tree that stands still and is swallowed, or the dark cloud that hastens the night?
{160812} Such uncertaintly is common for one untested.
{160813} I would offer myself as a willing conduit through which you may be tested.  I challenge you one on one. Raise your guard and we shall begin.
{160814} Your resolve is strong to the ears, but my eyes see one untested.
{160815} My eyes see grey, but your words ring black. What is the truth of it? Are you a friend or foe to Light?
{160816} You've not yet earned the right to know me, as you are untested.
{160817} | SCRIPTER: PC starts fight the evil way. Light of Heavens will fight full strength. |In that case, you must be destroyed before you do more harm. I take no joy in this. Raise your guard.
{160818} Testing you is the only way I can know your worth. You may either accept or not.
{160819} | Party cleared. Block triggers set up so that the player cannot escape. Light of Heavens becomes hostile. They fight until one emerges victorious. Note that this node is used for all three fights. |
{160820} | SCRIPTER: She should only say this once. Since you will meet her in multiple modules, I'm not sure if OncePerSpeaker or OncePerModule will work. |Are you certain? I have come a long way that you may be tested. You will not get this chance again.
{160821} | Light of Heavens walks away, off camera and disappears. Set it so the PC will never encounter her again. |So be it. We shall not meet again.
{160822} | Combat ends for the first fight between Light of Heavens and the PC when one or the other reaches one hit point. |{somewhat winded}The test is finished.
{160823} | Friendly fight. PC lost. |{disappointed}I have bested you, fighting at only half my strength. 
{160824} | Evil, PC Lost. |You are black as shadow, but not nearly so potent. You represent only a small threat to the Light, and I will let you live for the sake of balance.
{160825} | PC started fight the friendly way OR this is the second or third fight. |I find you lacking the strength to overcome the shadow. This land will surely be taken. I have done what I could, but I cannot fill a cracked vessel.
{160826} | Friendly fight. PC won. |You have beaten me fairly and succeeded this, the first of three tests.
{160827} Then now is a perfect opportunity to test. If you are worthy, you will prevail even when stretched to the end of your strength. You may either accept or not.
{160828} I will come to you twice more, and twice more you may be tested. For now you have earned the right to know my name.
{160829} | Light of Heavens walks away and disappears. She will appear again  to the player. |I am Light of Heavens.
{160830} | Second time you meet Light of Heavens is either in Port Llast or Neverwinter City Market District, wherever the player didn't meet her the first time. |You've found me again. I offer to you the second of three challenges.
{160831} | Combat ends for the second fight between Light of Heavens and the PC when one or the other reaches one hit point. |The test is finished.
{160832} | Third time you meet Light of Heavens is in Crossroad Keep Farm. This happens only after the player has beat Light of Heavens in Neverwinter and Port Llast. |Did you count the revolutions of the sun since our last meeting? This test will be either the end or the beginning.
{160833} | Combat ends for the third fight between Light of Heavens and the PC when one or the other reaches one hit point. |The final test is finished.
{160834} I will hold nothing back for this, your final test. Will you face me as adversary one last time?
{160835} {Some sorrow}I savor every loss - for I must lose three times to find my equal. A long search it has been, I would be most <i>pleased</i> to lose to you one more time. Do you accept my challenge?
{160836} Your words ring with certainty of a choice made.
{160837} I offer no answers, I offer only my test. Do you accept?
{160838} | PC Won. |You have bested me the third of three times and proven yourself worthy of my service. If you accept me, then I can help you bring Light to this region and conquer the Shadow.
{160839} This time I will not be holding back so much, but I still will not confront you with my full ability.
{160840} 'Tis the nature of the test. If cold steel is tested in an inferno it will shatter before given a chance to show its true strength.
{160841} I am born to this crucible of life to test the mettle of heroes and one day find my better - I am Light of Heavens.
{160842} {matter-of-fact, not arrogant or boasting}"Light of Heavens" is what the High Priest of Lathander exclaimed when he first laid eyes upon me as a babe. And thus was I named.
{160843} I have told you enough. Should you fail these tests, it will amount to so many wasted breaths. Do you accept my challenge?
{160844} | PC Won. |You have prevailed in the second of three times. Once more I will come to you, and you may demonstrate your worth against me a final time.
{160845} Now I must go. {beat}I see the questions in your eyes. I am not one who answers - I am one who tests and fights.
{160846} | SCRIPTER: Light of Heavens walks away and disappears. She will appear again to the player in Crossroad Keep Farm. |
{160847} Then I will simply leave. Is this what you wish?
{160848} {not boasting}You have no armsman, servant, or warrior such as I. The blade and the light are my being. I would serve you well, if you would take me.
{160849} Very well. I have already met your Kana. I will report to her for assignment.
{160850} | Light of Heavens walks into the Keep and disappears. Next time the player enters Crossroad Keep Courtyard, Light of Heavens will be in her place just outside the Tower. |
{160851} | Evil, PC won. |{dying, shocked, sad}Evil... triumphs.
{160852} | Light of Heavens falls and dies. Fake death for now, so that conversation continues |{groans softly and dies}Nnngh...
{160853} | First time, but tiefling. |One touched by the blood of the lower planes has come.
{160854} | First time, but tiefling. |One also touched by the blood of the higher planes has come. 
{160855} I don't understand your question.
{160856} I wish I knew.
{160857} I seek to destroy the King of Shadows, if that's what you mean.
{160858} That is none of your concern.
{160859} | Evil response. |"Dark cloud that hastens the night?" I like the sound of that.
{160860} I am definitely a friend.
{160861} I am a foe.
{160862} I don't know.
{160863} I am neither.
{160864} Who are you?
{160865} Wait. You want to fight me?
{160866} | SCRIPTER: Light of Heavens is testing the PC in a friendly way, so she fights at half strength. And PC fights alone, without companions. |I accept your challenge.
{160867} I don't want to fight you.
{160868} I'll pass.
{160869} Very well, I accept.
{160870} I'm not ready to fight right now.
{160871} I accept your challenge.
{160872} I grow tired of this. Why don't you tell me who you are and what you want?
{160873} I'm not going to fight you any more.
{160874} I beat you twice and you keep coming back for more. You must like to lose.
{160875} What service can you offer?
{160876} And if I don't want your service?
{160877} I accept your service - Kana and I could use you.
{160878} Why won't you fight me at full strength?
{160879} What kind of a name is Light of Heavens?
{160880} Who are you again?
{160881} I accept your challenge.
{160882} I don't want to fight you.
{160883} I don't want your service. Leave.
{160884} {Player's likely to hear this a thousand times}My tail's a-quivering, fire away. 
{160885} {Player's likely to hear this a thousand times}Go ahead, I'm all horns. 
{160886} {Player's likely to hear this a thousand times}Ooooh - guessing games. All right, go ahead!
{160887} {Slight flippancy, but not too much, player's likely to hear this a thousand times}Questions, questions - go ahead, I'm all horns. 
{160888} {Slightly cheerful, but not too much - the player will be hearing this HUNDREDS of times over the course of the game}What's going on?
{160889} Yeah? Which one of the marks you wanted to know about? Not the barrel-head dwarf, is it?
{160890} {A little suspicious}The tree-worshipper? What about her?
{160891} If you're asking if she has any money or valuables, then no, I already checked. 
{160892} {The next few lines are mockery, Neeshka is stating the obvious, but trying to be straight-faced about it and failing}I don't know. She's got pointy-ears but doesn't smell of the Lower Planes, so she's probably not a tiefling. 
{160893} And she's too tall to be a halfling - and too thin. Plus, she hangs out with animals, so she's an elf. 
{160894} What do you expect me to say? She's one of those nature priests, worship trees and the land, don't like cities, so don't have much traffic with her kind.
{160895} {Rolls eyes, then gets suggestive at end}Oh, all right. I was just making sure she didn't have anything that could hurt us, but I'll stay out of her pockets in the future - if <i>you</i> do.
{160896} |Female PC|{Rolls eyes, then gets suggestive at end}Oh, all right. I was just making sure she didn't have anything that could hurt us, but I'll stay out of her pockets in the future.
{160897} Well, he needs to watch his tongue, or it's going to run right out of his mouth and get <i>stepped</i> on. 
{160898} I mean, you did me a good turn, all <i>I</i> want to do is help out, and he's yelling at me like some old mule.
{160899} I know he's short and it's rough being in the "big people's" world, but he needs to stop being all defensive - especially for someone so small.
{160900} {Rolls eyes}Story of my life. You'd be surprised how much you hear that when you're about to be burned at the stake or run out of the local hamlet.
{160901} He's too quick to start fights, that's his problem. He keeps it up, he's not going to have anyone watching his back - or more likely, looking over it.
{160902} {Shrugs}I'm good at slipping into places... but not all the time. Coaxing locks to open, dodging traps, you know, subtle stuff. 
{160903} And I may have accidentally back-stabbed some people in the past, but if they couldn't see me coming, well, that's their loss. 
{160904} {Thinking slightly, tapping finger on chin}It's not demonic, but it <i>does</i> have a certain planar "tone" to it - it's hard to explain, it's an odd dialect. 
{160905} But those githyanki chasing you definitely aren't from this stretch of the woods. {Eager, like wanting to set a mousetrap}Maybe we could catch one and ask them.
{160906} Well, the githyanki are probably one of the worst groups of zealots you could ever have chasing you, the Lower Planes excluded. 
{160907} Githyanki are smart, even for religious half-wits. So I hope they haven't targeted you for some holy crusade, because then you'd be deep in the Styx, let me tell you.
{160908} {Thinking}The thing is, they usually aren't this persistent - they have a set goal, they hit it, and then they're out of there. 
{160909} Plus, they don't usually stay on one plane for too long - the Astral Plane is their home. 
{160910} {"Your guess is as good as mine"}Your coin's as good as mine. Could be anything - but whatever it is, it must be pretty important to them.
{160911} {Teasing, friendly, whispering}Yeah, but shhhh- don't tell anyone. I wouldn't want anybody else to figure it out - I mean, aside from the horns. And the traces of demon blood. 
{160912} {A little surprised, no one's really asked before}Me? Well, I don't know - I'm <i>me,</i> I guess. 
{160913} No one usually asks, so finding the words is a little hard, trust me. People usually make up the whole story once they spot the demon blood - if they ask at all. 
{160914} {She's actually pleased to be telling her miserable story, but the punchline is that she's going to list a bunch of terrible things and be excited by it}This is so exciting... wow, where to begin. 
{160915} {Beat, launches into it}Okay, well, I have <i>no</i> idea who my mom or dad was, uh... I was abandoned... but raised by priests, who tried to convert me, so I went away for a long time. 
{160916} Yeah, priests of Helm. {Mock Barritone, mocking the voice of the priests}"The Watcher, the Vigilant One, Kind to Children." 
{160917} {Rolls eyes}Were <i>they</i> a hardheaded bunch. Really up on the discipline, not so much on the caring and forgiveness. But they're priests of Helm, so what are you going to do?
{160918} Yeah, I mean, we all get into trouble sometimes. Or a lot. And I guess they ran out of "I forgive yous" at some point. 
{160919} Anyway, so after helping myself to their collection plate after a particularly moving sermon, I decided to see what else I could help myself to. 
{160920} But you know, those tales could fill a book, and I don't want to chew your ear off. Maybe some other time. 
{160921} {Draws out second pronunciation, to reinforce it like it's important}Neeshka - Neeesh-ka, emphasis on the "Neee." {A little to herself}Not many people get it right. Or try to. 
{160922} I'm told it means something in the Lower Planes, but since I don't get down there much... although, <i>obviously,</i> good old grandpa made a habit of coming up here for the night life, if you, uh, get my meaning. 
{160923} Usually they call me "thief," "cursed one," "demon-wench," "rat-child," "goat-girl," the list goes on. You'd think "Neeshka" wasn't that hard to remember. 
{160924} {Shrugs, totally cool with the name-calling}It's not so bad, I mean, all those things are true. 
{160925} Never mind, let's keep moving. 
{160926} I wanted to ask you about some of our companions. 
{160927} I actually meant Elanee.
{160928} I was more interested in what you thought of her.
{160929} Don't do that again. 
{160930} What about him?
{160931} He just needs a little more time to get used to you.
{160932} Do you have any useful skills?
{160933} Have you ever heard the term, "Kalach-Cha," before?
{160934} What do you know about the githyanki?
{160935} Any idea why they're here?
{160936} Do you know anything about the creatures pursuing us? 
{160937} So you're a tiefling?  
{160938} I need to know more about you if you're going to travel with me.
{160939} Tell me a little about yourself. 
{160940} That's it? You're "you?"
{160941} You sound a little surprised.
{160942} I'm asking now, so I expect some answers.
{160943} Well, I'd like to know, I'm curious. 
{160944} Priests?
{160945} Not much on forgiveness?
{160946} |Need to check with John Lee on position|What were you doing in Fort Locke? 
{160947} |Second time+|Who are you again?
{160948} |First time|Who are you?
{160949} We've spoken enough. Let's move on. 
{160950} Nevermind. I had other questions for you.
{160951} Neeshka - that's an odd name. 
{160952} What do you mean?
{160953} You mean you get those insults all the time?
{160954} {Cynical}Great. What's wrong now?
{160955} {The player is going to hear this a hundred times, keep it neutral and even, not much individuality in the line}Go on and ask.
{160956} {A little uncomfortable}I have no idea what that thing was... but I don't like it.
{160957} I mean, it even looked like me... right? 
{160958} Look, if I knew, trust me, I'd tell you.
{160959} {A little scared, doesn't want to admit there's a problem, as if she's sick}Disoriented... uh, well, I felt weaker for a time. It's like when it vanishes...
{160960} {Uncomfortable}Well, when it vanishes, I feel wiped out. Drained.
{160961} {A little quiet}I know. 
{160962} | Influence Lost |{Snappish}I <b>know</b> it's my problem. I'll handle it, okay?
{160963} {A little quiet}I... just hate being attacked by something I don't even know how to beat... it's like someone's playing some game with me.
{160964} But whoever it is, they're not going to win. I swear it - they'll regret it, and I'll burn them where they stand. 
{160965} I can <b>do</b> it, all right?
{160966} | Influence Gained |I... appreciate it. Thanks. I... kind of hate that you're tangled up in this, but thanks for helping in the fight.
{160967} {Irritated, snide}Did he? That'll be the day. Are you sure he didn't summon that thing?
{160968} | Influence: Lost, Influence with Sand Gained |Why don't you thank him for me, if you two are such friends? You know what a deceptive, snide little worm he is. 
{160969} | Influence: Lost, Influence with Sand Gained |{Irritated}Fine. I'll beat it on my own, and nothing Sand could say could help anyway.
{160970} {Irritated, folds arms}And what did his superior highness of all magery say? 
{160971} {Irritated}What in the hells is that?
{160972} | Influence: Gained, Influence with Sand Lost |{Snorts}So? Did he see a picture of it in one of his worthless tomes? 
{160973} {Confused}So how do I kill it?
{160974} {Scoffs}So I kill it by not attacking it while it's weak? Seems to me Sand's setting us up to be its victims.
{160975} | Influence: Lost, Influence Gained with Sand |{Scoffs}Whatever. He can keep his tomes... I can handle this elemental my own way. 
{160976} | Influence: Gained, Influence Lost with Sand |{Thinking, a little suspicious}Hmmmm. Well... all right, I'll think about it. But there's no telling what can happen in the heat of battle.  
{160977} | Influence: Gained |{Thinking}I <b>could</b> muster more power... but I've never released that much at once before.
{160978} Then again, it's my life... and I can't let that elemental keep attacking me. 
{160979} I don't know - maybe he was turned away from the Academy - or refused a teaching position. 
{160980} It wouldn't be the first time. All I know is he shouldn't have been talking like that to me if he knew what was good for him. 
{160981} {Thinking back on an unpleasant encounter, getting pissed}By the Gods... that smug arrogance. I would have liked to have burned it off his self-righteous face, asking me about the Academy, my studies... how <b>dare</b> he. 
{160982} {Indignant, defensive}Well, did you <b>hear</b> him? 
{160983} I'm not the one you need to worry about - <b>he's</b> the one you need to watch.
{160984} I just heard that same lecture at the Academy, and too many times. 
{160985} | Influence: Loss |{Snorts}That'd be the day. He's got nothing to tell me that I can't find out on my own. 
{160986} | Influence: Gain |{Snorts}The masters at the Academy were a lot like him. A worthless bunch of hunched mages, pouring over books and potion bottles.
{160987} | Losing influence war |{Angry}Oh, don't patronize me. You show more attention to that arrogant self-righteous "wizard" than anyone else. 
{160988} | Winning influence war |So? Do you think I care what he thinks? I mean, you know what Sand's deal is, right? His angle?
{160989} {Barreling ahead}He may act like he knows everything, but it's only because he doesn't know <b>anything.</b> 
{160990} That's why he studies books, gathers magic items - it's because he wants to be close to that power that he can't have, because it's not part of who he is. 
{160991} He envies you, you know. All that power he can sense coming from you - he wants to be close to it. He doesn't care about you at all.
{160992} {Disdainful}He's worthless.  And worse, he's useless.
{160993} | Influence: Gained |You don't need him, you need <b>me.</b> He won't fight, except with words, and words are useless now. 
{160994} |Qara losing|Don't worry - by the end of this, you won't have to worry about me anymore. I can handle myself.
{160995} | Influence: Lost |Whatever. If Sand is as confident in himself as he seems to be, then it won't be a problem how I treat him.
{160996} And trust me, I'm here to help you, not him. He tries anything, I'm going to torch him where he stands. 
{160997} | If Qara winning, nothing, otherwise Influence: Lost |No, you don't. You've shown me more care. Him? He's nothing.
{160998} | Influence: Lost |Whatever. If Sand is as confident in himself as he seems to be, then it won't be a problem how I treat him.
{160999} | Influence: Lost |Whatever. You and that two-bit hedge wizard can read whatever you wish, but leave me out of it. 
{161000} | Qara Winning |Don't worry - by the end of this, he'll take off, you'll see. We won't need to worry about him much longer. 
{161001} His problem is the problem <b>most</b> mages have - they try to know everything about magic, research it, because they don't know <b>anything.</b> 
{161002} They think there's some reason behind fire, lava, the wind... those things are nature, instinct, not something you can figure out in a book.
{161003} He knows you trust me more, like me more - and he knows how things stand. Let him deal with it. 
{161004} {Irritated}They're from a rival house at the Academy, some of their students were punished when they decided to attack me. 
{161005} {A little flippant}Yeah, that's why I burned down their stables and practice yard. And then torched their common hall. 
{161006} Talking behind my back, ridiculing me for my "studies," saying I was temperamental, and that I lacked any sort of discipline.
{161007} They had it coming - eventually their master, Johcris, stopped me, but if he hadn't, I would have taken the battle right to all of them.
{161008} Of course, now they're trying to ambush me in the streets now that I'm outside of Academy protection.
{161009} When I confronted them on it, they finally admitted it... so I struck back. 
{161010} No, they were attacking me first - gossip, slander. I won't abide insults from those tome-readers. 
{161011} | Influence Lost |{Scoffs}Others have tried to lecture me, and I really could care less. They crossed me, and they got what they deserved. 
{161012} | Influence Gained |Right! Sometimes you have to take a stand - otherwise, people will walk all over you.
{161013} | If Duncan is nearby. |Why? Like <b>you</b> care. If I didn't almost burn down your Uncle's dumb establishment, I wouldn't even <b>be</b> here.
{161014} Hey! 
{161015} {Irritated}Oh, stow it, you drunk.
{161016} Why, you going to lecture me like the Academy instructors used to? Forget it. I'll say what I want, when I want. If you don't like it, shove off. 
{161017} My <b>problem</b> is people keep telling me what to do, and I don't need to hear it anymore. 
{161018} I can handle myself. I know my powers, and I don't need somebody telling me how to use them.
{161019} Well, it's not hard to guess which side of the classroom you heard <b>that</b> from.
{161020} {Disgusted}Those instructors... they don't know what they're talking about. And if I had to page through one more dusty tome, forget it. 
{161021} | Influence Lost |{Irritated, disdainful}Better? For what? The service of Neverwinter? Please. 
{161022} It's a place where noble families shove off their young ones to get them out of their hair, so don't even try to tell me otherwise. 
{161023} | Influence Gained |{Nods}Finally, someone who can speak some sense - I wish you could tell the masters and the students at school that.
{161024} They keep them all sheltered there, like sheep. How are they ever going to learn anything from a book or potion bottle? 
{161025} | If Duncan isn't nearby. |Why? Like <b>you</b> care. If I didn't almost burn down your Uncle's dumb establishment, I wouldn't even <b>be</b> here.
{161026} {Suspicious}What about it?
{161027} Will do. Anything else?
{161028} [Influence: Failure] Oh, don't you start telling me what I should or shouldn't do. I got enough of that at Academy, and I don't need it now.
{161029} [Influence: Success] I could try... I usually tend to fall back on my standbys, but if you want to see what I can <b>really</b> do...
{161030} ...well, let me think about it, and see what I can come up with in my arsenal. 
{161031} {Defensive}And what makes you think I need to hold back at all?
{161032} [Influence: Success] Hmmm. Maybe you're right.
{161033} Usually when the masters at the Academy talked of restraint, there wasn't any purpose behind it, or at least no practical purpose.
{161034} Then again, with the number of fights, we're in... all right, I'll tone it down. Maybe our enemies will underestimate me, just like the students do.
{161035} {Irritated, then dismissive}{GLEN-ah}Glina's father, and one of the Masters at the school, deals with enchantments and reagents. Powerless, like the others.  
{161036} That little twig of a girl who threatened me... us... at the Sunken Flagon. Don't worry, I'm trying to forget her, too.
{161037} He's all bluster and talk like the rest of them. I was defending myself, and if he's too blind to see that, then let him <b>try</b> to do something.
{161038} He even has to get his students to fight for him - a worthless house, if you ask me. His daughter deserved what happened.
{161039} So? I can handle whatever comes - they're a bunch of book-learning fools, me, I know how to use power, and I'll show them if they so much as try anything.
{161040} | Influence Gained |My thought exactly - we'll teach him what you won't find in any schoolbook.
{161041} | Influence Lost |{Scoffs}You sound like one of the Acdemy instructors... maybe you should take a post at the Academy.
{161042} Why not? They're always talking about me behind my back at the Academy, and I decided I wasn't going to take anymore.
{161043} I know more than they <b>ever</b> will about magic - they're simpering little girls who can't even levitate a fork if they wanted to.
{161044} Oh, that I'm dangerous, that I act all superior, that I talk down to them - so what if I do? All <b>they</b> get from magic is what they read out of a book.
{161045} Oh is that so? Maybe you should join the dorm of the weaklings at the Academy, too - well, if I hadn't burned it down.
{161046} {Challenging, arrogant}You tell me - is it better to <b>experience</b> something or read about it? If I have to explain that to you, then you're a lost cause. 
{161047} Yeah, exactly - when they're at my level, maturity and spell-wise, then they can have cause to talk. 
{161048} I mean, I <b>know</b> what power feels like rushing through me - <b>they've</b> barely sipped from the stream. 
{161049} It's like this shiver that starts spreading through you, a warmth, like it's coming from your heart and your head all at once. 
{161050} And you feel that warmth get <b>hot,</b> so much so you think you can burn anything in your path, yet you'll only be brushed by it. 
{161051} I... I can't even explain it. But trust me, I know. 
{161052} | Influence Lost |{Irritated, disdainful}You sound like one of the Masters at the Academy - and I got sick of them really fast, too. 
{161053} | Influence Gain |{Smiling, a little eager}Oh, I'll be ready. I'm looking forward to it, actually.
{161054} | First elemental attack. |Do you know anything about that elemental that attacked us?
{161055} | Once-only, Sand has discovered how to beat it. |Sand discovered what the elemental was that attacked us.
{161056} | First confrontation between Sand and Qara. |You and Sand don't seem to be getting along.
{161057} | Only after meeting Sand in his shop, Sand hasn't joined |What was between you and Sand in his shop?
{161058} Tell me about yourself.
{161059} | Need to be in party. |I wanted to talk to you about your spell-casting.
{161060} | Once only. |Do you know who those students were who attacked us?
{161061} | Once only. |Why were you fighting those Academy students at the Flagon?
{161062} | Only after asked about attack or student attacks. |Why do you hate the students at the Academy so much?
{161063} Never mind. Let's keep moving. 
{161064} I had other questions for you.
{161065} And you have no idea what it is?
{161066} You seem a little disoriented after it attacked.
{161067} | Once only, to prevent looping bonuses. |We need to find out what this thing is, and quick.
{161068} | One Time only, good response. |Don't worry, Qara. I'll do whatever I can to protect you.
{161069} | One Time only, evil. |It's your problem, not mine - it seems to be hunting for you.
{161070} You don't sound okay.
{161071} Are you sure? We couldn't kill it the last time.
{161072} Are you okay?
{161073} He's trying to help you. You could be a little more grateful.
{161074} Maybe you should listen to me for once, it could save your life.
{161075} He says it's an arcane elemental, part of an Illefarn summoning curse.
{161076} I'm not sure, but I trust him about as far as I can throw him. Still...
{161077} Forget it. That elemental can destroy you for all I care. 
{161078} Maybe you should be quiet and listen for once.
{161079} It's a curse of a sort, an elemental able to siphon the energy of a sorcerer it's bonded to - and it's bonded to you.
{161080} Apparently, someone has it in for you, and they want you to use your own power to kill yourself. 
{161081} You can try to control your temper, and instead of lashing out at it, you can try to calm yourself.
{161082} Try to discipline your powers, and when we weaken it, don't attack - just let it dissipate rather than get angry at it.
{161083} Without an emotional conduit to draw on, the next time we attack it, it should simply vanish.
{161084} I believe Sand, and I think you should, too.
{161085} It's worth a shot, and while Sand's a fool, he may be right this once.
{161086} Well, it might be possible to overload the conduit with enough rage and power - but there's no guarantee that will work.
{161087} Actually, you threatened him first. 
{161088} As long as you control your temper, feel however you want.
{161089} Why did his comments bother you so much?
{161090} He is arrogant - we've had unpleasant dealings with him before.
{161091} He was being rude, but his words still made some sense. 
{161092} Well, maybe you should listen.
{161093} Then good riddance to him - we don't need to hear it.
{161094} Anyone else? Or just you?
{161095} That's unfair. 
{161096} And why would that bother you?
{161097} I think you're mistaken.
{161098} You're wrong.
{161099} |Good Response|I don't think anyone in this party is useless.
{161100} |Good response|We need to stick together if we're going to beat this threat. 
{161101} I need you to treat him better.
{161102} | Lawful response |You have it wrong, I respect you both equally - it's only fair.
{161103} |Chaotic Reponse|Actually, both your behavior angers me - but I could care less.
{161104} But you can learn about those things in books. 
{161105} | Evil response |Sand has his uses - stay out of his way until he's served them, then we can dispose of him.
{161106} Maybe you're right.
{161107} Attack you?
{161108} What did they do, exactly?
{161109} So you did strike first?
{161110} | Lawful response |Doesn't sound like your attack was justified, not to mention the damage you did to the Academy property.
{161111} | Good response |You know, unleashing your powers like that was reckless. Somebody could have been hurt.
{161112} | Chaotic response |Fair enough. If they were insulting you, then they needed to be taught a lesson.
{161113} | Evil response |Sometimes the weak must be shown true power - and if they refuse to see it, they must be hurt until they do.
{161114} Who's Johcris?
{161115} I hear you haven't been doing well in the Academy.
{161116} What is your problem?
{161117} I suggest you improve your manners, and fast. 
{161118} | Once only. |They're trying to teach you to use your powers better.
{161119} | Once only. |Who needs instruction? Instinct and experience are the best teacher.
{161120} | Already succeeded |I'd like you to go back to full destructive mode.
{161121} | Already succeeded |I'd like you to practice more restraint - could be a long road ahead.
{161122} | Haven't succeeded |You need to show more restraint in your powers.
{161123} | Once only if succeed. |Maybe you could use some training - you're firing spells erratically.
{161124} | Once only. |Is there any way you can increase your powers, be more destructive?
{161125} Sometimes doing the most damage involves hitting an opponent at just the right time.
{161126} Because I <b>said</b> so. I want to win all our battles, not just the immediate ones.
{161127} If you keep using your powers like you do, you're going to hurt one of us, and you're going to weaken yourself right before an opponent strikes. 
{161128} Glina?
{161129} | Killed Glina |Must bear you ill-will because of what you did to his daughter, then.
{161130} | Drove Glina off. |You threatened his daughter, he may take action.
{161131} He doesn't seem to like you much.
{161132} | Once only. |If you kill everyone who crosses us, you'll soon have an army of enemies hunting for you.
{161133} | Once only. |To pick fights with everyone who crosses you isn't going to make things any easier for you, or us.
{161134} | Once only, Chaotic response. |If he tries to fight with you - and us - he'll get what he deserves.
{161135} | Once only, Evil response |Inflicting pain on one's enemies sometimes is the best teacher... and much more fun.
{161136} | Good response |You don't need to fight to prove you're right, you could reason with them.
{161137} | Lawful response |Breaking the law and harming others is no way to deal with others.
{161138} | Chaotic response |If battle is what is takes to make them see, so be it.
{161139} | Once only, Evil response |Inflicting pain on one's enemies sometimes is the best teacher... and much more fun.
{161140} They talk behind your back? About what?
{161141} You seem pretty dangerous.
{161142} Is reading books so bad?
{161143} If they're weak, they deserve your scorn.
{161144} And what does power feel like?
{161145} | Once only. |You need to learn more control over your powers if you want to keep traveling with us.
{161146} | Once only. |Just as long as you know when to unleash your power, that's enough for me.
{161147} It is not safe to rest at this time with enemies in the area.
{161148} Only the party leader may use this object.
{161149} This looks like a safe area to rest. Would you like to rest now?
{161150} Rest now.
{161151} Do not rest.
{161152} | Or, as Safety Line |Yes?
{161153} | Act 2+ |Hm? Yes?
{161154} {Dismissive}Don't worry, I have put a... well, {LEO-mund}Leomund's "merchant elemental" in my stead back at the shop. 
{161155} {Sighs}It's difficult to explain, but trust me, you'll still be able to trade there if you wish - and use the alchemy workbench.
{161156} [Influence: Success] {A little hesitant}There was a time I dwelled amongst the towers of Luskan, yes. For anyone interested in arcane knowledge, the masters of the towers have an impressive collection of artifacts. 
{161157} But... simply being in their employ is not enough. And the things requested can even make the greatest of artifacts pale by comparison.
{161158} And one day, I simply could not continue to do what I did. The smallest refusal, and one is marked for death.
{161159} So I came here, sought protection in Neverwinter. I moved my shop down here in the Docks in the hopes of avoiding notice. 
{161160} {GARE-E-US}Garius... yes. Ambitious, driven. Yet, I find it strange he would be Luskan's ally in this... 
{161161} Luskan seems so short-sighted, and Garius' horizon is broad indeed, and he was never one to put the city's concerns first - nor were any of the mages of the Hosttower. 
{161162} [Influence: Failure] The true rulers of Luskan? No, no more than any other wizard in this region - to deal with the Hosttower is to invite death, either slow or quick.
{161163} Then I shall exercise my privilege to be evasive on this matter. One does not talk of dealings with them - merely saying the name can draw scrying to you. 
{161164} We will need to know their true names - and that means we must find them from the archives in the Hosttower of the Arcane. 
{161165} Not an easy task, but it is less suicidal than attempting to fight those abominations with sword or spell.
{161166} And with the right disguises, we may be able to sneak into Luskan itself and slip out unnoticed. It is our best chance to end this threat - without loss of life on either side. 
{161167} {Thinks}The name is familiar - I believe he was once a low-level wizard of the Hosttower of the Arcane, but to have him rise so high, so quickly...
{161168} ...he must have gained a powerful patron, indeed. He was cunning and had skill with the craft, but not enough to warrant this. 
{161169} I did not know him well, but the mere fact he has risen to power so quickly cannot mean he has a stable power base.
{161170} And it must mean he made many enemies. Such enemies may reveal themselves if we seek to stop him - and they will become our allies.
{161171} |Generic Question Node|Very well, what answers do you seek?
{161172} | Act 1, Qara in party, one shot |{Sarcastic, cold at the end}Back again? And... oh, why, you've brought a visitor from the Academy, I see. 
{161173} I'm not <b>with</b> the Academy. I left. 
{161174} {Sand starts getting madder here}Studies too strenuous? Well then, it's good it was your choice, others have not been so fortunate as being extended the offer. 
{161175} {Rising to the attack}"Studies too strenuous?" I didn't <b>need</b> to study, I already <b>knew</b> how to do magic. 
{161176} {Lets disdain creep in}Ah, yes, you are a sorceress. A natural. 
{161177} Who is this elf? He's got a smart mouth for a merchant. Better watch it, or I'll burn this shop of his down.
{161178} {Bluffing, no such spell, but knows Qara didn't read a single book in the academy}If you set fire to the rafters, you'll find the place will draw your energy out of you until you lie quivering on the floor - it is {VAN-teen}Vanteen's Siphon, if you are familiar with the historical codex bearing his name. 
{161179} {Wary, still pissed}I didn't care much for history - or the Academy books. 
{161180} Ah. Then perhaps you may wish to hold your threats until you do. Now, how can I help you all today? 
{161181} | Act 1 |Ah, well met again. And what can I help you with?
{161182} {Slightly curious, as if trying to recall something}Well, it's not elvish, too harsh and guttural, but not as crude as orcish. 
{161183} The word sounds like a title, though, like "betrayer." Perhaps a linguist would know more, but not I.
{161184} | Only if the player hasn't gotten access yet. |You could ask Aldanon, once you get access to the Blacklake District - if they ever open the gate. 
{161185} Most certainly... anything for a friend of Duncan's. Just go into the back - it's a little messy back there, and don't touch any of the experiments. Especially the red beaker. 
{161186} It seems Lord Dalren was murdered... and the rumors suggest a wizard was involved.
{161187} I doubt Dalren could have done much except try to tax the assailant to death.
{161188} {Slight hesitation}Well, I am not one to speak badly of the dead, but Dalren most likely deserved whatever death he had coming, and deserves to be buried in the betrayer's graveyard.
{161189} It was a wonder that he wasn't exiled during the war with Luskan for his questionable involvement with weapons shipments...
{161190} ...but the matter was not brought to light, yet somehow, Nasher ended up getting a deed to his lands, a tithe against future levies, and a full company of additional soldiers. 
{161191} {Being political}Times were difficult, and it was a necessary... oversight on Nasher's part, but Dalren never deserved to live past the war with Luskan. 
{161192} I doubt any murder is truly just, but did he deserve to be tried and executed? Oh, yes.
{161193} | Part 1 |No, I have only heard that is closed down. Quite strange.
{161194} | Player is working for the Thieves. |Trust me, by throwing in with the Dock thugs, it'll only be a matter of time before they show you some secret way into the district. Just watch your back. 
{161195} | Player is working for the Watch. |Seems to me you are already on the path. Serve with the Watch, and they'll open the gates once they have matters here all settled. 
{161196} Duncan was correct - you can either take employment with the City Watch, Gods know that they need it...
{161197} ...or you can seek out Caleb down the street, east down the main thoroughfare. It's your choice. 
{161198} Oh, Qara? Why, no... I mean, well, <b>yes,</b> I suppose one could interpret that I have a problem with her. 
{161199} [Influence: Success] I heard about the fight at the Flagon... or the near-battle, as it were. 
{161200} Well, it is not surprising - she tends to ridicule the art - not necessarily magic itself, but those that have to practice it to achieve the level she has. It is not just. 
{161201} {A little quieter, showing a little vulnerability}Sometimes... such magics do not come easily to others. And one must sharpen the mind to wield magic as a weapon. 
{161202} And she is dull to it. She is the example of what happens when power corrupts - when things are too easy, the soul suffers. 
{161203} If she does not train herself, learn discipline, then her power will consume her. 
{161204} It is a lesson you could stand to learn yourself, I think. 
{161205} My friend, you have changed since you first came into my shop long ago. You have the power to affect the world around you and do so, dramatically.
{161206} All I would advise is that you sometimes listen to those who tell you what you do not want to hear. And I am telling you, that you have tremendous power, and that makes you dangerous.  
{161207} If you keep it inside, then it will consume you, as it does Qara - or worse, it will consume your judgment, as it has done with others. 
{161208} [Influence: Failure] {Referring to Qara's father having Sand removed}It's really not worth a copper coin to go into at the moment - let us just say that we have... academic differences. 
{161209} No, no problem at all. I certainly wouldn't wish to speak ill of anyone standing before me. 
{161210} {Keeping anger in, pissed}Oh, don't stop on <b>my</b> account. I'd hate to think you couldn't say whatever you needed to say to my face. 
{161211} {Slight surprise}Nasher's aide... oh, <b>that</b> gentleman. Yes, he comes to my shop sometimes to purchase charms. Sometimes the upper class favors discretion.
{161212} | Influence Success |Well, you should. But since there is some measure of trust between us, I feel I can share this with you.
{161213} I occasionally supplement my trade by supplying information to Lord Nasher concerning goings-on in the Docks. 
{161214} And... well, I must confess, after seeing that shard of Duncan's and {DAY-gun}Daeghun's... there was something about it, and I felt compelled to come here and keep an eye on it.
{161215} Then you arrived, and shed more light on it. If there's anything I can't stand, it's a mystery. I prefer answers to questions, and those shards are a rather large question. 
{161216} | Influence Failure |{Slight irritation}If you do not believe me, fine. But there is little trust between us in any event - I know little of you, you know little of me.
{161217} If you don't trust me, then there is little I can do to persuade you otherwise. 
{161218} {Casual at end, like it's no big deal}This is my alchemical shop... I make potions, charms, place small wards and enchantments on items. 
{161219} {Searching for the right words, trying to be delicate}The Docks are a <b>little</b> more to my tastes than the Merchant Quarter. People tend to be more... well, honest in their dealings, less <b>political,</b> as it were. 
{161220} {Slight exasperation}And trust me, finding space for a shop in the Merchant Quarter can be difficult... and expensive. 
{161221} {Player has just asked about the trial.}Yes? What of it?
{161222} | Evidence found >= MAX |I'm certain of it. Let's take what we have to Nevalle - and deal with these Luskan accusations once and for all.
{161223} {Rolls his eyes at end}We should be able to find Nevalle in Castle Never, no doubt anxiously awaiting our return like a fretful hen. 
{161224} This may do it, but I'm not certain. It all depends on how the trial plays out... and if our dear friend Torio has any tricks up her sleeve. 
{161225} | Evidence found < 3 |{Skeptical}I doubt what little we've found is enough... and there are some things that I think Luskan may have expected us to find. We need to keep searching for as much evidence as we can gather. 
{161226} Well, we'll gather it all up and see... if you think you have enough, ask me for my opinion, and I shall give it to you.
{161227} {Thinking}To Port Llast, then to Ember, then see what we find along the way, I think. 
{161228} I suspect Luskan has not covered their tracks well. {Smiles}Nothing would please me more. 
{161229} Very well. Let us be off.
{161230} What about your shop? I still wanted to buy and sell items.
{161231} A what?
{161232} | Asked about BG above |Did you ever have any dealings with the Hosttower of the Arcane?
{161233} Do you know anything of the Master of the Fifth Tower's plans?
{161234} | Black Garius |What do you know of Black Garius?
{161235} That's not what I asked.
{161236} | Black Garius |How can we hope to stop the Shadow Reavers?
{161237} | Black Garius |What do you know of Black Garius?
{161238} Anything we can use against him?
{161239} | Quest Trial Active, assigned, but not complete |I wanted to ask about the trial - and the evidence we need.
{161240} Never mind. Farewell.
{161241} Have you ever heard the term, "Kalach-Cha," before?
{161242} Let me see what you have for sale.
{161243} Can I use your alchemy workbench?
{161244} Know anything about the murder of Lord Dalren?
{161245} Why was the Blacklake District closed again?
{161246} Do you know much about Dalren?
{161247} Did Dalren bribe Nasher to prevent being arrested?
{161248} You think Nasher secretly forgave him in exchange for more resources?
{161249} So he may have been murdered justly?
{161250} Can you tell me how to get into the Blacklake District?
{161251} | Qara and Sand fought |Do you have a problem with Qara?
{161252} Why do you say that?
{161253} Yes, because of her confrontation with the students. 
{161254} Me?
{161255} | Discovery from Duncan |Why does Nasher's aide visit you? 
{161256} I don't believe you.
{161257} What do you do here?
{161258} I had other questions.
{161259} Why is your shop down here?
{161260} | Evidence found >= MAX |I think we've found all the clues we can to make our case.
{161261} Do you think we have enough evidence?
{161262} How much evidence do you think we need?
{161263} | Evidence found < MAX |Any idea where I should search for clues?
{161264} I wanted to ask you some questions.
{161265} Nothing, Sand.
{161266} | Evidence found >= MAX |[TEMP: All evidence found. Take me back to Neverwinter City. Future build will enable NWN marker on overland map.]
{161267} | Start Module Neverwinter City |
{161268} So what made you decide to follow the priesthood? 
{161269} Let's keep moving.
{161270} So why did you go back to it now?
{161271} I had some other questions for you.
{161272} Let's keep moving. 
{161273} What can you tell me about Ammon Jerro? 
{161274} Why would a "harmless" wizard construct a lethal haven? 
{161275} | SCRIPTER: Don't know where Haven is. |Have you ever heard of his Haven?
{161276} | SCRIPTER: Don't know where Haven is. |Do you know where we could find his Haven?
{161277} That was probably an exaggeration.
{161278} Well, if we need to, we'll need some blood.
{161279} Does it have to be Jerro blood?
{161280} I had some questions for you. 
{161281} What's wrong?
{161282} | Good Response |My fate is unimportant - but I have to make sure what happened at Ember it doesn't happen again to anyone else. 
{161283} | Lawful Response |I'm innocent, and the law will prove it.
{161284} | Chaotic Response |Should it bother me? These troubles come and go, no reason to dwell on them. 
{161285} | Evil Response |Ember was a nothing little town on the Coast. I probably would have torched it eventually one day, but it wasn't worth my time.  
{161286} | SCRIPTER: Trial has not completed yet. |Can you tell me what you know about Ember?
{161287} | SCRIPTER: If haven't met Alaine in 2200. |Did you know anyone who lived in Ember?
{161288} | SCRIPTER: If already met Alaine. |How long have you known Alaine?
{161289} Is there anybody you know who could help us find out what happened?
{161290} Anyone else?
{161291} Any idea where we could find her?
{161292} Did Ammon Jerro build that cellar beneath your farm? The one with the traps?
{161293} Did you use your healing talents on your farm?
{161294} If your powers were tied into your farm, you may have some druid in you.
{161295} | SCRIPTER: Can only ask once, then it goes to main question node. |Did you ever do any healing for the people of Highcliff?
{161296} You gave us the priesthood for your mother?
{161297} What makes you say that?
{161298} Why do you say that?
{161299} Are you okay? You seem upset.
{161300} But you seem willing to heal us just fine.
{161301} So you heal us <i>because</i> we can take care of ourselves? 
{161302} What about them?
{161303} Sounds like that really bothered you.
{161304} So you just don't want the responsibility of people looking up to you for guidance.
{161305} That's why you didn't want to help the people of Highcliff?
{161306} Which has no people on it, not even a family.
{161307} No, that you feel helpless to help others. Or that you don't want to try.
{161308} Calm down, I'm not accusing you of anything. 
{161309} But that's not enough. 
{161310} I think one person can do more than that – they just have to try.
{161311} What happened to your family at Highcliff?
{161312} I think I might understand more than you think.
{161313} I did grow up in a small community, not many friends, and with a father that might as well have been dead. 
{161314} If you lose your temper with me again, I suggest you hold your tongue.
{161315} No harm done. Forget it.
{161316} Water under the bridge, let's move on.
{161317} Next time, you might at least consider somebody's else's perspective before you attack them. 
{161318} My family?
{161319} | Haven't learned anything from Duncan in his normal dlg. |I don't really know Duncan too well. 
{161320} My father - my foster father - was a little distant. 
{161321} | SCRIPTER: This is pending, depending on if there's no global about trainers. |I know more about my trainer than I do about the rest of my family.
{161322} My mother's a mystery to me.
{161323} I may ask him when I get the chance. 
{161324} | If heard from Daeghun or Duncan. |He never seemed to like me much - I'm worried he blames me for the death of his wife.
{161325} | If Shandra had a chance to show up in the trial, only will be asked once, as a bonus for influence. |Were you really worried about me in the fight with Lorne?
{161326} Well, don't worry about me - I don't need your compassion.
{161327} Thanks for caring - I appreciate you looking out for me.
{161328} | Have learned something from Duncan. |Duncan is my father's half-brother, he used to be part of an adventuring company.
{161329} | If haven't heard about Daeghun's past. |I don't really know.
{161330} No, Daeghun's wife Shayla. My mother I never knew at all.
{161331} She died along with my mother in a battle in West Harbor - died trying to save me.
{161332} | If haven't got the story from Daeghun. |I suppose I should ask, but he's... a quiet man.
{161333} | If got the story from Daeghun. |She was once part of the same adventuring company as my foster-father.
{161334} I don't know who my real father is - only my foster-father, Daeghun.
{161335} Her name was Esmerelle, and she was friends with my foster-father and his wife, until the end.
{161336} I don't know - not even Daeghun knows who he was. 
{161337} Are you all right? You look a little lost. 
{161338} Look, if you have any questions, ask. I'm here to help you.
{161339} Fine. Just the way I like it.
{161340} It'd be nice if you learned to calm down and not be so defensive all the time.
{161341} It's not worth dwelling on.
{161342} They might have been, if no one had stopped the lizardfolk.
{161343} It's better to think of how much we're preventing.
{161344} Hopefully we'll be doing more damage in the near future.
{161345} What don't you understand?
{161346} Well, one is buried in my chest. The others I simply find. 
{161347} A powerful sword of an extraplanar people.
{161348} I am supposed to use it against the King of Shadows. 
{161349} | Know about Illefarn. |No. He was once a being called the Guardian, crafted by the Illefarn empire. 
{161350} I have no idea - yet.
{161351} There's not much choice. If I don't try, it just makes things worse.
{161352} It's not like I want to - I could care less what he does, but his minions have been crossing me.
{161353} They want the shards... and the sword back.
{161354} That's part of the problem, yes.
{161355} He's something of a mystery.
{161356} I believe so, yes. But I doubt he's the last.
{161357} | Good Response |I have to stop the King of Shadows. If this weapon is all that can hurt him, then we need to use it or else others will suffer.
{161358} | Evil Response |I'm going to keep killing anyone who crosses me until they learn what crossing me means.
{161359} | Evil Response |Slaughter every shadow priest and githyanki who gets in my way until there's a whole mountain of corpses behind me.
{161360} | Lawful Response |It is my duty to stop the King of Shadows - I have the shards, it's my responsibility.
{161361} | Chaotic Response |No plan at all. I'm going to keep going on and see what happens - I'm not dead yet, so let's see where my path takes me.
{161362} Your well-being is the least of my concerns.
{161363} You're doing fine so far - as long as you stop asking questions.
{161364} Don't worry, I have faith you'll pull through.
{161365} | SCRIPTER: Player tries to talk to Shandra in combat. |{Player tries to talk to her while there are enemies around, irritated}Look, let's talk later - when there's <i>not</i> things trying to kill us nearby.
{161366} | SCRIPTER: The following are safety lines that have been grouped here should they be needed. |
{161367} | SAFETY LINE: Player tries to talk to Shandra in combat. |{A little hushed, irritated}Can't this wait? There's things trying to kill us nearby.
{161368} | SAFETY LINE: : Player tries to talk to Shandra in combat. |{A little hushed, almost whispering}Keep your voice down - this isn't the time to talk.
{161369} | SAFETY LINE |[Shandra is too distracted by the enemies nearby to talk to you.]
{161370} | Generic Question Node |{Generic question node, keep it flat and neutral, player's going to hear it a hundred times}All right, go on and ask. 
{161371} Well, when I was younger, my mother wanted me to join the temple... but she grew sick, and I had to help her out in the farm, and well, she never got better.
{161372} {A little hesitant at end}I still remember a bit about the healing arts, {rueful at end}and I've certainly been doing enough praying recently. 
{161373} I thought it might be time to follow my faith. {Beat, a little more to herself}With all the trouble we get into, I'm going to need it. 
{161374} {AH-mon JER-o}Ammon Jerro was my great-grandfather... {thinking}or my great-great-grandfather. To be honest, I can't remember which. 
{161375} {Shrugs}I heard he was a little eccentric, but harmless - he died a long time ago. 
{161376} {Slightly defensive, trying to explain}Well, I <i>thought</i> it was just a story. You know, make believe? And wizards <i>do</i> protect their towers - I thought she was just exaggerating.
{161377} I mean, the whole "inescapable deathtrap" and "thousands of spiders from the Abyss" thing - it was hard to take my mother seriously when she said things like that.
{161378} {Shrugs}I've been thinking about it, but honestly I have no idea where it is. I doubt it would help much anyway.
{161379} {Slight shiver}And the whole idea of having to spill my blood to get in there - well, I'm not in any real hurry to find it, either. 
{161380} {Unconvinced, rolls eyes}Yeah. Probably.
{161381} {Wary}Why don't you use <i>your</i> blood? You sure spill enough of it wherever you go. {Beat}I don't really want to get bled, you know. Especially not so we can go into a deathtrap where I can get even more blood spilled. 
{161382} {Shrugs}That's what my mother said. I wouldn't mind trying other people's blood first, if they volunteer. {Beat}Maybe we could bleed Bishop, try it out first?
{161383} {Cold, trying to scare Shandra}The way you're going, girl, I think we'll have more than enough of your blood when we find this Haven... if we ever do. 
{161384} {Shivers}And a whole pint of it - that's a little much. 
{161385} {Rolls eyes}His hearing's a little too sharp. {Beat}Still, mother was pretty insistent on the blood part.
{161386} | This occurs once players discover Ammon Jerro alive. |{Still a little confused by the revelation her ancestor is still alive}Well... I didn't realize he was still alive. That just seems... it <i>is</i> impossible. 
{161387} I mean, how old would he be now? I know sorcerers can live a long time - but I never had anyone in my family be alive that long.
{161388} {Slight frustration, builds throughout line}And how come he never tried to find us? {Starting to get frustrated}When mother was sick... and when the farm went through the bad season... all of this... it just makes no sense. 
{161389} | Normal intro. Note that I may move the main question node questions here if there's not enough to say. |{Player is going to hear this a million times, keep it flat. Wary, still a little uncertain about the player}Yeah? Something wrong?
{161390} | Influence with Shandra is less than 11. |{Wary, still a little uncertain about the player}What? Did I do something wrong? 
{161391} | Influence with Shandra is above 10. |{A little more confident about player}Oh, hey. What's going on?
{161392} | SCRIPTER: The player is still on trial, this line will only be spoken once. |{The player is on a month long expedition to try and clear his name of murder, and Shandra is accompanying him - but she can't understand why he's stopping when there's a time limit}What? What are we stopping for?
{161393} "What's wrong?" You're being put on <i>trial</i> for killing an entire village. Doesn't that bother you?
{161394} I don't see how you can be so calm about all this. You could be hanged. {Beat}Or worse, in Luskan. 
{161395} I mean, Low Justice in Luskan - it's, well, it's really bad. {Beat, a little meaner}Although it's not enough for anyone who attacked Ember as far as I'm concerned.
{161396} {Irritated, player's showing his ugly side}You really don't have much of a heart, do you? Maybe it would be better if they found you guilty. Still, I wouldn't wish Luskan "justice" on anyone, even you.
{161397} {Thinking back to her trip}I traveled there last season - the thought that everyone there is dead... it's hard to believe. 
{161398} {A little saddened}I mean, there aren't any militia or soldiers there, really. If anyone attacked it, they couldn't have put up much of a fight. 
{161399} A few - one or two I knew really well. The Quartermaster was always kind to me, although he was a little too obsessed with his logbook. 
{161400} {Ruefully}Had to track every shipment, in, out, along the coast, off the coast... but still a nice person. 
{161401} There was {AL-ane}Alaine, of course. She let me stay in her family's home when the roads were washed out while I was there.
{161402} {Thinking, as if suddenly realizing this}You know, she did quite a bit of trading herself between Ember and Port {LAST}Llast and the neighboring villages - I wonder if she was in Ember when it was attacked.
{161403} For a few years - she let me stay in her family's home one season while the roads to Port Llast were washed out.
{161404} {Saddened}To see her like that - it must have been horrible to see that happen to your village. 
{161405} We could check in Port Llast. If she was on a trade run, she may have passed through there. The steward of Port Llast, {HIGH-roam-os}Haeromos, might know more.
{161406} I think checking in Port Llast is probably the best thing we can do. It's the nearest town. Someone there may know something or heard something.
{161407} | SCRIPTER: Haven't seen Haeromos |The steward of Port Llast, {HIGH-roam-os}Haeromos, is probably one of the people we should definitely see. 
{161408} {Wary, cautious}Although if he thinks you're the killer, don't expect a warm reception.
{161409} | SCRIPTER: Have seen Haeromos |Aside from Haeromos, though, I don't know anyone specifically. We should probably search around, talk to whoever else we can. 
{161410} Yes, at least to hear my Mother tell it. She said it was to help us hide in the case of attack.
{161411} As unsafe as Highcliff was when you went through it, apparently it was even more dangerous during Ammon's time.
{161412} There were a lot of wars and battles there - the castle ruins outside of Highcliff were apparently destroyed around then, as well. {Beat}So I guess an escape tunnel was a pretty wise thing to build.
{161413} |If PC is NOT an elf or other long-lived race|{wistful}My mother told me that he saw me a few times as a babe, but I was too young to remember. {nostalgia}Mother said that he would cradle me and sing to me, and I would... uh, well, pull out his beard hairs.
{161414} Mother told me he died long before I was born. {nostalgia}She said that Jerro would cradle her and sing to her, and she would, uh, pull out his beard hairs.
{161415} {Embarassed}Actually... well, I <i>did</i> go to temple for a few years. But... with mother, I never really finished.
{161416} {Reluctant}Not really... I mean, I healed some of the pigs when they get sick, or to mend a broken plow, but...
{161417} I can't raise the dead or say holy words or anything like that. {Beat}I always did miss the scriptures, though. It helped things - well, make sense. 
{161418} | AVELLONE: Set global for Elanee asking. |{Thinking}No, because even though I tend the land - it doesn't feel the same. I guess your friend Elanee would know the difference, if you asked her. 
{161419} It's like she's given herself to the land. Me, I just try to make things grow out of it, even when it's stubborn. It's hard to explain.
{161420} | Player is a druid or ranger. |{A little rueful at end}And I sure can't talk to animals like you two do. Now that's something that would be helpful... even if the birds and chickens are half as stupid as they seem to be. 
{161421} | Player is not a druid or ranger. |{A little rueful at end}And I sure can't talk to animals like she does. Now that's something that would be helpful... even if the birds and chickens are half as stupid as they seem to be. 
{161422} Yeah... mother got ill, and I had to spend most of my time making sure she was taken care of, and then there was the farm to take care of...
{161423} And I sort of lost touch with it all, I guess. Except for tiny miracles here and there – {shrugs}only the pigs really noticed. {Rolls eyes}And that lasted only a heartbeat before they started grunting to have their troughs filled. 
{161424} | Player has more influence with Bishop than Casavir. |Anyway, now that I don't really have a farm left, I guess I'm free enough to follow you around and learn how to heal people properly. {Beat, a little quiet}In Bishop's case, healing him isn't much of a change from tending the pigs, trust me. 
{161425} | Player has more influence with Casavir than Bishop. |Anyway, now that I don't really have a farm left, I guess I'm free enough to follow you around and learn how to heal people properly. {Beat, a little quiet}At least when Casavir isn't doing it first. 
{161426} {Suspicious}What's the deal with Bishop anyway? Why is he following you? It doesn't seem like a good fit, ask me. 
{161427} You have purpose... and well, Bishop doesn't. That's his whole thing. He drifts, uses people, and moves on. You used to see that type pass through Highcliff all the time. 
{161428} Why is Casavir following you anyway? He looks so... well, so depressed all the time. I thought paladins were supposed to be more... well, have more faith than he seems to have.
{161429} This may be because I went to temple, but sometimes you can sort of see someone's faith - or convictions. And Casavir's - well, they're sort of slowly bleeding out of him.
{161430} I don't know what happened, but it's not good. 
{161431} {A little stiff}No, I didn't. {Beat}I mean, I had to take care of my mother, and... well, the answer is, no, I didn't.
{161432} | Influence < 10 |[Influence: Failure] {A little defensive}There's nothing really to talk about. I don't even know why we're talking about this anyway - Highcliff has nothing to do with this.
{161433} [Influence: Success] No, I didn't too any healing for the people of Highcliff. It's because... well, this isn't easy for me to say.
{161434} Trying to heal my mother... it didn't work, and... well, she suffered a lot before she died. It's made it a little hard to do the same for others.
{161435} If I healed someone... and it didn't work, I really don't think I could take it again, you know? 
{161436} Well, you all seem like you can take care of yourselves - I'm not sure you even need me as much as you humor me.
{161437} {Getting a little exasperated}All right... look, here's what I mean.
{161438} {Reluctant}There's another reason I left the temple... it's because... well, because of the people, the people who came to speak to the priests. 
{161439} {Tapping into an uncomfortable emotion here}Have you ever seen people come to worship? They think you know things you don't. 
{161440} That because you can make little blessings, that somehow you see the past and present and everything under the Faerûn moons and can make sense of it all for them.
{161441} And they think you can tell them why their father died, why they couldn't save their brother... and... all sorts of things. Things you don't know.
{161442} It did. And you don't have the answers - and you don't know what to do if they're hurting badly and it's not something you can heal with a spell or a prayer. 
{161443} {Defensive}I didn't say I didn't want to help them - I just had other responsibilities, like my farm.
{161444} {Defensive}It's not like that. I had responsibilities to my farm.
{161445} {Getting angry}What are you saying? That I don't like watching out for others? 
{161446} {Angry}Gods, you are self-righteous, aren't you? I take care of myself, I do what any one person can to make a living.
{161447} {Angry}I don't believe that at all. You may think you can do that, but you can't. 
{161448} {Throwing it back in the player's face}I mean look at you - you don't even know what family is! Or your home! Or who your Uncle Duncan is! Or anything! You're a stranger to yourself! 
{161449} How dare you lecture me on what I should do, when you don't even know anything about the people around you - the people who's lives you cross on a day to day basis. 
{161450} Is it? What, are you going to give me a lecture on having to take care of my mother and my farm? You don't know anything about it! 
{161451} | Set global for getting irritated. |Look, I'm done with this and with you. Leave me alone.
{161452} {Sighs, slight weariness}Well... yes. Sometimes I don't think you understand being a farmer out in the middle of nowhere and suddenly having all... this... happening. 
{161453} What do you mean?
{161454} {Snorts}Well, I'll believe it when I see it. Otherwise, I'm betting you grew up in a huge city somewhere, probably north of here... like Waterdeep.
{161455} {Slightly apologetic}Anyway, I didn't get mean to lose my temper with you all those times before. There wasn't any call for it. 
{161456} | Influence Gain: Shandra |All right, then - fresh start. {Beat}Still, I'm sorry - but thanks for not lording it over me. 
{161457} | Influence Loss: Shandra |{Irritated, player is being self-righteous}Oh, forget it. See if I ever apologize to <i>you</i> again. 
{161458} | First Time |There's not much to tell. To be honest, my mother died many years ago - bad marsh fever, not much I could do.
{161459} As for my father, well, I didn't really know him, died when I was very young. He's more like a blur than a memory.
{161460} {Curious}What about you? {Beat}I mean, if you want to talk about it.
{161461} {A little embarrassed, realized she may have asked a too-personal question}Yeah. I mean, if you want to talk about it. I mean, your father... or your Uncle, he seems very nice.
{161462} Duncan seems nice enough. Be great to have kin who ran a tavern in my family.
{161463} {Rolls eyes}Well, I mean aside from my spellcasting ancestors who carved escape tunnels beneath my farm. 
{161464} Maybe Duncan may know something about your family if you asked - I mean, if any of my kin lived, I'd have a quiver-full of questions for them. 
{161465} Yeah, I'd do that - one day he may not be around, and you'll have lost the chance. I still think of questions I wished I'd asked my mother. 
{161466} Distant? Why?
{161467} I was wondering who trained you to be a hero. Who was your teacher?
{161468} Doesn't your father know anything about her? It seems like he would.
{161469} | Influence < 5 |{Doesn't want to show any vulnerability}Well... maybe a little. But not much, so don't let it go to your head. 
{161470} | Influence < 10 |Of course I was. Did you see that guy? He was huge. I mean, look, you're a big hero and everything, but that monster would have made an umber hulk think twice about attacking.
{161471} | Influence > 9 |{Smiling, trying to be nice}Yeah, I was. I mean, if you died - I'll lose my teacher. Then where would I be?
{161472} | Influence Loss Shandra |{Angry that she was rebuked for feeling compassion}Oh, I won't worry about you. In fact, forget I said anything. 
{161473} | Influence Gain Shandra |{A little embarassed}Well, it's no big deal. I wasn't looking out for you anything, I was just, uh, thinking about it a lot. And worrying. 
{161474} Anyway, just forget I said anything. {To herself}And remind me not to say anything in front of Grobnar again. 
{161475} | Second time |Not much to tell than I've said. What about you? Did you find out anything more?
{161476} {Surprised}He was? He looked like he'd been a tavern keeper for... well, forever.
{161477} Hnh. He seemed so down to earth to be an adventurer. {Beat}No offense.
{161478} | Influence Gain Shandra |Thanks for sharing that, by the way. You didn't have to - but knowing you actually have family and what they do - well, that's important, I think.
{161479} Well, you might want to ask while you still have the chance. He may have his reasons - and if he were to pass away suddenly, you'd never know.
{161480} {Surprised}You mean your mother?  
{161481} What happened? {Beat}I mean, if you want to talk about it. Don't mean to pry like a town gossip or anything.
{161482} {A little in awe}That's terrible. I... I really don't know what to say.
{161483} She must have loved you very much. {Beat}I didn't realize what you'd been through - that you lost your mother.
{161484} | Influence Gain Shandra |It's kind of strange - the way you carry yourself, it doesn't seem like you've ever suffered any loss, then I hear about this. {Beat}Anyway, I'm sorry to hear it.
{161485} What does {Day-gun}Daeghun say about your mother? Did he know her?
{161486} {Slight surprise}She was an adventurer, too? {Beat}Guess it's in the blood.
{161487} Do you know anything else about her? What was her name?
{161488} I see. And your real father - was he an adventurer, too?
{161489} That must be frustrating. I regret never having known my father... but I didn't really have a choice. 
{161490} Thanks for sharing, by the way - you didn't have to, but it's good to hear you talk about where you came from rather than just bark about where we should go all the time.
{161491} {Slight challenge}Well... aside from the frequent kidnapping, yes, I suppose I'm still trying to figure out what's going on.
{161492} But don't worry, I'll try to keep up, so don't trouble yourself. All right?
{161493} | After seeing West Harbor destroyed in Act 2. |I'm still sorry about West Harbor. Are you all right? I know we talked a little, but...
{161494} I just walked around, thinking about what would have happened if Highcliff was suddenly destroyed like that. Just... gone. 
{161495} I mean, {JUNE-ee}Juni, William, and even Elder Mayne... if they were all suddenly snuffed out, like they'd never been.  
{161496} {Relucatant}I guess not. But it still worries me.
{161497} {Slight surprise}I guess you're right. {Beat}It makes me wonder how much damage we're causing just by walking around.
{161498} {Beat}It makes me wonder how much damage we're causing just by walking around.
{161499} | Influence Gain Shandra |You're right. You did save Highcliff, after all... and it didn't take an army to do it.
{161500} | Influence Loss Shandra |Forget it, then. Maybe it's good you didn't stay in Highcliff too long before you turned it into another Ember.
{161501} {Challenging}All right - I mean, I know I haven't been around you as much as say Khelgar Idiotfist…
{161502} | Influence Loss Shandra |Gods, you're a pain. Forget it, then. Let's keep moving, shall we?
{161503} Well, it'd be nice if you didn't keep throwing us into danger all the time.
{161504} {Indignant}Hey!
{161505} {Irritated}Calm down. {Beat}Monks aren't supposed to get sensitive about things like that.
{161506} {Grunts}Well, Ironfist monks are. {A little quieter}We have our pride.
{161507} I think I need you to explain to me, one more time, what we're doing. We're being hunted, and accused, put on trial, and... and... you've got silver things in you. 
{161508} {Correcting Shandra, unasked}Shards. 
{161509} {Irritated}Yeah, shards, I got it, Sand, thanks.
{161510} {Slight mockery}I derive pleasure from clarification, Miss Jerro. 
{161511} Anyway, with all that's been going on, I'm not sure I understand <i>why</i> it's been going on.
{161512} Well, first off, the shards in you – sorry, the shard in you, and the shards you carry. Where do they come from?
{161513} What are they shards <i>of?</i>
{161514} Know it is the sword of Gith, the weapon that united and divided the githzerai and the githyanki.
{161515} {Clenching her nose in frustration}Okay, see, that's where you start to lose me. Why is this thing inside <i>you?</i> Why is it broken?
{161516} And what are you supposed to do with it? Kill a dragon, or...
{161517} And the King of Shadows is who? Like Elminster, except evil? 
{161518} Like a golem?
{161519} But you're willing to keep trying to find out? 
{161520} So what do those githyanki want with you? Are they with the King of Shadows?
{161521} Know that they seek the sword of Gith for their own. It is a sacred thing, and they will not rest until it is back in their possession.
{161522} {Pointing out a problem}But one of those shards is in your chest. If it comes out, you're dead.
{161523} {Rolls eyes}This is the most bizarre series of events I've ever heard.
{161524} Not me.
{161525} Not now, Grobnar.
{161526} {Cheerfully, just been told to shut it}All right.
{161527} So what are you going to do about all this, exactly? 
{161528} | SCRIPTER: Garius is alive. |You mean this Black Garius... he's also helping the King of Shadows, right?
{161529} | SCRIPTER: Garius is dead. |You mean like Black Garius trying to kill you - before you took care of him, right?
{161530} {Rueful, still having trouble digesting all this}All right, well, as long as you don't get me killed doing it, I'll do what I can. 
{161531} | Influence Gain Shandra |Well, I'm glad <i>you</i> think so. {Beat, softening a little}But thanks, I appreciate the support. 
{161532} {Irritated}Just taking a cue from you - you do <i>nothing</i> but ask questions to everyone we meet. 
{161533} | Influence Loss Shandra |{Irritated}Don't worry, I noticed.
{161534} I had some questions for you.
{161535} Nevermind. Farewell.
{161536} How did you end up imprisoned in Crossroad Keep?
{161537} So you were spying on the githyanki?
{161538} I had other questions for you.
{161539} Forget Crossroad Keep - what does <b>kalach-cha</b> mean again?
{161540} And the hunt for me lead you to Crossroad Keep?
{161541} I don't believe you.
{161542} How do I know you're not spying on me now?
{161543} | SCRIPTER: Player has not learned purpose of ritual yet. |Do you know what your captors were doing?
{161544} This <b>kalach-cha</b> - what is it again? 
{161545} | Check for mention of ritual. |Tell me more about the Ritual of Purification.
{161546} | SCRIPTER: Ammon not part of party yet. |If Ammon Jerro completed the fifth part of the ritual, then what can we do?
{161547} Can the ritual be transferred from one person to another?
{161548} So I need him to help me perform the Ritual?
{161549} I think that needs a little more explanation. 
{161550} What are you talking about?
{161551} And the Ritual can do this?
{161552} Tell me more about the Guardian.
{161553} So where do we perform this ritual? 
{161554} What ruins do we need to go to? 
{161555} I am not familiar with the githzerai.
{161556} | SCRIPTER: If Global is set for initial question. |Can you tell me more about your People?
{161557} I wanted to ask you more about the githzerai.
{161558} Where are you from? 
{161559} | SCRIPTER: Learned not from Limbo. |If not from Limbo, where were you originally from?
{161560} When we first met, you said you were a "zerth." What is that? 
{161561} | SCRIPTER: Know about Zerthimon. |I would know more about Zerthimon. 
{161562} I would hear about the First World.
{161563} This sounds like human nature to me.
{161564} What happened then? 
{161565} [Lore] The illithids? Mind flayers? 
{161566} | Lore check not high enough. |The illithids?
{161567} So how did they defeat your people?
{161568} But you are no longer enslaved?
{161569} | SCRIPTER: Learned about illithids and no longer enslaved |How did you break free from the illithids? 
{161570} Threats to the mind?
{161571} So you're like a priest?
{161572} Sounds like religious tyranny to me.
{161573} Why is doubt so dangerous?
{161574} If someone doesn't believe, then your cities become vulnerable?
{161575} If this shard of yours is inside me, why don't you tear it out of me?
{161576} And why not? 
{161577} Can't you summon aid from the githzerai?
{161578} What? Why? 
{161579} That makes no sense. The githyanki and githzerai have a common enemy. 
{161580} But the King of Shadows is a greater threat than either of you. 
{161581} Why do you think I can save us?
{161582} I think you put too much faith in me.
{161583} What can you tell me about the githyanki?
{161584} And when the time was right, you struck.
{161585} All this training - when did the Rising happen?
{161586} What do you mean?
{161587} It sounds like your People were about to enter a new age.
{161588} Even after that victory, she still sought war?
{161589} What happened?
{161590} And that's when your people divided into the githyanki and the githzerai?
{161591} Sounds like he had to make a difficult choice.
{161592} I am sorry.
{161593} Why did you tell me this?
{161594} I will do what I wish, not what you beg of me.
{161595} If Gith had the power, she should have struck Zerthimon down.
{161596} I will heed your counsel, Zhjaeve - thank you.
{161597} Is that all you have to say? I tire of hearing you ramble.
{161598} What do you think of Ammon Jerro?
{161599} Do you hate him for stealing the blade of Gith?
{161600} Who? Gith?
{161601} Why do you follow me, Zhajeve? 
{161602} | SCRIPTER: Blade is forged. |Can you tell me about the blade?
{161603} | SCRIPTER: Blade is not forged. |Can you tell me about these shards?
{161604} But how do I reforge the shards?
{161605} | On reforging quest |What do I need to do to forge the blade again?
{161606} I need to go to West Harbor?
{161607} “We?”
{161608} | SCRIPTER: Hostiles are near. |{Player tries to speak to Zhjaeve in the middle of combat, quiet, slight urgency}Now is not the time for words. Our enemies are close.
{161609} | SCRIPTER: Hostiles are near. |[Zhajeve is distracted by the enemies nearby, and you cannot speak to her.]
{161610} {Generic greeting, player is going to hear this a thousand times}What is your will?
{161611} | Generic Question Node. |{Generic agreeing, player is going to hear this a thousand times}I will hear you.
{161612} {Slight quiet, being imprisoned is shameful to her people}Know that the path that led to me being chained is a twisted one, and the citadel that is now yours, Crossroad Keep, was <b>not</b> my destination.
{161613} I journeyed to your plane to see the actions of the githyanki with my own eyes. This plane... this {FAIR-une}<b>Faerûn</b>... is often in their thoughts and in their speech.
{161614} {First sentence is more of a correction to the player}I observed them. The githyanki are hunters, and they rarely release their prey.
{161615} Yet it was the <b>name</b> of the prey they sought that first brought the matter to my People. 
{161616} It was said the githyanki hunted the <b>kalach-cha.</b> Such a hunt must be confirmed with the eyes and cannot simply be trusted to words traded from one to another. 
{161617} Yes. My feet shadowed the path of the githyanki, but we were both prey of another. In my shame, I did not see Shadow until it was too late.
{161618} {Slight distaste here, "chains" are not welcome to the githzerai}They took me, perhaps not recognizing the differences between our People, and chained me within Crossroad Keep.
{161619} That matters little. Although I would caution you that distrust within your own allies will divide your strength - and it shall give the King of Shadows a victory before you even face him on the field of battle.
{161620} I am observing you, yes. And whatever my eyes see, I shall pass along to my People and my allies in time, if it shall aid our cause.
{161621} I would not consider my presence to be an obstacle to you. I am here to aid you. I know you are the only one who can prevent what is to come.
{161622} | TONY: Need scripted fragments from 3200. The section there is already written, but it needs to be scripted and copied over. |
{161623} That is not known to me. Whatever their intent, it was done in the service of the King of Shadows.
{161624} Your attack on the ritual and the claiming of this citadel, however, will only be to our benefit in the battle to come.
{161625} The translation is a crude one, but it is "shard-bearer." It is not a word, it is a title.
{161626} They call you the shard bearer, this <b>kalach-cha,</b> because you carry a piece of Gith's blade within you, near the heart. And you have always born it close to you.
{161627} {Slight confusion}That is not known to me. If this one, Jerro, has done what the Reaver said, then without him, the rest of the Ritual of Purification is useless.
{161628} The part of the Ritual he performed can never be done again - he is the only one who can help us against the King of Shadows.
{161629} {Slightly introspective, she's asking herself this question}What is not known to me is the motivations of Jerro in this war. As much as the Ritual is incomplete for us, it is incomplete for him. From one act, he has bred many questions. 
{161630} {Serious, slight ominous tone here - this is bad news}No. Another could have performed the ritual were the statue not shattered. But now that path is closed to us.
{161631} {Ominous, again, this is bad news}That is my belief. Without him, then we are lost. 
{161632} The Ritual of Purification was the means by which the empire of {ILL-farn}Illefarn sought to protect itself from that which was supposed to protect <b>it.</b>
{161633} It may seem to be a reason that feeds on itself, but such an act was believed necessary. The Ritual of Purification was a safety ward. 
{161634} The Ritual of Purification was a safety ward, designed to protect the empire of Illefarn.
{161635} Illefarn had many enemies, and to defend against these enemies, they created a powerful construct, a Guardian.
{161636} Their wisdom mirrored their power - they recognized that they would need means of protecting themselves should the Guardian turn on them.
{161637} Yes. It is said that by undergoing the ritual, one may be able to unmake the Guardian. 
{161638} The King of Shadows was born from the form of the Guardian. Unmaking the Guardian will wound the King of Shadows, and perhaps unmake him as well.
{161639} But the ruins of ancient Illefarn will tell you more as we progress. The Ritual shall give you the weapons and the knowing of how to defeat our foe better than my words will. 
{161640} Know that the territories on your empire are drawn over old lines, and where once this Coast of Swords was, there was another empire, many turnings ago.
{161641} This empire had many citadels, many temples, many sacred places. They remain sacred still, and they hold an important piece of our struggle.
{161642} We must journey to these Illefarn ruins. There, the ritual must be performed.
{161643} | SCRIPTER: If haven't been to Savis yet. |Know that there is one in your citadel of Neverwinter, a lorekeeper named Kendrick {SA-vis}Savis, who should be able to aid us in locating the Illefarn sites where the ritual must be performed.
{161644} | Already heard about places. |The places Savis spoke of - their names are unfamiliar to me...
{161645} If my memory holds them true, then we seek the city of {AR-vahn}Arvahn in the Wood of Neverwinter, the Tower of Sight within the receding ocean of Dead Men Mere, the Court of Tides along the coast - and the unknown ruins near your birth village, West Harbor.
{161646} | First Time |That is not unknown to me, nor is it a surprise. {Beat}A githzerai is one of the People. 
{161647} {Quiet, as if explaining to a small child - no snideness, but clearly the player doesn't understand what he's asking}Know that many lifetimes would go by before I recited but <i>one</i> of the annals of our People. 
{161648} If it is your will that you would know more, narrow your question, and I shall answer.
{161649} The People... the githzerai... have made their home upon the shifting plane of Limbo. There, thought becomes matter, and we are trained from birth to sharpen our thoughts and our purpose. 
{161650} Cities are built from our thoughts, as all else that encircles us is chaos. We live within the chaos of these planar currents, with only our <i>knowing</i> and our <i>will</i> to preserve us.
{161651} [Influence: Failure] Your question strikes deep into history, and know that what you ask has an answer of many years. 
{161652} {Quiet, trying not to be disrespectful}This is not the time to speak of it, and it is not my <b>will</b> you know this.
{161653} [Influence: Success] The name of our birth plane, our First World, is not <i>known</i> to my people. It is a shameful thing I speak of, but if you would know it, then I shall share. But it is a tale that requires patience and focus.
{161654} | Safety Lines: Combat and Otherwise. |
{161655} That one is not <i>known</i> to me.
{161656} The location of such a thing is not <i>known</i> to me.
{161657} That is not <i>known</i> to me.
{161658} {Cold, but keep it level - going to hear this a hundred times}You shall visit your ancestors this day.
{161659} {As if reciting scripture}Once all was chaos, like the plane of Limbo, but encompassing all Planes. From this sea, came the First World of Our People. This world was born from our thought, our will. 
{161660} {Slight reverence, like quoting from a religious text}Then I shall recite our history, as inscribed upon the plates of the Unbroken Circle.
{161661} Our People, the First People, were the thought drawn from that chaos - when they came to <i>know</i> themselves, they were chaos no longer, and their wills became flesh.
{161662} Yet this flesh gave rise to a new chaos, not of matter, but of thought. The minds of our People became filled with hatred, greed, joy, pain, jealousy - and doubt.
{161663} {Slight sadness}All of these thoughts and impulses were a beacon to the enemies of our People. And so the <i>illithids</i> came upon the First World, and they made us forget ourselves, and silenced our will.
{161664} Yes, and your name for them is well-chosen. But your word for them does not tell the full meaning. 
{161665} They are sometimes called the "flayers of the mind" in your tongue. But that does not tell the full meaning.
{161666} The <i>illithids,</i> the tentacled ones, they live in flesh and see all that breathes, all that has a mind, as nothing but tools for their will.  
{161667} {Slight disgust}Their blood is as water, their courage too small to be measured - and they fear to place themselves in the way of battle or harm. 
{161668} Their cowardice and their desire has given them tremendous power, the power to shape the minds of others to serve them - it was something against which my People were unprepared. 
{161669} The <i>illithids</i> are a race that do not <i>know</i> themselves, and rather than learning from this, they studied it to use it as a weapon, to learn how to make other races not <i>know</i> themselves.
{161670} {Shame, and slight disgust at end}And so the illithids took our People from the First World and brought them to the False Worlds. Our People lost the place of our birth, and gained the truth of what it meant to be made to feel joy in servitude and death.
{161671} {Calm, but an undercurrent of steel}No, that period of our history is over. And my People shall never be enslaved again, not by the <i>illithids,</i> not by anyone. 
{161672} [Influence: Failure] Yes, eventually we became freed - and divided, both at once. It was a terrible time for our People, even as we stood victorious against the <i>illithids.</i>
{161673} {Reverent}{ZERTH-ah-mon}Zerthimon founded our race. He <i>knew</i> the githzerai before they <i>knew</i> themselves. 
{161674} {Quiet}When our People were in danger of losing their wills to the way of the <i>illithids</i> a second time, he was the one who centered us and met Gith's treachery with his own blade.
{161675} A <i>zerth</i> is one who speaks the word of Zerthimon. A <i>zerth</i> protects the community from threats to the body - or mind. 
{161676} A zerth focuses the wills of others by using the knowing of our People's history and beliefs to remove doubt, and heal one's will through the words of Zerthimon.
{161677} That title would apply, yes. But while we hold the words of Zerthimon to be of importance, we do not worship him as your people do the Gods of this plane.
{161678} It may seem as such for one who has not dwelled among us. Yet your statement merely shows that you do not know us as well as you might.
{161679} Doubt is the doorway through which attackers will come - not just beasts such as the <i>illithids,</i> but other predators. Doubt is how our People were once lost, and it is an emotion that is deadly on our home plane.
{161680} The plane of Limbo where we have made our home is a plane of chaos, an unsculpted sea of matter - matter that cannot be shaped by tool or hand, but only takes form through one's thought.
{161681} Many minds united may create citadels no enemy may breach. But if one doubts, then the walls that surround our communities will be as nothing.
{161682} Yes, and that is why focus is important. {Quiet, thinking of a horrible tragedy}No one wishes the tragedy of {SHRA-cat-lore}Shra'kt'lor to be visited upon our people again.
{161683} The words of Zerthimon provide this focus. And it is the purpose of a zerth to pass along his knowledge to our People.
{161684} {Arches an eyebrow}And by doing so, what would that prove to both of us, <b>kalach-cha?</b> That I am no different than the githyanki that hound you? 
{161685} {Disapproving}That I am careless of life, like the illithids? {Slightly more disapproving}Know that that is <i>not</i> my will. 
{161686} {Arches an eyebrow}Know that there are greater truths and strengths than what seems the quickest way – <i>that</i> is the way of the people of Gith, not the way of <i>my</i> people.
{161687} {Quietly, to herself}Such acts fall in circles upon themselves - and what would seem a victory would only be our undoing.
{161688} {Turns to look at player, filled with slight hopeful reverence}I believe there is a reason the shard lies in your heart and not in the hands of the githyanki, <b>kalach-cha,</b> and I will see that reason come to pass with my own eyes.
{161689} {Quietly, doesn't like this admission}Know that there are many who would know the answer to that question. 
{161690} {Sighs, wants githzerai to intervene, but knows it would only make things worse}If my people moved against the King of Shadows, know the conflict would be over, and it would end in the destruction of all our peoples – yours, the githzerai, and githyanki.
{161691} {Firm}If we entered this conflict, the githyanki would turn upon <i>us</i> - and with his opposition divided, the King of Shadows would destroy us both. 
{161692} Whatever hatred exists between the githyanki and the King of Shadows is a dim flame to the hatred the githyanki bear my people. 
{161693} It is not a thing of reason. Know the githyanki will not listen. And know that neither will my people.
{161694} {Calm}If there is any hope of meeting the King of Shadows and defeating him, it lies with you.
{161695} {Sagely}I have <i>known</i> many heroes before they <i>knew</i> themselves. 
{161696} I <i>knew</i> {SHAR-dassa}Chardassa's Heart, whose mercy turned aside {VIL-kwar}Vilquar's Blade at {SAR-gassa}Sargassa's End. 
{161697} I knew {OH-liss}Oliss' Sacrifice before he gave his mind, filled with well-crafted lies, to turn aside the plans of the <i>illithids</i> and shield us from a Third War. 
{161698} And the tale of {DA-kon}Dak'kon is known to all zerths... when his loss of faith shattered the walls of {SHRAK-at-lor}Shra'kt'lor, and finally, when he came to know himself again at the Pronouncement of Two Deaths As One.
{161699} So when you ask if I think you can save us all, know that I have seen others with your will move the planes themselves and turn aside war. Trust this. Trust yourself, and even the King of Shadows will fall.
{161700} [Influence: Success] As inscribed in the Unbroken Circle, so I relate the story to you now. 
{161701} Know the Rising of the People against the <i>illithid</i> was an act built upon many ten-turnings. 
{161702} Many of the People were gathered in secret and taught the ways of defeating their <i>illithid</i> masters - and how to hide this training from their masters.
{161703} They were taught to shield their minds, and use them as weapons. They were taught the scripture of steel, and most importantly, came to remember the meaning of freedom, an idea that had been taken from us.
{161704} To know freedom is one thought, but how to achieve it is another. The idea of rebellion came from the warrior-queen... Gith.
{161705} She <i>knew</i> battle as she served the illithids across the False Worlds as a soldier. She not only <i>knew</i> war, but she carried it in her heart. Her blade and her will was as one.
{161706} Before her, even Zerthimon ceased to <i>know</i> himself. She was but one, but she caused others to <i>know</i> their strength.
{161707} {Quietly, ashamed}In the end, Zerthimon came to know himself again. And reminded our people of who we were and why we had suffered.
{161708} [Influence: Failure] It is not my will to speak of this more. It is a chapter of our history that has lasted millenia, and it is difficult to recount.
{161709} [Influence: Success] What I am to tell you is <i>known</i> to both our People and the people who followed Gith. It was upon the blade of Gith we were divided.
{161710} The rift between our people was made upon the Blasted Plains of Sargassa's End. It was shortly after we had broken the will of the illithids to fight. We were free.
{161711} {Shakes head}Yet it was not enough. For Gith, who had come to know herself through war, <i>defeating</i> the illithids was not enough. 
{161712} {Slight incredulous, disapproving, like speaking of a great betrayer}She sought to wipe them out, and when she had cleansed them from the planes, she would bring the fires of war to all other races, all other beings across the planes. 
{161713} {Trying to make the player understand Gith's evil}In her heart was the death of our people. A crusade, which would turn our hearts to the hearts of illithids. We would become those who enslaved us - in our <i>wills,</i> where it could never be unmade.
{161714} One spoke against her will - Zerthimon. As the green fires died on the battlefield of Sargassa's End, he met her words with his.
{161715} When she commanded that he follow her to war, he told her there could not be two skies. 
{161716} {Sad, but recognizes it had to be done}In the wake of his words, one people became two. {Beat, make war dramatic}In the wake of his words, came war.
{161717} Yes... from the Pronouncement of Two Skies our people became two. There were those who followed Gith's hatred and became the githyanki, and those who followed Zerthimon and became the githzerai.
{161718} It is a rift that will never be sealed, with blood or spell. And it will never be over until one race has cleansed the other from the planes. 
{161719} You misunderstand me - I tell you our history, and I need you to <i>know<i> it.
{161720} You carry the history of our People within you. And as long as you do, you must recognize the power of what you hold.
{161721} While you must learn to know yourself, you must also know that you will be called upon to make choices - terrible choices - but you must believe it serves something greater, as Zerthimon did.
{161722} It is easy to doubt and let it stall your blade and your footsteps. And it is easy to become blinded by that which you seek to overthrow.
{161723} Do not let Gith's path become yours. Her sword cost our People many lives, but in your hands... it might save an equal number. 
{161724} | Influence Gain Zhjaeve |{Deferent}Then all I ask is that you have heard me.
{161725} | Influence Loss Zhjaeve |{Deferent, sad}All I asked was that you hear my words. There is little else I can do.
{161726} He has committed great crimes to act for his beliefs. He has waged war, and he has used the will and lives of others as his weapons without their consent.
{161727} Gith herself held the same belief. She was willing to sacrifice the reason we fought our masters to fuel her hatred, and her lust for revenge. 
{161728} {Probing quiet}What does one's purpose matter if it becomes that which you fight against? It is a question that Jerro must ask, before to the Lower Planes he goes.
{161729} No. I only seek to understand his actions.
{161730} {Frowns}What I do not know is how he obtained the blade – its location has been lost since the time my people split from the githyanki.
{161731} It has taken us lifetimes of failures, without word of its presence. I would know how Ammon Jerro came by it. 
{161732} {Quietly}And what else he knows of the one who first held it. 
{161733} Yes. She took it with her on a pilgrimmage to the Queen of Dragons, to secure an alliance for her people, the githyanki. She never returned, but the blade was last with her.
{161734} How Jerro came to hold it is something I would know.
{161735} Among my people, we hold belief, the ability to focus one's will, as a powerful thing.
{161736} It is said that sometimes belief can stave off death. And if that is possible, I think belief in you is not so unlikely. 
{161737} I must believe you can defeat the King of Shadows. And I believe that more strongly than any who walk upon your plane. 
{161738} And because I refuse to believe in the alternative. 
{161739} These shards, they are pieces of the blade of Gith. This blade was believed lost, now it has been found in you.
{161740} This you know - each shard contains a resonance within it, a power that you can unlock to strengthen your will.
{161741} With the Ritual of Purification, know that these two things may be enough to defeat the King of Shadows.
{161742} When we have gathered enough, the knowing of healing the blade shall come soon after. And it will require great courage from you.
{161743} Know that the blade has been healed. But know that the power you feel is not the blade itself - it is your own strength that has made the blade whole.
{161744} Pieces are still missing from it, and I fear that we shall never find them before we meet the King of Shadows in battle. But what you wield now is a powerful weapon, indeed.
{161745} I do not feel it is the blade of Gith any longer - and its power streams from the shard that still lies near your heart.
{161746} We must take the blade to where it was shattered. There, the land will be marked. 
{161747} Once upon its grave, our wills can make the blade as it was meant to be. To restore it to the time before it broke against shadow.
{161748} Yes, you will need a guide. Some acts of crafting among our people require guidance, an anchor if you will, unless you wish the Blade of Gith to reforge you, and that is something you would <b>not</b> survive. 
{161749} What do you want to do? (Scripts can be run directly from command line as well).
{161750} Are you sure?  This will end the game and restart the module.
{161751} Such as?
{161752} What would you like to know about?
{161753} More info on console commands is available in the wiki.  Enter the following in your web browser to get to the wiki:
nwn2wiki

Known list of console commands is:
aabboxes
appearance_hair
auditfeats
dirshadowmapsize
dm_givegold
dm_god
dm_jumptopoint
givefeat
giveitem
givespell
givexp
glows
lights
memstats
obboxes
occlusion
partyremove
printactions
printcreatures
printeffects
printfactiontable
printreputation
rain
resetpackage
runscript
savedaynightstage
SetCHA
SetCON
SetDEX
SetINT
SetSTR
SetWIS
shadows
shout
snow
solid
stats
takedamage
trees
usescriptset
verifymemory
vfxdebug
wami
wireframe
{161754} Done.
{161755} Restart the module. [gr_restart]
{161756} Ooops, nevermind.
{161757} Yes, restart!
{161758} Autofollow the Party Leader. [gr_followleader]
{161759} Jump to the party leader. [gr_jumpleader]
{161760} Open the lost items store.  (Will create store if none exists). [gr_lostitems]
{161761} Open first henchman's inventory. [gr_henchinv]
{161762} Give me the instrument o' death. [gr_instrument]
{161763} Jump to a DM if one exists. [gr_jumptodm]
{161764} Summon a DM. [gr_dm]
{161765} Fairly useless stuff.
{161766} Where am I? [gr_where_am_i]
{161767} Information
{161768} What are the console commands?
{161769} Start this module's debug conversation file "00_debug". [gr_debug]
{161770} Greetings <FirstName>, how may I be of service?
{161771} What specifically?
{161772} Type the number of the henchman whose inventory you want to work with, then click continue. Current Param is "<CUSTOM0099>".
{161773} I will now open the inventory for henchman # <CUSTOM0099>.
{161774} Type the max number of henchmen each PC will be allowed to have, then click continue.  Current Param is "<CUSTOM0099>".
{161775} Max henchman will be changed to <CUSTOM0099>.
{161776} Type the tag of the store to open, then click continue. Current Param is "<CUSTOM0099>".  If the store isn't found, a blueprint will be instanced if available.  Example standard store: g_it_st_sundlow
{161777} I will now attempt to open store <CUSTOM0099>.
{161778} Type the res ref of the item to create.  Current Param is "<CUSTOM0099>".
{161779} I will now now create item "<CUSTOM0099>".
{161780} Do you want to party with someone, or kick someone out of the party?
{161781} Your party is full. Do you want to remove someone?
{161782} Who do you want to party with?
{161783} You are a one-person party. Want to invite someone?
{161784} Who is leaving?
{161785} Party on, man!
{161786} Party on, girl!
{161787} Select a travel option.
{161788} Type the name of the module to transition to.  The Current Param is "<CUSTOM0099>".
{161789} I will now send you to module  "<CUSTOM0099>".
{161790} Type the tag of the object or area (in this module) to jump  to.  The Current Param is "<CUSTOM0099>".
{161791} I will now send you to area "<CUSTOM0099>".
{161792} What specifically?
{161793} Return from whence you came.
{161794} Nothing else right now, thanks.
{161795} Henchmen related
{161796} Done.
{161797} Open one of my henchman's inventory.
{161798} Nevermind.
{161799} OK!
{161800} Modify Max Number of Henchmen.
{161801} Nevermind.
{161802} OK!
{161803} Open a store
{161804} Nevermind.
{161805} OK!
{161806} Item/Inventory related.
{161807} Nevermind.
{161808} OK!
{161809} Companion Related
{161810} [Add Companions to party]
{161811} Ammon Jerro.
{161812} Bishop.
{161813} Casavir.
{161814} Construct.
{161815} Elanee.
{161816} Grobnar.
{161817} Khelgar.
{161818} Neeshka.
{161819} Qara.
{161820} Sand.
{161821} Shandra.
{161822} Zhjaeve.
{161823} [Remove Companions from party]
{161824} Ammon Jerro.
{161825} Bishop.
{161826} Casavir.
{161827} Construct.
{161828} Elanee.
{161829} Grobnar.
{161830} Khelgar.
{161831} Neeshka.
{161832} Qara.
{161833} Sand.
{161834} Shandra.
{161835} Zhjaeve.
{161836} [Done]
{161837} Go somewhere.
{161838} Load a new module I type in.
{161839} Jump to a tag I type in.  (If tag is an area, will jump to first waypoint in area).
{161840} OK!
{161841} Nevermind.
{161842} OK!
{161843} Nevermind.
{161844} I want to create an item.
{161845} Copy the first item in my inventory. (in NWN1, this is always the last item you picked up.  Results of this function unkonwn in NWN2).
{161846} You must gather your party.
{161847} Agarwood
{161848} Aspen
{161849} AzaliaC
{161850} Dock Row House {05 - TINT}
{161851} Merchant {01 - TINT}
{161852} Cargo Ship {1 - TINT}
{161853} Warship {TINT}
{161854} 
{161855} BigLeaf-S
{161856} BigLeaf-Fall
{161857} Tent {Large Military 1 - TINT}
{161858} Tent {Large Military 2 - TINT}
{161859} Tent {Large Military 3 - TINT}
{161860} Buckthorn
{161861} ButterflyTreeW
{161862} CatTailC
{161863} Faint Air Essence
{161864} This essence swirls and glows faintly with a pale, white light.
{161865} Weak Air Essence
{161866} This essence swirls and glows with a soft, white light.
{161867} Glowing Air Essence
{161868} This essence swirls and glows with a bright, white light.
{161869} Radiant Air Essence
{161870} This essence swirls and glows with a brilliant white light.
{161871} Faint Earth Essence
{161872} This essence swirls and glows faintly with a pale, brown light.
{161873} Weak Earth Essence
{161874} This essence swirls and glowswith a soft, green light.
{161875} Glowing Earth Essence
{161876} This essence swirls and glows with a bright, brown light.
{161877} Radiant Earth Essence
{161878} This essence swirls and glows with a brilliant brown light.
{161879} Faint Fire Essence
{161880} This essence swirls and glows faintly with a pale, red light.
{161881} Weak Fire Essence
{161882} This essence swirls and glows with a soft, red light.
{161883} Glowing Fire Essence
{161884} This essence swirls and glows with a bright, red light.
{161885} Radiant Fire Essence
{161886} This essence swirls and glows with a brilliant red light.
{161887} Faint Power Essence
{161888} This essence swirls and glows faintly with a pale, golden light.
{161889} Weak Power Essence
{161890} This essence swirls and glows with a soft, golden light.
{161891} Glowing Power Essence
{161892} This essence swirls and glows with a bright, golden light.
{161893} Radiant Power Essence
{161894} This essence swirls and glows with a brilliant golden light.
{161895} Faint Water Essence
{161896} This essence swirls and glows faintly with a pale, blue light.
{161897} Weak Water Essence
{161898} This essence swirls and glows with a soft, blue light.
{161899} Glowing Water Essence
{161900} This essence swirls and glows with a bright, blue light.
{161901} Radiant Water Essence
{161902} This essence swirls and glows with a brilliant blue light.
{161903} Bloodstone
{161904} Bloodstone is a green jasper with bright reddish-orange spots, often prized as a curative. In certain regions of the Shining South, ground bloodstone powder is considered to be an aphrodesiac.
{161905} Obsidian
{161906} This shiny, black volcanic glass is prized both for its beauty and its ability to hold a razor-sharp edge. Too brittle to be crafted into a weapon, it can be used for shaving razors or flensing knives as easily as jewelry.
{161907} Canary Diamond
{161908} A canary diamond is a clear, hard stone with a slight impurity that gives it a pleasing yellow tint. Although they are not as pure as some diamonds, the rarity of their coloration makes them much prized.
{161909} Star sapphires are less translucent than other sapphires, and appear to have a brilliant white, six-pointed star suspended within them. Star sapphires are rarer and more valuable than normal sapphires.
{161910} Jacinth
{161911} Also called hyacinths or flamegems, these brilliant orange stones seem to flicker and gleam with an inner flame. This flickering casts no light, but can easily be seen from a distance.
{161912} Blue Diamond
{161913} These extremely rare diamonds have a faint, lustrous blue tint that most humanoids find very pleasing. Blue diamonds are among the rarest and most valuable stones in all Faerûn.
{161914} Rogue Stone
{161915} Rogue stones are iridescent, rainbow-colored gems whose hues seem to shift like liquid under normal sunlight. Rogue stones are extraordinarily rare and possibly magical; no more than one rogue stone is ever found in a gemstone deposit. Some primitive tribes believe them to be the souls of dragons or great heroes, and value the gems beyond gold.
{161916} Beljuril
{161917} Beljurils, also known as fireflashes, are large gems, typically four inches or more in diameter. Normally a deep, pleasant sea green, they periodically blaze with a sparkling, flashing light.
{161918} King's Tear
{161919} Sometimes called frozen tears or lich weepings, these rare stones are clear, teardrop-shaped, smooth, and amazingly hard. King's tears defy all attempts to fracture, cut, or chip, even when struck by a heavy forge hammer. The origin of these stones is unknown, but popular folklore holds them to be the crystallized tears of long dead necromancer kings.
{161920} CoconutPalm
{161921} CoconutPalmC
{161922} Construct
{161923} Chased Template
{161924} Chaser Template (creates Chased)
{161925} Hunter Template
{161926} Prey Template
{161927} Tag It
{161928} Tag Not It
{161929} Bear, Brown
{161930} Beetle, Bombadier
{161931} Beetle, Fire
{161932} Beetle, Stag
{161933} This is a bird
{161934} Bird
{161935} This is a boar
{161936} CargoShip
{161937} This is a cat.
{161938} This is a deer
{161939} This is a stag deer
{161940} Deer,Stag
{161941} This is an Air Elemental
{161942} Elemental, Air
{161943} Elemental, Air Elder
{161944} This is a greater Air Elemental
{161945} Elemental, Air Greater
{161946} This is a huge Air Elemental
{161947} Elemental, Air Huge
{161948} Elemental, Earth Elder
{161949} This is a greater Earth Elemental
{161950} Elemental, Earth Greater
{161951} This is a huge Earth Elemental
{161952} Elemental, Earth Huge
{161953} This is a Fire Elemental
{161954} Elemental, Fire
{161955} Elemental, Fire Elder
{161956} This is a greater Fire Elemental
{161957} Elemental, Fire Greater
{161958} This is a Water Elemental
{161959} Elemental, Water
{161960} Elemental, Water Elder
{161961} This is a greater Water Elemental
{161962} Elemental, Water Greater
{161963} This is a huge Water Elemental
{161964} Elemental, Water Huge
{161965} This is a Gargoyle
{161966} This is a Frost Giant
{161967} Giant, Frost
{161968} This is a Githyanki female
{161969} Githyanki, Female
{161970} This is a Half Dragon
{161971} Half Dragon
{161972} This is a Nightmare
{161973} Horse, Nightmare
{161974} This is a Kobold
{161975} Lizardfolk, Shaman A
{161976} Lizardfolk, Warrior A
{161977} Lizardfolk, Warrior B
{161978} This is a mindflayer.
{161979} Mindflayer
{161980} Ogre Mage
{161981} This is a Sylph
{161982} Sylph
{161983} This is a Bone Spider
{161984} Spider, Kristal
{161985} Spider, Phase
{161986} Spider, Sword
{161987} This is a vampire (female).
{161988} Vampire, Female
{161989} This is a weasel.
{161990} Weasel
{161991} Debug Boots
{161992} FanPalm
{161993} FernC
{161994} The Dungeon Master
{161995} Alchemical Store - Medium
{161996} Armor Store - Medium
{161997} Magic Item Store - Medium
{161998} Scroll Store - Medium
{161999} Sundry Store - Medium
{162000} it's a hat you ninny.
{162001} Hat Test
{162002} Merchant Row House {01 - TINT}
{162003} Merchant Row House {02 - TINT}
{162004} Merchant Row House {03 - TINT}
{162005} Merchant Row House {04 - TINT}
{162006} Merchant Row House {05 - TINT}
{162007} Merchant Row House {06 - TINT}
{162008} Merchant Row House {07 - TINT}
{162009} Merchant Row House {08 - TINT}
{162010} Merchant Row House {09 - TINT}
{162011} Merchant Row House {10 - TINT}
{162012} Merchant Row House {11 - TINT}
{162013} Instrument o' Death
{162014} The most powerful instrument in the universe. 
{162015} Katsura-Winter
{162016} LazyRock
{162017} MapleW
{162018} MarigoldC
{162019} Barrel {01 - TINT}
{162020} Bed{06}
{162021} Bed{07}
{162022} Bed {08 - TINT}
{162023} Bench {05 - TINT}
{162024} Cabinet {High Class}
{162025} Casks {01 - TINT}
{162026} Casks {02 - TINT}
{162027} Casks {03 - TINT}
{162028} Chair 5
{162029} Chandelier {01 - TINT}
{162030} Chandelier 04
{162031} Curtains {01 - TINT}
{162032} Curtains {02 - TINT}
{162033} Curtains {03 - TINT}
{162034} Fireplace{01}
{162035} Fireplace{02}
{162036} House Plant {01 - TINT}
{162037} House Plant {02 - TINT}
{162038} House Plant {03 - TINT}
{162039} House Plant {04 - TINT}
{162040} Rug {002 - TINT}
{162041} Rug {003 - TINT}
{162042} Rug {004 - TINT}
{162043} Rug {005 - TINT}
{162044} Rug {007}
{162045} Rug {010 - TINT}
{162046} Rug {011 - TINT}
{162047} Stove {01 - TINT}
{162048} Stove{02}
{162049} Stove{03}
{162050} Table {02 - TINT}
{162051} Table {08 - TINT}
{162052} Trunk {01 - TINT}
{162053} Plaque {Swords - TINT}
{162054} Signpost 04
{162055} Signpost 05
{162056} Mimosa-Fall
{162057} Smith Table {01 - TINT}
{162058} Smith Table {02 - TINT}
{162059} Wagon{4}
{162060} Wagon{5}
{162061} Siege Weapon {tower}
{162062} 
{162063} Siege Weapon {catapult}
{162064} Adamantine Battleaxe
{162065} Found only in meteorites and the rarest veins in magical areas, adamantine is an ultra-hard metal that adds to the quality of weapons and armor. Dwarves love to work with adamantine, fashioning it into sturdy armor and deadly, beautiful weapons.
{162066} Darksteel is silvery in hue when polished or cut, but its exposed surfaces have a deep, gleaming purple luster. This alloy of meteoric iron and steel is tempered with rare, magical oils to give the metal its uncanny abilities. Darksteel is commonly used in the crafting of magic items related to storms or lightning.
{162067} Mithral Battleaxe
{162068} Mithral is a rare, silvery metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. It is commonly used in elven armorsmithing, and elven suits of mithral armor are often enchanted.
{162069} Adamantine Double Axe
{162070} Darksteel Double Axe
{162071} Mithral Double Axe
{162072} Adamantine Dwarven Waraxe
{162073} Darksteel Dwarven Waraxe
{162074} Mithral Dwarven Waraxe
{162075} Adamantine Greataxe
{162076} Darksteel Greataxe
{162077} Mithral Greataxe
{162078} Adamantine Handaxe
{162079} Darksteel Handaxe
{162080} Mithral Handaxe
{162081} Duskwood Club
{162082} Duskwood is a smooth, hard wood named for the eerie appearance of its tightly-spaced grooves, which give it a dusky coloration. Duskwood is nearly as hard as steel and quite light. Duskwood weapons are extremely well-balanced and often bite deeper than even a steel blade.
{162083} Zalantar Club
{162084} Zalantar, called “blackwood” in the North, is a very strong, lightweight wood that ranges from dark chestnut to nearly black. Zalantar trees are found in sub-tropical regions, but the immense utility of their wood means that Zalantar lumber is exported all over Faerûn. Arcane energies seem to flow easily through zalantar wood, and many blackwood items are also magically enhanced.
{162085} Adamantine Dire Mace
{162086} Darksteel Dire Mace
{162087} Mithral Dire Mace
{162088} Adamantine Heavy Flail
{162089} Darksteel Heavy Flail
{162090} Mithral Heavy Flail
{162091} Adamantine Flail
{162092} Darksteel Flail
{162093} Mithral Flail
{162094} Adamantine Light Hammer
{162095} Darksteel Light Hammer
{162096} Mithral Light Hammer
{162097} Adamantine Warhammer
{162098} Darksteel Warhammer
{162099} Mithral Warhammer
{162100} Adamantine Mace
{162101} Darksteel Mace
{162102} Mithral Mace
{162103} Adamantine Morningstar
{162104} Darksteel Morningstar
{162105} Mithral Morningstar
{162106} Duskwood Quarterstaff
{162107} Zalantar Quarterstaff
{162108} Adamantine Halberd
{162109} Darksteel Halberd
{162110} Mithral Halberd
{162111} Adamantine Scythe
{162112} Darksteel Scythe
{162113} Mithral Scythe
{162114} Duskwood Spear
{162115} Zalantar Spear
{162116} Adamantine Kama
{162117} Darksteel Kama
{162118} Mithral Kama
{162119} Adamantine Kukri
{162120} Darksteel Kukri
{162121} Mithral Kukri
{162122} Adamantine Sickle
{162123} Darksteel Sickle
{162124} Mithral Sickle
{162125} Adamantine Bastard Sword
{162126} Darksteel Bastard Sword
{162127} Mithral Bastard Sword
{162128} Adamantine Two-Bladed Sword
{162129} Darksteel Two-Bladed Sword
{162130} Mithral Two-Bladed Sword
{162131} Adamantine Dagger
{162132} Darksteel Dagger
{162133} Mithral Dagger
{162134} Adamantine Greatsword
{162135} Darksteel Greatsword
{162136} Mithral Greatsword
{162137} Adamantine Katana
{162138} Darksteel Katana
{162139} Mithral Katana
{162140} Adamantine Longsword
{162141} Darksteel Longsword
{162142} Mithral Longsword
{162143} Adamantine Rapier
{162144} Darksteel Rapier
{162145} Mithral Rapier
{162146} Adamantine Scimitar
{162147} Darksteel Scimitar
{162148} Mithral Scimitar
{162149} Adamantine Short Sword
{162150} Darksteel Short Sword
{162151} Mithral Short Sword
{162152} Adamantine Full Plate
{162153} Darksteel Full Plate
{162154} Mithral Full Plate
{162155} Adamantine Half Plate
{162156} Darksteel Half Plate
{162157} Mithral Half Plate
{162158} Adamantine Chain Shirt
{162159} Darksteel Chain Shirt
{162160} Mithral Chain Shirt
{162161} Darksteel Breastplate
{162162} Mirthal Breastplate
{162163} Adamantine Chainmail
{162164} Darksteel Chainmail
{162165} Mithral Chainmail
{162166} Adamantine Scale Mail
{162167} Darksteel Scale Mail
{162168} Mithral Scale Mail
{162169} Adamantine Heavy Shield
{162170} Darksteel Heavy Shield
{162171} Mithral Heavy Shield
{162172} Zalantar Heavy Shield
{162173} Light Adamantine Shield
{162174} Light Darksteel Shield
{162175} Light Mithral Shield
{162176} Light Zalantar Shield
{162177} Adamantine Tower Shield
{162178} Mithral Tower Shield
{162179} Zalantar Tower Shield
{162180} Duskwood Longbow
{162181} Shederran Longbow
{162182} Zalantar Longbow
{162183} Duskwood Shortbow
{162184} Shederran Shortbow
{162185} Zalantar Shortbow
{162186} Duskwood Heavy Crossbow
{162187} Shederran Heavy Crossbow
{162188} Shederran trees are only known to grow in Neverwinter Wood. Among the largest in Faerûn, their wood is supple but strong, and is used in the crafting of high-quality items by Neverwintan craftsmen.
{162189} Zalantar Heavy Crossbow
{162190} Duskwood Light Crossbow
{162191} Shederran Light Crossbow
{162192} Zalantar Light Crossbow
{162193} Distilled Alcohol
{162194} This alcohol is far too potent to drink, but a skilled alchemist can use it as a reagent in the creation of various potions.
{162195} Diamond Dust
{162196} This dust is ground too fine for use in jewelry, but a skilled alchemist can use it as a reagent in the creation of various potions.
{162197} Powdered Silver
{162198} Silver is considered holy by many churches, and is thought to have divine powers. This powdered silver can be used by a skilled alchemist to create a variety of potions.
{162199} Quicksilver
{162200} Quicksilver is a dangerous material to handle, but when properly prepared by a skilled alchemist, it can be used in the creation of a variety of potions.
{162201} Venom Gland
{162202} Extracted from a venomous creature and properly prepared by a skilled alchemist, venom glands can be used in the creation of a variety of potions.
{162203} The Laurel Crown
{162204} Headband of Intellect +8
{162205} Silver Shield
{162206} Shield of the Void
{162207} Forgotten Shield
{162208} Red Dragon Hide
{162209} Although only a small portion of a complete dragon's hide, the thick skin and iron-hard scales of this hide can be made into extremely strong, fire-resistant armor by a skilled craftsman.
{162210} Leather Hide
{162211} This soft, supple leatheris the basic material required to craft various leather armors and weapons.
{162212} Salamander Hide
{162213} This hide, from a lizard-like creature native to the Elemental Plane of Fire, is supple and easier to work than dragon hide. Armor crafted from salamander hide offers the wearer some protection from fire.
{162214} Umber Hulk Hide
{162215} The thick, sturdy plates of an umber hulk's hide can be used to craft sturdy, powerful armor and shields that offer their wearer protection against psychic attack.
{162216} Wyvern Hide
{162217} The scaled, leathery hide of the wyvern is lightweight but strong, and well-suited to crafting a variety of armors.
{162218} Adamantine Ingot
{162219} This metal ingot has a dark, lustrous sheen and feels surprisingly heavy for its size. A skilled craftsman could create extraordinary weapons or armor with this material.
{162220} Cold Iron Ingot
{162221} This iron ingot has been cold-forged: beaten into shape with nothing but raw, brute strength. Popular lore asserts that fey creatures and some fiends are especially vulnerable to cold iron.
{162222} Dark Steel Ingot
{162223} This ingot gleams with a deep, purple sheen. With the proper skill, this metal could be forged into a variety of weapons or armor.
{162224} Iron Ingot
{162225} This sturdy, pure iron ore ios the basic building block of most armor and weapons on Faerûn.
{162226} Mithral Ingot
{162227} This ingot practically glows with its bright, silvery sheen, and feels unusually light. A skilled craftsman could forge this metal into supple, lightweight armors or weapons.
{162228} Silver Ingot
{162229} This silver ingot is pure and untarnished, ready to be put to the forge. Lore holds that shapeshifters and some fiends are especially vulnerable to the bite of silver weaponry.
{162230} Battleaxe Mold
{162231} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The battleaxe consists of a single blade atop a three- or four-foot shaft. It is a versatile weapon, and remains a useful tool when not in combat.

Materials Required: 1 metal ingot
{162232} Double Axe Mold
{162233} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Whatever can be said of the orc race, there is no doubting the impact they have had on warfare. The orc double axe is a perfect example, patterned after their "One blade good, two blades better!" wisdom.

Materials Required: 3 metal ingots
{162234} Dwarven Waraxe Mold
{162235} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

A dwarven waraxe is much like the dwarves themselves; strong, hardy and very brutal.

Materials Required: 2 metal ingots
{162236} Greataxe Mold
{162237} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

A favorite of barbarians, the greataxe is the largest of the weapons derived from the basic woodcutter's axe. The double-edged head is far more suited to cleaving opponents than trees.

Materials Required: 2 metal ingots
{162238} Handaxe Mold
{162239} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The handaxe is smaller than most axes used for combat, and is most often used as an off-hand weapon.

Materials Required: 1 metal ingot
{162240} Club Mold
{162241} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The club is a very basic weapon, usually consisting of nothing more than a tapered length of hardwood.

Materials Required: 1 wooden plank
{162242} Dire Mace Mold
{162243} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The dire mace is an attempt to combine the versatility of the quarterstaff with the striking power of the mace.

Materials Required: 1 metal ingot
{162244} Heavy Flail Mold
{162245} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Derived from a farm implement used for threshing grain, the heavy flail consists of a four-foot wooden shaft attached to a heavy or spiked head by a chain or hinge.

Materials Required: 1 metal ingot
{162246} Flail Mold
{162247} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Originally a farm implement for threshing grain, the flail consists of a wooden shaft attached to a heavy or spiked head by a chain or hinge. The flail is approximately two feet long.

Materials Required: 1 metal ingot
{162248} Light Hammer Mold
{162249} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The light hammer is derived from commonly used mining tools. It remains small enough to still be used in excavation, unlike the much heavier warhammer.

Materials Required: 1 metal ingot
{162250} Warhammer Mold
{162251} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Originally adapted from the tools of laborers and craftsmen, the warhammer is a far-heavier variant of the sledge and is no longer suitable for anything but combat.

Materials Required: 1 metal ingot
{162252} Mace Mold
{162253} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The mace is a derivative of the basic club, consisting of a stone or metal head mounted on the end of a wooden shaft. The weight of the head greatly increases the force of impact.

Materials Required: 1 metal ingot
{162254} Morningstar Mold
{162255} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The morningstar is a derivative of the mace that includes a chain tether - similar to the flail - to add velocity when swinging its compact striking surface. Morningstars commonly have at least one formidable spike as an added feature of the head.

Materials Required: 1 metal ingot
{162256} Longbow Mold
{162257} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The longbow is a refinement of the shortbow, designed to increase the range and power of an arrow strike. The stave portion of a longbow is nearly as tall as the archer, and can reach over six feet.

Materials Required: 2 wooden planks
{162258} Shortbow Mold
{162259} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

A shortbow has a stave portion of about five feet in length. The shortbow was the first of such launchers to be developed, and it remains an effective weapon.

Materials Required: 2 wooden planks
{162260} Heavy Crossbow Mold
{162261} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The heavy crossbow is the largest hand-held launcher of its type, and is favored by militia groups for its durability and ease of use. It is deadlier than its smaller cousin, but also more cumbersome.

Materials Required: 2 wooden planks
{162262} Light Crossbow Mold
{162263} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The crossbow resembles a bow laid crosswise on a wood or metal shaft, and is favored for its versatility. The light crossbow variant is durable and reasonably easy to conceal, but lacks some of the punch of its larger cousin.

Materials Required: 2 wooden planks
{162264} Quarterstaff Mold
{162265} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Usually crafted of hardwood and occasionally shod with metal at either end, the quarterstaff is a humble weapon that almost anyone can learn to use effectively.

Materials Required: 1 wooden plank
{162266} Full Plate Mold
{162267} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Full plate consists of shaped and fitted metal plates riveted and interlocked to cover the entire body.

Materials Required: 4 metal ingots
{162268} Half Plate Mold
{162269} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Half plate is a combination of chainmail with metal plates (breastplate, epaulettes, elbow guards, gauntlets, tasses, and greaves) covering vital areas.

Materials Required: 3 metal ingots
{162270} Chain Shirt Mold
{162271} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

A chain shirt protects your torso while leaving your limbs free and mobile. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows.

Materials Required: 2 metal ingots
{162272} Leather Armor Mold
{162273} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The breastplate and shoulder protectors of leather armor are made of leather that has been stiffened by boiling in oil. The rest of the armor is made of softer and more flexible leather.

Materials Required: 3 leather hides
{162274} Padded Armor Mold
{162275} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Padded armor features quilted layers of cloth and batting. It gets hot quickly and can become foul with sweat, grime, lice, and fleas.

Materials Required: None
{162276} Studded Leather Armor Mold
{162277} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Studded leather is made from tough but flexible leather (not hardened leather, as with normal leather armor) reinforced with close-set metal rivets.

Materials Required: 3 leather hides
{162278} Banded Mail Mold
{162279} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Banded mail is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement.

Materials Required: 2 leather hides
{162280} Breastplate Mold
{162281} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

A breastplate covers the chest and the back. It comes with a helmet and greaves (plates to cover your lower legs). A light suit or skirt of studded leather beneath the breastplate protects the limbs without restricting movement much.

Materials Required: 3 metal ingots
{162282} Chainmail Mold
{162283} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Chainmail is made of interlocking metal rings. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas.

Materials Required: 3 metal ingots
{162284} Hide Armor Mold
{162285} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Hide armor is prepared from multiple layers of leather and animal hides.

Materials Required: 2 leather hides
{162286} Scale Mail Mold
{162287} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Scale mail consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.

Materials Required: 3 metal ingots
{162288} Halberd Mold
{162289} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The halberd is the most common polearm, and could be called a cross between a spear and an axe. Such weapons are often mass-produced for militia, and serve well when defending against marauders.

Materials Required: 2 metal ingots
{162290} Scythe Mold
{162291} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The scythe is a farming implement used for the harvesting of crops, but its wicked, curved blade and sharp point make it useful on the battlefield.

Materials Required: 2 metal ingots
{162292} Spear Mold
{162293} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Another of history's most basic weapons, the spear is nevertheless a formidable weapon. Little more that a simple shaft topped with a sharpened head, the spear is the staple of many a militia.

Materials Required: 1 wooden plank
{162294} Heavy Shield Mold
{162295} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

You strap a heavy shield to your forearm and grip it with your hand.

Materials Required: 2 metal ingots
{162296} Light Shield Mold
{162297} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

You strap a light shield to your forearm and grip it with your hand.

Materials Required: 2 metal ingots
{162298} Tower Shield Mold
{162299} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

This massive wooden shield is nearly as tall as a human.

Materials Required: 3 metal ingots
{162300} Kama Mold
{162301} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

As with many weapons, the kama was adapted for combat by the peasants that used them as farming implements, often because they were forbidden from owning swords or the like.

Materials Required: 1 metal ingot
{162302} Kukri Mold
{162303} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

A kukri is a weapon a little larger than a dagger, with a heavy, curved blade whose inward edge is sharpened for deadly chopping power.

Materials Required: 1 metal ingot
{162304} Sickle Mold
{162305} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The sickle is a farming implement used for cutting grass and grains. Like many other such tools, it was adapted for use as a weapon by the peasants familiar with it in their daily toils.

Materials Required: 1 metal ingot
{162306} Bastard Sword Mold
{162307} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Larger than a longsword but not as massive as a greatsword, the bastard sword is a popular weapon for infantry and cavalry alike.

Materials Required: 2 metal ingots
{162308} Two-Bladed Sword Mold
{162309} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The two-bladed sword is a marriage of concepts forged on the battlefield, combining the quickness and versatility of the quarterstaff with the edged effectiveness of two fearsome blades.

Materials Required: 3 metal ingots
{162310} Dagger Mold
{162311} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

A basic but versatile weapon, the dagger consists of a double-edged piercing blade that typically ranges from about six to 24 inches in length.

Materials Required: 1 metal ingot
{162312} Greatsword Mold
{162313} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The greatsword is an impressive weapon by any measure, and is held with two hands by all but the largest of creatures.

Materials Required: 2 metal ingots
{162314} Katana Mold
{162315} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The katana is the pinnacle of the swordsmith's craft, combining grace and artful design with razor-edged efficiency.

Materials Required: 2 metal ingots
{162316} Longsword Mold
{162317} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The longsword is the weapon most commonly associated with knights and their ilk. There are many variations in the blade, but all are approximately 35 to 47 inches in length.

Materials Required: 2 metal ingots
{162318} Rapier Mold
{162319} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The rapier is a light, thrusting sword popular among nobles and swashbucklers. Often associated with dueling and sport fighting, rapiers are nonetheless deadly in trained hands.

Materials Required: 1 metal ingot
{162320} Scimitar Mold
{162321} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The scimitar shares some similarities with the longsword and other slashing blades, but the severity and thickness of its curve clearly sets it apart.

Materials Required: 1 metal ingot
{162322} Short Sword Mold
{162323} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

One of the first types of sword to come into existence, the short sword is a double-edged weapon about two feet long. It is an economical weapon, and a favorite of archers and rogues.

Materials Required: 1 metal ingot
{162324} Duskwood Plank
{162325} This dark, silvery wood is light and strong, but yields easily to the craftsman's hands. Duskwood is sturdy enough that it can be made into weapons and armor normally forged out of metal.
{162326} Shederran Plank
{162327} Wooden Plank
{162328} This plank is straight, smooth, and unmarred by knots. This is the basic building block used to create wooden items.
{162329} Zalantar Plank
{162330} This wooden plank is so dark as to be nearly black. It is very lightweight, but strong as oak and well-suited to crafting various wooden weapons and items.
{162331} Horned Devil Properties
{162332} Dryad Properties
{162333} Ghost Properties
{162334} Nightwalker Properties
{162335} Nymph Properties
{162336} Ogre Mage Properties
{162337} Wyvern Properties
{162338} Blade Golem Properties
{162339} Bone Spider Properties
{162340} Wyvern Sting
{162341} Ghost Incorporeal Touch
{162342} Bone Spider Bite
{162343} Belt of Stone Giant Strength
{162344} Nymph Cloak +8
{162345} Elder Oak Gloves
{162346} Originally crafted by the druids of the High Forest from bark shed by the oldest living oaks in the wood, these potent gloves give the wearer a supernatural attunement with the natural world around him. The ancient treant Turlang is said to bestow Elder Oak Gloves upon druids who perform a great service in protection of the High Forest.
{162347} Scabbard of Keen Edges
{162348} The Ancient Sermon
{162349} Ring of Sorcerous Power
{162350} Ring of Divine Power (2)
{162351} Ring of Divine Power (3)
{162352} Ring of Divine Power (4)
{162353} Ring of Divine Power (5)
{162354} Robe of the Archmagi
{162355} Axe of the Holy
{162356} Axe of the Broken Plains
{162357} Flail of the Broken God
{162358} Brood's Bane
{162359} Flurry's End
{162360} Hammer of Light
{162361} Loremaster's Mace
{162362} Uthgardt Heavy Bow
{162363} Bow of Flaming Wrath
{162364} Strongheart's Arm
{162365} Vigilance Axe
{162366} Champion's Fist
{162367} The Twin Blades
{162368} Cruel Halberd
{162369} The Sowing Fields
{162370} The Captain's Spear
{162371} Eye of the Sun
{162372} Kukri of the Eclipse
{162373} The Finisher
{162374} The Golem's Blade
{162375} The Sly Blade
{162376} Fencer's Blade
{162377} The Biting Sword
{162378} The Wizard's Ally
{162379} The Dark Companion
{162380} test clothing
{162381} Battle Suit
{162382} more test clothing
{162383} Battle Suit 2
{162384} Heavy Shield
{162385} Heavy Shield +1
{162386} Heavy Shield +2
{162387} Heavy Shield +3
{162388} Light Shield +1
{162389} This light shield proudly bears the mark of Luiren, homeland of the strongheart halflings. While few people think of halflings as possessing any real military tradition, the Luiren folk maintain well-organized militias led by the local clergy and supported with powerful divine magic. This shield likely belonged to an ordinary Luiren soldier who fell in defense of his homeland.
{162390} Light Shield +2
{162391} Light Shield +3
{162392} Light Shield
{162393} Flail +1
{162394} Items from the Old Empires are difficult to catalog, because they deal with events unknown to much of Faerûn. For example, these flails may date from the Orcgate Wars and the killing of the deity Osiris. At the moment of the god's death his avatar fell also, shattering his weapon. When Osiris was resurrected, each piece of that broken flail supposedly became a diluted duplicate of the original, though none of this can be proven. 
{162395} Flail +2
{162396} Flail +3
{162397} Child Human Female
{162398} ChildHHM_T01
{162399} ChildHHM_T02
{162400} ChildHHM_T03
{162401} PC-Only Area Transition
{162402} Blacksmith {1 - TINT}
{162403} Boathouse {1 - TINT}
{162404} Boathouse {2 - TINT}
{162405} Castle Never
{162406} 
{162407} Curb {001}
{162408} 
{162409} Curb {002}
{162410} Curb {003}
{162411} Curb {004}
{162412} Curb {005}
{162413} Curb {006}
{162414} Curb {007}
{162415} Curb {008}
{162416} Curb {009}
{162417} Curb {010}
{162418} Curb Piece 011
{162419} Curb Piece 012
{162420} Curb Piece 013
{162421} Curb Piece 014
{162422} Curb Piece 015
{162423} Curb Piece 016
{162424} Curb Piece 017
{162425} Curb Piece 018
{162426} Curb Piece 019
{162427} Curb Piece 020
{162428} Curb Piece 021
{162429} Curb Piece 022
{162430} Curb Piece 023
{162431} Curb Piece 024
{162432} Curb Piece 025
{162433} Curb Piece 026
{162434} Curb Piece 027
{162435} Curb Piece 028
{162436} Curb Piece 029
{162437} Curb Piece 030
{162438} Curb Piece 031
{162439} Curb Piece 032
{162440} Curb Piece 033
{162441} Curb Piece 034
{162442} Curb Piece 035
{162443} Curb Piece 036
{162444} Curb Piece 037
{162445} Curb Piece 038
{162446} Curb Piece 039
{162447} Curb Piece 040
{162448} Curb Piece 041
{162449} Curb Piece 042
{162450} Curb Piece 043
{162451} Curb Piece 044
{162452} Curb Piece 045
{162453} Curb Piece 046
{162454} Curb Piece 047
{162455} Curb Piece 048
{162456} Curb Piece 049
{162457} Curb Piece 050
{162458} City Watch
{162459} City Watch {Steps}
{162460} City Watch {Small}
{162461} Dolphin Bridge
{162462} Dock {Long Piece}
{162463} Dock {Long Piece Damaged}
{162464} Dock {Trapezoid Piece}
{162465} Dock {Square Piece}
{162466} Dock {Square with Pier}
{162467} Dock {Trapezoid Piece 2}
{162468} Dock {Slum}
{162469} 
{162470} Estate {1 - TINT}
{162471} Estate {2 - TINT}
{162472} Estate {3 - TINT}
{162473} Gazebo {1 - TINT}
{162474} 
{162475} Gazebo {2 - TINT}
{162476} Guard Shack {1}
{162477} Guard Shack {2 - TINT}
{162478} The Hollows
{162479} 
{162480} The Hollows {under construction}
{162481} 
{162482} The Hollows {burned}
{162483} 
{162484} The Hollows {Market Stall}
{162485} 
{162486} Dock Row House {01 - TINT}
{162487} Dock Row House {02 - TINT}
{162488} Dock Row House {03 - TINT}
{162489} Dock Row House {04 - TINT}
{162490} Dock Row House {06 - TINT}
{162491} Dock Row House {07 - TINT}
{162492} Dock Row House {08 - TINT}
{162493} Dock Row House {09 - TINT}
{162494} Dock Row House {10 - TINT}
{162495} Dock Row House {11 - TINT}
{162496} Dock Row House {12 - TINT}
{162497} Dock Row House {13 - TINT}
{162498} Dock Row House {14 - TINT}
{162499} Lighthouse {1}
{162500} 
{162501} Mausoleum {1 - TINT}
{162502} Merchant {02 - TINT}
{162503} Merchant {03 - TINT}
{162504} Merchant {04 - TINT}
{162505} Merchant {05 - TINT}
{162506} Merchant {06 - TINT}
{162507} Merchant {07 - TINT}
{162508} Grey Ghost Ship
{162509} 
{162510} Rowboat {1}
{162511} Slum Row House {01 - TINT}
{162512} Slum Row House {02 - TINT}
{162513} Slum Row House {03 - TINT}
{162514} Slum Row House {04 - TINT}
{162515} Slum Row House {05 - TINT}
{162516} Stables {1}
{162517} 
{162518} State Building {2 - TINT}
{162519} Temple {Evil}
{162520} 
{162521} Temple {Good 1 - TINT}
{162522} Merchant Tent {Large - TINT}
{162523} Merchant Tent {Medium - TINT}
{162524} Wizard Tower {2 - TINT}
{162525} Warehouse {1 - TINT}
{162526} Leanto {1 - TINT}
{162527} Leanto {2}
{162528} Leanto {3 - TINT}
{162529} Shed {Large 1 - TINT}
{162530} Shed {Medium 1 - TINT}
{162531} 
{162532} Shed {Small 1 - TINT}
{162533} Shed {Small 2}
{162534} Tent {Large 2 - TINT}
{162535} 
{162536} Tent {Medium 2 - TINT}
{162537} Tent {Small 1 - TINT}
{162538} Tent {Small 2 - TINT}
{162539} Barn {2 - TINT}
{162540} Barn {2 burned - TINT}
{162541} Barn {3}
{162542} Bedroll {Unfurled}
{162543} Bridge
{162544} Church {02 - TINT}
{162545} 
{162546} Crops {1}
{162547} 
{162548} Rural House 01
{162549} Rural House 02
{162550} Rural House 03
{162551} Rural House 04
{162552} Rural House 05
{162553} Rural House 06
{162554} Rural House {01 Burned - TINT}
{162555} Rural House {02 Burned - TINT}
{162556} Rural House {03 Burned - TINT}
{162557} Rural House {04 Burned - TINT}
{162558} Rural House {05 Burned - TINT}
{162559} Rural House {06 Burned - TINT}
{162560} Rural Inn {2 - TINT}
{162561} Rural Lighthouse {1 - TINT}
{162562} Rural Lighthouse {1 Burned - TINT}
{162563} Rural Outhouse {1}
{162564} 
{162565} Ruins {Well}
{162566} Ruins {House}
{162567} Ruins {Wall 1}
{162568} Ruins {Wall 2}
{162569} Ruins {Statue 1}
{162570} Ruins {Statue 2}
{162571} Ruins {Column 1}
{162572} Ruins {Column 2}
{162573} Ruins {Wall 3}
{162574} Ruins {Column 3}
{162575} Steps {Wooden 1 - TINT}
{162576} Steps {Wooden 2 - TINT}
{162577} Temple {Evil Rural - TINT}
{162578} Temple {Good Rural - TINT}
{162579} 
{162580} Tent, Large Military 3
{162581} Tent {Medium Military 1 - TINT}
{162582} Town Hall {1 - TINT}
{162583} 
{162584} Rural Watchtower {TINT}
{162585} Rural Watchtower {Burned}
{162586} Windmill {1 - TINT}
{162587} 
{162588} Windmill {2 - TINT}
{162589} Windmill {1 Burned}
{162590} Swamp House {01 - TINT}
{162591} Swamp House {02 - TINT}
{162592} Swamp House {03 - TINT}
{162593} Swamp House {04 - TINT}
{162594} Swamp House {05 - TINT}
{162595} Swamp House {06 - TINT}
{162596} Swamp House {06 Burned}
{162597} Inn {TINT}
{162598} 
{162599} RowBoat {01 - TINT}
{162600} RowBoat {02 - TINT}
{162601} Sunken Flagon
{162602} {Workbench}Alchemist's Workbench
{162603} {Workbench}Blacksmith's Workbench
{162604} {Workbench}Magician's Workbench
{162605} {Basic Door 2}
{162606} {Hollow01}
{162607} {TempleG01}
{162608} {TownHll01}
{162609} {TownHll02}
{162610} {T_IronGate01}
{162611} {T_IronGate02}
{162612} {T_StdCave02}
{162613} Ipoint Speaker
{162614} Alarm Gong {02}
{162615} Alley Entrance {Closed}
{162616} 
{162617} Alley Entrance {Open}
{162618} 
{162619} Altar {1}
{162620} Altar {2}
{162621} Altar {3 - TINT}
{162622} Armor Rack {1}
{162623} Armor Rack {2 Chain}
{162624} Armor Rack {3}
{162625} Armor Rack {4}
{162626} Armor Rack {5}
{162627} Arcane Circle {01}
{162628} Archive
{162629} Armoire {1}
{162630} Armoire {2}
{162631} Armoire {3}
{162632} Art Pedestal {01}
{162633} Art Pedestal {02}
{162634} Bag {1}
{162635} Bag {2}
{162636} Balcony Piece {01}
{162637} Balcony Piece {10}
{162638} Balcony Piece {11}
{162639} Balcony Piece {12}
{162640} Balcony Piece {13}
{162641} Balcony Piece {14}
{162642} Balcony Piece {15}
{162643} Balcony Piece {16}
{162644} Balcony Piece {17}
{162645} Balcony Piece {18}
{162646} Balcony Piece {19}
{162647} Balcony Piece {02}
{162648} Balcony Piece {20}
{162649} Balcony Piece {21}
{162650} Balcony Piece {22}
{162651} Balcony Piece {23}
{162652} Balcony Piece {24}
{162653} Balcony Piece {25}
{162654} Balcony Piece {26}
{162655} Balcony Piece {27}
{162656} Balcony Piece {28}
{162657} Balcony Piece {03}
{162658} Balcony Piece {04}
{162659} Balcony Piece {05}
{162660} Balcony Piece {06}
{162661} Balcony Piece {07}
{162662} Balcony Piece {08}
{162663} Balcony Piece {09}
{162664} Banner 01
{162665} Banner 02
{162666} Bar Piece {01}
{162667} Bar Piece {02}
{162668} Bar Piece {03}
{162669} Bar Piece {04}
{162670} Barricade {1}
{162671} Barricade {2}
{162672} Barrel {02}
{162673} Basket {01 Tall}
{162674} Basket {02}
{162675} Basket {03}
{162676} Basket {04}
{162677} Basket {05}
{162678} Bed {01}
{162679} Bed {02}
{162680} Bed {03}
{162681} Bed {04}
{162682} Bed {05}
{162683} Bed {09}
{162684} Bed {10}
{162685} Bedroll {01}
{162686} Bedroll {2 - TINT}
{162687} Bedroll {03}
{162688} Bench {01}
{162689} Bench {02}
{162690} Bench {03}
{162691} Bench {04}
{162692} Bench {06}
{162693} Bench {07}
{162694} Book {001}
{162695} Book {002}
{162696} Book {003}
{162697} Book {004}
{162698} Book 05
{162699} Book 06
{162700} Book 07
{162701} Book 08
{162702} Book 09
{162703} Book 10
{162704} Book 11
{162705} Book 12
{162706} Book 13
{162707} Book 14
{162708} Book 15
{162709} Bookcase{01}
{162710} Bookcase{02}
{162711} Bookcase{03}
{162712} Bookcase{05}
{162713} Bookcase{06}
{162714} Bookcase{07}
{162715} Bookcase{08}
{162716} Bookcase{09}
{162717} Bookcase{10}
{162718} Bookcase{11}
{162719} Bookcase{12}
{162720} Bookcase{13}
{162721} Bookcase{14}
{162722} Bookcase{15}
{162723} Book End
{162724} Booth Seating {01}
{162725} Booth Seating {02}
{162726} Booth Seating {03}
{162727} Bottle {01}
{162728} Bottle {02}
{162729} Bottle {03}
{162730} Bottle {04}
{162731} Bread Basket
{162732} Cabinet {1}
{162733} Cage {01}
{162734} Cage {02}
{162735} Cage {03}
{162736} Candelabra {1}
{162737} Candelabra {2}
{162738} Candle {1}
{162739} Cards {01}
{162740} Cards {02}
{162741} Cards {03}
{162742} Cards {04}
{162743} {Workbench} Chemist's Workbench
{162744} Chair {01}
{162745} Chair {02}
{162746} Chair {03}
{162747} Chair {04}
{162748} Chair {06}
{162749} Chandelier 02
{162750} Chest {03}
{162751} Coins {01}
{162752} Coins {02}
{162753} Coliseum 
{162754} Control Box {1}
{162755} 
{162756} Glass Counter {1}
{162757} Crane {1}
{162758} 
{162759} Crane {2}
{162760} Crates {001}
{162761} Crates {002}
{162762} Crates {004}
{162763} Crates {005}
{162764} Crates {006}
{162765} Crates {007}
{162766} Crates {008}
{162767} Crates {009}
{162768} Crates {010}
{162769} Crates {011}
{162770} Crates {012}
{162771} Crates {013}
{162772} Crates {014}
{162773} Crates {015}
{162774} Crates {016}
{162775} Crates {017}
{162776} Crates {018}
{162777} Crates {020}
{162778} Crates {021}
{162779} Crates {022}
{162780} Cups {Array 1}
{162781} Cushions {1}
{162782} 
{162783} Statue {02 - Noble}
{162784} Statue {03 - Monk}
{162785} Decor {1 Vase}
{162786} Decor {2 Statue}
{162787} Decor {3 Statue}
{162788} Desk {1}
{162789} Dice {01}
{162790} Barrel {Explosive}
{162791} Fire Trap {01}
{162792} 
{162793} Logs {1}
{162794} Plate of Food
{162795} Footlocker {01}
{162796} Utensils {Fork Stack}
{162797} Fountain {1}
{162798} 
{162799} Basket of fruit
{162800} Gadget {01}
{162801} Gallows {1}
{162802} 
{162803} Game set
{162804} Garbage {1}
{162805} Garden {1}
{162806} 
{162807} Ghostly Light{1}
{162808} 
{162809} Graves {1}
{162810} Graves {2}
{162811} Graves {3}
{162812} Graves {4}
{162813} Graves {5}
{162814} Graves {6}
{162815} Gravestone {1}
{162816} Gravestone {2}
{162817} Gravestone {3}
{162818} Graveyard
{162819} Corpse of Lord Halueth Never
{162820} 
{162821} Hay Pile {03}
{162822} Hay Pile {04}
{162823} Illefarn Brazier
{162824} Illefarn Rubble {01}
{162825} Illefarn Rubble {02}
{162826} Illefarn Rubble {03}
{162827} Irone Fist Hammer {Standing}
{162828} Irone Fist Hammer {Resting}
{162829} Jail {Piece 01}
{162830} Jail {Piece 02}
{162831} Jail {Piece 03}
{162832} Jail {Piece 04}
{162833} Jail Door
{162834} Keg {1}
{162835} Ladder {1}
{162836} Lamp {01}
{162837} Lamp {02}
{162838} Lamp {03}
{162839} Lamp {04}
{162840} Lamp {05}
{162841} Lamp {06}
{162842} Lamp {07}
{162843} Lamp {08}
{162844} Lantern {03}
{162845} Lathander Temple Symbol
{162846} 
{162847} Lock Box
{162848} Ground Lever {01}
{162849} Ground Lever {02}
{162850} Liquor Cabinet
{162851} Logram Banner {Post}
{162852} 
{162853} Logram Banner {Hanging}
{162854} 
{162855} Loom {1}
{162856} Map {1}
{162857} Meat Slab
{162858} Merchant Scales
{162859} Mirror
{162860} Obelisk
{162861} Old Owl Well
{162862} 
{162863} Oven {02}
{162864} Painting {10}
{162865} Painting {04}
{162866} Painting {06}
{162867} Painting {07}
{162868} Painting {08}
{162869} Painting {09}
{162870} Painting {01}
{162871} Painting {02}
{162872} Painting {03}
{162873} Pedestal
{162874} Pedestal {02}
{162875} Gold Pile {1}
{162876} Stone Pile
{162877} Pillar {02}
{162878} Pillar {03}
{162879} Pillar {04}
{162880} Pillar {01}
{162881} Pillow 01
{162882} Pillow 02
{162883} Pillow 03
{162884} Pillow 04
{162885} Pillow 05
{162886} Pillow {06}
{162887} Pillow {07}
{162888} Pitcher
{162889} Planter {01}
{162890} Planter {02}
{162891} Planter {03}
{162892} Planter {04}
{162893} Planter {05}
{162894} Plates {01}
{162895} 
{162896} Plates {02}
{162897} Plates {03}
{162898} Plate Stack {01}
{162899} Plaza {1}
{162900} Plaza {2}
{162901} Potion Set {2}
{162902} Pots {01}
{162903} Pots {02}
{162904} Pots {03}
{162905} Quill
{162906} Rug {001}
{162907} Rug {006}
{162908} Rug {008}
{162909} Rug {009}
{162910} Rug 12
{162911} Rug 13
{162912} Rug 14
{162913} Sacks {1}
{162914} Sacks {2}
{162915} Sarcophagus {2}
{162916} Sarcophagus {3}
{162917} Sarcophagus {4}
{162918} Sarcophagus {5}
{162919} Sarcophagus {6}
{162920} Scroll {1}
{162921} Scroll {2}
{162922} Scroll {3}
{162923} Scroll {4}
{162924} Scroll {5}
{162925} Sewer Entrance {1}
{162926} 
{162927} Sewer Entrance {2}
{162928} Sewer Entrance {3}
{162929} Stuffed Head {02 bear}
{162930} Stuffed Head {03 boar}
{162931} Stuffed Head {04 deer}
{162932} Shelf {01}
{162933} Shelf {02}
{162934} Shelf {03}
{162935} Shelf {04}
{162936} Shelf {05}
{162937} Shelf {06}
{162938} Shelf {07}
{162939} Shop Counter {1}
{162940} Shop Counter {2}
{162941} Sign, Blacksmith Shop
{162942} Sign, Weapon Shop
{162943} 
{162944} Sign, Armor Shop
{162945} 
{162946} Sign, Magic Shop
{162947} 
{162948} Sign, Stables
{162949} 
{162950} Sign, General Provisions
{162951} 
{162952} Sign, Inn
{162953} Sign, Tavern
{162954} Sign, Tailor
{162955} 
{162956} Sign, Apothecary
{162957} 
{162958} Sign, TownHall
{162959} 
{162960} Sign, Temple
{162961} 
{162962} Sign, Library
{162963} 
{162964} Sign, Barracks
{162965} 
{162966} Sign, Wainwright Wagons
{162967} 
{162968} Sign, Exit Left
{162969} 
{162970} Sign, Exit Right
{162971} 
{162972} Sign, Exit Forward
{162973} 
{162974} Sink {Small}
{162975} Sink {Large}
{162976} Skull Pile {2}
{162977} Skull Pile
{162978} Street Lamp {1}
{162979} Street Lamp {2}
{162980} Stage
{162981} Statue {04 - Monk}
{162982} Statue {05 - Noble}
{162983} Statue {01 - Monk}
{162984} Statue {06 - Warrior}
{162985} Statue {07 - Warrior}
{162986} Stockade {Small}
{162987} 
{162988} Stockade {Large}
{162989} 
{162990} Stone Block {02}
{162991} Stone Block {03}
{162992} Footstool {1}
{162993} Footstool {2}
{162994} Footstool {3}
{162995} Footstool {4}
{162996} Table {01}
{162997} Table {03}
{162998} Table {07}
{162999} Table {12}
{163000} Table {13}
{163001} Table {16}
{163002} Tapestry {01}
{163003} Tapestry {02}
{163004} Tapestry 03
{163005} Tapestry 04
{163006} Tapestry 05
{163007} Tapestry 06
{163008} Temp Doorway
{163009} Torture Gear {Luskan 1}
{163010} 
{163011} Torture Gear {Luskan 2}
{163012} Torture Gear {Luskan 3}
{163013} Throne of Lord Nasher
{163014} Throne of Black Garius
{163015} Torch {Tiki}
{163016} Treasure {01}
{163017} Wash Tub
{163018} Shelf {Tub Stuff 01}
{163019} Banner of Tyr
{163020} 
{163021} Statue of Tyr
{163022} 
{163023} Urn {1}
{163024} Rolling Pin
{163025} Cleaver
{163026} Vase 1
{163027} Vase 2
{163028} Vase {4}
{163029} Wagon {Smuggler}
{163030} Wardrobe {01}
{163031} {Workbench} Craftsman's Workbench
{163032} Weapon Rack {1}
{163033} Weapon Rack {2}
{163034} Well {1}
{163035} Warehouse Grate
{163036} Wine Crate 01
{163037} Wine Crate 02
{163038} Wine Crate 03
{163039} Wine Crate 04
{163040} Wine Crate 05
{163041} Plaque {Crossbow}
{163042} Weather Vane
{163043} Weather Vane {2}
{163044} Scarecrow
{163045} Hand Bellows
{163046} Chest {01 Large}
{163047} Chest {10 Kihan}
{163048} Chest {02 Large}
{163049} Chest {01 Medium}
{163050} Chest {01 Small}
{163051} Forge {1}
{163052} Fountain {2}
{163053} Fountain {Broken}
{163054} Hitching Post
{163055} Lamp Post Broken
{163056} Sign Post {1}
{163057} Sign Post {2}
{163058} Sign Post {3}
{163059} Sign Post {4}
{163060} Sign Post {5}
{163061} Cauldron {Smithing}
{163062} Cooking Spit {1}
{163063} Cooking Spit {2}
{163064} Fishing Tackle {1}
{163065} Fishing Tackle {2}
{163066} Totem {01 Large}
{163067} 
{163068} Totem {02 Medium}
{163069} Cooking Pot {1}
{163070} Anvil Cracked
{163071} 
{163072} Signal Bell
{163073} 
{163074} Blanket {01 Woolen}
{163075} Blanket {02 Woolen}
{163076} Statue Bluecloak
{163077} 
{163078} Bucket
{163079} Bucket {02}
{163080} Bucket {Broken}
{163081} Bucket {Broken 2}
{163082} 
{163083} Camp Fire {01}
{163084} Camp Fire {02}
{163085} Camp Fire {03}
{163086} Camp Fire {04}
{163087} Corpse {03}
{163088} Corpse {05}
{163089} 
{163090} Siege Weapon {old trebuchet}
{163091} 
{163092} Siege Weapon {old tower}
{163093} 
{163094} Siege Weapon {old catapult}
{163095} 
{163096} Plowed Fields {1 corn}
{163097} Plowed Fields {2}
{163098} Hoe
{163099} Hand Pump {1}
{163100} Hand Pump {2}
{163101} Hand Pump {3}
{163102} Hand Pump {4}
{163103} Floor Mat {01}
{163104} 
{163105} Floor Mat {02}
{163106} Floor Mat {03}
{163107} Floor Mat {04}
{163108} Fake Mine Entrance 01
{163109} 
{163110} Pallet {01}
{163111} Pallet {02}
{163112} Practice Dummy
{163113} Pikes {01}
{163114} 
{163115} Rags
{163116} Wood Pile
{163117} Wood Pile {2}
{163118} Pitchfork
{163119} 
{163120} Plate {01}
{163121} Plow {01}
{163122} Plow {02}
{163123} Roadside Marker
{163124} Rope Coil
{163125} Sawhorse {2}
{163126} Shovel
{163127} Stalls {1}
{163128} 
{163129} Still
{163130} 
{163131} Stool {2}
{163132} Tarp {01}
{163133} Archery Target {02}
{163134} Wagon {1}
{163135} Wagon {1 Broken}
{163136} Wagon {2}
{163137} Wagon {2 Broken}
{163138} Wagon {3}
{163139} 
{163140} Siege Weapon {trebuchet}
{163141} Wheelbarrow
{163142} Planks {01}
{163143} Planks {02}
{163144} Well {01 swamp}
{163145} Boulders {01}
{163146} Rocks {01 small}
{163147} Rocks {02 small}
{163148} Rocks {03 small}
{163149} Tree {01 Fallen}
{163150} Tree {02 Fallen}
{163151} Tree Stump {01}
{163152} Tree, Stump {02}
{163153} Tree, Stump {03}
{163154} Mushroom Patch {2 large}
{163155} Mushroom Patch {1 medium}
{163156} Bone pile
{163157} Cave Entrance {01}
{163158} Tree {01 petrified}
{163159} Tree {02 petrified}
{163160} Tree {03 petrified}
{163161} Rock Face {01}
{163162} Rock Face {02}
{163163} Rock Face {03}
{163164} Rock Face {04}
{163165} Beetle Mound
{163166} 
{163167} Boulder Pile {01}
{163168} Boulder Pile {02}
{163169} Boulder Pile {03}
{163170} Boulder Pile {04}
{163171} Boulder Pile {05}
{163172} Boulder Pile {06}
{163173} Boulder Pile {07}
{163174} Dirt Mound {01 small}
{163175} 
{163176} Wyvern Nest {01}
{163177} Wyvern Nest {02}
{163178} Wyvern Nest {03}
{163179} Aquatic Vegetation {large}
{163180} Aquatic Vegetation {medium}
{163181} Carcass {1}
{163182} Ground Twigs {01}
{163183} Ground Twigs {02}
{163184} Mossy Swamp Patch {large}
{163185} Mossy Swamp Patch {medium}
{163186} Rocks {mossy}
{163187} Shrub {01 medium}
{163188} Shrub {01 small}
{163189} Tree {01 fallen}
{163190} Tree {02 fallen}
{163191} Tree {03 fallen}
{163192} Tree {01 Swamp}
{163193} Tree {02 Swamp}
{163194} Tree {03 Swamp}
{163195} Tree {01 mossy swamp}
{163196} Tree {02 mossy swamp}
{163197} Tree {01 stump}
{163198} Water Plane {01 swamp}
{163199} Water Plane {02 swamp}
{163200} Water Plane {03 swamp}
{163201} Bonfire
{163202} Caves Cobble Piece
{163203} Ore {caves}
{163204} Dirty Cave Floor
{163205} Cave Stalagmite
{163206} Rock {01 Cave}
{163207} Rock {02 Cave}
{163208} Rock {03 Cave}
{163209} Rock {04 Cave}
{163210} Rocks {01 Cave}
{163211} Rock Column {01 Cave}
{163212} Rock Column {02 Cave}
{163213} Rock Column {03 Cave}
{163214} Rock Column {04 Cave}
{163215} Rock {05 Cave}
{163216} Stalactite {01 caves}
{163217} Rock Column {05 Cave}
{163218} Stalagmite Clump {1 Cave}
{163219} Stalagmite Clump {2 Cave}
{163220} Roots {01 Cave Walls}
{163221} Roots {02 Cave Walls}
{163222} Wall {City - main 1}
{163223} Wall {City - main 2}
{163224} Wall {City - connector cap 1}
{163225} Wall {City - connector cap 2}
{163226} Wall {City - Gate 1}
{163227} Wall {City - Gate 2}
{163228} Wall {City - Tower}
{163229} Wall {City - plain}
{163230} Iron Fence {Connector 01}
{163231} Iron Fence {Cap Piece}
{163232} Iron Fence {Gate 1}
{163233} Iron Fence {Tower Piece}
{163234} 
{163235} Iron Fence {plain wall}
{163236} Iron Fence {Connector 06}
{163237} 
{163238} Iron Fence {Connector 07}
{163239} 
{163240} Iron Fence {Connector 08}
{163241} 
{163242} Iron Fence {Connector 09}
{163243} 
{163244} Iron Fence {Connector 10}
{163245} 
{163246} Iron Fence {Connector 11}
{163247} 
{163248} Wall {Stone - Arch Opening}
{163249} Wall {Stone - Opening 1}
{163250} Wall {Stone - Opening 2}
{163251} Wall {Stone - Corner}
{163252} 
{163253} Wall {Stone - Long Corner}
{163254} 
{163255} Wall {Stone - Curved Corner}
{163256} 
{163257} Wall {Stone - S Curve}
{163258} 
{163259} Wall {Stone - Cap post}
{163260} 
{163261} Wall {Stone - Gate}
{163262} Wall {Stone - Post}
{163263} Wall {Stone - Rubble Pieces}
{163264} Wall {Stone - Fallen Wall}
{163265} Wall {Stone - Rubble Straight Cap 1}
{163266} Wall {Stone - Rubble Straight Cap 2}
{163267} Wall {Stone - Rubble Straight}
{163268} Wall {Stone - Rubble Corner Curve}
{163269} Wall {Stone - Short Section}
{163270} Wall {Stone - Long Section}
{163271} Wall {Stone - Small Connector}
{163272} 
{163273} Fence {Wood}
{163274} Fence {Wood, Broken}
{163275} RedgumFL
{163276} RusOlive-Summer
{163277} Test Boots 1
{163278} Test Boots 2
{163279} wp_party_central
{163280} Shopping Point
{163281} Heavy Shield +4
{163282} Heavy Shield +5
{163283} Light Shield +4
{163284} Light Shield +5
{163285} Flail +4
{163286} Flail +5
{163287} Composite Longbow +4
{163288} This magic bow has a bonus to attack. As well, it allows the wielder to add part of his strength modifier to the damage dealt.
{163289} Composite Longbow +5
{163290} Composite Shortbow +4
{163291} Composite Shortbow +5
{163292} Demilich Properties
{163293} Light Ironwood Shield
{163294} Heavy Ironwood Shield
{163295} CityMBStage
{163296} ForestNGiantTrees
{163297} CliffsBLeanto4
{163298} This is the Debug Conversation for module [inset module name here].  What would you like to do?
{163299} Start [10_cheater]
{163300} Nevermind.
{163301} You there! You're not a member of the squad!
{163302} How did you get in here? Stop where you are!
{163303} Intruder! We have an intruder inside the house!
{163304} How's things at home?
{163305} I got this location covered. Check somewhere else.
{163306} Evening, watchman.
{163307} You new to the squad?
{163308} I thought you were supposed to be posted elsewhere.
{163309} Everything's quiet here, watchman.
{163310} Guarding Fihelis' vault of course. Shouldn't you be at your post?
{163311} [Success] My lucky day, then! I thought I wasn't getting off for a few more hours.
{163312} Here's the vault key. I think I might take in an ale while the taverns are still open.
{163313} [Failure] What? I'm not due to be relieved for a few more hours. Wait, you're not a member of the squad!
{163314} Intruder! They've come for Fihelis!
{163315} [Success] Aye, it's a shame such wealth is wasted on a spineless turncoat.
{163316} I suppose it wouldn't hurt to compensate ourselves for our trouble tonight. I'll unlock the door.
{163317} [Failure] Right. And take the blame when the find the gold missing? No thanks.
{163318} Wait a minute - you're not a member of my squad. Intruder! They've come for Fihelis!
{163319} All right. Time to split the loot. What's my share come out to?
{163320} Thanks. You'd better get back to your post before someone else decides they want a share.
{163321} And keep your mouth shut. This is just between us.
{163322} [Success] That just figures. He probably already cleared out most of the vault before he called for the watch.
{163323} Still, gold's gold, and it comes out to more than I get paid in a month. Nice doing business with you, watchman.
{163324} [Failure] Nice try. I checked the vault beforehand. There's a lot more than that in there <i>watchman</i>, or whoever you are.
{163325} [Success] Hey, good thinking. Wouldn't want the sergeant catching me with all that gold on me.
{163326} All right, I'll meet you back at the barracks when my shift's over. We'll split the gold then.
{163327} You'd better get back to your post before someone gets suspicious.
{163328} I didn't figure you for a watchman. Still, thought I'd play along if there was gold in it for me.
{163329} [Failure] Trying to cheat me are you, <i>watchman</i>, or whoever you are? And here I was going to play along with you on this.
{163330} [Bluff] I'm here to relieve you.
{163331} Carry on.
{163332} What are you doing here, watchman?
{163333} [Diplomacy] I don't think a two timer like Fihelis deserves all the gold he's got in there.
{163334} Fair's fair. Here's your half of the gold.
{163335} [Bluff] There wasn't as much in there as we thought. Here... 100 gold is your share.
{163336} [Diplomacy] It's not safe here. I'll split it with you when your shift is over.
{163337} I've decided to keep it all for myself.
{163338} You there! You're not one of my men!
{163339} Nice try. I know each and everyone one of my men, and you're not one of them.
{163340} All right everyone! We've caught ourselves an assassin! Make sure Fihelis isn't harmed!
{163341} I'm a new recruit. I just started.
{163342} It took you watchmen long enough to figure that out.
{163343} It looks like you won't be alive for much longer.
{163344} Sir Grayson
{163345} 10e_bladeling
{163346} 10e_githyanki
{163347} 10e_skeletons
{163348} 10e_zombies
{163349} 10e_zomzkel
{163350} Lord Gentry
{163351} Githyanki{hostile}
{163352} Glina
{163353} Neverwinter Graycloak
{163354} Guyven
{163355} Hagen
{163356} Hagen's Payment
{163357} Thug{Hagen}
{163358} Hetha
{163359} Hlam
{163360} City Watchman{HQ Burn}
{163361} Ahja the Azure
{163362} Leldon's Chest
{163363} Guard{LelPat1}
{163364} Guard{LelPat2}
{163365} Leldon's Lucky Coin
{163366} This ordinary gold coin has a small hole drilled through the middle. Holding it, 
{163367} A Note{Masks}
{163368} Nimas
{163369} City Watchman{Default}
{163370} City Watchman{patrol}
{163371} City Watchman{Hostile}
{163372} City Watchman{Patrol - Hostile}
{163373} Onan of Tyr
{163374} Pap - Crafting Materials
{163375} Praven
{163376} {Qara}Cutscene Guy
{163377} Repko the Weaponsmith
{163378} Weapon Store - Low {Repko}
{163379} Lieutenant Roe
{163380} Magic Item Store - Low{Sand}
{163381} Luskan Agent{SHostile}
{163382} Smuggling Contact
{163383} Smuggled Longsword
{163384} Fiehlis{ST}
{163385} Thug{Supervisor}
{163386} Weapon and Armor Store{Supervisor}
{163387} Thug{Friendly}
{163388} Thug{Lockpicker}
{163389} Thug{Luskan}
{163390} Tomb Guardian
{163391} Trent Vendall
{163392} Street Urchin{boy}
{163393} Street Urchin{girl}
{163394} Verin
{163395} Werth the Armorsmith
{163396} Armor Store - Low{Werth}
{163397} Little Girl
{163398} |Snore|
{163399} |Stirring sound|
{163400} {Waking up}Wh - what? {Beat - then going from waking up to yelling, security guard}Intruder! Intruder in here!
{163401} {Somewhat lecturing}Stop dicing and stay alert. This isn't a fools errand, there could be an intruder.
{163402} {No fear - tough guy}Men! Come to me, intruder!
{163403} |Snore|
{163404} {Waking up, very startled}Uhnhh... {Long Beat}G-g-guards! Someone's in my bedroom!
{163405} {Anger and fright, mostly fright}Kill him... her? Just kill him!
{163406} Leave me to my bottle. It is the only peace I have now.
{163407} |PC on mission to recruit her|{Sounds a little drunk - she's analyzing the PC intently}Have I seen you before? You walk to me too intently.
{163408} {She thinks this time may be different, but this is her standard response}Whatever the question is, the answer is "no."
{163409} {Musing as she considers her bottle}I was trying to save you time. I already know what you're here for.
{163410} If someone walks straight to me, they want one thing. They want my blade to serve their cause.
{163411} {Pride - although a little lost}My Way is to serve completely my lord, but I have found none to be worthy. Although... {slightly reconsidering}you have the look of someone with promise.
{163412} {Slightly chuckle}At least this one has humor.
{163413} {Somber reverie}From the time I was a child, I was schooled in matters of war. Like all in my family.
{163414} Our Way is what defines us, and it is the reason for living. That is all I'll say on this for now.
{163415} {Snort}Hardly. {Reflective}Although over the years fewer come...
{163416} After I left the Watch, it seemed every day someone would walk through that door with an offer. Now the pace has slowed - maybe once a tenday someone new will ask.
{163417} The Way isn't about religion, but hopefully Tempus smiles upon our endeavor. {Beat - asking for luck}And Tymora favors us in the field.
{163418} I was Sanjan's lieutenant during the war, then later served with him in the Watch. My exploits are well-known.
{163419} {Pensive and a little poetic}Or perhaps <b>were</b> - the heroes of yester-season sometimes pass out of memory. The deeds of the Hero of Neverwinter are still sung.
{163420} But Sanjan and I commanded five other men and held the north tower of Neverwinter against golems, Luskans, and everything else they could throw at us throughout the siege.
{163421} Sanjan's brains and my brawn. All of us lived - and that tower never fell into Luskan hands.
{163422} {Beat while she considers}Sanjan is no more - and I am without a master. {Curious}You have something of him in your eyes.
{163423} I believe that people destined for great things have a similarity of spirit. {Caveat here - she's referring to bad people}Well, most do.
{163424} {She says this carefully}If... you can prove yourself, then you may be the one I'd follow. Who sent you to me?
{163425} {Bemusement}Cormick is a marshal now, eh? Well, he did show promise.
{163426} {Some frustration}In case this doesn't work, I just want to know who to tell to just leave me <i>alone</i>.
{163427} {Bemusement}Axle... He really doesn't give up, does he?
{163428} {Sigh - one last question, asked cavalierly}I suppose you have some sort of cause - if you're asking me to serve you, I'd like to know what it is.
{163429} I can respect that...
{163430} {Suddenly}I have decided. Two things I will ask of you - do them and you will have my blade.
{163431} The first is that <b>upstart</b> over there lurking by the wall has been trying to recruit me for his band of miscreants. Deal with him and then talk to me.
{163432} The Docks has many "masters" now - all fighting over its lice-ridden remains. {Cautiously excited}It won't be easy to do this.
{163433} {Careful}A bold claim... but you may succeed, where others have failed.
{163434} There rarely is.
{163435} {Solemn slightly drunk acknowledgement}It's in the nature of men to tear down greatness. You have been marked by others already.
{163436} After you've proven yourself, then we talk.
{163437} I don't care how you deal with it, just make sure he doesn't bother me again.
{163438} {Resigned}As soon as you deal with the <b>upstart</b> then we can talk again. Until then leave me to my drink.
{163439} {Neutral tone - still slightly saused}So you dealt with him. Did better than I expected.
{163440} |SCRIPTER: War with words|I was expecting a fight - but if your wits are that sharp... you may do all right.
{163441} |Fought him|If his skill with a blade matched his bravado, perhaps he would've provided a more worthy challenge.
{163442} In any event there is one task remaining. Sanjan met me in Westgate, along the Dragon Coast.
{163443} I hadn't found someone worthy of being my master. {Odd jobs - imply it was despicable stuff}So I did "odd jobs."
{163444} My father had taught me all he knew - the rest would come with experience. I knew the forms but they are perfected by practice.
{163445} {She's lawful and has a strong distaste of the place}The Dragon Coast is a land with no real lord and no order. It was a perfect place to apply what I had been taught.
{163446} I fell in working with rogues who were working with the Night Masks. A deadly den of thieves and assassins that are the closest thing to a lord Westgate has.
{163447} I met Sanjan there and I left with him, but ever since the Night Masks have wanted me back. A deadly blade is highly prized there.
{163448} You have guessed correctly - they are indeed here. And they are persistent.
{163449} The Night Masks want me to go with them back to Westgate. They must be eliminated.
{163450} They operate out of a building along the waterfront. They've killed two people in the city already.
{163451} Once they are taken care of, I will join you.
{163452} {Bitterness}The Watch? Corruption runs deep with them, and I'm certain the Night Masks have paid the right people to be here.
{163453} {Almost a hint of blushing in tone, it involves a guy}}I also left an impression on someone in Westgate. A personal one, and that's <i>all</i> I'll say.
{163454} {Reflective - still drunk, touch of humor}You see just a drunk here, yes? {Steel tone here - loyalty is said with reverence}My family has always valued <b>loyalty</b> above all else.
{163455} {Hesitant}And without a master, the loyal are without purpose. {Rat-a-tat-tat in tone, no drunkeness, she should sound formidable}For Sanjan I executed his orders, organized his men, carried out his battle strategem.
{163456} {Beat}I am <b>not</b> a general, but a faithful adjutant who is worth her weight in gold. This bottle is <b>nothing</b> to me if I had someone to pledge my sword to.
{163457} I killed whom I was told. But Westgate is a city that has no innocents, just a never-ending tide of people who deserved the justice I delivered.
{163458} {Thoughtful}I am thankful that Sanjan found me before my blade crossed with someone that didn't belong on those hard streets. 
{163459} I know where they are staying - a house on the waterfront. They have offered me riches, enchanted items, men...
{163460} Anything they could think of. But there is not one among them I would pledge my sword to.
{163461} {Hardness}The Realms will be a better place when they are dealt with.
{163462} |The Night Masks still haven't been dealt with|I will only serve you once the Night Masks have been eliminated. But if you have questions, I may answer them.
{163463} {Surprise - she's sober now}And so you return. The Night Masks were worthy foes...
{163464} {Wondering tone, growing on conviction}When you first walked in... There is something different about you.
{163465} {Snapped off like a verbal bow - formal and utterly loyal}My blade is yours, <FirstName>, your enemies are mine. Until there is no breath left in my body.
{163466} {Loyalty said with reverence}And so I pledge. I feel you are bound for greatness, a leader worthy of <b>loyalty.</b>
{163467} I have asked and heard about your work with the Hollows. I will meet you there and begin my service.
{163468} |SCRIPTER: She bows, then leaves|
{163469} {Quiet}I will not talk more of that right now.
{163470} You haven't even heard the question yet.
{163471} So you won't give me all your gold?
{163472} I'm not someone to be dismissed so lightly.
{163473} What do you mean your "way?"
{163474} I'm not the first to look for you?
{163475} Why are you so sought after?
{163476} Will you work for me?
{163477} Is your family religious?
{163478} How did you do that?
{163479} |Watch PC|Marshal Cormick and Captain Brelaina.
{163480} Axle Devrie.
{163481} Does it matter?
{163482} I'd rather not say.
{163483} I want to clean up the Docks.
{163484} The neighborhood is under new management - mine.
{163485} There's no simple answer to that.
{163486} Mostly, I'm just trying to stay alive.
{163487} It's private.
{163488} I'd like to ask some questions.
{163489} I'll go take care of it.
{163490} Farewell.
{163491} Why were you on the Dragon Coast?
{163492} I've heard the Dragon Coast is dangerous.
{163493} Just tell me what needs to be done.
{163494} Can you tell me about Sanjan?
{163495} So are they here looking for you?
{163496} What do I have to do?
{163497} Why didn't you report the murders to the Watch?
{163498} The Night Masks have gone through a lot of effort for one swordswoman.
{163499} What can you do for me when you join?
{163500} What did you do for the Night Masks?
{163501} Can you tell me more about the Night Masks here?
{163502} Farewell.
{163503} {Drunk and belligerent, not over the top. Here's a thug who's been stewing}Did the ice princess shoot you down like the rest? What's the use of being one of the best swords in the city if she won't even use it.
{163504} {Warning tone}If she's going to work for anyone it's <b>me</b> - so if you got more than dung between your ears you'll leave now.
{163505} What are <b>you</b> looking at?
{163506} {He could go off at any minute, he's dangerous}Not that it's any of your business... but me and some mates are going into operation here.
{163507} {Slight change of tone - he's impressed by her exploits}I remember how she and Captain Sanjan held the north tower for three days. {Sounds like there will be some literal carving}If she joins us, we'll carve up a chunk of the Docks real nice.
{163508} {One hair away from violence - quiet danger}I'll brook no insult from no one, sheep-herder. And I <b>will</b> win Kana over, or she'll pay for it.
{163509} {Looking forward to this - mocking on light}This should be entertaining. I could use some <b>light</b> sparring practice before I gut you.
{163510} Let's go, then.
{163511} {Snide and dangerous}When you're trying to make a name for yourself, <i>anything</i> is worth fighting for. {Tone should indicate "I'm gonna kill you"}And a whelp like you isn't going to stop me.
{163512} |SCRIPTER: He and his boys leave, a fight breaks out when the PC leaves the bar after the area transition|I'll see you outside.
{163513} {Suggestive murder in tone}Oh, she'll join me all right. Or she'll be dead. Just like you.
{163514} [Failure] Is that supposed to make me afraid? Who in Hades do you think <b>you</b> are?
{163515} {Cheerful in a sadistic way}Now <b>that</b> I can get behind.
{163516} [Success] {Surprised}Wh- what? {Double-take, laced with fear - trying to rapidly make tone less menacing}I didn't mean...
{163517} You know - it's the ale. Gets to your head.
{163518} |SCRIPTER: They leave the bar|{Loud whisper, urgent}Men, we got to get out of here before the Watch comes.
{163519} [Failure] {Derisive snort}You expect me to believe <b>that?</b> It's going to be a pleasure to leave you in the gutters.
{163520} [Success] {Pauses}I've... I've heard of you. {Growing fear}You're that adventurer...
{163521} I didn't know. I'll - I'll just be leaving.
{163522} |SCRIPTER: They leave the bar.|Get out of here men. This one is out of our league!
{163523} [Failure] {Some fear here, though}I think I've heard of you - but you look smaller and weaker than I expected. {Growing anticipation}It would help me make a name for myself by killing you though.
{163524} [Failure] Fancy words won't help you out. {By meeting he means, "I'm going to kill you"}We've got a meeting now - you and me.
{163525} [Success] {Suspicion, but he's buying the PC's lie}You serious?
{163526} [Failure] You think <b>lying</b> is going to save you from my knife. Well, you're wrong.
{163527} I was just going to hurt you good - but now you might just become someone's sad loss.
{163528} [Success] {Thoughtful}Heh. So the priest lied to you.
{163529} We had a flock of bloody Helm priests in the war that were working with some madman, you think the word of some <b>priest</b> is going to hold much weight with me?
{163530} [Success] {He's convinced - but things don't go according to plan}You heard this from one of the survivors? I believe the guy told you that. 
{163531} But I met Sanjan - and I know a hero when I see one. That's one of the reasons I want Kana on my side.
{163532} No, the guy you met was a liar that deserves to have his teeth bashed in.
{163533} [Success] {Long thinking}When you put it that way... It does seem...
{163534} Call me a fool, then, but no more a fool than everyone else that believes that half-cocked story. Men, let's leave this "blade mistress" alone.
{163535} |SCRIPTER: Walks away|{Parting sentence as he leaves}She probably doesn't want to join anyone because she's a fraud. Heh.
{163536} |SCRIPTER: This is his outside dialogue|I assume you don't mind if my boys join in. Don't want to let them get bored.
{163537} |SCRIPTER: Fight breaks out|Teach them a lesson!
{163538} Why do you want her to work for you?
{163539} Kana said she'd like you to leave her alone.
{163540} Insult me again and you die.
{163541} [Bluff/Lie] You know how stories are - they grow in the telling. I heard from one of the survivors they hid in the storeroom.
{163542} [Diplomacy] I think you'll have better luck recruiting others. Even if she can't see your value, I'm sure others will.
{163543} Do you really think a drunk like her is worth it?
{163544} Kana wants you to leave her alone. She's never going to join you.
{163545} [Intimidate] Last chance - leave now and you live. And don't come back.
{163546} Let's take this outside.
{163547} That's another insult - time to die.
{163548} [Intimidate] I'm <FullName> - I've blazed a trail of death through the Realms. You're just another number to me.
{163549} [Bluff/Lie] I'm one of the Nine, protector of Lord Nasher himself. Unless you want to go to prison...
{163550} Enough of this - let's fight.
{163551} [Bluff/Lie] So you seriously believed that <i>seven</i> people held up an army for a few days?
{163552} [Bluff/Lie] The guy that told me is now a priest of Tyr - those folk never lie.
{163553} [Bluff/Lie] It was either be branded a coward or a hero, what do you think they decided?
{163554} {Aghast}The entire base... destroyed...
{163555} {Growing anger}Torio has <i>vastly</i> underestimated her opponent. I will no longer be a part of her bumbling.
{163556} [GUARD] But Torio's orders...
{163557} {Snide}I do <i>not</i> report to Torio. Eldeluc will hear of her failures, and yours.
{163558} |Watch PC|{Some fear, watchman is said almost like profanity in tone}This operation is over and I'm leaving for the Hosttower. {Beat}Best to leave before this <i>Watchman</i> surprises us even more...
{163559} {Some fear, thugis said almost like profanity in tone}This operation is over and I'm leaving for the Hosttower. {Beat}Best to leave before this dock <i>thug</i> surprises us even more...
{163560} {Generic Dialog. Could be male or female speaking}Delay them as best you're able, men!
{163561} {Generic Dialog. Could be male or female speaking}Charge!
{163562} {{Generic Dialog. Could be male or female speaking. Afraid}Protect the Brother's study at all costs! The intruder must be stopped here!
{163563} Luskan Elite Mercenary
{163564} Luskan Mage Mercenary
{163565} Luskan Mercenary
{163566} {Slightly irritated - shouldn't be tough, more like someone who wants privacy}What are you looking at? Do I know you or something?
{163567} You're that new Watchman, right? I've heard of you.
{163568} {Obviously seedy}I don't suppose you could help me out.
{163569} {Buttons up}I see the way it is. Forget I said anything.
{163570} {Sarcastic}Have a good day, then. {Acknowledging his own sarcasm}Right.
{163571} {Thoughtful}I might be able to work with that. You see...
{163572} I sometimes trade with people that aren't the best of lads. You know, hard-luck cases.
{163573} |Already rebuffed by being too honorable or telling the Watchman to keep it up|{Slightly taunting}How you doing, altar boy? Not doing anything over here.
{163574} |Already rebuffed by being too honorable or telling the Watchman to keep it up|{Slightly taunting}How you doing, altar girl? Not doing anything over here.
{163575} So there's one of your goo-{ns}... One of your men that won't let me alone.
{163576} I figure you outrank him, you may be able to tell him to back off. I'm not doing anything to hurt anyone.
{163577} {Some bitterness}Plenty of real criminals out there to catch.
{163578} {Sly}It doesn't work that way. You still are a member of the Watch, after all.
{163579} That's all I'm asking. If he can be made to see a little reason, I'll make it worth your while.
{163580} |Didn't rebuff|Let me know if you make any progress with the Watchman. I'll make it worth your while.
{163581} {Pleased and trying to be nice}I was hoping you'd be reasonable.
{163582} {Jovial - chuckling tone}I just asked you to have him back off - but you fired him to boot!
{163583} It'll make my business go better without him watching over my shoulder.
{163584} I said I'd make it worth your while.
{163585} I take care of people that help me out. Part of running a good business.
{163586} {Chuckle}Let's not get greedy. For one conversation, I figure that's more than generous.
{163587} I've been thinking. It may be tricky - but I might be able to work out of Crossroad Keep.
{163588} Sort of be an unofficial quartermaster - help you get things you need. And if you need to sell something - well, I'll buy it with no questions asked.
{163589} You interested?
{163590} {Pleasant enough}Let me know if you change your mind.
{163591} Besides what I mentioned, I'll give you a good price. Not having to worry about the guard is worth that much, at least.
{163592} |SCRIPTER: He heads over|I'll head over to your keep, then. We'll talk more there.
{163593} You're back. I still am interested in setting up shop in Crossroad Keep.
{163594} You seem like the type I'm supposed to arrest.
{163595} Depends on what it is.
{163596} If there's something in it for me - maybe.
{163597} I'm not interested.
{163598} I suggest you stop - if I catch you doing anything illegal you will be arrested.
{163599} Go on.
{163600} What exactly do you do?
{163601} I'll look into it.
{163602} Sounds like one of my Watchman deserves a promotion.
{163603} That's a heavy pouch.
{163604} Is that all?
{163605} Anything else?
{163606} That won't work.
{163607} What do I get out of this?
{163608} |Morale -1, Security -10|I can do that.
{163609} {Respectful and formal}The streets on my route are clear, <sir/maam>. {Doesn't think there is}Is there a problem?
{163610} {Disdain}The Riverdweller? Yes I do. One of the most notorious fences in the Docks.
{163611} {Irritation}Slippery as an eel, and smart. I am doing my best to catch him in the act.
{163612} Aye, <sir/maam>.
{163613} {Pleased}Unless you're willing to stake out his movements for days - I'm afraid not. I've been keeping tabs on him, and he is a real cautious one.
{163614} {Determination}Worry not, though, I'll catch him one day.
{163615} Aye, <sir/maam>, I will.
{163616} {Informative}Not personally - he keeps his hands relatively clean. But he associates with some real dangerous types.
{163617} He doesn't do anything that would merit the gallows, but he deserves to be in a cell. He's a bottom-feeder.
{163618} {Honest determination}The Docks... well, they're becoming as filthy as the water. I do my part to keep my route clean.
{163619} He's the worst offender I know of on my street. He's done nothing to me personally - but his presence... galls me.
{163620} {Surprise}Wh- why? I'll follow orders... But allowing him to walk free - is just wrong.
{163621} |Resolved - let him continue|{Determined}I'll catch Uncus one day, <FirstName>.
{163622} |Resolved - ordered off|{Reluctant}I haven't been pursuing Uncus, <FirstName>. I follow orders.
{163623} {He gets it}I understand, <FirstName>. I'll look into more immediate threats.
{163624} {Grinding his teeth - very formal}As you command, <FirstName>.
{163625} {Almost spitting at the end}I don't know what the Watch did to burn Tymora so, but you've brought us nothing but trouble. I'm glad to be gone.
{163626} Carry on.
{163627} Do you know a man named Uncus?
{163628} Farewell.
{163629} Can I do anything to help catch him?
{163630} Has he hurt anyone?
{163631} |Security -10|I'm ordering you to stop looking into it.
{163632} Is this personal?
{163633} |Watch Morale goes up +1|Keep up the good work.
{163634} There are plenty of dangerous criminals out there - we need to focus on them.
{163635} If we arrest one fence, another will take his place. Our efforts can be better spent elsewhere.
{163636} |Morale -1|I gave you an order.
{163637} |Morale -1|Sometimes you just need to know when to look the other way.
{163638} |Morale -2|The Watch doesn't need men like you. You're fired.
{163639} And that's why-
{163640} |SCRIPTER: Either girl runs into guy or close to him - running. The other guy blocks her from running more.|{Playful as she runs through the street}Excuse me!
{163641} {Beat - confused}As I was-
{163642}  {Holler}Stop right there, kid. We've got ourselves a thief!
{163643} I was just running. I run fast.
{163644}  {Even more confused - his pleasant conversation has taken a right turn}What's this about a thief?
{163645} Check your coin purse - and don't even <i>think</i> of moving, child.
{163646} {Starts to be trembly and pouring on tears}Please, sir, I'm just running. Can I just leave?
{163647} {Startled again}Why - why you're right. My coin purse is missing.
{163648} {Growing anger}You're going straight to the Watch, after you hand over that pouch!
{163649}  {Angry}This little thief is the problem. It's not safe to walk around any more.
{163650} Just last tenday I lost ten gold to one of these scamps. And I'm <i>not</i> about to let this one off, even if she looks so innocent.
{163651} I <i>knew</i> it. Hand it over, girl!
{163652} She runs into my friend and suddenly he's light one coin purse.
{163653} {Dismissive, and repulsed by the idea}Of course not. But I <i>am</i> going to make sure the Watchmen deal with her.
{163654} |SCRIPTER: They exit stage left|Let's march her over to the Watchmen right now!
{163655}  {Doubt - also not the brightest of men}Are you sure it's this little girl?
{163656}  {Exasperated}Yes, I'm sure. It's just not safe to walk around here any more.
{163657} Turn out your pockets, now!
{163658} {Appreciation}I - I suppose you're right. You've got a sharp eye.
{163659} There's a coin purse down there!
{163660} {He is surprised a lot}There is?
{163661} {Very maudlin}Sorry, good sirs... Just trying to get bread to eat. Please don't take me away.
{163662} |SCRIPTER: He walks up|{Anger}What are you doing to her? She's just a little girl!
{163663}  But... she's got to have taken it. {Beat}If she's not hiding something, she has nothing to fear.
{163664} [Success] {Alarm}I - I... I thought she was one of those...
{163665} Not to say. {Bending over backwards}Sorry, little girl... My mistake.
{163666}  {Lower tone and whispered - a little pleading}Just don't let your dad get too mad at me.
{163667} |SCRIPTER: Girl goes over to PC|{Sounds sincere and cute}Daddy! I was looking all over for you.
{163668}  {Lower tone and whispered - a little pleading}Just don't let your mom get too mad at me.
{163669} |SCRIPTER: Girl goes over to PC|{Sounds sincere and cute}Mommy! I was looking all over for you.
{163670}  {Proud}I <i>told</i> you it wasn't her. You just don't like children, you know?
{163671} |SCRIPTER: They walk away.|
{163672} {Impish}Thank you. I owe you one!
{163673} |SCRIPTER: She runs away. Wolf walks away if he's here.|
{163674} I... I... Blast it, if you aren't right. But if I ever catch you, girl, you'll waste away in the stocks once the Watchmen get you.
{163675} {Smug}I told you it wasn't her.
{163676} {Crabby}Well, you're still out one coin purse - I don't see what you're so smug about.
{163677} [Success] {Soft-hearted, happy to get his wallet back}It's like he said. Look at her, we should let her be.
{163678} {Angry}Just don't ever do it again, girl. You're getting off <i>lucky.</i>
{163679} Thank the gods you were here. Kids can get treated real bad on the streets.
{163680}  {Approval}That's what I intend. Thanks for the help.
{163681} {Thinks this is a bad idea}Are you sure about this? She's just a kid.
{163682} |SCRIPTER: The two citizens march off with the girl.|
{163683} {Filled with sarcasm}Thanks a <i>lot.</i>
{163684} |SCRIPTER: Wolf walks off.|
{163685}  Out of the way, boy. She's a thief - and the Watch deals with the likes of those.
{163686} {Hint of insincerity near the beginning, then she turns on the acting, sounds teary-eyed}Oh - oh I promise. I'll <i>never</i> do it again.
{163687} {Soft-hearted}That's enough for me. I've got my coin purse, after all.
{163688} {A little disturbed}Uh - that's... that's not necessary. But she <i>is</i> going to the Watch.
{163689} [Failure] {Player just told a really unbelievable lie. Mocking. Thinks the player's an idiot.}Of <i>course!</i> I could tell just by <i>looking</i> at you! Why don't you stay out of this?
{163690} What seems to be the problem?
{163691} [Spot] I saw her take the pouch.
{163692} Are you sure she stole it?
{163693} You're not intending to hurt her, are you?
{163694} [Say nothing and observe]
{163695} [Leave]
{163696} That's far enough - you don't know she's done anything.
{163697} [Search] Her boots are too big for her - there's room for a pouch in there.
{163698} Let her go. She was just running.
{163699} [Lie] Unhand my daughter!
{163700} Do you have any proof at all? If you have none, what you're doing is wrong.
{163701} [Diplomacy] Have a heart - let her go. You've got your money.
{163702} A thief is a thief - call the guards.
{163703} Promise you'll never do it again, and we'll let you go.
{163704} I don't think the guards will mind if the thief gets bruised up a bit before they get her.
{163705} [Say nothing and observe]
{163706} {Dangerous thug}Don't think you're gonna talk your way out of this one, Wolf. This is our territory - and your little army of beggar children has to pay its due.
{163707} Us kids are just sticking together. {Pride - and he's not afraid of taking a beating}Trying to make a living, but we don't bow to no one.
{163708} You're going to work for us now, boy.
{163709} |SCRIPTER: Some passerbies come near. They look at Wolf and the thug|
{163710} {Starts acting - sounds different}Please da, don't beat me... I promise I won't drop the basket again.
{163711} {Confused} What?
{163712} {Sounds tearful}I try my best, honest I do. {Pleading}Just don't beat me like Emma... she can barely walk on that leg now.
{163713} |SCRIPTER: The passerbies have stopped and if he have facial animations for scorn.|{Passerby} Look at the poor boy. {Growing anger}Someone ought to...
{163714} {Anger - which just plays into Wolf}It's not like that at all. This boy is a... well, he's a thief.{He's not quick on his feet}
{163715} {Sobbing - but hamming it up}It's so sad. She <i>loved</i> to run.
{163716} But she broke a pot - and you don't do that in our household... No, sir...
{163717} {Anger - turning to concern}It's really not like that at all - he's - he's... he's playing you all for fools!
{163718} {Passerby}I'm not going to stand by and watch you hurt this child. {Indignation and anger}You ought to be ashamed of yourself!
{163719} {Fear}We'll talk again, Wolf! This isn't over!
{163720} {Passerby}That's right - you run. {Beat - turning his attention to the kid}Are you all right, lad?
{163721} |If the PC lied before|{Wolf}I'll be fine thanks to you, kind strangers. I think it's time Emma and I left him - he's no good for us.
{163722} {To the player - double meaning}Thank you so much, stranger. <i>Emma</i> and I thank you.
{163723} |SCRIPTER: Wolf leaves and crowd disperses|
{163724} {His fascade breaks a little}I'm... I'm telling the truth. Her arm's so swollen now, she just carries it with her like a log.
{163725} {Grim satisfaction}So is it her leg or her arm, Wolf? Can't even keep your own story straight.
{163726} |SCRIPTING: Points near the end|{Sounds sincere and sad}No, no - {startled}l-look it's Lord Nasher!
{163727} |SCRIPTER: Camera shot of nothing with passerby's turned to face the same direction.|
{163728} |SCRIPTER: It would be nice if he was facing away then faced where Wolf was|{Surprise - then anger}What? Where? That - that blasted scamp...
{163729} I <i>swore</i> he wouldn't do this to me again. Grrr...
{163730} |SCRIPTER: He leaves in a huff|
{163731} {Surprise}Don't tell me you believe him?
{163732} {He's acting for the passerbies - violins play}Dropping a basket is wrong he tells me... You can get a good thrashing for that, like most everything.
{163733} {Passerby. Gathering courage - some anger}What are you planning to do to this boy of yours?
{163734} [Success] {Gritting teeth}You walk away this time, Wolf. This time...
{163735} [Failure] {Tone says he knows he's going to lose anyway}I will not let him make a fool of me again!
{163736}  I'll be fine thanks to you, kind strangers. Especially you.
{163737} [Success] {Unsettled}You walk this time, Wolf... This time...
{163738} Let the boy go.
{163739} The boy is lying through his teeth right now.
{163740} [Lie] Poor Emma can barely walk - the priest of Chauntea say she'll always have a limp.
{163741} [Watch]
{163742} [Intimidate] Let Wolf go. Now.
{163743} [Diplomacy] You know this can't end well. Let him go now.
{163744} [Watch]
{163745} |SCRIPTER: Wolf and the Girl are here|There you are... I've been meaning to chat with you.
{163746} |PC has not helped him out|I know we haven't gotten along terribly well. But I want to make amends.
{163747} You've helped me and Dory out of some scrapes, so I wanted to thank you proper.
{163748} I've got a proposition for you - I heard you're friends with the owner of the Sunken Flagon. Me and my mates could really use a roof over our heads at night.
{163749} {Hard to tell if she's acting or is being sincere}A roof would be <i>so</i> good...
{163750} So the deal is - we'll help you out, and you convince your friend to let us stay in the Flagon. Deal?
{163751} {Pride}No one knows the streets better than I - every alleyway, nearly every cobble. We'll deliver messages and can get you places fast.
{163752} {His tone is - the PC just said yes}I'm glad we've come to an agreement then. Dory, myself, and the rest will be by the Sunken Flagon.
{163753} Fellow companions of the road - young lads and lasses that ain't got no kitch to call their own. We'll help you out, too!
{163754} You'll find there's plenty we can do for you, not much to ask letting us bunk up indoors instead of out, don't you think?
{163755} {Chippers and confident}See you back at the Flagon, then!
{163756} |SCRIPTER: He scampers off.|
{163757} {Sweet and impish}Bye!
{163758} I know we haven't formally met but we keep running into each other...
{163759} What can you do for me?
{163760} Who are your friends?
{163761} I don't know about that.
{163762} But-
{163763} Wai-
{163764} Wh-
{163765} Fare-
{163766} And in comes the prodigal patron, I am much obliged. I find these {beat - he is overstating the case}accommodations most agreeable.
{163767} As terms of rent I offer the following - free usage of my alchemical apparatus and on occasion I will provide you with the fruits of my labors.
{163768} I recognize you must have dozens of pressing matters to attend to, so by all means carry on.
{163769} |At a break point where he's made more stuff for the PC|And there you are! I have saved a vial of two of some of my more advanced formulas.
{163770} I hope that it proves to be most effacacious in your adventures.
{163771} |Good PC|<FirstName>, it's good to see you. The men speak highly of you.
{163772} The docks - nay, the world is a better place for your efforts. Alas, I don't have any more alchemical reagents or potions on hand.
{163773} But as soon as I do - I assure you, I will contact you post haste.
{163774} |Bad PC|{Slightly worried - diplomatic}You - ahh - run as tight a ship as I've ever heard. The men snap to whenever you're about.
{163775} As soon as I brew more of my concoctions, I will reserve a vial or two for you. Don't let me delay you any longer.
{163776} |Post attack|Thank you for your timely assistance in defending the Hollows. Without your presence, I think it would have been a far darker chapter for us.
{163777} As a token of my sincere appreciation, please take these vials. May they serve you well.
{163778} Observe the healthy clutter, the smell of fumes and bubbling concoctions - behold an alchemist at work. I fear I am too ensconced in my labors to chat right now.
{163779} But later - come back later.
{163780} (TEMP TEXT) Get ready - their second wave is coming!
{163781} (TEMP TEXT) Ready your steel! The second wave is at our door!
{163782} (TEMP TEXT) Prepare yourself - more are sure to come.
{163783} (TEMP TEXT) More are breaching our outer defenses at this very moment!
{163784} {Neutral tone}I am honored to serve, <FirstName>. What can I do for you today?
{163785} {Out of breath}Kana, everyone! Armed men are approaching - we don't have much time!
{163786} Quickly - do you have any details?
{163787} {Flustered}Armed men with no standard or uniforms. Mercenaries no doubt. They're approaching in several groups.
{163788} It's Luskan. They have finally unsheathed their blades and attack in open daylight.
{163789} {A certain excitement she's confident and looking forward to fighting}Look sharp, men, <b>this</b> is what we've trained for.
{163790} The Luskans are no more. Our attacker's arrogance - or desperation - left them off balance.
{163791} But it extends even further. Our scouts spotted where their base in the city is.
{163792} It's along the outer wall in the Docks District, not too far from here. I will mark it on your map.
{163793} A small group can storm their position before they can react. A small group like you and your companions.
{163794} We lick our wounds even as they do. Our troops are too weary from the fight - assaulting with our forces would cost more lives.
{163795} Only the scout, you, and I know of the Luskans base. I will keep it that way.
{163796} Assault their base when you are ready - but do so quickly before they replenish their numbers.
{163797} We won here because we had prepared a defense, and could rely on your skills. There are other considerations, as well...
{163798} Luskans are well practiced at infiltration. It wouldn't surprise me if one or more of our men report to them.
{163799} So prudence dictates we only involve those we can trust. Ourselves.
{163800} I personally trained the scout and I can assure you they have no idea that we know where their base is. We can attack at our leisure.
{163801} Nothing new to report. But you may want to search the bodies.
{163802} Perhaps you will find information from that.
{163803} Can the men take care of it?
{163804} How much time do I have?
{163805} Do we know anything else about the Luskans?
{163806} I know what I need to.
{163807} Other considerations?
{163808} {Still some awe in his tone - new to the city}Neverwinter is certainly bigger than I ever expected. I - uh - should do better here than I ever would in Highcliff.
{163809} Thank you for the stall. I'll give you a <b>good</b> price for any of my wares, you can count on that.
{163810} I really hate to bring it up. But... if you can get a ready supply of ore, I'll be able to make better armor.
{163811} |Docks getting worse|Things are getting even more dangerous these days. Fighting breaking out all over.
{163812} {The PC is a dangerous man - weak thanks at the end}The Hollows seems to be safe enough, though. Errr... thanks.
{163813} |Docks getting better|Many of the folk that drop by my stall are thankful of the job you're doing. Almost safe for the ladies at night around here.
{163814} People had a dim opinion of the Watch, but I think you're changing that.
{163815} {Chipper}I've been going through my inventory at a good clip. So anything you sell me, may not be here next time you come by.
{163816} |Miner has provided more ore|{Very upbeat}The miner has been mining the ore you've found. I've got some new goods in stock.
{163817} |Miner has provided plenty of ore|Business has been very good. Those miners have been keeping me and mine well provided for.
{163818} I provided Kana and your men with some new armor. Sort of a - uh - thank you.
{163819} But here I am rambling on - you probably came here for something more important. 
{163820} You want a set of that? It's - uh - not much for someone like you.
{163821} But here's a set. I figured an adventurer - uh - would have some special armor.
{163822} |Trouble hitting the Hollows|We're going to be all right, aren't we? Some of my regular customers said trouble may be coming our way.
{163823} {Sounds very nervous}The docks have been good to me, but this - uh - scares me.
{163824} Worst kind. They say you've been poking in an ankheg nest.
{163825} They wouldn't say nothing more. Just that it might be good to pack up the stall for a day or two.
{163826} Well met, <FirstName>. You looking for new armor?
{163827} Whatever I got I'll sell you for a good price.
{163828} I've already got some customers. Seems folks are looking for protection.
{163829} Makes me a mite nervous. Like they're expecting a fight to break out at any moment.
{163830} I'd like to see your wares.
{163831} Farewell.
{163832} What have you learned about the docks?
{163833} Can I have some of the armor you gave my men?
{163834} What kind of trouble?
{163835} Emma
{163836} Hollows Recruit{Injured}
{163837} {Interim}Kana
{163838} I've been making arms for the Greycloaks for so long, I hope I can compete with the city weaponsmiths. I can't thank you enough for the stall.
{163839} I'll give you a good price, and if you find any local miners I might be able to expand my selection. Maybe even help out your men here.
{163840} After the war with Luskan, Lord Nasher paid to field a standing army. Lot of farmers and other folk who lost everything in the war signed on.
{163841} They call them the Greycloaks, and no matter what others say about their training, or lack thereof, they're <b>fine</b> men every one. If Luskan ever has the brass to go south of Port Llast, they're in for a surprise.
{163842} Word of warning, business is brisk here - so don't sell me nothing you don't need. Now here's what I got.
{163843} {Surprise - says Brill with venom}I - I suppose it's because times have changed, and knowing another orc-friend like that <i>Birll</i> could take command.
{163844} Fort Locke used to be a fine place. Lots of coin was spent making the borders safe. But after the war there was only so much in the city's coffers.
{163845} Fort Locke being to the south, and Luskan to the north - some chamberlain's arse said that Locke wasn't essential. So we got no money.
{163846} Brill just made a bad situation worse. Glad to be out of there.
{163847} |Miners have provided ore|You've been staking plenty of claims to ore - Pentin has been setting me up right and proper.
{163848} I've got a better selection now, and my prices are always low for you.
{163849} |Miner has provided plenty of ore|You're making Pentin a rich man, and I've been doing good business with the cheap ore he's providing. I've set your men up with some better weapons.
{163850} {Pride}Even if they get into a serious scrape, my weapons will serve them well.
{163851} |Soon the Luskan's will retaliate|Some folks at the Hollows have a bad case of the nerves. {snorts}After living on the border of the Mere of Dead Men, you get used to danger being so close.
{163852} If any of those ruffians come our way, I'll lend my hammer to the fray. We've got nothing to worry about.
{163853} |Post Luskan victory|I told them that we got nothing to fear from some thugs. Word is that the Luskans were responsible.
{163854} Send them to the Nine Hells, is what I say. Filthy Luskans.
{163855} Good to see you back, <FirstName>. You be needing anything today?
{163856} What can you tell me about the Greycloaks?
{163857} I'd like to see your wares.
{163858} Why did you want to leave Fort Locke?
{163859} Farewell.
{163860} It... has been a while since I've been in the service of another. And this place...
{163861} This place can be made into something greater. I could help you with this.
{163862} Long did I study the Way of the Sword, under the tutelage of my father. The Way shows us that anything can be turned into a weapon.
{163863} And a deadly blade indeed is made of pure ideas and beliefs. The docks is being assailed from many directions at once, and it's bleeding.
{163864} |Watch|This <i>place</i> can be forged into something we can wield to bring order here. But accomplishments of merit seldom come easily.
{163865} |Shadow|This place can be used to defeat your enemies and bring order - <i>your</i> order - to the streets.
{163866} My father once told me, "The right weapon used the right way at the right time can change the fate of us all". And now is our time.
{163867} A sword without a master, is a powerful but lonely thing. And I haven't found anyone worthy.
{163868} |Watch|The Watch I served faithfully until... they lost their way, and me along with it. I think you bring a <b>new</b> way.
{163869} |Shadow|Your path may not be in the light, but in your service I believe justice may be served. Not the justice of laws and men, but that of the wild.
{163870} Moreover, there are ripples in the water... change is coming – and it is time for me to take a side. I choose yours.
{163871} We are all people of symbols and superstition, and the Hollows can be forged into a powerful symbol. It will not come out of nothing, though.
{163872} I will tell you what is most pertinent, then. In order to achieve something greater, some things must be done.
{163873} The Hollows will need to be rebuilt. People - <i>loyal</i> people - must be found.
{163874} The Hollows will need to be rebuilt and become prosperous. And more important than that you need people - <b>loyal</b> people.
{163875} My grandfather brought my family here from the far east. He taught my father what he called the Way of the Sword.
{163876} My family has sought to master our Way and it has been a difficult journey. The Way of the Sword is a manner of looking at the world.
{163877} I - I confess, my family's path seems further away than it once was. Perhaps with you I will regain my footing.
{163878} Until you recruit others there is little I can do except guard this place, which I will happily do. In your travels, seek out others who can aid our cause.
{163879} I am Kana - a warrior who struggles on her Way. All other words are ephemeral - like trying to catch butterflies with blades of grass.
{163880} {Gets melancholic from the second sentence on}I seek the purity of the Way of Swords. But what I've found is that none of us are swords.
{163881} Swords can't be <b>betrayed,</b> swords can't <b>feel,</b> but swords can be discarded. And that was the fate you saved me from.
{163882} |Just started|There is little I can do for you until Veedle works on the Hollows.
{163883} I will stay here and guard the site until Veedle is finished.
{163884} |Money to expand|I have enough men to carry out some tasks. The next step would be to provide Master Veedle anything he requires to expand the Hollows.
{163885} Currently, there isn't much room to accommodate people you may encounter on your travels.
{163886} |Expand inside|Each market stall should allow you to recruit a merchant. But Master Veedle still needs funds in order to clear out the other two rooms inside.
{163887} Those rooms may be used to accommodate more people.
{163888} |Expand stalls|The interior of the Hollows is in fine shape. But Master Veedle could still build merchant stalls.
{163889} Merchants could bring prosperity to the Hollows, and possibly other benefits. They should be sought out.
{163890} |All built - still people left|Master Veedle has finished his work on the Hollows. All that is left is finding people to work here.
{163891} Try looking for prospective people in your adventures, and perhaps retrace your steps to places you've been before.
{163892} I doubt there is anything more you can do for the Hollows right now. Every room is full, and our ranks are fully staffed.
{163893} {Small pride}Our presence in the docks is felt by everyone.
{163894} |First time|Right now I am training the men in the Hollows. They are green and could use instruction to be more effective. This also keeps the Hollows secure.
{163895} If you like, I can ask the men to patrol the city. They would establish a greater presence in the docks, but they would be more effective at it if they were skilled in their duties.
{163896} |Watch|I could send the men to do odd jobs - merchants need guards for cargo. Sometimes the wealthy need men-at-arms for festivities.
{163897} |Shadow|{Distasteful}Uncus says there are some street matters the men could attend to. It's dangerous, though, because their activities aren't condoned by the lord's laws.
{163898} {Skeptical}That will generate gold, but it will leave only a few men here at the Hollows. Garrisoning the Hollows isn't essential, and if trouble doesn't come it could be considered wasteful.
{163899} How do you want me to deploy the men?
{163900} As you wish, <FirstName>.
{163901} With time and training, our men will become formidable warriors.
{163902} |Watch|I will do as you command. That should make the streets safer.
{163903} |Shadow|I will send your men to patrol our territory and keep our rivals at bay.
{163904} I will find extra work for our men. In times of crisis people an extra swordarm is often neeed.
{163905} I will send them to Uncus - but I suggest a different course. I am no longer a friend of the Watch, but there are still honest ones among them who will attempt to foil Uncus' efforts.
{163906} |Watch - First|Violence plagues the dockside tavernsin the city - one establishment in particular has become the home of rowdy pirates and petty thieves. The Watch has been busy - or too afraid - to deal with the situation.
{163907} The violence of the tavern has taken it's toll on the neighborhood. A local merchant came to us begging for assistance - even offering a tidy sum of gold for our intervention. I could have our Watchmen keep tabs on the area.
{163908} It's definitely dangerous - and if our men aren't well-equipped, we could lose some of them. That would diminish our capacities for the future.
{163909} If you want to tame the tavern, I will have to personally oversee this. It may be some time before I can come back.
{163910} I will take care of it at once!
{163911} |She leaves, as do a couple of guards. She will return later.|
{163912} |Watch-Second|There are fewer thugs prowling the street, thanks to your presence. However, the remnants of Moire's gang still lurk in the shadows. Just last week, three citizens lost their lives to these criminals.
{163913} Tracking down the last of these thieves will no doubt cost lives - and loyal men are not easily replaced. But ridding Neverwinter of these criminals will send an important message and save many innocent lives.
{163914} If you want me to lead the men on this assignment, I will do so. It may be some time before we come back.
{163915} I will take care of it at once!
{163916} |She leaves, as do a couple of guards. She will return later.|
{163917} |Katriona recruited|You were very wise to ask {CAT-tree-oh-nuh}Katriona to join us. She will be able to assist me greatly in organizing the men.
{163918} They are still inexperienced and could use a great deal more training.
{163919} Your men are skilled enough to handle basic duties. But they could still be trained more.
{163920} Your men are shaping up as soldiers and capable of patrolling the streets as effectively as any Watchman.
{163921} I have taught the men all I can. The rest they must learn on their own, against real opponents.
{163922} Their arms and armor, however, are barely passable. And that can be a detriment in a real fight.
{163923} Jacoby has well provided for the men's weapons, but their armor is still lacking. Good armor is essential for every warrior.
{163924} The armorer, Edario, has provided additional armor for the men and that will protect them well. Jacoby's weapons will also serve them well should it come to a fight.
{163925} {Pride throughout this}Their arms and weapons are better than any of the Watch, as well. I would take three of our men against any five they could muster.
{163926} |Shadow-First|Uncus and I have discussed the matter of expansion. We are not the only group trying to control the docks and he has been taking notes on our competition.
{163927} Uncus has located a warehouse used by our rivals to store arms and equipment. We could scout this location, then strike when the time is right.
{163928} If successful, we would disarm our enemies and strengthen our armories. What would you have me do?
{163929} I will take care of it at once!
{163930} |She leaves, as do a couple of guards. She will return later.|
{163931} |Shadow-Second|Your sword has clashed with the Luskans here in The Docks. They present the most serious threat to your designs.
{163932} After the ship assault, several Luskan agents disappeared into the city. Uncus has a plan for our men to systematically shut down and destroy these Luskan pawns.
{163933} If successful, the Luskans will be crippled, if not destroyed for good. The Luskans will be expecting our men - the cost in men could be high. Do you wish me to lead this mission?
{163934} I will take care of it at once!
{163935} |She leaves, as do a couple of guards. She will return later.|
{163936} |Jacoby hasn't been recruited|Skilled crafters are in high demand in the wake of the Luskan War. I heard there is a blacksmith in Fort Locke that is wasted upon that marsh outpost.
{163937} The men have reported disturbing rumors of dark-cloaked figures interrogating some of the dock people. They are looking for a silver shard.
{163938} One veteran of the war refused their demands, and it is said the cloaked figure cut him down as a knight would a country farmer. It may just be rumor...
{163939} Someone has been organizing the street urchins for many months. To what purpose, no one knows.
{163940} Not presently, if a special opportunity presents itself, I will let you know
{163941} Nothing new to report.
{163942} |Special Mission Complete|I'm ready to report on the special assignment, <FirstName>.
{163943} {Neutral tone}I am honored to serve, <FirstName>. What can I do for you today?
{163944} |Watch 1|A ship full of what could charitably be described as "sailors" landed the night before last. Our men waited until the bar inevitably broke into chaos.
{163945} |Total Success|We stormed in from all directions at once - the men executed their training perfectly. The pirates tried in vain to resist, but they were quickly subdued.
{163946} The {jail}gaol is full of the miscreants and the bar has been shut down. We suffered only one minor injury - and that from a slippery floor not an enemy blade.
{163947} The gem merchant is ecstatic and wanted you to have this pouch personally.
{163948} |Success|The men marched in and maintained discipline in the face of the enemy. We managed to subdue most of the brawlers with clubs, and the bar has been shut down.
{163949} {Grave tone - any failure is a serious business to her}We suffered several major injuries, and all the men have some cuts and bruises.
{163950} |Failure|We stormed the bar but the chaos was too great. Some of our men broke, and most of the patrons escaped.
{163951} Two of our soldiers were found knifed blocks away, and one has yet to report in. The Church of Tyr has sent a healer to tend our wounded.
{163952} The men need more training and better equipment if they are ever going to succeed in such actions.
{163953} |Watch 2|It took time and a great deal of resources but we tracked down the remnants of Moire's gang. They were in the habit of moving regularly so we had to strike fast, before we could do a thorough inspection of the battle ground.
{163954} |Success|We stormed their lair with tight discipline. Our sweepers discovered many traps before they could be set off.
{163955} We used a shield wall to assault their hidden rooms - lobbing flasks of flaming oil to disorient the thugs. They had no will to fight and took off running as soon as they saw us.
{163956} Our reserves were covering probable exits and were highly alert for anything suspicious. With their considerable training they were able to catch nearly all of them.
{163957} In their lair we found many items of interest. Captain Brelaina seized most of it personally, but this package has been reserved for you.
{163958} You should be proud of the men, even Lord Nasher heard of the rousing success of this mission.
{163959} |Failure|We stormed their lair - but the fatherless curs had trapped nearly everything. Poison, fire, and worse were unleashed on our men.
{163960} By the time we got to their lair, they were already gone. The traps must have alerted them. 
{163961} {She is very grave at the depth of her mistake}The men didn't have the training, leadership, and equipment they needed to succeed. This is my fault.
{163962} |SCRIPTER: Minor mission failures|After the recent mission, the men are tired and run down. It will take time to recover.
{163963} |SCRIPTER: Huge mission failures|After that last disastrous mission, the men that have stayed on are in poor spirits.
{163964} |SCRIPTER: Mission success|In the wake of our last mission, spirits are high. The men have faith in you and your judgment.
{163965} |Total Failure|Somehow the enemy knew our intentions. Before we even entered, archers on the roofs sent three volleys into our men.
{163966} Some of our men panicked and broke... but those who remained marshaled their courage and assaulted the hideout.
{163967} Trap after trap awaited us - fire, posion, and worse. Soon we were fighting skirmishers just to escape.
{163968} {Ashen dead tone}Fully one half of our men are dead or presumed dead. We may never recover from our losses.
{163969} |Shadow 1|Uncus provided information on when and where to attack. The men were assembled and we stormed the warehouse.
{163970} |Success|There were few enemies present - and they were contained before they could summon more. It was handled quietly - our men were able to seize every last crate of equipment and transport it to Moire's warehouse.
{163971} Your share of the mission is here, sent with Moire's compliments.
{163972} |Shadow 2|Uncus coordinated our sweep with expert precision - our men tracked down the Luskan base in one of the seediest corners of the district.
{163973} |Failure|The men's training was lacking - and I fear we missed one of their sentries. By the time we got to the warehouse, reinforcements were already there - with even more on their way.
{163974} There was a nervous stand-off, but the numbers weren't on our side so I ordered our men back. Some of our forward scouts haven't returned - we assume they are dead.
{163975} |Success|After the attack on the Hollows, the men were anxious to get revenge. We had to attack quickly, because the Luskan agents knew we were homing in on them.
{163976} We caught them half-way through their withdrawal from their base. As they retreatet our archers opened fire from the rooftoops.
{163977} The squad leaders pressed the Luskans in the base - the ones that fled entered the killing grounds made by the archers. They motioned to surrender - but Uncus refused.
{163978} {Very uncomfortable with all of this}The rest was messy but accomplished swiftly. Each man got a share of the loot, yours is here.
{163979} |Failure|After the attack on the Hollows, the men were anxious to get revenge. We had to attack quickly, because the Luskan agents knew we were homing in on them.
{163980} We caught them almost too late, and our men were as off-balance as the enemy. The fighting was frantic and bloody.
{163981} Many of the Luskans escaped through back alleys, and our ranks became disorganized. In the chaotic melee I lost touch with the squad leaders.
{163982} We lost five men, but killed six of theirs. We have nothing to show for our efforts except that.
{163983} |Total Failure|I tried unsuccessfully to marshall our men for a quick deployment. Our timing for the assault was completely off.
{163984} The hideout was empty, but skirmishing archers attacked us from the rooftops. Our own archers were sent to the wrong building, leaving us defenseless.
{163985} Waves of arrows flew - many of the survivors had to use the bodies of the fallen as cover. There was a mage up there, too, that played havoc with our men's minds.
{163986} {Very shameful}Fully half of our men have died or deserted. It is a defeat from which we may not recover.
{163987} {Pause at the beginning - very neutral tone because could've arrived here from immense pride to bitter defeat}Your orders, <FirstName>?
{163988} |There have been losses in the mini-game|Lives have been lost in the course of duty. Our barracks are no longer full.
{163989} |Only Once|If you want to hire more men, we can talk about organzing them.
{163990} How may I be of service?
{163991} |First Time doing this|{Disdain here}A coin-purse full of silver can convince some warriors to don your colors. But the pool of sellswords is a limited one.
{163992} How much gold do you want to use for recruitment?
{163993} |Second Time+|Securing contracts is not cheap. How much gold will you give me to look for more men?
{163994} |No more men|There are no more mercenaries left to recruit. Any we lose in combat we cannot replace, at least not now.
{163995} Do you want to change the men's tasks?
{163996} |Still some replacements left|With these coins I will find men to replace those who have fallen before them.
{163997} |No replacements left|I only know of a few mercenaries looking for new masters. This gold should buy their allegiance.
{163998} It seems we have employed every mercenary in the district! More sellswords will, no doubt, make their way to Neverwinter... but until then, there's no one left to hire.
{163999} |SCRIPTER: This node needs to be hooked up. Watch gold|I have arranged a variety of work for our men since you were last here. Here is your share of the gold they've earned.
{164000} |SCRIPTER: This node needs to be hooked up. Shadow gold|The men have been on assignment with Uncus. Here is your share of the gold they've earned.
{164001} |Play this only once|When the men are not here or on patrol, the docks don't have as much of a Watch presence. Be careful how you use the men's time.
{164002} |Play this only once|When the men are not here or on patrol, our competitors are left unchecked. Be careful how you use the men's time.
{164003} |SCRIPTER: This node needs to be hooked up. Shadow Gold Failure|The men were on assignment with Uncus and things went badly for them. Some were injured... and some did not make it back at all.
{164004} {Hard tone - she wants to get rid of the blood money}Here's your share of the gold. After the incident I've had the men training and manning the Hollows until they recover.
{164005} |Injured people are around|Some of the men are still injured, <FirstName>. Anything you can do to help their wounds will get us to fighting effectiveness faster.
{164006} |SCRIPTER: Below -50, the armorer and weaponsmith should be removed from outside|The docks fall further into disarray. Our men are not safe outside. The others of your organization have noticed and are not pleased.
{164007} |There are merchants|Added to that the merchants have packed up their stalls and left until things get safer.
{164008} |SCRIPTER: Below -15|Things on the streets are worse than when we arrived. Your superiors will surely notice if this trend continues.
{164009} |SCRIPTER: Below 15|Not much has changed since when we began.
{164010} |SCRIPTER: Below 50|The men have done a good job of further securing the streets. You should be commended for your efforts.
{164011} |SCRIPTER: Above 49|Our men are shown respect by everyone in the district. From Moire's perspective everything is quite... orderly.
{164012} {Sour tone - she's dutiful but not thrilled working with the Shadow Thieves}I suppose congratulations are in order.
{164013} |SCRIPTER: Above 49 Watch|The docks can never truly be tame - too many sailors on shore leave for that. But you've done an admirable job of bringing the law to this place.
{164014} It is safe to walk the streets at night thanks to your actions and the way you've commanded the men.
{164015} |SCRIPTER: No more time units|There is a great deal of activity on the docks, I'm afraid their won't be any men to spare in the foreseeable future. Meet with me again later and perhaps things will be different.
{164016} |Special Mission available|There is an opportunity to assign the men to a special mission. If you want to organize the men for this assignment, let me know.
{164017} |SCRIPTER: Watch Interaction 1 - Available on Time Unit 3|There is a matter I must bring to your attention, <FirstName>. It's about-
{164018} |If Player is Female|{Obviously thinks she is a niave meddler}Kana, you're getting your hair in a twist over nothing, I'm telling you. No need to go bothering her about this - if you'd just be <b>reasonable</b>...
{164019} {Slight danger in her tone}I am a member of the Watch, I will do my duty above all else. It has come to my attention that this... {she was going to cuss - but she's too well-mannered}trader has been smuggling ore through the city gates.
{164020} You're blasted right I have been - Lord Nasher will bleed me and every other merchant dry of every copper he could if he's left unchecked! {Focusing on the PC}Now you have to be reasonable, she's talking about turning me in for this.
{164021} The fines could put me back for months if you let <i>her</i> have her way. Look here - all the merchants try and get shipments into the city on the sly, it's part of doing business with these tariffs.
{164022} {For the VO ignore the token and the commas}All I need, <sir/madam>, is clearance to bring this to Captain Brelaina's attention. She will deal with this matter swiftly.
{164023} {He senses this is getting out of control}Don't tell me you're as naive as she is? Listen, I'll stop and let bloody Nasher get his pound of flesh.
{164024} Just don't let the Captain know - I'll - uh - make it worth your while.
{164025} For bribery? You can't be serious?! They'll throw me in the stocks if you do that!
{164026} Come on, <FirstName>. Have a heart - I'll stop the smuggling and <b>even</b> pay the fine. If you bring me up on bribery charges, I swear I'm leaving!
{164027} {Smug and pleased with the PC}As you command. Come on, Pentin, we're going to visit the Captain.
{164028} |Bribery still there| I'm not ever coming back here, some kind of person you turned out to be.
{164029} |Have Kana escort Pentin out of the building. If the PC chose to report the bribery, Pentin never returns.|
{164030} I'm taking you to the Captain, Pentin.
{164031} {Pissed - but not unalterably so}Shows what I get for setting up shop in a bloody Watch command post. All right - I'm going, I'm going.
{164032} |PC is Male. Small Chaos gain| I told you Kana that he'd see the sense in it. I won't do it again, though.
{164033} Don't want to have to go ten rounds with her again.
{164034} |Pentin walks away - perhaps Kana glares at him|
{164035} Trust me, it is. It is. You won't regret it.
{164036} Here you go - now just call off your pet goblin and we're square.|SCRIPTER: Give the PC some gold + medium chaos gain|
{164037} | Daerred Interaction 1 - Available after Time Unit 2 |There's a matter that requires your attention, Captain. There's a group of people here to see you.
{164038} | Daerred Interaction 1 Resolution - 3TU after the newby party went to Port Llast |You remember the party of "adventurers" that came here looking for work before? They've sent you a letter from Port Llast.
{164039} |SCRIPTER: need to give a letter item here|Here it is. seems they managed to stay alive and bear news.
{164040} | Daerred Interaction 1 Resolution - 3TU after the newby party went to taverns in NW |You remember the party of "adventurers" that came here looking for work before? Daerred came by yesterday and says they searched every tavern in Neverwinter and couldn't find any secret passages.
{164041} He seemed greatly disappointed - but in good health.
{164042} |SCRIPTER: Watch Interaction 3 - Available on Time Unit 9|A small matter for you, <FirstName>. Captain Brelaina funds the daily wages of our men.
{164043} We got our month's fundings and there's considerably more coin than there should've been. Should I send an armed escort to return the gold to her?
{164044} |Medium Law|I'll have the men deliver it to her first thing on the morrow.
{164045} |SCRIPTER: Increase minion Unit STR by +1 due to morale||Small Chaos, Medium Good|I'll send the money to a church first thing on the morrow.
{164046} |SCRIPTER: Increase minion Unit STR by +1 due to morale|There are many things we could use the money for around here. I'll see to it personally.
{164047} |Small Chaos +1100g|You were never repaid for Veedle's fee? I don't think what you're doing is right, but I can see the sense of it. Here you go.
{164048} |Medium Chaos +1100g|Thank you for tending to this matter personally. Here's the gold.
{164049} {Stoic}Perhaps some other time we can talk of that. Sanjan is dead, you are my new master.
{164050} That is enough for me now.
{164051} {Longer story - quicker answer. She's tough as nails - this is a painful subject but she's still military about the whole thing}The Watch has a sickness in its heart. There are good men there, but others have lost their way.
{164052} I left when Sanjan died. That's all I will say.
{164053} It is a pleasure to meet you. You've made a bit of a name for yourself - and me and my band were hoping to impose upon you.
{164054} You see we want to follow in your footsteps and become adventurers. So we've pooled our resources to equip ourselves and now all we need is a mission that will get us gold and riches.
{164055} Now it's not just about that, {DAY-rid}Daerred, it's also about making the Realms a safer place. Too much mischief afoot these days, if you ask me.
{164056} Right you are, Brother {MAX-uhl}Maxil. So - do you have any work for us?
{164057} Turning them loose sounds like a bad idea to me. Even when we first set out we had more sense in our toes than this lot has between them.
{164058} I <b>never</b> sounded that way when I was starting off. {Doubting herself}And if I did...
{164059} {Apologetic}I tried to turn them away.
{164060} I understand, thanks for your time.
{164061} {Whispering as they walk off - loud enough to be heard}Well, I told you that they were too important to help us out. Maybe we should try the tavern...
{164062} Besides my arcane skill and Brother Maxil's blessings, {JOO-in}Juen and {CAN-drill}Candril have been practicing bladecraft since they were girls. We can handle danger!
{164063} Near Port Llast we've heard rumors that the Luskans are plotting something. If I had any spare men, I'd send them to investigate- {myself}
{164064} You hear that? Now that's an adventure. Let's take the High Road, then!
{164065} {Taken aback by how gung ho the sorcerer is}It's just a rumor - it could be nothing. Wait... !
{164066} |SCRIPTER: The party of adventurers start walking off| Make sure you have enough rations for the journey. And don't worry, we'll get to the bottom of this!
{164067} I fear we've set those poor fools on a dangerous course.
{164068} You hear that? Let's set forth. We'll visit every inn, tavern, and winehouse in town.
{164069} | The party of adventurers start walking off| Untold riches! You heard it too, didn't you?
{164070} {She knows the PC lied}Why did you tell them that, Captain?
{164071} {Sounds sheepish}I'm sorry for the disruption.
{164072} {Seems doubtful - but gathers strength}I've read some about it - but if you've been there ...
{164073} | The party of adventurers start walking off |Let's go! Fortunes, you heard it too, didn't you?
{164074} {Reproach in her tone}Why did you tell them that?
{164075} {Smug and pleased with the PC}As you command. Come on, Pentin, we're going to visit the Captain.
{164076} |Bribery still there| I'm not ever coming back here, some kind of person you turned out to be.
{164077} |Have Kana escort Pentin out of the building. If the PC chose to report the bribery, Pentin never returns.|
{164078} {Obviously thinks she is a niave meddler}Kana, you're getting your hair in a twist over nothing, I'm telling you. No need to go bothering him about this - if you'd just be <i>reasonable</i>...
{164079} |Small Chaos gain| I told you Kana that she'd see the sense in it. I won't do it again, though.
{164080} We must train our men harder before sending them on operation in the future.
{164081} Why are you helping me?
{164082} How can the Hollows do all of that?
{164083} Let's carry on.
{164084} What's the Way of the Sword?
{164085} Let's keep this short.
{164086} |If the men aren't deployed|I want to organize the men.
{164087} What's the status of the Hollows?
{164088} Any news?
{164089} Tell me about yourself.
{164090} Farewell.
{164091} What else can the men do?
{164092} Any way I can make money off this?
{164093} Train the men.
{164094} Send them on patrols through the docks.
{164095} |Watch|See if there are any odd jobs they could do.
{164096} |Shadow|Send them to Uncus for assignments.
{164097} Are there any special assignments they could be put on?
{164098} I'd like to talk about something else.
{164099} Take care of this mission.
{164100} Perhaps later, I want to talk about deploying the men.
{164101} Take care of this mission.
{164102} Perhaps later, I want to talk about deploying the men.
{164103} What shape are the men in?
{164104} Take care of this mission.
{164105} Perhaps later, I want to talk talk about deploying the men.
{164106} Take care of this mission.
{164107} Perhaps later, I want to talk about deploying the men.
{164108} |SCRIPTER: Have some losses|Can we hire some new men?
{164109} [Give 200 gold]|SCRIPTER: Reduces losses by 1|
{164110} [Give 400 gold]|SCRIPTER: Only available with 2 losses or more, reduces losses by 2|
{164111} [Give 600 gold]|SCRIPTER: Only available with 3 losses or more, reduces losses by 3|
{164112} How secure is the area?
{164113} Add attempted bribery to the charges and report it to the Captain.
{164114} I have no choice in this matter, Pentin. I'm a member of the Watch.|Medium Law gain| 
{164115} Do whatever you feel is best, Kana.
{164116} Keep your gold, Pentin - just don't let it happen again.
{164117} You'd better make this worthy my time, ore-monger.
{164118} You have your orders, Kana.|Major Law gain|
{164119} Strike the bribery charge but report the rest to the Captain.|Medium Law gain|
{164120} Send it back to her right away.
{164121} Give it to one of the churches - it'll do more good there than with Brelaina.
{164122} We could use the funds to help with the Hollows. We'll keep the gold.
{164123} I'll keep it - she owes me a great deal for construction of the Hollows.
{164124} [Lie] I'll go deliver it to her right away. Just give me the coins.
{164125} What happened to your former master?
{164126} Why'd you leave the Watch?
{164127} I don't have the money right now.
{164128} We have no work for you here.
{164129} Can you handle real danger?
{164130} Kana, is there anything these adventurers can help us with?|SCRIPTER: Increase minion Unit STR by +1 due to morale|
{164131} [Lie] Hidden in one of the taverns in Neverwinter is a secret passage which leads to untold riches.
{164132} To keep them out of trouble. |Small chaos, Medium good| |SCRIPTER: Increase minion Unit STR by +1 due to morale|
{164133} Why not? I was bored. |Medium chaos|
{164134} I have my reasons. |Small chaos|
{164135} [Lie] Fortunes are to be made in the Mere of Dead Men. Some say it's incredibly dangerous, but it really isn't.|SCRIPTER: If the player sent them to the Mere of Dead Men in the West Harbor ruins their corpses should be found there - maybe with a cutscene|
{164136} To get them out of my hair. |Small chaos, Medium evil|
{164137} Why not? I was bored. |Large chaos|
{164138} I have my reasons. |Medium chaos|
{164139} |Intro-Watch|It's a pleasure to work with you, <FirstName>. Kana and I should have no trouble at all cleaning up the streets for decent folk.
{164140} |Intro-Shadow Thieves|{Respectful and cautious - like talking to a big boss}This isn't exactly what I imagined. Uncus says you have some big plans for the docks.
{164141} |Before the attack|I've told my men to stay sharp. We've heard some disturbing rumblings on the street.
{164142} |After the attack|The men held together during the Luskan attack. But we've got to send a message to them or they'll just strike again.
{164143} |Crime worse|{Said in a tone that her men so far have been failing}The men and I are doing our best to keep the docks in line.
{164144} |Crime better|{Confident and proud}We're making great strides in keeping the docks more orderly every day.
{164145} Everything is under control here, <FirstName>.
{164146} Brotherhood Acolyte
{164147} Luskan Rogue
{164148} Veedle
{164149} |Intro|{Complaining - nothing is ever right with this guy}You didn't mention the Hollows was in the dock district. I was hoping for something more respectable - like the merchant district.
{164150} |Intro|{Complaining - nothing is ever right with this guy}I suppose this office will <b>do.</b> Messengers have gone to my men - and soon ore should be coming over here.
{164151} I talked with one of the dock aldermen, and I have some space in a warehouse set aside. {Best attempt at being chummy}I have a proposition for you.
{164152} I can provide ore for a decent price. If you make friends with an armorer or blacksmith, I can make all of us some gold.
{164153} But that's neither here nor there.
{164154} The proposition I was talking about is if you find any ore deposits when you're bashing skulls, come back and let me know. I'll give you a finder's fee and then send some miners over. 
{164155} The more you find, the more money both of us make. And if you find some rare metals - I'll give you some of what the men mine.
{164156} {Doesn't like saying this}Then thanks. It's <b>nice</b> of you helping some tunnel rats out like me and my miners.
{164157} We done with all that, then? I have some real things to talk about.
{164158} Assuming he's got any smarts at all, that won't be a problem. But if he's an idiot, then he's on his own. I don't work with idiots.
{164159} Assuming they got any smarts at all, that won't be a problem. But if they're idiots, then they're on their own. I don't work with idiots.
{164160} |First time|{Satisfaction mingled with greed}You've made a find, eh? I figured with how much time adventurer's spend underground, there's got to be a practical use for it.
{164161} I'll send my men over - and here's some coin for you. I might have some ore from your site later.
{164162} Now I have to go get my men moving. If I don't kick them in the trousers they wouldn't do anything.
{164163} |Pentin takes off - he will be back next time the PC enter the Hollows|
{164164} You've found more, eh? I hope it's like the last one you found.
{164165} Here's some gold. Now, I have to go tell my men.
{164166} |Startup|You serious? Mining is filthy back-breaking work.
{164167} |Edario upgrade|That plus the other ore I found should make Edario <b>real</b> happy. You may want to go talk to him.
{164168} He's been working on some new armor with what I've been bringing him.
{164169} |Jacoby upgrade|I wonder what Jacoby's going to make with the new ore. I heard he's already making new weapons off that last load you brought.
{164170} |PC hasn't found anything|Maybe you're not clear on how it works - you go off and find something <b>then</b> I give you some ore. Sheesh.
{164171} I have some of the take from the deposits you've found. Here you go.
{164172} Now you better use that - otherwise you might as well just let me keep it and get something useful done with it.
{164173} I've got nothing more for you on hand. If ore is sitting in a warehouse instead of with my client, then I'm doing something wrong.
{164174} Come back later - once you've found something new. Then I'll make sure to hold some of it for you.
{164175} I'm just glad I can spend time here instead of the womb of the earth. {Hint of accusation, like the PC is lazy}And if you find me some ore deposits, I can  make sure I don't have to go back to that miserable life.
{164176} |Some deposits|I've been doing really good - my men always have something to gripe about, they don't know how good they got it.
{164177} If you keep finding ore deposits, we're both going to be doing real well.
{164178} |Lots of deposits|{Kinda snarky - like the PC has almost exhausted his use}I'm a big player in the ore trade now. Almost too big for here, if you know what I mean.
{164179} Soon the men and I might move out and stake our own building. {Very afterthought here}Oh, and thanks for the ore deposits. Keep them coming.
{164180} |Second time|The tithes through the Neverwinter city gates are killing me. It's all on account of the war.
{164181} Nasher's not going to rest until us honest folk are bled dry in annual taxes and blasted gate tithes. You come in with a wagon full of ore, and all the gate guards' eyes get wide as gold coins.
{164182} |After the Luskan assault|You should've done something about those Luskans <b>before</b> they nearly burned down the place! Now the place is in a shambles.
{164183} And who is going to take care of all the mess, I wonder? Hmph. Well - what do you want?
{164184} What do you want?
{164185} I was expecting some thanks.
{164186} What's the proposition?
{164187} |Jacoby recruited|Can you provide ore to Jacoby?
{164188} |Edario recruited|Can you provide ore to Edario?
{164189} |Both recruited|Can you provide ore to Jacoby and Edario?
{164190} |Neither recruited|How can you help me?
{164191} |Found one more ore deposit|I found a new ore deposit.
{164192} |Found more than 1 ore deposit|I found some new ore deposits.
{164193} Farewell.
{164194} How is mining going?
{164195} Have any ore I can use?
{164196} This is a nice place you got here. It looks like it still has some holes in the wall, but nice all the same.
{164197} |Watch Intro|I'm Uncus. I know you're busy, so I'll be blunt with you. I've come here with a business proposition for you. 
{164198} I'd like to have some of my dealings here - I don't answer questions, and if you're the inquisitor type I'll just pack my gear and bid you good day.
{164199} In exchange, I can find buyers for anything you want to  sell. Anything at all. Just consider me a no-nonsense merchant. We good?
{164200} I wouldn't be here if I didn't think I could keep out of trouble.
{164201} As long as I'm not the village idiot, I expect you to keep your dogs off me.
{164202} {Seems taken aback}What are you - some initiate of the Church of Tyr? I think I've presented myself clearly.
{164203} That's your problem - not mine, either you tell me you can handle it or not.
{164204} Just to make this perfectly clear - you say no deal, then it's off. Completely off.
{164205} You try looking for me and you're just going to find blank stares. Are you sure we can't make a deal?
{164206} {A "yeah right" tone}<b>Pleasure</b> doing business with you. No, I think I'll show myself the way out.
{164207} | Fade out, remove Uncus. He will never return again.|
{164208} Then we're in business. For the use of the premises and your cooperation what I'll give you is a good price.
{164209} I'll buy anything you get. And sometimes I trade in information - and I'll pass along some free of charge.
{164210} I'm looking forward to working with you.
{164211} Let me show you my selection.
{164212} No, everything's quiet. Quiet for the docks, at least.
{164213} Luskan has been sniffing around the docks... now there's an image for you. I heard it has something to do with the Arcane Brotherhood.
{164214} Beyond that nobody's saying. And with a tower full of power-hungy wizards, who can blame them?
{164215} I may have mentioned I trade information - information can present interesting opportunities. One thing I've heard is a group of adventurers hit it big in Waterdeep.
{164216} They had gold, gems, magic, you name it. They walk into this business and are just throwing money around like they're the King of Cormyr.
{164217} So the shopkeeper has been trying to unload this haul off in shipments, so that some people don't get the bright idea of knocking over his store. One of those shipments is here.
{164218} {Shady emphasis on skills}I've heard you've got certain <b>skills</b> - and some real talent on getting into places.
{164219} The cousin of the Waterdeep merchant has a small run-down villa in the city. He's holding onto some of the adventurer's trove.
{164220} It would be worth quite a few gold if someone broke into his place at night and made off with it. You interested?
{164221} If you change your mind, ask again. I've got a "patron" who will pay handsomely for some of it.
{164222} The mark's villa is in the dock district - to the northeast. Just wait for nightfall and break in.
{164223} Some rules - if anyone has to visit the cemetary, we don't do business again. And secondly, if you get caught you're on your own.
{164224} And before you think of just pocketing the shipment, a lot of people are going to be looking for it. I have a buyer - so you'll have to go through me.
{164225} |SCRIPTER: TIE IN WITH SCRIPTER RANDOM AREA - ANOTHER TIE IN WITH THAT|
{164226} Aren't you the anxious one? Pull too many jobs off like the last one and you'll be under investigation, and not just by the Watch Hounds.
{164227} Give it some time and check back later.
{164228} |Did Rogue job - success|So you nabbed the shipment. The way I hear it was clean - no blood and no fuss.
{164229} Here's your share of the proceeds. Six coins of every ten go to me, but the rest is yours.
{164230} You keep practicing the trade and we can do business again in the future. But I have to make a delivery.
{164231} |SCRIPTER: Uncus leaves the Hollows - he won't come back until next time the PC returns to the interior|
{164232} |Did Rogue job - people died|It was supposed to be <b>quiet</b> - nobody needed to get cut down. But you go in there like some barbarian on a rampage!
{164233} Now you've attracted all the wrong kind of attention. But you got the goods - so {sarcastic - he's pissed but doesn't want to piss off someone dangerous}congratulations.
{164234} Here's your cut - six coins for every ten go to me. I have to make a delivery right now. We won't be doing this type of business again.
{164235} |Shadow Intro|This is a nice place you got here. {Should be clear by now - he's being serious}It looks like it still has some holes in the wall, but nice all the same.
{164236} | Shadow Thief Intro. |You may have heard about me - I'm Uncus Riverdweller. Like you, I come from the docks. If you need something fenced, you can come to me.
{164237} I've been sent here by Axle, but I want you to know I'm not his puppet. I'll be straight with you. It's in my best interests to help you succeed.
{164238} I don't have  much more to say. Just sign me up, <FirstName>. Let me know what you need.
{164239} {Quip response}What can't I? I have a lot of talents.
{164240} I can find a buyer for anything you come across - you steal Lord Nasher's sword, I can broker a deal. And I've got contacts all over the Sword Coast.
{164241} Anyway, whether you want me here or not, neither of us have that much of a choice right now. 
{164242} I'm a man of many talents - and Moire sent me over here. And I make a point of never saying "no" to her.
{164243} I'm your man, is how it works. Friends may pass some messages through me, but I'll do what you tell me.
{164244} |SCRIPTER: Shadow Interaction 1. Cutscene launches at enter on Time Unit 3|I've got an opportunity for you. I need a couple of the men and the go ahead to get my hands dirty.
{164245} The payoff is big, but some of the men might not make it.
{164246} All right, I got it. You don't have to say that again. Forget I even asked.
{164247} I told you - no questions. If you have to know about that - you won't like the job.
{164248} I told you - no questions. If you have to know about that - you won't like the job.
{164249} Forget I even mentioned it - I already have.
{164250} Consider it done - if things go right, your share of the take should be juicy.
{164251} |SCRIPTER: SI1 Followup if the player gave Uncus men - at least one rest cycle has passed and reentered here|You remember the "errand" I took some of our men on?
{164252} |Follow-up 1 day later: -1 Unit STR due to losses, +2300g|One of the men didn't make it. But the job went right besides that.
{164253} Here's your cut. If something else comes up, I'll be sure to let you know.
{164254} |SCRIPTER: Shadow Interaction 2. Cutscene launches at enter on Time Unit 6|I'm glad you've arrived. The little church mouse here is too busy with her prayer beads to know what type of outfit we're running her.
{164255} {Dark tone}I told him what I'll tell you, I signed on to work for <b>you</b> not him. I know who we're working with - but this...
{164256} This is part of doing business, goodlady - and if you can't stomach it then you've got no right being here.
{164257} {Threatening tone - she will follow someone's orders blindly - the PC, but just not Uncus'}I can stomach a great deal, you worm. But I won't follow <b>your</b> orders blindly.
{164258} Your rake here wants us to kill someone, that's what.
{164259} You're blasted right I do. One of our shopkeepers decided he had enough of paying us tribute.
{164260} He hired himself a few swords and told our collector to take a long walk off a short pier. This sort of thing sends a bad message to everyone else.
{164261} We got to make an example of him, or he'll create a lot of trouble.
{164262} {Stoic - obviously bracing herself for the PC to side with Uncus}If you order me to order the men to do this thing, I will. I gave you my oath to serve.
{164263} <b>This</b> is a mistake. {Backhanded tone}Wipe that smirk off your face, princess.
{164264} You start letting the small stuff slide, and soon you find yourself in big trouble. {Realizing the boss may think he's threatening him}Not from me, hey, I'm your man. But the other plebes will start getting ideas.
{164265} Enough of your wheedling, Uncus. A decision has been made.
{164266} I got it - I'll fall in line. {Can't let that be the last word}But it <b>is</b> a mistake.
{164267} {Very stoic}As you command, I will have the men take care of it.
{164268} I told you, princess, the boss knows how to run this place. Don't worry - it won't be tracked back to us.
{164269} |Kana leaves the room|
{164270} |SCRIPTER: Shadow Interaction 3. Cutscene launches at enter on Time Unit 9|Now you're in trouble, ore-mucker - the boss is back.
{164271} {Very worried - self-effacing}Please - you got to understand. The bleeding tariffs are killing m- {Me} 
{164272} This dung-for-brains is a real piece of work. He and I made an arrangement - he could operate his shop in the Hollows, but we get a cut.
{164273} To help maintain the place and help protect his pathetic hide. And now it turns out he's been holding back on us.
{164274} {Hard to tell if he is being sincere or trying to cover up greed}Times are very hard, <sir/madam>! I was just making sure that me and my crew are provided for!
{164275} |If the PC chose not to make an example before|I told you that if you let one plebe get away with things, it just creates trouble. Now we've got to make an example of this guy, he's one of our own.
{164276} |If the PC made an example|Looks like the example we made before wasn't enough. And what makes it worse is he's one of our own.
{164277} If we don't do it - then all the other gangs will think we're weak. And that makes us vulnerable.
{164278} {Pleading}I'll pay whatever you want, <FirstName> - just don't let him have me. I'm good for the coin, I swear I'll keep my fingers from the till - just let me live!
{164279} {He's perturbed}You're letting this worm off?! He <b>stole</b> from you.
{164280} {Changes gears - biting his tongue here}Fine, fine - I see the writing on the wall. Consider yourself <b>lucky,</b> Pentin.
{164281} If you so much as breathe wrong in the future, I'll gut you like a fish.
{164282} {He's incredibly relieved but doesn't want to push his luck}Th-thank you, <FirstName>. Thank you!
{164283} Not what I would've done, but we'll give him thirty lashes to make sure he don't forget what he did wrong.
{164284} Now that's what I wanted to hear. Nobody is going to mess with us.
{164285} |SCRIPTER: Some of the men come in and flank Pentin|Boys - let's take a walk. With him...
{164286} |SCRIPTER: He's being dragged out - scene fades to black. Pentin never returns, Uncus will reappear in the area once the player reenters the area|P-Please! I beg you! I won't do it again!
{164287} What do you want today, <FirstName>?
{164288} Can you be discrete?
{164289} As long as you don't break the law.
{164290} This isn't going to work.
{164291} We're good.
{164292} No deal.
{164293} I'd like to see your wares.
{164294} |SCRIPTER: Open Store|
{164295} Farewell.
{164296} Have any information for me?
{164297} |Rogue PC - has heard about job|What work are you talking about?
{164298} |Rogue PC - has done a job|You have any more work for me?
{164299} What's this have to do with me?
{164300} Where's the shipment?
{164301} Get to the point.
{164302} Sorry, not interested.
{164303} I'll do it - tell me the details.
{164304} |SCRIPTER: A door that was a static is now interactable on the Dock District map - it leads to the villa|
{164305} So how does this work?
{164306} I don't need you.
{164307} What can you do for me?
{164308} I don't want any of my men involved in activities like this.
{164309} How dirty will their hands get?
{164310} What's involved?
{164311} Take as many men as you need.
{164312} What's this about?
{164313} |Security -20, Small Good|I'm not in this to kill or hurt merchants. Let him go.
{164314} |Security -20|Let this slide - but if anybody else acts up stop it.
{164315} |Small Chaos|Take care of the problem - but without killing them. Rough them up.
{164316} |Unit STR +1 due to morale, Security +10,Major Chaos,Major Evil|Uncus is right - an example must be made. A lasting one.
{164317} |Security -20, Small Good|Make sure he doesn't take from us again, but let him go, Uncus.
{164318} Take his money and whip him, teach him a painful lesson.
{164319} |Unit STR +1 due to morale, Security +10,Major Chaos,Major Evil|Uncus - do what you will with him.
{164320} |Unit STR +1 due to morale, Security +10,Major Chaos,Major Evil,Pentin is bye-bye|Time for an example. Nice knowing you, Pentin.
{164321} City Watch Sergeant
{164322} Urchin
{164323} Ahhh! It's a pleasure - a <b>true</b> pleasure, <FirstName>.
{164324} |Watch PC|{Obviously he wants to help - he's verbally being coy}Captain Brelaina says she has great plans for this building. I said if she <b>hurries</b> I might - just might - be willing to help.
{164325} But I told her runner that there are complications. The gold needed to build has risen these past few months. If she wants to rebuild the Hollows - it will cost more than we previously agreed upon.
{164326} I only work with <b>quality</b> stone and materials - and with all the rebuilding after the war the demand is fierce. I will <b>not</b> buy stone from some rubble scavengers.
{164327} Too many masons, don't you know, and not enough stone to go around. It was no idle talk when I told her the price would not hold.
{164328} A deal? No, we had no deal. I told her how much it would cost - and I told her <b>that</b> a full season ago.
{164329} Direct, to the point. Excellent traits.
{164330} I inquired with the stone-monger this morning, and if we act soon it will cost a <b>mere</b> 7500 gold extra.
{164331} [Success] {Not happy with this decision}A dragon's trove of coins matters little if the cost of goods is higher. {Sigh - but obviously he really wants to build this}But if the price of the deal is too high, there may be something I can do.
{164332} The construction could be started with just 5100 gold more. My price cannot be lowered any further, as Tyr is my witness.
{164333} [Failure] Lower than that and I must ask my men to accept less per diem, and if that's your desire you can tell my men yourself.
{164334} You have arms, armor, and companions. There must be something you can do to earn the coin.
{164335} {Sounds doubtful - with a touch of regret, he's not gouging her - he wants to work}The Watch's coffers aren't as deep as the Neverwinter River. They're shallow and prone to drying up altogether.
{164336} Given that, my men and I won't work until we get sufficient coin - in advance.
{164337} That is a matter you would have to take up with her. But as with all... {chooses word carefully}patrons with her reputation, I will require the coin in advance.
{164338} Until we're paid the Hollows will remain idle.
{164339} Mercy me, you certainly do. This is excellent news.
{164340} {He says this as almost cheerful gossip}The Hollows used to be a bustling tavern before the war with Luskan. It was put to the torch - along with half the district. A sad tale, don't you know?
{164341} I was paid by a disreputable sort to rebuild it. As damaged as she looks, the Hollows is better than most - a good foundation and situated well for business.
{164342} But I fear my previous patron's grand vision wasn't able to discern his empty coin purse. His account fell into arrears, and so I found myself with the deed to this land.
{164343} A messy matter that, the lord's justice had to be done. I pleaded my case and I had no shortage of witnesses.
{164344} The miscreant's eyes almost popped from their sockets when Lord Nasher ceded the deed to this land to me. Not that the deed has done much good.
{164345} The dock district has taken a turn for the worse. And few men - or women - of station would consider it a prudent expenditure.
{164346} {A little condescending about peasants}Building within the city walls isn't like baking some mud bricks and slapping together a peasant's hut. It requires skill, materials, and time.
{164347} {Tone suggests he finds it unfortunate - he would build for free if he could}All of those sadly require money. {Scorn}Some would build it on the cheap, but why bother being a mason if you'd make such a crude structure?
{164348} {Tone lilts higher with excitement with the building list - he loves to build}I am <b>master</b> stone mason Veedle{VEED-uhll}. I hail from Cormyr, and I traveled the many leagues to work on cathedrals, mansions, and palaces.
{164349} {Tone goes crestfallen}Sadly so did half the masons of Faerûn, it seems. And no one seems to appreciate a true artist.
{164350} Just <b>once</b> I'd like to be commisioned to build one mighty work. A chance to leave something that will endure.
{164351} {Keen disappointment}Instead I squabble with a dozen other stone masons to rebuild hovels.
{164352} The Steel Regent tends the throne for Azoun V well enough - especially considering the troubles that beset Cormyr. Neverwinter's been no bed of roses, either.
{164353} That's why folk like you can make a living, there's enough that needs fixing for hundreds of your like.
{164354} With all the coin in order, I'll comb the docks for those willing to work for a good day's wage. We should have the Hollows rebuilt quickly.
{164355} {Excited}So much to do! Now I'm off!
{164356} |Veedle walks off - he will return after the player has rested twice. Then the building will be in better shape|
{164357} |Default - interior not rebuilt|Have you come with coin enough to start the rebuilding? I'm anxious to breathe life back into the rubble here.
{164358} |It's rebuilt|There you are, <FirstName>. The Hollows has been born anew.
{164359} |Camera shot of the building|It may not be a palace, but it's sturdy and will stand here for generations. The same can't be said for some of the apprentice mason's work they try and pass off as mastercraft.
{164360} My deal with your master was to provide four stout walls and clear out the main room. I have done all I have been asked.
{164361} {He's anxious on this point - not greedy, but he wants to build more}There's more rooms that I could work on - simply marvelous ones. {Down note here - hates to ask for money}But that would be another job, and require more coin.
{164362} I'm as done as I ought to be. I'd rather have done the whole building, but Captain Brelaina couldn't afford the rest.
{164363} I'm as done as I ought to be. I'd rather have done the whole building, but Moire was specific with her needs.
{164364} I can finish the job - but it'll cost more than praise and promises.
{164365} There are two more rooms that I could build out. I can make them safe, cozy, and liveable for 1800 gold. {No duplicity here - he is doing it for cost}The price is just for the materials themselves, and it's final.
{164366} And if you're interested, I could also build a market stall or two for 600 gold apiece. You could rent it to a merchant - over time you'd probably make your money back on that.
{164367} As do I, as do I. What do you want me to work on?
{164368} Well, there is just enough space in there now for an... office? One of the rooms is a bedroom.
{164369} The other bigger space could be a work room. If you have the coin, I can turn the inside of the Hollows into something more than serviceable.
{164370} We should be able to assemble one quickly. By the time you return next, it should be all ready.
{164371} I will make the necessary arrangements!
{164372} |Veedle runs off - he will reappear once the player returns to this zone. A market stall will be available, too|
{164373} {Quite cheery - and not in the I'm ripping you off sense - he likes to work}I had a feeling you would want me to do that. I've surveyed it personally.
{164374} It shouldn't take long, not long at all. Give me a day and the work on the insides of the Hollows should be complete!
{164375} |Veedle runs off - the player will have to wait a day - via rest? Then Veedle is back and the interior now has two more rooms|
{164376} I am <b>well</b> familiar with that with patrons. Can I help with another matter?
{164377} |Default - first stage complete|Well met, <FirstName>, well met indeed. Have some more gold and want more work done?
{164378} |All work complete|My work here is finally done! You've got market stalls and a sound building.
{164379} It's been a <b>pleasure</b> - and if you ever need anything else built, please send a runner to my home. {Goodbye in tone}We simply must do this again.
{164380} |Shadow PC|{Obviously he wants to help - he's verbally being coy}Moire says she has great plans for this building. I said if she <b>hurries</b> I might - just might - be willing to help.
{164381} Why has the price changed?
{164382} But you had a deal with her.
{164383} Let's make this short - how much do you need?
{164384} [Diplomacy] Some work is better than no work. Any chance of a discount?
{164385} Where am I going to find 7500 gold?
{164386} |Watch PC|Can't Captain Brelaina cover the difference?
{164387} |Shadow PC|Can't Moire cover the difference?
{164388} I have the gold you need.
{164389} What do you know about this building?
{164390} How did you get the deed?
{164391} Why don't you rebuild it yourself and sell it then?
{164392} Tell me about yourself.
{164393} How is Cormyr?
{164394} Farewell.
{164395} You mean you're not done?
{164396} I thought you were going to rebuild the whole building.
{164397} How much more gold do you need?
{164398} I want to rebuild more of the Hollows.
{164399} |0 or 1 market stalls are built|Here's 600 gold for a market stall.
{164400} |Interior hasn't been built|Here's 1800 gold for the interior.
{164401} I changed my mind.
{164402} |Interior not rebuilt|What can I use the two extra rooms for?
{164403} You need to go anywhere, just let me know!
{164404} Glad I ran across you, I hear that Luskan is hopping mad at you for what you've done with their ship.
{164405} One of my boys heard that they may take their frustration out on the Hollows. If I hear anything more, I'll let you know.
{164406} I think that some of the trouble on the docks has been stirred up by those Luskanites. Maybe some of those Arcane Brothers are involved.
{164407} That would mean a <i>whole</i> mess of trouble. Arcane Brothers are wizards with stone hearts and great power.
{164408} Well met again, goodman.
{164409} Well met again, goodwife.
{164410} I told you I'd help you out as some as soon as I was able, and I'm able enough now. Thanks to you.
{164411} So if you need to get anywhere fast just let me or any of my associates know, and we'll get you there faster than a hawk.
{164412} |SCRIPTER: Include teleports here to places all over the city of Neverwinter. Coordinate with John Lee to see where. Ideally the runners will actually run off with the PC following then the scene fades and you're teleported where you meant to go. The runners should reset to their starting location at the end of that.|
{164413} Us young folk of the street got treated bad in times past. So we've banded together to look after each other.
{164414} I've let my band know that if you need to get anywhere, that you may come calling. We know all the back alleys through the city, and even a Watch rider can't get you someplace faster.
{164415} More than a few, but I don't suspect you want to hear about the fishmonger's wife or how the cooper has been shaving a few coins off his customers.
{164416} I don't often hear anything a distinguished adventurer would care about. If I do, I'll be sure to pass it along.
{164417} Know anything more about Luskan?
{164418} Take me someplace.
{164419} Who are your associates?
{164420} Heard any rumors?
{164421} Farewell.
{164422} {Shadow Thieves are bribing some guards. Briber sounds like your friendly neighborhood thug}You've been most helpful, Watchman. Consider this gold a gift from friends - something to show you our appreciation for all your work.
{164423} {Guard rationalizing accepting the bribe}Well, we're just doing our duty... keeping the peace.
{164424} {Thief was confident guard would accept the bribe}That's what I like to hear. Remember, let no one past you. {beat}It's for their own protection.
{164425} {Thoughts already on how he'll spend the gold}Don't worry, we'll keep our eyes open.
{164426} {Shadow thieves slink away}
{164427} |Player now approaches the guards|{Firm}Stop right there, the area's clo... {"closed"}{Notices the player is with the Watch. Unsure of himself}Oh, sorry. Didn't notice the uniform.
{164428} {Trying to recover from his surprise. A little rushed to get the player away from him}Things are just fine, so we won't be needing any extra Watchmen tonight. Why don't you go find somewhere to relax for your shift? We won't say anything.
{164429} {Firmer now. Didn't expect the player to put up an argument}Look, I'm trying to be nice here. We don't need you. I'm sure Cormick or {BRE-LANE-ah}Brelaina can find other duties for you tonight.
{164430} {Suspicious of the player}Just a grateful citizen expressing their appreciation for the work the Watch does.
{164431} {Hoping the player will be agreeable if he's hinting that he's trying to help them}Which is why I'm trying to keep you out of trouble. Now get out of here.
{164432} {Player's giving him no choice. He's made his decision to betray the Watch and there's no going back}I gave you your chance - and now I'll have to deal with you. {Beat, draws sword}I'll just report that you were working for {MOY-ah}Moire and I had to stop you.
{164433} {A little reluctant, but determined}You're making a mistake. Come on, men - let's see how well the Watch has been training new recruits.
{164434} [Success] {Uncomfortable with the thought of fighting a fellow Watchman}Those thieves didn't pay us enough to risk our lives, sergeant. {Beat}And I'm not about to stand in the way of our own.
{164435} {Wasn't exactly looking forward to a fight either. His subordinate said what he was unwillling to say}Be quiet before you get us in more trouble. {Beat, defeated}All right, go on in. It's your neck.
{164436} [Failure] {Determined. He knows he's dead if he crosses Moire after taking her gold}There's no way that I'm getting on Moire's bad side.
{164437} {Greed wins out}Twice the gold in one day, sergeant. Good haul for us tonight.
{164438} {Sarcastic}Starting to get the picture, are you? You're not getting through.
{164439} {Defensive}What if I have? It's not like you have any proof anyway, it's my word against yours.
{164440} {Trying to be reasonable}Just give it up. You're not getting into the alley tonight.
{164441} {Defensive, warning}Well now, it's dark out, your eyes must be playing tricks on you. An honest member of the Watch would never accept a bribe.
{164442} [Success] {Uncomfortable with the thought of fighting a fellow Watchman}Those thieves didn't pay us enough to risk our lives, sergeant. {Beat}And I'm not about to stand in the way of our own.
{164443} How are things going here tonight?
{164444} Who was that man you were talking to?
{164445} I've been ordered to perform a sweep through the alley.
{164446} That's kind of you, but I have things to take care of here.
{164447} You've been bribed, haven't you?
{164448} We're on the same side, remember?
{164449} Are you actually going to try and stop me from entering?
{164450} Try to stop me and I'll have to arrest you.
{164451} [Intimidate] Stand aside. Now.
{164452} [Diplomacy] Let me through and no one will know you were even involved tonight.
{164453} [Bribe] I'm willing to offer you more coin to remember your duty.
{164454} You have to live first.
{164455} You are under arrest for obstruction and accepting a bribe.
{164456} It looked to me like you were taking a bribe.
{164457} | Camera shows a large group of guards. Note that this will simply drop out if you don't have Qara, Elanee, Khelgar, or Neeshka. Preference is given to Elanee and Qara, since they are more recent recruits. | 
{164458} {Irritated, spots guards}Great. It looks like the Watch is already here... and the ones that <i>aren't</i> on our side.
{164459} {Irritated}Well, there's a lot of them all in one place... if the two groups were separated, we might be able to handle them one at a time.
{164460} {Thinking}I could just set fire to something a few blocks over, let the Watch run off and deal with it. {Beat, snide}They don't look too bright - then we can take care of the thugs without the Watch to back them up.
{164461} | SCRIPTER: Qara begins to walk off. |{Happy, a little bloodthirsty}All right, keep your heads down and wait for the smoke.
{164462} {Fade out. Fade back in. Qara's voice can be heard in the distance}Fire! Fire! Everyone, run for your lives!
{164463} {Slightly irritated at call of "fire in the Docks!"} By the Gods... not <i>tonight.</i>
{164464} {Barking orders to his group of soldiers}All right men! Move to it, before the whole district goes up in flames!
{164465} {Guards go rushing off, thugs remain behind.}
{164466} {Qara sneaks back to the group, a little quiet, but excited}That should do it - not as fun as torching the Academy stables, but...
{164467} {Slight urgency}They'll likely have that fire under control pretty fast. They're split up for now, but we'll need to act fast.
{164468} | Influence Gain: Qara|{Laughs a little, exhilerated}It just feels good to let loose, you know? Come on, let's burn those thugs to ash!
{164469} | Influence Lost: Qara |{Disdainful, then accusing}You sound like one of my instructors... they didn't get it, either.  
{164470} You're just lucky I helped you this time. Done preaching? If so, let's teach those thugs a lesson now that they don't have the Watch to back them up.
{164471} | Influence Lost: Qara |{Disdainful}You're right... I'm the one who's <i>doing</i> everything, while you're sitting back and <i>watching.</i>
{164472} {Thinking}These docks are composed of dead timber... but I can keep a small flame from traveling far. It could distract the Watch for a time, but the thugs... we'll have to handle them.
{164473} | SCRIPTER: Elanee heads off. |Stay in the shadows and stay safe - I'll return shortly.
{164474} {Fade out. Fade back in. Elanee's voice can be heard in the distance}Fire! Help! Guards!
{164475} {Slightly irritated at call of "fire in the Docks!"} By the Gods... not <i>tonight.</i>
{164476} {Barking orders to his group of soldiers}All right men! Move to it, before the whole Docks go up in flames!
{164477} {Elanee sneaks back to the group, a little quiet, but excited}That should keep the Watch occupied - and I took care that the fire would not spread.
{164478} {Slight urgency}It won't hold their attention for long, and that still leaves the thugs for us to handle.
{164479} | Influence Gain: Elanee |{Relieved, then lightly teasing}I'm just pleased I could... I feel out of sorts in this city. Not at all like West Harbor is it?
{164480} | Influence Lost: Elanee |Fine! Then next time <i>you</i> can crawl through these filthy back alleys yourself.
{164481} I should have let you rot in West Harbor... you and that filthy little village deserve each other.
{164482} Me?
{164483} {Sarcastic}Oh, that sounds like a fine idea. I can't wait to see how this one turns out.
{164484} {Snaps back}Watch your mouth, girl. I was distracting Watchmen when you were nothing more than a gleam in your father's eye.
{164485} {Laughs, challenging and mean}Yeah? So how would you do it, then? This should be rich.
{164486} {Bragging, then a little quieter at end}Girl, I've started a lot of brawls - and gotten a big audience, each time. Usually after having a few kegs.
{164487} {Slightly confused}Uh... but I thought you wanted something other than a fight. I mean, well...
{164488} That's a great idea!
{164489} {Slight confused, echoing}It is?
{164490} Khelgar's a lot of things - short, hairy, smelly, rude, simple minded... well, you get the point. But I bet he could stand up to any of those thugs or Watchmen, easy.
{164491} {Grunts}And to think I thought she was insulting me.
{164492} Khelgar could pick a fight with one of them. You know... one on one. Keep the others busy watching the fight while we slip the wagon past them.
{164493} {Chewing it over, slowly}I wouldn't mind tearing into all of them - traitors and thieves, they all need to be taken down.
{164494} {Serious}But I can see about starting a little "drunken" brawl, enough to take their eyes off of you - and if they get carried away, then so will I.
{164495} | Influence Gain: Khelgar|{Eager, scheming}Fine. Leave those turncoats to me.
{164496} {Fade out}
{164497} {Fade back in. Khelgar is approaching a group of City Watchmen. Khelgar's singing incoherently as though drunk}{Drunk Singing}<i> Left my heart in Clangeddin's halls... goblin blood splayed on the walls... </i>
{164498} <i> Through thick and thin, iron and stone... </i>
{164499} <i> ...I'll crack their skulls and send 'em home.... </i>
{164500} | AUDIO/SCRIPTER: Would be nice to repeat Khelgar's lines in the background as they're saying these lines. |{Hearing drunk dwarf singing}You hear that? Sounds like a cat in heat... or dying.
{164501} | AUDIO/SCRIPTER: Would be nice to repeat Khelgar's lines in the background as they're saying these lines. |{Irritated, weary, to himself}By the Gods, a drunk dwarf. Just what we need tonight.
{164502} {Louder, shouting to Khelgar in distance, as he stumbles down street}You there, dwarf, be quiet!
{164503} {Fake Drunken slur, staring bleary-eyed}Eh? Who's that?
{164504} {Emphasize "watch" to set up next line joke}We're the <i>Watch.</i> Now settle down and get yourself home, or you'll be spending the night in irons. 
{164505} {Fake Drunken slur, staring bleary-eyed}Watch? I'd like to <i>watch</i> you blurry goblin-lovers try'n keep me quiet. {Seeing double}Take on the both of you... {Squinting}eh, all three of you, even!
{164506} {Laughs}Yeah, go on - show the dwarf what you're made of! {Beat, turns to other men}Come see this, boys - a gold says the dwarf won't land a single punch!
{164507} {Eager, then malicious}All right, we've got time before the shipment gets here - all of you, form a circle. Don't want this little runt getting away before I've had my fun. 
{164508} | SCRIPTER: As the fight begins, we need to see the wagon in the background move past the inattentive guards. |
{164509} | SCRIPTER: Fade in to a scene on Khelgar where ALL the Watch who surrounded him are lying unconscious - all 10 or 12. |
{164510} | Influence Gain: Khelgar |{A little disappointed as he looks around at all the unconscious bodies}Well, thought they'd put up more of a fight than that. 
{164511} {Thinking}I could always slip past them and set a small fire... maybe a large one. Trust me, that'll get their attention.
{164512} What do you take me for, an amateur? I'll keep the fire small. And there are plenty of guards here. They'll be able to put it out... hopefully not before we take care of Moire's thugs.
{164513} {Snorts, making a snide comment about devil girl}Born from fire, figures she'd want to spread it around. 
{164514} {Snorts, a little hurt}Still can't figure why you wouldn't want to just crack their skulls and be done with it.
{164515} {Flippant, to Khelgar, as she heads off}Because, if they're as thick-headed as you, it could take too long.
{164516} | SCRIPTER: Neeshka begins to stalk off. |Everyone, just stay back here. Remember, we have to take out Moire's gang fast or we'll wind up fighting both groups anyhow.
{164517} {Fade out. Fade back in. A voice - probably Neeshka's- can be heard in the distance}Fire! Fire! Please, we need help! Fire!
{164518} {Slightly irritated at call of "fire in the Docks!"} By the Gods... not <i>tonight.</i>
{164519} {Barking orders to his group of soldiers}All right men! Move to it, before the whole Docks go up in flames!
{164520} | Influence Gain: Neeshka |{A little quiet, but excited}I'd forgotten how much <i>fun</i> setting fires could be. Those flames travel fast... almost singed my tail.
{164521} {Neeshka sneaks back to the group}Still, that fire should keep the Watch busy for a breath or three. But those thugs... 
{164522} <i>You're</i> the one who was worried about burning the district down, so I kept it small. 
{164523} {Determined}Right behind you. Let's go!
{164524} Who needs to fight? <i>I</i> am a sorceress. They cross us, I'll turn them into torches.
{164525} | Influence Gain: Khelgar |That's more like it. A little skull cracking will get the heart pumping again.
{164526} {Slight irritation}Fine - forget subtlety, forget style, let's just keep it simple, just like Khelgar. {Sigh}All right, let's do this. 
{164527} {Sighs}Very well. But my powers may not be of much use... I will do what I can.
{164528} | Influence Gain Qara |{Slightly gleeful}Let's do it... all those lessons in the Academy never prepared me for <b>this.</b> Those guards'll never know what hit them.
{164529} {Studying a large group of guards, a little quiet}It looks as if there are two packs before us... and one pack looks to be members of the Watch.
{164530} {Disgusted}Those Watch... Moire must have gotten her hooks into them. Look - those turncoats are even keeping company with Dock rats. 
{164531} {A little awed}Never seen that many Watch and thugs in one spot without an arrest taking place. {Beat}This doesn't look good - they're talking like <i>friends.</i>
{164532} | Camera should show some thugs standing by the Watch. |Not only that, but they're keeping company with some of the local dock rats, too. {Scoffs}I like the company the Watch keeps. 
{164533} Between the traitors and the thugs, it might be tough, but we can take them. We going to do this?
{164534} {Scoffs}Traitors... they're lower than the foulest of demons. At least Neeshka doesn't pretend to be anything else. 
{164535} {Neeshka thinks the dwarf is overreacting}They're just going where the money is. If you're going to risk your life, do it for the highest pay you can get.
{164536} {Still offended. Angry - making a slight at Neeshka at end}Bah. Traitors... they're lower than the foulest of demons. At least <i>your</i> kind don't pretend to be anything else. 
{164537} {Temper rises just a little}"My kind?" I could say the same th- {thing}
{164538} {Shushing the children, loud whisper}The two of you - quiet down. You're going to attract attention.
{164539} | Influence Gain Neeshka |{Pleased}Glad <i>someone</i> here sees the big picture instead of the <i>dwarven</i> view.
{164540} | Influence Gain Khelgar |{Pleased}Hnh. Good <i>someone's</i> got their loyalties in the right place.
{164541} {Grunts, irritated}Forget I said anything - besides, neither of you have lived in Neverwinter to see how tough life can be here sometimes.
{164542} {Grunts}Hnh. She's always had her own plan, trust me. She doesn't even know what loyalty is.
{164543} And it looks as if the other pack is some of the local thieves and thugs. Allied together, they will be difficult to fight. 
{164544} {Eager, low}Those smug faces need some fists smashed into them. Ready to crack their skulls? 
{164545} {A little worried}Look, those two groups are going to be trouble for just the two of us - what do we do?
{164546} {Shushing Neeshka and Khelgar, hissing, irritated}Gods, can the two of you stop bickering enough so we can <i>think?</i> {Sighs}Let's figure out what to do next and <b>do</b> it.
{164547} {Pissed, takes a breath}You know what - you and your tiny mind deserve each other, Khelgar. Let's get this done and get out of here.
{164548} {Just watched a dwarf beat up 12 guardsmen}By the Gods... I don't believe it. He took them <i>all</i> down.
{164549} {Slightly fearful}If Moire hears about this...
{164550} {Cold, draws a knife}She won't. Kill the dwarf. We can tell whatever story we want after he's done with.
{164551} {Slight threat}Where do you think you're going? Moire's paying you to stay with us - let the rest of the Watch handle it.
{164552} {Grunts}You paid us to look the other way, not let the Docks burn down - just stay here, we'll be back soon enough.
{164553} {Slight threat}Where do you think you're going? Moire's paying you to stay with us - let the rest of the Watch handle it.
{164554} {Grunts}You paid us to look the other way, not let the Docks burn down - just stay here, we'll be back soon enough.
{164555} {Guards go rushing off, thugs remain behind.}
{164556} {Slight threat}Where do you think you're going? Moire's paying you to stay with us - let the rest of the Watch handle it.
{164557} {Grunts}You paid us to look the other way, not let the Docks burn down - just stay here, we'll be back soon enough.
{164558} {Guards go rushing off, thugs remain behind.}
{164559} {Matter of fact. Thinking.}Too many of them to bribe.
{164560} |No CNPCs in the party.  Thugs and corrupt Watch are just set to hostile.|
{164561} | Lawful Response |It's our duty to stop those thugs - and arrest those traitors.
{164562} All right, you're on.
{164563} Next time, burn as much as you like - the Watch needs to work a little harder for their pay.
{164564} I'm glad you didn't let it get too out of control... that fire could have been difficult to rein in.
{164565} I'd watch that tongue of yours - you're not the one giving orders here. 
{164566} I think I'm more comfortable with Elanee doing it.
{164567} That sounds good to me.
{164568} Well done - you have my gratitude.
{164569} You could have arranged for a larger distraction - now all you've done is waste our time.
{164570} I'd watch that tongue of yours - you're not the one giving orders here, tree-worshipper.
{164571} Maybe Qara can do something with her magic.
{164572} A distraction's a good idea - but maybe Khelgar can handle it.
{164573} I'm fine with that. Just be careful.
{164574} Let Neeshka do it - she's dealt with the Watch more than any of us.
{164575} Go ahead, then - but don't burn down the whole block.
{164576} You couldn't have made a larger fire to draw away both groups?
{164577} Got it. Let's do this.
{164578} Forget it. Let's just take them out, and quickly.
{164579} I'd prefer something other than a fight that doesn't put <i>our</i> lives at risk.
{164580} | Good Response |I'll only fight if we have to - I don't want to risk any of you getting hurt.
{164581} | Chaotic Response |A fight bores me. Maybe we can think of something a little wilder and flashier.
{164582} If a fight's what we have to do, then so be it. Let's go.
{164583} | Evil Response |I say we slaughter those thugs and Watchmen. It's the quickest way, and those traitors don't deserve a trial - or mercy.
{164584} | Good response |Watch it - she's risked her life to help us before, and we should stand with her.
{164585} | Lawful response |Neeshka should be judged on her actions - not on your prejudice.
{164586} | Chaotic Response |I agree - sometimes you have to do what you can to survive, even if it means looking the other way.
{164587} | Lawful Response |Gold is is no reason for breaking the law and betraying the trust of Neverwinter.
{164588} Regardless, we're going to need to figure out what to do about the thugs - and the Watch traitors.
{164589} | Chaotic response |True enough. She's unstable, but I like her unpredictability.
{164590} | Evil response |She has her uses to me - once those are done, so is she.
{164591} {Shot from behind a bunch of thieves waiting behind a barricade and looking down the alley}
{164592} {men scramble to their feet and turn to face the player}
{164593} {relaxing}Oh, you're with the Watch. We're not looking for any trouble with you.
{164594} {Deliberately being vague}We're just... ah... waiting for someone.
{164595} {Reigning in his impatience. A hint of a whine}Can't you go find someone else to interrogate? We're a little busy here.
{164596} {Trying to be reasonable}Like I said, we don't want any trouble with the Watch. But we're not going anywhere.
{164597} {Gives up. Mildly frustrated}Fine, if it'll get you off our backs. We hear {MOY-ah}Moire's gang is trying to smuggle in some weapons tonight. {Thinks things are getting out of hand in the Docks}Word is she's planning a street war against you Watch hounds.
{164598} {Determined not to let Moire win}We can't let that happen - she'd drown the Docks in blood. So we're going to make sure that shipment never gets to her.
{164599} {Frustrated but gives in}We hear Moire's gang is trying to smuggle in some weapons tonight. Word is, she's getting ready for war - against the Watch.
{164600} [Success] {A little disappointed, but reasonable}As long as the weapons don't reach Moire, that's enough for me.
{164601} {He's cool with the idea now}I'd better warn you - there are other "friends" out there tonight looking to grab those weapons, and I don't think they'll be as reasonable.
{164602} Come on, everyone, we're leaving this to the Watch hounds. Let's go.
{164603} {Just going along. Doesn't really believe the player}You probably can. Can't hurt to warn you, though.
{164604} {A little sarcasm}With war brewing on the streets, there's no way word of this shipment wasn't getting out.
{164605} [Failure] {Definitely doesn't think highly of the Watch}Right. You Watch hounds can't even keep your own building from burning down. We're not going anywhere.
{164606} {Determined. Tired of talking}I've heard that before. Let's see you try.
{164607} {He's made up his mind}No way are we leaving this to the Watch. If it means a fight, then so be it.
{164608} {Doesn't believe this will be much of a fight. Confident in a matter of fact sort of way}Let's finish this fast, men. It'll be a good warm up for Moire's gang.
{164609} {Determined. Eager for some payback}Don't you worry about that. The boys and I have plenty of scores to settle with Moire's gang. They won't get through.
{164610} I'd better warn you - there are other "friends" out there tonight looking to grab those weapons, and I don't think they'll be as reasonable.
{164611} {Doesn't really believe the player}We'll see. Just keep a sharp eye out.
{164612} [Success] {A little disappointed, but reasonable}As long as the weapons don't reach Moire's gang, then I suppose that will be enough.
{164613} [Failure] {Definitely doesn't think highly of the Watch}Right. You Watch hounds can't even keep your own building from burning down. We're not going anywhere.
{164614} What's going on here?
{164615} Waiting for someone?
{164616} Put away your weapons - if you know what's good for you.
{164617} I'll ask again. What's going on here?
{164618} Who <i>are</i> you looking for trouble with?
{164619} Then you won't mind tearing down this barricade and leaving the area.
{164620} Waiting behind a barricade armed to the teeth?
{164621} Who are you waiting for? This looks like an ambush.
{164622} I'm sorry, but I'm going to have to ask you to take down that barricade and leave the area.
{164623} I'm not going anywhere until you tell me exactly what you're doing here.
{164624} Tell me what I want to know. Maybe we can help each other out.
{164625} [Intimidate] Tear this thing down now or there <i>will</i> be trouble.

{164626} Then I'll have to arrest the lot of you.
{164627} You're being pretty stubborn. What are you men waiting for here?
{164628} You don't sound like Moire's typical thugs. This wouldn't have anything to do with her, would it?
{164629} [Diplomacy] Leave this problem to the Watch. I don't want you getting hurt.
{164630} At least we're both trying to stop her. Make sure that shipment doesn't get past this position.
{164631} [Intimidate] I'm here to stop anyone from getting their hands on those weapons. You'd be smart to leave this to the Watch.
{164632} Thanks for the warning.
{164633} I can take care of them.
{164634} Nice to see secrets are kept so well in this district.
{164635} Then I'm going to have to arrest you.
{164636} Fine. Stay where you are. Just make sure that shipment doesn't get past you.
{164637} I'm giving you one more chance to leave.
{164638} Thanks. Good luck to you.
{164639} Farewell.
{164640} I can take of them.
{164641} {Firm. Giving an order.}Step aside. We don't want to hurt a fellow Watchman.
{164642} {Really doesn't see a problem with what he's doing. Shrugging it off}Who's to say the Docks would be worse off with her in control? Besides, she pays better than the city. 
{164643} {Exasperated that the player is going to take the law and order tone with him}Then you're going to have to arrest half the Watch. Stop fooling around and get out of the way.
{164644} {Confident. Believes the player isn't being very smart}Against you, perhaps - and only if you're fool enough to stand against {MOY-ah}Moire.
{164645} {Exaggerated friendliness/reasonableness}They're here, aren't they? But why don't I ask them again, eh?
{164646} {Playing this as a joke}Anyone here want to beg out of this job tonight and give back the money we were paid?
{164647} {Laughter by the City Watchmen}
{164648} {Exaggerated friendliness/reasonableness}It beats risking your life for scraps. But that's just me. Maybe the rest of the men feel differently. Why don't I ask?
{164649} {He's thinking 'Get real'}Right. Give up more gold than we see in a month <i>and</i> suffer Moire's wrath. I don't think so, but let me ask the men.
{164650} {Threatening}It'll be hard to report us if you haven't got a head, won't it? {Firm. He's made his choice and is sticking to it.}I'm not giving this gold back just so the good captain can give me a pat on the back.
{164651} {Down to business}Looks like we'll be earning our pay after all tonight, men. Make sure there are no survivors. 
{164652} You're actually helping Moire to smuggle the weapons in?
{164653} You're under arrest for smuggling and treason.
{164654} Help me to secure the weapons, and I won't mention your involvement.
{164655} These weapons will be used against the Watch.
{164656} So your loyalty is for sale to the highest bidder.
{164657} It's not too late. You can help me to confiscate these weapons.
{164658} How about the rest of your men? Are they willing to lose their honor and lives for a few copper?
{164659} Then I have no choice but to stop you. These weapons will <i>not</i> reach Moire's hands.
{164660} I'm giving you one last chance to help me confiscate the weapons.
{164661} {Grunts, just wiped out a smuggling ring, confiscated the wagon}So that's that. We taking this wagon back to the Watch?
{164662} {Dusting off hands, just been in a fight - first matter-of-fact, then curious}Looks like that's the last of them. So this is the wagon filled with the smuggled weapons, eh?
{164663} {Suggestive}Wait a minute... I mean, we <i>could</i> have found the wagon already looted, and the weapons nowhere to be found.
{164664} | Khelgar or Elanee or Qara is nearby. |{Keeps the sell going}I know this fence where we could get a good rate... could be worth our while.
{164665} {Irritated}And what? The weapons find their way back to the same cutthroats and murderers we've tried to keep them away from? {Sarcastic}Oh, <i>that's</i> a fine idea.
{164666} {Prompting player to make a decision}Whatever you decide, make it quick. {Wary}The longer we argue, the easier it will be for our enemies to find us.
{164667} {Slight exasperation}If all of you could quit your arguing - look, take the weapons, don't take the weapons, steal them, whatever, just make a decision.
{164668} | Influence Loss Neeshka |{Exasperated, slight}Fine. See if I give you any more of my bright ideas. {To player, superior}Let's go, then - it smells too <i>stuffy</i> around here for me.
{164669} | Influence Gain Neeshka |{Gleeful}Great... just give me a second. I saw something under the piles of weapons here that no one will miss...
{164670} | Influence Gain: Khelgar |{Shooting back at Neeshka}That smell you're complaining about is <i>duty</i> - you probably haven't smelt it before though all that brimstone. {Beat, grunt}Now let's do what we promised, and be done with it.
{164671} {Fade out, Fade in back at HQ speaking with Brelaina and Faulk}
{164672} | Influence Loss: Khelgar |{Grumbling}Great, I've come to this city in search of warriors, and here I am, in the company of thieves. 
{164673} | John Lee: Needs a prize item here. |{Discovery}Ah! Here it is. A little prize for us before we take these weapons back... and I don't think it'll be missed.
{164674} Here - you hold on to it. Now, come on, let's get out of here.
{164675} Don't need to tell me twice. Come on, give me a hand. 
{164676} | Neeshka is the only companion nearby |{Keeps the sell going}I know this fence where we could get a good rate... could be worth our while.
{164677} Yes, let's get going.
{164678} Got a better idea? If not, start pushing.
{164679} The sooner we get it back, the sooner we get paid.
{164680} It's the one - now we just need to get it back to the Watch.
{164681} | Lawful Response |It's my duty to deliver them, so we have to deliver them.
{164682} | Good response |If we don't return the weapons to the Watch, we're no better than the thieves.
{164683} | Chaotic Response |If a few weapons got "misplaced," no one would be the wiser.
{164684} | Evil response |I say we take what we want, then we can find some victims to gut with one of these blades in a bit, for sport.
{164685} What have we here? Strange route you lot are taking with that overloaded wagon. 
{164686} These could be the smugglers we were warned about, sergeant.
{164687} {Player did a dumb joke, Nasher is king, sarcasm}Funny - I heard Nasher had lost his court jester, and here you are.
{164688} Of course you are. But then I have to wonder, if you're in such a rush, why travel down the Back Alley?
{164689} Tell you what I'm going to do. You let my men take a look at what you've got under that canvas...
{164690} ... and if everything looks clean I won't even ask why you're all armed like you're expecting trouble.
{164691} {Challenging}Right. Upstanding citizens like yourself coming through the Back Alley, why would there be trouble?
{164692} Well now, with our headquarters getting burned down, my boys and I here are a little edgy... maybe even out for blood. So if you don't want messy, then you'll let us take a look under that canvas. 
{164693} Take a look at this, sergeant. Weapons... enough to arm half the Docks.
{164694} It's our lucky night. Captain Brelaina's going to be happy to hear what we've found.
{164695} Moire's been trying to send us a message. It's time for the City Watch to show her that we won't be pushed around.
{164696} Arrest them all, men. And if they put up a fight, all the better.
{164697} [Success] Well, the men and I <i>have</i> been working longer shifts...
{164698} It's hard to remain motivated when one isn't rewarded for going that extra mile, is it?
{164699} Laying it on a little thick, aren't you?
{164700} {Chris Avellone: This line is awful... even more so than the rest. I'm trying to get the sergeant to rationalize a reason why he wouldn't stop the player. Especially if the lieutenant has already see the weapons}Heh. Very generous of you. You seem a decent sort, and really you're just here to ensure a safe business transaction.
{164701} All right, let 'em through. They're not causing anyone any harm.
{164702} {A little flustered. Expected the player to come out and initiate the bribe}Well, we haven't been paid for all the extra time we've had to put in recently...
{164703} And here I thought we were going to be friends.
{164704} [Failure] You disgust me. There <i>are</i> honest men in the Watch... more than you think. You believe I have so little honor that I would ignore my duty over a few coins?
{164705} Then I'll ask you to pardon my rudeness - after we're done. Men, search the wagon.
{164706} {Business, cold sarcasm}Take a look under that covering, men. I'm sure these honest merchants will understand that a routine search is just one of our many duties.
{164707} Smugglers? Where?
{164708} We're in a bit of a hurry, sergeant.
{164709} We don't want any trouble. Just let us pass.
{164710} I wouldn't do that. Let us pass and this doesn't get messy.
{164711} Just be quick about it.
{164712} That won't be necessary. I assure you, our cargo is legitimate.
{164713} I guess you hounds just never learn.
{164714} Only if you can take it from us.
{164715} [Diplomacy] Is it really worth all this trouble? I'm sure we can come to some kind of an arrangement.
{164716} ... and I'm guessing for the same pay.
{164717} Without any thanks, I'll wager.
{164718} And a little gratitude from those you protect would go a long way in improving your moods, I gather.
{164719} [Bribe] On behalf of the men here, please accept this coin in gratitude for your service to Neverwinter.
{164720} What would you consider a proper showing of gratitude?
{164721} I was thinking that letting you live would be an acceptable form of gratitude.
{164722} | Camera shows a large group of guards. Note that this will simply drop out if you don't have Qara, Elanee, Khelgar, or Neeshka. Preference is given to Elanee and Qara, since they are more recent recruits. | 
{164723} The Alley is crawling with the cursed hounds tonight. And this lot doesn't look like they're going to be as friendly as the last batch.
{164724} Khelgar's a lot of things - short, hairy, smelly, rude, simple minded... well, you get the point. But I bet he could stand up to even the toughest one of the Watchmen.
{164725} {Grunts}And to think I thought she was insulting me.
{164726} I bet Khelgar could pick a fight with one of those guards. You know... one on one. Keep the others busy watching the fight while we slip the wagon past them.
{164727} | Influence Gain: Khelgar|{Eager, scheming}You just leave it to me. I'll have all eyes on me in no time at all.
{164728} {Fade out}
{164729} {Fade back in. Khelgar is approaching a group of City Watchmen. Khelgar's singing incoherently as though drunk}{Drunk Singing}<i> Left my heart in Clangeddin's halls... goblin blood splayed on the walls... </i>
{164730} {Thinking}I could always slip past them and set a small fire... maybe a large one. Trust me, that'll get their attention.
{164731} What do you take me for, an amateur? I'll keep the fire small. And there are plenty of guards here. They'll be able to put it out... just not too quickly I hope.
{164732} {Fade out. Fade back in. A voice - probably Neeshka's- can be heard in the distance}Fire! Fire! Please, we need help! Fire!
{164733} {Slightly irritated at call of "fire in the Docks!"}Wouldn't you know it. Never a quiet night on the Docks.
{164734} {Barking orders to his group of soldiers}All right men! Move to it, before the whole Docks go up in flames!
{164735} {Guards go rushing off}
{164736} {Neeshka sneaks back to the group}Still, that fire should keep them busy for a breath or three. We need to move fast before they get back though...
{164737} <i>You're</i> the one who was worried about burning the district down, so I kept it small. 
{164738} | Influence Gain: Khelgar |That's more like it. A little skull cracking will get the heart pumping again.
{164739} {Slight irritation}Fine - forget subtly, forget style, let's just keep it simple, just like Khelgar. {Sigh}All right, let's do this. 
{164740} <i> Through thick and thin, iron and stone... </i>
{164741} <i> ...I'll crack their skulls and send 'em home.... </i>
{164742} | AUDIO/SCRIPTER: Would be nice to repeat Khelgar's lines in the background as they're saying these lines. |{Hearing drunk dwarf singing}What in the hells is that racket? Sounds like someone's drowning a hell hound. 
{164743} | AUDIO/SCRIPTER: Would be nice to repeat Khelgar's lines in the background as they're saying these lines. |{Irritated, weary, to himself}By the Gods, a drunk dwarf. Looks like we'll earn our gold tonight. 
{164744} {Louder, shouting to Khelgar in distance, as he stumbles down street}You there, dwarf, be quiet!
{164745} {Fake Drunken slur, staring bleary-eyed}Eh? Who's that?
{164746} {Emphasize "watch" to set up next line joke}We're the <i>Watch.</i> Now settle down and get yourself home, or you'll be spending the night in irons. 
{164747} {Fake Drunken slur, staring bleary-eyed}Watch? I'd like to <i>watch</i> you blurry goblin-lovers try'n keep me quiet. {Seeing double}Take on the both of you... {Squinting}eh, all three of you, even!
{164748} {Laughs}Yeah, go on - show the dwarf what you're made of! Looks like he won't even know which one of you to hit.
{164749} {Eager, then malicious}All right, hold my weapon - the rest of you, form a circle. Don't want this little runt getting away before I've had my fun. 
{164750} | SCRIPTER: As the fight begins, we need to see the wagon in the background move past the inattentive guards. |
{164751} | SCRIPTER: Fade in to a scene on Khelgar where ALL the Watch who surrounded him are lying unconscious - all 10 or 12. |
{164752} | Influence Gain: Khelgar |{A little disappointed as he looks around at all the unconscious bodies}Well, thought they'd put up more of a fight than that. 
{164753} {Snorts, making a snide comment about devil girl}Born from fire, figures she'd want to spread it all around. 
{164754} {Snorts, a little hurt}Still can't figure why you wouldn't want to just crack their skulls and be done with it.
{164755} {Flippant, to Khelgar, as she heads off}Because, if they're as thick-headed as you, it could take too long.
{164756} {Determined}Right behind you. Let's go!
{164757} | Influence Gain: Neeshka |{A little quiet, but excited}I'd forgotten how much <i>fun</i> setting fires could be. Those flames travel fast... almost singed my tail.
{164758} {A little awed}That's a lot of Watchmen. I mean, a <i>lot.</i> 
{164759} {Thinking}These docks are composed of dead timber... but I can keep a small flame from traveling far. It could distract them for a time.
{164760} {Studying a large group of guards, a little quiet}The members of the City Watch are circling this area like a pack of wolves... they will not be easy to deal with.
{164761} {Irritated, spots guards}Great. It looks like there's always just enough lazy Watchmen at the Docks to get in our way. What now?
{164762} {Sighs}Very well. But my powers may not be of much use... I will do what I can.
{164763} | Influence Gain Qara |{Slightly gleeful}Let's do it... all those lessons in the Academy never prepared me for <i>this.</i> Those guards'll never know what hit them.
{164764} Who needs to fight? <i>I</i> am a sorceress. They cross us, I'll turn them into torches.
{164765} {Fade out. Fade back in. Elanee's voice can be heard in the distance}Fire! Help! Guards!
{164766} {Slightly irritated at call of "fire in the Docks!"}Wouldn't you know it. Never a quiet night on the Docks.
{164767} {Barking orders to his group of soldiers}All right men! Move to it, before the whole Docks go up in flames!
{164768} {Guards go rushing off}
{164769} {Elanee sneaks back to the group, a little quiet, but excited}That should keep them occupied - and I took care that the fire would not spread.
{164770} {Slight urgency}Still, it won't hold their attention for long. We should move quickly before they get back.
{164771} | Influence Gain: Elanee |{Relieved, then lightly teasing}I'm just pleased I could... I feel out of sorts in this city. Not at all like West Harbor is it?
{164772} | Influence Lost: Elanee |Fine! Then next time <i>you</i> can crawl through these filthy back alleys yourself.
{164773} I should have let you rot in West Harbor... you and that filthy little village deserve each other.
{164774} {Fade out. Fade back in. Qara's voice can be heard in the distance}Fire! Fire! Everyone, run for your lives!
{164775} {Slightly irritated at call of "fire in the Docks!"}Wouldn't you know it. Never a quiet night on the Docks.
{164776} {Barking orders to his group of soldiers}All right men! Move to it, before the whole district goes up in flames!
{164777} {Guards go rushing off}
{164778} {Qara sneaks back to the group, a little quiet, but excited}That should do it - not as fun as torching the Academy stables, but...
{164779} {Slight urgency}They'll likely have that fire under control pretty fast. They're split up for now, but we'll need to act fast.
{164780} | Influence Gain: Qara|{Laughs a little, exhilerated}It just feels good to let loose, you know? Come on, let's see what else we can burn!
{164781} | Influence Lost: Qara |{Disdainful, then accusing}You sound like one of my instructors... they didn't get it, either.  
{164782} You're just lucky I helped you this time. Done preaching? Can we go now?
{164783} | Influence Lost: Qara |{Disdainful}You're right... I'm the one who's <i>doing</i> everything, while you're sitting back and <i>watching.</i>
{164784} {Irritated}Well, I say let them do their duty somewhere <i>else.</i> Which isn't a bad idea, now that I think about it.
{164785} {Thinking}I could just set fire to something a few blocks over, let them run off and deal with it. {Beat, snide}They don't look too bright - and I did it plenty of times at the Academy when I needed to distract the House guards.
{164786} | SCRIPTER: Qara begins to walk off. |{Happy, a little bloodthirsty}All right, keep your heads down and wait for the smoke.
{164787} | SCRIPTER: Elanee heads off. |Stay in the shadows and stay safe - I'll return shortly.
{164788} | SCRIPTER: Neeshka begins to stalk off. |Everyone, just stay back here. Time to light a few torches in the wrong places. 
{164789} Me?
{164790} {Sarcastic}Oh, that sounds like a fine idea. I can't wait to see how this one turns out.
{164791} {Slightly confused}Uh... but I thought you wanted something other than a fight. I mean, well...
{164792} That's a great idea!
{164793} {Chewing it over, slowly}I <i>suppose</i> I could get their attention. I usually do, after I've had a few kegs...
{164794} I can see about starting a little "drunken" brawl, enough to take their eyes off of you while you take care of business. Should be fun!
{164795} {Slight confused, echoing}It is?
{164796} {Snaps back}Watch your mouth, girl. I was distracting Watchmen when you were nothing more than a gleam in your father's eye.
{164797} {Laughs, challenging and mean}Yeah? So how would you do it, then? This should be rich.
{164798} {Bragging, then a little quieter at end}Girl, I've started a lot of brawls - and gotten a big audience, each time. Usually after having a few kegs.
{164799} NOTES\
{164800} {Qara continues to yell. Guards turn towards the commotion}
{164801} {Elanee continues to yell. Guards turn towards the commotion}
{164802} |No relevant CNPCs in party.  Start the fighting.|
{164803} |Fade out.  Knock guards unconscious.|
{164804} You couldn't have kept them busy a little longer?
{164805} Got it. Let's do this.
{164806} Well done - you have my gratitude.
{164807} You could have arranged for a larger distraction - now all you've done is waste our time.
{164808} I'd watch that tongue of yours - you're not the one giving orders here, tree-worshipper.
{164809} Next time, burn as much as you like - the Watch needs to work a little harder for their pay.
{164810} I'm glad you didn't let it get too out of control... that fire could have been difficult to rein in.
{164811} I'd watch that tongue of yours - you're not the one giving orders here. 
{164812} | Lawful Response |Those guards are just doing their duty - I don't want them hurt because of it.
{164813} I'd prefer something other than a fight that doesn't put <i>our</i> lives at risk.
{164814} | Good Response |I'll only fight if we have to - I don't want to risk any of you getting hurt.
{164815} | Chaotic Response |A fight bores me. Maybe we can think of something a little wilder and flashier.
{164816} If a fight's what we have to do, then so be it. Let's go.
{164817} | Evil Response |I say we slaughter those Watchmen. It's the quickest way, and a few murders won't attract much attention down here.
{164818} All right, you're on.
{164819} I think I'm more comfortable with Elanee doing it.
{164820} A distraction's a good idea - but maybe Khelgar can handle it.
{164821} Let Neeshka do it - she's dealt with the Watch more than any of us.
{164822} Forget it. Let's just take them out, and quickly.
{164823} That sounds good to me.
{164824} Maybe Qara can do something with her magic.
{164825} Go ahead, then - but don't burn down the whole block.
{164826} I'm fine with that. Just be careful.
{164827} 06/16/05 Added Elanee, Neeshka, and Khelgar links to Lawful Response under first Qara node. Otherwise, conversation drops out.
{164828} {Addressing player, who has a shipment of weapons}We'll just be taking that shipment from you now. No sense wasting it on {MOY-ah}Moire's dregs.
{164829} {Muttered to the player}You know, for staying away from prying eyes, we're not doing so well here.
{164830} Let's just say I speak for a group that thinks Moire's had it too easy, too long.
{164831} She craves blood more than a vampire - burning down the Watch building brought war to this district.
{164832} You think <i>that</i> was good for business? Taking these weapons means a win for the Watch, and gets her out of the picture.
{164833} You call this order? An honest thief can't even pick a pocket without bumping into a Watch hound now. Her burning down the Watch building brought war to this district.
{164834} {Incredulous}You're warning <i>me.</i> {Beat}Perhaps you haven't looked around. I brought friends.
{164835} {Show men appearing on a balcony}
{164836} {Show men turning a corner to block any retreat}
{164837} Open fire! Make sure no one gets away!
{164838} I can't do that. Those weapons are bound for Moire, and no telling what she'll do with them. Her burning down the Watch building brought war to this district.
{164839} That's rich, coming from one of Moire's dogs. I didn't think she let her people think for themselves - <i>she</i> sure doesn't.
{164840} Anything's better than fighting a street war with the City Watch. You think people are just going to ignore it?
{164841} {Grunts, threatening}Oh, that so? You'll need more than that, I think.
{164842} {Worried}Uh... behind us.
{164843} {Whispering to player}Let's ditch the wagon - these idiots haven't even cut off our retreat.
{164844} {Downnote}...and that would be our retreat. {Sighs, pouts}I was <i>so</i> hoping I was right this time.
{164845} {Grunts, pleased, more enemies have shown up}Ah, now <i>these</i> odds are more like it.
{164846} {Sighs, just walked into an ambush}I am growing so tired of Neverwinter and its people.
{164847} {Whispering to player, then trails off at end as notices retreat cut off}They haven't encircled us yet - if we leave the wagon, we...
{164848} {A little quiet, to herself, as men burst from balcony with weapons out}Well, that's more than I was expecting.
{164849} Who are you?
{164850} This isn't one of the smartest decisions you could have made.
{164851} You think you could put these weapons to better use?
{164852} Why take this risk? Why not just work for Moire?
{164853} Moire's trying to bring order to the Docks.
{164854} This isn't a fight you can win. Stand aside.
{164855} You're throwing away your life here.
{164856} Go ahead. Try to take them away from me.
{164857} This is your last warning. Stand aside.
{164858} You made it. Looks like you hit a few rough patches on the way here.
{164859} {MOY-ah}Moire said you were tough. Guess she knows what she's talking about.
{164860} The men will unload the wagon. You come with me. We have some business to settle.
{164861} You'll get your money, don't worry about that. Moire can be generous when she wants to be.
{164862} Hold on. We still have some business to settle first.
{164863} |CHRIS AVELLONE: Edited dialog. We needed to give the player a chance to rest first|The men will unload the wagon. You - come with me.
{164864} {Fade out}
{164865} {Fade in. The player is sitting in an office with the warehouse manager. If possible, would like to have some sacks or stacks of gold coins on the desk}
{164866} We'll start distributing the weapons as soon as possible. Good work getting the shipment here.
{164867} This gold should more than pay for your efforts. Heh, try not to spend it all at once. Though if you <i>were</i> able to, I'd be impressed. A lot of money here. Moire must like you.
{164868} |SCRIPTER: Cut to the front door getting bashed in. City Watch members come pouring in. Shadow Thieves move to engage.|
{164869} What in all the Nine Hells is going on down there? The men better not be dipping into the kegs.
{164870} {Door to the office bursts open. A Shadow Thief stands at the entrance}
{164871} It's a raid! Someone tipped off the Watch!
{164872} {Man dies to crossbow bolt to the back. City Watch members can be seen approaching the doorway}
{164873} |CHRIS AVELLONE: Dialogs edited|Looks like your night isn't done yet. You help take care of the hounds - and make sure they don't destroy our shipment.
{164874} We've split the shipment into four loads, so you'll need to protect them all. I'll stay here and make sure our ledgers don't fall to the hounds.
{164875} {A little hypnotized by the sight of all the gold}I won't. I mean, we won't. Maybe I better hold on to it.
{164876} {Listening, quietly, almost to self}Sounds like a door getting bashed in. With a foot. {Smiles and sighs, remembering}Broke down a lot of tavern doors in my day, and such a comforting sound it is.
{164877} {Rueful, to herself}Great. After all this, we're still getting arrested. 
{164878} |CHRIS AVELLONE: New dialog. Player decided to rest first|You ready to go in yet? I don't have all night.
{164879} All right, but don't take too long. I'd like to finish this operation up before daybreak.
{164880} {Getting impatient}Will you hurry it up? I've got gold waiting for you inside.
{164881} Good work. I'll have the men clean up. You'd best report back to Moire - looks like the traitor's better connected than we thought. I hear she's based out of the Merchant Quarter now.
{164882} Those that run up against you are having a bad night, that's for certain.
{164883} Bah. It's only going to get worse for them if they won't work with us. Once these weapons are distributed, the Watch'll be slaughtered unless they start working with Moire.
{164884} Nothing official but there's nothing Lord Nasher can do about it. The Greycloaks are inexperienced, and besides, they're out battling orcs in the Sword Mountains, and I don't expect too many survivors.
{164885} And the Council? They've been clipping every coin they can from the City Watch to pay for reconstruction. Captain {BRE-lain-ah}Brelaina's been fighting them on it, sure, but she doesn't have a leg to stand on.
{164886} Everyone knows the Watch is corrupt. The Council won't be throwing good coin after bad. As long as Moire can maintain control out here, I don't think Lord Nasher will complain too much.
{164887} The Council's been clipping every coin they can from the City Watch to pay for reconstruction. Captain {BRE-lain-ah}Brelaina's been fighting them on it, sure, but she doesn't have a leg to stand on.
{164888} Oh, one thing. I'd like to thank you for what you did here. Moire'd have my head if the Watch were able to run off with my ledgers.
{164889} I picked out some of the more promising looking weapons from the shipment. Why don't you take a look? With the amount of combat you've seen, you could probably use it.
{164890} Not to worry. She lets me dip into the crates once in awhile if I think it'll help, and getting a better weapon into your hands is going toward a good cause.
{164891} It's your neck. Thanks again for the help. And don't forget to report this to Moire.
{164892} I'm not really supposed to do this, but you <i>did</i> bail us out here. All right, a bonus it is. Not sure why you need it given the amount I've <i>already</i> paid you.
{164893} Thanks again for the help. And don't forget to report this to Moire.
{164894} Not many of the gang know about this place. The men I've got here have proven they can keep their mouths shut. Whoever's whispering in the Watch's ear has to know our operation pretty well.
{164895} Come back here when you're through. We'll figure out our next step then.
{164896} Nothing we couldn't handle.
{164897} You have the weapons. I'll be leaving now.
{164898} That's an understatement. I'd better be well paid for this.
{164899} I'd like to rest a bit first.
{164900} All right. Let's go.
{164901} Not quite yet.
{164902} The City Watch is having a bad night, aren't they?
{164903} I doubt Neverwinter will just give the Docks to her.
{164904} I'd better speak with Moire now.
{164905} I deserve something extra for defending this warehouse.
{164906} Do you mind if I take one of the weapons for myself?
{164907} You don't believe they'll ask for reinforcements?
{164908} I'd better speak with Moire now.
{164909} Has Moire authorized this?
{164910} Thank you, but I'll pass.
{164911} Let's see what you've got.
{164912} Thanks, but I'd prefer gold.
{164913} Why do you say that?
{164914} Any idea who our traitor might be?
{164915} |Safety Line|You've returned. Been busy, I hope?
{164916} I've got nothing for you now. Things have been quiet in the Docks ever since we secured control. 
{164917} Very well. No doubt we will speak more at another time. 
{164918} |Safety Line|I have no time for this. Seek Moire if you have any questions. 
{164919} |First time speaking to Axle|{Slight challenge, cold, newbie thug - the player - just walked into his office}So, now that you are here, perhaps you'd care to tell me who you are.
{164920} {Smiles slightly, sarcastic, unimpressed}Spirit. How surprising - and unimpressive. Thankfully, you're here despite that. 
{164921} |Player did it the wrong way|{Cold, pissed}Yes, I'm sure you <i>think</i> you solved our problems at the Docks - which is why you're <i>working</i> the streets and I <i>own</i> them. 
{164922} {Cold anger}Burning down the Watch headquarters... you think that'll increase profits? {Snorts}If so, you're more of a fool than {MOY-uh}Moire is. 
{164923} So it may seem to you. 
{164924} As it stands, I'll need to make sure we're all well-armed from now on, because not even all the gold in a dragon's hall is going to keep the Watch off our back now. 
{164925} Between this and the murders in Blacklake, they'll need someone to swing from the gallows, and unless you fix this problem you made, the one swinging is going to be you. 
{164926} {Slight reprimand}In time - patience.
{164927} If I wanted to burn down the Docks, I could do it in a heartbeat – but that would get us nothing… no profits, just more violence.
{164928} |Player did it the nice way|The Docks? Strangely enough, I didn't hear a thing about your work there. Before I know it, the Docks are clean, yet somehow there was no talk on the street. 
{164929} {Slightly sinister build-up here, like he's going to get mad, punchline is he isn't}Now merchants feel safe to leave their homes, and there's no blood or tracks to show them where we've been.  
{164930} {Changes tone to congratulatory}And that's the way I like things to run. Which is why we're speaking now.
{164931} {Launches into spiel, calm, rehearsed.}The key to a solid business arrangement is <i>understanding,</i> getting along. Everyone recognizing their responsibilities... and fulfilling them without the need for bloodshed.
{164932} Perhaps you think I'm some thug that'd stab a barkeep for his last copper at closing time. That it? That is not my way, as long as I am able to tax him instead.
{164933} |If return on getting Smuggling 1 mission, but haven't completed it yet|{Slight irritation}I've given you your assignment, and I don't like repeating myself. Go see Moire, she'll tell you what needs to be done. 
{164934} |If return on getting Smuggling 1 mission, have completed it in a BAD way|So... Moire's little hound has returned, and with the blood on their hands to prove it. 
{164935} {A little disgusted}It looks like those weapons will be needed sooner than we thought. Perhaps after all this is over, I can give you a butcher shop all your own down on the Docks... if there's anything left of the Docks.  
{164936} In the meantime take this, and use it. We have a new matter outside the Neverwinter walls that requires your attention.
{164937} |If return on getting Smuggling 1 mission, have completed it in a GOOD way|{Approves}I have received word the shipment has reached its destination, with... minimal blood being spilled on the cobbles. 
{164938} I think you grasp what Moire cannot - that the Watch serves a purpose, and that purpose is to stand in place, look away when needed, and let us run the show.
{164939} Take this as gratitude, and use it. We have a new matter outside the Neverwinter walls that requires your attention.
{164940} |Return after not finishing recruitment|{Slight irritation}I asked you to speak to Veedle concerning the Hollows. When you have done that, then we'll speak again.
{164941} |Return after finishing recruitment|I have heard you have spoken to Veedle - excellent. He is a strange one, but skilled in his craft.
{164942} Because these matters require patience and the knowledge of one who knows the road - Moire has been too long in the city, but someone from West Harbor... 
{164943} {Slight praise of player here, no contempt at all}Well, let us say that my opinion is that Harbormen tend to be a little more capable when matching wits with others in the wild. 
{164944} Gold flows into Neverwinter from merchants. We aid those merchants... or hinder them. {Beat}But of late, they have not reached the city gate, which means no gold and no traffic. 
{164945} It is in our interests that trade within Neverwinter remain healthy and well... otherwise, our own quiet trade grinds to a standstill as well. 
{164946} These merchants are going missing, and we do not know why - the High Road has become a stranger to us, and it is devouring merchants, one by one. 
{164947} We know little about why - not even our smuggler contacts in the Mere have been of use in uncovering the reason, at least the ones who still live. 
{164948} You have returned. With news, I hope?
{164949} {Slightly pleased, but curious}Indeed? And is he unharmed? 
{164950} {Irritated at lack of subtlety}Hmm - torture is so... unsophisticated.
{164951} Regardless, I think it will be regarded favorably that he was returned to Neverwinter through a daring rescue - you are to be congratulated. 
{164952} I think in time his return will bear fruit - or gold, as it were. Accept this as a down payment until that time comes. 
{164953} In the meantime, it turns out there is a more pressing concern. It seems the Watch has a pair of eyes and ears in the district - one that, until recently, escaped my notice.
{164954} There is a merchant, by the name of {FIE-liss}Fihelis, who has been keeping them apprised of our movements and placing us in jeopardy. 
{164955} It is my intention that we return the favor, and soon. I want you to proceed to the Merchant Quarter at once, to Fihelis' residence, and silence him before he can speak more.
{164956} He will no doubt be expecting you, so be on your guard and try to handle the situation as quietly as possible - a slaughter of the Watch at this time will gain us nothing except more Watch hounds at our throats. 
{164957} Now go seek Moire for your mission - and make haste. The sooner Fihelis' voice is silenced, the sooner our position will be secure.
{164958} {Shakes head. Slight irritation}Very well - hopefully in time, your efforts will be successful. Go now and see to it. 
{164959} {Shakes head}We are seeing about getting someone to slip you into the District, but now is not the time, especially with the murders of both Brennick and Gentry.
{164960} For now, focus on the matters I have requested.
{164961} |On informant mission, not complete|{Slight irritation}I told you to go seek Moire for your mission - and make haste. The sooner Fihelis' voice is silenced, the sooner our position will be secure.
{164962} |Finished informant mission, good|Excellent... I have heard no more of Fihelis, which pleases me. 
{164963} |Finished informant mission, badly|{Irritated}So you return with blood on your hands, yet Fihelis is dead, so perhaps that will prove enough... <i>perhaps.</i>
{164964} But no sooner is one rat's neck snapped then another seeks to worm its way into our house... we have gotten word that some vermin in the employ of Luskan now seeks to crawl into our city... on board a ship, no less.
{164965} That is why I feel you are ideal to send this message. I find Luskanites... distasteful. 
{164966} I have no idea, but I want a message sent that next time, I'd best know why, when, and who tries to enter my city. 
{164967} Luskan - a city that always watches Neverwinter like a vulture. If they send a spy, then I'd prefer to blind their eyes unless I know their purpose. 
{164968} The ship this agent is on is called the Sea Ghost, it's in port... but I need to make sure one of the rats doesn't get off the ship. Rumor has it he's a mage of some standing, and I'd prefer he stand no longer.
{164969} |Good  informant ending|I think this act of delicacy is a task you are well-suited for - quick, quiet, and to the point. 
{164970} |Bad informant ending|I think this act of butchery is a task you are well-suited for. 
{164971} Now go, and do not return until you've dealt with matters on board the Sea Ghost. Seek Moire if you have any questions. 
{164972} |On kill Luskan agent quest, not done|{Irritated, urgent}The Sea Ghost awaits for you to board... and deal with that Luskan agent. Now go, before we lose more time.
{164973} |Sea Ghost Mission Complete|So the matter of the Sea Ghost is settled... excellent. I doubt Luskan will be quick to send a replacement without speaking to us first.
{164974} I have another mission for you, a somewhat more personal one. It seems other visitors within our walls have taken an interest in you - but they do not seem to know that you are allied with us.
{164975} They are strangers who seemed to have slipped into the city without our notice... which means they are able to move quietly indeed, without a gate guard or tavern keeper informing us of their movements.
{164976} {Slight sinister, wants to protect player}But then they made the mistake of asking for you... and that is where they have exposed their throats to us. 
{164977} |Optional safety line|Whatever their reasons here, they are a presence that must be removed - an uncertain variable that needs to be eliminated.
{164978} If they came in search of you, I would suggest you seek them out before they find you. They are not emissaries from any place in the Realms, but are special visitors... assassins, I believe.
{164979} As long as they are here, they will look for you and place us in jeopardy. Deal with it, or we will be forced to distance ourselves from you should they strike. 
{164980} They have made their lair near the warehouse you so recently defended... I do not wish it to remain their safehouse for long.
{164981} |On Githaynki attack, not complete|{Slight irritation}Our "visitors" are still within the city walls. Seek Moire for more - she knows where they're hiding. 
{164982} |Return, Githyanki Dead|{Somber}You have done well - and with your help, the Docks are secure. But in your absence, there have been other difficulties.
{164983} I will gladly allow you access to the Blacklake District... {KAH-reen-ah}Karina will show you the way. She's waiting for you at the inn next to the district gate.
{164984} |Player has access to the Blacklake District, but hasn't gone there yet|{KAH-reen-ah}Karina will show you our private entrance into the Blacklake District. She's waiting for you at the inn next to the district gate.
{164985} I have taken the liberty of sending a trusted associate of mine - {uhn-CUSS}Uncus Riverdweller, to join you at the Hollows when the time is right. 
{164986} I think you will find him of use. He can get you many items you need, and get rid of ones no other merchant will take.
{164987} Indeed. To do that, we need to maintain order in the Docks... <i>our</i> order.
{164988} The incident with the City Watch building has convinced me that I need to involve myself directly with our operations. To do that, I need Moire closer to me.
{164989} I may disapprove of her methods, but she has her skills. With me as a counterweight, perhaps we can achieve our goals without... dramatic... displays of our reach.
{164990} Yes. Her methods risk strengthening the City Watch's resolve, rather than bending them to our will.
{164991} | What I need to convey is that Axle will be looking into the Luskans, and in the meantime needs some to maintain the status quo in the Docks so that Luskan can't take advantage of further disorder|Moire has told me of your encounter with Luskans. They are a complication to our affairs in the Docks... and a symptom. I need someone to keep things under control.
{164992} I need someone to keep things under control. See about establishing a... shop of your own at the Hollows, if you can, from which you can conduct our business in privacy.
{164993} {Slight challenge, like a businessman giving a manager a difficult project}Yes, I think you merit having a base of operations, a place to conduct business. And I want to see what you do with it - if you do well, then I shall see what I can do to grant you access to Blacklake. 
{164994} The Hollows was once a tavern, now it's a shanty. It will take a fair deal of work to return it to its former "glory" - just make sure it doesn't suffer the same fate twice.
{164995} That's the question you'll answer <b>for</b> me. {Challenging}Show some initiative. Gather what funds you need, get a builder, and start building your base... and your network.
{164996} Go to the Hollows, you should find a man, a builder by the name of Veedle waiting for you there - he should know what will need to be done to make the place... habitable again.
{164997} Setting up shop is only the start. 
{164998} You'll need to find a good lieutenant, someone loyal, who understands what causing too many waves means. 
{164999} And I have just the woman for the job, someone with a little less fire than our dear, passionate Moire. 
{165000} The Watch can be our friends... because once you break them, either slowly or quickly, they know the city and its currents, below... and above.
{165001} And this woman I speak of, {KAN-ah}Kana, is just such a person. Broken down by the system, crushed beneath the wheel of Neverwinter's politics. 
{165002} Seek her out at the Moonstone Mask here in the Merchant Quarter, probably drowning in regrets and dreams. See what you can do to lift her out of her tankard and on a new path.
{165003} {Slightly amused, cynical}Oh, I think she will be receptive, especially considering how the Watch has ground her beneath their heel. 
{165004} Now go find Veedle, then seek Kana out when you get the opportunity. When you have spoken to Veedle, return here, I will have more for you to do.
{165005} What you think is irrelevant. <i>I</i> disapprove, and that is enough. {Beat, slight calm}In any case, this is not open to debate.
{165006} I prefer things to be handled cleanly - gold will still go missing, but I don't want anyone losing their life in the transaction - it makes it harder to bleed them later.  
{165007} Kana can take care of strengthening the Hollows – with such things in her skillful hands, you will, no doubt, be free to tend to more urgent matters.
{165008} The hounds of the City Watch have been attempting to re-establish their presence in the Docks. In particular, their Captain {Brah-lane-ah}Brelaina is under pressure from the Council.
{165009} What happens in the alleys of Neverwinter is going to happen no matter what the Watch does to try and crush it. So my preference is we keep it civil. 
{165010} Of course, it helps get your point across if you carry sharpened steel - and we have a shipment of weapons coming into the Docks. But not enough men to make sure it's safe.
{165011} So I want you to show me what you're made of by making sure that steel gets safely to us - without hounds sniffing us out, with barely a ripple to show where you've been.
{165012} You're the one I'm picking to make sure it gets where it needs to go. Report to Moire, she'll tell you where you're to meet the shipment and where it needs to go. 
{165013} I'd prefer that never become a question. The less the Watch knows, the less they see, and the more... grateful I'll be.
{165014} Because I want the shipment to get there quietly, without any Watch bodies washing up in the harbor.
{165015} Politics and balance are something Moire hasn't quite grasped - and it's something one must understand to hold on to power in this city. 
{165016} {Slightly dismissive of the player and Moire}Now go - she's no doubt waiting for you, chomping at her leash. 
{165017} Just this - I want it to get there quietly, without any Watch bodies washing up in the harbor.
{165018} Problems are to be expected. As long as we have solutions, then we maintain control.
{165019} With the recent difficulties with Luskan and the problems with trade along the High Road, diplomatic relations with Waterdeep has become even more important.
{165020} An emissary from Waterdeep has gone missing, and I suspect that someone has led them astray.
{165021} The emissary was last reported seen in the vicinity of the Old Owl Well, a range of mountains infested with orc tribes that are always at each other's throats.
{165022} {Shakes head}The orcs of Old Owl Well are in the habit of ransoming captives, not slaughtering them. Yet no ransom has been forthcoming, and I wish to know why.
{165023} Furthermore, forces from Neverwinter have been dispatched to the mountains. Normally, I would be skeptical of their ability to deal with the situation...
{165024} {A little confused by this - Greycloaks are idiot militia}...but <i>somehow,</i> the Greycloaks managed to wrest control of Old Owl Well from the orcs in the region. And somehow, the emissary was... misplaced.
{165025} I want the emissary indebted to me - not Lord Nasher. Do not let the Greycloaks get their hands on the emissary first - I want him, and I want you to find him. 
{165026} Fortunately, I already have an agent within the Neverwinter soldiers - and she will be your contact. She goes by the name, Karina - seek her out, and she will tell you what to do. 
{165027} Now go - travel to the Old Owl Well to meet with Karina. She will have more information for you.
{165028} Deal with these "visitors" to our fair city and return here when you are done.
{165029} Be careful - the recent murder of Lord Hawkes has made travel there even more dangerous than before.
{165030} Be careful - the recent murder of Lord Hawkes has made travel there even more dangerous than before.
{165031} |Return after not finishing recruitment of Kana|{Slight irritation}The Hollows is still in need of someone to oversee day to day operations. We'll speak again once you have brought Kana into the fold.
{165032} You have done all I asked, and now do I not only wish to grant you access to Blacklake - there is something else I wish to share with you, our larger plan and the nature of our associates within Neverwinter.
{165033} All that I have requested of you is to help stabilize our presence here, and also stabilize Neverwinter itself. The social function we represent cannot exist without a city to live within.
{165034} You are, for all purposes, a member of the organization. We have allies in this city, though you will rarely hear me or anyone else speak of them directly.
{165035} Perhaps you have heard of the Shadow Thieves, the disciples of the shadow god Mask. They have a network throughout Faerûn, and they are here as well - through us.
{165036} It is knowledge that few under my employ have, even Moire, but such things are easily cloaked from her. You, however, deserve to know more.
{165037} You need not be a member of the Shadow Thieves to continue in my service - but if you wish to become part of their organization, that prestige is now open to you - just as the gates of Blacklake are. 
{165038} Because you have earned it.
{165039} The benefits are largely those you would enjoy in my service, but if you choose the prestige path, you may find your skills and abilities strengthened by such a connection.
{165040} You may choose this path at any time, not solely here. Just be aware it exists, and keep it in mind.
{165041} For now, I wish to reward you with access to the Blacklake District... {KAH-reen-ah}Karina will show you the way. She's waiting for you at the inn next to the district gate.
{165042} I know you seek entrance to Blacklake - where Lord Dalren was murdered, yet that does not deter your efforts, despite the potential risk.
{165043} And as you serve Moire to get entrance into Blacklake, <i>another</i> murder occurs - Lord Brennick. Naturally, I begin to suspect your visit may not be a coincidence.
{165044} Not yet. We know who <i>isn't</i> responsible, which is why I have allowed you to come here.  
{165045} We suspect a rogue mage of some sort... and despite the credence I give to rumor, I suspect the mention of demons may have some truth to it.
{165046} But suffice to say, getting into Blacklake is no simple matter - and while it is within our power, it would cost much. So the question is - how much can you offer?
{165047} Oh, yes. Blacklake is now sealed up tighter than ever, and it has... inconvenienced tradesmen such as myself.
{165048} Aldanon? Ah, the sage. Blacklake is now sealed up tighter than ever, it will be difficult for you to reach him.
{165049} Do well, then I shall see what I can do to grant you access to Blacklake, even as murderous as that district has become of late.
{165050} Excellent. Do not return until you have accomplished both.
{165051} Hmm. If he is here, perhaps it is enough.
{165052} {Frowns}I can share some of what I know - but even I do not have the whole picture.
{165053} Two nobles have been murdered - Lord Gentry died before you entered Neverwinter, and now Lord Brennick is dead.
{165054} Sorcery or demonology is suspected, but I have been able to get very little from the Watch as to the details, and I have few connections with Neverwinter's Cloaktower mages.
{165055} Lord Dalren had no wounds upon his body when he was found dead and there was no evidence of a forced entry to his home.
{165056} That in itself is not strange - a skilled thief or mage could accomplish that. But as for Lord Brennick, only his skin was found. 
{165057} The rest of him was all over the floor of his home - whatever attacked him was able to bleed his insides out without leaving a mark on the flesh. 
{165058} None that we can determine - yet. Not all of the Neverwinter records are at our disposal, and it may be there are secrets that tie the two.
{165059} But for now, that is no concern of yours. If you seek entrance to Blacklake, you have other matters before you.
{165060} Should Luskan or other enemies of Neverwinter choose to act... improperly, having a strong tie to Waterdeep can prevent troubles - hopefully, before they occur.
{165061} This does not directly concern Waterdeep, but it is worth mentioning, as it is causing problems throughout Neverwinter.
{165062} As such, keeping a close tie to Waterdeep in the face of such adversity would be to the benefit of trade, and a benefit to us all.
{165063} That is the problem - I do not wish them to handle it. Neverwinter forces are already at Old Owl Well, mere Greycloaks, which would normally not be a cause for concern... 
{165064} While you were dealing with the visitors, there came news of another murder within Blacklake - a Lord Hawkes, murdered in a similar fashion to the other two nobles.
{165065} This does not change our agreement, you have paid for your entrance to Blacklake by serving me and serving well. 
{165066} I only tell you this so you will take caution when you enter Blacklake - anyone tied to me or this organization found there will not be given mercy. 
{165067} As for the Docks... with your efforts, I doubt even the Nine could uproot us now... and certainly without causing more trouble than they wish to prevent. 
{165068} | PC is outsider or underdark |Moire spoke of you. It is interesting she neglected to tell me of your... unique ancestry, however. Perhaps Moire is above such things, but I suspect she intended your presence to surprise me.
{165069} | PC is paladin, priest, monk |I must confess, it is your profession that causes me some surprise. It is unusual to see one of you working so ardently for us - but I am sure your reasons are your own.
{165070} | PC ismage |I must confess, it is your profession that caused me particular interest. It is unusual to see one gifted in magic by our side - but you are welcome, rest assured.
{165071} | PC is rogue |A rogue of talent is always welcome among us. And from what I have heard, you are skilled indeed. 
{165072} Who in the Nine Hells do you think <i>you</i> are? 
{165073} Your lieutenant sent me here to speak with you.
{165074} Didn't Moire tell you about me?
{165075} |Aggressive Docks Choice|I already put the docks back into shape, burned down the Watch headquarters so we can all breathe a little easier.
{165076} I work for Moire, helped her clean up the docks.
{165077} To take control, somebody has to be shoved aside.
{165078} So what? The Watch was asking for it. 
{165079} I'll handle it. If we need to be well-armed, where do we get the weapons?
{165080} What do you want me to do?
{165081} And why do you have a problem with this? We're a thieves' guild, we take what we want. 
{165082} What's wrong?
{165083} I'm not sure I understand.
{165084} So maybe you'd better tell me what you want. 
{165085} Why <i>are</i> we speaking now?
{165086} If this is how you would like things handled, very well.
{165087} You have aspirations to join the nobility? Or the church?
{165088} Sounds cowardly to me. 
{165089} As long as gold goes one way, I could care less about the road it travels.
{165090} Of course. What do you want me to do?
{165091} What is this matter?
{165092} And why me?
{165093} Very well. What do you want me to do?
{165094} So what is this matter?
{165095} What is happening to these merchants?
{165096} So what?
{165097} Never mind. Farewell.
{165098} |Have completed Old Owl Well Mission|I found the emissary at Old Owl Well and Karina smuggled him out.
{165099} He's... well enough. He'd been... interrogated, but he'll recover.
{165100} Yes, although he had been subjected to some torture. 
{165101} How do you want me to handle this?
{165102} Any advice?
{165103} |Haven't completed Old Owl Well Mission|I am still searching Old Owl Well for the emissary.
{165104} Now can I get a pass to the Blacklake District?
{165105} I've had run-ins with the Luskans before on the Docks.
{165106} What does a Luskanite want in Neverwinter?
{165107} Luskan? 
{165108} More Luskan agents?
{165109} What visitors?
{165110} Why are you telling me this?
{165111} I agree. Someone needs to keep her under control.
{165112} I think she's doing just fine on her own.
{165113} What does this have to do with me?
{165114} The Hollows?
{165115} And how am I to set up shop?
{165116} I will go to the Hollows and meet with Veedle, then.
{165117} What's the catch?
{165118} How am I supposed to recruit a member of the Watch?
{165119} All right, I am off to speak to Veedle - and recruit Kana.
{165120} Sounds like you've thought this through.
{165121} Who is this person?
{165122} Sounds simple enough.
{165123} Anything else?
{165124} What then?
{165125} And what is my job?
{165126} You seem to have many problems.
{165127} What do you want me to do?
{165128} Why me?
{165129} What about the Watch?
{165130} Why isn't Moire handling this by herself?
{165131} I'll head to her now. Anything else?
{165132} So what do you want me to do?
{165133} Maybe the emissary was killed by orcs?
{165134} Sounds like the situation is under control.
{165135} Why don't you let them handle it?
{165136} Are they looking for the emissary as well?
{165137} What makes you think that? 
{165138} I'm not sure I understand.
{165139} Larger plan?
{165140} All I want is to gain access to Blacklake. 
{165141} What do you mean by associates?
{165142} Why?
{165143} I don't want to be part of the Shadow Thieves.
{165144} What benefits are there?
{165145} I am honored.
{165146} There was <i>another</i> murder?
{165147} I only want to speak to Aldanon in Blacklake, nothing more.
{165148} Don't you know who's been killing the nobles?
{165149} Were my efforts at the Docks not enough? If not, what more must I do?
{165150} Does it matter? He's alive and can speak.
{165151} Can you tell me about the murders in Blacklake?
{165152} Why is sorcery or demons suspected?
{165153} Was there any connection between Brennick and Dalren?
{165154} What trade problems?
{165155} I fail to see how diplomatic ties to Waterdeep concern me - or us.
{165156} So let the Neverwinter forces handle it, I say.
{165157} I will go at once.
{165158} Why did they come to your attention now?
{165159} I'm not doing another mission. 
{165160} And this means what, exactly?
{165161} I don't care about that, I want access to Blacklake now.
{165162} Go on, I'm listening.
{165163} |early|Luskan's at it again with Ruathym. They never learn.
{165164} |early|There are <i>Luskans</i> in the city. Why is Nasher allowing this?
{165165} |early|Blacklake is off-limits. Is it another plague?
{165166} |early|I heard something got loose in Blacklake - that's why the Watch has that district closed down.
{165167} |early|They say Nasher got robbed, and that the thief is hiding in Blacklake. I hope they catch him soon.
{165168} |early|Some noble was murdered, and the Watch is tearing Blacklake apart hunting for the killer.
{165169} |early|I guess there's a private celebration going on in Blacklake. Why else would they close it off?
{165170} |early|Stay away from the Docks, especially at night.
{165171} |early|How come the Watch isn't doing something about all the thieves in the Docks District?
{165172} |early|The Watch is useless! Just look at the Dock District - it's complete chaos!
{165173} |early|Those thugs in the Docks are going to take over the city, just watch.
{165174} |early|I've been robbed <i>three</i> times this week. Damn thieves.
{165175} |early|If you're in trouble, don't bother calling for the Watch - they won't help.
{165176} |early|The Watch needs more men. They're badly outnumbered by the criminals.
{165177} |early|I hear Nasher is going to raise taxes <i>again.</i> I already pay too much!
{165178} |early|They <i>finally</i> finished rebuilding my home. Took them long enough.
{165179} |early|You should've seen this place during the war. Luskan really tore it up.
{165180} |early|Most of the damage from the war is repaired now.
{165181} |early|I hope the Luskans don't attack again.
{165182} |early|Strange things have been spotted sneaking around.
{165183} |early|I saw something odd the other day - looks like some wizard's pet got loose again.
{165184} |early|The Greycloaks got sent to Old Owl Well? Poor bastards - we'll never see them again.
{165185} |early|We lost too many Greycloaks in the war. Those remaining are mostly green recruits.
{165186} |early|One of the Nine is with the Greycloaks at Old Owl Well. Maybe they'll stand a chance after all.
{165187} |mid - Shadow Thieves win|If you thought the Docks were bad, well, it's far worse now.
{165188} |mid - Shadow Thieves win|Nasher should burn the Docks down - it's all criminals in there now, anyway.
{165189} |mid - Shadow Thieves win|{sarcastic}Wonderful. The Watch is homeless now. Things just keep getting better, don't they?
{165190} |mid - Shadow Thieves win|The thieves are striking directly at the Watch now. It was no accident the Watch building burned down.
{165191} |mid - Watch wins|The Docks are <i>finally</i> getting better. Took the Watch long enough.
{165192} |mid - Watch wins|The Docks may be safer now, but I'm still not going there at night.
{165193} |mid - Watch wins|The Watch must've had help. No way they could've cleared the Docks on their own.
{165194} |mid - Watch wins|What happened to the Watch? They're actually competent now.
{165195} |mid - Watch wins|I knew the Watch could handle the thieves. They just needed time.
{165196} |mid| Can you believe the Hollows is being rebuilt?
{165197} |mid| Looks like the Hollows has a new resident.
{165198} |mid| Why are they wasting time rebuilding the Hollows? No one uses it!
{165199} |mid| The High Road is even more dangerous than usual, I hear.
{165200} |mid| Avoid the High Road at all costs. Something's been wiping out caravans left and right.
{165201} |mid| Nasher needs to do something about the High Road. Trade is dwindling to nothing!
{165202} |late - Shadow Thief player|Well, the thieves won. The Docks belong to them now.
{165203} |late - City Watch player|The Docks are safe again!
{165204} |late|The Watch is so corrupt. How can anyone trust them to keep the city safe?
{165205} |late|The Greycloaks recaptured Old Owl Well - pretty lucky, I say.
{165206} |late|Victory for the Greycloaks! Old Owl Well is ours!
{165207} |late|A caravan survived the High Road - barely. Most of the guards were carried off one by one, screaming, into the night.
{165208} |late|I met a traveler who survived his trip on the High Road. I don't think he's sane anymore, poor fellow.
{165209} |late|Whatever's killing people on the High Road, it isn't natural - not orcs, not goblins. I think Neverwinter's in trouble.
{165210} The Sunken Flagon's the best tavern in the city.
{165211} Want cheap drinks and good food? Check out the Sunken Flagon!
{165212} The Moonstone Mask is a great place to relax - if you've got the coin.
{165213} Ophala should open a cheaper place for the rest of us. The Mask is just too expensive!
{165214} Lord Nasher spends too much time arguing with the Council. Nothing gets done anymore.
{165215} Those selfish lords on the Council are just out for themselves.
{165216} I don't think Nasher even knows what goes on in this city anymore, being holed up in his castle all the time.
{165217} Sorry. No one in or out of the Blacklake District without permission.
{165218} Some nobleman gets himself murdered and they shut the whole place down. The rich take care of their own, I guess.
{165219} Meanwhile, we've got people - including our own Watchmen - dying in the Docks District everyday and the Council won't even give us an extra gold or two for more men.
{165220} At least I got assigned to this duty. A lot safer watching over a gate than walking a patrol, that's for certain.
{165221} |Player is Shadow Thief|Captain Brelaina of the City Watch of course, but seeing as you're not one of us, you can forget that idea.
{165222} |Player is City Watch|Captain Brelaina, of course. You'll need a good reason to want to get in though.
{165223} She hoards those passes like they're gold. Doesn't want to risk spoiling the investigation, I suppose.
{165224} Easy enough. Where you headed to?
{165225} Sure. I've got nothing better to do.
{165226} I guess you'll just have to wait for the investigation to finish, just like the rest of the city.
{165227} That's easy. She's in the City Watch building here in the district. Center of town. You can't miss it.
{165228} When they built that building, they didn't fool around. The thing's huge.
{165229} South of the City Watch building, near the Church of Tyr. You'll see it on the corner if you take the road to the city exit.
{165230} Nice place. I like to relax there on my days off. It's north of the Dolphin bridge and just west of here.
{165231} Right. East part of town, behind the City Watch building. It's near the Moonstone Mask.
{165232} Say hello to Hlam for me when you get there. He was the priest at my wedding, you know.
{165233} Why in the Nine Hells would you want to go there? Not that it matters - no one's allowed in unless they're a priest of Tyr.
{165234} Still, if you want to look at it, it's in the graveyard behind the Church of Tyr. Southeast part of the district.
{165235} Just follow the road west. You're looking for the Dolphin Bridge, just south of the park.
{165236} Anything in particular you're interested in?
{165237} Jared's the best weaponsmith we've got in this district. You'll find his shop across the way from the City Watch.
{165238} As for armor, Kenda's got some good quality armor. His shop's also across from the City Watch next to Jared's.
{165239} Hmmm... I don't know about the quality, but ol' Pap's place seems to be popular with the academy students.
{165240} You'll find his shop along the row next to the Church of Tyr, behind the City Watch building.
{165241} You <i>do</i> know most arcane items are illegal here in the city, right? People with wands tend to start blowing up buildings.
{165242} There are a few legitimate dealers, but we keep a careful eye on their stock. Try Millson's shop. His shop's to the east, near the city walls there.
{165243} You'll want to pay a visit to the Moonstone Mask then. Ophala keeps a stable of horses available for sale.
{165244} Talk to her stablehand, Kearns. He handles the sales for her.
{165245} Oh, it's you again. Sorry, but the gate's still closed.
{165246} Now look, I'm a loyal Watchman - not like the turncoats patrolling the Docks.
{165247} Not that I could open this gate even if I wanted to. Only the guards in the tower can open the gate.
{165248} Well now. Apparently your good deeds down at the Docks were enough for her.
{165249} Good job with the Hollows by the way. Glad to see someone's taking charge down there.
{165250} Everything seems to be in order. We'll get this gate open for you straight away.
{165251} |SCRIPTER: Shot of the guard yelling up to someone in the tower|Hey up there! We've got someone needing in to Blacklake! They've got a pass from the Captain!
{165252} |Gate swings open|
{165253} There you go. One of the guards on the other side will escort you. The pass doesn't give you free reign in the district, just to this {ALL-duh-non}Aldanon's home.
{165254} Why is the district closed down?
{165255} |Player doesn't have pass to Blacklake|Who could get me into the district?
{165256} I need some directions.
{165257} Farewell.
{165258} I'm looking for Captain Brelaina's office.
{165259} Where's the Moonstone Mask?
{165260} I heard there's a park in this district.
{165261} I was told the Church of Tyr was here.
{165262} Where can I find the Tomb of the Betrayers?
{165263} How do I get to the Docks District?
{165264} I'm looking for a shop.
{165265} I have some other questions.
{165266} I need weapons and armor.
{165267} Where can I buy crafting materials?
{165268} Anyone here sell magic items?
{165269} I'm in the market for a horse.
{165270} Maybe some gold could change your mind?
{165271} |Player has pass to Blacklake|I have a pass from Captain Brelaina.
{165272} |This line will be repeated in future visits|{Dismisive}Thank you for your efforts, lieutenant. And may fortune be with you on your travels in the Blacklake District. 
{165273} {Player comes into office, Brelaina is brusque}Lieutenant, you have done well. These men are from the Nine... under the service of Captain {nuh-VAHL}Nevalle.
{165274} You know our orders were that you give <i>us</i> the location of the assassins, Captain Brelaina, and let us deal with them. 
{165275} {Reprimanding, knows she deliberately disobeyed orders}And now with the death of Lord Hawkes, I think the Watch's attention could have been better spent elsewhere. 
{165276} |PC is Male|{Seemingly apologetic, but is playing a political game - she had no intention of ever obeying the order}I believe the Nine and the Cloaktower are the ones responsible for the Watch in Blacklake - this matter was something my lieutenant could handle on his own, and has. 
{165277} |PC is Female|{Seemingly apologetic, but is playing a political game - she had no intention of ever obeying the order}I believe the Nine and the Cloaktower are the ones responsible for the Watch in Blacklake - this matter was something my lieutenant could handle on her own, and has. 
{165278} {Slight anger}I hope you're not blaming us for Lord Hawkes' death. As I recall, the orders given to the Watch were to man the gates of Blacklake and solely act as couriers for the Nine and the Cloaktower mages.
{165279} We are, as always, ready and able to serve Neverwinter in any capacity requested... if you wish us to take a greater role in the Blacklake investigation, then we would be happy to assist. 
{165280} {Quietly angry, rebuke}I doubt any order I give you would be followed to the letter, Captain, but I appreciate your gesture nonetheless.
{165281} |Turning to Brelaina, then player|Good day, Captain - Lieutenant.
{165282} |Nimas and guards leave.|
{165283} {Concerned}As you no doubt heard, lieutenant - while you were on your mission, there was another death in Blacklake - Lord Hawkes. 
{165284} You have done all I asked at the Docks, and now I am giving you official permission to enter the Blacklake District. But do not interfere with the investigation there - I fear I have pushed the Nine as far as they will go in this matter.
{165285} As for the Docks - I suspect they will always give us trouble, but with your help, we have made great strides in restoring order to the area. 
{165286} And trade should improve as a result - Lord Nasher will be pleased, and I shall make sure to mention your name to him.  
{165287} |This line will be repeated in future visits|{Dismisive}Thank you for your efforts, lieutenant. And fortune be with you on your travels in the Blacklake District. 
{165288} {Player comes into office, Brelaina is brusque}Lieutenant, you have your orders - now carry them out. Report to Cormick if you have any questions.
{165289} {Brelaina looks troubled, just got bad news}Lieutenant, I have just received word from the Nine. They believe assassins are in Neverwinter - and have asked for our help in dealing with them.
{165290} There was some hesitation in them asking for our assistance - the incidents in the Docks have caused... questions. I am not sure they trust my - our... ability.
{165291} Yet we have the location, and I am giving you your orders - proceed to the Merchant Quarter and deal with the situation. If they pose a threat to Neverwinter, I want their presence here - removed. 
{165292} Go now, prepare yourself, and report back here when you have dispatched this threat to Neverwinter. 
{165293} |Proceed to Githyanki attack.|
{165294} |Player given OOW quest|{Relieved}You have done well, lieutenant - {FIE-liss}Fihelis is safely back under our protection.
{165295} You are to be commended for your efforts on Neverwinter's behalf. 
{165296} The Docks would not prove so important and tempting to thieves, if trade routes around the Mere were not so dangerous. And now there is the matter of a missing emissary from Waterdeep.
{165297} I cannot stress how strained trade is of late, and this missing emissary is not helping matters. {Sighs, another problem}Furthermore, if things become any more strained with Luskan, then lacking a friendly contact with Waterdeep may complicate matters.
{165298} I am concerned that he may have run afoul of the orc tribes that infest the region. 
{165299} Usually, the tribes offer ransom demands - yet no demands have been forthcoming, which leads me to suspect that they do not have him captive. 
{165300} But that could quickly change, so I need you to investigate the matter as soon as possible.
{165301} I have other matters to attend to - return here when you have found the Waterdeep Emissary - and we will speak more. 
{165302} {Firm, quick - time is of the essence}Lieutenant, I need you to find our informant and return here - time is of the essence. Report to Cormick if you have any other questions. 
{165303} {Firm, quick - time is of the essence}It is good that you were able to deal with the smugglers so quickly, for we have a new problem. Time is of the essence. 
{165304} One of our best informants, {FIE-liss}Fihelis, has been exposed - even now, killers are hunting for him. 
{165305} {Slight urgency}We can't afford to lose him - he has risked much to help Neverwinter over the years. If he dies, then we lose our best shot at taking back the Docks.
{165306} He cannot walk the streets without an escort, so he is hiding in his house here in the Merchant Quarter until we can send someone... someone we trust... to get him and bring him back here. 
{165307} He owns many of the warehouses in the district - and the damage to trade has hurt him as well. He also lost his daughter in the plague many years ago, and bears a sympathy toward Neverwinter's plight.
{165308} {Firm}We want you to go at once to his home in the Merchant Quarter, and return him here safely. I have told him to expect no one but you and your companions.
{165309} The reason for this secrecy is to keep him safe from any turncoat Watchmen. {Beat}What {FIE-liss}Fihelis knows can wound both groups, especially any Watchmen being paid by Moire.
{165310} We need you to leave without delay - make haste, and return him safely to us.
{165311} |Warehouse done. Hollows and Kana not done|{Pleased, to player, mission was a success}Lieutenant, congratulations on your efforts at the warehouse - a great deal of gold and weapons were recovered.
{165312} We realize that the amount we promised may not be enough to cover the construction of your new command post, so we are donating much of the gold we recovered from the smugglers to the construction efforts. 
{165313} Speak with the architect, Veedle, and see if you have enough for building the outpost. Report back here once he has agreed to begin construction.
{165314} |Brelaina leaves.|
{165315} {Gruff, to player, also pleased with player's performance}Check with {VEE-dul}Veedle if it's enough - I doubt it will be. He's skilled in his craft, and charges fairly, but the price may still bleed you dry.
{165316} One of my old mentors in the Watch, {KAN-ah}Kana, might be able to help you out - she's retired, but I suspect she might step up from a tankard to help out, the city being what it is nowadays.
{165317} You can find her at the Moonstone Mask here in the Merchant Quarter - if you need someone to help you run your new post, she's your man... er, woman. 
{165318} Good fortune - and hope you get the chance to teach those thieves a thing or two about how the Watch handles crime from now on.
{165319} |Finished Smuggling. Get Warehouse|{Firm, quick - time is of the essence}Lieutenant, what have you to report?
{165320} It is as we suspected, our informant was correct. 
{165321} I will need you to report to the meeting point at once and deal with those who were intended to receive the shipment. I suspect they will be much easier to handle without the weapons they were meant to pick up, but be cautious. 
{165322} It is as we suspected, our informant was correct. 
{165323} And he has told us the shipment was meant for a guild of thieves at the Docks - and the transaction was to take place at a warehouse located near the Merchant Quarter. 
{165324} I will need you to report to the meeting point at once and deal with those who were intended to receive the shipment. I suspect they will be much easier to handle without the weapons they were meant to pick up, but be cautious. 
{165325} There are more important matters concerning the Watch at the moment - when the situation at the Docks is resolved, then we can speak more of the Blacklake District.
{165326} |Player paid Veedle. Get Smuggling Quest||{Slightly rueful, to player as he enters her office}It seems you are too often called before me of late - {downnote}and perhaps I will be seeing more of you in the future, if our fortunes do not reverse themselves. 
{165327} {Grim, about to send player into danger again}The situation at the Docks is in danger of becoming worse - what was at first opposition from Moire and her gang is threatening to become all-out war.
{165328} {Shakes head}I had thought they would not risk drawing blades against us in the streets, but through our informants, we have discovered that they are actually smuggling in a cache of weapons to do just that.
{165329} They're planning for a fight. And if the reports on the number of weapons coming in are true, then the Watch will quickly be outmatched.
{165330} {Interjecting, quietly angry}Stop the shipment - and put an end to the smuggling, for good.
{165331} You are the only one we can trust for the job - many of the Watch in the Docks District tend to turn a blind eye when coin is involved... 
{165332} {Interjecting, quietly angry}And they should be rounded up as well.
{165333} {Slight irritation}<i>One</i> problem at a time, Cormick. By the time we have dealt with the smuggling, perhaps then the costs of the Neverwinter reconstruction will be reduced, which should allow us to pay Watchmen their rightful...{"salary"}
{165334} {Sarcastic, then insubordinate}Oh indeed, because it is the lack of coin, not loyalty, <i>that</i> is the problem, is that it? Maybe your eyes are blinded by coin, too... Captain.
{165335} {Snaps}<i>You</i> are the short-sighted one - and your blindness is that of a stubborn mule. This is not a black and white matter, Cormick.
{165336} The Docks are the <i>only</i> revenue source from trade we have - we cannot even patrol the roads for merchants to feel safe. So we need <i>every</i> Watchman, even if only as a presence there.
{165337} {Indignant, pride hurt}We do not need those scarecrows! Those turncloaks are boils on Neverwinter's name, and they'll give every thief in the city an open door to our throat! 
{165338} {Flustering, struggling for words}If we allow them to become anymore blind for every gold coin, we might as well throw down weapons now!
{165339} {Arches eyebrow}And what do you propose, Cormick? With the funds being diverted to reconstruction, the pittance a Watchman makes is temptation for anyone to look for gold elsewhere. 
{165340} We must make do until reconstruction is finished, no matter what it takes. 
{165341} {Angry, not pleased the player has taken her side}They are bold enough, and no false show of force is going to stop them now.  
{165342} {Angry, pleased the player has taken his side}At least <i>someone</i> is speaking sense. 
{165343} {Tired, pinching bridge of nose}Silence, Cormick - enough of this. I think we can at least agree on who should tackle this matter. 
{165344} Lieutenant, you have proven yourself to us - and you have done so at great personal risk as you are no doubt marked for death by Moire and her gang.
{165345} Excellent. {Beat}Now, I cannot say  it won't be dangerous...
{165346} Lieutenant, if you do not help us take steps to stop these thieves now, before they can gather their network, they will not let you go in peace. With Roe's death, I am certain they have us all targeted for the same fate. 
{165347} {Suggesting something slightly shady}But... stopping this operation may come with benefits. Whatever you confiscate from the smuggled goods can be used to build up the presence of the Watch in the Docks District. 
{165348} {Irritated}And any Watchmen found aiding these thugs should be dealt with - we need no division in our ranks.  
{165349} |Brelaina walks away at line below.|{Irritated}The <i>smuggling operation</i> is your assignment, lieutenant - I want <i>that</i> dealt with. 
{165350} Once the smugglers at the Docks have been brought to justice, I think we will need to fear little in the way of future bribery attempts - although there are times when bribery can work to our advantage as well.
{165351} {Grunting, to player}Our informant left word that the shipment will be smuggled through the Back Alley, in the Docks. We need to you to go in and stop the weapons from reaching their destination. 
{165352} |Player must speak w/ Veedle|{Firm, busy}Has Veedle agreed to rebuild the Hollows, lieutenant?
{165353} But you are resourceful, lieutenant. I am certain a means of paying for the Watch's needs will make itself apparent. In the meantime, we have another problem.
{165354} |Things went poorly at the Docks|{Evaluating Player as they walk in, she is in office with Cormick, like a boss giving a restrained, slightly critical evaluation}So... Cormick tells me you are largely responsible for clearing the Docks of undesirables - in an uncompromising fashion.
{165355} {Grim, thinking about the murders}It seems your approach has only provoked Moire's gang into retaliating. {Beat}Last night, they attacked the Watch directly.
{165356} {Angry, clenched, disbelieving at the end}The cowards put one of our posts to the torch, killed Lieutenant Roe. {Beat}They attacked us for doing our duty. 
{165357} {Paying respects, but making a hint to player}The Lieutenant was a good man. His post at the Docks was a difficult one, but he kept the peace - {making hint to player here, subtle}with an understanding that perhaps too much justice only causes more unrest.
{165358} {Angry, clenched - normally collected, but now pissed}He was too soft on them - I say we get the Watch to round up every bastard at the Docks until we get these killers.
{165359} {Firm, placating }The Watch <i>will</i> act, Marshal. But more force will not root them out... we will need time, and patience. 
{165360} We need to rebuild our presence in the Docks and send the message to Moire and her cutthroats that we will <i>not</i> back down. To do this, we need someone with unflinching dedication to the laws of Neverwinter.
{165361} {Turns to player}... and that is why I summoned you here. {To player}I would like you to take Lieutenant Roe's place. 
{165362} Despite your <i>foul</i> approach to the situation at the Docks, I think your promotion will send a strong message to the lower... and upper quarters of the city. 
{165363} |Things went well at the Docks, PC is half-orc, tiefling, underdark|{Evaluating Player as they walk in, she is in office with Cormick, like a boss giving a restrained, but positive evaluation}So... this is our newest recruit. Cormick told me of your unusual heritage - and he also told me you showed admirable restraint in cleaning up the Docks. {Beat}You are to be commended.
{165364} {Grim, thinking about the murders}I had hoped your restraint in this matter would serve to avoid further violence, but {MOY-uh}Moire's gang has forced our hand. Last night, they attacked the Watch directly.
{165365} {Angry, clenched}They put one of our posts to the torch, like cowards. And they killed Lieutenant Roe.
{165366} {Paying respects}The Lieutenant was a good man. His post at the Docks was a difficult one, but he always made the best of his position. {Beat}He will be missed.
{165367} {Angry, clenched - normally collected, but now pissed, speaking to Brelaina}Those thrice-cursed murderers now have free rein, but not for long. Captain, let me lead the Watch down there - we'll answer fire with steel!
{165368} {Firm, placating to Lt.}Those responsible for Roe's murder will answer for it, Marshal. But force will not root out these killers... we will need time, and patience. 
{165369} {To Lt, then speaking to PC at end}And we will need to rebuild our presence in the Docks. If we are to bring these murderers to justice, we will need a new face in the district - a loyal Watchman who can wield restraint as well as a sword. That is why I summoned you here.
{165370} {To player}In short, you are to take Lieutenant Roe's place. I think you are the best one for the job. 
{165371} {Trying the guilt card}Lieutenant Roe spoke highly of you. I hope his words were not misplaced, and that you might see fit to honor his memory by tracking down his killers.
{165372} {Throws back refusal with honor of the city}You are correct, it is for Neverwinter. And I think you will find that every task you perform on Neverwinter's behalf will be repaid in the future.
{165373} {Frowns slightly}I think that will be more difficult than it seems, but yes. It is no easy task, but all I have seen and heard tells me you are the one for the job.
{165374} {Still pissed at the thieves}It is for the honor of the Watch. If those killers get away with what was done last night, then any one of us could be next. 
{165375} {Firm}Cormick speaks truly. Moire and her men must be dealt with, and the Watch can show no weakness - steps must be taken. 
{165376} [Failure] {False gratitude, realizes the player is being false}Ah, yes, we all seek our chances, and we are all honored.
{165377} [Success] {Smiles slightly, pleased by the player's response}Very well, I think the Watch will benefit from your experience... and your social graces, it seems.
{165378} We cannot attack Moire's gang directly - they have no base, so we must target their operations instead, bleed them of gold and men until they have nothing left.
{165379} In the meantime, we will need you to rebuild the Watch's presence at the Docks. You will need new recruits to patrol the area and to act as your eyes.
{165380} {Dismissive, but pointedly at the end}Cormick will advise you - good fortune to you, lieutenant. I expect results - and soon.
{165381} | John Lee: Sea Ghost mission has been assigned, and not completed. |{Firm, reminding}We need you to board the Sea Ghost at the Docks and deal with the Luskans, lieutenant. Return here when you have accomplished your mission.
{165382} | Player returned from OOW|Your efforts at the Docks have greatly improved the position of the Watch... but it has also drawn new predators. 
{165383} {Grim, angry, hates Luskans}Predators from Luskan. 
{165384} {Choosing words carefully}Luskan is one of our less... benevolent neighbors. We have had troubles with them in the past.
{165385} {Irritated at being diplomatic about hated enemies}A <i>war,</i> actually. No need to hedge words when it comes to their kind.
{165386} {Angry}Now those Luskan cowards are attempting to take advantage of your success at the Docks to put spies in our midst.
{165387} We have caught word that one of their agents is attempting to enter port on board a merchant vessel from Luskan - a vessel called the Sea Ghost.
{165388} {Firm, reminding}We need you to go to the Docks, board the Sea Ghost and stop the Luskans. Return here when you have accomplished your mission.
{165389} | John Lee: Player stopped Sea Ghost, didn't do it badly. |We have heard of your success at the Sea Ghost - you are to be commended.
{165390} {Grunts, pleased}Taking care of that ship did not get rid of all the Luskans, but it hurt them, and that's good enough for me.
{165391} | John Lee: C-Priority, and only if Qara option to burn or destroy ship is evident. Played burned down Sea Ghost. |{Irritated, slightly challenging}We heard the Sea Ghost burned down... unfortunate, but it was good that the fire did not spread to the rest of the Docks.
{165392} {Asking}I hope that none of the Luskans escaped your notice - they tend to hold grudges.
{165393} {A little cold}That news does not please me... and I am sure their leader will turn up when least expected.
{165394} I will ask the Watch to keep an eye out, but I hope this failure will not be repeated. 
{165395} {Pleased}Excellent, that is what I wished to hear. 
{165396} Here you are, the reward for your efforts. It was a dangerous mission, and you did well. 
{165397} Now that the matter is settled, perhaps we can turn our efforts to problems outside of Neverwinter's walls for once.
{165398} {Pissed}Indeed? I would make sure such accidents do not happen again, or else you may face an official reprimand.
{165399} {Prompting, suggestive, trying to help player}Sounds to me like the Luskans were at fault, lieutenant... for even coming here. 
{165400} {Irritated}Hmmm... you are right, of course. But <i>do</i> try to be more careful in the future. If that fire had spread... there would be no more Docks to patrol.
{165401} {Pissed, being challenged}In the future, I would like such matters left to me... and heralds, not <i>you.</i> That was reckless. 
{165402} |Player either on or finished OOW|{Relieved}Welcome back, Lieutenant. Do you have anything to report?
{165403} The situation at the Docks and outside Neverwinter's walls are still demanding much of our time. If you can aid us in settling these matters, then I can grant you a pass through the Blacklake District.
{165404} Until then, however, I am afraid there is much to be done. But if you carry out your orders well, then I will glady grant you a pass when your duties here are done.
{165405} {Firm, Dismissive}Very well. Return here when you have something to report. 
{165406} {Relieved}You have done well, lieutenant - I knew my faith was not misplaced. 
{165407} You are to be commended for your efforts on Neverwinter's behalf. 
{165408} |Picking up where Brelaina left off|Establishing a new base in the Docks won't come cheaply. Even more important than the coin will be finding yourself a good architect.
{165409} Doesn't do you a lot of good paying for a shiny new building if it collapses after a spring rain. Now then, if I'm remembering right, there's an architect by the name of Veedle who purchased that burned out lot next to the Sunken Flagon some time ago.
{165410} Nothing's ever come if it, but Veedle may just be waiting for the right project. He may also just be short on gold. In any case, that lot's still empty.
{165411} Veedle wanders by that plot from time to time and just stares at it. Who knows... he might be willing to work with you if he thinks it challenging enough of a project.
{165412} The coffers of the City Watch have suffered due to recent decisions by The Council. However, it is critical that we re-establish ourselves in the Docks as soon as possible.
{165413} Secure an architect, and I shall see about freeing up funds to aid you with the construction. I doubt it will be enough to pay for the entire project, but it should relieve some of the burden from your shoulders.
{165414} You'll need to come up with the rest of the amount on your own. You've proven to be resourceful, and I am confident that you will find a way to pay for the costs.
{165415} Good fortune to you. And don't let that Veedle swindle you. He's a skilled architect, but tends to overestimate his worth.
{165416} He's good. And he has a reputation for putting forth his best effort into a project, unlike some who'd just as soon build you a house out of parchment and run off with the excess funds.
{165417} Veedle also takes great care in using the best materials. Like I've said, if you're going to pay all that gold, make sure the building's not going to collapse on your head after a hard sneeze.
{165418} {Cautious, this is important}You don't have to get the Hollows built immediately - but I wouldn't wait too long, or Brelaina will go ahead and order it built and take the price out of your future payments. 
{165419} {Thinking}Still, even once you get it built, you'll probably need a good officer to help you run the place.
{165420} I also want you to keep an eye out for anything there that might shed more light on their smuggling operations. We've shut down one smuggling route, but they must have others.
{165421} Fortune to you, lieutenant - and see to it these men are dealt with. 
{165422} Be careful once you're in. The Back Alley is infested with petty criminals and alleybashers. Now hurry. That shipment must be stopped.
{165423} |Not done building Hollows or getting Kana|It is imperative that you complete construction on the Hollows and find yourself a second in command to re-establish our presence in the Docks. Speak with Kana at the Moonstone Mask if you have not done so already.
{165424} {Player has warped back from Saving Informant. Fade In}
{165425} {Firm. Doesn't have time for player's stalling}Then do so, lieutenant. The Watch must rebuild its presence in the Docks, and quickly. Dismissed.
{165426} {Firm. Busy.}You have your orders, lieutenant. The smuggling operation through the Back Alley must be stopped.
{165427} {firm, busy}We don't have time for delays, lieutenant. Shut that warehouse down before the smugglers can move the evidence.
{165428} | JOHN: Player failed to build the Hollows. |I wish I could give you the full reward, but your delay in building the Hollows has forced me to commission the building on my own... and take the payment out of your reward. 
{165429} {Shakes head}It was not my desire, but the Council forced my hand. If you have not spoken to her already, seek out Kana at the Moonstone Mask. You will need someone to handle the day to day business at the Hollows.
{165430} We don't know who Waterdeep sent specifically, but he'll be carrying documents proving his identity. He should have arrived a full week ago.
{165431} I am concerned that he may have run afoul of the orc tribes that infest the region. 
{165432} If you can find any sign of the Waterdeep Emissary in Old Owl Well, then we would welcome news of his fate. We need the trade and diplomatic relations with Waterdeep, especially in these difficult times with Luskan. 
{165433} There is nothing we can be certain about other than that he has not yet arrived. For security reasons, Waterdeep failed to even tell us the route he would be taking.
{165434} We suspected bandits at first, but scouts have been able to find no trace of an attack or ambush - at least those scouts who have returned. 
{165435} {Slight giggle}I'll say.
{165436} {Slight giggle}And their Hosttower mages.
{165437} {Studying the player}Perhaps you haven't heard of the murders there - another nobleman has been killed. Gentry was but the first. 
{165438} {Firm, making the deal}I will permit only the most trusted of the Watch to enter Blacklake - serve me well, and I shall grant you access, but not before.
{165439} Marshal Cormick has told me of your... interest in Blacklake. You may wish to reconsider your intention to go there. 
{165440} {Choosing her words delicately, the district is in big trouble}The Blacklake district is still... unstable. The murder of the two noblemen has drawn many eyes. Lord Gentry was bad enough... but then Brennick's body was found. 
{165441} {Sighs, this whole situation is a nightmare}The matter is still under investigation, but I can tell you what little I know - two noblemen were murdered there under... unusual circumstances.
{165442} There was no sign of forced entry, and in Gentry's case, there was no sign of a wound or blood. We suspect sorcery - or worse.
{165443} {Slightly distasteful}Not exactly - with Lord Brennick, his insides were bled out of him - and all that remained was the skin. 
{165444} The mages investigating the murder are still attempting to determine what kind of spell or poison could do such a thing. 
{165445} None that we can determine yet, but it is still under investigation. 
{165446} Until then, we have sealed Blacklake both to try and catch the murderer - and to protect the noblemen from further attacks.
{165447} Yes, there was some talk by one of the Cloaktower - the mages in service to Neverwinter - that some faint traces of demonology might be at work. 
{165448} If so, we need to be careful. Anyone capable of summoning and controlling demons is more than a match for the City Watch. 
{165449} {Slight surprise}Uh oh. {Beat, whispering}I wasn't even in Blacklake, I swear.
{165450} Lord Hawkes died in the same manner as Lord Gentry - there was no forced entry, and no wounds upon the body. He was struck dead, his body found this morning. 
{165451} {Stern, irritated}It is, it affects us all - but I will not argue it with you now. 
{165452} |Player is a thief or bard |{To player}In short, you are to take Lieutenant Roe's place. I think you are the best one for the job, especially given your more... unique... skill set.
{165453} |Things went well at the Docks|{Evaluating Player as they walk in, she is in office with Cormick, like a boss giving a restrained, but positive evaluation}So... this is our newest recruit. Cormick tells me you showed admirable restraint in cleaning up the Docks. {Beat}You are to be commended.
{165454} {tone gets more critical}His report did not include your {looks at the player carefully} ancestry… though that would {disapproving}explain much.
{165455} |Player is a fighter/barbarian|{To player}In short, you are to take Lieutenant Roe's place. I think you are the best one for the job, I need someone with initiative - as well as the martial prowess to back it up.
{165456} |Player is a mage/warlock/sorcerer|{To player}In short, you are to take Lieutenant Roe's place. I think you are the best one for the job, the watch could use a {pondering the word}touch of the arcane – one that Moire may fear.
{165457} |Player is a Paladin/Cleric/Monk|{To player}In short, you are to take Lieutenant Roe's place. I think you are the best one for the job, you have discipline and faith - if I could ask you to serve us and your god at the same time, I'd be honored. 
{165458} |Player is a Ranger/Druid/Barbarian|{To player}In short, you are to take Lieutenant Roe's place. I think you are the best one for the job - someone more attuned to the wilds may be better suited to the task than anyone born here in Neverwinter.
{165459} What happened?
{165460} Tell me about what happened to this emissary. 
{165461} What can I do to help?
{165462} What makes you think they haven't already found him?  
{165463} We will head out at once.
{165464} What must I do?
{165465} Why would he provide you information on the thieves?
{165466} Nothing yet. Farewell.
{165467} |Does know destination|I have ended the smuggling operations at the Docks. The smuggled goods were intended for a guild of thieves within the Docks, operating out of a warehouse near the Merchant Quarter.
{165468} |Doesn't know destination|I have ended the smuggling operations at the Dock.
{165469} Now can I get a pass to the Blacklake District?
{165470} Farewell.
{165471} Why don't you just send a large force to stop it?
{165472} What do you want me to do about it?
{165473} And my orders are?
{165474} |Non-Lawful Response|Even a show of Watchmen on the streets may prevent other thieves and criminals <i>not</i> connected to Moire from becoming too bold. They have uses... for now.
{165475} |Lawful response|If there are traitors in the Watch, we should arrest them at once.
{165476} I don't want this assignment.
{165477} Guess I'll have to go find her and drag her back here, then.
{165478} How reassuring. 
{165479} Farewell.
{165480} |Discovery Flag - not enough money|The money you provided isn't enough to rebuild yet.
{165481} I have no intention of being killed like Roe.
{165482} This battlefield promotion isn't for me.
{165483} I accept. What must I do?
{165484} So you want to send me after Moire and her gang?
{165485} If there's gold at the end of this, then I'll track down those killers.
{165486} For Neverwinter, then.
{165487} [Diplomacy] I am honored by the request, Captain, and the chance to serve Neverwinter.
{165488} Luskan?
{165489} We ran across some Luskans in the Docks already.
{165490} Go on.
{165491} | Lawful Response |Unfortunately, the truth is their leader escaped. It is my duty to mention it.
{165492} | Good response |One escaped. Reprimand me, but the important thing is he needs to be caught before he hurts anyone else. 
{165493} | Chaotic Response |[Lie] Not one of them escaped. I did just as you asked, to the letter.
{165494} Accidents happen.
{165495} [Lie] The Luskans torched their own ship to stop us - I barely escaped with my life.
{165496} We thought disposing of the ship would send a message to Luskan.
{165497} Now can I get a pass to the Blacklake District?
{165498} What must I do to get a pass to the Blacklake District?
{165499} I am still searching Old Owl Well for the emissary.
{165500} |Mission complete|I found the emissary at Old Owl Well and he is safely in Neverwinter.
{165501} How am I supposed to pay for this?
{165502} Why do you recommend Veedle?
{165503} I'll return after I've spoken with him.
{165504} I haven't spoken to him yet.
{165505} What? I was attending to it in my own time.
{165506} I didn't ask you to build it for me - I said I would handle it.
{165507} Maybe if you paid me more earlier, I could have taken care of it.
{165508} Can you tell me who the emissary is?
{165509} And if he's dead?
{165510} | Chaotic Response |I've done enough of the Watch's work already, I just want to be let into Blacklake.
{165511} If this will get me into Blacklake, I'll do it.
{165512} | Lawful Response |I made a pledge to the Watch, and I'll carry it out.
{165513} Can you tell me about the murders in Blacklake?
{165514} Were there wounds or blood on the other noble?
{165515} Worse than sorcery?
{165516} Has the Watch found any connection between the victims?
{165517} Does that mean you can't allow me into Blacklake?
{165518} The death of some lord is no matter to me.
{165519} Can I help?
{165520} Quiet, ye fools! Ye be makin' too much noise!
{165521} Shove off? Shove <i>off?</i> Taste my steel, dog!
{165522} I ain't afraid of- blast! It's the militia! We're hanged men for sure!
{165523} I see. All of you did a thorough job of destroying my home, no doubt.
{165524} There were sailors looting your house. They weren't in the mood to surrender.
{165525} Things got messy, but your house is safe now.
{165526} Stand and fight, cowards! We kill 'em quick and dump 'em in the sea, no one the wiser!
{165527} | JOHN: Except for the scripting, this feels like duplicates of an earlier node - I'd try to copy the ones above down here and find a simpler place to put the script command?|{A fight just occurred. Caleb is quite relieved that he won't be spending any jail time}Hey, good work there. Thanks for getting us out of that mess.
{165528} Look, I need to lay low for awhile so I can't help you with that. I don't want to give the Watch any more excuses to arrest me.
{165529} 'We' don't do anything. I'm going to lay low for awhile. I don't want to give the Watch any more excuses to arrest me.
{165530} {MOY-uh}Moire won't like it though. It means no money will be coming in.
{165531} My boss. She's a cold woman, and not someone you want to cross.
{165532} Look... Moire's not going to be happy with me for bringing this much attention on myself. Could you talk to her for me? You know... kind of explain things to her?
{165533} You're not known to the City Watch yet. You'll be fine. I'm in big trouble though if you don't get Moire to see things my way.
{165534} Maybe. She can definitely do more for you than I can.
{165535} She's north of here, along the north district wall. Let me jot down some directions for you.
{165536} Talk to Moire. Explain to her that this isn't my fault.
{165537} She might even be able to help you out if you get in on her good side.
{165538} |Player threatened Hagen|{Sarcastic, mean}Not that I don't trust you and all, but I sent one of my boys down to keep an eye on you while you spoke with Hagen.
{165539} You did well. And I liked the way you got him begging for mercy. {Smiles}He'll think twice before trying to cross us again.
{165540} |Player sweet talked Hagen into paying up|{Sarcastic, mean}Not that I don't trust you and all, but I sent one of my boys down to keep an eye on you while you spoke with Hagen.
{165541} I <i>told</i> you to break his arms, not become his best friend. {Beat}Still, you got the job done.
{165542} |Player intimidated Hagen into paying up|Not that I don't trust you or nothing, but I sent one of my boys down to keep an eye on you while you spoke with Hagen.
{165543} {Player broke some of Hagen's inventory}You did well. I especially like the part where you showed that shopkeeper the value of paying for protection. Some pretty expensive baubles he lost there, eh?
{165544} That you did. Here's your share, and there's more to come. Plenty of merchants around here that aren't under our 'protection' yet.
{165545} {City Watchmen and Hagen come down the alley}
{165546} {Hagen points at the player}There <he/she> is. <He/She>'s the one who took my money.
{165547} {One of the Watchmen approaches}So you found yourself a new lapdog to do your dirty work for you, {CAY-leb}Caleb. Looks like I've got you this time. I even have a witness. 
{165548} Heh. Nice try. I wasn't there and you know it.
{165549} That's not what Hagen here says. He says you've been trying to get him to pay up for weeks now, and finally sent your new friend here to get the gold.
{165550} Hagen can say whatever he wants. I wasn't there.
{165551} You've picked the wrong Watchman to cross. I can't be pushed around like the others.
{165552} Men, arrest the lot of them. We'll sort this out back at the station.
{165553} [Success] {Smiles, taking bribe}Well now, that's thoughtful of you. Really it's just his word against yours. Nothing we can prove. I'm sorry to have troubled you.
{165554} {Hagen in disbelief}What?! That's the one who stole from me! I want them all arrested!
{165555} Now now, Hagen. I'm sure in all the confusion you just got some of your details mixed up - these people don't seem to be the type who would cause trouble like you described.
{165556} [Failure] You won't get the chance. You've threatened me for the last time!
{165557} Watchmen, I want these people arrested. I'll pay whatever amount it takes to compensate you for the effort.
{165558} {Interested, someone just told him they'd pay to have someone arrested}Well now, I guess it can't hurt to bring everyone in for questioning at least. Clear the air and all that. Men, arrest the lot of them.
{165559} Not without a fight you won't. It's time we remind the Watch what happens if they cause trouble around here.
{165560} [Success] N-n-no. Now that I think about it, you're right. I have the wrong person. I'm so sorry for the trouble that I've caused.
{165561} Come with us, Hagen. We've already taken up enough time from these nice people.
{165562} Men, let's go. We still have a patrol to finish up. Sorry again for all the trouble. Remember - The City Watch is here to serve.
{165563} {The City Watch leaves, Hagen in tow}
{165564} {Caleb is quite relieved that he won't be spending any jail time}Hey, good work there. Thanks for getting us out of that mess.
{165565} Look, I need to lay low for awhile so I can't help you with that. I don't want to give the Watch any more excuses to arrest me.
{165566} 'We' don't do anything. I'm going to lay low for awhile. I don't want to give the Watch any more excuses to arrest me.
{165567} {Thinking, starts getting worried}{MOY-uh}Moire won't like it, though. It means no money will be coming in.
{165568} My boss. She's a cold woman, and not someone you want to cross.
{165569} Look... Moire's not going to be happy with me for bringing this much attention on myself. Could you talk to her for me? You know... kind of explain things to her?
{165570} {Dismissive}You're not known to the City Watch yet. You'll be fine. I'm in big trouble though if you don't get Moire to see things my way.
{165571} Maybe. She can definitely do more for you than I can.
{165572} Her place is north of here. I can mark it on your map.
{165573} {Relieved}I really appreciate this. Talk to Moire. Explain to her that this isn't my fault.
{165574} {Shrugs}Hey, and if you get on her good side, she might even have some work for you.
{165575} Hey, I needed to know if I could trust you. Look, forget about it. Here... this is your share of Hagen's money.
{165576} All in good time. You've got to start off slow... build up some trust. Here... your share of Hagen's money.
{165577} |Player hasn't dealt with Hagen yet|What are you doing back here? Unless you've got Hagen's money with you, I've got nothing to say.
{165578} {Caleb (CAY-leb) is mocking the City Watch to some fellow goons}...so the Watchman's so scared of me he turns and walks away. {Savoring it}You should have seen the look on that merchant's face when he realized he wasn't getting any help.
{165579} {Nameless goon also mocking the Watch}I tell you, {CAY-leb}Caleb... we own this place. The Watch are either cowards - or greedy cowards, willing to run at the drop of a coin.
{165580} {To player}You looking for trouble? Maybe you better walk out of here before we break your legs.
{165581} Yeah? Well you were told wrong. Now get out.
{165582} [Success] Now hold on a moment. I <i>do</i> know some people - important people. I can't just show you the way to them though. They don't like strangers.
{165583} So if you want my help, then you need to earn some trust... my trust. You looking for work?
{165584} Good. As it turns out, I'm not really in the mood for working today. You help me out and we'll see where that takes us.
{165585} There's a shop owner, name of {HAY-gin}Hagen. He doesn't seem to understand that  <i>I</i> run this side of the Docks.
{165586} He's being difficult. He's refusing to pay the money he owes me for this week.
{165587} What I <i>want</i> is for you to break his arms. He needs the lesson - and he'll still be able to pay even with his arms snapped like twigs.
{165588} Handle Hagen for me and we'll talk more about how I can help you with your... problem.
{165589} Hagen's shop is right next to the docks, next to a small courtyard. Come back with the money when you're done. 
{165590} {Shakes head}You're not off to a good start. Just take care of Hagen for me and we'll figure out who's tougher later.
{165591} {Scoffs}You're joking, right? You have a problem with it?
{165592} What are you - stupid? I <i>own</i> the City Watch around here. You'd have better luck scaring me if you knew how things work around here.
{165593} Make up your mind. Hagen's money isn't getting here any faster while we talk.
{165594} Then stop wasting my time. Get out of here before I lose my patience.
{165595} [Failure] What do you think I am - stupid? The people I know would kill me if I brought you right to their doorstep.
{165596} I'm losing my patience with you. I can't help you into Blacklake, and that's that.
{165597} [Failure] What are you - stupid? I <i>own</i> the City Watch around here. You'd have better luck scaring me if you knew how things work around here.
{165598} {Irritated}What part of 'I can't help you' don't you understand?
{165599} Well, I <i>am</i> feeling a bit lazy today. Yeah, sure - I've got work for you.
{165600} Smart. Now get out of here before the boys and I get rough with you.
{165601} Heh. You're lucky I'm not in the mood for a fight right now.
{165602} You want to tell me what you're doing down here? And if I were you, I'd do it quick.
{165603} What're you looking at, hound? The Watch isn't welcome here, so get out.
{165604} {Laughs, but angry}You've got a lot to learn if you think you can just come here and try to arrest me.
{165605} Why don't you be a good little Watchman and go back to chasing down stray dogs or something.
{165606} Besides, you got any proof that I've done anything? I've been here all day.
{165607} So? <i>I</i> wasn't there. You're wasting my time - and I'm starting to get angry.
{165608} [Success] Let's be reasonable. I know the Watch doesn't pay very well, so you could probably use the gold. I can be a generous man.
{165609} {Grim, angry}Then I guess today's your last day on the job.
{165610} {Backstepping}Now that would be illegal. I'm offering you gold as a sign of friendship. Nothing wrong with trying to make friends, is there?
{165611} Good. You're practical, just like the other Watchmen that I call 'friends' now. Here's gold to pick up your feet and walk out of here.
{165612} [Success] {Reluctant, but agrees}A little more than I thought... but your friendship is important to me. Here's the money.
{165613} And since we're now friends, I'll even lay low for a while. Wouldn't want you getting into trouble with your captain, would we?
{165614} [Failure] Take it or leave it, Watchman. You'll find I'm not as easy to bring down as you'd think.
{165615} {Irritated}He owes me money. He has to learn who owns this district. Just take the gold and you can walk out of here safely.
{165616} [Failure] It's going to be hard to bring me in if you're dead.
{165617} Come on, boys. Let's show this Watchman who's in charge around here.
{165618} [Success] Let's be reasonable. I know the Watch doesn't pay very well, so you could probably use the gold. I can be a generous man.
{165619} Then I guess today's your last day on the job.
{165620} Now that would be illegal. I'm offering you gold as a sign of friendship. Nothing wrong with trying to make friends, is there?
{165621} Good. You're practical, just like the other Watchmen that I call 'friends' now. How's 100 gold to pick up your feet and walk out of here?
{165622} [Success] {Reluctant, but agrees}A little more than I thought... but your friendship is important to me. Here's the money.
{165623} [Failure] Take it or leave it, Watchman. You'll find I'm not as easy to bring down as you'd think.
{165624} [Failure] It's going to be hard to bring me in if you're dead.
{165625} Come on, boys. Let's show this Watchman who's in charge around here.
{165626} So what're you going to do about it? I <i>own</i> the Docks.
{165627} {Scoffs}Danger? I'm bringing order to this district - more order than you Watchmen can.
{165628} {Downnote, warning}And don't try to steal from me. I've got connections - cross me, and I'll find you.
{165629} {Whispering, a little confused}It is so strange to hear that <i>not</i> directed at me.
{165630} {Grunts, a little quiet}Give it time, shouldn't be too long before they're blaming us, too.
{165631} Get out of here. You've got nothing on me, hound.
{165632} Back are you? Changed your mind about working for me?
{165633} I've already told you - you've got to earn some trust first, and then we can talk about my helping you out.
{165634} Now are you looking for work or not?
{165635} And it's not like getting you into Blacklake would be easy. With that murdered nobleman, and those rumors flying around about demons, it'll take more than just a simple bribe to get you in.
{165636} You owe me one, Caleb. And you can repay the debt by getting me into the Blacklake District.
{165637} I helped you, Caleb. Now you help me. Get me into Blacklake.
{165638} What do we do now?
{165639} What does any of this have to do with me?
{165640} Sounds like you're in a tough spot.
{165641} Moire? Who's that?
{165642} Maybe I should lay low as well.
{165643} Can Moire get me into Blacklake?
{165644} Where do I find her?
{165645} I think I deserve some of that money. I did the work, after all.
{165646} The City Watch is making a mistake here. You don't want any trouble from me.
{165647} [Intimidate]Are you sure you have the right person, Hagen? It would be a shame if something happened to you because of a mistake.
{165648} [Diplomacy/Bribe] Hagen must be mistaken, Watchman. Here... will 25 gold compensate you for the time you've wasted on this?
{165649} [Intimidate]Perhaps you should leave Hagen here with us, sir. I'd like to have a little talk with him.
{165650} [Diplomacy]Are you sure you want to press the issue, Hagen? It would be a shame if something happened to you over a small mistake like this.
{165651} Thank you. I hope you find the real criminals, Watchman.
{165652} You owe me one, Caleb. And you can repay the debt by getting me into the Blacklake District.
{165653} I helped you, Caleb. Now you help me. Get me into Blacklake.
{165654} What do we do now?
{165655} What does any of this have to do with me?
{165656} Sounds like you're in a tough spot.
{165657} Moire? Who's that?
{165658} Maybe I should lay low as well.
{165659} Can Moire get me into Blacklake?
{165660} Where do I find her?
{165661} You had me followed?
{165662} Glad you liked it. Now it's your turn to help me.
{165663} I was told you could get me into the Blacklake District.
{165664} [Diplomacy] I see you're not as well connected as I was led to believe. Sorry to trouble you.
{165665} Sure. I'm listening.
{165666} You want me to persuade him to pay up.
{165667} I'll do it.
{165668} Right. I'll be back when I'm done.
{165669} Don't bother trying to scare me. I've handled tougher people than you.
{165670} You cross me, and they <i>won't</i> find you. Get it?
{165671} I do this and you help me out?
{165672} So what do you want me to do about it?
{165673} This sounds illegal. Are you extorting money from him?
{165674} No problem. What do you want me to do?
{165675} I should turn you in to the City Watch.
{165676} I won't do your dirty work for you.
{165677} If it means you'll help me, then yes.
{165678} I'm not sure. Let's hear what the job is first.
{165679} Sorry to have wasted your time.
{165680} [Bluff] I'm sure the City Watch will be able to help me once I tell them where you live.
{165681} What if I were to pay you for the information?
{165682} Do you at least have any work for me?
{165683} I don't want any trouble. I'll just be going now.
{165684} I'm looking for work, and was told you might have something for me.
{165685} I'd like to see you try.
{165686} By the authority of the City Watch, you're under arrest, Caleb.
{165687} I was there when your men tried to collect from Hagen.
{165688} [Intimidate] You're coming with me, Caleb, or else. I'm not warning you again.
{165689} Forget it. I can't be bought.
{165690} Are you trying to bribe me?
{165691} Is this really worth your life, Caleb? You're coming with me, on your own two feet or in a box.
{165692} How much money are we talking here?
{165693} [Diplomacy] Make it 200.
{165694} I'll be on my way, then.
{165695} I've changed my mind. It'll be easier just to kill you.
{165696} [Accept 100 gold] That will be fine.
{165697} I take this money and you go free. But I also want you to promise to leave Hagen alone.
{165698} No deal. You're coming with me, Caleb.
{165699} [Diplomacy] You're just making this harder on yourself.
{165700} Forget it. I can't be bought.
{165701} Are you trying to bribe me?
{165702} Is this really worth your life, Caleb? You're coming with me, on your own two feet or in a box.
{165703} How much money are we talking here?
{165704} [Diplomacy] Make it 200.
{165705} Enough talk. You're coming with me... now.
{165706} I know enough to know you're the one causing problems for the merchants at the Docks.
{165707} The City Watch will arrest whomever it deems a danger to the city.
{165708} You will treat members of the Watch with respect, Caleb.
{165709} It'll be your bones breaking if you don't come quietly with me.
{165710} What will it take for you to get me into Blacklake?
{165711} I'm listening.
{165712} Sorry to trouble you.
{165713} [Intimidate] Tell me what I want to know or you'll be the ones with broken legs.
{165714} | SCRIPTER: If Cat's Grace hasn't been cast on tree. |[Embedded in the bark of this tree is the symbol of a leaping panther.]
{165715} | SCRIPTER: Challenge Counter < 3 |This tree - it is one of the challenges. It requires a spell of nature to unlock it.
{165716} | SCRIPTER: Once tree has been activated. |[The surface of the tree is only bark now, the symbol gone.]
{165717} | SCRIPTER: If still have more to do. Challenge Counter < 4 | |I think we unlocked it - but there should be others about.
{165718} | SCRIPTER: If don't have more to do. |I think that was the final symbol - we have what we need to awaken the Skymirror.
{165719} | SCRIPTER: Challenge Counter = 3 |This is the final challenge. When the spell is cast, touch the bark again, and the offering should present itself.
{165720} | SCRIPTER: This is the final challenge. |[As you touch the tree, a small piece of bark flakes off, and falls into your hand. On its surface is an ellipse, with ragged edges, as if a lake.]
{165721} | SCRIPTER: Need an item and a resref for this. |{Looking at an item in her hand. }This is it - this is the offering we must make to the Skymirror. 
{165722} | SCRIPTER: If Bull's Strength hasn't been cast on tree. |[Embedded in the bark of this tree is the symbol of a massive bull.]
{165723} | SCRIPTER: Challenge Counter < 3 |This tree - it is one of the challenges. It requires a spell of nature to unlock it.
{165724} | SCRIPTER: Once tree has been activated. |[The surface of the tree is only bark now, the symbol gone.]
{165725} | SCRIPTER: If still have more to do. Challenge Counter < 4 | |I think we unlocked it - but there should be others about.
{165726} | SCRIPTER: If don't have more to do. |I think that was the final symbol - we have what we need to awaken the Skymirror.
{165727} | SCRIPTER: Challenge Counter = 3 |This is the final challenge. When the spell is cast, touch the bark again, and the offering should present itself.
{165728} | SCRIPTER: This is the final challenge. |[As you touch the tree, a small piece of bark flakes off, and falls into your hand. On its surface is an ellipse, with ragged edges, as if a lake.]
{165729} | SCRIPTER: Need an item and a resref for this. |{Looking at an item in her hand. }This is it - this is the offering we must make to the Skymirror. 
{165730} | SCRIPTER: If Owl's Wisdom hasn't been cast on tree. |[Embedded in the bark of this tree is the symbol of an owl perched on a high limb.]
{165731} | SCRIPTER: Challenge Counter < 3 |This tree - it is one of the challenges. It requires a spell of nature to unlock it.
{165732} | SCRIPTER: Once tree has been activated. |[The surface of the tree is only bark now, the symbol gone.]
{165733} | SCRIPTER: If still have more to do. Challenge Counter < 4 | |I think we unlocked it - but there should be others about.
{165734} | SCRIPTER: If don't have more to do. |I think that was the final symbol - we have what we need to awaken the Skymirror.
{165735} | SCRIPTER: Challenge Counter = 3 |This is the final challenge. When the spell is cast, touch the bark again, and the offering should present itself.
{165736} | SCRIPTER: This is the final challenge. |[As you touch the tree, a small piece of bark flakes off, and falls into your hand. On its surface is an ellipse, with ragged edges, as if a lake.]
{165737} | SCRIPTER: Need an item and a resref for this. |{Looking at an item in her hand. }This is it - this is the offering we must make to the Skymirror. 
{165738} | SCRIPTER: If Barkskin hasn't been cast on tree. |[Embedded in the bark of this tree is the symbol of a man's face that looks half wooden and half flesh.]
{165739} | SCRIPTER: Challenge Counter < 3 |This tree - it is one of the challenges. It requires a spell of nature to unlock it.
{165740} | SCRIPTER: Once tree has been activated. |[The surface of the tree is only bark now, the symbol gone.]
{165741} | SCRIPTER: If still have more to do. Challenge Counter < 4 | |I think we unlocked it - but there should be others about.
{165742} | SCRIPTER: If don't have more to do. |I think that was the final symbol - we have what we need to awaken the Skymirror.
{165743} | SCRIPTER: Challenge Counter = 3 |This is the final challenge. When the spell is cast, touch the bark again, and the offering should present itself.
{165744} | SCRIPTER: This is the final challenge. |[As you touch the tree, a small piece of bark flakes off, and falls into your hand. On its surface is an ellipse, with ragged edges, as if a lake.]
{165745} | SCRIPTER: Need an item and a resref for this. |{Looking at an item in her hand. }This is it - this is the offering we must make to the Skymirror. 
{165746} Hello. How would you like to cheat today?
{165747} Which quest?
{165748} Which Companion? (doesn't work yet)
{165749} Which state?
{165750} Which quest?
{165751} Which faction would you like to have fun as?
{165752} Which tweak?
{165753} Um. Ok..
{165754} Set Crit Path for City Watch
{165755} Set Companion Quests
{165756} What did you call me? To the Nine Hells with you.
{165757} Start Docks Sweep
{165758} Start Smuggling Operation
{165759} Start Hollows
{165760} Start Informant Quest
{165761} Start Warehouse
{165762} Qara
{165763} Desintis Intro
{165764} Qara Intro
{165765} Students 1
{165766} Students 2
{165767} Students 3
{165768} Set Crit Path for Thieves
{165769} Start Docks Sweep
{165770} Start Smuggling Operation
{165771} Start Hollows
{165772} Start Informant Quest
{165773} Start Sea Ghost
{165774} Set my faction
{165775} City Watch
{165776} Shadow Thieves
{165777} Start Burn City Watch HQ
{165778} I need a specific cheat for tweaking.
{165779} Spawn Caleb and advance quest so I can talk to him.
{165780} Set it so Leldon won't wake up no matter how many noisemaker traps go off.
{165781} Give me the Shadow Theif Smuggling Quest
{165782} Increment my Moire Count
{165783} Increment my Axle Count
{165784} Increment my Brelaina Count
{165785} Unlock some Doors for me.
{165786} Nevermind
{165787} Attack the Alchemist Crates
{165788} Complete for me the CW warehouse quest.
{165789} Set up the Supervisor boss fight
{165790} Set up the Informant for City Watch
{165791} Set up Hollows for Luskan attack
{165792} Set Up Qara's ambushes
{165793} FInish CW informant quest.
{165794} Talk to me about Max Henchmen
{165795} Set it to 6
{165796} Set it to 1
{165797} Increment it.
{165798} I'm done talking about that stuff.
{165799} This is the City Watch HQ. It gets burned down later, so don't get attached to it.
{165800} You there! A little help, please!
{165801} There are <i>noises</i> coming from inside my house. It must be thieves!
{165802} Thank you! My home is the one right in front of me.
{165803} Oh, and do try to be careful, will you? There's a lot of fragile and <i>valuable</i> things in there.
{165804} It'll have to do. Where's your house?
{165805} There's no <i>time!</i> By the time they get here, the thieves will probably be gone!
{165806} Because you look more than capable of handling danger, that's why.
{165807} Well, I do have a batch of potions I recently brewed. You chase off those thieves, and the potions are yours.
{165808} Oh very well. If that's what it takes for a Watchman to help, then yes - there will be a reward.
{165809} None of it's mine. I did leave a lot of corpses in there, though.
{165810} Well... fine! I'm sorry I wasted time on you!
{165811} What seems to be the problem?
{165812} Why should I help you?
{165813} I'm not interested. Farewell.
{165814} I'll go have a look.
{165815} So? Call the militia, then.
{165816} I'd like a reward if I do this.
{165817} You have a deal.
{165818} Githyanki{Construct}
{165819} |Caleb quest resolved|You bring good news, I hope. We could certainly use some.
{165820} Dead, is he? A shame. If he was working for Moire, he'd have had some interesting things to tell us.
{165821} Perhaps. The information Caleb could have given us may have been most useful. However, what's done is done and cannot be changed.
{165822} I apologize. I'm certain you are not to blame for Caleb's death. It was just wishful thinking.
{165823} I believe it. Caleb was never the smartest of fellows.
{165824} You did well. We now have the opportunity to put a serious dent in Moire's activities, and bring order back to this district.
{165825} Unstable as he was, Caleb still had some control over crime in this part of the docks. Without him, I'm wagering that his thugs are now divided and fighting over control of the Docks.
{165826} I want you to deal with it, keep the peace. The district will see that the City Watch is here to serve.
{165827} To hear the citizens talk, we've been all but invisible. Blame the Council for cutting into our budget for reconstruction.
{165828} Our sweep through the north docks wasn't as effective as we would have liked, but it did reveal the amount of control that Moire's gang has over the district.
{165829} It also revealed the extent of the corruption that has spread through the Watch. Many of our men returned to report either they had been ambushed, or more disturbingly, that they found only law-abiding citizens.
{165830} I want you to perform a similar sweep through this area of the docks. Apprehend any and all members of Moire's or anyone else's gang that you run across. I also want you to check in at our guardposts.
{165831} Captain {BRA-lane-ah}Brelaina has given me strict orders, Marshal. I am not to press the issue with our Watchmen at this time. We are short-handed as it is and cannot afford to have men leaving us for Moire's employ.
{165832} Captain Brelaina has also charged us with cleaning the district up, and I mean to do just that. Corruption within the Watch certainly encourages the criminal activity.
{165833} I defer the decision to you, Marshal.
{165834} Arrest those involved in illegal activities. Moire won't find any allies amongst the City Watch if I have any say about it.
{165835} I understand Captain Brelaina's concerns, lieutenant. However, we must purge the criminal elements from our own ranks before we can effectively clean up the district.
{165836} Very well. You have your orders. Report back when your sweep is complete.
{165837} A surprise. We may be able to catch a few working with Moire's gang.
{165838} Only you, myself, and Lt. Roe know about this sweep. We have the advantage at the moment.
{165839} If we wait on this, Moire will have time to prepare, and we'll encounter the same things as we did with the northern sweep.
{165840} |Return conversation. Caleb unresolved|Have you captured Caleb?
{165841} I'd suggest you finish the task as soon as you can. I don't want someone tipping him off that we're coming for him.
{165842} |Player took a bribe. Hagen got beat up|What happened at Hagen's? Is he safe now?
{165843} Good work. Perhaps the people of Neverwinter will have more confidence in the Watch and stand up to these criminals.
{165844} Well, that's one matter taken care of then. Do you know who sent them to threaten Hagen?
{165845} |Player resolved Hagen quest and did not take a bribe|I understand you were able to keep Hagen from harm. Good work. Perhaps the people of Neverwinter will have more confidence in the Watch and stand up to these criminals.
{165846} That we do. I've been asking around, tapping my own sources. The name Caleb came up.
{165847} Caleb? The Watch knows him well. I've been looking for an excuse to bring him in.
{165848} Moved on to extortion has he? My sources suspect Caleb of being {MOY-ah}Moire's man in the south docks... bringing him in will hurt her operations there.
{165849} What are we waiting for then? Do you know where this Caleb is holed up, lieutenant?
{165850} We do. I can send some men over now to deal with him.
{165851} No, let them rest. The sweep through the north docks was rougher than we anticipated.
{165852} I have confidence that you can resist any attempt Caleb makes to bribe you. I can't say the same thing about the rest of the Watch.
{165853} I think we've got all the proof we need to put a stop to his activities. And cause trouble for Moire in the process.
{165854} No proof. And curse our own Watchmen, I'm convinced many of them have taken her coin.
{165855} I don't trust them to arrest her. She'd be gone before the Watch even arrived. 
{165856} {Respects the player}Of that I have no doubt. Very well. The lieutenant can give you his location. I want you to put a stop to Caleb's activities.
{165857} He usually spends his time in an alley south of here. I'll show you the location on your map. And be wary... he's not the brightest of Moire's gang, but he can be brutal.
{165858} |Return conversation. Hagen quest unresolved|What are you doing back here? Get over to Hagen's and make sure he's protected.
{165859} Lieutenant Roe's leading the sweep through the north docks, so I've got enough on my hands here until he gets back.
{165860} |Return conversation. Player hasn't chosen a faction yet|Welcome back. What can I do for you?
{165861} |First conversation. Player helped Cormick at Fort Locke|{Cormick is in the middle of a conversation with Lt. Roe}There must be <i>someone</i> you can spare, lieutenant. He's the first to take a stand against these thugs and deserves our protection.
{165862} You know the number of men I have available to me, Marshal. You also know the efforts I've been taking to weed out turncoats. 
{165863} I can send some Watchmen to this shopkeeper, but then we'll have to postpone the sweep through the northern district. I'm sure you'll agree that we want every man available for that operation.
{165864} The Council hasn't done us any favors with that last vote, have they lieutenant? {sighs}We'll just have to make do with what we've been given.
{165865} Very well. Postpone the sweep. Assign some men to the shopkeeper. Place the others on pa... {patrol}
{165866} {Player approaches}
{165867} |If player never met Cormick|{Polite}Yes? What can the Watch do for you?
{165868} {Recognition}Wait... I remember you. Fort Locke, wasn't it? What brings you here?
{165869} |If player helped out Cormick at Fort Locke|{Very happy to see the player}Well, look what the wind's brought into Neverwinter. It's good to see you again. 
{165870} If I recall, you were promised a reward if you decided to seek me out. I spoke with my captain once I had returned, and she agreed that your services were quite valuable.
{165871} {A trifle offended, but it passes quickly}I am a man of my word, as is the City Watch. In any case, it'd be hard to forget what you had to go through back at Fort Locke.
{165872} With that taken care of, is there anything else I can help you with?
{165873} Glad to see your harrowing journey through the Mere hasn't changed you. A lot of people come out of that place changed, and not for the better.
{165874} But enough of that. What can I do for a fellow Harborman?
{165875} Aldanon? Yes, I know of him. He's a sage that lives in the Blacklake District.
{165876} {Mood gets a little dark}Beautiful place. Worth the trip, but we have the entire district locked up tight. You won't be getting in any time soon.
{165877} Foulest murder. I'm not permitted to give you any details as the investigation is on-going, but it's serious. Even the mages of the Cloaktower have gotten involved.
{165878} Again, I'm not permitted to say. If it makes you feel any better though, even some of the nobles who live in the district haven't been permitted to return.
{165879} The only way anyone gets in is if they're a member of the Watch, and Captain Brelaina has to personally approve anyone who wants to enter Blacklake.
{165880} That woman takes her job very seriously. She won't just give you one if you ask.
{165881} |Player helped at Fort Locke|I wouldn't recommend it. You were a great help to me back at the fort, but if you try to enter Blacklake without Brelaina's consent, I'll have to stop you - and I'll be doing you a favor, considering the trouble we've had in Blacklake recently.
{165882} The Watch is cracking down on the crime here at the Docks, and anyone breaking the law is going to be targeted - even if it's just trying to sneak into Blacklake, so be careful. 
{165883} Well, I can't promise anything but signing on with the Watch may be your best option.
{165884} |Player helped at Fort Locke|{Thinking about it, nods}It would be a good start. Knowing you, you're more than capable of handling the job.
{165885} If you make enough of an impact, Captain Brelaina may even take an interest in you. And believe me, you'll have plenty of opportunities to show off your abilities.
{165886} The City Watch has lost its grip here on the Docks District. Criminal gangs are running loose, and even some of our own seem to have forgotten the oaths that they took when they joined.
{165887} It hasn't been just your usual crime wave, however. These thugs have been well organized. We've heard a name... {MOY-ah}Moire. We think she's the one running the gang.
{165888} We also know others have tried to organize their own gangs. The City Watch is outnumbered. We can use every man willing to join our ranks.
{165889} We could use your help. Come speak with me again if you decide to sign on with the Watch.
{165890} |Player not friends with Cormick|The City Watch is glad to have you on board, aren't we, lieutenant?
{165891} |Player friendly with Cormick|{Cormick is very pleased}What'd I tell you about this one, Roe? Gets things done with little fuss.
{165892} Yes, sir. A valuable recruit. The Captain will be pleased.
{165893} Here, you'll need to wear this cloak to mark you as a member of the City Watch. And believe me, your arrival has helped us out immensely.
{165894} Now, I wish we had the time for you to settle in, but we've got a problem with one of the shopkeepers. His name's Hagen, and he's decided to stand up to the criminals of this district.
{165895} Get down to his shop and make sure nothing happens to him. My gut tells me Moire's crew isn't through with him yet.
{165896} Lieutenant, it would seem our problems are solved. The sweep of the north docks can occur on schedule.
{165897} Yes, thank you. I recommend that you make your way to Hagen's as soon as possible. I worry for his safety.
{165898} |Player with Shadow Thieves. Before Docks Sweep|I don't mean to be abrupt with you, but unless it's important I've got my hands full trying to keep this district from blowing up in our faces.
{165899} |Player already joined Shadow Thieves|You're the one my men spotted talking with Caleb. Not exactly smart walking into the City Watch if you're friends with that one.
{165900} You'd best be leaving. And I'd suggest staying clear of Caleb and any of his friends unless you fancy a long stay in a cold cell.
{165901} |Only if the player was supposed to be rewarded by Cormick at Fort Locke|You're here about the reward I promised, aren't you? Well, let me demonstrate the difference between law abiding citizens and the likes of your friends...
{165902} Here's your reward. As promised. Even the likes of you should be able to appreciate this gesture.
{165903} What <i>hasn't</i> been going on? We've got thugs taking over the Docks, and from what I'm hearing half my men are on the take.
{165904} Then there's the murder of Lord Dalren in Blacklake. Any spare men that were available now aren't. They've been assigned to Blacklake to prevent a panic amongst the nobility.
{165905} Oh, and how can I forget? Merchant traffic has slowed to a trickle, meaning less gold coming into the city coffers - meaning less gold available to the Watch, not that the Council was being generous with us before.
{165906} Something like that. But enough of my concerns - is there something I can help you with?
{165907} |Anything else|That would be a good start. We can always use another watchman, especially in this district.
{165908} |Anything else|I wouldn't recommend it. If you try to enter Blacklake without Brelaina's consent, I'll have to stop you - and I'll be doing you a favor, considering the trouble we've had in Blacklake recently.
{165909} |Player on Hollows Quest|Nice place, the Hollows was. Or it used to be at least. I'll be interested to see what you do with it.
{165910} | Returns from quest. |Brelaina's eager to hear your report. I hope you have good news.
{165911} |Player got Smuggling Quest|I know what the Captain told you, but the Watch can't have traitors within our ranks and expect the citizens to trust us.
{165912} Do what's right. Arrest any of ours that you find are taking coin from Moire's gang. Catch enough of them, and the rest may fall back in line.
{165913} The best way in is through the Docks District, to the northwest. I've posted some men there to make sure you get in safely.
{165914} I suppose this is all still new to you. Moire's gang has been using the Back Alley for smuggling, and has a big shipment going through tonight. We want you to stop that shipment.
{165915} The Back Alley is a dangerous place, and the Watch's presence is thin at best. Be careful in there. The criminals there have no fear of us and will attack on sight.
{165916} |Player got warehouse quest|You're heading into the heart of the smuggler's den. Show no mercy - we've got to put a stop to their activities if we want to bring order to the city.
{165917} You probably don't want to head back into the Back Alley to get there. It's got a back entrance near the Merchant Quarter though. Might be a safer place to get in from.
{165918} Gather whatever information you find. Smuggling routes, sources, customers - anything you can find that will help us put a stop to their activities.
{165919} You're probably going to find quite a few valuables in there, many of them stolen.
{165920} Recover them and you might find yourself with a good share of gold. The Watch will confiscate most of it, of course, but I don't think we'll be able to locate the original owners of <i>everything</i> in there.
{165921} |Player got Informat|You'll want to move fast and get to {FIE-liss}Fihelis. No doubt Moire's already got a plan in motion to silence him.
{165922} His house is in the Merchant Quarter, near where the warehouse was. It's marked on your map.
{165923} Hopefully, nothing but Fihelis packed and ready to go. I don't think you'll be that lucky, though. Moire moves quickly against traitors.
{165924} {A little stern, reprimanding}He's a citizen of Neverwinter. That should be enough for you. But if you need more, he helped out the Watch so we owe it to him to help.
{165925} At least pretend you're a proper watchman and get Fihelis out of there safely.
{165926} |Player is evil|I know you don't think much about the welfare of others, but you've been given an order.
{165927} |Player is Chaotic|I know you don't put much stock in the law, but you're a watchman. Do your duty.
{165928} |Player is Lawful|I'll admit that Fihelis' hands aren't clean, but he deserves another chance for helping us out. Get to him quickly, before Moire does.
{165929} |Player is good|I'm surprised you'd even ask such a question. You <i>know</I> we can't let Moire get her hands on him.
{165930} |Player got Old Owl Well|We need that emissary here, safe and sound. Waterdeep's a key ally for the city.
{165931} Talk to {CAL-um}Callum when you get there. He's leading the Greycloaks for the campaign against the orcs and may have more information for you.
{165932} Waterdeep's emissary has gone missing - we think somewhere near Old Owl Well. If he's there, we need to find him before the orcs do.
{165933} Normally, but the city's committed every Greycloak to retaking the Well, so we help where we can and where we're needed. 
{165934} And, to be honest, the Watch probably has more experience than any Greycloak. Most of them are just boys still learning how to hold a sword.
{165935} |Player got Sea Ghost|You'd better hurry. The ship's just pulled into port. Wait too long and most of the Luskans will have slipped  off the ship by the time you get there.
{165936} It's at the Docks, obviously. No port anywhere else in the city. Ship's name is the Sea Ghost.
{165937} You know the Docks as well as I do. You'll recognize the ship.
{165938} Don't let any of those Luskans off that ship. They can't be up to any good trying to slip in without going through the proper channels first.
{165939} {Shrugs}They're Luskans. Causing trouble's in their blood. I wouldn't even be surprised if they were involved with the problems in Blacklake.
{165940} Get down to the Docks. Make sure no Luskan gets off that ship.
{165941} |Player got Githyanki quest|Looks like you're making interesting enemies. Moire's gang was the kind of trouble we usually face... I have no idea what these assassins want with you, though, that's new territory.
{165942} {Snorts}I probably am, at that. Well, I hope you succeed. I'd hate to lose our most effective watchman to these foreigners.
{165943} You have their location. Beyond that, there's nothing I can tell you, other than their presence has drawn the interest of some powerful people.
{165944} You be careful, and when you get back maybe the Captain will finally let you in to Blacklake.
{165945} They want it badly enough to kill you for it? Must be valuable indeed.
{165946} You've certainly made enough enemies working for us. I guess we shouldn't be surprised there are even more, native to the city or not.
{165947} |Player got pass to Blacklake|{Slightly cheerful, proud of player}About time, isn't it? Captain Brelaina had to call in quite a few favors for that pass, but you've earned it.
{165948} {Skeptical}I still don't know why you're so eager to go in there. Nothing but spoiled nobles, helpless when trouble hits and with barely enough regard for the rest of the city over their petty squabbles.
{165949} I hope you find what you're looking for. And thank you for your help - you've made Neverwinter a safer place.
{165950} | Chaotic Response |[Lie] Caleb won't be causing any further trouble. I had to kill him.
{165951} Caleb won't be causing any further trouble. I had to kill him.
{165952} It's over. Do you have any new orders for me?
{165953} Caleb's dead. He tried to bribe me and attacked when I refused.
{165954} He deserved no better.
{165955} Next time you can handle things yourself, then.
{165956} He didn't give me a choice in the matter.
{165957} Why do I feel like a big target is about to be painted on me?
{165958} Has the Watch been that ineffective?
{165959} What do you want me to do?
{165960} Am I to arrest our own as well, then?
{165961} What's the rush to conduct the sweep?
{165962} Why do you want me to visit the guardposts?
{165963} I understand. Sweep through the Docks, inspect each guardpost.
{165964} Farewell.
{165965} I'll get around to it eventually.
{165966} I'm still working on it.
{165967} [Lie] He's safe now. I chased off the thugs.
{165968} Hagen won't have any further complaints.
{165969} He won't be needing protection from the Watch any longer.
{165970} I also tracked down the leader of the thugs. Caleb won't be causing any more trouble in the Docks.
{165971} |Caleb quest is unresolved|Do you have anything further for me?
{165972} |If Caleb quest is unresolved|Who's Caleb?
{165973} There was a name mentioned - Caleb. Apparently he was behind the threats.
{165974} Don't tell me. You're sending me to arrest him.
{165975} Why don't we just arrest Moire?
{165976} I'll take care of Caleb.
{165977} What's been going on in Neverwinter?
{165978} I'm glad I didn't have to remind you.
{165979} The Watch is most generous. Thank you.
{165980} | Good Response |No reward is necessary - I was just trying to help.
{165981} I'm looking for Aldanon the Sage.
{165982} I need to enter the Blacklake District.
{165983} |Player helped at Fort Locke|I helped you, now you help me. Isn't that the way things are supposed to work?
{165984} Is there anything you can do to help me?
{165985} Why? What happened there?
{165986} But why is it locked down?
{165987} I don't need the Watch's permission, I can find a way in on my own.
{165988} There must be a way for me to get in.
{165989} What if I work for the City Watch? Will that help?
{165990} Sign me up then.
{165991} Why is that?
{165992} What do I need to do?
{165993} Let me think about it.
{165994} If this will get me into Blacklake, then count me in.
{165995} Sign me up.
{165996} Nothing else. Farewell.
{165997} Farewell.
{165998} Nothing. Farewell.
{165999} I'm looking for Aldanon the Sage.
{166000} I need to enter the Blacklake District.
{166001} Sounds like the city's having some trouble.
{166002} Farewell.
{166003} Where's the Back Alley?
{166004} What am I supposed to do again?
{166005} Any other advice?
{166006} Farewell.
{166007} Where's the warehouse?
{166008} What am I supposed to do once I get in?
{166009} Any advice for me?
{166010} Farewell.
{166011} Where can I find Fihelis?
{166012} What can I expect when I get there?
{166013} Why do we need to help Fihelis? Isn't he useless to us now?
{166014} Farewell.
{166015} What should I do once I reach Old Owl Well?
{166016} What am I supposed to do again?
{166017} Doesn't the City Watch usually handle troubles within the city?
{166018} Farewell.
{166019} Where can I find the ship?
{166020} What am I supposed to do again?
{166021} Why is Luskan trying to slip more spies in?
{166022} Farewell.
{166023} You're better off not knowing.
{166024} I have something they want.
{166025} Your guess is as good as mine.
{166026} Farewell.
{166027} | SCRIPTER: See Avellone for details. This would take place in a fake version of 1600 especially for this cut-scene - the same one used for 12_cs_enter_high. The camera angle does not allow anything of the portal to be seen, it simply shows the throne room of 1600. It takes place when the player finishes 1300 and 1400. |
{166028} | The camera switches to show the Githyanki sub-lieutenant entering, and if possible, bow or bow his head or kneel - if there is no animation for this, he will simply stand. Note that the camera angle will not show Zeeaire, although it can show light from the portal, as if the sub-lieutenant is speaking to some heavenly creature. The owner of this dialogue is the sub-lieutenant. |
{166029} | ECHO effect. |{Off-camera, maybe an echo effect?}This shard you have found - show it to me. 
{166030} {Deferent}Yes, {ZEE-air-ee}Zeeaire. 
{166031} | He strides forward, but you can't see who he hands it to - it's like he's passing it to someone off camera. If we could manage the same sort of visual effect that occurs when the PC discovers a shard, this would be a good place to play it again. |
{166032} | There are a few seconds of silence. |
{166033} {Deferent, not sure what to make of the silence, confused}Zeeaire? Is that what you sought?
{166034} | ECHO effect. |{Quietly, awe-struck, but not too over-the-top}No. It is much more. 
{166035} | ECHO effect. |{Cold, commanding, resolve returns}Forget the betrayer. Forget our vengeance. These shards - they must <b>all</b> be found. 
{166036} | ECHO effect. |Whatever forces you need, we shall grant you - but these shards must be ours.
{166037} | Bows if possible. |{Slightly uneasy at the end}Of course, Zeeaire. It shall be done.
{166038} | Fade to Black. | 
{166039} | SCRIPTER: This uses the same scene as the one in Neverwinter Wood, when Torio must report to Black Garius about her failure. Lorne is the owner of this dialogue. |
{166040} | SCRIPTER: The scene opens with Lorne walking down a long hall, alone, silently. This goes on for a few seconds, enough to see his face, his angry expression. The camera should be slightly lower than face height, to give the sense that Lorne is a tall, dangerous warrior. His weapon is out. |
{166041} | The next camera angle shows Lorne entering the throne room. Black Garius is facing him, and behind him to the left is Torio, behind him to the right is the shadow priest, and there is a huge Blade Golem behind him. The Blade Golem is the Construct, and while he should be noticeable, he shouldn't be upstaging Garius, Lorne, or Torio, who are the stars of this scene. |
{166042} {Slightly stern, but keeping his voice pleasant}{LORN}Lorne... I have been waiting for your report. 
{166043} {Evil teasing, knows Lorne's in trouble}Oh... but Master, look, Lorne's face is sad. Has he had a setback? 
{166044} | Throws a glare at Torio. His face becomes angrier. |
{166045} {Deferent, angry}Milord, there has been trouble at the Docks. 
{166046} {Condescending}"Trouble?" Oh, Lorne, please.
{166047} {Holds up hand, firm}Silence, {TOR-EE-O}Torio - let Lorne speak.  
{166048} {Genuine deference, quiet, doesn't want to piss Garius off}Of course, Garius. I meant no disrespect.
{166049} | If player is allied with the City Watch. |{Still angry, keeping it in, hates having failed his master}The City Watch has become organized - they are taking command of the Docks, and they jeopardize our position there. 
{166050} | If player is allied with the Thieves. |{Still angry, keeping it in, hates having failed his master}The thieves at the Docks have become organized - they are taking command, and they jeopardize our position there. 
{166051} Several of our agents have been killed, others driven off. 
{166052} {Irritated, slight challenge}Curious. This is a rather sudden turn of events, Lorne.
{166053} {Still angry, keeping it in, hates having failed his master}I can <b>fix</b> it, Milord, I swear it to y-{"you"}
{166054} {Dismissive, waves hand}I did not gain my title of Master of the Fifth Tower by drowning Luskan in blood - and I do not wish you to do the same to the Docks.
{166055} {Garius takes a step forward.}It <b>is</b> an unfortunate setback. But one, I think, we can still repair...
{166056} | Garius turns to look at the Construct. |{Then turns.}...provided we use the right tool. 
{166057} | There is a camera shot of the blade golem, the camera looking up at him, to try and give the same sense of menace as Lorne. |
{166058} | Fade to Black. |
{166059} {Down to one hit point}Hnnh... and so it seems my prey was waiting for me. I yield, Harborman.
{166060} {Chuckles lightly}Indeed. My Master has grown impatient with the frequency with which you cross our path.
{166061} {Questioning, realizes player doesn't understand}Luskan? Ah, you think my master and Luskan are one and the same. No, it is a sleight of hand you see, where the left does not see what the right is doing... 
{166062} ...and the four Hosttowers do not yet see what the Master of the Fifth plots. 
{166063} Yes, Black Garius, my master. But he does not serve Luskan, not at all - his ambitions lie higher than nations, I think.
{166064} As for you - you have crossed him more than once, and I was sent to remind you that you would serve us better in death. 
{166065} You have come to the attention of my master, Black Garius. While he is of Luskan, he does not serve Luskan - his ambitions lie higher than nations, I think.
{166066} When Luskan finds out what he plots, I do not think they shall be pleased, but by then, I think, it shall be too late.
{166067} {Taking a breath}No... I think not. I only needed a short time to restore my wards - and take my leave. We shall meet again soon enough, Harborman.
{166068} I was your prey?
{166069} Surrender, Luskan, or else.
{166070} Yield? That's not how we do things on the Docks, Luskan.
{166071} Then Luskan should stay out of Neverwinter.
{166072} Master of the Fifth Tower?
{166073} What in the hells are you talking about?
{166074} One of us is lying here bleeding, and it's not me. Your master's next.
{166075} I'm getting pretty impatient with you Luskan dogs myself.
{166076} Enough. Save your stories for the Watch.
{166077} Enough. I'll let Axle's men question you from here.
{166078} Is that all? Then prepare to die.
{166079} | SCRIPTER: See Avellone for details. Cut to a scene of a standard noble dwelling - a generic noble room will do, as long as it's dark, and there's a fireplace casting light. An overweight - or whatever type we can get - Lord stands, staring at the fire. He will be drinking if we can get the animation, if not, he is simply staring. |
{166080} | Close up on the fire. Wait a few seconds. |
{166081} | Cut to a camera angle showing the old lord's face. He should look angry. The camera shot should show a lot of empty space behind him, kind of like any horror movie where you're expecting someone to suddenly jump in to the empty space. |
{166082} | ECHO effect, disembodied.|{Disembodied voice, echoes.}Dalren. "Lord" Dalren now, I hear.
{166083} {Whirls around, frightened, preferably looks around. He whispers it, doesn't believe it.}Who's there?
{166084} | ECHO effect, disembodied.|{Disembodied voice, chiding.}Come now, you remember. 
{166085} | SCRIPTER: From the opposite direction, Ammon Jerro walks in - Gentry is facing the other way. |{Echoing voice vanishes, becomes cold.}Has it really been so long?
{166086} {Whirls around, steps back.}You... b-but you died, at the battle at West Harbor. 
{166087} {Advances, chiding.}Delayed, perhaps. My imprisonment was most distressing... but dead?   
{166088} | SCRIPTER: At this point, need a tight focus on Ammon Jerro's face, this is the first time aside from the opening movie where you see him fully.|{Becomes slightly sinister, and his face becomes angry}Now how could I die with so much left unfinished?
{166089} | SCRIPTER: Cut to a camera angle of Gentry lying on the floor, dead, no one else around him. Despite the fact Ammon Jerro was close to him in the last scene, he's gone now, like he suddenly vanished. |
{166090} {Disembodied voice.}And there is so much more left to do.   
{166091} | Fade to Black. |
{166092} |Fade In|
{166093} | SCRIPTER: This scene takes place not long after Ophala visits Casavir, either on the streets of the Docks or back in the Sunken Flagon. |
{166094} {Feigning concern for a "friend," but try to make it genuine so player doesn't realize}{cass-uh-VEER}Casavir. {OH-fall-ah}Ophala said you had returned, I did not believe it. 
{166095} {Slightly apologetic}I never should have left, Mordren. You had only my safety in mind, but there are greater things that I should face. 
{166096} {Slight disapproval}Have your vows robbed you of your sense? 
{166097} You endanger not only your life... but Ophala as well. Do you care so little for her that you would see Lord {PEER-val}Pierval's rage fall upon you both?
{166098} I intend to answer for it. Ophala committed no crime, and I am the only one who shall suffer. 
{166099} I will go to Lord Pierval, tell him the truth, and let punishment fall upon me as it should have. I will have no more blood shed for me this day.
{166100} {Sighs, secretly realizing he needs to kill Casavir, shaking his head}Casavir... you were always the stubborn one.  
{166101} {Thinking, try not to make this sound like he's setting him up}The gates to Blacklake are closed, Lord Pierval cannot meet with you yet. Let me see what I can do to smooth things with him before you meet. 
{166102} I will try to convince him again what happened was an accident - until then, keep your head down and say nothing of your return to anyone else. 
{166103} | Scripter: Mordren starts walking away, pauses at the door. |I fear for not only your safety, but Ophala's. I will contact you again when I hear more.
{166104} {Checking out Mordren, appraising him for theft}Who's the mark? Smells of nobility.  
{166105} A friend who has already risked much for my sake.
{166106} {More to herself, smiling}Looks like he has more to lose - if his purse is any indication. Might be worthwhile to pay his home a visit.
{166107} | Fade to Black |
{166108} {Speaking to thugs}It seems Lord Pierval has struck quicker than I thought. That can only mean...
{166109} Ophala. We must go to her at once - if they struck at me, they may have harmed her.  
{166110} | Fade to Black. |
{166111} | This scene takes place not long after Ophala visits Casavir. Mordren meets Casavir on the streets of the Docks. |
{166112} {Turns to face Casavir}Good, you have come. I am afraid the news is not good, my friend...
{166113} {Looking at Casavir's companions, wasn't expecting them}...who are these others you have brought?
{166114} They can be trusted, Mordren. I fought with them in Old Owl Well. 
{166115} {Skeptical}Very well. Casavir, I met with Lord Pierval - it did not go well. He may not listen to you. 
{166116} Then that is a risk I must take.
{166117} {Frowning}I fear he may threaten Ophala, if...
{166118} | SCRIPTER: Cut to a scene behind Casavir and the party, as thugs step into view, their backs to the camera. |
{166119} {Speaking to thugs}Who are you? What do you want? 
{166120} {Smiling, sinister}Nothing, yer lordship - we're just looking to have a talk with your temple-faring friend there.
{166121} {Smiling, sinister}We have a message... but we'll let our daggers speak for us.
{166122} | Scripter: Fight breaks out, at the end, Mordren speaks again, using the next branch of dialogue, below. |
{166123} {Impatient, but still calm}Where are those reinforcements? The <i>Kalach-Cha</i> is still alive.
{166124} Ah... they've finally decided to join us.
{166125} |Construct appears. He looks mean.|
{166126} A blade golem! So the <i>Kalach-Cha</i> has drawn our enemy's interest as well.
{166127} |Portal Starts Up|
{166128} Destroy it, quickly! If it is using this portal, our brothers must be in trouble.
{166129} |SCRIPTER: Dudes stand around wondering what the heck just ran into the portal and blew it up.|
{166130} {A big golem just smashed through the place}What in the Nine Hells was <b>that?</b> 
{166131} {Awe-struck, just saw a deadly golem smash through the area, but is more hypnotized by the construction}Why... that was a golem. A golem with blades. Wasn't he magnificient? The construction... the elegance... the sheer <b>sharpness</b> of those blades... the work of a master craftsman indeed!
{166132} {Appraising}I do not know who sent that golem, but it was attacking the githyanki... as well as us. There is a third party at work here.
{166133} {Golem just smashed through and fled, relieved}I don't care what that thing was, I'm just glad it's gone.
{166134} {A golem just entered, wreaked havoc, then fled}That was a man-made creature, a golem - and it was sent against us both. 
{166135} {Confused, golem just smashed through, and he's trying to make sure he saw what he saw}Just to make sure my eyes aren't lying to me - a huge suit of armor <b>did</b> smash through here, attack the githyanki - and us - then we drove it back through that portal?
{166136} {Musing, worried}It is good it was driven back through that portal. If it hadn't...
{166137} {Eager, chomping at bit}We should follow it! I mean... if the portal was still open. Which it's not. But to let it get away before taking a good look at it - why, we're missing out! 
{166138} {Grunts, quietly}Because if my drinking is catching up with me, I'm stopping right now.
{166139} {Agreeing with Khelgar}No... no, that's about right. 
{166140} {Nods}Good.
{166141} {Incredulous}Because that looked like one of the biggest golems I've seen in a long time, and it was going to kill everyone here.
{166142} |Show the corpses of some dead Watchmen.  This scene should only happen if Khelgar, Qara, Neeshka, or Elanee is in the party.|
{166143} |SCRIPTER: Player kneels next to a corpse to inspect it|
{166144} |Khelgar in party|We might be too late. Looks like Moire's gang beat us here.
{166145} |Neeshka in party|We might be too late. Looks like Moire's gang beat us here.
{166146} |Elanee in party|It appears Moire has beaten us here. Let's hope our rabbit was clever enough to hide himself from the wolves.
{166147} |Qara in party|We might be too late. Looks like Moire's gang beat us here.
{166148} |SCRIPTER: A thug is trying to sneak up from behind|
{166149} |Neeshka in party. She hears a sound and turns to look|
{166150} |The assassin strikes, but Neeshka parries the blow|
{166151} {Confident, chiding - telling an assassin she heard what to do}Nice try. Next time take the boots off.
{166152} {Khelgar's itching for a fight}Not that it really matters. None of them will be getting out of here alive if I have anything to say about it.
{166153} {Qara's eager to blast away}What are we waiting for then? Let's get started before any of them can slip away.
{166154} |Khelgar in party. He hears a sound and turns to look|
{166155} |Khelgar blocks the thug's attack|
{166156} {Confident}Now that I've given you the first shot, let's see how you do face to face.
{166157} |Qara in party. She hears a sound and turns to look|
{166158} |The assassin starts to attack but is thrown back by a spell|
{166159} {Confident}That wasn't very fair. Let's see how well that steel of yours stands up against a little fire, shall we?
{166160} |Elanee in party. She hears a sound and turns to look|
{166161} |The assassin tries to attack, but find his feet bound by an entangle spell|
{166162} {Confident}It would appear this home is infested with rats.
{166163} We'd better hurry before they find Fihelis.
{166164} Stay sharp. We don't know how many were sent here.
{166165} They may have gotten in, but none will be getting out.
{166166} |First Time|Well, now, what can I do for you? {Lightly taunting}Bit of venom for the belly, perhaps? Or maybe a tankard or two to shave the edge off your day?
{166167} It is indeed, finest establishment in the Docks for a fine tankard of ale and some good conversation.
{166168} {A little wary, thinks player might be here to collect on a debt}"Uncle" Duncan... that sounds a bit familiar. If you're here to collect on some debt, I'll tell you that Duncan's a drunk fool without two coppers to his name. 
{166169} {A little wary, thinks player might be here to collect on a debt}You mean old Duncan? Well now, if you're looking to collect on some debt, I'll tell you that he's a drunk and he hasn't got two coppers to his name. 
{166170} {Pauses}{DAY-gun}Daeghun, eh? {Studies the player for a second, starts getting serious}So the time's come, has it? Troubles chasing on your heels, and you barely know why... 
{166171} {Rueful, then slightly consoling in the second sentence}Suppose Daeghun told you less than half of what you need to know, then sent you packing. Don't take it hard, done it to me twice in my life, all for good reason. 
{166172} {Gets ready to hear a story}I can probably guess why you're here, but why don't you go ahead and tell me anyway. 
{166173} {Rolls eyes}Oh, did he? Nothing more than I did years ago, plain silver near as we could tell, you and those shards were all that were left of that West Harbor battle.
{166174} {Frowns}<i>Trace</i> of an enchantment on it is what that eel Sand said, but nothing of importance. Probably residue from demon's fire, or maybe wizard magic. 
{166175} {Trying to play it off}Anyway, barely worth mentioning - more sentimental value than anything else. That really why you came all this way, to hear about your mother?
{166176} {Angry}A hedge wizard, somehow set up a shop in the Docks, but it's telling enough he can only run a business down here in the crack of Neverwinter. 
{166177} Got a dry wit, and he'll always rub you the wrong way, so his name's well-chosen. {Shrugs}Still, I suppose I trust him enough, and having a wizard close by certainly tends to keep fools from causing too much trouble. 
{166178} Well, me and Daeghun took the shard to him, back when he lived in the Merchant Quarter. Before his run of bad luck. 
{166179} But he couldn't get much from it, just faint traces.
{166180} {Slightly alarmed, this should reveal it's more important than Duncan lets on}You brought it here... dug it up from those ruins? Now why in the Nine Hells would you go digging up the past like that?
{166181} {Angry}Look - and listen. There's no good in picking up history's bones, especially where that warlock's concerned. I heard the tales, and Daeghun told me what happened at West Harbor that night. 
{166182} {Slight surprise}Yeah, your mother - {ES-MER-ELL}Esmerelle, since you were asking about the shards. What, Daeghun still keeping that inside? It's a wonder he doesn't crack down the middle. 
{166183} {Realizes he's overstepped his bounds, sighs}Eh, but you know, I have no call to say that. I think that's why he buried that first shard - and gave the other one to me. 
{166184} Here... I've always kept it close, for some reason, didn't want to leave it out of my sight.
{166185} | SCRIPTER: Need an animation or some "display" of the shard being gained, like with the other shards. |
{166186} Seemed unremarkable, but I find that sometimes time will tell. Had Sand examine it a long time ago, but he turned up nothing.
{166187} | JOHN LEE: Unhide 10_intro_sand? |{Doubtful}Well, it's worth a shot - but don't pay him any coin in advance, that's all I'll say. In fact, that viper would be best o-{"off"}
{166188} | SCRIPTER: Force the transition to Sand's shop and start 10_cs_sand_intro. |
{166189} Hey, maybe you need to calm down, "friend." Coming in here barking like an old dog isn't going to make any doors open for you.
{166190} |Player is not human|Oh, <i>really.</i> I can see that. Thing is, last I heard Duncan was still a Realms <i>man,</i> so what part of the family tree did you fall out of?
{166191} |Player is human|That so? Well, sometimes here at the Docks, kin come rolling in. Strange kin, too. And they're asking for all sorts of things. 
{166192} | JOHN LEE: This should be cut, but left in case you want any scripting taken from it. |Sal, watch the bar while I'm gone. {Grunts}Not like we're having much of a crowd today, as slow as it is.
{166193} {Nods}Will do, Duncan. {Quietly}Though it looks like a slow day's picking up.
{166194} {Slight confusion}Duncan... I thought you said that shard was magic - didn't you?
{166195} {Quiet}"Demon's fire?" Sounds important to me.
{166196} {Irritated at hired help}And that, Sal, is why you are cleaning tables, and I <i>own</i> this place. Those shards were magic, yes, a "trace," but again, it was Sand, and he's a fool.
{166197} I think you might have been better off being raised by wolves if Daeghun didn't share that. {catching himself for saying something too harsh about his half-brother}There's a lot I'm sure he never told you, but listen - it's his place to tell you, not mine.
{166198} He'll tell you when he's ready, I think - but it's best you hear it from him. Let's stick to the shards for now.
{166199} | Player is underdark race |Oh <i>really.</i> I can see that. Thing is, last I heard Duncan was still a Realms <i>man,</i> not a sunblind cave-dweller of the Underdark.
{166200} | Player is tiefling |Oh <i>really.</i> I can see that. Thing is, last I heard Duncan was still a Realms <i>man,</i> and while he's no angel, there's no hooves or horns in his family.
{166201} {Snaps back}Yeah, but I'm sure no one blames him for it. Be careful where you throw those tiefling comments. 
{166202} Ah... it seems I have arrived just in time to deflect the usual barrage of slander from the local innkeeper. 
{166203} | SCRIPTER: Turns to face player, then walks toward him.|{Turns around, slight curious, facing player, walks forward - he is not being insulting, just surprised}Why, your guest here has the smell of a Harborman about them. Faint, but there. 
{166204} {Amused, but secretly intrigued}I thought Duncan was keeping company too good for him, now I see I was right. Duncan, you could learn a few things from your guest. 
{166205} {Grunts, firing back}Still passing off those two-copper fair weather charms to the locals, Sand?
{166206} {Sniffs disdanfully}You have no appreciation for my talents - and after all I've done for you. 
{166207} {Teasing, at the end, becomes falsely melodramatic}To think you could survive a fortnight without my ale purgative - why, you would be buried in the tombs with the rest of the Neverwinter traitors - a betrayer of barkeepers <i>everywhere.</i>
{166208} {Quick, Dismissive}But enough about you and your "adventurous" exploits on the tavern floor. {Intrigued, still sarcastic}I heard my name mentioned, and oddly enough, almost in a tone that suggested I could help.
{166209} {Turns to player}This here's kin...
{166210} |Player is not human|{Skeptical, sarcastic}I'm not really seeing the family resemblance. 
{166211} {Rolling on}...and we need your help concerning the shard. Both of them.
{166212} {Cagey, already knows what Duncan means}Shard? {Beat, tapping chin - he secretly wants it, hoping to use reverse psychology, slightly incredulous}That chunk of <i>silver</i> you showed me so long ago? {Chiding, sniffs, like a petulant child}I do hope you're not going to try to pawn it to me again, I am no longer interested.  
{166213} Besides, as I <i>recall</i> you said the piece of junk had sentimental value, which, upon viewing your establishment, is perfectly understandable. 
{166214} Besides, didn't your Uncle or Cousin or Brother or whatever make off with the other shard? I thought you only had one now.
{166215} {Rolling on}It found its way back - so to speak. We need you to look at both of them again. Properly, this time. 
{166216} {Flippant}Oh, very well, give them here and let me see what my keen arcane senses can determine.  
{166217} | SCRIPTER: If it's possible for Sand to do a spell casting animation, and then have it fizzle or else have them all knocked down by the blastback. See Avellone for details. |
{166218} {In pain}Well... it seems to have some... resentment to being scryed. {Beat}That is quite different than last time.
{166219} {Confused}Are you sure these are the same shards? The power in them... why, it's definitely stronger than last time... much stronger.
{166220} {Irritated}Oh, so <i>now</i> they're magical? I'm not paying you for <i>two</i> failed divinations, you charlatan. 
{166221} {Snaps back}It's not a <i>matter</i> of divination, you one-tankard drunk. There is something about these shards - without knowing their history, even my considerable talents cannot unlock their mysteries.
{166222} You're right. Sorry I pointed out the fact you were a charlatan, Sand.
{166223} And I didn't mean to bring up your excessive drinking, Duncan, and your long list of failed aspirations. It was uncalled for, especially when the mystery of these shards is before us.
{166224} {Thinking}Taking them to any other wizard in town would be useless until we learn more about their past... you need a sage and you need them examined quickly, so...
{166225} {Snorts}Because he's incompetent?
{166226} Duncan, the more I speak to your kin here, it's evident where the sense in the family went.
{166227} {Calming, straight up}Since you seem to have been given all the brains of the family, I'll be honest with you - I don't know. But I do know the shards did not have the same strength the first time I examined them.
{166228} {Thinking}There could be something about you that causes them to resonate - but I have no idea why that would be.
{166229} {Shrugs, doubtful}You could <i>try</i> and speak to {AL-de-non}Aldanon... but I don't think you'd have much luck reaching him, the Blacklake District is closed down.
{166230} {Explaining}Aldanon lives in the Blacklake District, you see - and now he's trapped there. The Watch has it locked tight, no one going in or out, no messages in or out, even for the nobles that used to live there... quite cryptic, really.
{166231} I heard about that... Lord Dalren was killed, wasn't he? I've heard rumors, but no official word of what happened.
{166232} As have I. Not only are the Watch not talking about it, but they even called in the Cloaktower mages to investigate... which means sorcery - or demons - were at work. 
{166233} {Thinking to himself, scoffing}Demons? Closest I've ever come to demons is Daeghun's tales about the battles down south, near West Harbor... when there was that trouble with the King of Shadows.
{166234} {Shrugs}Some sorcerer, I believe... had a number of demons and shadows at his beck and call. Not many tales left about that period of Neverwinter history, oddly enough.
{166235} But you say this... Aldanon might know more, Sand?
{166236} {Sighs, about to try and put the player over the barrel subtly so he can get the shard}Well, if you're not a member of the Watch... or know a secret route into Blacklake, then you're out of luck. 
{166237} {Patronizing}So it seems like you have no choice but to let me examine the shards at my leisure. I'll need to hold on to them, of course...
{166238} {Thinking}Wait... Watch or secret route... not bad ideas, either way the coin lands. 
{166239} Well, there's Marshal {KOR-mick}Cormick, he's currently at the City Watch Post, and I know he's in bad need of an extra swordarm down at the Docks.
{166240} Yes, I heard he got back to Neverwinter recently. Surprised he even made it with the troubles I've heard around Fort Locke.
{166241} {Under her breath}Trust me, you don't know the half of it.
{166242} Cormick's a Harborman, too, and folks of the Harbor are as close to kin as you can get out of the Mere.
{166243} He might be able to take you into the Watch, and from there, speaking to Aldanon shouldn't be too hard. 
{166244} {A little reluctant to suggest this}Then you need to find another route into the Blacklake District, and that means dealing with other folks that try to control the Docks - {MOY-ah}Moire and her gang. 
{166245} {Sarcastic, to himself}Oh, <i>there's</i> an idea, Duncan. They probably were behind the Watch closing the Blacklake District in the first place. 
{166246} {Thinking}Well, she's got thugs all over the docks... but finding one who can get you to her... 
{166247} {Has an idea}There's Caleb. He used to try to get me to pay him gold for protection before I told him about the wards I had inscribed on the building that caged the guardian elementals. {Quick, under this breath}Long story, but quick resolution. 
{166248} Caleb... maybe, but I don't trust that harbor rat to give you a fair deal - and the price'll be steep, in bodies or coin - he doesn't like being the only one with blood on his hands.
{166249} {Grunts}Doesn't sound like someone we should put our faith in.
{166250} Obviously, you've never dealt with the Watch in Neverwinter, Khelgar. Dealing with Caleb is probably our best chance.
{166251} Still, the chances are simply talking to Caleb will make you want to kill him, so it seems a clear win - to me. If you do speak to him, though, be sure to do it downwind.
{166252} That's pretty much how it stands. 
{166253} You can find Cormick in the Watchpost, near the Dolphin Bridge that leads to the Merchant Quarter. He needs help, so it shouldn't be much of a tough sell to join up. 
{166254} Caleb should be lounging around the corner, east along the main road - just follow the smell. If you want to join with him, he'll probably ask you to hurt or kill someone, so be warned.
{166255} I'll mark both on your map, help you get your bearings. 
{166256} | JOHN LEE: fade to black, and then start Duncan's conversation. This script node probably needs editing, and Sand should be hidden here. |
{166257} | Influence Gain Khelgar |{Grunts}I'm with that. Nothing like a good excuse to knock some heads together - and do some good while we're at it.
{166258} | Influence Loss Neeshka |{Irritated}Yeah, great. I hope nobody else I know finds out, or there goes my sterling reputation.
{166259} | Influence Gain Neeshka |{Approval}Well, as long as I get a chance to take their purse first. Besides, joining the Watch - ugh.
{166260} | Influence Loss Khelgar |{Grunts}If we have to, we have to, but I don't have to like it... I'd prefer being part of a stand up fight than one from the shadows. So where's this Caleb you mentioned?
{166261} {A little reluctant to suggest this}If you want to find another route into the Blacklake District, that means dealing with other folks that try to control the Docks - {MOY-ah}Moire and her gang. 
{166262} |Player is human|{Muttering}Well, you can certainly see the effect proper breeding has on posture - you should take notes, Duncan. 
{166263} {Recognition, like recognizing a rival, low}Sand.
{166264} Yes, it is good to see you're still sober enough to recognize me, Duncan - {sniffs}past the stale beer, vinegar, faint sweat, failed aspirations, unwashed tunic... I thought perhaps you had already had one tankard too many for the day. But...{sniffs}
{166265} Well, you can certainly find your way into trouble from here. Me, I will head back to my lonely merchant existence. 
{166266} Should you need my expertise, simply ask... {then knowingly, a little quieter}but just in case, bring a great deal of gold as well. 
{166267} Is this the Sunken Flagon?
{166268} I'm looking for my Uncle Duncan.
{166269} Who's the owner of this inn?
{166270} Daeghun sent me. 
{166271} When he told me to come here, Daeghun was a little... vague. Do you know what this shard is?
{166272} Daeghun told me to seek you out, that you might know something of the silver shards recovered from the battle at West Harbor.
{166273} Who's Sand?
{166274} Well, it's got power now - maybe he can get another read from it.
{166275} Yes, I brought another shard - and it's definitely magic.
{166276} My mother? What does she have to do with this?
{166277} Can I see the other shard?
{166278} Maybe with two of them, he might get a better reading from it.
{166279} Can Sand look at these again? 
{166280} I brought another shard - and it's definitely magic.
{166281} Where in the Nine Hells is he? I don't have time to waste.
{166282} |PC is Male|I'm his nephew. I'm related. 
{166283} West Harbor was attacked, people are dead, and Daeghun sent me here on a mission. 
{166284} |PC is Female|I'm his niece, I'm related.
{166285} How are the shards and my mother related?
{166286} Look, stop arguing. We need to focus on the problem at hand. 
{166287} Both of you, be silent before <i>I</i> lose my temper. 
{166288} How could you not sense the magic in those shards? I can tell just by holding them.
{166289} Then it doesn't sound like there's much we can do now.
{166290} So who would know the shard's history?
{166291} Why?
{166292} King of Shadows?
{166293} So how do I meet with Aldanon?
{166294} | If player met Cormick before |Cormick? From Fort Locke?
{166295} And if I don't want to join the Watch?
{166296} Not my first choice, but if I <i>had</i> to speak to her, how would I?
{166297} So joining the Watch, upholding the law, or descending into crime? 
{166298} I want to join the Watch - maybe I can do some good while I'm at it. Where can I find Marshal Cormick?
{166299} The city watch isn't the place for me - I'll try Caleb first, even if it means I need to stab a few people along the way. 
{166300} Where can I find some of her men?
{166301} This sounds more my style.
{166302} Is there any other way?
{166303} I'd rather dunk my head in scalding water than join those hounds.
{166304} That sounds good to me.
{166305} | If player did not meet Cormick before, would have heard about him in tutorial |I think I've heard that name before.
{166306} Tell me about Cormick.
{166307} And how could he help me, exactly?
{166308} I just want to get into Blacklake.
{166309} The Blacklake District was shut down?
{166310} Great. I'll probably have to jump through a wall of fire to get in, right?
{166311} Are there any wizards or mages that could help us?
{166312} Forgive me, but I've been giving the matter of these shards some thought... and I think I have a solution that may help us all.
{166313} I know we're having trouble reaching the sage in this city... but the lorekeepers of the druid circles may be easier to contact and may even know more than the sages of Neverwinter do. 
{166314} My Circle... I've not been able to contact them for some time. It is odd I have not been able to contact the elders... Vashne and Naevan. 
{166315} But there are other Circles - the druids of Neverwinter Wood, they may be able to help where the Circle of the Mere cannot.
{166316} I understand. But the druids may know more - and these shards seem to have a history that dates back longer than we know - but perhaps not the land itself.
{166317} I cannot attempt to contact them here in the city, and they seldom have an established meeting ground...
{166318} | SCRIPTER: Make the location of the Skymirror available on the map with global 10_bSMMap = 1. |But there is a druid sanctuary some distance from Neverwinter, the Skymirror, where it is said the Neverwinter Wood druids are able to commune with each other, no matter what the distance. 
{166319} I can mark the location upon your map - but like the Maiden's Glade, you will be unable to find it without my help.
{166320} | If player is male |{Irritated}Sounds convenient.
{166321} {Slightly irritated}I'm sorry?
{166322} Well, if you need an excuse to travel with him, this sure sounds like a good excuse. Or a lie. Or whatever you call it.
{166323} | Influence Loss Elanee |If it affects the Mere, it <i>is</i> my concern - our concern. I'm trying to help.
{166324} | Influence Gain Elanee |I am pleased you are willing to hear me out.
{166325} Please, let me help. More than the shards may be involved... and I need to know more.
{166326} | Influence Loss Elanee |{Snaps}Forget it, then. If you change your mind, let me know. Until then, you can burn in the Hells. 
{166327} | Influence Gain Neeshka |{Smug, referring to hell}It's not too bad down there, actually. And the last time you tried to help us, we walked into a glade filled with vicious animals.
{166328} | Haven't done Leldon yet. |Look, I already suggested we go after Leldon, so I say we do that.
{166329} {irritated}If this is anything like that glade of yours, I think we'll pass.
{166330} {snaps}Finding out about these shards is more important than one of your petty crimes.
{166331} | Influence Loss Neeshka |{Irritated}Fine. Follow her to another calm forest glade filled with crazed animals, see if I care.
{166332} | Influence Loss Elanee |{Irritated}Can you really be so shallow?
{166333} | Influence Gain Elanee |Thank you for trusting me... even if others apparently do not.
{166334} {Smiles}Gods, I hope so. <I>I</i> like it.
{166335} Then it seems there is nothing more to say. If you change your mind, then tell me... the Skymirror is still marked on your map in the meantime.
{166336} The location of the Skymirror is on your map - we can go there whenever we wish. {Beat}But the sooner we are out of this city, the happier I will be.
{166337} {Defensive}That was <i>not</i> my doing.
{166338} {Mocking}Oh? So <i>Khelgar</i> led us there? I must have forgotten in all the confusion.
{166339} If you wish my help, then speak to me, and I shall do what I can - until then, you can keep your own counsel. 
{166340} Any help they could provide would be welcome.
{166341} Your Circle could help us?
{166342} I do not want anyone else knowing about this.
{166343} The shards are none of your concern.
{166344} Do you know a way to reach them?
{166345} Maybe you could help by keeping your mouth shut.
{166346} I said it's none of your concern. If I need help, I'll ask for it.
{166347} Very well. You think your Circle could help us?
{166348} I agree with Elanee. Let's see what we can find out about the shards.
{166349} A little robbery for some cash and glory can't hurt. 
{166350} Enough out of both of you - I make the decision, not you.
{166351} |Show City Watch HQ on fire|
{166352} |Fade In. Sounds of men yelling and barking orders|
{166353} |fade out|
{166354} |Clean up|
{166355} |fade in|
{166356} | SCRIPTER: The owner of the conversation is assumed to be Johcris. See Avellone for details on this cut scene. Cut to a generic darkened home map - one of the interns or Kihan can cut and paste one really quick. Johcris is standing, looking out a window, there appears to be no one else in the room. |
{166357} | Does not turn from the window. |{Angry, snapping}Come out of the shadows. I have no patience for your Hosttower tricks.
{166358} | SCRIPTER: Natale steps from the shadows into a new camera shot, Johcris does not turn. |
{166359} {Steps from shadows, slightly chiding}Surely you understand my caution. 
{166360} {Slightly deferent}I only wished to make sure I was not walking into a trap... those of <i>our</i> Academy are not welcome in Neverwinter.
{166361} | If Glina got killed. |The Hosttower has heard of your loss - and the involvement of the little flame-haired sorceress we have heard so much about. {Beat}Our condolences.
{166362} | If Glina got threatened. |The Hosttower has heard of your troubles - and the involvement of the little flame-haired sorceress we have heard so much about. {Beat}Our sympathies.
{166363} We even heard a rumor that she is fighting the rest of your students on the streets of Neverwinter. {Beat, baiting}A terrible state of affairs. 
{166364} {Dismissive}The actions of those children are no concern of mine. <i>They</i> have been punished.
{166365} | If Glina got killed. |{Barely restrained anger, then disgust}But this girl Qara... she killed my daughter in cold blood in the Neverwinter Docks. In some filthy tavern brawl.
{166366} | If Glina got threatened. |{Barely restrained anger, then disgust}But this girl Qara... she insulted my daughter and threatened to kill her – tried to provoke her into some filthy tavern brawl in the Neverwinter Docks.
{166367} And that I will not abide. 
{166368} {Prompting to see why Glina's father wouldn't call cops}But these crimes this girl {KAR-ah}Qara has committed - surely you have told the Nine what has transpired.
{166369} {Low angry}The Nine have their hands full with politics and troubles at the Docks, they will not help... and especially with my house out of favor with Nasher. 
{166370} {Grim}This is something I wish to handle myself. 
{166371} {Prompting, slight amusement}Yourself? {Beat, pointing out the irony}...and yet you have contacted the Hosttower about this matter. 
{166372} It is strange you would summon us - we are not welcome in Neverwinter, and never in the Academy grounds. 
{166373} If you aid me, I will aid you. Neverwinter need not be closed to you and your school. I could promise you students... disciples... even slaves.
{166374} {Thinking, intrigued}And what is it you wish done? 
{166375} | Glina was killed. |I wish to hear Qara scream, to feel the same pain my daughter did when she was struck down. 
{166376} | Glina was driven away. |I wish to hear Qara scream, to feel what it means to be burned by her own power.
{166377} I want Qara to <i>suffer.</i>
{166378} {Thinking, intrigued}To turn a sorcerer's power against them... it is an old technique, as old as {ILL-farn}Illefarn itself. 
{166379} ...but I think you will find we are not strangers to this art. 
{166380} | Fade to Black. Load the next map. |
{166381} {Bloody smile, knows something the player doesn't}This isn't over... I swear it.
{166382} | SCRIPTER: Blast of smoke gas, and he vanishes. | 
{166383} {Like waving away a fart, coughing}Phew... stupid... smoke potions. {Pissed}He always does that when he's lost a fight - the coward.   
{166384} {A little smug}Still, that should have taught him a lesson - he'll never call <i>me</i> "goat girl" again.
{166385} {To player.}Hey - thanks for your help. {A little wary}We'd better get out of here before more of his men show up.
{166386} | SCRIPTER: This plays when Leldon is awakened during the robbery of the coin. The owner of the conversation is Leldon. |
{166387} | SCRIPTER: Cut to a scene of the door to Leldon's room, 2 guards flanking it. There's a crash from within, they turn to look at the door as it opens, and Leldon storms out, furious. |
{166388} {Contempt, challenging, KNEESH-ka}Who in the Nine Hells would dare to break into my home? I'll gut th-{"them"}
{166389} | Cut to a scene of Neeshka, uneasy, backing up. |
{166390} {A little uneasy, hand caught in the cookie jar}Oh... heh. Hey, {LEL-dun}Leldon. I didn't mean to wake you up - actually, I was just leavi-{"leaving"}
{166391} | Shot on face. |{Slow building anger, recognition, KNEESH-ka}Neeshka.
{166392} | Back to full camera shot. |{Sinister build-up, like he's just caught a prize}Finally got smart, eh? Come to pay me back?
{166393} {Trying to back out, uneasy, LEL-dun}Leldon... heh... the thing is...
{166394} | Draws a weapon. |{Low, threatening}Save your breath. You'll need it to scream. 
{166395} {Eager, a little mad}Yeah! You don't have me outnumbered like last time. So if you want a fight, then come on - we'll carve you into bits. 
{166396} {Angry at player}What?! How can you say that, after all we did to get into this place? We need that coin!
{166397} {Wary}Uh... that's good from the intimidation angle, but... uh, you don't need to be quite so genuine. We only need the coin, you know.
{166398} {Low, threatening}All right, men. You heard the "lady."
{166399} {Sneering}After the coin, eh? Yeah, you could have used a little luck - you're just about out.
{166400} | SCRIPTER: Breaks into combat. If reduced to one hit point, need to break into 10_cs_leldon_1hp. |
{166401} Of course she did, because it <i>is</i> her coin. It's worthless, but it seems to drive her crazy not having it, so I've kept it close by all this time in the hopes she'd come crawling back for it.
{166402} And here she is, right on time to die.
{166403} | Influence: Gain |Touch her, and you die.
{166404} | Good, Influence: Loss |We don't want anyone to get hurt over this. This is a misunderstanding, we'll leave.
{166405} | Chaotic, Evil, Influence: Loss |You'll be the one screaming after I butcher you and anyone left in this building.
{166406} | Lawful, Influence: Loss |We never should have broken in here and tried to steal his property.
{166407} Wait... Neeshka said that coin was yours, not hers.
{166408} | SCRIPTER: This scene plays when the player snuck out of Leldon's house, and the message from Wolf is given to the player. Leldon will only meet the player in the park if Neeshka is in the party - it doesn't matter who else is. |
{166409} {Contempt, challenging, KNEESH-ka}Neeshka - long time.
{166410} {Calm, flippant, becomes taunting in the second sentence}{LEL-dun}Leldon... it's been nowhere near long enough. {Beat, taunt}You know, I <i>tried</i> to visit you the other night, but you slept right through it.
{166411} Truth told, I'm surprised you even had the spine to come here... seeing you can't even steal a coin from me and keep it. {Tapping chin, mocking}Now where could it have gone...?
{166412} {Low, threatening}Give it back to me, girl.
{166413} {Challenging, irritated}Always with the threats - why can't you admit you just <i>lost,</i> Leldon? You'll never be as good a cutpurse as me... ever. 
{166414} | NOTE: The player responses need to be-ordered when editor is fixed. |{Low, threatening}I don't need to compete with you, just kill you.  
{166415} {Eager, a little mad}Yeah! You don't have me outnumbered like last time. So if you want a fight, then come on - we'll carve you into bits. 
{166416} {Low, threatening}All right, men. You heard the "lady."
{166417} | SCRIPTER: Breaks into combat. If reduced to one hit point, need to break into 10_cs_leldon_1hp. |
{166418} {Angry at player}What?! After all we went through to get it? No! Now it's mine - let him just try and take it.
{166419} {Wary}Uh... that's good from the intimidation angle, but... eh, you don't need to be quite so genuine. We only need the coin, you know.
{166420} I'm sick of this. Kill them all. 
{166421} Of course she did, because it <i>is</i> her coin. It's worthless, but it seems to drive her crazy not having it, so I've kept it close by all this time in the hopes she'll come crawling back for it.
{166422} And here she is, just in time to die.
{166423} | Influence: Gain |Touch her, and you die.
{166424} | Good Gain, Influence: Loss |We don't want anyone to get hurt over this. This is a misunderstanding, the coin's yours. 
{166425} | Chaotic, Evil, Influence: Loss |I'm going to enjoy killing you - and anyone else you know who was too scared to show up to die.
{166426} | Influence: Loss |We never should have broken into his house.
{166427} | Lawful, Influence: Loss |The coin belongs to Leldon, let's give it back to him.
{166428} Wait, you said that coin was Leldon's, not yours.
{166429} | Scripter: This cut scene takes place after the player successfully leaves the map with Leldon's coin without waking him up. When this occurs, cut to a scene of two random guards standing in a corridor, reacting to the player's intrusion and vanishing. |
{166430} {Outside the Door to the room where the coin was, door is open}I'm telling you, I heard something.
{166431} {Dismissive}And I'm telling you, it's the wind blowing between your ears. Let's finish our rounds, th-{"then"}
{166432} {Cautious}Hey, the door's open. 
{166433} {Realization}Oh Gods... the coin - the one he stole from the demon girl. 
{166434} | SCRIPTER: They look at each other for a few seconds. |
{166435} | SCRIPTER: Close up on Guard One's face. |{Scared}One of us has to tell him.  
{166436} | SCRIPTER: Fade to Black. |
{166437} | SCRIPTER: Fade from Black. To show a cut to a scene of the door to Leldon's room, door open. It shows a worm's eye view of the ground, when suddenly a guard falls to the ground, dead, his face on camera. The camera switches to show Leldon standing there, a sword in his hand. |
{166438} {Evil, talking to the corpse of a guard he just killed who reported bad news}So a thief slipped in under your nose - I'm glad you told me.
{166439} | SCRIPTER: Cut to a scene of Leldon's face, angry. |{Musing, to himself, still a little pissed}And this thief was kind enough to leave a note... how considerate.
{166440} | SCRIPTER: Pause, face darkens. Needs to shake his head at end. |
{166441} {Low, angry, crumpling the insulting note in his hand, KNEESH-ka}So, Neeshka... war, is it?
{166442} | Fade to Black |
{166443} {Fade out to indicate time passage or locational change}
{166444} {Fade up after guards are spawned and patrolling}
{166445} |SCRIPTER: Takes place if the player was unsuccessful in clearing the docks - was a bad guy. Fade in to shot of Nasher, talking with a few officials, his back is to the camera. He is standing still, the merchants are gesticulating.|
{166446} |Cut to a scene of the door to the chamber opening, Nevalle strides in.|
{166447} |Cut back to the first shot, Nevalle walking toward Nasher, Nevalle's back is also to the camera. He pauses, then kneels.|
{166448} |Cut to an overheard camera shot, looking down at Nevalle, with the front of Nasher now visible.|
{166449} My Lord Nasher, I came as soon as I heard your summons.
{166450} |Waves away the other talkers, who bow and step away.|{Calm, doesn't waste any time, but his calmness is hiding his anger}{nuh-VAHL}Ah, Nevalle - perhaps you can enlighten me on what's going on at the Docks.
{166451} {Knows he's in for a beating, but toughing it out}My Lord, the Watch is patrolling the Docks in force. They are attempting...
{166452} {Firm, interrupting, slightly snappish}Yet <i>somehow,</i> things have only become worse. I've heard word the citizens are calling the place the Thieves' Quarter now. 
{166453} {Lecturing, pissed at the indignity of it}I'm to meet with the head of the shipping guild within the hour - where I will suffer him lecturing <i>me</i> on where I spend the taxes we charge on docked ships.
{166454} |Moment of silence, Nasher turns away, looks off in distance|{Beat}
{166455} {Sighs, isn't really angry with Nevalle, more the situation}If the Watch cannot patrol the Docks, then I'll have to take action, Nevalle. Relations with Luskan and our other trade neighbors are delicate now - {sighs}if we alienate the merchants...{lets sinister portion trail off}
{166456} {Affirmative, dead serious, loyal to Nasher.}I will not let it come to that, milord. 
{166457} {Quiet, beat, thinking back to the Dark Ages, pinching the bridge of his nose}It hasn't been long since the plague... and the war with Luskan. If we show any weakness now, within our walls…
{166458} {Affirmative, dead serious.}My Lord, I swear to you, these thieves will be rooted out and dealt with. 
{166459} Very well, Nevalle. 
{166460} |Nevalle gets up walks toward door, stops at door, as Nasher speaks.|
{166461} |Fade out at end|See to the Watch... {sighs, a little quiet as merchant comes in}I'll see to the merchants.
{166462} {Fade Out}
{166463} |SCRIPTER: Takes place if the player was successful in clearing the docks. Fade in to shot of Nasher, talking with a few officials, he is on his throne, and the merchants are before him. He is standing still, the merchants are gesticulating, as if trying to ask him something.|
{166464} |Cut to a scene of the door to the chamber opening, Nevalle strides in.|
{166465} |During the scene above, Nevalle is walking up to the throne, then bows.|{Deferent}My Lord Nasher, I came as soon as I received your summons.
{166466} {Slightly pleased to see Nevalle}{nuh-VAHL}Ah, Sir Nevalle - we were just speaking of you. 
{166467} {Slightly dismissive, then pleased, making a slight show for merchants, gestures}These men are from the trade guild, and I was telling them of the Watch's successes at the Docks. 
{166468} {Suggestive, a little firm}And they were about to tell me of <i>their</i> renewed efforts to insure new ships in the harbor this season - to compensate for the loss of overland travel. 
{166469} {Nodding, playing along}The season has been a lean one for Neverwinter, my Lord. The citizens will be pleased to see more ships in the harbor, and the cargo they bring. 
{166470} {Nodding, making a slight show for merchants there}Quite right. Thank you for your efforts, Sir Nevalle. Congratulations are in order, for you - and the Nine. 
{166471} {Nodding, refusing to claim credit}My Lord Nasher, I shall pass along your praise to the Watch. {Beat, referring to the player}I believe much of their recent success is the result of our new recruits. 
{166472} {Nods}So be it, Nevalle - after the war with Luskan - and the plague, it is good we can finally turn our attention to where it belongs.
{166473} {Turning to the merchants, who look uncomfortable, and stresses this, since he's about to tax the shit out of them}And the certain matter of back taxes owed at the harbor.
{166474} {Smiles, as if enjoying a private joke}Of course, my Lord Nasher. With your leave, I will return to my duties.
{166475} {Smiles, as if enjoying a private joke}You may go, Nevalle. 
{166476} |Nevalle gets up, camera shows him walking toward the door, camera facing his front, a second or two goes by and Nasher speaks as Nevalle leaves.|
{166477} {Turning to merchants, beat, firm again}After all, the guild and I have much to discuss. 
{166478} {Fade Out}
{166479} | If player keeps talking to Ophala |We can speak more later - for now, you must go!
{166480} {Slight panic}You must leave, Casavir... at once! There have been enough murders in Blacklake... now for Pierval and Mordren as well...
{166481} I will do what I can to keep this matter silent - Pierval did abduct me from the Moonstone Mask, and I am certain his associates would not want that matter to come to light.
{166482} We can speak more later - for now, you must go!
{166483} So it seems Mordren sought to cast Casavir down... or at least drive him from the city walls. 
{166484} You have chosen your friends unwisely, Casavir - I had heard that a man sought Ophala's attentions. I did not think it to be Mordren. 
{166485} Yet, Casavir... he would only feel threatened by your presence, only go to such great lengths, if you were indeed a threat to his love. And to my union.
{166486} | Casavir and party breaks into chamber, Ophala is by the window, while Lord Pierval stands near to her, his weapon drawn. |
{166487} {Slight disdain}{cass-uh-VEER}Casavir, as I was told. {Beat}Come to kill me, too?
{166488} Casavir, you should not have come. This was foolish. 
{166489} {Firm, trying to control anger}Release Ophala. She is not a part of this.
{166490} {Irritated, then disgusted at end}I have not harmed her, merely kept her here to keep her out of the way of your... intentions.
{166491} If you intend to force yourself upon her again, false paladin, then you will speak to my blade. 
{166492} No, Casavir, stop! I can't let you do this! 
{166493} Yes, let us see what your warrior friend is made of. Mordren, you stand with me - or with your friend. One of us you know is wrong.
{166494} I am sorry, Casavir - but I cannot let you do this. 
{166495} | Begin combat, Mordren and Pierval attack player and companions. |
{166496} {Stubborn, angry}There is nothing to discuss. He killed my son for defending my honor, and he hides behind his vows like a coward. 
{166497} {Indignant}What? You lie! 
{166498} {MOR-drin}Mordren was the one that brought knowledge of Casavir's return. If anything, he has given me more information on which to act. 
{166499} | Player hasn't confronted Casavir on this |{Confused}What do you speak of? Mordren is not the guilty one in this, I am. 
{166500} | Player already confronted Casavir on this |{Angry}Mordren is not the guilty one in this. The feelings were still mine.
{166501} I had no part in this - now you accuse me of crimes for protecting a friend? Casavir, your allies are nothing but craven cow-{"cowards"}
{166502} {Angry}Silence, Mordren! {To player}You, what is this nonsense you speak of?
{166503} I will not abide these lies any longer! 
{166504} {Suspicious, but knows Mordren's an asshole}You will abide it for my sake - and in the interests of truth. If Mordren is guilty as you say, why would he do this?
{166505} Hear this out if you will, but I deny it. And there is no proof for the allegations you speak. 
{166506} Indeed, I, too, will need proof. 
{166507} Where did you get those? You are a thief as well as a liar!
{166508} {Cold, challenging}Those were letters intended for Pierval and Ophala, Mordren - are you admitting that you kept them?
{166509} {Cold anger, building, realizes he's lost, and doesn't care to edit himself any more}Why I would keep anything from that whore of yours, Casavir, is something you could best answer yourself. 
{166510} {Gets increasing angrier and more spiteful}You kept everything from her, your feelings, your heart, and cloaked it with lies and distance. 
{166511} And to see her fawning over you, hungry for your attentions like some dog. 
{166512} Your words, Mordren - take them back. 
{166513} {Disdainful}Take them back? If only you'd <b>seen</b> her, Pierval, falling in love day by day to a fool who gave up everything for "paladinhood."
{166514} To read those letters, those foul letters to him, when she would not dare entertain <b>my</b> affections, a man of status, of power, who could have been hers.
{166515} {Disdain, horrified, never realized}I never wanted you, Mordren - ever. 
{166516} {A little quieter, still horrified}And now you have shown your colors, and betrayed a friend... two friends.
{166517} You betrayed <b>me,</b> you harlot! <b>And</b> your husband-to-be! 
{166518} A room filled with liars and deceit, and you seek to accuse <b>me</b> of having any part in this.
{166519} | Draws weapon |May you all die as Harcus did, and I'll tell the Watch what truly happened when your bodies lie cold upon the stone floor. 
{166520} | Mordren attacks. At end of combat, return to this conversation. |
{166521} {Angry at being threatened}Such arrogance... you will never escape Blacklake, let alone the city. 
{166522} [Failure] I will let you take your chances against my sword and Neverwinter justice.
{166523} [Success] I cannot let you leave with Ophala. She is to stay here, safe with me.
{166524} It was never my intention to keep Ophala from you, milord. And I never meant to harm your son. 
{166525} [Failure] I have nothing to say to dogs who burst into my home and make demands. Now, throw down your weapons or you shall answer for it.
{166526} [Success] My terms are simple - Casavir will answer for his crime, and he will come between Ophala and I no longer. 
{166527} I never meant to harm Harcus, milord. You must believe me. 
{166528} {Angry}Do not <b>speak</b> my son's name. 
{166529} {Beat, then a little pained}Know this, Casavir - I know Harcus to be of short-temper, and I do not doubt you were forced to defend yourself. 
{166530} But... the crime of Ophala that sparked this... 
{166531} {He's lying}I regret it, milord. Ophala is not to blame for such things. I acted improperly, on feelings that were false. 
{166532} | Close up on her face, slight frown. |
{166533} He did not touch me, Pierval. 
{166534} {Beat}And as you have heard, he did not love me. 
{166535} {Slight suspicion, looking at Ophala.}There is much I have heard... 
{166536} ...yet such tales of the court do not interest me. 
{166537} | Turns to Ophala |I seek only your hand, Ophala, not your heart. If this one is no obstacle to you, then there is nothing more to be determined here. 
{166538} {Not genuine emotion}My hand is yours, milord. {Beat}As it always was. 
{166539} | Looking slightly pained, but not going to say anything. |
{166540} {Firm}Then that is all I ask. I merely wished to hear your words, Casavir - I believe you regret what has happened as much as I. 
{166541} {Sighs}And there has been enough violence, already. We do not need to tarnish the walls of Neverwinter with more treachery, not with Luskan seeking every chink in our armor. 
{166542} Never come before me again, Casavir - you or any of your allies. Our matter is settled, I forgive you Harcus, but the wound needs to heal. 
{166543} Until that day, I want you far from me. And I do not wish you to speak to Ophala of this again. 
{166544} {Quietly}You have done the right thing, Casavir. We must all make sacrifices... and I can bear the loss of this more than the loss of a friend.
{166545} Come, let us go. Forgive us, Lord Pierval... we shall trouble you no longer. 
{166546} | Camera shot of party leaving. Camera shows party walking toward camera, Ophala and Pierval in background. Casavir pauses, Ophala takes a step forward, and Casavir keeps walking. |
{166547} | Fade to Black. |
{166548} Let us end this.
{166549} Wait! We came here to talk.
{166550} | If learned evidence |You all have been deceived... by Mordren. 
{166551} Mordren is behind much of what has happened - including Harcus' death.
{166552} Of course he was. And why did he wish you to know that?
{166553} The information you and your son received were letters given by Mordren - letters he was entrusted with.
{166554} Mordren acted as courier between Ophala and Casavir... and he informed you and your son enough information to make you seek to punish Casavir.
{166555} Out of love for Ophala... or simply out of a need to possess her.
{166556} He loved Ophala... and saw Casavir as a threat. He told Harcus to provoke your son into attacking Casavir to kill him.
{166557} Then here they are, let Mordren deny his guilt now.
{166558} Take these letters - they will show Mordren's guilt in the matter. 
{166559} [Intimidate] If you don't want your blood to cover your beautiful walls, then release her now. 
{166560} Give up your charges against Casavir, and we will let you live. 
{166561} We aren't worried about escaping, just murdering you.
{166562} Some said we could not <i>enter</i> Blacklake, yet here we are. 
{166563} I only wish Casavir to be free. 
{166564} We have no interest in her. 
{166565} I could care less about what bed she lies in.  
{166566} [Diplomacy] Lord Pierval, you have a reputation for being fair and just. Let us talk as civilized men.
{166567} |Cut Scene: Explosion, player walks in to Sunken Flagon to see Qara squaring off with other students in the bar, with Duncan hiding behind the bar|{A sorcereress has just entered the establishment, and he's trying to placate her from behind the bar}Ladies, ladies... please, there's no call to lose our tempers over this...
{166568} {Pissed, facing three female students, about ready to throw down}Temper? I haven't even gotten <i>warmed</i> up yet. 
{166569} {Aristocratic, pompous}Being able to keep a rein on your spells is a sign of discipline, {KARA}Qara - something <i>you</i> could never master.
{166570} {Taunting, time for a girl fight}And the instructors aren't here to shield you. Go on, set fire to this whole street and this sad tavern, and you'll never be able to return to the Academy, let alone Neverwinter. 
{166571} {Might be better to record as witches}As if I'd <i>want</i> to stay in that prison with you high-nosed witches for another year.
{166572} You're right, here among the Docks is where you belong - peddling yourself for cheap coin. 
{166573} {Making a cat sound, commenting on a cat fight about to start, eager}Rrrrr... someone get me a tankard, this is going to get good. 
{166574} {Grumbling to self, then notices the player}What in the Nine Hells did I do to deserve th... {"this," notices the player, relieved}oh, thank the Gods you've arrived - do something, these ladies are about to start throwing spells outside my establishment.
{166575} I don't know, but whatever you do, do it quick - they won't be able to ferry enough water from the harbor to put out a blaze if things get out of hand.
{166576} Whatever you do, do it quick - they won't be able to ferry enough water from the harbor to put out a blaze if things get out of hand.
{166577} |Default. Player is a member of the Shadow Thieves|{Whispering, urgent to her friend}{HE-tha}Hetha, I think some thugs from the Docks are here. 
{166578} |Player is a member of the Watch|{Whispering, urgent to her friend}{HE-tha}Hetha, I think members of the Watch are here. 
{166579} {Aristocratic, pompous, disdainful}"Friends" of yours, {Kara}Qara? Sent to bail you out, perhaps? 
{166580} {Pissed, facing three female students, about ready to throw down}I don't need anyone's help to turn you into ash.
{166581} {Aristocratic, pompous, disdainful}That is our intention. Qara has threatened us for the last time, and we will stand for it no longer. 
{166582} {Aristocratic, pompous, disdainful}This is not your concern. Qara has threatened us for the last time, and we will stand for it no longer. 
{166583} {Aristocratic, pompous, disdainful} There is nothing to discuss. Qara has threatened us for the last time, and we will stand for it no longer. 
{166584} Yeah, if Qara's so superior to us, then I say let her <i>prove</i> it, without the Academy instructors stepping in to stop things.
{166585} {Pissed, facing three female students, about ready to throw down}The instructors? They never stopped me before - you always went running to them, not me!
{166586} I've heard every word you've said about me. Always talking behind my back, ridiculing me, just because it takes <i>you</i> a shoreman's hour to cast a cantrip. 
{166587} {Aristocratic, pompous, disdainful, scoffs}And you think setting fire to a <i>stable</i> while casting yours is any better, Qara? {Defensive, can't find the words}I practice... restraint... not showy, excessive displays. 
{166588} {Aristocratic, pompous, disdainful}Yeah, Hetha is simply cautious in her craft, <i>you're</i> the dangerous one, Qara.  
{166589} {Raises an eyebrow}If you knew how dangerous I was, then you should have known better than to push me this far. 
{166590} {Smiles evily}It'll be my pleasure. Hope you girls know a good priest. 
{166591} | SCRIPTER: Start battle, at end, have Duncan initiate dialogue, below. |
{166592} {Wasn't expecting this, a little hesitant}I... I would not intervene if I were you, else we'll be forced to stop you as well... {hoping to use wizards as a scare tactic}we are wizards, you know. 
{166593} {Wasn't expecting this, a little hesitant}[Success] I... I would not intervene if I were you, else we'll be forced to stop you as well... {hoping to use wizards as a scare tactic}we are wizards, you know. 
{166594} {Hesitant, a little skittish}Yes, wizards. From the academy. {Slight protest, realizes things are getting out of control}But we don't want any trouble with you, just Qara.  
{166595} | Player works for the Thieves | {Whispering, a little skittish}Hetha, I don't want to cross any thieves... what if one were to steal my tomes, or my mother's amulet from my room?   
{166596} | Player works for the Watch |{Whispering, a little skittish}Hetha, I don't want to be cast out of the academy if we're arrested.   
{166597} {Beat, pauses}Very well... this isn't worth it. You're fortunate this time, Qara - next time, you better not let us catch you outside the Academy walls.
{166598} {Sniffs}Come, {Glenna}Glina. I think we've smelled enough of the Docks for one day.
{166599} | SCRIPTER: Need Glina, Hetha and any other students to walk out of the establishment. |
{166600} {Irritated, like an unwelcome big brother stepped in, but not too over-the-top}I didn't need your help. Those "wizards" had it coming.
{166601} Those noble-born-want-to-be mages are just jealous - they don't like the <i>fact</i> that I can summon more power from my thumb than they can with a day's worth of concentration.
{166602} They're always staring into their tomes and books, trying to categorize magic, it's a waste of time - it just <i>is,</i> and either you understand it, or you don't. It's instinct. 
{166603} {A little hesitant}Well, the thing is - I'm not a part of the Academy anymore. I... quit. Sort of. After burning down the stable. 
{166604} Lass, you should have thought of that before starting a fight outside the Flagon - and the damage you caused before they even showed up...
{166605} {Dismissive, flippant apology for major damage}It's the wood you use in the rafters, it sets fire easily. Sorry about that. 
{166606} {Turns it around, stern}"Sorry?" Oh, lass, I wasn't asking for an apology. 
{166607} {Stern, not messing around with this}You'll be paying me back, you will - for all my lost business, for a tarnished reputation and for putting me and my kin in danger like that.
{166608} {Surprised, angry}What?! I'm not working for either of you. <i>Ever.</i> 
{166609} {Turns it around, stern}No, lass, you <i>will,</i> or by Gods, you'll bring down a fury from me like you've never seen. 
{166610} And not only that, if you don't, you'll be proving those other girls right. I don't think you're willing to admit you don't have discipline, restraint, or a sense of responsibility, like <i>they</i> claim to have. 
{166611} Besides, I doubt you'll be welcome back at the Academy.
{166612} {Turns it around, stern}No, she's not going anywhere. If you won't take her with you, then she's going to be working off her debt right here until it's settled. 
{166613} Grab a rag, sorceress. There's tables inside that need cleaning for those pretty hands of yours. 
{166614} {Grumbling to herself}You'll regret this when your inn is in flames in a day's time.  
{166615} | SCRIPTER: Qara should now be in the bar, working. |
{166616} {Angry}You want me to help you? Fine, but I warn you - you may not be able to handle me, but if you want to take a demon by the horns, then fine.
{166617} | Reset Qara's level, non-CampaignNPC, Selectable. Set 00_bQaraJoined=1 |
{166618} {Challenging}I am. Now get out of my way - I'm not paying for a thing.
{166619} |Evil Response|I have no intention of stopping this, I'm going to join in.
{166620} |Chaotic Response|Sounds like it's a show waiting to start.
{166621} What do you want <i>me</i> to do about it?
{166622} |Good Response|All right, let me see what I can do.
{166623} |Chaotic Response|Go on and attack each other, it's been a while since I've seen a good lightshow.
{166624} |Evil Response|I'm here to beat some sense into all of you.
{166625} |Lawful Response|If any of you cast spells here you'll be breaking the law, and I'll be forced to arrest you. 
{166626} |Lawful Response|If you start a fight here, you'll all be expelled from your academy.
{166627} What seems to be the problem?
{166628} |Good Response|There's no need for violence. Let's talk about this.
{166629} If violence is the only way to settle this, then let's get to it. 
{166630} Enough talk - if you're going to fight, then do it.
{166631} | Player works for thieves. |This street is under my protection. You cast a spell here, and you'll have the entire thieves' guild at your throats.
{166632} | Player works for watch. |This street is under my protection. You cast a spell here, and I'll arrest you all. 
{166633} |Intimidate|[Intimidate] If a single spell is cast, I will kill you all without a second thought.
{166634} Any fight in here means you're fighting me and all my friends. 
{166635} This is right outside my Uncle's establishment - it gets damaged, I damage you.  
{166636} [Diplomacy] I'm sure there's another way we can work this out without me and my friends becoming involved. 
{166637} Did they? Sounds to me like you were quick to insult them back.
{166638} So you study at the Academy?
{166639} No, Duncan's right - I'm thinking you owe us.
{166640} We don't want her around, Duncan. She can go - I never want to see her again.
{166641} Actually, I could use some help in my travels... especially from a sorceress.
{166642} What? You're too good for us?
{166643} I don't want her help.
{166644} Sounds to me like your lessons haven't been paying off.
{166645} Trading insults and spells isn't the way to resolve matters - you should have called the Watch. 
{166646} Maybe so, but not in front of <i>this</i> inn. 
{166647} | PC is a sorcerer |A fellow sorcerer would be welcome.
{166648} | SCRIPTER: Transitions from the 10_cs_duncan_int, the player and Duncan walk into Sand's shop, show a full front shot of Sand's face with the two walking behind him. |
{166649} |Cut Scene: Does not turn around|{Sarcastic, flippant, doesn't even turn around, holds up his hand}Wait... don't speak. Let me guess. 
{166650} {Sniffs, still not turning around}
{166651} {Sniffing}Stale beer, vinegar... or is it simply wine that has gone bad? Faint sweat, failed aspirations, unwashed tunic...
{166652} {Dripping sarcasm}Why, it only be Duncan Farlong. {Sniffs again}But there is something else...
{166653} | SCRIPTER: Turns to face player, then walks toward him.|{Turns around, slight curious, facing player, walks forward - he is not being insulting, just surprised}Why, you have the smell of a Harborman on you. Faint, but there. 
{166654} {Amused, but secretly intrigued}I thought Duncan was keeping company too good for him, now I see I was right. Duncan, you could learn a few things from your guest. 
{166655} {Grunts, firing back}Still passing off those two-copper fair weather charms to the locals, Sand?
{166656} {Sniffs disdanfully}You have no appreciation for my talents - and after all I've done for you. 
{166657} {Teasing, at the end, becomes falsely melodramatic}To think you could survive a fortnight without my ale purgative - why, you would be buried in the tombs with the rest of the Neverwinter traitors - a betrayer of barkeepers <b>everywhere.</b>
{166658} {Quick, Dismissive}But enough about you and your "adventurous" exploits on the tavern floor. {Intrigued, still sarcastic}Your footfalls carry a strange weight upon them - almost as if you are here with a purpose.
{166659} {Turns to player}This here's kin...
{166660} |Player is human|{Muttering}Well, you can certainly see the effect proper breeding has on posture - you should take notes, Duncan. 
{166661} |Player is not human|{Skeptical, sarcastic}I'm not really seeing the family resemblance. 
{166662} {Rolling on}...and we're here about the shard. Both of them.
{166663} {Cagey, already knows what Duncan means}Shard? {Beat, tapping chin - he secretly wants it, hoping to use reverse psychology, slightly incredulous}That <b>chunk of silver</b> you showed me so long ago? {Chiding, sniffs, like a petulant child}I do hope you're not here to try and pawn it again, I am no longer interested.  
{166664} Besides, as I <b>recall</b> you said the piece of junk had sentimental value, which, upon viewing your establishment, is perfectly understandable. 
{166665} {Rolling on}It found its way back - so to speak. We need you to look at both of them again. Properly, this time. 
{166666} {Flippant}Oh, very well, give them here and let me see what my keen arcane senses can determine.  
{166667} | SCRIPTER: If it's possible for Sand to do a spell casting animation, and then have it fizzle or else have them all knocked down by the blastback. See Avellone for details. |
{166668} {In pain}Well... it seems to have some... resentment to being scryed. {Beat}That is quite different than last time.
{166669} {Irritated}Oh, so <i>now</i> they're magical? I'm not paying you for <b>two</b> failed divinations, you charlatan. 
{166670} {Snaps back}It's not a <b>matter</b> of divination, you one-tankard drunk. There is something about these shards - without knowing their history, even my considerable talents cannot unlock their mysteries.
{166671} You're right. Sorry I pointed out the fact you were a charlatan, Sand.
{166672} And I didn't mean to bring up your excessive drinking, Duncan, and your long list of failed aspirations. It was uncalled for, especially when the mystery of these shards is before us.
{166673} {Thinking}Taking them to any other wizard in town would be useless until we learn more about their past... you need a sage and you need them examined quickly, so...
{166674} {Shrugs, doubtful}You could <b>try</b> and speak to {AL-de-non}Aldanon... but I don't think you'd have much luck reaching him, the Blacklake District is closed down.
{166675} I heard about that... Lord Dalren was killed, wasn't he? I've heard rumors, but no official word of what happened.
{166676} As have I. Not only are the Watch not talking about it, but they even called in the Cloaktower mages to investigate... which means sorcery - or demons - were at work. 
{166677} {Thinking to himself, scoffing}Demons? Closest I've ever come to demons is Daeghun's tales about the battles down south, near West Harbor... when there was that trouble with the King of Shadows.
{166678} {Sighs, about to try and put the player over the barrel subtly so he can get the shard}Well, if you're not a member of the Watch... or know a secret route into Blacklake, then you're out of luck. 
{166679} {Patronizing}So it seems like you have no choice but to let me examine the shards at my leisure. I'll need to hold on to them, of course...
{166680} {Thinking}Wait... Watch or secret route... not bad ideas, either way the coin lands. 
{166681} There's Marshal {KOR-mick}Cormick, he's currently at the City Watch Post, and I know he's in bad need of an extra swordarm down at the Docks.
{166682} Cormick's a Harborman, too, and folks of the Harbor are as close to kin as you can get out of the Mere.
{166683} He might be able to take you into the Watch, and from there, speaking to Aldanon shouldn't be too hard. 
{166684} {A little reluctant to suggest this}If you want to find another route into the Blacklake District, that means dealing with the other folks that try to control the Docks - {MOY-ah}Moire and her gang. 
{166685} {A little reluctant to suggest this}Then you'd need to find another route into the Blacklake District, and that means dealing with the other folks that try to control the Docks - {MOY-ah}Moire and her gang. 
{166686} {Sarcastic, to himself}Oh, <b>there's</b> an idea, Duncan. They probably were behind the Watch closing the Blacklake District in the first place. 
{166687} {Thinking}She's got thugs all over the docks... but finding one who can get you to her... 
{166688} {Has an idea}There's Caleb. He used to try to get me to pay him gold for protection before I told him about the wards I had inscribed on the building that caged the guardian elementals. {Quick, under this breath}Long story, but quick resolution. 
{166689} Caleb... maybe, but I don't trust that harbor rat to give you a fair deal - and the price'll be steep, in bodies or coin - he doesn't like being the only one with blood on his hands.
{166690} Still, the chances are simply talking to Caleb will make you want to kill him, so it seems a clear win - to me. If you do speak to him, though, be sure to do it downwind.
{166691} That's pretty much how it stands. 
{166692} You can find Cormick in the Watchpost, near the Dolphin Bridge that leads to the Merchant Quarter. He needs help, so it shouldn't be much of a tough sell to join up. 
{166693} Caleb should be lounging around the corner, east along the main road - just follow the smell. If you want to join with him, he'll probably ask you to hurt or kill someone, so be warned. 
{166694} I'll mark both on your map, help you get your bearings. 
{166695} | fade to black, and then return to the Flagon. |
{166696} Besides, didn't your Uncle or Cousin or Brother or whatever make off with the other shard? I thought you only had one now.
{166697} {Confused}Are you sure these are the same shards? The power in them... why, it's definitely stronger than last time... much stronger.
{166698} {Shrugs}Some sorcerer, I believe... had a number of demons and shadows at his beck and call. Not many tales left about that period of Neverwinter history, oddly enough.
{166699} But you say this... Aldanon might know more, Sand?
{166700} {Snorts}Because he's incompetent?
{166701} Duncan, the more I speak to your kin here, it's evident where the sense in the family went.
{166702} {Calming, straight up}Since you seem to have been given all the brains of the family, I'll be honest with you - I don't know. But I do know the shards did not have the same strength the first time I examined them.
{166703} {Thinking}There could be something about you that causes them to resonate - but I have no idea why that would be.
{166704} | Influence Gain Neeshka |{Approval}Well, as long as I get a chance to take their purse first. Besides, joining the Watch - ugh.
{166705} | Influence Gain Khelgar |{Grunts}I'm with that. Nothing like a good excuse to knock some heads together - and do some good while we're at it.
{166706} | Influence Loss Neeshka |{Irritated}Yeah, great. I hope nobody else I know finds out, or there goes my sterling reputation.
{166707} | Influence Loss Khelgar |{Grunts}If we have to, we have to, but I don't have to like it... I'd prefer being part of a stand up fight than one from the shadows. So where's this Caleb you mentioned?
{166708} Yes, I heard he got back to Neverwinter recently. Surprised he even made it with the troubles I've heard around Fort Locke.
{166709} {Under her breath}Trust me, you don't know the half of it.
{166710} {Grunts}Doesn't sound like someone we should put our faith in.
{166711} Obviously, you've never dealt with the Watch in Neverwinter, Khelgar. Dealing with Caleb is probably our best chance.
{166712} {Explaining}Aldanon lives in the Blacklake District, you see - and now he's trapped there. The Watch has it locked tight, no one going in or out, no messages in or out, even for the nobles that used to live there... quite cryptic, really.
{166713} DEBUG: CONTINUE DIALOG.
{166714} Are there any wizards or mages that could help us?
{166715} So who would know the shard's history?
{166716} Both of you, be silent before <b>I</b> lose my temper. 
{166717} Look, stop arguing. We need to focus on the problem at hand. 
{166718} The Blacklake District was shut down?
{166719} Why?
{166720} King of Shadows?
{166721} | If player met Cormick before |Cormick? From Fort Locke?
{166722} That sounds good to me.
{166723} I'd rather dunk my head in scalding water than join those hounds.
{166724} Is there any other way?
{166725} And if I don't want to join the Watch?
{166726} Where can I find some of her men?
{166727} And how would I speak to Moire?
{166728} The city watch isn't the place for me - I'll try Caleb first, even if it means I need to stab a few people along the way. 
{166729} I want to join the Watch - maybe I can do some good while I'm at it. Where can I find Marshal Cormick?
{166730} So joining the Watch, upholding the law, or descending into crime? 
{166731} Great. I'll probably have to jump through a wall of fire to get in, right?
{166732} This sounds more my style.
{166733} DEBUG for DENNIS: EXIT CONVERSATION
{166734} So how do I meet with Aldanon?
{166735} I just want to get into Blacklake.
{166736} How could you not sense the magic in those shards? I can tell just by holding them.
{166737} Then it doesn't sound like there's much we can do now.
{166738} Tell me about Cormick.
{166739} And how could he help me, exactly?
{166740} | If player did not meet Cormick before, would have heard about him in tutorial |I think I've heard that name before.
{166741} | SCRIPTER: Nevalle strides in, Sand stops and turns. Need this to establish the Nine + Sand cut scene stuff. |
{166742} {Sarcastic, flippant, doesn't even turn around}Ah, I thought I smelled one of the Nine - and {nuh-VAHL}Nevalle, no less, not an aide. {Sarcastic}To what do I owe this rare honor, my liege?
{166743} {Slightly amused, looking around}I see your post at the Docks hasn't improved your temperament, Sand. 
{166744} Yes, well, it's a step <i>up</i> from the Merchant Quarter. Less politics - until now.
{166745} So, is there something you wish to interrogate me on, or can I go back to wondering where my life made such a sharp turn?
{166746} {Grim, business-like}Something has happened... and I will need your talents to set it right.
{166747} | Fade to Black at above line, sinister, ominous! Gasp! | 
{166748} | SCRIPTER: Should play as soon as the map is opened. Owner of conversation is Elanee. |This is the place. The Skymirror is ahead, but there are challenges we must face.
{166749} The path to the Skymirror is a difficult path for anyone not of the Circle to walk - and it is also sealed against any who might accidentally stray near its waters, both for their protection and those of the Circle. 
{166750} The Skymirror is a powerful scrying device, capable of speaking to others who have touched its waters. 
{166751} It takes magic of the land to open the tides of the Skymirror. We may need to rest so I can cast the magic required. 
{166752} | OPTIONAL: Only if we want to try the spellcasting unlocking of Cat's Grace, Bull's Strength, etc. |The challenge changes with every turning of the season, and so do the wards - I won't know the challenges until we come upon them. 
{166753} | OPTIONAL: Only if we want to try the spellcasting unlocking of Cat's Grace, Bull's Strength, etc. |This place... it is still filled with those that have wandered into these sacred woods and could not escape. They live still, but only as reflections of themselves. 
{166754} | OPTIONAL: Only if we want to try the spellcasting unlocking of Cat's Grace, Bull's Strength, etc. |Try to avoid them, but if we cannot, then be prepared to fight. And the Skymirror itself has given rise to guardians as well... creatures of the water. 
{166755} You should know that these paths are meant to only be walked with one of the Circle. Those that come here without such a guide...
{166756} Very well. Be on your guard - we are still a ways from our destination, and the path is a long one.
{166757} What is the Skymirror again?
{166758} Sealed?
{166759} Let's just keep going. 
{166760} Anything in these woods we should worry about?
{166761} You mentioned the way to the Skymirror is sealed?
{166762} Druidess, we have come for you. You have felt us in the land - now feel the touch of darkness upon you.
{166763} | SCRIPTER: Occurs after shadow priest is killed and no hostiles are around. |This is what summoned the protectors of the Skymirror here... this priest. But the way is hidden... how did he manage to find his way here? 
{166764} We must leave. If we remain, others may come.
{166765} | SCRIPTER: Make this a trigger event that occurs when 10_bSM_Activated = 1. Show a camera of a shadow priest waiting at the exit of the grove. He should have a legion of undead with him. |
{166766} {Verin: Conspiratorially}Did you see what happened?
{166767} {Ashni is smug}Yes, she's given up on the Academy - and now she's traveling with that Harborman. Now <i>there's</i> a step down in the world.
{166768} {Praven: Indecisive, waiting for orders, a little wormy}I wished she'd gotten expelled straight out like we did. So what do we do now? 
{166769} {Ashni: Smug superior}We stick with our plan and teach little {KAR-uh}Qara a lesson - without the Academy mages to break up the fighting, she should be an easy target.
{166770} {Praven: Gulps, a little frightened}But what about her friends? And their leader? {Shakes head}I don't want to be messing with that one - Harbormen live in the Mere, you know. Scary.
{166771} {Ashni: A little in wonder}They even have a <i>demon</i> with them - did you see her horns? I wonder if Qara <i>conjured</i> her. 
{166772} {Praven: Slightly dreamily}I wouldn't mind tackling that wood elf. Gods, she's beautiful.  
{166773} {Verin: Irritated}All of you, be silent. {Thinking}I didn't count on Qara making <i>friends.</i>
{166774} {Verin: Decisive}We'll need to take them out first - when we've dealt with them, then we can strike at her.
{166775} {Praven: Wary}It might be a tough fight, even with them divided. 
{166776} {Verin: Snorts, smiles evilly}We'll see. Qara made a lot more enemies than friends.
{166777} | Camera turns to show about 20+ students, gathered behind the three - this is the punchline that should make the player go, "oh crap." |{Verin: Smiles evilly, low, sinister}And I seriously doubt Qara can defeat half of the Academy.
{166778} | Fade to Black, erase them from the map. |
{166779} |Delete Things|
{166780} | SCRIPTER: See John Lee for details on where and when to stage this encounter, see Avellone for staging. The owner of this dialogue is assumed to be "Praven," who is not speaker tagged. This student will be accompanied by a number of mages that John Lee feels is necessary to balance the encounter. Note that this dialogue can branch if Qara is in the party - it's not necessary that she be. |
{166781} | Qara is not nearby. |{Trying to be brave, screws up the threat because of inexperience}Going somewhere? You've made some poor friends in this city... uh, friend.
{166782} {Irritated, surprised}{PRAY-vin}Praven? I heard you'd been expelled, like {GLIN-ah}Glina was.
{166783} {Trying to be brave}Because of <i>you!</i> We were only defending ourselves... 
{166784} {Irritated}Defending? You attacked me first! 
{166785} | Glina was killed. |Save your words. We heard what you did to our sister, {GLIN-ah}Glina, at the Sunken Flagon. 
{166786} | Glina was threatened. |Save your words. We heard you threatened our sister, Glina, at the Sunken Flagon. Our house's honor is at stake... and this will only be settled with blood.
{166787} Our house's honor is at stake... and this will only be settled with blood.
{166788} | Praven and cohorts attack. |
{166789} I'm not looking for trouble.
{166790} What seems to be the problem?
{166791} Who in the hells are you?
{166792} Everybody stop!
{166793} Enough - we can settle this peacefully.
{166794} | On the Watch path |I'll arrest you all if you start a fight. 
{166795} First one to throw a spell is going to be lying in their own blood.
{166796} | SCRIPTER: See John Lee for details on where and when to stage this encounter, see Avellone for staging. The owner of this conversation is presumed to be the student Ashni, will be accompanied by a number of mages that John Lee feels is necessary to balance the encounter. Note that this dialogue can branch if Qara is in the party - it's not necessary that she be. |
{166797} | Qara is not nearby. Disabling this branch at John Lee's request - EPF 7/14|{Ambush, walks onto screen with 15+ guys}Friends of Qara, are you? I know you're a newcomer to the city, but you really should choose friends more wisely.
{166798} | Qara is nearby.|{Ambush, walks onto screen with 15+ guys, mocking, insulting}Qara, there you are... and look, oddly enough, you have <i>friends.</i>
{166799} {Grim}But so do I. You might want to tell your new allies to choose their friends more wisely next time... 
{166800} ...not that there will be a next time, I think.  
{166801} Let us educate you - and then we'll deal with that little sorceress next. 
{166802} | After beaten, reduced to one hit point. Feel free to fade to black and move everyone around if it helps with staging.|{Gasping}If you think you can defeat all of us, you're wrong. You can't defeat half the Academy, you know. 
{166803} | Suddenly, the camera breaks to show a new figure, the Magister Johcris, standing there... or better yet, striding in. |{Cold, not friendly.}Enough of this. These are the streets of Neverwinter, not some dueling pit.
{166804} {Cold, not friendly.}I am not surprised to see you here, {KAR-ah}Qara. It took us some time to track you down.
{166805} {Slight surprise, knows this means trouble}You're Magister {JO-chris}Johcris... {GLINN-ah}Glina's father. How did you find me?
{166806} {Casual, but threatening undertone}Oh, your power burns so brightly, it is not hard when one puts their mind to it. 
{166807} And it seems wherever there is trouble and violence... there you are, in the middle of it.
{166808} {Frowns}They started it.
{166809} {Sarcastic}Of course. They <i>always</i> do. {Beat}They will be disciplined. But you...
{166810} | Glina was murdered. |You murdered my daughter in the Sunken Flagon, yet no action was taken against you.
{166811} | If Glina threatened |You threatened my daughter in the Sunken Flagon, yet no action was taken against you.
{166812} {Slight questioning, but threatening - he's going to kill her anyway}It is curious that you knew you could best my daughter in combat, yet you killed her anyway. 
{166813} {Frowns}She challenged <i>me.</i> She needed to learn what that means.
{166814} {Firm, this is a death sentence}Yes, I am sure she learned your version of "mercy." Perhaps one day I shall grant you the same lesson. 
{166815} But not this day, I think. {Beat}Come with me, students - your lessons await.
{166816} We shall meet again, Qara. I look forward to it.
{166817} | SCRIPTER: Focus camera on Qara and delete the other participants. |That was the father of one of the students we fought in the Sunken Flagon.
{166818} He headed the House at the Academy those students... and his daughter were from.
{166819} He's all talk, he wouldn't ever do anything to me - or you. Come on, let's go.
{166820} {Slight questioning, but threatening - he's going to kill her anyway}It is curious that even with all the Academy tried to teach you, you have turned into such a monster. 
{166821} It is my hope that I will live to see you brought to heel. But it will not be this day, I think. 
{166822} But it will be sooner than you think. {Beat}Come with me, students - your lessons await.
{166823} Who was that?
{166824} I didn't like that implied threat.
{166825} He better not cross us again.
{166826} Was he responsible for these attacks?
{166827} | SCRIPTER: When the player is in the Sunken Flagon, Wolf comes in, bearing a message. The owner of the dialogue is assumed to be Wolf. Consult with John Lee to figure out what global should be set to make this dialogue trigger, and this should also occur after the player has recruited Wolf. This should be a simple cut scene of Wolf walking up to the player and initiating a conversation. |
{166828} {A little wary, about to spill bad news}Got a message for you, if you got time to hear it - and aren't in a hitting mood. 
{166829} {Nods at Neeshka, but still talking to player}It's for her - the girl with the tail, it is. The one who sounds like a sneeze.
{166830} {Pleased}Ooh! I've never had anyone deliver a message for me before. {Beat}Well, unless it's a threat. {Beat x2}Or a severed limb. 
{166831} It's from one {LEL-dun}Leldon, big fellow in the Merchant Quarter. Says he wants to see you both, he does. 
{166832} Wants to meet you both in the Park - says he'll be waiting for you and the fiend-girl. 
{166833} Without her, he doesn't show. {Beat, wary}Smells like a trap to me.
{166834} {A little eager}Come on, let's meet him - it'll be fun.  
{166835} {Smug, a little chiding}Don't be upset! We slipped in, right under his nose, and got my coin back. Why not rub it in deeper?
{166836} {Defensive}Don't even <b>joke</b> about that. We stole it fair and square. 
{166837} {Hesitant, doesn't really want to kill him}Uh... well, we don't need to kill him. He's all talk, trust me. {Beat}I mean, except for those few times when his men stole from him - he killed them. 
{166838} Oh, and that time where someone touched his ale tankard before he was done, and he killed him. Oh, and...
{166839} | Fade to Black, jump player to Park, if John Lee is cool with it. |
{166840} {Warning, raises an eyebrow}All right, but I'm guessing the next time the message won't be nice, it won't.
{166841} Let's hear it.
{166842} What is it?
{166843} More trouble?
{166844} What? Where?
{166845} That's the whole message?
{166846} Not on my life - or his. 
{166847} What, so you can brag?
{166848} This isn't fun, it's dangerous.
{166849} Maybe we should give him his coin back.
{166850} Fine, let's go end this now. Don't want him ambushing us when we aren't prepared.
{166851} We'll see. Let's ignore it for right now.
{166852} I don't feel good about taking the coin.
{166853} Then we'll go meet him and kill him, get it over with.  
{166854} I get it. Let's go.
{166855} That's why we're staying clear of the Park. Now let's focus on our mission.
{166856} Be silent. We'll head to the Park now. 
{166857} |Generic greeting. Pre-Docks Sweep|Wish the city could spare some Greycloaks to help out here in the Docks.
{166858} |Generic greeting. Pre-Docks Sweep|Keep your nose clean while here in the Docks. The Watch has enough problems as it is.
{166859} |Generic greeting. Pre-Docks Sweep|Move along. I'm on duty and not much in the mood for small talk.
{166860} |Generic greeting. Pre-Docks Sweep|Don't pay any attention to the naysayers. The Watch is still in control here.
{166861} | Generic text after the sweep, bribed. |{Knowingly}Good seeing a friendly face.
{166862} | Generic text after the sweep, bribed. |{Knowingly}Your boys come through, they've got a friend at the Docks.
{166863} | Generic text after the sweep, Watchman cleaned up. |Things have been quiet down here... sounds like we have you to thank.
{166864} | Generic text after the sweep, Watchman cleaned up. |Those thieves have scuttled into hiding - barely enough trouble to shake a sword at nowadays.
{166865} |Player with Shadow Thieves|{Slightly bored}What do you want?
{166866} {A little suspicious, slightly challenging at end}Aye, it's as busy as it ever is. Is there something you wanted?
{166867} {Snorts, then a little bitter}Is that so? Well, truth is, they don't - but there's not enough gold in dwarven halls to make this duty pass by quickly enough.
{166868} {Raises an eyebrow, then a little interested at the end}Well, I'm not saying there isn't... but it would depend on what my new job might be.
{166869} For the right price, anyone can be blind and deaf - and like all men, I have my price, too. 
{166870} And I'll need a little extra gold from you thieves if you don't want to see yourself in irons before the end of the night.
{166871} | Currently if Bluff is less than 10. |[Failure] {Scoffs, pissed, about to attack}Is that so? Looks to me like I'm dealing with a filthy liar... one that needs to be put down.
{166872} | If Bluff is >= 10. |[Success] I'll be waiting, then - I'm sure you'll be able to offer me what I'm worth.
{166873} I'll be waiting, then - I'm sure you'll be able to offer me what I'm worth.
{166874} | Currently if Int < 15 |[Failure] {Scoffs, pissed, about to attack}Is that so? Looks to me someone's threatening the Watch... and is going to end up dead. 
{166875} | If Int >= 15 |[Success] {Scoffs, pissed}Eh... well, now, let's not be hasty. I misspoke is all. You need someone on your side, I'm your man.
{166876} Don't want to cause trouble... you're already paying me well enough. Tell your friends that I'm still on their side.
{166877} {Laughs, said too much}Eh... maybe, but the less said about it, the better. I'm worth more to your friends than they're paying me, and you know it. 
{166878} So I'm sure I can count on you to settle the difference - or else. 
{166879} | Currently if Bluff is less than 10. |[Failure] {Scoffs, pissed, about to attack}Is that so? Looks to me like I'm dealing with a filthy liar... one that needs to be put down.
{166880} | If Bluff is >= 10.| [Success] {Scoffs, pissed}Eh... well, now, let's not be hasty. I misspoke is all. You need someone on your side, I'm your man.
{166881} Don't want to cause trouble... you're already paying me well enough. Tell your friends that I'm still on their side.
{166882} | Guard attacks. |
{166883} To see and hear what others might like me to... what you're suggesting sounds about the right price.
{166884} {Raises an eyebrow, then a little interested at the end }And what might you be suggesting? No promises, but if you're talking, I'm listening.
{166885} {Snorts, then a little bitter}Aye, that be the truth. There's not enough gold in dwarven halls to make this duty pass by quickly enough.
{166886} | Generic text after the sweep, bribed. |{Knowingly}Good seeing a friendly face.
{166887} | Generic text after the sweep, bribed. |{Knowingly}Your boys come through, they've got a friend at the Docks.
{166888} | Generic text after the sweep, Watchman cleaned up. |Things have been quiet down here... sounds like we have you to thank.
{166889} | Generic text after the sweep, Watchman cleaned up. |Those thieves have scuttled into hiding - barely enough trouble to shake a sword at nowadays.
{166890} |Player with City Watch|{Slightly Bored}What do you want?
{166891} {A little suspicious, slightly challenging at end}Aye, it's as busy as it ever is. Is there something you wanted?
{166892} {Brusque. Not in the mood for chit chat}So now you've checked in and can move on again. Good for you.
{166893} {Recognition}Wait... you're the new recruit, aren't you? Yeah, I saw you over at the station. You looking to make some extra gold?
{166894} {Like a grizzled veteran imparting words of wisdom. A little on the slimy side}There's a secret to staying safe during your shifts. Well, two. The first is to not go looking for trouble, of course. Pick guard duty if you ever have a choice.
{166895} {Still imparting wisdom. Still slimy}The other secret is to make the right "friends." Some of my friends are <i>really</i> interested in not being seen.
{166896} {Probing the player to see if they're corruptible}So interested in fact that they'll pay good coin to make sure of it. I could put you in touch with some of them, if you're interested.
{166897} Heh. You're new still. I guess you'll have to learn the hard way then.
{166898} {Blowing the player off}Your decision. Have a nice patrol, Watchman.
{166899} {Getting to the point}I'm saying you can almost double the amount the Watch pays us by agreeing to look the other way. You know, staying out of certain people's businesses.
{166900} {Rationalizing his corruption}I prefer to think of it as life insurance. I stay out of their way, make a little gold on the side, and I keep living.
{166901} {A little unsure how the player will react. Trying to sound like a friend}Maybe. Look, you're new and I'm just trying to show you the ropes. Help you out a little.
{166902} {Giving advice, and a little threatening}If the same offer comes to you, I suggest you take it. Makes the job a lot safer, if you know what I mean.
{166903} {Attempting to intimidate the player}But you won't. Not if you want to keep living. I see I wasted my time with you.
{166904} {Player's challenged him. Scoffing}Put a uniform on someone and they suddenly think they're tough. {Intimidating}Trust me, you don't want to do this. Just get back to your patrol and we'll forget about this little talk.
{166905} {Approving. Thinks the player made the right choice}Good. Just follow my advice. You'll thank me for it later.
{166906} {Dismissing the player}Now that you're wiser, why don't you get back to your patrol? You're not getting any richer talking to me.
{166907} {A little wary}Yeah? This should be interesting. Let's hear it.
{166908} {Eager. Thinks this will be like kicking a puppy}Doesn't look like you're going to be living through your first night on the job. And here I thought this was going to be a boring shift.
{166909} {Amused, in a menacing sort of way}You took my advice all right. Just tried it on the wrong person.
{166910} [Success] {Amused and wary}Well now, so you're a fast learner. Not quite the way I would treat my teacher, but I'm not looking for any trouble either. Secret number one, if you'll recall.
{166911} Here you go. Looks like you've made yourself a "friend" on your first night. Now get back to your patrol. I don't think I can afford giving you any more advice.
{166912} [Failure] You learn fast. Too bad you tried this on the wrong person.
{166913} |Generic greeting. Pre-Docks Sweep|Wish the city could spare some Greycloaks to help out here in the Docks.
{166914} |Generic greeting. Pre-Docks Sweep|Keep your nose clean while here in the Docks. The Watch has enough problems as it is.
{166915} |Generic greeting. Pre-Docks Sweep|Move along. I'm on duty and not much in the mood for small talk.
{166916} |Generic greeting. Pre-Docks Sweep|Don't pay any attention to the naysayers. The Watch is still in control here.
{166917} Sure. The Docks is a big place. Easy to get lost here. What are you looking for?
{166918} Duncan's place? That's easy. His inn is right on the docks, south side. It's standing next to an empty lot.
{166919} Anything else I can help you with?
{166920} The one here in the Docks? Big building, center of the district. Hard to miss, what with the walls around it.
{166921} You'll be looking for Werth then. He's got a stall next to the City Watch building in a small plaza.
{166922} That would be Repko. He's got a stall right across from the City Watch building.
{166923} Try Sand's shop, right across from the Sunken Flagon. Good luck getting in though. He only allows in people he already knows.
{166924} East of here, across the Dolphin Bridge. Just follow the road that runs alongside the City Watch walls.
{166925} We've been having trouble controlling the thieves here in the district. They're running loose like they own the place.
{166926} Marshal Cormick and his lieutenant have stepped up patrols, but we just don't have enough men to keep an eye on every street corner.
{166927} Just watch your step, keep your head down, and you'll be fine.
{166928} | Note that this dialog is include in all the convos of the guards involved with the Docks Sweep|While you're at it, ask him where I can find the skinny ragwearing monks in this city. I'm eager to join them.
{166929} |Fade Out||
{166930} |Show City Watch HQ on fire|
{166931} |Fade In|
{166932} {Irritated. A little suspicious of the player}Yeah. A Watchman more interested in talking than finishing his patrol or staying out of trouble.
{166933} Hmmm... you might want to try the Church of Tyr, in the Merchant Quarter. It's behind the City Watch building in that district, near the graveyard.
{166934} Busy night?
{166935} They couldn't pay me enough to stand watch out here.
{166936} Are you sure? 
{166937} Just a little gold to pave the way.
{166938} | Chaotic response |[Bluff/Lie] I'm a man of my word. If we can count on you, then you can count on me to come through with a fair price.
{166939} | Lawful response |I'm a man of my word. If we can count on you, then you can count on me to come through with a fair price.
{166940} | Evil Response |[Intimidate] Take my offer... or I'll make you a corpse.
{166941} We'll work out the price once I put you in contact with the right people.
{166942} Extra? Are you already being paid to look the other way?
{166943} | Chaotic response |[Bluff/Lie] Moire sent me here to test you - see if you are loyal, or just greedy... looks like she was right.
{166944} | Evil response |Forget my orders, I'm just going to kill you.
{166945} Thought I'd treat you to an early round of drinks, <i>before</i> your shift is over. You can spend it however you like.
{166946} Simply stand in place, and you can get paid if you see and hear nothing at all.
{166947} Maybe I could help balance things out. 
{166948} There are easier ways to pass the time... and to fill the purse.
{166949} Seems poor work for a guard with talent.
{166950} I'm looking for someone who's willing to keep silent on what he sees, for the right price.
{166951} You sound bored.
{166952} Nevermind. I'll be going now.
{166953} Busy night?
{166954} You sound bored.
{166955} Nevermind. I'll be going now.
{166956} I'm on a patrol. Just checking in.
{166957} See anything suspicious going on tonight?
{166958} I'll be going now.
{166959} How would I do that?
{166960} I could always use more gold.
{166961} Not interested. Sorry.
{166962} And the other secret?
{166963} But that's what we're paid to do.
{166964} I'll be going now.
{166965} So what were you saying about making extra money?
{166966} You think it's fine to get paid and not do your job?
{166967} What are you saying?
{166968} You mean take a bribe.
{166969} You sound like an expert at this.
{166970} You've taken bribes?
{166971} I should report you for this.
{166972} Thank you for the tip. I appreciate it.
{166973} I've got an offer for you.
{166974} Try me.
{166975} You're under arrest for accepting a bribe.
{166976} I understand. I'll be going now.
{166977} I'm taking your advice. Give me a share of the gold you were paid and I'll stay quiet.
{166978} [Intimidate] You've said too much. Cut me in on the gold you've taken or I turn you in.
{166979} You're under arrest. Come quietly with me and you won't get hurt.
{166980} I need some directions.
{166981} I'm looking for the Sunken Flagon.
{166982} Where's the City Watch building here?
{166983} I need to buy some armor.
{166984} I'm looking for a weaponsmith.
{166985} I need crafting supplies.
{166986} Where's the Merchant Quarter?
{166987} Farewell.
{166988} Why do you say that?
{166989} Farewell.
{166990} TEMP: DUMMY NODE FOR BUG WORKAROUND
{166991} Is there a monastery in the city?
{166992} City Watchman{dead}
{166993} {Their "police station" is burning}Keep those buckets moving, men! We have to make sure the rest of this district doesn't go up in flames as well!
{166994} {Angry, furious that good men have died}War. The bloodiest war Neverwinter's ever seen if Captain {BRE-lain-ah}Brelaina will let the men and I do what needs to be done.
{166995} Moire's gang was behind this. I'd bet a year's wages on it. They were trying to send the Watch a message.
{166996} Well, she's gone too far this time. If it's a war she wants, it's a war she's going to get.
{166997} You can ask Captain Brelaina to let us do our job. The City Watch can't let this go - if we do, this city belongs to <i>them.</i>{Criminals, disgusted}
{166998} {Disgust}The "good" Captain's been too timid out here... afraid to clamp down on this district. And this is what her caution has brought us.
{166999} {MOY-ah}Moire strikes at us whenever she pleases - and now Lieutenant Roe has been lost to this blaze along with a number of our brothers. 
{167000} {Takes a breath}Look, we're busy here right now. If you're looking for new orders, Marshal Cormick is over at the Merchant Quarter speaking with Captain Brelaina. 
{167001} Who knows. Maybe after this, the Marshal will finally be able to convince the good captain we need to act.
{167002} What's happened here?
{167003} How did the fire start?
{167004} Is there anything I can do to help?
{167005} What do you mean?
{167006} Who did this?
{167007} Anything I can do?
{167008} What can I do for you?
{167009} I know, I know. Not exactly a high traffic area, is it?
{167010} It's the only place where I could set up this tent, though. I'm not about to pay rent for an actual shop when I can have one for free.
{167011} And I'm right next to the City Watch, so Moire's thugs tend to leave me alone. Overall, it works out quite well.
{167012} Show me what you have for sale.
{167013} This is an odd place to set up shop.
{167014} Farewell.
{167015} The name's Repko. If you're looking for a blade, I'll hold mine up against any of my competitor's.
{167016} Could be worse. Could be better. With all the nastiness going on in the Docks more people are looking to arm themselves.
{167017} On the other hand, fewer people are entering the district, and those that do aren't here to shop. It's a rough time to be a weaponsmith.
{167018} Show me what you have for sale.
{167019} How's business for you?
{167020} Farewell.
{167021} |NOTE: STILL DEBATING WHETHER TO GO THIS ROUTE|What can I do for you?
{167022} Could be worse. Could be better. You interested in buying something?
{167023} Oh, so you work for Moire. Well, let me save you the trouble. I already pay for her protection.
{167024} Don't think you'll be getting a bargain though. I won't make it easier for her thugs to fight the City Watch.
{167025} And besides, if anyone found out my weapons were being used against the city, I'd lose my license.
{167026} [Success] So that's the way it is, is it? My gold isn't good enough for Moire now?
{167027} Fine, you win. But don't be going around telling all of your friends about this. If I don't make a profit, I can't pay Moire.
{167028} [Failure] If you don't like it, then find yourself another weaponsmith. Moire and I have an understanding. I pay her, she lets me run my business the way I see fit.
{167029} Now are you going to buy something or are you just here to waste my time?
{167030} What do <i>you</i> think? Of course I am. Only safe way to run a business down here.
{167031} Wouldn't be necessary if you Watchmen would just do your jobs. Instead, half of you are working for <i>her</i> instead of the city.
{167032} Right. You're going to protect me from Moire. Why don't you try again when you've got an army with you?
{167033} [Success] Yeah? All right, I'm going to trust you on this. Just don't let me down.
{167034} So now that you've decided to be my personal bodyguard, you interested in buying something?
{167035} [Failure] No offense, but I'd rather not take the risk. Now you going to buy something or what?
{167036} |Player is City Watch and returns after convincing Repko not to pay Moire|You're late with your payment, Repko. Moire sent us down here to collect in person.
{167037} If you've got a problem, take it up with the City Watch. I'm cancelling my agreement with your boss.
{167038} Think about it, Repko. You don't want to make Moire angry. She's held up her end. You back out like this, and you're not going to have a shop come morning.
{167039} Ha! Look at this, boys. A hound with a spine. Who knew there were any left?
{167040} Walk away from this, hound. You'll live longer.
{167041} You made a promise to me, Watchman. Arrest these men.
{167042} Let me think about it... I choose the hard way. You watchmen never put up a decent fight.
{167043} And we'll deal with <i>you</i> after this hound is taken care of, Repko.
{167044} Ha! It's a deal. Here... consider it a "gift" from Moire. She's always happy to make friends with the Watch.
{167045} And as for <i>you</i>, Repko... you should've known better than to turn to the Watch for help.
{167046} Smart choice, Watchman. We'll be seeing you around.
{167047} Maybe. Maybe not. What does it matter to you, hound?
{167048} Show me what you have for sale.
{167049} How's business for you?
{167050} Farewell.
{167051} |Player with Shadow Thieves|I'd like to offer your shop "protection."
{167052} |Player with the City Watch|You're not paying protection money to Moire's gang, are you?
{167053} Just show me what you have for sale.
{167054} [Intimidate] If you don't offer me a discount, you won't have to worry about needing a license.
{167055} Stop your payments. I'll make sure you're kept safe.
{167056} [Diplomacy] I'm not like the other Watchmen. I'll keep you safe.
{167057} You're under arrest for extortion.
{167058} What's going on here?
{167059} You men were sent by Moire?
{167060} You can come peacefully with me, or we do it the hard way.
{167061} You're on your own, Repko. I've changed my mind.
{167062} I can be persuaded to look the other way.
{167063} | Will only happen once when Khelgar is in the party. |{Wondrously, happy, player approaches him}A customer! {Beat}Maybe? Deekin is pleased to see!
{167064} {Snarling}A kobold - what in the Nine Hells is a <i>kobold</i> doing in the streets of Neverwinter?
{167065} {A little exhausted from explaining, bored}Deekin not mean harm. Please do not kill Deekin. Deekin come here in peace, seek trade.
{167066} {Exhausted}Deekin say that so. Many. Times. Deekin <i>tired</i> of it, sometimes wish people would just attack Deekin with sticks instead of ask.
{167067} {A little exhausted from explaining, bored}<i>Deekin</i> not go into dwarven caves. {Slight irritation}Deekin also not to blame if dwarves dig everywhere then tell everyone else to get out.
{167068} But Deekin gives dwarf many sorries. {Quietly, rolls eyes}He knows how dwarves get, especially women ones without beards.
{167069} | Only will happen once when Grobnar is in party. Note that a flag should be set here so that the Khelgar scene ALSO does not play next time if player hasn't talked to Deekin before |{Surprised}Why, a talking kobold! With a store! 
{167070} {Whispering}You know, I had <i>heard</i> about a talking kobold in Waterdeep, but I hadn't put much stock in it - {knowingly, "old wive's talke"}thought it was one of those "wild human stories." You know how humans are.
{167071} {Curious}Stories? Deekin like stories, epic tales about kobolds. {Slight modesty}Deekin even write a few of those until fingers fall off.
{167072} {Surprised x2, recognizes a famous author}Wait one big hairy moment - <i>you're</i> the one who wrote that tale of {UNDREN-tide}Undrentide! 
{167073} {False modestly, shrugs}Deekin cannot lie. Deekin wrote it. All volumes, cover to cover, plus platinum inlaid edition... and the plague diamond-encrusted compilation. 
{167074} Oh, well, my - I read the version where all the "the"s and "a"s were missing, couldn't make sense of it, but it was a fascinating read, even about the dragon urine! 
{167075} {Slight gripe, weary}Deekin find it hard to find good proofreader, and tale seemed like it kept starting and re-starting all time. Difficult to keep pace and flow. But pee was true.
{167076} {Still eager, going into fanboy mode}But you're a bard, too! You sing, right? By the Gods, this is inspiring! I'm so <i>happy</i> to be able to talk with you! 
{167077} {Getting a little wary, being approached by fanboy, looking for an out}Deekin... Deekin happy to speak with gnome, too. Deekin may need to go back to selling and trading soon, though. Lot to do.
{167078} {Still eager}No, no, no - not yet! Why, we've barely begun speaking! I say - do you know any gnome songs? I so rarely meet a fellow musician and writer!
{167079} {Weakly, doesn't want to sing it because it's bad}Deekin know... one... gnome song. But heh... Deekin throat dry.  
{167080} {Begging}No, please! I would love to hear it.
{167081} {Weakly, almost apologetic}Deekin not write this one. But Deekin sing it anyway.
{167082} <i> Clears throat. </i>
{167083} <i> I like gnomes
So dumb and fat
Fat and dumb</I>
{167084} {Stunned, in awe}My word, just <i>hearing</i> that gives me the shivers. 
{167085} {Gasps}I say, that is... <i>genius.</i> The tone, the tempo. 
{167086} You can almost <i>feel</i> the angst and pain of the gnomes as they are filled with arrows... and put on sticks. {Beat}And the <i>theme</i> of the piece... now, <i>that</i> is tragedy, in its deepest, most primal form. 
{167087} And the climax, the uplifting portion, where the affirmation of liking gnomes is confirmed...
{167088} And then brought full circle with the physical and emotional double-meaning of them being in the mind <i>and</i> in the stomach. Amazing. 
{167089} {To player}I say, traveling to Neverwinter with you all has really been broadening my horizons - who would have thought I'd get to meet a kobold author and playwright! 
{167090} {Nods}Oh, I'll say! {Thinking}So glad to have heard that. And I have you to thank for bringing me here. 
{167091} {A little meek}Really? Well... I don't know, I rather liked it. But that's just me. You know, burrowing in holes, being shot full of arrows... put on a stick. So catchy!
{167092} Oh... all right. Didn't mean to cause any trouble.
{167093} | First visit |{Quietly}Deekin would like to sell something now or else run and hide in sewer. 
{167094} | First Time |{Wondrously, happy, player approaches him}A customer! {Beat}Maybe? Deekin is pleased to see!
{167095} Yes, Deekin very kobold, last Deekin look in mirror. {Beat}Deekin not do that much, mirrors usually too high for Deekin.
{167096} | Second Time |Oh, it be you! Back to be customer again this time, maybe?
{167097} | Only said once, then skips |Deekin is Deekin, but forgot to say name, maybe? Deekin is sorry, Deekin is.
{167098} {Puffs up a little, a little sing-song}Deekin is bard, singer with scales, running from danger, and writer of tales. 
{167099} {Hopeful}Maybe you read some of Deekin's works? Hard to find sometimes, Deekin have to look <i>very</i> hard to see where books are, sometimes finds them in trash heap.
{167100} | GENERIC QUESTIONS |Something you wants from Deekin?
{167101} {Wondrously}A shop? You would give Deekin a <i>shop?</i>
{167102} If you give Deekin a little home with roof, Deekin would be <i>so</i> happy. Deekin would gladly run all night and day through pits of fire and death to get where he needs to go to have a little kobold hole.
{167103} {Suspicious}As long as no dragons there. Deekin done with dragons and their humor. No dragons?
{167104} | This is also return dialogue if you tell him to go to Keep and then return before player leaves merchant quarter. |Deekin is so excited! Will gather his stuff, pack up in a bit, then go to Keep! Roof! Deekin gets a roof!
{167105} {Warning - need to let player know store may change}But Deekin wants to tell kind, generous hero - Deekin may not keep all stuff, if any, when he go to Keep. 
{167106} You want to buy or sell anything to Deekin, do it now, Deekin may not be able to carry all stuff to Keep. Hard on back and feet.
{167107} | Only will happen once when Sand is in party. |{Quietly to himself}I can't believe a kobold can get a shop in this quarter, and I can't. The indignity of it all.
{167108} {False modesty}Yes, Deekin write a few. Not carried so much in Neverwinter, but hear they are big in Icewind Dale. 
{167109} {Nods, fanboy}Why, of course they would be. They're genius!
{167110} Of course, Deekin think not much to do up there but read, but he not heard so much about Icewind recently. Maybe on last legs, good as dead. 
{167111} {Gasps a little, fanboy}Gods I hope not, if only for your books' sake.
{167112} Deekin mostly write epic tales, big stories of travel. {Beat, a little disgruntled}But not like Volo. Volo is after quick copper, Deekin thinks, not an artist with higher calling like Deekin.
{167113} Deekin is merchant, yes. Confusing to Deekin, but Deekin figure it's all right to sit here and people give him gold to take away heavy stuff. 
{167114} {Puffs up}Deekin little kobold, but big traveler. Deekin been to Shadowdale, Waterdeep, Underdark, Amn, and many mountains and forests and caves. 
{167115} {Nods, fanboy}Amazing.
{167116} {Proudly}Sometimes Deekin even stop and <i>look</i> at these places when not running and screaming in fear.  
{167117} {Nods, fanboy}I can imagine. Screaming, yes.
{167118} Neverwinter next stop for Deekin, so here Deekin is. Deekin go where the stories are. {Beat, wary, then exhausted}As long as stories are <i>outside.</i> Deekin very, very tired of being in dungeons and caves with bad people that throw spells at Deekin. 
{167119} {Shrugs, this and that}Neverwinter a little smaller than Waterdeep, less squares and cubes. More shadows and hills. {Breathes a sigh of relief}Also glad land not moving, like first epic story.
{167120} Deekin collect many strange things running around world. Hard to carry. 
{167121} Sat them down for a moment on Neverwinter street to catch breath, and suddenly, people start coming up to Deekin and asking to buy things from him. 
{167122} {Nods, fanboy, hanging on every word}Really.
{167123} Deekin hungry, so Deekin figure that all right. His back hurt from carrying all that stuff anyway, good riddance to all that junk, Deekin thinks. 
{167124} {Nods, fanboy}Of course! Makes sense to me!
{167125} {A little worried}Deekin not sure how long market will last, though. Big troubles in area, very scary to Deekin. Deekin hear bad things in Luskan city. Luskan city smell bad, but easy to hide there. 
{167126} {First urgent, then double-takes}No, no, no... well, maybe. 
{167127} {Thinking}Deekin might move if Deekin had a little shop with a roof to keep out rain and cold and no white dragons and no one to call Master. 
{167128} {Nods, fanboy}A shop?
{167129} {A little downcast}But Deekin doesn't know where that is, and Deekin try <i>everywhere</i> in Neverwinter. People not want Deekin to move in. They say Deekin is vermin, attract more kobolds, nest in the walls like rats.
{167130} Deekin thanks you! Deekin not picky. Even few holes in roof good. Not mind cold too much. He small, could fit in tiny place. 
{167131} {Nods, knowingly, fanboy}I know how <i>that</i> is. 
{167132} Even ruins is good as long as no monsters or golems. Or statues. Deekin not like statues, already did duty as statue before. Not fun.
{167133} While Deekin getting tired of Neverwinter, Deekin not miss adventuring life... Deekin probably need looooong break before follow after big hero again with pen. 
{167134} {Light chuckle, fanboy}Those pens sure get heavy. 
{167135} Deekin likes collecting and selling things, gives him time to write. Between Undrentide and Waterdeep, Deekin needs a little break from golems and mages and snake ladies. 
{167136} Deekin meet golems, on travels, yes. So <i>many</i> golems. And golem nostrils flaring. Very confusing to Deekin. 
{167137} {To Construct}No offense meant to big friend. He no have flaring nostrils, Deekin thinks.
{167138} Oh, he's a gentle sort, nothing to worry about. Sure hasn't smashed any kobolds lately, let me tell you.
{167139} {Frowns}Deekin not understand why golems got to be so big, stomping around, smashing Deekin. Deekin think maybe mages feel very small, so make big golems to make selves feel better. 
{167140} Deekin remember lots of winds, and grounds moving, and snake ladies. Deekin think he should like snake ladies part more, but was not much to like. Had to stand still a lot, nose was itchy.
{167141} {Nods, fanboy}Itchy nose, uh-huh. Must have been tough.
{167142} There was also dwarf wizard, too. {Beat}Deekin miss him, make chest hurt thinking about it.
{167143} Let just say Deekin happy to be on solid ground, and that be enough for Undrentide.
{167144} Deekin actually not spend much time <i>in</i> Waterdeep as much as under it. Kept going down and down and down. Make Deekin dizzy.
{167145} {Nods, fanboy}Dizzy. Puts you into a spin, doesn't it?
{167146} And too many drow. Lots of drow elves. Didn't like to write about that part. Too much books about them already. Need more books about kobolds.
{167147} | Only happens once, give golem parts |Deekin may have something from golem, now that Deekin thinks about it. Hold on...
{167148} Heres it is. Taken from many broken golem, maybe help your golem be nice. 
{167149} | Second visit |{Quietly}Deekin would like to sell something now or else run and hide in sewer. 
{167150} {Whispering, warning, Grobnar is about to get a horrible song played to him because he's begging for it}Let it go, gnome.
{167151} {Eager, getting out of the way of a potentially horrible confrontation}This should be good - but let me move over here, just out of range. 
{167152} {To herself, warning, Grobnar is about to get a horrible song played to him because he's begging for it}I... suddenly think I may wish to leave. Just for a while. Oh, and cover my ears. 
{167153} {To herself, Grobnar is about to get a horrible song played to him because he's begging for it}Uh-oh.
{167154} {Whispering, warning, Grobnar is about to get a horrible song played to him because he's begging for it}Now really is <i>not</i> the time for this. 
{167155} {Irritated}Gods, I'm going to toss that gnome down a well. 
{167156} {Prompting Grobnar not to convince a kobold to sing}Uh... yeah, Grobnar. His throat is dry. His very high-pitched, irritating voice is dry, okay? Just let it go.
{167157} {Grunts, just heard horrible song}I'll say.
{167158} {Skeptical}That made my tail curl. 
{167159} {Just heard a horrible song}Now is when I long for the cries of swamp birds. {Beat}Even troll mating screeches.
{167160} {Just heard a horrible song}I'll bet that could have shattered a castle wall.
{167161} {Just heard a horrible song}<i>That</i> cleared my sinuses. 
{167162} {Irritated, impatient}Are we through here? 
{167163} {Trying to calm down Grobnar, thinks he's going to be upset}How... pleasant. Now Grobnar, I'm sure he didn't m...{"mean"}
{167164} No, Deekin need somewhere safer... big rats at Docks, bigger than Deekin. 
{167165} If you find some place bigger with safe roof and walls and not so many rats where shop would fit nice, though, please come back to Deekin. Deekin glady go with you.
{167166} He's right, Grobnar. Let it go.
{167167} I was actually interested in your wares. 
{167168} Never mind. Farewell.
{167169} Yeah, I can safely say he's better than you.
{167170} Well, I'm glad you like it.
{167171} Maybe you could compose a song.
{167172} Are you kidding? He's terrible!
{167173} Just be quiet. This has gone on long enough. 
{167174} A kobold?
{167175} Who are you?
{167176} Are you a merchant?
{167177} I'll be going now. Farewell.
{167178} You write books?
{167179} | Crossroad Keep merchant shop built. |I found you a shop in Crossroad Keep. With a roof.
{167180} No dragons.
{167181} Unless there's a dragon attack, no.
{167182} Not since I left, but anything could have happened since, trust me.
{167183} | JOHN/MICHAEL: Deekin needs store. |Okay, let me make some last minute purchases. 
{167184} No, that's fine. I'll be going now.
{167185} Who are you again?
{167186} But what are you doing here?
{167187} So you're a traveler? 
{167188} How did you become a merchant?
{167189} Are you interested in doing more adventuring? 
{167190} | JOHN/MICHAEL: Deekin needs shop. |Can I see what you have for sale?
{167191} Nothing more. Farewell.
{167192} Is Neverwinter much of a change from Waterdeep?
{167193} Looking to do any more traveling?
{167194} If I find a place where you can set up shop, I'll let you know.
{167195} Golems?
{167196} What happened in Waterdeep?
{167197} Undrentide? What happened there?
{167198} There was someting else I wanted to ask.
{167199} What were you saying about golems?
{167200} Tell me about Undrentide.
{167201} Tell me about Waterdeep.
{167202} You're a kobold?
{167203} | Hollows avaliable, but not CK |I could use you at the Hollows, if you were interested.
{167204} {Establishing shot of the party on the docks looking at the city}
{167205} {Underwhlemed}So this is Neverwinter? Suppose it's passable - for a city built by humans.
{167206} {Grunts, disapproving}Can't say I care for it, though. You want a proper city, you build down, not up.
{167207} {A little uncomfortable, hard to hear nature in the city}This place feels... unnatural, the wood and stone, it's as if they've been silenced.
{167208} {Slight irritation, hearing too much complaining}I wish you'd <i>both</i> be silent. The entire trip was just one long whine from the two of you.
{167209} {mocking Khelgar, male dwarf}"Oh, me stomach feels funny. This boat rocks like a baby's cradle."
{167210} Not that <i>I've</i> got great memories of this place, but it's home. So - where are we going first, <FirstName>?
{167211} {Grunts}Not sure I can stomach any food yet. A stiff drink and a good tavern brawl, on the other hand...
{167212} I say lead the way. Besides, I'd welcome a <i>stable</i> bed after being trapped on that filthy excuse for a boat. 
{167213} Good idea. I've got a few things I need to unload as well. {pause. Neeshka's nervous about being in the city. She has enemies here, but hasn't told anyone}Let's not be too obvious though, all right? The Docks can get kind of rough at times.
{167214} {Knowingly}Believe me, I know Neverwinter pretty well. {Beat}Let's get going. I've got gold burning a hole in my pouch, and I'm looking to spend it.
{167215} {A little uneasy, making an excuse}This place gets sailors coming and going all the time... and you know how rough sailors can get when they're getting their land legs back.
{167216} {Defensive, been caught}Me? I'm not nervous. Just being careful, that's all.
{167217} Is that wise? We <i>are</i> still being hunted - and without the land to warn us when enemies are close, we could be placing ourselves in danger.
{167218} {Grunt}Tree-worshipper's right. Besides, I could use a good stiff drink to drown out the memory of that boat trip.
{167219} My uncle's inn should be close by. Let's head there first.
{167220} We need equipment. Let's look around for a shop.
{167221} All right. You know the city better than the rest of us.
{167222} It's still light out. And the Docks look safe enough.
{167223} What are you nervous about?
{167224} There's no hurry. Let's explore a little.
{167225} I still want to explore. Let's get moving.
{167226} We do need equipment. Maybe we should find a shop around here.
{167227} My uncle's inn should be close by. Let's head there first.
{167228} | Acknowleding BlackLake, Watch way, do not repeat|{Pleased at the player's success}Oh, glad to hear you finally cleared the walls of the Blacklake District, and good to hear you were able to help out at the Docks while doing it, too.
{167229} | Acknowleding BlackLake, Shadow Thief way, do not repeat|{Pleased, but a little wary at the end, doesn't want to know too much about the player's criminal activity}Ahh, glad to hear you finally cleared the wall of the Blacklake District, but the less I know about how you did it, the better, I think.
{167230} | Generic question node. |What did you want to know?
{167231} | One-liner barkstring, safety line. |Stop jabbering, gnome, and play us a lively tune. 
{167232} | One-liner barkstring, safety line. |Stop jabbering, gnome, and make yourself useful. Play a tune, dance a jig or something.
{167233} | First Time after Grobnar joins the party. |{To player, setting him up for a reprimand in the next line}Look, I don't mind you all camping out here at the inn, it's actually good for business - the dwarf alone drinks a keg a day. 
{167234} Ugh, but that gnome... always going on about how I can adjust the structural supports, or trying out new <i>spigots</i> of all things, busting my kegs.
{167235} {Telling a boring story off in another corner of the tavern, in an exciting way}...and most people make the simple mistake of confusing a cog with a gear, which is a fascinating story in itself...
{167236} {Irritated, to player}All I'm saying is he needs to do less chatting and more singing. 
{167237} Talking doesn't bring the drinkers in, and he needs to be pulling his weight. {A little frustrated}I'm the only tavern on this block with a bard that doesn't sing. 
{167238} Well, now if it isn't my Harborman kin. What can Uncle Duncan do for you?
{167239} Only as much as Daeghun allows - he keeps his past close, despite how it keeps everyone else from him. 
{167240} I knew your mother, though. I know you lost her early, terrible tragedy - during that attack on the village. 
{167241} {Uneasy}But that's really Daeghun's place to say, not mine.
{167242} Yep, a lot of stories hanging on these walls. Shed a lot of my own blood - and others in the past. Now it all goes into the Flagon. 
{167243} Well, if you can call it that. Me and some old friends... now gone... made quite a company along the coast, there were five of us to start, but by the end, there was just me. 
{167244} {Shrugs}I could, but they wouldn't go anywhere - and there wouldn't be any tension in them, since you know I survived anyway. 
{167245} Now, Daeghun, he may have some tales for you - about your mother, too.  
{167246} Bishop? Well, not surprised he treated you like dirt - dirt's his life, he spends most of his time digging through it, looking for tracks.
{167247} Still, even his insults are a step up from how he greets most people - who he usually just grinds beneath his boot. 
{167248} {Snorts}Comes with being a tracker, I suppose - and being one of the best. He thinks it's rank and privilege of a sort.
{167249} Well, he's smuggled goods up and down the Coast... and he knows the Luskan territory like the back of his hand. 
{167250} As long as you keep an eye on him, he'll get your goods - or you - where they need to go. Or if someone or something needs finding... well, he can sniff them out. 
{167251} {Shrugs}To be honest, if he wasn't so at home tracking and killing things, I think he'd be a Luskan native - but walls and stink aren't for him, even if they're the only things in his heart.
{167252} {Dismissive at end}He... owes me, so I keep him on retainer, like a dog on a leash. It's a long story, not worth going into. 
{167253} But if he gets too rude for you, let me know, and I'll club him a good one. Won't take him insulting one of my kin. 
{167254} {Frowns}That little sharp-eared viper's got a wit to match, but he has his uses - and he's one of the only peddlers of charms and potions here in the Docks, so he gets by.
{167255} If you need to use his alchemy workbench - or you're shopping for some minor magics, then he's a good one to see. 
{167256} I'm standing right here, you know. 
{167257} Oh, we know, Sand. {Beat}Anyway, Sand's got his uses. You could do worse as far as wizards go.
{167258} | Rebuilt |Hear you've gotten the place up and running - looks a damn sight better, I'll tell you that. 
{167259} {Slight warning}And as long as you're not planning to make it a tavern again, that'll be just fine.
{167260} | Not rebuilt. |Well, not much to tell - it was a tavern, burned down in a fire a few years back and no one's seen fit to get the place up and running. 
{167261} Fine by me - less competition that way. Although it is something of an eyesore, but it's always available as a trash heap, or if we need any firewood.
{167262} I thought about restoring it back into a serviceable tavern, if the Sunken Flagon wasn't already here - and if the cost for repairing it wasn't so high. And if it didn't have a good chance of catching fire again.
{167263} Once, I'd thought about turning it into a tavern, if the Sunken Flagon wasn't already here - and if the cost for repairing it wasn't so high. And if it didn't have a good chance of catching fire again.
{167264} Regardless, looks a sight better now than it did.
{167265} Still don't understand why he couldn't afford that place in the Merchant Quarter. His potions are cheap... and they work. 
{167266} | JOHN: Cue this up to play during first return from Sand's shop. |Well, there you have it... talk to Caleb or Cormick. Cormick is at the Watch post near the Dolphin Bridge. Caleb should be lounging down the street, east along the main road.
{167267} But while you're here, feel free to make yourself at home.
{167268} Also, any friend of yours is a friend of mine - your companions are welcome to stay here as well, even if you're off on some other journey like the one that sent you here.  
{167269} They're all welcome to make themselves at home whenever they're not traveling with you. That way, you'll know where to find them if you need their help later. Sound good?
{167270} {Dummy node!}
{167271} Well, there's been some tales floating around that a nobleman, Lord Gentry, was murdered there. 
{167272} But the Watch isn't saying much - either because they don't want to spread tales or they don't know much. There may have even been more troubles, but I haven't heard.
{167273} Either way, Blacklake's locked up tight - you won't be able to get in unless you're a trusted member of the Watch... or a really good thief that runs with the right circles.
{167274} Well, I don't know about that, but if the Cloaktower mages of Neverwinter are involved, there may have been magic... or demons involved in Gentry's death.
{167275} {Dismissive}But don't trust everything Sand says - he only knows about half of the story at any given time.
{167276} {Scoffs}Oh that? {Shrugs}That was only the first thing that came into my head when Sand mentioned demons. 
{167277} {Shrugs}The King of Shadows was some sorcerer, I believe... had a number of demons and shadows at his beck and call. Not many tales left about that period of Neverwinter history, oddly enough.
{167278} Haven't been demons anywhere near Neverwinter since the troubles years ago during the battles down south, near West Harbor... that's why there's so many graveyards and battlefields along the southern road - and buried in the Mere.
{167279} What, to kill Lord Gentry? Unlikely, I'm sure he'd have bigger plans than that, if he even existed in the first place. 
{167280} Don't trouble yourself over it - the matter in Blacklake is likely to sort itself out in time, and hopefully, they'll open the district again. 
{167281} {Pauses, hasn't given this much thought}No, not that I know of. I mean, I've kept it in the back for years, barely even thought about it 'til now.
{167282} Hmmm... It is odd that they seem to be after yours... maybe there's something different about the one you have compared to mine, but then again my shard didn't have any traces of magic until yours showed up.
{167283} | Fighter type |With that swordarm of yours, I know the Watch would love to put a uniform on you and have you pound some sense into the local hooligans. 
{167284} Though if you're looking to get into Blacklake, I'm sure Caleb has a faster solution in hand... that is if you haven't too many qualms about using your muscle for him.
{167285} | Paladin |The Docks isn't exactly a bastion of piety and faith - all the more reason you'll find your work cut out for you. Cormick's always on the lookout for someone with a mind for the law.
{167286} | Rogue |The Docks is a place where someone of your stealthy talents should fit right in... whether for the law, or against it.
{167287} | Warlock, Mage, Sorcerer |The Docks don't see too much of the arcane... I guarantee your talents can make an impact, for... or against... the Watch.
{167288} Nothing today. Farewell.
{167289} What can you tell me about Daeghun and my mother?
{167290} |Second response after figuring out he's an adventurer|Can you tell me more about your adventuring days?
{167291} |First response|Lot of trophies on the walls here.
{167292} Were you an adventurer?
{167293} Can you tell me any stories?
{167294} |After getting insulted by Bishop|What's with that ranger, Bishop? 
{167295} Where does he track?
{167296} What is he doing here?
{167297} What do you know about Sand?
{167298} |Got Hollows mission|Can you tell me about the Hollows?
{167299} That is all I wanted to know. Farewell.
{167300} I had some other questions for you.
{167301} All right. I'm off to try to get access to Blacklake. Farewell.
{167302} Can you tell me anything about what happened in Blacklake?
{167303} Sand said something about demons or sorcery being involved in the murders?
{167304} What about the "King of Shadows" you mentioned?
{167305} Do you think the King of Shadows could return?
{167306} Did anyone ever come hunting for your shard?
{167307} |Shadow Thieves|A good evening to you! Would you like to take a look at my wares? And for you, a discount tonight because I like you.
{167308} Business could be better, but I have no complaints. There's been some interruptions in shipping, but... well...
{167309} But here, have a look at my goods. I even have a few fine pieces of silverware from {CORM-ear}Cormyr if you're interested in that sort of thing.
{167310} Oh, I wouldn't worry. I keep a close eye on everything, and lock it up safely away each night. I appreciate the concern, though.
{167311} Oh, I'm very careful. I've seen what happens to people when they're careless. I keep things carefully packed and stored when they're not being displayed.
{167312} Ah, yes. That's why I've a policy that I always handle my inventory until a sale is made. Makes things a little inconvenient, but it guards against just such an accident.
{167313} Why, that's very kind of you. There are probably a lot of businesses that could use such a service. I really don't have much use for it, though.
{167314} {Reprimand, slight, then firm dismissal}There's really no reason for insults. I'm sorry, but I just don't need whatever it is you're offering. 
{167315} {Amused}If this keeps up, get me a chair. We could be here for hours.
{167316} You offered a service, and I declined. Was there something else?
{167317} Oh, I'm a survivor, no doubt of that. Lost everything I had during the Luskan war, but I've bounced back. Eventually I should be able to open my own shop again.
{167318} {Surprised}Oh! You're looking for protection money! Well, why didn't you just say so instead of yammering on about broken dishes?
{167319} {Rolls eyes}Guess the straight path is always the fastest.
{167320} Don't you see? I'm a success again! Moire wouldn't be interested in someone who wasn't successful.
{167321} Is that all? I used to pay <i>much</i> more before the Luskan attack. I can afford more.
{167322} Well, all right. But let Moire know I offered more.
{167323} So, now that <i>that</i> business is out of the way, would you like to see what I have for sale?
{167324} That's more like it. And I'll let people know you forced me to pay that much. Helps your reputation with the other merchants.
{167325} Well, you're obviously new at this. I like to help out people that are just getting started.
{167326} Are you looking to invest? I'll have to think on that. I've never worked with a partner before. I <i>do</i> so hate arguments over money.
{167327} I understand. I don't mean to be rude, but I'll have to think about it before I bring on a partner.
{167328} Well, I'm watching over it. I'm here when I open up shop, and I'm still here after I close up for the evening.
{167329} That's very true. Which is why I keep my inventory tucked safely away every night. Fortunately, I don't have to worry about an actual shop just yet.
{167330} Well, we just met. A little early to call ourselves friends, isn't it? In any case, my business is small enough right now that I can handle things pretty easily myself.
{167331} Of course. You have a reputation to consider, after all.
{167332} Well, if you're sure. I just wanted to help you out with your reputation, seeing as how you're obviously new at this.
{167333} Excellent! So how much will it be? Don't be shy.
{167334} I take offense to that! Here I am trying to help you make a name for yourself, and all I get are insults. I really don't know why I bother trying to help youngsters like you.
{167335} Every evening! I've paid the people here quite a fee to reserve this spot for myself. Location, location, location as the old saying goes.
{167336} |City Watch|What I'm <i>trying</i> to say, you miserable little gnome, is that we're going to break every item in your inventory unless you pay us money.
{167337} Oh! You're looking for protection money! Well why didn't you just say so, instead of yammering on about broken dishes?
{167338} Let me run her through, boss. This isn't worth it. Moire will make us deal with her regularly if we take her money.
{167339} Ah, the City Watch. No problem, officer. These gentlemen were just clarifying a few things for me. Nothing to worry yourself over.
{167340} Right. Just a little disagreement. Go find yourself someone else to bother, hound.
{167341} It's quite acceptable, truly. I have to admit that I've been looking forward to this day.
{167342} It means I've made it. After all, they wouldn't be trying to take money from someone who was unsuccessful. I consider it a rite of passage.
{167343} See? Even the gnome isn't complaining. Why don't you just leave us to our business?
{167344} The law is what it is, and no one can ever accuse me of being anything but law-abiding. Perhaps I'll be able to do business with one of your rivals instead, gentlemen.
{167345} You should have walked away when you had the chance, hound. We're not going to let you get in our way.
{167346} Let's take care of the hound, boys. You... gnome... stay where you are. We're not through with you yet.
{167347} I really wouldn't want you to trouble yourself over me. It's all part of doing business in the Docks.
{167348} Excellent. A good patrol to you, Watchman. Now then gentlemen... where were we? Oh yes... you were about to break my dishes...
{167349} {Disgusted}By the Gods, every one of you hounds is always looking for a handout.
{167350} Here - your share of the gnome's payment. Now get out of here before we lose our patience.
{167351} {MOY-ah}Moire controls the Docks, and we work for her. You should be giving <i>us</i> respect, hound.
{167352} Please! There's no need for violence. Everything is just fine here, truly. I've actually been looking forward to this day.
{167353} Well hello there again! Care to peruse my wares?
{167354} {Sighs, then confidentially}To tell the truth, the isle of Ruatham and the Luskans seem to be getting into things with each other again - plays havoc with the shipping industry, let me tell you.
{167355} {Chiding}Please accept this as a piece of constructive criticism, but you <i>really</i> need to work on your communication skills if you want to be a merchant.
{167356} {Grunts in disapproval, under his voice to Neeshka}Gnomes. Don't get me started.
{167357} Protection money, my word. You could have saved some time, you know.
{167358} How's business for you?
{167359} You look like you're doing all right for yourself.
{167360} Do you set up shop here regularly?
{167361} How would you like to stay in business?
{167362} It'd be a shame if anything happened to such rare goods.
{167363} The Docks is a rough district. I'd hate to see you lose your inventory.
{167364} You never know. Accidents happen.
{167365} I could just pick up one of those dishes there and accidentally drop it.
{167366} Right. So, how would you like to stay in business?
{167367} No, I mean <i>I</i> could accidentally break your goods.
{167368} Um, very foresighted of you. So, how would you like to stay in business?
{167369} Look, I'm saying for a small fee I could guarantee that nothing will happen to your inventory.
{167370} Are you really this ignorant?
{167371} You have no idea what I'm talking about, do you?
{167372} How have you managed to survive for this long?
{167373} I give up. What do you have for sale?
{167374} What I'm trying to say is, if you don't give me money, I will destroy everything you own.
{167375} You don't mind paying?
{167376} Well, I'm being direct now. Pay up or things will get ugly.
{167377} You're handling this much better than I expected.
{167378} Right. So, how does 50 gold a week sound?
{167379} Just pay up so I can get out of here.
{167380} You're crazy.
{167381} Really, 50 will be fine.
{167382} Um... 100 gold?
{167383} That's thoughtful of you.
{167384} No no, you've done enough already.
{167385} Throw in a part where I threaten you.
{167386} I'm saying it can be rough trying to stay in business without help.
{167387} What? No, I mean it's always helpful to have someone watching over your business.
{167388} It helps to have protection so you don't lose everything you've worked for.
{167389} No. I'm trying to say that running a business can be rough without friends.
{167390} What about your inventory? It'd be a shame if anything happened to it.
{167391} Sure. What have you got?
{167392} Some other time perhaps.
{167393} This doesn't look to be a heavy traffic area.
{167394} I don't see a lot of people traveling through here.
{167395} Location? You're next to a river.
{167396} Is there a problem here?
{167397} Everyone drop your weapons, and turn around slowly.
{167398} The only one to get hurt will be you if you don't leave this merchant alone.
{167399} Looks to me like you're extorting money from this merchant.
{167400} You will speak to the Watch with respect.
{167401} Are you certain these men aren't bothering you?
{167402} Um... you have?
{167403} What do you mean?
{167404} What they're doing is still illegal.
{167405} It will cost you if you want me to leave you alone.
{167406} What you're doing is illegal. I'm placing you under arrest.
{167407} Well... if you're sure...
{167408} Fine then. Carry on.
{167409} Let's see what you've got.
{167410} Perhaps later. Farewell.
{167411} |Caleb quest resolved|You bring good news I hope. We could certainly use some.
{167412} Dead, is he? A shame. If he was working for Moire, he'd have had some interesting things to tell us I'd imagine.
{167413} Perhaps. The information Caleb could have given us may have been most useful. However, what's done is done and cannot be changed.
{167414} I apologize. I'm certain you are not to blame for Caleb's death. It was just wishful thinking.
{167415} I can believe he didn't. Caleb was always one to resort to violence first. In any case, you are not to blame. It was just wishful thinking.
{167416} Aye, you did well. We now have the opportunity to put a serious dent in Moire's activities, and bring a sense of order back to this district.
{167417} Unstable as we was, Caleb still had some control over crime in this part of the docks. Without him, I'm wagering that his goons are now divided and looking to claim portions of the Docks as their own.
{167418} I want to prevent the chaos that Caleb's fall will cause. The district will see that the City Watch is here to serve.
{167419} To hear the citizens talk, we've been all but invisible. Blame the Council for cutting into our budget for reconstruction.
{167420} Our sweep through the north docks wasn't as effective as we would have liked, but it did reveal the amount of control that Moire's gang has over the district.
{167421} It also revealed the extent of the corruption that has spread through the Watch. Many of our men returned to report either they had been ambushed, or more disturbingly, that they found only law-abiding citizens.
{167422} I want you to perform a similar sweep through this area of the docks. Apprehend any and all members of Moire's or anyone else's gang that you run across. I also want you to check in at our guardposts.
{167423} Captain Brelaina has given me strict orders, Marshal. I am not to press the issue with our Watchmen at this time. We are short-handed as it is and cannot afford to have men leaving us for Moire's employ.
{167424} Captain Brelaina has also charged us with cleaning the district up, and I mean to do just that. Corruption within the Watch certainly encourages the criminal activity.
{167425} I defer the decision to you, Marshal.
{167426} Arrest those involved in illegal activities. Moire won't find any allies amongst the City Watch if I have any say about it.
{167427} I understand Captain Brelaina's concerns, lieutenant. However, we must purge the criminal elements from out own ranks before we can effectively clean up the district.
{167428} Very well. You have your orders. Report back when your sweep is complete.
{167429} A surprise. We may be able to catch a few working with Moire's gang.
{167430} Only you, myself, and Lt. Roe know about this sweep. We have the advantage at the moment.
{167431} If we wait on this, Moire will have time to prepare, and we'll encounter the same things as we did with the northern sweep.
{167432} |Return conversation. Caleb unresolved|Has Caleb been apprehended?
{167433} I'd suggest you finish the task as soon as you can. I don't want someone tipping him off that we're coming for him.
{167434} |Player took a bribe. Hagen got beat up|What happened at Hagen's? Is he safe now?
{167435} That's good work. Perhaps the citizenry will have more confidence in the Watch and stand up to these criminals.
{167436} Well, that's one matter taken care of then. Do you know who sent them to threaten Hagen?
{167437} |Player resolved Hagen quest and did not take a bribe|I understand you were able to keep Hagen from harm. That's good work. Perhaps the citizenry will have more confidence in the Watch and stand up to these criminals.
{167438} That we do. I've been asking around, tapping my own sources. The name Caleb came up.
{167439} Caleb? The Watch knows him well. I've been looking for an excuse to bring him in.
{167440} He's moved on to extortion has he? Marshal, bringing him in will hurt Moire's operation. My sources suspect Caleb of being her man in the south docks.
{167441} What are we waiting for then? Do you know where this Caleb is holed up, lieutenant?
{167442} We do. I can send some men over now to deal with him.
{167443} No, let them rest. The sweep through the north docks was rougher than we anticipated.
{167444} I have confidence that you can resist any attempt Caleb makes to corrupt you. I can't say the same thing about the rest of the Watch.
{167445} I think we've got all the proof we need to put a stop to his activities. Might even tweak Moire's nose in the process.
{167446} No proof. And curse our own Watchmen, I'm convinced many of them have taken her coin. 
{167447} They won't be bringing us the proof we need, and I don't trust them to arrest her. They'd probably tip her off first.
{167448} {Respects the player}Of that I have no doubt. Very well. The lieutenant can give you his location. I want you to put a stop to Caleb's crime spree.
{167449} Caleb usually spends his time in an alley south of here. I'll show you the location on your map. And be wary... he's not the brightest of Moire's gang, but he can be brutal.
{167450} |Return conversation. Hagen quest unresolved|What are you doing back here? Get over to Hagen's and make sure he's protected.
{167451} Lt. Roe's leading the sweep through the north docks, so I've got my hands full here until he gets back.
{167452} |Return conversation. Player hasn't chosen a faction yet|Welcome back. What can I do for you?
{167453} |First conversation. Player helped Faulk at Fort Locke|{Faulk is in the middle of a conversation with Lt. Roe}There must be <i>someone</i> you can spare, lieutenant. He's the first to stand up to these thugs and deserves our protection.
{167454} You know the manpower I have available to me, Marshal. You also know the efforts I've been taking to weed out turncoats. 
{167455} I can spare some Watchmen to this shopkeeper, but then we'll have to postpone the sweep through the northern district. I'm sure you'll agree that we want every man available for that operation.
{167456} The Council hasn't done us any favors with that last vote, have they lieutenant? {sighs}We'll just have to make do with what we've been allotted.
{167457} Very well. Postpone the sweep. Assign some men to the shopkeeper. Place the others on pa... {patrol}
{167458} {Player approaches}
{167459} |If player never met Cormick|{Polite}Yes? What can the Watch do for you?
{167460} {Recognition}Wait... I remember you. Fort Locke, wasn't it? I saw you passing through. What brings you here?
{167461} |If player helped out Faulk at Fort Locke|{Very happy to see the player}Well now look what the wind's brought into Neverwinter. It's good to see you again. 
{167462} As you can see, Galen and I made it back here safely. I must thank you once again for what you did for us back at Fort Locke.
{167463} Heh. I've heard some stories about you in Highcliff recently. Not sure I understand exactly what happened there, but you seemed to play a pretty big role in it all.
{167464} I did have to suffer Galen's attempts at wit and conversation during the journey, but a small price to pay for his continued safety I suppose.
{167465} If I recall, you were promised a reward if you decided to seek me out. I spoke with my captain once I had returned, and she agreed that your services were quite valuable.
{167466} {A trifle offended, but it passes quickly}I am a man of my word, as is the City Watch. In any case, it'd be hard to forget what you had to go through to help me and Galen out.
{167467} With that taken care of, is there anything else I can help you with?
{167468} Glad to see your harrowing journey through the Mere hasn't changed you. A lot of people come out of that place changed, and not for the good.
{167469} But enough morbid talk. What can I do for you?
{167470} Aldanon? Aye, I know of him. He's a hermit that lives in the Blacklake District, if you can believe it.
{167471} {Mood gets a little dark}Beautiful place. Worth the trip, but we have the entire district locked up tight. You won't be getting in any time soon.
{167472} Foulest murder. I'm not permitted to give you any details as the investigation is on-going, but it's serious. Even the mages of the Cloaktower have gotten involved.
{167473} Again, I'm not permitted to say. If it makes you feel any better though, even some of the nobles who live in the district haven't been permitted to return.
{167474} The only way anyone gets in is if they're a member of the Watch, and Captain Brelaina personally approves a pass to enter.
{167475} And that woman is a stickler for rules. You won't be able to just walk up and ask for one.
{167476} |Player helped at Fort Locke|I wouldn't recommend it. You were a great help to me back at the fort, but if you try anything illegal I'll have to step in and stop you.
{167477} Just stay out of trouble. The Watch is cracking down on the crime here at the Docks.
{167478} Well, I can't promise anything but signing on with the Watch may be your best option.
{167479} |Player helped at Fort Locke|It would be a good start. Knowing you, you're more than capable to handle the job.
{167480} If you make enough of an impact, Captain Brelaina may even take an interest in you. And believe me, you'll have plenty of opportunities to show off your abilities.
{167481} The City Watch has lost its grip here on the Docks District. Criminal gangs are running loose, and even some of our own seem to have forgotten the oaths that they took when they joined.
{167482} It hasn't been just your usual crime wave, however. These thugs have been well organized. We've heard a name... Moire. We think she's the one running the gang.
{167483} We also know others have tried to organize their own gangs. The City Watch is outnumbered. We can use every man willing to join our ranks.
{167484} We could use your help. Come speak with me again if you decide to sign on with the Watch.
{167485} |Player not friends with Faulk|The City Watch is glad to have you on board, aren't we lieutenant?
{167486} |Player friendly with Faulk|{Faulk is very pleased}What'd I tell you about this one, Roe? Gets things done with little fuss.
{167487} Yes sir. A valuable recruit. The Captain will be pleased.
{167488} Here, you'll need to wear this cloak to mark you as a member of the City Watch. And believe me, you're arrival has helped us out immensely.
{167489} Now, I wish we had the time for you to settle in, but we've got a problem with one of the shopkeepers. His name's Hagen, and he's decided to stand up to the criminals of this district.
{167490} Get down to his shop and make sure nothing happens to him. My gut tells me Moire's crew isn't through with him yet.
{167491} Lieutenant, it would seem our problems are solved. The sweep of the north docks can occur on schedule.
{167492} Yes, thank you. I recommend that you make your way to Hagen's as soon as possible. I worry for his safety.
{167493} |Player with Shadow Thieves. Before Docks Sweep|I don't mean to be abrupt with you, but unless it's important I've got my hands full trying to keep this district from blowing up in our faces.
{167494} |Player already joined Shadow Thieves|You're the one my men spotted talking with Caleb. Not exactly smart walking into the City Watch as a known associate of a criminal.
{167495} You'd best be leaving. And I'd suggest staying clear of any suspicious activity unless you fancy a long stay in a cold cell.
{167496} |Only if the player was supposed to be rewarded by Cormick at Fort Locke|You're here about the reward I promised, aren't you? Well, let me demonstrate the difference between law abiding citizens and the likes of your friends...
{167497} Here's your reward. As promised. Even the likes of you should be able to appreciate this gesture.
{167498} What <i>hasn't</i> been going on? We've got criminals taking over the Docks, and from what I'm hearing half my men are on the take.
{167499} Then there's the murder of Lord Dalren in Blacklake. Any spare men that were available now aren't. They've been assigned to Blacklake to prevent a panic amongst the nobility.
{167500} Oh, and how can I forget? Merchant traffic has slowed to a trickle, meaning less gold coming into the city coffers - meaning less gold available to the Watch, not that the Council was being generous with us before.
{167501} Something like that. So are you here to listen to me complain, or is there something I can help you with?
{167502} |Anything else|That would be a good start. We can always use another watchman, especially in this district.
{167503} |Anything else|I wouldn't recommend it. If you try anything illegal I'll have to step in and stop you.
{167504} [Lie] Caleb won't be causing any further trouble. I had to kill him.
{167505} Caleb won't be causing any further trouble. I had to kill him.
{167506} It's over. Do you have any new orders for me?
{167507} Caleb's dead. He tried to bribe me and attacked when I refused.
{167508} He deserved no better.
{167509} Next time you can handle things yourself then.
{167510} I didn't have a choice in the matter.
{167511} Why do I feel like a big target is about to be painted on me?
{167512} Has the Watch been that ineffective?
{167513} What do you want me to do?
{167514} Am I to arrest our own as well, then?
{167515} What's the rush to conduct the sweep?
{167516} Why do you want me to visit the guardposts?
{167517} I understand. Sweep through the Docks, inspect each guardpost.
{167518} Farewell.
{167519} I'll get around to it eventually.
{167520} I'm still working on it.
{167521} [Lie] He's safe now. I chased off the thugs.
{167522} Hagen won't have any further complaints.
{167523} He won't be needing protection from the Watch any longer.
{167524} I also tracked down the leader of the thugs. Caleb won't be causing any more trouble in the Docks.
{167525} |Caleb quest is unresolved|Do you have anything further for me?
{167526} |If Caleb quest is unresolved|Who's Caleb?
{167527} There was a name mentioned - Caleb. Apparently he was behind the threats.
{167528} Don't tell me. You're sending me to arrest him.
{167529} Why don't we just arrest Moire?
{167530} I'll take care of him.
{167531} What's been going on in Neverwinter?
{167532} I hope your journey was easier than mine.
{167533} You promised a reward when we last spoke.
{167534} I'm glad everything turned out.
{167535} I'm glad you hadn't forgotten about that.
{167536} The Watch is most generous. Thank you.
{167537} No reward is necessary. Thank you though.
{167538} I'm looking for Aldanon the Sage.
{167539} I need to enter the Blacklake District.
{167540} |Player helped at Fort Locke|I helped you, now you help me. Isn't that the way things are supposed to work?
{167541} Is there anything you can do to help me?
{167542} Why? What happened there?
{167543} But why is it locked down?
{167544} Thank you. Maybe I can find another way in on my own.
{167545} There must be a way for me to get in.
{167546} What if I work for the City Watch? Will that help?
{167547} Sign me up then.
{167548} Why is that?
{167549} What do I need to do?
{167550} Let me think about it.
{167551} If this will get me into Blacklake, then count me in.
{167552} Sign me up.
{167553} Nothing else. Farewell.
{167554} Farewell.
{167555} Nothing. Farewell.
{167556} I'm looking for Aldanon the Sage.
{167557} I need to enter the Blacklake District.
{167558} Sounds like the city's going through a rough patch.
{167559} Farewell.
{167560} A blaze set, and I find you on the grounds. I'm going to have to bring you in for questioning.
{167561} |Player doesn't have torch out|[Success] {Believes player}All right - I'll take care of it now, though the Watch certainly appreciates concerned citizens such as yourself.
{167562} You'd better get off the grounds and get to safety. Things could get out of control here.
{167563} |Player has torch out|[Success] Well... I guess I don't have any proof... and you <i>are</i> here talking with me...
{167564} |Player doesn't have torch out|[Failure] A good story, but I think you'd better come with me anyhow. The truth will come out soon enough.
{167565} |Player has torch out|[Failure] You're standing here holding that torch and expect me to believe you? Come with me, you're under arrest.
{167566} [Success] That may be true... but it seems odd to me you'd be here standing next to a fresh fire.
{167567} Still, I suppose there are plenty of other possibilities for how a fire got started. I'd better get some help to put it out.
{167568} Torching the City Watch building <i>and</i> resisting arrest. You're a real prize, aren't you?
{167569} You'll be more accomodating once you've got a blade in your gut.
{167570} All right, you're under arrest. Don't even bother trying to talk your way out of this.
{167571} |Player has torch out|[Failure] You're standing here holding that torch and expect me to believe you? Come with me, you're under arrest.
{167572} |Player has torch out|[Success] Well... I guess I don't have any proof... and you <i>are</i> here talking with me...
{167573} You! You're under arrest!
{167574} [Bluff] I was just looking for someone to report the fire to.
{167575} You can try.
{167576} |Player put away his torch|[Diplomacy] I don't even have a torch.
{167577} |Player has torch out|[Diplomacy] I know this looks suspicious, but I didn't do it.
{167578} I'm staying right here.
{167579} Then I guess I'll just have to kill you.
{167580} {Bladeling is agitated}{KAL-ACK-cha}<i>Kalach-Cha!</i> <i>Kalach-Cha!</i>
{167581} Yes. {KAL-ACK-cha}<i>Kalach-Cha.</i> Bring it to me - now.
{167582} {Bladelings begin to move out}And leave no survivors.
{167583} We're not asking you to do anything violent, sergeant.
{167584} In fact, we're offering to pay you more than you and your men would make for the entire week just to end your shift a little early.
{167585} {A little frightened and suspicious}That's a lot to offer for such a simple favor. Why so much?
{167586} Because we respect you, sergeant. You work hard, and receive little in return from the Watch. Think of this as a gift for your dedication.
{167587} What? I haven't agreed to anything. Don't be lumping me in with all the other turncoats.
{167588} I am shocked, even offended that you would suggest such a thing. I am merely offering a gift to a hard working member of the Watch, in gratitude for the security that they bring to this fair city.
{167589} Which, I would like to state again, I haven't accepted.
{167590} [Success] You're right. Taking this 'gift' makes me just as bad as the other turncoats.
{167591} {Speaking to the Luskan man}As much as I appreciate the gesture, good sir, I must refuse your offer.
{167592} This is... unfortunate. You and your men will <i>not</i> be at this post at the given time, I assure you.
{167593} Kill them all, and dispose of the evidence. This isn't what we had planned, but it will be far more enjoyable to spit these Neverwintan hounds upon our blades.
{167594} [Failure] You speak out of turn. I do not need a lecture from an unranked Watchman to remind me of my duty.
{167595} You speak out of turn. I do not need a lecture from an unranked Watchman to remind me of my duty.
{167596} You will accept nothing from this man. We have enough turncoats within the Watch as it is.
{167597} There will be nothing to report. I have been in the Watch long enough to still remember the time before the Plague - before we were decimated by the chaos.
{167598} The Council rebuilt the Watch too quickly, allowing anyone able to lift a blade and interested in coin to sign up.
{167599} Merely discussing a financial transaction, Watchman. Nothing for you to be concerned with.
{167600} That is an excellent question, Watchman. I would like to know as well before our discussion proceeds any further.
{167601} We are merely travelers from Luskan who are impressed with the work of your City Watch and wish to offer a gift.
{167602} Luskan and Neverwinter are currently at peace with each other, Watchman. Our presence here should not be cause for alarm.
{167603} If you wish to discuss politics some other time, I would be more than willing to oblige. For now however, I have a business transaction to complete with the sergeant if you don't mind.
{167604} You use harsh words against men of peace. A bit of diplomacy would do you good.
{167605} {Angry that the Luskans initiated the violence}The war's barely over and the Luskans are already looking to cause trouble again.
{167606} I'm glad you were here to back us up. {Embarassed that the player witnessed him faltering when bribe was offered}You won't, erm... tell anyone about what was said before the fight, will you?
{167607} {Angry that the player was ready to side with Luskan}I have to wonder if I'd still be standing here if the Luskans hadn't decided to kill you as well.
{167608} But I'll keep quiet about this if you will. No need for anyone else to know what was said here.
{167609} |Player was 'good cop'|I understand... you saw me falter. Still, I didn't take their coin. You must believe me when I say I've yet to give in.
{167610} And after what's happened here, you can bet I won't be tempted again.
{167611} Have a safe patrol, Watchman. I'll remember what happened here.
{167612} Then arrest me. I don't know what else I can say to prove myself.
{167613} You speak the truth. Who knows what those Luskans would have done if I'd taken their tainted gold.
{167614} And here I was worried about <i>my</i> honor. You're even worse... taking coin from your fellow Watchmen.
{167615} Well, you won't get anything from me. Report me if you want. I'm sure Marshal Cormick will be interested in hearing what you had to say just now.
{167616} We have a bargain, then. All anyone needs to know is that we stopped some Luskan agents.
{167617} You're worse than Moire's scum. Come on, then. I'll be honored to remove the likes of you from the Watch.
{167618} |Player was 'bad cop'|And you were just as eager to get some coin for yourself. How do I know <i>your</i> hands are clean?
{167619} Seems like we're at an impasse. Tell you what - I'll keep quiet about this if you will.
{167620} And you think I trust <i>you?</i> We'll be accusing each other if you report this. I don't think we want things to come to that now, do we?
{167621} {Disgusted}I thought all their troubles with {RUE-ah-thm}Ruathym would be enough to keep the Luskans out of our city, but here they are, crawling into the harbor like rats off a sinking ship. 
{167622} |Generic greeting. Pre-Docks Sweep|Wish the city could spare some Greycloaks to help out here in the Docks.
{167623} |Generic greeting. Pre-Docks Sweep|Keep your nose clean while here in the Docks. The Watch has enough problems as it is.
{167624} |Generic greeting. Pre-Docks Sweep|Move along. I'm on duty and not much in the mood for small talk.
{167625} |Generic greeting. Pre-Docks Sweep|Don't pay any attention to the naysayers. The Watch is still in control here.
{167626} | Generic text after the sweep, bribed. |{Knowingly}Good seeing a friendly face.
{167627} | Generic text after the sweep, bribed. |{Knowingly}Your boys come through, they've got a friend at the Docks.
{167628} | Generic text after the sweep, Watchman cleaned up. |Things have been quiet down here... sounds like we have you to thank.
{167629} | Generic text after the sweep, Watchman cleaned up. |Those thieves have scuttled into hiding - barely enough trouble to shake a sword at nowadays.
{167630} |Fade Out||
{167631} |Fade In|
{167632} |Show City Watch HQ on fire|
{167633} What's going on here?
{167634} Who are these men, sergeant?
{167635} I see even officers of the City Watch are susceptible to bribes.
{167636} In other words, a bribe.
{167637} Take this money and I'll have to report you, sergeant.
{167638} Can I get in on this?
{167639} [Diplomacy] You seem an honorable man, sergeant. You'll do the right thing.
{167640} The man is right. We work hard. I'm willing to accept a gift of appreciation.
{167641} There shouldn't be anything left to consider, sergeant.
{167642} It looks to me like you're trying to bribe the sergeant.
{167643} I'm always concerned when someone attempts to bribe the City Watch.
{167644} Is there a lot of money involved? I might be interested.
{167645} Luskan? Who let you in to Neverwinter?
{167646} How did you get into the city?
{167647} Typical of a Luskan - arrive in a new city and immediately bring corruption to it.
{167648} Would you?
{167649} You were close to accepting a bribe. How do I know you haven't taken any before?
{167650} I can keep quiet... for a price.
{167651} Don't worry about it. You did the right thing in the end.
{167652} Good enough for me.
{167653} I don't believe you.
{167654} Just remember that people get hurt when a watchman turns his back.
{167655} That's all right. You've convinced me.
{167656} Fine. I'll keep quiet if you will.
{167657} That's too bad. I'll just make sure they think the Luskans killed you.
{167658} I don't trust you.
{167659} Then I guess I'll have to kill you. They'll think the Luskans were responsible.
{167660} It'll be safer if I just kill you. They'll think the Luskans were responsible.
{167661} | Player is with thieves. |Something I can help you with?
{167662} Here, maybe - I'll wager things are rougher away from the main roads.
{167663} Word is Caleb's either dead or gone underground - without a leash, his thugs are stealing anything that isn't nailed down.
{167664} Not that I'm looking to get involved, mind you. Me, I'd rather be here at this guardpost than out there, trust me.
{167665} Don't know about wise... if I was wise, I wouldn't have signed on with the Watch in the first place.
{167666} The pay's low, the job can get dangerous... and then there's all the politics. {Frustrated as he ticks off a short list of 'rules'}Don't make this nobleman angry, don't bother the emissary, arrest so and so because he upset someone on the Council... and then there's all the Watchmen hungry for promotions.
{167667} {Shrugs}Still, it's a living I suppose. It could be worse... I could be a guard in Luskan. Now there's a city gone to the hells.
{167668} {Shrugs, and trails off at end}Tell me about it. Cuts to the Watch to pay for reconstruction... trade routes on the High Road disrupted so fewer goods come in...
{167669} And don't forget the moneylenders. Charging an arm and a leg for even the smallest of loans... jackals, the lot of them.
{167670} {Snorts, apologetic}Bah. Listen to me drone on. We've all got our problems, eh?
{167671} [Success] Well, thanks. I don't hear that often, so it's much appreciated.
{167672} Now if only the rest of the city would feel the same way and give us some extra coin, eh?
{167673} [Failure] {a little offended}Don't be throwing false praise my way. I know what I do is important, and don't need any heralds and fanfare to make it worthwhile.
{167674} |This is actually the farewell line. It stays here to avoid bugs|I enjoyed our little talk, but you'd best be on your way. I'm not getting paid to moan over my lot in life.
{167675} {Shrugs, about to start bitching about work}I've got my problems. We all do...
{167676} The Watch always welcomes help from the good people of Neverwinter.. especially if it means more gold in our pockets.
{167677} So what is it that you can do to help out?
{167678} |Player with City Watch|{Prompting, a little condescending}Everyone wants the Watch to help, but they won't increase our pay. How's the patrol going? Not too rough, I hope.
{167679} Good to hear it. Not a good time to get trapped in a dark alley, you know.
{167680} Besides that man wanting me to play hero? No. But I hear it's been rough for the rest of the district what with Caleb being taken down.
{167681} {Relieved, glad to wash hands of this}{TIE-more-ah}Tymora's blessed me, though - I've got guardpost duty. {Rueful}No way could you get me to go out there - I'm going to sit here and stay alive until my shift is over.
{167682} {Shrugs}That so? I don't see why I should risk <i>my</i> neck when no one's done anything about the Watchmen that <i>are</i> working for her gang.
{167683} {Shrugs}I've got my suspicions, but no proof. Why should I care? If the officers won't do anything about it, I'm not going to start.
{167684} {Slight edge}Still... if it were up to me, I'd take every turncoat and lock them up. Still, I'm one man... and it's not going to happen.
{167685} {Kicks back}Sure, just as soon as I'm given an order to. Otherwise, I just do what I'm told and collect my pay.
{167686} Look, you don't have to tell me something needs to be done about Watchmen getting paid to look the other way...
{167687} All I'm saying is I'm not about to cause trouble I can't trust the people at the top to stand by me when things get rough.
{167688} Now, I've enjoyed our little talk, but you got rounds to do out there. Better you than me, that's all I'll say.
{167689} You got that right. I just do what I'm told - and if anyone wants me to start arresting our own, it'd better be a direct order.
{167690} Will do - and be safe. Better you than me out there.
{167691} All I know is that without Caleb controlling his men, anything that's not nailed down is up for grabs unless the Watch can bring back some order.
{167692} Word on the street is that Caleb's been hacked. I hear his men are running loose, stealing anything that isn't nailed down. 
{167693} Without someone keeping them on a leash, I can imagine it's rough going out there tonight.
{167694} Well, it's been quiet here. I hear it's been rough away from the main roads, but we haven't seen any of it.
{167695} {Startled to hear Moire's name}{MOY-ah}Moire?! She's been hunting down Watchmen like rats. Why in the hells would I want anything to do with that killer?
{167696} Then again, I don't see why I should risk my neck when no one's done anything about the Watchmen that <i>work</i> for Moire's gang.
{167697} [Success] You make a good... point. {Light chuckle, uncomfortable}One less thing to worry about during my shifts.
{167698} I need to know one thing though - I need to know that my doing this won't mean people getting hurt.
{167699} That's good to hear. I like things quiet. Less chance of dying.
{167700} All right, tell Moire that the boys and I will make sure she can do business around here without trouble from us.
{167701} But you also tell her that she'd better not make me regret this. If I hear of anyone coming to harm...
{167702} That doesn't exactly put me at ease. You're right, though - I won't be involved.
{167703} You'd best be going. I don't want anyone seeing us together talking like this.
{167704} So that's the way it is? {Beat}Well, at least I know where I stand with her. I'll do what I can, but there's a line I won't cross.
{167705} Now <i>that</i> I doubt. If Moire's involved, there's trouble around the corner. Just make sure she keeps me out of it.
{167706} [Failure] <i>I</i> might be safer. I have my doubts about the rest of this neighborhood.
{167707} And I bet Moire's got a rather loose definition on who's 'deserving'. Still, it's not like I go out of my way right now to stop her goons.
{167708} It <i>is</i> my problem, and Moire's if anything happens.
{167709} So instead of wasting my time, why don't you just get to the point?
{167710} [Success] So that's the way it is? At least I know where I stand with her. I'll do what I can, but there's a line I won't cross.
{167711} [Failure] Sounds like we're being threatened boys. Let's show Moire's goons that the Watch isn't as soft as they think.
{167712} [Failure] You calling me a coward? There are people more dangerous than Moire's goons out there on the streets.
{167713} Come on, men. I've just been insulted. Let's show this alleybasher that the Watch deserves a little respect.
{167714} Sounds like we're being threatened boys. Let's show Moire's goons that the Watch isn't as soft as they think.
{167715} [Success] {Almost thinks about taking player's challenge}Strong words. {Beat}Still, I'm not one to turn down extra coin.
{167716} |Generic greeting. Pre-Docks Sweep|Wish the city could spare some Greycloaks to help out here in the Docks.
{167717} |Generic greeting. Pre-Docks Sweep|Keep your nose clean while here in the Docks. The Watch has enough problems as it is.
{167718} |Generic greeting. Pre-Docks Sweep|Move along. I'm on duty and not much in the mood for small talk.
{167719} |Generic greeting. Pre-Docks Sweep|Don't pay any attention to the naysayers. The Watch is still in control here.
{167720} | Generic text after the sweep, bribed. |{Knowingly}Good seeing a friendly face.
{167721} | Generic text after the sweep, bribed. |{Knowingly}Your boys come through, they've got a friend at the Docks.
{167722} | Generic text after the sweep, Watchman cleaned up. |Things have been quiet down here... sounds like we have you to thank.
{167723} | Generic text after the sweep, Watchman cleaned up. |Those thieves have scuttled into hiding - barely enough trouble to shake a sword at nowadays.
{167724} Sure. The Docks is a big place. Easy to get lost here. What are you looking for?
{167725} Duncan's place? That's easy. His inn is right on the docks, south side. It's standing next to an empty lot.
{167726} Anything else I can help you with?
{167727} The one here in the Docks? Big building, center of the district. Hard to miss, what with the walls around it.
{167728} You'll be looking for Werth's place then. He's got a shop on the road to the Dolphin Bridge, next to the City Watch building.
{167729} That would be Repko. His shop's on the north side of the district, overlooking the waterfront. Just follow the docks.
{167730} Try Sand's shop, right across from the Sunken Flagon. Good luck getting in though. He only allows in people he already knows.
{167731} East of here, across the Dolphin Bridge. Just follow the road that runs alongside the City Watch walls.
{167732} We've been having trouble controlling the thieves here in the district. They're running loose like they own the place.
{167733} Marshal Cormick and his lieutenant have stepped up patrols, but we just don't have enough men to keep an eye on every street corner.
{167734} Just watch your step, keep your head down, and you'll be fine.
{167735} | Khelgar is in the party and reminds the player that he wants to be a monk. Note that this dialog is include in all the convos of the guards involved with the Docks Sweep|While you're at it, ask him where I can find the skinnies in this city. I'm eager to join them.
{167736} So, anyway, I told him to get another Watchman to help him out, and that we're not leaving our post. Then <i>he</i> says-
{167737} What?! I'm reporting a burglary and you're not going to do anything about it?
{167738} That's about right, yeah. Now why don't you move along before I arrest <i>you</i> for disturbing the peace? You can report the burglary to the Marshal in the morning.
{167739} I will. And you can be assured that I'll be reporting your dereliction of duty as well!
{167740} You do that. A good evening to you.
{167741} |Fade Out||
{167742} |Fade In|
{167743} |Show City Watch HQ on fire|
{167744} Hmmm... you might want to try the Church of Tyr, in the Merchant Quarter. It's behind the City Watch building in that district, near the graveyard.
{167745} Shift going okay? Everything seems peaceful.
{167746} You don't sound pleased with your duties.
{167747} How do you like your job with the Watch?
{167748} You're a wise man.
{167749} How would you like to make a bit of extra money?
{167750} Money <i>is</i> hard to come by nowadays, isn't it?
{167751} [Diplomacy] Low pay, and a thankless job being in the Watch. I respect you for your dedication.
{167752} I can help you out.
{167753} Strange you should mention that... 
{167754} I can change that.
{167755} I'd like to discuss some business with you.
{167756} Gold in your pockets, and you work for Moire. 
{167757} Moire has taken it upon herself to protect the Docks. She's willing to pay extra to know that she can count on you if the need arises.
{167758} I pay you extra and you stay with the Watch, but you now actually work for me.
{167759} Not at all.
{167760} Busy night?
{167761} That attitude is one of the reasons why Moire's gang controls this district.
{167762} You know who the turncoats are?
{167763} Change has to start somewhere.
{167764} I suppose you're right. It needs to start at the top.
{167765} I'd better get going. Have a good shift.
{167766} You could help bring those turncoats to justice.
{167767} That sounds reasonable.
{167768} It can't be that bad out there.
{167769} Farewell.
{167770} Why do you say that?
{167771} I was ordered to check in with you on my patrol, so here I am.
{167772} Why do you ask?
{167773} That's an understatement.
{167774} [Diplomacy] Because it's better to be standing behind the one holding the dagger... than in front of her.
{167775} [Intimidate] If you want to continue living, you'll take this deal.
{167776} Moire just wants the same thing as the Watch - order in the city.
{167777} [Lie] Moire's not looking to hurt anyone. She just wants to do business in a quiet environment.
{167778} You won't notice anything different from your regular shifts.
{167779} Only people who deserve to get hurt will be.
{167780} That's not my problem. Nor should it be yours.
{167781} You'll remember that you had nothing to do with it.
{167782} You'll remember that you really don't want to become her enemy.
{167783} You won't regret it. Everything will be fine.
{167784} [Intimidate] This isn't an option. You <i>will</i> agree to work for her.
{167785} I'm just a citizen trying to help the Watch.
{167786} I'm offering gold in exchange for working with Moire.
{167787} Nevermind. Farewell.
{167788} [Diplomacy] Where did this sudden concern for others come from? Seems to me you tend to stay away from trouble.
{167789} Then I'll have to show you how Moire deals with those who disappoint her.
{167790} I need some directions.
{167791} Farewell.
{167792} Why do you say that?
{167793} I'm looking for the Sunken Flagon.
{167794} Where's the City Watch building here?
{167795} I need to buy some armor.
{167796} I'm looking for a weaponsmith.
{167797} I need crafting supplies.
{167798} Where's the Merchant Quarter?
{167799} Farewell.
{167800} TEMP: DUMMY NODE FOR BUG WORKAROUND
{167801} Is there a monastery in the city?
{167802} |Shadow Thieves|{A little supsicious, stranger came up}Something the Watch can do for you?
{167803} {Scoffs slightly}You won't be hearing any complaints from me. Be nice if it were this quiet every night.
{167804} {Scoffs, a little incredulous}That's a bold statement. {A little mocking}What, you a sorcerer or something? Got a private army somewhere behind you?
{167805} {Still disbelieving}Yeah? You plan on paying everyone in the district to become law-abiding citizens?
{167806} {Brushing off player}Unless you've got something useful to say, stop wasting my time.
{167807} {Downnote, more serious}You're trying to bribe me? {Beat, slight threat}I could have you arrested for this. Unlike some others, I take my duty to the Watch seriously.
{167808} [Success] {Thinking}Well... I wouldn't have to do anything to betray the Watch, would I? I couldn't raise a blade against them.
{167809} [Failure] I've already told you my answer. I'd like to keep the evening quiet, so I'm giving you the chance to leave peacefully.
{167810} {Frowns, thinking}Well, money <i>is</i> tight nowadays, especially if you're a Watchman. {Rueful}The Council keeps taking from our budget to pay for other 'priorities'... trade losses, reconstruction from the war...
{167811} ...and it wouldn't be betraying the Watch, I mean, not really. 
{167812} Very well. If you've got the gold, we've got an understanding. {Beat, slightly wary}Just don't make me regret this.
{167813} [Success] {Player just succesfully threatened family}Look... there's no call for threats. This offer of yours... I won't have to do anything to actively betray the Watch will I?
{167814} [Failure] {Angry}That does it. I was willing to let you walk, but bringing my family into it just earned you a cell and irons.
{167815} {Firm, cold}You're under arrest for attempted bribery and threatening a member of the Watch. {Beat, threatening}But you know, why don't we cut to it and say you decided to <i>resist</i> arrest, too?
{167816} {Getting ready for a fight}Let's look lively, men. We're about to show Moire that the Watch won't just roll over for her.
{167817} That's a shame, because her's life going to be <i>filled</i> with disappointment after tonight.
{167818} Hah! What, are the Greycloaks taking over from the Watch?
{167819} {Slight recognition, put "sorry thugs" in tone, slight contempt}So you're one of her thugs. Well, you can go back to your master and report the Watch isn't rolling over for her.
{167820} I'll humor you. Say what you have to say.
{167821} {Slight mocking}Is that all? I've got an even better idea. Why don't I just stop showing up for my shifts? Not interested.
{167822} {Shrugs}Things get interesting at times. With {MOY-ah}Moire's little gang running loose in the streets, we've had our hands full keeping things quiet.
{167823} A slow night like this makes for a nice change of pace. {Beat}Why do you ask?
{167824} Kind of hard not to, since we've been kept busy rounding up her thugs for awhile now. For every one of her operations we bring down, three more seem to sprout up.
{167825} Not tonight, at least so far. Kind of odd, actually. The men and I were just discussing it.
{167826} You just make sure it stays that way. 
{167827} {A little quieter, nervous}Now, if you don't mind I'd rather people not see us talking together. Have a good evening... "friend."
{167828} {Nods, respectful but wary}Threat received and understood. {Scoffs slightly}You're a real charmer, aren't you?
{167829} |City Watch|{Greeting fellow officer}Evening, Watchman. Doing the rounds?
{167830} {Studying player}I don't recognize you. You must be one of the new recruits. {Beat, knowingly}Just keep to your own business and your patrol will be over before you know it.
{167831} {Slight warning}I'm just saying it can get rough here at the Docks at times. Don't go looking for any trouble and trouble won't find you.
{167832} {Shrugs}It's been quiet here. I've got an understanding with Moire's boys though, so it's usually quiet.
{167833} {Slight surprise}You really are new at this, aren't you? {Giving the bad cop rundown}Look, the deal is, we stay away from her boys, and in exchange, there's some extra coin in our purses at the end of each shift.
{167834} Besides, none of us are paid well enough to cross Moire and get ourselves killed. We mind our own business and her gang stays away from us.
{167835} My duty is to my <i>family,</i> and that means not getting myself killed trying to fight a one-man war against Moire.
{167836} {Shrugs}And the extra coin comes in handy. It's been hard living in Neverwinter - everyone's still recovering from the last war.
{167837} Besides, Moire's already got half the Watch in her pockets. My taking money from her doesn't make any bit of difference.
{167838} [Success] {Slight downnote}They wouldn't be pleased to hear it. But what can I do about it? I can't walk up to Moire and give her the coin back, now can I?
{167839} I can just see it now. 'Sorry Moire, I've changed my mind. I'm going to start arresting your gang again. Here's your gold back.'
{167840} I'd live just long enough for her to finish laughing before gutting me.
{167841} {Slight surprise}Now there's an idea. {Beat}A little risky if anyone finds out I've been tipping you off though.
{167842} {Nods}I actually believe you can, at that. All right - I slip word on Moire's activities to you, and you let me keep Moire's gold. A good compromise.
{167843} {Nods}Come see me whenever you're in the area. I'll fill you in if I hear of anything being planned.
{167844} And hey... thanks for understanding, <b>and</b> seeing a way out for me. If nothing else, I'll still be serving the Watch.
{167845} I suppose you're right. {Beat, sighs}At least I'll be able to speak to my family without feeling guilty any longer.
{167846} {Nods}An interesting idea. Moire pays me, and the Watch benefits. I like the way you think.
{167847} And with her men thinking I'm still on their payroll, I'll be able to tip the Watch off on any crimes being planned.
{167848} {Thinking, wary}It's risky, though. My body'll be floating in the harbor if anyone finds out.
{167849} [Failure] They don't have to know. Besides, I don't think they'd be any happier if I were dead fighting one of Moire's thugs.
{167850} {Protesting, player is about to report him}Wait... let's not be hasty. I'm sure we can come to some sort of agreement.
{167851} That sounds reasonable enough. Here, take it. You can have my share as well. I don't need any more trouble.
{167852} Now, if you don't mind, I think we're done talking. You've got a patrol to finish anyhow.
{167853} {"Yeah, right."}Why would I want to do that? Go talk to one of Moire's men yourself if you're looking for some extra coin.
{167854} [Success] {Cold, hesitating}All right... you've made your point. Very well, here's the standard share. Hope you choke on it.
{167855} [Failure] Hah! And I can report that you tried to go for a cut yourself. 
{167856} {Dismissive}Go on, get out of here. I've got better things to do, and <i>you've</i> still got a patrol to finish, "Watchman."
{167857} Have a safe patrol. Just remember, don't go looking for trouble, and it won't find you. Got it?
{167858} |Revenge Killing|Got something you might be interested in.
{167859} Well, good for you. Me? I prefer not to have trouble breathing down my neck every night.
{167860} So that's how it is? Members of the Watch turning on each other?{Beat, drawing sword}You do that, you leave me no choice.
{167861} I actually believe you, at that. Done and done, then. I'll be happy to contribute Moire's gold to the Watch.
{167862} Come see me whenever you're in the area. I'll fill you in if I hear of anything being planned.
{167863} I suppose you're right. At least I'll be able to speak to my family without feeling guilty any longer.
{167864} I'll do it. I just hope Marshal Cormick realizes what I'm risking and doesn't ask where the coin came from.
{167865} I never thought I'd turn my blade against a fellow Watchman, but you leave me with no choice.
{167866} It's a good arrangement, and as long as they don't do anything like trying to burn down a block or anything, everybody benefits.
{167867} |Generic greeting. Pre-Docks Sweep|Wish the city could spare some Greycloaks to help out here in the Docks.
{167868} |Generic greeting. Pre-Docks Sweep|Keep your nose clean while here in the Docks. The Watch has enough problems as it is.
{167869} |Generic greeting. Pre-Docks Sweep|Move along. I'm on duty and not much in the mood for small talk.
{167870} |Generic greeting. Pre-Docks Sweep|Don't pay any attention to the naysayers. The Watch is still in control here.
{167871} | Generic text after the sweep, bribed. |{Knowingly}Good seeing a friendly face.
{167872} | Generic text after the sweep, bribed. |{Knowingly}Your boys come through, they've got a friend at the Docks.
{167873} | Generic text after the sweep, Watchman cleaned up. |Things have been quiet down here... sounds like we have you to thank.
{167874} | Generic text after the sweep, Watchman cleaned up. |Those thieves have scuttled into hiding - barely enough trouble to shake a sword at nowadays.
{167875} One of Moire's boys picked the wrong mark to tangle with - a big foreign fellow named {BROW-der}Browder. Browder cut Moire's boy clean in half.
{167876} Moire didn't like that, of course. Word is she's sending a couple of her killers to pay Browder a visit.
{167877} Browder's a nobody, but it'll still look bad if they get him. It'll look like Moire can do whatever she wants, to whomever she wants.
{167878} If you're interested, check out docks, north side. Browder hangs around there, and that's probably where they'll move against him.
{167879} |Vigilante|There's something else going on you might want to know about.
{167880} Awhile back, this merchant, {TEE-ren}Tyren, came to the Watch, saying his neighbor stole some sort of valuable heirloom from him.
{167881} They talked to the neighbor, had a look around, and turned up nothing. They considered the matter closed.
{167882} Well, Tyren disagreed, it seems. He's been keeping company with Moire's burglars, learning the trade, as it were.
{167883} It looks like Tyren is going to have a crack at his neighbor's house. What Moire's interest is in all this, I don't know, but it can't be good.
{167884} Tyren's place is in the Merchant Quarter. It might be worth talking to him and finding out what's going on.
{167885} Sure. The Docks is a big place. Easy to get lost here. What are you looking for?
{167886} Duncan's place? That's easy. His inn is right on the docks, south side. It's standing next to an empty lot.
{167887} Anything else I can help you with?
{167888} The one here in the Docks? Big building, center of the district. Hard to miss, what with the walls around it.
{167889} You'll be looking for Werth's place then. He's got a shop on the road to the Dolphin Bridge, next to the City Watch building.
{167890} That would be Repko. His shop's on the north side of the district, overlooking the waterfront. Just follow the docks.
{167891} Try Sand's shop, right across from the Sunken Flagon. Good luck getting in though. He only allows in people he already knows.
{167892} East of here, across the Dolphin Bridge. Just follow the road that runs alongside the City Watch walls.
{167893} We've been having trouble controlling the thieves here in the district. They're running loose like they own the place.
{167894} Marshal Cormick and his lieutenant have stepped up patrols, but we just don't have enough men to keep an eye on every street corner.
{167895} Just watch your step, keep your head down, and you'll be fine.
{167896} | Khelgar is in the party and reminds the player that he wants to be a monk. Note that this dialog is include in all the convos of the guards involved with the Docks Sweep|While you're at it, ask him where I can find the skinnies in this city. I'm eager to join them.
{167897} |Fade Out||
{167898} |Fade In|
{167899} |Show City Watch HQ on fire|
{167900} Hmmm... you might want to try the Church of Tyr, in the Merchant Quarter. It's behind the City Watch building in that district, near the graveyard.
{167901} Things look quiet around here tonight.
{167902} How's your shift coming along?
{167903} Any trouble from Moire's gang tonight?
{167904} I <i>can</i> keep it this quiet every night...
{167905} What's it normally like?
{167906} Have you ever heard of Moire?
{167907} Something far less complicated - gold.
{167908} Believe what you want. I can make sure your shifts are peaceful.
{167909} In a manner of speaking.
{167910} No. I plan on paying <i>you</i> to leave Moire's people alone.
{167911} You and your men wouldn't mind a little extra coin in your purses, would you?
{167912} It's quite simple. I pay you in gold, you keep to your own business.
{167913} All that's needed for you to stay out of harm's way is to do nothing during your shifts.
{167914} Leave Moire's men alone and you'll find your shifts to be quite peaceful.
{167915} [Diplomacy] Think of your family. Some extra gold would certainly make life easier.
{167916} I should just run you through.
{167917} [Intimidate] You know the trouble that would cause. For you and your family.
{167918} All you have to do is nothing when it comes to Moire's people.
{167919} Yes. Do we have an understanding?
{167920} I don't care about the Watch. Just don't betray Moire.
{167921} You'll find that your life just became a lot easier.
{167922} That's entirely up to you. Stay out of our way, and things will be fine.
{167923} I would give you the same warning. Moire doesn't handle disappointment very well. 
{167924} You're making a big mistake. Moire doesn't like being disappointed.
{167925} It looks like I'll have to show you what it will be like for you from now on.
{167926} [Intimidate] I hope you realize what kind of trouble this causes for you and your family.
{167927} No, but Moire is.
{167928} Do you want to hear what I have to say or not?
{167929} No, but gold will.
{167930} Yes. I'm just checking in.
{167931} Why would there be any trouble?
{167932} Good advice. I'll be going now.
{167933} I can handle anything I come across.
{167934} Anything to report?
{167935} An understanding?
{167936} Your duty is to protect the innocent.
{167937} [Diplomacy] And how would your family feel if they knew you had been corrupted?
{167938} Why not?
{167939} You can let me know if you hear any of Moire's people have something planned.
{167940} Don't worry. I'll keep your secret safe.
{167941} Duty and honor are worth the risk.
{167942} Would you rather I report you for accepting a bribe?
{167943} Why don't you turn the gold over to Cormick?
{167944} I'll have to report you to Cormick.
{167945} How about a share of the gold you accepted?
{167946} You turn the gold in to Cormick.
{167947} If you're working for Moire, then you're an enemy of the Watch.
{167948} Sounds like a nice deal. How about a little something for me?
{167949} I could always report you to Cormick.
{167950} [Intimidate] It would be a shame if Moire suspected you of informing on her men.
{167951} Looks like I'll have to take the gold from you.
{167952} Forget it. Farewell.
{167953} It's none of my business. Farewell.
{167954} What do you mean?
{167955} It sounds like you've been bought.
{167956} How's your shift coming along?
{167957} No deal. I'm turning you in.
{167958} No one will find out from me.
{167959} I would think that your honor is worth the risk.
{167960} So you'll do it?
{167961} I need some directions.
{167962} I'm looking for the Sunken Flagon.
{167963} Where's the City Watch building here?
{167964} I need to buy some armor.
{167965} I'm looking for a weaponsmith.
{167966} I need crafting supplies.
{167967} Where's the Merchant Quarter?
{167968} Farewell.
{167969} Why do you say that?
{167970} Farewell.
{167971} TEMP: DUMMY NODE FOR BUG WORKAROUND
{167972} Is there a monastery in the city?
{167973} Well met. Is there something I can help you with?
{167974} |City Watch Player|{Polite}I'm Reesa. My father owns this shop. He runs the business side while I take care of our customers.
{167975} |Shadow Thief Player|{Polite}I'm Reesa. My father owns this shop. He runs the business side while I take care of our customers.
{167976} |City Watch Player|{Polite}That would be my father, and yes he's here. Might I ask what it is you wish to speak with him about?
{167977} |Shadow Thief Player|{Polite}That would be my father, and yes he's here. Might I ask what it is you wish to speak with him about?
{167978} |City Watch Player|{Amused}I'm Reesa. My father is Hagen. Might I ask what you wish to speak with him about? I may be able to help instead.
{167979} You're with the City Watch then? And to think we'd been fearful that the concerns of a few merchants would be considered beneath your concern.
{167980} You're with the City Watch then? {Sarcasm}Yes, some protection would be welcome if it wouldn't take too much time out of your busy schedule.
{167981} {Reesa's trying to be polite, but frustration seeps through}I'm pleased to see that the Watch still responds so promptly to reports of crime.
{167982} {Sarcasm}It's good to know that the Watch considers threats to one's livelihood as sufficient reason for an investigation.
{167983} {sarcasm}Of course. The City Watch are bastions of the law and a shining example for us poor, helpless citizens.
{167984} Unhappy only begins to describe my frustration. However, now that you are here I am more than willing to forgive.
{167985} Please wait here while I fetch my father. He will be happy to know that his pleas have been answered.
{167986} Yes, of course. My father will be happy to know that his pleas have been answered.
{167987} |Shadow Thief Player|{Polite. She thinks the player is a customer}That would be my father. Might I ask what you wish to speak with him about? I may be able to help instead.
{167988} {Angry. Finds the player distasteful}Caleb sent you, didn't he? I should have guessed it. Your kind can't appreciate fine craftsmanship.
{167989} {Angry. Finds the player distasteful}I should have known. One such as you would not be here to admire fine craftsmanship.
{167990} My father has already given his answer. We will no longer pay for 'protection'.
{167991} You will do no such thing. {False bravado}I... I can fight. I'll stop you.
{167992} No trouble at all. Tell Caleb that the answer is still 'no'. You'd best leave before I call for the City Watch.
{167993} I speak with my father's authority. The answer is 'no'. Now get out of here before I call for the City Watch.
{167994} {Hagen appears. He's angry with the player, scared for his daughter}Stop it. I am here, and I tell you that Caleb will get no more gold from me.
{167995} {Suspicious of the player, but can't help himself and boasts about his shop}I'm doing quite well for myself. Vases, crystalware, porcelains... fine craftsmanship, every piece that I have. I even count some nobility amongst my regular customers.
{167996} {Surprised in the change of topic, and also that the player would even notice}Yes... every piece that I have here is of the finest craftsmanship. I even count some nobility amongst my regular customers.
{167997} {Taken aback. A bit confused at the sudden change in topic}Vases, crystalware, porcelains... fine craftsmanship, every piece that I have. I even count some nobility amongst my regular customers.
{167998} {Proud of his shop, and his business sense}Opening a storefront here on the docks has turned out to be a wise decision. I normally get first bids in on whatever's floated in each day.
{167999} Then you're in for disappointment. I won't be bullied.
{168000} [Success] {Hagen's a little nervous now}Caleb wouldn't dare! I have friends amongst the nobility!
{168001} [Success] {Hagen's resolve slips a little further}I'd tell the City Watch. They'd arrest him.
{168002} [Success] {Hagen gives in}I... I see your point. Very well, I'll pay for Caleb's 'protection'.
{168003} [Failure] You step away from that shelf, right now. I won't be intimidated by your thuggery.
{168004} [Success] No... please. I've paid a small fortune for some of these pieces. The loss of even one would set me back.
{168005} [Failure] You believe this will change my mind? You are sadly mistaken. Do what you will. Caleb gets nothing from me.
{168006} [Success] {Hagen's resolve is slipping}Do you have any idea how much that vase was worth? Please, stop!
{168007} [Failure] I'm ruined! You tell Caleb that I still have my pride. I won't give in to him.
{168008} [Success] {Hagen's getting desperate}No! Stop! I'll pay, I'll pay. Just... please stop.
{168009} [Failure] I took a risk starting this business. I've worked hard for everything you see here, and I'm not about to let some brute make a living off my back.
{168010} You and your master are the foulest of villains. You leave my daughter out of it. This is between myself and Caleb.
{168011} {Hagen's pretty much given in, but he's is furious}If anything happens to her, I swear by all the gods that you will be brought to justice.
{168012} Take the money. Take it and go. May Caleb choke on these coins.
{168013} [Success] {Resolve slips just a bit here, but Hagen catches himself}Yes, I understand. This is about principles, though. I've worked hard for everything you see here, and I'm not about to let some brute make a living on my back.
{168014} [Failure] Protect myself from Caleb and his thugs you mean. I'll put my faith in the City Watch.
{168015} [Success] {Hagen's resolve slips a little further}I will admit that Caleb hasn't been unreasonable with his demands. However, I find the sheer idea of paying that brute off to be utterly distasteful.
{168016} {Hagen gives in}I hate to admit it, but you make a great deal of sense. Very well...
{168017} {Reesa is stunned}What?! You can't give in to these bullies, father. You are right to stand up to them. 
{168018} Yes, yes. Here's the payment. Now please... just leave. I must have words with Reesa.
{168019} {Relieved}I must apologize for questioning the dedication of the City Watch. I thank you for what you have done.
{168020} I should have known. The Watch is little better than the criminals you're paid to pursue. The lot of you are just as corrupt.
{168021} Very well. It would appear that I am paying for protection after all. Here, take the gold I was to have paid Caleb with.
{168022} In the future, perhaps I should pay mercenaries. At least I know they are loyal to <i>something.</i>
{168023} The City Watch has honored us with their presence, father. Perhaps a celebration is in order.
{168024} Be silent, Reesa. They are here now, and they mean to help.
{168025} {To Player}Thank you for responding. Forgive my daughter - she has yet to learn patience.
{168026} {Neeshka muttering}She's definitely a charmer.
{168027} {Khelgar quietly snaps at Neeshka}I'd be wanting protection as well if there were more of your kind running loose in this city.
{168028} I want the Watch to put a stop to the tribute demands that a local thug named Caleb has insisted from the merchants.
{168029} {Sarcasm}For all the 'services' that he's been providing. You listen to Caleb's goons and you'd think the only reason the entire Docks haven't burned down is because of their efforts.
{168030} {A touch impatient. Player strikes Hagen as a little slow if he hasn't figured out what he's supposed to do}Well, I've already refused to pay. It doesn't take an archwizard to figure out that wouldn't be enough.
{168031} Caleb is bound to send more men to collect his 'tribute'. I need you to protect me from them.
{168032} {Hagen's getting really irritated that the player doesn't just agree to help}Now look, I'm a citizen of Neverwinter. I pay my taxes - taxes which then go to pay <i>you.</i> I don't see why I would need to hire mercenaries when the Watch's purpose is to protect citizens like me.
{168033} {resigned}That's all I can ask of you, I suppose.
{168034} If talk will settle the matter, then I suppose I can live with that.
{168035} {Hagen still doesn't feel safe, but he's feeling a little better now that the player has agreed to help}Thank you. I'm not asking for much. I'd just like to run a clean business.
{168036} Reesa - I want you to go home where it's safe until this is all over. I don't want you getting hurt.
{168037} I'm not leaving you here alone, papa. I want to help if Caleb sends more men.
{168038} No, and that's final. You will go home and stay there until I tell you otherwise. The City Watch is here to protect me now.
{168039} {Reesa's worried, but abides by her father's wishes}Yes, papa. But if anything happens, I want you to let the Watch handle it. Do you promise that you will stay out of it?
{168040} {Dismissive}Yes yes. You have my word.
{168041} {Can't believe the player is this dense}Why do you think I called for the Watch? I've already refused to pay.
{168042} {A touch irritated that the player would think Hagen hasn't thought this through}I know that. Why do you think I've called for you? Of course you can't do anything if you don't have the proof.
{168043} {Sarcastic}I should certainly think so. I'd probably already be dead if you showed up here when things <i>weren't</i> quiet.
{168044} |No Companions in Party|She is not completely to blame for her frustration, however, We have made repeated requests for help from the City Watch, to no avail.
{168045} Caleb didn't like your answer, merchant. You will pay him the tribute or things will get unpleasant here pretty soon.
{168046} I will not be bullied. Caleb has my answer. I owe him nothing.
{168047} Wrong answer, old man. Maybe a few broken bones will change your mind.
{168048} Where's your daughter? Sent her away, did you? Not smart at all. We can find her. It'd be a shame if something happened to her as well.
{168049} {Amused}Look! The merchant thinks the City Watch can help. I thought wisdom came with age, old man.
{168050} Ha! {Heavy sarcasm}Careful boys - we're being arrested. Oh woe is us, what will we do?
{168051} Why don't you just go get yourself a pastry while we finish our business here, hound.
{168052} Let me think about that. How about no?
{168053} Boys, the City Watch is getting uppity again. Time to bring them down a peg.
{168054} Listen to this one! Doesn't even know when we're making fun of the Watch.
{168055} I'm done talking to you, hound. Guess you're too new to know how things work around here.
{168056} [Success] Hey, just calm down. Look, this isn't my idea. Caleb's the one who sent us here.
{168057} Whatever you say. We don't want any trouble from you. You want us to leave Hagen alone, we'll stay away.
{168058} Caleb's not going to like it though. He's going to send someone else to collect, just so you know.
{168059} His place is just around the corner. Just don't tell him we showed you the way.
{168060} Come on, let's get out of here. I don't want to be anywhere near Caleb when he finds out he won't be collecting.
{168061} [Failure] Let me think about that. How about no?
{168062} {Stunned}What? Your job is to protect citizens like me!
{168063} |Neeshka in party|Wow. You're even more devious than <i>I</i> am. I never would have thought of a double cross.
{168064} |Khelgar in party|What are you doing? You're the law around here, not these lowlife thugs!
{168065} |Elanee in Party|I cannot say that I approve. However, I am not familiar with the customs of such artificial environments.
{168066} |Neeshka in party|Trust me. This sort of thing happens all the time in Neverwinter. You'll get used to it.
{168067} Our gang's always looking to count you hounds as friends. Here, take this coin. All you have to do is turn around and walk away from this.
{168068} And don't you worry about Hagen here reporting you. We'll make sure he keeps quiet. Friends have to look out for each other, right?
{168069} A pleasure doing business with you.
{168070} {Turns to face Hagen}Now then. There's a small matter of some money that's owed.
{168071} No! Help me! Please! Somebody help me!
{168072} [Success] All right, you have a deal. We'll need to collect the money from our friend Hagen here first though.
{168073} [Failure] We're already doing you a favor. Don't push your luck, hound.
{168074} {Neeshka's really impressed now}A triple cross! All right, I need to start taking some lessons from you.
{168075} {Khelgar is relieved}Clever trick. You almost had <i>me</i> fooled as well.
{168076} I'm not certain that I will ever understand how anyone survives in these human cities. Truth appears to be a vague concept at best.
{168077} I have a better idea. We let you live and you leave Hagen to us.
{168078} You Watchmen barely know which end of that sword to stick into someone.
{168079} {Relieved}I must apologize for questioning the dedication of the City Watch. I thank you for what you have done.
{168080} I should have known. The Watch is little better than the criminals you're paid to pursue. The lot of you are just as corrupt.
{168081} Very well. It would appear that I am paying for protection after all. Here, take the gold I was to have paid Caleb with.
{168082} In the future, perhaps I should pay mercenaries. At least I know they are loyal to <i>something.</i>
{168083} |Dialog from here on plays only if the player negotiated for a bigger bribe|Here's your money. A pleasure doing business with you.
{168084} Who are you?
{168085} Is the owner of this shop in?
{168086} I'm here to speak with Hagen.
{168087} I was under the impression that I was here to help you.
{168088} I understand you're in need of protection.
{168089} I'm with the City Watch.
{168090} It's good to know that our efforts are so appreciated.
{168091} I take it you're unhappy with the Watch.
{168092} May I speak with Hagen please?
{168093} I need to speak with Hagen. He's late with his payment.
{168094} Your father owes some money, and I'm here to collect it.
{168095} Caleb sent me.
{168096} Wrong answer. Get your father or I'll drag him out here.
{168097} I'm not here to cause trouble. I'd rather we all work this out.
{168098} I'm here to speak with Hagen, not with you.
{168099} How's business?
{168100} [Appraise]Your goods are exquisite. I'm impressed.
{168101} What do you sell here?
{168102} That's all very interesting, but I'm here to collect from you.
{168103} [Intimidate] It would be a shame if something happened to this shop, wouldn't it?
{168104} [Intimidate] Accidents happen. Caleb's trying to help you, but he can't if you don't pay for his services.
{168105} [Intimidate] I'm sure you would try. Still, small comfort if your living's been destroyed.
{168106} |This response is available if the player has the Appraise skill|[Intimidate] Your goods appear fragile... to be expected, I suppose.
{168107} [Intimidate - Break a vase]
{168108} [Intimidate - Break a porcelain figurine]
{168109} [Intimidate - Break a crystal goblet]
{168110} [Diplomacy] You're doing well for yourself. Why risk all that you've built over a few gold coins?
{168111} I'd rethink my position, Hagen. It would be a shame if your daughter went missing.
{168112} I'm not really interested in what you think. Pay up or else.
{168113} I can assure you that no harm will come to either of you... as long as you continue to pay.
{168114} All I'm saying is that the Docks are a dangerous place. Things happen.
{168115} [Diplomacy] It's just a few coins. If your business is doing so well, surely you'd like to protect it from accidents.
{168116} I've been patient with you. Just pay up and I'll be leaving.
{168117} Your business will continue to flourish. Isn't that what this is about?
{168118} Consider it just part of the cost of doing business.
{168119} Money. In my hand. Now.
{168120} The two of you can argue about it when I'm gone. Just hand over the money.
{168121} Don't listen to her. You're doing the smart thing, Hagen.
{168122} The Watch is here to serve. Good day.
{168123} I think a reward is in order.
{168124} If there's a next time, you're on your own.
{168125} So what can I do for you, Hagen?
{168126} Tribute? For what?
{168127} So what is it that you're requesting from the Watch?
{168128} Why don't you just hire some bodyguards?
{168129} I can't promise anything, but I'll see what I can do about your situation.
{168130} I'll have a talk with the men if they show up and bother you again.
{168131} The City Watch isn't your personal army, Hagen.
{168132} Don't worry. I won't let anything happen to you or your shop.
{168133} Why don't you just refuse?
{168134} I can't do anything about it without some proof.
{168135} What seems to be the trouble here?
{168136} Why do you need protection? Things look pretty quiet at the moment.
{168137} You're all under arrest.
{168138} Are you going to come quietly or not?
{168139} Hound?
{168140} We can do this the easy way or the hard way. You're still under arrest.
{168141} [Intimidate] Leave Hagen alone from now on or you'll be answering to me.
{168142} I'll deal with Caleb. I want you to promise that Hagen won't be bothered again.
{168143} Where can I find him?
{168144} I'll take care of your boss.
{168145} Get out of here. Now.
{168146} Where can I find Caleb?
{168147} Perhaps I could be persuaded to leave you to your business.
{168148} This will be sufficient.
{168149} [Diplomacy] Double the amount and you have yourself a deal.
{168150} This will be sufficient.
{168151} Then I guess you're all under arrest after all.
{168152} That's a lot of money. Too bad I wasn't being serious. You're also under arrest for trying to bribe a Watchman.
{168153} One more word out of you and you'll wish you'd only been arrested.
{168154} I could do that, but it'll cost you.
{168155} Leave Hagen alone from now on, unless you want to deal with me.
{168156} I'm more trouble than you think. I'd walk away from this if I were you.
{168157} The Watch is here to serve. Good day.
{168158} I think a reward is in order.
{168159} If there's a next time, you're on your own.
{168160} This is Hagen's shop.
{168161} {Player has torch in hand, and is near a fire} (TEMP TEXT) Arsonist! This way, men!
{168162} {Player is near a fire, but isn't holding a torch} (TEMP TEXT) You! Halt! Did you start this fire?
{168163} {Player has a torch, and there has been a fire around} (TEMP TEXT) What? A torch? You must have been the one that set that fire!
{168164} {There has been a fire around, but player is without a torch} (TEMP TEXT) You better let me take you out of here. There's been fires about, and we're still looking for the culprit.
{168165} {Never been a fire, but player has a torch} (TEMP TEXT) What are you doing here with a lit torch? You best let me escort you away from headqaurters.
{168166} {No torch or fire, generic greeting} (TEMP TEXT) Hail, denizen.
{168167} {ESCORT OFF GROUNDS?}
{168168} {PLAYER IS SUSPECT}
{168169} (TEMP TEXT) Fiend! Gallavanter!
{168170} (TEMP TEXT) [Sucess] Well, we better escort you off the grounds then.
{168171} (TEMP TEXT) [Failure] Liar. Prepare for some swift retribution.
{168172} (TEMP TEXT) [Success] I'm taking you out of here, and you will have some questions to answer later.
{168173} (TEMP TEXT) [Failure] The only pressing issue <b>I</b> see at hand is your confinement.
{168174} [Allow him to escort you off grounds.]
{168175} [Resist]
{168176} (TEMP TEXT) [Bluff] I know it looks bad, but I'm just here to help!
{168177} (TEMP TEXT) [Diplomacy] Is that really important right now? You should be checking to see who is safe.
{168178} (TEMP TEXT) Well, the explanation is actually very simple. I'm here to burn your headquarters to the ground.
{168179} {Fight!}
{168180} |Player enters HQ from the front door. Fire hasn't spread yet|{Faulk looks up. Recognizes the player as a suspected criminal}You've got nerve, I'll give you that. Here to confess to your crimes?
{168181} Fire? What have you done? {MOY-ah}Moire's gone too far this time!
{168182} {Suspicious, then warning at end}Pretty convenient, you showing up right when there's a fire. If I find you had anything to do with this...
{168183} {Snaps to fellow officer, urgent}Get the prisoners out of here, {ROW}Roe... keep it orderly. I'll make sure the rest of the men get out safely. 
{168184} {Bitter}Call me a cynic, but I don't think you'd have warned us if there was still a chance of stopping it.
{168185} {Bitter - first sentence should be delivered as "Thanks for nothing"}You've done enough already. Just get out - the only thing you can do here is get in the way.
{168186} {Takes a breath, thanking a hated enemy}For what it's worth, thank you for the warning. But this doesn't change a thing - the Watch still has its eyes on you.
{168187} {Slight surprise}What are you talking about? It's your life you should be worried about, marching into the arms of the City Watch like this.
{168188} {Low, angry}We'll get the evidence we need against you eventually. The Watch has its eyes on you.
{168189} {To herself, whispering}I can't tell you how many times I heard <b>that</b> at the Academy... 
{168190} {Angry, talking fast}Look, whoever you are. That fire's spreading, and trust me, you need to get <b>out,</b> now. So stop talking, start <b>running</b> - the flames aren't going to wait for you.
{168191} {Slight urgency to someone who's stalling them.}There is no time for this - the flames are traveling quickly, and they will eat through the timbers of this building faster than you think.
{168192} {Grunts, getting mad}We came here to warn you, maybe you should take heed - and help your men first, eh? 
{168193} Sorry, wrong turn. I'll be leaving now.
{168194} You need to get out of here. This building's on fire.
{168195} Nice attitude, considering I'm here to save your life.
{168196} There's no time for this. Get everyone out before it spreads.
{168197} Believe what you want. I'm not here to argue.
{168198} Feel free to die here if you want.
{168199} I'd better be going.
{168200} You're not going to try to put the fire out?
{168201} Anything I can do to help?
{168202} Coming here was a mistake. I'll be going.
{168203} {Player finally reaches the informant. Moire herself is there}There is a price for betraying your own, traitor... always. And the one you shall pay is quite high, indeed.
{168204} {Cold, almost matter-of-fact}Bring him with us. I need some answers from him before I cut out his tongue.
{168205} {Player reveals himself as Watchman to crime lord}Ah, so you are the one that's been causing me so much trouble. I had thought the tales of a <i>competent</i> member of the Watch were just stories to scare my men.
{168206} {Slight evil, savoring this}It has been a long time since I've killed someone in a fight... I've missed it, and here you are, to make up for lost time.
{168207} You don't want to kill <i>me?</i> You're the most amusing member of the Watch I've ever met.  
{168208} {Drawing knife}I wish I could take my time with you, but I'm in a bit of a hurry.
{168209} {Player reveals himself as Watchman to crime lord}Ah, so you are the one that's been causing me so much trouble. I had thought the tales of a <i>competent</i> member of the Watch were just stories to scare my men.
{168210} I am {MOY-ah}Moire, yes. My men have been insisting that <i>you</i> are the sole reason for my difficulties in the Docks.
{168211} So you're Moire?
{168212} Your reign over the Docks ends here.
{168213} He's coming with me.
{168214} I don't want to kill you. Come quietly and you'll receive fair treatment.
{168215} You'll find me difficult to kill.
{168216} Hope you can fight as well as you talk. 
{168217} I thank you for your intervention, but the danger is not yet over. You must get me to safety.
{168218} Captain {BRE-lain-ah}Brelaina. {MOY-ah}Moire may own the Docks, but I doubt even she would have the manpower to launch an attack on the Watch here in the Merchant Quarter.
{168219} {Urgent, slight impatience}I'll answer what I can, but we must make this quick. It isn't safe here.
{168220} Believe it or not, I did it out of guilt. I saw what she was trying to do, perhaps even before she realized it.
{168221} Taking control of the Docks from the authorities would bring nothing but misery to the people here.
{168222} And I feared a war between the Watch and Moire would be worse than the war with Luskan... and the consequences to Neverwinter even more disastrous.
{168223} I do not know, but it doesn't matter. Moire's men know of it, and now I need the Watch's protection... if they can protect me at all.
{168224} I can only hope - but I fear it was a member of the Watch who betrayed me.
{168225} The Watch is the most logical source. I would have been uncovered long ago if anyone in Moire's organization suspected me.
{168226} But it is only a guess. My only concern at this point is the safety of myself - and my family.
{168227} Perhaps with Moire gone, the turncoats within the Watch will have a change of heart and renew their vows to uphold the laws of the city.
{168228} I ran her network of warehouses for smuggling and distribution. I also ran the... legitimate side of the warehouse business as well. 
{168229} {A little proud}Actually, that side of the business often outperformed our income from smuggling.
{168230} In any case, my position allowed me access to most of the activities that Moire was involved with.
{168231} I had to be careful with the information that I supplied the Watch so as not to bring any attention to myself.
{168232} {Sinking feeling}So even the Watch's most trusted men are corrupt. I should have guessed.
{168233} However, as I am in no position to argue with you, I shall keep this simple. I have with me a considerable sum of gold that I had planned to use to establish a new life. 
{168234} [Success] What a surprise. Save a man's life, but deny him the ability to live that life. Very well. I also have some gems hidden in the park.
{168235} I will reveal the location to you when you turn me over to Captain Brelaina.
{168236} [Failure] I have nothing left to offer except for my life, which is worthless anyhow if you fail to deliver me to Captain Brelaina.
{168237} Excellent - I doubt Moire's thugs have the manpower to launch an attack on the Watch here in the Merchant Quarter.
{168238} So I began to pass information to the Watch, hoping to undermine Moire and her ambitions.
{168239} That gold is yours in exchange for my safety.
{168240} {Fade Out}
{168241} Do you have someplace in mind?
{168242} First I'd like to ask a few questions.
{168243} I'm taking you directly to Captain Brelaina.
{168244} I have a few questions.
{168245} Let's get moving.
{168246} How much is your safety worth to you?
{168247} Why did you betray Moire?
{168248} Who revealed your identity?
{168249} What position did you have in Moire's gang?
{168250} Nothing. Let's go.
{168251} Why do you say that?
{168252} That wouldn't surprise me.
{168253} I don't believe you.
{168254} I have some other questions.
{168255} [Intimidate] You'll have to do better than that.
{168256} That will be sufficient. Let's go.
{168257} You have a deal. I have some questions to ask.
{168258} {Pre-player-has-quest text}Move along, citizen.
{168259} {Player has ST quest}Keep moving, citizen. This is City Watch business.
{168260} I think we can. We're not the usual watchmen your little gang's been pushing around in the Docks.
{168261} None of your business. Only watchmen wearing our unit's colors are allowed in or out.
{168262} Business? You a watchman? If so, why aren't you in the unit's colors? Only members of our squad get in or out.
{168263} This is the Merchant Quarter, and the City Watch still owns <i>this</i> district. You're about to find that out the hard way.
{168264} That's very thoughtful of you. The answer's still "no." And if you need to get in this badly, you can't be up to any good.
{168265} Then I guess you're not getting in, are you?
{168266} You scum think you can buy anyone off, don't you? That may work in the Docks, but not here.
{168267} You think you can stop me?
{168268} Why are you standing out here?
{168269} I have business here.
{168270} Farewell.
{168271} Let me in or die where you stand.
{168272} I don't want to hurt you, but I need to go in.
{168273} Farewell.
{168274} Uh... I can't find my uniform.
{168275} [Diplomacy/Bribe] What if I were to pay you a small "fee" to let me in?
{168276} Who are you? Take another step and I'll call for more guards.
{168277} {MOY-ah}Moire sent you, didn't she? {Sighs, defeated}I suppose it was unrealistic to believe I could hide forever.
{168278} You don't have to do this. I have a lot of money... I'm sure we can come to an agreement.
{168279} I'll disappear, make my way to Waterdeep... or perhaps Triboar. All you have to do is walk away, with a hefty profit of course.
{168280} You seem resourceful. You managed to get to me, didn't you?
{168281} [Success] Perhaps I can sweeten the deal. I've hidden away a small fortune in gems... meant to be my retirement fund if I were to survive this ordeal.
{168282} But I value my life more than the thought of being buried with the gems. Take them.
{168283} [Failure] Take all that I have here, then. I have nothing else to offer in exchange for my life.
{168284} Excellent, excellent. I am eternally grateful for your kindness. And I assure you that I will not cause further trouble for Moire. I am through with this city.
{168285} Thank you. And good luck with Moire. I would distance myself from her if I were you.
{168286} Believe it or not, I did it out of guilt. I saw what she was trying to do, perhaps even before she realized it.
{168287} Taking control of the Docks from the authorities will bring nothing but misery to the people here.
{168288} And I feared a war between the Watch and Moire would be worse than the war with Luskan... and the consequences to Neverwinter even more disastrous. But Moire does not see it.
{168289} Unfortunately, things escalated to the point where I felt I had no option but to warn the Watch. Obviously, since you are here, my attempt failed.
{168290} To an extent. Moire has deep pockets, however, and was able to spread the corruption further than I could have imagined.
{168291} Perhaps, but I think not. In any case, I had hoped that my actions would prevent us from ever having to find out.
{168292} At some point Lord Nasher will have to respond, causing greater instability to the city. {Sighs}I did what I could, now it is time that I leave.
{168293} There <b>will</b> be trouble, I assure you, but not from me. I shall be long gone by the time things sort themselves out in the Docks.
{168294} They are hidden under a stone in the park, next to the statue of the hero of Neverwinter. You should have little trouble finding it.
{168295} I don't think you'll have much luck.
{168296} However you want to do this, you're a dead man.
{168297} Moire's been looking for you. Going somewhere?
{168298} Is this why you chose to work with the Watch? For money?
{168299} Let's skip the begging part. It won't work.
{168300} Keep talking.
{168301} And how would I prove you're dead?
{168302} [Intimidate] What's to prevent me from just killing you and taking everything?
{168303} A nice plan. Too bad I won't be going along with it.
{168304} This sounds too risky. Sorry.
{168305} You have yourself a deal.
{168306} You're free to go.
{168307} Just make sure no one sees you slipping out of here.
{168308} If there <i>is</i> any more trouble, I'll find you.
{168309} First tell me why you betrayed Moire.
{168310} Moire's hard to persuade.
{168311} But the City Watch was already ineffective.
{168312} I think you're exaggerating the risk.
{168313} Before I let you go, tell me why you betrayed Moire.
{168314} This is the uniform worn by the Neverwinter Watch.
{168315} City Watch Uniform
{168316} |Qara not recruited by player|{Qara's cleaning tables while the Player, Neeshka and Khelgar are kicking back}
{168317} {Neeshka's tossed out a pretty lame insult}Ha! You call that an insult, goat-girl? Even the tree-worshipper could scrape up something better than that.
{168318} {Sarcasm}"Goat-girl." I've never heard <i>that</i> one before - Stumpy.
{168319} {Makes a dumb insult at the end}Bah. You're not trying. That's a nickname, not an insult. We Ironfists call our own children 'stumpy,' you... skinny... bull.
{168320} {Neeshka ridiculing Khelgar}"Skinny bull?" That doesn't even make any <i>sense.</i> Go back to your drinking, moss-breath, at least you're good at that.
{168321} {Qara muttering under her breath. Disdain}Amateurs.
{168322} {Neeshka's sharp ears pick up on Qara}"Amateurs?" Hey, the tavern queen thinks she's better than us, Khelgar.
{168323} |Qara working for Duncan|Is that so? You're the one wiping the tables, your "highness."
{168324} {Condescending}You two wouldn't know an insult if it walked up and bit you.
{168325} {Neeshka's intrigued}Well then, why don't you show us how it's done, firehair?
{168326} {Khelgar's impressed by the lesson}Ha! And here I thought mages had nothing to offer the world. Duncan, another round!
{168327} |Qara working for Duncan|{Duncan's irritated}Enough, enough, enough. Get back to work, Qara! And you can fetch your own drink, dwarf, seeing as how you still haven't paid for a single drop since you've been here.
{168328} {Khelgar shrugs it off}Bah. Here's a gold coin. That should pay for her for the rest of the day. And thank you... I was wondering when you'd give me free reign of the kegs.
{168329} {Duncan mutters irritably as the cutscene ends, trails off}Some dwarves should never be allowed to walk the surface... little freeloaders...
{168330} |Qara working for player|Get your drink yourself dwarf, seeing as how you haven't paid for a single drop your entire stay here.
{168331} {Grunts}Been wondering when you'd give in and grant me free reign over your kegs. Anyone else want anything?
{168332} |Qara working for player|"Amateurs?" Why, the spoiled princess thinks she's better than us, Khelgar.
{168333} {Grunts, eager}A bold claim from an Academy dropout, seems to me.
{168334} |Qara recruited by player|{Qara's pretending to study while the Player, Neeshka, and Khelgar are kicking back}
{168335} {Mocking, as if savoring a wine - then chiding}Firehair - imaginative and biting, with just the slightest hint of wit. Is that <i>really</i> the best your demon blood can squeeze out, tail for brains?
{168336} {Slightly defensive, a little meek}My brains are <i>not</i> in my tail. 
{168337} {Implying Neeshka's brains are in her butt}So, what, are they right next to it? If so, might want to loosen the back of your pants a notch, because even with the hole, they're obviously not getting enough air.
{168338} {A little confused, to Khelgar}Okay, explain that one to me.
{168339} {Thinking, matter-of-fact}Well, she said your brains are next to your tail... which would imply that your brains are in your rear end. And that you breathe through your...
{168340} {Dismissive}Okay, okay, I get it, all right? {Pouts}Little witch.
{168341} {Shrugs}Don't take it so hard. I had to explain it, which means the insult's a failure. {Mocking, to Qara}But a tankard for effort, your "highness" - by my reckoning, the Flagon's never had a finer table-cleaning goblin-wench.
{168342} What, since your mother lost her job?
{168343} {Surprised}Eh? {Getting mad}Now don't be bringing my mother into this! {Blustering}You'd best be careful, you simpering little father's girl, or you'll learn a thing or two about Ironfist honor and manhood!
{168344} Oh, you mean the two smallest things in all of Faerûn? {Snide, rolls eyes}From what I hear, <i>no</i> woman could learn about Ironfist manhood from <i>you,</i> Khelgar.
{168345} {Blustering}Wh-what?! I'll have you know <i>plenty</i> of women know about Ironfist manhood! Plenty! They just all live up... around Waterdeep... or they'd tell you!
{168346} {Quiet, Khelgar's freaking out}Khelgar, calm <i>down.</i> 
{168347} {Snorts}Calm down?! I won't take those words from some twig of a girl who doesn't know enough to choose the right tavern to fight in!
{168348} {Quiet, smiles}At least I learned <i>my</i> lesson from my tavern brawl, you fat-bellied little knee-high.
{168349} Now if you're done matching wits with me and coming up <i>short,</i> why don't you trundle back to your highchair, and drink up your honor until it comes out the other end? Maybe later on, I'll come by to put you in your cradle.
{168350} {Grunts, thinking, just been nuked by an insult}Hnh. 
{168351} {A little impressed someone insulted Khelgar}Hmmm. Wow - "fat-bellied little knee high." That's good.
{168352} {Grunts}Shut up, tail for brains.
{168353} Don't you two ever stop?
{168354} Moss-breath?
{168355} At least you two are easily entertained.
{168356} (Placeholder) I am Kana. I agree to work for you. Return to Brelaina.
{168357} So I'm to be your escort into and around Blacklake. Now I <i>know</i> I've done something to make Axle angry.
{168358} Hmmm... let me think. Maybe it's because everytime I'm assigned to you, I get stuck out in the cold or get assigned a menial task like this one.
{168359} At least I get to stay in the city this time. And seeing as how you're still alive, I won't have any guilt if I leave you when trouble starts.
{168360} Obviously, or we wouldn't be standing here having this pleasant chat.
{168361} You ready to go yet?
{168362} Now remember - we can't afford to to be seen by the City Watch. You just tell me where you need to go and I'll lead you there... quietly.
{168363} Our organization owns this inn. It's got a passageway that leads under the city wall and into the district.
{168364} Take your time. I can amuse myself at the inn while I wait. Beats freezing my toes off in the Sword Mountains.
{168365} You'll live. Looks like you've already got plenty of followers as it is.
{168366} We both work for the same organization. Doesn't mean we all have the same goals. Get that through your head.
{168367} Good. Honesty - I like that. Guess I'll have to work on this charming personality of mine.
{168368} Still alive, I see. Ready to head into Blacklake yet?
{168369} |If player needs Adamantine Powder to speak with Aldanon|You get whatever Aldanon was looking for yet? I don't want to make another wasted trip to the old man's house.
{168370} Good. Let's get this over with.
{168371} You could try Darmon's shop, near the Church of Tyr. He gets a lot of business from the mage students.
{168372} Hurry it up though. I'd like to get this special "mission" of mine over with.
{168373} Well hurry it up. I'd like to get this special "mission" of mine over with.
{168374} Do you have a problem with me?
{168375} Why do you say that?
{168376} I'm not thrilled to see you either.
{168377} Let's just get going.
{168378} Don't worry about me. I can take care of myself.
{168379} And here I thought we were friends.
{168380} We're on the same side, remember?
{168381} How are we getting in?
{168382} Lead the way.
{168383} There are some things I want to take care of first.
{168384} I've got it. Let's go.
{168385} I haven't gotten around to it yet.
{168386} Do you know where I could get some?
{168387} (TEMP TEXT) You've triggered a noisemaker trap! Careful!
{168388} (TEMP TEXT) You've probably woken up Leldon by now. We should be careful.
{168389} (TEMP TEXT) Geez, did you want to wake up all of Neverwinter?
{168390} Hurry. It's getting cold out here and the family's not going to stay out all night.
{168391} {Accusing}<b>You</b> want to try opening this lock? I don't remember you ever learning how to do it.
{168392} Why can't we just break the window or something? It's not like anyone would try to stop us.
{168393} |Player with the City Watch|Huh? Hey, look at this. The Watchman wants to know what we're doing.
{168394} We're fixing this door. Yeah, that's it. You here to help? If not, get out of here.
{168395} [Success] Come on. It's cold, you're not getting that door open any time soon, and I'm thirsty. Besides, I'm not looking for a fight.
{168396} I guess you're right. I'm telling you, though, just a little more time, and I'd have opened that lock. {Sighs}Let's get something to drink.
{168397} [Failure] You'd have a hard time remembering anything if you were dead. Go away, we're busy.
{168398} | Influence Loss Khelgar |{Khelgar upset}You can't be serious. A few shiny coins is enough for you to become a turncoat? Come on.
{168399} I see you're no different from the rest of the Watch. You can all be bought.
{168400} So how much will it take to make you go away?
{168401} [Success] Hey, sure. What're friends for, right? Here you go. Now, can we get back to this lock?
{168402} [Failure] I'll give you half that. You can take it and walk away with your life, or we can remind you why the Watch don't control the Docks.
{168403} Heh. Didn't mean to jump to conclusions there. I should have known better.
{168404} {Impressed, then threatening}It's been awhile since I've had a Watchman stand up to me. But you aren't going to be standing for long.
{168405} Right, and you missed it. Too bad. I just cleaned my blade this morning too.
{168406} [Success] Wait. We don't want any trouble. We're just minding our own business, all right?
{168407} Come on. It's cold, you're not getting that door open any time soon, and I'm thirsty. Besides, I'm not looking for any trouble with the Watch tonight.
{168408} [Failure] Tough talk. You sure you want to do this? I mean, the rest of the Watch aren't going to be running to help you.
{168409} Tough talk. Are you sure you want to do this? I mean, the rest of your Watchmen aren't going to be running to help you.
{168410} |Player with the Thieves|Huh? Who in the hells are you? This is none of your business.
{168411} [Failure] You'd have a hard time remembering anything if you were dead. Go away, we're busy.
{168412} [Success] Is that so? Well, I guess it can't hurt.
{168413} Yeah, just think about it. If she does control the Docks, we also won't have to worry about the Watchmen. I hear she's got most of them in her pocket already.
{168414} Yeah, yeah. We've heard all about that temper of hers.
{168415} Come on. Let's see if Moire will take us in. She might even have better marks for us.
{168416} [Failure] Right. So... what, we just sign up and hand over a chunk of our gold to her every time we pull a heist? I don't think so.
{168417} {Heavy threat at end}Moire's dreaming if she thinks we're just going to play along with her - or you.
{168418} [Failure] The Docks are free territory - we're not letting some wench tell us what we can and can't do around here.
{168419} Is that right? Well, no one told <b>us</b> about this. Why don't you run along like a good little dog before we hurt you.
{168420} |Player with City Watch|Huh? What is that supposed to mean?
{168421} |Player with the City Watch|What? Oh hey, look at this. We've got ourselves a little Watch hound trying to give us orders.
{168422} Unless you're looking to be dumped into the water tonight, why don't you just turn around and walk away?
{168423} | Influence Gain Neeshka |Oh, stow it, Khelgar. Let's take the gold.
{168424} {Smiles}Yes, yes, we can, and the more gold, the better. {Beat}Wow, maybe I should have joined the Watch in the first place.
{168425} | Neeshka in party |{Quiet, watching thugs walk away}Hnh. No stomach for a stand up fight. A shame.
{168426} {Chiding}Not everyone's eager for a fight like you, Khelgar. Sometimes a little push, the right word, and you win before the fists start flying.
{168427} {Snorts}That's one nightmarish world I don't want to live in. Come on, let's go find some less reasonable thieves.
{168428} | Neeshka NOT in party |{Quiet, watching thugs walk away}Hnh. No stomach for a stand up fight. A shame.
{168429} {Grunts, pleased}Sounds good to me. Maybe the next group of thieves will be dumber and more unreasonable.
{168430} What's going on here?
{168431} [Diplomacy] Walk away and I'll forget I saw anything.
{168432} A little gold would go a long way.
{168433} [Diplomacy] 100 gold.
{168434} Thanks for the money. I lied. You're under arrest anyhow.
{168435} Have a good time.
{168436} That's fine. I'll be on my way.
{168437} I can't be bought. I was just curious how much your freedom was worth to you.
{168438} No deal. I guess this puts an end to your evening.
{168439} Last chance to walk away from this.
{168440} We do this the hard way then.
{168441} [Intimidate] You're under arrest. Come quietly or you die where you stand.
{168442} It's time you learned that the City Watch means business.
{168443} [Diplomacy] Moire controls crime in the  Docks now. Walk away and I'll forget I saw anything.
{168444} [Intimidate] Last chance. Walk away or find out what happens to those that cross her.
{168445} [Diplomacy] Sign up with Moire and all's forgiven.
{168446} And you really don't want to get on her bad side.
{168447} So you'll talk to her?
{168448} You'll be making your lives a lot easier.
{168449} Then I guess I make an example out of you.
{168450} [Intimidate] Moire's in charge around here. Anyone operating without her permission is going to wind up dead.
{168451} I'm making it my business. Nothing happens here without Moire's approval.
{168452} You spoke too soon. Not your lucky night, is it?
{168453} [Intimidate] It means I'm here to arrest you. Come quietly or die where you stand.
{168454} It means I'm ending your evening early.
{168455} Turn around slowly, and keep your hands away from your weapons.
{168456} Sometimes you can beat an opponent without even drawing a weapon.
{168457} Not everyone wants a fight - the right word or threat can sometimes settle things quicker than punching someone can.
{168458} Well, maybe we'll find someone to hit later on.
{168459} {Scoffs}Look at this. An actual Watchman on patrol.
{168460} {Slight mockery, a little drunk}How about having a drink with us, Watchman? Relax a little.
{168461} {Been asked to take drink inside}What? Why? It's nice out here.
{168462} [Success] {Trying to calm the player down. Pretend that he's got his hands pulled back in a 'whoa, don't shoot me' kind of gesture}Hey, hey! All right, already. No need to get upset over it.
{168463} {Grumbling}Can't even have a drink and enjoy the evening air without you Watchmen looking to cause trouble.
{168464} Come on, everyone. Let's get inside before this one gets into a rage.
{168465} {CHRIS AVELLONE: Maybe Khelgar and Neeshka disapproving of the player's actions}
{168466} [Failure] {A bit of disbelief in his voice}What're you going to do? Arrest us for having a drink outside and enjoying the night air?
{168467} {Almost at a loss for words}But I... we... we're just standing out here having a drink!
{168468} {Another pair of City Watchmen approach, having heard the commotion}
{168469} Is there a problem? You causing trouble, Trent?
{168470} {Getting agitated. Can't believe things have escalated to this point}I can't believe I'm actually glad to see more Watchmen.
{168471} {Accusing the player of being unreasonable}This one's trying to bring me in... for just standing here, having a drink!
{168472} {The two guards look at each other. Beat.}
{168473} {The guard's a little stunned}You mean now? {beat}For <i>loitering?</i>
{168474} {The guard is resigned}Sorry Trent, but that's the law. Break it and we bring you in. Let's go.
{168475} {Sighs. Resigned}Let's go, everyone. I'll make sure the jail's at least warm for the lot of you. 
{168476} {As the guards and Lars walk to jail. Lars' hands gesturing wildly}Loitering! What? You run out of real criminals to arrest?
{168477} {Guard is understanding, but feels he doesn't have a choice}I know, Trent. It's a crazy time right now, isn't it?
{168478} You haven't figured that out yet? We're just relaxing out here. You won't have any problems from us.
{168479} Oh, fine! Just remember, there are real criminals loose out there while you harass me and my friends.
{168480} {Lars and friends walk away}
{168481} {At a loss for words} A... a fight? Why would I want a fight? You're crazy!
{168482} I don't want any trouble. I just don't see why my friends and I can't stand out here and relax a little.
{168483} What's that supposed to mean? I don't want to fight you - you're crazy!
{168484} {Surprised}Really? I didn't know that. Grew up in {CORM-ear}Cormyr myself - only been here in Neverwinter a few months.
{168485} I've had easier journeys, I'll grant you that. Our caravan had a few close calls, but the guards saw us all through safely enough.
{168486} Look, this is the first bit of free time I've had since coming to Neverwinter. All the reconstruction work has kept us pretty busy... it's satisfying work, but it's back-breaking.
{168487} Could we just have this one night to relax out here? I promise you, we won't cause any problems.
{168488} {Surprised, then worried}Arrested? Now hold on. We're not causing any problems... be reasonable about this.
{168489} Ah, excellent! To good friends and safe times. Drink up.
{168490} I hope you like it. It's a special brew that I learned from back home.
{168491} {Fade out. Fade In}
{168492} Any time, Watchman. A safe patrol to you.
{168493} It's an acquired taste, I'll admit. My favorite though, and I'm honored to have had this drink with you.
{168494} A safe patrol to you, and thanks for being so understanding.
{168495} {Laughing}Don't get ale like that around these parts, do you?
{168496} Too bad. It's a special blend from Cormyr. You'd be hard pressed to find ale this good in Neverwinter.
{168497} Well now. I consider myself rather an expert on fine ales there, lad. Better let me taste that to be sure.
{168498} <i>You</i> might be. I don't recall signing myself up for the Watch.
{168499} {Grunts in protest}Now that's just not proper. Dwarf can't even have a drink on a cold night. What's this world coming to?
{168500} {Surprised - someone mentioned the Watch, which sets her panic instincts going}What? Wh-?
{168501} {Whispering, someone called them Watchman, Neshka went "huh?"}He means <i>us,</i> girl.
{168502} Oh, Gods, I keep forgetting.
{168503} Still, that just means more for me, so I'm not complaining.
{168504} [Success] Sorry you have to work - me, I've barely been able to see much of the city since coming here from Cormyr.
{168505} [Failure] Yeah, too bad. And too bad we can't stand out here and enjoy a drink, too, eh? 
{168506} [Success] {Thinking}All right. I know how it is, no trouble.
{168507} [Failure] Huh? What harm are we doing anyone? If we were fighing, or causing trouble, that's one thing...
{168508} Come on, everyone, let's head inside and let the Watch do their job in peace.
{168509} [Success] {Thinking}All right. I know how it is, no trouble.
{168510} {A little quiet, didn't like what player just did}Guess I better make sure I don't get out of line around you. You could learn to relax a little.
{168511} | Influence Loss Neeshka |You're getting to be worse than any member of the Watch I ever ran away from.
{168512} | Influence Gain Khelgar |Shame one can't drink on the street, but you're right, you signed up to do a job, you have to see it through.
{168513} | Influence Loss Elanee |{Slight disapproval}Well, that man seemed harmless to me - to drive him from the street makes little sense. In fact, <i>much</i> about this city makes little sense. 
{168514} Gods know some of the Ironfist have destroyed a street or two after dipping into the kegs too deep, so maybe such a law is wise after all. 
{168515} | Influence Gain Elanee |{Sighs}All right... it's just that it's hard to feel comfortable here. Too many walls, and too many people - but thank you.
{168516} | Influence Gain Elanee |{Sighs}That does make sense. Forgive my words... and thank you for trying to make me understand.
{168517} | Influence Loss Elanee |{Sighs}I have promised myself I will help you, and I will. Here in this city, it is simply harder to do.
{168518} You're loitering. You want to drink, take it inside. 
{168519} Thank you, but I'll have to decline.
{168520} A little drink can't hurt. Sure.
{168521} The city has laws against loitering.
{168522} Do you really want to be arrested over this?
{168523} [Intimidate] Perhaps you didn't hear me the first time. Get inside. Now.
{168524} That is exactly what I'll do. The law's the law.
{168525} It's time this district learn that the City Watch means business.
{168526} Do you really want to put up a fight over this?
{168527} I want this man arrested for loitering and disobeying orders from the City Watch.
{168528} He's just being stubborn. I asked them to go inside and they refused.
{168529} Everything's fine. I just want to make sure these men don't cause any trouble.
{168530} Take them away.
{168531} Now. Unless you'd like me to report you as well for dereliction of duty.
{168532} Loitering and disobeying an order from a Watchman.
{168533} Very well, then. Carry on.
{168534} I'll feel better about it if you take it inside.
{168535} Prove it. Do what I asked and get inside.
{168536} Cormyr? That must have been a long journey.
{168537} I understand. However, you're in the city, and therefore must abide by the laws.
{168538} I'm really not interested. Go inside or I'll have to bring you in.
{168539} I suppose you've earned it. Carry on.
{168540} I'm sorry, but I can't make any exceptions. You'll need to take it inside or I'll have to bring you in.
{168541} All right, but I'll have that drink first before I go, though.
{168542} Thank you. That was an excellent ale.
{168543} Your brew was... interesting. Thank you.
{168544} By the gods, what did you put in it? That was awful!
{168545} We're on duty, Khelgar.
{168546} Well, if you put it that way - I'd be happy to share a drink with you.
{168547} No drinks for us, and none for my friend here either.
{168548} [Diplomacy] Nothing against that. Makes me wish I didn't have to work... but I do.
{168549} You trying to cause trouble? If so, I got your cell all picked out.
{168550} [Diplomacy] Look, my work's as important to me as your work is to you - so can you help me out, take it inside?
{168551} [Bluff] My superiors are the ones being unreasonable - if I let you drink out here, they'll have my head. 
{168552} | Lawful response |The law is the law, and we have a duty to perform.
{168553} | Lawful response |Your back alley views on crime don't interest me - that man was breaking the law.
{168554} | Chaotic response |I don't care about enforcing the law, I just wanted to have some fun with him.
{168555} | Evil response |Yeah, and if that drunk had kept challenging me, I would have killed him and everyone else on the street.
{168556} Let's just go, I don't want to talk about it.
{168557} If you don't like it, then leave.
{168558} It can be a little disorienting, but I imagine city dwellers who go into the wilds take a while to get used to it, too.
{168559} It's just a different set of rules, don't let it get to you.
{168560} |Torio approaches the shade of Black Garius again|
{168561} {Perfunctory bow by Torio, slight impatience, hard to mask she doesn't like this}Milord, the Sea Ghost is pulling into port as we speak, but I came as soon as I received your s-{"summons"}
{168562} I would rather you not be surprised by the passengers, Torio. I have sent an apprentice of mine, {AH-JA}Ahja, to accompany the agents aboard the Sea Ghost.
{168563} | Scripter: Lorne and Torio approach the shade of Black Garius|
{168564} {Torio speaks first}We came at once when we received your summons, Lord Garius. At such distances, I did not realize your aspect could-
{168565} Shadows grant many gifts, Torio. {Beat}But time is short, and the longer we speak, the greater the chance of detection. 
{168566} Torio informed me of your troubles in infiltrating Blacklake, Lorne. So I am sending assistance. 
{168567} {Just been hung out to try, angered}Has she.
{168568} The Sea Ghost sails from Luskan to the docks of Neverwinter, carrying allies of our cause. 
{168569} {Slightly wary, wasn't expecting this}Allies, milord?
{168570} {Cold, this is not a question}Yes... I have dispatched agents to assist your infiltration of Blacklake, Torio... unless you disagree?
{168571} {Fade out}
{168572} {Torio's a little perturbed}Lord Garius... forgive me, but our infiltration of Blacklake leaves me little time to watch over a novice.
{168573} {A little irritated that Torio would express any displeasure}Ahja has not been sent to be your ward, Torio, and I do not want you distracted from your duties.
{168574} {Still insistent, doesn't want Ahja here}Things are under control, milord. The additional agents will be more than enough to accomplish the task.
{168575} {Distasteful, hates even saying "Harborman"}I do not wish it left to chance. This... Harborman that has interfered with you and Lorne must be dealt with now, before the ritual begins.
{168576} Ahja is quite capable, and he is not burdened with multiple tasks. He will dispatch this nuisance before it inconveniences us again. 
{168577} No. Provide him with whatever he asks, but do not involve yourself otherwise with his mission. I need you focused on Blacklake, and the royal court.
{168578} {Deferent, not willing to argue anymore}It shall be as you command, my lord Garius. 
{168579} {Warning}See to it, then, Torio. We cannot afford another setback as we suffered at Old Owl Well - be mindful of that. {Beat, a little to himself}The ritual must not be delayed any longer.
{168580} {Prim}I will go to the Sea Ghost at once, milord - and provide your apprentice with whatever he needs to carry out his duties.
{168581} {Trying to approach this delicately}Not at all, but I had hoped for the chance to see to the matter personally, without-
{168582} {Interjecting}I only need more time, milord. I will find a way past Blacklake's walls.
{168583} {Dismissive}No, Lorne... you will be needed elsewhere to deliver a message for me, to our other allies to the east.
{168584} {Doesn't want to go on this journey, so suggesting someone else}I could spare one of the Circle of Blades, milord... they are eager for work, both in infiltrating Blacklake or sending word to the orcs.
{168585} No, it is not an assassination I need, Lorne, only your presence. You will be escorting some of our priest allies who, like the orcs, require a more... personal touch.
{168586} As for you, Torio - watch for the Sea Ghost. I shall be in contact with you shortly before its arrival. 
{168587} {Distaste, slight question in this order}We are sending the shadow priests to Old Owl Well?
{168588} {Slightly condescending, then cold}Yes, Lorne. There will be a time when both have served their uses, but for now, see that it is done.
{168589} {Doesn't want to relinquish control}I could lend your apprentice some help in the matter, milord, if only to oversee-
{168590} {Slight sinister}If your apprentice is as capable as you say, I suspect our Harborman will soon trouble us no longer.
{168591} {fade out}
{168592} |Listen skill warning|Wait for them to open the door... Wait for it...
{168593} {Skilled warrior taunting the PC}We're here to stop you. You shouldn't have come here - this place will be your <b>tomb.</b>
{168594} |SCRIPTER: As soon as the PC opens the door, this line fires. Then the Luskan acolytes fire off a fireball or two at the PC. If the PC has a high enough Listen skill, they hear the next line|Now! Cast the spells now!
{168595} {1000}Merchant
{168596} |Introduction|{Moire approaches the party from a side room. She's irritated she needs to have this meeting}Few enter my home and walk out alive. The only thing keeping a dagger out of your chest is Caleb's word... and that doesn't go as far as <i>either</i> of you might think.
{168597} So maybe you better tell me why I should care about anything you say. And do it fast.
{168598} {Suspicious, then scoffs}What, you want to join the nobility?
{168599} You're out of luck. Blacklake's shut tight, and I'm not going to waste any time or men getting you in there.
{168600} |Player handled City Watch encounter violently|{Sizing player up, heard he roughed up some cops, likes this}You want to work, eh? {Thinking, seems like she's going to reprimand player}I heard what you did to those city hounds that crossed you. 
{168601} {Smiles evilly, likes the fact player was violent}I like the message you sent them. I can use a herald like that. 
{168602} {Disdainful about murder}The Watch is a joke, worse than useless. A few turn up dead, no one will care.
{168603} I prefer to run a tight ship. And that means the district's got to have someone at the helm... me.
{168604} {Surprised, amused}Bloodthirsty? Hardly. I prefer to call it... "direct."
{168605} {Smiling, likes this}Exactly - and it's good to hear it for once.
{168606} It needs to be controlled. Neverwinter's got enemies who are waiting for us to show weakness... and the Watch and Greycloaks aren't going to stop them, they already failed us before.
{168607} {Thinking back to the days of the plague}I was here when disease and the Luskans tore apart this city. {Disgust with "adventurers"}In the end, Neverwinter was saved by mercenaries... <i>adventurers.</i>
{168608} {Angry}No one survived those times without losing something... or someone. {Defiant, almost to herself}And I'm not going to pray for outsiders to save us next time when I can do something about it <i>now.</i>
{168609} {Dismissive, brushing player off}Yeah - look, this talk's boring me. You want to prove yourself? Fine.
{168610} We have a good grip on the Docks now, but unless we squeeze, that grip's as useless as an edict from Nasher.
{168611} Other gangs are always trying to take our territory - and I could always use more Watchmen answering to me instead of their sergeants.
{168612} You're going to sweep the Docks for me. Hit each of the Watch guardposts. Turn those that can be turned, take care of those who can't.
{168613} And other gangs and thieves... if you can get them to join us, do so. If not, send a message... we're running the Docks. You want to do business, you talk to us. Got it?
{168614} {Mocking, referring to her boss, who she hates}There are some who believe a few soft words and a low-spoken threat are how we should rule the Docks. Me, I believe in fear - backed by pain.
{168615} So get started. Return when the sweep's done and we'll see how you did. Now go.
{168616} {Irriated}Well, now, we have to see what you can do first, don't we?
{168617} {Mocking}Oh, can you? We'll see.
{168618} One way to deal with something big is carve it up into small pieces. For now, the Docks is enough - <i>that</i> I can control.
{168619} |Player found a peaceful solution to City Watch encounter|I'm not sure I want help from someone who wants to make <i>friends</i> with the Watch.
{168620} You think preventing Caleb's arrest was a good thing? What kind of message did you send the Watch by padding around like a frightened cat?
{168621} You should have <i>shown</i> them who was in charge. But you didn't.
{168622} {Scoffs, thinks the player's an idiot}I think you underestimate the power of fear - and respect.
{168623} Caleb is a fool. He stirred up the Watch, then he went into hiding. I'll deal with him soon enough. As for you...
{168624} {Scoffs}And what do you think you have to offer? It looks like <i>nothing</i> from where I'm standing.
{168625} Why do I <i>care</i> about your loyalty? I don't need anything from some dock rat like you.
{168626} |Player was violent with City Watch|{Impressed}I see your handling of the Watch wasn't just talk. You're... direct.
{168627} |Player handled City Watch peacefully|{Mocking}Really. That sounds like talk to me. Just like how you dealt with the Watch - soft, useless. You might as well be wearing one of their cloaks.
{168628} |Player hasn't completed Docks Sweep|{Irritated}You aren't done sweeping the Docks. So why are you here?
{168629} {Pissed}Really. Come back here again without doing what I said, and you're going to make me mad. Now get.
{168630} What, you want me to repeat myself? I told you to sweep the Docks.
{168631} {Pissed, as if repeating it for an idiot}Hit each Watch guardpost and turn those that you can. For those you can't - deal with them.
{168632} And if you cross any other thieves, gangs, or thugs - make sure they work for us, or they don't work at all.
{168633} Now get. Come back here again without doing what I told you to do, and you're going to make me <i>mad.</i>
{168634} |Player completes the Docks Sweep|I hear you took care of things at the Docks.
{168635} |Player was violent|And I like what else I'm hearing. I've got men crawling to me, begging to work for me - just to make sure you don't visit them. 
{168636} As for the way you handled the Watch... I think you've made them more "agreeable" to my future requests.
{168637} You still want to get into Blacklake? I may control the Docks, but get you into Blacklake... no. Not yet.
{168638} |Player tried to handle things peacefully|So you've completed your sweep. And yet, strangely enough, there are few coming to me for work.
{168639} And even stranger, the Watch still seems to believe they keep the peace in this district. Now why would that be?
{168640} {Cold, with an edge}Perhaps you think you should be in charge. That you know better than I what should be done.
{168641} {Disgusted}You sound like Axle - always pandering and bargaining, never taking action when needed. That is <i>weakness.</i>
{168642} We are <i>not</i> the Watch. You were to make it clear to all that the Docks are under <i>my</i> control. I could care less who does what, as long as <i>I</i> give the orders.
{168643} Apparently my approval means little to you. I warn you, in the future you do not want to disappoint me again.
{168644} Please. Enough of your posturing. I have faced down challenges greater than any middling opposition you could hope to muster.
{168645} {Mocking}That was the best that you could muster? Perhaps I expected too much of you.
{168646} |Player didn't warn Watch about burning HQ|{Pleased, cold}I saw the smoke. And heard many... loyal... Watchmen are dead, burned alive in the fire.
{168647} Any that survived will soon be knocking at my door, eager to make peace - and pay respect to the one who truly runs the Docks.
{168648} You see, even with your success at the Docks, the Watch still has fools who just aren't listening.
{168649} {Cruel, slow}So I want you to send one last message - to the Watch headquarters. I want you to burn it down, and make sure no one gets out.
{168650} {Commanding}The rest of the Watch is in our grip - you kill these men, there's no one left to stand against us.
{168651} {Chiding}If you prefer to charge in there with an axe, then there is little I can do to save you. I think you'd want to find a better way.
{168652} {Moire approves of the player's attitude}Good. That is what I want to hear.
{168653} It does. You have a talent for it. But there's still a problem.
{168654} {Moire's a little irritated, mainly because she considers financial negotiations to be beneath her}I would have thought Caleb had already paid you enough for saving his hide.
{168655} Very well, here's a... bonus... for the directness you showed during your sweep. And you can expect more from my next assignment for you.
{168656} |Player has spoken with Axle and returns for the Back Alley quest|{Recognition, player returned from meeting the boss.}So you've gotten things moving with the Hollows then? Good. That means our mission can continue as planned.
{168657} He didn't explain the situation to you? {Beat}Wait, don't tell me - the fop was too engrossed explaining his "philosophy" to bore you with the details.
{168658} The message you sent makes us look weak, vulnerable... especially to the Watch.
{168659} You are hardly in a position to expect my help with that considering your disappointing performance during the sweep.
{168660} And I would like nothing more than to reward you with a pass to Blacklake. That is your destination, yes?
{168661} {Pissed, hates saying this}No. Because I have been ordered not to.
{168662} {Cold, player just objected to something she did, snaps}I didn't ask for your opinion, and that is because it means nothing to me.
{168663} And before you ask about Blacklake, let me tell you that there have been... difficulties. 
{168664} {Moire clearly hates to admit what she's about to say}I <i>could</i> slip you in, but I have specific orders that my organization must abide by the lockdown of the district.
{168665} I <i>am</i> in charge. It's just that I was not the one to seed the operation in the Docks.
{168666} Axle Devrie is the one you seek. He oversees our operations. He fancies himself the leader of our organization due to the resources that he's invested.
{168667} However distasteful I find it though, he runs things and I am not so foolish as to cross him once a direct order has been given.
{168668} A meeting has already been arranged. Your deeds in this district have attracted his attention and he wishes to speak with you.
{168669} Axle Devrie can be found at his oh-so-elegant apartment in the Merchant Quarter, along the river bank. I shall meet you there.
{168670} Axle finds my tactics offensive to his delicate senses, but I get results and for that he has no room to object.
{168671} As much as it pains me to admit, yes. Though I run the day to day operations in the Docks, I did not found this organization.
{168672} Trust is not easily earned, and your sweep though effective is not enough for me to act upon your every request.
{168673} I've heard his speech too many times... better you hear it than me, I've stopped listening or caring.
{168674} {Angry, to herself, then to player}So again, <i>I</i> am left to do the planning and the execution. Very well, let us begin.
{168675} I've arranged for a shipment of weapons to be delivered to us at the Docks - you're to make sure the weapons arrive at our warehouse safely.
{168676} The Watch at the Docks knows who is in charge, but the rest of the Watch in the city is slow to catch on - and we may need to deliver some harsh lessons.
{168677} Regardless, it never hurts to be prepared. The better armed my men are, the better we'll be able to keep things under control.
{168678} {Disgusted, disdainful}Axle would gladly give up control of the Docks in exchange for a few favors from the Council. He lacks vision.
{168679} I, on the otherhand, will accept nothing less than full control over this district - every shop, every street.
{168680} Enough talk of Axle. We have more important matters to attend to.
{168681} The weapons are being smuggled through a section of the district know as the Back Alley. Not a colorful name, but accurate enough.
{168682} The area is still... rough, and difficult to control. But it is free of prying eyes, and witnesses.
{168683} {Angry}Were you not paying attention? I don't want anyone seeing the amount of steel we're bringing in.
{168684} Not exactly. You will be our point man... clearing away anything that would slow the shipment down.
{168685} There are rivals... the few who are left... who would love to get their hands on the weapons. 
{168686} {A little quieter}The presence of the Watch leads me to believe that there's a turncoat amongst my men... and when I find him, he'll be days dying.
{168687} In the meantime, the shipment cannot be delayed - and this is our best opportunity to take care of our remaining rivals - and the Watch.
{168688} Meet at the entrance to the Back Alley, and make sure the shipment arrives safely at our warehouse. 
{168689} I'm trusting you to make sure this operation goes smoothly... if you pull this off, there'll be no one in the Docks who can stand against us.
{168690} You will be our point man for the operation, clearing away anything that would slow down or stop our shipment from reaching the warehouse.
{168691} <i>I</i> do. You need to remember who you take orders from.
{168692} There have been complications. A few skull-crackers to escort the weapons shipment will not suffice.
{168693} Axle is not the one planning this operation, I am. So be silent.
{168694} |Player returns after the warehouse|{Unhappy}I heard what happened... the Watch was able to track down the weapons shipment.
{168695} {Thinking out loud}Someone is talking who shouldn't be. {Beat, underestimated the Watch}Still, even if they were tipped off, I'm surprised the Watch was bold enough to attack the warehouse.
{168696} {Angry and determined}When I root out our traitor, I'll see him hanging by his own entrails.
{168697} {Grudging admiration}Yes... you did well out there tonight. Escorting the weapons and fighting off the Watch as well... impressive.
{168698} {Back to business}You will be paid well for this job. {Disdainful of the poor performance of her men}Should the Watch make another attempt at a raid, be assured that my men will be much better prepared. 
{168699} |Player comes to get informant mission|We've found the traitor who's been talking to the Watch. I am surprised that no one - myself included - ever suspected him.
{168700} {Goes into 'briefing' mode}His name is {FIE-liss}Fihelis. He runs our warehouse and smuggling operations, under the guise of a legitimate shipping business.
{168701} We always knew he helped himself to a percentage of the profits his work brings in... but we were willing to look the other way as long as things kept moving smoothly.
{168702} We never suspected him as a traitor, however.. but only someone in his position would know our shipping routes.
{168703} We assumed the Watch was merely lucky in intercepting our shipments... now, in hindsight...
{168704} The Watch's discovery of our weapons smuggling was what convinced both Axle and I that there was a traitor.
{168705} None of the other smuggling attempts that were intercepted by the Watch were of importance... just the price of doing business.
{168706} Does it matter? He has betrayed us, and now we must make an example of him. 
{168707} {First cold, then gets angrier and angrier}Fihelis is currently at his home in the Merchant Quarter, under guard by the Watch. I want you to go there, kill him, and kill anyone else who gets in your way.
{168708} {Disgusted, doesn't want to say this}Axle, however, would like this handled quietly - he would rather you slip in, deal with Fihelis, then slip out undetected. 
{168709} {A little eager and sadistic at end}Good. When the Watch realizes they cannot even protect the life of a single man... why, their spirit will be <i>broken.</i>
{168710} Bring along whoever you need for this. The traitor <i>must</i> be eliminated before he can cause any further damage.
{168711} I have my hands full at the moment, so report to Axle when you are done. Now go.
{168712} {Gives up, exasperated}Fine. Getting rid of this traitor is more important than our differences.
{168713} So choose your companions carefully. The tiefling you seem so fond of would make for an ideal partner... but I leave such decisions to you.
{168714} Just make sure the traitor doesn't get away. We can't afford to have him damaging our operations any further.
{168715} And should they decide to come at me with force, well... let us just say we'll be ready for them.
{168716} So I leave the details to you... but I want that structure burned to the ground.
{168717} Now I have things of my own to attend to. Do not return until that building is ash.
{168718} {Warning}Don't threaten me - do what I tell you, and you'll be rewarded.
{168719} Help? I've given <i>you</i> this assignment, no one else - so attend to it. Show me how "resourceful" you are.
{168720} {Dismissing the player}The raid on the warehouse has made discovering the identity of the informant my top priority. For now, report to Axle. He may have other plans for you.
{168721} {Grudging admiration}What now? After escorting the weapons and fighting off the Watch? More needs to be done, but you are to be congratulated first.
{168722} {Snaps at the player for insulting her intelligence}Don't insult me. If you were the traitor, you would be dead now. 
{168723} {She was ready to praise the player, now she's going to feign indifference}Perhaps. At the least, you prevented the hounds from seizing the shipment.
{168724} Yes, you'd better. And I suggest you act fast.
{168725} {A little quieter, still mad, but doesn't like to admit this}In addition, I've heard the Watch has posted extra guards in the Alley... an unfortunate development, but manageable.
{168726} The wagon moves slowly with all that weight, so you'd best make sure that the way is clear - I don't want anything stopping it from reaching the warehouse.
{168727} He has some illusion that this will make the Watch believe we can strike anywhere that we wish. I, on the other hand, want the Watch dead. Tonight.
{168728} {Approving of the player}Once the informant has been uncovered, perhaps I will indulge you. We are fortunate that his treachery failed.
{168729} |Generic dialog|{Keep this flat. The player will be hearing it quite a bit}Stop wasting everyone's time. Axle's waiting for you inside.
{168730} Axle has decided to keep me here. Says he needs to be more involved in our operations. I think he just wants to keep a closer eye on me.
{168731} I have other matters to discuss with him as well. Make whatever preparations you wish, but do not keep us both waiting for too long.
{168732} Tread carefully when speaking with him. Axle may see himself as a businessman, but he can be just as dangerous as any street fighter.
{168733} |Player first speaks with Moire after entering Axle's house|Axle is waiting for you inside. We'll speak further when you're through.
{168734} He wishes a private meeting with you. In any case, I've heard enough of his lectures. I don't need to sit through another one.
{168735} I've heard enough of his lectures to last a lifetime, but know that there is always a hidden agenda to them. Just be alert.
{168736} |Player has spoken with Axle and returns for the Back Alley quest|So you're to keep watch over the Docks now, is it? Don't think this puts us as equals.
{168737} Remember that <i>I</i> still control the district. You'll merely be handling the more mundane task of keeping it under control.
{168738} Good. Our work will go much more smoothly as long as you know where you stand.
{168739} Axle obviously approved of you, which means our mission can continue as originally planned.
{168740} I've already paid you well enough. If you're still in need of coin, I'm sure you'll find a way to earn it.
{168741} Axle and I will have other tasks for you as well later on. The Hollows <b>must</b> be built and maintained if we are to retain our grip on the district.
{168742} You will handle things as Axle and <i>I</i> see fit. Our hold on the district is not yet firm, and we can't afford anyone acting without our knowledge.
{168743} |Player hasn't spoken with Veedle or Kana|Axle and I are both busy with other matters at the moment. Return once you've spoken with Veedle and Kana.
{168744} |Player hasn't built up Hollows to Stage 1|I understand that the Hollows has not yet been built. Did you not understand the importance of getting it operational?
{168745} All other operations must be placed on hold until the Hollows is ready for Kana to begin her work.
{168746} |Player hasn't recruited Kana yet|So the Hollows is ready. Yet you still haven't convinced Kana to work for you.
{168747} You will need her to run things, as Axle and I have more important tasks for you.
{168748} Our operations are on hold until the Hollows is operational. Return then for further instructions, and only then.
{168749} |CHRIS AVELLONE: New dialog. Player warned Watch about burning HQ|{Suspicious}I saw the smoke. And yet, there were very few casualties.
{168750} {Zeroing in on possibility the player warned the Watch}Marshal Cormick is a resourceful man, but even he would have needed time to evacuate so many Watchmen and prisoners. Wouldn't you agree?
{168751} [Success] {Still suspicious. Reprimands the player but decides not to press the issue}The impact of this act will be lessened due to your negligence. However, I believe our message is still clear. We control the district.
{168752} [Failure] {Now convinced the player defied her}When I give an order, I expect it to be followed - to the letter. You were supposed to make sure no one got out.
{168753} {Still angry}The City Watch must be shown in no uncertain terms that it is <i>we</i> who control the docks. Your actions undermine that message.
{168754} {Moire at least respects the player for standing up to her}Initiative is normally an asset, but in this case I intended to send a very specific message.
{168755} |Player just received Sea Ghost quest from Axle|This once, Axle and I are in agreement. Luskan must not be allowed to slip any agents into the city.
{168756} There is to be no misunderstanding - eliminate any and all Luskans on that ship. Force is the only message the Luskan dogs understand.
{168757} I've made sure that no one in the Docks will disturb you while you deal with this threat. Even the City Watch recognizes the danger that the Sea Ghost poses to Neverwinter.
{168758} |Player hasn't finished Sea Ghost quest|Why are you wasting my time? Deal with the Luskans before they can slip any agents into the city.
{168759} It is <i>not</i> the Watch that I am concerned with. I'm certain you will deal with any hounds you come across appropriately.
{168760} {Neeshka agrees she's ideal}That's me - the ideal partner. Goes without saying, really.
{168761} I need to get into the Blacklake District.
{168762} I'm looking for work.
{168763} I helped Caleb out, and I think I could help you out.
{168764} Try anything and you'll find that dagger you were bragging about in your neck.
{168765} You approve of killing Watchmen?
{168766} Bloodthirsty, aren't you?
{168767} The Watch are weak. They need to be reminded who rules this district.
{168768} So you want control of the district - all of it.
{168769} You can't possibly control <i>all</i> activity in the city.
{168770} There will always be those who will resist.
{168771} Sounds like you've got your work cut out for you.
{168772} But you can't possibly control <i>everything</i> that takes place in the city.
{168773} So where can I fit in?
{168774} So what do you want me to do?
{168775} Where do I fit in?
{168776} I can take care of things for you.
{168777} I understand, I'll show them who's in charge.
{168778} Anything else?
{168779} I'd better get started, then.
{168780} If you harm the Watch, they'll strike back - rather than look the other way.
{168781} Perhaps an exchange of services, then? I help you, you help me.
{168782} What can I do to show my loyalty?
{168783} If I work for you, will that be enough?
{168784} I could work for you, prove myself.
{168785} If you're trying to gain control of the District, you'll need the right people to hold on to it.
{168786} I have certain talents you may find useful. Just give me a chance to prove it.
{168787} I'm working on it.
{168788} What exactly do I need to do again?
{168789} I'll return when I'm finished.
{168790} I've helped you. Now help me get into the Blacklake District.
{168791} I'm glad my work meets with your approval.
{168792} It wasn't easy. I expect to be compensated for what I did.
{168793} I felt a more reasonable approach would gain us favor.
{168794} I found options better than violence.
{168795} I did the best that I could, under the circumstances.
{168796} Go ahead and try. I'm tired of your idle threats.
{168797} I got the job done. Isn't that what you wanted?
{168798} I'm not a member of your organization. I'm merely doing this to get into Blacklake.
{168799} I'm sorry my methods don't meet with your approval.
{168800} You're crazy. We'll bring the entire Watch down on our heads.
{168801} With pleasure. If they don't get it already, they will when I'm through with them.
{168802} And how do you propose I pull it off without being killed?
{168803} What mission?
{168804} Are you referring to the weapons shipment?
{168805} Where do I fit in?
{168806} <i>Now</i> will you get me into Blacklake?
{168807} I still think this move of yours was a mistake.
{168808} I expect to be paid well for this.
{168809} What? I thought you were in charge.
{168810} How do I find him?
{168811} You seem to run things pretty much as you please around here.
{168812} Can you set up a meeting?
{168813} So you take orders from someone else.
{168814} You knew all along you couldn't help me. You've wasted my time.
{168815} That's about right, yes.
{168816} Not exactly. He just didn't give me any details.
{168817} I'd just like to have a good understanding of what I'm to do.
{168818} Axle blames you for needing these weapons.
{168819} Expecting trouble? I thought you said the Watch would stay clear of us from now on.
{168820} Why do you need these weapons?
{168821} What do you want me to do?
{168822} What's the plan?
{168823} I think we should talk about Axle - and the fact he's displeased with how things are going.
{168824} Back to business then.
{168825} Why use it as a smuggling route if it's so dangerous?
{168826} Why the concern? Surely your men can take care of a few street gangs.
{168827} So I'm to be the escort.
{168828} Tell me what you want me to do.
{168829} Who cares if anyone notices?
{168830} The Watch? I thought you said the Back Alley was safe from prying eyes.
{168831} Sounds like there's an informant in your organization.
{168832} Great. And here I thought this was going to be difficult.
{168833} That wasn't my fault.
{168834} You think someone else could have handled things better?
{168835} What do you think happened?
{168836} I can think of worse if I get to him first.
{168837} At least the shipment is safe.
{168838} So what now?
{168839} Who is it?
{168840} Just tell me where to find him.
{168841} What do you mean?
{168842} How could you have missed such obvious clues?
{168843} Why would he turn on you?
{168844} You never suspected a traitor in your organization before?
{168845} Just tell me what you want me to do.
{168846} So where can I find him? 
{168847} I'll do things your way.
{168848} I agree with Axle.
{168849} I'll handle this my own way.
{168850} Then I'd better get started.
{168851} I do this, and you had better get me into Blacklake.
{168852} This won't be easy. Can you give me any help?
{168853} You won't be with me?
{168854} Thanks for the advice.
{168855} Farewell.
{168856} I'll handle things as I see fit.
{168857} Just tell me what I need to do.
{168858} I understand.
{168859} [Bluff] If you say so. I wouldn't know.
{168860} The whole city would have turned on us if I had allowed the Watchmen to die.
{168861} It was my decision and I stand by it.
{168862} This is Moire's Hideout. Look out!
{168863} Welcome! Welcome! Care to peruse my wares? All of the academy students come to me when they need reagents for their class projects.
{168864} I specialize in alchemical components, but I have a few odds and ends dealing with other trades as well. Very reasonably priced. Care to have a look?
{168865} Welcome to Pap's Crafting Supplies. What can I do for you?
{168866} Show me what you have for sale.
{168867} What exactly do you sell here?
{168868} Farewell.
{168869} {Show guy getting mugged}
{168870} {Exhausted, "nine hells" is cussing}Nine Hells.. he put up quite a fight for an old man.
{168871} He's down now. Quick, take the gold before someone shows up.
{168872} Listen to this one. Thinks we can be scared off by a hound.
{168873} {men laugh}
{168874} Let's see if this hound can put up as much of a fight as that old man.
{168875} {Laughing}Making a little money the old fashioned way - taking it from someone else.
{168876} Why don't you come on over and try to take it?
{168877} {Shadow Thief: Show guy getting mugged}
{168878} |Player with Thieves|Heh. And I thought {MOY-ah}Moire's men were tough. This one dropped like a pigeon.
{168879} Hurry - grab his gold before someone shows up.
{168880} {Mocking}Hey, look at this. One of Moire's newest recruits - I guess there's always a few more dregs at the bottom of the bottle.
{168881} {Men Laugh}
{168882} Did I? Looks like I'll be making two mistakes then. 
{168883} It's <i>your</i> head that's going to get sent to Moire. 
{168884} [Success] Yeah? You think she'll just forget what we did here?
{168885} {Wary}That's not what I've heard. {Shrugs}Then again, you'd know better than us.
{168886} But the stories we've heard about her... you're sure she'd take us on?
{168887} Come on boys, let's go introduce ourselves to Moire. I figure if we stick together, she'll have to listen.
{168888} {Nods}Hey, good thinking. She'll know we're on the up and up.
{168889} Nice try. If Moire wants to get her hands on us, she'll have to come down herself.
{168890} [Failure] Nice try. If Moire wants to get her hands on us, she'll have to come down herself.
{168891} {Low, cold, vicious}Come on, boys, let's see if this one falls as easily as the last one.
{168892} You shouldn't have come around here. This gold's ours - and we don't take orders from that witch. Got it?
{168893} You all are in serious trouble.
{168894} What do you think you're doing?
{168895} That's the last time you'll ever hurt anyone again.
{168896} Hand over that gold if you want to live.
{168897} You boys are in serious trouble.
{168898} You made a big mistake killing one of her men.
{168899} I'm going to have to make an example out of you.
{168900} [Diplomacy] Moire could use men like you. She can set you up with easier... and richer... targets.
{168901} She can be quite reasonable.
{168902} I've already told you it'll be fine.
{168903} Just let her know I sent you and things will work out.
{168904} You won't know unless you talk to her.
{168905} Probably not. I'm pretty sure she'll make your deaths quick though.
{168906} What do you think you're doing?
{168907} Hand over that gold if you want to live.
{168908} {Bennon and his pals approach the player}
{168909} {Menacing, threatening}Coming back to the city was a mistake, Neeshka. You didn't think you'd slip in unnoticed, did you?
{168910} {Slight defiance, Idle chit chat as far as Neeshka's concerned}No, I'm just surprised it took you <i>this</i> long to notice. So who's wasting their money on you this time, {BEN-on}Bennon?
{168911} | Influence Gain Neeshka |{Neeshka, eager but stumbling over the words, wasn't anticipating player would have her back}That's right, Bennon - you... you think I'd come back without some muscle on my side? Well... you thought wrong.
{168912} {Challenging}And I'm still waiting for an answer. You're too stupid to come here on your own, so who sent you?
{168913} {Anticipating the fight to come, and the wealth he's convinced he'll be enjoying. A little cruel regarding the horns}{LEL-dun}Leldon's still got a bounty out on you, goat-girl. He's even upped the price for those horns.
{168914} {Full of confidence now that she knows the player will be with her}So what'll it be then, Bennon? Run now, or let me remove that empty head from your neck?
{168915} {Irritated that Neeshka hasn't displayed any vulnerability. Personal dislike for Neeshka coming out}Brave talk, girl, but your luck's run out. I'm going to send you back to the Nine Hells where your kind belongs.
{168916} {Flippant at the beginning, determined at the end}Hey, home is where the heart is... and I'm staying right here in Neverwinter.
{168917} {Dismissive, doesn't want to talk about it}Heh, old partner of mine, blames me for everything. He's apparently still got plenty of gold to waste, too.
{168918} {False bravado}Nothing I can't take care of. Bennon here, he's in over his head.
{168919} {More false bravado. She really wants the player to stay, a little whispering}Uh, you don't <i>have</i> to get involved... this is my problem.
{168920} {Muttered quietly to the player}Um, interesting thought. Doubt it'll work though.
{168921} {Dismissive}You must be new around here. {MOY-ah}Moire doesn't really pay much attention to jobs like this. She tends to stay out of private "disagreements."
{168922} {Muttered quietly to the player, "ixnae on the lawnae"}Um, if you don't mind, I'd like to leave the Watch <i>out</i> of this.
{168923} |Fight just ended|{Neeshka's almost girlishly happy with the slaughter}Heh. Looks like Leldon's in for more disappointment. That was fun!
{168924} {Start giddy. Then mind switches into scheming mode}Yeah, but we're still standing and they're not. Great, isn't it? I wonder how much the bounty is for me now...
{168925} {Eager to tell the story since her version has her as the star}Eh, {LEL-dun}Leldon still can't admit that he's the second best thief in Neverwinter. He's taken things a little too personally, if you ask me.
{168926} {A little reluctant, here's where she starts getting in the wrong, then gets eager again}Well... Leldon and I pulled a job about a year ago... big haul, too. You should have been there. I was brilliant.
{168927} So we get back to our hideout and start to divide up the loot and <i>that's</i> when ol' Leldon demands a bigger share. 
{168928} <i>I'm</i> the one who got us past the guards and past the trap at the vault. Leldon was just baggage.
{168929} {Scoffs}He claims he "planned" it all. Not much of a plan if you don't know the guard patrol routes, or that the vault is <i>trapped.</i> If it weren't for me, he woulda never have gotten past the front door.
{168930} So anyway, there's Leldon demanding a bigger share, and he's definitely planned <i>this</i> part out. He's hired Bennon and his boys as muscle to make sure I agree.
{168931} Well, the odds weren't in my favor - I'm delicate, you know? So Leldon and I argued for a bit, but I wasn't going to win that one so I got my tail out of there before Bennon got antsy.
{168932} {Explaining}Oh... well, I couldn't just let things stand as they were. I mean, I <i>am</i> the best. Leldon's good, and he gets lucky sometimes, but he can't hold a torch to me.
{168933} So I broke back into his place, stole all the loot... every last copper, and left a note explaining to him how I got past each one of his traps.
{168934} {Evasive. Neeshka's not exactly proud of what she spent the money on}Well, you know... a few coins here, a few coins there... it adds up. I have expenses. And stuff.
{168935} | Influence: Gain Neeshka |{Happy}Hey, thanks! You know, letting you team up with me was a really good decision. You actually <i>help</i> me - and you insult me a lot less than the other people do.
{168936} {Thinking, then flippant}Anyway - about this mess - I guess the Watch will clean these bodies up. Or maybe there'll be a rain or something. Let's go!
{168937} {Nods}Right, the sooner we get distance between us and this mess, the better. Lead on.
{168938} | Influence: Loss Neeshka |{Defensive}All right, all right - I didn't <i>mean</i> for this to happen, you know. And besides, I'll make it up to you... somehow. 
{168939} {Thinking, then flippant}Anyway - about this mess - I guess the Watch will clean these bodies up. Or maybe there'll be a rain or something. Let's go!
{168940} {Defensive}Hey, it made <i>me</i> feel better. And it <i>definitely</i> got Leldon angry, so I figure it was worth it.
{168941} Ex-partner. And I'm not worried. As long as I've got you here, Leldon won't be able to touch us.
{168942} | Influence Loss Neeshka |{Shrugs, slight hint of unconvincing}Uh... all right. I mean, this is nothing I can't handle, trust me.
{168943} {Irritated}Neither did I - if this is a slice of life within Neverwinter, we were better off outside than inside.
{168944} | PC is male |{Slight taunt}What, mad that we're on my homeground now? Maybe you can sit back and be quiet while I show our leader around now, all right?
{168945} {Irritated}I am angry because those men wanted us <i>dead,</i> Neeshka, not out of some competition. We're lucky there weren't more. This time.
{168946} {Irritated}Agreed - if this is a slice of life within Neverwinter, we were better off outside than inside.
{168947} | Influence Loss Neeshka |{Realizes she may have crossed the line, slight concern}Oh, come on... like I meant this to happen. And we're still here, no harm done... right?
{168948} | Influence Gain Elanee |{Irritated}I agree with our leader. If you had enemies here, you should have told us instead of letting us walk into an ambush.
{168949} {Snorts}So says the tree-worshipper who led us into a glade of crazed animals. No need to be angry because we aren't in the woods anymore, all right?
{168950} I would like to know as well. It seems to happen a great deal, and I find it hard to believe it's <i>all</i> an accident.
{168951} | Influence Loss Elanee |{Slight edge, disapproves}Before echoing our leader's pledge, next time it would help if we knew there were people hunting you to begin with. And why, since they seem to have their reasons.
{168952} {Brushing it off}Right, right - of course I will. That's all of it, I swear.
{168953} {Slight taunt}Oh please, don't get all mad. Our leader isn't - and he's the one helping me, you're just tagging along, all right? 
{168954} | Influence Gain Elanee |{Slight irritation}I agree. Next time it would help if we knew there were people hunting you to begin with. And why, since they seem to have their reasons.
{168955} | PC is male |And when I say "make it up to you," I don't mean everyone, I mean our leader. Got it, tree-worshipper? You're just baggage.
{168956} {Raises an eyebrow}Indeed? So far you've been treating <i>all</i> of us like baggage. Next time, simply tell us if there may be trouble waiting for us, all right?
{168957} My thoughts as well.
{168958} What's worse is they didn't just take my share - they took everything I had, and I wasn't in much of a position to argue, you know?
{168959} {A little rueful, sad, lost a precious possession}I didn't get everything they stole back - especially some of the more precious things - but Leldon probably sold them by now anyway. Too bad. Still, I got back way more than my share.
{168960} {Laughs, eager}That's the spirit! A little battle was all we need to get the blood pumping... almost wish they'd lasted a little longer.
{168961} If you've got a problem with her, you've got a problem with me.
{168962} Find another bounty. This one won't be easy to collect on.
{168963} What's this all about? Who's Leldon?
{168964} Walk away and you can keep on breathing.
{168965} What's this about?
{168966} No, anyone who threatens you'll have to deal with me first. 
{168967} |Player with the City Watch|Bennon, you and your men are under arrest for attempted assault.
{168968} |Player with Shadow Thieves|You boys are in a lot of trouble. Moire hasn't approved this attack.
{168969} If you have an issue against my friend here, bring it up with the City Watch.
{168970} Fun? Someone wants Neeshka dead.
{168971} Why is there a bounty on you at all?
{168972} There's more to it than that if he's trying to kill you.
{168973} You didn't think he deserved it?
{168974} So why is he trying to kill you?
{168975} So they robbed you and now they want to kill you? That seems odd.
{168976} And what happened to all the money?
{168977} Well, if they attack you again, I'll do what I can to protect you.
{168978} I've heard enough. Let's go.
{168979} This whole bounty is your problem, not mine. If they come for you again, you're on your own.
{168980} That may not have been the wisest decision.
{168981} Well, hopefully this is the last we hear of your partner.
{168982} Go on, I want to hear the rest.
{168983} This doesn't sound like it's going to end well.
{168984} You thought you deserved more than he did.
{168985} I'm beginning to understand the problem.
{168986} Did you have a contest or something to prove this?
{168987} Taken what "things" too personally?
{168988} I want to know why you're being hunted.
{168989} I didn't expect to get attacked as soon as we entered Neverwinter. 
{168990} So I take it this Leldon's not a friend of yours?
{168991} Whatever this is Neeshka, you handle it - it's not my concern.
{168992} It was dangerous, and it put us <i>all</i> at risk.
{168993} Next time, I'm going to leave you to them.
{168994} That doesn't sound like the end of the story.
{168995} What did you say while leaving to make them so mad?
{168996} I'm disappointed - I thought you'd be harder to find than this, Neeshka. Leldon's been after you for some time now.
{168997} {Arrogant statement, delivered matter of fact}If I didn't want to be found, you'd still be stumbling around in the dark, Tremmel{TREH-muhl}. Tell Leldon to back off or I'll be coming for him.
{168998} Leldon's not just paying me gold for this. He's also bringing me in as his partner - just as soon as I bring him your horns.
{168999} {Neeshka shrugs}It's not like these people are my friends or anything.
{169000} {Scoffing}You're doing this to become Leldon's <i>partner?</i> Trust me, I'll be doing you a favor killing you.
{169001} You're acting like this is some kind of choice. You're all marked - and I intend to collect.
{169002} Come on, demon girl. Let's see if you're as hard to kill as they say.
{169003} {A little surprised}Leldon's more obsessed than I thought. I wonder how many of his goons we'll have to carve up before he gets wise.
{169004} {Reluctantly agrees}I guess you're right. As much as I'm enjoying tweaking his nose, Leldon's getting out of hand.
{169005} He'll be ready, though. {Neeshka's beginning to scheme. She's thinking out loud here}Since he knows I'm here, he's got to know that I'll be coming for him.
{169006} {Sarcastic}Sure. <i>That'll</i> work. {Mimicking a conversation with Leldon}"Hi, Leldon! Remember me? Yeah, the one you're trying to kill. Well, would you mind stopping that? Right, thanks."
{169007} {Thinking}He's got a soft spot, though. There's this coin of his that he thinks is lucky. He always has it with him on jobs, couldn't stop playing with it - real annoying.
{169008} {Getting excited}He's probably got it well-protected too. So I want to steal it out from under his nose.
{169009} Don't you see? If I can get my hands on that coin, he might give up. After all, without it his plans will always fail... at least <i>he</i> thinks so.
{169010} <>I</i> prove I'm better than he is by getting around his guards and traps, he gets worried, loses his nerves, and the attacks stop. What's not to like?
{169011} At least we'll have something to bargain with. He <i>really</i> likes that coin.
{169012} | Influence Gain Neeshka |{Grateful, eager}Thanks. And believe me, I know what I'm doing. I've already told you, I won't let anything happen to you.
{169013} The first step is to figure out where Leldon's holed up. I doubt any of my old contacts will want to talk... looks like Leldon's got some influence in this district. 
{169014} {OH-fall-ah}Ophala would know where he is, though. She knows just about <i>everything</i> that goes on here and in Blacklake.
{169015} She owns the Moonstone Mask here in the Merchant Quarter. It used to be a place for people who... erm... needed some privacy. 
{169016} She's cleaned it up quite a bit since the war, though. I kind of preferred it the way it was though, but hey - it's her business.
{169017} Anyway, she knows about pretty much anything that goes on in the district. Not surprising considering the kind of place the Moonstone Mask used to be.
{169018} I'd prefer to torture the information out of Leldon's thugs, but I guess this way is easier and not as messy.
{169019} We can trust Ophala. It's not like we're friends or anything, but I know enough about her to trust that she can keep a secret. It's her trade, really.
{169020} Well, <i>she'd</i> say she's just observant. I think she's better connected than she lets on, but it's not polite to ask questions.
{169021} Just talk with her. Leldon already knows I'm here. So what if he hears about what we're planning? I can get past any trap he sets for us.
{169022} It's been awhile since I was in the city last. I doubt any of my old contacts will want to talk... looks like Leldon's got some influence in this district. 
{169023} | Influence Loss Neeshka |{Hurt, defensive}Oh, yeah? Well, it still feels like the best chance to me - so at least listen before you get all mad at me.
{169024} Yeah, and I won't be sorry if it comes to that. Still, it's not as entertaining. I'll take every chance I get to tweak his nose - but I'd prefer to rob him. It's got more style.
{169025} Look, Leldon's not going to give up. Trust me, he was my partner. I know him.
{169026} I don't plan to kill him. This'll be too much fun to ruin it by killing him.
{169027} {Shrugs, then happy}What's not to like? Leldon tries to kill me and keeps failing. He's probably <i>so</i> mad right now - so it's time to drive it home.
{169028} Yeah, I'm enjoying this. But it can't go on forever - if it did, he'd kill us out of boredom. Time to pay him a visit.
{169029} {Slight irritation}I'm not certain Leldon is the one we need to worry about. At least he makes his grievances plain.
{169030} {Starting to lose patience}If theft got you... and us... in this trouble to begin with, I fail to see how it will solve matters by stealing again.
{169031} I don't think it's even a plan. It doesn't even make sense.
{169032} {Incredulous, getting impatient}I'll tell you what's not to like. Anyone willing to resort to murder over a theft isn't likely to stop because it's done to them a second time.
{169033} | If haven't gone to mirror |And furthermore, it has nothing to do with why we're here in the city - not at all. If we want to do something, we should seek out the druid loremasters in Neverwinter Wood, as I suggested. 
{169034} {Challenging}Oh, so is that your problem? That we're not doing what <i>you</i> want to do?
{169035} {Angry, on a roll}Maybe you haven't thought of this, but maybe there's a <i>reason</i> you haven't come across any druids, have you thought of that? Maybe they're all gone, or in hiding, or they just gave up their duties - kind of like you have by being in the city.
{169036} I mean, why are you even here?! Huh? Why? 
{169037} {Swallows}You are right, of course. I should not be here. {Beat}But I do not know where else to go, and the only clues as to what may have happened to my Circle may lie with those shards.
{169038} | Influence Loss Neeshka |{Frustrated}Wh-why are you siding with her? Why doesn't she answer my question?
{169039} {Swallows, been put in her place}No - she deserves an answer.
{169040} So, yes, I do not wish to be in this city, I do not wish to be a burden, but I do not know what else to do to help... all I can think of is seeking out the druids in case they know what we <i>can</i> do.
{169041} But I will go along with whatever our leader decides - if we help you, so be it, if not, then I will stand by that decision as well. 
{169042} {Reluctant}Well... all right. Maybe I wasn't explaining it well enough. But if we grab that coin from Leldon's stash, well...
{169043} | Influence Loss Elanee |{Swallows, this is difficult}Very well.
{169044} Going to the Skymirror was something we could do to find out more about these shards and the Mere... what you're suggesting is some fool's errand that will accomplish nothing except stir up trouble.
{169045} {Frustrated}Look, we already did what you wanted to do, so now it's my turn. And I say we go after Leldon and rob him blind.
{169046} {Thinking}Yeah, she might be able to help us. We should go talk to her.
{169047} We've already gone through this before with other thugs Leldon sent, Tremmel. Walk away and you'll live.
{169048} Not again.
{169049} Why do I get the feeling you know this city even better than you've let on?
{169050} I don't want to fight if we don't have to.
{169051} This is getting tiresome. Let's get it over with.
{169052} Last chance, Tremmel. Walk away.
{169053} I think it's time we paid Leldon a visit.
{169054} You seem to be enjoying this.
{169055} As long as he keeps sending them, we'll keep killing them.
{169056} What? How will stealing a coin help us?
{169057} And what would that accomplish?
{169058} Go on.
{169059} That seems like a weak plan.
{169060} It'd be easier just to kill him.
{169061} I don't know...
{169062} This is foolish - this plan is going to get us killed.
{169063} I don't think antagonizing him more is going to help.
{169064} I'll trust you on this. We'll do it your way.
{169065} Where do we begin?
{169066} Do you know where we can find Leldon?
{169067} What do we need for this?
{169068} Who's Ophala?
{169069} Where can we find her?
{169070} I'm not sure it's wise to talk about this with anyone else.
{169071} So she sells information?
{169072} I'm still not sure.
{169073} If you trust her, that's good enough for me.
{169074} | Good response |I'd like to meet with him, see if we can work things out peacefully.
{169075} | Lawful response |I think we should tell the Watch - I don't want to break the law fighting him.
{169076} | Evil response |After the trouble he's caused us, I'm all for killing him - slowly.
{169077} | Chaotic response |I don't care what we do, but I'd prefer we do something he's not expecting.
{169078} Calm down, Neeshka!
{169079} All right, you two, stop it now.
{169080} That's a good question - and I'd like to hear the answer.
{169081} You're proving to be a hard one to kill, Neeshka. Must be that devil's blood in you.
{169082} Could be. Could also be that I'm just better than the trash Leldon sends after me. 
{169083} Want some advice, Raines? Stick to the small game if you want to survive - it's really about all you can handle.
{169084} {Goes to cold psycho mode}Neeshka... I've thought about what I'm going to do to you.
{169085} Then I'm going to gut you... slowly. Watching your face until I see that last bit of life slip away.
{169086} Oh, I doubt that. Now, if we were grandmothers late on a loan maybe I'd be worried. Threatening elderly women is his specialty, isn't that right, Raines?
{169087} {Angry}I've changed my mind. First thing I'm going to do is cut out that forked tongue of yours, Neeshka. The pain in your eyes is going to be enough for me.
{169088} {Neeshka's eager to get things started. Pulls out her blades}Come on then, Raines. Let's see how you do when someone actually fights back.
{169089} {Raines goes into a combat stance}With pleasure. Just try not to scream too much when I hack off that head of yours. Scares the kiddies.
{169090} {Neeshka's pleased with herself}Always nice to see old friends again, Raines. Feel free to keep on bleeding. I'm sure someone will come by to clean up after you.
{169091} I <i>am</i> getting a little tired of this, now that you mention it. Still, it's nice to know I haven't been forgotten. Nothing worse than being ignored.
{169092} Come on, let's get out of here. Someone's going to notice a corpse in the middle of the street eventually. I'd rather they not see us with it.
{169093} | Influence Loss Neeshka |What's your problem? It <i>is</i> a game, and I'm winning. Leldon's got to be getting frustrated now. I wonder who he'll send next...
{169094} Sure. Why don't you tell that to the nobility? I'm sure they'll stop laughing long enough to stick a knife in your back.
{169095} Yeah. Kind of hard to miss a dead guy bleeding into the gutter. Let's get out of here.
{169096} That tail of yours? I'm going to saw it off with my skinning knife, then strangle you with it to silence your screams. 
{169097} | Influence Gain Neeshka |{Eager}Trust me - these attacks are just making Leldon more and more mad, which means soon he's going to make a mistake. A big one.
{169098} Still... I <i>am</i> getting a little tired of this. I mean, it's nice to know I haven't been forgotten. Nothing worse than being ignored, you know.
{169099} Neeshka, this one looks dangerous. Be careful.
{169100} Tough talk. Let's see you back it up.
{169101} You're going to have to get through me first.
{169102} This is getting out of hand. We have to find Leldon.
{169103} We just killed a man, and you treat it like a game.
{169104} We should get out of here before someone notices us.
{169105} Let's take care of Leldon and avoid a "'next time."
{169106} The taking of life is never a game.
{169107} Forget I said anything.
{169108} That was fun. If Leldon was mad before, he's going to be furious now.
{169109} I'm getting worried, Neeshka - I'll protect you, but there's only so much I can do.
{169110} |First noise trap set off. Owner of the conversation is Neeshka|Whoops. I hope that didn't wake up the whole house.
{169111} If we set off another racket like that one, even Leldon will know someone's inside. 
{169112} As long as we don't rush through any doors, we should be able to spot the traps early enough. Let's go.
{169113} Your call. I'd rather steal his coin without him watching over my shoulder.
{169114} I was just trying to be helpful, but if you want to fight your way through this house,.. nevermind.
{169115} |Second Noise Trap triggered|Well, Leldon has to be awake now. Be ready for anything when we get to his stash.
{169116} Now that I think about it, maybe this isn't a bad thing. It <i>will</i> be more fun if he sees me holding that coin of his. Come on, let's go.
{169117} I'm not worried. We can handle him.
{169118} All right. Let's be more careful.
{169119} I didn't ask for your thoughts.
{169120} {Hostile}City Watch, NW2
{169121} City Watch, NW2
{169122} | First Time, Mission Not Assigned, Mission Not Solved. |{Slightly distracted}Ah... yes... I am Reverend Judge {O-leff Us-car}Oleff Uskar. How can I help you?
{169123} | Second Time, Mission Not Assigned, Mission Not Solved. |{Slightly distracted}Ah... yes... well met again. What can I do for you this time?
{169124} Yes... just a little distracted is all. When you came in, I thought it might be one of our priests returning, but...
{169125} I sent him on the monthly rounds of the Tomb of the Betrayers here in Neverwinter... it has fallen to the Temple of Tyr to safeguard the tomb, in the interests of justice.
{169126} {A little awed, like someone mentioned a tresure horde}The Tomb of the Betrayers? That place is sealed off by the priests of Tyr... it's <i>really</i> hard to break into - every thief in the city is eager to crack that tomb.
{169127} {Does double-take, weak laugh}I mean, which is shameful. One should respect the dead. Let them sleep... even with valuables. 
{169128} {Whispering}I'll say - if this guy holds the key... 
{169129} {A little louder}But... uh, anyway, so your priest went in there? To make sure the riches are still there? All safe... untouched?
{169130} We are only permitted by our vows to enter the tombs at dawn once a month, and not leave until dusk the next day... yet the priest I sent has not returned.
{169131} {Thinking a little reluctant}Hmmm. You are not bound by our vows, but... there has been mention of disturbances in the tombs, I cannot guarantee your safety.
{169132} | Neeshka is in party. |If I allow you access to the tombs, I must have your promise that you will not disturb the crypts.
{169133} {Eager, totally lying}Oh, sure, nothing to worry about - we'll swear to whoever you want, those crypts are in <i>safe</i> hands. 
{169134} | Neeshka is NOT in party. |If I allow you access to the tombs, I must have your promise that you will not disturb the crypts.
{169135} {Grunts, under her breath}I'm not responsible for <i>your</i> promises. 
{169136} | Influence Lost |{Grunts, sulks}I'm just going to sit here and not say anything, then, for a whole minute - maybe two. See how you like that.  
{169137} | Influence Gain |{Pleased}You'd build me a crypt? Wow. Those tombs are so beautiful, that'd be a great place to sleep when I'm dead. 
{169138} {Touched, then scoffs at end}I'm touched. That's a really sweet thing to do for me after I'm a corpse. {Scoffs, rolls eyes}Gods know <i>I</i> wouldn't keep a promise like that to some dead man.   
{169139} {Frowns slightly}I will allow you access to the tombs, then - and I shall mark its location on your map. I shall send a priest of Tyr to unlock it for you - but make haste.
{169140} {Warning}And be careful - the Tomb of the Betrayers has always had tales told about it, many believe it haunted. 
{169141} Please return here when you have found our priest - it will set my mind at ease to know he is safe. 
{169142} It is where those who have turned on Neverwinter are buried - whether during the War with Luskan, or for other crimes. 
{169143} {A little uncomfortable at end, suspects there are evil spirits in the crypts}We originally kept the place sealed to protect it from those that would defile the crypts... and for other reasons.
{169144} Yes, he should ask Prior {Lamb}Hlam - he is the one handling those who wish to join the Even-Handed.
{169145} | On Mission, Haven't Solved It Yet. |{Slight eagerness}Have you found the missing priest?
{169146} Please hurry - I fear the longer he remains there, the less likely he will return safely to us. 
{169147} | Priest came back, haven't gotten reward yet. |Our priest returned here to us - I thank you. He told us of your intervention with the spirits, and their defeat. 
{169148} Please, I ask that you accept this from us - as a gesture of our good faith and gratitude.
{169149} {Irritated}Would you stop saying things like that!
{169150} {A little surprised}Very well. Then, at the least, let me provide you with a discount for anything you wish to purchase from us. 
{169151} {Bows slightly}The church of Tyr thanks you. 
{169152} [Success]{A little surprised, but trusting}You are correct - the original sum was for finding the priest, not for risking your lives.   
{169153} Here you are, the amount promised - and more. 
{169154} [Failure]{A little surprised, suspicious}It would be breaking our agreement, something that does not sit well in the halls of Tyr.
{169155} Here you are, the amount promised, no more. 
{169156} [Success]{A little surprised, but trusting}It is odd that he would say that... it does not sound like him. Well, no matter.  
{169157} [Failure]{A little surprised, suspicious}It is odd that he would say that... it does not sound like him. Still... perhaps you simply misheard him.
{169158} | Found the Priest, Got Reward. |{Neutral, calm, pleased to see player}Welcome. How may I help you?
{169159} {Nods, acknowledging}I am indeed presiding at the trial. It is my role as Reverend Judge to serve in such matters. 
{169160} Tyr shall guide the just hand. {Beat}But even he can judge only what is brought to light. 
{169161} There is nothing that can be done here - to petition us for aid is like asking the scales themselves for justice, when what matters is what you place upon them. 
{169162} {"God helps those who help themselves."}Justice will be served, but you must never stop fighting for it - Tyr will guide your steps. 
{169163} There are things that even Tyr cannot see. If you search for your innocence, you will find it, but Tyr can only help you so much. 
{169164} | Neeshka is in party. |But those same seals have often tempted robbers and thieves - I hope our priest has not run across any of them.
{169165} {Snorts, a little quiet}I doubt it, we're all out here. 
{169166} It is possible, but difficult. Once past the seals, there is a locking mechanism in the dungeon - upon entering, the priest seals the door behind him. 
{169167} | Neeshka is NOT in party. |But those same seals have often tempted robbers and thieves - I hope our priest has not run across any of them.
{169168} I am the Reverend Judge... the high priest of Tyr within Neverwinter. I am responsible for overseeing the courts, and justice here within these walls.
{169169} Any trials or crimes within Neverwinter require Nasher's voice and judgment, but I help preside over the trials and see that the matters are conducted according to the rituals of Tyr.
{169170} In serious matters before Neverwinter, there are certain rituals that must be followed. Some are ancient and no longer adhered to.
{169171} For example, the Rite of Tyr that would precede trials by combat to give the accused and the accuser time to reflect on their intentions and deeds before facing death the next day... 
{169172} Despite the religious precedent, we found in such cases a calm period before battle would occasionally result in numerous accusers no longer wishing to see justice dispensed in blood.
{169173} | Haven't taken mission. |Are you all right?
{169174} | Act 2, During Trial, not available after trial over |You are overseeing the trial, are you not?
{169175} | Khelgar not spoken to them yet |My friend wants to join your order.
{169176} I wanted to get some healing from you.
{169177} Does the temple of Tyr have anything for sale?
{169178} Never mind. I'll be going now.
{169179} Where is the priest?
{169180} You have a priest missing?
{169181} Enough - let him speak.
{169182} Is there a lot there to rob?
{169183} Sounds worth our while to get into.
{169184} | Good |I could find him for you, make sure he's safe.
{169185} | Evil |For a little gold, I could be convinced to find him.
{169186} | Lawful |We swear not to disturb the crypts.
{169187} | Chaotic |[Lie] You have our promise.
{169188} Yes, you are. Don't test me on this.
{169189} If you disobey me, you'll regret it.
{169190} And if you were laid to rest, I would not want anyone robbing your crypt, Neeshka. Please understand.
{169191} | Lawful |We swear not to disturb the crypts.
{169192} | Chaotic |[Lie] You have our promise.
{169193} Can you tell me about the Tomb of Betrayers?
{169194} Haunted? Is that why it's sealed?
{169195} Why is the tomb here?
{169196} No, not yet.
{169197} We're still looking for him.
{169198} [Diplomacy] Rescuing the priest was one thing, but fighting the spirits nearly cost us our lives. 
{169199} | Chaoticl. |[Bluff/Lie] Your priest said you would give us an additional payment.
{169200} I accept. 
{169201} Just give it over already.
{169202} | Good |No reward is necessary.
{169203} But I didn't do it.
{169204} Is there any way I can get Tyr's help?
{169205} What do you mean?
{169206} It sounds hard to get into.
{169207} Could robbers have followed him in?
{169208} What do you do here?
{169209} | If Rite of Tyr hasn't happened. |Rituals of Tyr?
{169210} Who are you? Don't step any closer... I don't want to hurt anyone.
{169211} {Suspicious, thinks the player is a thief}And how can I trust the word of one who has broken the seal on this tomb? Only the priests of {TEER}Tyr are permitted in here.
{169212} {Relieved, then defeated}Tyr bless you for your actions. However, I'm afraid {O-leff}Oleff has sent you to die here by my side.
{169213} No! Wait... forgive me. This place has set me on edge.
{169214} I am, but I fear you are now trapped here with me. There is no way out.
{169215} But perhaps you can succeed where I have failed. You have survived this far, you may be strong enough the one who leads them.
{169216} He is one of the greatest of traitors imprisoned in this cursed tomb. I do not know how he returned from death, but return he has.
{169217} {Quietly, scared}The others gravitate towards him like moths to a flame, and they hunger for the living.
{169218} He and his fellow undead can be found through the door in the main hall. Be ready for battle. Even with Tyr at my side I was almost powerless against them.
{169219} You have survived this far, you may be strong enough - if not, there is little else we can do against the dead... and the one who leads them.
{169220} No treachery. Oleff could not have known of what has transpired down here... none of us did.
{169221} I fear you have no choice in the matter. We are trapped here.
{169222} I'm afraid you're now trapped here with me. There is no way out.
{169223} Forgive me... this place has set me on edge.
{169224} It relieves me that you return safely. Have you managed to open the entrance yet?
{169225} There is a lever which opens the seal to this tomb, through the door across from this chamber. Be careful, as the undead have it well guarded.
{169226} Tyr bless you. Let us be on our way. I must report what I have seen to Oleff immediately.
{169227} The priests of Tyr patrol these halls to make sure the seals on the tombs are secure - it is our duty to see that these betrayers rest, and rest quietly.
{169228} Even worse, the mechanism that seals the entrance has been seized by them. I fear there is no way to reach it... I have tried, but they have driven me back.
{169229} But something has disturbed the spirits that rest here - and now they have risen. It was always our fear it would happen
{169230} The Tomb of Betrayers is a sign to Neverwinter never to forget that one can bring down many. It is a memento of sorts, a reminder that we all must stand together, or we all shall fall. 
{169231} If so, perhaps what has happened here is the judgment of Tyr.
{169232} The Tomb of Betrayers is a sign to Neverwinter never to forget that one can bring down many. It is a memento of sorts, a reminder that we all must stand together, or we all shall fall. 
{169233} If so, perhaps what has happened here is the judgment of Tyr.
{169234} Calm down. No one's going to hurt you.
{169235} Are you the priest of Tyr that was sent down here?
{169236} You're hardly in a position to threaten anyone.
{169237} If you're going to be that way about it, you can rot here.
{169238} Oleff sent me. One of his priests has gone missing.
{169239} What kind of treachery is this?
{169240} I have no intention of dying down here.
{169241} What do you mean?
{169242} I don't plan on staying long. Are you fit enough to travel with us?
{169243} What happened here?
{169244} There's always a way out.
{169245} Who leads them?
{169246} I can handle it. You wait here.
{169247} Just tell me what the guardian is.
{169248} Not yet. I'm working on it.
{169249} What do I need to do again?
{169250} The way is clear.
{169251} Keep talking to me like that, and there aren't going to be <i>any</i> priests of Tyr alive down here. 
{169252} | Good response |Remain here - we'll take care of this threat and rescue you.
{169253} I'll return when I have defeated the undead.
{169254} | Chaotic Response |Fine - if you can't help, stay here and rot for all I care.
{169255} Why is there a tomb of betrayers down here?
{169256} | Lawful response |I promised Oleff I'd find you and get you out of this, and I will. Stay here.
{169257} | Evil response |Just stay out of my way or I'll add your body to the pile down here.
{169258} Why is this tomb here in Neverwinter?
{169259} I'll return soon. Farewell
{169260} | Neeshka is in party, firs time. |{Looks up, sees old friend, Neeshka, come in. Slightly chiding, but it's a serious matter, KNEESH-ka}Neeshka... perhaps now was not the best time to return. Leldon is <i>not</i> in the best of moods since your last visit. 
{169261} {Slight dismissive}I know, I know - we already got Leldon's messages. 
{169262} {Serious, warning}I am not surprised. He has a gang of thieves and cutthroats serving him now - he has become much more bold - and much more dangerous.
{169263} {Slightly stern}Neeshka - you must either make amends to Leldon or pay him back what you owe him, or-
{169264} {Indignant}<i>Owe</i> him? I don't owe that two-copper thief... {a little flustered, loses the metaphor}well, two coppers! {Grumbling, to herself}If he can't guard his own share, it's his fault.  
{169265} {Appraising player}If you go to Leldon, you'll be placing your lives in danger. Are you certain you wish to do this?
{169266} | Player is male |{A little surprised, but recovers.}Yeah! What he said.
{169267} | Player is female |{A little surprised, but recovers.}Yeah! What she said.
{169268} {Frighteningly matter-of-fact}Yeah, we might need to kill him. But even if we don't stab him to death in his home, we'll still need to rob him. 
{169269} {A little indignant}Hey! Now you're sounding like one of Leldon's alleybashers. {To herself}And I am <i>not</i> a goat-girl. 
{169270} {Resigned, but a little worried}Very well... you can find his home here, in the Merchant Quarter. I will mark it on your map.
{169271} {A little indignant}Hey! Now you're sounding like one of Leldon's alleybashers. {To herself}Except a little more bloodthirsty.
{169272} Be very careful... not only is his estate patrolled by dogs, but I think he's placed certain warding enchantments against those with... your heritage.
{169273} {Quietly, make it dramatic}I think he was expecting you would return, Neeshka - and he is ready for you.
{169274} {Shrugs}Then maybe it'll be a <i>challenge</i> this time.  
{169275} {Resigned, slightly weary.}Very well. Is there something else I can help you with?
{169276} | Greeting after the player has completed mission in Old Owl Well. |I heard of your success at Old Owl Well and how you were able to save the Waterdeep emissary. Impressive. 
{169277} | Greeting after the player went to Old Owl Well, haven't completed mission. |Ah, back from Old Owl Well, I see... have you returned to gather reinforcements?
{169278} I did not think the Greycloaks could take the orcs by themselves, even with {CAL-um}Callum leading them.
{169279} | Serving the Shadow Thieves, got to the Hollows, but haven't gotten to Axle yet, or haven't wiped out Moire, up to John Lee. |{Appraising the player, who is a promising crime lieutenant}Ah, if it isn't {MOY-uh}Moire's up-and-coming right hand. So what brings you to the Moonstone Mask? 
{169280} Of course. I've even heard of you taking back the Hollows, and building an impressive force. 
{169281} Of course. So... how can I help you today?
{169282} | Serving Axle. |{Appraising the player, who is a promising crime lord}Ah, if it isn't Axle's favored lieutenant. So what brings you to the Moonstone Mask? 
{169283} | Haven't reached Brelaina's level yet, but member of Watch. |{Smiles slightly, addressing player, who is a cop}Ah, if isn't one of the Watch, come to bless my establishment. How can I help such an illustrious servant of Neverwinter?
{169284} {Smiles slightly, addressing player, who is a cop}Ah, if isn't {bruh-LAY-nuh}Brelaina's trusted lieutenant, come to bless my establishment. How can I help such an illustrious servant of Neverwinter?
{169285} {Amused}Indeed. Brelaina speaks of you often, and is quick to mention your successes - proof of the quality of her leadership.
{169286} She is in a delicate position of needing to prove herself with the Nine, and I believe it shows.  
{169287} Welcome to the Moonstone Mask. And how may I help you?
{169288} | Generic Question Node. |{The player's likely to hear this over and over again, so keep it neutral and polite}Of course. Ask what you will. 
{169289} I am {o-FALA}Ophala {SELL-der storn}Celdarstorn... but simply call me Ophala. 
{169290} This establishment is mine. I do my best to allow my clients and customers a degree of privacy from the streets of Neverwinter.
{169291} {Becomes subtle, "knowing" in second sentence}This is the Moonstone Mask. It is an establishment for those who wish to meet discretely... without the eyes and ears of Neverwinter turned on them.
{169292} {Knowingly}It is something that many will pay a great deal for... although "privacy" is even a little too harsh for my taste. I prefer... {thinking}hospitality.
{169293} What my clients do with it is their business. If they seek shelter in the arms of another, they may do so here, but it is not my business to speak of such things. 
{169294} Indeed. Let us just say I hadn't yet smoothed out the rough edges yet. 
{169295} But through my art transactions I overheard information on Luskan troop movements -- knowledge I passed on to Neverwinter...
{169296} After that, there was much I could do to refurnish this place... and change its reputation. 
{169297} I did have to let some of my employees... and clients... go, but overall, the change was a success - both to my reputation and the Mask itself. 
{169298} {Pleased}And to be honest, I feel somewhat better about myself as a result. My previous life had a certain... emptiness about it that I no longer feel.
{169299} Some. As I said, I am in good standing with them. Information, art, and wealth tend to make friends in the highest of places. 
{169300} {Lightly}Oh, you <i>are</i> a charmer. 
{169301} But certainly you did not come all these way to practice your charms upon me.
{169302} {Not a name she wanted to hear}Ah, {TOR-ee-o CLAY-vin}Torio Claven - the Luskan ambassador. She used to frequent the Moonstone Mask, but not recently.
{169303} {Raises an eyebrow}I see her sense of hypocrisy is as sharp as ever. She has a talent for making doubters into believers - and believers into pawns.
{169304} {Warning}Be careful - if she accuses you of murder with one hand, the other hand holds the murderer's dagger. 
{169305} | Sand is in party. |Oh, I think Sand here should do well for the task at hand. 
{169306} | Sand not in party. |Find someone with greater sense than she... and a better talent for twisting words. I would recommend Sand in the Docks, even as downtrodden as he has become. 
{169307} |No Elanee|{Smiles slightly}Never have I met a more sarcastic elf.
{169308} | Elanee in party. |{Smiles slightly}Never have I met a more sarcastic elf.
{169309} {Amused}Well, you need to spend more time around me, then. 
{169310} {Irritated}Stop it before I blush. <i>I</i> didn't ask for this. 
{169311} {Subtle flattery to try and motivate him to help payer more}But Sand, if anyone can see through whatever ruse Luskan has set up, it is you - {and here's the pitch, low, a little seductive}and think of the prestige you will gain by humiliating Luskan in court. 
{169312} | Neeshka not in party |{Curious, Leldon's a crimelord}Leldon? What's your business with him?
{169313} You wouldn't happen to mean Neeshka, would you?
{169314} I had heard she had come back to Neverwinter, and Leldon has heard it, too. 
{169315} {Delicate}She used to acquire... pieces of art for me in the past. 
{169316} She is an exceptional thief - though Leldon has taken her absence as a chance to claim that title in her absence. 
{169317} | Neeshka in party |{Appraising player}If you go to Leldon, you'll be placing your lives in danger. Are you certain you wish to do this?
{169318} {Resigned, but a little worried}Very well... you can find his home in the Merchant Quarter. I will mark it on your map.
{169319} Be very careful... not only is his estate patrolled by dogs, but I think he's placed certain warding enchantments against those with... Neeshka's heritage.
{169320} {Quietly, make it dramatic}I think he was expecting she would return - and is ready for her.
{169321} {Even more irritated}Well, if we were to leave this matter to <i>your</i> wit and way with words, then save us all time and start walking to the Luskan gallows now. 
{169322} {Puffing up a little}Ah... well, yes, I admit I do have a certain sense and wit for these things. {Beat}And humiliating Luskan in open court would indeed be a crowning achievement.  
{169323} {Shakes head}I have heard little - only that a nobleman was murdered, little else.  
{169324} {Shakes head}No, the gates are closed to me - and many of the nobles that were caught outside can not return to their homes, either.
{169325} Can you tell us where Leldon is?
{169326} Leldon needs to be dealt with. 
{169327} I want you to tell me where he is - or else.
{169328} | Good, Influence Gain |I can't allow him to harm Neeshka if there's some peaceful way of resolving this.
{169329} | Lawful, Influence Loss |If we can settle accounts with him and pay him back, maybe this grudge can be settled. 
{169330} | Influence Gain |If he's threatening Neeshka, he's going to pay.
{169331} In case we need to take action, I want to know where Leldon is.
{169332} | Chaotic, Influence Loss |I could care less if he's trying to kill goat-girl here, but sounds like he's in need of a good robbing. 
{169333} | Evil, Influence Loss |He threatened <i>me</i> - Neeshka be damned. When I find him, I'm going to kill him and his entire family - slowly. 
{169334} So you know who I serve?
{169335} So you've heard of my promotion?
{169336} Who are you?
{169337} What is this place?
{169338} I heard this establishment used to be different before the war. 
{169339} | Know about Torio, maybe after accusation of murder?|Have you ever heard of a woman named Torio?
{169340} | First time asking about Leldon, Neeshka not in party. |We are looking for a man named Leldon.
{169341} | Already asked where Leldon can be found. |Can you tell me where I can find Leldon again?
{169342} So you sell privacy?
{169343} What else did you change?
{169344} Do you have much contact with the nobility?
{169345} And I imagine your beauty doesn't hurt either.
{169346} She accused me of murder.
{169347} | Can only ask this response once to prevent endless Influence gain. |Any idea how to stop her?
{169348} He's threatened a friend of mine. 
{169349} Just in case of trouble, I want to know where he is.
{169350} He wants to kill a goat-girl I'm traveling with. I could care less, but he threatened me, too.
{169351} How do you know Neeshka?
{169352} You seem to know a lot about my friends.
{169353} Don't tell me she stole something from you, too.
{169354} | Good, Influence Gain |I can't allow him to harm Neeshka if there's some peaceful way of resolving this.
{169355} | Lawful, Influence Loss |If we can settle accounts with him and pay him back, maybe this grudge can be settled. 
{169356} | Influence Gain |If he's threatening Neeshka, he's going to pay.
{169357} | Chaotic, Influence Loss |I could care less if he's trying to kill goat-girl, but sounds like he's in need of a good robbing. 
{169358} | Evil, Influence Loss |He threatened <i>me</i> - Neeshka be damned. When I find him, I'm going to kill him and his entire family - slowly. 
{169359} | Influence: Gain |She's right, Sand. I think you can help expose them.
{169360} | Influence: Gain |Sand's been helpful so far, I think we can do this.
{169361} | Influence: Loss |Trust me, I think you're exaggerating Sand's "skills."
{169362} | Influence: Loss |The sooner I'm rid of Sand, the better. 
{169363} | This response needs to be moved when we can move responses. |Do you know what's going on in the Blacklake District?
{169364} | Not if already gained access to Blacklake |Can you get me access to the Blacklake District?
{169365} I had other questions for you.
{169366} Nevermind. I'll be going now.
{169367} {Pap}Alchemical Store - Low
{169368} TEMP DIALOG: Welcome to Party Central. How may I help you?
{169369} [Add Casavir]
{169370} [Add Elanee]
{169371} [Add Grobnar]
{169372} [Add Khelgar]
{169373} [Add Neeshka]
{169374} [Add Qara]
{169375} I'm done here.
{169376} |CHRIS AVELLONE: Neeshka says "WTF?!" Thought the party had shaken the duergar and bladelings. Accuses the people of Highcliff of having a big mouth|
{169377} |CHRIS AVELLONE: Elanee is concerned. Doesn't think the village had anything to do with it. Thinks that since the bad guys are always coming out from some hiding spot, they've got some way of tracking the player... maybe through the shard|
{169378} |CHRIS AVELLONE: Neeshka says get rid of the stupid shard then. It's not like it's worth anything|
{169379} |CHRIS AVELLONE: Khelgar scoffs at Neeshka's cowardice. Says bring them on.|
{169380} |CHRIS AVELLONE: Neeshka says bury it somewhere deeper|
{169381} |CHRIS AVELLONE: Elanee says something to convince everyone that keeping the shard is the smart thing to do|
{169382} |CHRIS AVELLONE: I don't know where to go from here|
{169383} |DO NOT LOCALIZE ANY OF THIS DIALOG!|
{169384} I could just drop the shard into the ocean.
{169385} There's something important about these shards. We need to find out what it is.
{169386} Stop arguing. I'm keeping the shards.
{169387} | [B Priority] First time. JOHN: Please place an Outhouse (RuralBOuthouse1) in a corner of the Cemetary in the Market District and place "Privy Man" near the Outhouse. [C] This conversation is triggered automatically as the player approaches the Outhouse. |{Dramatic panic, marginally insane}Whoah! Whoah! Hold there. You weren't thinking of going in there, were you?
{169388} {crazy}For the love of your life, don't come any closer! This here privy is haunted!
{169389} My name is unimportant. My {pronounced "doody"}duty is all that matters.
{169390} My {pronounced "doody"}duty is to warn others away from this haunted outhouse before its hunger claims more souls.
{169391} | AVELLONE: One of the companions says something about how they think this guy is full of "doody" |
{169392} | PC is male. |{desperate}Be rational, man. It will attempt to draw you in. You must resist the urges of your bowels and go!
{169393} | PC is female. |{desperate}Just listen to sense, woman. You must resist the urges of your bowels and go!
{169394} {crazed}Why, just take in the air of the place! {dramatic}It is so foul, so evil, that it could not possibly come from the Light.
{169395} {relieved}Yes, please go! Behind a bush, on the streets, wherever. Go anywhere but here! {beat, calmer}I have saved another soul today...
{169396} {aghast}Oh no! Tell me you can't whiff the scent of rotting corpses, and the putridity of evil's breath?
{169397} | Second visit, or persistent player |{resigned, sober}I have warned you, but still you persist. I can tell my mere urgings will not sway you. Very well.
{169398} {serious, grave}I have a story to tell that may convince you to avoid this privy. But be warned that this tale will haunt your very dreams as they have haunted mine.
{169399} | [C Priority] AVELLONE: Companion reactions. Perhaps one thinks we are wasting our time and another wants to hear the story just for amusement. |
{169400} {steeling himself}Will you hear my terrible tale?
{169401} {dramatic}Young {TIM-ur}Timmer and his beloved sister {NYE-uh}Nya loved this privy. They would play games as children do such a Circle-Round-The-Privy and Lord of the Privy.
{169402} {spooky}All was oblivious bliss until one dark night when Nya returned alone to the privy to retrieve the doll she had left behind.
{169403} She opened the privy to find her doll and from deep within she heard a whisper. {faking an evil, shrill voice}"Nya, you lost your dolly. Come hither and I will give you something better."
{169404} Nyaguk was so innocent and young, she did not understand or fear true evil. So she plugged her nose and climbed down the privy.
{169405} Within was the lair of an ancient creature called the {uh-NUCK}Anuck Pile. This creature was spawned from centuries of mortal refuse, swirling together.
{169406} The Anuck Pile beckoned to Nya and she approached it, unsuspecting. It bid her sit in its lap. She did so and the creature proceeded to brush her hair.
{169407} Then, the Anuck Pile drove a needle and thread straight through one of Nya's ears to the other. Uttering a foul spell, the Anuck Pile turned Nya into its undead servant.
{169408} Nya returned to the surface, and none were the wiser, for she was no different, except perhaps paler and quieter, with a faint stench that would not wash off, even with lye.
{169409} {dark}Shortly thereafter, the killings began in the Merchant Quarter. Dozens of people died, including Nya and Timmer's parents.
{169410} {dramatic}Finally it got so bad, they sent Rogar, one of the Nine from Castle Never. He interviewed everyone and conducted patrols all throughout the night.
{169411} {dramatic}But the killings continued, and Nya grew paler. But none, even her own brother Timmer, suspected an innocent, recently orphaned young girl.
{169412} {dark}Rogar did not suspect anything when Nya held her arms up to offer the brave knight a kiss. But Timmer saw mighty Rogar drop lifelessly from Nya's kiss of death.
{169413} {dramatic}Timmer just sat there, stunned. But even twisted by evil, Nya thought she loved her brother, and that is why she did not kill him as she did the others.
{169414} {mournful}She told Timmer what happened to her and said it was wonderful to be a servant of the Anuck Pile. She pleaded with him to join her. She lead him to the privy.
{169415} {dramatic, spooky}Timmer almost went through with it. But once face to face with the evil Anuck Pile, fear overcame him and he fled. Nya tried to stop him.
{169416} {very sad}So terrified was Timmer that he drew his rabbit skinner and severed his dear sister's head from her body. Then, weeping and stinking, Timmer fled the Anuck Pile's lair.
{169417} {On the verge of tears}Indeed I am, and now perhaps you can understand why I stand vigil at this privy. What happened to my dear sister Nya must never...{bursting into uncontrobable sobbing}.
{169418} {recovering from crying}Please go now. And if you know what is best, you will stay far away from this cursed privy.
{169419} {sad}I warned you. There is nothing more I can say.
{169420} I'll be going now.
{169421} You mean in the outhouse here?
{169422} I will go where I please.
{169423} How do you know the privy is haunted?
{169424} But I really have to go.
{169425} A haunted outhouse? Ridiculous.
{169426} Who are you?
{169427} What is your duty?
{169428} It smells like a normal privy to me.
{169429} I will hear your tale.
{169430} Please continue.
{169431} What happened next?
{169432} And then?
{169433} This is ludicrous. I'm leaving.
{169434} That's terrible. What did Timmer do?
{169435} You are Timmer, aren't you?
{169436} Privy Man
{169437} |First time player speaks with Roe|If you have a crime to report, speak with Marshal Cormick.
{169438} |First time at Cormick's|The City Watch is always looking for new recruits. If you're interested in signing up, speak with Marshal Cormick.
{169439} |First time at Cormick's|The Watch <i>will</i> bring order back to this district. Don't let the naysayers convince you otherwise.
{169440} |Player has joined the Watch|Welcome aboard. I hope you prove to be as capable as Cormick believes you are.
{169441} |Player has joined the Watch|Go quickly to Hagen's shop. He may be in trouble even as we speak.
{169442} |Player joined the Watch|I understand you're new to Neverwinter. If you're looking for Hagen's shop, it's on the south end of the docks, along the waterfront.
{169443} |Player supposed to arrest Caleb|Caleb's a small time thug, but dangerous. Hopefully he can lead us to his superiors.
{169444} |Player supposed to arrest Caleb|Be careful. Caleb is rarely alone, so expect stiff resistance.
{169445} |Player is supposed to arrest Caleb|I hope you can bring Caleb in alive. The Watch has a lot of questions for him.
{169446} |Player on Docks Sweep|We're counting on you. A successful sweep would certainly instill confidence in the citizenry.
{169447} |Player on Docks Sweep|The Marshal believes that many of our men are in Moire's pocket. Do not assume that all Watchmen are on your side.
{169448} |Player on Docks Sweep|Get to work, Watchman. This is our first major push to clean up the district.
{169449} |Player with ST|We're keeping an eye on you. Stay clean and you won't have any trouble from the Watch.
{169450} This leads to Sand's Shoppe.
{169451} How dare <i>you</i>! I am a lord and I <i>demand</i> entrance to the Blacklake District.
{169452} I know, m'lord - but my orders come straight from Lord Nasher. No one, and I mean <i>no one</i>, enters Blacklake without written permission from Lord Nasher himself.
{169453} What is the meaning of this? I live there you cretin.
{169454} ... It's a matter of security - the Nine and the Watch are ensuring no one goes in or out. No messengers, no servants, no one.
{169455} |Script: He leaves at the end of it|You <i>have not</i> heard the end of this.
{169456} ... "Haven't heard the end of it," have I? Gods they better lift this blockade soon otherwise I'm going to wind up in the gaol for striking one of these fops.
{169457} Do you know what's going on? Some of the men are getting nervous. We've heard some things...
{169458} |PC too close|We'll talk about it later. Greetings, citizen - no passage today to the Lake, I'm afraid.
{169459} I don't put much stock in rumors. But the Nine said that the blockade could last a tenday or more.
{169460} Whatever's happened it's <i>big</i>.
{169461} {Player boards the Sea Ghost}
{169462} You there! Get away from the ship - now!
{169463} What of it? We haven't given you permission to approach. Off the docks with you!
{169464} Weapons at the ready, lads! We're about to kill ourselves more Neverwinter dogs!
{169465} {Angry}That's <b>our</b> business. It's an open city, so if you don't like it, to the Hells with you.
{169466} Saw enough of this city the last time I was here burning it to the ground. Seen enough of you as well, now that you mention it.
{169467} Against an entire ship's crew? Obviously only the fools of Neverwinter survived the last attack on the city.
{169468} {Angry}What, and miss watching it burn again? I think I'll stay. But you - something tells me you're not going to be here much longer.
{169469} Yeah, we're from Luskan. If you think the troubles with {RUE-ah-thm}Ruathym are going to keep our tradeships away, you're wrong.
{169470} We Luskans travel where we want, when we want - and if we want to land here in this filthhole of a city, then we will.
{169471} Is this ship the Sea Ghost?
{169472} I'm here to prevent you from entering the city.
{169473} And this ship is from Luskan?
{169474} You apparently don't understand who is in control of the Docks.
{169475} Thank you. I just wanted to make sure I'd be killing the right people.
{169476} What are you doing here in Neverwinter?
{169477} I assume Moire gave you permission to dock?
{169478} You know what? The world will be better off when I kill you.
{169479} I get the feeling you're not here for the sightseeing.
{169480} Open to those with Moire's approval. I'd leave the city now if I were you.
{169481} |SCRIPTER: This scene can play out either at the stern or bow of the ship|{Player has just defeated the last group of enemies on the Sea Ghost}If you believe slaughtering these men will somehow protect your precious city, then you are sadly mistaken.
{169482} Destroy them, but mind the ship. We'll be needing it to leave this place once our business here is completed.
{169483} {Grunts, irritated}So now what? I'm guessing that mage didn't decide to swim back home to Luskan.
{169484} {Eager}I'm for that. A ship this big from Luskan? They <b>must</b> have been trying to smuggle stuff in as well.
{169485} And you'd know about that, I'm sure. Always looking for something to line your pockets, I'm surprised you can spare the time to sleep.
{169486} | SCRIPTER: John, this is strictly C-priority, but if you want Qara to burn down the ship and then switch it off the map, I can change this. |{A little eager, impulsive, getting caught up in things}You know, before we go, we could set fire to the ship, send it as a signal to the Luskans never to set foot in this city again.
{169487} {Rueful}I'm sure it won't be long - even in a city such as this one, it seems trouble is drawn to us like a lodestone.
{169488} {Surprised, then contemptuous, then satisfied}Why would he return? He knows he's no match for us, that's why he had to run with his little mage tail between his legs. Gods, that felt <b>good.</b> 
{169489} {Waxes poetic}I say we savor this victory for a moment... fresh air, big ship, Luskan noses to break... I'm beginning to like this city.
{169490} {Waxes poetic}You know, Khelgar, everytime you say something like that, It makes me wish I'd been there to see those monks toss you around like a rag.
{169491} Well, as long as he brings more gold next time and sticks around, I'm all for that. 
{169492} Well, now that we drove that mage off, I wonder how long it'll be before he finds his way back to us.
{169493} I suspect that mage's swimming skills will be strong enough to carry him to shore... but this harbor is too polluted for me to say where he will surface.
{169494} {Eager, happy}All right, one Luskan mage sent packing - he'd better be a good swimmer, or is his only destination is the bottom of the harbor.
{169495} {Snorts}Not to mention us.
{169496} {Cautionary}Fire is a thing that hungers, Qara... and I doubt it would be content to feed only on the ship, when other buildings surround us.
{169497} | Influence Lost Qara |Oh, please. It's not even worth it, then - let the Luskans feel they can walk all over us.
{169498} | Influence Gain |{Smiles}That sounds even better. All right, I'm all for waiting. 
{169499} We'll take care of him the next time we cross paths.
{169500} | Chaotic response |I could care less. Let's see what we can loot before the Watch or other thieves show up.
{169501} | Good response |The fire could spread to the Docks, and people could be hurt.
{169502} | Lawful, Good response. |Our duty is to report back to Captain Brelaina at once. That mage could strike elsewhere in the city and hurt someone else.
{169503} | Lawful response. |Our first duty is to report back to Axle and inform him of the threat - before the mage gets his second wind.
{169504} | Lawful response |That wasn't part of our orders, and we won't be doing it.
{169505} | Chaotic response |I could care less, but I'd rather wait and see if he comes back first.
{169506} | Evil response |Good idea - but I'd rather burn down Luskan itself as a warning... after we sealed the gates shut.
{169507} | Played as soon as the player activates the Skymirror. |This is the Skymirror. Do not stray too close to its waters... they can be a shock to the uninitiated. 
{169508} | Don't have the offering from the bark of trees. |Before we can make use of it, we will need to make an offering - the land around us should provide clues as to what it will take to awaken the mirror.
{169509} Give me a moment to center myself. And then, I can try to contact the druids of Neverwinter Wood.
{169510} | Delete the inventory object at this point. |All it requires is placing this offering within the Skymirror's waters - and then we shall wait.
{169511} | Fade to Black. |
{169512} | Fade from Black. SCRIPTER: Show a money shot of the lake, and try to change the Skybox. It would be cool if a tinted version of Naevan appeared next to the player, otherwise, we can do disembodied "voice," or summon a ghost. |
{169513} Elanee? Child, is that you?
{169514} Elder {NAY-van}Naevan? Can you hear me?
{169515} I am touching the waters of the Skymirror - but I had thought to contact the druids of Neverwinter Wood, not one of my own Circle. 
{169516} {Confused, as if hearing her disembodied voice}Yes, child... where are you? 
{169517} I was traveling for the past season - not as long from the Mere as you, perhaps - and only recently have I returned from the Sword Coast.
{169518} This is Elder Naevan, one of my Circle... he has been a part of it for almost as long as Vashne and the others, but I did not realize he had left the Mere.
{169519} He cannot hear you - but I can communicate your questions to him, if you wish.
{169520} He cannot hear you - but I will attempt to get us answers and quickly.
{169521} Elder Naevan? Why were you traveling? And where are the druids of Neverwinter Wood?
{169522} My path has been a long one. What I have found - and what I have not - troubles me. 
{169523} Like you, I have had no success in contacting the druids of Neverwinter Wood. I suspect they are avoiding me - or have cut themselves off from others.
{169524} Master Naevan, we have lost contact with the druids of the Mere - and apparently, the druids of Neverwinter Wood. Do you know what we should do next?
{169525} | Met wolf druid |We encountered one in Neverwinter, and he had come in search of one of the Circle of the Mere - either you or I, but had found no one, not even Elder Vashne. 
{169526} That is troubling news. And part of what drove me here. 
{169527} I returned... because I felt something was wrong with the Mere, and I have not been able to reach any of the other druids. 
{169528} This feeling from the Mere - it is like a black silence stretching through Merdelain, and even seeing through the eyes of animals and birds has proved useless. 
{169529} | If met and killed Kaleil |Elder Naevan... we did find one of the Circle of the Mere. Kaleil. He was... maddened, and we were forced to fight him.
{169530} {Just been told about death of a student}What? How did this happen?
{169531} Elder, I do not know. I fear it is tied to whatever is occurring in the Mere. And he said that our Circle - that it was lost. 
{169532} If so, we may be the only two left.
{169533} {Saddened}We shall see with our own eyes first. This news of {KAY-lil}Kaleil saddens me. Was there no other way?
{169534} Elder, Kaleil was driven mad. He had slaughtered the animals of Maiden's Glade, tore them apart while he was trapped in the form of a bear. 
{169535} Troubling. It must not have been an easy thing to do, such an act of mercy, Elanee. 
{169536} I also cannot step through the land to reach the Mere... which has slowed my journey somewhat. You are the only one of the Mere I have been able to reach, ironically enough - given your long absence, child.
{169537} Elder Naevan, we came here to ask the lorekeepers of Neverwinter Wood if they knew anything of what was happening at the Mere.
{169538} And we fear that whatever is occurring in the Mere is tied to a set of silver fragments we carry. 
{169539} | PC is male |Silver fragments? Like the one carried by that village boy you were watching?
{169540} | PC is female |Silver fragments? Like the one carried by that village girl you were watching?
{169541} {Embarassed at first, her master just revealed something private about her}Ah... yes. But he did not carry it, it was hidden near the village... I believe. He retrieved it from the Illefarn ruins there.
{169542} {Embarassed at first, her master just revealed something private about her}Ah... yes. But she did not carry it, it was hidden near the village, I believe. She retrieved it from the Illefarn ruins there.
{169543} Hmmm. That is a strange coincidence... but perhaps not. The darkness clouding the Mere, it is familiar in some respects to events that occurred at the time of the discovery of those shards....
{169544} During the war against the King of Shadows long ago, a similar darkness infested the Mere, though not as thick as it is now.
{169545} Can he have returned? There were many battles fought in the Mere, and at its borders... one even at West Harbor.
{169546} Elanee, I must continue on to the Mere, and try to find what became of Vashne and the others. 
{169547} Even if they are dead, I must see it with my own eyes... and see what I can do to find out more about this threat and the shards you speak of.
{169548} Of course, Elder Naevan.
{169549} Good fortune, Elanee. I know of your vigil, but now we must focus our sight back to where it belongs... on the lands we tend.
{169550} I... I know, Elder Naevan. Forgive me.
{169551} I will contact you when I know more - I will send a messenger. You will know it when it arrives.
{169552} Until we meet again, Elanee, beware the shadows.
{169553} | SCRIPTER: Naevan fades away. |
{169554} [The Skymirror is silent, nothing is reflected in its waters.]
{169555} There is nothing more we can do here, I am afr-
{169556} | AUDIO: Howling from the forest. SCRIPTER: Respawn the Skymirror guardians. |
{169557} Something is wrong - the spirits are gathering. We must leave at once - we are not welcome here. 
{169558} To the exit of the valley, at once. We cannot linger. 
{169559} [The Skymirror is silent. Nothing is reflected in its waters.]
{169560} I am afraid I know little more than you do, but I will share what I know, if you have the means to record it...
{169561} ...and I will explore the Mere, then send a messenger to you with what I find. 
{169562} We have recorded what you have told us in our journal, Elder Naevan, thank you.
{169563} Elanee, who is this?
{169564} Traveling? Why?
{169565} So you don't know anything about the Mere, then.
{169566} Where are the Neverwinter Wood druids? 
{169567} Look, we need answers, and we need them now.
{169568} Keep it moving. We're already behind schedule.
{169569} If you'd stop talking and help me push, we'd already <i>be</i> there.
{169570} {Startled. Recovers unevenly}That... that won't be necessary. We've got things under control here.
{169571} {Trying to support his friend}Just... you know... moving. That's all. Just moving our things.
{169572} Not at all. Just our... things. We're fine. Really.
{169573} Right. Thanks. See you around.
{169574} {Startled. Recovers unevenly}What? Oh, this? Nothing. Nothing at all.
{169575} {Startled. Recovers unevenly}Delivery? Oh, you mean this. Uh... no, nothing like that.
{169576} Right. Uh... we already moved the big stuff. These are our... personal belongings.
{169577} |City Watch|Thanks, but... um... really, we're fine. We wouldn't want to trouble you with something like this.
{169578} |Shadow Thief|{Getting irritated with the player's insistence}You're not getting the hint, are you? This is none of your business.
{169579} |City Watch|We'd rather you didn't. Um... personal things, you know? Kind of embarassing.
{169580} {Getting a little angry}You're not getting the hint, are you? This is none of your business.
{169581} {Threatening}{MOY-ah}Moire doesn't own the Docks. You'd be smart to remember that.
{169582} {Gives up. Hoping the player will be in a better mood if he gives in}Fine, have it your way. Go on, look.
{169583} |Scripter - If possible, avoid showing the interior of the wagon. Instead, show the player taking a look inside|
{169584} Happy now? Can we go?
{169585} {Realization that he's dealing with a corrupt Watchman}Oh, so you're one of them.
{169586} {Warning}We're not out for blood like {MOY-ah}Moire's gang, but we'll fight you if you don't walk away from this, hound.
{169587} Sure, we'd be happy to "contribute" to the Watch. What's the usual donation nowadays?
{169588} Right, then. We can manage that. Here you go - have a safe patrol now.
{169589} {Feigning a change of heart}We've learned our lesson. The straight and narrow from now on. Clean living. Might even join the temple.
{169590} {Not being serious}Yeah, we'd better be hurrying along then. Sooner we get this delivered, sooner we can become priests.
{169591} Even I know that's high. You going to be serious about this or what?
{169592} [Success] Just pay the hound. We'll still have plenty of gold once we make the delivery.
{169593} {resigned}Have it your way. Here you go. Can we leave now?
{169594} [Failure] Nice try. I'll give you half of what you asked for. Take it or leave it.
{169595} {Relieved that a deal was finally reached}Here you go. {beat}Can we leave now?
{169596} No way. I've worked too hard for this score. I'm not going to let some hound ruin it for me.
{169597} I've never fought a hound before. Let's see if you're as soft as everyone says.
{169598} [Success] {Gives up. Hoping the player will be in a better mood if he gives in}Fine, have it your way. Go on, look.
{169599} [Failure] No way. I've worked too hard for this to let some hound ruin it for me.
{169600} [Success] Split it?! Are you cr... {"crazy"}
{169601} {Whispering, dismissive}Just pay the hound. We'll still have plenty of gold once we make the delivery.
{169602} [Success] {Gives up. Hoping the player will be in a better mood if he gives in}Fine, have it your way. Go on, look.
{169603} |Scripter - If possible, avoid showing the interior of the wagon. Instead, show the player taking a look inside|
{169604} Happy now? Can we go? This isn't enough to be of any interest to Moire.
{169605} {Realizing that the player is asking for a bribe}Oh, so it's that way is it? Looks like Moire's got trouble controlling her own.
{169606} Sure, a gesture of goodwill. How much will it take for you to go away?
{169607} Fair enough. Here you go. Now can we leave?
{169608} {False promise}Yeah yeah, whatever you say. We'll be going now. All this has put us behind schedule.
{169609} A little steep, isn't it? I'll give you half that to leave us alone.
{169610} [Success] Whoa! Who said anything about enemies? I just thought it was a bit steep, that's all.
{169611} Here, take your gold. Now get out of the way. We've still got a delivery to make.
{169612} [Failure] Moire doesn't control as much of the docks as you seem to think.
{169613} Cheer up, though. After I kill you, I'll be sure to let her know how much of a pain you were.
{169614} [Success] Split it?! Are you cr... {crazy}
{169615} Just pay Moire's goon. We'll still have plenty of gold once we make the delivery.
{169616} {resigned}Have it your way. Here you go. Can we leave now?
{169617} [Failure] No way. I've worked too hard for this score. I'm not going to let Moire ruin it for me.
{169618} Well, I'm not going to help speed it up for her, and I've worked too hard for this to let Moire ruin it for me.
{169619} [Failure] No way. I've worked too hard for this score. I'm not going to let Moire ruin it for me.
{169620} No way. I've worked too hard for this score. I'm not going to let Moire ruin it for me.
{169621} Need some help?
{169622} What're you doing?
{169623} Kind of late to be delivering goods, isn't it?
{169624} Moving? I don't see any furniture.
{169625} I see. Well, good luck to you.
{169626} Is that all? Why don't you let me help, then?
{169627} |City Watch|Nothing illegal in there, I hope.
{169628} You won't mind if I take a look inside then?
{169629} It's no trouble at all. Here, let me help you with that.
{169630} [Intimidate] Enough games. Show me what's in the wagon.
{169631} [Diplomacy] This will go a lot smoother if you just show me what you've got in the wagon.
{169632} Nothing moves without Moire's permission.
{169633} [Diplomacy] Moire will be more lenient if you'll just show me the contents of this wagon.
{169634} [Intimidate] Show me what's in the wagon - now, unless you're looking to make an enemy of Moire.
{169635} It's only a matter of time.
{169636} And you're not getting the hint. Show me what's in the wagon.
{169637} |Chaos points|How much is it worth to you for me to look the other way?
{169638} These goods are illegal. I'll have to confiscate them.
{169639} How much is it worth to you for me to forget what I saw?
{169640} [Diplomacy] Split what you've got in here with me and I'll forget what I saw.
{169641} Last chance. Turn it over or I arrest you.
{169642} 100 gold should be enough.
{169643} 200 gold.
{169644} Farewell.
{169645} Just don't let me catch you doing this again.
{169646} [Diplomacy] What you've got in there is easily worth three times that.
{169647} [Intimidate] 200 gold or you find out just how serious the Watch can be.
{169648} [Bluff] It's the going rate. Some Watchmen get paid even more to do less.
{169649} That will be fine.
{169650} Then I guess you're both under arrest for smuggling.
{169651} A gesture of goodwill would help.
{169652} It doesn't matter. Nothing comes into the Docks without Moire's approval.
{169653} [Diplomacy] Split what you've got in there with me and I'll forget what I saw.
{169654} 100 gold should suffice.
{169655} 200 gold.
{169656} Make sure you clear something like this with Moire next time.
{169657} Farewell.
{169658} [Intimidate] 200 gold or you find out how Moire deals with her enemies.
{169659} It can't be that bad. Just let me take a look...
{169660} Student
{169661} This building is the Sunken Flagon.
{169662} |DO NOT RECORD|Hello. If you wish to go to Neverwinter Wood, speak with Guyven at the Moonstone Mask. I'm here to get you to Old Owl Well.
{169663} |DEBUG: Go to Old Owl Well|
{169664} Farewell.
{169665} {Player exits the warehouse and finds a man giving orders to what appear to be palace guards}... and I want the archers to secure the perimeter. The rest of us will split up into three squads...
{169666} {Realizes the player is friendly. Formal, polite}The City Watch. Commendable of Captain {BRE-lain-ah}Brelaina to send support, but we have things under control here.
{169667} {A little less officious, but still all business}You're welcome to observe, of course, but I'd appreciate it if you'd stay out of the way. This operation requires careful coordination, and you haven't had the training these men have.
{169668} {Darmon spins into a combat stance. Quickly recovers and relaxes}
{169669} You're with the City Watch. Commendable of Captain Brelaina to send support, but we have things under control here.
{169670} {Speaking from a position of authority}This is a delicate matter that has attracted the attention of Lord Nasher himself. {Catches himself. A little sheepish}I'm sorry, that sounded rather pompous didn't it?
{169671} {Taking a liking to the player}Good to see that the Watch can still find level-headed recruits. You seem sincere enough...
{169672} {Filling the player in}We received word of weapons being smuggled into this district and have tracked down the distribution point to this warehouse. Lord Nasher has ordered us to confiscate the weapons and, hopefully, avoid a street war in the Docks.
{169673} {Surprised}What? When did this happen? We were told to expect strong opposition.
{169674} {Pleased with what he's hearing}Lord Nasher will be most pleased to hear the news. This should help the Watch's position at the next Council meeting.
{169675} {Acknowledging that he's in the wrong}I must confess that there are those of us who were beginning to question the competency of the Watch - and its leadership. I see that I have been mistaken.
{169676} {Shifting gears. Since there's no work, it's time to party}And you've done an admirable job of it here. Well, then, it appears the men and I have some time on our hands now. Is there a tavern around here that you could recommend?
{169677} {Brightening. He hasn't been to Duncan's in ages}Ah, yes. Duncan's place. It's been awhile. Thank you.
{169678} Capable, level-headed, and a sense of duty. You are a tribute to the Watch. Indeed, I should report to my lord as soon as I can. Thank you for reminding me.
{169679} You heard it, lads! The Watch has things under control here.
{169680} I know, I know. Another evening of catering to the lords and ladies of court. I'd recommend that you enjoy the boredom of peace while you can.
{169681} Thank you again. You've saved me a lot of trouble, and possibly the lives of many of my men. I shall report the good news to Lord Nasher right away.
{169682} {Calling out to the men. Giving orders}You heard it, lads! The Watch has things under control here. {The men groan and boo}
{169683} {False sympathy for the men}Now, now, I know what you're thinking. Another evening of boredom catering to the lords and ladies at court. Not so.
{169684} {A hit of sarcasm. He doesn't enjoy life at court much either}We all need a respite from such arduous duty. Tonight we'll be reacquainting ourselves with ale and tavern wenches. To the Sunken Flagon!
{169685} {The men cheer}
{169686} I think Duncan's going to be quite upset when he sees what's invading his tavern. The old sot's going to have to work tonight.
{169687} A pity. Still, I suppose I should return to the castle and inform Lord Nasher that the Docks are safe and sound.
{169688} Wiser men than I have attempted to predict the Council's actions. Your deeds here tonight will certainly earn more support for the Watch, however.
{169689} Well, then, it appears the men and I have some time on our hands now. Is there a tavern around here that you could recommend?
{169690} I see the Watch still hasn't trained its members in the art of diplomacy. Still, your arrogance seems justified... for one evening, at least.
{169691} Would you? I mean no offense, but the loyalty of the Watch has always been rather flexible. Still, you seem sincere enough...
{169692} Let's go, lads! Just as we planned!
{169693} {Darmon opens the door and stares at the warehouse interior filled with dead shadow thieves}| SCRIPTER/JOHN: Might be easier to just have someone interrupt and say everyone in the warehouse is dead. |
{169694} {Turns to face the player}A most amusing joke at my expense. When did this happen? Am I to believe that you had a hand in this?
{169695} {Darmon spins into a combat stance. Quickly recovers and relaxes}
{169696} My apologies for the reaction. Darmon, Sir Darmon if you're one of those who believe titles mean anything. We're here on orders from Lord Nasher himself.
{169697} {The men groan and boo}
{169698} {A little smug, already done the job the big officer has come to do}Is that so? Well, guess we'll just stand back and watch, then. 
{169699} {A little smug, already done the job the big officer has come to do}Is that so? Well, guess we'll just stand back and watch, then. 
{169700} {Quietly}Better late than Neverwinter, they used to say back home. 
{169701} {Clenched teeth}I am <b>not</b> cleaning the tables after them. I'd sooner torch the place, I'm warning you.
{169702} {Slight alarm}I am not certain the Flagon will be standing when the first wave hits. 
{169703} I'm not sure <b>I'm</b> going to be standing in an hour or two... provided Duncan doesn't sell all his kegs to that lot.
{169704} |Fade In|
{169705} Sir, it looks like the warehouse is clear. They're all dead...
{169706} Is there a problem?
{169707} Who are you?
{169708} Do you need any help?
{169709} Understood. Can I ask what you're here for?
{169710} You seem to have a rather high opinion of yourselves.
{169711} Don't make the mistake of underestimating me.
{169712} It certainly did.
{169713} No need for apologies. No offense taken.
{169714} Don't you trust the City Watch?
{169715} You're too late. I've already taken care of things here.
{169716} I hate to tell you, but I've already sent the weapons back to Captain Brelaina.
{169717} I see. Well, press on then. I'll observe from a safe distance.
{169718} Not long ago. I was just leaving to report back to my post when I saw you.
{169719} It wasn't anything I couldn't handle.
{169720} It got a little rough, but things are under control now.
{169721} The City Watch is here to serve.
{169722} Tell Lord Nasher we have things well under control.
{169723} I hope this means the Council will increase our pay.
{169724} The Sunken Flagon is an excellent establishment.
{169725} Nothing comes to mind.
{169726} Shouldn't you be returning to Lord Nasher to report?
{169727} {Cajoling}We're not asking any more than what you have been paid to do by others here in the Docks, sergeant - and for showing some discretion, nothing more.
{169728} We're offering more than you would ever make from the scum here at the Docks... all for simply leaving your shift a little early.
{169729} {Suspicious, a little nervous}I don't think you understand how much trouble that could cause me - these thieves at the Docks aren't people you want to cross.
{169730} {Still seductive}That's why we're willing to pay so much, sergeant. It's nothing more than you've done in the past - what does it matter who it's from this time?
{169731} {Gulps, been discovered}What? I haven't agreed to anything - you have to believe me.
{169732} {Interrupts}So you are part of the band that claims to run the Docks here. Perhaps we should have approached you first. 
{169733} {Worried}Look, I never took their money - I know where my loyalties lie.
{169734} [Success] You're right - I may have accepted some gold to look the other way in my time... but at least it's always been Neverwinter gold.
{169735} {Speaking to the Luskan man}You Luskans take your gold and set sail out of this port tonight - or else, I'll ship you back to your filthy city in boxes. 
{169736} {Tsking}This is... unfortunate. You and your men will <i>not</i> be at this post at the given time, I assure you.
{169737} {To his allies, calm}Kill them all, and dispose of the evidence. We wished to avoid unnecessary bloodshed, but it will be far more enjoyable to spit these Neverwintan hounds upon our blades.
{169738} [Failure] To the Nine Hells with you <i>all,</i> then - I'm sick of serving two masters, and I'm not turning a blind eye to this, not this time.
{169739} Fine, I'm sick of dealing with you cutthroats anyway. To the Nine Hells with you and {MOY-ah}Moire.
{169740} To the Nine Hells with you all, then - and I'm not turning a blind eye to this, not this time.
{169741} There will be nothing to report, I didn't turn on anyone!
{169742} I'm still loyal to you - and I'd rather side with Neverwintan thieves than these... Luskans.
{169743} {Irritated}And who is this? Run along, this doesn't concern you.
{169744} {Nervous, knows he's in trouble}I... regret that I didn't catch their names. In fact, I wasn't listening to anything they said - not seriously.
{169745} {Firm, crisp}Then let us correct that. We are travelers from Luskan who are impressed with the dedication of your City Watch and wished to offer a gift.
{169746} {Chiding, then prompting}Luskan and Neverwinter are currently at peace with each other... which opens up a realm of opportunites, for even the simplest Watchman.
{169747} And that is why I have a business transaction to complete with the sergeant - one that doesn't concern you.
{169748} Such harsh words - a bit of diplomacy would do you good.
{169749} {Angry that the Luskans initiated the violence}The war's barely over and the Luskans are already looking to cause trouble again.
{169750} I'm glad you were here to back us up. {Embarassed that the player witnessed him faltering when bribe was offered}You won't, erm... tell {MOY-ah}Moire what was said before the fight, will you?
{169751} |Player was 'good cop'|Look, I didn't take their coin. You must believe me - I don't deal with Luskan dogs.
{169752} And after what they tried here, I'd sooner kill them than give in to them, ever.
{169753} {Relieved}Look, I know where my loyalties lie, I swear. 
{169754} {Firm, has no choice, gets a stiff upper lip}I don't know what else I can say to prove myself - and if you won't listen to the truth, then you'll kill me anyway.
{169755} You speak the truth. And who knows what those Luskans would have done to me, even if I'd taken their tainted gold.
{169756} |Player was 'bad cop'|{Accusing}You were quick to take their gold as well - how do I know you won't betray me to them?
{169757} Seems like we've got the same problem with trusting each other. Tell you what - I'll keep quiet about this if you will.
{169758} And you think I trust <i>you?</i> We'll be accusing each other if you report this. I don't think we want things to come to that now, do we?
{169759} {Scoffs}So you're going to bleed me for the very gold you slip into my palm to look the other way?
{169760} Well, you won't get anything from me. You need me to be a turncoat, and when your boss hears you tried to ruin our... business arrangement, your skin won't be worth two coppers.
{169761} We have a bargain, then. All anyone needs to know is that we stopped some Luskans from entering our territory.
{169762} To the Nine Hells with it - come on, then. I've had enough of your kind running the Docks anyway.
{169763} {Angry that the player was ready to side with Luskan}I have to wonder if I'd still be standing here if the Luskans hadn't decided to kill you as well.
{169764} But I'll keep quiet about this if you will. No need for anyone else to know what was said here.
{169765} {Disgusted}I thought all their troubles with {RUE-ah-thm}Ruathym would be enough to keep the Luskans out of our city, but here they are, crawling into the harbor like rats off a sinking ship. 
{169766} Looks like someone's about to have his loyalty tested - loyalty we thieves already paid for.
{169767} But you didn't. That was your mistake.
{169768} [Diplomacy] Correct, sergeant. We're the choice you have to live with - cross us, and there's no place in Neverwinter that will be safe for you or your family.
{169769} Oh, <i>I</i> believe you, sergeant. But I doubt Moire will.
{169770} I'm going to take the money, not you, sergeant.
{169771} Looks like I'll have to let Moire know about this, sergeant - it's my duty.
{169772} Maybe you'd care to pay <i>me,</i> and we can forget this ever happened.
{169773} What's going on here?
{169774} Looks to me like you're trying to bribe the sergeant - whose loyalty we already paid for.
{169775} We own everything in the Docks, including the Watch.
{169776} Why don't you give me that gold you were going to offer the sergeant. Now.
{169777} Who are these men, sergeant?
{169778} Luskan? Who let you in to Neverwinter?
{169779} How did you get into the city?
{169780} Typical of a Luskan - trying to move into territory that doesn't belong to you.
{169781} Would you?
{169782} How do I know you won't betray us again when the opportunity presents itself?
{169783} Then see to it you hold to your word.
{169784} Sounds to me like you're lying.
{169785} All right. You've convinced me.
{169786} Just remember when a watchman turns his back at the wrong time, he may find a dagger in it.
{169787} I don't trust you.
{169788} Then I guess I'll just have to kill you. 
{169789} It'll be safer if I just kill you - no one will miss a corrupt member of the Watch.
{169790} I can keep quiet... for a price.
{169791} Fine. I'll keep quiet if you will.
{169792} Then I'll just kill you - safer that way.
{169793} Don't worry about it. You were on the right side when steel was drawn, and that's enough.
{169794} This district belongs to Moire!
{169795} Another easy mark!
{169796} Wrong turn. Too bad for you.
{169797} Looks like easy money!
{169798} {If player is with City Watch}
{169799} We'll show you hounds who really controls the Docks!
{169800} Another patrol. The Watch hounds never learn.
{169801} Time to send the Watch another message!
{169802} Attack! Moire wants us to send the hounds a message.
{169803} Going somewhere, Watchman?
{169804} {If player is with Shadow Thieves}
{169805} Another one of Moire's goons. Attack!
{169806} This'll show Moire she doesn't own the Docks.
{169807} This part of the Docks belongs to <b>us!</b>
{169808} Not a watch hound in sight. Too bad for you.
{169809} One of Moire's scum. This should be easy.
{169810} Thug{Hostile Sneaky}
{169811} Smuggler
{169812} |PC sees Tyren standing outside his neighbor's house|Wh-? I'm not doing anything!
{169813} {suspicious}Have... have you been <b>spying</b> on me?
{169814} [Success] {downcast}I thought I was being so careful, too. I knew it was a bad idea to go to Moire!
{169815} I didn't <b>lose</b> it. It was stolen from me, and I <b>know</b> it's in there!
{169816} Well... it's just that the Watch isn't doing anything! What else am I supposed to do?
{169817} Yes! That was exactly the idea!
{169818} I suppose you're right.
{169819} {gulps}Uh, I'm trying to find a way into my neighbor's house.
{169820} I don't really know. She just offered to help me, and all I would have to do is pay her back somehow in the future.
{169821} Err, thanks. You one of Moire's people?
{169822} I heard you've been learning the art of housebreaking from Moire's people.
{169823} Looks to me like you're doing something.
{169824} No, I just heard about you.
{169825} [Bluff] Of course. I know about anyone who has dealings with them.
{169826} << Enter text here >>
{169827} Is this about the heirloom you lost?
{169828} You're so certain you're willing to risk being arrested as a thief, or worse?
{169829} |Chaotic Response|You're right. You'd be breaking the law, but at least you can find out the truth.
{169830} |Lawful Response|You can be a law-abiding citizen and let the Watch handle it.
{169831} What's Moire's interest in all this?
{169832} Something tells me you'd be in debt to her forever.
{169833} Your naivete is amusing. She's obviously getting something much greater in return.
{169834} |Chaotic Response|In that case, forget the law. Go ahead, break in, have a look for yourself.
{169835} |Player has Rogue levels|Casing a house from the street is generally a bad idea. Go around the side or back next time - less chance of witnesses.
{169836} No, I just know a few things about getting into places I don't belong. Is this about that heirloom you lost?
{169837} |This line plays only once when the player first chooses to use one of the urchins|{Grateful, but still trying to sound like a tough guy}Wolf says you'll be giving us a warm place to sleep. Says we're to take you around the city, and fast.
{169838} If Wolf says you're all right, then that's good enough for the rest of us. We kids know shortcuts to just about anywhere around here.
{169839} So where you want to go?
{169840} The Blacklake District's closed real tight. Even us kids can't get in. Must be something real serious.
{169841} I can take you anywhere else you want, though.
{169842} So where you want to go?
{169843} [Docks District] Take me back to the Hollows.
{169844} [Docks District] I need to visit Moire.
{169845} [Merchant Quarter] Take me to the City Watch.
{169846} [Merchant Quarter] Drop me off at the Moonstone Mask.
{169847} [Merchant Quarter] I need to see Axle.
{169848} [Merchant Quarter] Let's go to the park.
{169849} [Merchant Quarter] Take me to the Temple of Tyr.
{169850} Maybe later.
{169851} It's about time you showed up. We've got until daybreak to get this shipment to where it belongs.
{169852} You heard her, boys. Get everything ready. We're moving out.
{169853} I hope you're ready for a brawl. I hear the Watch hounds are crawling all over the district.
{169854} And you can bet there'll be others after this cargo as well. Keep your eyes open, and get us through safely.
{169855} Weapons. A lot of it. Moire's looking to fight the Watch on their own terms, so we'll be needing these blades.
{169856} Huh? What kind of escort are you anyhow? I thought Moire was going to send us someone with some sense.
{169857} We'll be slipping this shipment through the Back Alley here. Dangerous, but people here know to keep quiet. Whatever happens in there, you can rest assured no one will talk.
{169858} Good to hear. Now you just have to prove it. Let's go. I'd rather we not do this in broad daylight.
{169859} Scum who haven't figured out they'll live a lot longer if they'd just agree to work for {MOY-ah}Moire. They'll want to get their hands on these weapons we're smuggling.
{169860} I'm not sure they'll be giving us much of a choice. Doesn't matter to me either way as long as this shipment makes it through.
{169861} Lead the way. We'll try to stay back in case any trouble comes up.
{169862} Let's get moving, then.
{169863} Don't worry. I'll get us through in one piece.
{169864} What others?
{169865} I don't want to fight the Watch if I don't have to.
{169866} What's the cargo?
{169867} Where are we going?
{169868} Supervisor{Boss}
{169869} I am the mighty master of the Overland Map.  Where do you want to go?
{169870} Specifically?
{169871} Specifically?
{169872} Goodbye.
{169873} Goodbye.
{169874} Goodbye.
{169875} Goodbye.
{169876} Goodbye.
{169877} Goodbye.
{169878} Goodbye.
{169879} Goodbye.
{169880} Goodbye.
{169881} Specifically?
{169882} goodbye
{169883} Fine, fine...
{169884} Which?
{169885} Goodbye.
{169886} Goodbye.
{169887} goodbye
{169888} Goodbye.
{169889} goodbye
{169890} goodbye
{169891} goodbye
{169892} goodbye
{169893} Goodbye.
{169894} The Docks (1000 -1007)
{169895} Merchant Quarter (1013-1018)
{169896} The Sunken Flagon
{169897} Merchant Quarter
{169898} Axle's Place
{169899} Moonstone
{169900} Moire's Place
{169901} The City Watch
{169902} The Hollows
{169903} Hagen
{169904} Church of Tyr
{169905} I don't know, and I don't care
{169906} Alley and Beyond
{169907} Alley (City Watch)
{169908} I don't want to go anywhere right now.
{169909} Recruit companions to go with me.
{169910} Neeshka, Elanee, and Khelgar
{169911} Just Khelgar
{169912} Khelgar and Neeshka
{169913} Nevermind
{169914} Qara, Neeshka, Elanee, and Khelgar
{169915} The Docks
{169916} Sand's Place
{169917} Alley (Shadow Thieves))
{169918} Brelaina
{169919} Warehouse
{169920} Informant
{169921} Githyanki
{169922} Tomes
{169923} Leldon's
{169924} If you've got something to report, talk to the sergeant.
{169925} We're not paid nearly enough to be stationed here in the Docks.
{169926} Watchmen posted to the Merchant Quarter have it made. Worst thing that happens there is an irate customer.
{169927} I'm on duty. Go find someone else to chat up.
{169928} Watch your step in this district. Place isn't safe nowadays.
{169929} Smuggled Weapons Cart
{169930} You've got about as much sense as the cow that birthed you, raiding our warehouse like this.
{169931} Kill them all! {MOY-ah}Moire will have our heads if these ledgers fall into the hands of the Watch!
{169932} | Khelgar and Neeshka are nearby - note that scripting-wise, I am only checking Neeshka through script, since the speaker tag should just drop out if Khelgar isn't in the party. |{To Neeshka, wondering what the heck she's doing}What are you looking for? We've cleaned the place out already. Can't you just call some of your Watch friends over to search the place?
{169933} O-o-oh no. I've got a warehouse full of who knows what here, with no guards. I'm going to see if there's anything I can help myself to.
{169934} | Influence Gain: Neeshka |{Eager, pleased}You know I will. Don't worry, I'll try not to get <i>too</i> greedy.
{169935} {Disappointed}It's not like I'm stealing from someone innocent. These belong to {MOY-ah}Moire. What's wrong with taking from her?
{169936} | Influence Loss: Neeshka |{Really disappointed}Fine. You know, working with you doesn't always pay off. {Shakes the mood off quickly}So what are you looking at there?
{169937} | Influence Gain: Neeshka |{Flippant, doesn't even realize she's not telling the truth}Hey, it's me. I wouldn't shortchange a partner. Don't worry, I'll try not to get <i>too</i> greedy.
{169938} {Grunts, to player}I don't know what you see in her. She's nothing but trouble.
{169939} | Influence Gain: Khelgar |{Disapproving, grunts}Well, I trust you to do the right thing. {Beat, curious}So what are you looking at there anyhow?
{169940} |If Qara is in the party|{Looking over the player's shoulder at a document}I'd say you're right, it's some kind of code. If it's contacts, maybe they're the people the thieves were going to sell the goods to? 
{169941} |If Khelgar is in the party|{Grunts, dismissive}Your guess is as good as mine. I say take it to your Captain Brelaina and let her deal with it.
{169942} |If Elanee is in the party|I think you're right, but I can't make out the code - it's no language I know. Maybe your Captain can read it.
{169943} |If Qara is in the party|I can't decipher the code. Perhaps Captain Brelaina will have use of it. It may help the Watch to track down the source of Moire's illegal goods.
{169944} | John Lee: Player let Neeshka poke around, this needs to drop out if the player already had interaction with Neeshka over this|{Neeshka returns}Hmph. Not as much to pick through as I thought there would be. Here, <FirstName>, I did find something for you, though.
{169945} {Disappointed}That's up to you. Sometimes I just don't understand the way you think.
{169946} {Brightening up}I <i>did</i> find a little something for myself though, so it wasn't a complete waste of time. Nice blade, don't you think?
{169947} With the trouble we've been getting into, this will definitely come in handy. You ready to go yet? I'm done picking through this place.
{169948} | These responses need to be re-ordered when the editor can handle it. |{Slightly offended}What are you trying to say? You know I wouldn't hide anything from you.
{169949} {Embarassed}My pouch here? Heh. Well, funny, I'd forgotten all about that.
{169950} | If influence isn't > 10 |[Influence: Failure] I didn't find anything else. Look, either you trust me or you don't, it's not my problem.
{169951} {Neeshka's pleased that her gift was accepted. Mildly embarassed as well}Just looking out for you, <FirstName>. And besides, we could always sell it if you can't use it.
{169952} I found a little something for myself too. Nice blade, don't you think?
{169953} {Grunts}Well, I trust <i>you</i> to do the right thing, but not her. {Beat, curious}So what are you looking at there, anyhow?
{169954} | Influence Loss: Khelgar |{Disapproving, grunts}Fine, can't say I didn't warn you. {Beat, curious}So what are you looking at there anyhow?
{169955} {A little downcast and guilty}Here you go... I was going to tell you about finding this, I swear, but I just forgot about it while searching for other stuff, you know?
{169956} | If influence is > 10 |[Influence: Success] {Guilty}Uh... well, maybe I did find something.
{169957} [Failure] {Flippant, totally oblivious to her own lie}You're right. You and I, we're partners 'til the end, always sharing, always looking out for each other. 
{169958} [Failure/Success] Yeah, right. You're totally bluffing. I was way too quick for you to spot me putting that other stuff I found into my pouch.
{169959} [Success] {Guilty}Uh... well, maybe I did find something.
{169960} {Realizes she said too much}Uh... I mean, the stuff I <i>didn't</i> put into my pouch... I mean... well, uh, I... all right, all right, you got me. Stupid slip of the tongue!
{169961} | Aslo get Influence Loss: Neeshka |[Failure] {A little hurt}So you're willing to rough me up because you don't believe me? Fine - I didn't find anything, so to the Nine Hells with you.
{169962} | Only Neeshka is nearby |All right... now that we've got that all taken care of, looks like I've got a warehouse full of who knows what here, with no guards. I'm going to see if there's anything I can help myself to.
{169963} | John Lee + SCRIPTER: Fade to Black, Fade From Black, Neeshka's back. Be sure to set a flag that says the docs haven't been commented on yet, and then check it at the end of the dialogue, so she can say something if Khelgar doesn't. |
{169964} | John Lee: If Khelgar did not comment on docs and player let Neeshka run off. |Before we go, did you find anything? {Beat}It looks like you found something there - what is it, a scrap of paper?
{169965} {If neither Neeshka or Khelgar are in the party, the player picks up the inventory list}
{169966} | Fades back in from Neeshka's return. |
{169967} |Position Chars|
{169968} |Fade In|
{169969} | Chaotic Response |Have fun. Let me know what you find.
{169970} | Chaotic Response |Just remember we split anything you find.
{169971} Stop right there. These goods belong to the city now.
{169972} | Lawful Response |The goods are here illegally. If you take it, you're just as guilty as Moire's gang.
{169973} | Chaotic Response |Good point. Have fun, Neeshka.
{169974} | Chaotic Response |All right, but we split anything you find.
{169975} She's earned my trust - and she should have yours, too.
{169976} What she does on her own is none of my business - and none of yours.
{169977} You're right. I'll try to keep her out of trouble from now on.
{169978} | Intelligence >= 12 |[Intelligence] These look like contact lists.
{169979} | Appraise > 10 |[Appraise] I think these are inventory ledgers.
{169980} | Intelligence < 12 and Appraise < 11 |I'm not sure. I'll just take all of it.
{169981} I just hope the Watch can make use of these.
{169982} We're taking these with us. Let's go.
{169983} Right. Brelaina can worry about these. Let's go.
{169984} | Lawful response |Leave it here. It's not mine to take.
{169985} That's all you found?
{169986} Thanks, I'll make good use of it.
{169987} I'm sure you'll enjoy using it.
{169988} Are you sure that's all you found?
{169989} Come clean. What else did you find?
{169990} | Spot >= 12 |[Spot] What about that pouch you have there?
{169991} Forget it. Let's go.
{169992} | Influence Loss: Khelgar |When I want your opinion, I'll ask for it. Until then, be silent.
{169993} | Diplomacy >=  15, plus this node needs to be moved up in the queue once the move function works again. |[Diplomacy] You're right, we've been through too much together, including me saving your life, to cheat each other out of a few baubles.
{169994} | Chaotic Response, note this is always successful, at the cost of Chaotic points|[Bluff/Lie] But I saw you put something in your pouch while searching the warehouse.
{169995} | Evil response || Intimidate >= 15 |[Intimidate] Then you won't mind if I search you myself. I find anything, I'm going to hurt you.
{169996} Let's head out.
{169997} Very nice. Come on, we need to leave.
{169998} Good work. I'll have the men clean up. You'd best report back to {MOY-ah}Moire - looks like the traitor's better connected than we thought.
{169999} Those that run up against you are having a bad night, that's for certain.
{170000} Bah. It's only going to get worse for them if they won't work with us. Once these weapons are distributed, the Watch'll be slaughtered unless they start working with Moire.
{170001} Nothing official but there's nothing Lord Nasher can do about it. The Greycloaks are inexperienced, and besides, they're out battling orcs in the Sword Mountains, and I don't expect too many survivors.
{170002} And the Council? They've been clipping every coin they can from the City Watch to pay for reconstruction. Captain {BRE-lain-ah}Brelaina's been fighting them on it, sure, but she doesn't have a leg to stand on.
{170003} Everyone knows the Watch is corrupt. The Council won't be throwing good coin after bad. As long as Moire can maintain control out here, I don't think Lord Nasher will complain too much.
{170004} The Council's been clipping every coin they can from the City Watch to pay for reconstruction. Captain {BRE-lain-ah}Brelaina's been fighting them on it, sure, but she doesn't have a leg to stand on.
{170005} Oh, one thing. I'd like to thank you for what you did here. Moire'd have my head if the Watch were able to run off with my ledgers.
{170006} I picked out some of the more promising looking weapons from the shipment. Why don't you take a look? With the amount of combat you've seen, you could probably use it.
{170007} Not to worry. She lets me dip into the crates once in awhile if I think it'll help, and getting a better weapon into your hands is going toward a good cause.
{170008} It's your neck. Thanks again for the help. And don't forget to report this to Moire.
{170009} I'm not really supposed to do this, but you <b>did</b> bail us out here. All right, a bonus it is. Not sure why you need it given the amount I've <b>already</b> paid you.
{170010} Thanks again for the help. And don't forget to report this to Moire.
{170011} Not many of the gang know about this place. The men I've got here have proven they can keep their mouths shut. Whoever's whispering in the Watch's ear has to know our operation pretty well.
{170012} Any idea who our traitor might be?
{170013} The City Watch is having a bad night, aren't they?
{170014} Why do you say that?
{170015} You don't believe they'll ask for reinforcements?
{170016} I'd better speak with Moire now.
{170017} I doubt Neverwinter will just give the Docks to her.
{170018} I'd better speak with Moire now.
{170019} I deserve something extra for defending this warehouse.
{170020} Do you mind if I take one of the weapons for myself?
{170021} Has Moire authorized this?
{170022} Let's see what you've got.
{170023} Thanks, but I'd prefer gold.
{170024} Thank you, but I'll pass.
{170025} Alchemist Fire Crate
{170026} [This looks like a wolf, it seems to have somehow wandered into town. Its fur is matted with blood.]
{170027} [Many slashing wounds lie beneath the fur, and it doesn't seem to react to your presence... its breathing is labored, and it is near death.]
{170028} {Looking at a wounded wolf}Hnh. Looks like Elanee's bringing beasts into town.
{170029} {Looking at a wounded wolf}Poor thing. It should know better than coming into town... it should have stayed outside - just like Elanee. 
{170030} {Slightly confused}What is a wolf doing here? I'm surprised it was able to find its way through the streets to here. 
{170031} This poor creature. It is odd it came all this way, only to lie down here. 
{170032} It should have found an inn, or the Sunken Flagon, this street is no place to be... perhaps your druid could suggest another place for it to nap. 
{170033} | Once only. |That animal... it's not a wolf. It's a druid... badly wounded.
{170034} | PC is druid or ranger. |[The wolf has a strange presence about it... something about it is nagging at your woodland instincts.]
{170035} | Influence Loss Elanee |I think this <i>is</i> worth our time, and I think showing compassion here may help us in the long run. 
{170036} | Influence Loss Elanee |I think showing compassion here may help us in the long run. And if we do not help it now, I do not think we will get another chance.
{170037} The blood is so thick, I can barely make out the wounds...
{170038} {A little quieter}And if we do not help it now, I do not think we will get another chance.
{170039} Very well, then. Let us attend to more "important" matters.
{170040} | SCRIPTER: Delete the wolf from the map on the next map load, preferably with a fade. If the player ever returns with Elanee, the conversation will drop through to the second Elanee branch. |
{170041} | Only if Elanee talked to it once already. |I don't see it breathing anymore... it looks dead. I think we lost our only chance.
{170042} I don't know - it is as much a mystery to me as it is to you.
{170043} Are... are you from the Circle?
{170044} {Confused}The Circle of the Mere, yes... but this is far from the lands we tend... and how did you come to be wounded?
{170045} It is far from my lands... I am a messenger only from the Circle of Swords of Neverwinter Wood, sent to find one of the Circle of the Mere.
{170046} I picked up your scent, the scent of Maiden's Glade outside of these city walls... and against my instincts, I tried to come and find you.
{170047} In my animal form, I was wounded by the city guards, and left here... I barely had the will to heal my own wounds... or even shift out of this form... left any longer, and I would be dead now.
{170048} It.. it is a strange thing - but as we come closer to the Mere, it becomes more and more difficult to shift from beast to human and back again. 
{170049} I... do not know, but I fear so. And if that is true...
{170050} My fear is that it is tied to the land. And if that is true...
{170051} Your point is taken... yet I had hoped to shed this form before entering the walls.
{170052} Whatever comes from the Mere, it comes for Neverwinter Wood as well. It was thought that the Circle of the Mere would know more of what strikes at us.
{170053} I had hoped to find Vashne, or Naevan of the Mere, but you are the only one I have been able to find.
{170054} | The player met and fought Kaleil. |We found another. In the Maiden's Glade, Kaleil. And he said - he said that the Circle of the Mere was lost. 
{170055} | If haven't met Kaleil in Maiden's Glade. |The Circle has been silent - even passing through Maiden's Glade, we felt a disturbance, and such troubles should have brought the Circle to the area. But... nothing.
{170056} But you would know it to be true or not. How is it you do not know the fate of your Circle? 
{170057} But you are one of them... how is it you do not know the fate of your own Circle? 
{170058} I have been away for some time, and my speaking with the elders - it has been over a year since we were in the same place.
{170059} | Influence Gain Elanee |I will see... thank you for allowing me to treat this one.
{170060} As for the troubles in the land, we suspect it may be tied to this one I am traveling with, and-
{170061} | Influence Loss Elanee |The more everyone knows, the better we will be. 
{170062} Shards? I fail to see how one could effect the other... but I am not one of the Elders of our Circle.
{170063} If you have secrets, you may keep them - if they matter, they will reveal themselves in time.
{170064} I will keep hunting for others of the Mere, as ordered. Know that the druids of Neverwinter Wood have been forced to retreat slowly from their tended lands. 
{170065} If you would speak to them, travel to the Skymirror, and use its powers to contact them - unless something has happened, you should be able to reach them.  
{170066} That is strange - they would not have broken their connection to the scrying pool unless the matter was grave, indeed.
{170067} You have brought troubling news, but it is good I know it... I fear the corruption from the Mere is spreading.
{170068} It is not far from Neverwinter, but you will need me to guide you... it is impossible to find the path without one of the Mere to guide you.
{170069} Thank you for saving me - Elanee of the Mere and the one you travel with. With my wounds tended, I may continue my journey far from this city. 
{170070} Farewell - and travel to the Skymirror. Tell the Elders of the Circle of Swords what you know. 
{170071} Farewell -  perhaps we shall meet again when both of us know more about this threat we face.
{170072} Yes, I can. And your concern is welcome.
{170073} This threat - they fear its corrupting effect, not only on the Mere and the wood, but deeper in the land as well. 
{170074} Then I shall be off, there is much ground to cover.
{170075} | SCRIPTER: Have wolf stand, or vanish from the map is some simple fashion, even if it's a fade to black. Give a brief XP award: 250. |
{170076} | If met Kaleil. |Getting tired of talking animals.
{170077} Agreed. 
{170078} [With a sudden motion, you bring your foot down and the wolf's neck <i>cracks</i>.]| SCRIPTER: Remove wolf from map at end. |
{170079} | Influence Loss Elanee |What have you done?! That was a druid, perhaps one of my Circle!
{170080} How you can show such cruelty is <i>beyond</i> me. 
{170081} One day you may be in need of such mercy - and it will not be there when you ask for it.
{170082} Very well. But such acts can come full circle - the land and its creatures live by such a cycle.
{170083} Is there anything you can do to help?
{170084} What is it doing here in Neverwinter?
{170085} So what? Let's move on.
{170086} We don't have time for this.
{170087} Fine, examine the creature.
{170088} I said I don't care, so leave it.
{170089} Whether it's here or not when we return matters little to me.
{170090} How did you come to be here?
{170091} Maybe you'd like to explain the blood on your fur.
{170092} You were hunting Elanee?
{170093} Why were you looking for us?
{170094} Did you come here because of what is happening in the Mere?
{170095} Maybe you'll remember that next time before running through a city of armed guards.
{170096} | Druid |The shapeshifting - is it tied to the troubles in the land?
{170097} | Not a druid |Why would you have trouble changing shape?
{170098} ...these shards that I am carrying.
{170099} ...it is not something we should discuss with strangers.
{170100} ...we need to investigate it more before we can say anything for certain.
{170101} ...it does not involve any blood-drenched druids we barely know.
{170102} That is a naive assumption, and it's not your choice anyway. 
{170103} Fine. It is tied to these shards I carry.
{170104} Really? That's how lives get lost - and nations fall. 
{170105} | Already used Skymirror. |We already have, and we were not able to reach them. 
{170106} | Not used Skymirror. |We will go there when we can.
{170107} | Flag for entering Skymirror not set. |Where is this Skymirror?
{170108} Why are your Circle no longer in Neverwinter Wood?
{170109} Before you go, can you make your way safely from the city?
{170110} Enough of this. If that is all, then be gone.
{170111} [Kill wolf.]
{170112} Not any more.
{170113} We can shed tears later, right now we have more important things to do.
{170114} Then stay here and bury him, I don't care. 
{170115} Just be silent - stay here if you want, but I'm leaving.
{170116} I won't ask. Now let's go.
{170117} Some wild animal covered with blood isn't worth mercy - nor is any man who takes that shape.
{170118} Waypoint{Fire (Docks)}
{170119} Waypoint{Smoke (Docks)}
{170120} | See Avellone for details. Fade in - scene at Black Garius' HQ, use the same scene as in 10_cs_after_ship. Black Garius is assumed to be the owner of the conversation. He is in attendance with Lorne nearby. They are talking as Torio approaches. |
{170121} | Torio bows|{Black Garius is confident that Torio has succeeded - voice thick with anticipation of a prize being delivered}{TOR-ee-o}Torio, I trust your mission was a success. Have you brought the Heart of the Wood?
{170122} {Uneasy, she's not sure how to handle this for once}Milord, there were... difficulties. 
{170123} {Low voice, but he is furious}Difficulties? Even after <i>all</i> we have gone through to prepare this ritual? {Beat}You are brave to return, Torio. 
{170124} {King is said warily, knows he's risking his life here, and is angry at being inconvenienced}Your failure means I will have to beseech the <i>King</i> for another way to complete the ritual. And of course there will be a price...
{170125} {Evil, suggestive - this is like a death sentence}Perhaps I should send you to him, Torio, and <i>you</i> can serve as messenger. You have such a way with words, after all. 
{170126} {Alarmed, desperate, trying to avoid a death sentence}Milord {GEHR-ee-us}Garius, forgive me - it shall not happen again, I swear upon my life. 
{170127} In that, Torio, you are correct. |Walks away|Pray you do not disappoint me again. 
{170128} |Black Garius leaves - Lorne approaches Torio, amused.|
{170129} {Grim, pleased}A common villager out-manuevered <i>you,</i> {TOR-ee-o}, Torio? {Taunting}So it seems I have lived to finally see you humbled. 
{170130} {Lashing tone - like a blade slashing through cardboard}Watch your tongue, Lorne. She won't stop me a second time.
{170131} {Snorts}You forget your place, we are but Garius' tools.
{170132} |He starts walking away in the second line, and fade out|And our master has no need for tools that serve no purpose. 
{170133} {Lashing tone - like a blade slashing through cardboard}Watch your tongue, {LORN}Lorne. He won't stop me a second time.
{170134} {Pleased}I have, my lord Garius {GEHR-ee-us}.
{170135} And what of its condition?
{170136} It is unspoiled, and every bit as potent as you surmised. Its part in the ritual will be considerable.
{170137} |Turning to Lorne| You see, {LORN }Lorne, I told you she had it well in hand. Seems she's not such a - {trying to remember Lorne's words}what was it? - "backstabbing spider" after all.
{170138} {Condescending to Lorne}I am certain our dear Lorne meant no disrespect, Garius.
{170139} |Turning back to Torio|Torio, you have done a great service to your master.  {"King" gets a little extra emphasis - he's not just any king.}I shall see to it that the King learns of your role in this.
{170140} {Bows, gracious}You are generous, milord. I thank you.
{170141} You are excused, Torio.
{170142} Of course, milord.|She bows and leaves.|
{170143} {privately to Garius, scornful}Much good may it do her should she fail in any other part of the preparation.
{170144} {Grimly, half to himself}Much good may it do any of us.
{170145} |Fade out, fade back in on PC|
{170146} | Reset Grobnar's level, selectable, non-CampaignNPC. Set 00_bGrobnar_Joined=1. NEW: Cut to a scene of the camp. The camera is a worm's eye view, showing lots of Halfling's facing someone off-camera. All you can see is the back of the person's feet - this person is Grobnar, but there is no face shot yet. The Halflings all turn and look off-camera, presumably in the direction of the player. Preferably, a Grobnar bard tune would be playing at this time, as if giving a performance, you can hear his sing-song voice. In the audience, it would be cool to hear a small child wailing in pain at Grobnar's performance.| Now this here is whitethistle, can give you the runs, you know, and I made up a song for it, quite a catchy tune... 
{170147} {Sings}<i> Whitethistle, whitethistle, all in a row, in Neverwinter Woods they all grow... </i>
{170148} {Face breaks into a smile, then starts rapid-firing his speech}Oh, but I haven't even introduced myself. I'm Grobnar Gnomehands, probably guessing where that last name comes from, don't you, well, tends to confuse most people.
{170149} Quite a collector - and maker - and teller of tales, I am, all the Gnomehands are, {Downnote}except the ones they hanged in Luskan. Working on quite a tale myself, you know, and the act of <i>composing</i> it is a tale in itself...
{170150} Indeed! I, Grobnar, am a philosopher, a poet, a cataloguer of flora, fauna, and all things wild and all things mechanical. <i>And</i> I can give it rhythm.
{170151} {Excited, then inadvertently starts rhyming}Oh, no, no, no, then when would I get a chance to speak? Or sing?
{170152} {Slow, almost rhyming}You see, it all starts with a tune, say about that bush, or that root, or that cloud, or that boot...
{170153} {Excited, then inadvertently starts rhyming}Oh, yes. You see, it all starts with a tune, say about that bush, or that root, or that cloud, or that boot...
{170154} |Fade to Black| 
{170155} |Fade in from Black| 
{170156} |Cut to a scene of the player and everyone asleep, make it nighttime or daytime depending on when the player started. |
{170157} ...and then, after I had <i>welded</i> the spring-mounted mechanical shield on my codpiece, I fired it, only to be thrown back almost thirty yards, right into a wall! {Knowingly}Stung <i>quite</i> a bit, I'll say that much, but what I learned was...
{170158} {Looking around}Was... 
{170159} {Looking around}I say, all that discussion has really built up a hunger. Lost all track of time.
{170160} {Dismissive, doesn't even stop to think the player fell asleep}Oh, you were listening so intently you closed your eyes and lay down for a bit. Made some funny laughing noises at the right times, too, almost thought you were snoring.
{170161} {Nods knowingly, oblivious}No trouble, don't blame you - I barely notice the world around me once I conjure up a story, so if closing your eyes helps you concentrate, by all means! I knew this mage once who- 
{170162} {Interrupts self, looking around, slightly restless}Good, good, I am a little eager to get going - where are we bound? Maybe you could walk, and let my tales keep the pace!
{170163} {Surpriset}"Any good in a fight?" I've chronicled everything from nobleman duels to battalions marching through the Plains of the Dead. {Building drama}And through it all, no one told the tale better than I, Grobnar Gnomehands, chronicler of the doomed. 
{170164} Ah, now there's a tale... I was walking bow-legged for a week, and it just so happens that I fixed myself up with a bellows from a... ah, but we can talk about it on the way.
{170165} {Eager}Look, I'd love to help, and perhaps I could be useful. I can carry your gear, make things, and even sing an inspirational song or two. You wouldn't even have to pay me... my share's, your share, so to speak.
{170166}  |Player walks off, Grobnar trailing behind him.|
{170167} And you never know when you may come across some contraption or another that I might be able to shed some light on. Please?
{170168} Excellent. Oh, you won't regret this. I mean, too many times. 
{170169} You know, I was actually turned into one once. Strange story, but I eventually got back to normal.
{170170} {Pleased, then remembers he should keep quiet}Excellent. I- uh, I mean, nothing. Nothing at all.
{170171} | OLD: Cut scene begins from a distance, two Halflings looking at the player's approach. They're talking to themselves, gauging the approach. |
{170172} {Slight exasperation}By the Gods, Zeph - is that another group? {Slightly eager}Maybe whoever is here will take that crazy gnome back to his workshop so he can murder more instruments.
{170173} |As player walks up, gets quieter at the end|I doubt it - they're too sharp-looking for that. {Whispering}Go on and greet them, I have a plan.
{170174} {Slightly pained, trying to be cheerful, but failing because he's being driven insane by an unwelcome houseguest}Welcome, travelers, well met, well met. Uh... not staying here, are you? I'm afraid we're full up at the moment. 
{170175} Oh, we're fine. Fine, indeed. Just no room, you know... already more than we can handle. Right, Zeph?
{170176} {False geniality, and a little loud, as if he wants to be overheard}Now, now, that's no way to treat visitors. Especially <b>experienced travelers</b> such as yourselves! 
{170177} {Hissing, as if Zeph is about to wake up a bear}Zeph, are you mad? You're going t-{"to make him notice us"}
{170178} |Cut to a scene of the camp. The camera is a worm's eye view, showing lots of Halfling's facing someone off-camera. All you can see is the back of the person's feet - this person is Grobnar, but there is no face shot yet. The Halflings all turn and look off-camera, presumably in the direction of the player. Preferably, a Grobnar bard tune would be playing at this time, as if giving a performance, you can hear his sing-song voice. In the audience, it would be cool to hear a small child wailing in pain at Grobnar's performance.| Now this here is whitethistle, can give you the runs, you know, and I made up a song for it, quite a catchy tune... 
{170179} {Sings}<i> Whitethistle, whitethistle, all in a row, in Neverwinter Woods they all grow... </i>
{170180} {Still keeping the loud tone}My, I bet you have such tales to tell that would curl our hair!
{170181} |Cut to a scene of the camp, same camera and the Halflings suddenly turn to face the Grobnar angle. Frightened murmuring. Everything falls silent except the wailing of the child. From the camera shot, you should see the gnome's feet turn to face the direction the Halflings were looking. There should be a feeling of impending doom.| 
{170182} |Still can't be seen|Tales? Visitors? Hair curling? {Indignant, angry}Now <b>this</b> I have to hear. 
{170183} |Cut to a scene of the two Halflings, Grobnar coming up to them. It would be cool if we could get ominous music to play, and the two Halflings part out of the way, as if making way for a dangerous bear.|
{170184} {Slightly disingenuous, but quiet, lets Grobnar storm by.}Oh... dear. Did we interrupt your song, good gnome?
{170185} |Full face shot, angry - make it a super close up, exagerrated|What's all this, then? Something about curling hair? 
{170186} |Cut to a camera shot with the two of them in profile|{Sizing up the player, a little critical, challenging}You're a tall one. Full of tall <b>tales,</b> no doubt. Who are you?
{170187} {Face breaks into a smile, then starts rapid-firing his speech}Name's Grobnar! Grobar Gnomehands, probably guessing where that last name comes from, don't you, well, tends to confuse most people. See, I-
{170188} {Breaks in.}Grobnar, these travelers have, uh, traveled far, and no doubt are off to someplace <b>much</b> more exciting than here, we shouldn't keep them. 
{170189} {Alarmed}More exciting than <b>here?</b> Is it <b>possible?</b> Nonsense! {Beat, confused}Is it? {Confused, can't imagine it}What would be better than here - you have thistleroot, rootthistle, an adoring audience...
{170190} {Breaks in.}Yes, well, you have the <b>thistleroot,</b> yes. But look, these people are no doubt here because of the tales of the woods - as well as to make tales of their own.
{170191} {Excited}Tales! Now there's something you need some skill in, oh, yes. Quite a collector - and maker - and teller of tales, I am, all the Gnomehands are, {Downnote}except the ones they hanged in Luskan. Working on quite a tale myself, you know, and the act of <b>composing</b> it is a tale in itself...
{170192} {Excited, then inadvertently starts rhyming}Oh, yes. You see, it all starts with a tune, say about that bush, or that root, or that cloud, or that boot...
{170193} |Cut to a scene of the two halflings, conspiring, as Grobnar continues.|
{170194} {Quietly to other.}Tell the others to break camp - quietly. Tell anyone who makes noise that I will strangle the life out of them. 
{170195} {Quietly, frightened, again, as if Grobnar is a vicious troll.}But what of Grobnar? What if he <b>finds</b> us?
{170196} {Eagerly, quietly, like Snidely Whiplash.}Oh no - I think he's found a captive audience - which means, we are at last, <b>free.</b> {Beat}I pity those travelers. But better them than us. In seconds, they'll be bored, and in minutes, they'll be asleep.
{170197} |Fade to Black| 
{170198} |Fade in from Black| 
{170199} |Cut to a scene of the player and everyone asleep, make it nighttime or daytime depending on when the player started, but there are no Halflings <b>anywhere.</b>|
{170200} ...and then, after I had <b>welded</b> the spring-mounted mechanical shield on my codpiece, I fired it, only to be thrown back almost thirty yards, right into a wall! {Knowingly}Stung a bit in the ol' rockbag, I'll say that much, but what I learned was...
{170201} {Looking around}Was... 
{170202} {Looking around}I say, all that discussion has really built up a hunger. Lost all track of time - and those friends of mine, too.
{170203} {Thinking}Odd, never heard them leave - quiet folk, halflings. Should really study their feet sometimes, see how they do it. Which reminds me of these boots of "shhhhing" and "hushing" I was planning to make, wh-{"where"}
{170204} {Dismissive, doesn't even stop to think the player fell asleep}Oh, you were listening so intently you closed your eyes and lay down for a bit. Made some funny laughing noises at the right times, too, almost thought you were snoring.
{170205} {Nods knowingly, oblivious}No trouble, don't blame you - I barely notice the world around me once I conjure up a story, so if closing your eyes helps you concentrate, by all means! I knew this mage once who- 
{170206} {Interrupts self, looking around, slightly restless}I say, I am a little eager to get going - where are we bound? Maybe you could walk, and let my tales keep the pace!
{170207} {Eager}Look, I'd love to help, and perhaps I could be useful. I can carry your gear, make things, and even sing an inspirational song or two. You wouldn't even have to pay me... my share's, your share, so to speak.
{170208} And you never know when you may come across some contraption or another that I might be able to shed some light on. Please?
{170209} Excellent. Oh, you won't regret this. I mean, too many times. 
{170210}  |Player walks off, Grobnar trailing behind him.|
{170211} You know, I was actually turned into one once. Strange story, but I eventually got back to normal.
{170212} {Pleased, then remembers he should keep quiet}Excellent. I- uh, I mean, nothing. Nothing at all.
{170213} Ah, now there's a tale... I was walking bow-legged for a week, and it just so happens that I fixed myself up with a bellows from a... ah, but we can talk about it on the way.
{170214} {Surpriset}"Any good in a fight?" I've chronicled everything from nobleman duels to battalions marching through the Plains of the Dead. {Building drama}And through it all, no one told the tale better than I, Grobnar Gnomehands, chronicler of the doomed.
{170215} {Excited, then inadvertently starts rhyming}Oh, no, no, no, then you would get a word in edgewise, and from there, you could ruin the whole cadence of my speech!
{170216} {Slow, almost rhyming}You see, it all starts with a tune, say about that bush, or that root, or that cloud, or that boot...
{170217} {Puffing up}Indeed. I, Grobnar, am a philosopher, a poet, a cataloguer of flora, fauna, and all things wild and all things mechanical. <i>And</i> I can give it rhythm.
{170218} |Cut to a camera shot with the two of them in profile|{Sizing up the player, a little critical, challenging}You're a tall one. Full of tall <b>tales,</b> no doubt. |Gnome, Halfling, Dwarf|Actually, I'm about your siz...{size} Who are you?
{170219} Oh, that? Nothing, nothing... nothing we can't handle, with having no room for guests and all, right, Zeph?
{170220} Oh! Well met! Sorry - didn't even see you standing there. {Chuckles}Thought you might be a Wendersnaven at first, but I can see you, so I guess that discounts that.
{170221} Wendersnaven. It doesn't roll off the tongue too easily, so don't worry. {Quietly}Don't say it too loudly if you're not sure, though, they may take offense.
{170222} This gnome is mad. 
{170223} Uh... all right.
{170224} {Slight confusion}Wendersnaven? I don't think I've heard of a woodland animal by that name.
{170225} {Wary, to herself}And I thought Khelgar had problems.
{170226} What are you talking about? This gnome's mad, not me.
{170227} Thought I might camp out here a bit, play a tune or three, see if I could catch their attention. No luck, though, but luck's what you make it, so I've been working hard. 
{170228} Well, I don't really know. And by that, I mean yes. I just didn't have my head on traveling, so it'll take me a few moments to remember where I am - and where the Well of Owls is.
{170229} No. It's a little hard to explain, but I can show you, if you want.
{170230} So... basically, "sort of." I think you will find my songs of more use - they lend strength to blade and make enemies shiver in fear. {Beat}And sometimes audiences, too.
{170231} Hold a moment - are you a <i>bard?</i>
{170232} Maybe you should speak when spoken to, gnome. 
{170233} Really?
{170234} Last thing I remember was something about your mouth and your codpiece. 
{170235} How long has it been?
{170236} Huh? What happened?
{170237} Do you still have that spring-mounted shield?
{170238} Are you any good in a fight?
{170239} Well, I was curious if you still had that spring-mounted shield.
{170240} I think you're mistaken. You are <i>not</i> coming with me.
{170241} All right, but keep your mouth shut. 
{170242} If you want to come, very well, then follow me.
{170243} Very well, we could use whatever help you can offer.
{170244} I could always use someone as a pack mule.
{170245} Are you okay?
{170246} I am from Neverwinter, I'm <FullName>.
{170247} Really?
{170248} Huh? What happened?
{170249} I think you're mistaken. You are <b>not</b> coming with me.
{170250} Very well, we could use whatever help you can offer.
{170251} I could always use someone as a pack mule.
{170252} If you want to come, very well, then follow me.
{170253} All right, but keep your mouth shut. 
{170254} Well, I was curious if you still had that spring-mounted shield.
{170255} Are you any good in a fight?
{170256} All right, but keep it down.
{170257} How long has it been?
{170258} Last thing I remember was something about your mouth and your codpiece. 
{170259} Maybe you should speak when spoken to, gnome. 
{170260} Hold a moment - are you a <b>bard?</b>
{170261} What is that racket?
{170262} This camp seems busy. 
{170263} Uh... Wenderwhat?
{170264} What are you doing here? 
{170265} Is this the path to Old Owl Well?
{170266} Look, we're on our way to Old Owl Well - is it in this direction?
{170267} We really must be going. Farewell.
{170268} Maybe you could tell us on the way, if you wanted to come with us.
{170269} {Temp}Redfoil
{170270} |PC Loses|{Cheery at the PC being beaten - not obnoxiously so, though}Better luck next time, outsider.
{170271} |PC Wins|Good fight in there...
{170272} |Fourth win - get XP, get Extend Rage feat (or equivalent), Rage duration increased by 5 rounds, see Complete Warrior|{She sounds winded and very appreciative of the PC's skills}If all you outsiders fight this well, we're going to need a lot more training before we take back Eveningbrook.
{170273} I think you've scared off all the other challengers today. I'd fight by your side any day!
{170274} |Third win - get some XP|{Impressed}You were great in there! The boar style is one of our best.
{170275} {Tone could imply that the PC is winded}But you don't even look winded by that. If you're fighting again - you're fighting me.
{170276} You want to fight another round?
{170277} |Second win - get some XP|Wild cat style didn't slow you down at all. {Appreciative}You know how to fight.
{170278} |First win - get some XP|You did well against the badger style. More of a state of mind than anything.
{170279} You just passing through - or you want a go at the ring?
{170280} {Like a boxer wanting new blood in the ring}Of course I mean fighting. I guess I better explain.
{170281} Ever since the Mayor-in-Exile brought us here, we've been working on ways to get better at fighting. The ring is where we practice our battle stances.
{170282} We learn after the animals of the wood - the badger, wild cat, and boar. They're small, like us.
{170283} But they're fierce, too. So you want to fight a match?
{170284} Neverwinter is no fit place for the people of Eveningbrook. And I'd never work for someone I didn't know could handle themselves in a fight.
{170285} |PC has beat her in the ring|You've got skill, and there's no denying that. But I'm not going to go live in some hut in a city.
{170286} I've got to have the sun on my back and nature around me. Neverwinter's not to my taste.
{170287} Don't kill anyone - or else.
{170288} Aside from that, not any other rules I can think of.
{170289} You need a prize to fight? You'll never get better with that attitude.
{170290} {Challenging tone at the end}The prize is survival - learning how to better protect your people and your loved ones. We may be small, but I wager we can teach you a thing or two.
{170291} |No more fights|No one wants to fight you - some are still nursing the bruises from the beating you gave them last time.
{170292} Some day you should come back and teach us a few things.
{170293} |Last fight|Let's see if you can take on <b>me.</b> I'm the best in the ring.
{170294} {Said in a genial tone}So prepare yourself for the dirt, outsider.
{170295} |PC and Larla go into the ring - Larla goes into a fighting ready|
{170296} Let's fight!
{170297} |Fight begins - everyone else watches|
{170298} |Third fight|Now you'll take on one of our best warriors - he knows the boar style. Tough and ornery.
{170299} This is a <b>real</b> fight - so let's see how you do!
{170300} |PC and a halfling go into the ring - ideally there's an animation for the boar fighting style|
{170301} |Second fight|Good fight that last one. But this next one is against the wild cat fighting style.
{170302} We'll see how you do facing that!
{170303} |PC and a halfling go into the ring - ideally there's an animation for the wild cat fighting style|
{170304} |First Fight|{Very happy she's got someone new in the ring}Let's start off small - bring in one of the young ones. Let's show him the badger style.
{170305} |PC and a halfling go into the ring - ideally there's an animation for this.|
{170306} |For scripter if you leave the ring of combatants the fight ends|Now I know I said there weren't no rules - but staying in the ring is an obvious one, isn't it?
{170307} Let me know if you want to try again - and stay in the ring next time.
{170308} Do you mean fighting?
{170309} Farewell.
{170310} Come work for me, I could use someone like you.
{170311} Are there any rules?
{170312} Is there any sort of prize for winning?
{170313} I'd like to fight a round.
{170314} |PC gets 200 XP when he wins|
{170315} |PC gets 150 XP when he wins|
{170316} |PC gets 100 XP when he wins|
{170317} |PC gets 50 XP when he wins|
{170318} I'll go in the ring.
{170319} What's the ring?
{170320} Just passing through.
{170321} Larla
{170322} Zeph
{170323} Zeph's Friend
{170324} {1401}Ranger{Ambush}
{170325} |Have returned the horn|<FirstName>, let me know if there is <b>anything</b> I can do for you. I haven't forgotten what you've done for my people.
{170326} |Haven't returned the horn back|Welcome back, <FirstName>.
{170327} You have?! It was a good omen when you came here. Not only did we get rid of the gn...{"gnome"}
{170328} Er - well - not only that but you've found the horn, too. We won't forget this day.
{170329} And a reward you shall have...
{170330} For what you have done - this is one of the last books of Eveningbrook. My father said that to rebuild our people we wouldn't be needing books anymore.
{170331} I'm sure you'll find more use of this than we would.
{170332} |Give a magical book of permanent +1 INT to the PC|Thank you again, <FirstName> - you are <b>always</b> welcome here!
{170333} To you, perhaps - but to me and my people it's a symbol. Thank you for returning it.
{170334} {He's very thankful}I do not have the words... Thank you.
{170335} {He's trying to make sure the gnome stays with the PC}The gnome's been keeping you good company? He'll be <b>sorely</b> missed.
{170336} You are welcome here. When you are ready to leave there will be a festival to celebrate - err - commemorate your leave-taking.
{170337} No doubt you do - we don't get many outsiders and they always have a question or three for the people of Eveningbrook.
{170338} So pull up a stump, and let's have your questions.
{170339} I apologize, but I have a thing to ask of you.
{170340} You've got free run of our camp and you can share our fire for a night or two. All I ask is if you come across an old horn, please return it to us.
{170341} It was my father's, then my brother's, and now it's rightfully mine. It's the warning horn we used on the ramparts of the fallen village of Eveningbrook.
{170342} It's a battered old thing - worthless to you but a treasure to us. We'd be grateful if it was returned to where it belongs.
{170343} Fair journeys to you, <race>.
{170344} We live off the land now and use only what we can make. But that said, I'm sure we have something you would value here.
{170345} Years ago, my brother took it on a hunting expedition deep into the forest. As fearless a hunter as he was, he must have met his end out there.
{170346} I've combed leagues of the forest for any trace of him. I'm afraid I have no idea where it is.
{170347} Truth be told not much. The Ring of Swords sometimes makes an appearance and we talk.
{170348} But as long as we respect the Wood, they leave us well enough alone. On rare occasions they spar with us and teach us some of their wisdom.
{170349} They're a goodly folk in our book.
{170350} I'll say what I say to the little ones - respect the Wood. The Ring of Swords won't brook with any mischief making when it comes to the safety of their trees.
{170351} But for an adventuring sort - I imagine what you want to know is what dangers there are out there. The occasional troll, orc raiding party, and wild animals are about.
{170352} Some humans have been spotted recently, too - and a furtive lot they are. We stay clear of them, though.
{170353} Ask what you will.
{170354} Seems like they're looking for something. And if they're not careful they're going to raise the ire of the Ring of Swords.
{170355} {Proud}Most of us have been born and raised in the wilds. We may not look it, but we're plenty tough.
{170356} {A bit of pleasant mischief in his tone}{LAR-la}Larla can explain a thing or two about that.
{170357} They're the druid circle of the Wood. They teach us how to live with the land - and even fight.
{170358} We're grateful for their presence.
{170359} {Second sentence gets serious}We're wanderers - living off the land until we reclaim our homelands.
{170360} I could go on, if you like. But I can't tell if you were just being polite or whether you wanted to hear an old halfing gab.
{170361} Ask what you will.
{170362} Our fair village of Eveningbrook was nestled under the shadow of the Spine of the World. A wild place for a village to be - harsh winters and even harsher monsters.
{170363} {Thinking back}But the soil there was rich and fertile. The crops we grew!
{170364} We got by well enough trading the autumn's bounty with the human villages. But slowly monsters and troubles drove our neighbors off, and we found ourselves... defenseless.
{170365} Before the monsters came to slay us all my father led our people into exile. He said once we'd learned how to protect and provide for ourselves then we'd come back.
{170366} So he led us here - and here we've been ever since. We train to fight, learn the natural ways, so that one day we'll be strong enough to take back Eveningbrook.
{170367} When we're strong enough. It probably won't happen in my time, but perhaps in my children's times.
{170368} More than that - live off the land without the help of others. We relied too heavily on others to do what we should've been doing for ourselves.
{170369} {Solemn - with a touch of martial pride}The people of Eveningbrook will march home one day, and the orcs won't know what hit them. If you don't believe me - talk with {LAR-la}Larla, we've learned a great deal in our exile.
{170370} He just stumbled in here one day - not many encampments in the forest. I still have no idea what he's up to.
{170371} Part of me thinks he just might be lost.
{170372} {Shushing tone - then pleading}Keep your voice down. It's not that we dislike him, he's a good singer and has other... talents... to be sure.
{170373} It's just more than half the time we don't know what he's carrying on about. {Beat, fearful}And the other half we wish we didn't.
{170374} He's a fine fellow - we just don't need to know anything more about the gnats, spoor, and mushrooms of the forest. 
{170375} {Somewhat fearful}Grobnar seems intent on following you.
{170376} |Small scene of Grobnar bending down and examining the earth or a bug or something while Zeph speaks|And it's our people's way to honor the path of one's heart.
{170377} Fear not, I will return one day. Then you can hear the last of my stories of woodland diseases and forest mites.
{170378} {To Grobnar}That would be... nice.
{170379} Tell me, though... what happened? If you know.
{170380} {Exhales, relieved}Always a brave one, he was. Thank you for solving this mystery.
{170381} No, I suppose not. At least I have the horn, now.
{170382} We got by well enough trading the autumn's bounty with the human villages. But slowly monsters and troubles drove our neighbors off, and we found ourselves... defenseless.
{170383} Before the monsters came to slay us all my father led our people into exile. He said once we'd learned how to protect and provide for ourselves then we'd come back.
{170384} So he led us here - and here we've been ever since. We train to fight, learn the natural ways, so that one day we'll be strong enough to take back Eveningbrook.
{170385} More than that - live off the land without the help of others. We relied too heavily on others to do what we should've been doing for ourselves.
{170386} {Solemn - with a touch of martial pride}The people of Eveningbrook will march home one day, and the orcs won't know what hit them. If you don't believe me - talk with {LAR-la}Larla, we've learned a great deal in our exile.
{170387} When we're strong enough. It probably won't happen in my time, but perhaps in my children's times.
{170388} |Has the horn|I found the Horn of Eveningbrook.
{170389} I just want the reward.
{170390} It doesn't look like much.
{170391} Here, it belongs to your family.
{170392} I had some questions.
{170393} Farewell.
{170394} [Lie] I'll keep my eye out for it.
{170395} I'll keep my eye out for it.
{170396} What's it worth to you?
{170397} Any idea where the horn is?
{170398} Do you have any dealings with the elves?
{170399} Can you tell me about Neverwinter Wood?
{170400} I have some other questions.
{170401} What do you know about the humans?
{170402} How do you survive out here?
{170403} Tell me about the Ring of Swords.
{170404} What are halflings doing here?
{170405} I have some other questions.
{170406} I'd like to know more.
{170407} When are you going to head back?
{170408} So you're learning to fight out here?
{170409} Where did you find the gnome?
{170410} Why do you want to get rid of Grobnar?
{170411} Can you take Grobnar back?
{170412} Your brother fought valiently. We saw the remains of many orcs.
{170413} He died fighting orcs, but more than that I cannot say.
{170414} I'm not here to guess about the lives of the dead.
{170415} So you're learning to fight out here?
{170416} When are you going to head back?
{170417} Adamantine Powder
{170418} This fine, black powder is surprisingly heavy.
{170419} Attack Trigger
{170420} Caleb
{170421} {Caleb}Thug
{170422} How would you like to cheat?
{170423} Who?
{170424} Which?
{170425} How?
{170426} How much?
{170427} How much?
{170428} Anyone Else?
{170429} Which Upgrade?
{170430} To what?  Bear in mind that OnEnter will increment this.
{170431} Which?
{170432} Will 1,000,000 do?
{170433} Granted.  Go walk over to Kana.
{170434} How many shall I  smite?
{170435} Run OnEnter for 1004.
{170436} Run OnEnter for the Docks
{170437} Choose people to join.
{170438} Kana
{170439} Veedle
{170440} Uncus
{170441} Wolf
{170442} Pentin
{170443} Katriona
{170444} Edario
{170445} Jacoby
{170446} Aramin
{170447} Set a Critical Path state.

{170448} Unlock 1300 & 1400.
{170449} Complete 1300.
{170450} Set Hollows State.
{170451} Build Up the Hollows.
{170452} Set armor upgrade level.
{170453} Set weapon upgrade level.
{170454} Set Time Unit.
{170455} Make everybody join.
{170456} Yes
{170457} No
{170458} All.

{170459} Main.
{170460} Interior.
{170461} Shop.
{170462} Choose faction.
{170463} Watch.
{170464} Shadow Thieves.
{170465} I'm done cheating.
{170466} 1
{170467} 2
{170468} 1
{170469} 2
{170470} 1-4
{170471} 5-8
{170472} 9-12
{170473} 1
{170474} 2
{170475} 3
{170476} 4
{170477} 5
{170478} 6
{170479} 7
{170480} 8
{170481} 9
{170482} 10
{170483} 11
{170484} 12
{170485} Complete 1400.

{170486} I need gold.
{170487} I want the Luskan attack to occur now.
{170488} Injure some guys.
{170489} 1
{170490} 2
{170491} 3
{170492} 4
{170493} 500
{170494} I want to pretend that I healed everybody.
{170495} |Dummy Node|
{170496} Shining Serpent Inn
{170497} Want some cheats?
{170498} It is <CUSTOM100>.
{170499} Done
{170500} Done
{170501} done
{170502} done
{170503} What is the time/date?
{170504} Thanks.
{170505} another option so we can look at answer longer.
{170506} Remove Time Unit Caps
{170507} Set Everyone to join
{170508} Set All builds as paid for
{170509} Set all Trophies as found
{170510} I am not in your party...
{170511} Very well.
{170512} I'm in your party!
{170513} Fine.  It was a stupid party anyway!
{170514} Join my party.
{170515} Good, I don't want you.
{170516} Fantastic!
{170517} Leave my party!
{170518} {Deekin}Sundry Store - Low
{170519} Johcris
{170520} light test
{170521} Marshal Cormick
{170522} Caleb, a small-time criminal, has tasked you with 'persuading' the merchant Hagen to pay this weeks protection money. The merchant's shop is located on the dock, next to a small courtyard.
{170523} You were able to intimidate Hagen the merchant into paying protection money. Bring the gold back to Caleb.
{170524} You were able to persuade Hagen that paying the protection money was preferable to standing up against Caleb. Bring the gold back to Caleb.
{170525} You have scared the merchant Hagen into paying the protection money. Bring the gold back to Caleb.
{170526} You have dealt with the City Watch and avoided arrest. Caleb has decided to lay low for awhile, but is concerned about how Moire will react.
{170527} Extortion{ST}
{170528} Uncus Riverdweller is a shady character that works in the Docks. He has run afoul of a member of the Watch who seems determined to bring him to justice. He wants you to order that guardsman off the case. He promises a reward if you do so. The Watch Sergeant patrols the area near Uncus.
{170529} You didn't order the Watch sergeant to leave Uncus alone. Uncus will undoubtedly be upset at this.
{170530} Uncus was pleased at the way you handled the Watch sergeant. He offered a deal where he would work out of the Hollows in exchange for keeping the Watchmen off his back. He also gave you a reward, as he promised.
{170531} You took care of the Watch sergeant, he shouldn't be bothering Uncus any more. You should tell Uncus about this.
{170532} Riverdweller's Problem
{170533} To run the new Watch post in the Dock District you will have to find a capable adjutant. Marshal Cormick suggests looking up his old mentor in the Watch - a swordswoman named Kana. She can be found in the Moonstone Mask, in the Merchant Quarter.
{170534} When you're away you need to find a capable adjutant to look after your territory. Axle recommends a former member of the Watch - a swordswoman named Kana. She can be found in the Moonstone Mask, in the Merchant Quarter.
{170535} In order to get Kana to join you, you'll have to do two things for her. The first task is to convince a local thug to leave Kana alone. Kana doesn't care how you accomplish this task.
{170536} You have gotten rid of the thug that was bothering Kana. You should talk to Kana again.
{170537} In Kana's past she worked indirectly for the Night Masks in Westgate. They have sent agents to try and bring her back into their fold. Kana wants you to find them and eliminate them They are located in the Dock District by the bay.
{170538} After you proved yourself, Kana pledged herself to your service. She seems exceptionally loyal and headed to the Hollows immediately.
{170539} The Price of Loyalty
{170540} The Luskan forces attacked the Hollows in reprisal for your attack on the Sea Ghost. They made mistakes in the attack that allowed Kana to find their base of operations in the Dock District. Potentially the Hollows has been infiltrated, so only you can marshall a counter-attack against them. 
{170541} You have destroyed the Luskan Base in the Neverwinter Dock District. Their leader, a wizard named Ahja, was not present. But they shouldn't pose any more immediate problems for you or your men.
{170542} Loose Ends
{170543} You've found a new ore deposit. If you talk with Pentin in the Hollows he'll give you a reward for this information.
{170544} You've found new ore deposits. If you talk with Pentin in the Hollows he'll give you a reward for your information.
{170545} Pentin has given you a reward for the ore deposits you located.
{170546} The Hunt for Minerals
{170547} An adventuring party went to Waterdeep and sold their bounty to a local merchant. Part of that booty is in the hands of the merchant's cousin in the Neverwinter Dock District. Uncus wants you to break into his house and steal the shipment.

Uncus doesn't want you to kill anyone or get spotted. If you fail in that, he may not give you similar jobs in the future.
{170548} You got the shipment from the merchant's house without being spotted and without killing any one. All you have to do now is turn it into Uncus to get your reward.
{170549} You got the shipment from the merchant's house, but you didn't get away cleanly. All you have to do now is turn it into Uncus.
{170550} Uncus gave you your reward but wasn't pleased at how you handled the operation. It's doubtful he'll ask you to do a task like this in the future.
{170551} Uncus was impressed by your skill and he gave you your reward. He said he'd make sure to mention any new opportunities that come up in the future.
{170552} The Adventurer's Heist
{170553} The stone mason, Veedle, needs a lot of gold in order to start rebuilding the Hollows. This will be your base of operations in the Dock District.
{170554} You've given Veedle enough gold to start construction. He has ordered his men to begin reconstruction on the Hollows - you should return later to check his progress.
{170555} Veedle has partially completed construction of the Hollows. There is more work he could do. You can give him money and he'll build market stalls for merchants. He can also clear out extra rooms inside the Hollows.
{170556} A lot of construction has been completed on the Hollows. The only work Veedle can still do is clearing out new rooms inside the Hollows.
{170557} A lot of construction has been completed on the Hollows. The only work Veedle can still do is make market stalls for merchants.
{170558} Master Veedle has finished his work on the Hollows. There is nothing more he can do to improve it.
{170559} A Hollow Beginning
{170560} Uncle Duncan suggests that if you wish to find a way into the Blacklake District you should speak with either Marshal Cormick, currently posted at the district's City Watch office, or a small-time criminal named Caleb who spends his time in an alley near the Sunken Flagon.
{170561} You have spoken with Caleb. He may be able to help you into the Blacklake District, but you must first earn his trust.
{170562} You have spoken with Marshal Cormick. He may be able to help you into the Blacklake District, but you must first earn the trust of the City Watch.
{170563} Make Contact
{170564} You have arrived in Neverwinter. Your foster father, Dhaegun Farlong suggested that you visit your uncle Duncan Farlong. Duncan runs a small inn called The Sunken Flagon, located in the Docks District of Neverwinter.
{170565} You have received a second shard from your uncle Duncan. Neither he nor Sand could tell you much about the shards, and suggest that you seek out Aldanon the Sage in the Blacklake District. However, the district is currently closed off for an unknown reason.
{170566} Mysterious Shard
{170567} Caleb has sent you to see his boss, Moire to explain to her why he won't be bringing any money in for her for awhile. Caleb has hinted that Moire also is more likely to have the resources needed to slip you into the Blacklake District. Moire's flat is north of Caleb's apartment and east of the Shining Serpent Inn.
{170568} You have spoken with Moire. Though she is upset with Caleb, you were able to convince her of the necessity of his actions. You have agreed to work for her in exchange for help getting into Blacklake.
{170569} Speak with Moire
{170570} Moire wishes to solidify her gang's hold on the Docks District and has ordered you to make a sweep through both sections of the district. You are to visit each City Watch guardpost, take care of any opposition to her power, and return.
{170571} You have arrived at the first guardpost. There are three more guardposts to visit.
{170572} You have reached the second guardpost. There are two more guardposts to visit.
{170573} You must arrive at one final guardpost.
{170574} You have completed your sweep of the Docks District. Return to Moire for further instructions.
{170575} Sweep Through the Docks{ST}
{170576} Moire wants to send a message to the Watch, and has ordered you to burn down their main post in the Docks District. 
{170577} You've burned the City Watch post in the Docks District to the ground. Return to Moire for further instructions.
{170578} Torching the City Watch post has set the stage for a war between Moire and the Watch.
{170579} Destroy the City Watch post
{170580} Moire has sent you to speak with her boss, a man by the name of Axle DeVrie. Axle's home can be found in the Merchant Quarter.
{170581} Axle DeVrie appears to be the mastermind behind Moire's activities in the Docks. Axle strongly disapproves of Moire's methods and has made it clear to you that he wishes for 'quieter' solutions.
{170582} Speak with Axle DeVrie
{170583} A shipment of weapons are being smuggled into Neverwinter. These weapons are intended for use by Moire's gang in her war with the City Watch. The weapons are to be escorted safely to their destination. You must speak with Moire for more details.
{170584} You are to meet the shipment of weapons in front of the entrance to a section of the Docks known as The Back Alley. Moire warns you that there is an apparent informant in her gang, and that the City Watch has been tipped off to this operation.
{170585} You successfully escorted the weapons to their destination. Unfortunately, the City Watch has launched a raid against the warehouse where the weapons are stored. Prevent the City Watch from confiscating the weapons.
{170586} You were able to fend off the raid on the warehouse and prevent the loss of both weapons and documents. Return to Moire for further instructions.
{170587} The raid on the warehouse has convinced Moire that finding the informant is of primary importance. She is shutting down operations in the Docks for now until the informant's identity can be uncovered. For now, speak with Axle DeVrie for further instructions.
{170588} (TEMP TEXT) You have successfullly defended one of the four key weapon stockpiles.

There are three stockpiles remaining.
{170589} (TEMP TEXT) You have successfullly defended two of the four key weapon stockpiles.

There are two stockpiles remaining.
{170590} (TEMP TEXT) You have successfullly defended one of the four key weapon stockpiles.

There is one weapon stockpile left.
{170591} Smuggling{ST}
{170592} Bandits and other threats have made the High Road too dangerous to travel, severely affecting commerce. Axle wants you to seek out the Druids of Neverwinter Wood as they may know the reason for the sudden danger.
{170593} {Placeholder. Actual entries included with the module}You have completed your task in Neverwinter Wood.
{170594} Neverwinter Wood{ST}
{170595} Waterdeep has attempted to send multiple emissaries to Neverwinter, none of which have arrived. Axle believes the orcs of the Old Owl Well in the Sword Mountains may be involved and wants you to investigate.

{170596} Old Owl Well{ST}
{170597} Luskan is attempting to slip agents in from a ship named 'The Sea Ghost'. You are to board the ship and eliminate the Luskan spies.
{170598} You've defeated the crew of the Luskan ship 'Sea Ghost'. However, their leader managed to escape. You're certain you'll be seeing him again.
{170599} The Sea Ghost{ST}
{170600} An assassin confronted Neeshka, and made clear that she is being hunted by her old partner Leldon, who apparently holds grudges for quite a long time.
{170601} A second assassin was sent after Neeshka. Both of you agree that Leldon will need to be dealt with if you are to stop these attacks. Neeshka wants to slip in and steal his lucky coin, and suggests that you speak with Ophala to discover Leldon's current whereabouts. Ophala can be found at the Moonstone Mask, in the Merchant Quarter.
{170602} You spoke with Ophala and discovered the location of Leldon's hideout.
{170603} {Leldon asleep}You were able to slip into Leldon's hideout undetected and steal his lucky coin. You're pretty certain this isn't the last that you'll hear from Leldon, however.
{170604} {Leldon awake}Leldon interrupted you while you were stealing his coin and a battle ensued. Leldon managed to escape, but you were able to take his lucky coin.
{170605} {Leldon asleep}Leldon has apparently discovered the theft of his coin. Wolf arrived with a message that Leldon wishes to meet Neeshka at the park in the Merchant Quarter.
{170606} {Leldon asleep}You met Leldon at the Merchant Quarter park and a fight ensued. Leldon was able to escape, but you are still in possession of his lucky coin.
{170607} Neeshka and Leldon
{170608} Moire's gang has a firm grip on the Docks, and the City Watch is beginning to lose control of the situation. Marshal Cormick has ordered you to make a sweep through both sections of the district. You are to visit each City Watch guardpost, deal with any criminal elements, and return.
{170609} You have completed your sweep of the Docks District. Return to Marshal Cormick for further instructions.
{170610} Sweep Through the Docks{CW}
{170611} A gang of criminals, under the control of someone named Moire, has led a crime spree through the district. Among their crimes includes extortion of the local merchants.

One of the merchants, Hagen, has refused to pay and request protection by the City Watch. Marshal Cormick has sent you to protect the merchant.
{170612} You defended Hagen the merchant from a group of Moire's thugs looking to collect protection money. During the encounter, one of the thugs mentioned the name Caleb. Return to Marshal Cormick for further instructions.
{170613} It turns out Caleb is minor lieutenant in Moire's gang. Marshal Cormick believes he now has enough cause to arrest the gang member, and has sent you to deal with the matter. Caleb can be found in a side alley near the Sunken Flagon.
{170614} You confronted Caleb, and allowed him to escape in exchange for a bribe. Caleb has promised to lay low for awhile.
{170615} You confronted Caleb and attempted to arrest him. To no one's surprise, the gang member refused to go quietly and you were forced to kill him.
{170616} You left Hagen to his own devices in exchange for a bribe. You doubt that Hagen will be in any position to report your actions to Marshal Cormick. During the encounter, the name Caleb was mentioned. Return to Marshal Cormick for further instructions.
{170617} Extortion{CW}
{170618} Moire's gang has burned down the City Watch's docks post in retaliation for your sweep through the district. Marshal Cormick has gone to the Merchant Quarter to speak with Brelaina, Captain of the Watch. Seek her out for further instructions.
{170619} You have found Captain Brelaina and spoken with her. She is now your primary contact with the City Watch.
{170620} Speak with Brelaina
{170621} Axle and Moire have discovered the location of the lair from which your mysterious assailants have been launching their attacks. The lair is located near the smuggling warehouse that you recently defended.
{170622} Brelaina has discovered the location of the lair from which your mysterious assailants have been launching their attacks. Though she's been ordered to support The Nine in their assault, she instead has tasked you with clearing the lair before The Nine can mount their own operation.
{170623} You have destroyed the portal which allowed your attackers to enter the city of Neverwinter. During the attack, you confronted a dark mechanical being, but it managed to escape before you were able to destroy it.

{170624} Raid
{170625} The City Watch has uncovered the destination for the smuggled weapons that you confiscated. You are to launch an attack against the warehouse and put a stop to their operations. In addition, you are to recover any documents detailing their smuggling operations.
{170626} Your raid against Moire's warehouse was a success. You were also able to recover documents that may shed further light on her operations.
{170627} The Warehouse{CW}
{170628} In order for the Hollows to flourish you'll need to find skilled people to join your ranks. If you keep an eye out for talented people when traveling, you may be able to recruit them.
{170629} More and more people are signing on to join you in the Hollows. But there are still more people out there you can recruit.
{170630} The Hollows is full to overflowing with skilled people that work for you. You don't think there are any more exceptional people that can join you for now.
{170631} A Few Good Men
{170632} The identity of the informant has been uncovered. Fihelis, in charge of Moire and Axle's warehouses, has been the one tipping off the City Watch. You are to eliminate Fihelis, quietly according to Axle. Moire would prefer that you deal with both Fihelis and the Watchmen assigned to protect him.
{170633} {Fihelis killed}You've eliminated Fihelis. The City Watch has lost a valuable informant. Return to Axle for further instructions.
{170634} {Fihelis bribed player}Fihelis has agreed to leave Neverwinter, denying the City Watch of a valuable informant. Now you just need to hope no one ever finds out that you let him escape.
{170635} The Informant Uncovered{ST}
{170636} Captain Brelaina fears that Moire and her gang have uncovered the identity of an informant in their ranks. You are to bring Fihelis to the City Watch for safety before Moire can eliminate him.
{170637} You arrived just in time to stop Moire from killing Fihelis, and brought him safely back to the City Watch. Though the Watch has lost a valuable informant, it has also sent a message that it will protect anyone willing to work against Moire's gang.
{170638} The Informant Uncovered{CW}
{170639} Par was somewhat grateful that you removed the thieves from his home. As a reward, he gave you a batch of freshly brewed potions before entering his home to investigate the damage.
{170640} Par was somewhat grateful that you removed the thieves from his home. As you agreed, he gave you a batch of freshly brewed potions as a reward before entering his home to investigate the damage.
{170641} |Player with City Watch|You've taken care of the burglars. Return to Par and let him know that his home is safe to return to.
{170642} Breaking and Entering
{170643} Noise Trap
{170644} Wagon Waypoint
{170645} 10_wp_stage
{170646} {Non-static}CityBTheHollows
{170647} {Non-static}CityBTheHollows_Construction
{170648} {Non-static}CityBTheHollows_Burnedout
{170649} {Non-static}CityBTheHollows_MarketStall
{170650} Alley Entrance{Non-staticCityMAlleyEntrance_Closed}
{170651} Alley Entrance{Non-staticCityMAlleyEntrance_Open}
{170652} {Temp Area}The Sea Ghost
{170653} Ahja
{170654} 10_wp_sg_ahja_run
{170655} Wagon Trigger
{170656} {1003}Smuggler's Warehouse
{170657} Supervisor
{170658} Documents
{170659} wh_AlchCratesFire
{170660} POST Veedle
{170661} POST Wolf
{170662} POST Edario
{170663} Stall
{170664} POST Jacoby
{170665} City Watchman{Box Smasher}
{170666} Student Waypoint
{170667} Waypoint{Fire(back alley)}
{170668} {1000}Docks District
{170669} BlueGum-Flower
{170670} GreenAsh
{170671} 10_docks_arrival_sc1
{170672} 10_docks_arrival_sc2
{170673} 10_docks_arrival_sc3
{170674} 10_docks_arrival_sc4
{170675} 10_docks_arrival_sc5
{170676} 10_docks_arrival_sc6
{170677} 10_githatk1_sc1
{170678} 10_luskgd_sc1
{170679} 10_luskgd_sc2
{170680} 10_st_caleb_sc1
{170681} 10_lockpick_sc1
{170682} 10_mugger_sc1
{170683} Establishing shot for q2
{170684} Medium Shot of Johcris
{170685} Close on Johcris
{170686} Wolf2: Two-Shot
{170687} Wolf2: Wolf Runs
{170688} Wolf2: Thug turns back
{170689} 10_ahjafinal_sc1
{170690} 10_ahjafinal_sc2
{170691} 10_ahjafinal_sc3
{170692} 10_sc_cityshot1
{170693} 10_sc_hq_fire1
{170694} City Watchman Sergeant
{170695} {Gith1}Cutscene Guy
{170696} To Overland Map
{170697} To The Back Alley
{170698} City Watchman1{patrol}
{170699} City Watchman2{patrol2}
{170700} The Sunken Flagon
{170701} 10_wp_flagon_to_city
{170702} 10_wp_docksi_to_dockso
{170703} 10_wp_sand_to_city
{170704} 10_wp_caleb_spawn
{170705} 10_wp_calebthug1_spawn
{170706} 10_wp_calebthug2_spawn
{170707} 10_wp_hollows
{170708} 10_4wp_uncus_watch
{170709} WP_10_4_uncus_watch_02
{170710} WP_10_4_uncus_watch_03
{170711} WP_10_4_uncus_watch_04
{170712} WP_10_4_uncus_watch_05
{170713} WP_10_4_uncus_watch_06
{170714} WP_10_4_uncus_watch_07
{170715} WP_10_4_uncus_watch_08
{170716} Kana Wait
{170717} Veedle Outside
{170718} Waypoint{Smoke}
{170719} 10_wp_moires
{170720} 10_wp_bennon_spawn
{170721} 10_wp_bennon_spawn2
{170722} 10_wp_bennon_spawn1
{170723} 10_wp_bennon_spawn3
{170724} 10_wp_cit_robbed
{170725} CityBDock,Good8
{170726} CityBDock,Good7
{170727} CityBDock,Good6
{170728} CityBDock,Good5
{170729} 
{170730} 
{170731} CityBDockHouseRow5_T01
{170732} CityBDockHouseRow5_T04
{170733} CityBDockHouseRow5_T03
{170734} CityBMerchant1_T04
{170735} CityBMerchant1_T02
{170736} CityBDockHouseRow9
{170737} CityBShip,War1_T01
{170738} CityBShip,Cargo1_T01
{170739} CityBShip,Cargo1_T02
{170740} CityMCrane1
{170741} To Merchant Quarter
{170742} To Sand
{170743} To Moire
{170744} To Seaghost
{170745} To Alley (CW/ST)
{170746} {BC_HouseRW03_D01}
{170747} {BC_ShipWar1_D01}
{170748} {BC_ShipCar1_D01}
{170749} {10_ahja_door_ext}
{170750} {1001}Docks District: The Sunken Flagon
{170751} Party Control HQ
{170752} 10_wp_bugmove_fix
{170753} 10_wp_neeshka
{170754} 10_wp_khelgar
{170755} 10_wp_qara
{170756} 10_wp_casavir
{170757} 10_wp_grobnar
{170758} 10_wp_bishop
{170759} {1002}Hagen's Shop
{170760} HagenCam
{170761} Reesa
{170762} Candles
{170763} CityMHplant03_T01
{170764} CityMHplant04_T01
{170765} CityMWmountSwords_T02
{170766} {1003}Barbarian Camp
{170767} Halfling Barbarian
{170768} {1402 Forest of Tears}
{170769} {1402 Riverglow}
{170770} wp_1003_enter
{170771} Worm's eye view from grobnar's feet
{170772} Close on zeph
{170773} Close on zeph's friend
{170774} OTS of party moving into 1402
{170775} OTS of halflings watching party
{170776} OTS party seeing zeph's friend approach
{170777} twoshot of zeph and friend
{170778} Medium shot of Zeph's friend beckoning the party
{170779} Extreme close-up on Grobnar
{170780} Profile of PC and Grobnar
{170781} Close on Grobnar
{170782} Threeshot of grobnar and halflings
{170783} Shot of halflings conspiring
{170784} OTS on zeph conspiring
{170785} OTS zeph's friend conspiring
{170786} {1005}The City Watch
{170787} CityMCurtain02_T02
{170788} CityMCurtain02_T01
{170789} {1006}Moire's Office
{170790} {1007}Sand's Shop
{170791} 10_ajpoint
{170792} 10_wp_gentry_face1
{170793} 1008_wp_pc
{170794} 10_cs_aj_startface
{170795} 10_wp_gentry_face2
{170796} 10_cs_wp_aj_walk
{170797} 10_cs_wp_aj_walk2
{170798} 10_sc_aj_1
{170799} 10_sc_aj_2
{170800} 10_sc_aj_3
{170801} 10_sc_aj_4
{170802} 10_sc_aj_5
{170803} 10_sc_aj_6
{170804} 10_sc_aj_7
{170805} 10_sc_aj_8
{170806} 10_sc_aj_9
{170807} {1009}Neverwinter City: The Back Alley
{170808} {1010}The Back Alley
{170809} Warehouse Supervisor
{170810} 10_alley_st2
{170811} Shot of retreat being blocked
{170812} CityMCurtain01_T02
{170813} {1012}Fiehlis' Estate - 2nd Floor
{170814} {1013}Merchant Quarter
{170815} Wolf Scene1: Two Shot
{170816} Shot of girl running
{170817} Wolf1 Girl arrested
{170818} Wolf Arrives
{170819} Leldon's
{170820} Informant Hideout
{170821} Githyanki Lair
{170822} To Inner Docks District
{170823} (TEMP TEXT) This is a uniform worn by the defenders of Neverwinter City.
{170824} 10_wp_brelaina_to_merchant
{170825} 10_wp_citywatch
{170826} 10_wp_park
{170827} 10_wp_temple
{170828} 10_wp_moonstone
{170829} 10_wp_axles
{170830} 10_wp_karina_spawn
{170831} {10_axle_door_ext}
{170832} {10_brelaina_door_ext}
{170833} {1016}Brelaina's Office
{170834} 10_wp_nine1
{170835} 10_wp_nine2
{170836} 10_wp_nine3
{170837} CityMWmountSwords_T01
{170838} {1017}Merchant Quarter: Axle Devrie's Office
{170839} 10_wp_moire_jump
{170840} CityMChandelier01_T01
{170841} {1018}Church of Tyr
{170842} CityMRug4_T01
{170843} {1019}Tomb of the Betrayers
{170844} Orrin of Tyr
{170845} 1019_wp_trap_block1
{170846} 1019_wp_trap_block2
{170847} 1019_wp_trap_block0
{170848} 10_wp_move_door_start
{170849} 10_wp_move_door_end
{170850} 10_wp_tomb_critter_spawn1
{170851} 10_wp_tomb_critter_spawn2
{170852} 1019_firestatue1
{170853} 1019_firestatue2
{170854} Bones{10_bones1}
{170855} Bones{10_bones2}
{170856} Bones{10_bones3}
{170857} Bones{10_bones4}
{170858} Statue{1019_statue_24}
{170859} Statue{1019_statue_72}
{170860} Statue{1019_statue_27}
{170861} Statue{1019_statue_74}
{170862} Statue{1019_statue_47}
{170863} Statue{1019_statue_77}
{170864} Statue{1019_statue_42}
{170865} Statue{1019_statue_22}
{170866} Statue{1019_statue_45}
{170867} Statue{1019_statue_55}
{170868} Statue{1019_statue_44}
{170869} Statue{1019_statue_54}
{170870} Statue{1019_statue_36}
{170871} Statue{1019_statue_66}
{170872} Statue{1019_statue_63}
{170873} Statue{1019_statue_33}
{170874} Statue{1019_fen_statue_3}
{170875} Statue{1019_fen_statue_4}
{170876} Statue{1019_fen_statue_5}
{170877} Statue{1019_fen_statue_6}
{170878} Statue{1019_fen_statue_2}
{170879} Statue{1019_fen_statue_1}
{170880} Statue{1019_fen_statue_7}
{170881} Statue{1019_fen_statue_8}
{170882} 10_firetrigger1
{170883} 10_firetrigger2
{170884} 10_firetrigger3
{170885} 10_firetrigger4
{170886} 1019_fen_arrow_3
{170887} 1019_fen_arrow_2
{170888} 1019_fen_arrow_4
{170889} 1019_fen_arrow_1
{170890} 1019_fen_arrow_7
{170891} 1019_fen_arrow_5
{170892} 1019_fen_arrow_6
{170893} 1019_fen_arrow_8
{170894} {1020}Leldon's Hideout
{170895} A gold coin with a small hole drilled through.
{170896} {1021}Githyanki Hideout
{170897} temp cam for scene testing.
{170898} Construct Faction Guy
{170899} Portal
{170900} 10_cs_construct_e Starter
{170901} Stove{CityMStove01_T02}
{170902} SKyMirror Return Trip
{170903} All I'd have to do is read the words, and the pig would shrink... assuming I'm right about the enlargement spell, anyway...
{170904} | Player is Wizard Apprentice |All it would take is for one of us to read the words, and the pig would shrink...
{170905} Quick, quick! They're all waiting for you, dear!
{170906} The children are still waiting! They're awfully restless, and they've been awfully patient and good. {undertone to player, talking about Amie, who Retta assumes is too scared to go on}Is... is she ready for her act?
{170907} {In an undertone to player}A summoning spell would be an awfully nice start...
{170908} {In an undertone to player}That last spell was wonderful! I think you'd planned an enlargement spell next, hadn't you?
{170909} {In an undertone to player}All that's left is the grand finish! Cast a Ray of Frost or an Acid Splash on that old barrel. It's a rotten old thing, and it ought to break quick enough.
{170910} That was brilliant, young lady, absolutely brilliant! I've not seen such a display of magic since... {this has brought up a *very* bad memory}well...
{170911} That was a wonderful performance today, Miss Fern!
{170912} We're looking forward to some magic today, Miss Fern!
{170913} Waiting for me?
{170914} Of course! Juggling and puppetry are well and good, but the children want to see magic. {excitedly}And so do I!
{170915} The pixies in my stomach say no. But it's just kids watching, right?
{170916} {rueful, more to herself}Serves me right for wanting a big audience...
{170917} {resigned}Right. {deep breath}They're just children, Retta. You can keep them occupied. You did it for eight of your own. Just... be yourself...
{170918} Ready? Uh... something like that!
{170919} Wonderful! I'll go and tell the children that you're ready. Right this way...
{170920} Mother? You all right?
{170921} {still shaken from the memory}It's been a... long time. Nevermind all that. You three are most certainly the winners of the contest. That was quite a thrill for all of us.
{170922} |FadeOut|
{170923} |Fade Out|
{170924} Oh, and I nearly forgot! Tarmas gave me these scrolls... said I should give them to his apprentice and her friends, if they won the talent show.
{170925} | Player has won all four events |Oh, and I nearly forgot! Tarmas gave me these scrolls... said I should give them to his apprentice and her friends, if they won the talent show.
{170926} Come on, Amie. Your public awaits!
{170927} Are you ready for this, Amie?
{170928} Right. You can do this.
{170929} Don't worry. Everyone else will gather once you start.
{170930} We can come back later. There's plenty of time.
{170931} Not now, Retta. The children will have to wait.
{170932} We're ready. Right, Amie?
{170933} Not yet. We'll be back soon.
{170934} The children can keep waiting. I say when she's ready.
{170935} Amie has finished her act, but she has also used up most of her spells. If you wanted Amie to cast them again, your party would first have to Rest.
{170936} All spellcasters need to Rest before they can cast their spells again. Resting also provides an opportunity to change a character's list of prepared spells.
{170937} To prepare a new spell for Amie, open her spellbook by pressing "B." On the "Known Spells" panel, select "1," and her first-level spells will be displayed.
{170938} Click and drag Magic Missile from the "Known Spells" panel to the "Memorized Spells" panel. Be sure to place it in one of the "Level 1" slots.
{170939} Once you've moved Magic Missile into Amie's "Memorized Spells" list, your party will need to Rest. Resting will allow Amie to re-memorize and replenish her spells.
{170940} After your party has Rested, Amie's spell icons will highlight, indicating that they are ready to cast.
{170941} [Continue.]
{170942} [Continue.]
{170943} [Continue.]
{170944} [Continue.]
{170945} [Continue.]
{170946} [End dialog.]
{170947} [Skip this dialog.]
{170948} [I don't want to see any more tutorial dialogs.]
{170949} [Back.]
{170950} [Back.]
{170951} [Back.]
{170952} [Back.]
{170953} [Back.]
{170954} In order to remove the enchantment on Lewy's Hog, you will need to use your scroll of Lesser Dispel.
{170955} A scroll is a spell that has been stored in written form. It can only be used once - afterward, the scroll will disappear from your inventory.
{170956} Scrolls containing an arcane spell may only be used by an arcane spellcaster (wizard, sorceror, or bard), or by a character who has invested sufficient skill points in "Use Magic Device."
{170957} Since you are not an arcane spellcaster (and you do not have sufficient skill points in Use Magic Device), you should give the scroll to Amie, and she will cast the spell.
{170958} To use the scroll, open Amie's inventory, and right-click the scroll of Lesser Dispel. Your cursor will display a spell icon. Left-click Lewy's Hog to cast the spell.
{170959} You can also click-and-drag the scroll to your Quickbar. The scroll can then be activated by left-clicking its icon.
{170960} | If player is wizard, sorceror, or bard |Since you are an arcane spellcaster, you can use the scroll yourself, or you can give it to Amie.
{170961} To use the scroll of Lesser Dispel, open your inventory and right-click the scroll. Your cursor will display a spell icon. Left-click Lewy's Hog to cast the spell.
{170962} [Continue.]
{170963} [Continue.]
{170964} [Continue.]
{170965} [Continue.]
{170966} [Continue.]
{170967} [End dialog.]
{170968} [Continue.]
{170969} [Continue.]
{170970} [Skip this dialog.]
{170971} [I don't want to see any more tutorial dialogs.]
{170972} [Back.]
{170973} [Back.]
{170974} [Back.]
{170975} [Back.]
{170976} [Back.]
{170977} [Back.]
{170978} [Back.]
{170979} | JOHN: These barkstrings pop up if you try to talk someone while there are hostiles nearby. |Don't know where my brothers are - please, I need a hand!
{170980} No Mossfeld's going down without a fight... and neither is West Harbor.
{170981} We'll talk after we kill this bunch!
{170982} | JOHN: No hostiles, player clicks on them to talk, but Georg hasn't been found. |Thanks - guess all that training for the Brawl paid off. If you find Georg, come get me.
{170983} | JOHN: Once only per fighter, No hostiles, player clicks on them to talk, Georg HAS been found. |If Georg's at the field, then I'll meet him there - and you, after everyone's gathered.
{170984} | JOHN: After you have already told him to go. |Thanks for helping me out - see you at the wheat field.
{170985} | JOHN: After you have already told him to go. |I hear you, <FirstName> - on behalf of my brothers, I'm glad you're pitching in.
{170986} | JOHN: After you have already told him to go. |Guess my brothers aren't going to be sad to see you after tonight, <FirstName>.
{170987} We don't have enough militia to stop them - see who else we can gather, and meet me here!
{170988} Look for the wounded, the missing, and search the houses, too - anyone you can find, get them here, and hurry!
{170989} Well done. Now we have a chance!
{170990} All right, militia! Ready your weapons and move out! It's time we stand our ground!
{170991} | Once only. JOHN: If you click on these guys and they are not healed. |Come... come to gloat, <FirstName>? Still... I took a bunch down before they got me... 
{170992} | A safety node that if global for healing is already set to > 0, do not change it to 1. |Was hoping to get a few more before they got me, but Tymora... guess the luck of the goddess wasn't... wasn't with ol' Pitney this night.
{170993} | SCRIPTER: Check to see how many are healed and when maxed, sets global 11_bHealMoss = 3. |
{170994} | SCRIPTER: End dialogue, cast generic spell? After this he stands up and jumps to barkstring above, referenced by local variable 11_bHeal |
{170995} | Set global for needing moss for healing to 1 |Did... did you get any help?
{170996} | SCRIPTER: Have Merring's herbs, checked via global. |Wyl - listen. Merring gave me these herbs to staunch the bleeding. 
{170997} | Priest |I can use my faith to mend your wounds, Wyl... I think I can staunch the bleeding without expending a full spell.
{170998} | Chaotic Response Once only, Sleight of Hand > 0 |Well, let me do a quick search of your coin purse first with a pickpocket, then I'll see about your wounds.
{170999} Hold on, Wyl - let me go find Brother Merring, he may help.
{171000} | Druid |I can use my ties to nature to mend your wounds, Wyl... I think I can staunch the bleeding without expending a full spell.
{171001} | Paladin |[Lay on Hands] Remain still... I may not need to use full power to staunch the bleeding.
{171002} | Healed, and player is duergar |Gonna go kill me some o' those little gray runts. Uh... no offense, <FirstName>.
{171003} | JOHN: These five floats should float normally, with no clicking by player |Ennh... took a blade in the gut... need some healing...
{171004} Webb, you there? Can't see...
{171005} Wyl... Wyl, where are you?
{171006} Things... going black.. Merring... Brother Merring, help...
{171007} <FirstName>... that you? 
{171008} {1302}Old Owl Well
{171009} Profile of Callum and NW Captain
{171010} Close on Callum
{171011} Close on NWCaptain
{171012} Long shot of Orc Assault
{171013} OTS Orc Approach
{171014} long shot of messenger 
{171015} Duskwood Grove
{171016} wp_2211_fr_2222
{171017} tr_2211_to_2212
{171018} tr_2211_to_2212
{171019} Lyssa Trigger
{171020} To Caverns
{171021} | PC is a drow or duergar |Why, hello- oh... uh, I've only seen pictures of your kind before. So, uh... just visiting from the Underdark, then? Not planning to invade us, are you? Ha ha... ha.
{171022} | PC is a svirfneblin |Hello there- uh, are you all right? I don't think I've seen a gnome like you before. You're not sick or something, are you?
{171023} Ah, and here we are in the illustrious Port Llast. {Beat, sarcastic, under his breath}Watch where you step - you might get some of the local culture on your boots.
{171024} | Influence Gain Sand |{False modesty}The pleasure is all mine... as exceptional as my skills are, it is good to see them put to good use.
{171025} {Grumbles, irritated}Of course... should you need me, I'll be the one trailing behind you, solving this murder. 
{171026} {Rueful, implying he's so arrogant his nose tilts backwards}Gods, Sand, you hold your nose so high it's a wonder you don't wear your hat on it.
{171027} {Condescending, like addressing a small child}I don't even know what that means, my dear, but I'm sure as far as your local expressions go, it's quite quaint - and charmingly ignorant.  
{171028} {Sniffs}We should find Haeromos as quickly as we can - he can grant us access to Ember and hopefully we can find some clues there.
{171029} I'll try to sort through what we find as we discover it, but check with me if you're ever curious about all we've gathered... I'll have a good sense for when we have enough to bring to trial.
{171030} Asking some of the locals couldn't hurt, either. After we speak to Haeromos, of course. 
{171031} Agreed. They may have seen something, and as long as we use simple words, we may be able to get information out of them. 
{171032} All right. I'm glad to have you along.
{171033} We're doing this my way, so stand back and be silent.
{171034} Let's go have a look around, then.
{171035} The sooner we're out of this stinkhole, the better. What now?
{171036} Enough you two. We have to gather information.
{171037} Treat the locals with respect, Sand - it's no less than they deserve, until they prove otherwise.
{171038} | PC is a drow |You're a drow. We know all about your treacherous, murdering kind. It can't be coincidence that Ember was destroyed and suddenly <i>you</i> appear in town.
{171039} My "kind" are not all the same, just as humans or halflings or dwarves are not all the same.
{171040} | PC is a duergar or drow |Bah! What brings the worst scum of the Underdark to the surface this day?
{171041} Normally I'd never sell to one of your kind, but you're lucky you caught me in a good mood today.
{171042} |PC is drow or duegar|Port Llast is well-armed and well-defended... a very poor target for a certain Underdark race who might be thinkin' of invadin'.
{171043} A surface dweller, born and bred, eh? Well, I guess I can keep talkin' to you, instead introducin' your face to my fist... for now.
{171044} |PC is a svirfneblin|Well, now - what brings one of your kind out of the Underdark? Been over a century since I last saw a svef... sfurf... err, deep gnome.
{171045} Truly? You're a rare one, then. So, what can Haljal Throndor do for you today?
{171046} |PC is a male dwarf|Hail, brother. Care for a look at {HAL-jal THRON-door}Haljal Throndor's wares? 
{171047} |PC is a female dwarf|Hail, sister. Care for a look at {HAL-jal THRON-door}Haljal Throndor's wares? 
{171048} I just want to see what you have for sale.
{171049} |open store|
{171050} I'm not from the Underdark.
{171051} I'm not from the Underdark.
{171052} |PC is a gnome|Welcome to Port Llast, cousin! I'm Tendra, and I sell the finest tubers, leeks, and produce you'll ever see!
{171053} |PC is a gnome or Grobnar is in the party|Look out, a gnome! Wake up, wake up!
{171054} [You have completed the Challenge of Fall.]
{171055} [Re-read the book.]
{171056} [You have completed the Challenge of Spring.]
{171057} [Re-read the book.]
{171058} [You have completed the Challenge of Summer.]
{171059} [Re-read the book.]
{171060} [You have completed the Challenge of Winter.]
{171061} [Re-read the book.]
{171062} From whence comes such impressive infernal breeding, I wonder? I shall have to look further into your lineage at another time.
{171063} | PC is a tiefling |A tiefling. Fascinating - I've never met one of your kind with such a powerful infernal heritage before.
{171064} | PC is an aasimar |An aasimar - what a waste of otherwise impressive breeding. Then again, celestials always did produce such <i>pathetic</i> offspring.
{171065} | PC is an aasimar |Celestials usually produce such <i>pathetic</i> offspring. I wonder what makes you different?
{171066} | PC is a paladin |[Failure] I don't know whether to feel angry or amused that a <i>paladin</i> has broken our deal and attempted to deceive me.
{171067} In this case, I think I shall become... angry.
{171068} | PC is a paladin |I find it difficult to believe that a paladin would ever agree to help a balor. What task has Baalbisan set you on?
{171069} | PC is a paladin |You and I are not so different, paladin. We both see the value in keeping our word, and I give you my word I will uphold our deal.
{171070} The loss of a few, easily replaced pets is well worth seeing the seeds of corruption you willingly planted in yourself, paladin. Well done.
{171071} Powerful, ruthless, unstoppable. He <i>looks</i> human, but I suspect he's much, much more. That is all I will say about him.
{171072} What do you know about the Master?
{171073} I guess I'll find out how "unstoppable" he is, but first you have to help open a portal to the laboratory for me.
{171074} | Fade in | 
{171075} Sir Nevalle told you that you need to reach Lord Nasher, who is trapped in the Throne Room.  The only way to reach him is to go through Neverneath, a network of tunnels below Castle Never. The entrance to Neverneath should be behind one of the tapestries in the hallway.
{171076} Kana discovered the location of one of the Shadow Reavers. She warned against falling into an ambush. Ammon Jerro or Zhjaeve are the only ones capable of properly reciting the long, complex True Names of the Shadow Reavers. You must take one of them with you to have a chance of utterly defeating the Shadow Reavers.
{171077} Guyven offered information that should help you get the drop on one of the Shadow Reavers. Ammon Jerro or Zhjaeve are the only ones capable of properly reciting the long, complex True Names of the Shadow Reavers. You must take one of them with you to have a chance of utterly defeating the Shadow Reavers.
{171078} Mephasm provided some information that should help you get the drop on one of the Shadow Reavers. Ammon Jerro or Zhjaeve are the only ones capable of properly reciting the long, complex True Names of the Shadow Reavers. You must take one of them with you to have a chance of utterly defeating the Shadow Reavers.
{171079} The third of the Shadow Reavers slayed Callum just outside of Crossroad Keep. You destroyed him with Ammon Jerro's help. The remaining Shadow Reavers probanbly travel with the Shadow Army approaching Crossroad Keep.
{171080} Aldanon has determined that two things are needed to teleport to Merdelain. One is a Threshold Compass, an rare Illefarn artifact. Khelgar says that the Ironfist Clan possesses one, and may be convinced to part with the relic, The other is the Tome of Iltkazar, believed to be in the possession of one of the Shadow Reavers. Perhaps in time the Shadow Reaver will reveal itself.
{171081} The Crystal Dragon Nolaloth revelaed that the Silver Sword of Gith can be reformed at the place where it was sundered: the Scar in West Harbor.  Unfortunately this is deep within the King of Shadows' deadly claimed lands. To reach West Harbor, the player must go to one of the Illefarn ruins and use the Song Path to transport to the Guardian Ruins next to West Harbor.
{171082} Time is running out and you need to find a way to reform the Silver Sword of Gith with the pieces of you have located. Ammon Jerro suggests that you meet with an ancient crystal dragon spirit, deep in the mountains, to gain more information about Githyanki silver swords.
{171083} You encountered residents of Highcliff that were fleeing from an attack by Lizardmen. Aparently the Lizardmen have a new leader who is influencing them to attack humans.
{171084} Elder Mayne has revealed that Lizardmen have surrounded Highcliff without any apparent motivation. With supplies running out, something must be done quickly. A lone lizardman prisoner, captured in an earlier fight, may be able to shed some light on the situation.
{171085} You interrogated Vlssk, the captured lizardman, and discovered that his leader, Batha, obtained his powers while communing with spirits deep in the swamps of the Claimed Lands. You suspect that he has come under the influence of the King of Shadows.
{171086} Axle asked you to find and kill Moire, who has betrayed the Shadow Thieves by forming a rival gang of thieves who are taking advantage of the chaos in Neverwinter for profit. You agreed to help him. First, you need to located Moire but tracking his goons in the Merchant Quarter.
{171087} The Druids turned out to be misguided by the influence of the King of Shadows. They attacked and you had to kill them all. Elder Naevan was saved from her imprisonment in a tree, but declined to join in your struggle.
{171088} The Druids turned out to be corrupted by the influence of the King of Shadows. They attacked and you had to kill them all. Elanee turned on you as well, and you were forced to kill both her and Naevan, the old Circle leader.
{171089} The Druids turned out to be misguided by the influence of the King of Shadows. They attacked and you had to kill them all. Elder Naevan was saved from her imprisonment in a tree and agreed to help you fight the King of Shadows at Crossroad Keep.
{171090} Track Ammon Jerro
{171091} Ammon Jerro has left under rather mysterious circumstances. Bishop has offered his tracking services, should you wish to locate him.
{171092} You found Ammon Jerro at the remains of Shandra's Farm. After a surprise visit from Koraboros, you managed to defeat it and its minions. Ammon Jerro was unapologetic about his niece's death and left after obtaining an item of power in the wreckage.
{171093} You found Ammon Jerro at the remains of Shandra's Farm. After a surprise visit from Koraboros, you managed to defeat it and its minions. You convinced Ammon Jerro of the errors in his actions, and he left the wreckage with remorse in his heart.
{171094} West Harbor Revisited
{171095} You've arrived in the Guardian Ruins, next to West Harbor. It appears that the magic of the ruins protects you from the effects of the Claimed Lands. You can use the Guardian Ruins as a fall-back location as you try to reach the Scar in West Harbor to reform the Silver Sword of Gith.
{171096} You ran into illusory versions of Ward and Webb Mossfeld and were lured into a trap. Someone knows of your presence and is attempting to sabatoge your efforts.
{171097} You ran into illusory versions of Ward and Webb Mossfeld, but managed to evade their trap. Someone knows of your presence and is attempting to sabatoge your efforts.
{171098} You found the ghost of Danan Starling and helped lay him to rest. Unlike the shadows in the area, Danan was an actual West Harborman to have died in the village. He left you a small herb, once cultivated by his family in town, that appears to protect you from the poisons of the Claimed Lands.
{171099} After reforging the Silver Sword of Gith, you were confronted by the Shadow Reaver responsible for the illusions you dealt with in West Harbor. You managed to defeat it, thereby clearing West Harbor of the King of Shadows' presence.
{171100} Battle atop Mt. Galardrym
{171101} You've arrived at Mt. Galardrym, and it a very imposing structure of ash and lava. Fire Giants cover the entire area, and you hope that one of them has the Belt you are looking for.
{171102} You found a number of prisoners captured by the Fire Giants in one of their raids. You will need to clear the main camp of Fire Giants before they may be freed.
{171103} You killed all the Fire Giants in the main camp, but decided against freeing the Luskan agents. You left them behind to fend for themselves in the mountain.
{171104} You killed all the Fire Giants in the main camp and decided to free the Luskan agents. They left, grateful for your assistance.
{171105} You killed all the Fire Giants in the main camp and decided to free the prisoners. They left, grateful for your assistance.
{171106} You have met a powerful red dragon named Tholapsyx, who seeks to obtain the treasure stolen from her lair by the Fire Giants of Mt. Galardrym. You agreed to help her fight the giants.
{171107} You have met a powerful red dragon named Tholapsyx, who seeks to obtain the treasure stolen from her lair by the Fire Giants of Mt. Galardrym. You were unable to avoid combat and slew her atop the mountain.
{171108} You met the king of the Fire Giants, who claims that Khelgar's ancestor, King Loudram, betrayed his clan on the mountain many years ago. You have agreed to help hunt down a red dragon in exchange for the Belt of Ironfist.
{171109} You met the king of the Fire Giants, who claims that Khelgar's ancestor, King Loudram, betrayed his clan on the mountain many years ago. You killed him and his men and reclaimed the Belt of Ironfist.
{171110} You met the king of the Fire Giants, who claims that Khelgar's ancestor, King Loudram, betrayed his clan on the mountain many years ago. Tholapsyx arrived, starting a tremendous battle. In the end, only you and your party survived.
{171111} You met the king of the Fire Giants, who claims that Khelgar's ancestor, King Loudram, betrayed his clan on the mountain many years ago. Tholapsyx arrived, starting a tremendous battle. In the end, she allowed you to leave with the Belt of Ironfist.
{171112} Find the Crystal Dragon
{171113} You've arrived at the peaks of an uncharted moutain in the hopes of finding an ancient crystal dragon spirit. A path winds down below, but it is uncertain where it may lead.
{171114} Nestled within the barren rock is a lush, ancient valley. Clearly it is being sustained by great magic, and you're sure that the spirit you seek has a hand in it.
{171115} Your party was ambushed by two black dragons, insane with rage, but managed to defeat them. They appear to have been drawn to the crystal structure in the middle of this valley.
{171116} You found Nolaloth, the ancient dragon spirit, and discovered that the Silver Sword of Gith may be reformed at your old home, West Harbor. Rather than leave him to suffer even longer, you shattered his heart and put him to rest.
{171117} You found Nolaloth, the ancient dragon spirit, and discovered that the Silver Sword of Gith may be reformed at your old home, West Harbor. The spirit had one request: to be put to death. To do so, you must destroy his crystal heart.
{171118} Neverwinter City: Neverneath
{171119} Between 7 and 8
{171120} Between 8 and 9
{171121} Between 9 and 1
{171122} Between 1 and 2
{171123} Between 2 and 3
{171124} Between 3 and 4
{171125} Between 4 and 5
{171126} Between 5 and 6
{171127} Between 6 and 7
{171128} From 3000
{171129} Put Treasure Here
{171130} Tomb of Lord Halueth Never
{171131} Return to 3000
{171132} To Throne Room
{171133} Mission 1: Destroy the Bridges
{171134} Scouts have reported undead troop movements near the farms on the outskirts of Crossroad Keep. Some of your troops have already been dispatched to counter the threat. You must clear the area of enemy undead and destroy the bridges linking the Claimed Lands and Crossroad Keep.
{171135} You have destroyed a small force of undead protecting vampire coffins carried across the river. This will definitely be a setback for the King of Shadows' forces.
{171136} You found and killed undead protecting supplies for the King of Shadows' army, eliminating a potential threat to your forces from the rear.
{171137} You have destroyed the bridges and defeated the advance troops dispatched by the King of Shadows. Unfortuantely, you were unable to kill the Shadow Reaver present at the bridge. Its ability to strengthen ordinary undead may prove to be problematic in the near future.
{171138} Mission 2: Kill the Shadow Reaver
{171139} The threat of the Shadow Reaver has proven to large to ignore. You must take a small number of troops and inflitrate the enemy camp. If the Reaver is able to continue empowering its undead troops, the defense of Crossroad Keep may become impossible.
{171140} Deaghun has informed you of the three principal routes into the enemy camp. The northern and southern paths are more heavily guarded, but allow access to individual groups of undead that otherwise might defend the main camp. The western and central path is the most direct, but is also the most dangerous of the three, as the enemy will be able to easily spot your movements and muster great defenses in the camp.
{171141} The Shadow Reaver has been silenced for good, but made cryptic suggestions that Garius has already hatched specific plans to retake Crossroad Keep. You must hurry back now that your task is complete.
{171142} Mission 3: The Siege Begins
{171143} The King of Shadows has launched its attack upon the keep in earnest. With the walls already under siege, you must lead your men and destroy the siege towers 
{171144} The siege towers have been stopped, but not in time to defend the main gate. With undead spilling into the unfinished outer courtyard, you must lead your troops back to the outer courtyard to make a more effective defense. You have sent your conscripts to stem the initial flow. Though it may help, the peasant troops will surely be slaughtered.
{171145} The siege towers have been stopped, but not in time to defend the main gate. With undead spilling into the unfinished outer courtyard, you must lead your troops back to the outer courtyard to make a more effective defense. You have sent your conscripts to stem the initial flow.
{171146} You made it back to the inner courtyard only to be betrayed by Bishop. With the gate no longer functioning and Garius' undead seemingly impervious to sunlight, you must make your last stand here for Crossroad Keep.
{171147} Garius and his Nightwalker have been defeated, thereby removing the King of Shadow's magical protection and ending the lives of his troops in a fiery blaze. With reinforcements from Waterdeep coming soon, Crossroad Keep remains safe, for now.
{171148} Leanto 4
{171149} BStage
{171150} 
{171151} Giant Trees
{171152} 
{171153} Starling
{171154} 11_wp_gguard2
{171155} 11_wp_gguard1
{171156} 11_farm_georg
{171157} 11_farm_stop5
{171158} 11_farm_guard1
{171159} 11_farm_stop4
{171160} 11_farm_stop3
{171161} 11_farm_stop2
{171162} 11_farm_stop1
{171163} 11_farm_stop6
{171164} 11_farm_stop7
{171165} 11_farm_stop8
{171166} 11_farm_guard2
{171167} Pierson
{171168} | PC is a duergar or drow |Bah! What brings the worst scum of the Underdark to the surface this day?
{171169} Normally I'd never sell to one of your kind, but you're lucky you caught me in a good mood today.
{171170} |PC is drow or duegar|Port Llast is well-armed and well-defended... a very poor target for a certain Underdark race who might be thinkin' of invadin'.
{171171} A surface dweller, born and bred, eh? Well, I guess I can keep talkin' to you, instead of introducin' your face to my fist... for now.
{171172} |PC is a svirfneblin|Well, now - what brings one of your kind out of the Underdark? Been over a century since I last saw a svef... sfurf... err, deep gnome.
{171173} Truly? You're a rare one, then. So, what can Haljal Throndor do for you today?
{171174} |PC is a male dwarf|Hail, brother. Care for a look at {HAL-jal THRON-door}Haljal Throndor's wares? 
{171175} |PC is a female dwarf|Hail, sister. Care for a look at {HAL-jal THRON-door}Haljal Throndor's wares? 
{171176} I just want to see what you have for sale.
{171177} |open store|
{171178} I'm not from the Underdark.
{171179} I'm not from the Underdark.
{171180} Crossroad Keep: Inner Courtyard
{171181} SC PC Enters Area
{171182} Kana Closeup Left Side of Face
{171183} Shot of the sky, player above camera.
{171184} Bishop by Gate, confronts player.
{171185} Right side of gate, as bishop flees.
{171186} Shot up the base of the wall
{171187} Slightly raised Cam, pointed from center to Kana
{171188} Used for Garius' Entrance
{171189} Close-up AJ during recitation
{171190} Companion Exit
{171191} Bishop Despawn Trigger
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{172270} 
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{172333} 
{172334} 
{172335} 
{172336} 
{172337} 
{172338} 
{172339} Type of Feat: Class
Prerequisite: Bard level 1, Perform 3 ranks
Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration gives a bonus to hit and damage. It starts at +1, and becomes +2 at 8th level, +3 at 14th level, and +4 at 20th level.
Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.
{172340} Type of Feat: Class
Prerequisite: Bard level 2, Perform 3 ranks
Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration gives a skill bonus to all allies. It starts at +2 and becomes +4 at 11th level and +6 at 19th level.
Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.
{172341} Type of Feat: Class
Prerequisite: Bard level 5, Perform 3 ranks
Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration gives a dodge bonus to AC to all allies. It starts at +2 and becomes +3 at 10th level, +4 at 15th level, and +5 at 20th level.
Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.
{172342} Type of Feat: Class
Prerequisite: Bard level 7, Perform 3 ranks
Specifics: The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration heals all party members a certain number of hit points every two rounds. This starts at 1 hit point and becomes 2 at 12th level, and 3 at 17th level.
Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.
{172343} Type of Feat: Class
Prerequisite: Bard level 8, Perform 3 ranks
The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

This inspiration gives a bonus to saving throws for all allies. It starts at +1, then +2 at 13th level, and then +3 at 18th level.
Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.
{172344} Type of Feat: Class
Prerequisite: Bard level 11, Perform 3 ranks
The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

When you use this inspiration, all enemies that come within 20 feet of the bard have to make a Will save (DC 13 + 1/2 Bard level + CHA modifier) otherwise they will be slowed down. Initially they are slowed down 15% but at 16th level they are slowed by 30%. There are no further penalties besides movement - unlike the <i>slow</i> spell.
Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.
{172345} | If player has not previously triggered the trap, and Kipp is not with party |Hey, look! There's something under that pile of logs...
{172346} Type of Feat: Class
Prerequisite: Bard level 1, Perform 3 ranks
Specifics: This song places an enchantment on the targeted ally that lasts for 10 rounds or until discharged. Any hostile magic spell that would affect the countersong's target has to make a Spell Resistance check of 10 + levels of bard the singer possesses. Whether the spell is blocked or not, the counter-song is discharged.
Use: Selected
{172347} Type of Feat: Class
Prerequisite: Bard level 14, Perform 3 ranks
The very presence of a bard is a constant inspiration to his companions. Unlike bardic music, bardic inspirations are always active and do not have a limited number of uses, however, the bard may only use one inspiration at any given time.

When you use this inspiration, all enemies within 20' of the bard suffer a -4 penalty to all Concentration checks and -2 to all Will saves.
Use: Selected. Once turned on, this Inspiration will turn off any other Inspiration this bard was previously using.
{172348} Type of Feat: Class
Prerequisite: Bard level 1, Perform 3 ranks
Specifics: Every hostile creature within 90 feet must make a Will save (against a DC of 11 + 1/2 the bard's level + the bard's Charisma modifier). This is an enchantment (compulsion) mind-affecting ability. If the target fails this save, then they are dazed for as long as the song is playing and the bard is within 90 feet of them. If a creature is attacked, or is within 10 feet of a creature being attacked, the effect ends for that creature, though anyone who fails their saving throw will be dazed for at least one round. There is a cool down of 10 rounds before this ability can be used again.
Fascinate effects up to one enemy per level of the bard.
Use: Selected
{172349} Type of Feat: Class
Prerequisite: Bard level 6, Perform 9 ranks
This is a more potent, single-target version of the Fascinate bard song. The saving throw DC is increased to 14 + 1/2 the bard's level + the bard's Charisma modifier, and enemies being attacked nearby don't break the effect. There is a 5-round cool down before this ability can be used again.
Use: Selected
{172350} Which companion?
{172351} Increase companion influence.
{172352} Ammon Jerro.
{172353} Bishop.
{172354} Casavir.
{172355} Construct.
{172356} Elanee.
{172357} Grobnar.
{172358} Khelgar.
{172359} Neeshka.
{172360} Qara.
{172361} Sand.
{172362} Zhjaeve.
{172363} Never mind.
{172364} Shandra Jerro.
{172365} Never mind.
{172366} Adriana
{172367} Type of Feat: Class
Prerequisite: Bard level 15, Perform 18 ranks
This song rallies either the bard or a single targeted ally. For 5 rounds, the rallied creature gains +4 dodge bonus to AC and +4 morale bonus to saving throws. Additionally the rallied creature gains +4 temporary hit points per level. There is a cool down of 20 rounds before this ability can be used again.
Use: Selected
{172368} | Trial is over |Other than the persistent threat of Luskan, we're a fairly prosperous port. We've had our share of unusual problems over the years, but it's a quiet place most of the time. I prefer it that way.
{172369} | Garius is dead |He is... he <i>was</i> a Luskan archmage of some power. I heard he recently met his doom at your hands, if I'm not mistaken. Officially, I have no comment on the matter, but unofficially - well done.
{172370} Nothing that Neverwinter hasn't seen before, I'm sure - werewolves, marauding kobolds, shambling undead.
{172371} Luskan's a threat?
{172372} Unusual problems?
{172373} | Nya is angry with the PC |Oh, it's you. What do you want now?
{172374} | Nya is happy with the PC |Welcome back! I hope you are well?
{172375} It was my pleasure, <FirstName>. I know you to be a good and honorable soul.
{172376} | Player got found innocent |I was so angry when that witch insisted on a trial by combat even though you were declared innocent.
{172377} Still, it all turned out well in the end, didn't it?
{172378} | Player was found guilty |I couldn't believe my ears when you were declared guilty! It had to be a mistake, I thought.
{172379} I spoke nothing but the truth, whether you liked it or not.
{172380} | Player declared innocent |I'm not convinced of your innocence, but I accept the verdict, and that's that.
{172381} | Player declared guilty |I suppose you're lucky there was a trial by combat. Ordinary people don't normally get a second chance to escape justice.
{172382} Now, if there's nothing else you want to bother me with, I need to get back to work.
{172383} I feel... free. Strange, isn't it? I guess have you to thank for it.
{172384} I just dislike being near you. So, what do you want from me?
{172385} Show me what you have for sale.
{172386} Farewell.
{172387} Show me what you have for sale.
{172388} Farewell.
{172389} | Trial is over |Why did you testify against me at the trial?
{172390} | Trial is over, PC called Nya to the stand |Thanks for testifying for me at my trial, Nya.
{172391} How are things? You seem happier.
{172392} Still angry with me, I see.
{172393} | Trial is over |Hmmph. You stay there! Will talk to chief about you.
{172394} | Fade out |
{172395} | Fade in |Glek say you come see him now.
{172396} How so?
{172397} Set up Port Llast, post-Trial.
{172398} I was found innocent.
{172399} I was found guilty.
{172400} I called Nya to the witness stand.
{172401} Black Garius is dead.
{172402} Nya likes me.
{172403} Nya hates me.
{172404} Type of Feat: Class
Prerequisite: Bard level 9, Perform 12 ranks
Specifics: This song grants you and your party damage reduction 5/- for four rounds.
Use: Selected
{172405} | PC is a gnome |What's this? A spy for Uthanck, or just a silly little gnome come to slay hated bugbears? Perhaps both?
{172406} |PC is a dwarf|You! The filthy dwarf who slew my brother Logram at Old Owl Well! Tell me why I should not slay you where you stand.
{172407} Which companion?
{172408} Increase companion influence.
{172409} Ammon Jerro.
{172410} Bishop.
{172411} Casavir.
{172412} Construct.
{172413} Elanee.
{172414} Grobnar.
{172415} Khelgar.
{172416} Neeshka.
{172417} Qara.
{172418} Sand.
{172419} Zhjaeve.
{172420} Never mind.
{172421} How could something like this happen?
{172422} Type of Feat: Class
Prerequisite: Bard level 3, Perform 6 ranks
Specifics: This song renders all enemies who fail a Will save (DC 11 + 1/2 the bard's level + the bard's Charisma modifier) to be unable to attack the bard for 10 rounds, or until the bard takes hostile action against them or their allies (for example, attacking or casting a harmful spell). The Fascinate and Cloud Mind songs do not count as hostile actions.
Use: Selected
{172423} SpeakTrigger
{172424} Type of Feat: Class
Prerequisite: Bard level 12, Perform 15 ranks
Specifics: This song targets an ally within 25 feet and disrupts enchantments on the target and all allies within 20 feet of the target.  Any curse or effect from the enchantment or transmutation schools on the targets will be dispelled if the bard makes a successful caster level check against the spell (DC 11 + effect's caster level).
Use: Selected
{172425} Type of Feat: Class
Prerequisite: Bard level 18, Perform 21 ranks
Specifics: This song rallies all allies within 60 feet. The game determines the highest base attack bonus of all allies in the area of effect, and all affected characters now use this as their new base attack. All affected characters get a +4 competence bonus to damage rolls, as well. This ability lasts for 10 rounds. There is a cool down of 5 minutes (game time) before this ability can be used again.
Use: Selected
{172426} Wall {Rural Fort 01}
{172427} Wall {Rural Fort 02}
{172428} Wall {Rural Fort 03}
{172429} Wall {Rural Fort 04}
{172430} Rural Hut {01- TINT}
{172431} Bedroll{CityMBedroll4}
{172432} Weapon Rack{CityMWeaponRack3}
{172433} Spit{CliffsMSpit03}
{172434} Pallet{RuralMPallet03}
{172435} CityMChandelier03
{172436} Laundry {01}
{172437} Laundry {02}
{172438} Rural Trees {Tree Card 01}
{172439} Rural Trees {Tree Card 02}
{172440} Rural Trees {Tree Card 03}
{172441} 
{172442} Bardic Music
{172443} Bardic Music (3x per day)
{172444} Bardic Music (4x per day)
{172445} Bardic Music (5x per day)
{172446} Bardic Music (6x per day)
{172447} Bardic Music (7x per day)
{172448} Bardic Music (8x per day)
{172449} Bardic Music (9x per day)
{172450} Bardic Music (10x per day)
{172451} Bardic Music (11x per day)
{172452} Bardic Music (12x per day)
{172453} Bardic Music (13x per day)
{172454} Bardic Music (14x per day)
{172455} Bardic Music (15x per day)
{172456} Bardic Music (16x per day)
{172457} Bardic Music (17x per day)
{172458} Bardic Music (18x per day)
{172459} Bardic Music (19x per day)
{172460} Bardic Music (20x per day)
{172461} Type of Feat: Class
Prerequisite: Bard level 1, Perform 3 ranks
Specifics: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (including himself). Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks. Some bard songs are acquired automatically as the bard levels up, but others can only be learned from songbooks the bard discovers while adventuring.
Use: Selected
{172462} Hint: If you are having trouble finding the chest, you can highlight all the interactable objects in the area by pressing and holding the "Z" key.
{172463} [Continue.]
{172464} [Back.]
{172465} You can also Rest by hitting the "R" button. 

After a short time, your hit points and spells will be restored. 
{172466} [Continue.]
{172467} [Back.]
{172468} | Kipp is in party |{sound of disgust}Pfeh. Can't even hold my own against you and the dregs of West Harbor.
{172469} | Kipp is in party |{sound of disgust}Pfeh. Can't even hold my own against you and the dregs of West Harbor.
{172470} | Kipp is in party |{sound of disgust}Pfeh. Can't even hold my own against you and the dregs of West Harbor.
{172471} Ahh... I heard you came back, yes? {Sighs, irritated}I'm afraid my new apprentice is barely adequate.
{172472} You probably are here for some sort of reason, I imagine?
{172473} I've investigated that matter for many years, searching for any clues about the demonic army.
{172474} And in the short time since you've left there haven't been any remarkable breakthoughs. There may never be any.
{172475} None. We haven't seen or heard of them since you left.
{172476} I suspect that you, however, saw more of them, yes? Whatever you took from the village is the only thing they cared about.
{172477} This incursion is the most noteworthy event that's happened here in years. And the loss of an apprentice is certainly not welcome.
{172478} Not that I expect <b>you</b> would understand, but she was the only one capable of holding a coherent conversation with me.
{172479} Go if you must, but mysteries remain here that need to be answered.
{172480} No, I expect they don't. That's my affair - and you know the adage about meddling with a wizard's affairs, yes?
{172481} Suffice it to say that I find the bustle of city life even less endearing than the mosquitos here. And here I can work quietly... in exchange for teaching some mud-farmer's child a bit of lore every now and again.
{172482} Of course - in fact, I would prefer it.
{172483} That man says decidedly too much. It's true that <b>part</b> of the reason I came to West Harbor is because of the war that was fought here.
{172484} You've probably heard it mentioned from time to time. And no doubt you've also heard the same vague accounts I have. Assuming you could pry even that from the other villagers.
{172485} {Disapproving}You really are a Harborman. People here possess the sort of subtlety commonly found in raging barbarian hordes.
{172486} {Dismissive}Ask something else - I have nothing more to say on this matter.
{172487} {Chiding}And what would they say? I'm guessing that the Harbormen are as much in the dark in this as the Neverwinter archivists are.
{172488} The battle that was fought here didn't involve heralds and flowery declarations. It involved the wholesale slaughter of two forces, with your village in the middle.
{172489} The entire village was nearly destroyed - and almost no one who stayed in West Harbor survived the night.
{172490} The whole affair is quite mysterious, I'm afraid. Demons were involved, that much is certain.
{172491} But... curiously enough, there are no clear answers to who fought whom and why. I think part of it is the remoteness of the location, yes?
{172492} There were few battles in the war and all of them were fought in the Mere of Dead Men. An evil wizard was behind the whole thing.
{172493} There were very few Neverwinter troops that actually saw any action. And none of them survived.
{172494} {He's mildly annoyed}Do you think it's by choice? Having filthy beggar children tidying my place up with inept hands and clouded minds?
{172495} I could hire a servant for that - but the village has... expectations of a resident wizard, responsibillities that cannot be shirked.
{172496} So I teach them their letters so they can... write dirty messages in the mud or some such rot, {He's fixating on Amie's death. Angry.}only to watch them throw it all away in a meaningless gesture of loyalty... stupid girl.
{172497} And that makes you a diamond in the muck. You've learned your letters and even some of the Art.
{172498} As much as it pains me to lose the only other worthwhile mind in the village to some journey through the swamp, I think a far brighter future lies ahead of you than behind, yes?
{172499} [Success] You have a way with words, of that I'm certain. Come back later - then we can talk.
{172500} The swamp has many denizens - most dangerous and all of them particularly irksome. But these new pests are not native.
{172501} So it stands to reason they traveled through leagues of swamp trails and this odious <b>smell</b> to get here. Anyone that desperate has to have a good reason.
{172502} Amie has already been lost. So whatever you're carrying - guard it carefully. Anyone fool enough to go through that much effort to come <b>here</b> won't give up easily.
{172503} |Male PC|{DAY-GUN}Daeghun didn't tell me a thing, boy. But right after the attack you dart off into the swamp and now you're suddenly leaving. That speaks volumes.
{172504} It's obvious you fetched <b>something</b> out there. And I'd bet gold that whatever those bladelings were searching for is in your pack at this very moment.
{172505} {Holds up hands}But I don't want to know the details. Not to be overly dramatic, but I believe that that knowledge could prove... <b>dangerous.</b>
{172506} |Female PC|{DAY-GUN}Daeghun didn't tell me a thing, girl. But right after the attack you dart off into the swamp and now you're suddenly leaving. That speaks volumes.
{172507} Help with the journey, you say? Advice - advice is what I can give. Use that skull of yours for more than a shield. Amie obviously failed to learn this lesson... the fool girl.
{172508} As functional as the famous Harbomen thick-headedness is, it still won't prove much help against... let's say a lizardling sword or javelin.
{172509} [Failure] Words of wisdom aren't enough, yes? Typical for a Harbormen.
{172510} If any of you had a lick of sense you'd live in a decent part of the Realms. How you all got used to the smell is beyond me.
{172511} [Success] You aren't mistaken on that account... fine - take this. Perhaps it will help you, perhaps not.
{172512} But don't bother asking for more - I've already lost an apprentice on your behalf. That's all you'll be getting from me.
{172513} |Trouble-maker PC|[Failure] I would find your rationale much more persuasive if you hadn't painted my Vera... blue, was it? That isn't the normal shade for a cat. Most distressing.
{172514} I say good riddance to you, trouble-maker. I've already lost an apprentice on your behalf. Take your begging elsewhere.
{172515} |PC is Mage student|You're committed to this journey, then? Not helping out your master - {TAR-MAS}Tarmas - me, eh?
{172516} Blast it, then. Take this. Can't have my apprentice going into the Mere empty-handed. At the very least you'll stand a better chance of surviving than Amie did... the fool girl.
{172517} But your best bet is to convince some young addle-brained local to be your bodyguard. Not a bad piece of advice for a wizard, I tell you.
{172518} I suppose if I don't have the coin to purchase, no one will in the village. Show me what you have.
{172519} |PC is Mage student|{Disapproving}You're leaving at a very incovenient time - you've shown yourself to be the only apprentice with a lick of sense, and now you're off to the gods know where.
{172520} {The question at the end of his first sentence is a mannerism, an absent-minded "uhm"}Foul busines this, yes? Uh... see if there is anything that can be attended to.
{172521} [Failure] There most certainly is.
{172522} |Female flirt|{Embarassed - he thinks the PC female is cute}Well - you're off, then? {Beat, means himself}You'll be missed. {Then corrects himself}By someone, I presume. 
{172523} {Composes himself}Well - yes - perhaps there is something. Can't have my apprentice going into the Mere empty-handed. At the very least you'll stand a better chance of surviving than Amie did... the fool girl.
{172524} |Trouble|Give something? To <b>you?</b> Hardly. I've already lost an apprentice... the fool girl. I have no intention of making any further sacrifices.
{172525} You're lucky you escape before I turn you into a toad or something. I've been missing a few things, and I have a <b>good</b> idea whose responsible.
{172526} I had high hopes for Amie - she was a rare find in West Harbor. A shame she failed to heed her first lesson - to listen to my instruction.
{172527} |PC is a Mage|Then you've learned even less than she did! I plucked the two of you from the mud, hoping to help you rise above the common rabble.
{172528} And now you leave on this fool's errand... believe me when I say that I shall suffer more than you think. {Muttering to himself}The stupid, stupid girl...
{172529} |PC has 15+ INT, but isn't a mage|I plucked her from the mud, hoping to help her rise above the common rabble in this village. Believe me when I say her loss pains me more than you think.
{172530} You have your moments of wit, I grant you - but Amie was a rare gem in this place. 
{172531} |Default|An inconvenience?! Bah! I wouldn't expect one of your small intellect to understand. Suffice to say that her loss pains me beyond mere inconvenience.
{172532} {Angry}When I had made it clear to stay out of it! I am no doddering scholar in need of your amateurish attempts to help.
{172533} The girl died a meaningless death. A needless sacrifice only helps your enemy. Learn this lesson and you may avoid Amie's fate.
{172534} {Tarmas is angry that the player doesn't understand he was trying to keep his apprentice safe}I didn't need your help, and thought I had made that perfectly clear!
{172535} Just mind the lessons that I've taught you, and perhaps you'll avoid Amie's fate.
{172536} Farewell.
{172537} Could you tell me any more about the war fought here?
{172538} Do you have any idea why the bladelings attacked here?
{172539} Farewell.
{172540} No one knows why you came to West Harbor.
{172541} Can we talk about something else?
{172542} Years ago I overheard Georg Redfell say you came here because of the war.
{172543} And the other part of the reason?
{172544} Why won't anybody talk about it?
{172545} Do you know anything else about the war?
{172546} What's the other reason why you're here?
{172547} Why don't the other Harbormen talk about the war?
{172548} Why do you even bother taking apprentices?
{172549} Hey - I'm one of your apprentices!
{172550} [Diplomacy] Certainly there's more to the story than that.
{172551} You mentioned mysteries.
{172552} Did Daeghun tell you what I was carrying?
{172553} Is there anything you can do to help me with the journey?
{172554} [Diplomacy] If anyone could help me on the journey it would be you.
{172555} Can I sell you some items I've come across?
{172556} Amie's dead, and all you care about is how it inconveniences you!
{172557} We were just trying to help.
{172558} Fine. Just don't expect any help next time you get into trouble.
{172559} Daeghun said that your friends are waiting for you at the bridge.
{172560} 11_wave1_stop1
{172561} 11_wave1_stop3
{172562} 11_wave1_stop2
{172563} 11_wave1_stop6
{172564} 11_wave1_stop4
{172565} 11_wave1_stop5
{172566} 11_wave1_stop7
{172567} 11_wave1_stop9
{172568} 11_wave1_stop8
{172569} 11_wave1_stop10
{172570} 11_wave1_stop11
{172571} 11_wave1_stop12
{172572} 11_wave1_stop13
{172573} 11_wave1_stop14
{172574} 11_wave1_stop15
{172575} Duergar{wave 1}
{172576} If only I had had more time to gather equipment from my home - if you make your way there, you may find some magical and alchemical equipment of use.
{172577} It's to the north - now go!
{172578} |{TEMP LINE:} Before you go, let me take that excuse for a weapon you have and give it a touch of magic... could be enough to pull you through this. |
{172579} | For if you have not spoken to Haeromos or a piece of evidence. |Indeed? With no evidence, and without even having spoken to the First Captain of Port Llast?
{172580} Perhaps you are confident in your ability to conjure a verdict of innocence from nothing, but I do not share that confidence. 
{172581} Return when you speak to Haeromos <i>and</i> when you have at least one piece of evidence that can be used to swing the verdict in your favor.
{172582} | Once only |Before you go... speak to the First Captain of Port Llast - Haeromos, he may have information concerning Ember that may be of use. 
{172583} And you will need at least one piece of evidence to clear your name as well. Without speaking to Haeromos and some evidence to clear your name, you have no chance in the trial at all. 
{172584} | If spoke to the Big H but no evidence. |Indeed? With no evidence?
{172585} | If got evidence but didn't speak to the Big H. |Indeed? But word is, you have still not spoken to Haeromos of Port Llast, as I suggested. 
{172586} Startear Way
{172587} Caelryna Way
{172588} Uncus Way
{172589} A monk of the Sun Soul, who has come to Crossroad Keep to study under Master Rolan.
{172590} Monk
{172591} Rolan Exit
{172592} Aramin's Aromatic Draught
{172593} This potion, seems to contain a thick, steamy vapor that doesn't pour out when the bottle is upturned. The bottle emits a pleasing scent that is refreshing and invigorating.
{172594} Caelryna's Gift
{172595} This otherwise non-descript trinket seems imbued with unholy power. Just having it nearby makes your skin tingle with dark pleasure.
{172596} | If PC doesn't have Mephasm's recipe |There are certain infernal focus objects that can be crafted from precious items from your realm. I will provide you with the recipes for some of them.
{172597} | PC has no infernal focus objects. |I've given you the recipes for creating infernal focus objects. It is up to you to find what is needed to make them.
{172598} What could I offer you?
{172599} An elderly monk. He appears humble, and yet the spark of great power shines in his eyes.
{172600} | Rolan leaves.  He will return the next time the PC comes. |
{172601} Charm of Joy
{172602} This rare and valuable bauble was given to you by Joy. Just keeping this trinket near you seems to fill you with vitality.
{172603} Infernal Token of Mephasm
{172604} You received this item from your bargain with Mephasm. This item gives off an eerie light, and its very presence makes you feel much more confident and attractive.
{172605} This is a goblin shaman.
{172606} | Trial is over |No one comes down here without reason. Why have <i>you</i> come?
{172607} I do not know you, but I sense truth in your words. I give you permission to pass through my tribe's territory.
{172608} We have no wish to fight unnecessarily. Go now - I grant you permission to pass through our cave.
{172609} I'm simply exploring, nothing more.
{172610} To slaughter you and your tribe, of course.
{172611} I go where I please. Are you planning on stopping me?
{172612} [You see a pool of glowing water.]
{172613} [Gather up some of the water in a vial.]
{172614} [Leave the pool alone.]
{172615} Enough talking. You go away now!
{172616} It's just an herb used in certain rituals. Very fragile and easily damaged.
{172617} You will likely not have a chance to re-arm once you leave for the battlements. Do you need to make any final preparations?
{172618} Yes, wait here for just a moment.
{172619} No, there is no time. I will leave for the walls immediately.
{172620} Bed {06 - TINT}
{172621} Bed {07 - TINT}
{172622} Cabinet {High Class - TINT}
{172623} Chair {05 - TINT}
{172624} Chandelier {04 - TINT}
{172625} Stove {02 - TINT}
{172626} Stove {03 - TINT}
{172627} Signpost {04 - TINT}
{172628} Signpost {05 - TINT}
{172629} Wagon {04 - TINT}
{172630} Wagon {05 - TINT}
{172631} The Hollows {TINT}
{172632} Merchant {07 - TINT}
{172633} Leanto {4 - TINT}
{172634} Barn {2 burned TINT}
{172635} Rural House {01 - TINT}
{172636} Rural House {02 - TINT}
{172637} Rural House {03 - TINT}
{172638} Rural House {04 - TINT}
{172639} Rural House {05 - TINT}
{172640} Rural House {06 - TINT}
{172641} 
{172642} Ipoint Cleaner
{172643} Ipoint created to clean up combat cutscene
{172644} Altar {3 - TINT}
{172645} Banner {00 - TINT}
{172646} Banner {01 - TINT}
{172647} Banner {02 - TINT}
{172648} Bed {09 - TINT}
{172649} Bedroll {1 - TINT}
{172650} Bedroll {3 - TINT}
{172651} Bedroll {4 - TINT}
{172652} Book {005 - TINT}
{172653} Book {006 - TINT}
{172654} Book {007 - TINT}
{172655} Book {008 - TINT}
{172656} Book {009 - TINT}
{172657} Book {010 - TINT}
{172658} Book {011 - TINT}
{172659} Book {012 - TINT}
{172660} Book {013 - TINT}
{172661} Book {014 - TINT}
{172662} Book {015 - TINT}
{172663} Bookcase {001 - TINT}
{172664} Bookcase {002 - TINT}
{172665} Bookcase {003 - TINT}
{172666} Bookcase {005 - TINT}
{172667} Bookcase {006 - TINT}
{172668} Bookcase {007 - TINT}
{172669} Bookcase {008 - TINT}
{172670} Bookcase {009 - TINT}
{172671} Bookcase {010 - TINT}
{172672} Bookcase {011 - TINT}
{172673} Bookcase {012 - TINT}
{172674} Bookcase {013 - TINT}
{172675} Bookcase {014 - TINT}
{172676} Bookcase {015 - TINT}
{172677} Amphitheater Stage {1}
{172678} Chair {06 - TINT}
{172679} Chandelier {02 - TINT}
{172680} Chandelier {03 - TINT}
{172681} 
{172682} Lectern {TINT}
{172683} Painting {01 - TINT}
{172684} Painting {02 - TINT}
{172685} Painting {03 - TINT}
{172686} Pillow {01 - TINT}
{172687} Pillow {02 - TINT}
{172688} Pillow {03 - TINT}
{172689} Pillow {04 - TINT}
{172690} Pillow {05 - TINT}
{172691} Rug {012 - TINT}
{172692} Rug {013 - TINT}
{172693} Rug {014 - TINT}
{172694} Shelf {01 - TINT}
{172695} Shelf {02 - TINT}
{172696} Shelf {03 - TINT}
{172697} Shelf {04 - TINT}
{172698} Tapestry {03 - TINT}
{172699} Tapestry {04 - TINT}
{172700} Tapestry {05 - TINT}
{172701} Tapestry {06 - TINT}
{172702} Vase {1 - TINT}
{172703} Vase {2 - TINT}
{172704} Weapon Rack {3}
{172705} Wine Crate {01 - TINT}
{172706} Wine Crate {02 - TINT}
{172707} Wine Crate {03 - TINT}
{172708} Wine Crate {04 - TINT}
{172709} Wine Crate {05 - TINT}
{172710} Cooking Spit {3}
{172711} Fake Mine Entrance {01 - TINT}
{172712} Pallet {03}
{172713} 
{172714} 
{172715} 
{172716} 
{172717} 
{172718} NPC_Ctann
{172719} NPC_Shandra
{172720} CTannCloak
{172721} | Phase 10 (script advances to 20) |{Returning to his usual grim neutrality}But you came for the archery competition as well, did you not?
{172722} But no doubt you are eager to return to the contest.
{172723} | Player is on phase 40 |Now... are you ready to compete?
{172724} Farewell.
{172725} <i> oink </i>
{172726} Note that you will have to replace one of Amie's existing spells. Don't worry - you can always put it back.
{172727} Note: As a sorceror, <FullName> does not have a "Memorized Spells" panel. 
{172728} Although sorcerors and bards can only cast a limited number of spells per day, they do not have to prepare them ahead of time, and can cast directly from their "Known Spells" list.
{172729} | If player is sorceror |After your party has Rested, Amie's spell icons will highlight, indicating that they are ready to cast.
{172730} | If player is bard |After your party has Rested, Amie's spell icons will highlight, indicating that they are ready to cast.
{172731} Note: As a bard, <FullName> does not have a "Memorized Spells" panel. 
{172732} [Continue.]
{172733} [Continue.]
{172734} [Continue.]
{172735} [Continue.]
{172736} [Back.]
{172737} [Back.]
{172738} [Back.]
{172739} [Back.]
{172740} [Back.]
{172741} [Continue.]
{172742} [Back.]
{172743} | Player returns to dialog, in control of Kipp |Now that Kipp is selected as your primary character, move your cursor over the chest. Note that your cursor icon displays a lock.
{172744} | Kipp in party |Right-click the chest, and you will see a progress bar as Kipp jimmies the lock.
{172745} Alternatively, you can open Kipp's character sheet (press the "C" key) and select the "Skills" tab. Click and drag your "Open Lock" skill to one of your Quickbar slots (at the bottom of the screen).
{172746} Left-click your Open Lock skill from the Quickbar. Then left-click the chest, and Kipp will begin jimmying the lock.
{172747} This is a fairly simple lock, so Kipp should have no trouble with it. After the lock is picked, you can access the chest normally.
{172748} | Player returns to dialog, in control of PC |Now that <FirstName> is selected as your primary character, move your cursor over the chest. Note that your cursor icon displays a lock.
{172749} Right-click the chest, and you will see a progress bar as you jimmy the lock.
{172750} Alternatively, you can open your character sheet (press the "C" key) and select the "Skills" tab. Click and drag your "Open Lock" skill to one of your Quickbar slots (at the bottom of the screen).
{172751} Left-click your Open Lock skill from the Quickbar. Then left-click the chest, and you will begin jimmying the lock.
{172752} This is a fairly simple lock, so you should have no trouble with it. After the lock is picked, you can access the chest normally.
{172753} [Continue.]
{172754} [Continue.]
{172755} [Continue.]
{172756} [Continue.]
{172757} [Continue.]
{172758} [Continue.]
{172759} [Continue.]
{172760} [Continue.]
{172761} [Back.]
{172762} [Back.]
{172763} [Back.]
{172764} [Back.]
{172765} [Back.]
{172766} [Back.]
{172767} [Back.]
{172768} [Back.]
{172769} [Back.]
{172770} [Back.]
{172771} Left-click the "Sleight of Hand" skill from the Quickbar. Then left-click the Man in Green.
{172772} If it isn't there, open your character sheet (press the "C" key), and select the "Skills" tab. Click and drag your "Sleight of Hand" skill to one of your Quickbar slots.
{172773} [Continue.]
{172774} [Back.]
{172775} [Continue.]
{172776} [Back.]
{172777} | If player has sufficient points in Use Magic Device |You are not an arcane spellcaster, but you do have a high enough rank in Use Magic Device to use the scroll.
{172778} [Continue.]
{172779} [Back.]
{172780} The "Memorized Spells" window displays spells that are currently memorized and available for use.
{172781} [Continue.]
{172782} [Back.]
{172783} This will open the store inventory window on the left side of the screen, and your own inventory window on the right.
{172784} [Continue.]
{172785} [Back.]
{172786} 1100_sc_enter1
{172787} 11_sc_blade_line
{172788} 11_sc_greed_door
{172789} 11_wp_merring_runto
{172790} 11_wp_merring_home
{172791} 11_door_splode
{172792} 11_bench_cam
{172793} 1100_to_1102
{172794} Gray Dwarf{wave 1}
{172795} [Success] Get to Georg? But... but then I'll have to fight... and there's too many of those things to stop!
{172796} |Get Bladelings Moving|
{172797} |Everyone Attacks|
{172798} Congratulations! This concludes the Neverwinter Nights 2: E3 Presentation.
{172799} Thanks for playing Neverwinter Nights 2, and we look forward to your feedback. 
{172800} Sorry, not at your power level. But one of the staff members may have one you can use. 
{172801} A magical pen and/or magical staff member will be made available for your convenience.
{172802} Go on, then. Just don't tell them you were looting bodies. The authorities frown on that sort of thing.
{172803} Will do, but I do not have a pen.
{172804} Thanks, but I was hoping for a Holy Avenger or staff of the Archmagi first.
{172805} Hold on, I still have more lizardling bodies to loot.
{172806} All right, all right. 
{172807} When you meet him, ask him if he's ever traveled to Amn. That's so he can identify you as the buyer.
{172808} I'll be back for your key, just as soon as I've found a way to break you.
{172809} Good luck finding a new rich lover, Vania.
{172810} You found this ring on the body of one of the men who tried to assassinate you during your vigil. Its insignia consists of a set of what appear to be spikes or knives intertwined in a circle. The ring is otherwise unremarkable.
{172811} Strange Ring
{172812} Just thought I'd mention it. Back to the deal.
{172813} Axle has received word that a dealer in high quality thief equipment from Amn has set up shop in Blacklake. He has entrusted you with negotiating the sale. 

Go to the Gannish estate in Blacklake, and speak with Lord Gannish. Ask him if he's ever traveled to Amn.
{172814} | The party did NOT do the first adventure, so their corpses will be found right before Jerro's Haven |Have you heard anything about the King of Shadows?
{172815} | SCRIPTER: PC has lied to them before. Their corpses should be found somewhere in Act 3. |The King of Shadows was once the Guardian of the Illefarn Empire. We need-
{172816} This is a hastily scrawled note from Ammon Jerro that lists what is needed to create a Gold Filigree Charm for summoning the Devil Mephasm:
" 1 Faint Power Essence
  1 Glowing Fire Essence
  1 Star Sapphire
  1 Gold Necklace
 use Grobnar's crafting station - charm must be crafted near the summoning circle"
{172817} Ring of Positive Thinking
{172818} This ring was given to you by Daerred his way of thanking you.
{172819} An ornate golden charm that can be used as a focus to summon the devil Mephasm.
{172820} This strange object can be used to bargain with Mephasm for various boons.
{172821} Infernal Focus
{172822} This is an elegantly scripted list of ingredients needed to create focus objects needed to bargain with the devil Mephasm:
"- Glowing Power Essence, Ruby, Dark Steel Ingot
 - Glowing Fire Essence, Sapphire, Mithral Ingot
 - Faint Power Essence, Faint Fire Essence, Blue Diamond, Iron Ingot"
{172823} Infernal Focus Recipes
{172824} A young monk who has come to study with Master Rolan.
{172825} Memory of West Harbor
{172826} This trinket was recovered from the village of West Harbor. It seems infused with the spirit and tenacity of the Harbormen who once lived there.
{172827} You received this item from your bargain with Mephasm.  This item gives off an eerie light, and its very presence makes you feel much more confident and attractive.
{172828} You received this item from your bargain with Mephasm. This item gives off an eerie light, and its very presence makes you feel much tougher and more resilient.
{172829} You received this item from your bargain with Mephasm. This item gives off an eerie light, and its very presence makes you feel more agile and deft.
{172830} You received this item from your bargain with Mephasm. This item gives off an eerie light, and its very presence makes you feel much smarter.
{172831} You received this item from your bargain with Mephasm. This item gives off an eerie light, and its very presence makes you feel much stronger.
{172832} You received this item from your bargain with Mephasm. This item gives off an eerie light, and its very presence makes you feel much wiser.
{172833} To the KNIGHT Captain of Crossroad Keep!
   I am absolutely thrilled to report our latest findings.  After our last trip into the Mere of Dead Men, we were not eager to return. Maxil had a brilliant suggestion for once. He said that when you lose something, such as your lucky stockings (more on that later), the best way to find it is to NOT look for it, and eventually it will come to you. So to execute Maxil's strategem, we set off to Port Llast in order to NOT find information about the Guardian.
   In Port Llast, we encountered a strange pair of scholars who told us of the Wendersnaven, a race of omniscient beings who, as near as we could tell, either live in floating trees in Neverwinter Wood, or float on living trees in Neverwinter River.  We set out to find these beings, figuring that if they were truly omniscient, they would know all about the Guardian.
   Unfortunately, we ended up getting lost following the directions of the scholars from Port Llast.  We ended up in the mountains, where we encountered the rather surly spirit of a dead dragon who offered us some treasure if we would help him.  We took his treasure, fully intending to help, but suddenly we were chased away by a black dragon!
   While fleeing for our lives, my lucky stockings fell from my pack and became caught on a massive claw the dragon. After we escaped, I must admit I forgot all about learning about the Guardian and was instead obsessed with reclaiming my lucky stockings from the black dragon.  We trailed after the dragon, which led to some ruins that Juen told me was once an Illefarn temple. Suddenly, remembering our mission, I said a silent goodbye to my lucky stockings and set us to exploring the ruins.
   After an exhausting search we uncovered a tidbit of information about the Guardian that I hope will be valuable to you: THE GUARDIAN WAS A VEGETARIAN!
   With this new knowledge I was able to theorize, and the others agreed, that if one were to face the King of Shadows, he would not actually devour you, as the old wives tales would have you believe. Now that you are armed with this information you may plan your strategy accordingly for when you at last face the King of Shadows.
   Along with this letter I have sent a package containing a trinket that I have been carrying around since the beginning of my adventuring days. I figure you will need it more than I in the dark days to come, and all my ring fingers are now full from the all the treasure we have found on our journeys.
   Respectfully,
   Daerred & Company
{172834} Daerred's note - The Guardian
{172835} To the Captain of Crossroad Keep,
   I am pleased to report our findings from the quest you sent us on to gather information about the King of Shadows.
   We ventured south, south, south into the Mere of Dead Men. Our goal was to head straight to the Vale of Merdelain, where we supposed we might find many answers about this shadowy King of Shadows. The journey to the Mere was chock full of good times, pleasant weather on the road and accommodating barmaids at most of the inns we came across. Why Juen even bought a pet ferret at a bargain price from a one-eyed merchant. She named the ferret Pogo, but more on that later.
   Unfortunately, before we got far into the Mere, we were chased by some crazed druids. After eluding them, we decided to camp for the night. We all felt as tired as the walking dead by that point, but still I insisted that Maxil take the first watch.  Not long into the night, Maxil's screams woke us. He was running around the camp with an undead Pogo clamped onto his left boot. Through tears of regret, Juen uttered a cantrip that sent Pogo skittering off into the underbrush, deeper into the Mere than we dared venture. 
   We all talked about what happened as we hastened north away from the Mere. Juen said that she believes proximity to the Vale of Merdelain turned poor Pogo into a member of the walking, or skittering, dead.  We agreed that if we had not been disturbed from our slumber, we might have suffered the same fate. I strongly urge you to tell your people to avoid proximity to the Vale of Merdelain. 
   Boldly yours,
   Daerred & Company
   P.S. Should you encounter an undead ferret, please put the poor thing out of its misery.
{172836} Daerred's note - King of Shadows
{172837} Greycloak Fine Chainmail +1
{172838} Would you like to go to the briefing or the battle?
{172839} Briefing
{172840} Battle
{172841} 
{172842} Number of West Harbor Militiamen recruited:
{172843} 
{172844} NPC_Zeeaire
{172845} CityMStoneTree
{172846} You must be in control of the PC in order to proceed.
{172847} | If player has already triggered the trap, and Kipp is in party |Look there! Something under them logs...
{172848} Yeah... those would be the <i>trapped</i> logs, Kipp. They'll shock you, if you touch them. 
{172849} Pff. I've got past that old wizard's traps before... and they was the dangerous kind.
{172850} Betcha I can get past this one, too...
{172851} | If player got Kipp and already has the 3 feathers |You look dreadfully pleased with yourselves. You haven't finished the Knaves' Challenge already, have you?
{172852} Perhaps. We found these three feathers.
{172853} Did it involve finding three feathers? You didn't hide them very well.
{172854} Indeed we have! Here are your three feathers.
{172855} | Player already has the 3 feathers |We've already found three feathers - white, blue, and green.
{172856} |Fall through node|
{172857} | If Kipp or player just triggered trap |Your party has triggered a trap! You will have to disarm the trap before you can search the pile of logs.
{172858} To activate Detect Mode, click its icon on the Mode Bar (located on the left side of the screen). 
{172859} Hint: Move your cursor over the various buttons on the Mode Bar, and pop-up text will tell you which is which.
{172860} Detect Mode improves the party's chances to spot traps and hidden creatures. While in Detect Mode, your movement speed will slow to a walk.
{172861} After a few moments in Detect Mode, the pile of logs should glow red (if it isn't already). This indicates that you have spotted the trap.
{172862} | PC is rogue and not controlled |Before you attempt to disable this trap, set <FullName> as your primary character (by right-clicking <his/her> portrait). 
{172863} | Player returns to dialog, in control of Kipp |Now that you have control of Kipp, you can attempt to disarm the trap.
{172864} There are two methods of disarming a trap. The simplest is to move your cursor over the red-highlighted object (in this case, the pile of logs), and right-click. You should see a progress bar as you attempt to disarm the trap.
{172865} Alternatively, you can activate Kipp's Disable Device skill from the Quickbar. If Disable Device is not already on the Quickbar, open Kipp's character sheet (hit the "C" key), and click the Skills tab.
{172866} Drag the "Disable Device" skill into one of the Quickbar slots. Then left-click the "Disable Device" skill on the Quickbar, and left-click the pile of logs.
{172867} Once the trap is removed, right-click the pile of logs to see what is hidden beneath...
{172868} | Trap was triggered - checking this for a later "Back" command |Hint: Detect Mode works in a limited area, so if you want to search a particular object, you will need to stay close to it.
{172869} | If Kipp is in party |
{172870} [Continue.]
{172871} | If player has not already triggered trap, and Kipp is in party |That ol' wizard's trapped them logs! We can't get what's underneath 'em, long as that trap's in place.
{172872} I've got past his traps before, though... and they was the dangerous kind.
{172873} Betcha I can get past this one, too...
{172874} | If player triggers trap before Knaves' Challenge starts, or if Challenge has already started but Kipp is not in party (ie player has rogue skills) |That was a trap! On a <i>woodpile!</i> Somebody around here has a really sick sense of humor.
{172875} What do you mean? That was great! Anyway, it didn't actually hurt us.
{172876} It's probably part of the Knaves' Challenge. Tarmas said he'd left a few surprises around the village.
{172877} Tarmas... that figures.
{172878} | If player has Search and Disable Device skills |He must have hidden something under the logs. But we can't get to it unless we disarm the trap...
{172879} We'd better just stay away from it, unless the two of you want to get shocked again.
{172880} {He seems a trifle scared}G-good to see you again, <FirstName>.
{172881} {Abrupt}I've got to go.
{172882} {Just thinking about his duty}I'm just hoping that this shard we're looking for is still there when we get to the ruins.
{172883} I mean, it's been there for so long that I have to believe it's been picked clean by now.
{172884} {A little hurt}I know you didn't want me along, sorry for chewing your ear off before. I just can't help it.
{172885} {A little hushed. Still a little in shock that West Harbor was attacked}This is a bit too much for me, <FirstName>. Amie's dead, the village is in flames, and now here we are in the swamp looking for ruins. 
{172886} {Our boy Bevil's growing up fast here. A little embarassed to admit he had dreams of grandeur}I always wanted to be one of those adventurers - like {BREW-nor}Bruenor Battlehammer or Lord Nasher - {to himself}well, back when he <b>had</b> adventures.
{172887} {Prompting}What about you, <FirstName>? Ever thought of leaving here, becoming an adventurer?
{172888} {Slightly incredulous}You haven't? {Shakes head}I guess I still have a lot to learn about you. Our village has always seemed a bit too... {he's looking for the right word}well... small for you.
{172889} {A pause at the beginning - he's switching conversational gears here}Uh... say, should we be in some sort of marching order or something?
{172890} Chores keep me pretty busy. And then there's the militia training.
{172891} {A little embarassed}Well... I always try to do what's right by people, and my family. So if I see something wrong, I let people know.
{172892} {Slight hurt}But that doesn't always go over well - then people tend to take the long way around to avoid you.
{172893} {Shrugs}Still, letting wrong-doings go doesn't do anyone any good, that's how I see it.
{172894} {Shrugs}As much as the next Harborman, I suppose. I haven't set foot there since {GAY-org}Georg Redfell said we should avoid the place a few years back.
{172895} Everyone knows it's been overrun by lizardlings. And {GAY-org}Georg says if we don't bother them, they won't bother us.
{172896} {A little surpirsed, then reprimanding}Of course, and you should as well. He watches the village, and tries to keep everyone safe. 
{172897} |Wild PC/Druid/Ranger|You're asking me? You spend every waking moment out there in the swamp - always out of doors.
{172898} You probably know the ruins better than anybody in town.
{172899} Go ahead.
{172900} I was told that the ruins were empty - even the chambers beneath it. Wouldn't surprise me if the lizardlings have claimed it.
{172901} Lizardlings can be... terr.. terata... {looking for "territorial," can't find it}uh, protective of what's theirs.
{172902} And I don't think you'll be able to talk things over with them either. This isn't going to be easy.
{172903} {Agrees}Georg says the same thing, though he thinks it's best not stir up a hornet's nest when the hornets are minding their own business.
{172904} Two swords are better than one - and we're bound to run across lizardlings. I figure that's why he sent me along.
{172905} |PCs with STR 12 or under|{Hesitant, but not mean}No... I mean... well, you have your talents and all... but you have to admit, you're not the strongest of people.
{172906} {Shrugs}He probably figured you could use an extra sword arm, especially where we're going.
{172907} |PC is trouble-maker|{Bevil is a goody-two-shoes, and the PC is the mischevious imp}Well - if you weren't always in so much trouble, perhaps he wouldn't feel the need.
{172908} {He's making an effort to be polite to the PC despite the bad blood - which explains why his other lines are read more exuberantly}Look, I'm none-too-thrilled to have to travel with you, either - but let's make the best of it. Besides, all of that happened years ago.
{172909} |Non-militia PC|I'm one of the best of the new militia men. {Beat}Never saw you training in the militia, though, if we had the time, I could teach you a thing or two.
{172910} {He thinks}I - I... can make soup. And use a sling... {slight upbeat}even a bow.
{172911} But as {GAY-org}Georg says, the only thing I'm really good at is swinging my sword and carrying wood. {Beat}Should be enough for tonight.
{172912} {Shrugs}Well, I suppose we'll see then. {Prompts, but not mean}But if you are as good with your weapon as you're letting on, you should join the militia.
{172913} |Militia PC|I'm one of the best of the new militia men. Some say almost as good as you, really.
{172914} {Genial competition}Maybe this mission will settle which one of us is better, eh?
{172915} {He's hurt}Probably shouldn't make too much noise. I understand, I'll try and keep quiet.
{172916} {He's proud of where he's from - and is defensive in tone}West Harbor isn't all that bad - and {GAY-org}Georg says the rest of the world isn't all that good.
{172917} {Approving}That's what I think, too. {Looks around, a little nervous}I wish Amie were here with us.
{172918} With everything that's happened tonight though, I think my place is here in West Harbor. Adventuring is all fine and glorious, but someone still needs to remain home and care for the families.
{172919} |Bully PC|{Slight nervousness}I know you've made a name for yourself being "tough" - but the time I spent training to join the militia wasn't wasted. I won't slow you down, if that's what you mean.
{172920} |Devout or Wizard|{Perplexed}Why on earth would he do that? The only thing you're in danger of is thinking too hard.
{172921} |Wild|{A little in a huff}Spying on you would be a full time job - the way you get around. The Mere <b>is</b> dangerous, you know, as much as you treat it like your own backyard.
{172922} |Female flirt|I'm not really good around pretty women. {Abashed}Not to say that I - I mean...
{172923} {Pained}Can we talk about something else?
{172924} {Wishes he was dead}I <b>don't</b> like you. I don't mean you're not likeable...
{172925} Can we <b>please</b> talk about something else? <b>Anything</b> else!
{172926} |Farmer|You're normally in the fields with the other farm folk. I suppose there's more to it than that...
{172927} |Wild|I swear you see more of the <b>swamp beetles</b> than any of us in the village. But I suppose there's more to it than that...
{172928} You ready to get out of here yet?
{172929} There's no time to talk, <FirstName>! We still have a village to defend!
{172930} |Speaking with Bevil after returning the Shard|So your father's sent you off to Neverwinter. As if everything that's happened tonight isn't enough adventuring for one lifetime.
{172931} Not that I'm not tempted - Amie certainly would have jumped at the chance. But we lost a lot of harbormen to the attack.
{172932} Hopefully your father's right, and there will be no more attacks once the shard is gone. Still, the village will need every swordarm it has.
{172933} As a member of the militia, my sworn duty is to defend West Harbor. I can't just turn my back on that.
{172934} It'll be a shame to see you go - we lost a lot of harbormen to the attack.
{172935} I've got some bandages here, though I hope you won't need to use them.
{172936} You can also have my share of the loot that we found. You'll need it more than I do.
{172937} {A little offended}Just remember you won't have any harbormen there to protect you if you get into trouble on the road.
{172938} Well, if you're sure. Something to remember you by, eh?
{172939} Wish I could go with you, but the defense of the village is important too.
{172940} Heh. I'll do my best to keep the place standing for when you return. I want to hear about all of your adventures.
{172941} [Success] Well... here. You can have what I've got left from my militia pay. Things are probably more expensive out there.
{172942} [Failure] Sorry. It's all I have to offer. Try some of the other villagers though. They might be able to offer you more help.
{172943} Not really. There's an inn north of here along the road. It's the only one between here and the edge of the Mere from what I understand.
{172944} Plenty of lizardfolk in the swamp, of course. Just stick to the roads and you'll be fine though. At least that's what I've heard.
{172945} Don't forget - I want to hear all about your adventures when you get back from Neverwinter.
{172946} {Slightly shaken, but pleasant}Well met, <FirstName>, I've heard you're a Captain now - and you've got a Keep. {A little weak}Not quite like hunting lizardlings in the swamp any more, eh?
{172947} {A little more chipper}You know the Harbor - we trudge through. Even with the mere acting up.
{172948} {Some caginess}No, I'm fine - just a bit rattled from all the rumors about dark things in the swamp. Things haven't been the same since you left, you know.
{172949} {Considering}I'd - I'd really like that. We don't get much news from outside here in West Harbor, but people <i>always</i> ask about you.
{172950} You're actually doing something about the pesti-pesti-pestle ants in the lands. {More gung ho}And I want to help!
{172951} I'll head over as soon as I get my sword and say goodbye to my folks.
{172952} |PC in militia|{Prompting}We've trained in the militia together - ever thought of leaving here, becoming an adventurer?
{172953} I'm hoping that you'll be back soon enough after you reach the city, but most people who leave West Harbor don't come back.
{172954} Good luck. And if you run across the one who killed Amie, stick a blade through his heart for me. She deserves at least that.
{172955} You're acting strange.
{172956} Are you all right, Bevil?
{172957} In truth, I hadn't given it much thought.
{172958} Let's keep moving.
{172959} Why is it I don't see much of you in the village?
{172960} That can't be the only reason.
{172961} What do you know of the ruins?
{172962} What's in the ruins?
{172963} Do you always do what Georg says?
{172964} There was something else I want to ask.
{172965} Still, maybe you know something I don't.
{172966} I haven't been inside the ruins since the lizardlings came.
{172967} Lizardlings are best left to themselves. Peaceful coexistence.
{172968} Did my father send you to spy on me?
{172969} How good are you with that sword?
{172970} Can you do anything else?
{172971} Not all warriors learn their trade in the militia. I might surprise you.
{172972} I didn't choose your company, so be silent. 
{172973} I just want to get out of this backwater village and see the world.
{172974} Yes, if only to make the Realms a better place.
{172975} So you <b>like</b> me then, Bevil? How cute.
{172976} Yes, let's go.
{172977} I still want to explore.
{172978} Why don't you come with me, Bevil?
{172979} If it will keep West Harbor safe, then it's my duty.
{172980} Any reason to get me out of this village.
{172981} Anything you can give to help me on the journey?
{172982} Good to know the village will be in safe hands.
{172983} I'd better get going.
{172984} Farewell.
{172985} Do you know what I can expect on the road?
{172986} Thank you. I need all the help I can get.
{172987} That's all right. Keep your share of the loot.
{172988} [Diplomacy] There must be <i>something</i> more you can give me.
{172989} You interested in coming to Crossroad Keep?
{172990} Are you all right, Bevil?
{172991} How have things been?
{172992} Farewell.
{172993} I could use your help at the Hollows.
{172994} Farewell.
{172995} |SCRIPT: He either leaves, or is gone when the PC reenters the area.|
{172996} Who was that mage?
{172997} Where's the farm?
{172998} Let's go, then.
{172999} What about Amie?
{173000} We need to find help for Amie.
{173001} She may still be alive.
{173002} |Shot of Tarmas casting a spell|
{173003} {Githyanki grunts}Ungh!
{173004} Master! Just hold on! We can help!
{173005} You three stay out of this! It's too dangerous!
{173006} |Githyanki summons some stuff. Probably spiders|
{173007} |Spiders move forward. Githyanki runs off|
{173008} The stupid girl! I told her to stay out of it!
{173009} I do not know, but he was clearly skilled in the Art. He probably led the attack on West Harbor.
{173010} We must hurry to the Starling farm before more Harbormen meet the same fate as my apprentice.
{173011} It's just down this road. We'd better get moving. Tarmas will need our help.
{173012} |SCRIPTER: Amie casts a spell at the githyanki. Pitiful|
{173013} {Not even fazed by Amie's spell}So the whelp seeks to test herself. How pathetic.
{173014} {Evil chuckle as he casts a spell at Amie}
{173015} {Amie lets out a cry and dies. Blasted by the githyanki}
{173016} Blast it! The rest of you stay where you are!
{173017} {Given how long the attack's been going, figures the shard isn't here or it would have already been found}I shall waste no more time on this pitiful village. It is not here.
{173018} Leave her! It's too late! We must hurry to the Starling farm before more Harbormen meet the same fate as she did.
{173019} There's more to do. Georg and the militia are holding our attackers at bay on the Starling farm. We must hurry before the tide turns.
{173020} The girl is dead! Now move, before we lose even more to this attack!
{173021} I want to help her too, but Tarmas is right. Amie didn't have a chance. 
{173022} Let's head for my family's farm. Georg will need every harborman to help fight off the attack.
{173023} {Flat}<FirstName>, you have returned.
{173024} {Pained, doesn't want to talk about it anymore}Another time perhaps... for now, let it rest.
{173025} {Going into story mode, reflective}When you were a child you were so full of life. I could not have children, as much as my {SHAY-LA}Shayla desired it.
{173026} Your mother, {ES-MER-EL}Esmerelle, still felt the call of the road, but she stayed, for you. Yet she knew that death could come for her, as it had for our friends - our allies.
{173027} So she exacted a promise from {SHAY-LA}Shayla, a promise readily given. That if something should befall her, Shayla would care for you as her own.
{173028} As fate would have it, the promise would be fullfilled, but not by my bride. By me.
{173029} {ES-MER-EL}Esmerelle never intended me to care for you - such warmth is difficult for me. But you had no one else - so I did as best as I was able.
{173030} {Rueful}I see other fathers and marvel at how they do it. If it was ever in me - it was lost long ago, buried in the graves of fallen friends.
{173031} {Sighs}I know your years with me have not been easy ones - yet I hope you have grown up well in spite of me.
{173032} {Going into story mode, reflective}When she was little older than you, adventure sought her out, as well. We met in a tavern and were drawn together by mutual necessity.
{173033} There were others with us - and some tales of our adventures were told. But not all such stories end well.
{173034} One day we both realized that of the original band - only we were left. I had had enough of death, especially of those close to me.
{173035} Your mother was spun of a different silk, and maintained her vitality in spite of loss. When I settled in West Harbor with my {SHAY-LA}Shayla - she would visit us from time to time.
{173036} A heart can heal over time. One day when {ES-MER-EL}Esmerelle returned she was thick with child - you. {Slight sense of loss, forgot how good things used to be}Those were... good times.
{173037} {Warning, interrupting a question before asked}Before you ask - she never mentioned any details about your father. And in my homeland, we respect such silence.
{173038} {Thinking of the death of his own wife, staring off in the distance}Then... then I lost everything again.
{173039} {Quietly, too pained to continue}I cannot speak of this anymore - please, leave me.
{173040} {Sighs}It did not take long for our foe to discover that you had left - I fear you must have faced him on the road to Neverwinter. Does he still hunt you?
{173041} I sense you are more sure of your course then when you left. But do not stay here overlong - predictability is something a hunter relishes in prey.
{173042} {Slight surprise}A githyanki? I have heard their names mentioned only once or twice in passing. Invaders from the outer planes, a fierce foe.
{173043} {Sighs}I sense one task only led to another. Such is the way - what seems a simple thread is often part of a complex tapestry.
{173044} {Sarcastic in return}Is that the human sarcasm? Sometimes it is so difficult to tell.
{173045} You should not be here, <FirstName>. The enemy must be drawn away from our village - not towards it.
{173046} {Put a sense of urgency to this, but not overboard}Do what you need to do and be gone - quickly.
{173047} Have you said your farewells?
{173048} You must leave tonight - when you are ready, return here, and I will tell you what must be done.
{173049} To get to Neverwinter, take the road that borders the Starling farm out of town. It is the only road through the Mere of Dead Men - so following it will be easy.
{173050} The road itself has not been patrolled for some time, and few travel it. Move quickly, and you may be able to avoid the beasts of the Mere.
{173051} I suspect you will see your share of battle before you reach the City of Skilled Hands. {Warning}Stray from the road and the danger is even greater.
{173052} I've made it known that you travel directly for Neverwinter, in the hopes that the enemy will pursue you along the High Road.
{173053} {Thinking slightly, then firm}There is a ship named the Double Eagle that will await you in Highcliff. Her captain, Flinn by name, is an old companion of mine and will ferry you safely to the city.
{173054} Your trip to Neverwinter will be quicker by water, and my attempt at misdirection may allow you to reach Highcliff before the enemy becomes aware of your true route.
{173055} I have nothing more to say. May the moon never be at your back, my daughter.
{173056} I have nothing more to say. May the moon never be at your back, my son.
{173057} Take anything you need from our home. You should speak with the wizard, Tarmas as well. He may have a few odds and ends that he would be willing to part with.
{173058} Take the shard to your Uncle Duncan in Neverwinter, he will know more of its mysteries than I.
{173059} {Stern}Do not show anyone the shard - and tell no one of your mission.
{173060} |Small cutscene of Daeghun walking up to Bevil and PC by the exit to the swamp|
{173061} {No hint of being pleased or congrats in his tone}You have returned - and you have brought the shard.
{173062} {Upset that Daeghun is so cavalier about he and PC risking their lives}That's all you can say? I almost died out there!
{173063} {Firm, dismissive}If I did not believe you could handle the task, I would have sent another. You can go now, Bevil.
{173064} {Shakes head, a little under his breath}I don't see how you put up with him, <FirstName>.
{173065} [Daeghun glares at Bevil.]
{173066} |Walking away as he says the last sentence|{Still shaken - second sentence he says to himself as walking away}I'm going, I'm going. Looks like my adventure is over.
{173067} The wounds of the injured have been tended to. Brother Merring and I saved who we could, but many were beyond our abilities to heal.
{173068} You no doubt have quesitons, so ask them.
{173069} Ask what you will. You may not get another chance.
{173070} Then you must leave now, this very night, and journey to Neverwinter. Take the shard to my half-brother Duncan.
{173071} {Owns is the most intuitive of words to him}He owns an inn situated in the Dock District - the Sunken Flagon. There, he and his contacts can help you and perhaps unlock the mystery of the shard.
{173072} {His tone on "all goes well" indicates there is only the slimmest of chances it will}The beasts that attacked us will leave West Harbor be once they realize their quarry has fled. If all goes well, you should be in Neverwinter before they find your trail.
{173073} Say your farewells - your boots may travel many roads before you return. I let some of the others know you were leaving - but not the why of it.
{173074} Do not show the shard to anyone - and say nothing of your mission. There may be other hunters that seek it, and silence will serve as your best defense.
{173075} Return when you are ready for your journey. There are some final words I would share with you.
{173076} {Emotionless}Perhaps one day we will speak again and gain an understanding of each other. But not this night.
{173077} The villagers are either too set in their ways, or would prove more hinderance than help.
{173078} |Non-Human PC|I was raised amongst the wild elves and for all my years amongst the race of man, they make little sense to me. Even though you are not one of them - you understand them better than I.
{173079} |Human PC|I was raised amongst the wild elves. For all my years amongst the race of man, they make little sense to me. You are one of them - and you understand them.
{173080} I have done all I can to hide your presence. {Beat}If these beasts come again, West Harbor will need me.
{173081} Requests here and requests there have set people in motion, creating a screen of activity. On a normal night your trip with {BEV-ILL}Bevil would be easily spotted, but not this night.
{173082} {Thinking}It still may not be enough - but there is little else I can do. The rest lies in the winds of fate.
{173083} I can think of no other explanation. The shard is the only thing that remains of a battle fought here when you were a small child.
{173084} {Pause before he starts - kind of lost in the remembering}There was a war fought here in the Mere of Dead Men. West Harbor was close, too close, to the field of battle.
{173085} Of the reasons for the conflict, we knew little. Demons were involved, led by a mage of great power. The forces of Neverwinter attempted to drive them back. 
{173086} Many villagers fled, some taking the road, others wading into the swamp, anything to escape the battle. There was an explosion - pure and white - then nothing more.
{173087} When the few of us that remained returned to the village, no one was alive. Except you... you were gravely wounded. I think one of the demons injured you with a tainted blade.
{173088} It took all of my skills to seal the wound. You lived - but you carry a scar to this day, right above your heart.
{173089} {Quiet}Ask.
{173090} {Close to choking up}You're... You're just lucky to be amongst the living.
{173091} The truth may never be known - but it is said that the forces of Neverwinter made a bargain with something - something that could oppose the evil wizard.
{173092} So an evil was pitted against evil - and the wizard, his demons, and all the soldiers of Neverwinter in the village were consumed by it.
{173093} {Sad}So it seemed - until tonight, when battle was waged once again in West Harbor.
{173094} {Obvious pain here - showing more emotion here then anywhere else}{ES-MER-EL}Esmerelle's chapter has passed. Live your life, and know that she cared for you greatly.
{173095} {He is warning his son against the sin he himself is most guilty of here - urgency in the tone}For now, concentrate on what must be done. A dual focus will only lead to failure.
{173096} {Sad, wants to say more, but can't}I must disappoint you on this, <FirstName>. Of her life I will say nothing more.
{173097} It was one of two - I found both shards right after the battle that destroyed West Harbor long ago.
{173098} Years later, I visited my half-brother Duncan in Neverwinter.  We asked a wizard there to divine the nature of the shards.
{173099} He found only the faintest of auras on them, perhaps a residue of the magic used during the battle, and he pronounced it worthless.
{173100} |CHRIS AVELLONE: Trying to give a better explanation than his original non-answer. In an earlier dialog I had Daeghun say he'd explain why he hid the shard after the player returned. Seemed mean to then back out on that promise. Tried to make the explanation practical.|{He's pained when he says this}The battle claimed more than mere farms and homes, and the shard was connected somehow to it all. I hoped to avoid further tragedy for the village, and thus hid the shard.
{173101} {He's thinking aloud}Curious. Perhaps whatever brought the threat back to West Harbor has awakened the magic in the shard.
{173102} {Thinking}This may make identifying the enchantment on the shard easier now than when Duncan first tried.
{173103} In an age past, dwarves and elves built a nation known as Illefarn - a union of stone and nature.
{173104} The ruins outside of West Habor are from that age - and all that remains of Illefarn and its sad tale.
{173105} {Stern, teacher-mode}Between now and your journey's end, you will face death many times. Best you confront it now.
{173106} Our talk is for our ears alone. Bevil has served his purpose, and does not need to be troubled any further.
{173107} Go to the ruins and get the package.
{173108} {Slight trace of relief - slight}I see you are unharmed. Many have not been so fortunate - and others have seen their final night.
{173109} I do not have much time to talk - there are many who are wounded, and there is something you must do. {Emphasis}Tonight.
{173110} Those... bladelings were here to find something, and I fear I know what.
{173111} {Irritated}Tonight is <b>not</b> a night of words - but action.
{173112} {Make slight ominous, like speaking of the one true ring}There is an item... an old silver shard that I hid in the ruins many years ago.
{173113} The attack may be linked to this shard. If so, it must be retrieved before these bladelings can recover it.
{173114} The old stones outside of town conceal deeper ruins below. {Beat}In the farthest chamber of these ruins, there is a loose stone in the corner.
{173115} Hidden behind it is what you seek. Bring it here.
{173116} There remains only one thing. You should not go alone.
{173117} {Saddened by the number of casualties. Just a tad irritated with the player's question}There are too many wounded to care for, more than Brother Merring can handle on his own.
{173118} {Sighs, slightly sad}I cannot go, so you must travel there in my place. There is no choice in this matter.
{173119} {A little hesitant, difficult subject at end}It is from the time when your mother died. Those were dark times for the village...
{173120} We can speak more of the shard after you've returned. Of greater importance is its retrieval.
{173121} {Snappish, but not shouting, said with finality}There is no <b>time</b> for that now. Your mother is dead - let her spirit rest.
{173122} {A little snappish}Think it through. You know as well as I do that there is nothing in this village that would be worth such an attack.
{173123} |NOTICES PC WITH EQUIPMENT|{NOTICES PC WITH EQUIPMENT}A curiously <b>familiar</b> choice in arms and armor, but keep them for now - you will need them.
{173124} Bevil. I need you to accompany my son to the ruins. This is an important task.
{173125} {Confused}But Georg says the ruins have been overrun by lizardling tribes...
{173126} {Firm, blocking any chance of arguing back}Yes. Together you can succeed where one might fail.
{173127} {Beat, Looking out across the burnt village. Dismissal at the end in his tone}The cries of the wounded cannot be ignored any longer. Find the shard, <FirstName>. Find it, and bring it here.
{173128} |Daeghun walks away|
{173129} {Wary, watching Dhaegun walk away}No offense meant, <FirstName>, but your father makes the hairs on my neck stand up.
{173130} {Matter of fact. Bevil takes his duties seriously}Still, if we're going to do this we should make some haste. It sounds urgent.
{173131} This path that runs along the river is our best route into the swamp. Hopefully these ruins aren't too hard to find.
{173132} This path that runs along the river is our best route into the swamp. We can take it to the ruins when you're done here.
{173133} |PC has his equipment|{Wry tone}I'm sure that what I <b>planned</b> on giving you isn't where I last left it.
{173134} {Reluctant - he's reluctant because the PC may discover something in the chest very personal to him}If you <b>must,</b> you can go to my room and open my chest. There are things inside that may prove useful.
{173135} |fade out|
{173136} |PC is Female|Bevil. I need you to accompany my daughter to the ruins. This is an important task.
{173137} {Getting impatient with the player}I have my reasons, which I will explain when you've retrieved it. For now, stay focused on your task.
{173138} So I gave your uncle Duncan one of the shards. The other I took back to West Harbor.
{173139} Even young Bevil has ties to West Harbor too strong to break.
{173140} Yes, thank the gods. I arrived before they had found the children.
{173141} Fortunately, they were too busy ransacking the house to notice me. Gave me the advantage.
{173142} {Bevil's ready to move on. Duty calls.}So... um... shouldn't we get moving? Your father made it sound urgent that we start.
{173143} I understand you lost a friend of yours to the attack. A tragedy. She was a promising young mage, or so I've been told.
{173144} Death is never pleasant, but you cannot allow yourself to dwell on every loss.
{173145} |CHRIS AVELLONE: This whole bit sucks. You can probably guess what I'm trying to say here, but it's not coming out right|Or perhaps I've merely learned to accept death as an unavoidable consequence of living.
{173146} Yes, and to dwell on our losses serves no purpose. There is still much to do.
{173147} That you will. I see you understand the folly of dwelling over a loss.
{173148} Instead, you will head to the small port town of Highcliff once you are clear of the swamp. From there, you will seek passage on a ship to Neverwinter.
{173149} Farewell.
{173150} |Available in Act 2|I want to know about my mother.
{173151} Why would she leave me in your care?
{173152} By you?
{173153} Never mind - tell me how the village has fared since I left.
{173154} How did she come to West Harbor?
{173155} Did my mother give up adventuring as well?
{173156} How has the village fared since I left?
{173157} I believe so.
{173158} |MUST REPLACE GNOME REFERENCE|The gnomes and bladelings were commanded by a githyanki. They're still after me.
{173159} I delivered the shard to Uncle Duncan.
{173160} Yes - don't get too excited.
{173161} I still have some things to do before leaving.
{173162} I'm ready to go.
{173163} Looks like I'm only running into more danger.
{173164} So I should expect combat?
{173165} This road doesn't sound too safe.
{173166} There must be roads that lead to Neverwinter.
{173167} Why must I go by boat?
{173168} Are you sure there will be ships available?
{173169} Anything you can give me to help on the journey?
{173170} What do I need to do again?
{173171} Actually, I do have some questions.
{173172} I have no more questions.
{173173} Then I will leave.
{173174} That's your farewell, then?
{173175} Can I take anyone on my journey?
{173176} Why don't you take it to Neverwinter?
{173177} Hide my presence? What have you done?
{173178} Are you sure the bladelings are looking for the shard?
{173179} A battle was fought in West Harbor?
{173180} How many survived?
{173181} Was anyone left?
{173182} What happened then?
{173183} I had other questions.
{173184} But that explosion... how did I survive?
{173185} What caused the explosion?
{173186} Was that the end of the war?
{173187} You've never told me anything about my mother - I want to know more.
{173188} I'm tired of your silence. I deserve to know.
{173189} Isn't there anything else you can tell me?
{173190} Tell me about the shard.
{173191} Then how did the shard wind up in the ruins?
{173192} I feel magic from the shard - strong magic.
{173193} Who built those ruins? It didn't look like human work.
{173194} We could have died in those ruins, and that's all you have to say?
{173195} That was no way to treat Bevil.
{173196} We barely trade words as it is, and now you want a favor?
{173197} I am ready. Tell me what I need to do.
{173198} Can you give me anything for the journey?
{173199} Sounds simple enough.
{173200} Anything else?
{173201} Why don't you just get it? You're the one that hid it.
{173202} Where did it come from?
{173203} Is the shard connected to my mother? You never talk about her.
{173204} Why do you think the shard is their goal?
{173205} What were they looking for?
{173206} I'm ready. Let's go.
{173207} I want to talk to some people first.
{173208} Why did you hide the shard in the ruins?
{173209} If it will help the village, then count me in.
{173210} What happened with your siblings? Are they all right?
{173211} That's all you have to say about it?
{173212} She was a good friend. You wouldn't understand.
{173213} The entire attack was a tragedy.
{173214} I'll get over it.
{173215} Farewell.
{173216} Any more stories you can tell me?
{173217} Anything happen since I left?
{173218} Have you had any word about Kaelil?
{173219} I've been looking for any excuse to leave here.
{173220} Farewell.
{173221} Hear any stories of the outside world?
{173222} Forget I asked - you'd think after the events of the night I could get a straight answer out of you.
{173223} Tall as a tree?
{173224} Does anyone ever believe you?
{173225} What happens?
{173226} Well - your stories are entertaining at least.
{173227} I'll look out for him, then.
{173228} It turns you into a - frog, maybe?
{173229} Whatever you say, Georg.
{173230} Come on, that can't be true.
{173231} What can you tell me about the road to Neverwinter?
{173232} Can we talk about something else?
{173233} What sort of dangers are in the swamp?
{173234} Why did the patrols stop along the road?
{173235} Stick to the point, Georg.
{173236} More of your tall tales? I know the city wasn't completely destroyed.
{173237} I hadn't heard the whole city was destroyed!
{173238} What can you tell me about Galen?
{173239} Can you give me anything to help on the journey?
{173240} Why do you want to know?
{173241} I'm taking what the invaders were looking for away from here.
{173242} A chunk of silver - it doesn't even look valuable.
{173243} It's possible. I'm taking it to Neverwinter to find out more.
{173244} I've probably told you too much already.
{173245} Better if you don't know.
{173246} All I will say is it's for the safety of our village.
{173247} I'd like to know more about Luskan.
{173248} Any news about Neverwinter recently?
{173249} So you made the trip safely... Seen more of the world, eh? Don't suppose you've run into that swamp elf.
{173250} It's as tall as house, I'm telling you.
{173251} {Laughs}You've seen the world - probably could tell better stories than I. {Beat, winks}But I doubt they'd have my "flair."
{173252} We've been having some problems with lizardlings. No attacks yet - but they've been seen in greater numbers, a lot of them coming from those ruins outside of town.
{173253} Bevil gave us a bit of a scare also, went missing right after you left for a day or three. Came up in bad shape - but Brother Merring mended him and now he's fine.
{173254} I've told the militia and the farmers to look for him, but they haven't turned up anything.
{173255} But one of the farmers said he spotted you and him a year back. I guess I'm sorry I didn't believe you at first.
{173256} We're still looking for him - if we find out anything, we'll send word to your uncle in Neverwinter.
{173257} I've traveled those roads and they can be dangerous. Lizardlings and worse are out there.
{173258} So {DAY-GUN}Daeghun is sending you to Neverwinter, eh? I can't say I approve - if it were a milita matter I wouldn't send you alone, but I don't got any right to tell him how to raise his child.
{173259} Can you at least tell me why you're going? Your father wouldn't tell me a thing.
{173260} {Sighs first}I've always thought your ambition was bigger than our village. But now...?
{173261} It won't be easy reaching Neverwinter. I've traveled that way once or twice - it's a dangeorus journey, especially for one traveling alone.
{173262} You might want to ask around the village - if you're going to leave, some folks might be able to offer some help.
{173263} {He likes spinning tall tales - and he can't resist}So you want to hear a story? {Slightly hushed}Look out for the swamp elf, <FirstName>.
{173264} You see, an elf never stops growing, and usually they head to Evermeet before they get much bigger than human-sized.
{173265} But one of the eldest live in our own swamp. Huge, he is, tall as a tree-
{173266} {Obviously reluctant to stop}Right you are. Right, indeed. Do you have anything else to talk about?
{173267} It's the truth, I say. This giant elf has been known to hurl rocks great distances. And it has the <b>evil</b> eye.
{173268} If it ever locks eyes on you-
{173269} Here I am - trying to educate you about the journey, and this is thanks I get? Hmph...
{173270} It turns you into a stone. Not stone - but a stone. Just look around the swamp - and you'll see hundreds of its victims.
{173271} And just by looking at them you can't tell if it's just an ordinary rock - or whether it used to be a <b>man.</b> If you listen quietly... late at night... you can even hear them.
{173272} {Sounds solemn - in the way an uncle does when trying to fool a young nephew}Stories? Hnh. Just don't look him in the eyes, <FirstName>.
{173273} No - but close. It turns you into a stone. Not stone - but a stone. Just look around the swamp - and you'll see hundreds of its victims.
{173274} The road is as wild as a road can get and still be called a road, and that was before the patrols stopped coming.
{173275} There's only the one road in the Mere and that leads to us. There's a small inn on the way - makes most of its trade off adventurers and the like.
{173276} {GAY-LIN}Galen... you remember him, the merchant? Well, he says the road is even worse than before. Lizardlings and other creatures have been sighted, and in large numbers.
{173277} Of course. Like what?
{173278} Lizardlings you already know - although the ones around here are the weakest of their lot. So if you see others, expect a tough fight.
{173279} The swamp wolves have been more active, too. {EH-DAR}Edar said he saw a whole pack of them not two moons back, prowling the mere.
{173280} {Warning}And lastly - stick to the road. I hear there are spiders, walking dead, and worse off the road.
{173281} Your guess is as good as mine. All I can say is I wish they'd start up again. Might have prevented the attack on us... or at least given us some warning.
{173282} {Chortles}I might be exaggerating a little - but I'm telling the truth when I say a good portion of the city was destroyed.
{173283} And the war killed many men. The Watch just doesn't have the numbers they used to.
{173284} {He says this with pride}One of the Watch's marshals, though, is a Harbormen like you and I - Marshal Cormick. He sometimes makes his way here. 
{173285} {Whispers at the end, like telling a secret}And that it was - if you go there now, you wouldn't recognize it. It was rebuilt in just over a year - by gnomes, I hear.
{173286} {Shrugs}He's about the only merchant that comes our way. Does it once or twice a year.
{173287} And thank {WAA-KEEN}Waukeen, he does - we don't have a blacksmith, so he sells us what we can't make ourselves.
{173288} With his old horse team I wouldn't be surprised if you caught up with him.
{173289} You may not have trained under me, but I've always enjoyed your company. And you acquitted yourself well with the village defense.
{173290} |Militia and Leader|I really ought to give you something for your years of help in the militia. You'll be missed.
{173291} {Not used to given out gifts, a little uncomfortable}Here - take this crossbow. It's always served me well - and even if you don't use it, you can sell it for some gold that might do you some good.
{173292} |If player is a Bully or Troublesome|{Weary with the hint of a lecture}You've caused nothing but trouble since you were born - I think I've been too easy on you over the years.
{173293} Out there people don't have too much patience for trouble-makers and bullies like yourself.
{173294} {Sounds skeptical because the PC is a trouble maker}You might want to ask around the village. There may be a few people that would still be willing to help a troublemaker like you.
{173295} I lead the militia - so I look after people. That includes you.
{173296} So why are you leaving?
{173297} |Militia|{Slightly pissed because father sent player away when Georg needs him}Our militia needs every capable hand right now - and you've always been more than capable. And now when I - I mean <b>we</b> - need you most, your father is sending you into the wilds!
{173298} |Leader|{Slight surprise}Was that a joke? People look up to you, some even had you sized up to be the next one to lead the village.
{173299} |Bully / Trouble|{Spoken like he's had run-ins with the player before}I lead the militia, and it's my responsibility to protect the village - even you. I know we've had our... "difficulties" in the past, but you're still under my protection. 
{173300} {Slightly more alert, player has an answer he wants}You know what they were looking for? They tore apart half the houses in town, what is it?
{173301} {Frowns, thinking}Obviously those beasts didn't come all that way for a chunk of silver. There must be more to it than that.
{173302} {Holds his breath for a moment and says thoughtfully}That does sound important. More important than staying here.
{173303} {Frowning}You're less cryptic than your father, but not by much.
{173304} You all right, <FirstName>? You look all right. A lot of families aren't as lucky.
{173305} Lend a hand as best you are able. The village elders are going to hold a meeting tomorrow to get to the bottom of this.
{173306} Just don't look him in the eyes, <FirstName>.
{173307} |Devout|{Thoughtful}If it's enough to make you leave your prayers, it must be important.
{173308} |Leader|{Thoughtful}I trust you're judgment. I'll miss your help getting these muck-farmers organized, though.
{173309} |Wizard|{Wry - but not hugely annoyed}You're as bad as Tarmas, just because I may not be as educated as you doesn't mean I would be able to <b>understand.</b>
{173310} |Bully & Trouble|{Snort}Since when have you done anything for the village except cause trouble, eh? {Takes a breath and rethinks}Daeghun said the same thing, though.
{173311} |Tale-teller|I'm sad to see you go - I've always enjoyed trading stories with you...
{173312} |Male Flirt|Just some advice - be careful with ladies' affections out there. Charm isn't always a good thing.
{173313} But if you dally with some goodwife out there and get caught...
{173314} Neverwinter's rival to the north. A den of thieves and pirates, it is.
{173315} Their leaders - the high captains - some of them were pirates. And to make matters worse a sinister cabal is said to rule from the shadows, the Arcane Brotherhood.
{173316} There's nothing good about Luskan - I'd just avoid it.
{173317} |Female flirt|Just some advice - be careful with the men out there. West Harbor are a particular bunch - but we look after each other.
{173318} {The PC is a pretty young lady, his advice is kindly and he isn't immune to the PC's charm}Some men out there might want to... well, let's just say that the way you carry yourself might attract the <b>wrong</b> kind of attention.
{173319} |Wild|{He's talking to a near feral young adult}It wouldn't surprise me if you've been there considering how long you've gone missing before. No... I suppose even you wouldn't have made it that far.
{173320} Well, you already know about that war they had against Luskan awhile back. Nasty business that was.
{173321} Lost too many Graycloaks in that campaign, from what I hear. The whole city was burned to the ground - every last house!
{173322} Farewell.
{173323} Any more stories you can tell me?
{173324} Anything happen since I left?
{173325} Have you had any word about Kaelil?
{173326} I've been looking for any excuse to leave here.
{173327} Farewell.
{173328} Hear any stories of the outside world?
{173329} Forget I asked - you'd think after the events of the night I could get a straight answer out of you.
{173330} Tall as a tree?
{173331} Does anyone ever believe you?
{173332} What happens?
{173333} Well - your stories are entertaining at least.
{173334} I'll look out for him, then.
{173335} It turns you into a - frog, maybe?
{173336} Whatever you say, Georg.
{173337} Come on, that can't be true.
{173338} What can you tell me about the road to Neverwinter?
{173339} Can we talk about something else?
{173340} What sort of dangers are in the swamp?
{173341} Why doesn't the Watch send patrols here?
{173342} Stick to the point, Georg.
{173343} More of your tall tales? I know the city wasn't completely destroyed.
{173344} I hadn't heard the whole city was destroyed!
{173345} What can you tell me about Galen?
{173346} Can you give me anything to help on the journey?
{173347} A druid I know in the swamp has gone missing - his name is Kaelil.
{173348} I can see this is going nowhere.
{173349} I'm serious - he's never been gone this long. I've known him for years.
{173350} No, I have a feeling something terrible has happened to him.
{173351} You're probably right.
{173352} I suppose it's possible - but he was my mentor. He would've said something.
{173353} Unlike you, I tell the truth. He's really missing.
{173354} Why do you want to know?
{173355} I'm taking what the invaders were looking for away from here.
{173356} A chunk of silver - it doesn't even look valuable.
{173357} It's possible. I'm taking it to Neverwinter to find out more.
{173358} I've probably told you too much already.
{173359} Better if you don't know.
{173360} All I will say is it's for the safety of our village.
{173361} I'd like to know more about Luskan.
{173362} So you made the trip safely... Seen more of the world, eh? Don't suppose you've run into that swamp elf.
{173363} It's as tall as house, I'm telling you.
{173364} {Laughs}You've seen the world - probably could tell better stories than I. {Beat, winks}But I doubt they'd have my "flair."
{173365} We've been having some problems with lizardlings. No attacks yet - but they've been seen in greater numbers, a lot of them coming from those ruins outside of town.
{173366} Bevil gave us a bit of a scare also, went missing right after you left for a day or three. Came up in bad shape - but Brother Merring mended him and now he's fine.
{173367} I've told the militia and the farmers to look for him, but they haven't turned up anything.
{173368} But one of the farmers said he spotted you and him a year back. I guess I'm sorry I didn't believe you at first.
{173369} We're still looking for him - if we find out anything, we'll send word to your uncle in Neverwinter.
{173370} I've traveled those roads and they can be dangerous. Lizardlings and worse are out there.
{173371} So {DAY-GUN}Daeghun is sending you to Neverwinter, eh? I can't say I approve - if it were a milita matter I wouldn't send you alone, but I don't got any right to tell him how to raise his child.
{173372} Can you at least tell me why you're going? Your father wouldn't tell me a thing.
{173373} {Sighs first}I've always thought your ambition was bigger than our village. But now...?
{173374} It won't be easy reaching Neverwinter. I've traveled that way once or twice - it's a dangeorus journey, especially for one traveling alone.
{173375} You might want to ask around the village - if you're going to leave, some folks might be able to offer some help.
{173376} {He likes spinning tall tales - and he can't resist}So you want to hear a story? {Slightly hushed}Look out for the swamp elf, <FirstName>.
{173377} You see, an elf never stops growing, and usually they head to Evermeet before they get much bigger than human-sized.
{173378} But one of the eldest live in our own swamp. Huge, he is, tall as a tree-
{173379} {Obviously reluctant to stop}Right you are. Right, indeed. Do you have anything else to talk about?
{173380} It's the truth, I say. This giant elf has been known to hurl rocks great distances. And it has the <b>evil</b> eye.
{173381} If it ever locks eyes on you-
{173382} Here I am - trying to educate you about the journey, and this is thanks I get? Hmph...
{173383} It turns you into a stone. Not stone - but a stone. Just look around the swamp - and you'll see hundreds of its victims.
{173384} And just by looking at them you can't tell if it's just an ordinary rock - or whether it used to be a <b>man.</b> If you listen quietly... late at night... you can even hear them.
{173385} {Sounds solemn - in the way an uncle does when trying to fool a young nephew}Stories? Hnh. Just don't look him in the eyes, <FirstName>.
{173386} No - but close. It turns you into a stone. Not stone - but a stone. Just look around the swamp - and you'll see hundreds of its victims.
{173387} The road is as wild as a road can get and still be called a road. The Neverwinter Watch hasn't sent a patrol down this way for years.
{173388} There's only the one road in the Mere and that leads to us. There's a small inn on the way - makes most of its trade off adventurers and the like.
{173389} {GAY-LIN}Galen just came through - and he says the road is even worse than before. Lizardlings and other creatures have been sighted, and in large numbers.
{173390} Of course. Like what?
{173391} Lizardlings you already know - although the ones around here are the weakest of their lot. So if you see others, expect a tough fight.
{173392} The swamp wolves have been more active, too. {EH-DAR}Edar said he saw a whole pack of them not two moons back, prowling the mere.
{173393} {Warning}And lastly - stick to the road. I hear there are spiders, walking dead, and worse off the road.
{173394} Too many men lost in the war with Luskan a few years back. The whole city was burned to the ground - every last house!
{173395} {Chortles}I might be exaggerating a little - but I'm telling the truth when I say a good portion of the city was destroyed.
{173396} And the war killed many men. The Watch just doesn't have the numbers they used to.
{173397} {He says this with pride}One of the Watch's marshals, though, is a Harbormen like you and I - Marshal Cormick. He sometimes makes his way here. 
{173398} {Whispers at the end, like telling a secret}And that it was - if you go there now, you wouldn't recognize it. It was rebuilt in just over a year - by gnomes, I hear.
{173399} {Shrugs}He's about the only merchant that comes our way. Does it once or twice a year.
{173400} And thank {WAA-KEEN}Waukeen, he does - we don't have a blacksmith, so he sells us what we can't make ourselves.
{173401} He left just a few days back - and with his old horse team I wouldn't be surprised if you caught up with him.
{173402} I haven't got anything to spare. A drink for the road is about all.
{173403} |Militia and Leader|I really ought to give you something for your years of help in the militia. You'll be missed.
{173404} {Not used to given out gifts, a little uncomfortable}Here - take this shield. It's always served me well - and even if you don't use it, you can sell it for some gold that might do you some good.
{173405} |If player is a Bully or Troublesome|{Weary with the hint of a lecture}You've caused nothing but trouble since you were born - I think I've been too easy on you over the years.
{173406} Out there people don't have too much patience for trouble-makers and bullies like yourself.
{173407} {Mock alarm}Has he now? A druid in the swamp? Now <b>that</b> sounds serious.
{173408} {Frowns}Look, with all the troubles we've had, don't go spreading any more tales - we have more important things to worry about. 
{173409} {He thinks he's just foiled someone pulling the wool over his eyes, small chuckle first}So you all out of wild tales, are you? Good, let's keep it that way.
{173410} {Sobers up quickly, thinking}Hmmm... a druid, you say? I suppose there might be one or two out in the mere.
{173411} But druids tend to wander - all over the Realms. It could be he just left. 
{173412} {Trying to be comforting}I wouldn't worry about your druid friend. He'll probably turn up sooner or later.
{173413} I suppose I could tell the militia and the fringe farmers to be on the lookout for any men out there. Maybe we'll catch sight of him.
{173414} Still, can't promise anything - the Mere extends for leagues. That's too much ground to search, especially with the recent troubles. 
{173415} {Sounds skeptical because the PC is a trouble maker}You might want to ask around the village. There may be a few people that would still be willing to help a troublemaker like you.
{173416} I lead the militia - so I look after people. That includes you.
{173417} So why are you leaving?
{173418} |Militia|{Slightly pissed because father sent player away when Georg needs him}Our militia needs every capable hand right now - and you've always been more than capable. And now when I - I mean <b>we</b> - need you most, your father is sending you into the wilds!
{173419} |Leader|{Slight surprise}Was that a joke? People look up to you, some even had you sized up to be the next one to lead the village.
{173420} |Bully / Trouble|{Spoken like he's had run-ins with the player before}I lead the militia, and it's my responsibility to protect the village - even you. I know we've had our... "difficulties" in the past, but you're still under my protection. 
{173421} {Slightly more alert, player has an answer he wants}You know what they were looking for? They tore apart half the houses in town, what is it?
{173422} {Frowns, thinking}Obviously those beasts didn't come all that way for a chunk of silver. There must be more to it than that.
{173423} {Holds his breath for a moment and says thoughtfully}That does sound important. More important than staying here.
{173424} {Frowning}You're less cryptic than your father, but not by much.
{173425} You're all right, <FirstName>? You look all right. A lot of families aren't as lucky.
{173426} Lend a hand as best you are able. The village elders are going to hold a meeting tomorrow to get to the bottom of this.
{173427} Just don't look him in the eyes, <FirstName>.
{173428} |Devout|{Thoughtful}If it's enough to make you leave your prayers, it must be important.
{173429} |Leader|{Thoughtful}I trust you're judgment. I'll miss your help getting these muck-farmers organized, though.
{173430} |Wizard|{Wry - but not hugely annoyed}You're as bad as Tarmas, just because I may not be as educated as you doesn't mean I would be able to <b>understand.</b>
{173431} |Bully & Trouble|{Snort}Since when have you done anything for the village except cause trouble, eh? {Takes a breath and rethinks}Daeghun said the same thing, though.
{173432} |Tale-teller|I'm sad to see you go - I've always enjoyed trading stories with you...
{173433} |Male Flirt|Just some advice - be careful with ladies' affections out there. Charm isn't always a good thing.
{173434} But if you dally with some goodwife out there and get caught...
{173435} Neverwinter's rival to the north. A den of thieves and pirates, it is.
{173436} Their leaders - the high captains - some of them were pirates. And to make matters worse a sinister cabal is said to rule from the shadows, the Arcane Brotherhood.
{173437} There's nothing good about Luskan - I'd just avoid it.
{173438} |Female flirt|Just some advice - be careful with the men out there. West Harbor are a particular bunch - but we look after each other.
{173439} {The PC is a pretty young lady, his advice is kindly and he isn't immune to the PC's charm}Some men out there might want to... well, let's just say that the way you carry yourself might attract the <b>wrong</b> kind of attention.
{173440} |Wild|{He's talking to a near feral young adult}It wouldn't surprise me if you've been there considering how long you've gone missing before. No... I suppose even you wouldn't have made it that far.
{173441} Well fought! Now quickly, to the center of the village! Tarmas may need your help!
{173442} {Appraising the player in the second sentence, looking him/her up and down}Welcome back to West Harbor, <FirstName>. You seem a different person than the one that left here.
{173443} I hope that the days that have passed haven't been filled with too much hardship.
{173444} The mere continues its slide into bleaker seasons. Lizardlings have attacked some of the outlying farmers.
{173445} {Slight confusion at second sentence}Poor Bevil was assaulted right after you left, as well. He took weeks to recover - but he won't tell a soul what happened.
{173446} West Harbor is safe for now - and in part due to your efforts. I'm sorry about your friend. I wish I could have saved her.
{173447} {GAY-lin}Galen the merchant told us about his journey, and unless his tales were taller than usual - your road to Neverwinter won't be an easy one.
{173448} {Solemnly}I will pray for your safety. The Mere of Dead Men is fast becoming more dangerous. 
{173449} {Pleased by the question}It's refreshing to have someone just come out and ask it. Harbormen value their privacy so much they don't know what to make of someone like me.
{173450} {Believes this very much}I'm here because the dawn's light touches all men - even here. Each day is a chance for a new beginning - a new story, a new you.
{173451} So I came here to spread Lathander's words to people whose lives are sometimes too often shadowed by the fogs from the mere.
{173452} {An optimist trying to chase defeat out of his tone}No... as you well know. West Harbor's most fertile crop seems to be stubborness.
{173453} Sometimes this village feels like a collection of hermits rather than a community. The right words - and a little faith - could change this, draw Harbormen closer together.
{173454} {SHAWN-TEE-AH}Chauntea is the goddess of the fields and of the harvest, anyone that tills the soil has her name on their lips at some point. But Lathander encourages <b>spiritual</b> growth - each day is an opportunity to reinvent yourself.
{173455} {Sighs at the beginning - he obviously feels more than he's letting on, he's being diplomatic}Your father - foster father, you mean. You're leaving us - and I've kept my own counsel on this for years. But you have asked.
{173456} {DAY-GUN}Daeghun keeps to himself and I think it's reprehensible how he treats you. {Beat, slight sympathy}I sense his soul was gravely wounded many years ago.
{173457} Wounds like that heal slowly, if at all. I'm sorry you weren't raised in a home where you were treated more as family - rather than a painful reminder. 
{173458} {Compassionate, just broke out of slight tirade about player's father}I'm sorry - of course.
{173459} {Some vehemence}Don't say that! No matter what his sins, he is your father and has provided for you. That alone is worthy of respect.
{173460} And who is to say what is in someone's heart, especially a heart so hidden as his? One day I hope he breaks out of his... state.
{173461} If anyone is in need of the Morninglord's light, it is he. But he spurns me, of course. I have said perhaps too much on this subject.
{173462} Lathander teaches us to live for the morrow and for the day - not forgetting lessons of the past, of course. Your father, however, dwells too much in yesterdays.
{173463} I sincerely hope his plan was to build your character, and not simple neglect. One day I hope he breaks out of his... state.
{173464} {Spoken as if he doesn't believe it}You would know better than I. One day I hope he breaks out of his... state.
{173465} {Some resignation in his tone}As the farmers here are fond of reminding me, I'm "new" to this town. But in my years of living here I've noticed that even a swamp has its seasons.
{173466} And now it's entering a weary winter. Every morning I greet the dawn, and Lathander's blessings are becoming...
{173467} {He's struggling for words here}More distant...? The swamp's danger is more than just lizardlings and bandits. Something else is stirring in its depths.
{173468} {More resignation - but without the bitterness}That's the only thing Harbormen seem to want from me - answers. And being a priest isn't about answers, it's about keeping faith when the answers do not easily come.
{173469} I'm afraid you know as much as I about the attacks - and every hour gives no new truths.
{173470} The gnomes and bladelings came here for a reason, though. And I fear this is far from over.
{173471} I am humble priest, with little to give except the blessings of my lord. Those blessings you shall have, though.
{173472} |Wild Child, Lady's Man, Trouble Maker, or Bully|{Spoken as if PC and Merring have a troublesome past}I know we have not always seen eye to eye - {aside}since you and trouble seem to walk hand-in-hand - but look at this journey as an opportunity to improve yourself.
{173473} {Sighs, a little reluctant}But whatever comes, you have my blessings, <FirstName>. You will be in my prayers.
{173474} |Devout or Cleric|Yes - yes, there is. Over the years we've talked many times about Lathander and his teachings.
{173475} I confess I had hopes that one day you might be persuaded to take the vows and become a Dawnbringer like myself. But your path leads elsewhere.
{173476} {Hands over object}Take this, <FirstName>. It's a keepsake I intended for my disciple - I think it's only fitting that it goes to you.
{173477} {Pleased that PC is interested in following his religious career}That's joyous news! I know that the Morninglord's church in Neverwinter was destroyed during the war - but seek Dawnbringers there.
{173478} They may be able to enlighten you more in the path of the Morninglord.
{173479} |Monk|{A little disappointed in himself}I have tried to teach you as much of the wisdom from Sun Soul masters as I could recollect. You've been a far better pupil than I've been a teacher.
{173480} Now is not the time, <FirstName>. There are injured here. Whatever errand Daeghun sent you on, do it quickly.
{173481} {Tired, surveying wounded}And if you come across fresh bandages while you are out, they would be a godsend for us here.
{173482} Head to the village - they <b>need</b> you!
{173483} |Show the path the PC needs to take|Cross the bridge before more of the enemies arrive!
{173484} Well fought, <FirstName>. Just the tenacity I'd expect from the winner of the Harvest Cup.
{173485} {DAY-gun}Daeghun is gathering reinforcements from the outer farms. I just hope that Georg and the militia can hold the defense until he returns.
{173486} We're under attack! I don't know all the details, but you can see for yourself.
{173487} |Player is a bully or trouble-maker|{Aggrieved, has a history dealing with the PC's trouble-making}I <b>want</b> you to put your impertinence aside for one night and act your age.
{173488} The attackers caught us by surprise. {GAY-org}Georg and the militia are making a stand in the village, but we are greatly outnumbered.
{173489} I can't leave the children - please go to the village and help. An extra blade can make the difference between lives saved or lost.
{173490} {Quietly frustrated}Have you no care for your village? Lives are at stake!
{173491} If the defense fails, our lives are forfeit anyway. I'm afraid there is little choice. You must go.
{173492} {He sound emphatic and stern.}No, you most certainly <b>won't.</b> Now go.
{173493} {DWARE-gar}Duergar - Grey Dwarves from the Underdark, though I cannot imagine what would bring them to the surface.
{173494} I fear some greater will is driving them to attack.
{173495} It looks like most of the fighting is taking place across the bridge, in the center of the village. We need to hurry.
{173496} Yes, of course. We must concern ourselves with caring for the living, though we should not forget the dead.
{173497} {Awkwardly changing the subject}Daeghun mentioned you were headed for Neverwinter. {Shakes head}It's a bad time to be traveling. 
{173498} Full blame lies with the mage that led the attack. A shame Tarmas wasn't able to send him to Hells.
{173499} {Has been blamed for someone's death. Takes the accusation calmly. Understanding.}I understand your anger, there is nothing I could have done for you friend, even had I been there.
{173500} Farewell.
{173501} Has anything happened in my absence?
{173502} Farewell.
{173503} Why do you keep trying to teach Harbormen about Lathander?
{173504} Have you had much success?
{173505} Why does West Harbor need Lathander so much?
{173506} Most of the farmers here worship Chauntea.
{173507} What do you know about my father?
{173508} Can we talk about something else?
{173509} It's clear he never cared for me - the feeling is mutual.
{173510} My father has always felt... distant.
{173511} Daeghun gave me a lot of freedom and let me make my own decisions.
{173512} I think he loves me in his own way.
{173513} What's making the swamp more dangerous?
{173514} Do you know anything more specific?
{173515} Have you learned any more about the attack?
{173516} Is there anything you can do to help me with the journey?
{173517} Thank you. I'm still interested in the tenets of the Morninglord.
{173518} What were those things?
{173519} Where <i>is</i> my father?
{173520} What's happening?
{173521} What do you want?
{173522} I will go right now.
{173523} Why should I risk my life for them?
{173524} I care - it just sounds dangerous.
{173525} I can tell I won't hear the end of this if I don't. I'll go.
{173526} Sounds like I might be able to "help" myself to some emptied houses.
{173527} She's dead. We have to move on.
{173528} Thank you. It's no one's fault.
{173529} You probably could have saved her if you hadn't been hiding with the children.
{173530} {Neutral tone - curious}You came back for something?
{173531} |CHRIS AVELLONE: Ferret wants to hint at the blight of the KoS causing the bad farming season. He'd also like to link the attack to the blight, but I have failed to come up with a way to link them|{Said with a touch a drawl}So you're headed off to Neverwinter, are you? Just remember that you're a Harborman and don't take any guff from the city folk.
{173532} {Slight dismissive}We Harbormen can take care of ourselves. We don't need any fancy walls to keep us safe.
{173533} I've heard it said that the first people came to West Harbor because it was one of the only sections of dry ground in the swamp.
{173534} Swamps have plenty of fertile soil, perfect for growing all manner of crops.
{173535} It's been good like that for years. This past season has been tough, though.
{173536} That's the three-platinum question, right there. We have more water than we know what to do with.
{173537} Soil seems as rich as ever, too. Maybe a mild blight? Your guess is as good as mine.
{173538} |Farmer feat|But you're a farmer - you know as well as I that this season has been tough. How's your field doing?
{173539} Same here - it's no blight. Or if it is - it leaves no trace of rot or growth. Something else is causing it, though {OG-MA, god}Oghma himself may not know what.
{173540} We'll have enough food for the table, but we just might need to tighten our belts a notch or three.
{173541} |Generic|Here, take this. Harbormen take care of their own, not like them city dwellers. You remember that.
{173542} If I had more to spare I would, gladly. But after this attack, and with the season we've been having... well, this is the best I can do for you.
{173543} |Player has Farmer feat|You didn't even need to ask. Not many folks around here take the time to really understand the land, but you have a farmer's instinct.
{173544} Here take these - even if you can't use them they should fetch a good price elsewhere.
{173545} {Considering - tone shouldn't be clear if this will be diificult or not}I reckon you get all sorts of responses to that - maybe people asking you to do all manner of fool things...
{173546} You're no kin of mine, but you're a Harborman - and that's the next best thing. {Determined and final}I'll stay with you a season or two to get your crops in order.
{173547} May take me a bit to gather my things. I hope the rot-infested road is clear of lizardlings now.
{173548} |CHRIS AVELLONE: Trying to hint here that Orlen is an available recruit|Almost makes me ready to pick up and look for greener pastures, but a Harborman like me doesn't give up easily.
{173549} Farewell.
{173550} How have the fields been recently?
{173551} Why's this season so bad?
{173552} My fields are growing - but the crop is going to be light.
{173553} Is there anything you can do to help me with the journey?
{173554} |CK available|I have some empty fields at Crossroad Keep, I could use some farming help.
{173555} |SCRIPT: He either leaves, or is gone when the PC reenters the area.|
{173556} Farewell.
{173557} Whatever happened to Lorne? He went to fight in the war with Luskan, right?
{173558} If I find out anything - I'll let you know.
{173559} Have you ever been to Neverwinter?
{173560} I've never left the village - do you have any advice?
{173561} Is there anything you can do to help me with my journey?
{173562} He was trying to kill me! He deserved what he got.
{173563} I'm sorry for your loss.
{173564} What would turn Lorne against Neverwinter?
{173565} Farewell.
{173566} He didn't fight in the war?
{173567} I'm sorry for your loss.
{173568} Whatever happened, he deserved what he got in the end.
{173569} Farewell.
{173570} |Player returns after killing Lorne in Act 2|You're back from your travels. They say it isn't for good.
{173571} |Haven't completed quest|If you come across any word of Lorne in your travels, please bring word. It would put my mind at ease.
{173572} I appreciate you stopping by - but I have my errands to do. Farewell.
{173573} |QUEST COMPLETE - TRUTH|{Slightly disbelieving and hurt}I still find it hard to believe that Lorne was working for those Luskanites. He was such a gentle boy.
{173574} |QUEST COMPLETE - LIE|I read your scroll about poor Lorne - at least he died fighting in the wars. I hope his spirit is at rest wherever it lies.
{173575} Ahh - it's young Master Farlong. Thank you for bringing my son back safely from the mere.
{173576} {Forlorn}I understand that you've been sent to Neverwinter - the City of Skilled Hands. I just pray you fare better than Bevil's brother, Lorne.
{173577} {sad}He's never come back. I don't know if he's dead or alive.
{173578} {Sad}A lot of soldiers died during the war with Luskan. I just pray he wasn't one of them. Brother Merring says never give up hope, but it's been such a long time.
{173579} {Slight frustarion}I just want to know what happened. If he died - it would be good to put him to rest with the rest of his family, give him the honor of a proper soldier's burial.
{173580} That would put an old widow's mind at ease. But don't go coming back here just to let me know - I know my letters, and your Uncle Duncan can send word to me.
{173581} I was born there - bet you didn't know that. My husband met me at a fair.
{173582} But I hear during the war with Luskan a lot of the city was burned down. {Warning tone, wagging finger}Don't listen to that fool {GAY-org}Georg Redfell, though! He'd have you think every last building was destroyed.
{173583} {Dismissive, then a little nostalgic}But that's another matter. I think of Neverwinter from time to time, I do miss its streets and the river.
{173584} Always respect the City Watch, they guard the city and they're the law. Just mind the lessons you've learned here - Harbormen are tougher than those city folk.
{173585} Those creatures pillaged our house good. I'm afraid I have nothing to give.
{173586} |Taleteller|{Sorrow}Such a sad time - the attack, and now you're leaving. How I'll miss your stories...
{173587} |Leader|I'm not surprised they're sending you to Neverwinter after the attack. {By boys - she means anyone under 50}I am surprised that not more of the boys are going to go with you.
{173588} |Wizard|So Tarmas' apprentice is finally off. To study at a mage tower, I wager?
{173589} |Milita|{Some worry}I hope they don't send more of the milita away, seems like we need you more than <b>most</b> of us thought.
{173590} |Male flirt|{Grandmother-ish tone talking about a pretty boy}I wager there will be many a lass crying in her pillow tonight... {Realizes the more serious matter at hand}Look at me, carrying on - need to stay serious at times like these.
{173591} |CHRIS AVELLONE: Safety Line|That would put an old widow's mind at ease. Such a strapping young lad, Lorne was. If he's still alive, perhaps he'll want to return home.
{173592} I don't doubt that you had no choice but to fight him. But I do wish there had been another way.
{173593} That question is something I shall be struggling with for quite awhile. I knew he'd lost his taste for adventure from the few letters he sent home during the war.
{173594} So many of his friends were lost, and he felt so helpless. Especially because he was kept from the front lines.
{173595} I gather he wasn't skilled enough. The last I heard, he was a scout for Neverwinter. Lorne was always good at hiding from others.
{173596} Thank you again for the news. At least I can lay his memory to rest.
{173597} I just hope his spirit is at rest now, wherever it lies. Now I can lay his memory to rest.
{173598} Though I wasn't there, I shall withhold judgement. Lorne was a gentle boy when he left, and I prefer to remember him as he was.
{173599} Bevil is still rather shaken from the attack, and the loss of your friend. I'm grateful you were there to watch over him.
{173600} Bevil has tried to care for the family in Lorne's stead but he still misses his elder brother very much, as do the rest of the family.
{173601} Maybe you'd better explain why you're following me.
{173602} Who are you?
{173603} Why are you here? And why did you show yourself now?
{173604} You still haven't told me why you were following me.
{173605} We would welcome your company.
{173606} That's none of your business. Let's go.
{173607} We're off to visit relatives.
{173608} I need to reach my Uncle Duncan in the city, he may have knowledge on a shard I possess.
{173609} I have no idea. Let's go and we'll talk about it later.
{173610} Your guess is as good as mine.
{173611} Yes, but we don't know why.
{173612} If you think we need your help, you're wrong.
{173613} You better prove useful. If not...
{173614} If you put it like that, then fine.
{173615} You want to help me?
{173616} Why were you following them?
{173617} What do you know of these attackers?
{173618} I do not know.
{173619} That was my question to you.
{173620} Tree-worshipper? So you're a druid?
{173621} And what makes you think I should trust you?
{173622} The thought crossed my mind, but I doubt it.
{173623} Calm down, you're overeacting.
{173624} I meant no offense.
{173625} Fine. How long have you been tracking us?
{173626} Both of you - silence. 
{173627} Would the two of you <b>please</b> let me do the talking?
{173628} How long have you been watching me? 
{173629} {Slightly amused, can't find word for creatures}Forgive me, but I saw these... <i>things</i> about to attack you, I found I could not simply stand by while you were ambushed - {a little weary on "again"}again.
{173630} I'd like to help, if I could. I've been trying to follow you discretely, but I don't think you'll reach your destination without someone who knows the land. 
{173631} {Slight bow}I am Elanee. And rather than shadow you, I would walk with you.
{173632} {Scoffs, grumbling half to himself}With a frame like that, you'd most likely be blown by the wind. 
{173633} {Insult to Khelgar, he just called someone "too slim"}Now, now, no need to be jealous, barrel-house.
{173634} {Scoffs again}Of an <b>elf?</b> And a tree-worshipper on top of that? Ha! 
{173635} {A little firm, her entire band of druids was slaughtered}I think you will find "tree-worshippers" a rare thing these days, dwarf, so do not use that word lightly.
{173636} {To herself}Trust me, with a gut like his, Khelgar doesn't do <b>anything</b> lightly.
{173637} {Sighs}It's a strange circle of who follows who on this road - at first, I was following those who attacked you. 
{173638} But they seem to be following you, which leads me to believe that there's something you have <i>they</i> want, so...
{173639} {Slightly teasing, then a little accusing at the end, since the player has been going soooo slow}I thought that perhaps my enemy's enemies would at least welcome some company to their destination - and with my help, perhaps get there faster.
{173640} {Smiles}Very well - that wasn't so hard to admit, now was it? 
{173641} {Flustered, player just invited an elf into the party}Wh-what the hells is this? First, the demon, now this willow-thin slip of an elf?
{173642} {Pissed, shouting a little}Let's invite all the realms! Make a grand army, tromping through the wilderness! "Enemies, come get us! Here we arrre!"
{173643} {Irritated}We will <b>not</b> be tromping through the wilderness, we will be weaving through it like the wind. 
{173644} {Looking around}And speaking of wind, shut your mouth, Khelgar - before your breath summons more of those creatures. 
{173645} {A little quieter, more serious, and "fake" cheerful}Besides, wouldn't you rather have our new friend right here where we can see her, rather than behind us the whole way?
{173646} {Secretly probing for information}As for the way... if the sun and trail read true, you are bound to Neverwinter. Seeking safety behind walls, are you?
{173647} Very well. Lead the way.
{173648} Oh, how fun. The more distant relatives they are, the better, in my experience.
{173649} Let's be on our way - we've many leagues to go if we hope to reach Neverwinter this season. 
{173650} A shard? Ah - so that would be the silk-wrapped bundle I saw in your pack. It sounds like that is what those creatures are looking for.
{173651} Hmmm. Well, if they seek it, then let us do what we can to keep it from them.
{173652} {Raises an eyebrow}Am I? It doesn't take a sage to see where you're bound - these beasts will keep finding you again and again.
{173653} Take the right path, however, ones only "tree-worshippers" would know, and perhaps you will throw them off the scent long enough to be safe inside your city walls. Hmmm?
{173654} {Teasing, player was being insulting just now}Now, now... let's not ruin a beautiful moment by speaking. Instead, I will simply believe you invited me of your own free will, and that will please me.
{173655} There is something these hunters want from you - and they seem determined to stop you from reaching your destination. 
{173656} {A little vengeful in the first sentence, then tries to play it off lightly at end}So, I feel it is my duty to balance things out - {beat, like a 5 year old}besides, they outnumber you, it's not fair. 
{173657} I only recently became aware of them... first in the {MARE-DE-LANE}<b>Merdelain</b> - the wetlands you Harbormen call the "Mere of Dead Men."
{173658} {A little quieter at end, remembering final companions}I believe they are responsible for many attacks in the Mere - and beyond. Not all their victims escaped as you did.
{173659} They are not of the land, as you and I are. And so I followed them, to learn of their intentions - and if possible, to stop them. 
{173660} {Shakes head, is answering "I don't know"}Little. They are not of the land, that is for certain.
{173661} {Frowns, confused}They have a strange smell about them - and their speech is like nothing I have heard before. Unless they are speaking to their thralls, it is impossible to make out. 
{173662} But... they keep calling you {KALACK-CHA}"Kalach-Cha" - do you know what that means?
{173663} {Raises an eyebrow}Then it looks like when it comes to answers, we have little to offer one another. A pity.
{173664} {Slightly defiant and then accusing in the second sentence}Yes, I am one of the "tree-worshippers" of the Mere. Just as <b>you</b> have the stink of a Harborman upon you. 
{173665} {Slightly irritated}I have watched you stumble through thick and bramble, miss paths right in front of your eyes, and let those beasts catch you what feels a dozen times over.
{173666} Before casting insults, maybe one such as I could actually <b>help</b> you, Harborman, did you think of that?
{173667} {Sniffs, dismissive}If that is your answer, then keep your village-born suspicions, they matter little to me. 
{173668} {Sniffs, still slightly hurt}Very well. {Beat}Perhaps I spoke too quickly - and with enemies like the ones who pursue you, we waste time with such words.
{173669} {Grumbling to himself, in a sing-song voice}Always talking, and to elves and half-demons and the like. It'll end badly, I tell you.
{173670} {Rolls eyes}Yes, and who knows where talking might lead us next. <b>Stow it,</b> Khelgar.
{173671} {Surprised}I watch all within the Mere... but only occasionally when they step from it, as you have. 
{173672} {Slightly amused, but rueful, first appearance with player}You walk a strange path for a Harborman. {Looks at corpses around player, raises an eyebrow}Apparently, I'm not the only one who has a problem with it. 
{173673} {Relieved}Thanks for helping me out. Guess I owe you, huh?
{173674} I'm not sure I like the sound of that. {Shrugs}But hey, I'm still standing here and they're not so I'm not going to complain.
{173675} Yeah. Lucky me, huh? Better to be lucky than good! Someone told me that once. It's a good way to think about things sometimes, you know? 
{173676} {Jumps all over the place}Hey, you're nice! {Beat}Sorry...I don't mean to sound so surprised. Well, actually I am. It's just... well, unexpected.
{173677} I mean, once folks spot the tail and demon-blood, they usually run in the other direction. And all those tales about {TEEF-LINGS}tieflings being cursed don't help much, either.
{173678} I'm {NEESH-KA}Neeshka, by the way. I'm really glad you came when you did. {A little to herself at end}Wasn't really sure how I'd get out of that one. 
{173679} {Little angry at herself, then angrier at end}Of course, they never would've caught me in the first place if that "invisibility" potion I bought hadn't been watered down. {Beat}If I ever see that merchant again...
{173680} {Beginning a story}Well, it's been easy pickings out here, what with the roads not being patrolled and all that. And I need some money, so...
{173681} I thought that potion I bought would help - just slip in, slip out, take a few coins, a few odds and ends, nothing big, you know?
{173682} {Shrugs}Of course, the potion wears off right as I cross paths with those thugs from Fort Locke. They were looking for easy bounties, {downplaying stealing}and uh, I kind of had my hand in one of their purses. 
{173683} {Hands on hips, defensive}Hey! How else am I supposed to survive? If you hadn't noticed, I don't exactly blend in.
{173684} {A little sad}Yeah, I guess you don't have any reason to stay. Look, thanks for saving me...really.
{173685} {Shakes head}It's been that way ever since the new Fort commander posted bounties on bandits - some of his soldiers have been hunting down anyone they find on the road and claiming they're "bandits."
{173686} It's just banditry of a different sort - they rob the travelers, and then get the bounty, too. The roads are even less safe now than they were before. 
{173687} {Hopeful, then eager}Do you...do you think I could join you? Just for now! I won't get in the way, I promise. 
{173688} It's just that I don't know how long I can survive on my own, and... well... I do owe you one.
{173689} {Grumbles to himself}Can't say I trust her. {TEEF-lings}Tieflings'll stab you in the back and run off with your purse the moment you drop your guard.
{173690} {Defensive}Yeah? Well, dwarves are squat, smelly drunks who'll chop someone in half just to show they're tough!
{173691} {Angry}Oh, is that so? Why don't you step down here and say that again, and I'll send you packing with your tail between your legs!
{173692} {Sarcastic}Oh, this'll be a fair fight. I don't even have any clothes on! 
{173693} {Defensive}He started it!
{173694} {Taunting Neeshka a little at end}Bah. Leave her here. She'll be food for the other <i>beasts</i> on the road soon enough. 
{173695} Look, I'm sorry I got mad at your friend - even if he is short and smells <i>really</i> bad.
{173696} Please, let me come with you! I owe you for saving me - and those soldiers will just try to kill me again if they catch me out here on my own.
{173697} {Hmmph,a little hurt}We haven't needed her so far. Still, it's <i>your</i> decision.
{173698} Thanks! I won't let you down, I swear. {Beat}I think those Fort Locke thugs have my gear in their packs. 
{173699} {A little relieved}I'll feel a <i>lot</i> better once I get some clothes back on - and have something to fight with.
{173700} {Taunting to demon girl they have prisoner}What, demon, no screams for us? Maybe we should brand you, maybe that'll loosen your tongue.
{173701} {Firm, angry, struggling}Leave me alone - I've done nothing to you!
{173702} {Taunting}Oh, so banditry is <i>nothing,</i> is it? {Scoffs, speaking to thug buddy, sarcastically}Well, now Commander Brill will be happy to hear that, he will. It means his work here's all done, he can just give up the fort and go home. 
{173703} {Slight taunt, speaking to his sarcastic buddy, throwing the taunts back in forth in front of the demon girl}Still, there's just the <i>small</i> matter of those bounties on bandits he posted - and a bandit with demon blood, well, there's no telling how much that's worth. 
{173704} {Thinking}A-course, you <i>could</i> tell us where your camp is - Brill will pay more for that, he will, and we won't even have to butcher the lot of you.  
{173705} {Angry, being taunted}I told you I'm <i>not</i> with those bandits - or are you deaf and stupid? 
{173706} {Echoing an accusation, someone just said the WRONG thing to him}Stupid? {Angry psycho in second sentence}Here we were, thinking about letting you live - now we'll be taking your tail as a prize. 
{173707} {Sees the players, a little wary, fight's suddenly not so one-sided}Eh - hold on, looks like she's got friends, she does. 
{173708} {Trying to sound professional, low, angry}This don't concern you, we're soldiers from Fort Locke, hunting bandits. 
{173709} That we are, caught this demon trying to raid our camp, and we were about to deal with her.  
{173710} You think you're going to stop us, are you?
{173711} {A little arrogant now, realizes the player isn't there to stop them, now trying to take upper hand}Oh, we weren't going to let you stop us - this bounty's ours. 
{173712} {Thining, sizing players up for murder}You know - Brill might pay for <b>three</b> bandit bounties he would, he's not one for asking questions... 
{173713} {Become more and more angry at end}...especially about a demon, a runty dwarf... and a dirty villager who doesn't know enough to keep walking. 
{173714} {Pissed, cracking knuckles}"Runty dwarf?" I know you cowards aren't referring to me, or you'll be talking to my fists next.
{173715} {Draws weapon, a little greedy}Good enough for me. Let's kill 'em all and sort out the tale later.
{173716} {Shifty, a little defensive}Nothing yet, but her crew's been hounding these parts. They been raiding merchants, caravans - may have even killed the old commander!
{173717} {Defiant}I told you, I'm <b>not</b> with those bandits! 
{173718} {Angry, to Neeshka}Shut your lying mouth, demon, you'll get the blade soon enough! 
{173719} {A little arrogant now, realizes the player isn't there to stop them, now smells blood}Oh, really? Well, isn't that all high-and-mighty of you?
{173720} |Evil response|You owe me your life - that means I own you.
{173721} I wasn't trying to save anyone. They attacked me, remember?
{173722} |Good response|You don't owe me anything. No one should be treated like that.
{173723} Why were those men torturing you like that?
{173724} What were you doing here?
{173725} Wait - so you <i>are</i> a bandit?
{173726} I've wasted enough time here.
{173727} We have to be going.
{173728} But that's no reason for them to want to kill you - or us.
{173729} So they caught you and thought they'd kill you - slowly.
{173730} Speaking of which, we should really get going.
{173731} We're on our way to Fort Locke. 
{173732} We don't have time for this.
{173733} This should be interesting.
{173734} That's enough... both of you!
{173735} I agree. We don't need her.
{173736} All right. Where's your gear?
{173737} Very well. But if you don't pull your weight, we'll leave you behind.
{173738} Fine. Just stay out of trouble.
{173739} |Evil response|She could prove useful. If not, we'll get rid of her.
{173740} |Good response|I won't leave her here alone. She's coming with us.
{173741} Let's go, then.
{173742} Leave that woman alone. 
{173743} |Evil response|Were you all planning to murder her without me? Where's the fun in that?
{173744} What's going on here?
{173745} |Good response|I won't let you murder her in cold blood. 
{173746} |Evil response|Fine with me - don't let me stop you.
{173747} By killing her? What did she take?
{173748} This matter is between you and her - we'll be on our way.
{173749} |start cutscene.|
{173750} |OTS, PC|
{173751} No place to run this time, <b>Kalach-cha.</b> That which you have stolen - hand it over, and we will let you live.
{173752} This is getting tiresome, <lad/lass>. What's so important about that blasted thing that has them chasing us all over {FAIR-un}Faerûn?
{173753} Ah, take your time. At least the fights come to us.
{173754} Hand the shard over now, or we will take it from your corpse.
{173755} Fool. I shall enjoy killing you.
{173756} |Scripter: Elanee starts casting a spell of mega-coolness|
{173757} Heh. That'll be a lot of killing before this is over, I'll wager.
{173758} {Scoffs}Don't be dense. Of course I'm not scared. Just irritated.
{173759} |Bladeling entangled|
{173760} |So are his friends!|
{173761} {furious}Fight, you pathetic thralls! Kill them all!
{173762} {still furious}Why are you still looking at me? Attack!
{173763} I wish I knew the answer.
{173764} Can't we talk about this?
{173765} And we were just getting to know each other.
{173766} You want it? Come and get it.
{173767} We'll just have to keep killing them until they stop.
{173768} Why? You scared of them?
{173769} Heh. Looks like we've got ourselves another thief wantin' to break into our camp. Come on, men - let's take care of this the same way we did that tiefling.
{173770} Now <b>this</b> is more like it. Outnumbered, but not outclassed. My kind of fight.
{173771} Hey! What's goin' on?
{173772} Get 'em!
{173773} Where in blazes did that come from? Ruined a perfectly good fight! 
{173774} Sorry. I'm not interested in talking.
{173775} You never would have made it here without my help.
{173776} I'll be going now.
{173777} Who's in charge here?
{173778} What are you doing here?
{173779} Will you be staying here for awhile?
{173780} I'll be going now.
{173781} Why do you need another escort?
{173782} Why doesn't someone just talk to the garrison commander?
{173783} I'll be sure to make his acquaintance.
{173784} If it's all the same to you, I'd feel better if the Marshal <i>didn't</i> get to know me.
{173785} Thank you for the information. I'll be going now.
{173786} I hope this is the last time we see each other.
{173787} I'm glad I could help.
{173788} Farewell.
{173789} There must be someone else you can turn to.
{173790} It's good to finally be out of the Mere, isn't it?
{173791} I wish you well. Talk to Marshal Cormick when you get the chance. I filled him in on my adventure through the Mere, and he's quite eager to meet you!
{173792} Fate does seem to insist on throwing us together. I can't say that I'm complaining. I doubt I would have survived this trip without your interventions.
{173793} An imbecile of a lieutenant. He refuses to loan the marshal an extra man to help escort my partner and I back to Neverwinter.
{173794} Marshal Cormick of the Neverwinter City Watch is here to escort me the rest of the way. There seems to be a slight hitch though.
{173795} The garrison's lieutenant refuses to loan the Marshal one or two of the garrison's soldiers to join as part of our escort. I suppose I shouldn't be surprised. Nothing about this trip has been easy.
{173796} Talk to Marshal Cormick when you get the chance. I filled him in on my adventure through the Mere, and he's quite eager to meet you!
{173797}  I had counted on having my two guards with me and... well, you know how<i> that</i> turned out.
{173798} Cormick came down to meet me. With another fighting man or two, we felt the rest of my journey would be relatively quiet.
{173799} So there you have it. We're short guards, so my only option is to borrow men from this garrisoon.
{173800} Well, that's the problem. He's not here, and he apparently put his imbecile of a lieutenant in charge. 
{173801} I'm beginning to think that this will be my last trip ever to West Harbor and the Mere. The trouble just isn't worth the profit.
{173802} Cormick is quite eager to speak with you, by the way. You should introduce yourself.
{173803} I'm certainly not willing to pay for replacements. This has already been a costly trip.
{173804} He's a man of the law, and a good friend. I believe the two of you will get along quite nicely.
{173805} Of course. However, it's never unwise to make friends with those of some influence.
{173806} Safe travels to you, friend. If someone would just talk some sense into the lieutenant, I'd be on my way as well. 
{173807} Thank you again for getting me out of that swamp. I'll be traveling with Marshal Cormick for the rest of my journey... if he can pry away a few extra guards from the lieutenant, of course.
{173808} And once again you've cleared a path for me. We've been granted extra men for my journey. 
{173809} I'll be moving on as soon as the guards have packed their gear. Thank you, <FirstName>. It's been an honor knowing you.
{173810} Believe me, we would if we could find anyone of higher rank than this lieutenant.
{173811} {Galen and his men have just been saved from deep gnomes by the player}Thank you for your assistance. I was beginning to think there was no end to these creatures.
{173812} The men and I should be leaving anyhow. It would seem I'd be safer resting on the road tonight.
{173813} Well now, a small reward seems reasonable enough. Nothing in life comes for free, eh?
{173814} That I am. I try to make the trip twice a year. Not a lot of competition yet, and quite a healthy amount of gold to be made, too.
{173815} {Sudden recognition}Wait, I've seen you before. {DAY-gun}Daeghun's child, from West Harbor. Am I right?
{173816} Thank you again for your assistance. I do hope that the next time we meet under better circumstances.
{173817} {YAH-rek}Yarek. {KA-las (sounds like callous)}Kalas. Let's go. We're leaving.
{173818} Wait. {YAH-rek}Yarek and I were the ones to keep your worthless skin intact, Galen. If anyone deserves a reward, it's us.
{173819} The two of you have already been well paid to protect me for this journey. This one, on the other hand, was under no such obligation.
{173820} A fair bargain. Now then, if there's nothing else...
{173821} I'll tell you what I can. I hope you understand if I don't wish to tarry here, however.
{173822} What would you like to know?
{173823} That I am. I try to make the trip twice a year. Not a lot of competition yet, and the profit margin is quite healthy.
{173824} No reason. It's just surprising to see a Harborman this far from home. 
{173825} Good folk, you Harbormen. Strong, resilient, and you pay well for my goods. I make a tidy sum whenever I stop by.
{173826} I meant no offense. I was just surprised to see a Harborman this far from home.
{173827} Why do you think I'm traveling with these guards? Even with the additional cost though, my visits to West Harbor are always profitable. 
{173828} And I admit to having a certain fondness for your village. Living in a swamp requires a certain stubborness, after all.
{173829} Was there anything else you'd like to ask?
{173830} Nothing that would be of any value to me, I assure you. Something called a {KAL-ack cha}"Kalach-cha."
{173831} To be honest, the <i>reason</i> for their curiosity was not exactly a concern of mine. Most everything else they said was gibberish to me anyhow.
{173832} Oh, the usual warnings. Lizardfolk seem to have spread further north, the usual bandit troubles. You can rest briefly at Fort Locke, of course.
{173833} The fort was in a bit of disarray when I last made a stop on the way to West Harbor. Something about their commander gone missing, lost patrols - very unpleasant.
{173834} And refugees had begun trickling in. I assume it's due to the lizardfolk migration.
{173835} [Success] You're right of course. My journey would be far more hazardous were I to have lost my guards to this unpleasant attack.
{173836} Very well. A fair reward. Now then, if there's nothing else...
{173837} [Failure] My guards do make a point that they had already kept me alive quite skillfully. However, you are certainly deserving of a reward.
{173838} Now then, if our transactions have all been completed...
{173839} {Player saved Galen but there are still more creatures on the floor}Thank you, but it's not safe to talk yet. I can still hear more of the creatures near us.
{173840} I don't have time to chat.
{173841} And you'd like to reward me, I'm sure.
{173842} Aren't you the merchant that was in West Harbor recently?
{173843} I'm glad I could help.
{173844} 50 gold should be enough.
{173845} Forget it. I don't have time for this.
{173846} [Diplomacy] 100 gold for saving your life <i>and</i> the lives of your guards.
{173847} I have some questions for you.
{173848} Aren't you the merchant that was in West Harbor recently?
{173849} Do you know what these creatures were looking for?
{173850} Can you tell me anything about the road to Highcliff?
{173851} Maybe. Why do you ask?
{173852} Yes, that's right.
{173853} It's none of your business.
{173854} Isn't the trip to West Harbor dangerous?
{173855} I have some questions I'd like to ask you.
{173856} Farewell.
{173857} Just get out of here, I don't have time for this.
{173858} This has been by far the most difficult trip I've ever had through the Mere. It's a good thing I pay my guards well.
{173859} {A little irritated. Player stated the obvious}Of course they are. That's why I've paid for guards on this trip.
{173860} Still, I've never encountered so many of them in this part of the swamp. A clan must have settled here recently.
{173861} This is more than we signed up for, Galen. First those creatures at the inn, and then these lizards. You told us the only danger was bandits.
{173862} Nonsense. These two can handle things. And besides, I have a profit margin to protect.
{173863} That money won't do anyone any good if we're all dead. Come on, Galen. We'd best get moving again.
{173864} Safe travels to you, friend. I hope we meet again in safer environs.
{173865} We had it under control, whelp. Don't get full of yourself.
{173866} {Been threatened}Your gut's going to be full of my fist, you keep talking like that.
{173867} That so? Go on, dwarf, try it!
{173868} No more fighting... we're all at risk if we stay here any longer. Thank you for your help.
{173869} No! I've paid well for the services of these mercenaries, and I will not have them harmed because of some childish name-calling!
{173870} Yes... I must be moving on as well. We've got a long journey ahead of us still.
{173871} | Influence Gain Khelgar |{Growling, ready to fight}That's what I want to hear. Time to teach these sellswords a lesson. 
{173872} | Influence Loss Khelgar |{Irritated, under his breath}We could've taken him, you know - his kind never learns his lesson unless it's on the edge of a blade.
{173873} It's the Mere. Lizardfolk attacks are to be expected.
{173874} You should have brought more men with you.
{173875} Are you scared?
{173876} I'd better be going.
{173877} You're lucky I showed up.
{173878} Enough! Both of you!
{173879} We can settle this right now... if you're eager to die.
{173880} I don't have time for this.
{173881} Who are you?
{173882} Why are you here?
{173883} Why did the patrols stop?
{173884} You're from West Harbor?
{173885} Your name is Cormick? You're famous in West Harbor!
{173886} He's doing well. Thank you for asking.
{173887} My father has sent me to Neverwinter on a task.
{173888} Just out to see the world.
{173889} Why are you here?
{173890} I have my reasons.
{173891} Nothing much has changed about him.
{173892} I take it you and my father know each other.
{173893} A pleasure to meet you.
{173894} Farewell.
{173895} Yes I am. Why do you ask?
{173896} That's none of your business.
{173897} It's even worse. West Harbor came under attack recently.
{173898} Farewell.
{173899} Who's Brill?
{173900} Why wouldn't he listen?
{173901} I'm not sure patrols would have helped.
{173902} I'm not really interested.
{173903} I'll see what I can do.
{173904} I don't have time for this.
{173905} Why won't he continue the patrols?
{173906} Sorry, but no.
{173907} |NOTE: There are no skill checks for this. The Lie always works|[Bluff/Lie] No. I haven't run into anyone fitting that description.
{173908} Who are you?
{173909} Yes, I have. Did Galen make it here safely?
{173910} What can you tell me about this fort?
{173911} Farewell.
{173912} Are you the commander of this fort?
{173913} Farewell.
{173914} You look familiar. You're not a harborman by any chance, are you?
{173915} Cormick. City Watch Marshal from Neverwinter City. You wouldn't have heard of me. A city watchman is hardly a glamorous profession.
{173916} I heard rumors that the garrison here had stopped its patrols of the road to West Harbor.
{173917} Ha! I don't know about famous. West Harbor's a small village though, so I'm not surprised you know of me.
{173918} |Player is Complex|In fact, I remember you now. You're much older of course, but yes... {DAY-gun}Daeghun's foster child. How is the old man nowadays?
{173919} Well, that's good to hear. A quiet man, but a good heart. 
{173920} He seems to have done a good job raising you. So tell me, what are you doing so far away from West Harbor?
{173921} {Cautioning the player}You'll be making a stop at Highcliff then. Be careful. From what I've been hearing from the refugees, bandits own the roads now.
{173922} Well, if you're ever in Neverwinter and need work I'm sure I could find something for you. 
{173923} Well, if you're ever in Neverwinter and need work I'm sure I could find something for you.
{173924} Still keeps to himself, does he? Ah, the death of his wife really hit him hard. Changed him a great deal.
{173925} That we did. We were quite a pair in our youth. The death of his wife hit him hard, though. He was never quite the same afterwards.
{173926} |Player is a Lady's Man|In fact, I remember you now. Still breaking hearts wherever you go, do you?
{173927} You're much older of course, but yes... Daeghun's foster child. How is the old man nowadays?
{173928} |Player is a Bully|{Frowns}In fact, I remember you now. I see you've learned to stop tormenting those weaker than you.
{173929} Galen never would have survived the trip without your help from what I understand.
{173930} |Player is a farmer|Wait, I remember you now. I see you finally gave up the plow in favor of adventure.
{173931} |Player is a wizard|Wait, you're Daeghun's child, aren't you? I have to admit I'm a little surprised to see you here. You always were rather bookish.
{173932} |Player is Devout|Wait, I remember you. I see you were finally able to free yourself of Brother Merring to see the world. Good for you!
{173933} |Player is Militia|Wait, I remember you now. Well, I shouldn't be surprised that you were able to see Galen here safely. You had skill enough to become a West Harbor militiaman, after all.
{173934} |Player is a Natural Leader|Wait, I remember you now. I see you haven't lost your ability to take control of a situation.
{173935} |Player is a tale teller|I remember you now. Always the one with the stories, even when you were young.
{173936} |Player is trouble maker|Wait, I remember you now. I see you haven't lost the knack for finding trouble. Good thing too, this time.
{173937} |Player is Wild|I remember you now. I see you've still got wanderlust in you. You don't see too many Harbormen this far north.
{173938} I came down here hoping to find out why they've stopped. Neverwinter may be my home now, but I still remember where I came from.
{173939} By the gods, I knew it! I told Brill there that he was putting the village at risk, but he wouldn't listen!
{173940} Temporary commander here at Fort Locke. For the sake of the north, I hope he's just that - temporary.
{173941} I understand his caution in sending out more patrols, but the people rely on these troops for safety.
{173942} Maybe you can get some sense into that thick skull of his. Once he hears that West Harbor came under attack, he may change his mind.
{173943} So you're Galen's savior are you? Glad you managed to keep him in one piece. 
{173944} He's a good friend of mine, though daft for making these trips through the Mere without sufficient escorts.
{173945} You'll have to ask Brill yourself. I know the regular commander went missing with one of them, but that's no reason to put everyone else at risk.
{173946} I'd appreciate it if you'd talk to him. Maybe once he hears your story he'll be more reasonable.
{173947} Thank you. I'm needed back in Neverwinter, but I'd feel a lot better if I knew things were under control before I leave.
{173948} |Player did not help Galen out against mercs|Well met. Have you run into a rather talkative merchant on your way here? He should have been traveling with two bodyguards. Name of Galen.
{173949} I hope he's safe. Galen's a good friend, and I'm worried that he didn't bring along enough guards for his latest trip to West Harbor.
{173950} [Success] I hope he's safe. Galen's a good friend, and I'm worried that he didn't bring along enough guards for his latest trip to West Harbor.
{173951} No, he hasn't. But if you're here, then perhaps he'll turn up soon as well.
{173952} They certainly couldn't have hurt. And I'll bet the refugees here at the fort wouldn't have minded a few patrols on the roads either.
{173953} It's been here for generations, before even the last war against the King of Shadows. This fort's been guarding the pass between the Mere and the North for as long as anyone can remember.
{173954} That's the reason I came down here, actually. I'd heard rumors that Fort Locke has stopped its patrols in the area.
{173955} No, though I wish I were. The name's Cormick. Marshal of the City Watch up in Neverwinter City.
{173956} You wouldn't have heard of me. A city watchman is hardly a glamorous profession.
{173957} I am ready to move on to Highcliff
{173958} I still need to finish up things here.
{173959} |DEBUG|DEBUG: When you are ready to continue to the next module, I can take you there.
{173960} To become Harvest Fair Champions, your team must compete in all 4 events, and you must win 3 of them.

The events are the Harvent Brawl, the Lucky Shot, the Tournament of Talent, and the Knave's Challenge.

If you have any questions along the way, talk to Georg Redfell, in the village square.

So far, you have not competed in any events.
{173961} Your team has won the Harvest Cup.  Before attending the victory ceremony, you should complete your business with the merchant, Galen, and deliver the Duskwood Bow to Daeghun.
{173962} Bye.
{173963} Have Bevil join as a companion (Bevil must be on map).
{173964} The West Harbor invasion is over - play end cutscene.
{173965} Set background traits.
{173966} More options.
{173967} I am the wizard's apprentice.
{173968} I am a wild child.
{173969} I am a trouble maker.
{173970} I am a tale-teller.
{173971} I am a natural leader.
{173972} I am in the militia.
{173973} I am a flirt (or lady's man).
{173974} I am a farmer.
{173975} I am devout.
{173976} I am complex.
{173977} I am bully.
{173978} Test talking
{173979} Set some variables
{173980} Global 11_west_harbor_plot
{173981} west harbor enter var
{173982} 20 - player has done stuff and is ready to return to West Harbor.
{173983} nevermind
{173984} first enter true.
{173985} nevermind
{173986} Continue post attack.  (Should only be used if directed and conversation 11_in_postattack conversation did not start).
{173987} DUMMY NODE
{173988} Goodbye
{173989} DUMMY NODE
{173990} Goodbye
{173991} DUMMY NODE
{173992} I am Temp Man - fear me. Blarg!
{173993} Roger.
{173994} Which trait?
{173995} Certainly.
{173996} which?
{173997} value?
{173998} value?
{173999} Wand of Frost
{174000} This is a goblin.
{174001} Glek is rather old for a goblin. Unusual, since most goblins rarely survive to old age.
{174002} We should search for anything important the Brotherhood might've left behind first.
{174003} This little humanoid has a flat face, broad nose, pointed ears, wide mouth, and small, sharp fangs. It walks upright, but its arms hang down almost to its knees.
{174004} This creature looks like a big, demonic human. It has green skin, dark hair, and a pair of short ivory horns protruding from its forehead. The eyes are dark with strikingly white pupils, and its teeth and claws are jet black.
{174005} Unsure of what to do following the revelation that you possess only four of the five required Blessings of Purification, Zhjaeve and Shandra suggested you should speak with Aldanon in Crossroad Keep to see if he has any new leads on the location of Ammon Jerro's retreat. 
{174006} {TEMPORARY: DO NOT LOCALIZE THIS DIALOGUE}You rang?
{174007} Which?
{174008} Which?
{174009} Do original partyman conversation.
{174010} I am stuck.  Jump me to a companion.
{174011} Bishop
{174012} Casavir
{174013} Elanee
{174014} Grobnar
{174015} Qara
{174016} Neeshka
{174017} Khelgar
{174018} Construct
{174019} Zhjaeve
{174020} Allow entrance to the lab from the portals.
{174021} Jump to a Demon
{174022} Mephasm
{174023} Baalbisan
{174024} Hezebel
{174025} Zaxis
{174026} Koraboros
{174027} Blooden
{174028} This large metal automaton appears to be standing watch.
{174029} This creature has the body of a large dog, with a smooth black coat and mouth full of sharp teeth.
{174030} A fierce and beautiful woman, with a statuesque build and flawless skin, stands nearby. She has large, feathery wings and red, glowing eyes.
{174031} This creature is stunning, statuesque, and extraordinarily beautiful, with flawless skin and raven hair. Her form, so tempting, also has an otherworldly side. Large bat wings unfurl from her back, and her eyes glow with sinister desire.
{174032} A dark aura of power surrounds this towering humanoid with huge bat wings. 
{174033} A fierce and beautiful woman, with a statuesque build and flawless skin, stands nearby. She has large feathery wings and red, glowing eyes. 
{174034} This creature looks like a massive, roughly humanoid toad with arms in place of forelegs. Its wide mouth has rows of blunt, powerful teeth, and long spines run down the length of its back.
{174035} Cloaked in fire and as tall as two humans, this hulking monster spreads its batlike wings and cracks its whiplike tail. Great scales cover its body like armor. It smiles, revealing large fangs that drip with a hissing venom.
{174036} This creature resembles a big, powerfully built dog with short, rust-red fur; its markings, teeth, and tongue are sooty black. It has red, glowing eyes.
{174037} A fierce and beautiful woman, with a statuesque build and flawless skin, stands nearby. She has large feathery wings and red, glowing eyes. She wields a longsword, and a shining red bow is strapped across her back.
{174038} This metallic automaton is twice the height of a normal human and resembles an armored giant.
{174039} This bald, sinister-looking man emanates dark power.
{174040} This creature is as big as an ogre, with a vaguely humanoid shape. Hideous scales sheathe its body. Huge wings and a snaking, prehensile tail add to its intimidating appearance.
{174041} This imp is frozen in mid-air. It seems to be looking intently at the bookcase in front of it.
{174042} This winged creature looks like a miniature human made of snow and ice. It has translucent skin.
{174043} Then you had best stop wasting my time and go and get me the true name of {BALL-buh-SAWN}Baalbisan's matron.
{174044} Nothing.
{174045} 
{174046} 
{174047} Stone Tree
{174048} 
{174049} <color=Gold><b>Neverwinter Nine</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

The Neverwinter Nine are part of a close circle of bodyguards that protect Lord Nasher and, to a greater extent, Neverwinter itself. The Neverwinter Nine are selfless wardens with powers to shield others from harm and react to danger with equal parts focus and fury. While bodyguard by title, the Neverwinter Nines' abilities aren't strictly defensive; they are trained to kill swiftly, not to endlessly absorb punishment until more help arrives. Members of the Nine come from all walks of life, though the job is most suited for fighters, rangers, paladins, rogues, and monks who have the necessary mix of martial prowess and combat reflexes.

A character can achieve a maximum of 5 levels in the Neverwinter Nine prestige class.

<color=Gold>Requirements:</color>

<b>Base Attack Bonus:</b> +6

<b>Special:</b> Member of the Neverwinter Nine.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d8

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Reflex and Will.

- <b>Weapon Proficiencies:</b> None.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 4 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Diplomacy, Heal, Intimidate, Listen, Lore, Search, Spot, and Parry.

- <b>Protective Aura:</b> At 1st level, the Nine gain an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Nine, only to his allies). At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.

- <b>Guarding the Lord:</b> Beginning at 3rd level, the Nine can protect one selected ally within 30 feet. This protection acts as the shield other spell cast at the Nine's character level. The only difference with the spell is that the target only takes 30% damage (instead of 50%), and the member of the Nine takes half the initial damage rounded down (instead of the remaining). This ability can be used three times per day.

- <b>Frantic Reactions:</b> At 3rd level, the Nine can rush across the battlefield and defeat enemies plaguing his allies.  This translates to a +10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage.

- <b>All-Out Assault:</b> At 5th level, the Nine can concentrate for a round and focus his strength, making all of his melee attacks for the next three rounds inflict maximum damage. However, at the end of each of these three rounds, the Nine takes 10 points of damage from the incredible strain. This ability can be used once per day.

{174050} <color=Gold><b>Neverwinter Nine (Magus)</b></color>

(PRESTIGE CLASS)

A Neverwinter Nine Magus is especially capable of dealing with magical threats to himself or his party.

<color=Gold><b>Requirements:</b></color>


<b>Skills:</b> 10 ranks of Spellcraft

<b>Spells:</b> Ability to cast 3rd level divine or arcane spells.

Member of the Neverwinter Nine.


<color=Gold><b>Class Features:</b></color>


- <b>Hit Die:</b> d8

- <b>Weapon and Armor Proficiency:</b> Neverwinter Nine Magi gain no additional weapon or armor proficiencies.

- <b>Skill Points:</b> 2 + Int modifier.

- <b>Bonus Feat:</b> At level 1 and level 4, the Magus is able to select a bonus feat.

- <b>Group Spell Resistance:</b> At 3rd level the Neverwinter Nine Magus gains spell resistance 10 + Neverwinter Nine level which affects himself and anyone with 10' of him.

- <b>Potent Casting:</b> At 5th level, the Neverwinter Nine Magus can spend a full round action and then begin potent casting. Every spell cast for the next three rounds automatically is treated as if effected by the Empower or Extend meta-magic feat. This ability can be used once per day.
{174051} <color=Gold><b>Neverwinter Nine (Agent)</b></color>

(PRESTIGE CLASS)

A Neverwinter Nine Agent lurks in the shadows, watching for and eliminating threats before his foe is even aware of the Agent's presence.

<color=Gold><b>Requirements:</b></color>


<b>Skills:</b> 10 ranks of Hide and Move Silently

Member of the Neverwinter Nine.

<color=Gold><b>Class Features:</b></color>


- <b>Hit Die:</b> d8

- <b>Weapon and Armor Proficiency:</b> A Neverwinter Nine Agent gains no additional weapon or armor proficiencies.

- <b>Skill Points:</b> 8 + Int modifier.

- <b>Bonus Feat:</b> At level 1 and level 4, the Agent is able to select a bonus feat.

- <b>Sneak Attack:</b> At 1st level, the Agent is able to sneak attack opponents for an addition 1d6 damage. He gains an additional 1d6 damage at 3rd and 5th levels. This ability stacks with any previous levels of sneak attack.

- <b>Stealth Run:</b> Beginning at 3rd level, the Neverwinter Nine Agent can move faster when sneaking than normal. He moves at 75% of his base speed instead of 50%. If he has the Swift and Silent feat, then he can move at 100% speed while sneaking.

- <b>Insidious Attack:</b> At 5th level, the Neverwinter Nine Agent can spend a full found action and launch a set of insidious attacks. These attacks allow the Agent to do sneak attack for three rounds even if the opponent isn't denied their Dexterity bonus. If the Agent's opponent is immune to critical attacks, they are similarly immune to this ability. This ability can be used once per day.



{174052} Toad
{174053} This tiny amphibian is remarkably tough, despite appearances.

Special: Master gains a +2 bonus to Constitution.
{174054} Owl
{174055} The owl is a silent night hunter, relying on sound to locate prey.

Special: Master gains a +3 bonus to Spot checks.
{174056} Lizard
{174057} The cold-blooded reptile is prey to many beasts, but is more than capable of finding ways and places to avoid danger.

Special: Master gains a +3 bonus to Survival checks.
{174058} NPC_Zeeaire's_Liutenant
{174059} Weasels are intelligent creatures known for their cleverness and guile. They are proficient hunters, with lightning-quick reflexes.

Special: Master gains a +2 bonus to Reflex saves.
{174060} Although cats often appear aloof and indifferent, they are inquisitive and loyal pets. Cats are expert stalkers, capable of great stealth.

Special: Master gains a +3 bonus on Move Silently and Hide checks.
{174061} The rat possesses remarkable hardiness, allowing it to thrive in conditions which would sicken or kill other creatures.

Special: Master gains a +2 bonus to Fortitude saves.
{174062} Snake
{174063} This tiny viper is not aggressive, but its ability to lie in wait is devastating to small mice and birds.

Special: Master +3 bonus to Bluff checks.
{174064} Note: To begin Resting, hit the "R" button.
{174065} [Continue.]
{174066} [Back.]
{174067} | If Kipp is in party but not controlled |Before you attempt to disable this trap, set Kipp as your primary character (by right-clicking his portrait). 
{174068} | Player is elf |Detect Mode is used to locate traps and hidden creatures. As an elf, <FullName> is always in Detect Mode (elves have keener senses than other races).
{174069} Non-elves must activate Detect Mode manually by clicking its icon on the Mode Bar (located on the left side of the screen). 
{174070} While in Detect Mode, the movement speed of non-elf characters will slow to a walk.
{174071} When you have spotted the trap, the pile of logs should glow red. Don't stray too far from the pile of logs, or you may not spot the trap!
{174072} [Continue.]
{174073} [Continue.]
{174074} [Continue.]
{174075} [Continue.]
{174076} [End dialog.]
{174077} [Continue.]
{174078} [Continue.]
{174079} [Continue.]
{174080} [Continue.]
{174081} [End dialog.]
{174082} [Continue.]
{174083} [End dialog.]
{174084} [Continue.]
{174085} [Continue.]
{174086} [Continue.]
{174087} [Continue.]
{174088} [Continue.]
{174089} [Continue.]
{174090} [Continue.]
{174091} [Continue.]
{174092} [Back.]
{174093} [Back.]
{174094} [Back.]
{174095} [Back.]
{174096} [Back.]
{174097} [Back.]
{174098} [Back.]
{174099} [Back.]
{174100} [Back.]
{174101} [Back.]
{174102} [Back.]
{174103} [Back.]
{174104} [Back.]
{174105} [Back.]
{174106} [Back.]
{174107} [Back.]
{174108} [Back.]
{174109} [Back.]
{174110} [Back.]
{174111} [Back.]
{174112} | Assignment changed recently. No update and cannot be reassigned. |Katriona has just been assigned. There is nothing to report yet.
{174113} | Vale entrance cutscene. PC Party freeze. Setup PC Party. |
{174114} | Display Party Selection Screen. |
{174115} Give me my test cloak.
{174116} Greycloak Arrows
{174117} Greycloak Bastard Sword +1
{174118} Greycloak Composite Longbow +1
{174119} Greycloak Cloak 0
{174120} Greycloak Cloak 1
{174121} Greycloak Cloak 2
{174122} Greycloak Cloak 3
{174123} Greycloak Cloak 4
{174124} Greycloak Cloak 5
{174125} Greycloak Dagger
{174126} Greycloak Longbow + 1
{174127} Greycloak Leather Armor
{174128} Greycloak Longsword +1
{174129} Greycloak Shortbow
{174130} Greycloak Light Shield
{174131} Greycloak Sling
{174132} Greycloak Short Sword
{174133} CityMGhostlight2
{174134} NPC_KingofShadows
{174135} KingofShadowsCloak
{174136} Rural Trees {Tree Card 04}
{174137} Rural Trees {Tree Card 05}
{174138} Rural Trees {Tree Card 06}
{174139} City {City Background Card 01}
{174140} City {City Background Card 02}
{174141} City {City Background Card 03}
{174142} City {City Background Card 04}
{174143} Req: Bard 1, Perform 3

A bard with 3 or more ranks in his Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Every hostile creature within 90 feet must make a Will save (DC 11 plus the bard's Charisma modifier). The song can affect up to one enemy per level of the bard. Fascinate is an enchantment (compulsion), mind-affecting ability.

If the target fails his save, it is considered dazed as long as the song is playing and the bard remains within 90 feet of them. A dazed target cannot attack or cast spells. The effect is instantly broken if the target is attacked or if someone within 10 feet of the target is attacked.

A bard must wait 10 rounds before he can use this ability again.

{174144} Req: Bard 12, Perform 15

A bard of 12th level or higher with 15 or more ranks in the Perform skill can use music or poetics to free a victim from enchantments, transmutations, and curses (caster level equals the bard's level). The ability functions on a single target within 30 feet, and the bard cannot use this ability on himself. 
{174145} Req: Bard 3, Perform 6

A bard of 3rd level or higher with 6 or more ranks in the Perform skill can use music or poetics to create an effect on himself similar to the Sanctuary spell. A creature attempting to attack the bard while this song is in effect must make a Will save (DC 11 + half the bard's level + Charisma modifier) in order to be able to carry out the attack. If the opponent fails the saving throw, he is unable to attack the bard for 10 rounds or until the bard does a hostile action. If he succeeds, he ignores the song's effect and can attack the bard normally.

The bard songs Fascinate and Cloud Mind do not count as hostile actions.
{174146} Req: Bard 6, Perform 9

This is more potent single-target version of the Fascinate bard song. A bard of 6th level or higher with 9 or more ranks in the Perform skill can use song or poetics to more effectively daze a single enemy (DC 14 + half the bard's the level + Charisma modifier). A dazed target cannot attack or cast spells. Unlike the  Fascinate song, the effect isn't broken if enemies near the target are attacked. The dazed effect lasts for 1d10+4 rounds.

The bard must wait 5 rounds before using this ability again.
{174147} Req: Bard 9, Perform 12

A bard of 9th level or higher with 12 or more ranks in the Perform skill can use song or poetics to provide damage reduction 5/- to his entire party for 4 rounds.
{174148} Caster Level(s): Ranger 1, Wizard / Sorcerer 1
Innate Level: 7
School: Transmutation
Descriptor(s): Healing
Component(s): Verbal, Somatic
Range: Party
Area of Effect/Target: Party
Duration: 1 hour / level
Additional Counterspells:
Save: None
Spell Resistance: No

The party gains low-light vision, the ability to see twice as far as a normal human in conditions of poor illumination. This is similar to the elf racial trait.
{174149} 
{174150} NPC_Nolaloth
{174151} TL_SF_M0102_sanctum
{174152} TL_SF_M0808_sanctum
{174153} Statue{CityMStatueSF01}
{174154} Statue{CityMStatueSF02}
{174155} Statue{CityMStatueSF03}
{174156} Statue{CityMStatueSF04}
{174157} Statue{CityMStatueSF05}
{174158} Statue{CityMStatueSF06}
{174159} Statue{CityMStatueSF07}
{174160} Req: Bard 1, Perform 3

A bard with 3 or more ranks in Perform can use music or poetics to place a countersong on a targeted ally that lasts for 10 rounds or until discharged. A hostile spell directed at the countersong's target must make a Spell Resistance check of 10 + levels of bard the singer possesses in order to affect the target. Whether the spell is blocked or not, the countersong is discharged.


{174161} Req: Bard 1, Perform 3

A bard with 3 or more ranks in Perform can use music or poetics to inspire courage in his allies (including himself). An affected ally receives a +1 bonus to saving throws versus fear and charm spells, and a +1 bonus on attack and weapon damage rolls. At 8th level, the bonuses increase to +2. At 14th level, the bonuses increase to +3. At 20th level, the bonuses increase to +4.


{174162} Req: Bard 2, Perform 3

A bard of 2nd level or higher with 3 or more ranks in Perform can use music or poetics to inspire competence in his allies (including himself). An affected ally receives a +2 bonus to skill checks. At 11th level, the bonus increases to +4. At 19th level, the bonus increases to +6.


{174163} Req: Bard 5, Perform 3

A bard of 5th level or higher with 3 or more ranks in Perform can use music or poetics to inspire defense in his allies (including himself). An affected ally receives a +2 AC dodge bonus. At 10th level, the bonus increases to +3. At 15th level, the bonus increases to +4. At 20th level, the bonus increases to +5.

{174164} Req: Bard 7, Perform 3

A bard of 7th level or higher with 3 or more ranks in Perform can use music or poetics to inspire regeneration in his allies (including himself). All party members heal 1 hitpoint per round. This increases to 2 hitpoints per round at 7th level, and 3 hitpoints per round at 17th level.


{174165} Req: Bard 8, Perform 3

A bard of 8th level or higher with 3 or more ranks in Perform can use music or poetics to inspire toughness in his allies (including himself). An affected ally receives a +1 bonus to all saving throws. This bonus increases to +2 at 13th level, and to +3 at 18th level.

{174166} Req: Bard 11, Perform 3

A bard of 11th level or higher with 3 or more ranks in Perform can use music or poetics to slow nearby enemies. All enemies that come within 20 feet of the bard must make a Will save (DC 13 + half bard's level + bard's Charisma modifier) or be slowed to 75% of their normal movement speed. At 16th level, they are slowed to 50% of their normal movement speed. There are no further penalties besides movement.


{174167} Req: Bard 14, Perform 3

A bard of 14th level or higher with 3 or more ranks in Perform can use music or poetics to interrupt enemy spellcasters. All enemy spellcasters within 20 feet of the bard must make Concentration checks (versus the bard's Perform skill) in order to successfully cast their spells.
{174168} Req: Bard 15, Perform 18

A bard of 15th level or higher with 18 or more ranks in Perform can use music or poetics to inspire tremendous heroism in him or a single ally within 30 feet. For 5 rounds, the inspired creature gains a +4 dodge bonus to AC, a +4 morale bonus to all saving throws, and +4 temporary hitpoints per level. The bard must wait 20 rounds before using this ability again.
{174169} Req: Bard 18, Perform 21

A bard of 18th level or higher with 21 or more ranks in Perform can use music or poetics to unify all allies within 60 feet and cause them to fight better for 10 rounds. The highest base attack bonus among those affected is now used for all affected allies. Additionally, all affected allies gain a +4 competence bonus to damage rolls. The bard must wait 5 minutes before using this ability again.

{174170} 
{174171} * Ready to Level Up! *
{174172} 
{174173} 
{174174} Cat
{174175} True Name Recitation
{174176} << PLACEHOLDER, PLEASE REVISE >>
This parchment was used to record the True Names of Black Garius' Shadow Reaver lieutenents.  Reciting a Shadow Reaver's True Name aloud will render them vulnerable to your attacks, but the recitation is complicated and extremely time-consuming.
{174177} True Name Scroll
{174178} NPC_Zhjaeve
{174179} N_ZhjaeveCloak
{174180} RuralMCage02
{174181} CityMBalconyo01
{174182} CityMBalconyo02
{174183} CityMBalconyo03
{174184} CityMBalconyo04
{174185} CityMBalconyo05
{174186} CityMBalconyo06
{174187} CityMBalconyo07
{174188} CityMBalconyo08
{174189} CityMBalconyo09
{174190} CityMBalconyo10
{174191} CityMBalconyS01
{174192} CityMBalconyS02
{174193} CityMBalconyS03
{174194} CityMBalconyS04
{174195} CityMBalconyS05
{174196} CityMBalconyS06
{174197} CityMBalconyS07
{174198} CityMBalconyS08
{174199} CityMBalconyS09
{174200} CityMBalconyS10
{174201} Type of Feat: Race
Prerequisite: Duergar (Gray Dwarf).
Specifics: This feat grants a +4 racial bonus to Move Silently checks.
Use: Automatic.
{174202} 
{174203} Greater Skill Affinity (Move Silently)

{174204} Immunity to Poison
{174205} Immunity to Phantasms
{174206} Type of Feat: Race
Prerequisite: Duergar (Gray Dwarf).
Specifics: This feat grants Immunity to all Poisons.
Use: Automatic.
{174207} Type of Feat: Race
Prerequisite: Duergar (Gray Dwarf).
Specifics: This feat grants Immunity to the spells Phantasmal Killer and Weird.
Use: Automatic.
{174208} Immunity to Paralysis

{174209} 
{174210} Type of Feat: Race
Prerequisite: Duergar (Gray Dwarf).
Specifics: This feat grants Immunity to Paralysis.
Use: Automatic.
{174211} Racial Spell (See Invisibility)
{174212} Type of Feat: Race
Prerequisite: Drow.
Specifics: This feat grants the ability to cast Light as per the spell once per day (caster level equal to character level).
Use: Selected.
{174213} Type of Feat: Race
Prerequisite: Drow or Red Dragon Disciple.
Specifics: This feat grants the ability to cast See Invisibility as per the spell once per day (caster level equal to character level).
Use: Selected.
{174214} Left click to add this Feat.
{174215} Left click to remove this Feat.
{174216} Soft Bundle
{174217} Ability: Intelligence.
Requires Training: No.
Classes: All.

The character knows how to craft armor and shields from a variety of materials.

Using Craft Armor requires an anvil and a Smith's Hammer, in addition to the appropriate materials (metal ingots, wooden planks, and/or leather hides) and a mold for the desired armor or shield. The character places all components, including the mold, in the anvil's inventory, then uses the Smith's Hammer's special ability on the anvil. If the character has enough ranks in Craft Armor, the new item is created. The mold for each specific armor or shield lists which materials that item requires. The base skill requirement for crafting a suit of armor or a shield is equal to the armor bonus that item provides. For example, a breastplate provides a +5 armor bonus to AC, so the character must have 5 ranks of Craft Armor to craft a breastplate.

Armor and shields can be crafted from basic materials (iron, wood, or leather), or from more exotic components, such as mithral or wyvern hide. Exotic materials increase the skill requirement to craft the item, but also provide additional benefits. 

Iron: No modifier
Leather: No modifier
Darksteel: +10 ranks
Duskwood: +5 ranks
Mithral: +10 ranks
Zalantar: +10 ranks
Salamander Hide: +12 ranks
Adamantine: +15 ranks
Umber Hulk Hide: +17 ranks
Wyvern Hide: +20 ranks
Red Dragon Hide: +23 ranks

Note that in order to create a suit of armor or shield out of an exotic material, all the materials used to craft that armor must be of the same type. For example, crafting a suit of full plate requires four metal ingots. In order to create a suit of adamantine full plate, four adamantine ingots must be used. Alloying such exotic materials is beyond even the greatest smiths.
{174218} CityMGhostlight3
{174219} This feat cannot be removed.
{174220} 
{174221} This spell cannot be removed.
{174222} CityMBStage2
{174223} EastRedCedar
{174224} SugarPine
{174225} DouglasFir
{174226} CedarOfLeb
{174227} Door{SunkenF}
{174228} NPC_Zaxis
{174229} City {City Background Card 05}
{174230} City {City Background Card 06}
{174231} City {City Background Card 07}
{174232} CliffsNRockFaceDark01
{174233} CliffsNRockFaceDark02
{174234} CliffsNRockFaceDark03
{174235} CliffsNRockFaceDark04
{174236} CityBCrossRoadsKeep
{174237} 
{174238} 
{174239} Skill Affinity (Craft Alchemy)
{174240} Skill Affinity (Spellcraft)
{174241} Type of Feat: Race
Prerequisite: Deep Gnome.
Specifics: This Feat gives a +2 racial bonus on Craft Alchemy checks.
Use: Automatic.
{174242} Type of Feat: Race
Prerequisite: Deep Gnome.
Specifics: This Feat gives a +2 racial bonus on Spellcraft checks.
Use: Automatic.
{174243} Racial Spell (Invisibility)
{174244} Racial Spell (Entropic Shield)
{174245} Type of Feat: Race
Prerequisite: Deep Gnome.
Specifics: This feat grants the ability to cast Entropic Shield as per the spell once per day (caster level equal to character level).
Use: Selected.
{174246} NPC_Ahja
{174247} Brazier{CityMBrazier02}
{174248} Please re-enter the email address.
{174249} NPC_Durler
{174250} SwampNLilyPads
{174251} NPC_Hezebel
{174252} NPC_HostTower
{174253} N_Hezebel_Wings
{174254} 
{174255} CityMStairs
{174256} Resending request for extended server information. 
{174257} Attempting to connect again.
{174258} Requesting server status again.
{174259} CityBWall01CK
{174260} CityBWall02CK
{174261} CityBTemple,Good2
{174262} CityBTemple,Good3
{174263} CityMPillar09
{174264} Wall {Rural Fort 05}
{174265} Level Up
{174266} Greater Flurry
{174267} Type of Feat: Class
Prerequisite: Monk level 11.
Specifics: Monks receive a second extra attack per round when using Flurry of Blows and fighting with unarmed attacks or a kama.
Use: Automatically takes effect when Flurry of Blows ability is activated.
{174268} CityBWizardTower3
{174269} 
{174270} Game Paused
{174271} 
{174272} This cute, furry rodent is well-known for its speed and agility. Despite being prey for many other creatures, rabbits display a remarkable knack for survival, thriving in large populations just about anywhere.

Special: Master gains a +1 bonus to all saves.
{174273} Spider
{174274} Spiders are common familiars among drow wizards and sorcerers. The mere presence of a spider tends to inspire fear in most people.

Special: Master gains a +3 bonus to Bluff checks.
{174275} Pig
{174276} Despite their usual appearance, pigs are actually very clean animals. They are also quite intelligent, with an excellent sense of smell.

Special: Master gains a +3 bonus to Diplomacy checks.
{174277} Beetle
{174278} Commonly found near farmlands, beetles are extraordinarily tough little insects due to the armored shell which covers most of their body.

Special: Master gains +1 hit point per level.
{174279} No Effect!  Smite infidel only works on creatures not of the same alignment.
{174280} Smite Infidel
{174281} Type of Feat: Class
Prerequisite: Divine Champion level 3 or cleric with the Destruction domain.
Specifics: This feat allows the character to make a special attack against creatures of differing Good/Evil alignments. Divine Champions apply their Charisma modifier to their attack roll, and their class level to the damage delivered. Smite Infidel may be used once per day.
Use: Selected. Smite Infidel only affects creatures that differ in Good/Evil alignment from the user.
{174282} CityBWall03CK
{174283} CityBWall04CK
{174284} CityMGhostlight4
{174285} Distillation failed! This is not a distillable item.
{174286} Crafting failed! No mold found.
{174287} Crafting failed! This is not a valid recipe.
{174288} Crafting failed! No base armor or weapon to be enchanted found.
{174289} Crafting failed! Your caster level is not high enough to craft this item.
{174290} Crafting failed! You do not have enough ranks in Craft Alchemy.
{174291} Crafting failed! You do not have enough ranks in Craft Armor.
{174292} 
{174293} Crafting failed! You do not have enough ranks in Craft Weapon.
{174294} Crafting failed! You do not have the Craft Wondrous Item feat.
{174295} Crafting failed! You do not have the Craft Magic Arms and Armor feat.
{174296} Crafting succeeded!
{174297} Ice{CityMIce}
{174298} 
{174299} Ice Rubble{CityMIceRubble01}
{174300} Ice Rubble{CityMIceRubble02}
{174301} Ice Rubble{CityMIceRubble03}
{174302} Unarmed Strike
{174303} Type of Feat: Class
Prerequisite: Monk level 1.
Specifics: Monks deal more damage with their unarmed attacks than other classes do.  This damage increases as they progress in levels of the class.
Use: Combat.
{174304} 
{174305} Click the left mouse button on the ground to move your character to that spot.

The keyboard can be used to move your character: W - forward, S - backwards, A - turn left, D - turn right, Q - step left, E - step right.

Walk over to the chest. It is situated against a wall, underneath a painting (Press and hold Z to highlight all interactive objects if you're having trouble finding it).
{174306} If you're still having trouble finding the chest, you can move the camera to better observe your surroundings.

Use the arrow keys to rotate and zoom the camera. Page Up and Page Down modify the camera's vertical angle.

Press the * key to cycle camera modes.

If your mouse has a middle button or mouse wheel, you can orient the camera by clicking and holding the button/wheel and moving the mouse.
{174307} You can access chests and other containers by left-clicking on them. When you open a container, its inventory will be displayed in a small window.

Left-click on Daeghun's chest to access its contents, then double left-click on Daeghun's Furs to add them to your inventory. You can also use the "Loot All" button in the container's window.
{174308} The furs have been added to your backpack. To view your inventory, click on the Player Menu icon (it looks like the Neverwinter eye) in the lower-left corner of the screen and select the bag icon. The top half of your inventory has slots for weapons, armor, rings and other equipped items. The lower half shows your stored items - you should see Daeghun's Furs listed there.

Close your inventory by clicking the X in the upper-right corner of your inventory.

Now that you have the furs, speak with Daeghun by left-clicking on him.
{174309} 
{174310} 
{174311} Daeghun has just given you a quest - click the Player Menu icon in the lower left corner and select your Journal. You can click on the names of the quests to show or hide their details.

Your journal is always available to remind you of your current quest state and to point you towards the next objective.

Close your journal by clicking the X in the upper-right corner of the journal. Left-click on the door to the east to open it, then left-click again on the open door to exit Daeghun's house.
{174312} Amie and Bevil have joined your party. Companions will follow you and fight by your side.

Companions are listed by their portraits on the right side of the screen.

Left-click on a companion's portrait to take control to that character.

{174313} Before combat, you'll need to equip a weapon. 

Use the Player Menu to access your inventory and double left-click on the Training Club. The Training Club will appear in the Main Hand slot, indicating it is equipped.

You can trade objects to your companions by clicking and dragging objects from your inventory to their portraits on the right side of the screen.

To access a companion's inventory, take control of that companion (left-click on his/her portrait) and open the inventory screen. You are now looking at that companion's gear and can equip items by double left-clicking on them.
{174314} When you hover your cursor over a valid opponent, you will see a sword icon.

Left-click on the target (in this case, a training dummy near Merring) to begin your attack!
{174315} When faced with a challenging fight, be sure your party is well-rested and at full hit points.

Be sure that your characters are all equipped with their best available weapons and armor (in this case, make sure everyone has a training club).

Prevent having rogues and mages engage in one-on-one combat - have them assist with spells and sneak attacks.

Try to focus all your attacks on one opponent at a time.

If all else fails, press the ESC key, select Game Options, click the Gameplay tab, and set the difficulty to Easy.
{174316} To rest, click on the closed eye icon next to the Player Menu in the lower-left corner of the screen.  After a short time has elapsed, your characters will heal and replenish their spells and powers.

Resting is not available in all areas, nor is resting available when enemies are close by. If your attempt to rest fails, try moving to a safer location away from enemies.
{174317} Your choices in dialogue can alter your alignment and influence your companions.

In this case, you adhered to the rules of the Harvest Brawl, a lawful choice. As a result, your Alignment has become more Lawful.

You have also gained Influence with Bevil, as he is a law-abiding person and agrees with your decision.

Companions are more likely to reveal information and actively support your cause if you have high Influence with them. Remember that companions have different personalities; you can't always please them all.

{174318} Your choices in dialogue can alter your alignment and influence your companions.

In this case, you broke the rules of the Harvest Brawl, a chaotic choice. As a result, your Alignment has become more Chaotic.

You have also lost Influence with Bevil, as he is a law-abiding person and disapproves of your decision.

Companions are more likely to reveal information and actively support your cause if you have high Influence with them. Remember that companions have different personalities; you can't always please them all.

{174319} The Tourney of Talent is about to begin. Here, you will learn the basics of spellcasting.

Amie has been set as your primary character for this tourney. Press the F key to display her Quick Cast window.

The Quick Cast window shows icons for all of your memorized spells, sorted by spell level.  Mouse over each icon to learn the spell name. Find <i>summon creature I</i> and left-click on it. Your cursor will change to a spell targeting cursor. Left-click on the ground wherever you'd like the summoned creature to appear.

<b>Important</b>: If you miscast any of your spells, click the Rest Icon near your Player Menu or press R to rest and restore your spells.

{174320} Next, you'll cast an <i>enlarge person</i> spell on Bevil.

This type of spell targets a friendly creature - it can be cast on yourself or an ally, but never on an enemy.

This time, try casting your spell with the Quick Bar. The Quick Bar is the grid at the bottom of your screen and it can hold shortcuts to your favorite abilities. You can place skills, feats, spells and other actions into the Quick Bar for rapid use. 

To add a spell to your Quick Bar, simply drag and drop a spell onto it. To do this, open your spellbook with your Player Menu or by pressing the B key.

On the right-hand page of the spellbook, look for the spell icons under Spell Level 1. Left-click and drag the <i>enlarge person</i> icon into an empty slot on your Quick Bar. Close your spellbook by pressing the X in the upper-right corner of the spellbook.

You can now cast <i>enlarge person</i> by either left-clicking the icon in the Quick Bar or by pressing the number key on your keyboard that corresponds to that slot (so if the spell were in the left-most slot, press 1). Your cursor becomes the spell targeting cursor and you can now left-click on Bevil to complete the casting of the spell. You can also cast the spell by first right-clicking on Bevil to target him and then left-clicking on the spell icon or pressing the corresponding number key.

<b>Important</b>: If you miscast any of your spells, click the Rest Icon near your Player Menu or press R to rest and restore your spells.
{174321} To complete her act, Amie will cast an offensive spell at a destroyable target.

Target the old barrel with any of Amie's offensive spells: <i>ray of frost</i> or <i>acid splash</i>.

Use either Quick Cast (by pressing F) or the Quick Bar (start by accessing your spellbook with the Player Menu or B key) to cast your spell.

Remember to rest and recover your spells if necessary.
{174322} Excellent! Amie's magic has won over the crowd. Talk to Retta Starling, she has a prize for you!

Now that you've tried the basics of spellcasting, you can explore your spellbook (use the Player Menu or press B). The spellbook has all the spells you know sorted by class and level on the left and spells memorized on the right. 

You can click and drag spells  from the Known List into your memorized spell slots and when you next rest, those spells will be ready to cast.

For more information on the spellbook, refer to the manual.
{174323} To remove the enchantment of Lewy's Hog, you will need to use your scroll of <i>lesser dispel</i>.

Scrolls are single-use spells stored in written form. Scrolls of arcane spells may only be used by wizards, sorcerers, bards or by a character with points in the Use Magic Device skill.

Access your inventory and look for the scroll of <i>lesser dispel</i>. If the icon for the scroll is red, your character lacks the arcane spellcasting or Use Magic Device skill to read the incantation. Put the scroll in Amie's inventory by clicking and dragging the scroll from your inventory to Amie's portrait.

If the scroll is in the inventory of a character capable of reading, you can unleash the spell by double left-clicking on the scroll, then left-clicking on Lewy's Hog to cast <i>lesser dispel</i> on the pig.
{174324} Stores are accessed through dialogue. Ask a merchant to trade and the store inventory will open on the left side of the screen. Your inventory will open on the right.

You can left-click on the icons at the top of the store to cycle through different categories of goods for sale: armor, weapons, consumables, trinkets and miscellaneous, respectively.

Double left-click on items in a merchant's store to buy items and double left-click on your own items to sell them. You can identify unidentified magical items at shops, for a price, by right-clicking on an item and clicking the "Identify" option on the drop-down menu.

Sell Daeghun's Furs. Then use the proceeds to purchase the Duskwood Bow.

{174325} 
{174326} To equip a missile weapon, access your inventory with the Player Menu or I key.

Then double left-click your crossbow to equip it. You'll also need to equip ammunition (crossbow bolts) in the Bolt Ammo Slot by double left-clicking on the bolts.

Remember that a crossbow requires two hands to use, so you cannot equip a shield while firing.
{174327} Now that you're equipped with a ranged weapon and the ammunition, move your mouse cursor over a target (in this case, the practice target) and a sword icon will appear in the cursor.

Left-click on the target to fire!
{174328} If you are having difficulty hitting a target, try switching to one of your companions with high Dexterity, the ability score that affects a character's effectiveness with missile weapons.

Try giving the crossbow and ammunition to Bevil. Open your inventory and left-click and drag the crossbow to Bevil's portrait, then left-click and drag the ammo. Left-click on Bevil's portrait to set him as your active character, press I to open his inventory and equip the crossbow and ammo. Bevil should be able to hit most, if not all, of the targets.
{174329} If the pile of logs is glowing red, the trap is detected and can be disarmed. If not, toggle Detect Mode by clicking on the Magnifying Glass icon in the bottom-right area of the screen. 

In Detect Mode, your party moves at half speed but will actively check for traps and hidden creatures. Elves are always in Detect Mode but do not suffer the speed penalty.

Once the trap is detected, it can be disarmed by a character with the Disable Device skill. Make sure your rogue is active (by left-clicking on his character portrait) and left-click on the woodpile. A progress bar will appear. When it completes, the character's skill is checked and if successful, the trap is disarmed!

{174330} You've found the chest that contains the White Feather. This chest is securely locked.

Make sure your active character is a rogue or someone with the Open Locks skill (remember you can left-click on a character's portait to make him or her your active character).

Hover your mouse over the chest and you'll see the cursor change to an opened lock. Left-click on the chest and a progress bar will appear as you attempt to pick the lock. After the progress bar completes, the lock will open if your skill is sufficient.
{174331} To acquire the Green Feather, you'll have to "steal" it from the Man in Green.

Picking pockets requires the Sleight of Hand skill. Make your rogue your active character (remember you can switch take of characters by left-clicking on their portraits). Mouse over the Man in Green and click and hold the right mouse button. This will create a Dropdown Menu over the Man in Green.

Left-click on the icon of the hand reaching for the purse. You will now attempt to use Sleight of Hand to swipe the Green Feather.

The Man in Green is an easy target. If you fail to swipe the feather from him, try it again. Since this man is part of the Knaves' Challenge, he won't be upset by your failed attempts to steal from him.

Merchants are the best targets of the Sleight of Hand skill, as they almost always have gold or items on them. A talented rogue can swipe money and items from the many vendors you will encounter in your travels.
{174332} Congratulations! You have earned enough experience points (xp) to move to the next level. If a character is ready to level up, a special graphic will appear over that character's portrait.

To level up, access your character screen with the Player Menu or by pressing the C key. Then, click the Level Up button located under your character's picture.

This will take you to a series of screens similar to those used in the character generation process. You can choose which class to gain a level in. You will then get to distribute skill points and as you rise higher in level, select ability score increases and new feats.

Your companions also gain experience and levels. You can level up a companion by switching control to that companion and repeating the above process.

Remember: When in doubt about how to level up your characters, the Recommend button will suggest a good option.
{174333} Equip a melee weapon as you would a ranged weapon, only don't worry about ammo. Be sure to equip Training Clubs for your companions!

You can trade objects to your companions by dragging objects from your inventory to their portrait on the right side of the screen.

To access a companion's inventory, take control of that companion (left-click on his/her portrait) and open the inventory screen. You are now looking at that companion's gear and can double left-click on items to equip them.
{174334} You can equip a missile weapon the same way as you would a melee weapon. The only difference is that you must also equip ammunition by double left-clicking on a stack of arrows, bolts or sling bullets.

Remember that a crossbow requires two hands to use, so you cannot equip a shield while firing.

{174335} Your first battle is about to begin! Your hit points are represented by the red bar to the left of your character portraits; keep an eye on everyone's health!

You can press the Space bar to pause and unpause the game. If you need to take a moment to think about the battle, remember you can freeze the action at any time.

If a character reaches 0 points, he or she is out of the fight. If your entire party is incapacitated, the game will end, and you will have to reload.

In this case, however, Brother Merring will not allow anyone to be killed. Should you lose this battle, you will be revived outside the ring. Good luck!

{174336} This is the Debug Conversation for module [inset module name here].  What would you like to do?
{174337} Aight.
{174338} Start Knaves' Challenge cheats for Locked Chest (white feather).
{174339} Start Harvest Fair cheats.
{174340} I want to start the Harvest Fair uber-quest.
{174341} Nevermind.
{174342} Start Fur Trade cheats.
{174343} Start "A Man and his Hog" cheats.
{174344} Start Knaves' Challenge cheats for logpile (blue feather).
{174345} Start Tourney of Talent cheats.
{174346} Start Harvest Brawl cheats.
{174347} Start Archery Competition cheats.
{174348} Start Knaves Challenge cheats for pickpocketing (green feather).
{174349} Start Knaves' Challenge cheats - overall.
{174350} Do you think he was one of the wizards mentioned in those stories?
{174351} Bottle
{174352} We have the whole day ahead of us. What's our first stop?
{174353} <i> meow </i>
{174354} <i> cluck </i>
{174355} | Quest is finished |That was the best magic show ever!
{174356} |EST Shot 1|
{174357} |EST shot 2|
{174358} |EST shot 3|
{174359} {He knows the PC knows}Today is the High Harvest Fair, and the West Harbor village council <i>requires</i> me to man the archery competition.{He's being Captain Killjoy here}
{174360} | Player is male, or fall-through |{Stops woolgathering, tone starkly neutral little joy in it}Ah... my foster son is up and dressed, I see.
{174361} I last saw him at the village well, near the bridge. 
{174362} {pleasantly surprised to hear that player is focused on his chore}Ah. Galen comes to town infrequently enough... I am not surprised you don't remember him.
{174363} The merchant is just over there, in front of the blue and yellow tent.
{174364} How else will he know who is competing for the Cup? Georg keeps a tally of the winners for each event, and it is he who bestows the Cup.
{174365} | If player hasn't talked to Georg yet, but has brought the Duskwood Bow |{the faintest bit of excitement... bows are one of the few things that still spark some life in Daeghun}Ah... you've brought the bow. {beat, impressed}Galen told me that the folk of Ember were skilled bowyers, but I see that he understated the case.
{174366} He will also explain this year's rules and events... they are never exactly the same from year to year. 
{174367} This is a fine bow, a <i>fine</i> one… shaped by a gentle hand. The spirit of the tree still dwells within. 
{174368} {thinks he's being generous here, even though the gold is a pittance}You may keep the remainder of the gold as your allowance for the season. That is all I require of you… no doubt your friends will be eager to return to the Fair.
{174369} I last saw him at the village well, near the bridge. 
{174370} You need to speak to {GAY-org}Georg. He will explain this year's rules and events... they are never exactly the same from year to year.
{174371} Your targets will be old bottles, set atop the crates, yonder.
{174372} | Phase 20 |{Returning to his usual grim neutrality}Now, go and equip yourself with a crossbow. You'll find one in this barrel here, next to me.
{174373} | Phase 30 |{Returning to his usual grim neutrality}But you are eager to return to the competition, no doubt. Use your crossbow to hit the Practice Target, yonder.
{174374} | Phase 40 |{Returning to his usual grim neutrality}That is all I require of you. Now, are you ready to compete in archery?
{174375} | If player has won all the other events and done the Fur Trade quest |Georg will be looking for you. If I am not mistaken, this victory makes you the winner of the Cup. 
{174376} Go on, now. There is still more of the Fair to see.
{174377} | If player has won all the other events but not finished Fur Trade |Before you go and claim the Cup, there is still our business with Galen to finish.
{174378} | If player has won 3 events, conceded the Brawl, and done the Fur Trade quest |Georg will be looking for you. If I am not mistaken, this victory makes you the winner of the Cup. 
{174379} | If player has won 3 events, conceded the Brawl, but not finished Fur Trade |Before you go and claim the Cup, there is still our business with Galen to finish.
{174380} | If player has finished Harvest Fair quest |You are the winner of the Cup, it seems... the news is on everyone's lips.
{174381} Yes. I'm ready to compete.
{174382} Where is Georg?
{174383} Actually, I was looking for Galen.
{174384} Thanks for reminding me. Farewell.
{174385} I've competed in the Fair before. Why do I have to speak to Georg?
{174386} I'll get there in my own time. Leave me be.
{174387} If you'll excuse me, then...
{174388} I'm planning to compete for the Cup. How do I get started?
{174389} Have you seen Georg?
{174390} Farewell.
{174391} I suppose so.
{174392} I'll be back later. Farewell.
{174393} Tutorial
{174394} |Fade Down, then Mod transition! Woo!|
{174395} That warrants a special reward, of course. I have a Harvest Cloak for you, courtesy of the village council. It'll be yours at the end of the day.
{174396} That warrants a special reward, of course. I have a Harvest Cloak for you, courtesy of the village council. It'll be yours at the end of the day.
{174397} A finely-made cloak, granted to any team that wins all events in the West Harbor Harvest Fair. There is nothing overtly magical about this cloak, but its simple beauty draws the eye and complements even the most practical attire.
{174398} Harvest Cloak
{174399} <i> squeak </i>
{174400} Contest Target
{174401} |fade Out|
{174402} |Fade Out|
{174403} Don't forget to equip Training Clubs for your companions, as well! 
{174404} You can trade items between your companions by dragging objects from your inventory to their portraits (on the right side of the screen).
{174405} Once you have given Training Clubs to your companions, take control of each companion by right-clicking their portraits. Use their inventory panels to equip them with Training Clubs, just as you did for yourself.
{174406} [Continue.]
{174407} [Continue.]
{174408} [Continue.]
{174409} [Back.]
{174410} [Back.]
{174411} [Back.]
{174412} [Continue.]
{174413} | Kipp is controlled, or PC is rogue and controlled |Move your cursor over the chest. Note that your cursor icon displays a lock.
{174414} [Continue.]
{174415} [Back.]
{174416} | Kipp is in party, and controlled |Open Kipp's character sheet (press the "C" key), and select the "Skills" tab. Click and drag Kipp's "Sleight of Hand" skill to one of your Quickbar slots (at the bottom of the screen).
{174417} | PC is rogue and is controlled |The Sleight of Hand skill should already be in your Quickbar (at the bottom of the screen).
{174418} [Continue.]
{174419} [Continue.]
{174420} [Back.]
{174421} [Back.]
{174422} You are allowed to Rest in all other locations, unless there are enemies nearby. If you find that you are unable to Rest because enemies are near, you will have to move to a safer location or leave the area.
{174423} [Continue.]
{174424} [Back.]
{174425} Give the scroll to Amie by opening your inventory panel (press "I") and dragging the Lesser Dispel scroll onto Amie's portrait. Alternatively, you can drag the scroll onto Amie, herself.
{174426} [Continue.]
{174427} [Back.]
{174428} If the pile of logs is glowing red, then you have detected the trap, and you can attempt to disarm it. If not, you will have to activate Detect Mode to find the trap.
{174429} | If Kipp or player just detected trap |Your party has just detected a trap. You will have to disarm the trap before you can search the pile of logs.
{174430} This is a fairly simple trap, so it was easy to spot. To find and avoid more challenging traps, you can activate Detect Mode.
{174431} Detect Mode is activated by clicking its icon on the Mode Bar (located on the left side of the screen).
{174432} Detect Mode improves the party's chances to spot traps and hidden creatures. While in Detect Mode, your movement speed will slow to a walk.
{174433} When you detect a trap, the trapped object will glow red, like the pile of logs. Once you have detected a trap, you can attempt to disarm it.
{174434} | Player is elf |Detect Mode is used to locate traps and hidden creatures. As an elf, <FullName> is always in Detect Mode (elves have keener senses than other races).
{174435} Non-elves must activate Detect Mode manually by clicking its icon on the Mode Bar (located on the left side of the screen). 
{174436} While in Detect Mode, the movement speed of non-elf characters will slow to a walk.
{174437} | Kipp is in party and controlled |Only a character who has invested points in the Disable Device skill can attempt to disarm a trap. In this case, Kipp should have no trouble with this trap.
{174438} | PC is rogue and is controlled |Only a character who has invested points in the Disable Device skill can attempt to disarm a trap. In this case, <FirstName> should have no trouble with this trap.
{174439} In order to disarm traps, a character must have invested points in the Disable Device skill. In this case, Kipp should have no trouble with this trap.
{174440} In order to disarm traps, a character must have invested points in the Disable Device skill. In this case, <FirstName> should have no trouble with this trap.
{174441} [Continue.]
{174442} [Continue.]
{174443} [Continue.]
{174444} [Continue.]
{174445} [Continue.]
{174446} [Continue.]
{174447} [Continue.]
{174448} [Continue.]
{174449} [Continue.]
{174450} [Continue.]
{174451} [Continue.]
{174452} [Continue.]
{174453} [Back.]
{174454} [Back.]
{174455} [Back.]
{174456} [Back.]
{174457} [Back.]
{174458} [Back.]
{174459} [Back.]
{174460} [Back.]
{174461} [Back.]
{174462} [Back.]
{174463} [Back.]
{174464} Important: If you should accidentally miscast one of your spells, you can re-memorize it by pressing the "R" key to Rest. Feel free to Rest at any time during the Tourney of Talent.
{174465} If you accidentally right-click the spell, you will remove it from your Memorized Spells list. To get it back, just click-and-drag the spell from Known Spells to Memorized Spells, and hit "R" to Rest.
{174466} [Continue.]
{174467} [Back.]
{174468} [Continue.]
{174469} [Back.]
{174470} [Skip this dialogue.]
{174471} Now try casting the Enlarge Person spell on Bevil.

Remember: If you miscast the spell, you can re-memorize it by pressing the "R" key to Rest.
{174472} Remember: If you miscast the spells, you can re-memorize them by pressing the "R" key to Rest.
{174473} [End dialog.]
{174474} [Back.]
{174475} Once you have selected the Weapons tab, you should see the Duskwood Bow in the store inventory. Right-click the Bow to make your purchase. Exit Galen's store by closing the window.
{174476} [Continue.]
{174477} [Back.]
{174478} The Harvest Brawl
{174479} Georg's Tent
{174480} The Tourney of Talent
{174481} Galen the Merchant
{174482} Archery Competition
{174483} The Knaves' Challenge
{174484} The Stage
{174485} Daeghun's House
{174486} The Bridge
{174487} Dog-Chicken Center Pt
{174488} Tag Kids Center WP
{174489} Practice Target
{174490} Crowd
{174491} LogpileDetector
{174492} Dog-Chicken Containment Trigger
{174493} Tag Kids Containment Trigger
{174494} Each year, West Harbor's Harvest Fair champion is awarded this bronze cup, to keep as a trophy until next year's fair. This particular cup has been in service for quite a number of years, and several previous winners have scratched their names - and other things - into its tarnished surface.
{174495} Harvest Cup
{174496} Today is the High Harvest Fair, and all West Harbor is celebrating. Your foster father, Daeghun, will be busy supervising the archery competition, so he needs you to sell his furs to the merchant, Galen.

First, you will have to get the furs from the chest, under the framed picture.
{174497} You have obtained the furs from a chest. Now you must return them to Daeghun.
{174498} Your foster father, Daeghun, has asked you to sell his furs to Galen the merchant. He also wants you to purchase a Duskwood Bow for him.

Galen can be found at the center of town, enjoying the Harvest Fair festivities.
{174499} You have found Galen the merchant. Now you must sell Daeghun's Furs to him.
{174500} You have sold Daeghun's Furs for a tidy profit. Now you must buy a Duskwood Bow from Galen.
{174501} You have sold Daeghun's Furs and purchased a Duskwood Bow. All that remains is to deliver the Bow to Daeghun.
{174502} Today is the High Harvest Fair in the village of West Harbor. 
Your friends are waiting for you at the bridge, and are probably eager to attend the Fair.
{174503} In order to compete in the Harvest Fair, you must first speak to Georg Redfell, who can be found in the village square.
Hint: Georg is standing near the bridge, by a well.
{174504} To become Harvest Fair Champions, your team must compete in all 4 events, and you must win 3 of them.
The events are the Harvest Brawl, the Archery Competition, the Tourney of Talent, and the Knaves' Challenge.
If you have any questions along the way, talk to Georg Redfell, near the village well.
So far, you have not competed in any events.
{174505} To become Harvest Fair Champions, your team must compete in all 4 events, and you must win 3 of them.
So far, your team has won 1 event.
{174506} To become Harvest Fair Champions, your team must compete in all 4 events, and you must win 3 of them.
So far, your team has won 2 events.
{174507} Your team has won 3 events! But before you can claim the Harvest Cup, you must complete all 4 events.
{174508} Your team has won 3 events! That is enough to win the Harvest Cup, even though you conceded the Harvest Brawl.
Speak to Georg Redfell, near the village well.
{174509} Your team has won all 4 events! 
Speak to Georg Redfell to claim the Harvest Cup.
{174510} Your team has won the Harvest Cup. Before attending the victory ceremony, you must complete your business with the merchant, Galen, and deliver the Duskwood Bow to Daeghun.
{174511} Your team has won the Harvest Cup. The victory ceremony is to be held on a stage, near the wheat field. 
When you are ready to begin the celebration, go to the stage and speak to Georg Redfell.
{174512} Equip yourself with a Training Club.
You will find several Training Clubs in the barrel next to Brother Redding.
{174513} Defeat the Mossfeld brothers!
{174514} Your team was defeated by the Mossfeld brothers. Speak to Brother Merring.
{174515} Your team was defeated by the Mossfeld brothers. If you want to request a rematch, speak to Wyl Mossfeld.  If you would rather concede victory to the Mossfelds, speak to Brother Merring.
{174516} Your team defeated the Mossfeld brothers! Speak to Brother Merring to claim your victory.
{174517} You conceded victory in the Harvest Brawl to the Mossfeld brothers.
{174518} Equip yourself with a light crossbow.
Light crossbows can be found in the barrel next to Daeghun.
{174519} Use your crossbow to shoot the Practice Target.  You must hit the Practice Target at least once.
{174520} Use your crossbow to destroy at least 6 Bottles. After you  have taken 10 shots, speak to Daeghun.
Note: The Bottles have been placed atop a series of crates, in the fenced-in area (west of Deaghun). 
{174521} Try the Archery Competition again!
Use your crossbow to destroy at least 6 Bottles.
When have taken 10 shots, speak to Daeghun.
{174522} You won the Archery Competition by hitting more targets than any of the other competitors.
{174523} The Tourney of Talent
{174524} To compete in the Tourney of Talent, speak to Retta Starling.
{174525} Cast Summon Creature I.
Hint: Designate Amie as your primary character by left-clicking her portrait. Hit the "F" key to access your prepared spells. Left-click the icon for "Summon Creature I," and then left-click on the ground, where you want the creature to appear.
{174526} Cast Enlarge Person on Bevil.
Hint: Designate Amie as your primary character by left-clicking her portrait. Hit the "F" key to access your prepared spells. Left-click the icon for "Enlarge Person," and then left-click your target (Bevil).
{174527} Use a spell to destroy the Old Barrel.
Hint: Designate Amie as your primary character by left-clicking her portrait. Hit the "F" key to access your prepared spells. Left-click the icon for "Acid Splash" or "Ray of Frost," and then left-click your target, the Old Barrel.
{174528} Amie has finished her act for the Tourney of Talent. 
Talk to Retta Starling.
{174529} Amie's magical spells impressed her audience, and Retta declared your team the winner of the talent competition.
{174530} To compete in the Knaves' Challenge, speak to Tarmas the Wizard.
{174531} In order to compete in the Knaves' Challenge, you will need to recruit someone who can "pick pockets, and break locks, and search for hidden trinkets."
Amie suggested that you talk to Kipp, a boy who is lurking near Tarmas's tent.
{174532} Now that you have recruited Kipp into your party, you may compete in the Knaves' Challenge. Talk to Tarmas when you are ready to begin.
{174533} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.
Tarmas composed a rhyme to help you find the three feathers:
"I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man."
{174534} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.
So far, you have found the White Feather.
Tarmas composed a rhyme to help you find the three feathers:
"I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man."
{174535} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.
So far, you have found the Blue Feather.
Tarmas composed a rhyme to help you find the three feathers:
"I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man."
{174536} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.
So far, you have found the Green Feather.
Tarmas composed a rhyme to help you find the three feathers:
"I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man."
{174537} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.
So far, you have found the White Feather and the Blue Feather.
Tarmas composed a rhyme to help you find the three feathers:
"I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man."

Hint: You will need to use the Pick Pocket skill to obtain the Green Feather. To use this skill, drag the "Sleight of Hand" to your quickbar. Left-click the "Sleight of Hand" skill on your quickbar, and then left click the person you want to pickpocket.
{174538} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.
So far, you have found the White Feather and the Green Feather.
Tarmas composed a rhyme to help you find the three feathers:
"I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man."
{174539} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.
So far, you have found the Green Feather and the Blue Feather.
Tarmas composed a rhyme to help you find the three feathers:
"I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man."
{174540} Your team collected the three hidden feathers, and Tarmas declared you the winner of the Knaves' Challenge.
{174541} Orlen asked you to investigate an enormous hog belonging to Lewy Jons, which he believes may have been magically enlarged.
You decided not to get involved.  If you change your mind, however, Orlen would still be glad for the help.
{174542} Orlen has asked you to investigate an enormous hog belonging to Lewy Jons. He believes that this hog may have been magically enlarged.  If that's true, then Lewy's animal will be disqualified from the Heftiest Hog contest...
{174543} After examining Lewy Jons' hog, Amie believes that the beast has, indeed, been enlarged by magical means.  
Your scroll of Lesser Dispel would remove any enchantments from the hog (and shrink it back to its original size). But Bevil suggested that you speak to Lewy first, and give him a chance to voluntarily withdraw his hog from the competition.
{174544} Lewy refused to withdraw his magically-enhanced hog from the competition. The only way to ensure the fairness of the competition is to use your scroll of Lesser Dispel on Lewy's Hog.
{174545} Lewy's Hog shrank to a truly pitiful size after Lesser Dispel was cast upon it.  The Heftiest Hog competition can now be fairly judged.
Return to Orlen for your reward.
{174546} By proving that Lewy's Hog was magically enlarged, you ensured the fairness of the Heftiest Hog competition. Orlen was very grateful for your help.
{174547} You have struck a profitable deal with Lewy Jons. If you tell Orlen that Lewy's Hog was not magically enlarged, Lewy has agreed to reward you with a magical potion.
{174548} You lied to Orlen and told him that Lewy's Hog has not been magically enlarged. Return to Lewy Jons for your reward.
{174549} You lied to Orlen and told him that Lewy's Hog has not been magically enlarged. In return, Lewy rewarded you with a potion.
{174550} Even though it's against the rules of the Harvest Brawl, you bet Wyl Mossfeld that your team could beat his. The loser will pay the winner 10 gold.
{174551} You have won your bet with Wyl Mossfeld! Speak to him to collect your winnings.
{174552} Test Cloak 1
{174553} Test Cloak 3
{174554} Test Cloak 4
{174555} Test Cloak 5
{174556} Test Cloak 6
{174557} Test Cloak 7
{174558} Test Cloak 8
{174559} Make it act 2 and do Act 2 partyman convo.
{174560} Start Act 2.
{174561} Make me immortal.
{174562} Enable All Act 2 World Map Hotspots
{174563} Merchant quarter
{174564} Port Llast
{174565} Edario Store
{174566} Jacoby Store
{174567} {Angry}It's an open city, so if you don't like it, to the Hells with you.
{174568} Folks Entering
{174569} Shot of the Court
{174570} Long shot of Torio
{174571} OTS Sand from Witness
{174572} OTS Witness from Sand and Player
{174573} Shot of the door
{174574} Two-shot, Sand and PC
{174575} Close on Oleff
{174576} Close on Witness Facing Sand
{174577} Shot of the Crowd
{174578} Angle up on Lorne
{174579} Close on witness facing Sand (short)
{174580} Close on Witness Facing Torio (short)
{174581} Close on Nevalle
{174582} Rock Face Dark {01}
{174583} Rock Face Dark {03}
{174584} Rock Face Dark {02}
{174585} Amphitheater Stage {2}
{174586} Umber Hulk Mandible
{174587} This intact mandible comes from the fearsome umber hulk.

Requirement: Craft Alchemy 6 ranks
Yields: Faint Power Essence, Weak Water Essence
{174588} As dragons are among the most powerful of creatures, it should be no surprise that dragon blood has a variety of magical uses.

Requirement: Craft Alchemy 10 ranks
Yields: Radiant Power Essence
{174589} {2038}The Collector's Mansion
{174590} Collector's Guard{Collector}
{174591} Collector's Guard Captain{Collector}
{174592} {2040}The Collector's Mansion
{174593} Brazier {02}
{174594} {2050}Lord Temar's Mansion
{174595} Arren Trigger
{174596} Arren Trigger
{174597} {2060}Sarcophagus
{174598} {2060}Chest 01, Medium
{174599} Statue {SF 01}
{174600} Fire Mephit Hide
{174601} This scaly hide of a fire mephit still radiates heat.

Requirement: Craft Alchemy 6 ranks
Yields: Weak Fire Essence
{174602} Demon Blood
{174603} The infernal power of demons extends even to their blood, which is vile and caustic to the touch.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Power Essence, Faint Fire Essence
{174604} | fall-through |Lord Nasher should be told of this... and soon, before the demons return for Tavorick.
{174605} Tell Nasher... before the demons return for Tavorick.
{174606} |Player found guilty, once only|When you called for trial by combat and Torio's scheme was foiled... ah, you broke her. I could hear her plans falling apart all the way to the Docks. 
{174607} | ERIC: After 20_ballard_interlude2 |Upstairs, Squire! Go! I'll hold the demons here!
{174608} | ERIC: During first demon attack |Give no ground, Squire. Slay 'em all, or they'll be back.
{174609} | ERIC: After 20_ballard_interlude1 |Kill 'em all! Send 'em back to their steaming pits!
{174610} | ERIC: After 20_ballard_interlude_3 |I'm still with you, Squire. We'll make our stand in the crypt, as Tavorick says.
{174611} | ERIC: After player has entered crypt, but before door has been opened/entered |There's a chamber beyond that door. If it's warded, we should make our stand there.
{174612} | If Tavorick has died |Lady Melia will need your help at the Mask, Squire. She may already be attacked, if Tavorick spoke true.
{174613} | If Tavorick is alive, and Qaggoth is dead |I'll get Tavorick to safety, Squire. Lady Melia will need your help at the Mask... her guards won't stand for long against demons.
{174614} Sergeant Brockenburn
{174615} And you'd be <FullName>. Heard about you. Good to pin the name to the face, though.
{174616} Also... I make it a practice to meet all the notable folk who enter the district. Strangers who wander into some noble's backyard are like to be taken for thieves.
{174617} Not that any thief with a head on <his/her> shoulders would try to ply <his/her> trade in Blacklake. Would <he/she>?
{174618} We weren't able to locate the murderer. We assume he escaped the district, though I've no idea how.
{174619} Just to be safe, we've added more Watchmen to keep an eye on things. But you're free to come and go as you please.
{174620} You need help finding anything, you'd best come straight to me. If you start nosing about on your own, you're like to rouse the wrong sort of attention.
{174621} Of course you wouldn't. But if you need help finding anything, you'd best come straight to me. Start nosing about on your own, and you're like to rouse the wrong sort of attention.
{174622} | Player is Shadow Thief |To see? Blacklake is a residential community. The nobles value their privacy, and the Watch discourages sightseeing.
{174623} | If player has not done Battle of the Bards |I admit, the Theater on the Lake does attract a certain amount of attention. Lord Temar built it after the Luskan invasion... trying to win back the people's affections from Nasher, they say.
{174624} | If player is City Watch and male |I hope I haven't offended. It's just that it's customary for the senior Watch officer to greet a visiting lieutenant... and to tell the truth, my grandson idolizes you. 
{174625} | If player is City Watch and female |I hope I haven't offended. It's just that it's customary for the senior Watch officer to greet a visiting lieutenant... and to tell the truth, my granddaughter idolizes you. 
{174626} <He/She>'s heard how you took down Moire in the docks... the <boy/girl> won't believe <his/her> ears when I tell him I've met you.
{174627} I was also told to inform you that the Watch has lifted its lockdown on this Ward. You're free to come and go as you please.
{174628} | Player is city watch |The lads will feel better with you in the district, lieutenant. You need any help finding anything, best come straight to me.
{174629} | If player has already done Battle of Bards |I admit, the Theater on the Lake does attract a certain amount of attention. Lord Temar built it after the Luskan invasion... trying to win back the people's affections from Nasher, they say.
{174630} | Player is female |There's a bard performing there now... fellow by the name of Cain. My granddaughter has heard of him, though I certainly haven't. 
{174631} Only a few. You can try the Academy Square, just out front of the Archives building. You'll find a scattering of merchants there.
{174632} Best hold your nose if you're browsing their stalls. The shopkeepers serve the needs of the Academy students, so it's foul-smelling potions, eye of newt, and the like.
{174633} | Player is male |There's a bard performing there now... fellow by the name of Cain. My grandson has heard of him, though I certainly haven't. 
{174634} | Player is City Watch |Be careful about sightseeing, lieutenant. The nobles here value their privacy. A few of them have their own guards, and they've no qualms about drawing blades on us. 
{174635} Twenty years I've walked this beat, and I make a point to know every grudge, every love affair, every tawdry bit of gossip. The more I know, the safer I can make these streets.
{174636} Of course not. They're far too frightened of clever watch-hounds like yourself.
{174637} Point taken. At least you're subtle.
{174638} I wouldn't know, actually.
{174639} What's there to see around here?
{174640} | Player hasn't heard this already |Why did they lift the lockdown on the district?
{174641} Farewell.
{174642} Are there any merchants in this district?
{174643} | Watch only |How long have you served here?
{174644} [Taunt] You don't keep your beard half as well as she keeps hers.
{174645} |lawful response|I took an oath to serve Neverwinter. Now I have to honor it.
{174646} I got blamed for Ember and I want my revenge.
{174647} |guilty verdict|{Speaking to a crowd - not shouting, but speaking in a commanding tone}The judgment of Tyr is plain to see in the outcome of this contest. The charges brought by Luskan are hereby deemed false, and the verdict against the accused is thus overturned.
{174648} |crates burst, imps run amok|
{174649} |fade in|
{174650} |female|Actually, Ambassador, the accused and those she traveled with had every opportunity to kill me... and easily, if they had chosen to do so.
{174651} Problem? No... but she sure does watch you a lot, it's kind of strange. It's like no one else exists except you sometimes. 
{174652} Or maybe she thinks she's your keeper or something... I don't know, it's really not my business. 
{174653} Yeah... I know. Sorry, it's just finding you out here was a lot harder than I thought.
{174654} Hope you don't mind, though. I mean, now that I'm here.
{174655} Do you have a problem with Elanee?
{174656} Didn't mean any insult by it, just curious.
{174657} Me? No, I think ol' Daeghun's to blame for that. All the nice bits - now those I can claim credit for.
{174658} {Coughs}Well, you know, there's a good deal to learn about a bar and its keepers, more wisdom you might find than on the road. 
{174659} Maybe if you were to stay a bit more here rather than jaunting around, I could tell some of the tales when I was a hero of Neverwnter.
{174660} I'll... keep that in mind, Duncan. Thanks.
{174661} Well, if you ever wanted to rest here a spell instead of wearing your boot soles thin following my kin around, you're always welcome.
{174662} You help an imp, he helps you. Got these scrolls for you... filched 'em from those stupid wizards, when they was teachin' classes! 
{174663} Now... gotta get back to the hiding and the creeping! Can't get caught, can't stay still...
{174664} | SCRIPTER: Some wacky special effects play around the room, and Shadows rise up on all the bodies - Arval, the Shadow Initiates, and the dead girl on the ground. |
{174665} | If Cyran is alive |...but as for what they can turn up, I do not know. It looks like justice has been denied this day. Nonetheless, you are to be congratulated for saving Lord Cyran's life.
{174666} This is going to cost you, gnome.
{174667} Shandra is a very <i>expensive</i> model. If you don't want to pay, you'll have to find someone else.
{174668} By winning the Trial by Combat, you were granted ownership of Lorne's valuables, which Lord Nasher has had placed in this chest for you.
{174669} Gift from Lord Nasher
{174670} An attached note explains that this chest contains a gift from Lord Nasher, with his thanks for "helping to send Luskan back to the Abyss" with your successful defense at the trial.
{174671} | If player is chaotic |{addressing the player now, who he did not expect to be here}And who are you, my mortal friend? You have a wonderful anarchic scent about you. Beneath your weariness and your sweat, you smell of lives shattered, and hopes trod underfoot.
{174672} {1000}Extortion{ST}
{174673} The only thing more fragile than Hagen's merchandise is his resolve. Now that you've bullied him into paying the protection fee, bring the gold back to Caleb.
{174674} You were able to convince Hagen that paying the protection money was preferable to standing up against Caleb. Bring the gold back to Caleb.
{174675} With thinly-veiled threats towards his daughter Reesa, you convinced Hagen to pay the protection money. Bring the gold back to Caleb.
{174676} {1000}Riverdweller's Problem
{174677} {1000}The Price of Loyalty
{174678} {1000}Loose Ends
{174679} {1000}The Hunt for Minerals
{174680} {1000}The Adventurer's Heist
{174681} {1000}A Hollow Beginning
{174682} {1000}The Blacklake District
{174683} The sage Aldanon lives in Blacklake District – a part of the city under total lockdown. To reach him, you need to make friends with the City Watch or find someone who knows a secret route in. Duncan suggests speaking with either Marshal Cormick in the City Watch office or Caleb, a thug who prowls the alleys near the Sunken Flagon.
{174684} {1000}Investigating the Silver Shard
{174685} Daeghun asked that you visit his half-brother (your foster uncle) Duncan Farlong as soon as you arrive in Neverwinter. Duncan runs a small inn called The Sunken Flagon, located in the Docks District. You've never met Duncan; hopefully he'll be a tad more charismatic than his half-brother.
{174686} {1000}Speak with Moire
{174687} After doing Caleb's job for him, you've learned that he doesn't know a way into Blacklake after all. Caleb wants you to tell his boss Moire why he won't be making payments to her anytime soon. Moire's flat is north of Caleb's apartment and east of the Shining Serpent Inn. He suggested that Moire may know more about a secret route into Blacklake.
{174688} Though she is upset with Caleb, you were able to convince Moire of the necessity of him keeping a low profile for awhile. Caleb's inactivity leaves a vacancy in Moire's operations; you have agreed to work for her in exchange for help getting into Blacklake.
{174689} {1000}Sweep Through the Docks{ST}
{174690} Your sweep is nearly complete, you have only one guardpost left to visit.
{174691} {1000}Destroy the City Watch Post
{174692} The City Watch's headquarters in the Docks District is a pile of ash thanks to you. Return to Moire for further instructions.
{174693} {1000}Speak with Axle DeVrie
{174694} Moire has sent you to speak with her boss, a man by the name of Axle DeVrie. Axle's home can be found in the Merchant Quarter, along the riverbank.
{174695} {1000}Smuggling Weapons for Moire
{174696} A shipment of weapons is being smuggled into Neverwinter. Moire's intends to arm her gang and escalate the war with the City Watch. You must speak with Moire for more details on your role in escorting the weapons to their destination.
{174697} You successfully escorted the weapons to the warehouse. Unfortunately, the City Watch has launched a raid to confiscate the weapons. You must make sure the City Watch go home empty-handed.
{174698} {CUT}Neverwinter Wood{ST}
{174699} {1000}The Emissary in Old Owl Well{ST}
{174700} {1000}The Sea Ghost{ST}
{174701} Luskan is attempting to slip agents in from a ship named 'The Sea Ghost' that recently docked in Neverwinter. You must board the ship, eliminate the Luskan spies and then report to Axle.
{174702} You've defeated the Luskan agents aboard the ship â€˜Sea Ghost.' You should inform Axle of your success.
{174703} {1000}Neeshka and Leldon
{174704} Ophala provided you with directions to Leldon's home, the location is marked in your map of the Merchant Quarter. Neeshka is certain that Leldon keeps his lucky coin somewhere in his house.
{174705} {1000}Enforcing Order in the Docks{CW}
{174706} {1000}Neverwinter's Newest Watchman{CW}
{174707} Moire and her gang of criminals run a protection racket in the district. Marshal Cormick is pleased to have a fellow Harborman around to help fight the problem and has given you your first task as a member of the City Watch. You've been ordered to assist a merchant by the name of Hagen. His shop is by the docks, next to a small courtyard.
{174708} You kept Hagen the merchant safe from a group of Moire's thugs looking to collect 'protection' money. During the encounter, one of the thugs mentioned the name Caleb. Return to Marshal Cormick for further instructions.
{174709} It turns out Caleb is minor lieutenant in Moire's gang. Marshal Cormick believes he now has enough cause to arrest Caleb, and has sent you to deal with the matter. Caleb is known to lurk in the alleys near the Sunken Flagon.
{174710} {1000}Speak with Brelaina
{174711} {1000}The Only Thing Worse Than Luskans…
{174712} Mysterious assailants have come to the city asking for you... no doubt the same creatures that attacked West Harbor. Axle's network located their hideout here in the city. It's near the warehouse you previously defended.
{174713} hideout of mysterious killers that have brought trouble to the city. Though she's been ordered to support The Nine in their assault, Brelaina instead has ordered you to deal with them before The Nine can mount their own operation. The assassins are currently holed up in a warehouse in the Merchant Quarter.
{174714} You have destroyed the portal which allowed your attackers to enter the city of Neverwinter. During the attack, you confronted a dark mechanical being, but it managed to escape before you were able to destroy it.

{174715} {1000}The Warehouse{CW}
{174716} The City Watch learned the destination for the smuggled weapons that you confiscated. You are to launch an attack against the warehouse (located in the Merchant Quarter) and deal with the thieves who planned to distribute the weapons. During your raid, you are to keep an eye out for documents that might uncover specifics about their smuggling operation.
{174717} {CUT!}A Few Good Men
{174718} {1000}The Informant Uncovered{ST}
{174719} The identity of the informant has been uncovered. Fihelis, in charge of Moire and Axle's warehouses, has been the one tipping off the City Watch. You are to eliminate Fihelis in his home in the Merchat Quarters. Axle would prefer that his death be handled discreetly; Moire prefers that you deal with both Fihelis and the Watchmen assigned to protect him.
{174720} {1000}Protecting the Watch's Informant{CW}
{174721} {1000}Breaking and Entering
{174722} Luskan accused you of putting the town of Ember to the torch and killing all its inhabitants.

To avoid extradition to Luskan for trial, you must become a squire.

Sir Nevalle has asked you to meet a knight, Sir Grayson, at the City Watch headquarters in the Merchant Quarter.
{174723} Luskan accused you of putting the town of Ember to the torch and killing all its inhabitants.

To avoid extradition to Luskan for trial, you must become a squire.

Axle Devrie has asked you to his estate to meet Sir Edmund, who might be willing to take you on as his squire.
{174724} You survived an attack by assassins from Luskan and have been accepted as a squire by Sir Grayson. You can now report to Castle Never to receive your new rank of squire and to begin the investigation of the charges against you.
{174725} You survived an attack by assassins from Luskan and have been accepted as a squire by Sir Edmund. You can now report to Castle Never to receive your new rank of squire and to begin the investigation of the charges against you.
{174726} Because of your elevation to nobility, you will stand trial in Neverwinter instead of Luskan. Lord Nasher has permitted you to leave Neverwinter in order to go to Port Llast and gather evidence for your defense.
{174727} Now that you have been raised to the rank of squire, Lord Nasher has allowed you time to visit Port Llast and investigate the massacre at Ember.

When you have spoken to Haeromos of Port Llast and finished gathering evidence, you are to speak with Sir Nevalle to begin your trial.
{174728} You were found innocent by Lord Nasher. However, Torio Claven has asserted the right to appeal through Trial by Combat. You have been given time to prepare yourself, after which you must undergo a ritual overnight at the Church of Tyr.

Speak with Prior Hlam at the Church of Tyr to begin the rite.
{174729} You were found guilty by Lord Nasher. However, Sand has asserted your right to appeal through Trial by Combat. You have been given time to prepare yourself, after which you must undergo a rite overnight at the Church of Tyr.

Speak with Prior Hlam at the Church of Tyr to begin the rite.
{174730} You have completed the Rite of Tyr  The Trial by Combat now awaits...
{174731} By defeating Torio's champion, Lorne, you have won the Trial by Combat and proven your innocence. 

Lord Nasher has congratulated you, and sent you back to the Sunken Flagon for a brief rest.
{174732} Neeshka wants to prove, once and for all, that she is a greater thief than Leldon by robbing The Collector.

The Collector's mansion is located in the Blacklake District.
{174733} Improving the Construct
{174734} You obtained a vial of water from the Glowstone Caverns that can be used to improve the Construct.
{174735} You improved the Construct using the vial of water from the Glowstone Caverns.
{174736} You found an old, silvery rune inscribed on a piece of iron that can be used to improve the Construct.
{174737} You improved the Construct using the rune-inscribed iron piece from the ruins of Illefarn.
{174738} The book you found in Crossroad Keep, "The Ancient Art of Golem Crafting", contains secrets of golemcraft that could be used to improve the Construct.
{174739} You improved the Construct using information from "The Ancient Art of Golem Crafting."
{174740} With the last of the missing pieces in place, the Construct was restored to a functional state, and it is now yours to command.
{174741} Nevalle wants you to go to Lord Temar's manor in the Blacklake District to detain a suspected Luskan agent named Larim for questioning. You should also try to find out what Temar's connection to Larim is while you're there.
{174742} Inside the Bryce family tomb, you confronted Lisbet's closest friends, Raven and Savanna. It would seem that the girls are involved in a cult that worships the King of Shadows.


{174743} Inside the Bryce family tomb, you confronted Lisbet's closest friends, Raven and Savanna. It would seem that the girls are involved in a cult that worships the King of Shadows.

Fortunately, you convinced Savanna to turn against the cultists, and you sent her safely home.
{174744} After you slew the Shadow Priest Arval and his minions, Lisbet Bryce raised them as shadows, and you were forced to fight them a second time.

Furious, you knocked the fool girl unconscious and left her in the crypt. All that remains is to inform her sister, Kyli, of Lisbet's whereabouts.
{174745} On your way out of the Bryce crypt, Lisbet was slain by the very shadows that she inadvertently raised.

All that remains is to inform Lisbet's sister of her fate.
{174746} You brought Lisbet safely out of the Bryce crypt. She has presumably headed home.

All that remains is to bring the good news to Lisbet's sister, Kyli.
{174747} After you slew the Shadow Priest Arval and his minions, Lisbet Bryce raised them as shadows, and you were forced to fight them a second time.

Furious, you knocked the fool girl unconscious and left her in the crypt.

Lisbet's sister, Kyli, was quite upset when she heard this - perhaps understandably so.
{174748} On your way out of the Bryce crypt, Lisbet was slain by the very shadows that she inadvertently raised.

Kyli didn't believe you when you brought her the news, and she ran off to find her father.
{174749} You brought Lisbet safely out of the Bryce crypt. She has presumably headed home.

Lisbet's sister was overjoyed to hear the news.
{174750} Captain Brelaina has heard reports that thieves in the area are trying to gain a foothold in Neverwinter and are looking for someone who can sell them a large cache of thief equipment. She wants you to head up an undercover operation to try and catch the thieves before they can succeed.

Go to the Gannish estate in Blacklake and speak with one of the undercover watchmen there.
{174751} Axle has received word that a dealer of high quality thief equipment from Amn has set up shop in Blacklake. He has entrusted you with negotiating the sale. 

Go to the Gannish estate in Blacklake, and speak with Lord Gannish. Ask him if he's ever traveled to Amn.
{174752} According to Wolf, Aldanon came looking for you at the Sunken Flagon, muttering something about a silver shard. The old sage said he needed to talk to you, and that the matter was urgent.

Look for Aldanon at his manse, in the Blacklake District.
{174753} At the door to Aldanon's manse, you came upon a standoff between the city watch and two thieves, Hewe and Gulver. The thieves were threatening to kill Marshal Cormick, who had been shot with a wand and was lying in the middle of the yard.

Unfortunately, you managed to provoke the thieves into killing Cormick, but they were killed in turn.

More thieves are still holed up inside the house, and they may have Aldanon as a hostage.
{174754} At the door to Aldanon's manse, you came upon a standoff between the city watch and two thieves, Hewe and Gulver. The thieves were threatening to kill Marshal Cormick, who had been shot with a wand and was lying in the middle of the yard.

By promising them freedom, you convinced the thieves to give themselves up. But when they emerged from their hiding places, you arrested them anyway.

More thieves are still holed up inside the house, and they may have Aldanon as a hostage.
{174755} At the door to Aldanon's manse, you came upon a standoff between the city watch and two thieves, Hewe and Gulver. The thieves were threatening to kill Marshal Cormick, who had been shot with a wand and was lying in the middle of the yard.

You convinced the thieves to give themselves up, thereby saving Cormick's life.

More thieves are still holed up inside the house, and they may have Aldanon as a hostage.
{174756} At the door to Aldanon's manse, you came upon a standoff between the city watch and two thieves, Hewe and Gulver. The thieves were threatening to kill Marshal Cormick, who had been shot with a wand and was lying in the middle of the yard.

By securing a pardon for the thieves, you convinced them to give themselves up, thereby saving Cormick's life.

More thieves are still holed up inside the house, and they may have Aldanon as a hostage.
{174757} Though Aldanon has been kidnapped by an unknown party, you have learned that an elderly nobleman, Lord Tavorick, may possess another silver shard.

Tavorick may be in considerable danger, as the previous owners of this shard were torn to pieces by demons.

Lord Nasher should be informed of the danger as soon as possible.
{174758} Though Aldanon has been kidnapped by an unknown party, you have learned that an elderly nobleman, Lord Tavorick, may possess another silver shard.

Tavorick may be in considerable danger, as the previous owners of this shard were torn to pieces by demons.

You informed Lord Nasher of the danger, and he has assigned you to guard the old noble and his shard.
{174759} By Lord Nasher's order, you are to take command of a small contingent of elite guardsmen at the Tavorick estate. You and your men have been assigned to protect Cyran Tavorick and the silver shard he possesses.

Nasher hopes that whoever has been seeking this shard will reveal himself, so that you may capture or kill him.
{174760} You have taken command of a small contingent of elite guardsmen, assigned to protect Cyran Tavorick and the shard he possesses.

Captain Ballard will secure the house, as soon as Lord Tavorick is upstairs, and you give the command.


{174761} The Tavorick estate is under attack by demons!

Get Lord Tavorick to the crypt... it is the only part of the house that is warded against demons. 
{174762} Despite your best efforts, Lord Tavorick was mortally wounded by the demons who attacked his house.

With his final words, Tavorick revealed that he passed his shard to the girl Melia, who is actually one of the Nine. 

It is likely that whoever sent the demons has followed Melia and knows that she has the shard. You must hurry to the Moonstone Mask to warn her of the danger.
{174763} Lord Tavorick is alive, thanks to you and your companions. But he has revealed that he passed his shard to the girl Melia, who is actually one of the Nine.

It is likely that whoever sent the demons to kill Tavorick has followed Melia and knows that she has the shard. You must hurry to the Moonstone Mask in the Merchant Quarter to warn her of the danger.
{174764} Arriving at the Moonstone Mask, you came upon a scene of carnage. Melia, along with most of the people on the upper floor of the Mask, had been slain by a warlock and his demons.

The warlock has escaped with Lord Tavorick's shard. Lord Nasher should be told of this at once.
{174765} You met with the "new" Luskan ambassador, Sydney Natale, her associate Khralver, and Lord Nasher. According to "official" Luskan accounts, the Luskans we have dealt with previously have no ties to the city of Luskan itself - they are renegades. Among other crimes, they are believed responsible for starting the Luskan war with Ruathym over the theft of a sacred book called the Tome of Iltkazar, sending agents into Luskan, and also solely responsible for what happened with you, the trial, and Ember, which does not ring true to you, but Nasher seems to have accepted.

These renegades, led by Black Garius, have set up a stronghold at Crossroad Keep (within Neverwinter lands), and you are to travel there at once to stop him. They are believed to be allied with someone called the "King of Shadows," and are about to perform a ritual that will grant them some of his power. It is believed that Aldanon was kidnapped to assist them - whether he intended to or not. 

You are to go to Crossroad Keep, meet up with Nasher's forces, rescue Aldanon, and stop Garius once and for all.
{174766} Black Garius fell prey to his own dark ritual, and is no longer amongst the living. Speak to Vale to return to Neverwinter and be debriefed.
{174767} You found a journal belonging to Arval, a Shadow Priest. It details Arval's efforts to perfect a mysterious ritual.

Lord Nasher would probably want to see the journal...


{174768} Scale helm
{174769} A helm of steel scales. 
{174770} 10_reesa_ipoint
{174771} Githyanki Mage{Tarmas Battle}
{174772} Ian Harman{male}
{174773} Pitney Lannon
{174774} Dying Gray Dwarf{Lvl0-FarlongScene}
{174775} Duergar {Starling}
{174776} Lewy Jon's Pig
{174777} 1102_to_1100
{174778} 11_wp_rush1
{174779} 11_wp_rush2
{174780} 11_wp_rush3
{174781} Rush Trigger
{174782} {11_starling_door2}
{174783} {11_starling_door}
{174784} Pierson's Home
{174785} {1007}Tarmas' Home
{174786} Muttonchop
{174787} Locke
{174788} 11_wp_dog1
{174789} 11_wp_dog2
{174790} 11_wp_dog3
{174791} 11_wp_dog_safe1
{174792} 11_wp_dog_safe2
{174793} 11_wp_dog_safe3
{174794} Scale Gloves
{174795} These gloves are reinforced with scale mail.
{174796} Scale Boots
{174797} These boots are reinforced with scale mail.
{174798} {11_player_door}
{174799} Hide Boots
{174800} These boots are crudely made of animal hide.
{174801} 11_wp_bust1
{174802} 11_wp_fdwarf1
{174803} 11_wp_fdwarf3
{174804} 11_wp_fdwarf2
{174805} Door Breaks
{174806} {11_bust_door1}
{174807} {1120}The Mere of Dead Men
{174808} Fire Beetle Belly
{174809} Though this sac seems to glow with heat, it's cool to the touch. 

Requirement: Craft Alchemy 6 ranks
Yields: Weak Fire Essence
{174810} Chain Boots
{174811} These boots are reinforced with chain mail.
{174812} Chain Gloves
{174813} These gloves are reinforced with chain mail.
{174814} Lily Pads
{174815} Stag Beetle Horn
{174816} This horn came from a gigantic stag beetle.

Requirement: Craft Alchemy 4 ranks
Yields: Faint Earth Essence
{174817} A Silver Shard
{174818} Obsidian Entertainment
{174819} Chainmail{bevil}
{174820} Longsword{bevil}
{174821} Swamp Moss
{174822} |In Combat|We must hold the bridge!
{174823} |In Combat|Where's the rest of the militia? We need help!
{174824} |In Combat|For West Harbor!
{174825} |After Combat|Ask Georg if he has orders for you.
{174826} |After Combat|Georg will tell you how you can help out.
{174827} |After Combat|Hurry and talk to Georg! He'll have orders for you!
{174828} |They're fighting for a moment|
{174829} Look out - wolves from the Hells!
{174830} The beasts are back - with their masters, too!
{174831} Noooooo! Help! Noooo!
{174832} Help us, my brothers! Help us!
{174833} No! No biting! Noooooo!
{174834} It's the ones who slaughtered Mokkbah and Hectma! Aieeeee!
{174835} | JOHN: These barkstrings pop up if you try to talk someone while there are hostiles nearby. |Not now, let's kill these things first!
{174836} Save the talking for later!
{174837} Let's clear the area first!
{174838} | JOHN: No hostiles, player clicks on them to talk, but Georg hasn't been found. |Thanks for the help... if you find Georg, come get me.
{174839} | JOHN: Once only per fighter, No hostiles, player clicks on them to talk, Georg HAS been found. |Georg's at the wheat field? I'll meet you there.
{174840} | JOHN: After you have already told him to go. |On my way, <FirstName>.
{174841} | JOHN: After you have already told him to go. |You got it, <FirstName>.
{174842} | JOHN: After you have already told him to go. |Thanks for the help, <FirstName> - see you at the wheat field.
{174843} | JOHN: These barkstrings pop up if you try to talk someone while there are hostiles nearby. |This isn't the Harvest Brawl - stop chattering and help me!
{174844} Let's kill these fools first, then we can talk!
{174845} After we deal with these enemies, we can talk all you want.
{174846} | JOHN: No hostiles, player clicks on them to talk, but Georg hasn't been found. |I owe you a few kegs of Harvest Mead. Look - if you find Georg, come get me.
{174847} | JOHN: Once only per fighter, No hostiles, player clicks on them to talk, Georg HAS been found. |Found Georg, did you? I'll meet you at the wheat field, then. 
{174848} | JOHN: After you have already told him to go. |I owe you a keg or two, that's for sure, <FirstName>.
{174849} | JOHN: After you have already told him to go. |See you at the field, <FirstName>.
{174850} | JOHN: After you have already told him to go. |With you we have a chance, <FirstName>.
{174851} | JOHN: These barkstrings pop up if you try to talk someone while there are hostiles nearby. |Don't know where my brothers are - please, I need a hand!
{174852} No Mossfeld's going down without a fight... and neither is West Harbor.
{174853} We'll talk after we kill this bunch!
{174854} | JOHN: No hostiles, player clicks on them to talk, but Georg hasn't been found. |Thanks - guess all that training for the Brawl paid off. If you find Georg, come get me.
{174855} | JOHN: Once only per fighter, No hostiles, player clicks on them to talk, Georg HAS been found. |If Georg's at the field, then I'll meet him there - and you, after everyone's gathered.
{174856} | JOHN: After you have already told him to go. |Thanks for helping me out - see you at the wheat field.
{174857} | JOHN: After you have already told him to go. |I hear you, <FirstName> - on behalf of my brothers, I'm glad you're pitching in.
{174858} | JOHN: After you have already told him to go. |Guess my brothers aren't going to be sad to see you after tonight, <FirstName>.
{174859} Anyone! There's more over here!
{174860} Someone get the militia - these things are all over the place!
{174861} Help! <FirstName>, help me out here!
{174862} | JOHN: These barkstrings pop up on their own, normally, if hostiles nearby. |Don't know where my brothers are - please, <FirstName>, I need a hand!
{174863} No Mossfeld's going down without a fight... and neither is West Harbor!
{174864} <FirstName>, it's Webb Mossfeld - I need some help!
{174865} Not now, <FirstName>!
{174866} Stay focused! The village is still in danger!
{174867} You got me out here. Now what? Does Georg have any orders?
{174868} Hey! Give that back!
{174869} Nice try, <FirstName>. I'll just be taking that back.
{174870} Stop it! You're not stealing anything from me!
{174871} Why not? You tore them apart, set the dogs on them, too! 
{174872} Listen to <FirstName> - this isn't some kind of game, you all!
{174873} Oh, shut your mouth, Bevil! We could have screamed ourselves hoarse waiting for <i>you</i> to show up, you dumb ox! 
{174874} What?! Why you ungrateful little gobl...
{174875} What? No! Nooooo! Mother! Noooooo!
{174876} Be quiet! Joke's over, you all - <FirstName>'s just kidding around, so calm down!
{174877} Yaaaaaaaay! The hounds'll have bones for months!
{174878} This isn't some kind of game, you all! Be quiet! 
{174879} Aaah! Close the door! The bad things can see us now!
{174880} Mother! Help! The bad people can see us!
{174881} That was great! Look at all that blood!
{174882} I bet you didn't even <i>need</i> Bevil with you!
{174883} Mother will be proud of us. We were brave!
{174884} Uh... calm down. And don't be cheering like that.
{174885} We could always say the duergar got them.
{174886} No. I'm not. 
{174887} Sure is. The dogs are probably feeding on the bodies right now.
{174888} | Druid or Ranger only. |Grrrr... [Want to <i>kill</i>.]
{174889} | Druid or Ranger only. |Grrrarrrr... [Prey came in from the swamp, but it won't leave alive.]
{174890} | Druid or Ranger only. |Rhrrrr... [Stop scratching my head.]
{174891} Grrrr...
{174892} Grrrarrrr...
{174893} Rhrrrr...
{174894} | Druid and Ranger, Freed the kids. |Woof! [Can I have a bone now?]
{174895} | Druid and Ranger, Freed the kids. |<i> Pant pant pant </i> [I am soooo happy.]
{174896} | Druid and Ranger, Freed the kids. |Arrooooo! [<FirstName>, lead on!]
{174897} | Freed the kids. |Woof!
{174898} | Freed the kids. |<i> Pant pant pant </i>
{174899} | Freed the kids. |Arrooooo!
{174900} The moss alleviates pain but does little else – as long as you can still move and fight, the moss will have little effect on you.
{174901} Can I use it on myself if I'm injured?
{174902} | Druid or Ranger only. |Grrrr... [Let me atta 'em!]
{174903} | Druid or Ranger only. |Grrrarrrr... [Little smelly ones woke me from my nap.]
{174904} | Druid or Ranger only. |Rhrrrr... [Can smell their stink all over my territory.]
{174905} Grrrr...
{174906} Grrrarrrr...
{174907} Rhrrrr...
{174908} | Druid or Ranger only. |Grrrr... [Feeding time!]
{174909} | Druid or Ranger only. |Grrrarrrr... [Bevil smells like a hog.]
{174910} | Druid or Ranger only. |Rhrrrr... [Starting to like the taste of blood... mmm... blood.]
{174911} Grrrr...
{174912} Grrrarrrr...
{174913} Rhrrrr...
{174914} | Once Only |Bevil... <FirstName>, thank the Gods you're here... 
{174915} The dogs drove them inside the living room, and they're still trapped inside. But the children...
{174916} I... I'm fine. Just startled. But the children...
{174917} I told the children to lock themselves inside the house... but now those creatures are there, between them and us.
{174918} Fortunately, those beasts woke up the hounds, too... and the hounds tore out the throats of two of them before they barricaded themselves inside the living room.
{174919} I haven't heard anything from inside... and there's a large group of them... please, help!
{174920} Mother! What happened? Where are those dwarves that came in here?
{174921} When I heard the fighting, I tucked the children away and came to see what was the matter, and suddenly these... <i>creatures</i> burst into the house.
{174922} That door doesn't lock, <FirstName> - and it looks like the hounds are willing to help us take care of our "guests" - if we opened the door, those dogs would tear into them.
{174923} You're right... Nasher, Muttonchop, Locke... come on, boys, follow us, we got some <i>hunting</i> to do.
{174924} Please, rescue the children!
{174925} | Rescued Kids |Thank the gods you and Bevil arrived in time.
{174926} | Rescued Kids |Are there more of them outside? Where did they come from?
{174927} Where are they now?
{174928} Are you all right?
{174929} The children - where are they?
{174930} Forget this. I have a battle to fight.
{174931} A little company couldn't hurt. 
{174932} Then let's open the door and set the dogs loose.
{174933} Just be quiet - they could be listening to us.
{174934} | JOHN: If you click on these guys and they are not healed. |Please... <FirstName>... help me. Took a blade in the gut, now... now there's blood everywhere. 
{174935} | A safety node that if global for healing is already set to > 0, do not change it to 1. |Tried... tried to fight them all... but there was too many to stop.
{174936} | Set global for needing moss for healing to 1 |Tried... tried to fight them all... but there was too many to stop.
{174937} | SCRIPTER: Check to see how many are healed and when maxed, sets global 11_bHealMoss = 3. |
{174938} | SCRIPTER: End dialogue, cast generic spell? After this he stands up and jumps to barkstring above, referenced by local variable 11_bHeal |
{174939} | Priest |I can use my faith to mend your wounds... I think I can staunch the bleeding without expending a full spell.
{174940} | Druid |I can use my ties to nature to mend your wounds... I think I can staunch the bleeding without expending a full spell.
{174941} | Paladin |[Lay on Hands] Remain still... I may not need to use full power to staunch the bleeding.
{174942} | SCRIPTER: Have Merring's herbs, checked via global. Merring gave me these herbs to staunch the bleeding. 
{174943} | Sleight of Hand > 0 |Well, let me do a quick search of your coin purse first with a pickpocket, then I'll see about your wounds.
{174944} Let me go find Brother Merring, he may help.
{174945} Damn creatures... coming out of nowhere... my brother... my brother, Wyl, you seen him?
{174946} I... if you can find him, <FirstName>... please, he's my brother... but my wounds...
{174947} Wh-? No! Not... not Wyl! Gods, if only I had gotten to him in time!
{174948} | Set Global for Ward Death |Wh... ereRkkkkk! Unh....
{174949} I... I thank you, <FirstName>... I owe you, I do. Wyl can be cross at times, but he... don't mean no harm. 
{174950} You... you're being too calm about this - and that look in your eye, you-
{174951} | After you went through stuff above. |You back...?
{174952} | Evil, and Set Global for Ward Death |Wh... no! Hel... help, please... I... unnnh....
{174953} Ward!
{174954} Look at all that blood... I think... I think I'm going to be sick.
{174955} This... this battle's getting to me, <FirstName>, I don't know how much more I can take.
{174956} Ward!
{174957} Shouldn't we have done something? Maybe we could have...
{174958} This... this battle's getting to me, <FirstName>, I don't know how much more I can take.
{174959} Thanks, <FirstName>... you didn't have to help after all we been through, but I appreciate it.
{174960} Ward Mossfeld - can barely see you through all that blood.
{174961} I'll just pretend you were dead when I got here. 
{174962} | Evil Response |Not going to last long? I'll say. [Slit his throat.]
{174963} The wounds don't look too bad, Ward - there's still a chance.
{174964} | Haven't found |Not yet - he's somewhere in the village, I'm sure.
{174965} | Wyl is dead |Oh, Wyl? Such a shame, he didn't make it - in fact, he died right in front of me.
{174966} I think we've spoken long enough. [Slit his throat.]
{174967} Yes, Ward... if only you had gotten to him in time. I know it's hard not to blame yourself... but really, you should.
{174968} | Healed Wyl |Yes, and I was able to heal him - he's back in the fighting.
{174969} | Talked to Wyl |Yes, and I'm looking for a way to heal him and get him back in the battle with the rest of the militia.
{174970} Lie here and die... slowly... and think about how soon you and your brother will be together.
{174971} It was a mercy killing - he wasn't going to live long anyway.
{174972} I suggest you be sick somewhere else and forget about what you saw.
{174973} If we healed him, do you really think he'd help us? Grow up.
{174974} There was nothing to be done, he wasn't going to live long anyway.
{174975} Just forget about what you saw... Ward didn't deserve to live.
{174976} If we healed him, do you really think he'd help us? Grow up.
{174977} I can still make it... but my vision's getting all cloudy... and can't seem to stand. Have you seen my brother Ward? He...
{174978} I... if you can find him, <FirstName>... please, he's my brother... but my wounds...
{174979} Wh-? No! Not... not Ward! Gods, if only I had gotten to him in time!
{174980} | Set Global for Wyl Death |Wh... ereRkkkkk! Unh....
{174981} I... I thank you, <FirstName>... I owe you, I do. Ward can be cross at times, but he... don't mean no harm. 
{174982} You... you're being too calm about this - and that look in your eye, you-
{174983} | After you went through stuff above. |Did... did you get any help?
{174984} | Set Global for Wyl Death |Huh? You... you better not... leav... unhhhh....
{174985} <FirstName>... what... I mean, he's a Mossfeld, but...
{174986} Gods, what did you <i>do?</i> Did you...?
{174987} Gods, he just... just died. There must have been something we could do...
{174988} <FirstName>... why did we just leave him? I mean, we could have...
{174989} I... all right, <FirstName>. It's just... uh, nevermind. 
{174990} | Good hit. |Thank you, <FirstName>... I know you may not like me much, but for what it's worth... thanks. 
{174991} Well, well, if it isn't Wyl Mossfeld, my dear friend.
{174992} I'll just pretend you were dead when I got here. 
{174993} Looks to me like your wounds are fatal. [Slit his throat.]
{174994} Wyl - there's a lot of blood, but we can still help.
{174995} | Haven't found Ward |Not yet - he's somewhere in the village, I'm sure.
{174996} | Ward is dead |Oh, Ward's dead - died right when I got to him, actually.
{174997} | Evil Response |Looks to me like your wounds are fatal. [Slit his throat.]
{174998} Yes, Wyl... if only you had gotten to him in time. I know it's hard not to blame yourself... but really, you should.
{174999} | Healed Ward |Yes, and I was able to heal him - he's back in the fighting.
{175000} | Talked to Wyl |Yes, and I'm looking for a way to heal him and get him back in the battle with the rest of the militia.
{175001} Lie here and die... slowly... and think about how soon you and your brother will be together.
{175002} Bevil, he was gone anyway, I was just saving him anymore suffering.
{175003} Maybe you better forget what you saw - or I'll take care of you next, you stupid oaf.
{175004} This is a battle, and if we healed him, he'd turn on us.
{175005} Wyl was gone anyway, there was nothing more to be done.
{175006} Forget what you saw - or maybe I'll leave you to die next, you stupid oaf.
{175007} If we healed him, do you really think he'd help us? Come on.
{175008} | Healed |Thanks, <FirstName> - I'm feeling better already.
{175009} | JOHN: These five floats should float normally, with no clicking by player |Ennh... took a blade in the gut... need some healing...
{175010} <FirstName>... help me... please.
{175011} Things... going black.. Merring... Brother Merring, help...
{175012} Anyone... can anyone... ennh... help me?
{175013} <FirstName>... that you? 
{175014} | Healed, and player is duergar |Gonna go kill me some o' those little gray runts. Uh... no offense, <FirstName>.
{175015} | Healed, and player is not duergar |Gonna go kill me some o' those little gray runts.
{175016} One of those... little runts... got me... someone... help...
{175017} Webb, you there? Can't see...
{175018} Wyl... Wyl, you there? 
{175019} Where's Merring... vision... vision's going dark.
{175020} <FirstName>... that you?
{175021} | Healed |You didn't have to help me... for what it's worth, thanks, <FirstName>.
{175022} Can anyone hear me? Anyone - I can't... can't move.
{175023} Looks... looks like I'm not going to see another Harvest Fair...
{175024} Webb? Ward? 
{175025} My brothers... where are you?
{175026} Need... healing...
{175027} <FirstName>? What are you doing out here?
{175028} <FirstName>! I have orders for you!
{175029} I need to speak with you, <FirstName>!
{175030} Over here, <FirstName>!
{175031} Your foster father, Daeghun Farlong, has told you there is a silver shard hidden in the depths of ruins outside of town. A tribe of lizardlings often lurks there, so it could be dangerous. The path to the ruins is south of the wheat field and follows the river.
{175032} You helped Georg hold the South Bridge against a large number of dark dwarves. The West Harbor militia is scattered, so Georg has ordered you to gather as many as you can and meet on the road next to the wheat field.

Find 5 Militiamen, then meet Georg on the other side of the village, next to the wheat field.
{175033} You have found the first Militiaman and sent them to meet with Georg. Gather 4 more Militiamen, then meet at the wheat field.
{175034} You have found 2 Militiamen. Gather 3 more, then meet at the wheat field.
{175035} You have found 3 Militiamen. Gather 2 more, then meet at the wheat field.
{175036} You have found 4 Militiamen. Gather 1 more, then meet at the wheat field.
{175037} You have found 5 Militiamen. Speak with Georg at the wheat field. He will have further orders for you.
{175038} Wizard's Arsenal
{175039} Tarmas has told you to enter his home, located to the south along the riverbank, and search for anything that might help against the village invaders.
{175040} Getting Back in the Fight
{175041} You've found a militiaman too wounded to fight. If you cannot heal him, speak with Brother Merring. Perhaps he can help.
{175042} You have spoken with Brother Merring and received some herbs that will quickly heal the injured.
{175043} You have healed a wounded militiaman enough such that he can now rejoin the fight. There may be other wounded militiamen elsewhere in the village that could use the same help.
{175044} Starling Standoff
{175045} Duergar have forced their way into the Starling home and trapped the children in a back room.

Clear the home of the invaders and ensure the children's safety.
{175046} You have defeated the duergar and made sure that the children are safe. Rejoin the battle in the wheat field. West Harbor itself is still in danger.
{175047} Galen's Store
{175048} Chest{|LOOT|CliffsMChest1L}
{175049} {1208}Shandra's Farm
{175050} Leather Boots
{175051} These boots are made of tanned leather.
{175052} Leather Gloves
{175053} These gloves are made of tanned leather.
{175054} These common farm birds are kept for their meat and their eggs.
{175055} Tor Millows
{175056} This is a perfect knuckle from an animated skeleton.

Requirement: Craft Alchemy 4 ranks
Yields: Faint Earth Essence
{175057} Chain Helm
{175058} A helm of chain mail.
{175059} Ghoul Claws
{175060} These sharp, filthy claws still bear a stench of decaying meat.

Requirement: Craft Alchemy 6 ranks
Yields: Weak Air Essence, Faint Power Essence
{175061} {|LOOT|}Sarcophagus
{175062} Sarcophagus{|LOOT|CityMSarcophagus}
{175063} {|LOOT|1212}Sarcophagus
{175064} Road to Highcliff {1214 - Toll Road}
{175065} Leather Helm
{175066} A helm made from tanned leather.
{175067} A shiny key, used to open containers such as chests.
{175068} A Polished Key
{175069} wp_OL_to_1213
{175070} 12_wp_BanditArcher03
{175071} 12_wp_BanditArcher02
{175072} 12_wp_TollLeader
{175073} tiki torch
{175074} campfire
{175075} house lamp
{175076} 12_symbol_chest
{175077} Zombies are corpses reanimated through dark and sinister magic. These mindless automatons shamble about, doing their creator's bidding without fear or hesitation.
{175078} keep torch1
{175079} keep torch2
{175080} Maiden's Glade
{175081} Wolves are pack hunters known for their persistence and cunning.
{175082} Wolf{FortWolf}
{175083} |Fade Down|
{175084} |Shot of player walking away|
{175085} |Elanee walks away|
{175086} |Fade down|
{175087} |Shot of player walking away|
{175088} |Elanee walks away|
{175089} |Fade down|
{175090} There's more of them upstairs! Help me!
{175091} Please! I need help!
{175092} Someone help! I need help!
{175093} |Move Boat|
{175094} Surprisingly, I <i>do</I> still have a few items that survived this trip. Have a look.
{175095} Do you have anything for sale?
{175096} I stilll have a few odds and ends, but we'll want to be quick about it. Have a look.
{175097} Do you have anything for sale?
{175098} Slaan take you to chief when you ready. Chief will know we are coming, We not keep him waiting too long.
{175099} I'm ready. Let's go.
{175100} I'm not ready to go yet.
{175101} {1200}Under Assault
{175102} {1200}Find Some Ore
{175103} {1200}Fort Locke Investigation
{175104} {1200}Adventurous Children
{175105} {1200}Mozah's Backpay
{175106} {1200}Marshal Cormick's Reward
{175107} {1200}Neverwinter
{175108} {1200}Safer Travels
{175109} {1200}Ship Sabotage
{175110} {1200}William's Fate
{175111} {1200}Bandit's Ransom
{175112} {1200}Tor's Holy Symbol
{175113} {1200}Bandit Bounty
{175114} {1200}The Lost Patrol
{175115} Do not waste time! Must hurry. Help Slaan's clansmen.
{175116} Slaan fight with you warmblood. Slaan not want to talk.
{175117} Are you ready to see chieftain yet, warmblood?
{175118} Slaan take you to chief when you ready. Chief will know we are coming, We not keep him waiting too long.
{175119} I'm ready. Let's go.
{175120} Not yet.
{175121} This old halfling looks very wise, with skin weathered by many journeys.
{175122} Guyven Exit
{175123} This big, bipedal creature is about one and a half times as tall as a human but very thin. It has long and ungainly arms and legs. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. The hide is rubbery, and its hair is thick and ropy, and seems to writhe with its own energy.
{175124} Troll Blood
{175125} A troll's fearsome regenerative powers derive in part from its blood. 

Requirement: Craft Alchemy 6 ranks
Yields: Weak Power Essence, Weak Water Essence
{175126} Campfire Light A
{175127} Campfire Light B
{175128} Pillar {09}
{175129} Casavir
{175130} Hellhound Tooth
{175131} This is a soot-black fang torn from the mouth of a demonic hellhound.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Fire Essence
{175132} Wraith Residue
{175133} This is the shadowy ichor left behind by a defeated wraith.

Requirement: Craft Alchemy 6 ranks
Yields: Weak Power Essence, Weak Air Essence
{175134} Logram's Banner
{175135} {1300}Adamantine for Simmy
{175136} {CUT!}Casavir's Camp
{175137} {1300}Ironfist Clanhold
{175138} {1300}Logram Eyegouger
{175139} {1300}Waterdeep Emissary
{175140} A tiny humanoid with leathery batwings, a barbed tail, and sharp, twisted horns flutters at about eye level, winking into sight from out of thin air.
{175141} This tall, gaunt humanoid has rough, yellow skin and russet hair. Her eyes are cruel and intelligent.
{175142} Lich Dust
{175143} This powdery gray pile of ancient dust is all that remains of a once-fearsome lich.

Requirement: Craft Alchemy 10 ranks
Yields: Radiant Power Essence, Radiant Air Essence
{175144} {1600}Questions, Questions
{175145} {1600}Quicksilver Delivery
{175146} {1600}Aldanon the Sage
{175147} {1600}Happy Returns
{175148} {1600}Githyanki Surprise
{175149} {1600}Chasing Shandra
{175150} This is Kana.
{175151} Elanee Waypoint for Daeghun 2
{175152} Bishop Waypoint for Daeghun 2
{175153} PC's Waypoint for Daeghun
{175154} Khralver Waypoint for Daeghun
{175155} Daeghun Loc
{175156} That is the most genius thing I have ever heard.
{175157} So... the book can .. make two points closer together?
{175158} Yes... the Tome can make a doorway, and it can also pinpoint a location within the Vale.
{175159} Quite fascinating. If we could only get a hold of it, I'm sure we could make good use of such knowledge.
{175160} You said it had something about golems?
{175161} | Shadow Thief PC. |Before you leave, Captain... A man named Uncus Riverdweller is here. He says he was sent by a "mutual friend" to help you manage certain aspects of the Keep.
{175162} I am not here to judge you, but is there something I should know, Captain?
{175163} Very well, Captain. Uncus is over by the corner of this hall. I imagine he wishes to speak with you.
{175164} | Watch PC. |There's one thing more, captain. A man named Uncus Riverdweller is here. He says he's come here to do business with you.
{175165} However, he won't reveal his "business" to me. I don't think he is a threat, so I've allowed him to wait for you in the Keep.
{175166} I'll be going now.
{175167} The less you know, the better.
{175168} Don't worry. I'll see to Uncus personally.
{175169} Suffice it to say, I have a dark past.
{175170} | SCRIPTER: Camera shows Kana. |To help you manage the keep, Lord Nasher has assigned you an officer, Kana.
{175171} | SCRIPTER: Camera shows Veedle. |And Master Veedle has been contracted to help you rebuild the Keep and the surrounding area.
{175172} Officer Kana reporting for duty, Captain. 
{175173} And one I look forward to. Pleased to make your acquaintance, Captain. I am Master Veedle.
{175174} I won't lie to you. This keep is in a <i>sad</i> state of repair. We will need all the resources you can bring to bear to fix her up.
{175175} | Greycloaks have crappy equipment |Any chance we're getting better gear soon, Captain?
{175176} | Greycloaks have decent equipment |With this new armor and decent weapons for a change, I actually feel like a real soldier.
{175177} | Greycloaks have awesome equipment |I thought only knights got to have such fine weapons and armor, and yet here I am. Many thanks, Captain!
{175178} | 3 time units after you get Crossroad Keep. Kana tells you that Torio Claven is captured in Neverwinter. |I received word from Captain Brelaina in Neverwinter. They have captured Garius' consort, Torio Claven, and are holding her for treason.
{175179} Brelaina says that they were going to put her to death, but Sir Nevalle interceded and said that we should let you decide her fate.
{175180} Torio Claven has offered her full cooperation and access to everything that she knows in exchange for her life.
{175181} If you decide to let her live, she will be transferred to Crossroad Keep to serve as an informant. What do you want to do?
{175182} I think that Torio Claven poses an acceptable risk compared to the benefit of the information she could provide.
{175183} Yes, Captain. I shall inform Captain Brelaina of your decision.
{175184} | Recruit Torio. |Very well. I shall send for Torio to be brought to Crossroad Keep. Once here, I will watch her closely.
{175185} I understand, Captain. I will tell Brelaina that she may decide Torio Claven's fate.
{175186} What is your opinion?
{175187} | Gain chaos |I hate that woman. Tell them to kill her.
{175188} | Gain law. |She is a traitor. By law, the punishment for her crimes is death.
{175189} You can decide for me.
{175190} Torio's information could prove useful. Bring her here.
{175191} | Gain good. |I don't want to give the order to kill her, but I don't want her here either.
{175192} Hmph. That's your problem, not mine.
{175193} Not mine, get it? That's a little miner humor for you.
{175194} Ah, to Hells with you if you can't take a joke.
{175195} In your travels just keep an eye out for mineral deposits. Find 'em, tell me where they are, and I'll send my team out to collect them.
{175196} Where can I find ore?
{175197} | Act 2 |You should still be able to find him in Fort Locke. But I would hurry if I were you. I believe it is not long before the King of Shadows advances to take Fort Locke.
{175198} | Act 3 |When Fort Locke fell to the King of Shadows, several of its residents escaped. Many of them ended up in Port Llast. You might see if this blacksmith is among them.
{175199} Lucky for you, I'm not the biggest fan of Axle, so instead of keeping an eye on you, I'm taking it upon myself to help watch your back.
{175200} Well wake up. Axle has become very "interested" in you since you got your own Keep. And by "interested" I mean jealous and threatened.
{175201} He is going to be waiting for you to slip up, and then he'll try to take you out of the picture. I am here to keep that from happening.
{175202} I'm a businessman, pure and simple. Since the Shadow Thieves came under Axle's control, I've seen a significant impact on my bottom line.
{175203} There's change in the winds, and I want don't want to flounder in the shoals with Axle or be dashed into the rocks with Moire.
{175204} I've been watching you, and I like the fresh perspective you've introduced the direction you are headed and .
{175205} Axle has some <b>serious</b> backing. Together, though, we should be able to really shake up this place.
{175206} What's in it for you?
{175207} I don't have any problems with Axle.
{175208} Go on.
{175209} Funny you should ask. I've gotten a couple requests while you were away.
{175210} The first request was from Ivarr "The Blessed," a holy priest of Tyr, who says he'll set up a mission here if we restore the old church to its former glory. He even offered to help pay for rebuilding the church.
{175211} | If PC is a Paladin or Cleric. |Having Ivarr here could be particularly beneficial for you, since you're so - um, spiritual.
{175212} | If PC is evil. |Ivarr will probably want to help you repent and atone for your "evil" ways. That's fine if you're into that sort of thing.
{175213} The other offer comes from a monk named Rolan. He says he's the Master of the Sun Soul or some such and he's looking to pass on what he knows before he dies.
{175214} Let me repeat myself...
{175215} Beyond rebuilding the church or converting it into a monastery, I'm fresh out of ideas.
{175216} Who would be interested in the church?
{175217} Excuse me, Captain. I'll be out of the way in a moment.
{175218} Watch your step. There's still a lot of loose debris underfoot.
{175219} Can't talk much now. Veedle's pushing us pretty hard.
{175220} | Not many recruits |There aren't too many people here other than us workers. Are you expecting more?
{175221} | Medium number of recruits |Well, the Keep is looking more lively lately.
{175222} | Lots of recruits |So many people have arrived. It's a proper Keep now, I think.
{175223} | Kistrel is here |I've heard a rumor that there's a big blue spider lurking around...
{175224} | Walls are done |This place should be a bit safer with the walls up.
{175225} | Neeshka isn't in party |No offense meant, Captain, but could you make sure your tiefling friend doesn't keep "borrowing" things from us?
{175226} You sure keep some strange company, Captain.
{175227} | Grobnar isn't in party |We'd appreciate if Grobnar didn't insist on singing so much. Really - silence is just fine with us.
{175228} | Construct is in party |That's an interesting golem you have there. Never seen anything like it.
{175229} | Shandra's dead |A pity about Miss Shandra. She was always nice to me.
{175230} | Rebuilding is done |We've done what rebuilding we can. Some of us were thinking of signing on with the Greycloaks and staying on with you.
{175231} Nolaloth had better appreciate this.
{175232} Strange - it was enraged to the point of madness.
{175233} Know that I feel a great energy coming from this crystal. Dragonkin must be drawn to it, and covet its power.
{175234} We must be careful.
{175235} I'm still wondering what it was doing here.
{175236} It was like we were encroaching upon its territory.
{175237} It's dead now, nothing strange about that.
{175238} How's it look?
{175239} How's it look?
{175240} How's it look?
{175241} How's it look?
{175242} How's it look?
{175243} How's it look?
{175244} How's it look?
{175245} How's it look?
{175246} How's it look?
{175247} How's it look?
{175248} How's it look?
{175249} How's it look?
{175250} How's it look?
{175251} Pick a camera angle.
{175252} That isn't a name I'm terribly fond of, myself.
{175253} We too have had our share of troubles with that race.
{175254} What do the Githyanki have to do with you?
{175255} CloseUp
{175256} Side
{175257} Medium
{175258} Long
{175259} Three-Fourths Shot
{175260} Over The Shoulder
{175261} Two shot
{175262} Establishing
{175263} Top Down
{175264} Behind the Head
{175265} Worms Eye
{175266} Torso
{175267} Walk By
{175268} [Debug] Let's do a camera test.
{175269} I'm done, let's go back to the conversation.
{175270} This drow seems to have a permanently upturned nose, as if she was born into royalty. Regardless, she is on the surface now, so she has most likely been cast out of the Underdark.
{175271} Seerar
{175272} Caelryna
{175273} | Daeghun walks away. |
{175274} I'll see you back at your Keep, cap'n.
{175275} What?
{175276} This beautiful woman moves fluidly and her perpetual smile makes you feel like she has never known sadness her entire life.
{175277} | Fade in: PC jumps into place. |
{175278} | Destroy Startear |
{175279} | Sydney and Jalboun attack player after conversation ends. |
{175280} Lord Nasher has tasked you to fortify Crossroad Keep to withstand a potential assault from the King of Shadows' army. Speak with Kana and Master Veedle  at Crossroad Keep to find out what can be done to strengthen Crossroad Keep.
{175281} The third of the Shadow Reavers slayed Callum just outside of Crossroad Keep. You destroyed him with Ammon Jerro's help. The remaining Shadow Reavers probably travel with the Shadow Army approaching Crossroad Keep.
{175282} Black Garius has been driven away from Crossroad Keep, but not destroyed. He has no doubt fled to Merdelain, thinking he cannot be reached there.
{175283} Aldanon has discovered how to use the Tome of Iltkazar to teleport you to the Vale of Merdelain.  Speak with him to begin the last part of your journey.
{175284} Aldanon says the Tome of Iltkazar will be needed to teleport to the Vale of Merdelain.  The Tome is believed to be in the possession of one of the Shadow Reavers. Perhaps in time the Shadow Reaver will reveal itself.
{175285} Aldanon is busy researching the Tome of Iltkazar to find out how to transport you into the Vale of Merdelain.  His research will not be complete before the King of Shadows' army attacks the Keep. You must defend the Keep to buy time for Aldanon.
{175286} The last essential shard of the Silver Sword of Gith has been recovered. Return to Crossroad Keep to figure out how the Sword may be reforged.
{175287} The spirit of the crystal dragon Nolaloth revealed that the Silver Sword of Gith can be reformed at the place where it was sundered: the Scar in West Harbor.  Unfortunately this is deep within the King of Shadows' deadly claimed lands. To reach West Harbor, the player must go to one of the Illefarn ruins and use the Song Path to transport to the Guardian Ruins next to West Harbor.
{175288} Time is running out and you need to find a way to reform the Silver Sword of Gith with the pieces of you have located. Ammon Jerro suggests that you meet with Nolaloth, an ancient crystal dragon spirit, to gain more information about Githyanki silver swords. Ammon Jerro provided directions to reach Nolaloth, but declined to come with you.
{175289} {No alliances}The King of Shadows' army marches on Crossroad Keep. The time to find alliances has come and gone. The forces of Neverwinter and Crossroad Keep must weather this storm alone.
{175290} {Only one alliance}You were able to find few allies to help you defend Crossroad Keep against the onslaught of the King of Shadow's army. Pray they will be enough.
{175291} {Two alliances}You've gained the support of several new allies to help defend Neverwinter and Crossroad Keep. Lord Nasher is pleased.
{175292} Khelgar suggested pursuing an alliance with the Ironfist dwarves that reside near Old Owl Well.
{175293} You've recovered the Belt of Ironfist from the fire giants of Mt. Galardrym. With the Belt, Khelgar should be able to lift the Hammer of Ironfist at the Ironfist Stronghold. This will persuade Keros to support the alliance.
{175294} Perhaps the lizardfolk may be convinced to help defend Crossroad Keep. Most of the lizardfolk remaining in the Mere should be near Highcliff.
{175295} You encountered residents of Highcliff that were fleeing from an attack by lizardfolk. The lizardfolk have a new leader who is influencing them to attack humans.
{175296} You showed Batha, the leader of the lizardfolk, the error of his ways. He has agreed to have his people help with the defense of Crossroad Keep. He will send Lasshiva to Crossroad Keep to coordinate the lizardmen allies. 
{175297} Elder Mayne has revealed that lizardfolk have surrounded Highcliff without any apparent motivation. With supplies running out, something must be done quickly. A lone lizardman prisoner, captured in an earlier fight, may be able to shed some light on the situation.
{175298} You followed Enleva and Noduab's direction to a clearing. There was a skeleton here of a bard who died after failing to find the Wendersnaven.  Grobnar claimed to find an invisbile magical instrument here, which he believes is Wendersnaven in origin.  What are the Wendersnaven? Do they really exist? These are questions that will go unanswered.
{175299} You tried to speak with Enlava and Noduab, the supposed "scholars" of the Wendersnaven, but were unable to discern their seemingly idotic ramblings. Perhaps Grobnar can translate.
{175300} Axle asked you to find and kill Moire, who has betrayed the Shadow Thieves by forming a rival gang of thieves who are taking advantage of the chaos in Neverwinter for profit. You agreed to help him. First, you need to locate Moire by tracking her goons in the Merchant Quarter.
{175301} Rather than continue to have to answer to Axle, you broke your ties with the Shadow Thieves by killing Axle. Axle threatened that if anything ever happened to him, incriminating evidence of your criminal background would find its way to Lord Nasher.
{175302} You killed Moire at Axle's bidding. In payment for this service, Axle said that the resources of the Shadow Thieves would be made available to you at Crossroad Keep.
{175303} You failed to respond to Axle's request.  Axle threatened that some evidence of your criminal background would be given to Lord Nasher.
{175304} Elanee has discovered that some of the Druids of the Circle of the Mere are still living. She wants to go to them immediately in hopes of enlisting their aid. As survivors of the Claimed Lands, they may provide critical aid in the coming battle.
{175305} The Druids turned out to be misguided by the influence of the King of Shadows. They attacked and you had to kill them all. Elder Naevan was saved from his imprisonment in a tree, but declined to join in your struggle.
{175306} The Druids turned out to be misguided by the influence of the King of Shadows. They attacked and you had to kill them all. Elanee, traumatized by the events with the Circle, decided to leave your company and set off on her own.
{175307} You ran into illusory versions of Ward and Webb Mossfeld and were lured into a trap. Someone knows of your presence and is attempting to sabotage your efforts.
{175308} You ran into illusory versions of Ward and Webb Mossfeld, but managed to evade their trap. Someone knows of your presence and is attempting to sabotage your efforts.
{175309} You found the ghost of Danan Starling and helped lay him to rest. Unlike the shadows in the area, Danan was an actual Harborman to have died in the village. He left you a small herb, once cultivated by his family in town, which appears to protect you from the poisons of the Claimed Lands.
{175310} You've arrived at Mt. Galardrym, and it's a very imposing structure of ash and lava. Fire giants cover the entire area, and you hope that one of them has the Belt you are looking for.
{175311} Find the Crystal Dragon Spirit
{175312} You've arrived at the peak of an uncharted mountain in the hopes of finding an ancient crystal dragon spirit. A path winds down below, but it is uncertain where it may lead.
{175313} Shoon the Lich
{175314} Startear wishes you to retrieve lost pages of the Tome of Iltkazar from Shoon, a lich who dwells somewhere beneath Neverwinter City. Startear said you would find the entrance to Shoon's dungeon in "a container of decaying human waste" in the Neverwinter Market District.
{175315} You found the entrance to Shoon's Dungeon through a privy hole. Search the dungeon to find Shoon and the missing pages of the Tome of Iltkazar.
{175316} You met with the lich Shoon, but he escaped through an impenetrable door. Perhaps searching the area will reveal a way to open the door. 
{175317} You defeated the Lich Shoon and recovered the pages that Startear wants. Return the pages to Startear in Crossroad Keep for a reward.
{175318} You returned the lost pages of the Tome of Iltkazar to Startear.
{175319} The threat of the King of Shadows has taken priority over doing Startear's bidding.
{175320} Atonement
{175321} Ivarr has given you vague instructions on how to redeem yourself.  He says that on the far side of the Sword Mountains, villagers and farmers have been beset by some undefined evil.
{175322} You witnessed a mysterious sign on Mount Galardrym leading to a red dragon cave. Perhaps destroying this evil dragon is what Ivarr had in mind.
{175323} You slayed the dragon Tholapsyx. Return to Ivarr to discuss your redemption with him.
{175324} For your great deed Ivarr has absolved you of your sins.  You feel good.
{175325} You told Ivarr where he could stick his absolution. The befuddled look on Ivarr's face is something you will cherish for years to come.
{175326} Path of the Holy
{175327} Ivarr has shared with you a vision he had of a great weapon that will help you. He says the weapon can be found far east in the Sword Mountains.
{175328} You witnessed a mysterious sign on Mount Galardrym leading to a red dragon cave. Perhaps the great weapon of Ivarr's vision can be found within the dragon cave.
{175329} You slayed the dragon Tholapsyx and claimed the great weapon Ivarr described. You should return to Ivarr to tell him his vision proved true.
{175330} Ivarr commended you for slaying Tholapsyx and finding the great weapon.
{175331} Take me to Duskwood Cave (2212_wp_entrance).
{175332} {2200}Port Llast
{175333} The grizzled old dwarf stands proudly in front of several racks of gleaming weapons.
{175334} The woman's eyes are sad, even as she cheerfully calls out to passing shoppers.
{175335} This perpetually scowling man seems intent on ignoring everything except the half-finished pieces of armor scattered around him.
{175336} Port Llast Guard{post-vigilante}
{175337} Spawn Jacoby
{175338} {2202}Alliance Arms Inn
{175339} A grim-looking miner.
{175340} {2205}Port Llast Garrison
{175341} You see a grim, middle-aged man with a commanding presence and piercing eyes. He has a no-nonsense attitude about him.
{175342} This particular guard seems distracted or lost in thought. You could probably walk right by him and he wouldn't even notice.
{175343} The young woman has a haggard look about her. Her eyes are haunted, as if she witnessed horrors too terrible to speak aloud.
{175344} This is one of Port Llast's guards, relaxed but ready for trouble.
{175345} Garrison Door
{175346} A slain citizen of Ember.
{175347} Cats are typically kept for their abilities to dispose of vermin like rats and mice. They are also a common familiar of wizards and sorcerers.
{175348} mapnote_northexit
{175349} To World Map
{175350} mapnote_southexit
{175351} mapnote_well
{175352} Well
{175353} This well appears to be the only undamaged structure in Ember. A rope dangles into its depths.
{175354} Quartermaster's Log
{175355} This is a thick logbook, slightly charred by fire.
{175356} This immense gray wolf seems as big as a horse. It has fiery eyes and a thick coat of fur.
{175357} The creature blossoms out of the bark of the ancient tree, at first appearing as a new branch before solidifying into a decidedly female shape. She has a wild, unfathomable look in her large, almond-shaped eyes, and her hair has a pronounced, leafy texture, while her skin looks like burnished wood.
{175358} Mirri is a pretty young gnome, with dark hair and rosy cheeks. Her clothing is neat and well-kept, despite her rugged surroundings.
{175359} Jilla is a pretty young gnome, fair-haired and neatly dressed, despite her rugged surroundings.
{175360} This immense black wolf seems as big as a horse. It has fiery eyes and a thick coat of fur.
{175361} Dire Wolf Alpha
{175362} Dire Wolf Tooth
{175363} This oversized tooth came from the jaw of a dire wolf.

Requirement: Craft Alchemy 4 ranks
Yields: Faint Water Essence
{175364} This giant boar has an arched back as high as a human is tall. It has spiny armor on its head and back, great gleaming tusks, and small, furious, demon eyes.
{175365} This hulking bear has bony brow ridges and claws like sickles, with a wildness and destructive gleam in its cold, piercing eyes.
{175366} This squat, muscular creature is covered in wild, thick fur. Its stout legs end in clawed feet, and its pointed snout has a wide mouth full of sharp teeth.
{175367} Duskwood Entrance
{175368} Ancient Tree
{175369} Tunnel to Underground Caverns
{175370} Mirri and Jilla's Crates
{175371} Glowstone Caverns Exit
{175372} Jilla Triger
{175373} Cave
{175374} This man's throat has been torn out, and his limbs savaged by sharp canine teeth. Interestingly, his hair is dyed bright orange.
{175375} Entrance to Werewolf Lair
{175376} mapnote_toduskwood
{175377} To Duskwood
{175378} This pile of bones and refuse has been swept neatly into a corner of the cave. Most of the bones appear to have come from sheep... but at least one skull is human.
{175379} To Duskwood
{175380} {2220}Well
{175381} The boy is eerily calm and his eyes seem to look through things rather than at them.
{175382} 2220_wp_fr_2222
{175383} 2220_wp_fr_2222
{175384} To Ember
{175385} To Ember
{175386} To Caverns
{175387} To Caverns
{175388} placeholder_to2222
{175389} {2222}Cavern
{175390} This large blue spider has the glint of intelligence in its many eyes.
{175391} This skull has been carefully polished, and the eye sockets have been inset with black pearls.
{175392} This aggressive-looking spider radiates an eerie glow from its body, and there's a glint of malevolent intelligence in its many eyes.
{175393} Glow Spider
{175394} | PC Didn't get or didn't complete Bradbury quest by Act 3. |I should leave this place. My mining partner Bradbury is gone, and I cannot find work here without him.
{175395} | Act 3 |We've got our own problems and we didn't ask for all these Neverwinter refugees to flood into our small town.
{175396} | Act 3 |I hope the King of Shadows doesn't make it this far north.
{175397} | Act 3 |To top it all off, Luskan has nearly conquered Ruathym. I have a feeling we're next.
{175398} | Act 3 |Enleva and Noduab won't quit babbling about the Wendersnaven.
{175399} | Act 3 |Lots more people here lately. Hope we don't run out of food.
{175400} You won't find it in any of the apothecaries or potion shops in Neverwinter. But it is a local favorite among several of the less friendly assassins' guilds in Luskan.
{175401} [The spider continues to regard you with its many eyes. It might have understood you... or it might not.]
{175402} | fall-through |[The spider falls silent, its mandibles waving idly about. It seems to have nothing to say, for the time being.]
{175403} [You sense that the creature wishes to join itself to your cause.]
{175404} | fall-through |[You have seen this rune before. It is the elven symbol for friendship... "kistrel."]
{175405} If we find you some food, we'll be back.
{175406} | Player is not Druid, Ranger, or drow |I'd be honored to have you join us.
{175407} [Ranger] You're an outcast. You're being hunted by the others of your kind, and you're... hungry.
{175408} | Player is drow |We are honored to meet you, child of Llolth.
{175409} [Drow] The others of your kind are hunting you... they have trapped you in this cavern, and deprived you of food.
{175410} | Drow, and doesn't have insect collection |No child of Llolth should go hungry. We'll try to find you something to eat.
{175411} | Drow, and Evil response |The Queen of Spiders respects strength. If you cannot feed yourself, I won't help you.
{175412} [A man lies dead on the cavern floor. His throat has been ripped out, his limbs savaged by canine teeth. Oddly, his hair is dyed bright orange.]
{175413} | Act 3 |So many surface-dwellers have flocked here, to escape the Shadow to the south. I don't fear the Shadow myself.
{175414} This is a bag containing magical alteration powder. According to Lyssa the dryad, Lorne used this powder to disguise himself as you during the massacre at Ember.
{175415} A large, blue spider. It has the gleam of intelligence in its multiple eyes.
{175416} A young half-elf ranger.
{175417} | SCRIPTER: The two gnome girls run over to where the players are.  NOTE: This is an extra node for situations where none of the commenter companions are in party |Look, Mirri! Visitors!
{175418} | Act 2 Dialogue |Oh the almighty Wendersnaven!
{175419} The Wendersnaven, yes!
{175420} The Wendersnaven see all, but none can see them.
{175421} I see, yes, they see!
{175422} The Wendersnaven know all, but none know them.
{175423} Yes! None know, but we know, yes?
{175424} No.
{175425} Oh.
{175426} | Act 2, second time. |Oh, the Wendersnaven!
{175427} The Wendersnaven, yes!
{175428} Who are the Wendersnaven?
{175429} Yes, but who are the Wendersnaven?
{175430} I don't think you two are listening to me.
{175431} I don't have time for this.
{175432} What in the Hells are you talking about?
{175433} Where would I find the Wendersnaven?
{175434} You are both clearly insane.
{175435} | First time. |Oh, it's you. I guess you heard what happened to Fort Locke. I'm one of the lucky ones that made it out.
{175436} I'll just sum it up by saying I lost everything, and everyone I ever cared about, all in one swell foop. 
{175437} Sorry if you think I'm rude, but I just refuse to talk about it further.
{175438} Where in the Hells else is there to go? I went to Neverwinter first only to be told everyone there was evacuating.
{175439} I'm stuck here like so many others, pinned between Luskan to the north and the King of Shadows to the south.
{175440} Everyone here is so scared, but unwilling to do anything to help themselves. I offered to use my skill to make weapons here, but they just turned me down.
{175441} Yes, thank you! You don't have to ask me twice. I got no friends here and nothing to pack but the clothes on my back, so I'll leave immediately.
{175442} | Fade out and hide Jacoby. |
{175443} You again? What do you want with the washed up weaponsmith of Fort Locke?
{175444} What happened at Fort Locke?
{175445} What brings you to Port Llast?
{175446} | Recruit Jacoby to Crossroad Keep. |Come work for me at Crossroad Keep.
{175447} Farewell.
{175448} This amulet once belonged to a priest of Kelemvor, god of death. On its face, it bears the golden scales of Kelemvor, gripped in a white, skeletal hand.
{175449} A strange power permeates the caverns beneath the village of Ember... and this magic has somehow imbued Bishop's Dagger with a potent magical strength.
{175450} This vial holds water from the glowstone pool, which looks like it could be used to retrace the glowing runes on the surface of the Construct.
{175451} {2221}Vial of Glowstone Water
{175452} You found Marcus, the boy you helped earlier, hiding in Ember's well. By giving him Bishop's knife, you helped him survive the massacre.

Marcus said that someone disguised as you was responsible for the massacre. His testimony could be useful at your trial.
{175453} You found the body of a man in Ember who Sand believes may have died from a poison that's mostly popular among Luskan assassins.
{175454} A man named Elgun claims to have witnessed the events at Ember. Sand is skeptical of Elgun's story, but he's worried that it could be used against you somehow. 

You should question Elgun and other local townsfolk about his tale and try to find enough holes in it to dissuade Elgun from telling it anymore.
{175455} This book, which formerly belonged to Ember's quartermaster, provides a record of the shipments sent to and from the community. Notably, it shows that all shipments from Luskan were halted during the weeks preceding Ember's destruction.
{175456} Quartermaster's Log
{175457} This is a tiny pouch, containing powdered wyrmsage extract. When sprinkled over a recently deceased corpse, the powder counters all but the most powerful necromantic spells.
{175458} Bag of Wyrmsage
{175459} {2311}Crossroad Keep Tunnel
{175460} These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs.
{175461} This odd construct resembles a large spider. The large, bone carapace which makes up most of the construct's body is shaped like human skull.
{175462} Beetle Gland
{175463} This repugnant-smelling gas gland came from a giant beetle. 

Requirement: Craft Alchemy 6 ranks
Yields: Weak Earth Essence
{175464} These creatures are serious pests that greedily devour cultivated crops. A single beetle can strip an entire farm in short order.
{175465} These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow.
{175466} Ice Mephit Hide
{175467} This scaly hide of an ice mephit still radiates cold.

Requirement: Craft Alchemy 6 ranks
Yields: Weak Water Essence
{175468} Dire Bear Claw
{175469} This is a huge claw from a gigantic dire bear.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Earth Essence
{175470} This creature seems to be nothing but a patch of mobile gloom, more or less humanoid in shape.
{175471} During your assault on the courtyard, a number of Luskans were able to get inside the Keep and seal the doors. You'll have to find another way inside.

Vale suggested that you seek the Keep's escape tunnel, and he marked its probable location on your world map.
{175472} You managed to get inside the Keep, and you ran into Aldanon along the way. 

The old sage told you that Black Garius is attempting some sort of ritual on the Keep's lower level.
{175473} |dummy node to address a bug|
{175474} {2411}Gem Mines
{175475} You see a stately elf spirit, still garbed in an ethereal version of the clothes he wore in life.
{175476} This creature appears to be nothing but a set of animated bones. Pinpoints of red light smolder in its empty eye sockets.
{175477} This creature is a sinister, spectral figure robed in darkness. It has no visible features or appendages, except for the glowing red pinpoints of its eyes.
{175478} This hulking, powerfully built creature looks something like a cross between a great ape and a beetle. The low, rounded head is dominated by a massive pair of mandibles and rows of triangular teeth. It has two big compound eyes like a beetle's, with two smaller eyes like an ape's in between. Armor plates cover virtually all of its chitinous body, whose scattered feelers resemble sparse hair.
{175479} This foul creature appears more or less humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore's sharp teeth. It eyes burn like hot coals in their sunken sockets.
{175480} Ghast Claws
{175481} These sharp, filthy claws still bear a stench of decaying meat.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Air Essence, Weak Power Essence
{175482} Communion Tree
{175483} Communion Tree
{175484} Library
{175485} Smithy
{175486} Smithy
{175487} Mess Hall
{175488} Mess Hall
{175489} Main Barracks
{175490} Training Room
{175491} Training Room
{175492} Secondary Barracks
{175493} Secondary Barracks
{175494} Fountain Room
{175495} Fountain Room
{175496} Chapel
{175497} Chapel
{175498} To Overgrown Ruins
{175499} To Overgrown Ruins
{175500} Ghostly Light{2}
{175501} This muscular, savage humanoid stands 7 feet tall. Coarse hair covers most of its body. Its mouth is full of long, sharp fangs, and its nose is much like that of a bear.
{175502} Bugbear Tusk
{175503} This is an exceptionally large tusk, and is found only on the strongest, most powerful bugbears.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Water Essence
{175504} This is the stone skull of a gargoyle.

Requirement: Craft Alchemy 6 ranks
Yields: Weak Earth Essence
{175505} This hulking brute appears to be at least 9 feet tall. It has a thick hide covered in dark, warty bumps, it wears smelly skins, and its hair is long, unkempt, and greasy.
{175506} This disheveled, cheerful-looking man has a mad glint in his eye. He is constantly glancing around and balling his fists.
{175507} Ribsmasher
{175508} {2423}Riverguard Keep: Level 3
{175509} Ghellu
{175510} Blix
{175511} This ancient elven statue is in remarkable shape despite its age. A faint melody emanates from the statue, fading in and out of hearing.
{175512} There are faint runes etched all around the edges of this door.
{175513} {2430}Temple of Seasons
{175514} Ghostly Light{4}
{175515} {2443}Guardian Ruins
{175516} {2450}West Harbor
{175517} {2451}Swamp Ruins Exterior
{175518} I care nothing for their will, only that they help me.
{175519} {2430}Iron Golem
{175520} {2430}Ice Mephit
{175521} This creature appears to be a small, beautiful woman with translucent, brightly colored wings.
{175522} This creature looks like a white wolf with icy blue eyes. It stands as tall as a horse, and its breath smokes with cold.
{175523} {2430}Winter Wolf
{175524} Are there any ancient Illefarn structures near your birth village? If so, that is where we must go.
{175525} Then that is our true destination... {Beat, a little wary}yet only something of great power could have turned away our arrival from the ruins, even if they are close by.
{175526} There is one nearby in the swamp - it's where we found the first shard.
{175527} The area I know of was once infested with lizardlings, but I believe it's an Illefarn structure.
{175528} Last time I went to ruins around here, Bevil was with me - they're not far.
{175529} So, you are a mere brute, after all. Let us dispense with this false etiquette, then...
{175530} Indeed? I had thought you might have come for the statue. I was even prepared to treat with you.
{175531} But you are a mere brute, after all. Come, then. Let us dispense with this false etiquette, shall we?
{175532} Tiresome creature... you meant to slay me from the start. Let us dispense with this false etiquette, shall we?
{175533} [Failure] I offer you generous terms, and you respond with threats? Uncivilized wretch. So typical of your kind!
{175534} Come, then. Take my treasure, if you can.
{175535} | Quest Check |Actually, Ralidor wanted me to kill you.
{175536} | Chaotic response |Plunder and murder. I prefer the plunder, but I enjoy the murder, as well.
{175537} I seek to cleanse this fortress of your foul little army.
{175538} No need to worry. You're the one who's going to die.
{175539} On the other hand, how often does one get to slay an ogre mage?
{175540} I tire of this conversation. Do you fight as well as you talk?
{175541} | Player hasn't yet spoken to Ghellu |Ghellu say you not to be harmed... not until he talk to you.
{175542} | Player hasn't yet spoken to Ghellu |Ghellu looking for you. He say he want to talk.
{175543} | Player hasn't yet spoken to Ghellu |You must be strong to get this far. We not fight you, unless Ghellu say so.
{175544} This creature looks like a primitive human with gray skin and coarse hair. It has a stooped posture, low forehead, and a piglike face with prominent lower canines that resemble a boar's tusks.
{175545} Ghost Light{Off}
{175546} Ghost Light{on}
{175547} This statue has been shattered into uselessness. Any power it once contained is gone forever.
{175548} |ralidor and his buddies exit|
{175549} Ralidor
{175550} Come and tell me when it is safe to proceed.
{175551} I have unleashed my berserkers to slaughter all that they encounter, and we have driven the enemy back into the Keep.
{175552} Corpsewalker berserkers are dangerous to all when they are in the bloodrage. Regretfully, we are often forced to slay them when they wander back to camp.
{175553} Leave me in peace? I was attacked by orcs earlier.
{175554} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.
{175555} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.

You have found one of the five Statues of Purification.
{175556} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.

You have found two of the five Statues of Purification.
{175557} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.

You have found three of the five Statues of Purification.
{175558} As you arrived at the Illefarn ruins, Zjhaeve told you that you needed to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.

You have found four of the five Statues of Purification.
{175559} Arriving at the ruins outside of West Harbor, you discovered that someone or something had reached the final statue and stolen its blessing. 

Worse, a minion of the King of Shadows cast a spell on the statue, annihilating it before your eyes.
{175560} Unsure of what to do following the revelation that you possess only four of the five required Blessings of Purification, Zhjaeve suggested you speak with Aldanon in Crossroad Keep to see if he has any new leads on the location of Ammon Jerro's retreat. 
{175561} Stepping onto the strange dais, you were teleported to West Harbor only to find it destroyed. Zhjaeve suggested you head for the sealed ruins structure in the swamp.
{175562} You came upon the sealed ruins to find that someone had forced their way inside. Whatever lurks within the ruins, this looks to be the likely intended destination of the strange Illefarn dais.
{175563} You met the orc chieftain Uthanck, brother of Logram Eyegouger of Old Owl Well. He tried to convince you to slay his rival, an ogre mage named Ghellu. The conversation ended in bloodshed.
{175564} You met the orc chieftain Uthanck, brother of Logram Eyegouger of Old Owl Well. The conversation quickly dissolved into bloodshed.
{175565} You met the orc chieftain Uthanck, brother of Logram Eyegouger of Old Owl Well. He tried to convince you to slay his rival, an ogre mage named Ghellu. You accepted.
{175566} Ghellu the ogre mage offered to allow you access to a Statue of Purification, and to grant you certain items from his treasury,  if you killed the orc chief Uthanck.

You accepted his offer, but then returned and killed him anyway.
{175567} In the a large room in the gem mines of Arvahn, you encountered a strange stone tree that apparently houses a Statue of Purification.
{175568} One of the spirits in the gem mines took its place around the Communion Tree. Once all six have taken their places, the Communion Tree should give way to  a statue of purification.
{175569} You finally opened the Communion Tree, thus revealing the Statue of Purification.
{175570} This being resembles a very small elf, but with longer ears and gossamer wings.
{175571} Cheat an exterior quest.
{175572} Shaman
{175573} Braziers
{175574} Geyser
{175575} Kill all dogs.
{175576} {2600}Haven Approach
{175577} This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.
{175578} Jerro Guardian
{175579} Jerro Guardian
{175580} Geyser
{175581} Geyser
{175582} Brazier
{175583} Brazier
{175584} To World Map
{175585} This is a plain stone brazier, heavily weathered by the elements.
{175586} Wall {01 CS Keep}
{175587} Strong Acid Splash Trap
{175588} Average Acid Splash Trap
{175589} Minor Acid Splash Trap
{175590} It <i>can't</i> be him. It makes no sense. How did he survive? Where has he been... and why, after all this time...?
{175591} {smiles, evilly}Do such questions matter when death is so close at hand? The wizard they face is blood of Jerro, it knows this.
{175592} Devil Blood
{175593} The infernal power of devils extends even to their blood, which boils foully even outside the fiendTMs veins.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Power Essence, Faint Fire Essence
{175594} The creature resembles a big, powerfully built dog with short, rust-red fur; its markings, teeth, and tongue are sooty black. It has red, glowing eyes.
{175595} This winged creature looks like a miniature devil, wreathed in flame and cackling with mischief.
{175596} Koraboros
{175597} Koraboros
{175598} Blooden
{175599} Blooden
{175600} Mephasm
{175601} Mephasm
{175602} Baalbisan
{175603} Baalbisan
{175604} Hezebel
{175605} Hezebel
{175606} Zaxis
{175607} Zaxis
{175608} |PC is on Koraboros quest|We still have unfinished business. My servant - what news do you bring of him?
{175609} |PC not on Koraboros quest|Now, is there any other reason you have returned to me?
{175610} Farewell.
{175611} Nothing yet. I'll return later.
{175612} No. Farewell.
{175613} Nothing. Farewell.
{175614} If you ever wish to leave this place, you must get into the laboratory which lies at the center of this area. 
{175615} Enough questions. How do I get into that laboratory you mentioned?
{175616} [This appears to be a brazier of some sort, though it doesn't look like it will light by conventional means.]
{175617} [The brazier has already been lit.]
{175618} |fade in|
{175619} |shandra walks up|
{175620} |dummy|
{175621} |jump dudes|
{175622} The King of Shadows is here? But...
{175623} The grizzled old man has a strange gleam in his eye. He stares at you intently, as if he was weighing your very soul.
{175624} You returned the vial of burning water to the Guardian.

The Path of Determination is now complete.
{175625} You killed the shaman and ended any threat that he posed. Strangely, the shaman seemed pleased with your decision.
{175626} By angering Hezebel and killing her erinyes, and any chance of getting her help is now gone.
{175627} Koraboros gave you some hellhounds to battle Blooden's succubi. Oddly enough, Blooden didn't seem to mind that you chose to fight against her minions.
{175628} Baalbisan says that he is being tormented by Hezebel's erinyes, and he wants you to become her enemy and slay all of her servants.

If you do this, Baalbisan will help you open the portal to Ammon Jerro's laboratory.
{175629} Within Ammon Jerro's Haven, you met the archdevil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends.

You have yet to get the help of any other fiend.
{175630} Within Ammon Jerro's Haven, you met the archdevil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends.

You've gotten the help of one fiend so far.
{175631} Within Ammon Jerro's Haven, you met the archdevil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends.

You've gotten the help of two fiends so far.
{175632} This sinister-looking humanoid has pale skin, haunting red eyes, and a feral cast to her features.
{175633} Vampire{female}
{175634} This sinister-looking humanoid has pale skin, haunting red eyes, and a feral cast to his features.
{175635} Vampire{Male}
{175636} The inscription reads "The first of the Nine has returned, that we might all rest at last."
{175637} Floating Sword
{175638} We'll just have to speak with this Chieftain, then.
{175639} I'm inclined to simply <i>tell</i> them to leave.
{175640} Hopefully these lizardmen will see reason.
{175641} Do not threaten <i>me</i>, overlander. Now leave.
{175642} There's no need for this. We'll go now.
{175643} Touch us and you will regret it.
{175644} Sadly, no. I know you found the gauntlets here, in our clanhold, but they will not be enough to lift such a weapon.
{175645} If they were, Keros would have taken hold of the hammer already. We found the gauntlets here in the clanhold.
{175646} You won't need to look any further - we found them in these very halls! If only they were enough.
{175647} What about the gauntlets? Wouldn't they be enough?
{175648} But we found the gauntlets - surely that is a start.
{175649} Where can we find the gaunlets?
{175650} Just relics, both of them. Surely we can lift it on our own.
{175651} A wild-goose chase for relics isn't what I'm looking for.
{175652} | PC is drow. |Vendui. Would you free your sister from a dark fate?
{175653} | First time only. |Are you here as a rescuer, or have you just come all this way to gawk at me?
{175654} This is a poor time and place for tale-telling, but if you must know, I am a merchant.
{175655} I came from Luskan with some others, most of whom have already been eaten... or worse.
{175656} My caravan was bound for Waterdeep, but now I have lost all of my servants and all of my goods.
{175657} | SCRIPTER/CONSTANT: Fire Giants are NOT cleared out. |Though I thirst for my freedom, I am safer in captivity while these fire giants are still about. Perhaps you could clear the way?
{175658} | PC is drow and male |Thank you, brother.
{175659} I would offer to repay my debt to you, but these fire giants have taken all of my goods, so my life is worthless to all but me.
{175660} | PC is drow and female. |Thank you, sister.
{175661} Yes. Since leaving the Underdark I built a profitable trade, dealing in certain goods that are morally objectional to most surface-dwellers, but nonetheless high in demand.
{175662} | PC is not good. |I have heard of Crossroad Keep. It is as good a place as any on the surface to rebuild my stock and ply my wares.
{175663} | PC is good. |From what I have heard of Crossroad Keep, I am not certain I would be welcome there. My presence there may darken its luster. 
{175664} To repay my debt to you, I will go to your Keep, if you wish.
{175665} It will be as you say. Goodbye, as the surface-dwellers say.
{175666} | Fade out. Set Caelryna hidden. |
{175667} You have returned.
{175668} I thank you. You are uncommonly charitable for your kind.
{175669} | PC is drow. |You are no sister of mine, outcast. Goodbye.
{175670} Who are you?
{175671} | PC is drow. |Vendui, sister. Yes, I will free you.
{175672} | Gain evil. Turn Caelryna hostile. |Since your life is worthless, I will put you out of your misery.
{175673} You could come to Crossroad Keep and open a shop there.
{175674} You are a merchant?
{175675} | Uncus not recruited. |When you reach Crossroad Keep, speak to Kana. She will set you up.
{175676} On second thought, we don't need a merchant like you at Crossroad Keep.
{175677} | Uncus recruited. |When you reach Crossroad Keep, speak to Uncus. He will set you up.
{175678} I will free you.
{175679} I'll be back.
{175680} You're on your own.
{175681} At least you won't die on this mountain. Now get out of here.
{175682} You're free. You can go now.
{175683} |Several selective shots of the mountain (without revealing the fire giant presence too much.|
{175684} {Reverent}It's a sign, it is. A gift from the gods, for killing this foul beast.
{175685} I do, as well. It has been a difficult journey that we have shared, for a time.
{175686} Here, I won't need these things anymore. Take my pack - it may help you in the fight to come.
{175687} Farewell, Shard-bearer. The Mere watches you no more.
{175688} Take it, then. I have no need for such things, anymore.
{175689} But... very well. This is not something I can just walk away from, I know. What the King of Shadows did to the Mere is just the beginning.
{175690} Perhaps, but can it mend the wounds of the land? Some things can never be undone, though you may strive to do what is right.
{175691} It is your decision. I wish things could have been different.
{175692} Just put it in a pack for me.
{175693} Don't leave anything out.
{175694} | Large Influence Gain Elanee |{To player, very thankful}Thank you, I am glad that we are together in this. Still, I must answer for my...
{175695} But it isn't too late for you, Elanee.
{175696} | Druid only |Elanee sensed something wrong with the land, as did I. Our efforts took us out of the Mere, though we still served it.
{175697} I am sorry to see that even the Circle has been corrupted. I take no joy in this.
{175698} Perhaps you are the one that should leave, Shard-bearer.
{175699} Or perhaps we should help you!
{175700} I don't trust you. Leave my sight, if you value your life.
{175701} Balafour's Gnashing Rod
{175702} I think we should look around more.
{175703} Are we going, or shall we waste more time talking to him?
{175704} Invisible Boots
{175705} Invisible Gloves
{175706} | First time meeting Joy. SCRIPTER: Joy is playing a looping dancing animation, but stops when you talk to her. |Hello there. You've approached me.  Do you wish to speak?
{175707} You are not the first person to ask me that.
{175708} Where better? As soon as I came to this place, I could sense how distraught everyone was.
{175709} | Neeshka reaction. |Oh Hells, do you have to encourage her?
{175710} | Qara reaction |I think her dancing would be better if she were on fire.
{175711} | Bishop reaction. |For once, I agree with you wholeheartedly.
{175712} Thank you so much! I am pleased to spread happiness to you.
{175713} I have noticed this. There are fewer people to enjoy my dancing today than yesterday. I am not sure where else I might bring the most Joy, so to speak.
{175714} I am Joy.
{175715} You think so? Many people have said it is a fitting name. I was named by the High Priest of Lathander when he blessed me as an infant.
{175716} | SCRIPTER: Crossroad Keep has few recruits. |Oh you are so kind to offer, but I know nothing of this Keep. I would like to go wherever I can bring the most happiness.
{175717} [Success] How can I refuse such a generous offer?
{175718} [Failure] I am so sorry, but I think I am more needed here. Please don't be sad.
{175719} I am pleased to see you again.
{175720} Simply put, I dance to make people happy.
{175721} I will grant your wish! I shall set off to your Keep at once to bring Joy to everyone there!
{175722} | Fade out, then hide Joy. |
{175723} | Crossroad Keep has many recruits, but PC is evil. |I have heard of Crossroad Keep, but nothing good I'm afraid. Rumor has it that there are all kind of unsavory sorts there.
{175724} [Success] In that case, how can I refuse?
{175725} | Crossroad Keep has many recruits, PC is not evil. |I have heard of Crossroad Keep. All those brave soldiers... It sounds like an ideal place for me to spread happiness.
{175726} [Success] Oh, I see. When you put it that way, how can I refuse?
{175727} Why are you dancing?
{175728} But why do you dance here?
{175729} Your dancing is making me happy.
{175730} Farewell.
{175731} Neverwinter is evacuating. Soon there will be few left.
{175732} Who are you?
{175733} Yes you are.
{175734} What an odd name.
{175735} You are welcome to come dance at Crossroad Keep.
{175736} [Diplomacy] It would make me very happy if you would come to Crossroad Keep
{175737} Tell me again why you are dancing.
{175738} Who are you again?
{175739} [Bluff] Crossroad Keep is misjudged. It is a happy place, really.
{175740} [Diplomacy] This is why Crossroad Keep needs someone like you.
{175741} Please come dance at Crossroad Keep.
{175742} | Fade out and jump PC and Nevalle. |
{175743} | dummy node |
{175744} | Wraiths and Shadows reveal themselves and camera zooms out |
{175745} The first of the Nine has returned, that we might all rest at last.
{175746} Shandra's Pendant
{175747} This scroll contains a jumble of writing in a script undecipherable to your eyes.  According to Zhjaeve this scroll contains the True Names of the Shadow Reavers.  Using this scroll to recite their names will make them vulnerable to being destroyed utterly.
{175748} The inscription reads "Coneth, sixth of the Nine. His blood was impure, but none ever doubted his heart.."
{175749} The inscription reads "Shoce, fifth of the Nine. Three dragons could not slay him. Alas, the treachery of the fourth."
{175750} The inscription reads "Thracier, fourth of the Nine. His death as a traitor does not release him from service."
{175751} The inscription reads "Floashebel, third of the Nine. She never bore a child, but was mother to newborn Neverwinter."
{175752} The inscription reads "Galavren, second of the Nine. The only one who remembers the promise left unfullfilled."
{175753} The inscription reads "Slade, last of the Nine. Sadly, his first day was his last battle."
{175754} The inscription reads "Tamper, eighth of the Nine. Youngest of us all, who kept all of us young."
{175755} The inscription reads "N'halien, seventh of Nine. His chest caught an Illusk arrow meant for mine. "
{175756} The inscription reads "Talven, first of the Nine. We shall not rest until his sword takes its rightful place."
{175757} Fire Giant Head
{175758} Even though it's been severed, this fire giant's head still emanates heat.

Requirement: Craft Alchemy 10 ranks
Yields: Radiant Fire Essence
{175759} Shadow Residue
{175760} This inky residue is usually left behind only by the most ancient, evil shadows.

Requirement: Craft Alchemy 8 ranks
Yields: Radiant Air Essence
{175761} Shadow Reaver Bones
{175762} This pile of charred bones is all that remains of a horrific shadow reaver.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Power Essence, random Glowing or Radiant Elemental Essence
{175763} Wraiths and Shadows
{175764} C-Dest
{175765} C-Trans
{175766} Monster Note - Blame Golems
{175767} !!!SHRINK ME!!!
{175768} !!!ADD COOL ENTRANCE TO RITUAL SANCTUM!!!
{175769} !!!SAVE ME!!!
{175770} !!!MAKE ENTRANCE ROOM AWESOME!!!
{175771} Cheat: Jump to Inner Sanctum
{175772} Cheat: Jump ahead in this Area
{175773} CHEAT: Fight default traitors.
{175774} | Mega-KoS appears. |
{175775} 3430_sc_temp
{175776} High top down camera
{175777} This is a temp scripthidden creature to attach VFXs to the statue.
{175778} 34_p_vfx_web_of_purity
{175779} 34_p_vfx_aurora_chain
{175780} 34_p_vfx_shining_shield
{175781} 34_p_vfx_cleansing_nova
{175782} 34_p_vfx_soothing_light
{175783} 3430_sp_kos2
{175784} 3430_sp_kos2
{175785} Statue {SF 07}
{175786} Statue {SF 03}
{175787} Statue {SF 04}
{175788} {TEMP}Portal to the Shadow Plane
{175789} Statue of Aurora Chain
{175790} Statue of Web of Purity
{175791} Statue of Soothing Light
{175792} Statue of Cleansing Nova
{175793} Statue of Shining Shield
{175794} Lever{Pull me in Battle 3 to Destroy Statue}
{175795} 34_p_vfx_
{175796} lt_statue_eye
{175797} lt_statue_eye
{175798} web_light
{175799} web_light
{175800} Sure.  What level of training should they have?
{175801} And what kind of weapon would you like to equip them with?
{175802} And what kind of armor would you like for them?
{175803} Your guys are all set.  What next?
{175804} Ok, what next?
{175805} You gotta make up your mind, son.  What, then?
{175806} Let me determine my Greycloak equipment and skill.
{175807} No training.
{175808} 1
{175809} 2
{175810} 3
{175811} 4
{175812} 5
{175813} Daggers / Slings
{175814} Short Swords / Shortbows
{175815} Long swords + 1 / Longbows + 1
{175816} Bastard Swords + 1 / Composite Longbows + 1
{175817} Basic clothing
{175818} Leather
{175819} Studded Leather
{175820} Scalemail
{175821} Chainmail + Light Shield
{175822} Actually, I want to do something else.
{175823} <color=text>With the guards destroyed, you are free to take the items. It would probably be a good idea to destroy the coffins and the vampires within, as well.
{175824} {Slight irritation}Save your greetings - you travel with one who helped destroy West Harbor... and many lives since.
{175825} And perhaps you will tell me why you stand here with one who destroyed West Harbor... and many lives since.
{175826} The enemy has the first bridge well-defended. Skeletal archers and shadow priests line the rear, while undead warriors block the bridge itself.
{175827} They have yet to assemble a strong force at the far bridge, but what I have seen may be deceptive. For certain, a Shadow Reaver is present there, so tread carefully.
{175828} What have you seen at the first bridge?
{175829} How does the second bridge look?
{175830} |Fade out, jump the party to the center|
{175831} They are not a force when divided. Fear not, you will see my King's strength soon.
{175832} Then you dread this confrontation. I do not.
{175833} A tool I may be, but even so I command more power than the most elite of Faerûn. Let me show you what I mean. 
{175834} That is because you judge based only on what you see. Look again.
{175835} Is that not the very definition of power? {beat, fierce}Believe me, Captain, this is but a taste.
{175836} Enjoy yourselves here while you can. I look forward to our next meeting, should you survive.
{175837} | AVELLONE | Something that indicates that the blast globes were the cause of the explosions, and that Daeghun has arrived.
{175838} | AVELLONE | Something that indicates that the blast globes were the cause of the explosions, and that Daeghun has arrived.
{175839} | AVELLONE | Something that indicates that the blast globes were the cause of the explosions, and that Daeghun has arrived.
{175840} | AVELLONE | Something that indicates that the blast globes were the cause of the explosions, and that Daeghun has arrived.
{175841} | AVELLONE | Something that indicates that the blast globes were the cause of the explosions, and that Daeghun has arrived.
{175842} | AVELLONE | Something that indicates that the blast globes were the cause of the explosions, and that Daeghun has arrived.
{175843} | AVELLONE | Something that indicates that the blast globes were the cause of the explosions, and that Daeghun has arrived.
{175844} | AVELLONE | Something that indicates that the blast globes were the cause of the explosions, and that Daeghun has arrived.
{175845} Your forces haven't been very impressive so far.
{175846} Not nearly long enough.
{175847} Enjoying your new life as your master's tool?
{175848} Your army is looking rather meager, Garius.
{175849} Having others fight for you - I shouldn't be surprised.
{175850} Large they may be, but skeleton bones will still break, just as rotting flesh may still be pierced.
{175851} You have returned! I am happy to see that the battle went well, and that you are safe.
{175852} You are back! We were beginning to wonder, with the sun so low in the sky.
{175853} I hope you're right.
{175854} When night comes, they will be but one of our worries.
{175855} They fell to our attacks today - let them try to withstand the might of the Keep.
{175856} All right, lead on.
{175857} Sir, Sir!
{175858} I'm very sorry, Sir, but Kana has asked you to meet her in the war room.
{175859} The enemy army has been spotted in the fields outside the keep. Already we can see the siege towers being raised!
{175860} Let us hurry. The fields will soon be full with the unliving.
{175861} So it begins. Quickly then, we must make our preparations immediately.
{175862} It can't be much past midnight. What is it, soldier?
{175863} What's this all about?
{175864} Why are you bothering me at this time of night, soldier?
{175865} Sound the alarms. We must be ready for battle, soon.
{175866} Very well, I will be there shortly.
{175867} Of course, they choose to come at night. Worry not, soldier, we are ready.
{175868} Our first priority should be to take down those towers. They are too massive to be brought down by our weapons, so it will be impossible to avoid a fight on the walls.
{175869} Once the towers have docked, concentrate on collapsing the front entryways. We may not be able to destroy the towers themselves, but we can render them useless.
{175870} You can be sure that your foes will stay on the wall only as long as necessary. They will attempt to enter our towers to gain access to the courtyard below and the front gates.
{175871} Our scouts have seen the giant undead you spoke of yesterday. Worse, all manner of nightwalkers have been spotted - shadows, wraiths, even vampires.
{175872} Our delay at the bridge was only a momentary one. Garius must have pushed his army ferociously to have reached us so quickly.
{175873} An advantage to having an untiring army, for certain.
{175874} I have placed our best mages on the wall to repulse the towers. Only fire can bring them down, so you would do well to protect our wizards.
{175875} Bringing them down entirely will be difficult. You will have to collapse the entrances with fire - if not, then by hand, though doing so will be a tremendous task.
{175876} Garius brings his army at an early hour. Surprise is his ally here, but his cover of darkness will not last. No doubt he plans on a swift victory.
{175877} They arrived much sooner than I expected.
{175878} Any recommendations?
{175879} What creatures have we seen out there?
{175880} {mock formality, playful}Of course. I have followed you this far - lead on, my lady.
{175881} Of course. Only the gods know what is to come on the morrow, but for tonight, let it just be us.
{175882} Let us rest - truly rest, tonight, and take comfort in one another.
{175883} It's late. Perhaps we should retire for the night, together.
{175884} Shhh - no more words. Come with me. My room is far more comfortable than the chill in the air.
{175885} Let us hope that the enemies harried by the conscripts will make the difference.
{175886} {Pleased, looking across victorious battlefield}The day is ours. {Turns to player, satisfied}Our casualties were not insignificant, but you have triumphed through sound judgement. Lord Nasher thanks you... as do I.
{175887} {Grave, but with relief}It's over now.{Turns to player, slight disapproval} Our losses were... too great. This battle was perhaps not well-suited for your capabilities. {pause, rebounding}In any case, the Keep still stands. Lord Nasher thanks you... as do I.
{175888} Greycloak Cloak
{175889} Castle Crossroads Keep
{175890} Wall {02 CS Keep}
{175891} Neverwinter
{175892} Crossroad Keep Escape Tunnel
{175893} Neverwinter City: Merchant Quarter
{175894} Illefarn Ruins
{175895} Ironfist Stronghold
{175896} Party Central
{175897} Nolaloth's Valley
{175898} A Mysterious Clearing
{175899} Graveyard
{175900} Dwarven Scouts
{175901} Highcliff Castle Ruins
{175902} Lizardfolk Lair
{175903} A Farm
{175904} Eyegouger Clan
{175905} Githyanki Lair
{175906} Village of Ember
{175907} {1100}Starling Standoff
{175908} {1100}Getting Back in the Fight
{175909} {1100}Wizard's Arsenal
{175910} {1100}Reporting for Duty
{175911} {1100}Ruins of the Past
{175912} {1100}Harbor Under Siege
{175913} {1100}A Soldier's Story
{175914} {0}A Friendly Wager
{175915} {0}BONUS QUEST: A Man and his Hog
{175916} {0}The Knaves' Challenge
{175917} {0}The Tourney of Talent
{175918} {0}The Archery Competition
{175919} {0}The Harvest Brawl
{175920} {0}High Harvest Fair
{175921} {0}The Fur Trade
{175922} {2000}Murderer!
{175923} {2000}The Trial
{175924} {2000}Neverwinter's Greatest Thief
{175925} {2000}Improving the Construct
{175926} {2000}Disturbing Connections
{175927} {2000}Return to Crossroad Keep
{175928} {2000}My Sister, the Rebel
{175929} {2000}An Imp's Dilemma
{175930} {2000}City Watch Undercover
{175931} {2000}Arms Deal
{175932} {2000}The Sage's Manse
{175933} {2000}Lord Tavorick's Shard
{175934} {2000}Natrisse's Request
{175935} {2000}The Master of the Fifth Tower
{175936} {2000}Arval's Journal
{175937} {2200}Finding Marcus
{175938} {2200}The Quartermaster's Log Book
{175939} {2200}Lorne's Disguise
{175940} {2200}Bradbury's Disappearance
{175941} {2200}Nya's Duty
{175942} {2200}Strange Corpse
{175943} {2200}Alaine's Memories
{175944} {2200}Earned in Blood
{175945} {2200}Elgun's Tale
{175946} {2200}An Overly Clever Arachnid
{175947} {2200}On Duskwood Ridge
{175948} {2300}Assault on Crossroad Keep
{175949} {2400}The Statues of Purification
{175950} {2400}Finding Ammon Jerro's Haven
{175951} {2400}A Strange Dais
{175952} {2400}Uthanck Thin-Blooded
{175953} {2400}Ilrah Broken-Ribs
{175954} {2400}Ralidor the Restless
{175955} {2400}Ghellu's Bargain
{175956} {2400}The Communion Tree
{175957} {2400}The Temple of Seasons
{175958} {2600}Path of Determination
{175959} {2600}Path of Sight
{175960} {2600}Path of Righteousness
{175961} {2600}The True Name of Baalbisan's Matron
{175962} {2600}Demonic Carnage
{175963} {2600}The Torment of Baalbisan
{175964} {2600}Ammon Jerro's Haven, At Last
{175965} {2600}The Fallen Marilith
{175966} {2600}In Koraboros' Service
{175967} {3000}Defend Castle Never
{175968} {3100}Fortify Crossroad Keep
{175969} {3000}Stop the Shadow Reavers
{175970} {3000}Reach the Vale of Merdelain
{175971} {3000}Reform the Sword
{175972} {3000}Alliances
{175973} {3000}Alliance with Clan Ironfist
{175974} {3000}Alliance with the Lizardfolk
{175975} {3000}Alliance with the Wendersnaven
{175976} {3000}Axle
{175977} {3000}Alliance with the Circle of the Mere
{175978} {3100}Track Ammon Jerro
{175979} {3000}West Harbor Revisited
{175980} {3000}Battle atop Mt. Galardrym
{175981} {3100}Find the Crystal Dragon Spirit
{175982} {CUT}Shoon the Lich
{175983} {3100}Atonement
{175984} {3100}Path of the Holy
{175985} | Meeting Guyven in 1303: Bonesgnasher Approach. |I expected to see nothing but orcs here. You must have keen eyes to have spotted me among this tall grass.
{175986} | First time meeting Guyven |Ah, a fellow explorer! Pleased to meet you.
{175987} We meet again. Like me, you have a talent for finding out of the way places.
{175988} Well met! We keep running into each other. There's definitely more than the luck of the road at work here.
{175989} | Meeting Guyven in 1621: Githyanki Approach. |These githyanki are one of the strangest sights I've seen in my travels. I suppose the Luck of the Road brought you here to rescue me.
{175990} That may be, but I have the Luck of the Road on my side.  Plus, these orcs rarely glance below their waists, so they never even see me.
{175991} Good journey to you, traveler. May you see many profound sights, and live to tell your grandchildren of them.
{175992} | Guyven leaves and disappears. |
{175993} I was hoping to set my eyes on the old Ironfist Clan Stronghold near here.
{175994} {Indignant}What do you know about Ironfist Stronghold? You'd best not be going there to loot its treasures!
{175995} I am a traveler and explorer. I've spent my long life finding marvelous sights to see.
{175996} I let these places touch me, but I do not touch them. I take nothing and leave only my footprints.
{175997} Though I am no historian, I know what the road teaches me, and a little of the history of this place. Would you like to hear what I know?
{175998} The Ironfist Dwarves came here long ago to escape the constant raids that they suffered from the fire giants of Mount Galardrym.
{175999} However, several tribes of orcs also made this place their home, and they did not take kindly to the Dwarves.
{176000} The Ironfist Dwarves were more than a match for the occasional harrying of the scattered orc clans, but they were weary of having to constantly be on their guard.
{176001} So the Ironfist clan chose to ally themselves with a nearby human lord - I forget his name. With their combined might they were able to drive the orcs out of Old Owl Well entirely.
{176002} Unfortunately, this convinced all the orc tribes of Old Owl Well to band together and return unified. The dwarves called on their human allies, but they did not come in time.
{176003} Ridiculous! Did not come in time? The humans cowered in their keep while Ironfist faced a massacre!
{176004} Hmmm, very tragic. After the orcs had driven away the remains of the Ironfist Clan, they came and razed the human keep to the ground.
{176005} And the orcs have dominated Old Owl Well ever since.
{176006} You are quite welcome. But now I must be moving on. I'm getting old and I haven't many good traveling days left to me. I want to make the most of them.
{176007} Indeed. My rescue was just a fortunate coincidence. I thank you all the same.
{176008} I came here to see the Illefarn ruins that are rumored to be atop this mountain. Much to my surprise, the area was infested with githyanki. 
{176009} When they captured me, I think they intended to put an end to my travels altogether, but first they asked me what I was doing here. Want to hear about it?
{176010} When I mentioned that I had some knowledge of the Illefarn ruins here, they kept me here instead.
{176011} I don't speak their language, but I assume they were sending for someone else to question me. Then you came along.
{176012} I'm not a scholar, but I've paid attention to the lessons the road has taught me over the years, and I know a little of the history of this place. Shall I tell you?
{176013} Long, long ago the Illefarn had reached the height of its power and, like most glorious empires throughout time, they slipped into... let's say, comfortable apathy.
{176014} The Netheril, a rival empire, were considered mostly harmless by the Illefarn, until one night where the Netheril attacked the Illefarn at this very place.
{176015} They used their powerful magic to utterly annihilate the Illefarn here. They left no man, woman or child alive. They did this in order to send a message to the Illefarn.
{176016} The Illefarn Empire got the message, and it propelled them into the creation of some sort of great Guardian.
{176017} I'm not too well versed on the Illefarn Guardian, though. I hear it was created in another Illefarn city somewhere in the Sword Coast. I'd dearly love to find that place.
{176018} | Meeting Guyven in 2210: Ember. |Unfortunately, this will likely be our last meeting.
{176019} I came here to explore the wonders of the Duskwood and found great tragedy instead. I've seen many things in my years, both wonderful and terrible, but seeing the fate of this town...
{176020} Unfortunately, no. I arrived after this senseless slaughter. All I can tell you is that this was not done by orcs or barbarians.
{176021} Very well. I hope the road is more kind to you than you were to me. Good journey to you...
{176022} I feel as if my remaining years have escaped me and my journeys must come to an end.
{176023} The only thing left is for me to find a warm fire to rest my bones beside, and perhaps some eager listeners to hear what I have learned from the road.
{176024} You really mean that? I am very grateful. And I think I'll take you up on that offer soon.
{176025} Your kind words have inspired me to make one last journey. When I am done, I will find you, and share with you my knowledge of the road.
{176026} Now I must go. Seeing this senseless massacre has made my soul cold. Naught to do now but find a place to sit out the rest of my days and try to forget what I've seen.
{176027} I already told you I saw nothing. Whoever did this left no trace that I found. I did not dare get closer to the town to look. But perhaps you have a stronger stomach.
{176028} What are you doing here?
{176029} This place is not safe. You should leave.
{176030} Farewell.
{176031} What do you know of the Ironfist Stronghold?
{176032} Tell me what you know.
{176033} I don't have time for this.
{176034} Perhaps another time. Farewell.
{176035} Thanks for the story.
{176036} I didn't come to rescue you.
{176037} What are you doing here?
{176038} What do you know about the Illefarn ruins?
{176039} Tell me what you know.
{176040} Why is this our last meeting?
{176041} I don't care if I ever see you again.
{176042} Do you have a story to tell of this place?
{176043} You will always have a place at my fire.
{176044} Good luck with that. Farewell.
{176045} Did you see what happened in the village?
{176046} You are welcome to stay at my home.
{176047} Journal related
{176048} This is an animal companion. It is completely loyal to its master.
{176049} Badger{1-2}
{176050} Badger{3-5}
{176051} Badger{6-8}
{176052} Badger{9-11}
{176053} Badger{12-14}
{176054} Badger{15-17}
{176055} Badger{18-20}
{176056} Bear{1-2}
{176057} Bear{3-5}
{176058} Bear{6-8}
{176059} Bear{9-11}
{176060} Bear{12-14}
{176061} Bear{15-17}
{176062} Bear{18-20}
{176063} Boar{1-2}
{176064} Boar{3-5}
{176065} Boar{6-8}
{176066} Boar{9-11}
{176067} Boar{12-14}
{176068} Boar{15-17}
{176069} Boar{18-20}
{176070} Giant Spider{1-2}
{176071} Giant spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
{176072} Giant Spider{3-5}
{176073} Giant Spider{6-8}
{176074} Giant Spider{9-11}
{176075} Giant Spider{12-14}
{176076} Giant Spider{15-17}
{176077} Giant Spider{18-20}
{176078} Wolf{1-2}
{176079} Wolf{3-5}
{176080} Wolf{6-8}
{176081} Wolf{9-11}
{176082} Wolf{12-14}
{176083} Wolf{15-17}
{176084} Wolf{18-20}
{176085} The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging.
{176086} A dark aura of power surrounds this towering humanoid with huge bat wings. Lurid flames dance over its skin. In one of its massive clawed hands, this creature bears a sword that looks sharp enough to cut even to the soul.
{176087} Bats are nocturnal flying mammals.
{176088} These massive omnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial.
{176089} These winged creatures can be found just about anywhere.
{176090} This metal golem resembles a large, armored warrior, with a long, wicked-looking blade in place of one of its arms.
{176091} This humanoid has skin of dull metallic hue, spotted with patches of metallic spines. Its eyes gleam like shards of purple ice.
{176092} Though not carnivorous, these wild swine are bad-tempered and usually charge anyone who disturbs them.
{176093} These common farm animals are a source of beef and dairy products for a wide number of cultures.
{176094} These herbivores have lithe, compact bodies and long, power legs suited for rugged woodland terrain. This is a female.
{176095} Deer{female}
{176096} These herbivores have lithe, compact bodies and long, power legs suited for rugged woodland terrain. This is a male.
{176097} Stag
{176098} Horned Devil
{176099} This creature appears to be an amorphous, shifting cloud surrounded by fast-moving currents of air. Darker bits of twirling vapor form the suggestion of two eyes and a mouth, but this could be a trick of the swirling air.
{176100} Like a walking hill, the creature plods nearer on two featureless legs of rock and earth, its clublike arms of jagged stone swinging at its sides, and its featureless head staring blankly in your direction.
{176101} A mass of ambulatory flame races across the ground, seeming to flick and spark from a central, humanoid-shaped conflagration. Like a living inferno, the fire-creature's burning dance of heat and flames brings it ever closer.
{176102} A vortex of water rolls across the ground, though it never seems to crash or lose its shape. The waves cascade and storm around a central, humanoid-shaped whirlpool, with watery appendages that pound with the force of an ocean storm.
{176103} These omnivorous animals are typically raised as livestock for their meat.
{176104} These rodents are well-known for their ability to breed quickly.
{176105} These omnivorous rodents thrive almost anywhere.
{176106} These little mammals are aggressive predators but usually confine themselves to smaller prey.
{176107} This being resembles are very small elf, but with longer ears and gossamer wings.
{176108} This creature looks like a grotesque, winged humanoid with a horned head and a stony hide.
{176109} This giant resembles a mammoth dwarf with coal-black skin, flaming red hair, and a prognathous jaw that reveals dirty ivory teeth.
{176110} This giant looks like a beefy, muscular human with snow-white skin and light blue hair and eyes.
{176111} This tall, gaunt humanoid has rough, yellow skin and russet hair pulled into a pair of topknots. Its eyes have a sinister gleam, and its ears are pointed and serrated in back.
{176112} Githyanki{male}
{176113} Githyanki{female}
{176114} This humanoid is slightly taller than a human. It has gray skin, a furry body, and a head like a hyena's, with a reddish-gray mane.
{176115} This creature looks like a massive, rough humanoid toad with arms in place of forelegs. Its wide mouth has rows of blunt, powerful teeth, and long spines run down the length of its back.
{176116} Horses are widely domesticated for riding and as beasts of burden.
{176117} At first glance, this creature looks like a large, powerful horse with a jet-black coat. A closer look, however, reveals its true nature. Flames wreathe its steely hooves, trail from its flared nostrils, and smolder in the depths of its dark eyes.
{176118} Nightmare
{176119} This humanoid stands about the size of a gnome or halfling. It has a scaly hide, a naked tail like that of a rat, and a doglike head with two small horns.
{176120} This skeletal creature wears the rotting, rich herbs of a mighty wizard long dead. Hateful crimson light dances in its empty eye sockets.
{176121} This tall humanoid looks like a cross between a powerfully built human and a lizard. It has clawed hands, a long tail, and toothy jaws.
{176122} This strange, humanoid-shaped being stands about as tall as a human. Its flesh is rubbery and greenish-mauve, glistening with slime. The creature's head looks rather like a four-tentacled octopus, made all the more horrible by a pair of bloated white eyes.
{176123} This creature looks like a withered and dessicated corpse, with features hidden beneath centuries-old funereal wrappings. It moves with a slow, shambling gait and groans with the weight of the ages.
{176124} This creature looks like a humanoid giant, taller than a house and composed of pure darkness. It wears no clothing and has smooth, hairless skin and a genderless body.
{176125} This creature looks like a big, demonic human. It has green skin, dark hair, and a pair of short horns protruding from its forehead. The eyes are dark with strikingly white pupils, and its teeth and claws are black.
{176126} This enormous rat looks bigger and more vicious than most dogs. It has coarse, spiky fur, malevolent eyes, and a long, naked tail.
{176127} The dragon has horns extending back over the neck, frilled ears, and smaller horns at the cheeks and chin, with rows of horns over the brows. The nose is beaklike and sports a small horn. A frill begins behind the head and runs to the tip of the tail. The dragon reeks of smoke and sulfur, and its scales shine with shades of crimson and scarlet.
{176128} Red Dragon
{176129} Bone Spider
{176130} This creature resembles a giant wolf spider, except with a larger head and variegated markings in white, gray, and blue over the legs and back. Its eight eyes are silver-white.
{176131} Short, gray fur covers this lean, feral humanoid. It has sharp claws and a wolflike muzzle.
{176132} Plain Shirt
{176133} Hide Gloves
{176134} These gloves are crudely made from animal hide. 
{176135} Fundamentals of Abjurative Enchantment
{176136} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Armor of Acid Resistance: Acid resistance 10; CL 3; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Faint Earth Essence, jacinth, armor to be enchanted.

Armor of Cold Resistance: Cold resistance 10; CL 3; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Faint Water Essence, jacinth, armor to be enchanted.

Armor of Electricity Resistance: Electricity resistance 10; CL 3; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Faint Air Essence, jacinth, armor to be enchanted.

Armor of Fire Resistance: Fire resistance 10; CL 3; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Faint Fire Essence, jacinth, armor to be enchanted.

Armor of Sonic Resistance: Sonic resistance 10; CL 3; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Faint Power Essence, jacinth, armor to be enchanted.

Base Armor Enchantment +1: Armor gains +1 enhancement bonus; CL 3; Prerequisites Craft Magic Arms and Armor, light; Materials Faint Earth Essence, obsidian, armor to be enchanted.

Base Armor Enchantment +2: Armor gains +2 enhancement bonus; CL 6; Prerequisites Craft Magic Arms and Armor, light; Materials Faint Earth Essence, diamond, armor to be enchanted.
{176137} Abjurative Enchantments
{176138} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Improved Armor of Acid Resistance: Acid resistance 20; CL 7; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Weak Earth Essence, rogue stone, armor to be enchanted
.
Improved Armor of Cold Resistance: Cold resistance 20 CL 7; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Weak Water Essence, rogue stone, armor to be enchanted.

Improved Armor of Electricity Resistance: Electricity resistance 20 CL 7; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Weak Air Essence, rogue stone, armor to be enchanted.

Improved Armor of Fire Resistance: Fire resistance 20 CL 7; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Weak Fire Essence, rogue stone, armor to be enchanted.

Improved Armor of Sonic Resistance: Sonic Resistance 20 CL 7; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Weak Power Essence, rogue stone, armor to be enchanted.

Base Armor Enchantment +3: Armor gains a +3 enhancement bonus; CL 9; Prerequisites Craft Magic Arms and Armor, light; Materials Faint Power Essence, Weak Earth Essence, emerald, armor to be enchanted.
{176139} Advanced Abjuratives
{176140} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Greater Armor of Acid Resistance: Acid resistance 30 CL 11; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Glowing Earth Essence, king's tear, armor to be enchanted.

Greater Armor of Cold Resistance: Cold resistance 30 CL 11; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Glowing Water Essence, king's tear, armor to be enchanted.

Greater Armor of Electricity Resistance: Electricity resistance 30 CL 11; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Glowing Air Essence, king's tear, armor to be enchanted.

Greater Armor of Fire Resistance: Fire resistance 30 CL 11; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Glowing Fire Essence, king's tear, armor to be enchanted.

Greater Armor of Sonic Resistance: Sonic resistance 30 CL 11; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Glowing Power Essence, king's tear, armor to be enchanted.

Base Armor Enchantment +4: Armor gains a +4 enhancement bonus; CL 12; Prerequisites Craft Magic Arms and Armor, light; Materials Weak Power Essence, Glowing Earth Essence, star sapphire, armor to be enchanted.

Base Armor Enchantment +5: Armor gains a +5 enhancement bonus; CL 15; Prerequisites Craft Magic Arms and Armor, light; Materials Glowing Power Essence, Glowing Earth Essence, blue diamond, armor to be enchanted.
{176141} Liber Occultatum
{176142} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Shadowy Armor: +5 competence bonus on Hide checks; CL 5; Prerequisites Craft Magic Arms and Armor, invisibility; Materials Faint Water Essence, fire opal.

Improved Shadowy Armor: +10 competence bonus on Hide checks; CL 10; Prerequisites Craft Magic Arms and Armor, invisibility; Materials Weak Water Essence, star sapphire, armor to be enchanted.

Greater Shadowy Armor: +15 competence bonus on Hide checks; CL 15; Prerequisites Craft Magic Arms and Armor, invisibility; Materials Glowing Water Essence, blue diamond, armor to be enchanted.

Silent Armor: +5 competence bonus on Move Silently checks; CL 5; Prerequisites Craft Magic Arms and Armor, silence; Materials Faint Water Essence, fire opal, armor to be enchanted.

Improved Silent Armor: +10 competence bonus on Move Silently checks; CL 10; Prerequisites Craft Magic Arms and Armor, silence; Materials Weak Water Essence, star sapphire, armor to be enchanted.

Greater Silent Armor: +15 competence bonus on Move Silently checks; CL 15; Prerequisites Craft Magic Arms and Armor, silence; Materials Glowing Water Essence, blue diamond, armor to be enchanted.

Quick Armor: Permanent haste effect; CL 7; Prerequisites Craft Magic Arms and Armor, haste; Materials Weak Power Essence, Weak Air Essence, blue diamond, armor to be enchanted.
{176143} The Book of Fire
{176144} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Armor of Fire Resistance: Fire resistance 10; CL 3; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Faint Fire Essence, jacinth, armor to be enchanted.

Improved Armor of Fire Resistance: Fire resistance 20 CL 7; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Weak Fire Essence, rogue stone, armor to be enchanted.

Greater Armor of Fire Resistance: Fire resistance 30 CL 11; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Glowing Fire Essence, king's tear, armor to be enchanted.

Flaming Weapon: +1d6 fire damage; CL 10; Prerequisites Craft Magic Arms and Armor, fireball or flame strike; Materials Weak Fire Essence, ruby, weapon to be enchanted.
{176145} The Book of Ice
{176146} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Armor of Cold Resistance: Cold resistance 10; CL 3; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Faint Water Essence, jacinth, armor to be enchanted.

Improved Armor of Cold Resistance: Cold resistance 20 CL 7; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Weak Water Essence, rogue stone, armor to be enchanted.

Greater Armor of Cold Resistance: Cold resistance 30 CL 11; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Glowing Water Essence, king's tear, armor to be enchanted.

Frost Weapon: +1d6 cold damage; CL 10; Prerequisites Craft Magic Arms and Armor, ice storm; Materials Weak Water Essence, star sapphire, weapon to be enchanted.
{176147} The Book of Banes
{176148} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Anarchic Weapon: +2d6 damage against lawful creatures; CL 7; Prerequisites Craft Magic Arms and Armor, chaotic alignment, inflict critical wounds; Materials Faint Power Essence, Faint Air Essence, canary diamond, weapon to be enchanted.
.
Axiomatic Weapon: +2d6 damage against chaotic creatures; CL 7; Prerequisites Craft Magic Arms and Armor, lawful alignment, inflict critical wounds; Materials Faint Power Essence, Faint Earth Essence, jacinth, weapon to be enchanted.

Holy Weapon: +2d6 damage against evil creatures; CL 7; Prerequisites Craft Magic Arms and Armor, good alignment, cure critical wounds; Materials Faint Power Essence, Faint Fire Essence, jacinth, weapon to be enchanted.

Unholy Weapon: +2d6 damage against good creatures; CL 7; Prerequisites Craft Magic Arms and Armor, evil alignment, inflict critical wounds; Materials Faint Power Essence, Faint Fire Essence, star sapphire, weapon to be enchanted.

Hunting Weapon: +2d6 damage against beasts; CL 7; Prerequisites Craft Magic Arms and Armor, light; Materials Faint Power Essence, Faint Water Essence, star sapphire, weapon to be enchanted.

Weapon of Disruption: Undead must make a DC 14 Will save or be destroyed; CL 14; Prerequisites Craft Magic Arms and Armor, heal; Materials .Glowing Power Essence, Glowing Water Essence, jacinth, weapon to be enchanted.
{176149} Codex Necromantica
{176150} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Weapon of Life Stealing: Vampiric regeneration 1; CL 7; Prerequisites Craft Magic Arms and Armor, enervation; Materials Weak Power Essence, Weak Fire Essence, ruby, weapon to be enchanted.

Weapon of Improved Life Stealing: Vampiric regeneration 3; CL 11; Prerequisites Craft Magic Arms and Armor, enervation; Materials Glowing Power Essence, Glowing Fire Essence, canary diamond, weapon to be enchanted.

Weapon of Greater Life Stealing: Vampiric regeneration 5; CL 15; Prerequisites Craft Magic Arms and Armor, enervation; Materials Radiant Power Essence, Radiant Fire Essence, beljuril, weapon to be enchanted.

Fortified Armor: 25% chance to negate critical hits and sneak attack; CL 13; Prerequisites Craft Magic Arms and Armor, banishment; Materials Faint Power Essence, Glowing Earth Essence, diamond, armor to be enchanted.

Improved Fortified Armor: 75% chance to negate critical hits and sneak attack; CL 13; Prerequisites Craft Magic Arms and Armor, banishment; Materials Weak Power Essence, Glowing Earth Essence, canary diamond, armor to be enchanted.

Greater Fortified Armor: immunity to critical hits and sneak attack; CL 13; Prerequisites Craft Magic Arms and Armor, banishment; Materials Glowing Power Essence, Radiant Earth Essence, blue diamond, armor to be enchanted.
{176151} Deflections and Dispellings
{176152} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Armor of Spell Resistance: Spell resistance 14; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Faint Power Essence, Glowing Fire Essence, star sapphire, armor to be enchanted.

Improved Armor of Spell Resistance: Spell resistance 18; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Glowing Power Essence, Radiant Fire Essence, blue diamond, armor to be enchanted.

Armor of Arrow Deflection: Deflect Arrows feat; CL 5; Prerequisites Craft Magic Arms and Armor, mage armor; Materials Faint Power Essence, Weak Air Essence, Jacinth, armor to be enchanted.

Invulnerable Armor: Damage reduction 10/magic; CL 18; Prerequisites Craft Magic Arms and Armor, stoneskin; Materials Radiant Power Essence, blue diamond.
{176153} Fundamentals of Terrible Destruction
{176154} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.
 
Base Weapon Enchantment +1: Weapon gains a +1 enhancement bonus; CL 3; Prerequisites Craft Magic Arms and Armor, light; Materials Faint Air Essence, obsidian.

Base Weapon Enchantment +2: Weapon gains a +2 enhancement bonus; CL 6; Prerequisites Craft Magic Arms and Armor, light; Materials Faint Air Essence, diamond.

Base Weapon Enchantment +3: Weapon gains a +3 enhancement bonus; CL 9; Prerequisites Craft Magic Arms and Armor, light; Materials Faint Power Essence, Weak Air Essence, emerald.

Base Weapon Enchantment +4: Weapon gains a +4 enhancement bonus; CL 12; Prerequisites Craft Magic Arms and Armor, light; Materials Weak Power Essence, Glowing Air Essence, star sapphire.

Base Weapon Enchantment +5: Weapon gains a +5 enhancement bonus; CL 15; Prerequisites Craft Magic Arms and Armor, light; Materials Glowing Power Essence, Glowing Air Essence, blue diamond.
{176155} Book of All Elements
{176156} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Flaming Weapon: +1d6 fire damage; CL 10; Prerequisites Craft Magic Arms and Armor, fireball or flame strike; Materials Weak Fire Essence, ruby, weapon to be enchanted.

Frost Weapon: +1d6 cold damage; CL 10; Prerequisites Craft Magic Arms and Armor, ice storm; Materials Weak Water Essence, star sapphire, weapon to be enchanted.

Shock Weapon: +1d6 electricity damage; CL 10; Prerequisites Craft Magic Arms and Armor, call lightning or lightning bolt; Materials Weak Air Essence, canary diamond, weapon to be enchanted.

Poison Weapon: +1d6 magic damage; CL 10; Prerequisites Craft Magic Arms and Armor, poison; Materials Weak Earth Essence, emerald, weapon to be enchanted.

Acid Weapon: +1d6 acid damage; CL 10; Prerequisites Craft Magic Arms and Armor, Melf's acid arrow; Materials Weak Earth Essence, emerald, weapon to be enchanted.
{176157} The Crafts-Work of Evermeet
{176158} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Cloak of Elvenkind: +5 competence bonus on Hide checks; CL 3; Prerequisites Craft Wondrous Item, invisibility, crafter must be an elf; Materials Faint Water Essence, fire opal, leather hide.

Boots of Elvenkind: +5 competence bonus on Move Silently checks; CL3 ; Prerequisites Craft Wondrous Item, silence, crafter must be an elf; Materials Faint Water Essence, fire opal, leather hide.

Belt of Agility +2: +2 bonus to Dexterity; CL 8; Prerequisites Craft Wondrous Item, cat's grace; Materials Faint Air Essence, diamond, 2 leather hides.

Ring of Wizardry 1: Prepare and cast one extra 1st-level spell per day; CL 8; Cost 1,000 gp; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Air Essence, obsidian, iron ingot.
{176159} Of Healthful Enchantments for the Body
{176160} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Belt of Agility +4: +4 bonus to Dexterity; CL 8; Prerequisites Craft Wondrous Item, cat's grace; Materials Weak Air Essence, star sapphire, 2 leather hides.

Belt of Agility +6: +6 bonus to Dexterity; CL 8; Prerequisites Craft Wondrous Item, cat's grace; Materials Glowing Air Essence, rogue stone, 2 leather hides.

Belt of Frost Giant Strength +4: +4 bonus to Strength; CL 8; Prerequisites Craft Wondrous Item, bull's strength; Materials Weak Fire Essence, blue diamond, 2 leather hides.

Belt of Stone Giant Strength +6: +6 bonus to Strength; CL 8; Prerequisites Craft Wondrous Item, bull's strength; Materials Glowing Fire Essence, beljuril, 2 leather hides.

Boots of Striding +4: +4 bonus to Constitution; CL 8; Prerequisites Craft Wondrous Item, bear's endurance; Materials Weak Earth Essence, jacinth, leather hide.

Boots of Striding +6: +6 bonus to Constitution; CL 8; Prerequisites Craft Wondrous Item, bear's endurance; Materials Glowing Earth Essence, rogue stone, leather hide.
{176161} Fundamentals of Protections for the Self
{176162} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Amulet of Natural Armor +1: +1 natural armor bonus to AC; CL 5; Prerequisites Craft Wondrous Item, barkskin; Materials Faint Earth Essence, sapphire, iron ingot.

Amulet of Natural Armor +2: +2 natural armor bonus to AC; CL 6; Prerequisites Craft Wondrous Item, barkskin; Materials Weak Earth Essence, emerald, iron ingot.

Amulet of Natural Armor +3: +3 natural armor bonus to AC; CL 9; Prerequisites Craft Wondrous Item, barkskin; Materials Faint Power Essence, Glowing Earth Essence, jacinth, iron ingot.

Bracers of Armor +1: +1 armor bonus to AC; CL 7; Prerequisites Craft Wondrous Item, mage armor; Materials Faint Earth Essence, obsidian, 2 iron ingots.

Bracers of Armor +2: +2 armor bonus to AC; CL 7; Prerequisites Craft Wondrous Item, mage armor; Materials Faint Earth Essence, diamond, 2 iron ingots.

Bracers of Armor +3: +3 armor bonus to AC; CL 7; Prerequisites Craft Wondrous Item, mage armor; Materials Weak Earth Essence, canary diamond, 2 iron ingots.

Bracers of Armor +4: +4 armor bonus to AC; CL 8; Prerequisites Craft Wondrous Item, mage armor; Materials Weak Earth Essence, jacinth, 2 iron ingots.
{176163} Advanced Arcanery of Protection
{176164} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Amulet of Natural Armor +4: +4 natural armor bonus to AC; CL 12; Prerequisites Craft Wondrous Item, barkskin; Materials Faint Power Essence, Glowing Earth Essence, blue diamond, iron ingot.

Amulet of Natural Armor +5: +5 natural armor bonus to AC; CL 15; Prerequisites Craft Wondrous Item, barkskin; Materials Weak Power Essence, Radiant Earth Essence, beljuril, iron ingot.

Bracers of Armor +5: +5 armor bonus to AC; CL 10; Prerequisites Craft Wondrous Item, mage armor; Materials Glowing Earth Essence, blue diamond, 2 iron ingots.

Bracers of Armor +6: +6 armor bonus to AC; CL 12; Prerequisites Craft Wondrous Item, mage armor; Materials Glowing Earth Essence, rogue stone, 2 iron ingots.

Bracers of Armor +7: +7 armor bonus to AC; CL 14; Prerequisites Craft Wondrous Item, mage armor; Materials Radiant Earth Essence, beljuril, 2 iron ingots.

Bracers of Armor +8: +8 armor bonus to AC; CL 16; Prerequisites Craft Wondrous Item, mage armor; Materials Faint Power Essence, Radiant Earth Essence, king's tear, 2 iron ingots.

Cloak of Minor Displacement: Attackers suffer 20% miss chance; CL 3; Prerequisites Craft Wondrous Item, displacement; Materials Weak Air Essence, blue diamond, leather hide.
{176165} Book of Seeing
{176166} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Gem of Seeing: casts true seeing once per day; CL 10; Prerequisites Craft Wondrous Item, true seeing; Materials Weak Air Essence, king's tear.

Eyes of the Eagle: +5 competence bonus on Spot checks; CL 3; Prerequisites Craft Wondrous Item, clairaudience/clairvoyance; Materials Faint Air Essence, fire opal, iron ingot.

Goggles of Night: Darkvision; CL 3; Prerequisites Craft Wondrous Item, low-light vision; Materials Faint Power Essence, star sapphire, iron ingot.

Goggles of Minute Seeing: +5 competence bonus on Search checks; CL 3; Prerequisites Craft Wondrous Item, true seeing; Materials Faint Air Essence, obsidian, iron ingot.

Periapt of Wisdom +2: +2 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Faint Water Essence, diamond, iron ingot.

Periapt of Wisdom +4: +4 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Weak Water Essence, star sapphire, iron ingot.
{176167} Alazzabner's Grand Ensorcelments of the Mind
{176168} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Periapt of Wisdom +4: +4 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Weak Water Essence, star sapphire, iron ingot.

Periapt of Wisdom +6: +6 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Glowing  Water Essence, rogue stone, iron ingot.

Headband of Intellect +4: +4 bonus to Intelligence; CL 8; Prerequisites Craft Wondrous Item, fox's cunning; Materials Weak Fire Essence, star sapphire, iron ingot.

Headband of Intellect +6: +6 bonus to Intelligence; CL 8; Prerequisites Craft Wondrous Item, fox's cunning; Materials Glowing Fire Essence, rogue stone, iron ingot.

Nymph Cloak +4: +4 bonus to Charisma; CL 8; Prerequisites Craft Wondrous Item, fox's cunning; Materials Weak Water Essence, star sapphire, iron ingot.

Nymph Cloak +6: +6 bonus to Charisma; CL 8; Prerequisites Craft Wondrous Item, fox's cunning; Materials Glowing Water Essence, rogue stone, iron ingot.

Medallion of Thought: Immunity to mind-affecting spells and effects, +5 competence bonus on Bluff and Diplomacy checks; CL 5; Prerequisites Craft Wondrous Item, charm person; Materials Weak Water Essence, canary diamond, iron ingot.
{176169} On the Crafting of Mystical Garb for All Climes
{176170} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Cloak of Resistance +1: +1 resistance bonus on saving throws; CL 5; Prerequisites Craft Wondrous Item, resistance; Materials Faint Water Essence, obsidian, leather hide.

Cloak of Resistance +2: +2 resistance bonus on saving throws; CL 6; Prerequisites Craft Wondrous Item, resistance; Materials Faint Water Essence, diamond, leather hide.

Cloak of Resistance +3: +3 resistance bonus on saving throws; CL 9; Prerequisites Craft Wondrous Item, resistance; Materials Weak Water Essence, canary diamond, leather hide.

Scarab of Protection: Spell resistance 20, immunity to death effects and energy drain; CL 18; Prerequisites Craft Wondrous Items, death ward; Materials Radiant Power Essence, Radiant Earth Essence, Radiant Water Essence, blue diamond, iron ingot.

Armor of Cold Resistance: Cold resistance 10; CL 3; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Faint Water Essence, Jacinth, armor to be enchanted.

Armor of Fire Resistance: Fire resistance 10; CL 3; Prerequisites Craft Magic Arms and Armor, resist energy; Materials Faint Fire Essence, Jacinth, armor to be enchanted.
{176171} Marvellous Artefacts for the Resistance of Sorcery
{176172} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Mantle of Spell Resistance: Spell resistance 21; CL 9; Prerequisites Craft Wondrous Item, spell resistance; Materials Radiant Power Essence, Radiant Earth Essence, king's tear, 2 leather hides.

Armor of Spell Resistance: Spell resistance 14; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Faint Power Essence, Glowing Fire Essence, star sapphire, armor to be enchanted.

Improved Armor of Spell Resistance: Spell resistance 18; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Glowing Power Essence, Radiant Fire Essence, blue diamond, armor to be enchanted.

Greater Armor of Spell Resistance: Spell resistance 22; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Radiant Power Essence, Radiant Fire Essence, star sapphire, armor to be enchanted.

Cloak of Resistance +4: +4 resistance bonus on saving throws; CL 12; Prerequisites Craft Wondrous Item, resistance; Materials Glowing Water Essence, jacinth, leather hide.

Cloak of Resistance +5: +5 resistance bonus on saving throws; CL 15; Prerequisites Craft Wondrous Item, resistance; Materials Radiant Water Essence, blue diamond, leather hide.
{176173} Accoutrements of Masterful Wizardry and Their Construction
{176174} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Ring of Wizardry 1: Prepare and cast one extra 1st-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Air Essence, obsidian, iron ingot.

Ring of Wizardry 2: Prepare and cast one extra 2nd-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Power Essence, Weak Air Essence, diamond, iron ingot.

Ring of Wizardry 3: Prepare and cast one extra 3rd-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Power Essence, Weak Air Essence, canary diamond, iron ingot.

Ring of Wizardry 4: Prepare and cast one extra 4th-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Weak Power Essence, Glowing Air Essence, star sapphire, iron ingot.

Headband of Intellect +2: +2 bonus to Intelligence; CL 8; Prerequisites Craft Wondrous Item, fox's cunning; Materials Faint Fire Essence, diamond, iron ingot.

Headband of Intellect +4: +4 bonus to Intelligence; CL 8; Prerequisites Craft Wondrous Item, fox's cunning; Materials Weak Fire Essence, star sapphire, iron ingot.

Ioun Stone, Orange: +1 effective caster level; CL 12; Prerequisites Craft Wondrous Item, greater heroism; Materials Glowing Fire Essence, blue diamond.
{176175} A Study of the Fantastical Vestments of the Priests of the Realms
{176176} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Ring of Divine Power 1: Prepare and cast one extra 1st-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Fire Essence, obsidian, iron ingot.

Ring of Divine Power 2: Prepare and cast one extra 2nd-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Power Essence, Weak Fire Essence, diamond, iron ingot.

Ring of Divine Power 3: Prepare and cast one extra 3rd-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Power Essence, Weak Fire Essence, canary diamond, iron ingot.

Ring of Divine Power 4: Prepare and cast one extra 4th-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Weak Power Essence, Glowing Fire Essence, star sapphire, iron ingot.

Periapt of Wisdom +2: +2 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Faint Water Essence, diamond, iron ingot.

Periapt of Wisdom +4: +4 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Weak Water Essence, star sapphire, iron ingot.

Ioun Stone, Orange: +1 effective caster level; CL 12; Prerequisites Craft Wondrous Item, greater heroism; Materials Glowing Fire Essence, blue diamond.
{176177} The Marvelous and Unbelievable Stones of Ioun the Archmagus
{176178} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Ioun Stone, Dusty Rose: +1 insight bonus to AC; CL 12; Prerequisites Craft Wondrous Item, resistance; Materials Glowing Earth Essence, ruby.

Ioun Stone, Dark Blue: Bonus feat: Alertness; CL 12; Prerequisites Craft Wondrous Item, low-light vision; Materials Glowing Water Essence, canary diamond.

Ioun Stone, Pearly White: Regenerate 1 hit point every 30 seconds; CL 12; Prerequisites Craft Wondrous Item, cure critical wounds; Materials Glowing Water Essence, jacinth.

Ioun Stone, Orange: +1 effective caster level; CL 12; Prerequisites Craft Wondrous Item, greater heroism; Materials Glowing Fire Essence, blue diamond.
{176179} The Lesser Tome of Healthful Elixirs
{176180} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Cure Light Wounds: Prerequisites Craft Alchemy 6 ranks; Materials 2 garlic.

Cure Moderate Wounds: Prerequisites Craft Alchemy 9 ranks; Materials Belladonna.

Antidote: Prerequisites Craft Alchemy 12 ranks; Materials Venom Gland.

Lesser Restoration: Prerequisites Craft Alchemy 9 ranks; Materials Amethyst.

Cure Disease: Prerequisites Craft Alchemy 15 ranks; Materials Diamond dust.
{176181} Alazzabner's Marvelous Tonics for Body and Mind
{176182} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Bull's Strength: Prerequisites Craft Alchemy 8 ranks; Materials Belladonna.

Cat's Grace: Prerequisites Craft Alchemy 8 ranks; Materials Powdered silver, quicksilver.

Bear's Endurance: Prerequisites Craft Alchemy 8 ranks; Materials Distilled alcohol.

Speed: Prerequisites Craft Alchemy 11 ranks; Materials Garnet, quicksilver.

Lesser Restoration: Prerequisites Craft Alchemy 9 ranks; Materials Amethyst.

Aid: Prerequisites Craft Alchemy 4 ranks; Materials 2 holy water.
{176183} The Wondrous Potions of the Brothers of Ilmater
{176184} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Bless: Prerequisites Craft Alchemy 6 ranks; Materials 2 powdered silver.

Aid: Prerequisites Craft Alchemy 4 ranks; Materials 2 holy water.

Cure Serious Wounds: Prerequisites Craft Alchemy 12 ranks; Materials Garlic, holy water.

Cure Critical Wounds: Prerequisites Craft Alchemy 15 ranks; Materials Fairy dust.

Lesser Restoration: Prerequisites Craft Alchemy 9 ranks; Materials Amethyst.

Cure Disease: Prerequisites Craft Alchemy 15 ranks; Materials Diamond dust.
{176185} Bladeling Spike
{176186} This is a dull metallic spike from the skin of a bladeling.

Requirement: Craft Alchemy 4 ranks
Yields: Faint Power Essence
{176187} Bat Tooth
{176188} This tooth is small, but needle-sharp.

Requirement: Craft Alchemy 4 ranks
Yields: Faint Air Essence
{176189} Bear Claw
{176190} This is a large claw from an ordinary bear.

Requirement: Craft Alchemy 6 ranks
Yields: Weak Earth Essence
{176191} Dire Boar Tusk
{176192} This massive ivory-colored tusk was pried from the jaw of a dire boar.

Requirement: Craft Alchemy 4 ranks
Yields: Faint Earth Essence
{176193} Ghost Residue
{176194} This is faintly luminescent ichor left behind by a defeated ghost.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Air Essence
{176195} Frost Giant Head
{176196} Even though it's been severed, this frost giant's head is still rimmed with ice.

Requirement: Craft Alchemy 10 ranks
Yields: Radiant Water Essence
{176197} Iron Golem Fragments
{176198} These iron fragments still retain some of the power used to animate the iron golem in the first place.

Requirement: Craft Alchemy 8 ranks
Yields: Radiant Earth Essence
{176199} Imp Tail
{176200} This is the barbed tail from an imp.

Requirement: Craft Alchemy 4 ranks
Yields: Faint Fire Essence
{176201} Ogre Mage Skull
{176202} This is the horned skull of a gigantic ogre mage. 

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Power Essence
{176203} Spider Venom Gland
{176204} Most spider venom loses potency immediately after the spider dies, but this venom is especially powerful and retains a great deal of its lethality.

Requirement: Craft Alchemy 6 ranks
Yields: Weak Water Essence
{176205} Phase Spider Mandible
{176206} This mandible seems to fade in and out of existence constantly, somehow retaining the properties of a living phase spider. 

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Power Essence, Glowing Water Essence
{176207} Blade Spider Leg
{176208} This is the severed leg of a blade spider. 

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Earth Essence
{176209} Vampire Tooth
{176210} This is a needle-sharp fang from a vampire.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Power Essence, Glowing Fire Essence
{176211} Winter Wolf Pelt
{176212} This is the frost-white pelt of a winter wolf.

Requirement: Craft Alchemy 8 ranks
Yields: Glowing Water Essence
{176213} Wyvern Scale
{176214} Wyvern Scale
A wyvern's scale is not quite as hard or as magical as a dragon's scale, but useful nonetheless. 

Requirement: Craft Alchemy 6 ranks
Yields: Weak Air Essence
{176215} Graena's Fortune
{176216} In 1244, the city of Waterdeep sent an expeditionary force on a mission to explore and chart the various ruins of the ancient Illefarn Empire.  The leader of this expedition was a hot-headed Uthgardt woman named Graena.  Before the expedition, a wealthy aristocrat had made a series of escalating wagers with Graena about her ability to competently head the expedition.  No one doubted Graena's skill in battle, but she was rash in the extreme and had a harsh style of leadership.  Before Graena left, her hot temper had driven her into a dangerous gamble.  If she failed to chart all eighteen of the locations slated for exploration within eight months, she would lose her entire fortune.

Graena's desperation set in halfway through the expedition when she realized she only had explored nine of the eighteen locations in six months.  In her haste, she led her entire expedition to slaughter at the hands of undead creatures.  Initially satisfied at having won the wager, the Waterdhavian noble became enraged when he discovered Graena had spent her entire fortune on the creation of the armor she wore on her fateful expedition.
{176217} Graena's Triumph
{176218} The famous barbarian explorer Graena was a member of the Sky Pony tribe of the Uthgardt northerners.  When she tried to leave the tribe to seek her fortune in southern lands, the elders of the tribe told her she could not leave.  At that time, only men were allowed to leave the tribe.  The elders believed women were too valuable to let go.  In order to prove herself to the elders, Graena had to run a gauntlet of the strongest warriors in the tribe and wrest the belt of the head warrior from his body.  Graena underwent the challenge and emerged bloody and broken, but victorious.  According to tribal law, she was now the head warrior of the tribe and effectively male.  The elders knew she was going to leave, but they gave her a warrior's name, Graena Blood-Has-Dried.  She left the tribe, relinquished her position to the old head warrior, and returned his belt to him.  But before she left, she swore to never harm a member of the tribe if she encountered one in the future.

Years later, she looked back on that fateful day and felt pride in the fact that she had beaten the greatest men of her tribe.  She had a belt constructed that looked identical to the belt she had won.  Not content to stop there, she had a priest of Tempus bless it with a powerful enchantment.  Graena was wearing her belt when she died fighting a vampire and his undead minions in ancient Illefarn ruins.
{176219} Graena's Bond
{176220} In life, Graena Blood-Has-Dried was an ex-Uthgardt barbarian who prospered as a successful adventurer and explorer of dangerous ruins.  In death, she became the thrall of a powerful magic-using vampire who dwelt in the ruins of an ancient Illefarn outpost.  Graena's master recognized that her impetuous nature might cause her to get into battles beyond her ability.  He provided Graena with a ring that allowed her to heal herself.  Of course, this ring also had a curse placed upon it.  If Graena attempted to stray outside of the master's domain, a customized enchantment would awaken and destroy her physical form.

As fate would have it, years after Graena's death, a traveling group of Uthgardt barbarians traveling to Waterdeep mistakenly decided to camp for the night in some Illefarn ruins.  To their surprise, they quickly learned that the area was ruled by a vampire lord and patrolled by his minions.  The barbarians quickly destroyed many of the vampire's minor servants and, as heroic barbarians are wont to do, they decided to seek out the master of the area.  After hours of exploration and terrible battle, the barbarians reached the master's lair.  Expecting to find only him, they were dismayed at the sight of an undead Uthgardt warrior woman standing at his side.

Graena immediately recognized her distant kin and knew what she had to do.  She sprinted for the high cliff that marked the edge of her master's domain and leapt off before the vampire understood what was happening.  The ring's dormant power awoke and turned Graena's body to dust, destroying her instantly.  Shocked, the vampire lord did not have the presence of mind to mount a defense against his barbarian assailants.  The Uthgardt slew the vampire lord and finished their journey to Waterdeep.  In the city, they paid a priest of Tempus to travel with them as they returned to the site.  The priest cleansed the area of its undead taint and helped the barbarians construct a cenotaph for their mysterious undead kin who had sacrificed herself to save them.
{176221} Ysridain's Muse
{176222} The half-elven minstrel Ysridain was known at least as well for his powers of seduction as for his music.  He ran in social circles that viewed his half-wild elven heritage as exotic and alluring.  He certainly did not play down this image.  Though Ysridain did dress in the most fashionable attire of his time, he wore his black hair long and unbound, something that neither men nor women typically did.

Whenever he appeared at large social occasions, he took care to appear in something wholly different from the last time he had gone out.  His clothing always pushed the boundaries of fashion, but never outright broke society's implicit rules of taste.  When he performed, he seemed to be a man possessed.  His body writhed and convulsed as though in the grips of ecstasy and his performances always seemed to leave him physically exhausted.  Though sneering aristocratic men would suggest otherwise, Ysridain's antics earned him the adoration of thousands of women.

So it was that Ysridain left a trail of broken-hearted and expertly seduced women wherever he traveled.  To make things worse, Ysridain told women that his lute was his one true muse, the only thing that inspired him.  He also claimed that his rakish conquest of women was a futile attempt to match the heights of passion he achieved when performing.  Alas, no woman had ever succeeded, so he had to keep trying.  Every woman thought she would be "the one".

Every woman was wrong.
{176223} Ysridain's Touch
{176224} Besides his prized lute, the seductive half-elven minstrel Ysridain's most valued possessions were his hands. During one of his most famous affairs, Ysridain managed to seduce one of the most powerful wizards in old Waterdeep. This wizard, Crestana, cherished Ysridain's company so much that she crafted anything he wanted at the slightest suggestion. The product of one such request was a pair of fine, thin gloves that protected Ysridain's hands and made him even more charming.

Though few believe that Ysridain needed the help, he accepted the gloves happily. Unfortunately for the wandering bard, Crestana had also imbued the gloves with a power that made it more difficult for him to lie. When Ysridain began an affair with a few other Waterdhavian ladies, Crestana quickly caught wind of it. Caught leaving the home of one lady, Ysridain tried to talk his way out of the situation. Due to her enchantments, Crestana quickly saw through Ysridain's lies. Crestana unleashed her full magical force on the bard in a public park. It was the end of him. Though local authorities understood Crestana's motivation, they had to make an example of her. They banished her from Waterdeep and she was never heard from again.
{176225} Ysridain's Soul
{176226} Everyone said that the bard Ysridain's ability with a lute was exceptional, but a few maintained that it was something more, something supernatural. After Ysridain's death at the hands of a jilter lover, the people of Waterdeep learned just how true those rumors had been. Early in his career, Ysridain realized that his physical beauty was far greater than his talent with music. He was a gifted musician, but he knew he would never be legendary unless he had assistance. Ysridain contracted a wizard to summon forth a powerful demon so the bard could negotiate a pact with the forces of darkness. A succubus answered the call. She agreed to inspire Ysridain with creative forces beyond his understanding. In exchange, upon his death, all that had resulted from her inspiration and Ysridain's soul would be hers.

Ysridain thought on this for a short time and eventually agreed to the succubus' deal. The succubus occupied a pendant that Ysridain wore around his neck. It had the effect of inspiring the bard to great musical deeds, but it also created intense physical lust. When Ysridain died, the bard's soul was swapped into the amulet and the succubus was released into the world. If the amulet ever shatters, Ysridain's soul will be dragged straight to the lower planes. Until then, Ysridain's succubus roams Faerûn searching for the children sired by the bard's lust.
{176227} A Mad Gent's Cloak
{176228} In the not-so-distant history of Abeir-Toril, the deities of the world were cast out of their celestial and infernal homes by the High God, Ao. The gods were forced to inhabit the bodies of mortals and walk the face of Faerûn. This was an aptly-named Time of Troubles for most people in the world. For Madachi Jhent of Waterdeep, it meant the end of his fortune, his family, and his sanity. 

When the Time of Troubles ended, the goddess of wealth, Waukeen was unaccounted for. The priests of that deity refused to disburse any of the funds Waukeen's lay followers had entrusted to the church. Madachi Jhent, who was heavily in debt at the time and in the process of moving his remaining fortune around, lost almost all of his wealth. His aristocratic wife, disgusted at her husband's financial collapse, took their children and traveled to Baldur's Gate. Madachi Jhent was only able to salvage a cloak, a pair of boots, and a pair of gloves from the collectors who looted his home.

He later claimed that as he lay in the street outside his home, he saw a pattern in the black fabric of the cloak he clutched in his hands. It was not until many weeks later that he realized the pattern matched the pattern of the High God, Ao. He believed it was a sign that he was destined to call the faithful to the new church of Ao.
{176229} A Mad Gent's Gloves
{176230} The reputation of the penniless aristocrat-turned-self-proclaimed High Minister of Ao spread throughout Waterdeep like wildfire. Madachi Jhent had seen a vision of the High God, Ao, and taken it as a sign that he was to lead the new church of Ao. After he kicked a homeless man in the face and cured his blindness, he attracted many more followers. His fellow ministers were even more absurd than Madachi because they lacked the particularly intense fire that lit the High Minister's madness. When Madachi began his "kicking crusade" across Waterdeep, he rightfully should have been killed within the first few hours. Unfortunately for his would-be killers, Madachi's new followers defended him fanatically.

Soon after the beginning of the kicking crusade, Madachi started to realize that some of the people he was kicking were not actually suffering from illness. As he helped his victims to their feet, he noticed that his black gloves healed wounds at a touch. His faithful were enthralled at this new miracle. Madachi spread his new brand of healing across Waterdeep for days before he ran into trouble. When the High Minister kicked a priest of Bane, the dead god of hatred and tyranny, in the face, he was throttled. To make matters worse, Madachi insisted that the priest unhand him because "no servant of a dead god is fit to touch a servant of Ao."  Even without the magic of his deity, the priest of Bane was more than a physical match for Madachi and his band of lunatics.
{176231} Scattertrail Helmet
{176232} Hailing from the ancient High Forest, the Scattertrail family of  gnomes were itinerant tinkers, traveling from village to village on the outskirts of the wood mending pots and farming implements and, on more than one occasion, helms and shields. It was a hard life, and there was no shortage of danger from the monsters that lurked in the forest, but the family's strong sons kept the worst of the threats at bay, and the Scattertrails were well-liked throughout the villages.

The youngest Scattertrail, Darya, was never content with the life of a tinker. Whenever the family's wagons made camp for the night, she would wander off into the woods, exploring and observing the local flora and fauna. During one of her forest jaunts, she discovered this helmet lying rusted and pitted in a glade. According to her own later accounts, her older brother repaired the helmet and made it a gift to Darya, "so she could at least keep her fool head out of trouble." Despite the absurdity of a young gnome girl wearing a helmet sized for a head twice as large as her own, Darya kept the helmet and wore it throughout her adventuring career.
{176233} Scattertrail Hide
{176234} Never satisfied with the life of an itinerant tinker, Darya Scattertrail took to wandering in the High Forest whenever her family's wagons made camp. At first, she only strayed into the eaves of the forest, but gradually the young gnome's explorations grew bolder. Unfortunately, her curiosity did not come with an equal measure of common sense, and when she wandered too far into the forest, Darya was attacked and badly wounded by a monstrous spider.

 Before she succumbed to the spider's venom, Darya was found by members of a druid circle that operated in the vicinity. They took her back to their camp and nursed her back to health over several days, and when she had fully recovered, Darya surprised the druids by asking to be inducted into their order and taught the ways of their faith. The girl's natural enthusiasm and sheer earnestness won over the circle's leader, and Darya was initiated into the ways of the wood.
{176235} Scattertrail Boots
{176236} Several years after her initiation into a druidic circle in the High Forest, the gnome Darya Scattertrail and several adventuring companions pursued a rogue Thayan wizard intent on unlocking the infernal secrets of Hellgate Keep. The red wizard was aided by powerful magic, but Darya and her companions knew the forest better and were able to bring their quarry to bay against a tall ridge. The adventurers dispatched the wizard's guards easily enough, but the mage himself was more skilled than they'd expected. Terrible magics were unleashed against Darya and her compatriots, and the young druid watched in horror as a Thayan spell rooted her friends to the ground to be devoured by the wizard's summoned demons.

Overcome with terror, Darya broke and, aided by the enchantment of these boots, fled, abandoning her remaining allies to their fate. Only later, when the animal panic had dissipated and reason returned, did Darya realize what she had done. Overcome with shame, she threw her adventuring gear to the ground and left the forest, never to return. She was last seen in a small village a day's ride from Silverymoon, mending pots for twenty coppers apiece.
{176237} The Watchful Mind of Pim
{176238} It was said that in his youth, the halfling Pim Pebbletoe was unusually serious for his age. He enjoyed the company of quiet hounds and farm cats more than his brothers and sisters. Pim was not a disrespectful child, but he was quiet and distant. The family farm was a busy one, and Pim's siblings were always occupied with a variety of tasks. When the work day was done, they were all content to relax - except for Pim, that is. He would go into the barn with his bow and watch for rabbits that would inevitably emerge to eat the ripening crops. His mother and father thought the boy had odd habits, but they loved him all the same.

One day, a merchant traveling to Pim's village reported that creatures had been seen at Gray Hills, a halfling burial site about two days' ride to the east. Pim was a young man by now, so he went to the sheriff of his town and asked permission to visit the Gray Hills with his bow and watch for intruders. The mayor saw no problem with the boy's enthusiasm to help out, but he warned Pim that he couldn't pay any money. Pim told the mayor that he needed no money for the task. It was simply something he wanted to do.
{176239} The Industrious Hands of Pim
{176240} Halflings have a reputation for being merry and somewhat frivolous. Not so Pim Pebblefoot, a quiet, solemn halfling boy from a small village near the Gray Hills. When a traveling merchant reported seeing strange creatures skulking around the halfling burial grounds to the east, Pim volunteered to stand watch over the community's graves and eliminate the monsters before they could defile the tombs. Alone and unarmed save for his trusty bow, the keen-eyed young man stood vigil for three days and nights, driving away the strange demons that seemed intent on violating the community's tombs.

At last, on the third night, the demons came upon Pim en masse, swarming across the hillside like a carpet, but the halfling archer's long practice shooting rabbits in the evening served him well. When the village sent scouts to check on him the next morning, Pim was found weary but unharmed amidst the corpses of dozens of the strange creatures, each pierced by a single, fatal arrow.
{176241} The Sturdy Feet of Pim
{176242} After single-handedly driving a band of demons from his village's traditional burial grounds, the young halfling archer Pim Pebblefoot became a hero to the people of his village and the surrounding communities. Although he was praised and honored by his elders (and fancied by more than a few village girls), the ever-withdrawn Pim simply took it upon himself to continue acting as the protector of the local farming communities. Rain or shine, summer or winter, the farmers and shepherds of the Gray Hills grew used to the sight of Pim standing tall (for a halfling) on a hill overlooking their fields, bow in hand and a wisp of pipe-smoke curling about his head.

Many heroes lead short, glorious lives and die valiantly to thwart some terrible threat. Although Pim's life was undeniably glorious, from fighting alongside the Knights in Silver against orc hordes to driving off giants out of the Evermoors, it could hardly be described as short. Pim lived to the ripe old age of 135 years and died in bed, surrounded by three generations of his descendants. Pim was interred within the hills he'd protected all his life, but his gear was passed on to a great-nephew who left for Neverwinter to become an adventurer. The fate of Prand Pebblefoot is unrecorded.
{176243} Grainstone Boots
{176244} Not much is known about the background of the Sharran monk Riala Grainstone. She was born and raised somewhere in the Dalelands. Her unexceptional surname could have belonged to one of a few thousand children in the area. What is known is that she suffered so badly in her childhood and adolescence that he gave her mind and soul over to the goddess of night and loss, Shar. As she rose in prominence in the Order of the Dark Moon, she was granted several enchanted pieces of equipment to improve her efficacy as an assassin and a warrior.

Riala was given these boots upon achieving the Third Circle of Darkened Night, the first level of initiation considered to be above that of a mere student. Along with the gift came a task: Riala was to assassinate a high-ranking cleric of Selûne, who had been leading a rather troublesome crusade against Shar's worshippers in the region. The moon-goddess' priest was well-guarded, but endowed with the speed of these boots, Riala was able to slip past the ranks of bodyguards, strike a killing blow, and flee into the darkness before anyone was able to react.
{176245} Grainstone Belt
{176246} Grainstone Gloves
{176247} After a holy war between the Church of Shar and an alliance of the faiths of Kossuth, Lathander, and Selûne ended in an ambiguous stalemate (the Alliance of Light was too numerous to be eliminated, and the Order of the Dark Moon too insidious to be rooted out completely), Rialla Grainstoneâ€™s assassinations were curtailed by the leaders of the Order. In quiet meditation and martial study, she achieved the rank of Master of the Dark Moon, the highest rank below that of the leadership of the Order.

Over the years following the legendary war of assassination, Rialla Grainstone became a sort of myth among the faithful of Shar's enemies, particularly Selûne. Thought to have been killed during the war, her ghost was said to still stalk the worshippers of the moon goddess and snatch them away to Shar's dark realm. Her final fate is unrecorded, but the existence of several of her personal magic items outside the hands of the Order of the Dark Moon seems to suggest that she was unsuccessful in her final mission. Then again, maybe that's exactly what Rialla wants the world to think.
{176248} Mantle of Gram the Mouse
{176249} In 926 DR, ranks of the fighting orders of Torm grew thin due to a number of factors. In the northern reaches of the Dalelands, there were few who upheld the principles of duty and honor. The small number of priests there had a small trickle of converts to the faith and even fewer paladin candidates. But, on his thirteenth birthday, a local boy named Gram Chandler was presented to the church of Torm in Voonlar with the hopes that he would join one of their fighting orders. At first, the priests dismissed the boy because they thought he could be no older than nine years old. To their shock, they learned that his size was simply dwarfish for his age.

The priests were hesitant to admit such a small boy into a fighting order, but the list of applicants was lean. They put his name in the ledger of boys bound for Damara for training. The recording priest noted, "Gram Chandler, blond boy, aged thirteen, small, likes cheese."  The paladin who inducted Gram as an initiate gave him a green cloak to warm him on their long journey north. Gram promised, unbidden, to never lose it. Unknown to the skeptical paladin, the boy would wear the cloak for the rest of his life.
{176250} Gram the Mouse
{176251} Three years into his paladin training deep in the frozen land of Damara, the sixteen year-old Gram "the Mouse" found himself part of a patrol that was scouring the countryside for lost pilgrims that may have been slain by marauding orcish invaders. He had earned his nickname due to his small size and his insatiable appetite for cheese. Unfortunately, this epithet also biased many of the other candidates against him. He was not trusted with serious tasks, certainly not ones that required martial prowess.

To ensure that pilgrims were able to see their caravan, the group carried a bright green banner bearing the symbol of Torm on each side. When the caravan came under attack from orcs, the paladin leader shouted a command to Gram not to let the flag fall under any circumstances. Gram grabbed the flag and, moments later, the paladin who commanded him was shot dead by orcs. The other initiates charged forward toward the orcs and told Gram to get down, to find some cover. Gram refused, standing tall as arrows sailed around him. Inevitably, one of the orcish arrows hit Gram in the side of the head. He continued to remain upright, though the slow loss of blood eventually caused his footing to give way. The initiates believed Gram was dead, and returned to the temple for reinforcements.

Pilgrims found the caravan an hour later, long after the orcs had retreated from their positions. Gram was mostly frozen, upright but unconscious, still clutching the tilted flagstaff in his hands. When the Tormish paladins brought Gram back to the temple, his fellow candidates were chastised for abandoning him. Gram was given a heavy plate helmet to protect his head in future encounters.
{176252} Armor of Gram the Mouse
{176253} At the age of eighteen, a small young man from Voonlar named Gram Chandler was inducted into the ranks of the Damaran paladins of Torm. Nicknamed "the Mouse" by his fellow classmates for his small size and great love of cheese, Gram had become well-respected during his time as an initiate. However, when it came time to arm and armor the initiates as full paladins of the church, the embarrassed order found that it did not possess a suit small enough to fit Gram. The priests and paladins apologized to Gram and told him they would get a suit of armor made as quickly as possible. Though Gram's classmates snickered about it, Gram smiled and quietly went about his business.

Only a month later, while most of the other paladins of the church were away on business, a lone wounded rider approached the Tormish fortress and demanded to see whoever was in charge. Gram was far from in charge, but there were no paladins of rank present. The rider turned out to be a Thayan escort for a female Red Wizard who had been attacked by bugbears in the wilderness. The priests sneered at the rider when they learned of his nationality, but Gram told the escort it was his duty to protect travelers from aggression within Tormish territory. The priests tried to dissuade Gram from attempting to go after the Red Wizard, but Gram rebuked them and repeated to the escort that it would be his honor to mount a rescue effort.

Protected only by his helmet and the heavy hide demanded by the climate, Gram followed the escort to the site of the battle. From there, the escort tracked the bugbears to a cave. When Gram and the escort entered, they immediately came under heavy attack from bugbears. The escort's resolve faded and he fled back into the wilderness. Gram pressed on, killing four bugbears and wounding two more before he died within sight of the Red Wizard. Though the bugbears were by no means wiped out, the attack weakened and confused them enough that the Red Wizard was able to blast her way out of the cave system.

Later, she returned to Damara and approached the priests of the wilderness temple of Torm from which Gram came. When she learned about the selfless valiance of Gram, even her Thay-hardened heart was moved. She had a suit of armor constructed and enchanted for her small savior. It was built to the finest standards of quality, and it is said that the priests and paladins of Torm assembled at Gram's burial gasped in awe at its beauty. In later years, Gram was used as an example of devotion to duty for fledgling paladins. His revered tomb was looted by a fractured orcish army from Vaasa when the temple was destroyed in 1298 DR.
{176254} The Breast of Ilum Lura
{176255} Favor of Ilum Lura
{176256} The city of Nivian in ancient Illefarn observed an annual custom in which the six districts of the city vied for possession of the statue of a local hero. The tradition dictated that each of the districts participate in a non-lethal grand melee. The last combatant standing claimed the prize for his or her district. Since civic chaos was not the desired effect, each district had a champion that fought for its citizens. Though not required, champions often enjoyed a large morale boost when they had the patronage of a noble family.

In -1239 DR, the champion of the Artisan's District was a man named Beloran. Beloran was a man seemingly possessed by his desire to win the championship for his district. He had tried to do so for six years and failed each time. Unbeknownst to the citizens of the city, Beloran's sole motivation for participating in the melee was to earn the favor of the emperor's niece. The beautiful woman, Ilum Lura, had always politely rejected Beloran's advances. After six years of misplaced civic pride, Ilum's father commanded his daughter to give Beloran a token of her favor. She reluctantly did so, giving him a pair of riding gloves that he wore pinned to the shoulder of his sword arm. To the surprise of everyone outside the family, Beloran fought more ferociously than he ever had before. He won the statue for the Artisan's District. As custom dictated, this also meant that he was to receive a kiss from the lady whose favor he had worn into battle. Ilum gave Beloran his kiss and immediately retreated to her family estate.

In the following months, an inflamed and confused Beloran tried in vain to kindle a relationship with the elusive Ilum. She eventually agreed to meet with him, but only told him that her heart belonged to another. Deranged with grief at this revelation, Beloran journeyed into the deepest forests of Illefarn and was never heard from again. Those who saw him leave Nivian said that he was still wearing Ilum's favor upon his shoulder.
{176257} Heart of Ilum Lura
{176258} In the ancient Illefarn Empire, all members of the imperial family had a number of personal retainers. Though it was uncommon for distant relatives of the emperor to have an extensive network of servants, his beautiful niece, Ilum Lura, had over twenty. Her favorite servant was a woman named Ealana. Ealana was Ilum's constant companion and assistant no matter where the imperial niece traveled. Ealana comforted her in her most private of times and celebrated her every joy.

Unfortunately for both Ilum and Ealana, rumors about the pair reached the ears of the emperor. To prevent the eruption of rumor into scandal, the emperor had Ealana removed from her position and assigned to his personal service. As a parting gift, Ilum gave Ealana a simple silver ring. Ealana wore the ring until her death hundreds of years later.
{176259} Balhoderie's Softer Skin
{176260} The Nelanther Isles form a dangerous archipelago that sits to the west of the south edge of the Sword Coast. Its numerous tiny islands and reef hazards are bewildering and perilous to even the experienced pirates that scour its straits. Between 1358 and 1361 DR, the pirate ships Malediction, Waukeen's Eye, and Sarketa were under the command of Balhoderie, an older native of the islands. Balhoderie was known for his brutal tactics and his explosive rage over almost any insult. The ladies of the isles also knew him for his unpleasant odor and tough, scarred skin. When one lady commented that Balhoderie's armor was softer than the man's own hide, it became a joke among the crews of the various ships.

The joking ended in 1371 when Balhoderie killed the first mate of the Sarketa for refusing a suicidal assault on Amnian caravels. The crew of the Sarketa mutinied, eventually decapitating the tough old man and hurling his body to the sharks. Of course, the new captain of the Sarketa made sure to keep Balhoderie's valuable armor.
{176261} Balhodrie's Constant Hearth
{176262} Balhoderie the Wrathful was a pirate captain in Nelanther in the mid-1300s DR. Though he was known for his great temper and brutality, he was rather sensitive when it came to physical discomfort from the elements. He was constantly commanding his underlings to add wood to his fires or open windows in his cabin. He was so annoyed by the inability of his crew to constantly maintain a perfect temperature around him that he hunted down a Stormlord of Talos and slew him for his cloak.

Though Balhoderie had some of his lady friends sew over the Talosian symbols on the cloak with bits of pirate flags, the brothers of the Stormlord never forgot Balhoderie's blasphemous plunder. By 1360, they had managed to install a youthful Stormlord on one of Balhoderie's three ships, the Sarketa. When the opportunity presented itself, the Stormlord roused the crew to mutiny. After Balhoderie had been overthrown, the Stormlord returned the cloak to the brotherhood and installed himself as the new commander of the dead pirate's fleet.

The Black Cloud Madion terrorized the southern Sword Coast for the next five years before he died in a bloody battle with heavily armed merchant ships just outside the port of Baldur's Gate.
{176263} Balhodrie's Eelskin Boots
{176264} Due to their religious responsibilities, minions of Umberlee, are supposed to avoid personal entanglements with those who work the sea. Of course, even among those who follow dark gods, the pursuit of pleasure and emotional gratification often cause them to stray from their commandments. One priestess who strayed in such a fashion was Kalana Fisher. In 1357, she began a romance with the pirate captain Balhoderie. Though both were extremely flawed people with outrageous personalities and a complete lack of faithfulness, they had a strange mutual affection for each other. But while Balhoderie's great flaw was his mean temper, Kalana's was in holding grudges.

In 1366, Kalana tracked down the murderer of Balhoderie, a Talosian pirate captain named Madion. She planted information in Madion's spy network and anonymously offered him a tantalizing prize: three high-value merchant ships leaving the port of Baldur's Gate with few defenses. Low on money, Madion took the bait. He was slaughtered by the numerous guards that poured from the ships' holds. As Madion lay dying on the deck of the Malediction, the priestess pulled the boots from his feet, boots she had crafted for Balhoderie from the skin of giant eels. The merchant's guards stripped the rest of Madion's gear from his body before dumping him into the ocean.

As it had turned out, the merchant captain was a superstitious sort and had gone to the temple of Umberlee in Baldur's Gate for a divination. Without hesitation, the priestess Kalana had foretold a horrible attack outside the port. Not only did Kalana get her revenge, but the captain became a lifelong donator to the church of the Bitch Queen.
{176265} Heirloom of Asenath
{176266} Very few Thayvian histories will ever mention that nation's great trouble with the slave woman Asenath. That the Red Wizards of Thay were challenged by a slave was embarrassing enough, but the fact that she was a sorcerer made her lifelong defiance even more problematic.

The wizards' first mistake was in enslaving a powerful sorcerer: Asenath's father, Nen. A Red Wizard had defeated Nen in an underhanded magical duel. The wizard crippled Nen's magical abilities and enslaved him for added humiliation. When another wizard killed Nen's master and took all of his slaves, there was no record that Nen had been a sorcerer. The new mistress bred Nen with another magical talent: a defeated Rashemi witch. The result was a seemingly unexceptional female child, but the mother died in childbirth.

The mistress named the child Asenath, and saw no harm in keeping the child in the household with her father. Asenath was a cleaning girl for the first dozen years of her life. Despite being a Red Wizard, her mistress was kind and allowed Asenath's father to visit her regularly.

In 1247 DR, the mistress was attacked by a large group of Red Wizards for political reasons. Fearing her slaves would be slaughtered, the mistress released all of their bonds, including the ones that held back Nen's magical abilities. Nen and the mistress fought valiantly against the attackers, but in the end they could not hold out. Asenath went to her dying father and from him received a carved bone ring.

Though most of the Red Wizard attackers had already left, a few apprentices lingered behind with thugs to "clean up" survivors. When they saw Asenath, they did not hesitate to attack her. Fortunately for Asenath, aided by the power of the ring and the magical powers inside her, was able to lay waste to her impetuous assailants. The battle was to be the beginning of a long war between Asenath and the Red Wizards of Thay.
{176267} Shackles of Asenath
{176268} In her youth, the Thayan slave woman Asenath saw her father killed before her eyes. With the inherited gift of her parents' magical powers, she slew the lingering attackers who had destroyed the home of her slave mistress, a Red Wizard of Thay. Correctly fearing that a group of Red Wizards would eventually pursue her, Asenath broke the magical bonds that tethered her to the estate and ran into the forbidding mountains of Thay. Though the magical tethers had been broken, the shackles themselves would not break. In fact, they wouldn't even scratch.

Though Asenath's war against the Red Wizards of Thay lasted years, the powerful sorceress' academic understanding of magic never developed much. It was not until after her dramatic death at the foot of Thaymount that wizards learned that Asenath's shackles had been enchanted by her Red Wizard slave mistress. In fact, the slave mistress had always suspected that Asenath held latent abilities of great potency and intended to use her in a protracted war to wear down the Red Wizards' School of Conjuration. Though the slave mistress died before she could enact her plan, the conjurers lost hundreds of lives in the process of tracking down Asenath. Through pure luck, the slave mistress' goal had been achieved and her allies, the School of Abjuration, rose in power.
{176269} Vengeance of Asenath
{176270} At the height of her lifelong war against the Red Wizards of Thay, the slave-sorceress Asenath found herself mourning the loss of her lover, a masterless Rashemi barbarian who had been cut down by minions of the Thayvian School of Conjuration. The Red Wizards had hoped the loss would weaken her, but it only strengthened her resolve. She had seen her father and lover killed by the relentless Thayans, and she swore she would destroy them before they could harm someone else close to her.

Asenath picked up the spear of a Thayan guard and washed it in the blood of her dead Rashemi lover. To the god Assuran, she swore eternal hostility against the forces of Thay and all who supported them. A bolt of lightning shot from the heavens and struck the spear in Asenath's hands. Though the pain of the stroke was intense, Asenath's focus was more powerful still. Another bolt tore from the heavens, more powerful than the first, and struck the spear again. The energy almost knocked Asenath from her feet, but she maintained her grip and her resolve. The third bolt shot from the sky and launched Asenath down the mountainside. When the peals of thunder faded from the clouds, Asenath rose, broken and bloody, with the smoking spear in her hands.

To this day, the power of Asenath's spellcasting ability is muttered about by the Red Wizards of Thay, but mention of the bite of her deadly spear still sends shivers down the spines of the most experienced conjurers in their ranks.
{176271} Anagrys' Mindmaze
{176272} Anagrys Brightbrass was a talented gold dwarf wizard who hailed from the Great Rift, far to the south of Neverwinter. Although the folk of the North might be surprised by the idea of a dwarven wizard, the gold dwarves lack the suspicion of magic commonly held by shield dwarves. From an early age, Anagrys showed an aptitude for magic, and when she came of age at 50, her family enrolled her in the Academy Arcane deep within the Rift.

Anagrys studied sorcery under the tutelage of the archmage Randak Forn, a former adventurer who had spent much of his life making war on the aberrations that dwelt around the Great Rift. When Anagrys completed her studies, her teacher gave her this helmet, which he had worn while adventuring in the Underdark. Randak hoped to encourage his pupil to take up his crusade where he himself had left off; Anagrys did not disappoint him.
{176273} Anagrys' Shackle-Breaker
{176274} After completing her training, the dwarven wizard Anagrys Brightbrass joined up with a team of several other gold dwarf adventurers to hunt down and destroy the mind flayers and other aberrations that lurked in the Underdark around the Great Rift. Their initial raids against duergar slaving operations and beholder cults were successful, and resulted in the liberation of many enslaved dwarves and humans. The group's first encounter with illithids was less successful; although Anagrys had her Mindmaze helm that rendered her immune to the mind flayer's mental domination, her companions were not so protected and the adventurers found themselves suddenly turned one against the other.

Once the dominated adventurers were either freed from the illithid's psionic control (or pummeled into unconsciousness), the group limped back to the Great Rift, humbled but determined to make better preparations for their next expedition. Anagrys forged this ring to ensure that history would not repeat itself.
{176275} Anagrys' Slave-Collar
{176276} Anagrys Brightbrass and her companions enjoyed a long and successful career hunting the monstrous aberrations that dwelt in the regions around the Great Rift. With Anagrys' magic and her allies' combat prowess, the Great Rift was made safer for the gold dwarves and their human neighbors. Even the best adventurers eventually run out of luck, though, and so it was with Anagrys and her companions. The group tracked a raiding party back to its lair and what they believed to be its illithid master. What they didn't realize until far too late was that the raiding party's master was actually an alhoon, a terrifyingly powerful undead mind flayer far more potent than they had expected. Outmatched, the adventurers were stunned and devoured one by one - all except for Anagrys.

Perhaps because of her arcane prowess, Anagrys was captured and sold to a duergar slave master, who brought her in a large caravan to the Northdark. Anagrys was bought at auction by a drow wizard from Ched Nasad, who forced her to expend her magic and, ultimately, her very soul in the crafting of magic items. Anagrys died just a few years after being taken, but according to legend, at least some small portion of her soul passed into the slave collar that had been the symbol of her wretched existence for the last years of her life.
{176277} Ha'Ra'Kor
{176278} Goblinsplitter
{176279} Alrec
{176280} Grimstone Blade
{176281} Hallowed Redeemer
{176282} Acandar
{176283} Old Bones
{176284} Churchman's Cudgel
{176285} Gaharu
{176286} Pins
{176287} The Left Hand
{176288} The Slow Blade
{176289} Chop-It-Down
{176290} The Twins
{176291} Iron Helm, Iron Boot
{176292} Bruiser
{176293} Wolfsbane
{176294} Clangeddin's Beard
{176295} Kharash Dur
{176296} Mithral Mirror
{176297} Chuk
{176298} Black Stag Axe
{176299} Axe of the Surly Woodsman
{176300} Blindstriker
{176301} Vile Drinker
{176302} Tempest-Caller
{176303} Waves Along the Shore
{176304} Longcutter
{176305} Hedge Trimmer
{176306} Ice Axe
{176307} Little Death
{176308} Vendetta
{176309} Shield Smasher
{176310} Talosian Aspergilium
{176311} Thresher
{176312} Longshot
{176313} Plate-Piercer
{176314} Locust Crossbow
{176315} Peasant Blade
{176316} Balance In All Things
{176317} Honor's Edge
{176318} Shishi-O
{176319} Dragonsblood Katana
{176320} Falling Thunder Storm
{176321} Talon Blade
{176322} Devil's Right Hand
{176323} Gutspiller
{176324} Coldheart
{176325} Bow of the Black Archer
{176326} Falling Star
{176327} Starbright
{176328} Lichbreaker
{176329} Tapper
{176330} Nagendra
{176331} Thunderer
{176332} Sword of Wrathraven
{176333} Arn Kerym
{176334} The Dark Blade
{176335} Swift Flier
{176336} True Crossbow
{176337} Hammer & Nails
{176338} Orccrusher
{176339} Pharaoh's Mace
{176340} St. Sollars' Mace
{176341} The Good Day
{176342} The Sun's Rays
{176343} Bone Breaker
{176344} Monk's Friend
{176345} Mage Shield
{176346} Old Hickory
{176347} Needles
{176348} Alacrity
{176349} Stirge
{176350} Horseman's Bow
{176351} White Dragon Bow
{176352} The Dove
{176353} Sun From the West
{176354} Silk and Iron
{176355} Dervish Sword
{176356} Caput Mortuum
{176357} Verdant Crescent
{176358} The Mower
{176359} Golden Sickle
{176360} Crescent Moon
{176361} Athame
{176362} Gruumsh's Other eye
{176363} Whistling Sling
{176364} Giant Feller
{176365} Spear of Death
{176366} Gungne
{176367} Feybane
{176368} Arvoreniad
{176369} Gladius
{176370} Mandible
{176371} Whirling Fire
{176372} The Novice Blade
{176373} Might Makes Right
{176374} Hammer of Marish
{176375} Mockery of Mail
{176376} Wall {03 CS Keep}
{176377} Wall {04 CS Keep}
{176378} Inn {2 - TINT}
{176379} Temple {Good 2 - TINT}
{176380} Temple {Good 3 - TINT}
{176381} Wizard Tower {3 - TINT}
{176382} Balcony Stone Outdoor {01}
{176383} Balcony Stone Outdoor {02}
{176384} Balcony Stone Outdoor {03}
{176385} Balcony Stone Outdoor {04}
{176386} Balcony Stone Outdoor {05}
{176387} Balcony Stone Outdoor {06}
{176388} Balcony Stone Outdoor {07}
{176389} Balcony Stone Outdoor {08}
{176390} Balcony Stone Outdoor {09}
{176391} Balcony Stone Outdoor {10}
{176392} Balcony Stone {01}
{176393} Balcony Stone {02}
{176394} Balcony Stone {03}
{176395} Balcony Stone {04}
{176396} Balcony Stone {05}
{176397} Balcony Stone {06}
{176398} Balcony Stone {07}
{176399} Balcony Stone {08}
{176400} Balcony Stone {09}
{176401} Balcony Stone {10}
{176402} Ghostly Light{3}
{176403} Ice
{176404} Ice Rubble {01}
{176405} Ice Rubble {02}
{176406} Ice Rubble {03}
{176407} Statue {SF 02}
{176408} Statue {SF 05}
{176409} Statue {SF 06}
{176410} Stairs
{176411} Rock Face Dark {04}
{176412} [Failure] Of course she does! The King of Shadows infuses this place. He watches us, and he protects us, and he loves us. Right, Savanna?
{176413} Jared Widowmaker Encounter
{176414} Bandit {Widow}
{176415} Widowmaker
{176416} Jared Widowmaker's Armor
{176417} 12_wp_widow
{176418} |Much death|
{176419} I'll be going now.
{176420} | Pentin recruited, but not Calindra. |This is a valuable ore deposit. Report its location to Pentin.
{176421} | Calindra recruited, but not Pentin. |This is a valuable ore deposit. Report its location to Calindra.
{176422} | Pentin and Calindra recruited. |This is a valuable ore deposit. Report its location to Pentin and Calindra.
{176423} Danan Starling
{176424} You can't leave right now.
{176425} World Map
{176426} What do you want to know?
{176427} What do you need?
{176428} All companions [except Bishop] must be added to the PC party prior to entering 3400_gauntlet. [wp_3400_enter]
{176429} After the Traitors' battle, click on the portal [golden saucer] to begin the King of Shadows cutscene.
{176430} There are eventually 40 mini-KoS (8 per statue) that must be defeated before the final cutscene begins.
{176431} The mega-KoS will remain invulnerable until the statues are destroyed. There are levers (temporary) near the portal that will destroy each of the statues.
{176432} Module Hints!
{176433} Jump me to the end of the Gauntlet. [3400_wp_cheat_exit]
{176434} What do I need to start this module correctly?
{176435} How do I begin the King of Shadows battle?
{176436} How many mini-KoS do I need to fight?
{176437} How do I defeat the mega-King of Shadows?
{176438} | Battle 3. Statues still remain. |{Slight urgency, fighting}There are still statues remaining to empower the King of Shadows. Destroy them, quickly!
{176439} | Battle 2. First wave defeated. |{Slight urgency, fighting}One of the statues has cleared. Keep fighting until all the manifestations are gone!
{176440} | END CREDITS: Default. PC is Shadow Thief. Fade in. |In the year following the War against the King of Shadows, an eerie quiet fell over the city of Neverwinter. Emboldened by the actions of the Shard-Bearer, the thieves of Neverwinter took back the Docks, the Merchant Quarter, and the rest of the city was claimed by their silent, dark law.
{176441} | Shadow Thief: Axle Support |More surprisingly, the Council of Neverwinter seemed to turn a blind eye to the crime controlling the city, and many rumored that it was only the strong hand of Axle Devrie and his ties to the former Lord of Crossroad Keep that kept the city safe. 
{176442} | Default. Shadow Thief: Axle is dead |The Docks themselves became dangerous, and any criminal or outlaw not sanctioned by the Shadow Thieves was put to a quick, brutal death. 
{176443} | Moire is still alive. |This fearful silence was signature of Moire, one of the former crimelords in the City of Neverwinter. Eventually, the Council of Neverwinter could ignore their criminal activities no more and marshaled the Watch to clean out the Docks, resulting in another riot that burned down many of the shops and ships docked there. 
{176444} | END CREDITS: PC is City Watch. Fade in. |In the year following the war against the King of Shadows, Neverwinter quickly recovered, its City Watch, Greycloaks, and even the Many-Starred Cloaks gaining numerous new recruits. Emboldened by the actions of the Shard-Bearer, the ranks of the soldiers of Neverwinter swelled, becoming one of the strongest military units in the Sword Coast.
{176445} | Default. City Watch: Brelaina |This ended up being a boon for the City Watch Captain Brelaina, who used her ties to the Shard-Bearer and Lord of Crossroad Keep to petition for a seat on the Council of Neverwinter. From there, she passed many successful political resolutions that improved diplomatic ties with Waterdeep and the Lord's Alliance. 
{176446} | City Watch: Cormick Support. |Neverwinter itself became one of the safest cities on the Sword Coast - its City Watch, bolstered by the resolve of its citizens, took pride in their city and the surrounding lands, and many outlying settlements and villagers that previously had only occasional supervision gained small garrisons of their own to watch and protect them. 
{176447} | Luskan: Evil Ending, Torio Dead |Luskan viewed the events to the south in Neverwinter with a quiet wariness, never certain if the shadows that had claimed their southern neighbor would one day come for them. After the deaths of Sydney Natale and Torio Claven, however, no Hosttower mage or scout was willing to venture south to share their fate. 
{176448} | Luskan: Good Ending, Torio Alive |Luskan viewed the events to the south in Neverwinter with some disappointment, hoping that the war against the King of Shadows would weaken their southern neighbor long enough to force their intervention and control of Neverwinter and Crossroad Keep. When Neverwinter triumphed, their only victory was the return of their ambassador Torio Claven who after several years of service, revealed that she was an agent of Neverwinter and her role had allowed her to arrest over a score of Luskan spies who had infiltrated her new home city.
{176449} | Nice to Bevil |Bevil, led by the example of the Shard-Bearer, became a commander of the Greycloaks in time, finally finding the ability to lead and command. In the aftermath of the second War of Shadow, he sought tirelessly for his fallen commander, convinced that the Lord of Crossroad Keep had survived.
{176450} | Default. Bad to Bevil |Bevil, crushed by the events at West Harbor and the second War of Shadow, soon deserted the forces of Neverwinter when they were sent on a resupply mission to Old Owl Well. He is said to have made a solitary home there, still tortured by the memories of what happened to him during the War. 
{176451} | Daeghun + Evil Ending |Shortly after the war, Daeghun attempted to return to West Harbor, believing that the Shadow General that led the King of Shadows armies could be found there. His path was the correct one, but not as he intended... he was intercepted by beasts along the road south of Highcliff, and brought in pieces to the Shadow General, who watched Daeghun be consumed by his minions, then raised him from the dead to die again and again for his amusement. It is said that Daeghun's corpse is embedded in a pillar of the dead in the Vale of Merdelain, his mouth left hanging open so the wind might whistle through it in a mockery of the song portals of Illefarn. 
{176452} | Default. Daeghun + Good Ending |Shortly after the war, Daeghun vanished. There were rumors of an elven ranger sighted throughout the lands of Faerûn, still searching for the shard-bearer he had lost in battle against the King of Shadows. 
{176453} | West Harbor Rebuilt (Good Ending) |After the war, a few scattered survivors of West Harbor returned to their home, and with the persistence common to Harbormen, slowly rebuilt their destroyed village. They still make their living at the edge of the Mere, a testament to their strength and character. 
{176454} | Default. West Harbor: Evil Ending |Following the rise of the King of Shadows and his General, the Mere of Dead Men became an increasingly desolate place. The ruins of West Harbor, in particular, became a dark gathering ground for the shadows and dead of the Mere... and the tiny farming village became a twisted shadow of the once-proud dwelling of Harbormen. 
{176455} | Shandra Influence > 25 |The farm of Shandra Jerro was left abandoned for some time, yet it never fell into disrepair. During the Harvest Season, the people of Highcliff came to pay their respects to Shandra Jerro, who was rumored to have fallen in battle against the King of Shadows. 
{176456} | Default. Shandra Influence <= 26 |The farm of Shandra Jerro was soon claimed by the wilds surrounding Highcliff. Shandra Jerro followed the path of her ancestor, her efforts forgotten and unknown as those of Ammon Jerro during his time.  
{176457} | Elanee Left Party and is alive |In the years after the war, a strange tranquility settled over portions of the Mere, in contrast to the horrors that had taken place there. There were sightings of a mysterious elven female, cloaked in mist, who would lead lost travelers to sanctuary within the Mere. The identity of the woman was was never known, but glimpses of her over the years seemed to indicate that she was a troubled, sad figure, and looked as if she had lost someone she cared deeply about.
{176458} | CK Good Ending, Did Enough Work on It |Crossroad Keep achieved a new prominence in the coming years after the second War of Shadow. Bolstered by the example of the Shard-Bearer, the lieutenant Kana took over the operations of the Keep, and with Veedle in tow, helped restore peace to the region and turn it into a major trade route. 
{176459} | CK Good Ending, Didn't Do Enough Work On It |Crossroad Keep's prominence waned after the War of Shadow. Without the Shard-Bearer to lead them, the operations of the Keep soon fell into disrepair, and the few recruits that remained turned much of the surrounding area into farmland. 
{176460} | CK + Evil Ending + Male |The Lord of Crossroad Keep returned when the King of Shadows came to reclaim the ancient citadel. The servant of shadow slayed all the inhabitants he had gathered, and he used their bodies to form a new wall around his home. It is said that this beast resides there still with the shadows, where the heads of his former companions form a silent gallery around him, frozen in dark screams.
{176461} | Default. CK + Evil Ending + Female |The Lord of Crossroad Keep returned when the King of Shadows came to reclaim the ancient citadel. The servant of shadow slayed all the inhabitants she had gathered, and she used their bodies to form a new wall around her home. It is said that this beast resides there still with the shadows, where the heads of her former companions form a silent gallery around her, frozen in dark screams. 
{176462} Of the githyanki and their Lich Queen, no more was heard. Driven from the Sword Coast by the Shard-Bearer, it seemed as if the hunters had retreated to their citadels on the Astral Plane. 
{176463} Even the wisest sages of Faerûn know that whoever holds such a blade shall have a long journey ahead of them... both in the Realms - and beyond. 
{176464} But that is a tale for another time.
{176465} | SCRIPTER: Party walks to the center of the area, aurrounded by all the statues. |
{176466} {somewhat confused}So was that it then? Not what I was expecting.
{176467} | SCRIPTER: Black cloud effects begin playing around the stautes. [C]Make it so that they start staggered with a second or so delay between them. |{wary}The King of Shadows' presence still echoes loudly.
{176468} | SCRIPTER: Ammon Jerro turns to a statue. |{hissing}The statues!
{176469} | SCRIPTER: All companions turn to face outward. Have them facing around in a circle if possible. Camera shows the black cloud effects playing on the statues. |
{176470} | SCRIPTER: Camera shows a close-up of a mini-KoS coming out of a single statue. |Uh oh...
{176471} | Camera shows a close-up of a mini-KoS coming out of a single statue. |Oh my...
{176472} | SCRIPTER: Camera pulls back to see mini-KoS's emerging from all statues, surrounding the party. Only one mini-KoS per statue. |
{176473} | SCRIPTER: A large black cloud appears in the center of the room. |
{176474} | SCRIPTER: Mega-KoS stands up. |
{176475} | SCRIPTER: Mega-KoS plays a casting animation and color-shifting clouds appear at the base of the statues. |
{176476} | SCRIPTER: Beam effects connect between each of the Statue's and the Mega-KoS. |
{176477} {Horror}The King of Shadows uses the statues to empower himself.
{176478} Then the statues must be destroyed to sever his link to them.
{176479} I believe we have weakened him, so he is now relying on the statues. If we destroy the statues, he will be vulnerable to final defeat.
{176480} Don't we need the ritual powers to beat him?
{176481} Let's do it.
{176482} Why won't he just die?
{176483} {Slightly frustrated, in the middle of battle}We've done all we can to slow their advance but they're too well-shielded. 
{176484} Gerycloak Bullet
{176485} The Mere of Dead Men
{176486} You were unable to convince William to return to his wife in Highcliff. You'll have to decide what to tell Juni when you speak with her again.
{176487} {1200}Jared Widowmaker
{176488} Jacoby, the weaponsmith of Fort Locke, has agreed to work for you if you can rid the region of a bandit named Jared Widowmaker. The last known location of "The Widowmaker" has been marked on your map.
{176489} You have successfully dealt with Jared Widowmaker and his bandits. Return to Jacoby and report the good news.
{176490} Jacoby feels more secure that the fort will be safe with Jared Widowmaker gone. He has agreed to come work for you.
{176491} | Fall-through Checks |
{176492} Throne{Temp_Throne}
{176493} Corpse{RuralMCorpse12}
{176494} Corpse{RuralMCorpse13}
{176495} Corpse{RuralMCorpse14}
{176496} TileNIcicles1
{176497} TileNIcicles2
{176498} TileNRocksLava01
{176499} TileNRocksLava02
{176500} TileNRocksLava03
{176501} Weapon Proficiency (Bard)
{176502} Type of Feat: Special
Prerequisite: Bard Level 1.
Specifics: This feat allows the character to use the longsword, rapier, short sword and shortbow.
Normal: A character cannot equip a weapon he is not proficient in.
Use: All bards start with this feat but can gain other weapon proficiency as well.
{176503} RuralWFenceSkewed
{176504} CityBBlacksmith2
{176505} TileNLava
{176506} <color=Gold>Merchant's Friend</color>
{176507} <color=Gold>Blessed of Waukeen</color>
{176508} NPC_Zokan
{176509} CityMFloorProp
{176510} You have received enough experience points (xp) such that your companions are ready to level. If a character is ready to level up, a special graphic will appear over his or her portrait. You can level up Amie or Bevil by left-clicking on one of their portraits, and accessing their character screens with the Player Menu or by pressing C, and then clicking the Level Up button.

This will take you to a screen similar to the character generation process. You can choose which class to gain a level in. You will then get to distribute skill points and, as you rise higher in level, select ability score increases and new feats.

Your character is of a powerful race and as such, your character gains levels at a slower rate than your companions. When you achieve enough xp for level 2, be sure to repeat the process for your character!

Remember: When in doubt about how to level up your characters, the Recommend button will suggest a good option.
{176511} Placeholder for unspecified tutorial text.
{176512} Placeholder for unspecified tutorial text.
{176513} Placeholder for unspecified tutorial text.
{176514} Placeholder for unspecified tutorial text.
{176515} Placeholder for unspecified tutorial text.
{176516} Placeholder for unspecified tutorial text.
{176517} Placeholder for unspecified tutorial text.
{176518} RuralMCorpse10
{176519} RuralMCorpse11
{176520} 
{176521} 
{176522} Battle Caster
{176523} CityBWizardTower4
{176524} OK
{176525} STOP TUTORIAL
{176526} CityBTemple,Good2Ruined
{176527} 
{176528} Spell fizzled due to arcane spell failure!  Effective arcane spell failure: <CUSTOM0>%.  Arcane spell failure check: <CUSTOM1>%.
{176529} RuralMCorpse08
{176530} RuralMCorpse09
{176531} CityMTapestrySC
{176532} CityMTapestrySC2
{176533} CityMSigil
{176534} Door{T_SCGate1}
{176535} Door{T_SCGate2}
{176536} CityBBlacksmith2R
{176537} 
{176538} Light Blindness
{176539} Light Sensitivity
{176540} CityBMerchant1R
{176541} Door{T_SCDoor01}
{176542} Door{T_SCDoor02}
{176543} CityBWizardTower2R
{176544} Now, go and tell Georg that you've won your final event... he'll want to make his speech and award you the Cup!
{176545} Whose influence do you wish to raise?
{176546} Set trial states.
{176547} Set companion influence.
{176548} Bishop
{176549} Elanee
{176550} Khelgar
{176551} Qara
{176552} Sand
{176553} Shandra
{176554} Grobnar
{176555} Neeshka
{176556} {1011}Fihelis' Estate, L1
{176557} Leather Armor{Par Thief}
{176558} Dulahey
{176559} |Player is Female|{Hagen points at the player}There she is. She's the one who took my money.
{176560} What are you doing out here? I still hear noises inside my house!
{176561} Shove off, Dulahey! Don't recall no one puttin' ye in charge here.
{176562} I thought I heard fighting in there. And... is that blood on you?
{176563} |If player asked for reward|Here are those potions I promised you. Now, I'd better get in there and see just how bad things are.
{176564} |Player did not ask for reward|Here - take this batch of potions for your efforts. Now, I'd better get inside and see just how bad things are.
{176565} |Player is City Watch|Thank you again for keeping those thugs away from me.
{176566} |Player is City Watch|If you'll excuse me, I think I'll be closing up shop for the rest of the day. Too much excitement for one day.
{176567} |Player is Shadow Thief|You have your money! Now leave me be!
{176568} |Player is City Watch|I appreciate what you've done for me. I guess I was wrong about the Watch.
{176569} |Player is Shadow Thief|I have nothing more for you! Please leave!
{176570} {Millson}Magic Item Store - Medium
{176571} What can I do for you?
{176572} What do you have for sale?
{176573} Farewell.
{176574} {Reylene}Magic Item Store - Medium
{176575} |Fade In|
{176576} Establishing shot of Nasher on throne
{176577} OTS Door from Nasher
{176578} Two-shot Nasher and Nevalle
{176579} {1600}Blacklake District
{176580} This gnome wears an expression of deep concentration. His threadbare finery is dotted with countless flecks of paint.
{176581} This young woman is no great beauty, but she clearly considers herself to be. 
{176582} This girl wears fine clothing, though it is dirty and frequently patched. 
{176583} This girl is quite pretty, despite her dark clothing and black makup.
{176584} Collapsed in the middle of Aldanon's yard, Cormick's face is pale, and his teeth are clenched in barely-concealed agony.
{176585} This Harvest Cloak is over a decade old. It is almost certainly the same cloak won by Cormick in the Harvest Fair, years ago. Though well-worn, the cloak has been carefully mended and maintained.
{176586} Old Harvest Cloak
{176587} This man's dirty leather armor hangs loosely on him, as if it was made for a larger-framed man. He is missing most of his teeth, and his eyes cast nervously about.
{176588} This gaunt old rogue looks nervous and out of place in the opulent Blacklake ward. His eyes are small and clever, his hair unkempt and unwashed.
{176589} Sergeant Brockenburn is impeccably dressed and carries a short, solid-looking baton - a relic of a more peaceful time, decades ago.
{176590} City Watch Baton
{176591} Bluecloak
{176592} A cloak worn by the City Watch of Neverwinter.
{176593} This soldier is hugely muscled, with an earnest face and a good deal of gray creeping into his bushy hair.
{176594} Graycloak
{176595} A cloak worn by soldiers of Neverwinter.
{176596} Thin and wiry, this soldier has mischievous eyes, and the perpetual hint of a smirk on his lips.
{176597} This sour-looking fellow is dressed in the livery of the Neverwinter Academy.
{176598} This girl glares defiantly about, as if daring anyone to cross her. Her hair is dyed black as pitch, and her lips are painted blood-red.
{176599} This girl's lips are slightly parted, and her eyes wide and naive, giving her a look of perpetual confusion.
{176600} Finger of the Lame Kobold
{176601} Sholsarrath was the name of a shaman of the Skulking Dragon kobold tribe that once dwelt in the Nether Mountains. In most kobold tribes, the shaman is accorded great respect and more than a little fear, as they are thought to channel the power of the race's dragon ancestors. Sholsarrath, however, was an especially stupid and weak-willed kobold, and the tribe's war-leader simply bullied Sholsarrath into declaring that the dragon-gods had proclaimed whatever decree the chief wanted them to decree. Fed up and sickened by the chief's lack of respect, Sholsarrath resolved to have his revenge. The puny shaman made a great sacrifice to Kurtulmak, god of all kobolds, and to his amazement, the god deigned to send a demonic messenger to bargain with the kobold. The demon - a lesser imp known to the mages of the Realms as Yargulbuzul, offered Sholsarrath vast and terrible power - at a price. Sholsarrath gave up his right first finger, which the demon twisted into a ring.

When the chief came to Sholsarrath later that night and ordered the shaman to announce that the gods had proclaimed that each family of the tribe should give unto him its fairest daughter as a wife, the shaman refused. The enraged chief clubbed Sholsarrath to the floor, but to his shock the shaman rose immediately, his wounds already healing. Filled with terror at this manifestation of divine might, the chief fell to his knees and begged forgiveness. Sholsarrath acceded - on the condition that the chief proclaim that the fairest daughter of every family be given to the shaman as a bride.
{176602} Presell Store
{176603} Temar Estate
{176604} To Merchant Quarter
{176605} To Merchant Quarter
{176606} Theater on the Lake
{176607} Theater on the Lake
{176608} Academy Square
{176609} Academy Square
{176610} Crate{imps}
{176611} Something flutters about inside this crate. Stamped across the front of the crate in large, red letters are the words: "Academy Property. Danger! Do not open!"
{176612} Crypt Door
{176613} This heavy stone door bars the crypt entrance. Carved in worn letters across the front of the door is the name "Bryce."
{176614} This is a priest of Lathander. Like most Lathanderites, she is in excellent physical shape.
{176615} This is a priest of Lathander. Like most Lathanderites, he is in excellent physical shape.
{176616} You see a tall woman with a serene air about here. She has a lean, athletic build, and calluses on her hands indicate she's no stranger to the use of weapons.
{176617} To Blacklake District
{176618} To Blacklake District
{176619} This a sturdy lockbox.
{176620} This is a large, well-made chest.
{176621} The aging man has cruel, sharp features and an air of contempt for everything and everyone around him.
{176622} Though the half-elf is dressed like a merchant, the way he carries himself suggests he's no stranger to a battlefield.
{176623} This man is presumably the butler, though his powerful physique suggests that's he also a wrestler or a bodyguard.
{176624} Aldanon's Basement
{176625} Garbed in dirty leathers, this shifty-eyed human is armed with a heavy crossbow.
{176626} This half-elf's grayish skin and silvery hair betray his drow ancestry. His face is gaunt, as if he has not eaten in many days, and his eyes glint with a pale malice.
{176627} This woman's greasy hair is slicked back and tied in a lank ponytail. Her skin is grimy and spotted with angry red welts.
{176628} Aldanon's maid is a young, round-faced girl. Her features are pleasant, if not pretty.
{176629} The cook's eyes dart nervously around the basement room. Fat and well-dressed, he seems out of place in such a dank and dirty place.
{176630} Aldanon's loyal assistant is well-dressed and unflappable, even under these unpleasant circumstances.
{176631} This halfling is garbed in black and armed with vicious-looking blades.
{176632} This halfling is garbed in black and armed with a vicious-looking blade.
{176633} This halfling is garbed in black and armed with a vicious-looking blade. His head is shaved, and his scalp is mottled with grayish scabs.
{176634} Old Scab's beard is wild and unkempt, and his beady eyes glint black from beneath bushy eyebrows. He smells as if he has not washed in many, many months.
{176635} To Aldanon's House, Upstairs
{176636} This is a secure-looking chest. It looks as though someone has recently fitted it with some odd-looking devices.
{176637} Yes, yes. I'll leave when I see fit.
{176638} Lucky I caught you at the gate. Name's Brockenburn, Sergeant of the Watch for the Blacklake District.
{176639} Mph. We weren't able to locate the murderer, you see. By now, he's surely escaped the district.
{176640} Lord Nasher felt there was little point in keeping the district locked down. Just to be safe, though, I've added more Watchmen to keep an eye on things. 
{176641} | Player is Shadow Thief |To see? Blacklake is a residential community. The nobles value their privacy, and the Watch discourages sightseeing.
{176642} | If player has not done Battle of the Bards |I admit, the Theater on the Lake does attract a certain amount of attention. Lord Temar built it after the Luskan invasion... trying to win back the people's affections from Nasher, they say.
{176643} | If player is City Watch and male |I hope I haven't offended. I make a habit of meeting our more important guests... and to tell the truth, my grandson idolizes you. 
{176644} | If player is City Watch and female |I hope I haven't offended. I make a habit of meeting our more important guests... and to tell the truth, my granddaughter idolizes you. 
{176645} <He/She>'s heard how you took down Moire in the docks... the <boy/girl> won't believe <his/her> ears when I tell him I've met you.
{176646} I was also told to inform you that the lockdown on this Ward has been lifted. You're free to come and go as you please.
{176647} We've all heard how you cleaned up the docks. You need any help finding anything 'round here, I'm at your service.
{176648} | If player has already done Battle of Bards |I admit, the Theater on the Lake does attract a certain amount of attention. Lord Temar built it after the Luskan invasion... trying to win back the people's affections from Nasher, they say.
{176649} | Player is female |There's a bard performing there now... fellow by the name of Cain. My granddaughter has heard of him, though I certainly haven't. 
{176650} Only a few. You can try the Academy Square, just out front of the Archives building. You'll find a scattering of merchants there.
{176651} Best hold your nose if you're browsing their stalls. The shopkeepers serve the needs of the Academy students, so it's foul-smelling potions, eye of newt, and the like.
{176652} | Player is male |There's a bard performing there now... fellow by the name of Cain. My grandson has heard of him, though I certainly haven't. 
{176653} | Player is City Watch |Best to be careful about sightseeing. The nobles here value their privacy. A few of them have their own guards, and they've no qualms about drawing blades on us. 
{176654} Twenty years I've patrolled these streets, and I make a point to know every grudge, every love affair, every tawdry bit of gossip. Wouldn't be such a quiet ward if I didn't.
{176655} | Player is Shadow Thief |Just to be safe, I've added more Watchmen to keep an eye on suspicious folk. Nobles like their peace and quiet in this district.
{176656} Yes? The Watch is at your service.
{176657} Ah… that one. Lord Tavorick is the last of the old lords of Neverwinter. They used to rule the city, back when I first joined the Watch… before Lord Nasher came to power.
{176658} There were four of them alive until just recently... but Dalren, Hawkes, and Brennick were murdered. That's why we shut down the district, of course. But you're well aware of that business.
{176659} Hawkes was a good enough fellow… used to greet me every morning, and take a brisk walk up to the Academy and back. Good for the blood, he used to say. 
{176660} Not as such. Temar doesn't trouble himself with watch-hounds. Oh, his hired lugs are quick to order us about when he wants something done, but the man himself won't even greet us on the street.
{176661} It's down at the end of the lane, on the east side of the district. 
{176662} Not to worry, they've told me all about it. The lads are waiting for you at the estate. 
{176663} He's well! Good as new, in fact. That swamp of yours breeds tough folk.
{176664} | First meeting - player is City Watch |<FullName>? Welcome to the Blacklake District, <sir/madam>. I'm Sergeant Brockenburn, and it's a pleasure to finally meet you.
{176665} You'll find this a quieter ward than what you're used to, I think. My men are an honest lot... we take no bribes and tolerate no disorder.
{176666} | Player is City Watch |Best be careful about sightseeing. The nobles here value their privacy. A few of them have their own guards, and they've no qualms about drawing blades on us. 
{176667} | Player is Shadow Thief |To see? Blacklake is a residential community. The nobles value their privacy, and the Watch discourages sightseeing.
{176668} | If player has already done Battle of Bards |I admit, the Theater on the Lake does attract a certain amount of attention. Lord Temar built it after the Luskan invasion... trying to win back the people's affections from Nasher, they say.
{176669} | If player has not done Battle of the Bards |I admit, the Theater on the Lake does attract a certain amount of attention. Lord Temar built it after the Luskan invasion... trying to win back the people's affections from Nasher, they say.
{176670} | Player is female |There's a bard performing there nowâ€¦ fellow by the name of Cain. My granddaughter has heard of him, though I certainly haven't. 
{176671} | Player is male |There's a bard performing there nowâ€¦ fellow by the name of Cain. My grandson has heard of him, though I certainly haven't. 
{176672} Only a few. You can try the Academy Square, just out front of the Archives building. You'll find a scattering of merchants there.
{176673} Best hold your nose if you're browsing their stalls. The shopkeepers serve the needs of the Academy students, so it's foul-smelling potions, eye of newt, and the like.
{176674} | If player just set the imps free |Hells take these imps! If I get my hands on whoever set them loose...
{176675} Twenty years I've patrolled these streets, and I make a point to know every grudge, every love affair, every tawdry bit of gossip. Wouldn't be such a quiet ward if I didn't.
{176676} The healers wanted to keep him for a few more days, but Cormick up and left. Said fresh air would do him more good than the mutterings of priests.
{176677} It's the first house as you enter the district, just west of the Merchant Quarter gate.
{176678} I'd be careful, if I was thinking of paying Temar a visit. The city might be Nasher's, but on that estate, there's no law but Temar's whim. 
{176679} He's of the old blood, Temar is. His father was one of the chief lords of Neverwinter, back before Nasher rose to power. And old blood is cold blood, like the saying goes.
{176680} It's down by the old graveyard. Tavorick has himself the biggest mansion in the ward... you can't miss it.
{176681} As for Tavorick… that fellow's hardly left his house in years, save to gawk at womenfolk. Only ones who go in or out are pretty young ladies from the Mask.
{176682} Demons? I'll call out the guards... we'll see to Lord Tavorick at once!
{176683} Demons?! I'll call out the guards at once! I'll not stand for demons getting loose in my ward...
{176684} Oh, I make a habit of meeting our more important guests. Watchman's job isn't about standing on street corners, though a fair number of my fellows would tell you otherwise.
{176685} You want to keep your ward safe, you've got to keep your eyes open, and you've got to know the place... and the people... better than anyone else. 
{176686} I was also told to inform you that the lockdown on this Ward has been lifted. You're free to come and go as you please.
{176687} | Player talks to Brockenburn again and is city watch |At your service, <sir/madam>.
{176688} What's there to see around here?
{176689} | Player hasn't heard this already |Why did they lift the lockdown on the district?
{176690} Farewell.
{176691} Are there any merchants in this district?
{176692} How long have you served here?
{176693} | If player is on Cyran quest |What do you know about Cyran Tavorick?
{176694} | If player is on Cyran quest |Where is Lord Cyran's house?
{176695} | If player is on Temar quest |Have you ever met Lord Temar?
{176696} | If player is on Temar quest |Where is Lord Temar's estate?
{176697} | If player is on sting quest |Captain Brelaina told me to meet some guardsmen at an empty estate...
{176698} | If player saved Cormick |How is Cormick doing?
{176699} What's there to see around here?
{176700} Are there any merchants in this district?
{176701} How long have you served here?
{176702} | Player is on Cyran quest - after attack - Cyran alive |Lord Cyran's been attacked! It was the same demons who slew the other nobles!
{176703} | SCRIPTER: Brockenburn should run to Cyran's house and despawn. |
{176704} | Player is on Cyran quest - after attack - Cyran dead|Lord Cyran's been killed! It was the same demons who slew the other nobles!
{176705} | SCRIPTER: Brockenburn should run to Cyran's house and despawn. |
{176706} What do you want, Sergeant?
{176707} Look out! These thugs are completely mad!
{176708} May the gods bless you, my friend. You saved our lives!
{176709} The butler can fetch the wine, from now on. I'll never set foot in this basement again.
{176710} Did you see that half-drow's eyes? He promised he'd gut me like a spring goose, soon as the dwarf gave him leave.
{176711} Gods, but I have a taste for blackberry pie. Must be the near-death experience.
{176712} |Do swap|
{176713} |fade in on champ|
{176714} {DUPLICATE LINE: DO NOT RECORD}|If PC has a champion|| MICHAEL: Camera should show Lorne. |Acting on her behalf is her champion, Lorne, who will fight in her stead. 
{176715} |female PC If player is not the champion. |Is the accused or her champion here? 
{176716} | If player is the champion. |Is the accused or her champion here? 
{176717} | If Casavir and Shandra are not here |Wanna make a friend, hey? Help an imp, hey? Free my mates? Hey?
{176718} | fall-through |We'd fly! Fly and hide! Maybe steal some food. Maybe sting those wizards... the ones who locked us up! Poison sting, maybe in the eyeballs!
{176719} | fall-through |But I got free, hey? I told my mates I'd free 'em, set 'em loose, let 'em fly. Maybe make those wizards sorry, with the stinging and the stabbing!
{176720} | fall-through |Ai! Back off, back off! No touching, or there'll be biting and stinging!
{176721} Well, now that you mention it... I have accumulated some odds and ends. Folk sell me the strangest things, you know. 
{176722} I was going to pass them along to some inventor friends on Lantan, but you're welcome to have a look.
{176723} Of course. Here, have another look...
{176724} [Blessed of Waukeen] Surely you must have more exotic goods, as well...
{176725} [ Blessed of Waukeen ]Surely, you must have more exotic goods, as well...
{176726} The build and hard look of this man indicate he is employed by Temar for only one purpose - violence.
{176727} A small metal key, stolen from Assistant Kennel-keeper Jenks. According to Kiggo the Imp, this key will unlock the crates that hold his fellow imps.
{176728} | Player has Merchants Friend feat |<FullName>, isn't that right? Your name is on every tongue in the city, and each tells a more fantastic tale than the last!
{176729} Tell me... do you hail from West Harbor, perchance? A dear friend of mine lives there. His name is Daeghun, and he had a <race> ward, who'd be about your age...
{176730} Really! Why, I knew Daeghun of old, before his passions dimmed, and his wanderlust faded. We crossed paths now and then, even journeyed together for a time.
{176731} Indeed... I might do better than that. I keep a store of secret goods... I don't offer them to the students, of course, as they require a certain level of... proficiency.
{176732} But for Daeghun's ward, I am willing to make an offer... and at a discounted price.
{176733} Listen... I keep a store of secret goods. I don't offer them to the students, as they require a certain level of... proficiency.
{176734} A shame. To tell the truth, I always found Daeghun to be gloomy company. He brooded on matters best forgotten, and dismissed the joys of the moment.
{176735} For all that, he was always a true friend. But some friends are best appreciated from a distance, yes?
{176736} | Player has Merchants Friend feat |Daeghun's ward is always welcome at my shop. If you seek the exotic or the arcane, my wares will not disappoint.
{176737} | Good Option |Any friend of Daeghun's is a friend of mine. I am his foster child.
{176738} | Chaotic Option |You know my foster father? Then perhaps you'll give me a discount on your goods.
{176739} Right. That'd be me.
{176740} | Evil option |Daeghun may have raised me, but I care nothing for him.
{176741} Very well. I'd like to see these special wares.
{176742} Perhaps another time. Farewell.
{176743} I'd like to see your special stock.
{176744} Perhaps another time. Farewell.
{176745} Please, they're going to kill us!
{176746} That dwarf was mad. He was going to take me back to his lair and... and make me <i>serve</i> him.
{176747} You saved us... thank you!
{176748} Please... you must find Master Aldanon. They took him away, and they wouldn't tell us where.
{176749} If it wasn't for Harcourt, we'd have lost our minds. He stayed so calm, even when the half-elf was... cutting him.
{176750} Not now! Master Pollo is taking my likeness!
{176751} Got to stay perfectly still...
{176752} Standing perfectly still is awfully hard work.
{176753} Shh! You'll distract him! Go away!
{176754} I wonder if he's going to pay me. He did say that "great art is its own reward."
{176755} Private Guard
{176756} Benny
{176757} {To Par's House}
{176758} 14_wp_grob_intro
{176759} {To Neverwinter City}
{176760} 10_cw_alley_transition
{176761} 10_tr_st_guard1
{176762} 10_tr_st_ambush1
{176763} 10_tr_st_fire1
{176764} 10_tr_cw_bribe1
{176765} 10_tr_cw_post1
{176766} 10_tr_cw_fire1
{176767} 10_tr_cw_wagon
{176768} {1012}Fihelis' Estate, L2
{176769} This is Lewy Jons' prize hog, now deceased.
{176770} This is Lazlo Buckman, a member of West Harbor's militia.
{176771} It appears that Lewy Jons has entered his last pig contest.
{176772} Ward Mossfeld is a large, hulking brute of a man. Ward, along with his brothers Wyl and Webb, are the town bullies. However, as members of the miltia they serve capably and have proven their loyalty to West Harbor over the years.
{176773} Webb Mossfeld, along with his brothers Ward and Wyl, are the town bullies. However, as members of the miltia they serve capably and have proven their loyalty to West Harbor over the years.
{176774} Wyl Mossfeld, along with his brother Ward and Webb, are the town bullies. However, as members of the miltia they serve capably and have proven their loyalty to West Harbor over the years.
{176775} This is a resident of West Harbor. West Harbor villagers are commonly called Harbormen, and are well known for their toughness, tenacity, and practicality.
{176776} Georg Redfell leads and trains the West Harbor militia. A fit and active middle-aged man, Georg takes the defense of the village very seriously given inherent dangers of the Mere of Dead Men. Georg is also quite a teller of tales, though the vast majority of them leave reason and sense behind once Georg gets into the story.
{176777} This is a resident of West Harbor and a member of the village's militia.
{176778} Tarmas has lived in West Harbor for only a year or two, and is avoided by most of the villagers. He lacks subtlety in his dealings with others, apparently channeling it all into his research. Though Tarmas is quick to dismiss others, he has a grudging admiration for the swamp dwelling villagers and does what he can to protect West Harbor.
{176779} Brother Merring is a relative newcomer to West Harbor. Though Harbormen have shown little interest in his teachings of Lathander, Brother Merring is well-liked. Merring's healing abilities are put to frequent use in West Harbor as Harbormen have a tendency to accumulate a dizzying array of injuries.
{176780} Ian Harman has never been one of the braver residents of West Harbor, and you were quite surprised when he joined the militia. He's obviously having second thoughts about fighting though.
{176781} A Harborman injured in the attack and under the care of Brother Merring.
{176782} Pitney Lannon is a brave and stubborn fighter. He's been a good fit for the militia.
{176783} This pig appears to be remarkably unaffected by the chaos surrounding it.
{176784} This is a home that has been put to the torch.
{176785} Pierson is an average looking man in his late 30's. He's always been somewhat of a recluse, and worries constantly about thieves breaking into this house.
{176786} This young boy has a mischievous and stubborn look about him.
{176787} This young girl looks frightened.
{176788} Retta Starling is the head of the Starling clan, which includes Bevil. She's suffered through many losses in her time, but is a prototypical Harborman who avoids dwelling on personal tragedies.
{176789} This dog looks as though its loyalties lie with the most recent person to have fed it.
{176790} This sturdy dog has a look of stubborness about it.
{176791} There's a certain nobility in the way this dog carries itself.
{176792} This young boy looks frightened.
{176793} Swamp beetles are commonly seen in the Mere of Dead Men. They feed off carrion and decaying vegetation. Swamp Beetles are not generally aggressive unless their feeding is interrupted.
{176794} Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit. The lizardfolk around West Harbor are weaker than the rest of their kind, and are often referred to as lizardlings.
{176795} This is a small, shiny sliver of metal resulting from a large explosion that occurred in West Harbor.
{176796} Moss given from Brother Merring to heal wounded militiamen.
{176797} Gray dwarves, also know as Duerger, are dark skinned dwarves who live beneath the surface of Faerûn. They are surprisingly strong and vicious killers.
{176798} This is a resident of West Harbor.
{176799} | JOHN: If you click on these guys and they are not healed. |Please... <FirstName>... help me. Took a blade in the gut, now... now there's blood everywhere. 
{176800} | Set global for needing moss for healing to 1 |Tried... tried to fight them all... but there was too many to stop.
{176801} | SCRIPTER: Have Merring's herbs, checked via global. |Merring gave me these herbs to staunch the bleeding. 
{176802} | Priest |I can use my faith to mend your wounds, Pitney... I think I can staunch the bleeding without expending a full spell.
{176803} Hold on, Pitney - let me go find Brother Merring, he may help.
{176804} | Druid |I can use my ties to nature to mend your wounds, Pitney... I think I can staunch the bleeding without expending a full spell.
{176805} | SCRIPTER: Have Merring's herbs, checked via global. |Ward - listen. Merring gave me these herbs to staunch the bleeding. 
{176806} | Priest |I can use my faith to mend your wounds, Ward... I think I can staunch the bleeding without expending a full spell.
{176807} Hold on, Ward - let me go find Brother Merring, he may help.
{176808} | Druid |I can use my ties to nature to mend your wounds, Ward... I think I can staunch the bleeding without expending a full spell.
{176809} | Healed Wyl |Yes, and I was able to heal him - he's back in the fighting.
{176810} {Edario}Armor Store - Low
{176811} This Harborman looks severely injured.
{176812} This is a bladeling.
{176813} The refugee's worn clothing and haggard appearance suggest a hard life.
{176814} Skeleton Rib
{176815} This is a perfect rib-bone from an animated skeleton.

Requirement: Craft Alchemy 4 ranks
Yields: Faint Earth Essence
{176816} Gold Pile
{176817} Dogs are one of humankind's most common pets, kept as pets, guardians, and hunting companions.
{176818} The man has a crazed, fanatical expression. What's more, there's an aura of darkness and evil surrounding him.
{176819} |Fade Down|
{176820} |Replace Barn|
{176821} |Fade Up|
{176822} [You find a scrap of parchment on the lizardfolk's corpse. Though crude, you believe you have found a map to the main lizardfolk lair]
{176823} tiki_light01
{176824} {1321}Sword Mountains
{176825} Establishing shot of Olov
{176826} Close on Olov
{176827} long shot of olov and the party
{176828} Go directly to the Vale of Merdelain.
{176829} To World Map
{176830} To Crossroad Keep Courtyard
{176831} Head of the Lame Kobold
{176832} After narrowly avoiding a grisly death in an attempted coup, the kobold warlock Sholsarrath the Lame (so named because he traded his finger and his foot to a demon for his power) resolved to do a better job keeping his tribe content and well-fed. To the kobold way of thinking, that meant raids on the local farmsteads. Lots of raids on the local farmsteads. With the old chief's aid, Sholsarrath whipped the Skulking Dragon tribe into a well-honed fighting machine and set about their plunder. The tribe quickly became feared and reviled throughout the nearby communitiesâ€”so much so that a band of adventurers passing through the region resolved to end the kobold menace. Five heroes rode out from the village of Houndstown, and in short order they found tracks leading to the kobold camp.

The warriors of the Skulking Dragon might have been a nightmare plague to the homesteaders in the region, but against a well-trained adventuring band, they were little more than pests. As his finest warriors were slaughtered by the bucket-load, Sholsarrath called upon the demon Yargulbuzul one last time and demanded to be carried away from disaster. The imp made a great show of explaining how difficult that would be, but he demanded a final price, greater than any he had asked before. Sholsarrath agreed frantically, and Yargulbuzul said that he required the warlock's head. Never the brightest kobold in the world, Sholsarrath agreed, and just as the adventurers burst into the shaman's sanctum, they were treated to the peculiar sight of the imp lopping off the kobold shaman's head and laughing as he carried Sholsarrath's soul off to the Abyss.
{176833} Special Edition Store 2
{176834} Fence {Wood, Skewed}
{176835} The young half-elf woman appears to be a ranger. Her expression indicates total boredom.
{176836} The man seems like your typical tavern owner - friendly, out-going, and all-too-eager to talk about ever rumor in town.
{176837} The loud, obese man has an air of self-importance. He's dressed like a hunter, but his gear seems little-used.
{176838} This citizen looks slightly drunk.
{176839} Tavern Patron{1}
{176840} Tavern Patron{2}
{176841} The woman appears to a miner. Her face is hard, but there's worry in her eyes, and she keeps glancing towards the toward as if she's waiting for someone.
{176842} This is one of Port Llast's citizens.
{176843} The waitress ignores you as she rushes to attend to the other tavern patrons.
{176844} Haeromos Trigger
{176845} A bucket dangles at the end of this rope, which has been lowered from Ember's well, above.
{176846} Its timbers warped by years in the moist well, this thick old door gives no clue as to who may have placed it here, or what lies beyond it...
{176847} [Failure] No, and nothing you say will convince me otherwise.
{176848} That's all I needed to know. Thanks for your help, Alaine.
{176849} Huh? What are you talking about? Anyway, all the harm's already been done.
{176850} Farewell... for now.
{176851} The murderers are still loose, and you're a "witness." Do you understand <i>now?</i>
{176852} [Failure] No, and nothing you say will convince me otherwise.
{176853} Mph. Happens that I do, though I don't usually advertise. Here, have yourself a look.
{176854} I take it you don't believe him?
{176855} Tell me about this Elgun.
{176856} [Blessed of Waukeen] Do you carry any... unusual items?
{176857} [Blessed of Waukeen] I'd like to see your more exotic items.
{176858} Short fur covers this lean, feral humanoid. It has sharp claws and a wolflike muzzle.
{176859} Forest
{176860} The scowling gnome exudes contempt for his three companions.
{176861} The quiet young woman would be pretty were it not for the almost feral glint in her eyes.
{176862} The elf is edgy, fingering her weapons as if she can't wait for a fight to start.
{176863} Despite his burly build, the dwarf moves with grace and agility.
{176864} Wendersnaven
{176865} Rival Party Encounter
{176866} Solace Glade
{176867} Pixie Ambush Encounter
{176868} Great Hunt Encounter
{176869} Skymirror
{176870} Maiden's Glade
{176871} Sydney Encounter
{176872} Elanee Cutscene
{176873} Give me the Glowstone!
{176874} Take me to the Rival Party encounter.
{176875} Exit to Hills
{176876} Escape Tunnel Entrance
{176877} Greycloak Battle
{176878} Shadow Reaver Encounter
{176879} Qara and the Elemental
{176880} Escape Tunnel Entrance
{176881} To World Map
{176882} |Combat still going|Not now, Captain!
{176883} Thanks for the help, Captain. We'll see you back at the Keep.
{176884} |Combat|Watch out!
{176885} It was an honor to fight beside you, Captain.
{176886} Jump to Greycloak Battle.
{176887} Riverguard Keep Statue of Purification.
{176888} Gem Mines (and set up for final cutscene).
{176889} {2410}Illefarn Ruins
{176890} You see an orc with a mad gleam in his eye. He seems to be conversing constantly himself.
{176891} The tall, powerfully built half-orc has cruelty and arrogance etched into his features. The orcs around him seem awed and fearful of his presence.
{176892} Orc Camp
{176893} Orc Camp
{176894} Temple of Seasons
{176895} Temple of Seasons
{176896} Gem Mines
{176897} Gem Mines
{176898} Riverguard Keep
{176899} Riverguard Keep
{176900} Song Portal
{176901} Song Portal
{176902} The statue is of an elven maiden. The faintest hint of a song seems to emanate from the statue, fading in and out at the edges of hearing.
{176903} {2421}Riverguard Keep: Top Floor
{176904} {2421}Chest
{176905} {2422}Riverguard Keep: Middle Floor
{176906} {2423}Riverguard Keep: Bottom Floor
{176907} Statue of Purification
{176908} To Illefarn Ruins
{176909} To Illefarn Ruins
{176910} On top of this illuminated pedestal rests a book, perfectly preserved through the ages.
{176911} The lockbox is ancient, and centuries of dust coat its surface.
{176912} The statue represents a half-elven bard. He must have been someone of great importance.
{176913} Rocks {Lava 01}
{176914} Rocks {Lava 02}
{176915} Rocks {Lava 03}
{176916} Rocks {Floor Lava}
{176917} Icicles 2
{176918} The creature is humanoid in shape, but most of the flesh has been burned away from its skull. Its eyes are nothing more than deep pools of shadow, and a fell light seems to emanate from beneath the charred, tattered robes it wears.
{176919} You a shadow priest, one of the many fanatical followers of the King of Shadows.
{176920} This statue has been shattered into uselessness. Any power it once had is forever lost.
{176921} Jump to Pixie Ambush.
{176922} Jump to Great Hunt.
{176923} Take me to CK (post-2600)
{176924} Go to CK but a different waypoint
{176925} [Do not cross.]
{176926} Ceremonial Sword of Neverwinter
{176927} This beautifully decorated sword, made of shining alchemical silver, can trace its original design back to the founding of Neverwinter, when Lord Halueth Never crafted blades identical to this one for his nine original knights.  Swords such as these are given to those soon to be dubbed knights of Neverwinter. The knights-to-be present the sword to their lord, who then uses the sword to knight them. Then these ceremonial swords are generally hung upon the wall as a trophy or badge of rank. Despite its ornamental purpose, the sword obviously bears some enchantment.
{176928} Neverwinter Knight's Cloak
{176929} This cloak was granted to you as a symbol of knighthood. It was crafted by some of the finest mages and weavers of Neverwinter. Beyond just mere magical protection, this cloak is a symbol of prestige.
{176930} Invader WP
{176931} Nevalle Jump
{176932} PC Jump
{176933} Tomb Attack Trigger
{176934} | SCRIPTER: Roll credits with denouement. |
{176935} Siege Tower Standard Encounter
{176936} |SCRIPTER: another angle of transformation|
{176937} Greycloak Mage
{176938} The Siege of Crossroad Keep
{176939} Blacksmith {2 - TINT}
{176940} Siegetower 1
{176941} Siegetower 4
{176942} Siegetower 6
{176943} Siegetower 2
{176944} Siegetower 5
{176945} Siegetower 3
{176946} Ruins of Arvahn
{176947} {2300}Crossroad Keep
{176948} {2100}Crossroad Keep
{176949} Shadow Reaver Camp
{176950} Bonegnasher Clan
{176951} A Road
{176952} Road to Highcliff
{176953} Githyanki Base
{176954} Neverwinter Wood
{176955} {3500}The Siege Begins
{176956} The King of Shadows has launched its attack upon the keep in earnest. With the walls already under siege, you must lead your men and destroy the siege towers. 
{176957} {3500}Destroy the Bridges
{176958} You have destroyed a small force of undead protecting vampire coffins and supplies carried across the river. This will definitely be a setback for the King of Shadows' forces.
{176959} With Daeghun's help, you have destroyed the bridges and defeated the advance troops dispatched by the King of Shadows. Unfortuantely, Black Garius left before you could deal with him. His ability to strengthen ordinary undead may prove to be problematic in the near future.
{176960} You killed all the Fire Giants in the main camp, but decided to kill the Luskan agents rather than set them free.
{176961} {1200}Disturbance at Par's House
{176962} You met a man in Highcliff named Par who believes there may be thieves ransacking his home. He asked you to investigate, and you agreed. Par's home is located not far from where Par is standing.
{176963} You met a man in Highcliff named Par who believes there may be thieves ransacking his home. He asked you to investigate, and you agreed to do so in exchange for a batch of Par's potions. Par's home is located not far from where Par is standing.
{176964} {CITY WATCH}You have successfully dealt with the burglars in Par's home. Another crime has been solved by the City Watch.
{176965} Par was correct - a group of sailors was in the process of looting the home when you entered. Unfortunately for them, they chose to attack you and were wiped out to the last man. Return to Par and let him know what occurred.
{176966} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Ammon Jerro. We have tried to include the scripter for each voice chat for easy identification. |
{176967} | Attack |Let our enemies fall before us. 
{176968} | Battlecry 1 |{Contempt}This shall not last long. 
{176969} | Battlecry 2 |From fire they are born, to fire they shall go. 
{176970} | Battlecry 3 |I think these ones deserve a taste of the hells. 
{176971} | Heal Me |I require healing.
{176972} | Help |I need help over here. 
{176973} | Enemies Sighted |It seems our foes our limitless. 
{176974} | Flee |We must retreat. 
{176975} | Taunt |{Taunt, contempt}Pathetic. 
{176976} | Guard Me |Shield me!
{176977} | Hold |Everyone, stand your ground. 
{176978} | Attack Grunt 1 |
{176979} | Attack Grunt 2 |
{176980} | Attack Grunt 3 |
{176981} | Pain Grunt 1 |
{176982} | Pain Grunt 2 |
{176983} | Pain Grunt 3 |
{176984} | Near death |{A little weak, imperious guard goes down}My power is diminishing. 
{176985} | Death |I am no more.    
{176986} | Poisoned |{Irritated}I am poisoned, I need to be cured. 
{176987} | Spell Failed |My spell failed. 
{176988} | Weapon Ineffective |I am not harming this one. 
{176989} | Follow Me |All of you, follow me. 
{176990} | Look Here |I have discovered something here. 
{176991} | Group Party |Everyone, circle me. 
{176992} | Move Over |Out of my way. 
{176993} | Pick Lock |This lock needs to be picked. 
{176994} | Search for Secrets |We should watch for any secrets to reveal themselves. 
{176995} | Go stealthy |We should use the shadows to cloak us - we need to remain hidden. 
{176996} | Can do |I can do that. 
{176997} | Cannot do |I cannot do that. 
{176998} | Task Complete |It is done. 
{176999} | Encumbered |{Slight irritation}I am carrying too much to move. 
{177000} | Selected |What is it?
{177001} | Hello |{Level, slight nod}Welcome. 
{177002} | Yes |Yes.
{177003} | No |No.
{177004} | Stop |We need to stop for a moment. 
{177005} | Rest |We should rest. 
{177006} | Bored |{Bored, irritated, impatient}Why we waste time here is not known to me. 
{177007} | Goodbye |Farewell. 
{177008} | Thank you |Thank you.
{177009} | Laugh |
{177010} | Cuss |Filthy hellspawn. 
{177011} | Cheer |Ha! We shall triumph yet! 
{177012} | Something to say |I need to speak with you at once. 
{177013} | Good idea |{Slightly impressed}Good idea.
{177014} | Bad idea |{Slight disdain}I think that is a poor idea. 
{177015} | Threaten |{Cold}Perhaps you need a taste of the hells to teach you your place. 
{177016} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Bishop. We have tried to include the scripter for each voice chat for easy identification. |
{177017} | Attack |{Cold, but eager}Let's attack.  
{177018} | Battlecry 1 |{Disdain}Let's kill these fools. 
{177019} | Battlecry 2 |{Irritated}About time we got to killing. 
{177020} | Battlecry 3 |Let's end this. 
{177021} | Heal Me |Somebody needs to tend my wounds. Now. 
{177022} | Help |I need a hand, get over here!
{177023} | Enemies Sighted |And looks like we have more lambs to the slaughter.
{177024} | Flee |Enough of this, let's get out of here!
{177025} | Taunt |{Taunting}Well now, I can't tell if that's your face or your behind, but in a moment, it won't matter. 
{177026} | Guard Me |Someone cover me.  
{177027} | Hold |Everyone - stop where you are. 
{177028} | Attack Grunt 1 |
{177029} | Attack Grunt 2 |
{177030} | Attack Grunt 3 |
{177031} | Pain Grunt 1 |
{177032} | Pain Grunt 2 |
{177033} | Pain Grunt 3 |
{177034} | Near Death |{Not frightened, just irritated}I'm losing blood over here!
{177035} | Death |{Defiant, last words as he dies}I'll see you all in the hells. 
{177036} | Poisoned |Been poisoned.
{177037} | Spell Failed |{Irritated}Spell went bad. 
{177038} | Weapon Ineffective |{Irritated, frustrated}My weapon isn't doing anything!
{177039} | Follow Me |Follow me. 
{177040} | Look Here |Now, now - look at this.
{177041} | Group Party |Everyone gather up - we need to regroup. 
{177042} | Move Over |Out of the way already. 
{177043} | Pick Lock |This lock needs to be dealt with.
{177044} | Search for Secrets |Everyone, search the area - there may be secrets nearby. 
{177045} | Go Stealthy |Take cover - we need to stay hidden. 
{177046} | Can Do |Done.
{177047} | Cannot Do |I can't do that, ask someone else. 
{177048} | Task Complete |All wrapped up here.
{177049} | Encumbered |I'd move if I didn't have all this crap weighing me down. 
{177050} | Selected |Yeah?
{177051} | Hello |Welcome. Try to keep up. 
{177052} | Yes |Yeah. 
{177053} | No |Uh-uh.
{177054} | Stop |Hold on. 
{177055} | Rest |About time to rest. 
{177056} | Bored |{Bored}This is as boring as watching mold grow. 
{177057} | Farewell |See you later - if you survive. 
{177058} | Thank you |{Gruff, but means it}Thanks.
{177059} | Laugh |
{177060} | Cuss |Luskan-bred bastard.  
{177061} | Cheer |{Cruel}Ha! 
{177062} | Something to Say |About time we talked, I think. 
{177063} | Good Idea |Good idea. 
{177064} | Bad Idea |{Dismissive}I don't think that's wise, but go ahead anyway. 
{177065} | Threaten |{Cold, Low}Keep irritating me, and they won't find all the pieces of your body. 
{177066} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Casavir. We have tried to include the scripter for each voice chat for easy identification. |
{177067} | Attack |Attack! 
{177068} | Battlecry 1 |These enemies will not stand against us for long. 
{177069} | Battlecry 2 |Let us settle this. 
{177070} | Battlecry 3 |I'll handle this one.  
{177071} | Heal Me |I need healing.
{177072} | Help |I need assistance. 
{177073} | Enemies Sighted |It seems enemies have arrived.
{177074} | Flee |{Firm, matter of fact}We need to retreat. 
{177075} | Taunt |{Taunt, but not arrogant}What, you think you're no match for us? Come, let us prove it.
{177076} | Guard Me |I need an extra shield to guard me. 
{177077} | Hold |Hold a moment. 
{177078} | Attack Grunt 1 |
{177079} | Attack Grunt 2 |
{177080} | Attack Grunt 3 |
{177081} | Pain Grunt 1 |
{177082} | Pain Grunt 2 |
{177083} | Pain Grunt 3 |
{177084} | Near Death |{Struggling, wounded}Can't... hold on... much longer.
{177085} | Death |{Dying, saddened}I have failed you.
{177086} | Poisoned |{Wincing}Enhh... poison. 
{177087} | Spell Failed |Spell failed! 
{177088} | Weapon Ineffective |I can't harm this one!
{177089} | Follow Me |Follow me.  
{177090} | Look Here |There's something here. 
{177091} | Group Party |Everyone, rally together. 
{177092} | Move Over |Pardon me, I need to get by. 
{177093} | Pick Lock |This needs to be unlocked. 
{177094} | Search for Secrets |We should be especially mindful of our surroundings. 
{177095} | Go Stealthy |We should conceal ourselves. 
{177096} | Can Do |I can do that. 
{177097} | Cannot Do |I cannot do that. 
{177098} | Task Complete |Done, as requested. 
{177099} | Encumbered |{Slight strain}I cannot move carrying this heavy load. 
{177100} | Selected |Yes?
{177101} | Hello |Well met. 
{177102} | Yes |Yes.
{177103} | No |I think not.  
{177104} | Stop |We need to stop. 
{177105} | Rest |Sleep would be welcome to recover our strength. 
{177106} | Bored |Our enemies gather strength while we wait here. 
{177107} | Goodbye |Farewell. 
{177108} | Thank you |Thank you.
{177109} | Laugh |
{177110} | Cuss |Betrayer!   
{177111} | Cheer |Victory! 
{177112} | Something to Say |We should speak. 
{177113} | Good Idea |That's a good idea. 
{177114} | Bad Idea |I do not think that is wise. 
{177115} | Threaten |Unless you wish to feel the wrath of a paladin, then I suggest you move on. 
{177116} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Elanee. We have tried to include the scripter for each voice chat for easy identification. |
{177117} | Attack |Let us press the attack. 
{177118} | Battlecry 1 |Nature will have its say.
{177119} | Battlecry 2 |For Merdelain and all within it. 
{177120} | Battlecry 3 |The land is against you. 
{177121} | Heal Me |I'm badly wounded... I need some healing. 
{177122} | Help |I need assistance. 
{177123} | Enemies Sighted |{Quiet}Enemies are near. 
{177124} | Flee |We need to retreat. 
{177125} | Taunt |Perhaps you don't realize nature itself is against you... but you will. 
{177126} | Guard Me |I need someone to shield me. 
{177127} | Hold |Nobody move.
{177128} | Attack Grunt 1 |
{177129} | Attack Grunt 2 |
{177130} | Attack Grunt 3 |
{177131} | Pain Grunt 1 |
{177132} | Pain Grunt 2 |
{177133} | Pain Grunt 3 |
{177134} | Near Death |{Wincing}Can't... hold out for long...
{177135} | Death |{Dying}No....!
{177136} | Poisoned |Been poisoned... it's running through my system...
{177137} | Spell Failed |{Slight frustration}Spell failed!
{177138} | Weapon Ineffective |This creature is resisting my attacks. 
{177139} | Follow Me |Everyone, follow me.  
{177140} | Look here |This merits a look, I think. 
{177141} | Group Party |We should all regroup. 
{177142} | Move Over |Excuse me, I need to get by. 
{177143} | Pick Lock |Can someone deal with this lock? 
{177144} | Search for secrets |We should be especially watchful - there may be secrets nearby.  
{177145} | Go stealthy |We should blend into our surroundings. 
{177146} | Can do |Of course. 
{177147} | Cannot do |I'm afraid I can't do that. 
{177148} | Task Complete |Done. 
{177149} | Encumbered |{Grunts with exertion}I am carrying too much to move.
{177150} | Selected |{Keep this neutral, going to hear it hundreds of times}I am listening. 
{177151} | Hello |Well met. 
{177152} | Yes |{Nods}Yes.
{177153} | No |{Shakes head}No.
{177154} | Stop |Hold on a moment. 
{177155} | Rest |I could use some rest. 
{177156} | Bored |{Slight urgency, restless}We really must be moving on. 
{177157} | Farewell |Farewell until we meet again.  
{177158} | Thank you |{Gracious}I am grateful – thank you.
{177159} | Laugh |
{177160} | Cuss |By the shadows of Merdelain!
{177161} | Cheer |{Cheer}We did it!
{177162} | Something to Say |It is important I speak with you.
{177163} | Good Idea |{Acknowledging}Agreed.
{177164} | Bad Idea |{Wary}I don't think we should do that. 
{177165} | Threaten |Do you know what it's like to be prey? You will. 
{177166} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Grobnar. We have tried to include the scripter for each voice chat for easy identification. |
{177167} | Attack |{Eager}Everyone ready? Then let's attack! 
{177168} | Battlecry 1 |{Childishly Eager}Here I come! Ready or not!
{177169} | Battlecry 2 |{Eager}All right, battle, get ready to meet Grobnar!
{177170} | Battlecry 3 |{Deadly serious despite saying something stupid}Hope you're ready for the fighting fury of Grobnar Gnomehands. 
{177171} | Heal Me |{Wounded, needs help}I am sorry, but I am bleeding all over the place. Could I get some healing?
{177172} | Help |{Apologetic, despite being in trouble}I think I need some assistance, if anyone could spare the time. 
{177173} | Enemies Sighted |{Loudly}Look! Enemies!
{177174} | Flee |Everyone out of here! Quick quick quick!
{177175} | Taunt |{Fumbling for an insult}Uh... you look rather not smart – but imagine it said in a very taunting, insulting way. 
{177176} | Guard Me |I could use some guarding. Anyone? Guarding? 
{177177} | Hold |We should hold here for a moment. 
{177178} | Attack Grunt 1 |Ha!
{177179} | Attack Grunt 2 |Take this!
{177180} | Attack Grunt 3 |And this!
{177181} | Pain Grunt 1 |Ouch! 
{177182} | Pain Grunt 2 |Ergh! 
{177183} | Pain Grunt 3 |Yipe!
{177184} | Near Death |{Apologetic, wounded}I don't mean to be difficult, but I think I'm going to die if I keep bleeding at this rate. 
{177185} | Death |{Surprising}Oh! That's it for me again.  
{177186} | Poisoned |{Curious}I seem to have a deadly poison running through my system. How did that happen?
{177187} | Spell Failed |Oh! I'm sorry, my spell failed. 
{177188} | Weapon Ineffective |I'm attacking with all my might, but it's doing nothing, more so than usual!
{177189} | Follow Me |{Eager}Everyone, follow me! 
{177190} | Look Here |Oh! I found something interesting, whatever it is! Look here!
{177191} | Group Party |Everyone gather together, I'd like to sing a tune. 
{177192} | Move Over |I am so sorry, just need to squeeze by here. 
{177193} | Pick Lock |This is a rather stubborn lock. Looks to me like it needs a good picking. Or kicking.  
{177194} | Search for Secrets |Oh! Everyone keep an eye out - there may be something to find hereabouts. 
{177195} | Go Stealthy |I think we should stick to the shadows.
{177196} | Can Do |{Eager}Of course, I can do that. 
{177197} | Cannot Do |{Sad}Oh, I am sorry, I can't. 
{177198} | Task Complete |{Cheery, not bragging}All done, courtesy of Grobnar Gnomehands.
{177199} | Encumbered |{Straining}I... I am <i>trying</i> to move, but I think I've gained too much weight to do so. 
{177200} | Selected |Me?
{177201} | Hello |{A little too enthusiastic}Hi! I'm Grobnar Gnomehands! 
{177202} | Yes |{Nods}Oh, yes. 
{177203} | No |{Shakes head}Oh, no. 
{177204} | Stop |Everyone stop what they're doing! Please!
{177205} | Rest |Can we take a nap? I'd like to dream a bit. 
{177206} | Bored |Oh, well, perhaps I should start composing a new song while we wait. 
{177207} | Farewell |I shall see you soon, I hope. Farewell. 
{177208} | Thank You |I, Grobnar Gnomehands, thank you with all my heart.
{177209} | Laugh |
{177210} | Cuss |{Delivers insults as if reciting them}Dirt-wallowing ogre lover. 
{177211} | Cheer |Yay!
{177212} | Something to Say |Pardon me, but there's something I need to say. 
{177213} | Good Idea |Good idea! Well done!
{177214} | Bad Idea |{Wary}I don't think that's a good idea. 
{177215} | Threaten |{Tries to be menacing}Unless you want the kind of trouble a Gnomehands can cause, I suggest you stop what you're doing right now. 
{177216} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Khelgar. We have tried to include the scripter for each voice chat for easy identification. |
{177217} | Attack Response |{Eager, low in throat}Let's get 'em. 
{177218} | Battlecry 1 |{Eager}Ha! To battle!
{177219} | Battlecry 2 |Let's see what they're made of.
{177220} | Battlecry 3 |Time for a little fun. 
{177221} | Heal Me |{Grunts}Could use a healing potion here.  
{177222} | Help |Could use a hand here.
{177223} | Enemies Sighted |{Eager, almost pleased}Looks like we have company.
{177224} | Flee |I think we need to fall back. 
{177225} | Taunt |That all you got?
{177226} | Guard Me |Somebody watch my back. 
{177227} | Hold |Let's stay here for a moment. 
{177228} | Attack Grunt 1 |
{177229} | Attack Grunt 2 |Ha!
{177230} | Attack Grunt 3 |Take that!
{177231} | Pain Grunt 1 |Enh!
{177232} | Pain Grunt 2 |Unh!
{177233} | Pain Grunt 3 |Errrh!
{177234} | Near Death |{Badly wounded}On my last stumpy legs here.
{177235} | Death |That's it for me...
{177236} | Poisoned |Unh... poisoned. 
{177237} | Spell Failed |Damn effect didn't go off.
{177238} | Weapon Ineffective |{Frustrated}My weapon's not doing anything!
{177239} | Follow me |Follow me. 
{177240} | Look Here |Look at this.
{177241} | Group Party |Everyone gather up. 
{177242} | Move over |Out of the way, coming through.
{177243} | Pick Lock |{Grunts}Stupid lock needs to be picked. 
{177244} | Search for Secrets |We should take a good look around this area. 
{177245} | Go stealthy |Everyone, take cover and stay hidden. 
{177246} | Can do |All right.
{177247} | Cannot Do |I can't do that.
{177248} | Task Complete |All done.
{177249} | Encumbered |{Grunts, like lifting heavy load}A little weighed down at the moment...
{177250} | Selected |{Keep this neutral, going to hear this a hundred times}Yeah?
{177251} | Hello |Well met.
{177252} | Yes |Yes.
{177253} | No |No, no, no.
{177254} | Stop |Everybody stop.
{177255} | Rest |I need to rest. 
{177256} | Bored |{Impatient, grumbling}When are we going to get to some fighting. 
{177257} | Goodbye |I'll be back when you need me.
{177258} | Thank you |Thanks, much appreciated. 
{177259} | Laugh |
{177260} | Cuss |By Tyr's right buttock!
{177261} | Cheer |Ha-ha!
{177262} | Something to say |There's something I need to tell you. 
{177263} | Good idea |{Good idea}Not a bad idea.
{177264} | Bad idea |Now that's a bad idea.
{177265} | Threaten |{Warning}Don't make me angry now.
{177266} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Neeshka. We have tried to include the scripter for each voice chat for easy identification. |
{177267} | Attack |{Slight eager}Who's for a fight? Come on!  
{177268} | Battlecry 1 |ITMll take care of this.
{177269} | Battlecry 2 |Give me a moment, and thisTMll all be over.
{177270} | Battlecry 3 |I think we've had enough of this one. 
{177271} | Heal Me |{Hurt}Excuse me - I need some healing. Now.   
{177272} | Help |Need help over here!
{177273} | Enemies Sighted |{A little quiet, sinister}Well, look who showed up.
{177274} | Flee |{Whispering, confidential}Time to get out of here. 
{177275} | Taunt |Mess with me, and you'll get the horns.  
{177276} | Guard Me |I need someone to shield me. 
{177277} | Hold |Everybody, stay where you are. 
{177278} | Attack Grunt 1 |
{177279} | Attack Grunt 2 |
{177280} | Attack Grunt 3 |
{177281} | Pain Grunt 1 |
{177282} | Pain Grunt 2 |
{177283} | Pain Grunt 3 |
{177284} | Near Death |Not going to last much longer...
{177285} | Death |That's it for me... sorry...
{177286} | Poisoned |Got poison running through me...
{177287} | Spell Failed |{Frustrated}Enh! My spell failed!
{177288} | Weapon Ineffective |I'm attacking, but it's not doing anything!
{177289} | Follow Me |Everybody, follow me!
{177290} | Look Here |Hey, I think we should search the area for anything interesting. 
{177291} | Group Party |We're too scattered, everyone form up. 
{177292} | Move Over |Excuse me, pardon me - let me by.
{177293} | Pick Lock |Well, well, well - looks like this lock needs some special attention. 
{177294} | Search for Secrets |{Whispering}I think we should keep our eyes out for secrets. 
{177295} | Go stealthy |I think we all should lay low for a bit. 
{177296} | Can do |{Pleased}Sure, I can do that!
{177297} | Cannot do |{Sorry to let player down}No, sorry, I can't do that.  
{177298} | Task complete |{Eager, pleased}All done!
{177299} | Encumbered |{Slight strain}Uh... enh... canTMt move, carrying too much stuff. 
{177300} | Selected |{Cheerful, but keep it neutral}How can I help?
{177301} | Hello |{Cheerful}Hey there!
{177302} | Yes |{Nods}Yes. 
{177303} | No |{Shakes head}No.
{177304} | Stop |We need to stop.
{177305} | Rest |Phew. Can we rest? 
{177306} | Bored |{Bored}Do you mind if I look around if we're just going to stand here?
{177307} | Goodbye |{Disappointed}See you, it's been fun.  
{177308} | Thank you |{Pleased}Thanks!
{177309} | Laugh |
{177310} | Cuss |Hells hells hells! {Beat}Was that all right?
{177311} | Cheer |Yay!
{177312} | Something to Say |I need to talk to you for a second.
{177313} | Good Idea |{Cheerful}Good idea!
{177314} | Bad Idea |{Wary}I don't think that's wise. 
{177315} | Threaten |Looks to me like someone in need of a stabbing.   
{177316} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic female player #1. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets female characters can use, they are not attached to any specific model in the game. This generic female human is a standard action hero like Red Sonja or Xena - she's not over-the-top, just confident, no nonsense, charging bravely into the breach. We want this woman to be a vanilla voice (late 20s) - something that nobody would have a problem with because she's such a generically cool sounding female voice. Caucasian, confident, matter-of-fact. |
{177317} | Attack |To battle! 
{177318} | Battlecry 1 |I'll deal with this one. 
{177319} | Battlecry 2 |This shouldn't take long.
{177320} | Battlecry 3 |Here I come.
{177321} | Heal Me |I need healing! 
{177322} | Help |I need some help over here! 
{177323} | Enemies Sighted |{Slightly quietly}And now we have another group for the slaughter. 
{177324} | Flee |We need to fall back!  
{177325} | Taunt |{Taunt}Is that so? If you think you can take me, prove it. 
{177326} | Guard Me |I need someone guarding my back.
{177327} | Hold |Everyone, stay where you are. 
{177328} | Attack Grunt 1 |
{177329} | Attack Grunt 2 |
{177330} | Attack Grunt 3 |
{177331} | Pain Grunt 1 |
{177332} | Pain Grunt 2 |
{177333} | Pain Grunt 3 |
{177334} | Near death |Not... going to last much longer...  
{177335} | Death |
{177336} | Poisoned |Poisoned!
{177337} | Spell Failed |{Frustrated}My spell failed.  
{177338} | Weapon Ineffective |It's resisting my attacks! 
{177339} | Follow Me |Everyone fall behind me.   
{177340} | Look Here |I think I found something here. 
{177341} | Group Party |Regroup. 
{177342} | Move Over |I need to get by.
{177343} | Pick Lock |If someone can deal with this lock, do it.  
{177344} | Search for Secrets |Something might be hidden here - start looking around.  
{177345} | Go stealthy |Time for stealth, I think.  
{177346} | Can do |I can do that. 
{177347} | Cannot do |I can't do that.
{177348} | Task Complete |Not a problem.
{177349} | Encumbered |If I wasn't a pack mule, maybe I could move.   
{177350} | Selected |Yes?
{177351} | Hello |Well met.
{177352} | Yes |Yes.
{177353} | No |No.
{177354} | Stop |Stop.
{177355} | Rest |I think we should rest for a bit.
{177356} | Bored |{Bored}Gods, can we please do something? Anything? 
{177357} | Goodbye |Farewell. 
{177358} | Thank you |Thank you.
{177359} | Laugh |
{177360} | Cuss |Filthy swine!
{177361} | Cheer |That's what we need!
{177362} | Something to say |I have something I need to say. 
{177363} | Good idea |Sounds good to me. 
{177364} | Bad idea |{Shakes head}Not a good idea.
{177365} | Threaten |{Cold}Seems to me like someone wants my fist to meet their face.
{177366} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic female player #2. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets female characters can use, they are not attached to any specific model in the game. This female is slightly more of a flirty, femme fatale, much like a confident sorceress who is aware of her appeal and her power. Think late 20s, slightly sexy and suggestive in her speech, but quite confident in her ability to handle any situation. |
{177367} | Attack |{Amused}Attack!  
{177368} | Battlecry 1 |Oh, I think this one wants to play.    
{177369} | Battlecry 2 |So brave, so dead. 
{177370} | Battlecry 3 |Ready for me, are you? I think not.
{177371} | Heal Me |If anyone can heal me, please do it. Soon.
{177372} | Help |Help!
{177373} | Enemies Sighted |Well, well... looks like we have some newcomers to the party.  
{177374} | Flee |We need to fall back!   
{177375} | Taunt |{Taunt}Now, now, don't be too embarrassed if I defeat you too quickly.  
{177376} | Guard Me |I need someone to cover me... but not that way. 
{177377} | Hold |Nobody move, hold your position. 
{177378} | Attack Grunt 1 |
{177379} | Attack Grunt 2 |
{177380} | Attack Grunt 3 |
{177381} | Pain Grunt 1 |
{177382} | Pain Grunt 2 |
{177383} | Pain Grunt 3 |
{177384} | Near death |Can't... hold out much longer...  
{177385} | Death |
{177386} | Poisoned |Hssst - poisoned! 
{177387} | Spell Failed |{Pouting}My spell failed!
{177388} | Weapon Ineffective |I'm trying to hurt it, but it's not cooperating!  
{177389} | Follow Me |{Suggestive}Follow me - closely.
{177390} | Look Here |Well, look what I've found. 
{177391} | Group Party |Everyone, gather together.    
{177392} | Move Over |{Suggestive}Excuse me, I need to get by. 
{177393} | Pick Lock |I think someone needs to coax this lock to open. 
{177394} | Search for Secrets |Keep your eyes peeled... something tells me there's secrets about.   
{177395} | Go stealthy |I think it would be best if we were hidden.   
{177396} | Can do |Of course. 
{177397} | Cannot do |I cannot do that.     
{177398} | Task Complete |All done.
{177399} | Encumbered |I think I have a bit too much in my pack to move. 
{177400} | Selected |{Warm, suggestive}Yes?
{177401} | Hello |A pleasure. 
{177402} | Yes |Oh, yes.
{177403} | No |Oh, no. 
{177404} | Stop |Stop, please.  
{177405} | Rest |I think I need to lay down for a spell. 
{177406} | Bored |{Bored}Hmmm. We're standing here why, again? 
{177407} | Goodbye |Until we meet again. 
{177408} | Thank you |Thank you so much!
{177409} | Laugh |
{177410} | Cuss |Stupid dire badger!
{177411} | Cheer |Yes!
{177412} | Something to say |Could we please talk for a moment? 
{177413} | Good idea |What a good idea. 
{177414} | Bad idea |{Shakes head}I don't think that's a good idea.       
{177415} | Threaten |{Cold}Oh, don't be fooled by my warm exterior - I'll kill you without a second thought.  
{177416} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic female player #3. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets female characters can use, they are not attached to any specific model in the game. This is a female elven/half-elven/human sorceress. She's not delicate â€“ she can mix it up with the best of them, but she should still sound feminine, with a slight hint of sexiness. Keep it generic when you can, since she's a "generic" character. |
{177417} | Attack |Everyone attack!  
{177418} | Battlecry 1 |I'll cover this one.   
{177419} | Battlecry 2 |I'll try to handle this one quickly. 
{177420} | Battlecry 3 |This one won't stop us long.
{177421} | Heal Me |Can anyone heal me?
{177422} | Help |Can anyone help me?
{177423} | Enemies Sighted |I see some more enemies.   
{177424} | Flee |Retreat, everyone - retreat!    
{177425} | Taunt |{Taunt}Face me, if you're not scared, that is.  
{177426} | Guard Me |Can anyone guard me? 
{177427} | Hold |Everyone, don't move.  
{177428} | Attack Grunt 1 |
{177429} | Attack Grunt 2 |
{177430} | Attack Grunt 3 |
{177431} | Pain Grunt 1 |
{177432} | Pain Grunt 2 |
{177433} | Pain Grunt 3 |
{177434} | Near death |Almost... done... for.  
{177435} | Death |
{177436} | Poisoned |I've been poisoned! 
{177437} | Spell Failed |{Frustrated}Spell didn't work. 
{177438} | Weapon Ineffective |My attacks aren't doing anything! 
{177439} | Follow Me |Follow me.  
{177440} | Look Here |I think I've found something here.  
{177441} | Group Party |Can we please group up?    
{177442} | Move Over |Can you let me by? 
{177443} | Pick Lock |Can anyone open this lock? 
{177444} | Search for Secrets |I think we should be watchful for any secrets here.     
{177445} | Go stealthy |Let's try to conceal ourselves. 
{177446} | Can do |I can do that.  
{177447} | Cannot do |I can't do that.        
{177448} | Task Complete |All finished. 
{177449} | Encumbered |I can't move carrying all of this.  
{177450} | Selected |{Matter-of-fact}Ready.
{177451} | Hello |Greetings.
{177452} | Yes |Yes.
{177453} | No |No.
{177454} | Stop |Stop.  
{177455} | Rest |I need to rest. 
{177456} | Bored |
{177457} | Goodbye |May we meet again.  
{177458} | Thank you |You have my thanks.
{177459} | Laugh |
{177460} | Cuss |Blood-sucking wraith!  
{177461} | Cheer |Well done! 
{177462} | Something to say |Can we talk for a moment?  
{177463} | Good idea |I think that's a good idea.  
{177464} | Bad idea |Not a good idea. 
{177465} | Threaten |{Cold}Perhaps a little pain might teach you some manners.
{177466} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic female player #4. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets female characters can use, they are not attached to any specific model in the game. This is an evil, imperious female. She has little or no patience for fools or incompetence, and she has a ruthless streak. Don't make it too over the top (she has to be "generically" evil, so don't put too much individuality in each line), but she should definitely sound more evil and self-serving than the other females.  |
{177467} | Attack |{Vicious}Attack!   
{177468} | Battlecry 1 |I'll destroy this one.    
{177469} | Battlecry 2 |Ready to die, are you? 
{177470} | Battlecry 3 |Killing time. 
{177471} | Heal Me |Someone heal me now. 
{177472} | Help |Someone help me now.
{177473} | Enemies Sighted |{Evil, low}More lambs to the slaughter.    
{177474} | Flee |Fall back!    
{177475} | Taunt |{Taunt}Are you a coward? 
{177476} | Guard Me |Someone guard me.  
{177477} | Hold |Noone move. 
{177478} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177479} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177480} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177481} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177482} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177483} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177484} | Near death |{Frustrated}I... will... not be beaten.  
{177485} | Death |<i>Death Cry </i>    
{177486} | Poisoned |{Frustrated}Poisoned!  
{177487} | Spell Failed |{Frustrated}Spell failed!  
{177488} | Weapon Ineffective |My attacks are useless against this thing!  
{177489} | Follow Me |Everyone, follow me.   
{177490} | Look Here |Look at this.  
{177491} | Group Party |Regroup at once.     
{177492} | Move Over |{Irritated}Get out of my way.  
{177493} | Pick Lock |Someone pick this lock. 
{177494} | Search for Secrets |Stay watchful, there may be secrets about.    
{177495} | Go stealthy |Everyone, stay hidden. Stealth is best here. 
{177496} | Can do |If I must. 
{177497} | Cannot do |I cannot do that.     
{177498} | Task Complete |Done.
{177499} | Encumbered |I cannot move carrying all this.   
{177500} | Selected |{Slightly imperious}Hmn?
{177501} | Hello |And you are?
{177502} | Yes |Yes.
{177503} | No |No.
{177504} | Stop |Stop.  
{177505} | Rest |I need to rest now. 
{177506} | Bored |{Bored}I tire of this waiting around. 
{177507} | Goodbye |Good riddance.  
{177508} | Thank you |You have my thanks. 
{177509} | Laugh |<i> Laugh </i> 
{177510} | Cuss |Hellhound!   
{177511} | Cheer |{Gleeful, pleased}Yes! 
{177512} | Something to say |I need to talk with you now.  
{177513} | Good idea |Not a bad idea. 
{177514} | Bad idea |An ill-conceived notion.
{177515} | Threaten |{Cold}I think you might look better with your skin flayed from your bones. 
{177516} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic female player #5. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets female characters can use, they are not attached to any specific model in the game. This should be an early thirties, slightly older female voice, something that could pass for a dwarf, gnome, or even a halfling. She should be slightly matronly, with a little bit of motherliness to her commands, more like a warrior-cook. |
{177517} | Attack |Let's attack, then!  
{177518} | Battlecry 1 |Time to knock some sense into this one.   
{177519} | Battlecry 2 |Here I come! 
{177520} | Battlecry 3 |You're not getting away from me! 
{177521} | Heal Me |I could use some healing, if there's some to spare.
{177522} | Help |I need some help, I do.
{177523} | Enemies Sighted |{Slight sigh}Get rid of some, and a new crop of enemies seems to sprout up. 
{177524} | Flee |I think we need to take several steps back and away.  
{177525} | Taunt |{Taunt}That all you got?
{177526} | Guard Me |Anyone got time to guard me?
{177527} | Hold |Everybody stay put!
{177528} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177529} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177530} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177531} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177532} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177533} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177534} | Near death |Not going to be able to stand much longer.  
{177535} | Death |That's it for me.
{177536} | Poisoned |Grrrr... I hate poison!  
{177537} | Spell Failed |Spell failed. 
{177538} | Weapon Ineffective |My attacks are glancing off this one.   
{177539} | Follow Me |Everyone, follow me! 
{177540} | Look Here |Look what I turned up.
{177541} | Group Party |We need to form ranks.  
{177542} | Move Over |Pardon me, pardon me, coming through. 
{177543} | Pick Lock |This lock needs some picking. 
{177544} | Search for Secrets |Keep an eye out for anything hidden.  
{177545} | Go stealthy |I think stealth'd help us here.  
{177546} | Can do |Will do. 
{177547} | Cannot do |Would if I could.      
{177548} | Task Complete |There you go.
{177549} | Encumbered |{Huffs}Got too much on my back to move.  
{177550} | Selected |Listening. 
{177551} | Hello |Good to meet you! 
{177552} | Yes |Yes.
{177553} | No |No.
{177554} | Stop |I think it's stopping time. 
{177555} | Rest |{Yawns}Some rest would be good. 
{177556} | Bored |{Bored, irritated, impatient}Getting a little anxious to get moving over here.  
{177557} | Goodbye |Take care now. 
{177558} | Thank you |Thanks!
{177559} | Laugh |<i> Laugh </i> 
{177560} | Cuss |Half of a halfwit!  
{177561} | Cheer |That's how we do it!  
{177562} | Something to say |Need to talk with you for a second.  
{177563} | Good idea |{Slightly impressed}Now that seems smart to me. 
{177564} | Bad idea |{Slight disdain}Doesn't seem wise to me.  
{177565} | Threaten |{Cold}You and death are going to meet each other a lot sooner than you think.  
{177566} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic male player #1. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets male characters can use, they are not attached to any specific model in the game. This generic male human is a standard action hero - he's not over-the-top, just confident, no nonsense, charging bravely into the breach. We want this guy to be a vanilla voice (late 20s) - something that nobody would have a problem with because he's such a generic hero. Caucasian, confident, matter-of-fact. |
{177567} | Attack |{Calling for everyone to attack}Attack!  
{177568} | Battlecry 1 |I'll handle this one.
{177569} | Battlecry 2 |You're going to regret crossing us.  
{177570} | Battlecry 3 |{Confident}This shouldn't take long.
{177571} | Heal Me |{Serious, grim, trying to keep it together}I need healing. 
{177572} | Help |{Help}I need help over here. 
{177573} | Enemies Sighted |{Calm, a little quiet}I've spotted some enemies. 
{177574} | Flee |Fall back! 
{177575} | Taunt |{Taunt, mocking}That all you got? 
{177576} | Guard Me |Guard me! 
{177577} | Hold |Hold for a moment.  
{177578} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177579} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177580} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177581} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177582} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177583} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177584} | Near death |{Grim}I'm almost done for.  
{177585} | Death |<i>Death Cry </i>    
{177586} | Poisoned |{Wincing}Ennh - been poisoned.  
{177587} | Spell Failed |{Frustrated}Spell failed!
{177588} | Weapon Ineffective |It's shaking off my attacks. 
{177589} | Follow Me |Follow me.   
{177590} | Look Here |{Surprised, pleased}Well, look at this.
{177591} | Group Party |We need to regroup.  
{177592} | Move Over |Need to get by.  
{177593} | Pick Lock |This lock needs to be picked. 
{177594} | Search for Secrets |Keep your eye out for any secrets.  
{177595} | Go stealthy |We should try to hide.  
{177596} | Can do |I can do that. 
{177597} | Cannot do |I cannot do that. 
{177598} | Task Complete |Done. 
{177599} | Encumbered |{Slight irritation}Carrying too much to move. 
{177600} | Selected |Yes?
{177601} | Hello |{Level, slight nod}Well met.
{177602} | Yes |Yes.
{177603} | No |No.
{177604} | Stop |We need to stop for a moment. 
{177605} | Rest |I think we need to rest.  
{177606} | Bored |{Bored, irritated, impatient}We didn't come all this way just to stand still and do nothing.  
{177607} | Goodbye |Farewell. 
{177608} | Thank you |Thanks.
{177609} | Laugh |<i> Laughs </i> 
{177610} | Cuss |Abyssal spawn!  
{177611} | Cheer |Ha!  
{177612} | Something to say |I have something to say.  
{177613} | Good idea |{Slightly impressed}Good idea.
{177614} | Bad idea |{Wary, uncertain}I don't know...
{177615} | Threaten |{Smug}Keep it up, and I'll be happy to teach you some manners.    
{177616} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic male player #2. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets male characters can use, they are not attached to any specific model in the game. This generic male human is a more questionable hero - he's not over-the-top, just not too heroic, he's more of an "what's in for me everyman." We want this guy to be a slightly renegade, slightly jaded voice - something that someone choosing the angry, reluctant hero would take. Caucasian, slightly sarcastic, a little bitterness in voice. |
{177617} | Attack |{A little calmer}All right, everyone, attack.   
{177618} | Battlecry 1 |Let's make this quick. 
{177619} | Battlecry 2 |No sense in delaying this.   
{177620} | Battlecry 3 |If I have to. 
{177621} | Heal Me |{Serious, grim, trying to keep it together}I'm wounded, I need healing. 
{177622} | Help |{Irritated}Some help would be nice.
{177623} | Enemies Sighted |{Calm, a little quiet}We've got company.  
{177624} | Flee |Everyone, retreat! Now!  
{177625} | Taunt |{Taunt, mocking}You just going to stand there and soil yourself? 
{177626} | Guard Me |Cover me! 
{177627} | Hold |Stop for a moment.  
{177628} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177629} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177630} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177631} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177632} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177633} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177634} | Near death |{Grim}I won't last much longer.   
{177635} | Death |<i>Death Cry </i>    
{177636} | Poisoned |{Wincing}Dammit! Poisoned!  
{177637} | Spell Failed |{Frustrated}The spell didn't go off.
{177638} | Weapon Ineffective |I need a different weapon if I'm going to hurt this thing. 
{177639} | Follow Me |Follow me and try to keep up. 
{177640} | Look Here |Well, look what I found. 
{177641} | Group Party |Everyone, group up.
{177642} | Move Over |Move over, I need to pass. 
{177643} | Pick Lock |Someone needs to convince this lock to open. 
{177644} | Search for Secrets |Keep your eyes out for anythng hidden nearby. 
{177645} | Go stealthy |Everyone should take cover and try to hide. 
{177646} | Can do |Will do. 
{177647} | Cannot do |That's not going to happen. 
{177648} | Task Complete |All finished. 
{177649} | Encumbered |{Slight irritation}If I wasn't carrying all this junk, I might be able to move. 
{177650} | Selected |What now?
{177651} | Hello |Pleasure to meet you. 
{177652} | Yes |Yes.
{177653} | No |No.
{177654} | Stop |Stop. 
{177655} | Rest |I think we should camp out soon. 
{177656} | Bored |{Bored, irritated, impatient}We're going to be easy targets if we just keep standing here. 
{177657} | Goodbye |Until we meet again.
{177658} | Thank you |You have my gratitude. 
{177659} | Laugh |<i> Laughs </i> 
{177660} | Cuss |Two-faced son of a kobold.
{177661} | Cheer |That's done it! 
{177662} | Something to say |I need to talk to you.
{177663} | Good idea |{Slightly impressed}Good idea.
{177664} | Bad idea |{Wary, uncertain}I don't know...
{177665} | Threaten |{Cold}Push me any farther, and it's the last thing you'll ever do. 
{177666} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic male player #3. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets male characters can use, they are not attached to any specific model in the game. This should be an early thirties, gruff, grumpy voice, something that could pass for a dwarf, slightly older gnome, or even a grumpy halfling. There should be some roughness and gravel to it. |
{177667} | Attack |{Gruff}To battle, then!
{177668} | Battlecry 1 |I'll finish this one off. 
{177669} | Battlecry 2 |Seems to me this one could use a few lessons in fighting.
{177670} | Battlecry 3 |Shouldn't be any trouble. 
{177671} | Heal Me |Need some healing here. 
{177672} | Help |{A little urgent}Somebody, lend me a hand!
{177673} | Enemies Sighted |{Gruff, to himself}Looks like we have some new friends looking to kill us.
{177674} | Flee |We need to fall back!
{177675} | Taunt |{Taunt, mocking}I'd be happy to show you how a real man fights, if you're not too scared.  
{177676} | Guard Me |Someone, shield me. 
{177677} | Hold |Hold on, now - everyone stay where they are.   
{177678} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177679} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177680} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177681} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177682} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177683} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177684} | Near death |{Grim}This is almost it for me...   
{177685} | Death |<i>Death Cry </i>    
{177686} | Poisoned |{Grunts}Got poisoned.
{177687} | Spell Failed |{Frustrated}Spell failed. 
{177688} | Weapon Ineffective |This thing's shrugging off my attacks!
{177689} | Follow Me |For once, everyone follow my lead.  
{177690} | Look Here |Now, isn't this interesting? 
{177691} | Group Party |We need to get back into marching order and form up. 
{177692} | Move Over |Outta the way.  
{177693} | Pick Lock |Can anyone deal with this lock? 
{177694} | Search for Secrets |Might be secrets about - everyone keep their eyes open.  
{177695} | Go stealthy |Everyone, take cover - this situation calls for stealth. 
{177696} | Can do |I think I can handle that.  
{177697} | Cannot do |I don't think I can do that.  
{177698} | Task Complete |Done. 
{177699} | Encumbered |{Huffing}Need to drop some gear if I hope to keep moving.  
{177700} | Selected |What's this now?
{177701} | Hello |{Friendly}Greetings and well met.  
{177702} | Yes |Yes.
{177703} | No |No.
{177704} | Stop |Now hold on and stop a moment.  
{177705} | Rest |My weary feet need to rest for a spell.  
{177706} | Bored |{Bored, irritated, impatient}Maybe you have all the time in the world, but I don't. 
{177707} | Goodbye |Farewell, good to meet you.
{177708} | Thank you |Thanks, I appreciate it.  
{177709} | Laugh |<i> Chuckles  </i> 
{177710} | Cuss |Adder-tongued devil! 
{177711} | Cheer |Ha-ha! Now that's how it's done!  
{177712} | Something to say |There's something I need to talk to you about. 
{177713} | Good idea |That works for me. 
{177714} | Bad idea |{Shakes head}I think that's an ill-conceived idea.  
{177715} | Threaten |{Cold}Maybe you'd better step a little closer if you're wanting a beating. 
{177716} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic male player #4. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets male characters can use, they are not attached to any specific model in the game. This should be a slightly aristocratic hero, something that could pass for a magely human, a half-elf male, or an elven male. He should sound a little distant, calm, without being too excited or expressive. |
{177717} | Attack |{Calm}Let us attack. 
{177718} | Battlecry 1 |This one, then.  
{177719} | Battlecry 2 |Your death has been too long delayed. 
{177720} | Battlecry 3 |You shall soon trouble no one again.  
{177721} | Heal Me |I require healing. 
{177722} | Help |I am in need of assistance.
{177723} | Enemies Sighted |{Slightly quietly}New enemies have revealed themselves.
{177724} | Flee |We must retreat.  
{177725} | Taunt |{Taunt}If you think you can best me, then try it.
{177726} | Guard Me |I need someone to guard me.  
{177727} | Hold |Hold - do not move.    
{177728} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177729} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177730} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177731} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177732} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177733} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177734} | Near death |I will not last much longer... 
{177735} | Death |<i>Death Cry </i>    
{177736} | Poisoned |I have been poisoned. 
{177737} | Spell Failed |{Frustrated}My spell has failed. 
{177738} | Weapon Ineffective |My weapon is useless against this one.
{177739} | Follow Me |Follow me, and quickly.  
{177740} | Look Here |I seem to have found something.
{177741} | Group Party |Everyone, group up.  
{177742} | Move Over |I must get by.
{177743} | Pick Lock |Someone will need to pick this lock.  
{177744} | Search for Secrets |I sense there may be secrets about - everyone should do a thorough search of the area.  
{177745} | Go stealthy |Stealth would be to our advantage in this situation.  
{177746} | Can do |I can do that. 
{177747} | Cannot do |That is not within my abilities.   
{177748} | Task Complete |It is done.
{177749} | Encumbered |I cannot carry this weight and still move.  
{177750} | Selected |I am listening.
{177751} | Hello |{Friendly}I greet you. 
{177752} | Yes |Yes.
{177753} | No |No.
{177754} | Stop |Stop.   
{177755} | Rest |I suggest we rest.   
{177756} | Bored |{Bored}Perhaps someone has a map of where we can go next? Or consult the journal?
{177757} | Goodbye |Farewell. 
{177758} | Thank you |I thank you.  
{177759} | Laugh |<i> Slight laugh </i> 
{177760} | Cuss |Thrice-cursed shadow!  
{177761} | Cheer |Onwards!  
{177762} | Something to say |There is something I must say. 
{177763} | Good idea |That idea seems a good one.
{177764} | Bad idea |{Shakes head}That is a poor idea.   
{177765} | Threaten |{Cold}Do not make me destroy you.  
{177766} | VO CHAT LINES: The following nodes are intended as Voice Chat lines for a generic male player #5. We have tried to include the scripter for each voice chat for easy identification. This is one of the generic voice sets male characters can use, they are not attached to any specific model in the game. This male human is evil - not drippingly evil, but selfish, sarcastic, and traitorous - he clearly doesn't care about anyone except himself. |
{177767} | Attack |{Evil}What are we waiting for? Let's attack!   
{177768} | Battlecry 1 |This one's mine.   
{177769} | Battlecry 2 |Time to kill.  
{177770} | Battlecry 3 |This one won't be breathing long.   
{177771} | Heal Me |Someone better heal me now. 
{177772} | Help |Get over here and help me! 
{177773} | Enemies Sighted |{Slightly quietly}Looks like we've got some more targets to butcher. 
{177774} | Flee |Let's get out of here!  
{177775} | Taunt |{Taunt}If you think you're so tough, then let me show you how quickly I can kill you.
{177776} | Guard Me |Guard me. 
{177777} | Hold |Nobody move - hold your position. 
{177778} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177779} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177780} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177781} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177782} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177783} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177784} | Near death |I'm almost dead here!  
{177785} | Death |<i>Death Cry </i>    
{177786} | Poisoned |Damn - I've been poisoned!
{177787} | Spell Failed |{Frustrated}Spell failed. 
{177788} | Weapon Ineffective |This weapon isn't doing anything! 
{177789} | Follow Me |Everyone follow me and try to keep up.  
{177790} | Look Here |Here's something. Check it out.
{177791} | Group Party |Everyone needs to regroup.   
{177792} | Move Over |Get out of my way.
{177793} | Pick Lock |Somebody pick this lock.  
{177794} | Search for Secrets |Something might be hidden here - everyone search the area.   
{177795} | Go stealthy |I suggest we hide and use stealth from here on.  
{177796} | Can do |I guess I can do that.  
{177797} | Cannot do |Are you kidding? I can't do that.    
{177798} | Task Complete |All done. 
{177799} | Encumbered |I'm too loaded down with junk to go anywhere.  
{177800} | Selected |What do you want now?
{177801} | Hello |I'd greet you if I cared.  
{177802} | Yes |Yes.
{177803} | No |No.
{177804} | Stop |Stop.   
{177805} | Rest |We need to rest. Now.   
{177806} | Bored |{Bored}This is boring the hells out of me. Let's get moving. 
{177807} | Goodbye |See you another time... if you survive. 
{177808} | Thank you |I... thanks.
{177809} | Laugh |<i> Sneering laugh </i> 
{177810} | Cuss |Plague on your eyes.   
{177811} | Cheer |Now that's how we do it.   
{177812} | Something to say |We need to talk, now. 
{177813} | Good idea |Good enough idea for me.
{177814} | Bad idea |{Shakes head}That's a terrible idea.    
{177815} | Threaten |{Cold}Push me any farther, and I'll leave you in pieces.
{177816} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Qara. We have tried to include the scripter for each voice chat for easy identification. |
{177817} | Attack |Attack!
{177818} | Battlecry 1 |{Smug}Ready to die?
{177819} | Battlecry 2 |{Smug}This shouldn't take long.
{177820} | Battlecry 3 |{To herself, amused}Hope they like being on fire. 
{177821} | Heal Me |I need some healing.
{177822} | Help |Somebody, give me a hand!
{177823} | Enemies Sighted |{Pleased}Well, well, looks like we have some new targets. 
{177824} | Flee |We need to get out of here!
{177825} | Taunt |That all you got? Wait until it's my turn.  
{177826} | Guard Me |I need someone to guard me. 
{177827} | Hold |Nobody move. 
{177828} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177829} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177830} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177831} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177832} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177833} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177834} | Near Death |{Weak}Almost... done for.
{177835} | Death |{Cries as she falls}Unh!   
{177836} | Poisoned |{Hissing, wincing}Poisoned.
{177837} | Spell Failed |Damn! My spell failed!
{177838} | Weapon Ineffective |My attacks aren't working!
{177839} | Follow Me |Let me lead the way - you follow behind. 
{177840} | Look Here |Hey, look at this. 
{177841} | Group Party |Let's regroup. 
{177842} | Move Over |Move over.
{177843} | Pick Lock |Someone needs to give this lock a little push. 
{177844} | Search for Secrets |We need to be extra watchful. 
{177845} | Go stealthy |Let's duck into the shadows a bit. 
{177846} | Can do |{Shrugs}All right, I can do that. 
{177847} | Cannot do |I can't do that. 
{177848} | Task Complete |All done.
{177849} | Encumbered |{Slight irritation}I can't move carrying all this stuff. 
{177850} | Selected |{Slight impatience}What's going on?
{177851} | Hello |Good to meet you. 
{177852} | Yes |Yes. 
{177853} | No |No, I don't think so. 
{177854} | Stop |I need to stop. 
{177855} | Rest |I need a rest. 
{177856} | Bored |{Frustrated}Can we please do something, anything, soon?
{177857} | Goodbye |That's it, then - I'll see you later. 
{177858} | Thank You |{Slightly embarrassed}Thanks. Really, I mean it. 
{177859} | Laugh |<i> Giggle </i> 
{177860} | Cuss |You know-nothing Academy-living cantrip-casting sop!
{177861} | Cheer |Yes!
{177862} | Something to Say |I need to talk to you.
{177863} | Good Idea |{Acknowledging}That sounds good to me.
{177864} | Bad Idea |{Almost incredulous}That's one of the worst ideas I've heard. 
{177865} | Threaten |I'll torch you where you stand, don't think I won't. 
{177866} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Sand. We have tried to include the scripter for each voice chat for easy identification. |
{177867} | Attack |{Sarcastic}Yay. Let's attack. 
{177868} | Battlecry 1 |Into the breach - again. 
{177869} | Battlecry 2 |If I must. 
{177870} | Battlecry 3 |Next time, can we talk to them?
{177871} | Heal Me |Some mending of wounds would be nice.
{177872} | Help |{A little desperate}Ah - I could use a hand... several of them... if you don't mind. 
{177873} | Enemies sighted |{Quietly}Ah, it seems we have new friends. 
{177874} | Flee |Run! Run away!
{177875} | Taunts |{Taunt, contempt}Oh, gods, you are <i>so</i> not worth my time. 
{177876} | Guard Me |A little guarding here would be welcome.
{177877} | Hold |I think it would be best if everyone just remained in position.
{177878} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177879} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177880} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177881} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177882} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177883} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177884} | Near Death |{Wounded}Holding on by my fingernails here...
{177885} | Death |That's it for me...
{177886} | Poisoned |{Surprised}Does anyone have any cure spells?
{177887} | Spell Failed |Ah – my spell seems to have... ah, fizzled.
{177888} | Weapon Ineffective |I can hit him all day, but it's not going to do a thing to this one.
{177889} | Follow Me |I think it is time everyone marched behind me, your new glorious leader. 
{177890} | Look Here |{Discovery}Ah! Look at this...
{177891} | Group Party |Let's make this group a little tighter. 
{177892} | Move Over |{Slightly condescending}Pardon me, but I really need to get by.
{177893} | Pick Lock |And here we have a lock in bad need of picking. 
{177894} | Search for Secrets |Everyone - keep your eyes open, who knows what we might find here if we look close enough. 
{177895} | Go Stealthy |We all need to fade into the woodwork or landwork or whatever it is, as long as we hide. 
{177896} | Can do |I can do that. 
{177897} | Cannot do |I'm afraid I can't do that.
{177898} | Task Complete |All finished. Don't thank me all at once.
{177899} | Encumbered |{Slightly huffy and indignant}I am not a packmule, and I can't move carrying all this stuff.
{177900} | Selected |{Slight hint of condescension, but keep it slight - player will hear this thousands of times}Listening. Really.
{177901} | Hello |A pleasure to meet you. 
{177902} | Yes |I concur. 
{177903} | No |I really would have to say “no.”
{177904} | Stop |I suggest we all stop for a moment. 
{177905} | Rest |If we could take a moment to rest, it would help me refresh my memory and my spells. 
{177906} | Bored |{Yawns}Ah, adventuring – as tedious as I expected. 
{177907} | Goodbye |Farewell, hopefully I'll soon be elsewhere, relaxing and missing all this bloodshed. 
{177908} | Thank you |{Serious}I am grateful. Thank you.
{177909} | Laugh |<i> Laughs </i> 
{177910} | Cuss |I suppose I could say something about a Luskan-bred dog, or a Hosttower thrall, but really, it's not polite to say. 
{177911} | Cheer |Ha!
{177912} | Something to Say |We should talk for a moment. 
{177913} | Good Idea |{Nodding}That's actually a very good idea. 
{177914} | Bad Idea |No, I really don't think that's too smart. 
{177915} | Threaten |I suggest you not try my patience any further than you have or I might accidentally fire a magic missile into your face. 
{177916} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Shandra. We have tried to include the scripter for each voice chat for easy identification. |
{177917} | Attack |Let's get them! 
{177918} | Battlecry 1 |For Highcliff!
{177919} | Battlecry 2 |Not again.  
{177920} | Battlecry 3 |Time to put these weapons to some use. 
{177921} | Heal Me |{Slight urgency}I need some healing! 
{177922} | Help |{Slight urgency}I need some help over here!
{177923} | Enemies Sighted |Looks like we have company. 
{177924} | Flee |We really need to get out of here!
{177925} | Taunt |{Taunt}Come on, a little girl like me got you scared?
{177926} | Guard Me |I need some guarding, if you don't mind. 
{177927} | Hold |Stop - we need to hold on for a sec. 
{177928} | Attack Grunt 1 |Ha!
{177929} | Attack Grunt 2 |Enh!
{177930} | Attack Grunt 3 |Hiya!
{177931} | Pain Grunt 1 |Ennnh!
{177932} | Pain Grunt 2 |Ow!
{177933} | Pain Grunt 3 |Hssst!
{177934} | Near Death |Losing... blood... not going to make it.
{177935} | Death |{Dying}I can't stand any longer...
{177936} | Poisoned |I've been poisoned!
{177937} | Spell Failed |That spell failed!
{177938} | Weapon Ineffective |My weapons aren't doing anything!
{177939} | Follow Me |Uh, follow me, everyone. Grab a buddy and let's head out. 
{177940} | Look here |Over here - I found something. 
{177941} | Group Party |Everyone, gather up. 
{177942} | Move Over |Could you move, please?
{177943} | Pick Lock |This lock's being troublesome. 
{177944} | Search for Secrets |Search the area, there might be secrets nearby.  
{177945} | Go stealthy |I think we should all stay hidden and lay low. 
{177946} | Can Do |I think I can do that. 
{177947} | Cannot Do |I really don't think I can do that. 
{177948} | Task Complete |All done. 
{177949} | Encumbered |{Irritated, frustrated}I can't move carrying all this junk. 
{177950} | Selected |{Curious, not upset}Something you want?
{177951} | Hello |{Pleasant}Greetings. 
{177952} | Yes |Yes.
{177953} | No |No.
{177954} | Stop |Can we stop for a moment?
{177955} | Rest |Can we rest? My feet are killing me. 
{177956} | Bored |{Bored}Is this really what adventuring is like? 
{177957} | Goodbye |I'll see you later, then. 
{177958} | Thank you |Thanks - I appreciate it. 
{177959} | Laugh |<i> Laughs </i> 
{177960} | Cuss |Troll-kissing orc!
{177961} | Cheer |Yes!
{177962} | Something to Say |Hey, I need to talk to you. 
{177963} | Good idea |Good idea. 
{177964} | Bad idea |I really don't think we should do that. 
{177965} | Threaten |I may be new to this, but <i>your</i> adventuring career is almost over. 
{177966} | VO CHAT LINES: The following nodes are intended as Voice Chat lines when the player has control of Zhjaeve. We have tried to include the scripter for each voice chat for easy identification. |
{177967} | Attack |Let us attack. 
{177968} | Battlecry 1 |Through blood shall come your death. 
{177969} | Battlecry 2 |Know that your life is at an end. 
{177970} | Battlecry 3 |Flee now while you can. 
{177971} | Heal Me |Know that I am in need of healing. 
{177972} | Help |I need aid. 
{177973} | Enemies Sighted |More have come to block our path. 
{177974} | Flee |{Slight urgency, being overwhelmed}Know that we cannot remain here. 
{177975} | Taunt |{Condescending}You think yourself more than a match for me?
{177976} | Guard Me |Shield me if you can. 
{177977} | Hold |Do not move. 
{177978} | Attack Grunt 1 |<i> Attack Grunt 1 </i>
{177979} | Attack Grunt 2 |<i> Attack Grunt 2 </i>
{177980} | Attack Grunt 3 |<i> Attack Grunt 3 </i>
{177981} | Pain Grunt 1 |<i> Pain Grunt 1 </i>
{177982} | Pain Grunt 2 |<i> Pain Grunt 2 </i>
{177983} | Pain Grunt 3 |<i> Pain Grunt 3 </i>
{177984} | Near Death |{Weakening}I am losing strength. 
{177985} | Death |Forgive me, but I am finished.
{177986} | Poisoned |A toxin has entered my body. 
{177987} | Spell Failed |My spells have failed me. 
{177988} | Weapon ineffective |My attacks cannot breach this creature's defenses. 
{177989} | Follow Me |Make your path mine.
{177990} | Look here |Know that I have found something.
{177991} | Group Party |Gather around me. 
{177992} | Move Over |My path lies through you, please move aside. 
{177993} | Pick Lock |This lock needs to be undone. 
{177994} | Search for Secrets |We should see what mysteries our surroundings hide. 
{177995} | Go stealthy |We should be as air and shadow and fade from view. 
{177996} | Can do |That is within my power.  
{177997} | Cannot do |That is not within my power. 
{177998} | Task Complete |Know that it is done. 
{177999} | Encumbered |I cannot move while I am overburdened. 
{178000} | Selected |Yes?
{178001} | Hello |Know that you are welcome here.  
{178002} | Yes |Yes.
{178003} | No |No.
{178004} | Stop |Let us halt our movement for a time. 
{178005} | Rest |Let us rest and recover our strength. 
{178006} | Bored |My mind drifts while we wait here. Let us continue on. 
{178007} | Goodbye |Until our paths are joined again.
{178008} | Thank you |You have my gratitude.
{178009} | Laugh |<i> Laughs </i> 
{178010} | Cuss |<b>Illithid!</b> Mind-flayer slave! 
{178011} | Cheer |{Calm for a cheer}To victory. 
{178012} | Something to Say |Know that I must speak with you.
{178013} | Good idea |That thought is sound. 
{178014} | Bad idea |That thought is not sound. 
{178015} | Threaten |{Cold}I can travel the planes, and I have the power to cast you from this one. 
{178016} Merchant {01 Ruined - TINT}
{178017} The mortar and pestle is used for grinding and mixing herbs, essences, and other alchemical substances. To distill an item (like a bladeling spike) into an essence, "Use" the mortar and pestle and then click on the distillable item. To create a potion, place the ingredients on an Alchemical Workbench, then "Use" the mortar and pestle and click on the workbench.
{178018} Mortar and Pestle
{178019} Cold Iron Battleaxe
{178020} Cold-forged iron is beaten into shape with nothing but raw, brute strength. Popular lore asserts that fey creatures and some fiends are especially vulnerable to cold iron.
{178021} Alchemical Silver Battleaxe
{178022} Lore holds that shapeshifters and some fiends are especially vulnerable to the bite of silver weaponry.
{178023} Cold Iron Double Axe
{178024} Alchemical Silver Double Axe
{178025} Cold Iron Dwarven Waraxe
{178026} Alchemical Silver Dwarven Waraxe
{178027} Cold Iron Greataxe
{178028} Alchemical Silver Greataxe
{178029} Cold Iron Handaxe
{178030} Alchemical Silver Handaxe
{178031} Cold Iron Dire Mace
{178032} Alchemical Silver Dire Mace
{178033} Cold Iron Heavy Flail
{178034} Alchemical Silver Heavy Flail
{178035} Cold Iron Flail
{178036} Alchemical Silver Flail
{178037} Cold Iron Light Hammer
{178038} Cold Iron Warhammer
{178039} Cold Iron Mace
{178040} Alchemical Silver Mace
{178041} Cold Iron Morningstar
{178042} Alchemical Silver Morningstar
{178043} Cold Iron Halberd
{178044} Alchemical Silver Halberd
{178045} Cold Iron Scythe
{178046} Alchemical Silver Scythe
{178047} Cold Iron Kama
{178048} Alchemical Silver Kama
{178049} Cold Iron Kukri
{178050} Alchemical Silver Kukri
{178051} Cold Iron Sickle
{178052} Alchemical Silver Sickle
{178053} Cold Iron Bastard Sword
{178054} Alchemical Silver Bastard Sword
{178055} Cold Iron Two-Bladed Sword
{178056} Alchemical Silver Two-Bladed Sword
{178057} Cold Iron Dagger
{178058} Alchemical Silver Dagger
{178059} Cold Iron Greatsword
{178060} Alchemical Silver Greatsword
{178061} Cold Iron Katana
{178062} Alchemical Silver Katana
{178063} Cold Iron Longsword
{178064} Alchemical Silver Longsword
{178065} Cold Iron Rapier
{178066} Alchemical Silver Rapier
{178067} Cold Iron Scimitar
{178068} Alchemical Silver Scimitar
{178069} Cold Iron Short Sword
{178070} Alchemical Silver Short Sword
{178071} Shield of Prator
{178072} Gargoyle Horn
{178073} This is the stony horn of a gargoyle.

Requirement: Craft Alchemy 6 ranks
Yields: Weak Earth Essence
{178074} This is the barbed stinger from the tail of an imp.

Requirement: Craft Alchemy 4 ranks
Yields: Faint Fire Essence
{178075} Wyvern Scales
{178076} A wyvern's scales are not quite as hard or as magical as a dragon's, but useful nonetheless. 

Requirement: Craft Alchemy 6 ranks
Yields: Weak Air Essence
{178077} A Mad Gent's Boots
{178078} In the wake of the Time of Troubles, a financially-ruined Waterdhavian aristocrat named Madachi Jhent claimed to see a vision of the High God Ao in his cloak.  He took this as a sign that he was to become the first head of the church of Ao in Faerûn.

It was apparent to most people early on that Madachi was insane.  He would preach to a pen of pigs or pronounce damnations against the vegetable residents of a bowl of soup.  Unfortunately, the madman was charismatic enough to pull people under his sway.  Many observers were never quite sure if Madachi was in the grips of madness or divine inspiration.  They couldn't tell if he was seeing things that weren't there or if they were the ones who could not perceive reality.

His reputation was boosted greatly by a bizarre occurrence that took place in one of the poor districts of Waterdeep.  He began to speak gibberish to a group of homeless men.  Eventually, a blind man became irritated with Madachi's rants and tried to push him away.  Madachi reacted violently, kicking the man in the face with his shiny black boot.  When the man rose, he found that his blindness had been cured.  And still, no one was quite sure what to make of the situation.  But the public's uncertainty didn't stop Madachi from going around Waterdeep and kicking people in the face.
{178079} Foot of the Lame Kobold
{178080} After making an infernal pact that cost him a finger, but gave him rulership over his tribe, the kobold warlock Sholsarrath thought he was on top of the world. He had the chief eating out of the palm of his hand, the fairest daughter of every family in the tribe as a wife, and all the food and treasure a kobold could ask for. Unfortunately, Sholsarrath's style of 'rulership' was geared more toward immediate personal gratification than the greater good of the tribe, and eventually there was talk of revolution. Even if the shaman had the power to regenerate wounds, surely if enough axes were applied with enough vigor that problem could be solved.

Locked in his sanctum while the revolutionaries outside bayed for his carcass, Sholsarrath once again summoned the demon Yargulbuzul. The imp again promised aid, but said that this time the price would be higher - namely, a foot (precisely why this imp had a predilection for the anatomy of the common kobold remains a mystery to sages across the Realms). Desperate to avoid the fate of so many hedonistic monarchs, Sholsarrath agreed. The demon chopped off his left foot and hung it from a string, fashioning a crude amulet which was given to the shaman. Thus armed, Sholsarrath threw open the door to his sanctum and assaulted the would-be revolutionaries, his terrible, desiccated foot spitting arcane power from each clawed toe. The conspirators were terrified, and the revolution quickly died along with its leaders.
{178081} Lesser Golem Armor
{178082} Special Edition Store 1
{178083} Thornshield
{178084} Blacksmith {2 Ruined - TINT}
{178085} Guard Shack {3 - TINT}
{178086} Temple {Good 2 Ruined - TINT}
{178087} 
{178088} Wizard Tower {2 Ruined - TINT}
{178089} Wizard Tower {4 - TINT}
{178090} {T_SCDoor01}
{178091} {T_SCDoor02}
{178092} {T_SCGate1}
{178093} {T_SCGate2}
{178094} FloorProp
{178095} Sigil
{178096} 
{178097} Tapestry {SC 01}
{178098} Tapestry {SC 02}
{178099} Corpse {08}
{178100} Corpse {09}
{178101} Corpse {10}
{178102} Corpse {11}
{178103} Corpse {12}
{178104} Corpse {13}
{178105} Corpse {14}
{178106} Icicles {1}
{178107} Throne {Temp}
{178108} This hammer is a tool for shaping metal ore into armor and weapons. To create a weapon or armor, place the ingredients on a Blacksmith's Workbench, then "Use" the Blacksmith Hammer and click on the workbench. To see what ingredients are needed, examine the Mold of the item you wish to create.
{178109} Smith Hammer
{178110} Bucket{RuralMBucket03}
{178111} Light penalties applied: <CUSTOM0>.
{178112} Light penalties removed.
{178113} Tireless Rage
{178114} NPC_Aldanon
{178115} NPC_Jacoby
{178116} NPC_Jalboun
{178117} NPC_Kharlever
{178118} NPC_Kralwok
{178119} NPC_Mephasm
{178120} NPC_Morkai
{178121} NPC_Sarya
{178122} NPC_Sydney
{178123} NPC_TorioClaven
{178124} NPC_Uthanck
{178125} NPC_ShadowPriest
{178126} Door{CWALL1}
{178127} Door{T_Metaroom}
{178128} CityBShipFS1
{178129} CityBShipFS2
{178130} Boulder Pile{RuralNBoulderPile01T}
{178131} Boulder Pile{RuralNBoulderPile02T}
{178132} Boulder Pile{RuralNBoulderPile03T}
{178133} Boulder Pile{RuralNBoulderPile04T}
{178134} Boulder Pile{RuralNBoulderPile05T}
{178135} Boulder Pile{RuralNBoulderPile06T}
{178136} Boulder Pile{RuralNBoulderPile07T}
{178137} RuralMMinetrack01
{178138} RuralMMinetrack02
{178139} RuralMMinetrack03
{178140} RuralMMinetrack04
{178141} Mine Cart{RuralMMineCart01}
{178142} RuralMPulleyPost
{178143} CityB_CurbF01
{178144} CityB_CurbF02
{178145} CityB_CurbF03
{178146} CityB_CurbF04
{178147} CityB_CurbF05
{178148} CityB_CurbF06
{178149} CityB_CurbF07
{178150} CityB_CurbF08
{178151} CityB_CurbF09
{178152} CityB_CurbF10
{178153} CityB_CurbF11
{178154} CityB_CurbF12
{178155} CityB_CurbF13
{178156} CityB_CurbF14
{178157} CityB_CurbF15
{178158} CityB_CurbF16
{178159} CityB_CurbF17
{178160} CityB_CurbF18
{178161} CityB_CurbF19
{178162} CityB_CurbF20
{178163} CityB_CurbF21
{178164} CityB_CurbF22
{178165} Painting{CityMPainting11}
{178166} Painting{CityMPainting12}
{178167} Painting{CityMPainting13}
{178168} Painting{CityMPainting14}
{178169} Painting{CityMPainting15}
{178170} NPC_HunterStaute
{178171} Type of Feat: Race
Prerequisite: Drow.
Specifics: While drow are perfectly at home in total darkness, they have difficulty operating in sunlight. Drow characters take a -1 penalty to attack, save, and skill rolls when outside during the daytime.
Use: Automatic.

{178172} Type of Feat: Race
Prerequisite: Duergar.
Specifics: Duergar are perfectly at home in total darkness, but have difficulty operating in sunlight. Duergar characters take a -2 penalty to all attack, save, and skill rolls when outside during the daytime.
Use: Automatic.
{178173} Weapon Proficiency (Dwarf)
{178174} Type of Feat: Race
Prerequisite: Dwarf.
Specifics: This feat allows the character to use the dwarven waraxe. 
Normal: A character cannot equip a weapon he is not proficient in.
Use: All dwarves start with this feat but can gain other weapon proficiencies as well.
{178175} Amie lost her parents as an infant, during the battle that nearly destroyed West Harbor. She was raised by the wizard Tarmas, who tutored her in the practice of magic. 
{178176} This is one of the Lannon siblings. The Lannons usually field a team of Harvest Brawlers, but this year, only the three youngest siblings are eligible to compete. These three are teenagers, and they aren't likely to put up much of a fight.
{178177} This chicken is fat and well-fed. She clucks quietly to herself as she scratches at the ground for seeds and insects.
{178178} | Could be spoken by either male or female child |Woo! The Harvest Brawl is the best!
{178179} | Could be spoken by either male or female child |I can't wait til I'm old enough to fight!
{178180} | Could be spoken by either male or female child |How come they don't use swords? And axes!
{178181} It seems not long ago that this child was a squalling babe... now she chatters merrily with her friends, clearly excited by the Fair.
{178182} Child{Female - Brawl}
{178183} This child seems both frightened and fascinated by the large wooden chest, which is even bigger than she is.
{178184} It seems not long ago that this child was a squalling babe... now he shouts and laughs with his friends, clearly excited by the Fair.
{178185} Child{Male - Brawl}
{178186} Daeghun Farlong is your foster father. You have lived with him for as long as you can remember, and he has always been a solemn, brooding figure. A skilled hunter, Daeghun traveled far and wide in his youth, and he is respected as the finest archer in the region.
{178187} {1111}Farlong House - Downstairs
{178188} mp_farlonghouse_exit
{178189} To West Harbor
{178190} Galen is an itinerant merchant of many years. He's spent most of his life peddling goods up and down the Sword Coast and has long since discovered that profit is a far more enriching experience for him than family - a fact that will keep him plying the trade routes until his legs collapse under him (or at least, until it becomes unprofitable to pay someone to carry him). Galen is a yearly celebrity to the folks of West Harbor, always showing up in time for the Harvest Festival
{178191} Traveling with Galen are two brothers from Neverwinter, men with faces too young to have seen actual combat but armed with enough weaponry and youthful confidence to be a danger to any would-be shoplifter or bandit. Their handsome faces seem to contribute greatly to Galen's business as many of the young ladies in West Harbor patronize Galen's cart just to get a chance to flirt with the brothers.
{178192} Georg Redfell leads and trains the West Harbor militia. A fit and active middle-aged man, Georg takes the defense of the village quite seriously, given the inherent dangers of the Mere of Dead Men. Georg is also quite a teller of tales… though the vast majority of them leave reason and sense behind.
{178193} This Harborman has come into town to see the Harvest Fair.
{178194} This young woman has come into town for the Harvest Fair.
{178195} This well-fed pig has been entered into Orlen's Heftiest Hog competition.
{178196} This is Lewy Jons' prize hog, affectionately nicknamed "Junior."
{178197} Lewy's "prize" hog will not be winning any awards for his size, after all.
{178198} You've seen this boy skulking about the village before, though no one seems to know exactly who he is, or where he came from. None of the other villagers have ever managed to lay hands on him, and whenever a freshly baked pie turns up missing, he is often the first to take the blame... justifiably or not.
{178199} Lazlo Buckman is tall and red-faced, a former champion of the Harvest Brawl and a member of the West Harbor militia. His family keeps bees and is famous in West Harbor for brewing the yearly batch of Harvest Mead. 
{178200} Foul-tempered and perpetually filthy, Lewy Jons maintains a squalid farm on the outskirts of the Mere. He lives alone, and his farm is generally avoided by the other villagers.
{178201} Slow-talking and reliable, Orlen is one of the oldest residents of West Harbor, having lived here since birth and rarely traveled beyond the boundaries of the Mere. His farm has been in his family for several generations, and he has a well-known love of animals… particularly hogs.
{178202} Retta Starling is the head of the Starling clan and mother to Bevil. She's suffered through many losses in her time, but is a prototypical Harborman and avoids dwelling on personal tragedies.
{178203} Tarmas came to West Harbor some years ago, shortly after the battle that nearly destroyed West Harbor. Being of sour disposition, Tarmas is generally avoided by the villagers - he spends most of his time in his house, engaged in research or quiet study. Though Tarmas is quick to complain about his neighbors, he bears a grudging admiration for the swamp-dwelling villagers, and he has been known to take on promising youngsters as apprentices.
{178204} Ward Mossfeld, along with his brothers Wyl and Webb, are the town bullies. However, as members of the miltia they serve capably and have proven their loyalty to West Harbor over the years. Ward is a hulking brute, and you have never heard him say more than a few words at a time.
{178205} Webb Mossfeld, along with his brothers Wyl and Ward, are the town bullies. However, as members of the miltia they serve capably and have proven their loyalty to West Harbor over the years. Webb is actually a decent enough fellow, tagging along with Wyl and Ward out of passivity, rather than malevolence.
{178206} Dressed entirely in green, this man is unfamiliar to you. He is probably a traveler from one of the towns outside the Mere.
{178207} Wyl Mossfeld, along with his twin brothers Ward and Webb, are the town bullies. However, as members of the miltia they serve capably and have proven their loyalty to West Harbor over the years. Wyl is a year older than his brothers, and undeniably the leader of the trio.
{178208} This rooster cocks his head, glancing this way and that. He occasionally pauses to pluck a juicy insect from the ground.
{178209} This cat hides in the shadows beneath the wagon, staring with wide eyes at the noise and confusion surrounding him.
{178210} This cat seems a friendly sort, purring deep in his throat and meowing occasionally for attention.
{178211} This rooster regards the pile of wood suspiciously, turning his head this way and that.
{178212} This dog's pointed ears and gray fur betray a distant wolfish heritage. His tongue lolls from his mouth as he bounds across the grass.
{178213} All the village children have turned out for the Fair. You recognize this boy as the son of a local farmer.
{178214} All the village children have turned out for the Fair. You recognize this girl as the daughter of a local farmer.
{178215} This old farmer has come into town to see the Harvest Fair.
{178216} Orlen's Heftiest Hog Competition
{178217} This wooden barrel contains light crossbows and bolts for the Archery Competition.
{178218} All contestants are required to hit this practice target before beginning the Archery Competition.
{178219} This is a pile of freshly-chopped lumber. A few termites are visible against the dark wood, wriggling into gaps between the logs.
{178220} This practice dummy has seen more than its share of Harvest Brawls. A few solid hits will probably demolish it.
{178221} This is an old, rotting barrel.
{178222} This wooden barrel contains training clubs for the Harvest Brawl.
{178223} Bevil Starling is a brawny and good-natured youth, and a member of the West Harbor militia. Growing up, he's been a reliable friend and companion, though he shies from talk of leaving West Harbor, and he is somewhat cautious by nature.  
{178224} Bryce Crypt, and set the associated quest, too!
{178225} The Collector, upstairs.
{178226} |has elanee path|
{178227} |Second set of men show up|
{178228} |DOes not have elanee path|
{178229} {mocking Elanee, high-pitched elven voice}"This water is so unnatural and deep, not like the swamp of dead people I grew up in."
{178230} [Blessed of Waukeen] Let me see your more exotic wares.
{178231} Golden Lute of Khazar
{178232} Long ago, a music-loving Mulhorandi aristocrat named Khazar commissioned the forging of ten golden lutes as a gift to honor the pharaoh. The pharaoh, who was known both for his appreciation of fine music and for his terrifying temper, was delighted at the astounding quickness with which Khazar's minstrels played their lutes, all the while unaware that it was the enchantments on the lutes themselves, rather than the minstrels' skills, that enabled this.  For a time, Khazar was renowned for producing the finest musicians in the land, and his minstrels were widely admired for their ability to stay alive and play music for the pharaoh at the same time. But eventually the pharaoh caught wise, and Khazar and his minstrels were executed by the pharaoh "just because." The lutes fared far better, and remained together in the pharaoh's tomb until they were eventually plundered by thieves and dispersed throughout Faerûn.
{178233} 10_ba_tr_stend
{178234} This is a member of Neverwinter's city watch.
{178235} City Watch Armor
{178236} Curb {Flat 05}
{178237} Curb {Flat 01}
{178238} Arrow Trap
{178239} Old worn tree
{178240} This is a tree
{178241} Webb Mossfeld, along with his brothers Wyl and Ward, are the town bullies. However, as members of the militia they serve capably and have proven their loyalty to West Harbor over the years. Webb is actually a decent enough fellow, tagging along with Wyl and Ward out of passivity, rather than malevolence.
{178242} Wyl Mossfeld, along with his twin brothers Ward and Webb, are the town bullies. However, as members of the militia they serve capably and have proven their loyalty to West Harbor over the years. Wyl is a year older than his brothers, and undeniably the leader of the trio.
{178243} This gray dwarf met its demise at the hands of the West Harbor militia.
{178244} Mysterious humanoids not from this world, bladelings, as the name suggests, have metallic skin covered with sharp bladelike protrusions. Their personalities are usually as vicious and unwelcoming as their appearance.
{178245} This is a resident of West Harbor and a member of the village's militia. West Harbor villagers are commonly called Harbormen, and are well known for their toughness, tenacity, and practicality.
{178246} Duergar (or gray dwarves) are deep-dwelling cousins of the shield dwarves, known for their cruelty and bitterness. While other dwarves tend to be round-bodied and stoutly muscled, duerger are wide of shoulder but wiry and lean. Only cruel jokes and petty torments bring a moment's smile to most gray dwarves, and they delight in tormenting the weak and the helpless.
{178247} Reciting spells in a language unlike anything you've ever heard, this mysterious creature is putting Tarmas' arcane power to the test.
{178248} The militiamen of West Harbor are hardened from years of rough living in the swamp, but they aren't trained soldiers and lack the heavy armor of a real army. This villager sustained serious injuries fighting the invaders, wounds that Brother Merring are now tending.
{178249} Fatally wounded by a militiaman's blade, this Duergar is suffering a very slow, very painful death. While he appears unable to move or fight, he may still have the ability to speak.
{178250} Ward Mossfeld is a large, hulking brute of a man. Ward, along with his brothers Wyl and Webb, are the town bullies. However, as members of the militia they serve capably and have proven their loyalty to West Harbor over the years.
{178251} Alchemy Crafting Station
{178252} This is an alchemist's workbench
{178253} Dining Table
{178254} A long dining table stacked with books and scrolls.
{178255} Years later, this child will develop serious emotional problems stemming from the trauma of today's events.
{178256} 11_wp_fdwarf_spawn2
{178257} 11_wp_fdwarf_spawn1
{178258} 11_wp_fdwarf_spawn3
{178259} Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit. The lizardfolk around West Harbor are weaker than the rest of their kind, and are often referred to as lizardlings. This particular lizardling is a shaman, a spiritual leader of the local tribe.
{178260} Amie Fern lost her parents as an infant, during the battle that nearly destroyed West Harbor. She was raised by the wizard Tarmas, who tutored her in the practice of magic. 
{178261} | JOHN: If you click on these guys and they are not healed. |Please... <FirstName>... help me. Took a blade in the gut, now... now there's blood everywhere. 
{178262} | A safety node that if global for healing is already set to > 0, do not change it to 1. |Tried... tried to fight them all... but there was too many to stop.
{178263} | SCRIPTER: Check to see how many are healed and when maxed, sets global 11_bHealMoss = 3. |
{178264} | Set global for needing moss for healing to 1 |Tried... tried to fight them all... but there was too many to stop.
{178265} | Priest |I can use my faith to mend your wounds, Pitney... I think I can staunch the bleeding without expending a full spell.
{178266} | Druid |I can use my ties to nature to mend your wounds, Pitney... I think I can staunch the bleeding without expending a full spell.
{178267} | Paladin |[Lay on Hands] Remain still... I may not need to use full power to staunch the bleeding.
{178268} | SCRIPTER: Have Merring's herbs, checked via global. |Pitney - listen. Merring gave me these herbs to staunch the bleeding. 
{178269} | Chaotic Response Once only, Sleight of Hand > 0 |Well, let me do a quick search of your coin purse first with a pickpocket, then I'll see about your wounds.
{178270} Hold on, Pitney - let me go find Brother Merring, he may help.
{178271} | Once only. JOHN: If you click on these guys and they are not healed. |Come... come to gloat, <FirstName>? Still... I took a bunch down before they got me...
{178272} | After you went through stuff above. |You're back...?
{178273} | Set global for needing moss for healing to 1 |Did... did you get any help?
{178274} | Set global for needing moss for healing to 1 |Did... did you get any help?
{178275} Damn creatures... coming out of nowhere... my brother... my brother, Wyl, you seen him?
{178276} | Set Global for Ward Death |Wh... ereRkkkkk! Unh....
{178277} Ward!
{178278} Look at all that blood... I think... I think I'm going to be sick.
{178279} This... this battle's getting to me, <FirstName>, I don't know how much more I can take.
{178280} Wh-? No! Not... not Wyl! Gods, if only I had gotten to him in time!
{178281} You... you're being too calm about this - and that look in your eye, you-
{178282} I... I thank you, <FirstName>... I owe you, I do. Wyl can be cross at times, but he... don't mean no harm. 
{178283} I... if you can find him, <FirstName>... please, he's my brother... but my wounds...
{178284} Thanks, <FirstName>... you didn't have to help after all we been through, but I appreciate it.
{178285} | Evil, and Set Global for Ward Death |Wh... no! Hel... help, please... I... unnnh....
{178286} Ward!
{178287} Shouldn't we have done something? Maybe we could have...
{178288} This... this battle's getting to me, <FirstName>, I don't know how much more I can take.
{178289} Ward Mossfeld - can barely see you through all that blood.
{178290} The wounds don't look too bad, Ward - there's still a chance.
{178291} | Evil Response |Not going to last long? I'll say. [Slit his throat.]
{178292} | Haven't found |Not yet - he's somewhere in the village, I'm sure.
{178293} | Healed Wyl |Yes, and I was able to heal him - he's back in the fighting.
{178294} | Talked to Wyl |Yes, and I'm looking for a way to heal him and get him back in the battle with the rest of the militia.
{178295} | Wyl is dead |Oh, Wyl? Such a shame, he didn't make it - in fact, he died right in front of me.
{178296} I think we've spoken long enough. [Slit his throat.]
{178297} It was a mercy killing - he wasn't going to live long anyway.
{178298} I suggest you be sick somewhere else and forget about what you saw.
{178299} If we healed him, do you really think he'd help us? Grow up.
{178300} Yes, Ward... if only you had gotten to him in time. I know it's hard not to blame yourself... but really, you should.
{178301} Lie here and die... slowly... and think about how soon you and your brother will be together.
{178302} | Priest |I can use my faith to mend your wounds, Ward... I think I can staunch the bleeding without expending a full spell.
{178303} | Druid |I can use my ties to nature to mend your wounds, Ward... I think I can staunch the bleeding without expending a full spell.
{178304} | Paladin |[Lay on Hands] Remain still... I may not need to use full power to staunch the bleeding.
{178305} | SCRIPTER: Have Merring's herbs, checked via global. |Ward - listen. Merring gave me these herbs to staunch the bleeding. 
{178306} Hold on, Ward - let me go find Brother Merring, he may help.
{178307} | Chaotic Response Once only, Sleight of Hand > 0 |Well, let me do a quick search of your coin purse first with a pickpocket, then I'll see about your wounds.
{178308} I'll just pretend you were dead when I got here. 
{178309} There was nothing to be done, he wasn't going to live long anyway.
{178310} Just forget about what you saw... Ward didn't deserve to live.
{178311} If we healed him, do you really think he'd help us? Grow up.
{178312} Drunk on cheap domestic ale, this patron of the Weeping Willow is looking for a fight.
{178313} This cow calmly chews its cud and fantasizes about kicking the next person to milk her.
{178314} This is a chicken, many things taste like it but this is the original.
{178315} This dour faced man looks as though he'd rather be anywhere else but here.
{178316} This woman appears to be quite nervous. The swamp doesn't appear to suit her.
{178317} Jorik is the owner of the Weeping Willow Inn and makes his meager living providing beds, warm food and all manner of cheap libations to the few travelers that journey along the edge of the Mere.
{178318} This man is constantly fidgeting and moving his eyes across the room. With his eyes aimed at the entryway, he's likely waiting for someone to show up and, given the exhaustion in his eyes, he's been waiting for a very long time.
{178319} This woman has the dust of the road on her clothes and a weary look in her eyes.
{178320} This man is not handling the attack on the Weeping Willow Inn very well. Beneath his trembling exterior and watery eyes may lurk a man of great potential and important... but for the moment, cowardice is the only trait he's displaying.
{178321} Traveling with Galen are two brothers from Neverwinter, men with faces too young to have seen actual combat but armed with enough weaponry and youthful confidence to be a danger to any would-be shoplifter or bandit. This mercenary looks hung over from harvest mead is eying his brother with a scowl.
{178322} Traveling with Galen are two brothers from Neverwinter, men with faces too young to have seen actual combat but armed with enough weaponry and youthful confidence to be a danger to any would-be shoplifter or bandit. This mercenary has a sappy smile on his face despite the seriousness of the moment. There's a bruise on his neck that looks like it came from one of the many West Harbor girls that had their eyes on the brothers.
{178323} This woman is dressed in garments that mark her as having a bit more wealth than the average commoner. Her face is flush with a startled pallor, she clearly hasn't seen gray dwarves before.
{178324} Galen is an itinerant merchant of many years. He's spent most of his life peddling goods up and down the Sword Coast and has long since discovered that profit is a far more enriching experience for him than family - a fact that will keep him plying the trade routes until his legs collapse under him (or at least, until it becomes unprofitable to pay someone to carry him). Galen is a yearly celebrity to the folks of West Harbor, always showing up in time for the Harvest Festival.
{178325} Traveling with Galen are two brothers from Neverwinter, men with faces too young to have seen actual combat but armed with enough weaponry and youthful confidence to be a danger to any would-be shoplifter or bandit. 
{178326} Primitive and savage, these reptilian humanoids can be very dangerous if provoked. This one, however, wasn't savage or dangerous enough and is now very dead.
{178327} Noticeably larger than the other lizardfolk you've encountered, this hulking reptilian beast is the chieftain of the local tribe - a title he likely earned on account of his physical prowess.
{178328} While this dwarf wasn't skilled enough to defend himself against the lizardmen, the half-score of cuts on his corpse show that he put up quite a fight before finally succumbing to his wounds.
{178329} This corpse is dressed in blood-soaked leather armor. Her lean build and soft-soled footwear suggest she was a thief before her untimely demise.
{178330} Her corpse draped in robes with arcane embroidery, this elven woman was likely a wizard in life... though not a very good one as she's no longer binding the forces of nature to her will but rather summoning flies to her corpse.
{178331} The blood-stained clothes on this corpse show the iconography of Lathander, the god revered by Brother Merring in your village. The Morning Lord must not have favored this particular disciple very much.
{178332} The man before you looks vaguely familiar, a half-forgotten face from your youth. He's powerfully built, moving in his chainmail armor as if weighed nothing.
{178333} The leaves and brambles stuck in the armor of this fair-skinned elf attest to the time he's spent deep in the wilderness. That he hasn't bothered to pick the forest debris out of his armor to look presentable to others suggests that he's more comfortable in trackless wilds than in the company of people.
{178334} Lieutenant Vallis' face appears to be perpetually furrowed, he's either constantly deep in thought or perpetually annoyed by his surroundings - likely both. He dresses well for a professional soldier and the cleanliness of his attire suggests that he rarely, if ever, gets his hands dirty with patrols and drills.
{178335} Dressed in robes bearing iconography of the diety Ilmater, this priest carries with him the dust and sweat of a man who is constantly on the road. The smile on his face suggests that he's surprisingly at ease for being alone on bandit-filled roads.
{178336} Wearing the armor of the soldiers of Fort Locke, this man's leering eye and unkempt appearance mark him as something less than a well-kept warden of justice.
{178337} This Tethyrian man's face bears the faint sunburn of slaving over a hot anvil. With his lips cracked from the forge's heat and his hearing dulled by the endless clanging of metal, Jacoby suffers for his work. Those who have seen the gleam in his heat-dried eyes when he examines his finished blades know that this man enjoys every moment of his craft.
{178338} Looking distinguished in her patchwork clothes and disintegrating shoes, this aging woman stands tall in a room full of broken spirits and huddled postures.
{178339} Zombies are corpses reanimated through dark and sinister magic. These mindless automatons shamble about, doing their creator's bidding without fear or hesitation. Zombies are not pleasant to look upon. Drawn from their graves, half decayed and partially consumed by worms, they wear the tattered remains of their burial clothes. A rank odor of death hangs heavy in the air around them.
{178340} The leader of the Fort Locke garrison, Tann has the posture a smile of an aristocrat under the dirt and grime that mark him as a soldier and tracker. Tann's eyes follow everything with the focus and concentration of an archer aiming at a distant target.
{178341} One of Commander Tann's best soldiers, Blaine is an aging man of Illuskan descent who has spent decades in the service of Neverwinter's provincial forces.
{178342} The youngest son of a wealthy merchant in Neverwinter, Bruneil volunteered for a posting in Fort Locke to escape a life of haggling over grain prices. He is one of Commander Tann's newer recruits and his sense of duty often outpaces his competence.
{178343} Scores of bite marks across this corpse's body suggest that his killers continued to gnaw at his flesh even after his death.
{178344} Black armor covers this solidly built man with deep set eyes and decaying teeth. His breath frosts as it leaves his mouth, despite the cave being too warm for your own breath to do the same.
{178345} Ghouls haunt graveyards, battlefields, and other places rich with the carrion they hunger for. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary.
{178346} This is the apparent leader of this group of bandits. When he is not speaking, his breathing resembles a low growl; he's definitely waiting for the next excuse he can get to unleash his aggression.
{178347} As their eyes move about your body, you can tell these bandits are sizing up every article of clothing on your body, every item in your hands and belt, and calculating how much they'll get when they pawn away your possessions.
{178348} This bandit's quiver is filled with arrows sporting dozens of different fletching, all of them no doubt looted from a wide variety of hunters and soldiers that fell to the aim of this archer.
{178349} Dressed in faded armor and worn boots, this bandit is constantly scanning his surroundings. Soldiers from Fort Locke and competing bandits are an ever-present threat, and this scout bears the stressful job of keeping his fellow bandits aware of any interlopers.
{178350} This sneering man is dressed in nicer armor than his fellow bandits.
{178351} This bandit is dressed in patchwork armor likely assembled from looted travelers.
{178352} While most of the refugees appear exhausted, and rightfully so, this man appears to be in relatively good spirits – perhaps believing that a means to freedom will arrive if he holds out just a little longer. 
{178353} This naval journeyman has an insatiable addiction for fermented libations, as well as a justified fear of rusty razors.
{178354} Living in a camp full of hungry bandits and refugees, this camp has no idea just how short its lifespan really is.
{178355} To amuse themselves during the slow hours of highway robbery, the bandits have taken to betting on which chicken will run around the longest after being decapitated.
{178356} You can't help but notice that these pigs are anemic and unkempt compared to those raised by the farmers of West Harbor.
{178357} The rat has always been seen as the carrier of disease and evil in nature. In its defense, it only carries disease.
{178358} This wiry man is of Chondathan descent is the chief of the local group of bandits. He looks relaxed, strangely untroubled by your uninvited presence into his camp.
{178359} The wolves of the Sword Coast must compete with orcs, bugbears and other sentient carnivores to feed their pack. They are hardy and relentless predators. While they normally avoid battle with humanoids, they fight without surrender or remorse if cornered or provoked.
{178360} The hulking physique, massive skull and savage tooth structure mark this man as orc-blooded.
{178361} This aging patriarch of Highcliff takes in laboring breaths as he ponders the fate of Highcliff. The town's safety constantly weighs on Mayne such that his back and head perpetually ache from the burden.
{178362} This middle-aged woman looks like she hasn't had a full night's sleep in over a year. You instantly deduce that she's the parent of a small child.
{178363} You recognize this woman from the Weeping Willow Inn where you met Khelgar. She offered you a reward for rescuing her (eminently timid) husband from the duergar. She looks like she's recovered from the shock, though the same cannot be said for her mate.
{178364} This grizzled Tethyrian man reeks of pipe smoke. His hands and face have the wrinkles of a man aged before his time by sun and salt.
{178365} The man looks lost in thought, seemingly oblivious to his surroundings.
{178366} The denizens of Highcliff are well off compared to the swamp farmers of West Harbor. They have their share of poverty, famine, disease and crime, but the port brings in goods from around the Sword Coast, and the temperate ocean breeze takes the edge off the seasonal highs and lows.
{178367} Unable to set sail due to recent events, these derelict sailors are unaccustomed to having to spend actual quality time with their families. As a result, they have sought sanctuary in ale and refuge in wine.
{178368} The Silver Fathom is a cargo ship, a sturdy vessel designed to ferry goods along the Sword Coast.
{178369} This small child has about a year left before his father sends him to work on the farm. You feel bad for the boy for a split second before realizing that he doesn't have Daeghun as a foster father.
{178370} This small child has about a year left before her father sends her to work on the farm. You feel bad for the girl for a split second before realizing that she doesn't have Daeghun as a foster father.
{178371} This dog looks like one of its parents is a timber wolf. Such half-breeds are often raised as a poor man's bodyguard against bandits, thieves and other dangers of rural living.
{178372} Looking proudly at his wares, this merchant seems to be in higher spirits than the rest of Highcliff.
{178373} Rarely lifting his eyes up from his work or the floor, this man makes no attempt to hide his shy nature. His lips are constantly animating half vocalized words and you suspect he's not antisocial, but rather too satisfied with his craft to waste time interacting with others.
{178374} The image of this cloaked man flickers and shimmers. 
{178375} Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit. This particular lizard is a shaman, a spiritual leader of his tribe.
{178376} Gnolls are hyena-headed, evil humanoids that wander in loose tribes. They are nocturnal carnivores, preferring intelligent creatures for food because they scream more. Gnolls tend to think with their stomachs, and any alliances they make often fall apart when the gnolls get hungry.
{178377} This flying mammal is a nocturnal predator that feeds on insects. Certain ancient tomes of magic claimed that bats were somehow connected to the evocation of great conflagrations… as a result, several wizards have been known to collect bat droppings for arcane purposes.
{178378} Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit. This particular lizardman is the chieftain of the local tribe. Much larger than the other lizardfolk you've encountered, this beast could prove a serious threat if enraged.
{178379} Feeding on raw fish, sleeping through the winter and mauling anything that annoys it, the bear is an animal to be feared and admired.
{178380} Blood and brambles cover this wild man's patchwork armor. This bandit's steely gaze and guttural barks are more fitting for a wild beast than a sentient man.
{178381} This bandit's feral stare is unblinking and unwavering. His armor is ripped by numerous sword cuts and deep scars crisscross his limbs and body. Long before you near him, your nose is assaulted by the stench of rust, sweat and blood.
{178382} Gaunt and slender, this creature resembles the same creature that killed Amie in the attack of West Harbor. Vaguely humanlike in appearance, the skin of its face is tight across its angular features.
{178383} While only the height of a human pre-teen, this dwarf has the muscle mass of two grown adults. As a member of the Neverwinter Nine, Callum is one of Lord Nasher's most trusted and capable bodyguards. Callum is an effective leader and is often placed in charge of special operations. While he can be a gruff and demanding manager, he lacks many of the pretenses that are often found in men of power and as a result, he is greatly admired by those in his service.
{178384} Armed in better armor and weapons than other Greycloaks, this soldier is an officer of Neverwinter's citizen army. Plague and war have left Neverwinter short of resources, and as a result, the Greycloak officers are woefully underpaid for the difficult task of training and organizing volunteers, many of whom have never held a sword in their life, into a nominal fighting force.
{178385} Greycloak Captain
{178386} With a smile on her face, Simmy peddles her wares to the Greycloaks. She is short and stocky with a harmless and personable aura, while she's definitely making a profit off of the Greycloaks, something about her demeanor makes her greed seem endearing.
{178387} Greycloaks are members of Neverwinter's standing army. The recent plague and war with Luskan have drained Neverwinter of wealth and the Greycloaks are under funded and poorly equipped. The name "Greycloaks" comes from their lack of uniforms - there simply isn't enough money to put all of them in armor or even dyed cloth, so they wear clocks of faded gray. Most Greycloaks are citizen-soldiers with little professional experience though several veterans of the recent war with Luskan fill the ranks with much-needed expertise.
{178388} Orcs are aggressive humanoids that raid, pillage, and battle other creatures. They resemble prehistoric humans with gray-hued skin and coarse, greasy hair. Orcs have a bestial tint, with stooped posture, low foreheads, and porcine faces with prominent lower canines that resemble boar tusks. They have a hatred of elves and dwarves that goes back many generations.
{178389} This Damaran woman eyes her surroundings with a constant vigil, never making eye contact with anything for very long.
{178390} Not known for their accuracy, orc archers are a fearsome sight nonetheless, as their exceptional upper-body strength lets them draw the sturdiest bows to the verge of snapping. When their arrows connect, the results are often fatal and always messy.
{178391} Larger than other of his kind, this orc is a veteran warrior of its tribe and has the scarred body to prove it. As a species that survives on raiding and pillaging other societies, the parasitic orcs rise and fall, glut and starve on the measure of their prowess. Expert raiders like this orc are the alpha wolves of their kind.
{178392} Trolls are horrid carnivores, devouring everything from grubs to humanoids. Most creatures avoid these beasts, as they know no fear and attack unceasingly when hungry. Trolls walk upright but hunched forward with sagging shoulders. They have long, ungainly arms and legs and sharpened claws. Their hides are rubbery, with thick and ropy hair that seems to writhe with its own energy. Trolls have a super human resilience, being capable of regenerating from all but the most catastrophic injury. As a result, they lack a sense of their own mortality and know only rage and fury. It is said that fire and acid are the only weapons that will permanently harm a Troll.
{178393} This old halfling's face is wrinkled and weathered by many years under the open sun. He dresses in dusty, sun-bleached clothes and boots so worn they could collapse into a pile of dusty leather scraps at any moment. Every time his eyes meet the horizon, a slight smile comes over him.
{178394} Scrawled into the length of this orc's staff are glyphs resembling eyes, spirals and simple stick-figures. This orc is a shaman, a keeper of tribal lore and practitioner of arcane arts. As strong and durable as any other of his kind, this orc is doubly fearsome due to its mastery of magic.
{178395} Wearing clothes stained with dust, coal and sweat, this miner has slaved away under the open sun in open quarries and in the claustrophobic confines of mining tunnels.
{178396} His fine clothes soiled by weeks in the wilds, this Chondathan man is out of shape and looks out of place in the wilds. He looks at you with a nervous eye and constantly watches your weapons.
{178397} This horrific beast is a mystery wrapped in an enigma covered in chocolatey unknowingness
{178398} This is not a description
{178399} This massive orc woman is overseeing several smaller cooks in the task of preparing… something that must pass for food by orc biology. The other orcs look at her with equal parts fear and hatred.
{178400} Toiling under the orders of the tribe's matron, this cook is bustling about his business in a state of exhaustion trying to serve the orcs... and judging from the smell of the food, it very could be that he serves them actual orc.
{178401} The eye motif of the orc god appears on the staff and clothes of this orcish cleric. Muttering the name “Gruumsh” under its breath, this fanatic glares at you with eyes full of rage.
{178402} A giant of a man, this Lorne Starling bears a strong resemblance to his younger brother Bevil, though his face is devoid of any trace of Bevil's easy-going youthfulness. Lorne left West Harbor years ago, and your memories of him are of a petulant bully who tormented other children with sadistic delight but shook with fear when scolded by adults. He appears before you now as little more than an over-sized version of the Lorne you remember.
{178403} Strong even by the standards of other orcs, this mighty warlord is a bundle of energy. When standing still, his breathing moves his whole body while the fingers on his hands twitch in the expectation of making balling into a fist at any moment. The scars on his body are fresh, as if he has only recently come of age but has seen much in that short time. Logram is an orc in his prime; the orcs that follow him are clearly attracted to that strength and follow him out of both fear and intimidation.
{178404} The massive shoulders of this venerable orc are hunched over in the style of vultures and old humans. Still stronger than the toughest orcs in Old Owl Well, this grizzled orc possesses the strength and cunning to have lived well beyond the short lifespan given to these violent humanoids.
{178405} This woman made the unfortunate mistake of winding up in a troll cave.
{178406} Massive even by troll standards, this ferocious giant has sharpened claws long enough to puncture straight through a dwarf's belly and emerge out the back. Capable of rapidly healing the most grievous of injuries, this horrific beast has no fear of death.
{178407} This dead dwarf has an expression of great pain frozen to its face.
{178408} With a plump belly and muscular physique, this dwarf would no doubt make an excellent meal for the most discriminating of bugbears.
{178409} This grizzled explorer forgoes cumbersome armor as his explorations take him on long-distance forays into the mountainous areas around Old Owl Well. This dwarf is a member of the Ironhold clan, Khelgar's clan.
{178410} These men-at-arms bear the imagery of the city of Luskan. Situated to the north of Neverwinter, Luskan is a city ruled by powerful mages. Citizens of Neverwinter tell stories of diabolical evil occurring within Luskan’s walls and while these tales are aggrandized, there is no doubt an inhuman tint to the laws and leadership of Luskan.
{178411} Slowed by injury and fatigue, this wounded orc has a pained look in its face and spasms in its limbs.
{178412} Slender and lithe, this moon elf is handsome, regal and wears the wounds of torture without pain or exhaustion. His clothes are soiled and bloodied from his ordeals but they rest on his body like the garments of an officer, not as the rags of a refugee.
{178413} The pain of others is this man's craft. The drops of blood that dot his hands and clothes are not his own.
{178414} Once a student of wizardy, this creature's humanity has been snuffed out and it now exists only to bring its arcane might down upon the foes of the Shadow Priest.
{178415} This man's once-regal attire is now ripped and covered in dust. Armed only with a small knife and bereft of armor, this man is certainly not a soldier and is out of place amongst the savage fighting of the Old Owl Well.
{178416} This is a cutscene, stop trying to examine the characters!
{178417} Bryce Crypt, and set the associated quest, too!
{178418} The Collector, upstairs.
{178419} This is a member of Castle Never's royal guard, specifically charged with protecting the castle itself as well as Lord Nasher.
{178420} Royal Guard Armor
{178421} Most Neverwinter nobles inherited their titles, but  it's possible, although rare, for a commoner to be granted a title if he or she performs a great service for Neverwinter.
{178422} Couriers are a common sight in and around Castle Never. They quickly carry messages from noble to noble, or to other people as ordered.
{178423} City Watchman{standoff}
{178424} This bard has a smug, condescending attitude.
{178425} Students at the Academy have a basic understanding of magic and are often capable of casting one or two minor spells.
{178426} Judging by his fine clothes and colorful tent, this elf seems somewhat more successful than the other merchants in the Square. The sign beside his tent marks him as a seller of arcane wares.
{178427} Dayne Lynneth
{178428} This scrawny-looking tiefling appears to sell a variety of goods and services to students of the Neverwinter Academy.
{178429} This elderly woman keeps a well-stocked stand of stale bread and half-rotten fruits... apparently selling them at low cost to the studens of Neverwinter Academy.
{178430} This large, rumpled fellow has a sizable selection of books, and other goods, which he is attempting to sell to passing students.
{178431} It's obvious from this large assortment of wash basins, pitchers, and jugs that the Collector doesn't want his servants to handle anything in the mansion with even the slightest trace of dirt on their hands.
{178432} Even the bookcases in the Collector's mansion seem to be pieces in his collection. This one is made from the wood of a tree that has been long-since extinct.
{178433} Bryce Crypt
{178434} This girl's hair is dyed black and pink, and her eyes are shadowed with black makeup.
{178435} This girl's hair is dyed black, and her eyes are shadowed with dark makeup.
{178436} This girl is garbed entirely in black, but her hair is dyed a garish red. Her eyes are glassy and half-focused.
{178437} This young man's hair is dyed jet black. His skin appears pale, but he has darkened his eyes and lips with black makeup.
{178438} This young man's hair is dyed black and red. His skin appears pale, but he has darkened his eyes and lips with black makeup.
{178439} Tall and willowy, this young woman has an air of confidence about her. Her hair is dyed bright orange and and black, and her eyes and lips are darkened with black makeup.
{178440} This girl is petite, with hair dyed blue and black. Her eyes are darkened with black makeup.
{178441} This foul creature appears more or less humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore's sharp teeth. Its eyes burn like hot coals in their sunken sockets.
{178442} This man's eyes are glassy and unfocused, and he seems only half-aware of his surroundings. His lips move incessantly, though he speaks no words aloud. 
{178443} This woman's eyes are glassy and unfocused, and she seems only half-aware of her surroundings. Her lips move incessantly, though she speaks no words aloud. 
{178444} This woman's eyes are glassy and unfocused, and she seems only half-aware of her surroundings. Her lips move incessantly, though she speaks no words aloud.
{178445} This girl is quite pretty, despite her dark clothing and black makeup.
{178446} This young woman was felled by many blows, apparently from a multitude of assailants, each wielding a different weapon. She is garbed in a red ritual robe - it is likely that she died as a "willing" victim of ritual sacrifice.
{178447} Tall, lean, and handsome, this man carries himself with an otherworldly calm that is belied by his black, bloodstained armor. His eyes are like pools of dark, still water… it is impossible to determine what lurks beneath them.
{178448} Shadow Priest's Plate
{178449} This armor gleams with a foul light and carries a dull red sheen. It is rumored that such armor is forged in shadow and quenched in blood.
{178450} Shadow Priest's Cloak
{178451} A cloak worn by the shadow priest Arval.
{178452} mp_toblacklake
{178453} This desk probably belongs to Arval, the Shadow Priest. How it came to be here is something of a mystery, though it seems clear that Arval has been dwelling in this crypt for some time.
{178454} Unlike most of the other sarcophagi in the crypt, this one has not been plundered for the corpse within. Engraved upon the lid is the following inscription: "Damon Bryce, 1175-1241. Survived the War of the Black Horde. Returned from war in his fifty-seventh year and embraced the faith of Tymora. 'There is naught in life but Lady Luck. By chance alone do we live and die.'"
{178455} The lid of this sarcophagus is decorated with the figure of an armed knight in repose. Around its perimeter is the following inscription: "Sir Dion Bryce, Knight of Neverwinter, 1120-1150. Struck down by plague in his thirtieth year. 'Death turns not aside for a keen blade, nor for a strong arm, nor for a true heart.'"
{178456} {2060}Chest
{178457} This small chest bears a number of strange runic symbols upon its surface.
{178458} The metalwork on this chest is of a very old style, and is decorated with fanciful skulls and naked corpses. It probably dates from the mid-1100s, when plague swept the city of Neverwinter. Its once-rich wood has been warped by centuries of dampness.
{178459} Cyran Torch
{178460} Used books and sundries! Laundry washed for a copper!
{178461} Get last term's exams on the cheap! Spend less time studying, and more at the Moonstone Mask!
{178462} Get your copy of "Transmutation for Simpletons," a bargain at twenty coppers!
{178463} No excuse to smell unwashed! Get your fragrance charms here, and impress all the ladies!
{178464} Cheap bread here, only three days old! A copper for a loaf!
{178465} Grapes! Apples! Cheap enough for a student's purse!
{178466} Moldy cheese! A bargain at two coppers!
{178467} Quills, parchment, and ink! I sell all varieties, from the mundane to the exotic!
{178468} Students, get your reagents here! Guaranteed in stock for all first-year spells!
{178469} Crushed pearls! Grasshopper legs! Eyelashes of all varieties!
{178470} Run out of bat guano? Short on powdered sulfur? Buy them here for cheap!
{178471} You'll get nothing more from me. And rest assured, you'll live to regret this.
{178472} May Lathander illuminate you, brother.
{178473} May Lathander illuminate you, sister.
{178474} Crossroad Keep, Courtyard
{178475} This is Sir Nevalle.
{178476} Greycloaks are soldiers, members of Neverwinter's standing army.
{178477} Master Veedle is Neverwinter's premier stonemason.
{178478} This is one of Master Veedle's many employees. All are skilled in carpentry, masonry, or both.
{178479} Veedle Spawn Point
{178480} Edario Spawn Point
{178481} Wolf Spawn Point
{178482} Jacoby Spawn Point
{178483} Deekin Spawn Point
{178484} Bevil Spawn Point
{178485} Caelryna Spawn Point
{178486} Jalboun Spawn Point
{178487} Light Spawn Point
{178488} Daeghun
{178489} Nevalle Spawn Point
{178490} From Inn
{178491} From Farm
{178492} From Tower
{178493} Blacksmith, Ruined
{178494} Phoenix Tail Inn
{178495} Tower, Ruined
{178496} Chruch of Tyr, Ruined
{178497} Merchant Shop, Ruined
{178498} Nevalle Speech
{178499} Veedle
{178500} Daeghun
{178501} Khralver
{178502} To Keep Interior
{178503} Return from Castle Never
{178504} {2202}Crossroad Keep Inn
{178505} Casavir
{178506} Khelgar
{178507} Qara
{178508} Sand
{178509} Grobnar
{178510} Bishop
{178511} Neeshka
{178512} Elanee
{178513} Zhjaeve
{178514} Sal Spawn Point
{178515} Mekos Spawn Point
{178516} Joy Spawn Point
{178517} Roe Spawn Point
{178518} This is one of Wolf's many friends. Like Wolf, he can quickly take you to any destination in the area.
{178519} Greycloak{patroller}
{178520} Calindra Spawn Point
{178521} Pentin Spawn Point
{178522} From Keep Courtyard
{178523} Iriana Spawn Point
{178524} To Keep Courtyard
{178525} This is Uncus.
{178526} Enter from 3100
{178527} The guards of Port Llast are little more than militia keeping the peace. Lacking a true army of its own, Port Llast often relies on Neverwinter forces for defense.
{178528} Port Llast Guard Armor
{178529} Port Llast's citizens are generally friendly, if somewhat wary of strangers.
{178530} Port Llast Citizen
{178531} Port Llast Merchant
{178532} Port Llast is a crossroads of sort, and many travelers pass through it daily.
{178533} Port Llast Guard{3}
{178534} From Glowstone Cavern
{178535} Hanging Bucket
{178536} To Glowstone Goblins
{178537} From Ember Well
{178538} 2222_wp_fr_2220
{178539} From Duskwood
{178540} | If player already has Calindra's quest, but Sand is not here |[A man lies dead on the cavern floor. His throat has been ripped out, his limbs savaged by canine teeth.]
{178541} [The man's hair is dyed bright orange, suggesting that this is probably Bradbury, Calindra's missing partner.]
{178542} The Many-Starred Cloaks are members of Neverwinter's mage guild. A number of them have also received military training and are capable of fighting with weapons as well as magic.
{178543} Hood
{178544} Smoke Spawn
{178545} Corpse Spawn
{178546} Shadow Reaver Exit
{178547} To CK Courtyard
{178548} Courtyard
{178549} Keep Door
{178550} Courtyard Middle
{178551} Fireball Impact
{178552} Sevann Moveto
{178553} Nathe Moveto
{178554} Door Cast
{178555} Nathe
{178556} Sevann
{178557} Party
{178558} Vale
{178559} Captain Runto 1
{178560} Captain Runto 2
{178561} Captain Runto 3
{178562} To Farms
{178563} Hills
{178564} To Middle Floor
{178565} To Middle Floor
{178566} To Bottom Floor
{178567} To Bottom Floor
{178568} To Top Floor
{178569} Statue of Purification
{178570} Statue of Purification
{178571} To Top Floor
{178572} Jones
{178573} Lightning Chicken
{178574} Flame Strike
{178575} Trial of Winter
{178576} Trial of Winter
{178577} Trial of Spring
{178578} Trial of Spring
{178579} Trial of Summer
{178580} Trial of Summer
{178581} Trial of Autumn
{178582} Trial of Autumn
{178583} Lightning Pillar
{178584} Statue Turn
{178585} Thunder Storm
{178586} Winter Ambient Sound Trigger
{178587} Spring Ambient Sound Trigger
{178588} Summer Ambient Sound Trigger
{178589} Autumn Ambient Sound Trigger
{178590} This is a shadow priest, one of the many fanatical followers of the King of Shadows.
{178591} To Council Chamber
{178592} West Harbor
{178593} To Swamp
{178594} To Swamp
{178595} To Swamp
{178596} {2430 - change back to water elemental}Earth Elemental
{178597} The statue of the elven hunter is fully mobile, yet its skin remains as hard as the stone it is carved from.
{178598} Boulder Pile {02 - TINT}
{178599} Boulder Pile {06 - TINT}
{178600} Boulder Pile {04 - TINT}
{178601} Boulder Pile {07 - TINT}
{178602} Boulder Pile {05 - TINT}
{178603} Boulder Pile {03 - TINT}
{178604} Mine Track {1}
{178605} 
{178606} Mine Track {2}
{178607} Mine Track {4}
{178608} Mine Cart
{178609} 
{178610} Boulder Pile {01 - TINT}
{178611} {Castle Double Gate}
{178612} {Castle Single Gate}
{178613} Guard in Balcony Static Cam
{178614} {Lord Nasher's Throne}
{178615} {3030}Ironfist Stronghold
{178616} Skeleton Greatsword +1
{178617} After speaking with Brother Merring, you received some swamp moss that will give wounded militiamen the strength to carry on the fight.
{178618} Tarmas has told you to enter his home, located to the immediate southwest of the bridge, and search for anything that might help against the village invaders.
{178619} You need to find Georg, the leader of West Harbor's militia. He will need every able bodied Harborman to help with the village defense.

Georg was last seen defending the Bridge, southeast of your home.

{178620} You helped Georg hold the bridge against a large number of dark dwarves. Georg has ordered you to rally the scattered militiamen and regroup in the wheat fields.

Find five Militiamen, then meet Georg at the road near the wheat field in the southwest area of the village.
{178621} You have rallied one Militiaman to the wheat field. Gather four more Militiamen, then meet at the road by the wheat field in the southwest part of the village.
{178622} You have rallied two Militiamen. Gather three more, then meet at the road by the wheat field in the southwest part of the village.
{178623} You have rallied three Militiamen. Gather two more, then meet at the road by the wheat field in the southwest part of the village.
{178624} You have rallied four Militiamen. Gather one more, then meet at the road by the wheat field in the southwest part of the village.
{178625} You rallied five Militiamen. Speak with Georg at the road by the wheat field in the southwest part of the village. He will have further orders for you.
{178626} Daeghun has told you there is a silver shard hidden in the ruins outside of town. A tribe of lizardlings often lurks there, so it could be dangerous. To reach the ruins, leave West Harbor via the road running south by the wheat field or the road running west along the rive.
{178627} Daeghun has told you the story of the silver shard, how it was found, along with another shard just like it, on the night of a great battle that killed your mother and nearly everyone in the village... except for you.

The other shard is kept by Daeghun's half-brother Duncan. You must take the silver shard to Neverwinter and speak with your foster uncle and his contacts in the city - with any luck, they will know more of the shards... and why someone would come to West Harbor looking for them.
{178628} {1100}West Harbor Under Siege
{178629} The village of West Harbor is under attack! Bring Bevil and Amie with you to help with the village defense.
{178630} The attackers have struck throughout the village. Coordinate with Georg, leader of the village's militia, to defend West Harbor.
{178631} Though the mysterious cowled mage that killed Amie has fled, the village is still in danger. Tarmas told you to meet the others in the Starling farm, located in the southwest section of the village.
{178632} Retta Starling says that her son, Lorne Starling, went off to fight in the Luskan war in Neverwinter several years ago. The casualties of that war were reportedly high - and she fears that he is dead. If you come across any information about Lorne, she would appreciate the news.
{178633} Retta was quite shocked to learn that Lorne was working for the Luskans. Though grateful to finally know Lorne's fate, she understandably wishes to be left alone to mourn in private.
{178634} The githyanki kidnapped Shandra Jerro and fled Neverwinter. Duncan has persuaded the ranger Bishop to help you track the githyanki and rescue Shandra. Bishop urges you to move quickly before their trail grows cold.
{178635} You were ambushed by the githyanki in the small village of Ember. Shandra's friend Alaine confirms that the kidnappers passed through the village with Shandra in tow.

The githyanki were heading into the mountains north and west of the village.
{178636} A mage leading a small army of demons has assaulted the githyanki lair. The mage's motives are unknown; and while his demons are hostile to you, they appear more concerned with killing the githyanki.
{178637} You encountered a devil by the name of Mephasm who was apparently serving the same man who launched the demon attack. 

Mephasm agreed to lower a magical energy shield blocking your path in exchange for being banished and freed of his servitude. Mephasm held up his end of the deal and reduced the barrier into a small sphere that he suggested you keep.
{178638} You encountered a devil by the name of Mephasm who was apparently serving the same man who launched the demon attack.  Mephasm claims he can open remove the barrier that prevents you from pursuing the githyanki… for a price.
{178639} The last living descendent of Ammon Jerro is a woman named Shandra - the same woman you encountered back in Highcliff. The githyanki are also looking for her. You must get to Shandra before they do.
{178640} You were able to rescue Shandra from the githyanki. Unfortunately, Shandra's house was lost in the process... making that the second building of Shandra's that has met a flaming demise in your presence...

Return with her to the Sunken Flagon.
{178641} You finally have access to Blacklake District. Your first stop is Aldanon the Sage. According to Sand and Duncan, he's likely to know more about the silver shards.
{178642} Aldanon explained the reason the githyanki have been hunting you: the shards are apparently pieces of a Silver Sword considered sacred to the githyanki.

He has told you that a long-dead court wizard named Ammon Jerro was considered an expert on the githyanki and may have left behind more information in his private retreat. You will need to enter the Neverwinter Archives to find the location of Jerro's Haven.
{178643} Waterdeep has sent numerous emissaries to Neverwinter, but none have arrived. The latest emissary, Issani, is rumored to be attempting a route to Neverwinter which passes through Old Owl Well in the Sword Mountains.

An agent of the Shadow Thieves will make contact with you at the Old Owl Well.
{178644} Waterdeep has sent numerous emissaries to Neverwinter, but none have arrived. The latest emissary, Issani, is rumored to be attempting a route to Neverwinter which passes through Old Owl Well in the Sword Mountains.

Travel to the Old Owl Well and escort the emissary safely to Neverwinter.
{178645} Karina has given you a set of forged documents to present Callum, a member of the Neverwinter Nine and the leader of Neverwinter's attack on Old Owl Well. If Callum accepts the documents, he may disclose more information about the situation at the well.
{178646} You have freed Issani of Waterdeep. Bring him safely out of Logram's lair and he can make his own way to the Old Owl Well.
{178647} Callum is able to spare some men to escort Issani safely back to Neverwinter. Return to the city and speak with Marshal Cormick.
{178648} Casavir knows of a less guarded route to Logram Eyegouger's lair and has agreed to take you there. The lair is located to the north of Old Owl Well.
{178649} You've encountered some dwarven scouts, members of Khelgar's clan. They have been sent to the Sword Mountains to scout the old Ironfist home. You have agreed to look for signs of the clanhold and report any finding to the Ironfist scouts.
{178650} Simmy was very pleased with the quality of ore you brought her. She paid you well for your help, giving you gold and a new recipe.
{178651} A member of MoireTMs gang has been leaking information to the City Watch. Captain Brelaina fears the informant has been exposed and will soon be killed. You are to bring Fihelis to the City Watch for safety before Moire can eliminate him.

Fihelis's estate is walled estate in the Merchant Quarter and overlooks the park which borders the river.
{178652} The City Watch uncovered the destination for the smuggled weapons that you confiscated. You are to launch an attack against the warehouse (located in the Merchant Quarter) and deal with the thieves who planned to distribute the weapons. During your raid, you are to keep an eye out for documents that might uncover specifics about their smuggling operation.
{178653} The Nine located the hideout of mysterious killers that have brought trouble to the city. Though she's been ordered to support The Nine in their assault, Brelaina instead has ordered you to deal with them before The Nine can mount their own operation. The assassins are currently holed up in the Merchant Quarter, near the warehouse you raided recently.
{178654} You confronted Caleb and attempted to arrest him. To no one's surprise, Caleb refused to go quietly and fought to the death.
{178655} An assassin confronted Neeshka and made clear that she is being hunted by Leldon, her old partner in crime who apparently holds grudges for quite a long time.
{178656} You successfully escorted the weapons to the warehouse. Unfortunately, the City Watch has launched a raid to confiscate the weapons. You must make sure the Watchmen go home empty-handed.
{178657} You have successfullly defended one of the four key weapon stockpiles.

There are three stockpiles remaining.
{178658} You have successfullly defended two of the four key weapon stockpiles.

There are two stockpiles remaining.
{178659} You have successfullly defended three of the four key weapon stockpiles.

There is one weapon stockpile left.
{178660} Thanks to your work, the City Watch's headquarters in the Docks District is now a pile of ash. Return to Moire for further instructions.
{178661} It's been an ordeal, but you've finally gained access into the Blacklake District. Speak with a sage named Aldanon. He may have the information about the shards that you've been seeking.
{178662} You've discovered that the shards are actually pieces of a silver Githyanki sword. The swords are apparently highly prized by the githyanki - so much so that they will go to great lengths to retrieve any that are lost or stolen.

This explains why the Githyanki and their thralls have been hunting you for all this time. There are very likely more shards from the same sword as yours came from.
{178663} {CUT!}A Hollow Beginning
{178664} You've found a new ore deposit. If you talk with Pentin in Crossroad Keep and he'll give you a reward for this information.
{178665} You've found new ore deposits. If you talk with Pentin in the Crossroad Keep he'll give you a reward for your information.
{178666} {CUT!}Loose Ends
{178667} {CUT!}The Price of Loyalty
{178668} Uncus was pleased at the way you handled the Watch sergeant. In addition to delivering on his promised reward, he has offered to conduct his shady dealings out of Crossroad Keep.
{178669} Commander Tann was separated from three of his men when they battled their way into the crypt. He has asked you to determine their fates and bring them back safely if possible.
{178670} The Bandit Chief has promised to stop kidnapping travelers for ransom. Return to Commander Tann at Fort Locke.
{178671} You convinced the Bandit Chief to volunteer the services of his men to bolster the garrison at Fort Locke. Commander Tann's reaction will be interesting. Return to Fort Locke.
{178672} You escaped the bandit camp with some of the prisoners still alive. Return to Fort Locke and speak with Liza.
{178673} You escaped the bandit camp with all of the prisoners still alive. Return to Fort Locke and speak with Liza.
{178674} You have agreed to investigate the sabotaging of Highcliff's ships. Elder Mayne suggests that you begin at the ruins of Highcliff Castle to the north of the village.  He also mentioned an abandoned quarry to the south, but does not believe that it will turn up anything of use.
{178675} You have rescued a lizardfolk by the name of Slaan. His people have apparently been behind the sabotaging of Highcliff's ships. He has agreed to give you an audience with his chieftain if you can help save his warriors who are trapped in Highcliff Castle.
{178676} You have rescued Slaan's warriors. You must now speak with the lizardfolk chieftain and attempt to stop the sabotage of Highcliff's ships.
{178677} You have slain the lizardfolk known as Slaan. On his corpse, you discovered a map showing the location of his clan's lair. Perhaps this is the source of Highcliff's ship problems.
{178678} You have slain the lizardfolk chieftain and thrown the clan into disarray. Highcliff's ships and fishing boats should be safe from further sabotage - at least for awhile. You should report your success to Elder Mayne.
{178679} You have come to an agreement with the lizardfolk chieftain. He has agreed to put a stop to all aggression against Highcliff if the village will stop fishing so close to their lair. You must speak with Elder Mayne and convince him to accept the bargain.
{178680} Elder Mayne has agreed to the bargain with the lizardfolk. The village elder then rounded up all available men to speed the repairs on the <i>Double Eagle.</i> In addition, the elder has said that he will meet with you on the docks before you leave for Neverwinter.
{178681} Now that he knows the source of the sabotage, Elder Mayne  will organize the men of Highcliff and lead a final assault on the lizardfolk lair to clean it out for good. In gratitude for your help, the village has pooled its resources together and paid for your passage to Neverwinter.
{178682} Marshal Cormick has asked Fort Locke to resume its patrols. However, Lieutenant Vallis refuses to cooperate. You will need to convince Vallis, or talk with the regular commander of the fort.
{178683} Lieutenant Vallis has agreed to resume the fort's patrols if you investigate the disappearance of Commander Tann and his men.
{178684} Marshal Cormick has promised to reward you properly for all of the help that you've given him. See him in Neverwinter for your reward.
{178685} You met a man named Mozah in Highcliff who's waiting for a group of adventurers to return from exploring the ruins of a castle located to the north. The adventurers still owe Mozah money, and since it's too risky to go look for them himself, he asked you to go search for them. You agreed to keep an eye out for them.
{178686} You defeated a group of undead adventurers who had been killed by the shadow priest and raised as zombies. You recovered a pouch containing gold intended for one Mozah of Highcliff.


{178687} Andrew, son of Gera and Zachan, has disappeared along with a friend. Both were last seen headed to the old abandoned ruins of Highcliff Castle, north of the village. The two parents are very worried, and have asked that you return them home safely.
{178688} Gera and Zachan were very grateful for the safe return of their son. They rewarded you with a sword given to Zachan by his grandfather. It's an old family heirloom that has been well cared for over the years.
{178689} The Commander of Fort Locke has not returned from a patrol. The commander was last seen heading east with his men. Vallis, his second in command, wants you to investigate the reason for his disappearance.
{178690} You have found the Commander of Fort Locke. He was captured by a necromancer and was being interrogated about the fort's readiness. Return Commander Tann to Fort Locke.
{178691} You gave the blacksmith some ore and he was able to craft a masterwork weapon for you.
{178692} Gera's husband is trapped somewhere upstairs in the Weeping Willow. She's asked you to bring him back safely.
{178693} On a ridge above the Duskwood Grove, you met two gnome women, Mirri and Jilla. They appear to be studying Duskwood's insect life.
{178694} {1000}Weapon Smugglers
{178695} The City Watch has received information that Moire's gang is attempting to smuggle a large cache of weapons through the Back Alley. Captain Brelaina wants the smugglers apprehended and the goods confiscated.

City Wathcmen on Moire's payroll may be helping with the smuggling operation.

Enter the Back Alley via the Docks District and prevent the weapons from reaching their destination.
{178696} You've defeated the smugglers and confiscated the weapons. Return to Brelaina in the Merchant Quarter for further orders.
{178697} {1000}Tomb of Betrayers
{178698} The Tomb of the Betrayers contains the bodies of Neverwinter's greatest villains. The corpses are locked up tight, and the priests of Tyr perform monthly sweeps to ensure that the tomb has not been disturbed.

The priest sent to perform the latest sweep has not returned, and Judge Oleff is concerned for his well being. Trouble in the Tombs could mean trouble for the city as well.

Enter the tombs and find the missing priest. Once you've entered, you will not be able to leave except with the help of the missing priest.
{178699} You've found the priest. Unfortunately, the mechanism to unlock the tombs is being guarded by undead. You'll have to fight your way to the central chamber to unlock the tombs.
{178700} You've defeated the undead lord and unlocked the tomb. Make your escape with the priest and report what you've seen to Judge Oleff.
{178701} Prior Hlam was relieved to see that you were successful in rescuing his priest. The church of Tyr wil deal with any undead still shuffling within the tombs.
{178702} Wyvern Hide Full Plate
{178703} Red Dragon Hide Half Plate
{178704} The thick skin and iron-hard scales of a red dragon's hide can be made into extremely strong, fire-resistant armor by a skilled craftsman.
{178705} Umber Hulk Hide Half Plate
{178706} The thick, tough plates of an umber hulk's hide can be used to craft sturdy, powerful armor and shields that offer their wearer protection against psychic attack.
{178707} Wyvern Hide Half Plate
{178708} Salamander Leather Armor
{178709} This hide of the salamander, a lizard-like creature native to the Elemental Plane of Fire, is supple and easier to work than dragon hide. Armor crafted from salamander hide offers the wearer some protection from fire.
{178710} Salamander Hide Studded Leather Armor
{178711} Red Dragon Hide Breastplate
{178712} Umber Hulk Hide Breastplate
{178713} Wyvern Hide Breastplate
{178714} Salamander Hide Armor
{178715} Red Dragon Hide Scale Mail
{178716} Wyvern Hide Scale Mail
{178717} Duskwood Heavy Shield
{178718} Duskwood is a dark, silvery wood is light and strong, but yields easily to the craftsman's hands.
{178719} Umber Hulk Hide Heavy Shield
{178720} Adamantine Light Shield
{178721} Darksteel Light Shield
{178722} Duskwood Light Shield
{178723} Mithral Light Shield
{178724} Umber Hulk Hide Light Shield
{178725} Zalantar Light Shield
{178726} Duskwood Tower Shield
{178727} Umber Hulk Hide Tower Shield
{178728} The  Tome of Alchemy
{178729} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Acid Flask: Prerequisite Craft Alchemy 4 ranks; Materials Venom Gland, Quicksilver

Alchemist's Fire: Prerequisite Craft Alchemy 4 ranks; Materials Fairy Dust, Distilled Alcohol

Choking Powder: Prerequisite Craft Alchemy 4 ranks; Materials Garlic, Belladonna
{178730} On the Refinement of the Alchemist's Craft
{178731} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Improved Acid Flask: Prerequisite Craft Alchemy 8 ranks; Materials 2 Venom Gland, 2 Quicksilver

Improved Alchemist's Fire: Prerequisite Craft Alchemy 8 ranks; Materials 2 Fairy Dust, 2 Distilled Alcohol

Improved Choking Powder: Prerequisite Craft Alchemy 8 ranks; Materials 2 Garlic, 2 Belladonna

Improved Holy Water: Prerequisite: Craft Alchemy 8 ranks; Materials 2 Amethyst, 2 Powdered Silver

Improved Tanglefoot Bag: Prerequisite Craft Alchemy 8 ranks; Materials 2 Quicksilver, 2 Belladonna

Improved Thunderstone: Prerequisite Craft Alchemy 8 ranks; Materials 2 Diamond Dust, 2 Amethyst
{178732} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Holy Water: Prerequisite: Craft Alchemy 4 ranks; Materials Amethyst, Powdered Silver

Tanglefoot Bag: Prerequisite Craft Alchemy 4 ranks; Materials Quicksilver, Belladonna

Thunderstone: Prerequisite Craft Alchemy 4 ranks; Materials Diamond Dust, Amethyst
{178733} Atari Crafting Recipes
{178734} Recipe books contain the requirements for crafting magical items and alchemical potions. You must have the appropriate skills and feats listed in these recipes to create items. This particular book contains recipes that will demonstrate each of the five different crafting types: mundane crafting, alchemy, distillation, wondrous item crafting, and magic item crafting.  The Crafting Lady character possesses all of the skills, feats, spells, and ingredients necessary to create the items displayed here.

Adamantine Battleaxe (Mundane)
Requires: Craft Weapon (20) skill
- Battleaxe Weapon Mold
- Adamantine Ingot
Use <b>smithing hammer<b> on an armor & weapons workbench containing the above.

Potion of Cat's Grace (Alchemy)
Requires: Craft Alchemy (8) skill
- Quicksilver
- Powdered Silver
Use <b>mortar & pestle</b> on an alchemist's workbench containing the above.

Ghoul Claw (Distillation)
Requires: Craft Alchemy (6) skill
- Weak Air Essence
- Faint Power Essence
Use <b>mortar & pestle</b> on Ghoul Claws in inventory.

Cloak of Minor Displacement (Wondrous)
Requires: Craft Wondrous Item feat
- Weak Air Essence
- Blue Diamond
- Leather Hide
Cast <i>displacement</i> on a magic workbench containing the above.

Frost Enchantment (Magic)
Requires: Craft Magic Arms and Armor feat
- Any Weapon
- Weak Water Essence
- Star Sapphire
Cast <i>ice storm</i> on a magic workbench containing the above.

+3 Enchantment (Magic)
Requires: Craft Magic Arms and Armor feat
- Any Weapon
- Weak Air Essence
- Faint Power Essence
- Emerald
Cast <i>light</i> on a magic workbench containing the above.
{178735} Formulae of the Learned Scholars of Halruaa
{178736} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Greater Acid Flask: Prerequisite Craft Alchemy 12 ranks; Materials 3 Venom Gland, 3 Quicksilver

Greater Alchemist's Fire: Prerequisite Craft Alchemy 12 ranks; Materials 3 Fairy Dust, 3 Distilled Alcohol

Greater Choking Powder: Prerequisite Craft Alchemy 12 ranks; Materials 3 Garlic, 3 Belladonna

Greater Holy Water: Prerequisite: Craft Alchemy 12 ranks; Materials 3 Amethyst, 3 Powdered Silver

Greater Tanglefoot Bag: Prerequisite Craft Alchemy 12 ranks; Materials 3 Quicksilver, 3 Belladonna

Greater Thunderstone: Prerequisite Craft Alchemy 12 ranks; Materials 3 Diamond Dust, 3 Amethyst
{178737} The Lore of the Master Alchemist
{178738} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Perfected Acid Flask: Prerequisite Craft Alchemy 16 ranks; Materials 4 Venom Gland, 4 Quicksilver

Perfected Alchemist's Fire: Prerequisite Craft Alchemy 16 ranks; Materials 4 Fairy Dust, 4 Distilled Alcohol

Perfected Choking Powder: Prerequisite Craft Alchemy 16 ranks; Materials 4 Garlic, 4 Belladonna

Perfected Holy Water: Prerequisite: Craft Alchemy 16 ranks; Materials 4 Amethyst, 4 Powdered Silver

Perfected Tanglefoot Bag: Prerequisite Craft Alchemy 16 ranks; Materials 4 Quicksilver, 4 Belladonna

Perfected Thunderstone: Prerequisite Craft Alchemy 16 ranks; Materials 4 Diamond Dust, 4 Amethyst
{178739} Although only a small portion of a complete dragon's hide, the thick skin and iron-hard scales of this hide can be made into extremely strong, fire-resistant armor by a skilled craftsman.

Red dragon hide may be used to craft scale mail, breastplate, or half-plate armor.
{178740} The scaled, leathery hide of the wyvern is lightweight but strong, and well-suited to crafting a variety of armors.

Wyvern Hide may be used to craft scale mail, breastplate, half-plate, or full plate armors.
{178741} This metal ingot has a dark, lustrous sheen and feels surprisingly heavy for its size. A skilled craftsman could create extraordinary weapons or armor with this material.

Adamantine may be used to craft any weapon or armor that requires metal ingots.
{178742} Darksteel Ingot
{178743} This ingot gleams with a deep, purple sheen. With the proper skill, this metal could be forged into a variety of weapons or armor.

Darksteel may be used to craft any weapon or armor that requires metal ingots.
{178744} This ingot practically glows with its bright, silvery sheen, and feels unusually light. A skilled craftsman could forge this metal into supple, lightweight armors or weapons.

Mithral may be used to craft any weapon or armor that requires metal ingots.
{178745} Alchemical Silver Ingot
{178746} This alchemical silver ingot is pure and untarnished, ready to be put to the forge. Lore holds that shapeshifters and some fiends are especially vulnerable to the bite of silver weaponry.

Alchemical silver may be used to craft any weapon that requires metal ingots.
{178747} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Full plate consists of shaped and fitted metal plates riveted and interlocked to cover the entire body.

Materials Required: 3 metal ingots
{178748} Trap Kit Mold
{178749} This mold contains everything a skilled craftsman needs to create a trap kit.

Note: See the Craft Trap skill description for the additional components and skill ranks required to craft a trap.
{178750} Improved Acid Flask
{178751} This glass flask holds a highly corrosive acid. If thrown, the glass shatters, inflicting 1d8 points of damage to anyone hit by the acid.
{178752} Greater Acid Flask
{178753} This glass flask holds a highly corrosive acid. If thrown, the glass shatters, inflicting 1d10 points of damage to anyone hit by the acid.
{178754} Perfected Acid Flask
{178755} This glass flask holds a highly corrosive acid. If thrown, the glass shatters, inflicting 2d6 points of damage to anyone hit by the acid.
{178756} Improved Alchemist's Fire
{178757} Improved Alchemist's Fire is a more potent, refined version of Alchemist's Fire. Anyone hit by it will suffer 1d8 points of fire damage. It may also be used to coat a weapon so it will gain a 1d6 fire damage bonus for a short duration.
{178758} Greater Alchemist's Fire
{178759} Greater Alchemist's Fire is a more potent, refined version of Alchemist's Fire. Anyone hit by it will suffer 1d10 points of fire damage. It may also be used to coat a weapon so it will gain a 1d8 fire damage bonus for a short duration.
{178760} Perfected Alchemist's Fire
{178761} Perfected Alchemist's Fire is a more potent, refined version of Alchemist's Fire. Anyone hit by it will suffer 2d6 points of fire damage. It may also be used to coat a weapon so it will gain a 1d10 fire damage bonus for a short duration.
{178762} Improved Choking Powder
{178763} Greater Choking Powder
{178764} Perfected Choking Powder
{178765} Improved Holy Water
{178766} A vial of Improved Holy Water will cause 2d6 points of damage to any undead splashed by it.
{178767} Greater Holy Water
{178768} A vial of Greater Holy Water will cause 2d8 points of damage to any undead splashed by it.
{178769} Perfected Holy Water
{178770} A vial of Perfected Holy Water will cause 2d10 points of damage to any undead splashed by it.
{178771} Potion of Cure Disease
{178772} Improved Tanglefoot Bag
{178773} This round, small leather bag is full to bursting of an alchemical goo. Once this goo is exposed to air, it becomes tough and resilient, able to hold a creature in place for up to 3 rounds.
{178774} Greater Tanglefoot Bag
{178775} This round, small leather bag is full to bursting of an alchemical goo. Once this goo is exposed to air, it becomes tough and resilient, able to hold a creature in place for up to 4 rounds.
{178776} Perfected Tanglefoot Bag
{178777} This round, small leather bag is full to bursting of an alchemical goo. Once this goo is exposed to air, it becomes tough and resilient, able to hold a creature in place for up to 6 rounds.
{178778} Improved Thunderstone
{178779} A "Thunderstone" comes in a number of different types, depending on its strength (normal, improved, greater, and perfected), but each has the same effect - it creates a deafening bang when it strikes a hard surface. Any target who fails a Fortitude save will be deaf for 5 rounds. The strength of the Thunderstone will reduce the target's chances of resisting its effects.
{178780} Greater Thunderstone
{178781} Perfected Thunderstone
{178782} Curb {Flat 02}
{178783} Curb {Flat 03}
{178784} Curb {Flat 04}
{178785} Curb {Flat 06}
{178786} Curb {Flat 07}
{178787} Curb {Flat 08}
{178788} Curb {Flat 09}
{178789} Curb {Flat 10}
{178790} Curb {Flat 11}
{178791} Curb {Flat 12}
{178792} Curb {Flat 13}
{178793} Curb {Flat 14}
{178794} Curb {Flat 15}
{178795} Curb {Flat 16}
{178796} Curb {Flat 17}
{178797} Curb {Flat 18}
{178798} Curb {Flat 19}
{178799} Curb {Flat 20}
{178800} Curb {Flat 21}
{178801} Curb {Flat 22}
{178802} Fishing Ship {1 - TINT}
{178803} 
{178804} Fishing Ship {2 - TINT}
{178805} {CWALL1}
{178806} {T_Metaroom}
{178807} Painting{11}
{178808} Painting{12}
{178809} Painting{13}
{178810} Painting{14}
{178811} Painting{15}
{178812} Bucket {03 Glow Cavern Well}
{178813} Mine Track {3}
{178814} Pulley Post
{178815} 
{178816} Door{T_CR_SECRET1}
{178817} Door{T_CV_SECRET1}
{178818} Door{T_IL_SECRET1}
{178819} Door{T_SC_SECRET1}
{178820} Door{T_SF_SECRET1}
{178821} Door{T_SI_SECRET1}
{178822} Door{T_SM_SECRET1}
{178823} CityWConnectorWall_Short
{178824} Toggle Player Menu
{178825} 
{178826} Type of Feat: Class
Prerequisite: Barbarian level 17
Specifics: You are no longer fatigued after your rage effects expire and can ignore the -2 penalty to Strength and Dexterity.
Use: Automatic.

{178827} In his younger days, your foster father often served as an escort to merchants traveling the Sword Coast. Daeghun's reputation follows you and affords you special treatment from merchants.

<b>Special Effects:</b>: 10% discount from merchants, as well as special access to rare and exotic items sold by one particular vendor.

{178828} Blessed by Waukeen, the deity of coins and wealth, you have a soft golden halo above your head.

<b>Special Effects:</b>: +1 bonus to all saving throws. Certain merchants will recognize this blessing and offer special items.

{178829} Type of Feat: Class
Prerequisite: Bard or Warlock
Specifics: You do not suffer an Arcane Spell Failure penalty from medium armor when casting bard or warlock spells. Using a shield or heavy armor still applies the full penalty.
Use: Automatic.
{178830} <color=Gold>Shadow Thief of Amn</color>
{178831} You have proven your worth to the Shadow Thieves and they have accepted you into their ranks.

<b>Special Effects:</b> This epithet is a requirement for the Shadow Thief of Amn prestige class.

{178832} Main Menu
{178833} Load Game
{178834} Save Game
{178835} Game Options
{178836} 
{178837} Export Character
{178838} Resume Game
{178839} Portal{CityMPortal01}
{178840} 
{178841} Gained influence with
{178842} Lost influence with
{178843} Khelgar
{178844} Neeshka
{178845} Elanee
{178846} Qara
{178847} Sand
{178848} Grobnar
{178849} Casavir
{178850} Bishop
{178851} Shandra Jerro
{178852} Construct
{178853} Zhjaeve
{178854} Ammon Jerro
{178855} Bevil
{178856} Easel{CityMEasel}
{178857} Camouflage
{178858} Type of Feat: Class
Prerequisite: Ranger level 13
Specifics: At 13th level a ranger does not suffer reduced movement when using stealth in outdoor areas.
Use: Automatic.
{178859} CityMJHSpikes01
{178860} Skilled
{178861} 
{178862} Type of Feat: Race
Prerequisite: Human.
Specifics: Humans are versatile and capable, starting with 4 extra skill points at character generation, and gaining 1 extra skill point at each additional level.
Use: Automatic.
{178863} Able Learner
{178864} Type of Feat: General
Specifics: Cross-class skills cost only a single point per rank instead of the normal cost of two points per rank. You are still restricted to one-half your level for cross-class skills.
Use: Automatic.
{178865} CityMJHLava
{178866} <color=Magenta>Web of Purity</color>
{178867} Type of Feat: Special
Specifics: This power, bestowed by the Ritual of Purification, will paralyze all undead and outsiders within 30' of the user for 3 rounds. Victims may make a Will save with a DC equal to 10 + (caster's character level/2) + (caster's INT modifier) to prevent the effects. If any target in a <color=Magenta>Web of Purity</color> is struck by the effect of the <color=Magenta>Cleansing Nova</color> ritual, all other victims of the same <color=Magenta>Web of Purity</color> suffer the effects of the <color=Magenta>Cleansing Nova</color>.
Use: Selected. This feat can be used once per day.
{178868} Lamp{CliffsMPostOn}
{178869} Lamp{CliffsMPostBOn}
{178870} Lamp{CityMJH01}
{178871} Familiar Hearing Ability
{178872} Familiar Stealth Ability
{178873} Familiar Fortitude Ability
{178874} Familiar Luck Ability
{178875} Familiar Reflex Ability
{178876} Familiar Bluff Ability
{178877} Familiar Diplomacy Ability
{178878} Familiar HitPoints Ability
{178879} Type of Feat: Class
Prerequisite: Wizard or Sorcerer level 1.
Specifics: While the Bat Familiar is summoned, the master gains a +3 to Listen checks.
Use: Automatic with Familiar.
{178880} XP granted for correctly answering Lord Halueth's question.
{178881} XP granted for saving Lord Tavorick's life.
{178882} XP granted for convincing Haeromos to let you see the survivor.
{178883} XP granted for saving the butler's life.
{178884} XP granted for turning Savanna away from the King of Shadows.
{178885} XP granted for successful use of Diplomacy skill.
{178886} XP granted for successful use of Intimidate skill.
{178887} XP granted for successful use of Bluff skill.
{178888} XP granted for recruiting a Militiaman.
{178889} XP granted for correctly answering an Archives Vault question.
{178890} XP granted for checking in at a City Watch post.
{178891} XP granted for finding an ore deposit.
{178892} Type of Feat: Class
Prerequisite: Wizard or Sorcerer level 1.
Specifics: While the Cat Familiar is summoned, the master gains a +2 to Move Silently and Hide checks.
Use: Automatic with Familiar.
{178893} XP granted for peaceful resolution of encounter.
{178894} XP granted for convincing Bandit Chief to join Fort Locke.
{178895} Type of Feat: Class
Prerequisite: Wizard or Sorcerer level 1.
Specifics: While the Rat Familiar is summoned, the master gains a +2 bonus to Fortitude Saves.
Use: Automatic with Familiar.
{178896} XP granted for helping your Greycloaks defeat the trolls without casualty.
{178897} XP granted for successful use of a distraction.
{178898} Type of Feat: Class
Prerequisite: Wizard or Sorcerer level 1.
Specifics: While the Rabbit Familiar is summoned, the master gains a +1 bonus to all Saves.
Use: Automatic with Familiar.
{178899} XP granted for stopping a crime in progress.
{178900} Type of Feat: Class
Prerequisite: Wizard or Sorcerer level 1.
Specifics: While the Weasel Familiar is summoned, the master gains a +2 bonus to Reflex Saves.
Use: Automatic with Familiar.
{178901} Type of Feat: Class
Prerequisite: Wizard or Sorcerer level 1.
Specifics: While the Spider Familiar is summoned, the master gains a +3 to Bluff checks.
Use: Automatic with Familiar.
{178902} Type of Feat: Class
Prerequisite: Wizard or Sorcerer level 1.
Specifics: While the Pig Familiar is summoned, the master gains a +3 to Diplomacy checks.
Use: Automatic with Familiar.
{178903} Type of Feat: Class
Prerequisite: Wizard or Sorcerer level 1.
Specifics: While the Beetle Familiar is summoned, the master gains +1 Hit Point per level.
Use: Automatic with Familiar.
{178904} Stealth Mode Activated
{178905} Stealth Mode Deactivated
{178906} XP granted for enforcing Moire's order.
{178907} XP granted for saving Galen.
{178908} XP granted for successful Skill use.
{178909} XP granted for negotiating a peaceful resolution to the hostage standoff.
{178910} XP granted for protecting Harcourt from Old Scab's thugs.
{178911} XP granted for forging an alliance with Clan Ironfist.
{178912} You must have Sand in your party in order to travel to Port Llast. Proceed?
{178913} XP granted for getting useful information from Vlssk through interrogation.
{178914} XP granted for forging an alliance with the Lizardfolk.
{178915} XP granted for killing Batha and removing the lizardmen threat from Highcliff.
{178916} XP granted for killing Axle.
{178917} You must have Zhjaeve in your party in order to travel to Crossroad Keep. Proceed?
{178918} XP granted for killing Moire.
{178919} XP granted for killing both Axle and Moire and crippling the Shadow Thieves in Neverwinter.
{178920} You must have Zhjaeve in your party in order to travel to the Illefarn Ruins. Proceed?
{178921} XP granted for successfully breaking ties with Axle without reprecussion.
{178922} You must have Elanee in your party in order to find the Circle of the Mere. Bishop must leave the party and scout ahead. Proceed?
{178923} XP granted for breaking ties with Axle.
{178924} XP granted for defeating the Circle of the Mere.
{178925} You must have Khelgar in your party in order to go to Mt. Galardrym. Proceed?
{178926} XP granted for successfully defeating the Circle of the Mere and supporting Elanee.
{178927} XP granted for convincing Ammon Jerro to be remorseful for his actions.
{178928} XP granted for finding Ammon Jerro.
{178929} XP granted for evading the traps set for you by shadows.
{178930} You must have Ammon Jerro or Zhjaeve in your party in order to confront the Shadow Reaver. Proceed?
{178931} XP granted for laying Danan Starling to rest.
{178932} XP granted for reforging the Silver Sword.
{178933} You must have Zhjaeve in your party in order to visit Nolaloth, and Ammon Jerro cannot be in the party. Proceed?
{178934} You must have Zhjaeve in your party in order to use the Song Portal in the Illefarn Ruins. Proceed?
{178935} XP granted for dealing with the Fire Giant prisoners.
{178936} You must have Grobnar in your party in order to find the Wendersnaven. Proceed?
{178937} XP granted for killing the Fire Giant King and obtaining the Belt of Ironfist.
{178938} XP granted for killing Tholapsyx.
{178939} XP granted for fighting off two dragons at once.
{178940} XP granted for finding out where to reforge the Silver Sword from Nolaloth.
{178941} XP granted for laying Nolaloth to rest after finding out where to reforge the Silver Sword.
{178942} XP granted for finding a supply area for the King of Shadows' army.
{178943} XP granted for destroying the bridges on the outskirts of Crossroad Keep.
{178944} XP granted for defending the walls of Crossroad Keep.
{178945} XP granted for winning the battle of Crossroad Keep.
{178946} XP granted for winning the battle of Crossroad Keep with only moderate losses.
{178947} XP granted for winning the battle of Crossroad Keep with only minor losses.
{178948} XP granted for helping the guards repel the initial assault on Castle Never.
{178949} XP granted for finding the entrance to Neverneath.
{178950} XP granted for going through Neverneath to reach the Throne Room.
{178951} XP granted for defeating Sydney Natale and finding the True Names of the Shadow Reavers.
{178952} XP granted for avoiding the Shadow Reaver's ambush.
{178953} XP granted for destroying a Shadow Reaver.
{178954} XP granted for making Black Garius vulnerable and forcing him to retreat.
{178955} XP granted for destroying Black Garius and defeating your traitorous former companions.
{178956} XP granted for bringing the Tome of Iltkazar to Aldanon.
{178957} XP granted for reaching the Vale of Merdelain.
{178958} XP granted for learning how to reform the Silver Sword of Gith.
{178959} XP granted for reforming the Silver Sword of Gith.
{178960} XP granted for gaining one alliance.
{178961} XP granted for gaining two alliances.
{178962} XP granted for getting information about the Wendersnaven from Enleva and Noduab.
{178963} XP granted for investigating the existence of the Wendersnaven.
{178964} XP granted for being absolved of your sins by Ivarr.
{178965} XP granted for rejecting Ivarr's absolution.
{178966} XP granted for finding the great weapon of Ivarr's vision.
{178967} XP granted for completing the Path of the Holy.
{178968} XP granted for fortifying Crossroad Keep.
{178969} XP granted for greatly fortifying Crossroad Keep.
{178970} XP granted for summoning Mephasm.
{178971} XP granted for rebuilding Construct.
{178972} XP granted for finding Guyven.
{178973} XP granted for finding a secret area.
{178974} XP granted for exploration.
{178975} XP granted for correctly solving the puzzles in Neverneath.
{178976} XP granted for being really evil.
{178977} XP granted for being really good.
{178978} XP granted for upholding the law.
{178979} XP granted for fomenting chaos.
{178980} XP granted for recruiting.
{178981} XP granted for using your feminine wiles.
{178982} XP granted for using your manly charm.
{178983} XP granted for avoiding the Collector's guards.
{178984} XP granted for convincing the Collector to give you his key.
{178985} XP granted for catching Lord Gannish in his own lie.
{178986} XP granted for completing the transaction before springing the trap.
{178987} XP granted for your above-average performance in the trial.
{178988} XP granted for your excellent performance in the trial.
{178989} XP granted for your outstanding performance in the trial.
{178990} XP granted for beating Cain at his own game.
{178991} XP granted for befriending a giant magical spider.
{178992} XP granted for freeing Ribsmasher.
{178993} XP granted for finding the best use of the cursed prayer book.
{178994} XP granted for saving Aldanon's cook from Old Scab's thugs.
{178995} XP granted for saving Aldanon's maid from Old Scab's thugs.
{178996} XP granted for keeping 1 member of Ballard's squad alive.
{178997} XP granted for keeping 2 members of Ballard's squad alive.
{178998} XP granted for keeping 3 members of Ballard's squad alive.
{178999} XP granted for keeping 4 members of Ballard's squad alive.
{179000} XP granted for keeping Ballard's entire squad alive.
{179001} | Safety line in case we decide to have Bevil shout this for Magic Show, if player fails to cast spell on him |Hey! You were supposed to cast that spell on me!
{179002} Well then, let's head over to the stage...
{179003} Actually, I'm ready for the award ceremony now.
{179004} Good idea. I'll see you in a little while.
{179005} Or maybe some well-deserved bragging. What's the point of winning if you don't get a chance to gloat?
{179006} | DAN: Here we should fade down and go directly to the stage. |
{179007} This man wears the livery of the City of Neverwinter on his surcoat. He stands at attention, eyes watchful for any trouble that might be brewing.
{179008} This solemn man stands rigidly at attention, neither speraking nor moving, but always watching.
{179009} This young man has the unenviable task of running errands for his lord or lady. Often tasked with sending and receiving letters across the city, most pages end their evenings with sore feet and the lingering desire to commit regicide.
{179010} This is one of Neverwinter's nobility, the men and women of power and wealth that influence the city's future.
{179011} Wearing the lavish attire of a landed knight, this handsome man has the face and body of a chiseled statue. You recognize the heraldry on his garb as the same worn by Callum, marking this man as one of the Neverwinter Nine.
{179012} Lord Nasher Alagondar is the ruler of Neverwinter and, given the size, prestige and relative prosperity of the city, his power is closer to that of a king despite his simple title. A veteran adventurer and a deadly swordsman in his youth, Nasher is now well into his later years but every bit as strong. A popular ruler, Nasher's pragmatic and decisive leadership has kept Neverwinter intact through plague and war.
{179013} This man's wry smile and constant chuckle give him a less-than-wholesome appearance. His belt is lined with various pouches and purses and whenever he shifts his balance or takes a step, the sound of clinking coins can be heard.
{179014} This short, lean Uthgardt man looks as though he lives his life in the shadows of dark alleys, just waiting for some unlucky fellow to wander within dagger-range.
{179015} Dressed with the fine clothes and condescending smile of a nobleman's son, this young man's enrollment in the Academy is a result of his parents' wealth.
{179016} Tall and gaunt, Axle looks the sort of man that brooks no insolence or insubordination from anyone. He has eyes like a hawk, and even when at rest he seems to hold himself taut as a bowstring, ready to spring at any moment.
{179017} This swarthy rogue wears ripped and faded studded leather armor that has seen its fair share of abuse. The look in his eye tells you he's ready and willing to inflict the same sort of violence on you.
{179018} Although he keeps to the shadows as much as possible, you can make out Amnian features in this man's brutish face. His eyes are sallow and beady, and he wears a short sword belted at his hip.
{179019} Though not unattractive, Brelaina's hard expression and forbidding demeanor are off-putting. Her Watch uniform is spotless and neat, but unornamented, as befits a soldier of the Neverwinter Watch.
{179020} This old wizard has a deep, intimidating stare and the smile of someone who is rarely denied the things he wants. He is dressed in the regal, almost pompous black robes of a Hosttower mage.
{179021} This tall, gaunt humanoid has rough, yellow skin and russet hair pulled into a pair of topknots. Its eyes have a sinister gleam, and its ears are pointed and serrated in back. The number of pouches hanging from its belt and the unique aroma of spell components reveal that this creature has some skill in the Art.
{179022} One of the many citizens of Neverwinter, out and about on his daily errands.
{179023} This is one of the countless citizens that call Neverwtiner home. Most of the city's inhabitants are humans of Tethyrian or Illuskan descent, though elves, dwarfs, halfings, gnomes and half-breeds can be found all over the city.
{179024} This half-elf is grubby and unwashed, with a distinctly sour odor about him. He has a tendency to wring his hands incessantly, and his gaze constantly shifts from side to side as though expecting a foe to leap out of the shadows at any moment.
{179025} Sir Grayson Corett is a man whose knighthood and way of living are one and the same path.  His unfailing service to Lord Nasher and the Nine has earned him a prominent place in the court of Neverwinter.
{179026} This kobold looks remarkably less stupid and savage than most of his kin. Strangely, he even seems to be carrying a lute. What he plans to do with it, the gods only know.
{179027} This is Qara's father, an aging man of considerable wealth and prestige amongst the mages of Neverwinter.
{179028} This sickly man has a pale sheen to his skin and a haunted look in his eye.
{179029} An elderly man in expensive clothing, this is one of the many nobles that assist Lord Nasher in the affairs of Neverwinter.
{179030} This young, spoiled heiress attends the Academy but spends more time studying the finer points of gossip and flirtation.
{179031} Greycloaks are members of Neverwinter's standing army. The recent plague and war with Luskan have drained Neverwinter of wealth, leaving the Greycloaks poorly funded and equipped. The name "Greycloaks" comes from their lack of uniforms - there simply isn't enough money to put all of them in armor or even dyed cloth, so they wear simple cloaks for their unofficial uniforms. Most Greycloaks are citizen-soldiers with little professional experience, though several veterans of the recent war with Luskan fill the ranks with much-needed expertise.
{179032} Neverwinter Greycloak
{179033} A shiftless layabout, this man seems to prefer standing around on the street all day to actually accomplishing anything.
{179034} This aging merchant is losing his hair and, given the way he squints, his eyesight as well. His heads and fingers visibly shake, likely the product of overwhelming stress.
{179035} This squat, broad-shouldered dwarf looks as though he has been smashed in the face by a brick repeatedly over the course of his childhood.
{179036} Hetha's boots and pantaloons look large on her, as if fitted for someone other than her. You notice the sagging eyes and pale complexion of a hangover on her face.
{179037} This small, aged man wears the simple robes of an ascetic, but his movements are those of a trained and seasoned fighter.
{179038} Stunning blue eyes are this Illuskan man's single attractive feature on an otherwise unwelcoming face. His sinister grin reveals the gaps of several teeth lost in combat.
{179039} Her posture perfect, her voice and stare unwavering, Kana has an icy demeanor that thaws, ever so slightly, when speaking to you. While short for a human warrior, her perfectly muscled body would likely prove a challenge to any, even Khelgar.
{179040} A tall, middle-aged man with a sinister smile, Lleldon's hawkish face is severe and unwelcoming.
{179041} A dark-haired man just short of middling years, this fellow wears the armor and livery of a private guard. He seems uncomfortable in that garb, as though unaccustomed to it.
{179042} A giant of a man, Lorne Starling bears a strong resemblance to his younger brother Bevil, though his face is devoid of any trace of Bevil's easy-going youthfulness. Lorne left West Harbor years ago and while you have heard much of the Harvest Brawl wherein he lost to Cormick, you have few personal recollections of Lorne.
{179043} This man wears the black robes of a Luskan mage. Burn scars cover his face, and he has a manic gleam in his eye.
{179044} This man wears the livery of the City of Neverwinter on his surcoat. His eyes are hard and mistrustful, and he holds his sword at the ready.
{179045} Judge Oleff Uskar serves under Lord Nasher as the Lord Justiciar of Tyr. A solemn man of advanced years, Oleff's graying hair, prominent voice and calm demeanor give him an air of wisdom and authority.
{179046} Onan wears a long robe and mitre with the hammer-and-scales opf the Church of Tyr emblazoned on it. He wears one off-colored glove to symbolize Tyr's missing hand.
{179047} Ophala is a tall, statuesque beauty who dresses and carries herself in a manner calculated to maximize her considerable charm. She smiles when you make eye contact.
{179048} Par
{179049} This burly thug looks to have been blessed with a trifle more intelligence and initiative than many of his brethren. He barks orders in a loud, gruff voice, and keeps his men under tight, ruthless control.
{179050} With a face full of acne, this young apprentice hopes to master the arcane secret of charming other with his spells... Otherwise, he fears he'll never get a woman to talk to him. 
{179051} With a sharp tongue and a short fuse, Qara has a large and fiery personality trapped in a petite body. While her clothes are elegant and sophisticated, her crimson hair is short and disheveled, the result of her constantly running her hands through her hair in moments of emotion. Qara wears her passion visibly; her white cheeks blush red when she's mad and her hands move with her words when she's excited. Her large green eyes are often rolling in frustration as rarely a moment goes by when something doesn't annoy or outright anger her.
{179052} Soot and sawdust cover this man's leggings. One of the many craftsman of Neverwinter, Repko's specializes in tools of conflict resolution.
{179053} This young woman oversees several of the newer Watchmen. Chasing thugs and cutpurses across town have given her finely toned legs but a cynical scowl to her face. She eyes everyone, save for her superiors in the City Watch, with suspicion.
{179054} Skymirror offering
{179055} When you need to get something from one place to another without a lot of awkward questions from the city watch, men like this are worth their weight in gold.
{179056} A dark-haired man just short of middling years, this fellow wears the armor and livery of a private guard. He seems uncomfortable in that garb, a though unaccustomed to it.
{179057} Draped in ancient finery, this cadaverous figure stands silent sentry over the tombs. Its baleful yellow eyes seem to hold more intelligence than most undead.
{179058} Dressed in an elegant and revealing dress, this woman wears her short hair in a purposefully disheveled manner. While her dour face is devoid of any genuine smile and lacks the beauty of vibrancy, her slender body and predatory stare have a cold, dominating sex appeal.
{179059} This brawny thug is lightly armed and armored, but there is a viciousness in his eyes that makes him seem more threatening.
{179060} Judging from his impaired balance and the scent of alcohol on his breath, this man should not be driving a cart or operating a heavy crossbow.
{179061} This thin young girl wears clothing of many patched rags. She looks hungry.
{179062} Verin has a deep-seated jealousy of Qara, a venomous envy for her ability to wield magic as a force of will while he must labor for hours over a musty tomb to cast the most mundane of cantrips.
{179063} This poor man has been the victim of a heinous crime.
{179064} A journeyman blacksmith and tailor, Werth offers garments of leather and mail. While his goods are neither competitively priced nor of the highest quality, Werth stays in business by selling his goods to anyone, even the shadier inhabitants of the docks.
{179065} This young waif has a mischievous grin on his face. His clothes are disheveled and falling apart - he's either an orphan or the child of parents too poor to properly clothe him.
{179066} This skinny, dirty little girl has a feral look about her, as though she was raised by some kind of animal.
{179067} This mage wears the black garb of the Hosttower of the Arcane. Judging from his cruel smirk and the sadistic gleam in his eye, attempting to negotiate with this one would be a waste of breath.
{179068} This powerful warrior wears the arms of one of the city of Luskan on his black surcoat. He seems to have plans involving considerable violence to your person.
{179069} One of your recruits from the Hollows, this young man has suffered a grievous wound to the shoulder.
{179070} This stout, broad-shouldered dwarf wears the robes of an initiate in the Arcane Brotherhood. He is adorned with nearly a dozen pouches, bags, and vials, which (judging by the smell) hold spell components.
{179071} This Tethyrian man's face bears the faint sunburn of slaving over a hot anvil. His lips cracked from the forge's heat and his hearing dulled by the endless clanging of metal, Jacoby suffers for his work. Those who have seen the gleam in his heat-dried eyes when he examines his finished blades know that this man enjoys every moment of his craft.
{179072} Holding her heavy blade and shield as if they were made of driftwood, this beautiful woman's finely-honed muscles are poorly concealed by her patchwork armor that bears the dents and creases of countless battles. She wears a necklace, dangling down to her waist, composed of enough tusks to populate the mouths of a small orc town. The length of cloth on her belt used to clean her sword is soaked red and oozing from blood still fresh from the morning's catch.
{179073} Stains of coal, dirt and rust cover this miner's faded clothes. As you approach, Pentin examines you as if through a jeweler's loupe, gauging your long and short-term profit potential.
{179074} Eschewing the commonly accepted practice of not performing construction work in your best clothes, Veedle's fashionable and expensive garments are covered in dirt and sawdust. Constantly muttering to himself or barking orders to his workers, he has the emaciated look of a man too lost in his work to remember things as trivial as food and sleep.
{179075} Dressed in loose clothes and wearing boots worn from long travel, this man's body is covered in the dust and dirt of several leagues.
{179076} This grizzled soldier bears the scars of a dozen battles and the broken nose of a dozen tavern brawls. His tabard bears the livery of the city of Neverwinter, with a gold chevron denoting the rank of Sergeant.
{179077} An animated suit of thick metal armor, this blade golem is a fearsome automaton bound to its controllers will. Its right arm is a heavy blade as long as a grown human. The armored plates of this golem have a metallic blue sheen and the styling of the armor is unlike the fashion of armor found in the Sword Coast. Standing well over eight feet tall, this metal giant moves with remarkable speed and grace despite its mass.
{179078} Humanoid raiders from another plane of existence, the githyanki are tall and gaunt with rough, yellow skin and russet hair pulled into ponytails and top-knots. Their eyes have a sinister gleam, and their ears are pointed and serrated in back. Having survived combat against otherworldly beasts, this githyanki warrior is a formidable and disciplined foe.
{179079} Oh, I see what you're up to. You're one of Moire's goons, aren't you?
{179080} She's been hunting down Watchmen like rats. Why in the hells would I want anything to do with that killer?
{179081} This halfling lass is dressed in furs and pelts, adorned with the claws and fangs of numerous monsters.
{179082} Despite his tiny stature, this fur-clad halfling warrior looks as though he'd make a formidable foe.
{179083} Much of Lord Nasher's success as a ruler can be attributed to his willingness to keep trade alive in his city. Merchants often loiter in the halls of Castle Never awaiting an audience with Nasher in hopes of discussing trade tariffs and road security.
{179084} This man is wild-eyed and unkempt, with a mad gleam in his eye and an aroma only the most charitable could describe as "merely unpleasant."
{179085} |First time in Flagon|Speak with Duncan if you're looking for a room. I'm just the hired help.
{179086} |First Time in Flagon|Try not to spill anything. I just washed the floors.
{179087} |First time in Flagon|Duncan's the one you want. Ill-tempered fellow standing there next to the bar.
{179088} |First time in Flagon|If you're here to collect on a debt, then Duncan's not here today.
{179089} |After talking with Duncan|So you're a kin of Duncan's? I guess you won't be paying for anything then, will you?
{179090} |After talking with Duncan|Your room's in the back. Just follow the main hall.
{179091} |After talking with Duncan|Duncan says your friends are welcome to stay here. I hope they're clean types.
{179092} |Player with the City Watch|So, a Watchman eh? It's good to know we have someone to turn to if any trouble breaks out.
{179093} |Player not with the Watch|If you're going to cause any trouble, keep it outside the Flagon.
{179094} |Any other time|Good to see you again. Talk to Duncan if you need anything.
{179095} |Any other time|Duncan won't admit it, but your friends haven't been as much trouble as he makes them out to be.
{179096} |Any other time|It's been quiet. Just the way I like it.
{179097} This pale, aging Illuskan man periodically places his hand on his back and winces in pain. The veteran of countless years of hard work, Sal is a quiet, unassuming and industrious man.
{179098} [Success] Just pay the hound. We'll still have plenty of gold once we make the delivery.
{179099} [Success] Just pay the hound. We'll still have plenty of gold once we make the delivery.
{179100} [Success] {Gives up. Hoping the player will be in a better mood if he gives in}Fine, have it your way. Go on, look.
{179101} This student wears the robes of an apprentice wizard and carries an enormous satchel bulging with books and scrolls. He looks harried, under-rested, and overstressed.
{179102} The warehouse supervisor is a squat, leathery man with a scar across one eye and no third finger on his right hand. He wears brightly-colored sailcloth, and his voice booms over the din of the harbor when he speaks.
{179103} This is Zeph's Friend. After a severe blow to the head he suffered a bout of amnesia and forgot his own name, so now everyone calls him "Zeph's Friend."
{179104} Clad in a light shirt of mail and sturdy, travel-stained leathers, this fellow has the look of one long accustomed to living in the wild.
{179105} Dressed in travel-worn leathers, this man bears the crest of the Courier's Guild on his jerkin, marking him as a letter-carrier for the noble houses of neverwinter.
{179106} The bright-eyed female gnome smiles at you, eager to make a sale. She occasionally glances at the sea, obviously expecting a ship.
{179107} This man's clothing is torn and stained by long travel, and he looks gaunt and hungry. All his worldly possessions are contained in a pitifully small sack slung over his shoulder.
{179108} This grizzled soldier bears the scars of a dozen battles and the broken nose of a dozen tavern brawls. His tabard bears the livery of the city of Neverwinter, with gold chevrons denoting the rank of Captain.
{179109} Never resting his eyes on any one object for long, Aldanon's absent-minded nature manifests itself in every part of his body. Periodically tapping his foot, cracking his knuckles, or just shuffling in his place, the scholarly old man seems unable to stand still for long.
{179110} Sizing you up with a condescending look, this man has the puffed up stature and leering grimace of a bully.
{179111} This man's sylvan ears remind you of Daeghun. Fortunately for everyone involved, his demeanor does not. Expressive and passionate, he's quick to anger and quicker to smile - you've yet to see him with a blank look on his face. Duncan is your foster father's half-brother, though he seems overjoyed to consider himself your uncle.
{179112} Wild hair explodes from this gnome's head in every direction. Grobnar's mouth is constantly moving in a desperate attempt to keep up with his mind. The wrinkled features of his face suggest that he's well into middle-age though he moves and talks in bursts of youthful energy. He has an absent-minded smile and the jovial demeanor of someone blissfully unencumbered by reality.
{179113} A magister of the Neverwinter's Academy of magic, Johcris wears the perpetually sour face of a man who feels insulted by the perceived idiocy of everyone around him.
{179114} You recognize the face of Cormick, native son of West Harbor. While he has changed much and your memories of him are distant and vague, there is an undeniable familiarity in his smile. He wears the weighty armor of the Neverwinter City Watch as if it were no heavier than summer clothing and his posture suggests that he's ready to spring into action at a moment's notice.
{179115} Lean and graceful, this woman has the features of one of the natives of the Moonshaes off the Sword Coast. She wears a small smile, as though secretly amused by some private joke.
{179116} This plump gnome has a broad smile, high cheekbones and warm, inviting eyes that make her look far younger than her graying hair would indicate.
{179117} Short and physically unassuming, Sand has a wry smile and a habit of chuckling to himself while making eye contact. Sand is extremely knowledgeable and he's often visibly lost in thought or debating with himself under his breath. His sense of smell is quite powerful and he often pauses to sniff deeply.
{179118} Gaunt and slender, this humanoid resembles the same creature that killed Amie in the attack of West Harbor. Vaguely humanlike in appearance, the skin of its face is tight across its angular features.
{179119} City Watchman{patrol2}
{179120} The average Neverwinter citizen tends to be cultured without being arrogant, and many of them are master craftsfolk.
{179121} Although it would be difficult to notice for the casual observer, there is a distinct and continual malevolence in Tasha's otherwise perky and innocent gaze.
{179122} 10_wp_par_spawn
{179123} Guardpost
{179124} Hagen's shop
{179125} Sand's shop
{179126} City Watch
{179127} Moire's
{179128} City exit
{179129} Armorsmith
{179130} Weaponsmith
{179131} Reylene - merchant
{179132} To the Back Alley
{179133} The Sea Ghost
{179134} Caleb
{179135} Par's house
{179136} {Gith1}Cutscene Guy
{179137} With his perpetual shadow of facial hair and rugged physique, Bishop is rather handsome even if his demeanor is thoroughly unwelcoming. Late into his twenties, this veteran of the wilderness has scars and burns across his skin. Constantly on the lookout, sniffing the air and checking to see what's behind him, Bishop's hands are always on his weapons. Every time you look over at Bishop, he's looking right back at you.
{179138} The young woman has a stern and sour face. With heavy lines under hey eyes and a sag in her posture, this woman appears exhausted and overworked.
{179139} This old man's eyes glow with a gold-red luminescence, as does the latticework of tattoos covering his forehead and face. Bald and weathered by the years, Ammon Jerro's booming voice is commanding and determined, one comfortable giving orders to captains, generals, kings - and demons. While he occasionally displays a wry smile or frustrated sneer, his face is never relaxed and his brow often furrowed in thought. Power radiates from Ammon's body, and when he's angered (a common occurrence) the air around him smells of smoke and blood.
{179140} Sir Edmund Cebari certainly gives off the impression of one who is beyond caring about anyone beyond himself. Once in a while, though, when he thinks no one is looking his way, that facade gives way to something else entirely. Whatever his past disgrace was, it's still never far from his mind.
{179141} Footlocker
{179142} This is a footlocker
{179143} This is a sturdy desk typically found in homes as a place for study.
{179144} This is a sturdy desk typically used for study.
{179145} Basket, Tall
{179146} This is a tall basket
{179147} 
{179148} This is a medium chest
{179149} Crates
{179150} This is a crate
{179151} The militiamen of West Harbor are hardened from years of rough living in the swamp, but they aren't trained soldiers and lack the heavy armor of a real army. This villager sustained serious injuries fighting the invaders.
{179152} This resident of West Harbor is a casualty of the attack.
{179153} The children of West Harbor are forced to grow up very quickly. Not only must they grow up with disease and empty stomachs, they are put to work farming when they are but four or five years of age.
{179154} {Grumpy, irritated}Yeah, well, <i>you</i> weren't out there in the swamp getting attacked by lizardfolk. 
{179155} {Irritated}No, I was here attending to the wounded, Bevil - now find Merring and do the same.
{179156} What I have to say to you is not for Bevil's ears - and after this night, you two shall not travel together again. 
{179157} Bevil has his uses, but it is not wise to depend on someone of Starling blood for too long. 
{179158} {Irritated, more to himself}Also, his complaining tires me and will not serve you where you are bound.
{179159} Many such ruins lie within the Mere - and beneath it. They are of ancient Illefarn, an empire once forged from an alliance of dwarves and elves.
{179160} All that remains are ruins, and little else, and their empire lives on only in history books and stories. 
{179161} That shard is one of a pair. Both were found after the battle that destroyed West Harbor long ago.
{179162} My half-brother, Duncan, and I asked a mage in Neverwinter to examine the shards for enchantments, but he found nothing except a faint magical aura, a residue of the battle.
{179163} And so I kept one shard, and the other I gave to Duncan. Not long after I returned to West Harbor I sealed it away in the ruins. 
{179164} So to speak. It would be more appropriate to say that <i>I</i> have a half-brother... Duncan, like Bevil, has many faults that would make it wise not to rely on him or call him kin.
{179165} It was  long ago - and it was a battle that did not concern West Harbor, but the village was caught up in it, like many such villages in the Mere of Dead Men. 
{179166} We knew little about what had sparked the conflict. Demons were involved, led by a warlock of great power - we only knew him as the King of Shadows.
{179167} The forces of Neverwinter attempted to drive the demons back. 
{179168} Many villagers fled, some taking the road, others wading into the swamp, anything to escape the battle. There was an explosion - pure and white - then nothing more.
{179169} I need you to go to the city of Neverwinter. Find my half-brother Duncan, retrieve the second shard, and take it to a mage you both can trust. 
{179170} Duncan owns an inn in the Docks District of the city, the Sunken Flagon. Not the most... reputable place, but safe enough. 
{179171} Do not show the shard to anyone and say nothing of your mission. Others may be searching for it as well.
{179172} No. I know you value him as a friend, but he will be of no help outside of West Harbor. 
{179173} He would only slow you down. Bevil is made for... simpler things. 
{179174} No. As you probably realize, he will be of no help outside of West Harbor. 
{179175} Head to the small port town of Highcliff when you are free of the swamp. There, seek passage on a ship to Neverwinter. 
{179176} That is possible - but this village cannot shelter you or survive another attack. 
{179177} On the road, moving, you have a chance. Once you reach Neverwinter, it may prove more difficult for them to attack you.
{179178} The... problem is more complicated than that. If we give them the shard, I doubt it will prevent them from believing the second one lies here as well - or others. 
{179179} We only found two. It is possible there were others, scattered into the swamp, or taken away - or have met other ends. 
{179180} It is a better fate than others, I assure you. 
{179181} Very well. Let us waste no more time on discussing your friend. If you have other questions, ask them.
{179182} {Irritated}There are many things I have chosen not to tell you, and that is because they are not relevant.
{179183} {Stern}Perhaps if you were to question less and heed my words, it would prevent you from becoming confused. 
{179184} {Tired}I... I did not mean what I said, and this is no time for us to fight - you need to leave West Harbor, tonight. 
{179185} {Slight surprise}Strange. Perhaps the attack awakened it. 
{179186} If so, then perhaps a second look at these shards would yield different results - but such divinations would be beyond anyone here in West Harbor, including Tarmas. 
{179187} I could not bring myself to cast it away. Yet at the same time, I did not wish to keep it close.
{179188} You are too young to remember what occurred, I know - but the battle was a terrible one. And that shard, it reminds me too much of that night. 
{179189} That is the only reason I can think of for why they came. Am I certain? No, but my instincts tell me they were looking for it.  
{179190} It is the only thing of substance in this village that would cause them to tear it apart as they did - they were not looking for gold, or valuables - nor did they seem to care about us unless we got in their way. 
{179191} Glad I'm not the only one who thinks we should leave Bevil out of this. 
{179192} What were those ruins in the swamp? 
{179193} Tell me about the shard. 
{179194} I retrieved the shard, what now?
{179195} I have an Uncle?
{179196} How long ago was this battle in West Harbor fought?
{179197} I feel magic from the shard - strong magic. 
{179198} Are you sure those creatures were looking for the shard?
{179199} Why did you put it in the ruins?
{179200} | Once only, governed by same flag as below response. |Is Bevil coming with me?
{179201} I'll say. Like cleaning the stables.
{179202} Bevil helped me in the ruins, so be respectful. 
{179203} What if the beasts track me down?
{179204} Why don't we dump this shard, or give it up?
{179205} | Once only, governed by same flag as above response. |I better not have to take Bevil. 
{179206} I've heard enough. How do I get to Neverwinter?
{179207} Others?
{179208} [Wisdom] There's something you're not telling me.
{179209} Maybe if I beat the hells out of you, that'd settle this right now.
{179210} Sounds pretty weak to me.
{179211} Maybe your instincts are wrong.
{179212} Slender and graceful, this wood elf wears the earth-toned garments of a druid. Attractive and youthful, her high cheekbones, pointed ears and radiant skin give her an almost celestial appearance. At home in the wilderness, Elanee walks through brambles and mud as if strolling across cobblestone. Though she can be intrigued and infuriated, she rarely shows her emotion for long and her face usually has a sober and inquisitive nonchalance. As you size her up she makes eye contact with you and raises an eyebrow.
{179213} This mysterious humanoid is clearly not from West Harbor. Covered in bladelike spikes, this otherworldly invader was struck down by the militia.
{179214} Weeping Willow, L1
{179215} Weeping Willow, L2
{179216} Dead Lizardfolk
{179217} Lizardfolk Warrior {Below Average Club Hostile}
{179218} Lizardfolk Warrior {Below Average Club/Shield Hostile}
{179219} Lizardfolk Warrior {Below Average Claw Hostile}
{179220} Lizardfolk Warrior {Below Average Ranged Hostile}
{179221} Swamp Cave
{179222} Mozah's Backpay
{179223} This small leather pouch bulges with gold coins. It contains a scrap of paper with the words "Reserved for Mozah - Highcliff."
{179224} Dressed in robes bearing iconography of the deity Ilmater, this priest carries with him the dust and sweat of a man who is constantly on the road. The smile on his face suggests that he's surprisingly at ease for being alone on bandit-filled roads.
{179225} Wearing the armor of the soldiers of Fort Locke, this man's leering eye and unkempt appearance mark him as something less than a well-intentioned warden of justice.
{179226} The leader of the Fort Locke garrison, Tann has the posture and smile of an aristocrat under the dirt and grime that mark him as a soldier and tracker. Tann's eyes follow everything with the focus and concentration of an archer aiming at a distant target.
{179227} Scores of bite marks across this corpse indicate that his killers continued to gnaw at his flesh even after his death.
{179228} This wiry man of Chondathan descent is the chief of the local group of bandits. Neither overtly strong or intimidating, this man is likely the brains of the operation. Still, he holds his sword with an fencer's grace and you wager he's quite a formidable opponent. He looks relaxed and strangely untroubled by your uninvited presence into his camp.
{179229} This middle-aged woman looks like she hasn't had a full night's sleep in over a year. You instantly deduce that she's the parent of a small child.
{179230} Like many of the derelict sailors in town, this man is enjoying a time-honored tradition of relaxation that transcends all races and generations: ale. Swaying ever so slightly in place, you get the feeling this man isn't quite as drunk as he's letting on, but rather, his swaying is part of a daydream where he's out at sea on a rocking ship deck.
{179231} This reptilian warrior has a wide build and a scarred hide. Larger than the other lizardfolk you've encountered, he could cause some serious harm if provoked; though his posture suggests that he does not wish to fight.
{179232} The human children of Highcliff are forced to grow up very quickly. They have only a few precious years of unfettered youth before they are forced into long workdays of farming or menial work in the family trade.
{179233} This Tethyrian man has the graying hair and haggard face of a senior but the shapely physique of a man is his twenties. The sag in his posture and the heavy bags under his eyes mark him as a casualty of marriage and children.
{179234} Drunk on cheap domestic ale, this man is looking for a fight.
{179235} This adventurer did not have the luck of a heroes…
{179236} This soldier is a member of the Fort Locke provincial army. While most of the soldiers in Fort Locke's garrison are young, many of them are seasoned fighters, having crossed blades with the many bandits that plague the area.
{179237} This boat is a cargo ship, a sturdy vessel designed to ferry goods along the Sword Coast.
{179238} Your danger sense tells you that talking to this man could result in long, drawn out tales of gout.
{179239} Tall and wiry, this githyanki's chiseled muscles and graceful motions are the trappings of a soldier built for endless war. The skin of her face is pulled so tight across her bony head that her cheeks and forehead twitch with her pulse. She does not make eye contact with you, but rather focuses with unblinking intensity on your chest. As if responding to her stare, you find your stomach tying itself in knots and your heart beating irregularly.
{179240} With his strong arms and heat-weathered face, this man's appearance advertises his long years of blacksmithing work.
{179241} Primitive and savage, these reptilian humanoids can be very dangerous if provoked. They are fiercely territorial, banding together to protect the swamplands they inhabit. This particular lizardman is a shaman, a spiritual leader of his tribe.
{179242} This woman is dressed in garments that mark her as having a bit more wealth than the average commoner. 
{179243} Tiny horns and spotted skin mark this woman as a tiefling, a half-human with the blood of devils or demons. Lithe and liquid in her actions, Neeshka moves with a cat's grace - even when walking at a brisk pace, her footsteps are nearly silent. Given to outbursts of words and action, her impulsive nature is as visible as her otherworldly heritage.
{179244} Shandra has the callused hands and toned build of a farmhand. A young woman by appearances, her reserved demeanor and sarcastic laugh are the trappings of someone many years her senior. Dressed in simple, dirt-stained peasant garments and devoid of jewelry or any attempts at fashion, Shandra has an unsophisticated beauty.
{179245} This man is rapidly approaching middle age. The look in his face is pale and sallow and his eyes constantly shift about the room.
{179246} While barely topping five feet tall, this dwarf has the muscle mass of two grown adults. As a member of the Neverwinter Nine, Callum is one of Lord Nasher's most trusted and capable bodyguards. Callum is an effective leader and is often placed in charge of special operations. While he can be a gruff and demanding manager, he lacks many of the pretenses that are often found in men of power and as a result, he is greatly admired by those in his service.
{179247} With a smile on her face, Simmy peddles her wares to the Greycloaks. She is short and stocky with a harmless and personable aura. While she's definitely making a profit off of the Greycloaks, something about her demeanor makes her greed seem endearing.
{179248} Wearing clothes stained with dust, coal and sweat, this miner has slaved away under the hot sun in open quarries and in the claustrophobic confines of mining tunnels.
{179249} Toiling under the orders of the tribe's matron, this cook is bustling about his business in a state of exhaustion trying to serve the orcs... and judging from the smell of the food, it very well could be that he serves them actual orc.
{179250} Strong even by the standards of other orcs, this mighty warlord is a bundle of energy. When standing still, his breathing moves his whole body while the fingers on his hands twitch in the expectation of balling into fists at any moment. The scars on his body are fresh, as if he has only recently come of age but has seen much in that short time. Logram is an orc in his prime; the orcs that follow him are clearly attracted to that strength and follow him out of both fear and respect.
{179251} Stern and severe, this dwarf has sun bleached hair and sun burnt skin from his long journeys into the mountains. A member of Khelgar's clan, the Ironfists, Khulmar is the leader of an expedition in search of their lost clanhold.
{179252} This grizzled scout forgoes cumbersome armor as his explorations take him on long-distance forays into the mountainous areas around Old Owl Well.
{179253} Once a student of wizardry, this creature's humanity has been snuffed out and it now exists only to bring its arcane might down upon the foes of the Shadow Priest.
{179254} Armed and armoured, this rugged warrior has the scars of many battles.
{179255} |Player returns before Act 2 Trial|Well look who's decided to pay another visit to this garden spot! Good to see you're still all in one piece!
{179256} I want to thank you once again for taking Logram down for us. The orcs have been so busy tearing into each other to choose a new leader that we've been able to fortify our position.
{179257} That they are. Orcs in disarray, the well back under Neverwinter's control, we're in surprisingly good shape here.
{179258} I might even recommend to Nasher that he resume trade with Yartar this season. That should make the Council happy.
{179259} I've still got work to do here, though. Anything you needed?
{179260} Normally you'd be right, but I don't want the orc tribes banding together again anytime soon. No faster way to do that than to attack and remind them who their common enemy is.
{179261} No, I'll let the orcs fight it out amongst themselves. Keeps my men alive, and the orcs appear to be doing just fine killing each other without our help.
{179262} Once they sort it out though, they'll find us well dug in. I think we'll be fine from here on out.
{179263} Heh. Thanks to you, the only work I've got is wall building, and my Greycloaks can handle that themselves. Builds character.
{179264} Was there something else I could do for you?
{179265} |Player returns after trial. Player was found innocent|Free to move around again, I see. That's good news! I <i>knew</i> you were innocent!
{179266} Luskan dogs will try anything to cause Neverwinter trouble. I was confident you'd see it through.
{179267} |Callum testified well|I'm just glad I was able to explain how outrageous the charges were. I never get tired of tweaking Luskan noses. Heh.
{179268} |Player with City Watch|You?! Who did this? What did they accuse you of?
{179269} |Player with Shadow Thieves|Heh. I'm not surprised, to be honest. I didn't figure you to be a law and order type when I first met you.
{179270} So who's your accuser? What's the charge?
{179271} |City Watch|That's outrageous! And Nasher's willing to go along with this charade?!
{179272} I'll put a stop to this right away. Willem! Grab my axe! I'm heading to the city and bringing a quick end to this trial!
{179273} Well, if you're sure that's all you need. I'll be happy to testify. Don't you worry. By the time I'm done, they'll be ready to build a statue of you.
{179274} You bet it will! I'll be at your trial - if I don't get to you accuser first that is. You can count on me.
{179275} |City Watch|It's just outrageous! I can't believe Nasher let himself get talked into this sham of a trial!
{179276} |Shadow Thief|I know you've got a shady past, but you saved us a lot of trouble - and lives - by bringing down Logram for us.
{179277} Anything else I can do for you?
{179278} |Shadow Thief|Well, you did do us a good turn by bringing Logram down for us. Saved us a lot of trouble - and lives.
{179279} Agreed then. I'll testify for you. It'll be good to get back to the city anyhow, even if it's just for a few days. I really should catch Nasher up on what's been going on out here.
{179280} |Callum's testimony wasn't so hot|Sorry about my performance on the stand. That Luskan viper just had me too wound up to think straight.
{179281} |Callum didn't testify|Wish you would have let me on to the witness stand. I would have put an end to that trial then and there.
{179282} Think nothing of it. And embarassing Luskans was a bonus.
{179283} You're probably right. I feel better knowing that I spoke up for you, though. And embarassing Luskan was a bonus.
{179284} Right. What else can I do for you?
{179285} At least I got the pleasure of watching Luskan embarass itself. Made it all worthwhile.
{179286} Look, I said I was sorry. It's just that I'm a soldier. Politics is not really one of my strengths. I think that's why Nasher's always sending me out to handle the fighting.
{179287} At least you were found innocent. Just be glad you're not on a boat to Luskan right now.
{179288} Is there anything else I can do for you?
{179289} Maybe so. Doesn't matter. You were found innoncent, and that's all that matters.
{179290} It'll be awhile before Luskan tries anything like that again. So, anything else I can do for you?
{179291} Well enough. Not much has changed. The orcs are still killing each other. At this rate their leader's going to be the only orc left standing.
{179292} No. Can you believe it? My scouts are still finding orc bodies. There must be all out war going on between the tribes.
{179293} If this keeps up, their new leader's going to be the only orc left in the Sword Mountains. Heh.
{179294} I'm glad things are working out here.
{179295} This would seem like a good time to go on the offensive.
{179296} Farewell.
{179297} Do you have any work for me?
{179298} |Player accused. Trial not yet started|I've been accused of a crime. Would you be willing to testify on my behalf?
{179299} Luskans have accused me of destroying the village of Ember.
{179300} I'd rather not talk about it.
{179301} What does it matter? I didn't do it.
{179302} Forget it. Farewell.
{179303} No! I mean, thank you - but your testimony will be enough.
{179304} Calm down. I just want you to testify as a character witness.
{179305} That'll end the trial in a hurry.
{179306} I appreciate what you did for me.
{179307} I don't think your testimony really affected anything.
{179308} I'd rather talk about something else.
{179309} Farewell.
{179310} Don't worry about it. I appreciate the effort.
{179311} I might not have made it because of you!
{179312} I still appreciate the fact that you were willing to help.
{179313} I was afraid that your testimony might have made things worse.
{179314} How are things going here?
{179315} Have the orcs chosen a new leader yet?
{179316} Farewell.
{179317} Casavir radiates an aura of strength even though his face often carries an expression of resignation. Well into his thirties, Casavir takes his status as a paladin very seriously and maintains a dignified, sophisticated air to him. Devoid of any smiles or excitement, Casavir is polite, measured and calm in his speech and body language.
{179318} Ghasts are the more powerful kin of ghouls and they haunt graveyards, battlefields, and other places rich with the carrion they hunger for. These terrible creatures lurk wherever the stench of death hangs heavy, ready to devour the unwary.
{179319} This powerfully built dwarf is a few inches shy of five feet but walks and talks with the clamor and subtlety of a hill giant. A shield dwarf of the Ironfist clan, Khelgar is a talented warrior who delights in the intimacy of a tavern brawl. Smiling when threatened and downright ecstatic when punched, Khelgar is most at home in a storm of fists and insults. Khelgar's weathered face, long dark beard and massive upper body would likely give him muscular good looks had he not built a collection of cuts, bruises and missing teeth on his face from countless brawls.
{179320} A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail. This two-legged lizard is bigger than an ogre. It has a long tail tipped with a thick knot of cartilage from which a stinger protrudes much like that of a scorpion. It has leathery bat wings and huge jaws filled with long, sharp teeth.
{179321} A black veil obscures the face of this robed man. The self-accepted blindness of the veil is part of the caretakers' sacred oath to protect sensitive information from any eavesdroppers - including themselves. Unable to read through the veil, the caretakers may handle the archive's extensive array of tomes, scrolls and tablets without being tempted to read secrets not meant for them.
{179322} Githyanki Leader
{179323} The people of Ember are mostly farmers and simple craftsmen. Surviving famine, disease, winter and bandit attacks is a full-time hobby for these people and this hard living makes them strong and stoic.
{179324} With eyes and tattoos that glow a reddish hue, this old man radiates an aura of power.
{179325} Foul to the eyes and downright horrific to the nose, this gargantuan terror is not of this world. Sword-length spines line this creature's scaled hid. Its arms are thicker than the body of a mortal man and end in massive fists with razor-sharp claws. Wicked teeth line the beast's massive jaw and, judging by the size of its torso, its stomach likely has room to consume you, your companions and your gear in one meal.
{179326} This colossal golem, built from thick metal armor, has a blade for a right arm that is as long as an elf is tall. Fortunately for you, this horrible creation doesn't seem active or aggressive at the moment.
{179327} No doubt about it, this is the Githyanki that killed Amie. Though these gaunt and twisted humanoids are all ugly to your eye, the memory of this particular Githyanki is vivid and unmistakable.
{179328} Half-elven at first glance, this handsome man's calm, nonchalant demeanor and perfect posture are more celestial than sylvan. Whatever angelic exterior this man wears, it starkly contrasts his reptilian eyes which send chills down your spine when they meet your gaze.
{179329} A young man still years away from puberty, this boy has a calm demeanor the farsighted, distant stare of an old man.
{179330} This Shadow Thief is your escort into the Blacklack District. He's clearly very nervous of running into patrols and is eagerly awaiting the moment when you decide to leave Blacklake.
{179331} This young Watchman is your escort into the Blacklake District. He's bright-eyed and affable and eager to please - he has the sort of trusting, good-natured soul that usually accompanies fatal naivety.
{179332} The Archives are rarely the target of hostile trespassers. Dressed in simple clothes and armed with a short blade, these guards are more of a token security presence than a formidable defense force.
{179333} This is one of the many librarians who organize the ever-increasing volume of books and scrolls that are added to the archives every day.
{179334} This finely-attired gentleman chose the wrong day to visit the archives.
{179335} This is a member of the City Watch, Neverwinter's local police force. Neverwinter is a large enough city to attract a great deal of theft, smuggling and violent crime, leaving the Watchman with plenty of work.
{179336} Ophala is a tall, statuesque beauty who dresses and carries herself in a manner calculated to maximise her considerable charm. She smiles when you make eye contact.
{179337} This plain-looking young woman wears light armor and looks well-versed in the use of the blade at her hip.
{179338} Dressed in bright, colorful minstrel's garb, this woman picks out a merry tune on her lute to accompany the dancing girls.
{179339} This fiesty, voluptuous Tethyrian woman throws her body into the dance with gusto. Whenever your eyes meet, she smiles at you briefly.
{179340} This lithe red-haired beauty hovers near the door of the Mask, flashing a brilliant smile to each and every guest.
{179341} |Est shot. Giths are chatting near portal|
{179342} |Portal acts up. Giths turn towards it.|
{179343} |Gith spawn out of it and dies. Construct follows|
{179344} |THey fight|
{179345} |Shot of Portal|
{179346} |Construct Runs in the Portal|
{179347} |BOOM|
{179348} From his armor and gear, this man looks to be some sort of guard, but he wears no livery you can identify.
{179349} Sir Darmon is a short, dark-haired man with a Cormyran cast to his features. He wears the uniform of the city watch, but augmented with gold filigree and luxurious fabrics. His face is frozen in an expression of vague, general disdain.
{179350} Sir Darmon
{179351} This broad, powerful man has an air of mystery about him, as though he holds great secrets close to his heart.
{179352} Leldon still wears his bedclothes, and his eyes are grubby with sleep. You seem to have woken him up.
{179353} Oleff is a sour-faced old man who wears the robes of office of one of Neverwinter's judges.
{179354} This cheerful, pleasant old man stands behind the counter in his shop. He seems ready, willing, and able to sell you something.
{179355} Fihelis{ST}
{179356} This thin young boy wears clothing of many patched rags. He looks hungry.
{179357} This skinny, dirty little boy has a feral look about him, as though he was raised by some kind of animal.
{179358} This massive, hulking construct seems to be entirely composed of sharp, jagged edges of iron and steel.
{179359} Clad in heavy plate armor, Sir Nevalle has the look of a seasoned veteran about him. His surcoat bears the crest of the Neverwinter Nine, and even standing at his ease he radiates an aura of calm, confident command.
{179360} {1025}The Moonstone Mask, L2
{179361} Melia lies dead, a sword clutched in her right hand. Her body is scorched by fire, and covered with long, raking wounds. The pungent odor of burnt hair hangs in the air.
{179362} This old man's eyes glow with a gold-red luminescence, as does the latticework of tattoos covering his forehead and face. 
{179363} This young woman's corpse is torn and mutilated, savaged by sharp claws and teeth. She was probably one of Ophala's entertainers.
{179364} This man's corpse is torn and mutilated, savaged by sharp claws and teeth.
{179365} mp_downstairs
{179366} To Moonstone Mask - First Floor
{179367} A dashing, handsome rogue with a wry smile and a rapier wit, Sir Edmund is always ready with a barbed joke or a bit of wry wit.
{179368} A stern, hard man with craggy features and intense eyes, Sir Grayson wears the holy symbol of Torm on his armor and shield.
{179369} Dressed in bright, colorful minstrel's garb, this man picks out a merry tune on his lute to accompany the dancing girls.
{179370} A large man in rumpled clothing, Aldanon the Sage has an absentminded look about him, as though he's thinking about serveral dozen things at once and they're all more important than you.
{179371} Like you, Marshal Cormick hails from Westharbor. He wears the tabard of the Nevberwinter Watch with pride, and his face reminds you of a kindly uncle.
{179372} Lean and graceful, this woman has the features of one of the natives of the Moonshaes 9off the Sword Coast. She wears a small smile, as though secretly amused by some private joke.
{179373} This m,an wears the livery of the City of Neverwinter on his surcoat. He stands at attention, eyes watchful for any trouble that might be brewing.
{179374} Axle's
{179375} Tomb of Betrayers
{179376} Pap's - Merchant
{179377} Leldon's Hideout
{179378} Fihelis' Estate
{179379} Githyanki Lair
{179380} Deekin
{179381} Park
{179382} Wall, City - plain (short)
{179383} Curb
{179384} This brutish warrior looks like he's part ogre--or maybe just very strong and very, very stupid.
{179385} This Shaaran warrior has a sharp, hooked nose and is missing several teeth, but he seems friendly enough.
{179386} Warehouse
{179387} This large, run down looking warehouse blends in with the rest of the district. The warehouse would appear to be abandoned, though a more thorough search reveals that it actually receives heavy foot traffic.
{179388} Lamp Post Broken  (on)
{179389} Do the Sydney/Johcris scene.
{179390} I'm on duty - I have no time to speak with you.
{179391} Heavyset with unkempt hair and a frumpy dress, this Luskan mage still carries herself with a regal bearing, and while she doesn't return your gaze, you have a sense that she's very much aware of your look.
{179392} Twitching with visible anxiety, this skinny man is perpetually fidgeting and looking over his shoulder. His clothes and face carry the dust of many days on the road.
{179393} Neverwinter's Royal Guards are charged with protecting Castle Never and Lord Nasher himself. They are some of Neverwinter's most elite soldiers.
{179394} Royal Guard Helmet
{179395} Thin and wiry, this soldier has a cheerful demeanor, and the perpetual hint of a smirk on his lips.
{179396} Most Neverwinter nobles inherited their titles, but it's possible, although rare, for a commoner to be granted a title if he or she performs a great service for Neverwinter.
{179397} From what you can make out of this bard, he looks to be a showman both talented and experienced. The crowd appears to be in the palm of his hand, ready to clap and cheer at his every motion.
{179398} This young bard is sweating to a degree usually reserved for ogres, and is shaking so hard that one might expect his teeth to fall out at any moment.
{179399} This is an enthusiastic supporter of Cain if ever there was one.  She seems to be carrying a variety of signs and banners with messages to that effect, and appears to have his signature in black ink just below her neckline.
{179400} This person certainly seems engrossed with something.
{179401} Students at the Neverwinter Academy have a basic understanding of magic and are often capable of casting one or two minor spells.
{179402} Instructors at the Neverwinter Academy are reputed to be accomplished wizards. A few are former adventurers, though most have dedicated their lives to quiet study and research.
{179403} {1026}Neverwinter: Tourney Ground
{179404} A scattering of folk have come to witness your Trial by Combat. Some seem supportive... others are just here to see someone hacked to pieces.
{179405} This soldier stands solemnly at attention.
{179406} {1027}Temple of Lathander
{179407} It is unusual for a gnome to serve the Morninglord... but not unheard of. This priestess goes about her chores with a pleasant smile. She appears to be taking a tally of Temple supplies, and is quite engrossed in her work.
{179408} You see a tall woman with a serene air about her. She has a lean, athletic build, and calluses on her hands indicate that she is no stranger to the use of weapons.
{179409} The Collector seems to have collected some expensive mercenaries during his travels.
{179410} These servants look disgruntled, as though they have been working for someone temperamental and difficult to please.
{179411} The Collector's mistress fits in utterly and completely amongst the other cold and beautiful things no one is ever meant to touch.
{179412} mp_exit
{179413} mp_tolevel2
{179414} To Upper Floor
{179415} The Collector's Desk
{179416} The collector has set up this exquisitely carved desk for writing.  He probably has a lot of ledgers to maintain.
{179417} {2040}The Collector's Mansion: Upper Floor
{179418} From head to foot this man is dressed in articles that, independent of one another, would be considered the finest of their kind, but together they almost seem to be trying to outdo one another. The Collector has a forlorn, lost look in his eye, as though his spirit longs to be somewhere far away.
{179419} mp_groundfloor
{179420} To Ground Floor
{179421} mp_vault
{179422} The Collector's Vault
{179423} Any chest within the Collector's vault is probably worth further investigation.
{179424} This armor rack has likely played host to many beautiful and important pieces of armor in its day, and its latest treasure is no exception.
{179425} Gannish Estate
{179426} Apparently these watch-hounds have been waiting for the moment to strike since you arrived.
{179427} Lord Gannish has the stately air you'd expect from a noble.  He has probably done dozens of deals like this in the past.
{179428} This watchman has gone undercover to help protect you should your deal go sour.
{179429} Looks like Limm was smart enough to have a contingency plan.
{179430} Limm continually casts suspicious glances in your direction.  If you are fooling him, he's not making it plain to see.
{179431} Sarcophagus{Damon Bryce}
{179432} Chest{Dion Bryce}
{179433} Aldanon's Manse
{179434} This rogue is clad in filthy, mismatched leathers, and he smells as if he hasn't washed in half a lifetime.
{179435} This is one of the filthiest women you have ever seen. Her hair is scraggly and unkempt... and she appears to be crawling with fleas.
{179436} Clad in an old brown robe - apparently stolen from a low-ranking priest of Lathander - this woman seems slightly better equipped than her comrades.
{179437} This fellow's robes are patched and filthy. A tattered spellbook protrudes from one of his pockets... it looks as though it has been gnawed by rats.
{179438} Aldanon's butler is an infirm-looking man with thinning hair. He walks with a stoop and a frequent wince, as if years of stacking books have left him with a perpetually aching back.
{179439} mp_basement1
{179440} To Basement
{179441} mp_basement2
{179442} mp_dining
{179443} Dining Hall
{179444} mp_kitchen
{179445} Kitchen
{179446} mp_workshop
{179447} Workshop
{179448} mp_library
{179449} Aldanon's Manse: Basement
{179450} Garbed in dirty leathers, this shifty-eyed half-elf is armed with a heavy crossbow.
{179451} To Aldanon's Manse, Upstairs
{179452} This is a secure-looking chest. It appears as though someone has recently fitted it with some odd-looking devices.
{179453} Tavorick Estate
{179454} Lord Tavorick's skin is tight and spotted with age, and he is forever squinting about, lips pursed, with a faintly mischievous gleam in his eyes.
{179455} If the songs have any truth to them, "Black Ballard" was a hero of the Luskan War, though tales of his exploits vary. In one story, he finds a way to ambush and destroy a Siege Golem. In another, he and a handful of men defend the Academy gates against a hundred Luskan elites. Whatever the truth, the man himself isn't talking... so the stories grow ever more fanciful.
{179456} With his chiseled jaw and sparkling blue eyes, this fellow's smile could make the coldest lady swoon... if he wasn't always staring at the ground. For all his striking looks, Finn seems painfully shy, responding to questions with a quick nod or shake of the head.
{179457} This pretty young girl is long-limbed and willowy, with a smile that dimples her cheeks. She is dressed in the finery of the Moonstone Mask, marking her as one of Ophala's charming entertainers.
{179458} This old soldier's face is ordinary, even forgettable... yet something about him feels comfortable and familiar, as if he was the father of a friend, or a long-lost uncle.
{179459} This creature looks like a massive, rough humanoid toad with arms in place of forelegs. Its wide mouth has rows of blunt, powerful teeth, and long spines run down the length of its back. The foul stench of the beast nearly gags you.
{179460} mp_upperfloor
{179461} mp_greathall
{179462} Great Hall
{179463} mp_chapel
{179464} mp_crypt
{179465} To Crypt
{179466} {Static Door}
{179467} Tavorick Estate: Upper Floor
{179468} mp_bedchamber
{179469} Bedchamber
{179470} Tavorick Estate: Crypt
{179471} mp_wardedchamber
{179472} Warded Chamber
{179473} {Warded Door}
{179474} The surface of this door is painted with curving arcane runes.
{179475} Solace Glade
{179476} {2092}Sydney Natale's Sanctum
{179477} OTS Johcris from Sydney
{179478} Whatever this strange creature is, it seems to have a personal grudge against you and your companions.
{179479} | If Cyran is mortally wounded |Tavorick's down! He needs your help, Squire!
{179480} [Failure] But... these are my friends. And Arval said... he said that the King of Shadows loves me and wants me to become like him, and live forever.
{179481} You see? We've been chosen by our King, to become his eternal servants and lovers. But <i>you'll</i> be bound as a slave, just as soon as we bleed you...
{179482} It's... it's nothing. We're just trying to get rid of my little sister.
{179483} It isn't nothing! They're going into that old crypt with a bunch of boys! And Father <i>told</i> Lisbet not to.
{179484} What's going on here?
{179485} | Not small race |I'd choose my next words very carefully, ladies.
{179486} Hawkes was different, though. Used to walk up to the Academy and back, every morning. "Cyran," he'd say, "my heart's gotten just as forgetful as my head. If I don't remind the lazy old thing to keep pumping, it'll up and quit on me."
{179487} Good old Hawkes. We used to sit on those benches out front and ogle all the pretty girls. Never know when you'll meet one who fancies older men... that's what Hawkes always said.
{179488} Thought he'd be an artist. Pah! Don't ever try to make a living as an artist. Job only pays well after you're dead.
{179489} | ERIC: After Qaggoth bursts through the door |There's some incredible Power binding that demon! It couldn't have broken the wards on its own!
{179490} Well, you do look young for your age.
{179491} Golden Lute of Shazar
{179492} Long ago, a music-loving Mulhorandi aristocrat named Shazar commissioned the forging of ten golden lutes as a gift to honor the pharaoh. The pharaoh, who was known both for his appreciation of fine music and for his terrifying temper, was delighted at the astounding quickness with which Shazar's minstrels played their lutes, all the while unaware that it was the enchantments on the lutes themselves, rather than the minstrels' skills, that enabled this.  For a time, Shazar was renowned for producing the finest musicians in the land, and his minstrels were widely admired for their ability to stay alive and play music for the pharaoh at the same time. But eventually the pharaoh caught wise, and Shazar and his minstrels were executed by the pharaoh "just because." The lutes fared far better, and remained together in the pharaoh's tomb until they were eventually plundered by thieves and dispersed throughout Faerûn.
{179493} We can talk more once you've prepared for the trial, Squire.
{179494} Leldon, Neeshka's nemesis, has evidently been tracking your every move since you came into the mansion, apparently still unable to forget his grudge over the coin Neeshka stole from him.
{179495} This battle-hardened fighter has obviously seen lots of experience in the savage and brutal arenas of Luskan.
{179496} The Luskans are apparently determined that you experience their idea of "low justice"... one way or the other. 
{179497} This table is covered with assorted thief equipment.
{179498} This table holds a variety of fancy-looking boots.
{179499} | If player is not chaotic - Play this when player meets Qaggoth-yeg in the entrance hall, as they attempt to leave after Cyran is killed (unless Qaggoth is already dead) |And who are you, my mortal friend? You have a wonderful scent about you. Beneath your weariness and your sweat, you smell of lives shattered, and hopes trod underfoot.
{179500} This creature resembles a huge, powerfully-built dog, as big as a draft horse; its fur, teeth, and tongue are sooty black. It has red, glowing eyes.
{179501} Though it's drawn from a basin of the Collector himself, this water probably wouldn't sell for more than normal water.
{179502} Zhjaeve Cam
{179503} Farm Shot
{179504} Keep Shot
{179505} Closeup of Kana
{179506} Closeup of Veedle
{179507} Courtyard Entrance
{179508} To Crossroad Keep Interior
{179509} To Crossroad Keep Interior
{179510} To Crossroad Keep Farms
{179511} To Crossroad Keep Farms
{179512} Zhjaeve Wall Spawn
{179513} Player Wall Spawn
{179514} Construct Way
{179515} Wall 0 - Ruined
{179516} Crossroad Keep wall.
{179517} Wall 1 - Patched
{179518} Wall 2 - Reinforced
{179519} Wall 3 - Towers
{179520} Main Wall 0 - Ruined
{179521} Main Wall 1 - Patched
{179522} Main Wall 2 - Reinforced
{179523} Main Wall 3 - Towers
{179524} Torio's air of superiority has lessened somewhat, but whether is any more trustworthy remains to be seen.
{179525} The conscript, while inexperienced and slightly fearful, is eager to become a soldier.
{179526} mp_worldmap
{179527} Make me immortal.
{179528} mp_anvil
{179529} mp_garrison
{179530} Port Llast Garrison
{179531} mp_inn
{179532} mp_worldmap2
{179533} mp_worldmap3
{179534} mp_nya
{179535} Nya's Magical Sundries
{179536} This young half-elf woman appears to be a ranger. Her face is slightly drawn, and she winces now and then, putting a hand to her side.
{179537} This fellow seems like a typical tavern owner - friendly, out-going, and all-too-eager to talk about every rumor in town.
{179538} This loud, obese man has an air of self-importance. He's dressed like a hunter, but his gear seems little-used.
{179539} This man looks slightly drunk.
{179540} This woman appears to a miner. Her hard black eyes and golden-brown skin mark her as a Calishite, far from her native land.
{179541} The serving girl casts you a quick smile as she hurries to attend to the other tavern patrons.
{179542} Serving Wench
{179543} mp_portllast
{179544} Kitchen Door
{179545} Shot of Alaine Arriving
{179546} Garrison Entrance Waypoint
{179547} This elderly woman appears to have been dragged from her house and stabbed to death. Her cats lay slaughtered around her.
{179548} This man bears marks of torture, but he has no apparent wounds that are serious enough to have caused his death.
{179549} Judging by the disturbed ground around her, this woman was dragged behind this house and fought desperately before her assailant slit her throat.
{179550} This young man was brought down by a heavy blow to the head. His skull is almost entirely caved in on one side.
{179551} This young woman nearly managed to escape the massacre. She was brought down by an arrow to the back as she fled.
{179552} This man and his wife were dragged from their home and hacked to death.
{179553} This burly, middle-aged man appears to have put up a good fight before his opponents slew him. His knuckles are bloodied, as if he dealt some heavy blows to a mailed or helmeted foe.
{179554} This woman and her husband were dragged from their home and hacked to death.
{179555} This elderly man was hacked down from behind as he fled. His head is nearly severed from his body.
{179556} This unfortunate man lies in a large pool of his own blood. His gut has been slashed open, and he appears to have crawled some distance away from where he was attacked. His murderers apparently left him to die a long, lingering death.
{179557} This unfortunate cat was hacked almost in two by a sword or an axe.
{179558} This boy is eerily calm, and his eyes seem to look through things rather than at them.
{179559} {2222}Caverns
{179560} This large blue spider has a glint of intelligence in its many eyes.
{179561} mp_duskwood
{179562} mp_towell
{179563} To Ember's Well
{179564} mp_goblins
{179565} Goblin Camp
{179566} mp_glowstone
{179567} Glowstone Cave
{179568} This farmer has been dead for some time. The scorches and burns on his body indicate he was struck down from behind by some type of fiery weapon or spell.
{179569} This farmer has been dead for some time, apparently hacked to death by swords or axes.
{179570} Luskan soldiers are aggressive, well-trained, and vicious in battle. Other cities along the Sword Coast rightly fear Luskan's military.
{179571} Luskan Sentry
{179572} mp_outergate
{179573} Outer Gate
{179574} Estalishing Shot
{179575} mp_gates
{179576} Gates
{179577} mp_toexterior
{179578} To Crossroad Keep Exterior
{179579} mp_tokeep
{179580} This weapon rack has not been touched in some years. The wood is rotting, and veiled with webs.
{179581} This armor rack looks rotted and unsteady. It is probably on the verge of collapse.
{179582} This a simple, wooden crate. It bears the remnants of a coat of arms on its surface, but the paint has chipped away, and you cannot make it out.
{179583} Someone has attached wooden fasteners to the underside of this table, so that something could be concealed beneath.
{179584} Crossroad Keep Interior
{179585} The city of Luskan is unofficially ruled by the wizards of the Arcane Brotherhood. As a rule, members of the Brotherhood are cruel, manipulative, untrustworthy, and power-hungry.
{179586} This woman's eyes are feverishly bright. She radiates an unsettling confidence.
{179587} mp_tunnels
{179588} To Tunnels
{179589} mp_basement
{179590} mp_courtyard
{179591} To Courtyard
{179592} This bookcase is cluttered with arcane scrolls and books.
{179593} Front Gate
{179594} Crossroad Keep Basement
{179595} mp_tomainfloor
{179596} To Crossroad Keep, Main Floor
{179597} These shelves are lined with stoppered vials, tubes, and flasks.
{179598} This bookcase is cluttered with scrolls and heavy tomes.
{179599} mp_tunnel
{179600} Tunnel Entrance
{179601} Talk to Vale if you have questions, squire.
{179602} {2410}Ruins of Arvahn
{179603} You see an orc with a mad gleam in his eye. He seems to be conversing constantly with himself.
{179604} The tall, powerfully built humanoid has cruelty and arrogance etched into his features. The orcs around him seem awed and fearful of his presence.
{179605} This heavy chest is of dwarven make, though it is badly worn, and its lock mechanism has been torn completely away. It was probably carried here by an ogre, judging by its stench.
{179606} This is a stately elf spirit, still garbed in an ethereal version of the clothes he wore in life. He appears to have died at an advanced age, even for an elf.
{179607} This gnome appears to have died recently - perhaps as recently as a few weeks... though the magic of this place may simply have preserved his corpse. The gnome's hands are clenched around his throat, as if he died choking.
{179608} To Ruins of Arvahn
{179609} To Ruins of Arvahn
{179610} This chest is very ancient, and constructed of a rich red wood. It seems remarkably well-preserved for its age... you suspect that some magic operates here, protecting these ancient furnishings from the ravages of time.
{179611} A number of skulls have been carefully piled at the end of the corridor. They appear to have been laid atop a tiny cache of treasure, like a cairn.
{179612} At one time, this heavy chest may have been used to hold mining implements. It seems remarkably well-preserved for its age... you suspect that some magic operates here, protecting it from the ravages of time.
{179613} This chest may once have held blacksmith's tools. It seems remarkably well-preserved for its age... you suspect that some magic operates here, protecting these ancient furnishings from the ravages of time.
{179614} This cauldron was once used by a blacksmith to quench white-hot metal. Eerily, the cauldron remains full of still, black water, as if the smith just set down his tools, moments ago... though this place has certainly been abandoned for centuries.
{179615} This tree stretches its gnarled limbs into darkness, as if drinking in the gloom and stagnant air. Incredibly, the tree itself seems to be carved of stone, yet its roots and branches are as lifelike as any you have seen in the sunlit wilds, and it emanates a strange, pulsing vitality.
{179616} Ghost Light
{179617} This crystalline lamp emits a strange, pulsing warmth.
{179618} This is a simple, heavy chest, built of plain wood and metal. It was likely constructed by goblins or orcs.
{179619} This crude weapon rack was probably constructed by goblins or orcs.
{179620} {2422}Riverguard Keep: Second Level
{179621} This chest still bears a merchant's or noble's coat of arms. A rotting scalp, probably belonging to a human, is nailed to the top of the chest.
{179622} This crate is ancient and smells of mildew. Several of its timbers are cracked, so that you can see a heap of rotted garments within.
{179623} This a simple, crudely-fashioned weapon rack, probably built by goblins or orcs.
{179624} Engraved Door
{179625} On top of this illuminated pedestal rests an ancient tome. Its cover is inscribed with graceful elvish runes and blocky dwarven letters.
{179626} This lockbox is ancient, and centuries of dust coat its surface.
{179627} Cloaked Bard Statue
{179628} This is a statue of what appears to be a half-elven bard clad in a hooded cloak. He must have been someone of great importance.

There is an inscription in an ancient Elven script here: "The Temple of Seasons is dedicated to the veneration of Elythyn, Vigar, Bluecloak, and Beleran, four heroes of the united kingdom of Illefarn. They gave their lives that their kin might live in peace and accord. Across our lands, we honor each in turn at the hearts of their seasons. Within these halls, we honor them forever."

Written below this is another, apparently slightly more recent inscription: "In this, the hundred-and-tenth year of the Guardian, this temple underwent renovation to house and protect a Statue of Purification. As the four knights guarded our last hopes in life, may they do so once more in death."

The last inscription is signed "Annaeus."
{179629} Flamestrike
{179630} This is a shadow priest - a fanatical disciple of the King of Shadows.
{179631} mp_guardianruins
{179632} Guardian Ruins
{179633} mp_towestharbor
{179634} This spirit's mouth is set in a faint smile, and his expression is calm. He appears quite elderly and is garbed in the vestments of a priest.
{179635} I have other questions about this place.
{179636} But it all went wrong, didn't it?
{179637} This spirit is that of a gaunt-faced old elf, garbed in shabby wizard's robes.
{179638} This is the severed head of Ghellu, the ogre mage.
{179639} This spirit is that of a young elven woman. She seems consumed by some terrible sorrow.
{179640} This spirit is that of a hard-eyed old dwarf.
{179641} This crystalline lamp has gone dark. It is cold to the touch.
{179642} This spirit's features seem to shift and change before your eyes, making it difficult to gaze upon her without a twinge of nausea. Her armor is exquisitely crafted and carved with graceful elven runes.
{179643} This spirit appears hearty and red-faced, even in death. His is arrayed in fine armor, as if for battle.
{179644} The Second Empire of Illefarn arose following the Great Retreat, when most of the First Kingdom's citizens departed our realm for Evermeet. In those days, Aelinthaldaar was razed, the song-paths were abandoned, and the art of their creation was lost. 

Yet a few of us remained - we Moon Elves who loved our lands and our homes and felt no ties to distant Evermeet. Ours was for many years a secret realm, persisting along the coast in peace and relative obscurity. Those of us who remained were a cosmopolitan folk, trading with the friendly dwarves of Dardath, and with those few humans we deemed worthy of our trust.

In time, we became more numerous. Our network of free commerce grew into a confederation of peoples. In the hearts of elves, dwarves, and humans alike, there arose a desire to reclaim some part of the glory that was Illefarn. Where elves alone had built the First Empire, what wonders might three peoples achieve, if we were forged into one?

Upon this ambitious dream, the Second Empire was founded. No longer would we bow to kings or lords. The Second Empire was governed by the Revered Council, consisting of the high priests of the Dwarves, the chief wizards of the elves, and the esteemed elders of the humans. Elves and dwarves were always the most numerous, but the humans burned brightly, too. Many went to live amongst the elves and dwarves, becoming as kin to us, and learning our sacred arts.
{179645} Within a few short years, the Second Empire had reclaimed Aelinthaldaar from its ruin, built roads betwixt Dardath, Ardeep, and our human settlements, and driven back the orcs who harried us from across the river Mirar. But word of our realm finally spread beyond our borders, and we drew the eyes of hungry Netheril.

Long had the Netherese coveted the treasures of old Illefarn, but their archmages thought those treasures lost, carried off to Evermeet, or locked away in pocket dimensions, secret and safe. Now they realized that Illefarn yet lived, with its treasures intact, and protected by a growing brood of wizards and priests who might prove a challenge and a threat.

Spies began to walk among us - flitting shadows, faceless men, and tiny, twisted things. We knew them for what they were, and we sensed the eyes of Netheril upon us. The Revered Council gathered. It was the dwarven priest Annaeus, ever zealous in the defense of the realm, who proposed the creation of the Guardian.

A product of ancient magic, the Guardian would be a living extension of the Weave, imbued with a single purpose: to defend Illefarn, and to destroy those who dared threaten her. Yet to create the Guardian, one soul would be forced to surrender not only his life, but his very self, and to become one with the Weave. The Council deliberated for many days, asking themselves how they could demand such a sacrifice. At last, Annaeus won the day, proposing that they put the choice to the people. If someone could be found who was willing to sacrifice himself of his own free will, the project would go forward. Else, the notion of the Guardian would be abandoned.

The elders had clearly underestimated their people, for when the call went out for volunteers, many hundreds offered to sacrifice their lives and selves to become the Guardian, and to defend their beloved Illefarn. Annaeus smiled from his high seat in Dardath. He proclaimed that all volunteers would be heard and considered, that the purest and most able of their number might be chosen.

I can say little of those long days, as the Council convened in Arvahn. They spoke first to one candidate, then to the next, and heard testimony from a multitude of witnesses. What passed within the walls of Riverguard Keep was known only to the members of the Council, and to those who had offered themselves up for Illefarn. Nor can I speak or write the name of he who was finally chosen, for his sacrifice requires that his identity be erased and his name forgotten, so that only the Guardian remains.

A hundred days of torment did he endure, under the watchful eyes of Annaeus and his priests. It is said that only one soul, a woman of elven blood, dared remain by his side throughout, but that when the final moment of his transformation came, she was somehow destroyed in a great paroxysm of magics. For on the hundredth day, the Guardian emerged alone from the Hall of Gems and Colors, and took up his appointed watch on the border of our empire.
{179646} Joyful were the days after the Guardian's birth. The shadows of Netheril receded from our realm, her spies fled, and her eyes turned to easier prey. Freed from their cares, Illefarn's people devoted themselves to their studies, to their families, and to their crafts.

But the Netherese would yet prove Illefarn's undoing. In the Year of Sundered Webs, the archmage Karsus challenged the goddess of magic, aspiring to take her power for himself. To preserve the magic of Faerûn, the goddess sacrificed herself. For an instant, the Weave ceased to be. In that instant, ruin was wrought upon Netheril, but also upon our Guardian. 

When the Weave failed, so failed the Guardian's life blood. He might have allowed himself to die, leaving Illefarn undefended, but the Guardian's purpose ran strong within him. He turned instead to the Shadow Weave, a forbidden source of magic, and drank deep from its dark font. Thus did the Guardian become a creature of shadow.

Our forests began to die. Our people began to weaken. Shining Aelinthaldaar went silent as its folk lay witless in the streets, staring numbly at the sky as the sun blistered their skin, ants crawled over them, and forest beasts tore their flesh.

Too late we realized what had become of our Guardian. Now a creature of shadow, it was in his nature to leech life and energy from all things around him. We fled if we could, and died if we could not.

I write these words from Arvahn, far from the heart of our realm, where the Guardian walks streets and forests gone quiet and cold. All those sent against him have failed to return. The priest Annaeus seeks to devise a ritual by which we might strip away some of the Guardian's power and thus defeat him. But we know also that our realm is finished, as surely as Netheril. 

May those who inherit these lands heed the lesson we failed to grasp. To defend our realm, we created a being of single-minded purpose, and it destroyed all that we sought to preserve. Such single-minded purpose, no matter how well-intentioned, can lead to nothing but sorrow.
{179647} Followers of Malar the Beastlord are infamous for their ritualistic hunts. They revel in shedding the blood of helpless prey, animal or human.
{179648} The man is terrified and exhausted, and judging from his dirty, sweat-stained clothing, he appears to have been running for quite some time.
{179649} This armor rack is crafted of fine, rich wood. The decorative carvings look centuries old.
{179650} This weapon rack is crafted of fine, rich wood.  Runic designs were painted upon its surface, but most of them have chipped away with time.
{179651} This chest is small, but crafted of fine, expensive wood.
{179652} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Ring of Wizardry 1: Prepare and cast one extra 1st-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Air Essence, obsidian, iron ingot.

Ring of Wizardry 2: Prepare and cast one extra 2nd-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Power Essence, Weak Air Essence, diamond, iron ingot.

Ring of Wizardry 3: Prepare and cast one extra 3rd-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Power Essence, Weak Air Essence, canary diamond, iron ingot.

Ring of Wizardry 4: Prepare and cast one extra 4th-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Weak Power Essence, Glowing Air Essence, star sapphire, iron ingot.

Headband of Intellect +2: +2 bonus to Intelligence; CL 8; Prerequisites Craft Wondrous Item, fox's cunning; Materials Faint Fire Essence, diamond, iron ingot.

Headband of Intellect +4: +4 bonus to Intelligence; CL 8; Prerequisites Craft Wondrous Item, fox's cunning; Materials Weak Fire Essence, star sapphire, iron ingot.
{179653} This is a large, utilitarian chest, which has clearly seen frequent use.
{179654} This bookcase is very, very old... ancient tomes are packed into every available space, their leather bindings darkened and cracked with age.
{179655} Portal {01}
{179656} 
{179657} Lava
{179658} 
{179659} Spikes {1}
{179660} 
{179661} The spectral warrior's eyes gleam with bloodlust, but it seems unlikely that any amount of bloodshed could ever satisfy him.
{179662} One of many dusty and neglected bookshelves in this lair.
{179663} Do not enter the stream. The poison of these claimed lands no doubt runs strongest in the water. We should find other means to cross.
{179664} {3051}Guardian Ruins
{179665} | Sword of Gith. Slow fade out. |
{179666} | Slow white out. |
{179667} | Delay = 0. Play Narration. |
{179668} | Black out. |
{179669} | Black out. |
{179670} | Black out. |
{179671} | Black out. |
{179672} | Black out. |
{179673} | Black out. |
{179674} | Black out. |
{179675} | Black out. |
{179676} | Black out. |
{179677} | Black out. |
{179678} | Black out. |
{179679} | Black out. |
{179680} | Black out. |
{179681} | Black out. |
{179682} | Black out. |
{179683} | Black out. |
{179684} | End Module. Play Credits. |
{179685} | Black out. |
{179686} | Black out. |
{179687} | Black out. |
{179688} | Black out. |
{179689} | Black out. |
{179690} | Black out. |
{179691} | Black out. |
{179692} | Black out. |
{179693} | Black out. |
{179694} | Black out. |
{179695} | Black out. |
{179696} | Black out. |
{179697} | Black out. |
{179698} | Black out. |
{179699} | Black out. |
{179700} | Black out. |
{179701} | Black out. |
{179702} | Black out. |
{179703} | Black out. |
{179704} | Black out. |
{179705} | Black out. |
{179706} | Black out. |
{179707} | Black out. |
{179708} | Black out. |
{179709} | Black out. |
{179710} 3430_tr_show_garius
{179711} Reinforcements to the wall, now!
{179712} Summon more troops to the wall!
{179713} We need more infantry up here, immediately!
{179714} Send the next battalion, at once!
{179715} More reinforcements, now!
{179716} I need more soldiers upon the battlements!
{179717} Bring the reserves to the walls!
{179718} Reinforcements are needed upon the curtain!
{179719} Defend the wall! Send more soldiers, at once!
{179720} More men to the walls!
{179721} The enemy still comes. Summon the next unit!
{179722} Rally to me - bring forth the reserves!
{179723} Summon more troops to defend the walls!
{179724} Reinforcements to the gates, now!
{179725} Summon more troops to the gates!
{179726} We need more infantry here, immediately!
{179727} Send the next battalion, at once!
{179728} More reinforcements, now!
{179729} I need more soldiers at the gates!
{179730} Bring the reserves to the gates!
{179731} Reinforcements are needed in the courtyard!
{179732} Defend the courtyard! Send more soldiers, at once!
{179733} More men to the gates!
{179734} The enemy still comes. Summon the next unit!
{179735} Rally to me - bring forth the reserves!
{179736} Summon more troops to defend the gates!
{179737} Skymirror
{179738} Blacklake District
{179739} Lewy's Hog shrank to a truly pitiful size after Lesser Dispel was cast upon it. The Heftiest Hog competition can now be fairly judged.
Return to Orlen for your reward.
{179740} In order to compete in the Knaves' Challenge, you will need to recruit someone who can "pick pockets, break locks, and search for hidden trinkets."
Amie suggested that you talk to Kipp, a boy who is lurking near Tarmas's tent.
{179741} You have found all three Feathers! To complete the Knaves' Challenge, return them to Tarmas.
{179742} Cast Summon Creature I.
Hint: Designate Amie as your primary character by right-clicking her portrait. Hit the "F" key to access your prepared spells. Left-click the icon for "Summon Creature I," and then left-click on the ground, where you want the creature to appear.
{179743} Cast Enlarge Person on Bevil.
Hint: Designate Amie as your primary character by right-clicking her portrait. Hit the "F" key to access your prepared spells. Left-click the icon for "Enlarge Person," and then left-click your target (Bevil).
{179744} Use a spell to destroy the Old Barrel.
Hint: Designate Amie as your primary character by right-clicking her portrait. Hit the "F" key to access your prepared spells. Left-click the icon for "Acid Splash" or "Ray of Frost," and then left-click your target, the Old Barrel.
{179745} Use your crossbow to shoot the Practice Target. You must hit the Practice Target at least once.
{179746} Use your crossbow to destroy at least 6 Bottles. After you have taken 10 shots, speak to Daeghun.
Note: The Bottles have been placed atop a series of crates, in the fenced-in area (west of Deaghun). 
{179747} Equip yourself with a Training Club.
You will find several Training Clubs in the barrel next to Brother Merring.
{179748} You have won your first match!

Speak to Brother Merring.
{179749} Your team was defeated by the Mossfeld brothers. If you want to request a rematch, speak to Wyl Mossfeld. If you would rather concede victory to the Mossfelds, speak to Brother Merring.
{179750} Today is the High Harvest Fair in the village of West Harbor. Your friends are waiting for you at the bridge, and are probably eager to attend the Fair.
{179751} In order to compete in the Harvest Fair, you must first speak to Georg Redfell, who can be found in the village square.

Hint: Georg is standing near the bridge, by a well.
{179752} Your team has won 3 events! But before you can claim the Harvest Cup, you must compete in all 4 events.
{179753} You have found Galen the merchant. Now sell Daeghun's Furs to him.
{179754} Luskan has accused you of putting the town of Ember to the torch and killing all its inhabitants.

To avoid extradition to Luskan for trial, you must become a squire of Neverwinter.

Sir Nevalle has asked you to meet a knight, Sir Grayson, who might be willing to take you on as his squire. Grayson awaits you at the City Watch headquarters in the Merchant Quarter.
{179755} Luskan has accused you of putting the town of Ember to the torch and killing all its inhabitants.

To avoid extradition to Luskan for trial, you must become a squire.

Axle Devrie has asked you to his estate to meet Sir Edmund, who might be willing to take you on as his squire.
{179756} You survived an attack by Luskan assassins and have been accepted as a squire by Sir Grayson. You may now report to Castle Never to be officially accepted into the city nobility and to begin the investigation of the charges against you.
{179757} You survived an attack by assassins from Luskan and have been accepted as a squire by Sir Edmund. You may now report to Castle Never to be officially accepted into the city nobility and to begin the investigation of the charges against you.
{179758} Because of your elevation to nobility, you have avoided extradition to Luskan and will instead stand trial in Neverwinter. 
{179759} Now that you have attained the rank of squire, Lord Nasher has granted you permission to visit Port Llast and investigate the massacre at Ember. Hopefully, you will be able to gather enough evidence to prove that you had no part in the killings.

Search Port Llast, Ember, and the surrounding areas for any items and knowledge that might help acquit you of the crime. Consult Sand for evaluations of your progress.

When you have spoken to Haeromos in the Port Llast Garrison and finished gathering evidence, you are to speak with Sir Nevalle to begin your trial. Sir Nevalle can be found in Lord Nasher's throne room, in Castle Never.
{179760} You were found innocent by Lord Nasher. However, Torio Claven has asserted the right to appeal through Trial by Combat. You have been given time to prepare yourself, after which you must observe an overnight vigil at the Church of Tyr.

Speak with Prior Hlam at the Church of Tyr to begin the rite.
{179761} You were found guilty by Lord Nasher. However, Sand has asserted your right to appeal through Trial by Combat. You have been given time to prepare yourself, after which you must observe an overnight vigil at the Church of Tyr.

Speak with Prior Hlam at the Church of Tyr to begin the rite.
{179762} You've broken into the Collector's mansion. The house is full of loot, but the most valuable objects are likely kept on the upper floor, in a vault or safe room.
{179763} {2000}Reactivating the Construct
{179764} You obtained a vial of water from the Glowstone Caverns that could be used to improve the Construct.
{179765} You found an old, silvery rune inscribed on a piece of iron that could be used to improve the Construct.
{179766} You improved the Construct using the rune-inscribed iron piece from the ruins of Arvahn.
{179767} The book you found in Crossroad Keep, "The Ancient Art of Golemcraft", contains secrets of golemcraft that could be used to improve the Construct.
{179768} You improved the Construct using information from "The Ancient Art of Golemcraft."
{179769} The Construct has been restored to a functional state, and it is now yours to command.
{179770} Sir Nevalle wants you to go to Lord Temar's manor in the Blacklake District to detain a suspected Luskan agent for questioning. The agent's name is Larim. While you're there, you should also try to find out how Larim is connected to Temar.
{179771} You found out that Larim was working for Lord Temar, and that Temar was plotting with the Luskans to overthrow Lord Nasher so he could take Neverwinter for himself. Temar then tried to killl you in the hopes of being rewarded by the Luskans.
{179772} Inside the Bryce family tomb, you confronted Lisbet's closest friends, Raven and Savanna. It would seem that the girls are involved in a cult that worships the King of Shadows.
{179773} Inside the Bryce family tomb, you confronted Lisbet's closest friends, Raven and Savanna. It would seem that the girls are involved in a cult that worships the King of Shadows.

You convinced Savanna to turn against the other cultists, and you sent her safely home.
{179774} With Arval and the other Shadow cultists dead, Lisbet Bryce has agreed to follow you out of the crypt.
{179775} After you slew the Shadow Priest Arval and his minions, Lisbet Bryce raised them as shadows, and you were forced to fight them a second time.

Furious, you knocked the fool girl unconscious and left her in the crypt. All that remains is to inform her sister, Kyli, of Lisbet's fate.
{179776} On your way out of the Bryce crypt, Lisbet was slain by the very shadows that she inadvertently raised.

All that remains is to inform her sister, Kyli, of her fate.
{179777} After you slew the Shadow Priest Arval and his minions, Lisbet Bryce raised them as shadows, and you were forced to fight them a second time.

Furious, you knocked the fool girl unconscious and left her in the crypt.

Lisbet's sister, Kyli, was quite upset when she heard this... perhaps understandably so.
{179778} You freed the captive imps from their crates, and they scattered in all directions. They will probably make considerable mischief in the Blacklake District.
{179779} You made contact with the Watch at the Gannish estate. Your goal now is to successfully negotiate the sale of a large supply of thief equipment. The undercover Watchmen in the Gannish estate await your command to summon the buyers.
{179780} You have taken command of a small contingent of elite guardsmen, assigned to protect Cyran Tavorick and the shard he possesses.

Captain Ballard will secure the house, as soon as Lord Tavorick is upstairs, and you give the command.
{179781} Despite your best efforts, Lord Tavorick was mortally wounded by the demons who attacked his estate.

With his final words, Tavorick revealed that he passed his shard to the girl Melia, who is actually one of the Nine. 

It is likely that whoever sent the demons has followed Melia and knows that she has the shard. You must hurry to the Moonstone Mask to warn her of the danger.
{179782} Arriving at the Moonstone Mask, you came upon a scene of carnage. Melia, along with everyone on the upper floor of the Mask, had been slain by a warlock and his demons.

The warlock has escaped with Lord Tavorick's shard. Lord Nasher should be told of this at once.
{179783} You met with the new Luskan ambassador, Sydney Natale, her associate Khralver, and Lord Nasher. According to "official" Luskan accounts, the Luskans you have dealt with previously have no ties to the city of Luskan itself - they are renegades. Among other crimes, they are believed responsible for starting the Luskan war with Ruathym, for sending agents into Neverwinter, and for attempting to implicate you in the massacre at Ember. This explanation does not ring true to you, but Nasher seems to have accepted it.

These "renegades," led by Black Garius, have set up a stronghold at Crossroad Keep (within Neverwinter lands). Garius is believed to be allied with someone called the "King of Shadows," and he is about to perform a ritual that will grant him some greater measure of power. It is believed that Aldanon was kidnapped to assist in this ritual - willingly or not. 

You are to go to Crossroad Keep, meet with Nasher's forces, rescue Aldanon, and stop Garius once and for all.
{179784} Black Garius fell prey to his own dark ritual and is no longer amongst the living. 

Speak to Vale when you are ready to return to Neverwinter.
{179785} You found a journal belonging to Arval, a Shadow Priest. It details Arval's efforts to perfect a mysterious ritual.

This journal would be of great interest to Lord Nasher...
{179786} You handed Arval's journal over to Lord Nasher. He said he would have the Many-Starred Cloaks examine the book, but it might be some time before they could decipher its contents.
{179787} The log book of Ember's quartermaster indicates that Luskan stopped sending the village shipments shortly before the massacre - a rather convenient, and suspicious, fact.
{179788} A dryad named Lyssa claims to have given magical alteration powder to Lorne. He used this powder to disguise himself as you during his attack on Ember.

Lyssa will give you the rest of the alteration powder, but only if you retrieve a magical Glowstone from the caverns beneath the Duskwood.
{179789} You told Calindra about Bradbury's death. She took the news reasonably well. 

She also agreed to join you at Crossroad Keep.
{179790} You agreed to help Nya by tending to Ember's dead. She has asked you to sprinkle wyrmsage powder on the villagers' corpses to prevent them from rising as undead.
{179791} You found the body of a man in Ember who Sand believes may have died from a poison. This particular posion is quite popular amongst Luskan assassins.
{179792} A man named Elgun claims to have witnessed the events in Ember. Sand is skeptical of Elgun's story, but he's worried that it could somehow be used against you. 

You should question Elgun and other local townsfolk about his tale and try to find any holes or contradictions.
{179793} The ranger Malin claims to have seen smoke rising from a ridge, just above Duskwood Grove. She thinks there could be someone dwelling there... and since the Grove lies quite close to Ember, this person may know something about the massacre.
{179794} On a ridge above the Duskwood Grove, you met two gnome women, Mirri and Jilla. They appear to be studying Duskwood's insect life.

Although their cave lies a short walk from Ember, they do not seem to know anything about the massacre.
{179795} As you arrived at the ruins of Arvahn, Zjhaeve told you that you need to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.
{179796} As you arrived at the ruins of Arvahn, Zjhaeve told you that you need to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.

You have found one of the five Statues of Purification.
{179797} As you arrived at the ruins of Arvahn, Zjhaeve told you that you need to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.

You have found two of the five Statues of Purification.
{179798} As you arrived at the ruins of Arvahn, Zjhaeve told you that you need to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.

You have found three of the five Statues of Purification.
{179799} As you arrived at the ruins of Arvahn, Zjhaeve told you that you need to locate a total of five Statues of Purification. These statues will each grant a blessing that is required to defeat the King of Shadows.

You have found four of the five Statues of Purification.
{179800} Arriving at the ruins near West Harbor, you discovered that someone or something had reached the final Statue of Purification and stolen its blessing. 

Worse, a minion of the King of Shadows cast a spell on the statue, annihilating it before your eyes.
{179801} According to Zhjaeve, you are the Kalach-Cha, the Shard-Bearer, because a piece of the legendary sword of Gith is lodged inside you. Using that blade, the githyanki once drove back the King of Shadows. It now falls to you to stop the King of the Shadows once and for all.

On your map, Zhjaeve marked the location of the ruins of an Illefarn city called Arvahn. It is there, she says, that you will find the means to defeat the King of Shadows.
{179802} With the fifth Statue of Purification destroyed, you have reached a dead end in your quest to secure all five Blessings. 

While you are considering your next move, Zhjaeve suggested you speak with Aldanon, in Crossroad Keep, to see if he has any new leads on the location of Ammon Jerro's retreat. 
{179803} After speaking with Aldanon, you learned that Ammon Jerro's retreat is in a remote location in the Sword Mountains...
{179804} On a hillcrest in the ruins of Arvahn, you discovered a conspicuous dais. According to Zjhaeve, it is probably a dormant teleportation device.

As the dais has four activation indicators, she suggested it might be linked to the Ritual of Purification.
{179805} On a hillcrest in the ruins of Arvahn, you discovered a conspicuous dais. According to Zjhaeve, it is probably a dormant teleportation device.

One of its four activation indicators is illuminated.
{179806} On a hillcrest in the ruins of Arvahn, you discovered a conspicuous dais. According to Zjhaeve, it is probably a dormant teleportation device.

Two of its four activation indicators are illuminated.
{179807} On a hillcrest in the ruins of Arvahn, you discovered a conspicuous dais. According to Zjhaeve, it is probably a dormant teleportation device.

Three of its four activation indicators are illuminated.
{179808} On a hillcrest in the ruins of Arvahn, you discovered a conspicuous dais. According to Zjhaeve, it is probably a dormant teleportation device.

All four of its activation indicators are now illuminated.
{179809} Stepping onto the strange dais, you were teleported to West Harbor, only to find it destroyed. Zhjaeve suggested you head for the sealed ruins in the nearby swamp.
{179810} You came upon the sealed ruins to find that someone had already forced their way inside. These ruins appear to be the intended destination of the strange Illefarn portal.
{179811} In the ruins of Arvahn, you encountered an orc chieftain named Uthanck. You spoke briefly, but the conversation ended in hostilities.
{179812} You met the orc chieftain Uthanck, brother of Logram Eyegouger of Old Owl Well. He tried to convince you to slay his rival, an ogre mage named Ghellu. You agreed.
{179813} Ghellu the ogre mage has offered to allow you access to a Statue of Purification, and to grant you certain items from his treasury, if you kill the orc chief Uthanck. 

You accepted his offer.
{179814} Ghellu the ogre mage offered to allow you access to a Statue of Purification, and to grant you certain items from his treasury,  if you killed the orc chief Uthanck.

You informed Ghellu of Ralidor's treachery, and he offered to give you even more money for Ralidor's death. 

You rejected his offer and killed him.
{179815} In the gem mines of Arvahn, you discovered a stone tree that apparently houses a Statue of Purification.
{179816} According to an undead mage named Balaur, a total of three elf spirits and three dwarf spirits are required to open the Communion Tree and reveal the Statue of Purification.

A number of elf and dwarf spirits still dwell in the gem mines, though they will not appear until you have slain the hostile undead that roam the place.

Balaur explained that the spirits of the gem mines will not advance past the magical Ghost Lights. Touching a Ghost Light turns it on or off.
{179817} One of the spirits in the gem mines  has arrived at the Communion Tree. Once all six have taken their places around the Tree, it should open, revealing a Statue of Purification.
{179818} You opened the Communion Tree, thus revealing a Statue of Purification.
{179819} You have discovered what seems to be a temple complex, built by elf, dwarf, and human hands. According to an inscription within, the temple houses a Statue of Purification.
{179820} You overcame the Challenge of Winter, opening the way to the Temple's second hall.
{179821} You overcame the Challenge of Spring, opening the way to the Temple's third hall.
{179822} You overcame the Challenge of Summer, opening the way to the Temple's fourth hall.
{179823} You have defeated the Temple's four Challenges and gained access to a Statue of Purification.
{179824} The Guardian was pleased that you killed the shaman. By doing so, you prevented a greater evil from occurring.

The Path of Righteousness is now complete.
{179825} After sufficient taunting, Baalbisan blurted out the name "Bethshiva." Hezebel will be pleased to hear about this.
{179826} You lied to Hezebel about the "True Name" of Baalsiban's matron. She fell for your deception and agreed to help open the portal to the laboratory.
{179827} You lied to Hezebel about the True Name of Baalbisan's matron, but she saw through your deception and sent her minions to attack you. Any chance of getting her help is now lost.
{179828} By angering Hezebel and killing her erinyes, you have lost any chance of securing her aid.
{179829} Blooden wants you to convince Koraboros to send more hellhounds against her succubi. In return, she'll help open the portal to the laboratory.
{179830} Within Ammon Jerro's Haven, you met the archdevil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they will send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends...
{179831} Within Ammon Jerro's Haven, you met the archdevil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends.

So far, only one other fiend has promised to help you.
{179832} Within Ammon Jerro's Haven, you met the archdevil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends.

So far, two other fiends have promised to help you.
{179833} In Ammon Jerro's laboratory, you were attacked by the mysterious warlock who fought you in the githyanki lair and stole Lord Tavorick's shard.

You were unable to defeat him until Shandra spilled her own blood to free the captive fiends, draining the warlock's power.

In retribution, the warlock, who you now know to be Ammon Jerro, slew Shandra. Only afterward did he realize that he had murdered his own kin.
{179834} Blooden informed you that Zaxis' True Name is Bethshiva. Apparently, Zaxis used to be a female marilith, but was demoted into his current form. Furthermore, Blooden revealed that Zaxis is the matron of Baalbisan.
{179835} The Tome of Iltkazar that you recovered from the Shadow Reaver who killed Callum should help Aldanon find a way to transport you into the Vale of Merdelain. You should take it to him.
{179836} You followed Enleva and Noduab's direction to a clearing. There was a skeleton here of a bard who died after failing to find the Wendersnaven.  Grobnar claimed to find an invisible magical instrument here, which he believes is Wendersnaven in origin.  What are the Wendersnaven? Do they really exist? These are questions that will go unanswered.
{179837} {1000}The Sea Ghost{CW}
{179838} Luskan is attempting to slip agents in from a ship named 'The Sea Ghost' that recently docked in Neverwinter. You must board the ship, eliminate the Luskan spies and then report to Captain Brelaina.
{179839} You've defeated the Luskan agents aboard the ship 'Sea Ghost.' You should inform Brelaina of your success.
{179840} Alchemical Silver Light Hammer
{179841} Alchemical Silver Warhammer
{179842} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Anarchic Weapon: +2d6 damage against lawful creatures; CL 7; Prerequisites Craft Magic Arms and Armor, chaotic alignment, inflict critical wounds; Materials Faint Power Essence, Faint Air Essence, canary diamond, weapon to be enchanted.
.
Axiomatic Weapon: +2d6 damage against chaotic creatures; CL 7; Prerequisites Craft Magic Arms and Armor, lawful alignment, inflict critical wounds; Materials Faint Power Essence, Faint Earth Essence, jacinth, weapon to be enchanted.

Holy Weapon: +2d6 damage against evil creatures; CL 7; Prerequisites Craft Magic Arms and Armor, good alignment, cure critical wounds; Materials Faint Power Essence, Faint Fire Essence, jacinth, weapon to be enchanted.

Unholy Weapon: +2d6 damage against good creatures; CL 7; Prerequisites Craft Magic Arms and Armor, evil alignment, inflict critical wounds; Materials Faint Power Essence, Faint Fire Essence, star sapphire, weapon to be enchanted.

Hunting Weapon: +2d6 damage against beasts; CL 7; Prerequisites Craft Magic Arms and Armor, light; Materials Faint Power Essence, Faint Water Essence, star sapphire, weapon to be enchanted.

Weapon of Disruption: Undead must make a DC 14 Will save or be destroyed; CL 14; Prerequisites Craft Magic Arms and Armor, undeath to death; Materials Glowing Power Essence, Glowing Water Essence, jacinth, weapon to be enchanted.
{179843} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Weapon of Life Stealing: Vampiric regeneration 1; CL 7; Prerequisites Craft Magic Arms and Armor, enervation; Materials Weak Power Essence, Weak Fire Essence, ruby, weapon to be enchanted.

Weapon of Improved Life Stealing: Vampiric regeneration 3; CL 11; Prerequisites Craft Magic Arms and Armor, enervation; Materials Glowing Power Essence, Glowing Fire Essence, canary diamond, weapon to be enchanted.

Weapon of Greater Life Stealing: Vampiric regeneration 5; CL 15; Prerequisites Craft Magic Arms and Armor, enervation; Materials Radiant Power Essence, Radiant Fire Essence, beljuril, weapon to be enchanted.

Fortified Armor: immunity to critical hits and sneak attack; CL 13; Prerequisites Craft Magic Arms and Armor, banishment; Materials Glowing Power Essence, Radiant Earth Essence, blue diamond, armor to be enchanted.
{179844} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Armor of Spell Resistance: Spell resistance 14; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Weak Power Essence, Glowing Fire Essence, star sapphire, armor to be enchanted.

Improved Armor of Spell Resistance: Spell resistance 18; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Glowing Power Essence, Radiant Fire Essence, blue diamond, armor to be enchanted.

Armor of Arrow Deflection: Deflect Arrows feat; CL 5; Prerequisites Craft Magic Arms and Armor, mage armor; Materials Faint Power Essence, Weak Air Essence, Jacinth, armor to be enchanted.

Invulnerable Armor: Damage reduction 10/magic; CL 18; Prerequisites Craft Magic Arms and Armor, stoneskin; Materials Radiant Power Essence, blue diamond.
{179845} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Cloak of Elvenkind: +5 competence bonus on Hide checks; CL 3; Prerequisites Craft Wondrous Item, invisibility, crafter must be an elf; Materials Faint Water Essence, fire opal, leather hide.

Boots of Elvenkind: +5 competence bonus on Move Silently checks; CL3 ; Prerequisites Craft Wondrous Item, silence, crafter must be an elf; Materials Faint Water Essence, fire opal, leather hide.

Belt of Agility +2: +2 bonus to Dexterity, freedom of movement; CL 8; Prerequisites Craft Wondrous Item, cat's grace; Materials Faint Air Essence, diamond, 2 leather hides..
{179846} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Belt of Agility +4: +4 bonus to Dexterity, freedom of movement; CL 8; Prerequisites Craft Wondrous Item, cat's grace; Materials Weak Air Essence, star sapphire, 2 leather hides.

Belt of Agility +6: +6 bonus to Dexterity, freedom of movement; CL 8; Prerequisites Craft Wondrous Item, cat's grace; Materials Glowing Air Essence, rogue stone, 2 leather hides.

Belt of Frost Giant Strength +4: +4 bonus to Strength; CL 8; Prerequisites Craft Wondrous Item, bull's strength; Materials Weak Fire Essence, blue diamond, 2 leather hides.

Belt of Stone Giant Strength +6: +6 bonus to Strength; CL 8; Prerequisites Craft Wondrous Item, bull's strength; Materials Glowing Fire Essence, beljuril, 2 leather hides.

Boots of Striding +4: +4 bonus to Constitution; CL 8; Prerequisites Craft Wondrous Item, bear's endurance; Materials Weak Earth Essence, jacinth, leather hide.

Boots of Striding +6: +6 bonus to Constitution; CL 8; Prerequisites Craft Wondrous Item, bear's endurance; Materials Glowing Earth Essence, rogue stone, leather hide.
{179847} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Gem of Seeing: casts true seeing once per day; CL 10; Prerequisites Craft Wondrous Item, true seeing; Materials Weak Air Essence, king's tear.

Eyes of the Eagle: +5 competence bonus on Spot checks; CL 3; Prerequisites Craft Wondrous Item, clairaudience/clairvoyance; Materials Faint Air Essence, fire opal, iron ingot.

Goggles of Night: Darkvision; CL 3; Prerequisites Craft Wondrous Item, light; Materials Faint Power Essence, star sapphire, iron ingot.

Goggles of Minute Seeing: +5 competence bonus on Search and Lore checks; CL 3; Prerequisites Craft Wondrous Item, true seeing; Materials Faint Air Essence, obsidian, iron ingot.

Periapt of Wisdom +2: +2 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Faint Water Essence, diamond, iron ingot.

Periapt of Wisdom +4: +4 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Weak Water Essence, star sapphire, iron ingot.
{179848} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Mantle of Spell Resistance: Spell resistance 21; CL 9; Prerequisites Craft Wondrous Item, spell resistance; Materials Radiant Power Essence, Radiant Earth Essence, king's tear, 2 leather hides.

Armor of Spell Resistance: Spell resistance 14; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Weak Power Essence, Glowing Fire Essence, star sapphire, armor to be enchanted.

Improved Armor of Spell Resistance: Spell resistance 18; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Glowing Power Essence, Radiant Fire Essence, blue diamond, armor to be enchanted.

Greater Armor of Spell Resistance: Spell resistance 22; CL 15; Prerequisites Craft Magic Arms and Armor, spell resistance; Materials Radiant Power Essence, Radiant Fire Essence, beljuril, armor to be enchanted.

Cloak of Resistance +4: +4 resistance bonus on saving throws; CL 12; Prerequisites Craft Wondrous Item, resistance; Materials Glowing Water Essence, jacinth, leather hide.

Cloak of Resistance +5: +5 resistance bonus on saving throws; CL 15; Prerequisites Craft Wondrous Item, resistance; Materials Radiant Water Essence, blue diamond, leather hide.
{179849} Recipe books contain the arcane formulae and ingredients required to craft magical items and alchemical potions. You must have the appropriate skills and feats to use these recipes to create items.

Ring of Divine Power 1: Prepare and cast one extra 1st-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Fire Essence, obsidian, iron ingot.

Ring of Divine Power 2: Prepare and cast one extra 2nd-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Power Essence, Weak Fire Essence, diamond, iron ingot.

Ring of Divine Power 3: Prepare and cast one extra 3rd-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Faint Power Essence, Weak Fire Essence, canary diamond, iron ingot.

Ring of Divine Power 4: Prepare and cast one extra 4th-level spell per day; CL 8; Prerequisites Craft Wondrous Item, remove curse; Materials Weak Power Essence, Glowing Fire Essence, star sapphire, iron ingot.

Periapt of Wisdom +2: +2 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Faint Water Essence, diamond, iron ingot.

Periapt of Wisdom +4: +4 bonus to Wisdom; CL 8; Prerequisites Craft Wondrous Item, owl's wisdom; Materials Weak Water Essence, star sapphire, iron ingot.
{179850} Medallion of Thought
{179851} This amulet is inscribed with various arcane symbols representing the powers of the mind: willpower, swiftness of thought, and perception.
{179852} Forged by artisan-priests of Mystra, goddess of magic, these rings harness the power of the Weave to allow a divine spellcaster to draw down more of his deity's power each day.
{179853} Ring of Divine Power (1)
{179854} Ring of Wizardry (1)
{179855} Another Thayvian product for their highly successful enclaves to sell, when wizards or sorcerers are traveling, it is always useful to have more spells available.
{179856} Ring of Wizardry (2)
{179857} Ring of Wizardry (3)
{179858} Ring of Wizardry (4)
{179859} Ring of Wizardry (5)
{179860} This woman's hard black eyes and golden-brown skin mark her as a Calishite, far from her native land.
{179861} Cormick
{179862} Aldanon's loyal assistant is well-dressed and unflappable.
{179863} {T_CR_SECRET1}
{179864} {T_CV_SECRET1}
{179865} {T_IL_SECRET1}
{179866} {T_SC_SECRET1}
{179867} {T_SF_SECRET1}
{179868} {T_SI_SECRET1}
{179869} {T_SM_SECRET1}
{179870} 
{179871} Lamp {01}
{179872} Lamp Post (on)
{179873} 
{179874} CityBWall06CK
{179875} CityBWall07CK
{179876} CityBWall08CK
{179877} Door{Warehouse01}
{179878} Hide
{179879} Chainmail
{179880} Breastplate
{179881} Splint Mail
{179882} This armor is prepared from multiple layers of leather and animal hides. It is stiff and hard to move in.
{179883} This armor is made of interlocking metal rings. It includes a layer of quilted fabric worn underneath to prevent chafing and to cushion the impact of blows. Several layers of mail are hung over vital areas. Most of the armor's weight hangs from the shoulders, making chainmail uncomfortable to wear for long periods of time.
{179884} A breastplate covers your front and your back. It comes with a helmet and greaves (plates to cover your lower legs). A light suit or skirt of studded leather beneath the breastplate protects your limbs without restricting movement much.
{179885} This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chainmail protects the joints.
{179886} Base Armor Class: 3
Maximum Dexterity Bonus: 4
Armor Check Penalty: -3
Arcane Spell Failure: 20%
Feats Required: Medium Armor
{179887} Base Armor Class: 5
Maximum Dexterity Bonus: 2
Armor Check Penalty: -5
Arcane Spell Failure: 30%
Feats Required: Medium Armor
{179888} Base Armor Class: 5
Maximum Dexterity Bonus: 3
Armor Check Penalty: -4
Arcane Spell Failure: 25%
Feats Required: Medium Armor
{179889} Base Armor Class: 6
Maximum Dexterity Bonus: 0
Armor Check Penalty: -7
Arcane Spell Failure: 40%
Feats Required: Heavy Armor
{179890} You cannot rest while in dialog.
{179891} 
{179892} 
{179893} 
{179894} 
{179895} Mithral Breastplate
{179896} Mithral Banded Mail
{179897} Base Armor Class: 4
Maximum Dexterity Bonus: 6
Armor Check Penalty: 0
Arcane Spell Failure: 10%
Feats Required: Light Armor
{179898} Base Armor Class: 4
Maximum Dexterity Bonus: 5
Armor Check Penalty: -1
Arcane Spell Failure: 15%
Feats Required: Light Armor
{179899} Base Armor Class: 6
Maximum Dexterity Bonus: 3
Armor Check Penalty: -3
Arcane Spell Failure: 25%
Feats Required: Medium Armor
{179900} Base Armor Class: 7
Maximum Dexterity Bonus: 2
Armor Check Penalty: -4
Arcane Spell Failure: 30%
Feats Required: Medium Armor
{179901} Base Armor Class: 8
Maximum Dexterity Bonus: 3
Armor Check Penalty: -3
Arcane Spell Failure: 25%
Feats Required: Medium Armor
{179902} Base Armor Class: 5
Maximum Dexterity Bonus: 4
Armor Check Penalty: -2
Arcane Spell Failure: 20%
Feats Required: Light Armor
{179903} Base Armor Class: 5
Maximum Dexterity Bonus: 5
Armor Check Penalty: -1
Arcane Spell Failure: 15%
Feats Required: Light Armor
{179904} Base Armor Class: 6
Maximum Dexterity Bonus: 2
Armor Check Penalty: -4
Arcane Spell Failure: 30%
Feats Required: Medium Armor
{179905} This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish.
{179906} Door{DP_Jail1}
{179907} Door{T_SF_Door1}
{179908} CityBWall09CK
{179909} CityBWall10CK
{179910} CityBWall11CK
{179911} Door{DP_IFence1}
{179912} Door{DP_IFence2}
{179913} CityWIF_ConnectorType02
{179914} Gate{city WIF 2}
{179915} Door{T_SF_Door2}
{179916} Invalid target: your target must be an invincible Shadow Reaver.
{179917} Left click to get more information about this Feat.
{179918} Left click to add this Spell.
{179919} Left click to remove this Spell.
{179920} Left click for more information about this Spell.
{179921} Multiattack
{179922} Type of Feat: Class
Prerequisite: Animal Companion.
Specifics: Animal Companions gain the Multiattack ability at 9th level.  If they have 3 or more natural attacks a round, each of the secondary attacks will be at -2 instead of -5.  If instead they have less than 3 attacks per round, they automatically gain an extra attack per round.
Use: Automatic.
{179923} Must have a healing kit to use this skill.
{179924} 
{179925} This character will maintain a short following distance from the party leader.
{179926} This character will maintain a medium following distance from the party leader.
{179927} This character will maintain a long following distance from the party leader.
{179928} This character will defend the party leader during battle.
{179929} This character will not defend the party leader during battle.
{179930} This character will attempt to open locked objects when the party leader's attempt fails.
{179931} This character will not attempt to open locked objects when the party leader's attempt fails.
{179932} This character will only attempt to enter stealth mode when the party leader enters stealth mode.
{179933} This character will attempt to maintain stealth mode at all times.
{179934} This character will attempt to maintain stealth mode until an enemy is encountered.
{179935} 
{179936} This character will attempt to disarm any traps they discover.
{179937} This character will not attempt to disarm any traps they discover.
{179938} This character will attempt to Dispel any negative spell effects that are applied to the party leader.
{179939} This character will not attempt to Dispel any negative spell effects that are applied to the party leader.
{179940} This character will attempt to cast memorized spells when in battle.
{179941} This character will not attempt to cast memorized spells when in battle.
{179942} RuralNNolalothHeart
{179943} RuralNNolalothHeartBroken
{179944} 
{179945} 
{179946} CityBWall05CK
{179947} 
{179948} 
{179949} Follow Me
{179950} Broadcast Command
{179951} Abdicate
{179952} Party Commands
{179953} 
{179954} 
{179955} Racial Abilities
{179956} Sleight of Hand
{179957} CityMArcaneCircle02
{179958} Type of Feat: Class
Prerequisite: Rogue level 8, assassin level 5, dwarven defender 6, shadow thief level 5 or shadowdancer level 5
Specifics: A character with this feat cannot be the victim of a sneak attack unless the attacker performing the sneak attack has 4 or more levels in classes that give sneak attack bonuses (such as rogue or assassin) than character levels of the defender with this feat.
Use: Automatic.
{179959} Trap Sense (+2)
{179960} Trap Sense (+3)
{179961} Trap Sense (+4)
{179962} Trap Sense (+5)
{179963} Trap Sense (+6)
{179964} 
{179965} Using Skill Mastery (cannot roll below 5 on skill check).
{179966} Door{CaveEnt1}
{179967} 
{179968} TileSM_Cobble02
{179969} CityBBarn1
{179970} Amie lost her parents as an infant, during the battle that nearly destroyed West Harbor. She was raised by the wizard Tarmas, who tutored her in the practice of magic. Intelligent and quite pretty, Amie has generally spurned the attentions of the village boys, preferring to spend her time with you and Bevil... or poring over books in Tarmas' library.
{179971} This old bottle is one of ten targets for the Archery Competition.
{179972} This is the elder sister of the Lannon twins. The Lannon family usually fields a team of Harvest Brawlers, but this year, only the three youngest siblings are eligible to compete. These three are teenagers, and they aren't likely to put up much of a fight.
{179973} This is one of the Lannon twins. The Lannon family usually fields a team of Harvest Brawlers, but this year, only the three youngest siblings are eligible to compete. These three are teenagers, and they aren't likely to put up much of a fight.
{179974} {player has just hit a practice target with a bow}Very good. When you are ready to compete, come and speak to me.
{179975} This man has come into town to see the Harvest Fair.
{179976} Villager{young female}
{179977} This woman has come into town for the Harvest Fair.
{179978} Villager{older female}
{179979} Indeed! I'm in the mood for some brawling right now...
{179980} Whatever the case, we're ready to fight.
{179981} Well done! When you're ready to enter the ring, come and speak to me.
{179982} Retta Starling is the head of the Starling clan and mother to Bevil. She's suffered through many losses in her time but is a prototypical Harborman and avoids dwelling on personal tragedies.
{179983} Amie 1st Cam
{179984} Tilting his head this way and that, the rooster keeps a bright yellow eye fixed on his hens. He occasionally pauses to pluck a juicy insect from the ground.
{179985} A tall, middle-aged man with a sinister smile, Leldon's hawkish face is severe and unwelcoming.him up.
{179986} |Watchmen showup|
{179987} Candril is often kept awake at night by fantasies of killing an orc and finding a magical claymore on its corpse.
{179988} Armed with plenty of material components for casting Mordenkainen's Watchdog, Daerred could easily lay waste to one, maybe two kobolds before needing a nap.
{179989} Remember, every time you sell a bunch of short swords to a town blacksmith, someone like Juen will buy one of those swords and jump to the conclusion that she should be an adventurer too.
{179990} Maxil studies the orthodox litany of his faith and believes that bloodshed is unwholesome and sinful. As a result, he doesn't use edged weapons... though he has few qualms about smashing a bugbear into a chunky paste with a club.
{179991} {DP_Jail1}
{179992} {Swamp House Door}
{179993} Ruins
{179994} Ruins
{179995} To West Harbor
{179996} Amie Fern lost her parents as an infant, during the battle that nearly destroyed West Harbor. She was raised by the wizard Tarmas, who tutored her in the practice of magic. Intelligent and quite pretty, Amie has generally spurned the attentions of the village boys, preferring to spend her time with you and Bevil... or poring over books in Tarmas' library.
{179997} |Before Wheat Field starts|Ask Georg what our orders are.
{179998} |Before Wheat Field starts|I hate waiting. Ask Georg what our orders are.
{179999} |Before Wheat Field starts|What are you looking at me for? Georg's leading this attack.
{180000} |Before Wheat Field Starts|Talk to Georg. Find out what we're supposed to do now.
{180001} |During Combat|There's too many of them!
{180002} |During Combat|Less talking, more fighting!
{180003} |During Combat|Where are they coming from?!
{180004} |During Combat|For West Harbor!
{180005} |After Combat|You did well. Glad to have you on our side.
{180006} |After combat|I don't think I've got anything left for another fight.
{180007} |After combat|I'm thinking the militia isn't for me.
{180008} |After combat|We couldn't have done it without your help.
{180009} Villager{Male-Wanderer2}
{180010} Villager{Male-Wanderer3}
{180011} Villager{Female-Wanderer1}
{180012} Villager{Female-Wanderer2}
{180013} This heavy-duty chest is made of thick wood and has a heavy lock on it.
{180014} This wooden crate has seen a great deal of wear and tear.
{180015} This heavy chest is made of thick oak.
{180016} The likeness of a warrior is carved into the top of this stone coffin.
{180017} Projectile Trap{Invisible, Bolt}
{180018} This projectile trap is designed to fire crossbow bolts.
{180019} Dust and cobwebs cover this stone sarcophagus.
{180020} Tor's Holy Symbol
{180021} Chest{Holy Symbol}
{180022} Chest{Low Loot}
{180023} This wooden chest has no visible lock on it.
{180024} This simple rack is used to keep weaponry in an easy, accessible place.
{180025} This sturdy wooden chest has a heavy lock on it.
{180026} {Basic Door 1}
{180027} This wooden chest has no visible lock.
{180028} This small chest has a heavy lock on it.
{180029} I'd better get back to the fort, and quickly. Only the gods know what Vallis has done to the place. I'll meet you there.
{180030} |Player has rescued all three men and we're still in the Crypt|Thank you for finding my men. Let's get back to the fort. I need to warn the men about this place.
{180031} Chest{Test}
{180032} This is chest for testing.
{180033} Chest{Armor Slot}
{180034} Chest{CliffsMChest1L}
{180035} While barely topping five feet tall, this dwarf has the muscle mass of two grown adults. As a member of the Neverwinter Nine, Callum is one of Lord Nasher's most trusted and capable bodyguards. Callum is an effective leader and is often placed in charge of special operations. While he can be a gruff and demanding taskmaster, he lacks many of the pretenses that are often found in men of power and as a result, he is greatly admired by those in his service.
{180036} It's hard to imagine stuffy Blacklake types hooting and hollering enthusiastically, yet the bard onstage seems able to evoke that and more solely by the power of his lute.
{180037} {Caves Door}
{180038} |Fade down|
{180039} |Fade up on exit|
{180040} A tall, middle-aged man with a sinister smile, Leldon's hawkish face is severe and unwelcoming.
{180041} Are you ready for the Archives? I'd like to hurry this up if we could. I still have a patrol to finish.
{180042} All right. I'll just be waiting here. Could you hurry it up, though? The other guards and I are running out of things to talk about.
{180043} Fair enough. I'll follow my orders and wait until you're done.
{180044} So are are you ready to go to the Archives yet?
{180045} I'm ready. Let's go.
{180046} There are still some things that I need to take care of first.
{180047} I'm not really interested in what you'd like.
{180048} |If Player wasn't ready for Archives|Not that the archives are going anywhere, but are you ready to go yet? All of this waiting doesn't suit me.
{180049} Make it fast, will you? I'm beginning to grow roots here.
{180050} Still as charming as ever. I'm going to have a talk with Axle about my assignments after this.
{180051} Are you ready to go back in yet, or would you prefer to stand here and argue with me?
{180052} I'm ready. Let's go.
{180053} There are still some things I want to take care of first.
{180054} I don't really care what you like.
{180055} I need to speak with Oleff! Thank you again for getting me out safely!
{180056} {City Gates Double Door}
{180057} {Estate Door}
{180058} {Slum House Door}
{180059} Sir Grayson's Full Plate
{180060} Sir Edmund's Armor
{180061} Don't worry, I'll keep my nose out of your business. Do what you have to do.
{180062} I told you, you're free to go in. Just let me finish off my shift in peace.
{180063} Barlowe{Boss}
{180064} Aldanon/Zhjaeve prisoner scene
{180065} Elite Graycloak Armor
{180066} Ballard's Full Plate
{180067} This bizarre and clearly ancient sculpture casts an eerie glow into the room with its glistening eyes.
{180068} The top of this barrel is covered with a thick layer of dust, as if it hasn't been opened in many years.
{180069} This elderly woman keeps a well-stocked stand of stale bread and half-rotten fruits... apparently selling them at low cost to the students of Neverwinter Academy.
{180070} Thank you, Nya. You may go.
{180071} | After battle's started |Don't worry about me, Squire. Just keep Tavorick safe, and I'll follow along.
{180072} | Battle over - Tavorick dead |There's nothing more you can do for Tavorick, Squire, 'cept to try and save the girl. I know it'd mean a lot to him.
{180073} | Battle over - Deorwin is not the only one left alive |Thanks for bringin' us through, Squire. But you'd best hurry to the Mask, like the old lord says.
{180074} | Battle over - Deorwin is the only soldier left alive |I'd have thanked Tymora to smile on Finn, or Guff, instead of me. To put these men in their graves... it'll feel like burying four sons.
{180075} | Cyran is down |Hold up, Squire! Tavorick's hurt!
{180076} | Battle over - Tavorick dead |[Finn gazes solemnly toward the fallen Lord Tavorick. He silently mouths a few words… it might be a prayer, but his voice is too low to make out.]
{180077} | Battle over - Tavorick alive |[Finn ducks his head quickly, but in the wake of the battle, his self-conscious smile is gone.]
{180078} | Midst of battle |[Finn's eyes are grim and bright, his shyness forgotten in the midst of battle.]
{180079} Don't mind Finn, Squire. He's a good lad, even if he doesn't say much.
{180080} | Battle's started |Gah! Knew there'd be trouble tonight...
{180081} | Battle over - Tavorick dead |Don't seem right, old Tavorick bein' dead. He was just a harmless old fella, was all…
{180082} | Battle over - Wetherly alive |All them stories don't tell the half of it... you're a storm o' fury in a fight, Squire!
{180083} | Battle over - Wetherly dead |I shoulda stuck closer to Wetherly… shoulda watched his back like a friend ought…
{180084} | Cyran is down |Hells! The old lord's gone down! Look to him quick, Squire!
{180085} Ballard's men have piled old furniture in front of the door, creating a makeshift barricade.
{180086} | After battle's started |Nothing like slayin' demons, eh Squire?
{180087} | Battle over - Guff alive |Now that... <i>that</i> was a battle. I think I'll retire now, actually.
{180088} | Battle over - Guff dead |Poor old Guff. Can't believe that great lummox is gone…
{180089} | Cyran is down |Tavorick's fallen, Squire! We've got to help him, if we can…
{180090} | Battle over - Tavorick dead |Wasn't your fault about Tavorick, Squire. We'd all have been dead, if not for you.
{180091} This basket looks absolutely ideal for holding merchandise.
{180092} This is a cliffs cave entrance
{180093} Courtyard Gates
{180094} Nevalle Goes to Battle of Highcliff
{180095} PC Way Nevalle Return
{180096} Nevalle Return Way
{180097} Nevalle Return Way Walk
{180098} Tower - Ruined
{180099} Blacksmith - Ruined
{180100} Merchant Shop - Ruined
{180101} Temple - Ruined
{180102} Post-Reaver1 battle Ammon SpeakTrigger
{180103} {Merchant Door}
{180104} OTS Casavir from Bishop
{180105} This is one of the children who used to inahabit the alleyways of the Docks district with Wolf.
{180106} Enter Crossroad Keep
{180107} Blacksmith
{180108} Merchant Shop
{180109} Temple - Monastery
{180110} Tower - Guard
{180111} Tower - Wizard
{180112} This is a farmer.
{180113} This spidersilk cloak was carefully and lovingly crafted for you by Kistrel, the giant blue spider who's taken up residence in your keep's basement. The cloak shimmers in the light, and you can feel a magical aura radiating from the cloak. How Kistrel managed to accomplish this, you have no idea.
{180114} Kistrel's Cloak
{180115} Jazren is a common presence in the Phoenix Tail Inn.  She is very flirtatious and sometimes dances to amuse the soldiers. Because she spends so much time at the Inn, Sal jokes that he should start paying her.
{180116} | First time |As Knight Captain of the Keep, you may of course choose to appropriate directly from the coffers of Crossroad Keep.
{180117} How much would you like to withdraw?
[Keep Funds remaining: <CUSTOM121>]
{180118} I'm sorry, Captain, but the Keep's coffers are all but empty right now.
[Keep Funds remaining: <CUSTOM121>]
{180119} I would like to withdraw funds from Crossroad Keep.
{180120} 500 gold.
{180121} 1000 gold.
{180122} 2500 gold.
{180123} 5000 gold.
{180124} Nothing right now.
{180125} Her posture perfect, her voice and stare unwavering, Kana has an icy demeanor that thaws, ever so slightly, when speaking to you. While short for a human warrior, her perfectly muscled frame would likely prove a challenge to any, even Khelgar.
{180126} |First time PC talks to Kistrel in CK|[Kistrel chitters excitedly when he sees you.]
{180127} [Kistrel scribbles what appears to be a crude drawing of you and himself, both walking. There's a large gap between the two pictures - it would seem that Kistrel has been following you for quite some time.]
{180128} [Kistrel gestures at the room with his mandibles and stares at you expectantly. You get the impression he's asking you if he can stay.]
{180129} |Kistrel starts working on the cloak|[Kistrel chitters. He seems to be working on something.]
{180130} [Kistrel holds up what appears to be an unfinished cloak.]
{180131} [Kistrel chitters and continues weaving diligently.]
{180132} |Kistrel done with cloak|[Kistrel chitters excitedly and holds up the completed cloak.]
{180133} |Generic barkstring|[Kistrel waves his mandibles at you.]
{180134} |Kistrel not done with cloak|[Kistrel is still working on the cloak. He waves his mandibles at you, and appears to be shooing you away.]
{180135} [Kistrel lets out a mournful-sounding chitter. Kistrel then gestures at the room with his mandibles and stares at you expectantly. You get the impression he's asking you if he can stay.]
{180136} [Kistrel clacks his mandibles excitedly.]
{180137} [Kistrel chitters sadly.]
{180138} [Kistrel hands over the cloak and chitters happily.]
{180139} [Kistrel stares at you silently, then hands over the cloak. Apparently, his answer is no.]
{180140} How did you know to come here? You left rather abruptly last time.
{180141} You again. Why are you here?
{180142} You were shadowing me?
{180143} It wasn't necessary to keep your distance. I would've welcomed your company.
{180144} What are you doing?
{180145} You're weaving a cloak? Is that for me?
{180146} Thanks, Kistrel. I'll let you get back to work.
{180147} Thanks, Kistrel. I'm sure I'll put this to good use.
{180148} | Good response |You're welcome to stay. There's plenty of room for anyone who's a friend.
{180149} All right, you can stay, but don't cause any trouble.
{180150} Hello, Kistrel. Anything to report?
{180151} Still here, I see. What are you up to?
{180152} I had no idea you were a tailor, too.
{180153} It had better be useful to me.
{180154} Finish it quickly and I <i>may</i> decide to keep you around.
{180155} I'll check back later to see if you're done.
{180156} It's about time. Hand it over.
{180157} I thought you ran off.
{180158} You can live here, but only until I decide otherwise. Understand?
{180159} I don't like being followed.
{180160} No, I don't think so. I want you out of here.
{180161} | Scripter: Kistrel moves off and goes invisible, disappearing forever. Waaah! |
{180162} | Evil response |Actually, I think I'll kill you. I should've done this earlier.
{180163} Can you make anything else?
{180164} This is Donler.
{180165} Slow-talking and reliable, Orlen was one of the oldest residents of West Harbor, having lived there since birth and rarely traveled beyond the boundaries of the Mere. His farm had been in his family for several generations, and he has a well-known love of animals… particularly hogs.
{180166} Teelah is a pretty young woman who can always be found near her best friend Jazren.
{180167} This is Ziffer.
{180168} This is a mercenary leader.
{180169} Nolaloth was once an ancient crystal dragon of tremendous power, but now is no more than a ghostly apparition and a long memory. Age has done little to bring peace to this spirit, and his eyes have a distant, weary look. His manifestation leaves much to the imagination. Seen in his full glory, Nolaloth would undoubtedly have been a tremendously large creature, inspiring awe and fear in equal measure.
{180170} | Quick Fade out |
{180171} | Check to see if the PC has Guyven. |{AUDIO: play discovery music stinger}Guyven will be interested in hearing about this place.
{180172} [DEBUG] PC doesn't have Guyven, but we will pretend he does... 
{180173} Once a powerful wizard of Luskan's Arcane Brotherhood, this ambitious mage exchanged its life for even greater power in undeath and servitude to the King of Shadows. The Shadow Reaver is drunk with power, filled with arrogance over its perceived invulnerability, and completely devoid of mercy.
{180174} OTS Casavir approaching Bishop
{180175} This is an elemental created by Sydney Natale to use Qara's powers against her
{180176} YOU HAVE REACHED THIS NODE IN ERROR; PLEASE MANTIS IMMEDIATELY!
{180177} Daeghun Farlong is your foster father. You have lived with him for as long as you can remember, and he has always been a solemn, brooding figure. A skilled hunter, Daeghun traveled far and wide in his youth, and he is respected as the finest archer in the Mere of Dead Men.
{180178} Ivarr's eyes shine with wisdom and compassion. His strong devotion to Tyr has made him somewhat resemble the god.
{180179} Jalboun smells like he bathed in a vat of ale, but he appears to be a grissled veteran of a warrior.  The crooked grin he wears makes it difficult to believe he takes anything seriously.
{180180} Twitching with visible anxiety, this skinny man fidgets as he waits for you. His clothes and face carry the dust of many days on the road.
{180181} Stern and severe, this dwarf has sun bleached hair and sun burnt skin from his long journeys into the mountains. A member of Khelgar's clan, the Ironfists, Khulmar was the leader of an expedition in search of their lost clanhold. Although the restoration of his home is foremost on his mind, he gladly works with you at Crossroad Keep, ready for whatever the King of Shadows might bring.
{180182} Lasshiva is the representative that Batha sent from the Lizardfolk of the Mere of Dead Men. She is barely recognizable as a female of her species.
{180183} This beautiful Aasimar stands tall with the confidence of one who has set their life to a higher purpose. The ghost lines of former battle wounds indicate that she is a seasoned warrior, but they do not detract from her comeliness.
{180184} Half-elven at first glance, this handsome man's calm, nonchalant demeanor and perfect posture are more celestial than sylvan. Whatever angelic exterior this man wears, it starkly contrasts his reptilian eyes, which send chills down your spine when they meet your gaze.
{180185} This is a merchant.
{180186} This wizard wears a strange outfit that marks him as someone who comes from far, far away from the Sword Coast.
{180187} This assassin was dressed convincingly enough as a Greycloak to get past your guards and infiltrate the Keep.
{180188} This is a caravan master
{180189} This is a member of the Shadow Thieves of Neverwinter City.
{180190} Heavyset with unkempt hair and a frumpy dress, this young mage still carries herself with a regal bearing, and while she doesn't return your gaze, you have a sense that she's very much aware of your look. 
{180191} Candril is a member of Daerred's adventuring party.
{180192} Daerred's eagerness for adventure is matched only by his naivete.
{180193} This is Dobbson.
{180194} Juen is a member of Daerred's adventuring party.
{180195} The elf is quite calm, despite the situation. Obviously battle-hardened, it's likely that there is little that can faze him.
{180196} Mark Illefarn Ruins as completed so I can do post-2400 progression.
{180197} This is a city spikes
{180198} This is a citizen of Neverwinter, who came to Castle Never expecting to witness your ascension to knighthood.
{180199} This great sarcophagus contains the preserved remains of Lord Halueth Never, the founder of Neverwinter City.
{180200} This sword moves in mid-air as if held by an unseen hand. The floating sword bears a striking similarity to the ceremonial sword given to you by Sir Nevalle.
{180201} This guard, like the others in Highcliff, keeps a steady watch in case the Lizardfolk warriors attempt another attack. Though determined, his exhaustion makes an effective defense rather unlikely.
{180202} Highcliff Guard
{180203} This is the body of a young woman. She appears to have died from disease and starvation, having simply collapsed in the middle of the town.
{180204} This reptilian warrior has a wide build and a scarred hide. Although he is larger than the other lizardfolk you've encountered, he appears to be your only one not seeking a violent confrontation. He is your only ally here, having remembered your actions since your last meeting.
{180205} This resident of Highcliff looks weary and frightened, walking about the center of town with a cautious eye always upon the Lizardfolk blockade.
{180206} This lizardman is wounded, barely clinging to life and consciousness. He eyes you with suspicion when awake, but is ultimately too weak to even despise his imprisonment.
{180207} This once resident of Highcliff looks highly distressed and frightened.
{180208} This man is rapidly approaching middle age. His expression is one of restrained fear, a brave face for one in danger.
{180209} This dwarf, like many others in the Ironfist clan, seems rather surprised to see you in the clanhold. His large hands are calloused from years of work in the mines, and his face has traces of dirt and soot, no doubt from the ongoing restoration of the stronghold.
{180210} Keros, leader of the Ironfists for many years, has the look of someone fed up with his responsibilities. His eyes remain fierce at all times, and though he speaks with commanding authority, it seems unlikely that he is even master of his own emotions. There is a tense air about him, like the quiet before a storm.
{180211} With a plump belly and muscular physique, this old dwarf is better suited for his current duty as gatekeeper to the Ironfist Clanhold than as a clan warrior. He has a jovial manner, his eyes crinkling as he smiles, though his weathered skin and scarred face suggest many years of hard living.
{180212} Stern and severe, this dwarf has sun bleached hair and sun burnt skin from his long journeys into the mountains. A member of Khelgar's clan, the Ironfists, Khulmar was the leader of an expedition in search of their lost clanhold. Now that it has been recovered, he finds himself busy with the work of restoring it back to its former glory.
{180213} Revorax is built like a tree-trunk, stout even for a dwarf and with great strength in his weathered arms. His expression is grim, as if tending to his forge is of the utmost and gravest importance.
{180214} This dragon has a truly imperial demeanor. She looks about with a possessive glance, as if all of the mountain were her domain. Her scales, a sharp pattern of crimson and scarlet, run across her body like a violent coat, shining with the care of a vain owner. Tholapsyx has occupied Mount Galardrym for countless years, and the ease of her dominion over its denizens has given her a permanently lazy, bemused expression. Little challenges her in her home, and those that do are subject to a terrible wrath of fire and evisceration. 
{180215} Tholapsyx
{180216} This fire giant resembles an exaggerated version of his kin, larger in size and fouler in disposition. He has an unusually large jaw and his mouth is always slightly agape, as if unable to truly support its own weight. His eyes match the bright red mop atop his head and have the eagerness of cruel anticipation. Those victims unfortunate enough to fall under his gaze are marked for amusement, whether they like it or not.
{180217} This druid has an unusual pallor to his skin, a grayish tint that reveals a being saturated with the corruption of the Claimed Lands. His eyes are sullen, and only light up to display the anger of indignation.
{180218} This druid has an unusual pallor to her skin, a grayish tint that reveals a being saturated with the corruption of the Claimed Lands. Her eyes are sullen, and only light up to display the anger of indignation.
{180219} This creature seems to be nothing but a patch of mobile gloom, more or less humanoid in shape. It appears tall, despite being insubstantial, as if ordinary creature had been stretched to the height of a giant.
{180220} This young human boy is small even for his age and looks disoriented. His clothes are in tatters, and his hair is disheveled to match.
{180221} This large, heavyset man looks at you with calm disinterest. He wears a mask of forced pleasantness, though you doubt he is a very accommodating sort.
{180222} This merchant offers stands before a bizarre array of goods, apparently assembled in great haste. He barely has time to talk to most of his customers, though he is quick to counter the many offers that come his way. Though he seldom stands still, he never strays too far from his prize collection of weapons.
{180223} One of the many worried Neverwinter citizens, trying desperately to find answers and direction amid the chaos.
{180224} This kindly old priest stands patiently, answering the worried crowd's questions with a clear and calm voice. He appears peaceful, a powerful contrast to the chaos that is Neverwinter City.
{180225} Randolph is a grizzled traveler, having been an adventurer himself in his younger years. He stopped in town at what some may call the right time, and now finds himself offering a wide array of goods at highly questionable prices. He points at his collection to every passerby, offering everything from sleeping rolls to sleeping potions. Randolph's prices for simple goods may be inflated, but he does offer many things that the Watch cannot.
{180226} One of Moire's underlings, taking advantage of the chaos in Neverwinter to burglarize and prey upon the defenseless.
{180227} This Watchmen is doing her best to calm the crowd, though her voice is hoarse from the constant yelling.
{180228} This Watchmen is doing his best to calm the crowd, though his voice is hoarse from the constant yelling.
{180229} This Watchman is carrying some supplies for the evacuation of Neverwinter. He looks busy and does his best to avoid the nervous citizens that surround him.
{180230} One of Moire's goons, more a creature of violence than of subterfuge. This thief walks with a confident, even arrogant, swagger. No doubt Moire's brashness has rubbed off, somewhat.
{180231} Lord Nasher Alagonar is the ruler of Neverwinter and, given the size, prestige, and relative prosperity of the city, his power is closer to that of a king despite his simple title. A veteran adventurer and a deadly swordsman in his youth, Nasher is now well into his later years but every bit as strong. A popular ruler, Nasher's pragmatic and decisive leadership has kept Neverwinter intact through plague and war.
{180232} Tapestry
{180233} Something about this tapestry seems out of place.
{180234} Tapestry{Open}
{180235} Naevan looks unusually calm, as if he had never been imprisoned within a tree. Like the other druids, he carries himself with an otherworldly grace. Despite the strern look often on his face, there is warmth and passion behind his words. With the Circle gone and the Mere corrupted, Vashne is sadly bereft of a home.
{180236} This elf is adorned with simple robes, but carries them as if they were the garment of kings. Vashne is confident above all, arrogant and set in his worldview. The new leader of the Circle of the Mere is not physically threatening, but there is great power in his voice and an intensity of his eyes.
{180237}  
{180238} {Portcullis Door}
{180239} {Castle Door 1}
{180240} This prisoner looks frightened, still in shock from his capture by the fire giants.
{180241} Fallen Tree Log
{180242} Rowboat
{180243} You can temporarily start in module 3400__qa_start to emulate a true progression.
{180244} {T_SF_Door1}
{180245} | If one or more betrayer has gear worth less than 10000 gold. |I see you have deprived many of your so-called companions of even the most basic equipment, as if you knew they might betray you. Nice try, but ultimately futile.
{180246} | SCRIPTER: Give Shadow Gear to all the traitor companions. |
{180247} | SCRIPTER: One or more remaining companions have gear worth less than 10000 gold. |It is evident that you've anticipated this and attempted to limit the effectiveness of your former allies. This will not do... I must have a proper test of your abilities.
{180248} | SCRIPTER: All the remaining companions get Shadow Gear. |
{180249} This statue can replenish the Aurora Chain ability you gained from the Ritual of Purification.
{180250} This statue can replenish the Cleansing Nova ability you gained from the Ritual of Purification.
{180251} This statue can replenish the Shining Shield ability you gained from the Ritual of Purification.
{180252} This statue can replenish the Soothing Light ability you gained from the Ritual of Purification.
{180253} This statue can replenish the Web of Purirt ability Ammon Jerro gained from the Ritual of Purification.
{180254} Blade of Shadows
{180255} Cloak of Shadows
{180256} Garb of Shadows
{180257} Greater Shadow Claw
{180258} AHHHHHHH!
{180259} AAAIIIIEEEEEE!
{180260} This ranger blends well into his surroundings and has a well-traveled look. His relation to Daeghun is unknown, though he is clearly not one of your Greycloaks.
{180261} |SCRIPTER: Shot of the player walking away from Casavir on the wall.|
{180262} Who else?
{180263} Our men will form a line within the blockade - let the enemy come to us in the center, where they may taste the steel of our arrows.
{180264} |SCRIPTER: Shot of soldiers running forward into formation.|
{180265} Here they come!
{180266} Do not fear. Hold the line and stand your ground.
{180267} Ammon Jerro.
{180268} Zhjaeve.
{180269} Ammon Jerro.
{180270} Zhjaeve.
{180271} Remain in your formations and wait for the undead - the battle will be long, but we will prevail.
{180272} If any of you break the line, I'll cut you down before the King of Shadows has a chance. Be ready.
{180273} Construct.
{180274} Construct.
{180275} |SCRIPTER: Shot of Garius teleporting off the wall. He casts a defensive spell on himself.|
{180276} | SCRIPTER: Ammon Jerro and Zhjaeve run to the player's side. If one is already present, the other runs forward. If both are present, the one with highest influence speaks here.|We must stop Garius at once - remove the sorcery that holds the light at bay, or accept defeat as our fate.
{180277} |SCRIPTER: Shot of the gate, with lightning bolts streaming out in multiple directions.|
{180278} This foul creature looks like a giant humanoid, but has mottled, decaying flesh drawn tight across clearly visible bones. It is mostly hairless and has a carnivore's sharp teeth. Its eyes burn like hot coals in their sunken sockets.
{180279} This creature appears to be nothing but a set of enormous, animated bones. It stands far taller than a man, and looks surprisingly sturdy. Pinpoints of red light smolder in its empty eye sockets.
{180280} This massive creature is a sinister, spectral figure robed in darkness. It has the feel of an ancient being, and its form shows faint traces of crimson underneath its grey folds. It has no visible features or appendages, except for the glowing red pinpoints of its eyes.
{180281} Ancient Dread Wraith
{180282} This powerful creature appears to be nothing but a set of enormous, animated bones. It stands taller than many giants and attacks with frightening relentlessness. Pinpoints of red light smolder in its empty eye sockets.
{180283} Behemoth Skeleton
{180284} This is an vampire coffin, freshly brought across the river.
{180285} Side view, troops assembling.
{180286} Exterior gate shot
{180287} Magical attacks from the gate
{180288} Garius summons nightwalker
{180289} Garius Teleports, Nightwalker flourish
{180290} You have found Issani of Waterdeep. Return to Old Owl Well and report the good news to Callum.
{180291} Callum has arranged for Issani's safe travel to Neverwinter City. With the orcs in disarray, and the Luskan plot foiled, Callum can focus on securing his hold on the well. Return to Captain Brelaina and report your success.
{180292} By defeating Torio's champion, Lorne, you have won the Trial by Combat and proven your innocence. 

Lord Nasher has congratulated you, and sent you back to the Sunken Flagon for a brief rest.

You will find your reward - Lorne's belongings - in a chest, near the door of the Sunken Flagon.
{180293} You told the miner, Calindra, about Bradbury's death. She took the news reasonably well.

Without Bradbury, however, Calindra has few prospects for work. Unless she finds a new employer, she will be forced to return to her home in Amn.
{180294} Within Ammon Jerro's Haven, you met the devil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they will send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends...
{180295} Within Ammon Jerro's Haven, you met the devil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends.

So far, only one other fiend has promised to help you.
{180296} Within Ammon Jerro's Haven, you met the devil Mephasm, who has been bound here with five other fiends.

According to Mephasm, each fiend has access to a portal which he or she can use to summon servants. Mephasm knows a way to take control of the portals so that they send you to Ammon Jerro's laboratory, but to do so, you will have to secure the aid of three other fiends.

So far, two other fiends have promised to help you.
{180297} You've found the priest. Unfortunately, the mechanism to unlock the tombs is guarded by undead. You'll have to fight your way to the central chamber to unlock the tombs.
{180298} Judge Oleff was relieved that your rescue mission was a success and the priest is safe. The church of Tyr will deal with any undead still shuffling within the tombs.
{180299} All I have seen within Neverwinter walls is disputes with trade routes... merchants... at times, too much preoccupation with the decision of the Neverwinter Council. 
{180300} The policies of Neverwinter and the health of the city do depend on politics, on trade relations... but if that is the sole focus, then the people in need of aid are sometimes lost in its shadow.
{180301} I needed to travel to Old Owl Well to try and take direct action, to make a discernible difference in the lives of those who need it... and I feel there we may have succeeded. 
{180302} So for that, I thank you.
{180303} | Influence Gain Casavir |As am I. Perhaps if there were more ones such as you in Neverwinter's service, it might draw others. 
{180304} | Influence Loss Casavir |Battle was not my intent, but I understand... very well, then. Was there anything else?
{180305} | Influence Loss Casavir |Very well - then I shall speak no more about it. 
{180306} | Influence Loss Casavir |If that is all that moved you, then so be it. Was there anything else?
{180307} | Influence Gain Casavir |{Confused}I... I did feel it was the right thing to do. You have enough enemies, you need someone to help keep watch at times.
{180308} | Influence Gain Casavir |{Nods}I felt it only fair to say something.
{180309} | Once only, ever. |What do you mean?
{180310} | Good Response |It was a good chance to help others, and for that I am grateful.
{180311} | Lawful Response |I was carrying out my duty.
{180312} | Chaotic Response |A little battle, a little freedom from Neverwinter, was just what we needed. 
{180313} | Evil Response |I wasn't there to make a difference, I <i>had</i> to go, so save your thanks for someone who cares.
{180314} Compelled? Are you sure it's not something deeper?
{180315} It's all right, Casavir - I welcome the warning.
{180316} | Female Player, Act 3, no consummation yet. |Are you sure you're all right?
{180317} {A little hesitant}There was a time I dwelled amongst the towers of Luskan, yes. For anyone interested in arcane knowledge, the masters of the towers have an impressive collection of artifacts. 
{180318} I'd like to know more about what Torio said about you at the trial.
{180319} This tall woman has extremely slender limbs and long fingers. The skin of her somber face is stretched tight across her cheeks and her nose and ears are small but sharply angled. Zhjaeve's grey-yellow eyes seem to constantly follow you, though her inhuman face makes it hard to read whether she's sizing you up for the kill, admiring you, or if it's just an insatiable curiosity. While she bears a strong resemblance to the githyanki that have been troubling you, her appearance is less gaunt and predatory.
{180320} Bat{1-2}
{180321} Bat{19-20}
{180322} Bat{3-4}
{180323} Bat{5-6}
{180324} Bat{7-8}
{180325} Bat{9-10}
{180326} Bat{11-12}
{180327} Bat{13-14}
{180328} Bat{15-16}
{180329} Bat{17-18}
{180330} Beetle{1-2}
{180331} Beetle{19-20}
{180332} Beetle{3-4}
{180333} Beetle{5-6}
{180334} Beetle{7-8}
{180335} Beetle{9-10}
{180336} Beetle{11-12}
{180337} Beetle{13-14}
{180338} Beetle{15-16}
{180339} Beetle{17-18}
{180340} Cat{1-2}
{180341} Cat{19-20}
{180342} Cat{3-4}
{180343} Cat{5-6}
{180344} Cat{7-8}
{180345} Cat{9-10}
{180346} Cat{11-12}
{180347} Cat{13-14}
{180348} Cat{15-16}
{180349} Cat{17-18}
{180350} Pig{1-2}
{180351} Pig{19-20}
{180352} Pig{3-4}
{180353} Pig{5-6}
{180354} Pig{7-8}
{180355} Pig{9-10}
{180356} Pig{11-12}
{180357} Pig{13-14}
{180358} Pig{15-16}
{180359} Pig{17-18}
{180360} Rabbit{1-2}
{180361} Rabbit{19-20}
{180362} Rabbit{3-4}
{180363} Rabbit{5-6}
{180364} Rabbit{7-8}
{180365} Rabbit{9-10}
{180366} Rabbit{11-12}
{180367} Rabbit{13-14}
{180368} Rabbit{15-16}
{180369} Rabbit{17-18}
{180370} Rat{1-2}
{180371} Rat{19-20}
{180372} Rat{3-4}
{180373} Rat{5-6}
{180374} Rat{7-8}
{180375} Rat{9-10}
{180376} Rat{11-12}
{180377} Rat{13-14}
{180378} Rat{15-16}
{180379} Rat{17-18}
{180380} Spider{1-2}
{180381} Spider{19-20}
{180382} Spider{3-4}
{180383} Spider{5-6}
{180384} Spider{7-8}
{180385} Spider{9-10}
{180386} Spider{11-12}
{180387} Spider{13-14}
{180388} Spider{15-16}
{180389} Spider{17-18}
{180390} Weasel{1-2}
{180391} Weasel{19-20}
{180392} Weasel{3-4}
{180393} Weasel{5-6}
{180394} Weasel{7-8}
{180395} Weasel{9-10}
{180396} Weasel{11-12}
{180397} Weasel{13-14}
{180398} Weasel{15-16}
{180399} Weasel{17-18}
{180400} Adamantine Banded Mail
{180401} Darksteel Banded Mail
{180402} Giant Bee Venom Gland
{180403} Extracted from a giant bee and properly prepared by a skilled alchemist, this gland can be used to prepare a potent toxin that can be used to coat a weapon.
{180404} Giant Centipede Venom Gland
{180405} Extracted from a giant centipede and properly prepared by a skilled alchemist, this gland can be used to prepare a potent toxin that can be used to coat a weapon.
{180406} Giant Scorpion Venom Gland
{180407} Extracted from a giant scorpion and properly prepared by a skilled alchemist, this gland can be used to prepare a potent toxin that can be used to coat a weapon.
{180408} The Quiet Deaths of the Brotherhood of Assassins
{180409} Mild Giant Centipede Venom: Prerequisite: Craft Alchemy 4 ranks; Materials Giant Centipede Venom Gland

Average Giant Centipede Venom: Prerequisite: Craft Alchemy 8 ranks; Materials 2 Giant Centipede Venom Glands

Strong Giant Centipede Venom: Prerequisite: Craft Alchemy 12 ranks; Materials 3 Giant Centipede Venom Glands

Deadly Giant Centipede Venom: Prerequisite: Craft Alchemy 16 ranks; Materials 4 Giant Centipede Venom Glands

Mild Giant Bee Venom: Prerequisite: Craft Alchemy 4 ranks; Materials Giant Bee Venom Gland

Average Giant Bee Venom: Prerequisite: Craft Alchemy 8 ranks; Materials 2 Giant Bee Venom Glands

Strong Giant Bee Venom: Prerequisite: Craft Alchemy 12 ranks; Materials 3 Giant Bee Venom Glands

Deadly Giant Bee Venom: Prerequisite: Craft Alchemy 16 ranks; Materials 4 Giant Bee Venom Glands

Mild Giant Scorpion Venom: Prerequisite: Craft Alchemy 4 ranks; Materials Giant Scorpion Venom Gland

Average Giant Scorpion Venom: Prerequisite: Craft Alchemy 8 ranks; Materials 2 Giant Scorpion Venom Glands

Strong Giant Scorpion Venom: Prerequisite: Craft Alchemy 12 ranks; Materials 3 Giant Scorpion Venom Glands

Deadly Giant Scorpion Venom: Prerequisite: Craft Alchemy 16 ranks; Materials 4 Giant Scorpion Venom Glands
{180410} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

Banded mail is made of overlapping strips of metal sewn to a backing of leather and chainmail. The strips cover vulnerable areas, while the chain and leather protect the joints and provide freedom of movement.

Materials Required: 2 metal ingots
{180411} Adventurer's Outfit
{180412} Cleric's Outfit
{180413} Militia Outfit
{180414} Familiar Level 11 Properties
{180415} Familiar Level 13 Properties
{180416} Familiar Level 15 Properties
{180417} Familiar Level 17 Properties
{180418} Familiar Level 19 Properties
{180419} This young girl still has several years of childhood before adulthood (and endless responsibility) sets in.
{180420} Child{Human Female}
{180421} Awestruck, this boy looks at you and imagines being an adventurer when he grows up.
{180422} Child{Human Male 1}
{180423} This child has a weary look on his face that reminds you of yourself as a child. Perhaps his parents are as stern and distant as Daeghun.
{180424} Child{Human Male 2}
{180425} This young human boy is still several years away from adulthood.
{180426} Child{Human Male 3}
{180427} Once a powerful wizard of Luskan's Arcane Brotherhood, this ambitious mage exchanged its life for even greater power in undeath and servitude to the King of Shadows. The Shadow Reaver is drunk with power, filled with arrogance over its perceived invulnerability, and completely devoid of mercy.
{180428} This is a member of the City Watch, Neverwinter's local police force. Neverwinter is a large enough city to attract a great deal of theft, smuggling and violent crime; leaving the Watchman with plenty of work.
{180429} Barn {1}
{180430} Blacksmith {1 - TINT}
{180431} Wall {05 CS Keep}
{180432} Wall {06 CS Keep}
{180433} Wall {07 CS Keep}
{180434} Wall {08 CS Keep}
{180435} Wall {09 CS Keep}
{180436} This is a crossroad keep wall
{180437} Wall {10 CS Keep}
{180438} Wall {11 CS Keep}
{180439} Curb {Raised 01}
{180440} Curb {Raised 02}
{180441} Curb {Raised 03}
{180442} Curb {Raised 04}
{180443} Curb {Raised 05}
{180444} Curb {Raised 06}
{180445} Curb {Raised 07}
{180446} Curb {Raised 08}
{180447} Curb {Raised 09}
{180448} Curb {Raised 10}
{180449} Curb {Raised 11}
{180450} Curb {Raised 12}
{180451} Curb {Raised 13}
{180452} Curb {Raised 14}
{180453} Curb {Raised 15}
{180454} Curb {Raised 16}
{180455} Curb {Raised 17}
{180456} Curb {Raised 18}
{180457} Curb {Raised 19}
{180458} Curb {Raised 20}
{180459} Curb {Raised 21}
{180460} Curb {Raised 22}
{180461} Curb {Flat 01}
{180462} House {1}
{180463} House {2}
{180464} House {3}
{180465} {City Watch Double Door}
{180466} {City Watch Door}
{180467} {Hollows Door}
{180468} {State Building Double Door}
{180469} {Warehouse01}
{180470} {Basic Wood Door}
{180471} {Cave Entrance 1}
{180472} {DP_IFence1}
{180473} {DP_IFence2}
{180474} {Rural House Door}
{180475} {Good Temple Door}
{180476} {Town Hall Double Door}
{180477} {Town Hall Door}
{180478} {Crypt Secret Door}
{180479} {Cave Secret Door}
{180480} {Castle Door 2}
{180481} {Illefarn Secret Door}
{180482} {Portcullis Double Door}
{180483} {Throne Secret Door}
{180484} {Gate Door}
{180485} {Gate Double Door}
{180486} Secret Door
{180487} {T_SF_Door2}
{180488} {Standard Interior Secret Door}
{180489} {Mine Secret Door}
{180490} {Standard Interior Door}
{180491} Arcane Circle {02}
{180492} Nolaloth's Crystal Heart
{180493} Nolaloth's Crystal Heart (broken)
{180494} Mines Cobble Piece
{180495} Iron Fence {Connector 02}
{180496} This is a city iron fence connector type02
{180497} Iron Fence {Gate 2}
{180498} Giant Scorpion Venom, Weak
{180499} Giant Centipede Venom, Weak
{180500} Giant Scorpion Venom, Mild
{180501} Giant Centipede Venom, Mild
{180502} Giant Scorpion Venom, Average
{180503} Giant Centipede Venom, Average
{180504} Giant Scorpion Venom, Strong
{180505} Giant Centipede Venom, Strong
{180506} Giant Scorpion Venom, Very Strong
{180507} Giant Centipede Venom, Very Strong
{180508} Giant Scorpion Venom, Deadly
{180509} Giant Centipede Venom, Deadly
{180510} Door{T_SISECRET2}
{180511} Spell Affinity (Illusion)
{180512} Type of Feat: Race
Prerequisite: Gnome and Svirfneblin.
Specifics: Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes.  Their innate familiarity with these effects makes their illusions more difficult to see through.  This adjustment stacks with those from similar effects, such as the Spell Focus feat.
Use: Automatic.
{180513} Construct Upgrade (HP)
{180514} Type of Feat: Epithet
Specifics: Expert use of the Alchemical Crafting skill has strengthened Construct's constitution, fortifying it with a permanent +15 Hit Point bonus.
Use: Automatic.

{180515} Construct Upgrade (AC)
{180516} Type of Feat: Epithet
Specifics: Construct's armor has been reinforced by a master armor craftsman, providing the mighty blade golem with a permanent +3 bonus to its Armor Class.
Use: Automatic.

{180517} Construct Upgrade (Str)
{180518} Type of Feat: Epithet
Specifics: Sharpened to a razor's edge, Construct's blade has been reworked by a master weapon, providing it with a permanent +6 bonus to Strength.
Use: Automatic.

{180519} You found a vein of ore.
{180520} Resist Acid Energy (Improved)
{180521} Resist Cold Energy (Improved)
{180522} Resist Electrical Energy (Improved)
{180523} Resist Fire Energy (Improved)
{180524} Resist Sonic Energy (Improved)
{180525} Number of archive puzzles solved:
{180526} Type of Feat: Class
Prerequisite: Warlock level 10.
Specifics: At level 10, Warlocks gain resistance 5 against any two of the following energy types: acid, cold, electricity, fire, and sonic (first 5 points of damage of this type of energy is ignored).  At level 20, the resistances previously selected increase to 10 (first 10 points of damage of this type of energy is ignored).
Use: Automatic.
{180527} 
{180528} Shelf{cookware 1}
{180529} Shelf{cookware 2}
{180530} Corpse{city 1}
{180531} Corpse{city 2}
{180532} Corpse{city 3}
{180533} Corpse{city 4}
{180534} Corpse{city 5}
{180535} Damage Reduction 5/-
{180536} Type of Feat: Class
Prerequisite: Barbarian level 19.
Specifics: This feat allows barbarians to shrug off five points of damage from each attack that hits them. 
Use: Automatic.
{180537} CityMStatueSF08
{180538} CityMStatueSF09
{180539} CityMStatueSF10
{180540} CityMStatueSF11
{180541} CityMStatueSF12
{180542} CityMStatueSF12B
{180543} Door{T_SI_Door02}
{180544} Door{T_SI_Door03}
{180545} CityMFloor01
{180546} CityMFloor02
{180547} 
{180548} CityMPainting16
{180549} 
{180550} 
{180551} 
{180552} CityMFloor03
{180553} CityMFloor04
{180554} 
{180555} 
{180556} CityMBedB01
{180557} CityMBooksB01
{180558} CityMBooksB02
{180559} CityMChairsB01
{180560} CityMChairsB02
{180561} CityMTablesB01
{180562} CityMTablesB02
{180563} 
{180564} Type of Feat: Class
Prerequisite: Barbarian level 14.
Specifics: While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist mind-affecting spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Use: This bonus automatically takes effect when the barbarian uses rage.
{180565} Eldritch Essence Invocations
{180566} Blast Shape Invocations
{180567} Type of Feat: Metamagic
Prerequisite: Warlock level 1.
Specifics: Warlocks have the ability to modify their eldritch blast to do secondary effects on top of the base damage.  An eldritch essence and a blast shape may be stacked to form a combined invocation effect.
Use: Automatic.
{180568} Type of Feat: Metamagic
Prerequisite: Warlock level 1.
Specifics: Warlocks have the ability to modify their eldritch blast to affect more than one target.  An eldritch essence and a blast shape may be stacked to form a combined invocation effect.
Use: Automatic.
{180569} | If player did not get perfect score |You shot well today... I do not think your score will be bested.
{180570} | If player has destroyed all 10 targets |{Slight pride in his tone}Well done. A perfect score wins the competition outright.
{180571} {Slight pride in his tone}I have rarely seen such a fine performance so early in the day. You have a marksman's instinct... that much is plain.
{180572} Walkmesh Cutter
{180573} |Player walks up|
{180574} I'm a member of the City Watch.
{180575} The City Watch controls this district. You will set sail and leave the city - immediately.
{180576} Captain Brelaina has sent me here to make sure you <i>don't</i> land in the city.
{180577} Open to those with the City Watch's approval. I suggest you leave the city - now.
{180578} City Curb Piece Raised 21
{180579} City Curb Piece Raised 06
{180580} City Curb Piece Raised 05
{180581} Lord Dalren
{180582} Loose Stone
{180583} This small stone looks like it's been moved recently.
{180584} 12_khel_intro_pt
{180585} {LOOT}Armoire
{180586} {LOOT}Drawers
{180587} {LOOT}Desk
{180588} {LOOT}Chest
{180589} {1204- LOOT}Footlocker
{180590} |LOOT|Chest
{180591} Garret
{180592} One of Commander Tann's men has met an unfortunate end at the hands, or claws, of the undead.
{180593} 12_garret_talker
{180594} Lizardfolk Lair
{180595} Aldanon
{180596} Archive's Records
{180597} |Door One opens|
{180598} |Door Two Opens|
{180599} |Door three opens|
{180600} |Door four opens. Wow!|
{180601} Fihelis{CW}
{180602} |loop if Grobnar isn't here yet|
{180603} Leather - Hewe
{180604} This thug is clad in filthy, mismatched leathers, and he smells as if he hasn't washed in half a lifetime.
{180605} Leather2 - Old Scab's Gang
{180606} Leather - Old Scab's Gang
{180607} Leather3 - Old Scab's Gang
{180608} Leather4 - Old Scab's Gang
{180609} Studded Leather - Old Scab's Gang
{180610} You are currently a Shadow Thief.
{180611} You are currently a Watchman.
{180612} If you could be the king, wouldn't that be a dandy thing?
{180613} A hero great and tall, vanquish foes one and all?
{180614} The wisest man in the land, who holds all knowledge in his hand?
{180615} A poet, artist or a sage, a singer or a mighty mage?
{180616} A tinker, tailor, soldier, thief, a slug, a worm, an ugly leech?
{180617} A pile of rocks, a lock of hair, the lint beneath a rocking chair, a broken twig, a hairy gnat, the guano of a wormsick bat?
{180618} You are pretty stupid. I guess you <b>are</b> a dwarf.
{180619} Change my faction.
{180620} I'd rather be a Watchman.
{180621} I'd rather be a Shadow Thief.
{180622} I'd rather be a Dwarf.
{180623} From Merchant
{180624} Merchant Shop
{180625} Nolaloth had better appreciate this.
{180626} Crystal Heart Fragments
{180627} To Crossroad Keep Courtyard
{180628} To Crossroad Keep Courtyard
{180629} Crystal Heart Shard
{180630} This is a shard from the heart of an ancient crystal wyrm. Although valuable in its current form, it may be distilled into powerful essences.

Requirement: Craft Alchemy 10 ranks
Yields: Radiant Power Essence, Radiant Air Essence, Radiant Water Essence
{180631} Kneeling Mat
{180632} Shelf {Cookware} 02
{180633} Ore Trigger
{180634} Vale's Frostblade
{180635} Door Explosion Emitter
{180636} |second lieutenant dies|
{180637} |third lieutenant dies|
{180638} |fourth lieutenant dies|
{180639} {2430}Book of Autumn
{180640} The Forsaken Path
{180641} Given Ammon Jerro's crusade against the King of Shadows and his minions, it's no surprise that he would arm himself appropriately. The fact that this weapon is also capable of harming Jerro's infernal "allies" is no coincidence, either.
{180642} Wrestled from the dying grasp of a devil of Baator, this charred rod is as deadly and powerful as its masters of old. It has a cruel appearance, twisted and jagged throughout, seemingly meant to harm its wielder while in use.
{180643} Hammer of Ironfist
{180644} This is the hammer of Torim Ironfist, first of the Ironfist clan. Though relatively simple in appearance, this is a dwarven artifact of tremendous power - useable only in conjunction with its companion pieces: the Gauntlets of Ironfist and the Belt of Ironfist. The combined might of all three artifacts has become legendary amongst Torin's ancestors and has become a symbol of the clan's strength and resiliency.

This weapon has a 5% chance of knocking an opponent to the ground for 9 seconds (Fortitude DC 20 negates) with each hit.

When the hammer is charged, it may be used to call forth a powerful bolt of lightning, centered on the hammer itself. The resulting blast of electricity will strike all within range for 8d6 points of damage, simultaneously emitting a great noise, like a clap of thunder, causing all creatures nearby to be stunned for 9 seconds and deafened for 3 rounds (Fortitude DC 25 negates). This action will deplete the hammer's charge, additionally removing its electrical damage bonus and knockdown capabilities. To recharge the weapon, its wielder must use it in battle and successfully land 15 + 1d15 blows.
{180645} | Entering the Sepulcher |The Nine will protect my resting place from any who approach, but one of the Nine is missing. Take his place to join my side.
{180646} | After killing all the floating swords |My sepulcher has been plundered and my Nine destroyed.
{180647} Though the Rod of Never may leave my grasp, it shall not go far. Only the Lord of Castle Never can use the Rod, and only while within these walls.
{180648} While the Nine are vigil, you shall not pass.
{180649} Ammon Jerro found this pendant in the fields surrounding Shandra's farm. It is a simple blue gem, shaped like a falling teardrop, attached to silver chain. The gem emits a faint glow, it's only hint of the powerful magic contained within.
{180650} Gaurd room retreat Waypoint
{180651} Walkmesh Cutter Trigger
{180652} Corpse 04
{180653} Corpse 03
{180654} {3052}West Harbor
{180655} | Elanee Left Party and is dead |In the years after the war, the Mere became a place of horrors - but worst of all was the tales of a ghost of a mysterious elven female, who was said to have been slain by her own companions. Her dying spirit twisted by the Claimed Lands, she is said to lure travelers to their deaths, and then watch in satisfaction as they slowly drown in the depths of the swamp.
{180656} 34_i_kos1
{180657} 3444_wp_shadow
{180658} Waypoint for KoS to teleport to and from
{180659} You cannot exit at this time. Your companions await your orders in the War Room.
{180660} I'm sorry, Sir, Kana ordered the basement sealed. Although it's not likely, the enemy may attempt to burrow through the tunnels.
{180661} Yaisog has revealed that the orc warlord Logram Eyegouger was responsible for the attack and capture of the Waterdeep Emissary. However, Logram apparently keeps his stronghold's location a secret - even from his own warlords. Yaisog knew only that Logram's lair was somewhere to the southeast.
{180662} Grobnar provided an absurd suggestion to investigate wild rumors of a mysterious race of powerful, benevolent beings known as the Wendersnaven. He said that the scholars Enleva and Noduab in Port Llast may know more about how to locate the Wendersnaven.
{180663} | SCRIPTER: Combat line, only if hostiles are nearby. |{Player's trying to talk to him while combat is imminent}{Imperious, dismissive}Let us kill our adversaries, then we may speak. 
{180664} | SCRIPTER: Combat line, only if hostiles are nearby. |{Player's trying to talk to him while combat is imminent}Let us deal with our foes first. 
{180665} | SCRIPTER: Combat line, only if hostiles are nearby. |[The Construct is too focused on the nearby enemies to interact with right now.]
{180666} | SCRIPTER: Combat line, only if hostiles are nearby. |{Player's trying to talk to him while combat is imminent}Not while there's enemies nearby. Let's talk when they're dealt with.
{180667} | Bard Song without instrument |<i> La la la la la la la </i>
{180668} | SCRIPTER: Combat line, only if hostiles are nearby. |{player's trying to talk to him while combat is imminent}Can't talk now, we've got people who want to kill us nearby. I'm so sorry, it's just that I can't concentrate on battle and talking all at once. 
{180669} | SCRIPTER: Combat line, only if hostiles are nearby. |{Player's trying to talk to him while combat is imminent}No time for chatting - we have "friends" nearby that need killing.
{180670} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180671} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180672} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180673} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180674} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180675} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180676} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180677} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180678} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180679} | BARD SONG |{Bard Singing, keep to 2 seconds}<i> Laaaa! </i>
{180680} | SCRIPTER: Combat line, only if hostiles are nearby. |{Slight irritation, player's trying to talk to him while combat is imminent}Not to be rude, but let's converse when all the hostiles are subdued, all right?
{180681} Are you sure you're all right? You look a little lost again.
{180682} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Armor of Acid Resistance: Acid resistance 10
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Earth Essence
- Jacinth
Cast <i>resist energy</i> on a magic workbench containing the above

Armor of Cold Resistance: Cold resistance 10
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Water Essence
- Jacinth
Cast <i>resist energy</i> on a magic workbench containing the above

Armor of Electricity Resistance: Electricity resistance 10
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Air Essence
- Jacinth
Cast <i>resist energy</i> on a magic workbench containing the above

Armor of Fire Resistance: Fire resistance 10
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Fire Essence
- Jacinth
Cast <i>resist energy</i> on a magic workbench containing the above

Armor of Sonic Resistance: Sonic resistance 10
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Power Essence
- Jacinth
Cast <i>resist energy</i> on a magic workbench containing the above

Base Armor Enchantment +1: Armor gains +1 enhancement bonus
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Earth Essence
- Obsidian
Cast <i>light</i> on a magic workbench containing the above

Base Armor Enchantment +2: Armor gains +2 enhancement bonus
<b>Requires:</b> Caster level 6, Craft Magic Arms and Armor feat
- Any armor
- Faint Earth Essence
- Diamond
Cast <i>light</i> on a magic workbench containing the above
{180683} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Improved Armor of Acid Resistance: Acid resistance 20
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any armor
- Weak Earth Essence
- Rogue stone
Cast <i>resist energy</i> on a magic workbench containing the above

Improved Armor of Cold Resistance: Cold resistance 20
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any armor
- Weak Water Essence
- Rogue stone
Cast <i>resist energy</i> on a magic workbench containing the above

Improved Armor of Electricity Resistance: Electricity resistance 20
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any armor
- Weak Air Essence
- Rogue stone
Cast <i>resist energy</i> on a magic workbench containing the above

Improved Armor of Fire Resistance: Fire resistance 20
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any armor
- Weak Fire Essence
- Rogue stone
Cast <i>resist energy</i> on a magic workbench containing the above

Improved Armor of Sonic Resistance: Sonic Resistance 20
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any armor
- Weak Power Essence
- Rogue stone
Cast <i>resist energy</i> on a magic workbench containing the above

Base Armor Enchantment +3: Armor gains a +3 enhancement bonus <b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any armor
- Faint Power Essence
- Weak Earth Essence
- Emerald
Cast <i>light</i> on a magic workbench containing the above
{180684} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Greater Armor of Acid Resistance: Acid resistance 30
<b>Requires:</b> Caster level 11, Craft Magic Arms and Armor feat
- Any armor
- Glowing Earth Essence
- King's tear
Cast <i>resist energy</i> on a magic workbench containing the above

Greater Armor of Cold Resistance: Cold resistance 30
<b>Requires:</b> Caster level 11, Craft Magic Arms and Armor feat
- Any armor
- Glowing Water Essence
- King's tear
Cast <i>resist energy</i> on a magic workbench containing the above

Greater Armor of Electricity Resistance: Electricity resistance 30
<b>Requires:</b> Caster level 11, Craft Magic Arms and Armor feat
- Any armor
- Glowing Air Essence
- King's tear
Cast <i>resist energy</i> on a magic workbench containing the above

Greater Armor of Fire Resistance: Fire resistance 30
<b>Requires:</b> Caster level 11, Craft Magic Arms and Armor feat
- Any armor
- Glowing Fire Essence
- King's tear
Cast <i>resist energy</i> on a magic workbench containing the above

Greater Armor of Sonic Resistance: Sonic resistance 30
<b>Requires:</b> Caster level 11, Craft Magic Arms and Armor feat
- Any armor
- Glowing Power Essence
- King's tear
Cast <i>resist energy</i> on a magic workbench containing the above

Base Armor Enchantment +4: Armor gains a +4 enhancement bonus
<b>Requires:</b> Caster level 12, Craft Magic Arms and Armor feat
- Any armor
- Weak Power Essence
- Glowing Earth Essence
- Star sapphire
Cast <i>light</i> on a magic workbench containing the above


Base Armor Enchantment +5: Armor gains a +5 enhancement bonus
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Glowing Power Essence
- Glowing Earth Essence
- Blue diamond
Cast <i>light</i> on a magic workbench containing the above
{180685} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Shadowy Armor: +5 competence bonus on Hide checks
<b>Requires:</b> Caster level 5, Craft Magic Arms and Armor feat
- Any armor
- Faint Water Essence
- Fire opal
Cast <i>invisibility</i> on a magic workbench containing the above

Improved Shadowy Armor: +10 competence bonus on Hide checks
<b>Requires:</b> Caster level 10, Craft Magic Arms and Armor feat
- Any armor
- Weak Water Essence
- Star sapphire
Cast <i>invisibility</i> on a magic workbench containing the above

Greater Shadowy Armor: +15 competence bonus on Hide checks
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Glowing Water Essence
- Blue diamond
Cast <i>invisibility</i> on a magic workbench containing the above

Silent Armor: +5 competence bonus on Move Silently checks
<b>Requires:</b> Caster level 5, Craft Magic Arms and Armor feat
- Any armor
- Faint Water Essence
- Fire opal
Cast <i>silence</i> on a magic workbench containing the above

Improved Silent Armor: +10 competence bonus on Move Silently checks
<b>Requires:</b> Caster level 10, Craft Magic Arms and Armor feat
- Any armor
- Weak Water Essence
- Star sapphire
Cast <i>silence</i> on a magic workbench containing the above

Greater Silent Armor: +15 competence bonus on Move Silently checks
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Glowing Water Essence
- Blue diamond
Cast <i>silence</i> on a magic workbench containing the above

Quick Armor: Allows the user to cast the<i> Haste </i>spell several times a day
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any armor
- Weak Power Essence
- Weak Air Essence
- Blue diamond
Cast <i>haste</i> on a magic workbench containing the above
{180686} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Armor of Fire Resistance: Fire resistance 10
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Fire Essence
- Jacinth
Cast <i>resist energy</i> on a magic workbench containing the above

Improved Armor of Fire Resistance: Fire resistance 20
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any armor
- Weak Fire Essence
- Rogue stone
Cast <i>resist energy</i> on a magic workbench containing the above

Greater Armor of Fire Resistance: Fire resistance 30
<b>Requires:</b> Caster level 11, Craft Magic Arms and Armor feat
- Any armor
- Glowing Fire Essence
- King's tear
Cast <i>resist energy</i> on a magic workbench containing the above

Flaming Weapon: +1d6 fire damage
<b>Requires:</b> Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Fire Essence
- Ruby
Cast <i>fireball</i> or <i>flame strike</i> on a magic workbench containing the above
{180687} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Armor of Cold Resistance: Cold resistance 10
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Water Essence
- Jacinth
Cast <i>resist energy</i> on a magic workbench containing the above

Improved Armor of Cold Resistance: Cold resistance 20
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any armor
- Weak Water Essence
- Rogue stone
Cast <i>resist energy</i> on a magic workbench containing the above

Greater Armor of Cold Resistance: Cold resistance 30
<b>Requires:</b> Caster level 11, Craft Magic Arms and Armor feat
- Any armor
- Glowing Water Essence
- King's tear
Cast <i>resist energy</i> on a magic workbench containing the above

Frost Weapon: +1d6 cold damage
<b>Requires:</b> Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Water Essence
- Star sapphire
Cast <i>ice storm</i> on a magic workbench containing the above
{180688} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Anarchic Weapon: +2d6 damage against lawful creatures
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Air Essence
- Canary diamond
Cast <i>inflict critical wounds</i> on a magic workbench containing the above

Axiomatic Weapon: +2d6 damage against chaotic creatures
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Earth Essence
- Jacinth
Cast <i>inflict critical wounds</i> on a magic workbench containing the above

Holy Weapon: +2d6 damage against evil creatures
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Water Essence
- Diamond
Cast <i>cure critical wounds</i> on a magic workbench containing the above

Unholy Weapon: +2d6 damage against good creatures
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Fire Essence
- Star sapphire
Cast <i>inflict critical wounds</i> on a magic workbench containing the above

Hunting Weapon: +2d6 damage against beasts
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Faint Water Essence
- Star sapphire
Cast <i>light</i> on a magic workbench containing the above

Weapon of Disruption: Undead must make a DC 14 Will save or be destroyed
<b>Requires:</b> Caster level 14, Craft Magic Arms and Armor feat
- Any weapon
- Glowing Power Essence
- Glowing Water Essence
- Jacinth
Cast <i>undeath to death</i> on a magic workbench containing the above
{180689} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Weapon of Life Stealing: Vampiric regeneration 1
<b>Requires:</b> Caster level 7, Craft Magic Arms and Armor feat
- Any weapon
- Weak Power Essence
- Weak Fire Essence
- Ruby
Cast <i>enervation</i> on a magic workbench containing the above

Weapon of Improved Life Stealing: Vampiric regeneration 3
<b>Requires:</b> Caster level 11, Craft Magic Arms and Armor feat
- Any weapon
- Glowing Power Essence
- Glowing Fire Essence
- Canary diamond
Cast <i>enervation</i> on a magic workbench containing the above

Weapon of Greater Life Stealing: Vampiric regeneration 5
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any weapon
- Radiant Power Essence
- Radiant Fire Essence
- Beljuril
Cast <i>enervation</i> on a magic workbench containing the above

Fortified Armor: Immunity to critical hits and sneak attack
<b>Requires:</b> Caster level 13, Craft Magic Arms and Armor feat
- Any armor
- Glowing Power Essence
- Radiant Earth Essence
- Blue diamond
Cast <i>banishment</i> on a magic workbench containing the above
{180690} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Armor of Spell Resistance: Spell resistance 14
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Weak Power Essence
- Glowing Fire Essence
- Star sapphire
Cast <i>spell resistance</i> on a magic workbench containing the above

Improved Armor of Spell Resistance: Spell resistance 18
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Glowing Power Essence
- Radiant Fire Essence
- Blue diamond
Cast <i>spell resistance</i> on a magic workbench containing the above

Armor of Arrow Deflection: Grants Deflect Arrows as a bonus feat
<b>Requires:</b> Caster level 5, Craft Magic Arms and Armor feat
- Any armor
- Faint Power Essence
- Weak Air Essence
- Jacinth
Cast <i>mage armor</i> on a magic workbench containing the above

Invulnerable Armor: Damage reduction 10/magic
<b>Requires:</b> Caster level 18, Craft Magic Arms and Armor feat
- Any armor
- Radiant Fire Essence
- Blue diamond
Cast <i>stoneskin</i> on a magic workbench containing the above
{180691} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.
 
Base Weapon Enchantment +1
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any weapon
- Faint Air Essence
- Obsidian
Cast <i>light</i> on a magic workbench containing the above

Base Weapon Enchantment +2
<b>Requires:</b> Caster level 6, Craft Magic Arms and Armor feat
- Any weapon
- Faint Air Essence
- Diamond
Cast <i>light</i> on a magic workbench containing the above

Base Weapon Enchantment +3
<b>Requires:</b> Caster level 9, Craft Magic Arms and Armor feat
- Any weapon
- Faint Power Essence
- Weak Air Essence
- Emerald
Cast <i>light</i> on a magic workbench containing the above

Base Weapon Enchantment +4
<b>Requires:</b> Caster level 12, Craft Magic Arms and Armor feat
- Any weapon
- Weak Power Essence
- Glowing Air Essence
- Star sapphire
Cast <i>light</i> on a magic workbench containing the above

Base Weapon Enchantment +5
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any weapon
- Glowing Power Essence
- Glowing Air Essence
- Blue diamond
Cast <i>light</i> on a magic workbench containing the above

Scabbard of Keen Edges: Casts <i>keen edge</i> once per day
<b>Requires:</b> Caster level 5, Craft Wondrous Item feat
- Wooden plank
- Faint Earth Essence
- Jacinth
Cast <i>keen edge</i> on a magic workbench containing the above
{180692} The Book of All Elements
{180693} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Flaming Weapon: +1d6 fire damage
<b>Requires:</b> Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Fire Essence
- Ruby
Cast <i>fireball</i> or <i>flame strike</i> on a magic workbench containing the above

Frost Weapon: +1d6 cold damage
<b>Requires:</b> Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Water Essence
- Star sapphire
Cast <i>ice storm</i> on a magic workbench containing the above

Shock Weapon: +1d6 electricity damage
<b>Requires:</b> Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Air Essence
- Canary diamond
Cast <i>call lightning</i> or <i>lightning bolt</i> on a magic workbench containing the above

Poison Weapon: Poison (DC 14, 1d2 Con damage) on hit
<b>Requires:</b> Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Earth Essence
- Emerald
Cast <i>poison</i> on a magic workbench containing the above

Acid Weapon: +1d6 acid damage
<b>Requires:</b> Caster level 10, Craft Magic Arms and Armor feat
- Any weapon
- Weak Earth Essence
- Emerald
Cast <i>Melf's acid arrow</i> on a magic workbench containing the above
{180694} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Cloak of Elvenkind: +5 bonus on Hide checks
<b>Requires:</b> Caster level 3, Craft Wondrous Item feat
- 2 leather hides
- Faint Water Essence
- Fire opal
Cast <i>invisibility</i> on a magic workbench containing the above

Boots of Elvenkind: +5 bonus on Move Silently checks
<b>Requires:</b> Caster level 3, Craft Wondrous Items feat
- Leather hide
- Faint Water Essence
- Fire opal
Cast <i>silence</i> on a magic workbench containing the above

Belt of Agility +2: +2 bonus to Dexterity
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Faint Air Essence
- Diamond
Cast <i>cat's grace</i> on a magic workbench containing the above

Ring of Wizardry 1: Prepare and cast one extra 1st-level arcane spell per day
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Faint Air Essence
- Obsidian
Cast <i>fox's cunning</i> on a magic workbench containing the above
{180695} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Belt of Agility +4: +4 bonus to Dexterity
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Weak Air Essence
- Star sapphire
Cast <i>cat's grace</i> on a magic workbench containing the above

Belt of Agility +6: +6 bonus to Dexterity
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Glowing Air Essence
- Rogue stone
Cast <i>cat's grace</i> on a magic workbench containing the above

Belt of Frost Giant Strength +4: +4 bonus to Strength
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Weak Fire Essence
- Blue diamond
Cast <i>bull's strength</i> on a magic workbench containing the above

Belt of Stone Giant Strength +6: +6 bonus to Strength
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Glowing Fire Essence
- Beljuril
Cast <i>bull's strength</i> on a magic workbench containing the above

Boots of Striding +4: +4 bonus to Constitution
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Weak Earth Essence
- Jacinth
Cast <i>bear's endurance</i> on a magic workbench containing the above

Boots of Striding +6: +6 bonus to Constitution
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Glowing Earth Essence
- Rogue stone
Cast <i>cat's grace</i> on a magic workbench containing the above
{180696} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Amulet of Natural Armor +1: +1 bonus to AC
<b>Requires:</b> Caster level 5, Craft Wondrous Item feat
- Iron ingot
- Faint Earth Essence
- Sapphire
Cast <i>barkskin</i> on a magic workbench containing the above

Amulet of Natural Armor +2: +2 bonus to AC
<b>Requires:</b> Caster level 6, Craft Wondrous Item feat
- Iron ingot
- Weak Earth Essence
- Emerald
Cast <i>barkskin</i> on a magic workbench containing the above

Amulet of Natural Armor +3: +3 bonus to AC
<b>Requires:</b> Caster level 9, Craft Wondrous Item feat
- Iron ingot
- Faint Power Essence
- Glowing Earth Essence
- Jacinth
Cast <i>barkskin</i> on a magic workbench containing the above

Bracers of Armor +1: +1 bonus to AC
<b>Requires:</b> Caster level 7, Craft Wondrous Item feat
- 2 iron ingots
- Faint Earth Essence
- Obsidian
Cast <i>mage armor</i> on a magic workbench containing the above

Bracers of Armor +2: +2 bonus to AC
<b>Requires:</b> Caster level 7, Craft Wondrous Item feat
- 2 iron ingots
- Faint Earth Essence
- Diamond
Cast <i>mage armor</i> on a magic workbench containing the above

Bracers of Armor +3: +3 bonus to AC
<b>Requires:</b> Caster level 7, Craft Wondrous Item feat
- 2 iron ingots
- Weak Earth Essence
- Canary diamond
Cast <i>mage armor</i> on a magic workbench containing the above

Bracers of Armor +4: +4 bonus to AC
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- 2 iron ingots
- Weak Earth Essence
- Jacinth
Cast <i>mage armor</i> on a magic workbench containing the above
{180697} Advanced Arcanery of Personal Defense
{180698} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Amulet of Natural Armor +4: +4 bonus to AC
<b>Requires:</b> Caster level 12, Craft Wondrous Item feat
- Iron ingot
- Weak Power Essence
- Glowing Earth Essence
- Blue diamond
Cast <i>barkskin</i> on a magic workbench containing the above

Amulet of Natural Armor +5: +5 bonus to AC
<b>Requires:</b> Caster level 12, Craft Wondrous Item feat
- Iron ingot
- Weak Power Essence
- Radiant Earth Essence
- Beljuril
Cast <i>barkskin</i> on a magic workbench containing the above

Bracers of Armor +5: +5 bonus to AC
<b>Requires:</b> Caster level 10, Craft Wondrous Item feat
- 2 iron ingots
- Glowing Earth Essence
- Blue diamond
Cast <i>mage armor</i> on a magic workbench containing the above

Bracers of Armor +6: +6 bonus to AC
<b>Requires:</b> Caster level 12, Craft Wondrous Item feat
- 2 iron ingots
- Glowing Earth Essence
- Rogue stone
Cast <i>mage armor</i> on a magic workbench containing the above

Bracers of Armor +7: +7 bonus to AC
<b>Requires:</b> Caster level 14, Craft Wondrous Item feat
- 2 iron ingots
- Radiant Earth Essence
- Beljuril
Cast <i>mage armor</i> on a magic workbench containing the above

Bracers of Armor +8: +8 bonus to AC
<b>Requires:</b> Caster level 16, Craft Wondrous Item feat
- 2 iron ingots
- Radiant Earth Essence
- King's tear
Cast <i>mage armor</i> on a magic workbench containing the above

Cloak of Displacement: Cast displacement three times per day
<b>Requires:</b> Caster level 3, Craft Wondrous Item feat
- 2 leather hides
- Weak Air Essence
- Blue diamond
Cast <i>displacement</i> on a magic workbench containing the above
{180699} The Book of Seeing
{180700} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Gem of Seeing: Casts <i>true seeing</i> once per day
<b>Requires:</b> Caster level 10, Craft Wondrous Item feat
- Weak Air Essence
- King's Tear
Cast <i>true seeing</i> on a magic workbench containing the above

Periapt of Wisdom +2: +2 bonus to Wisdom
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Faint Water Essence
- Diamond
Cast <i>owl's wisdom</i> on a magic workbench containing the above

Periapt of Wisdom +4: +4 bonus to Wisdom
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Weak Water Essence
- Star sapphire
Cast <i>owl's wisdom</i> on a magic workbench containing the above
{180701} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Periapt of Wisdom +4: +4 bonus to Wisdom
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Weak Water Essence
- Star sapphire
Cast <i>owl's wisdom</i> on a magic workbench containing the above

Periapt of Wisdom +6: +6 bonus to Wisdom
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Glowing Water Essence
- Rogue stone
Cast <i>owl's wisdom</i> on a magic workbench containing the above

Headband of Intellect +4: +4 bonus to Intelligence
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Weak Fire Essence
- Star sapphire
Cast <i>fox's cunning</i> on a magic workbench containing the above

Headband of Intellect +6: +6 bonus to Intelligence
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Glowing Fire Essence
- Rogue stone
Cast <i>fox's cunning</i> on a magic workbench containing the above

Nymph Cloak +4: +4 bonus to Charisma
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- 2 leather hides
- Weak Water Essence
- Star sapphire
Cast <i>eagle's splendor</i> on a magic workbench containing the above

Nymph Cloak +6: +6 bonus to Charisma
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- 2 leather hides
- Glowing Water Essence
- Rogue stone
Cast <i>eagle's splendor</i> on a magic workbench containing the above

Medallion of Thought: Immunity to mind-affecting spells and effects
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Weak Power Essence
- Weak Water Essence
- Canary diamond
Cast <i>owl's wisdom</i> on a magic workbench containing the above
{180702} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Cloak of Resistance +1: +1 bonus on saving throws
<b>Requires:</b> Caster level 5, Craft Wondrous Item feat
- 2 leather hides
- Faint Earth Essence
- Obsidian
Cast <i>resistance</i> on a magic workbench containing the above

Cloak of Resistance +2: +2 bonus on saving throws
<b>Requires:</b> Caster level 6, Craft Wondrous Item feat
- 2 leather hides
- Faint Earth Essence
- Diamond
Cast <i>resistance</i> on a magic workbench containing the above

Cloak of Resistance +3: +3 bonus on saving throws
<b>Requires:</b> Caster level 9, Craft Wondrous Item feat
- 2 leather hides
- Weak Earth Essence
- Canary diamond
Cast <i>resistance</i> on a magic workbench containing the above

Scarab of Greater Protection: Spell resistance 20, immunity to death effects and energy drain
<b>Requires:</b> Caster level 18, Craft Wondrous Item feat
- Iron ingot
- Radiant Power Essence
- Radiant Fire Essence
- Radiant Water Essence
- Blue diamond
Cast <i>death ward</i> on a magic workbench containing the above

Armor of Cold Resistance: Cold resistance 10
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Water Essence
- Jacinth
Cast <i>resist energy</i> on a magic workbench containing the above

Armor of Fire Resistance: Fire resistance 10
<b>Requires:</b> Caster level 3, Craft Magic Arms and Armor feat
- Any armor
- Faint Fire Essence
- Jacinth
Cast <i>resist energy</i> on a magic workbench containing the above
{180703} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Greater Mantle of Spell Resistance: Spell resistance 21
<b>Requires:</b> Caster level 9, Craft Wondrous Item feat
- 2 leather hides
- Radiant Power Essence
- Radiant Fire Essence
- King's tear
Cast <i>spell resistance</i> on a magic workbench containing the above

Armor of Spell Resistance: Spell resistance 14
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Faint Power Essence
- Glowing Fire Essence
- Star sapphire
Cast <i>spell resistance</i> on a magic workbench containing the above

Improved Armor of Spell Resistance: Spell resistance 18
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Glowing Power Essence
- Radiant Fire Essence
- Blue diamond
Cast <i>spell resistance</i> on a magic workbench containing the above

Greater Armor of Spell Resistance: Spell resistance 22
<b>Requires:</b> Caster level 15, Craft Magic Arms and Armor feat
- Any armor
- Radiant Power Essence
- Radiant Fire Essence
- Beljuril
Cast <i>spell resistance</i> on a magic workbench containing the above

Cloak of Resistance +4: +4 bonus on saving throws
<b>Requires:</b> Caster level 12, Craft Wondrous Item feat
- 2 leather hides
- Glowing Earth Essence
- Jacinth
Cast <i>resistance</i> on a magic workbench containing the above

Cloak of Resistance +5: +5 bonus on saving throws
<b>Requires:</b> Caster level 15, Craft Wondrous Item feat
- 2 leather hides
- Radiant Earth Essence
- Blue diamond
Cast <i>resistance</i> on a magic workbench containing the above
{180704} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Ring of Wizardry 1: Prepare and cast one extra 1st-level arcane spell per day
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Faint Air Essence
- Obsidian
Cast <i>fox's cunning</i> on a magic workbench containing the above

Ring of Wizardry 2: Prepare and cast one extra 2nd-level arcane spell per day
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Weak Air Essence
- Diamond
Cast <i>fox's cunning</i> on a magic workbench containing the above

Ring of Wizardry 3: Prepare and cast one extra 3rd-level arcane spell per day
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Faint Power Essence
- Weak Air Essence
- Canary diamond
Cast <i>fox's cunning</i> on a magic workbench containing the above

Ring of Wizardry 4: Prepare and cast one extra 4th-level arcane spell per day
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Weak Power Essence
- Glowing Air Essence
- Star Sapphire
Cast <i>fox's cunning</i> on a magic workbench containing the above

Headband of Intellect +2: +2 bonus to Intelligence
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Faint Fire Essence
- Diamond
Cast <i>fox's cunning</i> on a magic workbench containing the above

Headband of Intellect +4: +4 bonus to Intelligence
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Leather hide
- Weak Fire Essence
- Star sapphire
Cast <i>fox's cunning</i> on a magic workbench containing the above
{180705} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Ring of Divine Power 1: Prepare and cast one extra 1st-level divine spell per day
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Faint Fire Essence
- Obsidian
Cast <i>owl's wisdom</i> on a magic workbench containing the above

Ring of Divine Power 2: Prepare and cast one extra 2nd-level divine spell per day
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Weak Fire Essence
- Diamond
Cast <i>owl's wisdom</i> on a magic workbench containing the above

Ring of Divine Power 3: Prepare and cast one extra 3rd-level divine spell per day
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Faint Power Essence
- Weak Fire Essence
- Canary diamond
Cast <i>owl's wisdom</i> on a magic workbench containing the above

Ring of Divine Power 4: Prepare and cast one extra 4th-level divine spell per day
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Weak Power Essence
- Glowing Fire Essence
- Star Sapphire
Cast <i>owl's wisdom</i> on a magic workbench containing the above

Periapt of Wisdom +2: +2 bonus to Wisdom
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- FaintWater Essence
- Diamond
Cast <i>owl's wisdom</i> on a magic workbench containing the above

Periapt of Wisdom +4: +4 bonus to Wisdom
<b>Requires:</b> Caster level 8, Craft Wondrous Item feat
- Iron ingot
- Weak Water Essence
- Star sapphire
Cast <i>owl's wisdom</i> on a magic workbench containing the above
{180706} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Acid Flask: Thrown weapon inflicts 1d6 acid damage
<b>Requires:</b> Craft Alchemy 4 ranks
- VenomGland
- Quicksilver
Use the mortar & pestle item on an alchemy workbench containing the above

Alchemist's Fire: Thrown weapon inflicts 1d6 fire damage or coats a weapon with fire to add 1d4 fire damage to attacks
<b>Requires:</b> Craft Alchemy 4 ranks
- Fairy Dust
- Distilled Alcohol
Use the mortar & pestle item on an alchemy workbench containing the above

Choking Powder: Creates a <i>stinking cloud</i> effect that lasts 5 rounds
<b>Requires:</b> Craft Alchemy 4 ranks
- Garlic
- Belladonna
Use the mortar & pestle item on an alchemy workbench containing the above
{180707} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Improved Acid Flask: Thrown weapon inflicts 1d8 acid damage
<b>Requires:</b> Craft Alchemy 8 ranks
- 2 VenomGland
- 2 Quicksilver
Use the mortar & pestle item on an alchemy workbench containing the above

Improved Alchemist's Fire: Thrown weapon inflicts 1d8 fire damage or coats a weapon with fire to add 1d6 fire damage to attacks
<b>Requires:</b> Craft Alchemy 8 ranks
- 2 Fairy Dust
- 2 Distilled Alcohol
Use the mortar & pestle item on an alchemy workbench containing the above

Improved Choking Powder: Creates a <i>stinking cloud</i> effect that lasts 5 rounds
<b>Requires:</b> Craft Alchemy 8 ranks
- 2 Garlic
- 2 Belladonna
Use the mortar & pestle item on an alchemy workbench containing the above

Improved Holy Water: Thrown weapon inflicts 2d6 holy damage to undead
<b>Requires:</b> Craft Alchemy 8 ranks
- 2 Amethyst
- 2 Powdered Silver
Use the mortar & pestle item on an alchemy workbench containing the above

Improved Tanglefoot Bag: Creates <i>entangle</i> effect that lasts for 3 rounds
<b>Requires:</b> Craft Alchemy 8 ranks
- 2 Quicksilver
- 2 Belladonna
Use the mortar & pestle item on an alchemy workbench containing the above

Improved Thunderstone: Thrown weapon deafens target for 5 rounds
<b>Requires:</b> Craft Alchemy 8 ranks
- 2 Diamond Dust
- 2 Amethyst
Use the mortar & pestle item on an alchemy workbench containing the above
{180708} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Holy Water: Thrown weapon inflicts 2d4 holy damage to undead
<b>Requires:</b> Craft Alchemy 4 ranks
- Amethyst
- Powdered Silver
Use the mortar & pestle item on an alchemy workbench containing the above

Tanglefoot Bag: Creates <i>entangle</i> effect that lasts for 2 rounds
<b>Requires:</b> Craft Alchemy 4 ranks
- Quicksilver
- Belladonna
Use the mortar & pestle item on an alchemy workbench containing the above

Thunderstone: Thrown weapon deafens target for 5 rounds
<b>Requires:</b> Craft Alchemy 4 ranks
- Diamond Dust
- Amethyst
Use the mortar & pestle item on an alchemy workbench containing the above
{180709} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Greater Acid Flask: Thrown weapon inflicts 1d10 acid damage
<b>Requires:</b> Craft Alchemy 12 ranks
- 3 VenomGland
- 3 Quicksilver
Use the mortar & pestle item on an alchemy workbench containing the above

Greater Alchemist's Fire Thrown weapon inflicts 1d10 fire damage or coats a weapon with fire to add 1d6 fire damage to attacks
<b>Requires:</b> Craft Alchemy 12 ranks
- 3 Fairy Dust
- 3 Distilled Alcohol
Use the mortar & pestle item on an alchemy workbench containing the above

Greater Choking Powder: Creates a <i>stinking cloud</i> effect that lasts 5 rounds
<b>Requires:</b> Craft Alchemy 12 ranks
- 3 Garlic
- 3 Belladonna
Use the mortar & pestle item on an alchemy workbench containing the above

Greater Holy Water: Thrown weapon inflicts 2d8 holy damage to undead
<b>Requires:</b> Craft Alchemy 12 ranks
- 3 Amethyst
- 3 Powdered Silver
Use the mortar & pestle item on an alchemy workbench containing the above

Greater Tanglefoot Bag: Creates <i>entangle</i> effect that lasts for 5 rounds
<b>Requires:</b> Craft Alchemy 12 ranks
- 3 Quicksilver
- 3 Belladonna
Use the mortar & pestle item on an alchemy workbench containing the above

Greater Thunderstone: Thrown weapon deafens target for 5 rounds
<b>Requires:</b> Craft Alchemy 12 ranks
- 3 Diamond Dust
- 3 Amethyst
Use the mortar & pestle item on an alchemy workbench containing the above
{180710} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Mild Giant Centipede Venom: Coats a weapon with poison (DC 18, 1d2 points of Intelligence damage) 
<b>Requires:</b> Craft Alchemy 4 ranks
- Giant Centipede VenomGland
Use the mortar & pestle item on an alchemy workbench containing the above

Average Giant Centipede Venom: Coats a weapon with poison (DC 20, 1d2 points of Intelligence damage)
<b>Requires:</b> Craft Alchemy 8 ranks
- 2 Giant Centipede VenomGlands
Use the mortar & pestle item on an alchemy workbench containing the above

Strong Giant Centipede Venom: Coats a weapon with poison (DC 22, 1d2 points of Intelligence damage)
<b>Requires:</b> Craft Alchemy 12 ranks
- 3 Giant Centipede VenomGlands
Use the mortar & pestle item on an alchemy workbench containing the above

Deadly Giant Centipede Venom: Coats a weapon with poison (DC 26, 1d2 points of Intelligence damage)
<b>Requires:</b> Craft Alchemy 16 ranks
- 4 Giant Centipede VenomGlands
Use the mortar & pestle item on an alchemy workbench containing the above

Mild Giant Bee Venom: Coats a weapon with poison (DC 18, 1d2 points of Constitution damage)
<b>Requires:</b> Craft Alchemy 4 ranks
- Giant Bee VenomGland
Use the mortar & pestle item on an alchemy workbench containing the above

Average Giant Bee Venom: Coats a weapon with poison (DC 20, 1d2 points of Constitution damage)
<b>Requires:</b> Craft Alchemy 8 ranks
- 2 Giant Bee VenomGlands
Use the mortar & pestle item on an alchemy workbench containing the above

Strong Giant Bee Venom: Coats a weapon with poison (DC 22, 1d2 points of Constitution damage)
<b>Requires:</b> Craft Alchemy 12 ranks
- 3 Giant Bee VenomGlands
Use the mortar & pestle item on an alchemy workbench containing the above

Deadly Giant Bee Venom: Coats a weapon with poison (DC 26, 1d2 points of Constitution damage)
<b>Requires:</b> Craft Alchemy 16 ranks
- 4 Giant Bee VenomGlands
Use the mortar & pestle item on an alchemy workbench containing the above

Mild Giant Scorpion Venom: Coats a weapon with poison (DC 18, 1d2 points of Strength damage)
<b>Requires:</b> Craft Alchemy 4 ranks
- Giant Scorpion VenomGland
Use the mortar & pestle item on an alchemy workbench containing the above

Average Giant Scorpion Venom: Coats a weapon with poison (DC 20, 1d2 points of Strength damage)
<b>Requires:</b> Craft Alchemy 8 ranks
- 2 Giant Scorpion VenomGlands
Use the mortar & pestle item on an alchemy workbench containing the above

Strong Giant Scorpion Venom: Coats a weapon with poison (DC 22, 1d2 points of Strength damage)
<b>Requires:</b> Craft Alchemy 12 ranks
- 3 Giant Scorpion VenomGlands
Use the mortar & pestle item on an alchemy workbench containing the above

Deadly Giant Scorpion Venom: Coats a weapon with poison (DC 26, 1d2 points of Strength damage)
<b>Requires:</b> Craft Alchemy 16 ranks
- 4 Giant Scorpion VenomGlands
Use the mortar & pestle item on an alchemy workbench containing the above
{180711} Recipe books contain the arcane formulae and ingredients required to craft magical and alchemical items. You must have the appropriate skills and feats to use these recipes to create items.

Perfected Acid Flask: Thrown weapon inflicts 2d6 acid damage
<b>Requires:</b> Craft Alchemy 16 ranks
- 4 VenomGland
- 4 Quicksilver
Use the mortar & pestle item on an alchemy workbench containing the above

Perfected Alchemist's Fire Thrown weapon inflicts 2d6 fire damage or coats a weapon with fire to add 1d10 fire damage to attacks
<b>Requires:</b> Craft Alchemy 16 ranks
- 4 Fairy Dust
- 4 Distilled Alcohol
Use the mortar & pestle item on an alchemy workbench containing the above

Perfected Choking Powder: Creates a <i>stinking cloud</i> effect that lasts 5 rounds
<b>Requires:</b> Craft Alchemy 16 ranks
- 4 Garlic
- 4 Belladonna
Use the mortar & pestle item on an alchemy workbench containing the above

Perfected Holy Water : Thrown weapon inflicts 2d10 holy damage to undead
<b>Requires:</b> Craft Alchemy 16 ranks
- 4 Amethyst
- 4 Powdered Silver
Use the mortar & pestle item on an alchemy workbench containing the above

Perfected Tanglefoot Bag: Creates <i>entangle</i> effect that lasts for 6 rounds
<b>Requires:</b> Craft Alchemy 16 ranks
- 4 Quicksilver
- 4 Belladonna
Use the mortar & pestle item on an alchemy workbench containing the above

Perfected Thunderstone: Thrown weapon deafens target for 5 rounds
<b>Requires:</b> Craft Alchemy 16 ranks
- 4 Diamond Dust
- 4 Amethyst
Use the mortar & pestle item on an alchemy workbench containing the above
{180712} Warlock's Outfit
{180713} Construct's Blade
{180714} This is an elemental created by Sydney Natale to use Qara's powers against her.
{180715} {T_SISECRET2}
{180716} {Standard Interior Door 2}
{180717} {Standard Interior Door 3}
{180718} Bed{Broken01}
{180719} Bookcase{Broken01}
{180720} Bookcase{Broken02}
{180721} Chairs{Broken01}
{180722} Chairs{Broken02}
{180723} Shelf {Cookware} 01
{180724} Corpse 01
{180725} Corpse 02
{180726} Corpse 05
{180727} Floor {01}
{180728} Floor {02}
{180729} Floor {03}
{180730} Floor {04}
{180731} Painting 16
{180732} StatueSF 08
{180733} StatueSF 09
{180734} StatueSF 10
{180735} StatueSF 11
{180736} StatueSF 12
{180737} StatueSF 12 {Broken}
{180738} Table{Broken01}
{180739} Table{Broken02}
{180740} Lever, Usable
{180741} Generic ready-to-use ground lever. Just attach an OnUsed script.
{180742} Are you sure you wish to skip the tutorial?
{180743} Yes I'm sure
{180744} Cancel
{180745} Are you sure you wish to disable tutorial windows? You will not be able to skip the tutorial if you do so.
{180746} Disable Pop-ups
{180747} Ok
{180748} This package automatically assigns Neeshka's skills and feats.
{180749} This package automatically assigns Casavir's skills and feats.
{180750} NPC, Neeshka
{180751} NPC, Casavir
{180752} NPC, Elanee
{180753} This package automatically assigns Elanee's skills and feats.
{180754} NPC, Khelgar
{180755} This package automatically assigns Khelgar's skills and feats.
{180756} NPC, Grobnar
{180757} This package automatically assigns Grobnar's skills and feats.
{180758} NPC, Bishop
{180759} This package automatically assigns Bishop's skills and feats.
{180760} NPC, Shandra
{180761} This package automatically assigns Shandra's skills and feats.
{180762} NPC, Zhjaeve
{180763} This package automatically assigns Zhjaeve's skills and feats.
{180764} NPC, Sand
{180765} This package automatically assigns Sand's skills and feats.
{180766} NPC, Qara
{180767} This package automatically assigns Qara's skills and feats.
{180768} NPC, Ammon Jerro
{180769} This package automatically assigns Ammon Jerro's skills and feats.
{180770} NPC, Construct
{180771} This package automatically assigns Construct's skills and feats.
{180772} Pale Master Spellcasting (Bard)
{180773} Pale Master Spellcasting (Sorcerer)
{180774} Pale Master Spellcasting (Warlock)
{180775} Pale Master Spellcasting (Wizard)
{180776} Type of Feat: Class
Prerequisite: Pale Master.
Specifics: When a pale master gains an odd-numbered level, he gains new spells per day as if he had also gained a level in an arcane spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any arcane spellcasting classes that give you access to 3rd-level spells when you first become a pale master, and all pale master levels only improve spells per day progression in that one class.
Use: Automatic.
{180777} RuralMWagon06
{180778} Door{Basic03}
{180779} Door{Basic04}
{180780} CityMTileBlock01
{180781} CityMTileBlock02
{180782} Door{Basic05}
{180783} Door{Basic06}
{180784} Door{T_SI_Door04}
{180785} Door{T_SI_Door05}
{180786} RuralBTempleSE
{180787} Door{TempleSE01}
{180788} CityMChandelier05
{180789} Walkmesh_Cutter
{180790} Some weapons are evil from their inception, imbued with corrupting magics by cruel mages. But there are also weapons that  owe their natures not to any particular enchantment, but to dastardly acts performed in the hands of their wielders. Lorne's blade, his only remaining legacy to you after his defeat in the trial-by-combat, is forever stained with the blood of the citizens of Ember and countless other innocents.
{180791} Lorne's Bastard Sword
{180792} {The Sunken Flagon}
{180793} {Moire's Hideout}
{180794} {Hagen's Shop}
{180795} {Sand's Shop}
{180796} {Pierson's House}
{180797} {Farlong House}
{180798} {Tarmas' House}
{180799} Pierson is an average looking man in his late 30's. He's always been somewhat of a recluse, and worries constantly about thieves breaking into the house.
{180800} 11_sc_black_screen
{180801} Tall Basket
{180802} This is a solid, well constructed cabinet used to store silverware, books, and knick knacks.
{180803} 12_sc_ruins
{180804} {To Ruins}
{180805} Chain Boots{greycloak}
{180806} Bandit
{180807} |First Time Encountered per module|Well met! If you're here to use the crafting tools, I can give you some pointers.
{180808} Just an old soldier trying to pass on what he knows before Torm calls him home.
{180809} Fair enough. If you burn down the place trying to mix quicksilver and fire essence, don't come crying to me.
{180810} Whether it's mixing alchemical formulas, hammering out a fine steel blade, or enchanting your aforementioned blade into an instrument of pretty much instant death, the process is straightforward.
{180811} Each item or enchantment has a recipe or mold that tells you what materials you'll need.
{180812} What would you like to know?
{180813} With a good set of smithing tools, a craftsman can make weapons, armor, and even traps. If you're skilled at making any of those three, you'll want to spend some time at the crafstman's workbench.
{180814} Every weapon, trap, or suit of armor requires a mold as well as the right ingredients. You can examine the mold to get a sense of the type and quantity of materials needed.
{180815} When you have the mold and ingredients assembled, place them all on the craftsman's workbench. Now you're ready to use a smith's hammer on the workbench and forge your item.
{180816} If your skills are sufficient, you'll craft the item.
{180817} Alchemy is the science of making wondrous chemicals like acid and liquid fire. A skilled alchemist can also distill exotic substances into the magical essences required for powerful enchantments.
{180818} First, you'll need a recipe. Once you've gathered all the materials called for in the recipe, go the alchemist's workbench and place the ingredients on the table. Then, you simply use your mortar and pestle on the workbench.
{180819} If you didn't succeed, you either aren't skilled enough to complete that particular recipe or have the wrong materials on the alchemist's workbench.
{180820} Many creatures of the Realms have magic in their blood... or blood-like substances. If something has magical essence in it, you'll sense it just by examining the object, so be sure to inspect the teeth, claws, and other parts of slain beasts.
{180821} An alchemist can reduce these objects into essences by grinding them down in a mortar and pestle - no need to use a fancy alchemist's workbench, just use your mortar on the object in question and start grinding!
{180822} While the process is straightforward, it takes an experienced alchemist to properly breakdown objects with powerful essences. If your attempts to distill something seem fruitless, try again when you're more skilled.
{180823} If you've got magical training and an eye for craftsmanship, you can make some wondrous weapons, apparel, and gadgets with the magician's workbench.
{180824} There are two kinds of magical crafting: enchanting already existing items and making wondrous devices from scratch.
{180825} First, find a recipe for the enchantment you'd like to put on an item. Keep in mind that enchantments are usually picky about where they're placed.
{180826} Where was I? Ah yes, enchanting. Place the ingredients called for in the recipe on the magician's workbench along with the item to be enchanted. Make sure nothing else is on the workbench or the process will fizzle.
{180827} Don't try using scrolls or wands to complete the enchantment as neither can sustain the casting long enough; you need to cast the spell from your own energy.
{180828} Making new magical items takes special talent, as well as recipes, ingredients, and the right spell. Keep in mind that most magical items will require magical essences that only a trained alchemist can distill.
{180829} Keep in mind that you need to be able to cast the spell yourself; you can't use a scroll or wand to complete the process.
{180830} There are some recipes and basic materials on the workbenches that you may use. If you need tools, there should be a smith's hammer as well as a mortar and pestle floating around here somewhere.
{180831} Was there something else you wanted to know?
{180832} Anything you make is yours. Use it or sell it for some coins if you'd like. 
{180833} There should be some lurking around the shop - help yourself to any you find.
{180834} With special training, a spellcaster can place spells into a blank scroll, bone wand, or empty potion bottle. The resulting scroll, wand, or potion can they be used at a later time to unleash the spell.
{180835} Potions can only hold beneficial spells, like curing and healing. You can scribe any spell, either arcane or divine, onto a scroll. Wands can hold spells of the point and blast variety; however, very strong spells are too powerful to be contained in a mere wand.
{180836} You can certainly try! If a recipe calls for a particular essence or metal, you could always try using a stronger essence or more exotic material.
{180837} You also might stumble upon a possible recipe but lack the skill to complete it. If you're patient, work on your crafting skills, and look for patterns in recipes then your efforts might pay off.
{180838} Metals and alchemic reagents are quite resilient and will survive the ravages of incompetent crafting. If your ingredient list is slightly off or your skills aren't sufficient, there's generally no harm done.
{180839} The only real danger in crafting is when it comes to enchanting. Most items can hold only a few enchantments and it's possible to undo a prior one.
{180840} Have any questions about crafting?
{180841} That's too bad, because I'm about to leave for a life of high adventure - never to give advice again.
{180842} So... need any help?
{180843} Gather these ingredients, place them on a workbench, and finish the process by using the right tool or spell for the occasion.
{180844} That's all there is to it. Now that I've given you the short version...
{180845} Finally, you complete the process by casting a spell on the workbench. Which spell? Well, that depends on the enchantment - consult the recipe. 
{180846} Once you've acquired all the needed ingredients, place them on the magician's workbench. Each recipe should also include a spell - cast that on the magician's workbench and you're done! 
{180847} Other than that, I'd recommend checking old books and tomes for recipes, browsing the markets for molds, and be certain to inspect fallen creatures for fragments that can be distilled into essences.
{180848} Just remember to carefully study your recipe before enchanting an item that already has magic on it.
{180849} And since I'm likely the only crafting imp you know, by definition, I'm also your most hated crafting imp. Hmph.
{180850} {Sighs}Eh, who am I kidding? I'm a crafting imp. Sadly, dispensing advice is the highlight of my day. I'll be here if you have any questions.
{180851} I have the impressive ability to teleport anywhere in the Realms… {grumblnig}provided that "anywhere" is a crafting shop. Maybe in my next life I'll be a pit fiend and have some real authority.
{180852} If you didn't get the results you expected, you may not be skilled enough. Also, check that you're using the right materials and only the right materials - a cluttered workspace is a recipe for failure.
{180853} If all goes well, you'll have a brand new concoction to play with. 
{180854} An incantation to magically sharpen a sword won't work on a pair of boots... well, maybe if the boots had sword blades on them...
{180855} Who are you?
{180856} Sure.
{180857} Maybe later.
{180858} I think not.
{180859} Tell me about blacksmithing.
{180860} Tell me about alchemy.
{180861} Tell me about magical crafting.
{180862} I have some other questions about crafting.
{180863} |ONCE ONLY|Do you have any recipes or materials I could use?
{180864} I think I have all the advice I need for now.
{180865} How do I make items with alchemy?
{180866} How do I distill items?
{180867} I have a question about something else.
{180868} That's all I need to know.
{180869} How do I enchant items?
{180870} How do I craft new magical items?
{180871} Where can I find recipes, molds and materials?
{180872} Do you know anything about making scrolls, wands, or potions?
{180873} Can I modify recipes?
{180874} What happens if I make something too difficult or with the wrong materials?
{180875} Yes, I do.
{180876} I'd like to know about a specific type of crafting.
{180877} No, I've heard enough.
{180878} Farewell.
{180879} |If Imp is placed in two location, this option should only be available if the player has seen the imp before and is meeting him in a new location|Weren't you in another shop earlier?
{180880} Bandit Scout {Female Bandit Faction}
{180881} Tyr's Holy Symbol
{180882} | Casavir is not in the party. Clear party if party is full. |
{180883} | Add Casavir to the party. |
{180884} | Default. Set Casavir as Selectable, non-CampaignNPC. |
{180885} | Display Party Selection Screen. |
{180886} {Door to Docks}
{180887} | Display Party Selection Screen |
{180888} Jump to end of Aldanon quest, in Castle Never.
{180889} Jump to Aldanon's Manse, at the start of his quest. (Cormick alive)
{180890} Clad in an old brown robe - apparently stolen from a low-ranking priest of Tyr - this woman seems slightly better equipped than her comrades.
{180891} wp_thug_looter1_07
{180892} wp_thug_looter1_01
{180893} wp_thug_looter1_03
{180894} wp_thug_looter1_02
{180895} wp_thug_looter1_05
{180896} wp_thug_looter1_06
{180897} wp_thug_looter1_04
{180898} The top of this barrel is covered with a thick layer of dust, as if it hasn't been opened in many years. Words are stamped across the lid in faded print: "Quantity: 40 blast globes. Granted by the Many-Starred Cloaks, Neverwinter City, to Lord Cyran Tavorick, 1360 DR."
{180899} Padded Armor{greycloak}
{180900} Chainmail {greycloak}
{180901} Wagon {06}
{180902} To Farm
{180903} Player Hater
{180904} Wenderkazoo
{180905} Grobnar claims that the Wendersnaven gifted him with a fantastic, musical instrument. It is difficult to believe him, though, since the instrument is invisible, and when he plays it, it sounds just like he is humming. However, there is no denying that Grobnar's skills as a bard have become especially adept lately.
{180906} This hammer has been seen a number of times throughout the Realms, always appearing where a powerful evil threat is growing. It seems to patiently wait for someone to take it up, inevitably disappearing once the threat has been eliminated. 
{180907} Not everyone who battles the undead is a paladin or a cleric. It is said that the blacksmith Irem possessed such a pure hatred for the unliving that his greataxe adopted aspects of Irem's personality, resulting in the powers the axe possesses today. Most mages, however, scoff at the idea of a magical weapon being created through such a process. Whatever the axe's true origins, its effectiveness against the undead is undeniable.
{180908} A wide variety of weevils, grubs, and flies... all very much alive. Captured by Mirri and Jilla, each has been placed in a tidy little box, with some soil and food. The boxes are neatly packed in a sturdy, leather shoulder bag.
{180909} None.
{180910} Ribsmasher freed.
{180911} Killed Uthanck.
{180912} High Shot of Tree
{180913} Angle up on tree being shot.
{180914} | Player receives the 3 tomes here |Here, take these tomes - I had nearly completed them at the time of my death. They hold much of the days of Illefarn within them.
{180915} They are as much of my memory as I can scribe to words... and it is a vain hope, but perhaps the lessons of our fall may help prevent another.
{180916} [The man cowers in fear as the fight rages around him.]
{180917} Test the shandra warp to interior cutscene.
{180918} Angle up on Gate opening
{180919} Close on Shandra at pedestal
{180920} <color=text>There are a few large boulders here, resting near the edge of the cliff. If moved, they could probably crush some of the fire giants below.
{180921} <color=text>[Failure] You are not strong enough to dislodge the rocks.
{180922} <color=text>[Success] You manage push the boulders over the side.
{180923} <color=text>It appears that the boulders are held up by a few tightly wedged rocks. Removing them should make the boulders considerably looser.
{180924} <color=text>[Failure] You are still not strong enough to dislodge the rocks.
{180925} <color=text>[Success] You manage push the boulders over the side this time.
{180926} [Push the boulders]
{180927} [Examine the boulders]
{180928} [Do nothing]
{180929} [Push the boulders]
{180930} You cannot leave without the Belt of Ironfist in your possession.
{180931} King of Shadows Right Hand Weapon
{180932} King of Shadows Left Hand Weapon
{180933} |SCRIPTER: Fade in on a distant shot of the bridges exploding|
{180934} Very good, Sir. Should your men fall, we will send more able bodies to the wall.
{180935} Between our Greycloaks and allies, the keep has as full a fighting force as it can hold.
{180936} We have a sizeable force here, enough to repulse many foes.
{180937} Our keep is ready for battle, though we could benefit from more troops.
{180938} Lord Nasher himself instructed that this rod be given to you - its magic will restore the fallen to life.
{180939} Every soldier's life matters, but their leaders <i>must</i> survive. This battle will rest upon the command of you and your companions.
{180940} Sir, before you go, take this.
{180941} You helped Georg hold the bridge against a large number of gray dwarves. Georg has ordered you to rally the scattered militiamen and regroup in the wheat fields.

Find five Militiamen, then meet Georg at the road near the wheat field in the southwest area of the village.
{180942} Grobnar thinks that the Construct could be reactivated, if the runes on its outer surface were re-drawn. He believes that he can do this, given the proper materials. 

First, he will need a “glowing, flowing liquid” to serve as ink… it is unlikely that you will be able to find the original ink, but some other glowing liquid may serve as a substitute. Second, he will need a sample of the original runes, as some of them have been scraped away, and Grobnar is unsure how to complete them. Finally, Grobnar will need a book of golemcraft, which he will use to “remind himself” of the basic principles.
{180943} {OBSOLETE}You improved the Construct using the vial of water from the Glowstone Caverns.
{180944} {OBSOLETE}You found an old piece of iron, inscribed with a silvery rune. Grobnar believes that this rune matches a similar marking on the surface of the Construct... though that rune had been partially scraped away. 

Now that he has the complete rune to work from, Grobnar should be able to re-trace the markings on the Construct.
{180945} {OBSOLETE}You improved the Construct using the rune-inscribed iron piece from the ruins of Arvahn.
{180946} {OBSOLETE}You found a book in Crossroad Keep, entitled "The Ancient Art of Golemcraft." Grobnar seems to think that this book will help him reactivate the Construct. 
{180947} {OBSOLETE}You improved the Construct using information from "The Ancient Art of Golemcraft."
{180948} Grobnar thinks that the Construct could be reactivated, if the runes on its outer surface were re-drawn. He believes that he can do this, given the proper materials. 

So far, you have found a vial of water from the Glowstone Caverns. Grobnar believes that this will serve as a suitable substitute to inscribe the magical runes.

Before Grobnar can begin work on the Construct, you will still need to find a sample of the original runes and a book of golemcraft.
{180949} Grobnar thinks that the Construct could be reactivated, if the runes on its outer surface were re-drawn. He believes that he can do this, given the proper materials. 

So far, you have found an old piece of iron, inscribed with a silvery rune. Grobnar believes this rune matches the damaged runes on the surface of the Construct, allowing him to restore the original designs.

Before Grobnar can begin work on the Construct, you will still need to find a glowing liquid to serve as ink and a book of golemcraft.
{180950} Grobnar thinks that the Construct could be reactivated, if the runes on its outer surface were re-drawn. He believes that he can do this, given the proper materials. 

So far, you have found a vial of water from the Glowstone Caverns, which will serve as a suitable substitute for the original ink, and a silvery rune, which Grobnar will use as a model to restore the damaged runes.

Before Grobnar can begin work on the Construct, you will still need to find a book of golemcraft.
{180951} Grobnar thinks that the Construct could be reactivated, if the runes on its outer surface were re-drawn. He believes that he can do this, given the proper materials. 

So far, you have found an old tome, entitled "The Ancient Art of Golemcraft." The diagrams contained within should prove helpful in properly restoring the missing runes.

Before Grobnar can begin work on the Construct, you will still need to find a glowing liquid to serve as ink and a sample of the original runes.
{180952} Grobnar thinks that the Construct could be reactivated, if the runes on its outer surface were re-drawn. He believes that he can do this, given the proper materials. 

So far, you have found a vial of water from the Glowstone Caverns, which will serve as a suitable substitute for the original ink, and an old tome, entitled "The Ancient Art of Golemcraft."

Before Grobnar can begin work on the Construct, you will still need to find a sample of the original runes.
{180953} Grobnar thinks that the Construct could be reactivated, if the runes on its outer surface were re-drawn. He believes that he can do this, given the proper materials. 

So far, you have found a silvery rune, which Grobnar will use as a model to restore the damaged runes, and an old tome, entitled "The Ancient Art of Golemcraft."

Before Grobnar can begin work on the Construct, you will still need to find a glowing liquid to serve as ink.
{180954} You have found all the materials that Grobnar needs to reactivate the Construct.

When you return to Crossroad Keep, talk to Grobnar, and give him the remaining components. He will then begin work on the Construct...
{180955} On a hillcrest in the ruins of Arvahn, you discovered a conspicuous dais, surmounted by a large circular object. According to Zjhaeve, it is probably a dormant teleportation device, called a song portal.
{180956} A dormant portal, situated atop a hillcrest in the ruins of Arvahn, has suddenly opened... apparently reactivated after you claimed the fourth blessing from the Statues of Purification.
{180957} Stepping into the ancient song portal, you were teleported to West Harbor, only to find it destroyed. 

Zhjaeve suggested that you head for the sealed ruins in the nearby swamp.
{180958} You reached the sealed ruins and found that someone had already forced their way inside. These ruins appear to be the intended destination of the song portal.
{180959} The bard who wears the Laurel Crown does so because he bested a fellow bard in a contest, whether one of singing, story-telling, or poetry. The Crown is no mere ornament, since it possesses qualities which enhance a bard's abilities, and only the most talented bards can even hope to win the Crown.
{180960} This shield is made of the same silvery metal used in the creation of the famed githyanki silver swords and possesses several potent defensive abilities. Whether the githyanki would make it a point to hunt down the bearer of this shield – as they do for their silver swords – is unknown.
{180961} The face of this shield is adorned with a number of mysterious symbols, none of which appear to have any meaning. Simply trying to read the symbols causes one's vision to go blurry.
{180962} This shield was discovered deep in the Underdark near the remains of a dwarven warrior, the only dwarf corpse in the middle of a cavern surrounded by dozens of drow skeletons. Numerous slashes scar the face of this shield, but the fact that the shield hasn't shattered is a testament to its superb construction.
{180963} The sorcerer Haruz Firewind slew his greatest rival and bound a portion of his defeated opponent's soul in this ring to further enhance Haruz's already considerable powers. A faint sense of hatred can be felt emanating from the ring when it is worn, but it is otherwise harmless to the wearer.
{180964} This axe was wielded by the half-orc shaman Gathun at the Battle of the Four Clans, a territorial skirmish between a group of nomadic tribes on the plains of the Shaar. At the height of the battle, Gathun called upon the god Talos to grant his tribe victory. The opposing tribes were obliterated in the resulting lightning storm, ensuring the dominance of Gathun's tribe for years to come.
{180965} This well-crafted hammer was one of the last items ever created by the master smiths of the Illefarn empire. Its pristine condition suggests that it has never been used in battle.
{180966} Centuries ago, the Oghman cleric Johandra, weary of an ordinary scholar's life, took it upon herself to become an expert on the undead, and she decided that the best way to do this was to venture to undead-infested places of world and study them up close. Armed with this mace, she ventured into forgotten tombs and ruins, emerging remarkably unscathed each time. 
{180967} This large, powerful bow made of bone and sinew was used by a long-dead Uthgardt warrior, most likely the chieftain of a tribe. The primitive appearance of the bow belies its powerful magical enhancements.
{180968} This longbow, named for a nearby village where it was first discovered, has unfairly earned a reputation of being cursed or evil simply because of the bow was discovered lying atop an ancient stone altar. Nothing about the weapon's abilities suggest that it was crafted with any sinister purpose in mind, however.
{180969} Ilkar was a member of the Indomitable Six, an adventuring party which roamed the length of the Sword Coast a number of years ago. Ilkar's skills lay in archery, and when he lost his right eye to a ghoul's attack, he feared his adventuring days were over. Fortunately, a fellow member of the Six crafted this crossbow with Ilkar's injury in mind, and Ilkar's aim became even better than when he had two eyes.
{180970} Halfling outriders are champions of the halfling community, elite mounted warriors who defend their various communities. This crossbow was created specifically for mounted use, and despite its compact size, it packs a powerful punch.
{180971} The one who wields this double axe is the reigning champion of the Vulture's Garden, the notorious dueling pit of Luskan. Of course, it's rare for anyone to remain the champion for very long – Vulture's Garden spectators are a fickle lot and get bored quickly. Wielders of the Vulture's Axe inevitably find themselves pitted against impossible odds, a demonic horror from the Abyss, or whatever final fate is deemed more entertaining by the crowd. 
{180972} At the twilight of the Illefarn Empire, several elven archmages belonging to the Order of Fallen Leaves devised a plan to store their accumulated magical knowledge into a number of these staves. The plan never reached fruition – the Order was destroyed by orcs and all but one of the staves destroyed.
{180973} This halberd, permanently stained with the blood of its victims, was wielded by several generations of orc warlords, all who either took it up when the previous owner died in battle or was murdered by a rival. The halberd was lost in the final battle when the orcs were finally driven out of Illusk.
{180974} A strange but devastating weapon, this scythe has somehow managed to be present at every major battle in the Realms since its creation over a century ago. There are dozens of small notches in the handle, possibly indicating the number of foes slain by the scythe.
{180975} The markings on this kama indicate it was crafted by a monk of the Sun Soul School. The handle radiates a faint heat when it's grasped.
{180976} The symbol on the kukri indicates it belonged to the monks of the Dark Moon Order. Despite the weapon's sinister association, it has no evil aura and can be safely wielded by anyone.
{180977} Blackjack the Fist is famous (or infamous, depending on who's asked) as one of Neverwinter's toughest street brawlers. As the name of the dagger implies, Blackjack only drew the weapon to deliver a killing blow, and never at any other time – not even when he found himself disarmed. The staunch refusal to break this rule led to Blackjack's eventual demise.
{180978} Part of the process in creating a blade golem involves the crafting of a powerful magic sword to serve as one of the golem's "arms." Usually, the sword becomes a part of the golem, losing all enchantment if the golem is destroyed, but the exceptional power and craftsmanship of this particular sword allowed it to survive its golem's destruction.
{180979} Also known as Kingslayer, this sword saw extensive use in the civil war which devastated the kingdom of Tethyr and annihilated much of Tethyr's royal family. It has since changed owners a number of times, most recently having been in the possession of an assassin belonging to the Cult of the Dragon.
{180980} Lord Eramus of Waterdeep was one of the best fencers the city had ever seen, and Eramus knew it. His skill made him proud and arrogant, and as Eramus aged, he became fearful of losing his undefeated reputation. He had this weapon crafted with sole purpose of remaining the best, legitimately or not. The blade allow him to shrug off his opponent's hits, and the regenerative properties of the weapon meant that Eramus remained strong while his opponent grew tired and weak. This ruse lasted a number of years until Eramus made the mistake of dueling an opponent who also happened to be a sorcerer. Sensing that something was amiss with the fight, the sorcerer obliterated Eramus with fire spells, attacks that the Fencer's Blade offered no protection against.
{180981} Camaraderie among the Arcane Brotherhood is an illusion, and each wizard is constantly scheming to overthrow a superior while at the same time fending off his inferiors. This deceptively plain short sword is but one of the many tools created to give its owner an edge in the unending competition.
{180982} Hide Armor{barbarian}
{180983} Leather Armor{druid}
{180984} Scale Mail{fighter}
{180985} Scale Mail{paladin}
{180986} Leather Armor{rogue}
{180987} Leather Armor{warlock}
{180988} The paladin Kesh of the Nine Lives wielded this unusual weapon for decades before suddenly turning it over to the priests of Tyr, claiming that he was no longer worthy of wielding it. Although puzzled by Kesh's behavior – he never explained why he felt unworthy - the priests nonetheless kept the mace safe until they could find a new champion to bestow it upon.
{180989} Scale Boots{paladin}
{180990} Temple {Rural SE}
{180991} {Basic Door 3}
{180992} {Basic Door 4}
{180993} {Basic Door 5}
{180994} {Basic Door 6}
{180995} {TempleSE Door}
{180996} {Standard Interior Door 4}
{180997} {Standard Interior Door 5}
{180998} Chandelier {05}
{180999} {TileBlock 01}
{181000} {TileBlock 02}
{181001} This empty bottle is the type used to hold magical potions.

A player with the Brew Potion feat can use this bottle to craft a magic potion by casting a spell on it. You can create a potion of any beneficial, single-target spell of 3rd level or less that you know. Creating a potion costs gold pieces based on the relative power of the spell. Potions containing first level spells can cost hundreds of gold pieces while those made with higher level spells can cost several thousand. Warlock invocations cannot be used in the creation of potions.
{181002} RuralBRiverKeep
{181003} Door{RIVERKEEP01}
{181004} 
{181005} Protective Aura
{181006} Type of Feat: Class
Prerequisite: Neverwinter Nine level 1
Specifics: At 1st level, the Nine gain an aura that grants +2 to all saving throws, +1 deflection bonus to armor class for all allies within 10 feet. This bonus does NOT apply to the Nine, only to his allies). At 4th level, this bonus increases to +3 saving throws, +2 deflection bonus, and the protection extends to allies within 15 feet.
Use: Automatic, this aura is always in effect and automatically improves at 4th level.
{181007} Frantic Reactions
{181008} Type of Feat: Class
Prerequisite: Neverwinter Nine level 3
Specifics: At 3rd level, the Nine can rush across the battlefield and defeat enemies plaguing his allies.  This translates to a +10% increase in movement speed, +2 bonus to AC against attacks of opportunity provoked by movement and +2d6 sneak attack damage.
Use: Automatic.
{181009} CityMSFCrystal01
{181010} CityMSFCrystal02
{181011} Type of Feat: Race
Prerequisite: Half-elf.
Specifics: Half-elves receive a +2 racial bonus on Diplomacy checks.
Use: Automatic.
{181012} Siegetower02
{181013} Type of Feat: Class
Prerequisite: Ranger level 17.
Specifics: When in an outdoor setting, the ranger is able to use the Hide skill even while being observed. Note: This ability will not always be successful in the frenzy of combat -- but disengaging from the enemy before attempting to hide in plain sight will succeed.
Use: Automatic.
{181014} You have been accepted into the Neverwinter Nine and are now one of Lord Nasher's most trusted agents.

<b>Special Effects:</b> This epithet is a requirement for the Neverwinter Nine prestige class.

{181015} Type of Feat: Class
Prerequisite: Harper agent
Specifics: When a Harper agent gains an even-numbered level, he gains new spells per day  (and spells known, if applicable) as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (hit points, bonus feats, etc.), except for an increased level of effective spellcasting level. This spellcasting class is chosen from any spellcasting classes you have when you first become a Harper agent, and all Harper agent levels only improve spells per day progression in that one class.
Use: Automatic.
{181016} 
{181017} Type of Feat: Class
Prerequisite: Harper agent level 4
Specifics: The Harper agent may use this ability to cast <i>dominate animal</i> as per the spell, three times a day.
Use: Selected.
{181018} Type of Feat: Class
Prerequisite: Harper agent level 5
Specifics: At 5th level, Harper agents receive a +2 sacred bonus on all spell saving throws.
Use: Automatic.
{181019} SwampBGuardRound
{181020} 
{181021} Door{GUARDRN01}
{181022} BlackDragonTail
{181023} 
{181024} Target Nearest Enemy
{181025} Target Next Enemy
{181026} Target Previous Enemy
{181027} Select Previous Target
{181028} Perform Default Action On Target
{181029} Warpriest
{181030} Warpriests
{181031} warpriest
{181032} <color=Gold><b>War Priest</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

Warpriests are fierce, earthy clerics who pray for peace but prepare for war. Their strong wills, powerful personalities, and devotion to their deities make them fearsome combatants. Warpriests are experts of group warfare and have many powers to protect and rally their allies while terrifying their foes. Clerics, druids, rangers and paladins can become warpriests to enhance their party's fighting abilities.

<color=Gold>Requirements:</color>

<b>Base Attack Bonus:</b> +5

<b>Spellcasting:</b> Able to cast 4th level divine spells.

<b>Skills:</b> Diplomacy 8 ranks, Spot 5 ranks

<b>Feats:</b> Combat Casting.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d10

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude.

- <b>Weapon Proficiencies:</b> Simple and martial weapons.

- <b>Armor Proficiencies:</b> All armors (light, medium, and heavy) and all shields (including tower shields).

- <b>Skill Points:</b> 2 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Craft Armor, Craft Weapon, Diplomacy, Heal, Intimidate, Lore, Parry, Spellcraft, and Taunt

- <b>Divine Spellcasting:</b> At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.

- <b>War Glory:</b> All allies within 10' of the warpriest have +1 to hit, though the warpriest himself does not gain this bonus. All enemies within the same range suffer a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). This power is always active.

- <b>Inflame:</b> Starting at 2nd level, a warpriest can use this ability to grant himself and all allies with 40' a bonus to saving throws vs. fear and mind effects for five rounds. This bonus is +2 at level 2 and becomes +4 at level 4, +6 at level 6 and +8 at level 10.
 
- <b>Remove Fear:</b> A warpriest may cast the <i>remove fear</i> spell once per day per level of warpriest.

- <b>Mass Cure Light Wounds:</b> Upon reaching 3rd level, a warpriest may cast <i>mass cure light wounds</i> once per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell.

- <b>Fear Aura:</b> At 5th level, a warpriest can create an aura of fear that affects all enemies within 20'. Foes must make a Will save (DC 10 + warpriest class level + Cha modifier) or be affected by the <i>fear</i> spell. This power can be used once per day.

- <b>Battletide:</b> At 6th level, a warpriest can cast <i>battletide</i> as a spell-like ability once per day. The warpriest's class level is used to determine the caster level of this spell.

- <b>Haste:</b> At 7th level, a warpriest can cast <i>haste</i> as a spell-like ability three times per day. The warpriest's class level is used to determine the caster level of this spell.

- <b>Mass Heal:</b> At 9th level, a warpriest can cast <i>mass heal</i> as a spell-like ability once per day. The warpriest's class level is used to determine the caster level of this spell.

- <b>Implacable Foe:</b> At 10th level, a warpriest can bestow all allies within 30' (though not himself) an extra +20 hit points. This ability halves the warpriest's movement for 10 rounds. After ten rounds, all recipients lose 20 hit points. This ability may be used once per day.

{181033} NPC, Amie
{181034} This package automatically assigns Amie's skills and feats.
{181035} War Glory
{181036} Type of Feat: Class
Prerequisite: Warpriest level 1
Specifics: All allies within 10' of the warpriest have +1 to hit, though the warpriest himself does not gain this bonus. All enemies within the same range suffer a -1 morale penalty to saving throws and this penalty cannot be resisted in any way (though leaving the radius instantly cancels the effect). 
Use: Automatic. This aura is always in effect.
{181037} RuralMFakeMineEntrance02
{181038} Mine Entrance{02}
{181039} | Zhjaeve is not in the party. Clear party if party is full. |
{181040} | Add Zhjaeve to the party. |
{181041} | Default. Reset Zhjaeve's level, non-campaignNPC, selectable. |
{181042} | Display Party Selection screen. |
{181043} | Clear party to add Sand, Shandra. |
{181044} | Add Sand, Shandra to party. |
{181045} | Reset Sand's level. Set Sand, Shandra as not Selectable (unremovable) and non-CampaignNPC. |
{181046} | Display Party Selection screen. |
{181047} The SeaGhost
{181048} 13_wp_orc_grp1
{181049} 13_wp_cas_pc_jump
{181050} 13_EGlair3_To_EGlair2
{181051} 1630_wp_grobnar_intro_move
{181052} |Place everyone|
{181053} |Fade Up|
{181054} |Drown flagon in wine|
{181055} | Bishop is not in the party. Clear party if party is full. |
{181056} | Add Bishop to party. |
{181057} | Default. Set Bishop Joined. Reset Bishop's level. Set Bishop as not Selectable (unremovable). |
{181058} |Fade Down|
{181059} |Fade Up on gathered party|
{181060} | Display Party Selection Screen w/ Go To Ember callback. |
{181061} | SCRAP: This conversation should no longer be referenced. Contents have been moved to gl_bishop. Preplaced bishop instance should be removed. |
{181062} Evlyn lies lifeless on the floor. The front of her blouse is blackened, as if by a sudden burst of fire.
{181063} Mephit Spawn
{181064} Succubus Spawn
{181065} Erinyes Spawn
{181066} Broke and in a gutter?
{181067} How many nodes?
{181068} Give me some mineral ore!
{181069} 1
{181070} 2
{181071} 3
{181072} 4
{181073} Greycloak Bark Scene
{181074} {TileBlock Library}
{181075} {TileBlock Suite}
{181076} {TileBlock Wing}
{181077} Debris{West Wing}
{181078} Debris{Player Bedroom}
{181079} {TileBlock}
{181080} Then both our fortunes may rise.
{181081} Here is your coin. I will also have a sample for you, after I have inspected the ore.
{181082} | She leaves - will return with next area load |
{181083} Last place I danced had a dirt floor, an' half the patrons were wanted men.
{181084} I've learned so much from watching Teelah...
{181085} | fall-through |I... uhh... have to go. And get my men...
{181086} | Pentin walks off, but will be back in place the next time the PC returns.|
{181087} | One-time only, if player previously met her |Oh... it's you! I hope you don't mind that I'm here. It's just that they were evacuating the city... and I didn't want to be a burden on Ophala or the other girls...
{181088} Ophala said they'd be leaving at dawn, but I didn't know she really meant... you know... <i>dawn</i>.
{181089} But you don't have to pay me anything, I promise you! Sal's letting me sleep in the kitchen, and I'm helping him tidy up. I'll keep half my tips, and the rest will go to the inn.
{181090} No, not a burden! Not a heavy one, anyway. I mean, you've already got so many burdens, you'll hardly notice me. This is coming out all wrong... 
{181091} Look, you don't have to pay me! Sal's letting me sleep in the kitchen, and I'm helping him tidy up.I'll only keep half my tips, and the rest will go to the inn.
{181092} Oh! I... from the wall? Does that mean I can...
{181093} Nevermind. No trouble! I'll stop talking.
{181094} Thank you, Captain! A year at the Mask, and I've learned to entertain almost any crowd, no matter their mood. Rustic jigs, elven interpretive dance, gnomish waltz...
{181095} I even know a dwarven dance. It takes a false beard, though, and hardly any clothes. Well, you're supposed wear the beard in place of clothes, and twirl it about provocatively...
{181096} Maybe... you shouldn't tell anyone that I know that dance, actually.
{181097} You missed your caravan, didn't you?
{181098} So you figured you'd be a burden on me, instead.
{181099} | Good Response |It's all right. You're welcome to stay.
{181100} | Evil Response |Save the stories for someone who cares. If you cause any trouble, you'll be dangling from the wall.
{181101} Fine. But you're Sal's responsibility, not mine.
{181102} | Evil Response |If you cause any trouble, you'll be dangling from the wall.
{181103} Crystals
{181104} Shadow Priestess
{181105} Reinforced Door
{181106} Riverkeep
{181107} Temple Door
{181108} Keep Door
{181109} Georg Redfell lies sprawled in the grass, blade in hand. A few of his militia lie nearby, as if Georg tried to organize a defense of the village... but the attack came too suddenly, and the Harbormen were swiftly overwhelmed. Oddly, you see no marks of violence on any of their bodies.
{181110} Still clad in his bedclothes, Webb appears to have been one of the few who managed to rally to Georg. Strangely, his flesh is entirely white, and you can see no marks of violence upon his corpse.
{181111} Poor Retta lies dead, her eyes open wide, as if in terror. No obvious marks of violence are visible on her body.
{181112} Brother Merring clutches a holy symbol of Lathander in his lifeless hand. All color has drained from his flesh, and his face is contorted in an expression of pain or, perhaps, anguish. Though you knew Merring all your life, he looks almost a stranger in death...
{181113} You recognize this young woman... she is the elder sister of the Lannon twins, who you fought once in the Harvest Brawl. Though she cannot be more than a teenager, she appears to be one of Georg's newest recruits to the West Harbor militia. She lies dead along with Georg and Webb Mossfeld... though you can see no marks of violence upon her body, and her flesh has been drained of its color.
{181114} Militiawoman
{181115} You recognize this young man as a member of West Harbor's militia. He appears to have died with his blade in hand... but you see no obvious marks of violence upon him. His flesh is stark white, and his eyes are open wide, as if he died in a state of terror.
{181116} Militiaman
{181117} This woman lies dead, her eyes wide, her skin cold and pale.
{181118} This man lies dead, his eyes wide, her skin cold and pale.
{181119} Retta's loyal dog apparently died in her defense, his jaws frozen in a snarling rictus. Though he is dead, you can see no obvious injuries on his corpse.
{181120} Mutton
{181121} [As the golem has already opened the gate for you, it pays no further heed to your presence.]
{181122} Crystal{1}
{181123} Crystal{2}
{181124} | Bishop is not in the party. Clear party if party is full. |
{181125} | Default. Set Bishop Joined. Reset Bishop's level. Set Bishop as not Selectable (unremovable), non-campaignNPC. |
{181126} | Add Bishop to party. |
{181127} | Display Party Selection Screen w/ Go To Ember callback. |
{181128} Greycloak Armor{basic}
{181129} Greycloak Armor{best}
{181130} Greycloak Armor{decent}
{181131} Greycloak Armor{good}
{181132} Adamantine Falchion
{181133} Cold Iron Falchion
{181134} Darksteel Falchion
{181135} Mithral Falchion
{181136} Alchemical Silver Falchion
{181137} Falchion Mold
{181138} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The falchion is a larger, two-handed version of the scimitar, weighted toward the end and viciously curved.

Materials Required: 2 metal ingots
{181139} Falchion +1
{181140} Falchion +2
{181141} Falchion +3
{181142} Falchion +4
{181143} Falchion +5
{181144} Anhur's Favored Blade
{181145} During the month of Tarsakh, when Anhur himself walked the borders of Mulhorand, he came upon a young soldier defending himself from many foes.  Although mortally wounded, the man had apparently driven off an enemy scouting party by himself, saving a nearby settlement.  In recognition for the soldier's sacrifice, Anhur raised the man to serve as one of his captains, and blessed the simple falchion the soldier once carried with divine power.
{181146} When war came to Neverwinter, Anali Cyl was to be wed to a wealthy merchant and sent away to Waterdeep.  Anali resisted this, saying she would rather fight and die to protect the city than be wed against her will.  Her parents scoffed at this, disbelieving - until the young woman grabbed the family blade from off of the wall and strode out the door.  She went on to become a famous general - and she carried the falchion she'd taken from her home that day into every battle since.
{181147} Decision
{181148} Manticore's Sting
{181149} Mourning Song
{181150} Negative Energy Ray <<<CUT>>>
{181151} Endurance <<<CUT>>>
{181152} Negative Energy Burst <<<CUT>>>
{181153} Greater Shadow Conjuration
{181154} Time Stop <<<CUT>>>
{181155} Charm Person or Animal <<<CUT>>>
{181156} Guardian Ruins
{181157} {Guardian Ruins}
{181158} Mine Entance{02}
{181159} {Riverkeep}
{181160} Fake Mine Entrance {02 - TINT}
{181161} Flame Lash <<<CUT>>>
{181162} Greater Sanctuary <<<CUT>>>
{181163} Ball Lightning <<<CUT>>>
{181164} Mestil's Acid Sheath <<<CUT>>>
{181165} Tide of Battle <<<CUT>>>
{181166} Darkfire <<<CUT>>>
{181167} Negative Energy Protection <<<CUT>>>
{181168} Evil Blight <<<CUT>>>
{181169} Warpriest Spellcasting (Cleric)
{181170} Type of Feat: Class
Prerequisite: Warpriest
Specifics: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.
Use: Automatic.
{181171} Warpriest Spellcasting (Druid)
{181172} Type of Feat: Class
Prerequisite: Warpriest
Specifics: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.
Use: Automatic.
{181173} Warpriest Spellcasting (Paladin)
{181174} Type of Feat: Class
Prerequisite: Warpriest
Specifics: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.
Use: Automatic.
{181175} Warpriest Spellcasting (Ranger)
{181176} Type of Feat: Class
Prerequisite: Warpriest
Specifics: At each even-numbered level, warpriests gain new spells per day and an added level of effective spellcasting in whatever divine spellcasting class gave them access to 4th-level divine spells when becoming a warpriest. If a character has multiple classes that give him access to 4th-level divine spells, he must choose which spellcasting class will benefit from warpriest levels when first selecting this prestige class.
Use: Automatic.
{181177} Warpriest Spell (Remove Fear)
{181178} Type of Feat: Class
Prerequisite: Warpriest level 1
Specifics: A warpriest may cast the <i>remove fear</i> spell once per day per level of warpriest.
Use: Selected.
{181179} Inflame
{181180} Type of Feat: Class
Prerequisite: Warpriest level 2
Specifics: Starting at 2nd level, a warpriest can use this ability to grant himself and all allies with 40' a bonus to saving throws vs. fear and mind effects for five rounds once per day. This bonus is +2 at level 2 and becomes +4 at level 4, +6 at level 6 and +8 at level 10.
Use: Selected, usable once per day.
{181181} Warpriest Spell (Mass Cure Light Wounds)
{181182} Type of Feat: Class
Prerequisite: Warpriest level 3
Specifics: Upon reaching 3rd level, a warpriest may cast <i>mass cure light wounds</i> once per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell.
Use: Selected, usable once per day.
{181183} Fear Aura
{181184} Type of Feat: Class
Prerequisite: Warpriest level 3
Specifics: At 5th level, a warpriest can create an aura of fear that affects all enemies within 20' once per day. Foes must make a Will save (DC 10 + warpriest class level + Cha modifier) or be affected by the <i>fear</i> spell.
Use: Selected, usable once per day.
{181185} Warpriest Spell (Battletide)
{181186} Type of Feat: Class
Prerequisite: Warpriest level 6
Specifics: Upon reaching 6th level, a warpriest may cast <i>battletide</i> once per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell.
Use: Selected, usable once per day.
{181187} Warpriest Spell (Haste)
{181188} Type of Feat: Class
Prerequisite: Warpriest level 7
Specifics: Upon reaching 7th level, a warpriest may cast <i>haste</i> three times per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell.
Use: Selected, usable three times per day.
{181189} Warpriest Spell (Mass Heal)
{181190} Type of Feat: Class
Prerequisite: Warpriest level 9
Specifics: Upon reaching 9th level, a warpriest may cast <i>mass heal</i> once per day as a spell-like ability. The warpriest's class level is used to determine the caster level of this spell.
Use: Selected, usable once per day.
{181191} Implacable Foe
{181192} Type of Feat: Class
Prerequisite: Warpriest level 10
Specifics: At 10th level, a warpriest can bestow all allies within 30' (though not himself) an extra +20 hit points once per day. This ability halves the warpriest's movement for 10 rounds. After ten rounds, all recipients lose 20 hit points. 
Use: Selected, usable once per day.
{181193} 
{181194} You search the nearby area for traps...
{181195} RuralMSongPort
{181196} 
{181197} Eldritch Knight
{181198} Eldritch Knights
{181199} eldritch knight
{181200} <color=Gold><b>Eldritch Knight</b></color>

<color=Red>(PRESTIGE CLASS: This class is not available at character creation and must be unlocked by meeting special requirements, listed below.)</color>

Studying the martial and arcane arts to equal degree, the eldritch knight is a versatile combatant who can cast a fireball on her foes or charge them with sword drawn. The eldritch knight takes pride in her ability to use the right technique for the job: spells against physically tough foes and force of arms against spellcasting enemies.

Eldritch knights split their time between physical training to become better soldiers and arcane study to learn more powerful spells. They tend to be driven individuals, because simultaneously perfecting their spellcasting and combat prowess requires immense time and effort.

<color=Gold>Requirements:</color>

<b>Feats:</b> Weapon Proficiency (Martial).

<b>Spellcasting:</b> Able to cast 3rd level arcane spells.

<color=Gold>Class Features:</color>

- <b>Hit Die:</b> d6

- <b>Base Attack Bonus:</b> High.

- <b>High Saves:</b> Fortitude.

- <b>Weapon Proficiencies:</b> None.

- <b>Armor Proficiencies:</b> None.

- <b>Skill Points:</b> 2 + Int modifier.

- <b>Class Skills:</b> Concentration, Craft Alchemy, Craft Armor, Craft Trap, Craft Weapon, Lore, Parry, and Spellcraft.

- <b>Bonus Feats:</b> The eldritch knight gains Combat Casting and Skill Focus (Concentration) at first level.

- <b>Arcane Spellcasting:</b> At each level (except 1st level) an eldritch knight gains new spells per day, plus another effective casting level, as if he progressed in an arcane spellcasting class that he had prior to becoming an eldritch knight. If a character has multiple arcane spellcasting classes when becoming an eldritch knight, he must choose which arcane spellcasting class will benefit from all levels of eldritch knight.

{181201} Eldritch Knight Spellcasting (Bard)
{181202} Eldritch Knight Spellcasting (Sorcerer)
{181203} Eldritch Knight Spellcasting (Wizard)
{181204} Type of Feat: Class
Prerequisite: Eldritch Knight
Specifics: At each level (except 1st level) an eldritch knight gains new spells per day, plus another effective casting level, as if he progressed in an arcane spellcasting class that he had prior to becoming an eldritch knight. If a character has multiple arcane spellcasting classes when becoming an eldritch knight, he must choose which arcane spellcasting class will benefit from all levels of eldritch knight.
Use: Automatic.
{181205} 
{181206} Planetouched
{181207} Status: <CUSTOM0>
{181208} 
{181209} Warlocks
{181210} warlock
{181211} Arcane Tricksters
{181212} Githyanki
{181213} Githzerai
{181214} arcane trickster
{181215} Frenzied Berserkers
{181216} frenzied berserker
{181217} Info: <CUSTOM0>
{181218} Class: <CUSTOM0>
{181219} Required
{181220} Available
{181221} Shadow Thieves of Amn
{181222} Not Available
{181223} shadow thief of amn
{181224} In Party
{181225} neverwinter nine
{181226} Duelists
{181227} duelist
{181228} Select Campaign
{181229} Start Campaign
{181230} Campaign Desc:
{181231} Info
{181232} Actions
{181233} Attributes
{181234} Skill Description
{181235} Skill List
{181236} Feat Description
{181237} Feat List
{181238} Behavior
{181239} Background
{181240} BIO_FIELD
{181241} Here you may choose a script to determine how this character acts when she or he is not being controlled by you.
{181242} Behavior Description
{181243} Behavior List
{181244} Follow Distance
{181245} Near
{181246} Medium
{181247} Far
{181248} 
{181249} Disarm Traps
{181250} On
{181251} Off
{181252} Defend Master
{181253} Open Locks
{181254} Not stealthy
{181255} Always be stealthy
{181256} Be stealthy until next encounter
{181257} Spellcasting
{181258} Dispel Spells
{181259} 
{181260} Start Game
{181261} Current Character
{181262} Select Character
{181263} Cleric, Warpriest
{181264} 
{181265} <color=Gold><b>Warpriest Path</b></color>

Dividing attention between faith and martial prowess, this package forms the basis of an acolyte's training as a warpriest.

This package does not give any special abilities to your character. It simply configures your skills and feats so you can pick the Warpriest prestige class later.
{181266} Select Character
{181267} 
{181268} 
{181269} Strength
{181270} Dexterity
{181271} Constitution
{181272} Intelligence
{181273} Wisdom
{181274} Charisma
{181275} Ability Points
{181276} 
{181277} Eldritch Knight
{181278} The eldritch knight combines arcane mastery with the battle prowess of a seasoned warrior to become a holy terror on the battlefield.
{181279} Warpriest
{181280} This devout warrior strives to exemplify the ideal of a arrior-priest, merging faith and piety with a strong sword arm.
{181281} 
{181282} Animal Companion
{181283} Familiar Name
{181284} Appearance
{181285} Head Selection
{181286} Hair Selection
{181287} Toggle Facial Hair
{181288} Skin Color:
{181289} Eye Color:
{181290} Eyebrow Color:
{181291} Hair Color:
{181292} Hair Highlight: 
{181293} Hair Accessory: 
{181294} View Body
{181295} View Face
{181296} Choose Background
{181297} Bonus Feats
{181298} Domains
{181299} Familiar
{181300} First Name
{181301} Last Name
{181302} Character Bio
{181303} Feats
{181304} Spell Schools
{181305} Skills
{181306} Skill Points Remaining
{181307} Spells
{181308} Subrace
{181309} temptext
{181310} Graphics Options
{181311} Party Select
{181312} Radial Menu
{181313} Version Number Business
{181314} SetIP: 10.220.1.232
{181315} SetServerPassword: testPass
{181316} DirectConnect
{181317} 
{181318} 
{181319} CHECKBOX TEST:
{181320} Bloom
{181321} Sun
{181322} Sky
{181323} Shadows
{181324} Normals
{181325} Fog Cam
{181326} HDR
{181327} Toggle Rain
{181328} Toggle Snow
{181329} HL:
{181330} Scene Inten:
{181331} Glow Inten:
{181332} HL Inten:
{181333} Radius:
{181334} Sun X:
{181335} Sun Y:
{181336} Sun Z:
{181337} Sun R:
{181338} Sun G:
{181339} Sun B:
{181340} Sun Intens:
{181341} Corona Intens:
{181342} Toggle Day Night
{181343} Toggle Sky
{181344} AmbSky R:
{181345} AmbSky G:
{181346} AmbSky B:
{181347} AmbSky Intens:
{181348} AmbGround R:
{181349} AmbGround G:
{181350} AmbGround B:
{181351} AmbGrnd Intens:
{181352} Zenith R:
{181353} Zenith G:
{181354} Zenith B:
{181355} Horizon R:
{181356} Horizon G:
{181357} Horizon B:
{181358} Cloud X:
{181359} Cloud Y:
{181360} Cover:
{181361} Wind X:
{181362} Wind Y:
{181363} Toggle Shadows
{181364} Shad Intens:
{181365} Water R:
{181366} Water G:
{181367} Water B:
{181368} WaveAmp:
{181369} WaveFreq:
{181370} RipAmp:
{181371} RipFreq:
{181372} Toggle Ground Normals
{181373} Far Plane:
{181374} Fog Start:
{181375} Fog End:
{181376} Fog R:
{181377} Fog G:
{181378} Fog B:
{181379} HL Thresh:
{181380} Max Lum:
{181381} Avg Lum:
{181382} Exposure:
{181383} Buddies
{181384} Add Favorite
{181385} Refresh Servers
{181386} Buddy
{181387} Remove Favorite
{181388} <color=Gold><b>Planetouched</b></color>

Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.

The effects of having a supernatural being in one's heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.

The two most common varieties of planetouched are aasimars and tieflings. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.

{181389} Okay
{181390} Running Module (case sensitive)
{181391} Server Name (case sensitive)
{181392} Quest Journal
{181393} Completed
{181394} Choose Ability Gain
{181395} Select Class
{181396} Ranger Combat Style
{181397} Level Up Summary
{181398} Delete Game
{181399} Load Saved Game
{181400} New Game
{181401} Skip Tutorial
{181402} Mode Bar
{181403} Start Module
{181404} Current Module
{181405} button 1
{181406} button 2
{181407} Create Account
{181408} You have been defeated.
{181409} Accept Party
{181410} 
{181411} Sign In
{181412} Save Game Name:
{181413} Server Admin Pass
{181414} 
{181415} Next
{181416} Known Spells
{181417} Memorized Spells
{181418} World Map
{181419} Welcome to <i>Neverwinter Nights 2!</i> If this is your first time playing the game, you might want to play through the tutorial. The tutorial gives you a chance to learn the controls and basic strategies for playing the game in a relatively safe, non-hostile environment. You'll also learn more about your hometown and background.

If you've played the game before, or if you just want to get straight to the story, feel free to skip ahead.
{181420} As you progress through the tutorial, you'll see pop-up boxes like this one, explaining various elements of the game's interface and telling you how to perform different types of actions. Be sure to read the instructions carefully, as once you close the window, that text is gone forever.

You can choose to skip the rest of the tutorial any time a tutorial window pops up. You may also turn off the pop-ups if you want to experience the tutorial without the interference. Keep in mind that if you turn off the pop-ups, they remain turned off for good and you lose the chance to bypass the tutorial.
{181421} Are you sure you wish to skip the tutorial?
{181422} West Harbor's annual Harvest Festival finally winds down late in the evening. Flushed with the victory of claiming the Harvest Cup with your friends, Bevil and Amie, you were the center of attention at the evening's festivities before finally slipping away for some much needed rest.

You looked forward to a good night's sleep and a late morning, but sometime in the dark of night you are awakened by a strange noise....
{181423} Left-click to sort by server name.
{181424} Left-click to sort by player name.
{181425} Left-click to sort servers by the module the server is running.
{181426} The number of players currently on the server versus the maximum number allowed. Left-click to sort by number.
{181427} The level range for allowable characters on the server. Left-click to sort by minimum level.
{181428} States whether player vs. player combat is disabled, enabled only between different parties, or enabled between all characters. Left-click to sort by PvP rules.
{181429} The response time between your computer and the server (lower is better). Left-click to sort by ping.
{181430} Warmace
{181431} Top-heavy and unwieldy the warmace is a larger variant of the common footman's mace that sacrifices elegance for effectiveness.
{181432} Base Damage: 1d12
Base Critical Threat: x2
Base Damage Type: Bludgeoning
Weapon Size: Large
Feats Required: Martial
{181433} 
{181434} Improved Critical (Warmace)
{181435} Weapon Focus (Warmace)
{181436} Weapon Specialization (Warmace)
{181437} Weapon of Choice (Warmace)
{181438} Greater Weapon Focus (Warmace)
{181439} Greater Weapon Specialization (Warmace)
{181440} Power Critical (Warmace)
{181441} Spontaneous Conversion
{181442} PushBlock
{181443} SmugglerWagon
{181444} This young man is competing in the Harvest Brawl, the most violent - and most popular - of the four Harvest Fair events.
{181445} Harvest Brawler{generic}
{181446} This young woman is competing in the Harvest Brawl, the most violent - and most popular - of the four Harvest Fair events.
{181447} Harvest Brawler{generic female}
{181448} Child{Female - Runner}
{181449} | Could be spoken by either male or female child |Heya, <FirstName>!
{181450} Child{Male - Runner}
{181451} | Before player wins Knaves' Challenge - could be spoken by either male or female child |Can't talk! I'm lookin' for the wizard's feathers!
{181452} | After player wins Knaves' Challenge - could be spoken by either male or female child |How'd you find all those feathers?
{181453} | All these lines could be spoken by either male or female child |Where'd he hide 'em? 
{181454} Nope... not here...
{181455} Aww... I thought there'd be one here.
{181456} Tarmas hid those feathers good!
{181457} Maybe it's under here...
{181458} <i> hic </i>
{181459} This man looks like he's been enjoying the Harvest Mead…
{181460} Villager{Male - drunk}
{181461} These minstrels were hired by the village council. According to rumor, they are on their way north from Waterdeep.
{181462} Minstrel
{181463} | Before pig shrinks |Gods! That's some pig!
{181464} Heeere... pig, pig, pig.
{181465} Oink! Hahaha. Silly animals.
{181466} This hog looks a bit like Lewy. Or maybe Lewy looks a bit like the hog…
{181467} | NOTE: These lines are probably spoken by a female, but to be safe, assume it could be either female or male || After pig shrinks |I could swear that pig was bigger before…
{181468} Pitney sways slightly on his feet, smiling vaguely at passers-by.
{181469} Lannon
{181470} Pitney
{181471} Fill 'er up, Lazlo!
{181472} You're drunk, Pitney. No mead for you.
{181473} Give a fella a little power, an' he turns into a bleedin' tyrant...
{181474} Lazlo! Old chum! Dearest friend!
{181475} You're not getting any more mead, Pitney.
{181476} There's a place in the hells just waitin' for you, Lazlo...
{181477} How 'bout shum more mead, Lazlo?
{181478} Haven't you had enough already?
{181479} Nah... I'm good. Lemme jus'... find me mug.
{181480} You mean the one you're holding?
{181481} Think ye're sooo clever, don't ye...
{181482} Look here! It's an empty mug!
{181483} There's a river just over there, if you'd care to fill it up.
{181484} Jus' can't take a hint, that's the trouble with you...
{181485} Wounded Wolf
{181486} Thanks, Duncan. Farewell.
{181487} Farewell.
{181488} All right. Farewell.
{181489} Not yet. Farewell.
{181490} This guide by the legendary paladin Acarius can be found in just about any library in the Realms. In it, he details his experiences with the various creatures he battled during his travels, with emphasis on the weapons required to defeat his foes. During his stay at the Glade of Eternal Twilight, for example, he states that a cold iron weapon won the day against the twisted fey creatures there, while it was an adamantine weapon that shattered the metal skin of the iron golem guarding Darkfall Pass. Later, during his journeys to the outer planes, he discovered that weapons made of cold iron and blessed with the power of good was necessary to vanquish demons, while weapons similarly blessed but made of alchemical silver were effective against devils.
{181491} Exotic Weaponry
{181492} I think... I'd like to be alone now, <FirstName>. Farewell.
{181493} |Fade In|
{181494} Let's keep moving.
{181495} |Wait a moment|
{181496} |Fade down from white, explosion|
{181497} |Shot 1 of empty Ember|
{181498} |Shot 2 of empty ember|
{181499} This fine-featured Tethyrian woman throws her body into the dance with gusto. Whenever your eyes meet, she smiles at you briefly.
{181500} Guardsman
{181501} Arren Walkto
{181502} We'll stay here while you check on our friends.
{181503} Inn Door
{181504} Teelah, formerly of the Moonstone Mask, has lately taken up dancing at the Phoenix Tail.
{181505} | One-time - If recruited Bevil, after player sees destroyed West Harbor |<FirstName>... that companion of yours, Bishop, he... he told me that West Harbor's gone, that everyone's dead. The other 'cloaks say that Bishop's a liar, but... it's true, isn't it?
{181506} I remember how my mother cried when I left. She was so sure she'd never see me again. And I told her, "Mom, I'll be fine. I'll be with <FirstName>. I promise I'll be fine." And I was right... but so was she.
{181507} Don't worry about me, <FirstName>. You've lost plenty of people you loved, but you've still got the strength toâ€¦ to command an army. If you can do that... then I'd better be able to stand at my post, and watch over my men.
{181508} I'm with you, <FirstName>, as long as you've got a place for me. You have my vow on that.
{181509} I don't think your father was there when it happened, <FirstName>. He left town when I did - even walked with me a ways down the road. Hardly said a word, and he wouldn't tell me where he was going. He just... disappeared into the swamp.
{181510} I'm not sure about any other survivors. Tarmas, maybe. He came to my mother one night, very late, and said he had some arcane "way out" of town. I guess he was offering to take us with him, but he didn't know where we'd end up. 
{181511} Mom said he was crazy and tossed him out of the house. I didn't see him around town after that.
{181512} It was just rumors at first, and I didn't believe them. But then that companion of yours - Bishop, he calls himself - he said you'd been there and seen for yourself.
{181513} After that... I didn't see much point in holding out hope.
{181514} No... I'd already left West Harbor. Guess I was on the road when it happened.
{181515} Yes, it's true. I'm sorry, Bevil.
{181516} I didn't have a chance to search the swamp. There may have been survivors…
{181517} The villagers were consumed by shadow… nothing of them remains.
{181518} Are you going to be all right?
{181519} If you need time away from your duties, I can speak to Kana…
{181520} Grief is best channeled into action. Remember that.
{181521} I'll send you packing if you start falling apart over this.
{181522} How did you find out about West Harbor?
{181523} Jazren is a common presence in the Phoenix Tail Inn.  She is very flirtatious and often dances to amuse the soldiers. Because she spends so much time at the Inn, Sal jokes that he should start paying her.
{181524} Temple of Seasons Statue of Purification.
{181525} Goblin{dead}
{181526} Mine Entance
{181527} Two-shot of the pc and the statue
{181528} Medium shot of statue
{181529} Two shot statue and pc
{181530} OTS PC from statue
{181531} Long shot of statue
{181532} OTS Statue from Player
{181533} Two-shot statue and pc
{181534} High shot of statue
{181535} Sure thing boss.
{181536} <color=text>You do not see anything noteworthy.
{181537} {Archer}Shadow Thief
{181538} {Fighter}Shadow Thief
{181539} | SCRIPTER: Shadow Reaver is surprised to see you, but recovers quickly. |
{181540} {Entry Room Gate}
{181541} Large Boulders
{181542} {Keep Main Entrance}
{181543} Siege Tower
{181544} You've returned to Fort Locke, and declined a reward for freeing the refugees' loved ones.
{181545} You found out that Larim was working for Lord Temar, and that Temar was plotting with the Luskans to overthrow Lord Nasher so he could take Neverwinter for himself. Temar then tried to kill you in the hopes of being rewarded by the Luskans.
{181546} | DEBUG |This is the NWN2 Companion Roster Editor.
What would you like to do?
{181547} Which companion?
{181548} What do you want to change?
{181549} Add all standard companions.
{181550} Display Party Selection screen.
{181551} Modify an individual companion.
{181552} Print companion roster status.
{181553} Nevermind.
{181554} Ammon Jerro.
{181555} Nevermind.
{181556} Set companion as Selectable.
{181557} Set companion as Non-selectable.
{181558} Set companion as a CampaignNPC.
{181559} Set companion as a Non-campaignNPC.
{181560} Bishop.
{181561} Casavir.
{181562} Construct.
{181563} Elanee.
{181564} Grobnar.
{181565} Khelgar.
{181566} Neeshka.
{181567} Qara.
{181568} Sand.
{181569} Shandra.
{181570} Zhjaeve.
{181571} {Slightly confused}Your village? No, my servants and I passed through there on the way to the Illefarn ruins... but I ordered them to do no harm. 
{181572} {Drawing a conclusion}If your village was attacked, it must have been after I passed through there... and it was likely the Shadow Reaver's doing. 
{181573} | Once Only |Were you responsible for the destruction of West Harbor?
{181574} This dragon's head looks decidedly like a skull thanks to its deep-socketed eyes and wide, flat nasal opening. It has forward-curving horns and a spinal crest that peaks just behind the head and tapers off about three quarters of the way down the neck. An acidic smell surrounds the dragon, whose scales are mostly dull ebony and dark gray.
{181575} The Dungeon Master has a faint grin on his face. You're probably doomed.
{181576} Helm of Gram the Mouse
{181577} Assay Resistance
{181578} Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Divination
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 Round / Level
Assay Resistance allows you to attune to a single target.  While attuned, you gain a +10 bonus on caster level checks to defeat its spell resistance.
{181579} Bear's Endurance
{181580} Caster Level(s): Cleric 2, Druid 2, Ranger 2, Sorcerer/Wizard 2
Innate Level: 2
School:Transmutation
Component(s): Verbal, Somatic, Divine Focus
Range: Touch
Area of Effect / Target: Creature Touched
Duration: 60 seconds / level

Bear's Endurance grants the affected creature greater vitality and stamina, giving it a +4 enchancement bonus to its Constitution.
{181581} Blindsight
{181582} Caster Level(s): Cleric 3, Druid 2, Sorcerer/Wizard 2
Innate Level: 2
School:Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature Touched
Duration: 60 seconds / level

Blindsight grants the subject the blindsight ability out to 30 feet, without causing the character to suffer any ill effects from being in darkness.
{181583} Cause Fear
{181584} Caster Level(s): Wizard / Sorcerer 1, Bard 1, Cleric 1
Innate Level: 1
School: Necromancy
Component(s): Verbal, Somatic
Range: Close (25 ft. + 5 ft/2 lvls)
Area of Effect / Target: One living creature with 5 or fewer HD
Duration: 1d4 rounds fail, 1 round  save
Save: Will partial
Spell Resistance: Yes 
A creature affected with Cause Fear becomes frightened: if it succeeds on a Will save, it is shaken for one round.  Creatures with 6 or more Hit Dice are immune to this effect.
{181585} Mass Charm Monster
{181586} Caster Level(s): Bard 6, Sorcerer/Wizard 8
Innate Level: 6
School: Enchantment
Component(s): Verbal
Area of Effect / Target: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 Day / Level
This spell functions like Charm Monster, except Mass Charm Monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD.
{181587} Crushing Despair
{181588} Caster Level(s): Bard 3, Sorcerer/Wizard 4
Innate Level: 3
School: Enchantment
Component(s): Verbal, Somatic, Material
Range: 30 ft
Area of Effect / Target: Cone-shaped burst
Duration: 60 seconds / level

Crushing Despair sends out an invisible cone of despair that causes great sadness in its victims, causing each affected creature to take a -2 penalty on attack rolls, saving throws, skill checks, and weapon damage rolls.
{181589} Deep Slumber
{181590} Caster Level(s): Wizard / Sorcerer 3, Bard 3
Innate Level: 3
School: Enchantment
Component(s): Verbal, Somatic
Range: Close (25 ft. + 5 ft/2 lvls)
Area of Effect / Target: One or more creatures within a 10-ft radius burst
Duration: 1 min/lvl
Save: Will negates
Spell Resistance: Yes 
Deep Slumber functions like the Sleep spell, except that it affects 10 HD of creatures
{181591} Disintegrate
{181592} Caster Level(s): Wizard / Sorcerer 6, Destruction 7
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic, Material/Divine Focus
Range: Medium (100 ft + 10 ft/lvl)
Area of Effect / Target: Ray
Duration: Instantaneous
Save: Fortitude partial
Spell Resistance: Yes 
Disintegrate causes a thin green ray to spring from the caster's pointing finger: any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6).  Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust.
{181593} Enlarge Person
{181594} Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Transmutation
Component(s): Verbal, Somatic, Material
Range: Close (25 ft + 5 ft/2 lvls)
Area of Effect / Target: One humanoid creature
Duration: 1 min/level
Save: Fortitude negates
Spell Resistance: Yes 
Enlarge Person causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8.  This increase changes the creature's size category to the next larger one.  The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1) and a -1 penalty on attack rolls and AC due to its increased size.
{181595} False Life
{181596} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Necromancy
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: You
Duration: 1 hour/level until discharged
False Life allows the caster to harness the power of unlife to grant themselves a limited ability to avoid death.  While this spell is in effect, the caster gains temporary hit points equal to 1d10 + 1 per caster level (max 10).
{181597} Fireburst
{181598} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Evocation [Fire]
Component(s): Verbal, Somatic, Material
Range: 5 ft
Area of Effect / Target: Burst of fire extending 5 ft. from you
Duration: Instant
Save: Reflex half
Spell Resistance: Yes 
Fireburst causes a powerful explosion of flame to burst from the caster, damaging anyone within 5 ft. of them. All creatures and objects within that area (except for the caster and any objects that share their space) take 1d8 points of fire damage per caster level (max 5d8).
{181599} Greater Fireburst
{181600} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation [Fire]
Component(s): Verbal, Somatic, Material
Range: 10 ft
Area of Effect / Target: Burst of fire extending 10 ft. from you
Duration: Instant
Save: Reflex half
Spell Resistance: Yes 
Greater Fireburst functions itentically to the Fireburst spell, except that the burst of fire extends 10 feet out from the caster, and deals 1d8 points of fire damage per caster level (at a maximum of 15d8) to each creature affected.
{181601} Lesser Globe of Invulnerability
{181602} Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Component(s): Verbal, Somatic, Material
Range: 10 ft
Area of Effect / Target: 10-ft-radius spherical emanation, centered on you
Duration: 1 round/level
Save: None
Spell Resistance: No 
Lesser Globe of Invulnerability causes an immobile, faintly shimmering magical sphere to surround you and exclude all spell effects of 3rd level or lower.
{181603} Heroism
{181604} Caster Level(s): Bard 2, Wizard / Sorcerer 3
Innate Level: 2
School: Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 10 min/level
Save: Will negates (harmless)
Spell Resistance: Yes (harmless) 
Heroism imbues a single creature with great bravery and morale in battle.  The target gains a +2 morale bonus of attack rolls, saves, and skill checks.
{181605} Greater Heroism
{181606} Caster Level(s): Bard 5, Wizard / Sorcerer 6
Innate Level: 5
School: Enchantment
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 1 min/level
Save: Will negates (harmless)
Spell Resistance: Yes (harmless) 
Greater Heroism functions like Heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).
{181607} Mass Hold Monster
{181608} Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Enchantment
Component(s): Verbal, Somatic, Material/Divine Focus
Area of Effect / Target: One or more creatures, no two of which can be more than 30 ft apart
Duration: 1 round/level
Save: Will negates
Spell Resistance: Yes
Mass Hold Monster functions like Hold Person - paralyzing the subject(s) and holding them in place - except that it affects multiple creatures and holds any living creature that fails its Will save.
{181609} Mass Hold Person
{181610} Caster Level(s): Wizard / Sorcerer 7
Innate Level: 7
School: Enchantment
Component(s): Verbal, Somatic, Material/Divine Focus
Area of Effect / Target: One or more humanoid creatures, no two of which can be more than 30 ft apart
Duration: 1 round/level
Save: Will negates
Spell Resistance: Yes
Mass Hold Person functions like Hold Person - paralyzing the subject(s) and holding them in place - except that it affects multiple humanoid targets.
{181611} Iron Body
{181612} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Transmutation
Component(s): Verbal, Somatic, Material/Divine Focus
Range: Personal
Area of Effect / Target: You
Duration: 1 min/level
Iron Body transforms the caster's body into living iron, which grants them several powerful resistances and abilities: damage reduction 15/adamantine, immunity to all spells or attacks that affect physiology or resperation, and only take half damage from fire and acid of all kinds.  In addition to this, the caster gains a +6 bonus to their Strength and a -6 to Dexterity, a 1/2 reduction in speed, 50% spell failure chance, and a -8 AC check penalty.
{181613} Joyful Noise
{181614} Caster Level(s): Bard 1
Innate Level: 1
School: Abjuration
Component(s): Somatic
Range: 10 ft.
Area of Effect / Target: 10-ft-radius enanation, centered on you
Duration: Concentration
The Joyful Noise spell creates sonic vibrations that negate any magical Silence effect in the area.  This zone of negation moves with the caster and lasts as long as they continue to concentrate.  The Silence effect in the area is not dispelled but simply held in abeyance; it remains in effect outside the area of the Joyful Noise effect.
{181615} Least Spell Mantle
{181616} Caster Level(s): Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 1 Round / Level
Save: Harmless
Spell Resistance: No
Least Spell Mantle creates a barrier around the caster that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d4 +4 spell levels before collapsing.
{181617} Low-Light Vision
{181618} Caster Level(s): Wizard / Sorcerer 1, Assassin 1, Ranger 1
Innate Level: 1
School: Transmutation
Component(s): Verbal, Material
Range: Touch
Area of Effect / Target: Creature touched
Duration: 1 Hour/ Level
Save: Will negates (Harmless)
Spell Resistance: Yes (Harmless)
The Low-Light Vision spell gives the target creature low-light vision: the ability to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.  The target retains the ability to distinguist color and detail under these conditions.
{181619} Improved Mage Armor
{181620} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Conjuration
Component(s): Verbal, Somatic, Material
Range: Touch
Area of Effect / Target: Creature touched
Duration: 1 hour/level
Improved Mage Armor functions like the Mage Armor spell, except that its tangible field of force provides a +6 bonus to Armor Class.
{181621} Mirror Image
{181622} Caster Level(s): Wizard / Sorcerer 2, Bard 2
Innate Level: 2
School: Illusion
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 min/level
Mirror Image creates 1d4 images (plus one image per 3 caster levels, maximum 8 images total) around the caster, making it difficult for enemies to know which target to attack.
{181623} Polar Ray
{181624} Caster Level(s): Wizard / Sorcerer 8
Innate Level: 8
School: Evocation [Cold]
Component(s): Verbal, Somatic, Focus
Range: Close (25 ft + 5 ft/2 lvls)
Area of Effect / Target: Ray
Duration: Instant
Save: None
Spell Resistance: Yes 
Polar Ray casts a blue-white ray of freezing air and ice from the caster's hand, dealing 1d6 points of cold damage per caster level (maximum 25d6).
{181625} Protection From Arrows
{181626} Caster Level(s): Wizard / Sorcerer 2
Innate Level: 2
School: Enchantment
Component(s): Verbal, Somatic, Focus
Range: Touch
Area of Effect / Target: Creature touched
Duration: 1 hour/level or until discharged
Save: Will negates (harmless)
Spell Resistance: Yes (harmless) 
Protection From Arrows wards a creature against ranged attacks, giving it damage reduction 10/magic against ranged weapons.  Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points) it is discharged.
{181627} Rage
{181628} Caster Level(s): Wizard / Sorcerer 3, Bard 2
Innate Level: 2
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium (100 ft + 10 ft/lvl)
Area of Effect / Target: One willing living creature per three levels, no two of which may be more than 30 feet apart
Duration: Concentration +1
Each creature affected by the Rage spell gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC.  The effect is otherwise identical to a barbarian's rage, except that the subjects aren't fatigued at the end of the rage.
{181629} Caster Level(s): Wizard / Sorcerer 6, Cleric 7
Innate Level: 7
School: Abjuration
Component(s): Verbal, Somatic, Focus/Divine Focus
Range: up to 10 ft/lvl
Area of Effect / Target: Up to 10-ft-radius/level emanation centered on you
Duration: 1 round/level
Save: Will negates
Spell Resistance: Yes 
Repulsion creates an invisible, immobile field surrounding the caster.  Any creatures within or entering the field must attempt a save: if it fails, it becomes unable to move toward the caster for the duration of the spell.
{181630} Shocking Grasp
{181631} Caster Level(s): Wizard / Sorcerer 1
Innate Level: 1
School: Evocation [Electricity]
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature or object touched
Duration: Instant
Save: None
Spell Resistance: Yes 
A successful melee touch attack with Shocking Grasp deal 1d6 points of electricity damage per caster level (maximum 5d6).
{181632} Shroud of Flame
{181633} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Evocation [Fire]
Component(s): Verbal, Somatic, Material
Range: Close (25 ft+ 5ft/2 lvls)
Area of Effect / Target: One creature
Duration: Instant
Save: Reflex negates
Spell Resistance: Yes 
Shroud of Flame causes a single creature to burst into flames, taking 2d6 points of fire damage immediately upon a failed saving throw.  Each round thereafter, throughout the spell's duration, the target takes another 2d6 points of fire damage.  In addition to this, the target shoots off gouts of flame every round that it reminds on fire, and any creature within 10 feet of the target tatkes 1d4 points of fire damage per round (Reflex save negates).
{181634} Song of Discord
{181635} Caster Level(s): Bard 5
Innate Level: 5
School: Enchantment
Component(s): Verbal, Somatic
Range: Medium (100 ft + 10 ft/lvl)
Area of Effect / Target: Creatures within a 20-ft-radius spread
Duration: 1 round/level
Save: Will negates
Spell Resistance: Yes
Song of Discord causes those within the ares to turn on each other rather than attack their foes.  Each affected creature has a 50% chance to attack the nearest target each round.
{181636} Spiderskin
{181637} Caster Level(s): Wizard / Sorcerer 3
Innate Level: 3
School: Transmutation
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 10 min/level
Spiderskin grants the affected target a +1 enhancement bonus to natural armor, +1 racial bonus to saves versus poison, and a +1 racial bonus on Hide skill checks.
{181638} Stone Body
{181639} Caster Level(s): Wizard / Sorcerer 6, Cleric 6
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic, Material
Range: Personal
Area of Effect / Target: You
Duration: 1 min/level
Stone Body functions similarly to Iron Body - damage reduction becomes 10/adamantine, +4 enhancement bonus to Strength and -4 to Dexterity, speed reduced to 1/2 normal.
{181640} Vitriolic Sphere
{181641} Caster Level(s): Wizard / Sorcerer 5
Innate Level: 5
School: Conjuration (Creation) [Acid]
Component(s): Verbal, Somatic, Material
Range: Long (400 ft + 40 ft/lvl)
Area of Effect / Target: 10-ft-radius burst
Duration: Instant
Save: Reflex negates and Reflex half
Spell Resistance: No 
Vitriolic Sphere conjures up a sizziling emerald sphere that drenches all within the area with a potent acid.  Affected creatures take 1d4 points of acid damage per caster level (max 15d4) and must succeed on a Reflex save for risk taking damage in the following 2 round (6d4 points in the second round and 3d4 in the third).
{181642} War Cry
{181643} Caster Level(s): Bard 4
Innate Level: 4
School: Enchantment
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 round/level
War Cry bolsters the courage of the caster as well as intimidating their enemies.  As a result of this spell, the caster gains a +2 morale bonus on attacks and damage (or a +4 morale bonus on attacks and damage made as part of a charge attack).  Any opponent attacked in melee must make a Will save or become panicked.
{181644} Weapon of Impact
{181645} Caster Level(s): Bard 3, Cleric 3, Sorcerer/Wizard 3
Innate Level: 3
School: Transmutation
Component(s): Verbal, Somatic
Range: Close (25 ft + 5 ft/2 lvls)
Area of Effect / Target: One weapon or 50 blunt projectiles, all of which must be in contact with one another at the time of casting
Duration: 10 minutes/lvl
Weapon of Impact makes a blunt weapon have greater impact, improving its ability to deal telling blows.  This transmutation doubles the threat range of the blunt weapon, making a normal threat range of 20 into 19-20, 19-20 into 17-20.
{181646} Mass Cure Critical Wounds
{181647} Caster Level(s): Cleric 8, Druid 9
Innate Level: 8
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
Mass Cure Critical Wounds functions like a standard Cure Critical Wounds for multiple targets, curing 4d8 points of damage + 1 point per caster level (max +40) in each selected creature. 
{181648} Mass Cure Moderate Wounds
{181649} Caster Level(s): Bard 6, Cleric 6, Druid 7
Innate Level: 6
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
Mass Cure Moderate Wounds functions like a standard Cure Moderate Wounds for multiple targets, curing 2d8 points of damage + 1 point per caster level (max +30) in each selected creature. 
{181650} Mass Cure Serious Wounds
{181651} Caster Level(s): Cleric 7, Druid 8
Innate Level: 7
School: Conjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
Mass Cure Serious Wounds functions like a standard Cure Serious Wounds for multiple targets, curing 3d8 points of damage + 1 point per caster level (max +35) in each selected creature. 
{181652} Death Knell
{181653} Caster Level(s): Cleric 2, Death 2
Innate Level: 2
School: Necromancy [Death, Evil]
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Living creature touched
Duration: Instant/10 minutes per HD of subject
Save: Will negates
Spell Resistance: Yes
Death Knell allows you to draw forth the ebbing life force of a creature and use it to fuel your own power.  Upon casting this spell on a living creature that has -1 or fewer hit points, it makes a saving throw to deflect the spell's effects.  If the creature fails, it dies, and you gain 1d8 temporary hit points, +2 bonus to Strength, and a temporary increase in your caster level by +1.
{181654} Deathwatch
{181655} Caster Level(s): Cleric 1
Innate Level: 1
School: Necromancy [Death, Evil]
Component(s): Verbal, Somatic
Range: 30 ft
Area of Effect / Target: Cone-shaped emanation
Duration: 10 minutes/level
Save: None
Spell Resistance: No
Deathwatch allows the caster to determine the condition of creatures near death within the spell's range, granting them instant knowledge of all creatures in the area that are dead, fragile (alive, with 3 or fewer HP), fighting off death (alive with 4 or more HP), undead, and neither alive nor dead (such as a construct).  Deathwatch sees through any spell or ability that allows creatures to feign death.
{181656} Detect Undead
{181657} Caster Level(s): Cleric 1, Paladin 1, Sorcerer/Wizard 1
Innate Level: 1
School: Divination
Component(s): Verbal, Somatic
Range: 60 ft
Area of Effect / Target: Cone-shaped emanation
Duration: Concentration, up to 1 minute/level
Save: None
Spell Resistance: No
Detect Undead allows the caster to detect the aura that surrounds undead creatures.  The amount of information reveals depends on how long the caster studies a particular area.
{181658} Energy Immunity
{181659} Caster Level(s): Cleric 6, Druid 6, Sorcerer/Wizard 7
Innate Level: 6
School: Abjuration
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Creature touched
Duration: 24 hours
Save: None
Spell Resistance: Yes
Energy Immunity grants a creature and its equipment complete protection against damage from one of the five energy types - acid, cold, electricity, fire, or sonic.  The spell itself absorbs only damage, so the recipient can still suffer side effects such as drowning, immobilization, deafening, etc.
{181660} Ethereal Jaunt
{181661} Caster Level(s): Cleric 7, Sorcerer/Wizard 7
Innate Level: 7
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 round/level
Ethereal Jaunt turns the caster ethereal, transferring them to the Ethereal Plane (along with all of their equipment): when the spell expires, they return to the Material Plane.  An ethereal creature is invisible, insubstantial, and capable of moving in any direction (albeit at half-speed) and through solid objects.
{181662} Mass Inflict Critical Wounds
{181663} Caster Level(s): Cleric 8
Innate Level: 8
School: Necromancy
Component(s): Verbal, Somatic
Range: Close (25 ft + 5 ft/2 lvls)
Area of Effect / Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
Mass Inflict Critical Wounds functions like a standard InflictCritical Wounds for multiple targets, inflicting 4d8 points of damage + 1 point per caster level (max +40) in each selected creature. 
{181664} Mass Inflict Moderate Wounds
{181665} Caster Level(s): Cleric 6
Innate Level: 6
School: Necromancy
Component(s): Verbal, Somatic
Range: Close (25 ft + 5 ft/2 lvls)
Area of Effect / Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
Mass Inflict Moderate Wounds functions like a standard Inflict Moderate Wounds for multiple targets, inflicting 2d8 points of damage + 1 point per caster level (max +30) in each selected creature. 
{181666} Mass Inflict Serious Wounds
{181667} Caster Level(s): Cleric 7
Innate Level: 7
School: Necromancy
Component(s): Verbal, Somatic
Range: Close (25 ft + 5 ft/2 lvls)
Area of Effect / Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instant
Save: Will 1/2
Spell Resistance: Yes
Mass Inflict Serious Wounds functions like a standard Inflict Serious Wounds for multiple targets, inflicting 3d8 points of damage + 1 point per caster level (max +35) in each selected creature. 
{181668} Righteous Might
{181669} Caster Level(s): Cleric5
Innate Level: 5
School: Transmutation
Component(s): Verbal, Somatic, Divine Focus
Range: Personal
Area of Effect / Target: You
Duration: 1 round/level
Righteous Might immediately doubles the size of the caster, increasing their size category to the next larger one.  They gain a +8 size bonus to Strength, a +4 to Constitution, a +4 enhancement bonus to their natural armor, damage reduction (5/evil if they channel positive energy, 5/good if negative - which increases by 5 every 3 levels [max 15])
{181670} Shield Other
{181671} Caster Level(s): Cleric 2, Paladin 2, Protection 2
Innate Level: 2
School: Abjuration
Component(s): Verbal, Somatic, Focus
Range: Close (25 ft + 5 ft/2 lvls)
Area of Effect / Target: One creature
Duration: 1 hour/level
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)
Shield Other wards the subject and creates a mystic connection between them and the caster, transferring some of the wounds taken by the subject to the caster.  The subject also gains a +1 deflection bonus to AC and a +1 resistance bonus on saves, and takes only half damage from all wounds an attacks that deal hit point damage - all remaining damage not taken by the warded subject is inflicted on the caster.
{181672} Headsman
{181673} Storm of the Steppes
{181674} The Bloody Hand
{181675} Huntsman's Spear
{181676} Hierarch's Blade
{181677} Not much is known of the Archmage Hiskoln, besides the fact that he was said to have gone mad, and has been missing for decades now.  His final notes detail what seem to be snatches of disparate and ridiculous legends from a place unknown, a "distant and pale shadow" from which dread and confusing images would spring.  No matter what happened to Hiskoln, though - and whether or not the land of these "Hierarchs" is real - the enchantments on the blade the wizard made to defend himself are useful and real enough.
{181678} The Waking Dragon
{181679} Long ago, when wielded by a mysterious warrior of legend, this blade was said to carry many names - few of which fell on the ears of those who would survive to remember them.  Whether or not these tales are true is a matter of casual debate: what is certain is that this falchion will not suffer those of "impure intentions" to wield it.
{181680} This guide by the legendary paladin Acarius can be found in just about any library in the Realms. In it, he details his experiences with the various creatures he battled during his travels, with emphasis on the weapons required to defeat his foes. During his stay at the Glade of Eternal Twilight, for example, he states that a cold iron weapon won the day against the twisted fey creatures there, while it was an adamantine weapon that shattered the metal skin of the iron golem guarding Darkfall Pass. Later, during his journeys to the outer planes, he discovered that weapons made of cold iron and blessed with the power of good were necessary to vanquish demons, while weapons similarly blessed but made of alchemical silver were effective against devils.
{181681} Vampire Slam
{181682} Succubus Slam (Kiss/Embrace)
{181683} Hell Hound Bite
{181684} Greater Storm Armor of the Earth's Children
{181685} Tanarri Properties
{181686} Base Damage: 2d4
Base Critical Threat: 18-20/x2
Base Damage Type: Slashing
Weapon Size: Large
Feats Required: Martial
{181687} This sword, which is essentially a two-handed scimitar, has a curve that gives it the effect of a keener edge.
{181688} Disorder and evil reign within the walls of Crossroad Keep. You have recruited only the most ruthless of henchmen to your cause and ruled your stronghold with little regard for civility or morality.

{181689} You have earned Guyven's respect with your tireless exploration of the Sword Coast.

{181690} Having made several bargains with Mephasm, you have shown the fiend that you have the will (or disregard for eternal suffering) to broker with devils and get what you want.

{181691} You have completed the Trial of the Sun Soul. During this test, you aligned your soul with the balance of many elements.
{181692} You have completed the Trial of the Sun Soul. During this test, you aligned your soul with the resilient and eternal essence of earth.

{181693} You have completed the Trial of the Sun Soul. During this test, you aligned your soul with the swift and unseen essence of air.

{181694} You have completed the Trial of the Sun Soul. During this test, you aligned your soul with the energetic and deadly essence of fire.

{181695} You have completed the Trial of the Sun Soul. During this test, you aligned your soul with the fluid and shifting essence of water.

{181696} You have completed the Trial of the Sun Soul. During this test, you chose not to align yourself with any of the elements. In doing so, you have found a deeper sense of self-reliance and peace.

{181697} Rolan has died peacefully of old age. His title of Grand Master of the Sun Soul now falls to you.

{181698} To Guyven's delight, you have followed in his footsteps of exploring the Sword Coast.

{181699} Crossroad Keep is a paragon of civility and honor thanks to your good example and noble leadership.

{181700} You grew up in the farming village of West Harbor located on the swampy edge of the Mere of Dead Men. Called "Harbormen" by outsiders, the citizens of West Harbor live with the constant dangers of the Mere and are known for being tough, practical, and self-reliant.

{181701} You don't know what a "kalach-cha" is, but the raiders that came to West Harbor are looking for it... and they seem to believe you have it!
{181702} It appears that you are the "kalach-cha" that the otherworldly raiders seek. It's still unclear as to what a "kalach-cha" is or how you became one.

{181703} Zeeaire informed you that a "Kalach-cha" is one who steals a sacred silver sword. The shards in your possession mark you as a thief in the eyes of the githyanki.

{181704} Countless orcs have died by your hand. Stories of your battles have spread quickly, and the broken remains of the orc tribes vying for Old Owl Well curse the day you were born.
{181705} <color=Gold>City Watchman</color>
{181706} Marshal Cormick bestowed upon you the authority of Neverwinter's City Watch. You are now responsible for upholding the law and defending the city - a duty that many City Watchmen abuse.

{181707} As a reward for your service to Neverwinter, you have been placed in charge of Crossroad Keep. The castle - and its inhabitants - are yours to command as you see fit.

{181708} Your considerable skill in the courtroom is the talk of Neverwinter's legal community. Local barristers will be studying the transcripts of your trial for years to come and comparing their performances against yours.
{181709} You have achieved the lowest rank of Neverwinter's noble class. While most nobles will still snub their noses at you, at least they can no longer refer to you as "peasant."
{181710} The people of Ember have been slaughtered, and the Luskans insist that you are to blame. Though these charges are false, the Luskans have been freely spreading the lie... and many have begun to believe it.
{181711} In the matter of the Ember murders, your innocence has been proven beyond a doubt. No longer will your name be feared or reviled... not for this particular incident, anyway.
{181712} Your exceptional leadership ensured that Crossroad Keep was ready for the worst. When havoc descended up your stronghold, you led your followers with masterful tactics and unfailing courage.
{181713} You have defeated one of the most fearsome monsters of the Sword Coast: a dragon!

{181714} In recognition of your service to Neverwinter, Lord Nasher has bestowed upon you the title of Knight.
{181715} You reformed the Silver Sword of Gith. This legendary weapon is now at your command.
{181716} Aura of Despair
{181717} Type of Feat: Class
Prerequisite: Blackguard level 3
Specifics: Starting at 3rd level, the blackguard radiates a malign aura that causes all enemies within 10' of him to suffer a -2 penalty on all saving throws.
Use: Automatic, this aura is constantly in effect.
{181718} Ethereal Jaunt
{181719} Caster Level(s): Cleric 9, Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster and party members within 10'
Duration: 60 seconds / Level
Save: None
Spell Resistance: No

You and all party members within 10' become ethereal, meaning that no other creature can detect you. Attacking or performing a hostile action will make the etherealness vanish.
{181720} r
{181721} l
{181722} a
{181723} k
{181724} i
{181725} ii
{181726} t
{181727} bp
{181728} ban
{181729} CityBCityWatch4
{181730} CityMTable14
{181731} CityMTable15
{181732} CityMPedestal03
{181733} RuralBSwordScar
{181734} CityMArcaneCircle03
{181735} CityMGallows2
{181736} CityMGallows3
{181737} RuralNGlowstone
{181738} CityMCollBox
{181739} CityMCollBall
{181740} CityMZportalBase
{181741} CityMZportalArm
{181742} CityMZportalArmBroken
{181743} How shall this item be known henceforth?
{181744} Okay
{181745} Cancel
{181746} Door{CrossroadKeepDouble}
{181747} 
{181748} The name your server will be listed by on the game browsers.
{181749} The password DMs will need in order to log in.  If left blank, no DMs can connect.
{181750} The password players will need in order to join your server.  If left blank, no password will be required.
{181751} Limits the number of players that can join the server at the same time. 
{181752} No PVP, PVP against everyone but your party members, PVP against anyone.
{181753} The password that will be needed to join your server as a server admin.  If left blank, then no one can connect as a server admin. 
{181754} The port that your server will listen on for connections.  This is the port that must be opened and/or forwarded if you are behind a firewall or router. 
{181755} Only characters that fall within this level range will be allowed to join. 
{181756} The frequency that your server will autosave.  If set to 0, then autosaves will be disabled. 
{181757} If enabled, characters that join will have their items audited to make sure that the items are valid. 
{181758} If enabled, players will be able to pause the game.
{181759} If enabled, characters that join will be audited to make sure that they have valid feats, spells, stats for their current levels and class. 
{181760} If enabled, players will be prompted to join with characters stored locally on their computers.  If disabled, players will be prompted to join with characters stored on the server only. 
{181761} If enabled, all players that join will be forced into the same party. 
{181762} If enabled, your game will be posted to the GameSpy servers for other players to find.
{181763} A brief server description that is viewable if players look at the server details page for your server. Note that in GameSpy listings, a limit of 128 characters will be shown, with preference given to the characters in the Module Description. 
{181764} Select the category that best represents the type of game you are hosting.  This will determine which category it appears under in the server listings.
{181765} 
{181766} Type of Feat: Race
Prerequisite: Githzerai
Specifics: Githzerai have an inherent magic resistance equal to their level + 5.
Use: Automatic.
{181767} TIP: Spells, skills, and even item abilities can be dragged to the quickbar for easy access. Each character has 120 quickbar slots, so don't be stingy!
{181768} TIP: Trolls cannot be fully defeated without the use of acid or fire. When they go down, finish them off quickly. Any source of acid or fire damage should do the trick.
{181769} TIP: Once a target has been selected, any valid action will automatically use that target. Select a new target or right click on open ground to clear the current target.
{181770} TIP: Some enemies will resist forms of elemental damage or may require special weapon materials to defeat. If your attacks don't seem to be having an effect, try something different.
{181771} TIP: With the right ingredients, craft skills allow characters to create goodies ranging from deadly poisons and alchemist's fire to adamantine weapons and enchanted armor. Characters can craft items at workbenches.
{181772} TIP: Undead, constructs, and oozes are all immune to critical hits and sneak attacks. Thankfully, Obsidian's OozeTree technology is still a few years off, so you only have to worry about the other two.
{181773} TIP: Checking the box for Spontaneous Conversion in the Quick Cast menu will allow good and neutral clerics to convert their spells to cure wounds spells, evil clerics to convert their spells to inflict wounds, and druids to convert their spells to summon creature spells.
{181774} TIP: In Dungeons & Dragons v3.5, bards and warlocks can wear light armor without fear of suffering arcane spell failure penalty. It's a chain shirt free-for-all!
{181775} TIP: When selecting weapons, pay attention to critical hit properties. Many weapons that do inferior base damage do more damage on critical hits or will score critical hits more often.
{181776} TIP: If you don't want to directly control your companions, you can still issue general orders to them through the Broadcast Commands option in the Dropdown menu.
{181777} TIP: Many combat abilities like power attack, rapid shot, and defensive casting are activated by the mode buttons in the lower-right corner of your screen.
{181778} TIP: Cast spells on blank scrolls, bone wands, and potion bottles to create magical scrolls, wands and potions. All a character needs are some gold and the appropriate feat (scribe scroll, craft wand, or brew potion).
{181779} TIP: Bards can have one inspiration active at any time. Check your Mode Bar to pick one that's right for the situation.
{181780} TIP: Level up your characters through the character screen (C) when they have enough experience.
{181781} TIP: Having a rogue in the party can be helpful for dealing with locks and traps.
{181782} TIP: Use the space bar to pause the game and set up an attack plan. Pause the game and give orders often in battle to get the most out of your companions.
{181783} TIP: A high Lore skill will automatically identify items when they enter your inventory.
{181784} TIP: The "F" key will display the quick spell menu.
{181785} TIP: Hit the "G" key to toggle the Mode Bar on or off.
{181786} TIP: Planning out what abilities you are going to take at each level will help ensure you will be able to become the prestige class you want.
{181787} TIP: Try using the toolset to create adventures of your own to share with your friends!
{181788} TIP: Completing side quests may allow your companions to level up in different ways.
{181789} TIP: Be mindful of the choices you make when interacting with other characters; straying too far from certain alignments may prevent you from gaining levels in certain classes.
{181790} TIP: Some subraces level more slowly, but have powerful special abilities, such as spell resistance, that make up for it. 
{181791} TIP: It's usually a good idea to purchase some ranks of the  "conversation" skills (Bluff, Diplomacy, Intimidate).  Certain situations can be made easier or avoided entirely by talking your way through or out of them. 
{181792} TIP: Some character classes are better than others for multi-classing. Many of the abilities that monks receive, for instance, are only fully realized if the player concentrates on being a monk exclusively.
{181793} TIP: Companions have opinions and feelings, too. Their loyalty and your influence with them depend on how you treat them, how you solve quests, and even how you treat other people you meet in the game.
{181794} TIP: Check out the requirements for prestige classes when creating your character to get a feel for your character's overall class direction.
{181795} TIP: Make sure to keep your spell book full at all times!
{181796} TIP: Puppet Mode is a companion behavior mode available for advanced players who do not want their companions to engage in combat or use items or spells on their own. Companions set to Puppet Mode will only follow the player when out of combat. Puppet Mode is accessible in the Behavior Tab on the Character Sheet.
{181797} TIP: Save early, save often.
{181798} TIP: Metamagic feats can make lower level spells even more powerful than higher level spells.
{181799} TIP: You can alter the camera mode by hitting the asterisk (*) key on the number pad.
{181800} TIP: When in doubt, check your journal.
{181801} TIP: Save your game frequently, and in different slots.
{181802} TIP: Never underestimate the power of a well placed low level spell.
{181803} TIP: In conjunction with Defensive Casting mode, the Concentration skill helps a magic user avoid Attacks of Opportunity when casting in combat.
{181804} TIP: You can loot anything that is right next to your currently controlled character while the game is paused.
{181805} TIP: Hitting the "F12" key on your keyboard will create a "Quicksave". If you hit "F12" again, it will overwrite any Quicksave you already had.
{181806} TIP: Talk to everyone after you finish a quest; they might have something new to say!
{181807} TIP: Left on their own, companions will do their best to meet the needs of any situation. To fine tune a companion's behavior, bring up his or her character sheet and access the behavior tab.
{181808} TIP: When a barbarian's rage ends, he or she will be temporarily fatigued. During this time, the barbarian will suffer penalties to his or her physical abilities and movement.
{181809} TIP: Though any character can use Tracking mode to locate hostile humans, animals, and vermin on the area's mini-map, characters with the Track feat can detect all sorts of hostile creatures.
{181810} TIP: Ranger and druid animal companions cannot be directly controlled, but can be commanded. Wizard and sorcerer familiars can be directly controlled, but are very vulnerable in combat.
{181811} You have discovered a well-hidden path.
{181812} Sigh
{181813} Flirt
{181814} Drunk
{181815} Clapping
{181816} Nod yes
{181817} Nod no
{181818} Point
{181819} Scratch head
{181820} Shrug
{181821} Tired
{181822} Touch Heart
{181823} Victory
{181824} Worship
{181825} Yawn
{181826} Dust-off
{181827} Annoyed
{181828} Cheer
{181829} <FullName> sighs.
{181830} <FullName> looks drunk.
{181831} <FullName> nods "yes."
{181832} <FullName> nods "no."
{181833} <FullName> points.
{181834} <FullName> looks tired.
{181835} <FullName> looks annoyed.
{181836} {0000}West Harbor
{181837} {0011}Farlong Downstairs
{181838} | Could be spoken by either male or female child |Heya, <FirstName>!
{181839} | Could be spoken by either male or female child |Wooo! Hahahaha!
{181840} | Safety line - should fade down after this, and then fade up in the ring |As soon as the current match is over, I will send you into the ring...
{181841} | All these lines spoken by a female |Baked apples! Fenberry pies!
{181842} Try a bowl of hog's liver pudding! Only a copper!
{181843} Ginger bread and lemon tarts, fresh from the oven!
{181844} Care for some sweets? Or a slice of bread with honey?
{181845} Stewed sparrows! Three for a copper!
{181846} District Exit
{181847} {Par's House}
{181848} Common Room
{181849} Crafting Room
{181850} Personal Room
{181851} {1004}Par's House
{181852} {1008}Lord Dalren's House
{181853} Militia Man
{181854} Bridge
{181855} Tarmas' House
{181856} Farlong House
{181857} Wheat Field
{181858} Starling House
{181859} World Map
{181860} To West Harbor Ruins
{181861} Old Chest
{181862} Weeping Willow Inn
{181863} To Second Floor
{181864} Mozah
{181865} Jorik
{181866} Zachan
{181867} Fort Locke
{181868} Tor
{181869} Liza
{181870} Lieutenant Vallis
{181871} Marshal Cormick
{181872} {1210}A Crypt
{181873} {1212}A Large Crypt
{181874} Strange Altar
{181875} Missing Soldier
{181876} Prisoner Pen
{181877} Bandit Headquarters
{181878} {1215}Bandit Den
{181879} Bandit Leader
{181880} Highcliff Docks
{181881} Captain Flinn
{181882} Elder Mayne
{181883} Juni
{181884} Gera and Zachan
{181885} Branson
{181886} Edario
{181887} Highcliff Castle Ruins
{181888} {1219}Highcliff Castle Ruins
{181889} Lizardfolk
{181890} Lizardfolk Lair
{181891} Lizardfolk Chieftain
{181892} Clearing
{181893} {1225}A Camp
{181894} Camp
{181895} Karina
{181896} Old Owl Well
{181897} Callum
{181898} Bonegnasher Lair
{181899} Rockslide
{181900} {1303}Mountain Pass
{181901} Eyegouger Lair
{181902} Ironfist Clanhold
{181903} An Abandoned Mine
{181904} To Second Level
{181905} To Third Level
{181906} To First Level
{181907} Strange Device
{181908} Dead Dwarf
{181909} Ogre Leader
{181910} Orc Warlord
{181911} Treasure Room
{181912} Frightened Man
{181913} Old, Battered Crate
{181914} Simmy - Merchant
{181915} Katriona
{181916} Pentin
{181917} Strange Pedestal
{181918} Archives Vault
{181919} Bookcase
{181920} Dead Caretaker
{181921} Shandra's House
{181922} Githyanki Guardpost
{181923} City Watchman Escort
{181924} To Inner Complex
{181925} Inactive Golem
{181926} Portal Room
{181927} {1318}Eyegouger Lair, L1
{181928} {1319}Eyegouger Lair, L2
{181929} {1320}Eyegouger Lair, L3
{181930} {1303}A Canyon
{181931} {1411}Black Garius' Chamber
{181932} Vault
{181933} |LOOT|Chest {01 Large}
{181934} The relaxed smile on this man's face suggests that he's enjoying the company of the Moonstone Mask's entertainers.
{181935} The Mask's cook is a large man, with an ample gut and numerous stains on his shirt. He smells of garlic and sweat.
{181936} With her face adorned in makeup and her body draped in sumptuous fabrics, this lovely woman flirts with the patrons of the Moonstone Mask.
{181937} This boy looks tired, but he whistles jauntily as he slices bread, opens bottles, and carries pots to and fro. Unlike most of the waifs in Neverwinter, he appears healthy and well-fed.
{181938} Kitchen Boy
{181939} Office
{181940} To First Floor
{181941} {Tomb of Betrayers}
{181942} Hlam
{181943} Oleff
{181944} Missing Cleric
{181945} {1003}Neverwinter Wood
{181946} {1040}Skymirror Lake
{181947} Old Worn Tree
{181948} Skymirror
{181949} Alley Exit
{181950} Warehouse Supervisor
{181951} Documents
{181952} Weapons Shipment
{181953} To Back Alley
{181954} This is a sturdy, finely-crafted chest.
{181955} This armoire is paneled with expensive-looking wood.
{181956} The Collector evidently hoards gold pieces in addition to everything else.
{181957} Vase
{181958} Elanee
{181959} Wolf
{181960} To Phoenix Tail Inn
{181961} Ruined Merchant Shop
{181962} Jacoby
{181963} Ruined Church
{181964} Veedle
{181965} To Guard Tower
{181966} To Wizard Tower
{181967} To Church of Tyr
{181968} To Monastery
{181969} To Merchant Shop
{181970} Ruined Smithy
{181971} Bevil Starling
{181972} Sir Nevalle
{181973} Khralver Irlingstar
{181974} Zhjaeve
{181975} Light of Heavens
{181976} Sal
{181977} Joy
{181978} Bishop
{181979} Shandra
{181980} Neeshka
{181981} Khulmar Ironfist
{181982} Khelgar
{181983} Kana
{181984} Uncus Riverdweller
{181985} Guyven of the Road
{181986} Sand
{181987} Captain's Bedroom
{181988} Dining Room
{181989} War Room
{181990} Torio Claven
{181991} Qara
{181992} Aldanon
{181993} Casavir
{181994} Wolf's Minion
{181995} Crossroad Keep: Basement
{181996} Lasshiva
{181997} Grobnar
{181998} To Keep Interior
{181999} Summoning Circle
{182000} Ammon Jerro
{182001} Calindra
{182002} Conscripts
{182003} Orlen
{182004} Guyven's Treasure
{182005} This woman's hard black eyes and golden-brown skin mark her as a foreigner, probably from Amn or Calimshan.
{182006} |No training|Aren't we supposed to get training with weapons?
{182007} |Some training|I'm pretty good with a sword now. Against a target dummy, anyway.
{182008} |Good training|I've been trained well, Captain. I won't disappoint you in battle.
{182009} |Best training|We're a match for Neverwinter's Royal Guards now, thanks to the training you've given us.
{182010} Captain, I received word of the dragon's hoard you found.  While you were away I dispatched some Greycloaks and peasants to recover it.
{182011} | Road security low.  Men ambushed. |Because of poor security outside the Keep, our men were ambushed by bandits as they returned.
{182012} Our men returned to the Keep without incident, despite carrying.  I consider this a testament to how safe you have made the roads and surrounding lands.
{182013} | Training high |However, your greycloaks proved much better trained than the bandits, and were able to repel the attack.  The bandits only got away with a few chests full of treasure.
{182014} | Training low |Unfortunately, the greycloaks were not trained well enough to deal with such threats. So the bandits were able to make off with more than half of the treasure your men carried.
{182015} | Greycloak & Peasant civility high. |The men provided a full accounting of the treasure recovered.
{182016} | Greycloak civility low. |The amount recovered was somewhat less than expected. I suspect some of the greycloaks may have pocketed part of the treasure, but I cannot prove anything...
{182017} | General civility low. |The amount recovered was somewhat less than expected. I suspect some of the peasants may have pocketed part of the treasure, but I cannot prove anything...
{182018} I have added the treasure to your coffers to do with as you see fit.
{182019} Crystal Heart
{182020} Floating Object
{182021} Cliff Edge
{182022} Startear
{182023} Shop keeper
{182024} Ivarr the Blessed
{182025} Rolan
{182026} Bones
{182027} To Crossroad Keep
{182028} Return to Crossroad Keep
{182029} This woman's hard black eyes and golden-brown skin mark her as a foreigner - probably from Amn or Calimshan.
{182030} OTS Statue from PC
{182031} Two shot of PC and Statue
{182032} Close on the statue
{182033} Which area?
{182034} Ok, choose from this list.
{182035} What else?
{182036} Mt. Galardrym
{182037} I'm done.
{182038} "Go_Regulator_Go" to 1
{182039} "Go_Regulator_Go" to 0
{182040} "FireGiantFightBegan" to 1
{182041} "FireGiantFightBegan" to 0
{182042} "have_ironbelt" to 1
{182043} "have_ironbelt" to 0
{182044} "Tholap_Has_Treasure" to 1
{182045} "Tholap_Has_Treasure" to 0
{182046} "tholap_dead" to 1
{182047} "tholap_dead" to 0
{182048} "Allied_FGiants" to 1
{182049} "Allied_FGiants" to 0
{182050} "fgking_dead" to 1
{182051} "fgking_dead" to 0
{182052} "met_fking" to 1
{182053} "met_fking" to 0
{182054} "deal_fking" to 1
{182055} "deal_fking" to 0
{182056} "met_tholapsyx" to 1
{182057} "met_tholapsyx" to 0
{182058} "killed_tholapsyx" to 1
{182059} "killed_tholapsyx" to 0
{182060} "deal_tholapsyx" to 1
{182061} "deal_tholapsyx" to 0
{182062} Boulder Pile
{182063} Do you see that? That light over there?
{182064} <color=text>You have successfully retrieved the Belt of Ironfist. Would you like to remain on the mountain or travel to another location?
{182065} [Travel to another location]
{182066} [Remain on the mountain]
{182067} Petitioner's Room
{182068} Throne Room
{182069} To Neverneath
{182070} Guard Room
{182071} From Neverneath
{182072} Lord Nasher's throne moves on hinges to disguise a secret passage behind it.
{182073} From Castle Never
{182074} Statue
{182075} Sepulcher of Lord Halueth Never
{182076} To Castle Never Throne Room
{182077} Lizardman Camp
{182078} Lizardman Cliff Barricade
{182079} Lizardman Prisoner
{182080} Town Center
{182081} To Highcliff
{182082} Old Ironfist Vault
{182083} The Great Hall
{182084} Revorax's Forge
{182085} Storage Area
{182086} Main Camp
{182087} Prisoner Cage
{182088} Entrance to Canyon
{182089} Entrance to Tholapsyx's Canyon
{182090} Entrance to Fire Giant Canyon
{182091} Prisoner Cage
{182092} Entrance to Canyon
{182093} To Mt. Galardrym
{182094} Song Portal
{182095} Sunken Bridge
{182096} The Scar
{182097} To Guardian Ruins
{182098} Moire's Hideout
{182099} Randolph's Shop
{182100} Bill Logan's Shop
{182101} Watchman Speaker
{182102} Supply Dump
{182103} Church Gathering
{182104} Entrance
{182105} Strange Black Fog
{182106} To Ritual Sanctum
{182107} 34_p_combat_speaker
{182108} This invisible point manages SpeakOneLinerConversations on heartbeat
{182109} Nasher's Bedroom
{182110} Quartermaster's Supplies
{182111} First Bridge
{182112} Second Bridge
{182113} Keep Battle Mage
{182114} {1000}Khelgar Vision Quest
{182115} Khelgar wants to go to the Hall of Justice in Neverwinter to speak to the Tyr monks about learning to fight as they do.
{182116} Khelgar met with the Tyr monks, but they refused to teach him unless he faced the Trial of the Maimed, the Trial of the Even-Handed, and the Trial of Justice. You inscribed each in your journal so you could deal with them separately.
{182117} {Completed the trials}Khelgar met the three trials for the Tyr monks, and they agreed to teach Khelgar how to fight like a monk, if he wished.
{182118} {Khelgar chooses to become a monk}Khelgar answered the three questions for the Tyr monks, and they agreed to teach Khelgar the ways of a monk, if he wished. Khelgar agreed, and he became one of the disciples of the Even-Handed god.
{182119} {Khelgar remains a fighter}Khelgar answered the three questions for the Tyr monks, and they agreed to teach Khelgar how to fight like a monk, if he wished. Khelgar refused, claiming that what he had learned was enough, and he wanted to stay a fighter.
{182120} {Told Khelgar to give up}You convinced Khelgar to give up his quest to become a monk and he resigned himself to the life of a brawler.
{182121} {1000}Khelgar Vision Quest: Trial of the Maimed
{182122} The Tyr monks in the Hall of Justice said that until Khelgar learned who he had wounded in the past, he could not learn anything they wished to teach. Without knowing any of Khelgar's clan, this trial will be difficult.
{182123} {Met scouts}You met other members of Khelgar's Ironfist Clan in Old Owl Well. They didn't seem pleased with Khelgar and how Khelgar left his clan. You need to gain Khelgar's trust to make him see where he has wronged his brothers.
{182124} {Khelgar Influence}You spoke with Khelgar about leaving his clan and he reached an understanding of how he hurt them by leaving. With this knowledge, it may prove to be the answer to the Trial of the Maimed.
{182125} Khelgar spoke to the Tyr monks about his troubles with his clan, answering the Trial of the Maimed and completing one of the three trials they posed to him.
{182126} Khelgar Vision Quest: Trial of the Even-Handed
{182127} The Tyr monks in the Hall of Justice said that until Khelgar viewed all he traveled with equally, he could not hope to learn anything they wished to teach. This may have something to do with Khelgar's treatment of Neeshka, Elanee, and anyone else he has pre-conceived notions about. You may need to gain influence with Khelgar over the course of your travels until you think Khelgar has learned enough to trust them all. When you've gained enough influence with Khelgar, you should speak to him and ask him about it. 
{182128} {Influence success}You spoke to Khelgar about Neeshka and Elanee, and you got him to reluctantly admit their worth. While this may not go far toward making him act any better toward his companions, you think it's taught him not to judge others solely based on first impressions.
{182129} Khelgar spoke to the Tyr monks about his prejudices, answering the Trial of the Even-Handed and completing one of the three trials they posed to him.
{182130} Khelgar Vision Quest: Trial of Justice
{182131} The Tyr monks in the Hall of Justice said that until Khelgar learned why he wished to fight, then he could not hope to learn anything they wished to teach. This may have something to do with how and when Khelgar chooses his battles.
{182132} {Influence success and trial condition}Now that you are on trial for murder, Khelgar has said he will do anything to prove your innocence. You suspect that resolving this trial may be part of the trial Khelgar himself is going through.
{182133} {Influence success and trial condition}After the trial, Khelgar spoke to you about his desire to clear your name. He said he finally understands what it means to fight for a cause that is just, rather than simply for fighting's sake. You should go to the Tyr monks and tell them of his realization.
{182134} {Solved trial of justice}Khelgar spoke to the Tyr monks about why he fights, answering the Trial of Justice and completing one of the three trials they posed to him.
{182135} Reset all spawned companions' levels.
{182136} Nothing.
{182137} Modify roster table. [kr_roster_edit]
{182138} Force nearby creatures to move away. [gr_outofmyway]
{182139} Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and beautiful than their earthly counterparts.
{182140} Celestial Bear
{182141} Celestial Dire Bear
{182142} Celestial Wolf
{182143} Fire Mephit{summoned}
{182144} Shadow{summoned 1}
{182145} Shadow{summoned 2}
{182146} Skeleton{warrior}
{182147} Imp{summoned}
{182148} Succubus{summoned}
{182149} Sylph{summoned}
{182150} This big, bipedal creature is about one and a half times as tall as a human but very thin. It has long and ungainly arms and legs. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened claws. The hide is rubbery, and its hair is thick and ropy, and seems to writhe with its own energy. Rumor has it that this creature can only be killed by the liberal use of fire or acid.
{182151} Elite Vampire
{182152} Adamantine Warmace
{182153} Cold Iron Warmace
{182154} Darksteel Warmace
{182155} Mithral Warmace
{182156} Alchemical Silver Warmace
{182157} Celestial Bear Properties
{182158} Celestial Bear Claw
{182159} Celestial Bear Bite
{182160} Celestial Dire Bear Properties
{182161} Celestial Dire Bear Bite
{182162} Celestial Dire Bear Claw
{182163} Etherealness
{182164} Caster Level(s): Cleric 6, Sorcerer/Wizard 8
Innate Level: 6
School: Transmutation
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: You
Duration: 1 min/level
Etherealness turns the caster ethereal, meaning that no other creature can detect them.  Attacking or performing a hostile action will make the etherealness vanish.
{182165} Silver Shard: Core
{182166} This small metallic shard appears to be a fragment of a larger blade. There is an odd familiarity about it, and you instinctively know what power the fragment possesses.
{182167} Silver Shard: Health Bonus
{182168} Silver Shard: Acid and Electrical Resistance
{182169} Silver Shard: Physical Bonuses
{182170} Silver Shard: Mental Bonuses
{182171} Silver Shard: Paralysis Immunity
{182172} Silver Shard: Combat Bonus
{182173} Silver Shard: Fire and Cold Resistance
{182174} Silver Shard: Death Magic Immunity
{182175} Shield of Darksteel Tower
{182176} This item is named for Benzo's Tale, a halfling favorite told to children leaving home. Ridiculed for his size, foolish Benzo tried to show off by challenging the largest dragon that he could find. He was squashed so flat that several suits of armor were cut from his original. While obviously untrue, would-be adventurers hearing this story tend to choose opponents carefully, especially after receiving a suit of Benzo's Luck as a farewell gift.
{182177} Warmace +1
{182178} Ebon Warmace
{182179} Ironwood Warmace +1
{182180} Ironwood Warmace +3
{182181} Warmace +2
{182182} Warmace +3
{182183} You see a dark, sinister figure with an odd resemblance to the Knight-Captain of Crossroad Keep.
{182184} Shadow General
{182185} City Watch {Large Burned}
{182186} Swordscar
{182187} {Collision Ball}
{182188} {Collision Box}
{182189} CrossroadKeepDouble
{182190} Arcane Circle {03}
{182191} Gallows {2}
{182192} Gallows {Gallows 2 body}
{182193} Pedestal {03}
{182194} Table {14}
{182195} Table {15}
{182196} Zeeaire's Portal{Arm}
{182197} Zeeaire's Portal{Base}
{182198} Zeeaire's Portal{Arm Broken}
{182199} Warmace +4
{182200} Warmace +5
{182201} CityMPainting17
{182202} Your men will have to wait here, Captain.
{182203} It's your choice. Please return when you're feeling more agreeable.
{182204} I've no idea what Axle thinks, nor is it my job to speculate. Those are his orders.
{182205} |SCRIPTER: Doorway opens and player moves inside, conversation fires.|Go on in.
{182206} Perhaps in your hall that is true, but not in this place.
{182207} Axle's request remains the same. Please have your men wait here.
{182208} Indeed. Will your men wait?
{182209} I'm afraid you must still wait here.
{182210} This door remains locked until Axle is finished!
{182211} This is new.
{182212} Does Axle fear me, now?
{182213} My companions are above waiting halls.
{182214} Axle will see us together, or not see us at all.
{182215} Very well.
{182216} As he wishes.
{182217} Nevermind, I'm leaving.
{182218} 34_p_vfx_portal
{182219} From Merdelain Gauntlet
{182220} Shadow Portal
{182221} Statue of Cleansing Nova
{182222} Statue of Shining Shield
{182223} Statue of Aurora Chain
{182224} Statue of Web of Purity
{182225} Statue of Soothing Light
{182226} There seems to be something large and dark moving around just within this portal.
{182227} Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale.
{182228} Fiendish Dire Rat {blackguard servant 1}
{182229} Fiendish Dire Rat {blackguard servant 2}
{182230} This sword moves in mid-air as if held by an unseen hand. 
{182231} Mordenkainen's Sword
{182232} Skeleton{blackguard companion 1}
{182233} Skeleton{blackguard companion 2}
{182234} CityMRug17
{182235} Type of Feat: Race
Prerequisite: Githyanki or Githzerai.
Specifics: This feat grants spell resistance equal to 5 + character level.
Use: Automatic.
{182236} Stein
{182237} Drum
{182238} Flute
{182239} Inkwell
{182240} Bag
{182241} Mandolin
{182242} Pan
{182243} Pot
{182244} Rake
{182245} Shovel
{182246} Smithyhammer
{182247} Spoon
{182248} Bottle
{182249} CityMCanvasstand
{182250} Least Spell Mantle
{182251} Caster Level(s): Cleric 4, Wizard / Sorcerer 4
Innate Level: 4
School: Abjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / level
Save: Harmless
Spell Resistance: No

You create a barrier around yourself that absorbs all incoming spells and spell-like abilities. It can absorb up to 1d4+4 levels of spells before collapsing.
{182252} Eldritch Blast (2d6)
{182253} Eldritch Blast (3d6)
{182254} Eldritch Blast (4d6)
{182255} Eldritch Blast (5d6)
{182256} Eldritch Blast (6d6)
{182257} Eldritch Blast (7d6)
{182258} Eldritch Blast (8d6)
{182259} Eldritch Blast (9d6)
{182260} CityBDock_Large
{182261} CityMDais
{182262} Exit to Main Menu?
{182263} Quit to Desktop?
{182264} Are you sure you wish to exit?  Changes will not be saved!
{182265} Painting{17}
{182266} Dock {Large}
{182267} Door
{182268} These dark-hued infusions, made from the horns and heart of young bulls, grant the drinker great physical strength.
{182269} Although most are loath to know what possible cat-related components might have gone into the crafting of this potion, it is nonetheless greatly valued for the impressive increase it gives to its drinker's dexterity.
{182270} {Door}Exit
{182271} You recovered this shard from the ruins near West Harbor, where it had been hidden by Daeghun, your foster father. This silvery piece of metal looks like a fragment of a once well-crafted item. Though not obviously magical, just having the shard with you grants you a sense of confidence and destiny.
{182272} Cave Entrance
{182273} {Caves Door}Door
{182274} |Fade up on PC Party|
{182275} Noble Waypoint
{182276} Shot of Kiggo and friends
{182277} Shot of Axle/Brelaina
{182278} Shot of Nasher and Co.
{182279} Long shot of companions in crowd
{182280} Minor Fire Trap
{182281} |Shot of Nasher and Co.|
{182282} |Shot of Axle/Brelaina|
{182283} |Shot of Imps if free|
{182284} |shot of companions in crowd|

{182285} | Painter paths away and player gets portrait |
{182286} |  Painter and Model both path away and despawn, never to return. |
{182287} | Painter paths away |
{182288} Projectile Trap Trigger, Bolt (Fatal)
{182289} Projectile Trap Trigger, Bolt (Deadly)
{182290} Projectile Trap Trigger, Arrow (Fatal)
{182291} Projectile Trap Trigger, Dart (Fatal)
{182292} Strong Spike Trap
{182293} Uthanck Speak Trigger
{182294} Strong Gas Trap
{182295} Minor Electrical Trap
{182296} Test the AJ Fight.
{182297} Deadly Acid Splash Trap
{182298} Average Fire Trap
{182299} Strong Fire Trap
{182300} |SCRIPTER: Shot of the player walking through the doorway into Axle's office.|
{182301} |SCRIPTER: Shot of the guards moving to block the doorway, then facing towards the rest of party.|
{182302} |SCRIPTER: Shot of the office door closing.|
{182303} |SCRIPTER: Shot of thieves appearing around party, now standing in a circle formation.|
{182304} |SCRIPTER: Shot of thieves standing around PC.|
{182305} | Open gate to proceed forward. Give XP. |
{182306} Victim faction member
{182307} Aggressor faction member
{182308} Trap
{182309} Projectile Trap Trigger, Arrow (Deadly)
{182310} Make me immortal.
{182311} Electrical Trap, Minor
{182312} Fire Trap, Strong
{182313} Electrical Trap, Average
{182314} Sonic Trap, Deadly
{182315} Frost Trap, Deadly
{182316} Open Gates
{182317} The Emissary Issani's escort has been destroyed, and the emissary himself is believed to have been captured. Callum suggests that you start your search at the stronghold of Yaisog, one of the elder orc warlords.
{182318} Deadly Blacksoul Sickle
{182319} Under the direction of Druxus Rhym, these rings are created by the Red Wizards of Thay and are sold in their enclaves across the realms. Cheap and easy to make; this magical protection from certain elements is a huge source of profit for the enclaves.
{182320} CityMFlask01
{182321} CityMFlask02
{182322} CityMVial
{182323} RuralMAxerest1
{182324} City Watch Helmet
{182325} This sturdy, pure iron ore is the basic building block of most armor and weapons on Faerûn.
{182326} This soft, supple leather is the basic material required to craft various leather armors and weapons.
{182327} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

A variant of the mace, morningstars combine the impact of a blunt weapon like a club with the piercing damage from the weapon's spiked head.

Materials Required: 2 metal ingots
{182328} Warmace Mold
{182329} Crafting molds can be used by a skilled artisan to make a variety of useful weapons and armor.

The warmace is an attempt to combine the versatility of the quarterstaff with the striking power of the mace.

Materials Required: 1 metal ingot
{182330} The Tome of Alchemy
{182331} Lewy Jons' Pig
{182332} BlueLight
{182333} Deity: <CUSTOM0>
{182334} CityMTrophyCup
{182335} CityBCKBrokenTower01
{182336} CityBCKBrokenTower02
{182337} CityBCKBattlement01
{182338} You discover a crude map on the body of Slaan. The map appears to show the location of his clan's lair. If so, these may be the same lizardfolk that have been attacking ships off the coast of Highcliff.
{182339} Naked
{182340} MausDoor1
{182341} RuralHouse
{182342} CityFlagon
{182343} CityMIllmatar
{182344} One of the many citizens of Neverwinter, out and about on her daily errands.
{182345} This is one of the countless citizens that call Neverwinter home. Most of the city's inhabitants are humans of Tethyrian or Illuskan descent, though elves, dwarfs, halfings, gnomes and half-breeds can be found all over the city.
{182346} |Already met Ophala|I've already met Ophala. She owns the Moonstone Mask.
{182347} Harvested only from Neverwinter Wood, the pale, greenish wood of Shederran is prized by craftsmen seeking to make the highest quality of bows and crossbows.
{182348} To the Back Alley
{182349} {Moire's Hideout}Door
{182350} Reesa
{182351} {DoorT_SI_Door01}Door
{182352} Door{Guardian Ruins}
{182353} Ian Harman{Casualty Male}
{182354} Pierson{Casualty Male}
{182355} <color=Gold><b>AERDRIE FAENYA</b></color=Gold>

<b>Aliases:</b><i> The Winged Mother, Queen of the Avariel</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Air, weather, avians, rain, fertility, avariels
{182356} <color=Gold><b>ANGHARRADH</b></color=Gold>

<b>Aliases:</b><i> The Triune Goddess, Queen of Arvandor</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Spring, fertility, planting, birth, defense, wisdom
{182357} <color=Gold><b>CORELLON LARETHIAN</b></color=Gold>

<b>Aliases:</b><i> Creator of the Elves, First of the Seldarine, Coronal of Arvandor</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Magic, music, arts, crafts, war, the elven race (especially sun elves), poetry, bards, warriors.
{182358} <color=Gold><b>EREVAN ILESERE</b></color=Gold>

<b>Aliases:</b> <i>The Chameleon, the Green Changeling, the Fey Jester</i>
<b>Alignment:</b> Chaotic Neutral
<b>Portfolio:</b> Mischief, change, rogues
{182359} <color=Gold><b>FENMARL MESTARINE</b></color=Gold>

<b>Aliases:</b><i> The Lone Wolf</i>
<b>Alignment:</b> Chaotic Neutral
<b>Portfolio:</b> Feral elves, outcasts, scapegoats, isolation
{182360} <color=Gold><b>HANALI CELANIL</b></color=Gold>

<b>Aliases:</b><i> The Heart of Gold, Winsome Rose, Lady Goldheart</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Love, romance, beauty, enchantments, magic item artistry, fine art, artists
{182361} <color=Gold><b>LABELAS ENORETH</b></color=Gold>

<b>Aliases:</b><i> The Lifegiver, Lord o the Continuum, the Sage at Sunset</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Time, longevity, the moment of choice, history
{182362} <color=Gold><b>RILLIFANE RALLATHIL</b></color=Gold>

<b>Aliases:</b><i> The Leaflord</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Woodlands, nature, wild elves, druids
{182363} <color=Gold><b>SEHANINE MOONBOW</b></color=Gold>

<b>Aliases:</b><i> Daughter of the Night Skies, the Luminous Cloud, Lady of Dreams</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Mysticism, dreams, death, journeys, transcendence, the moon, the stars, the heavens, moon elves
{182364} <color=Gold><b>SHEVARASH</b></color=Gold>

<b>Aliases:</b><i> The Black Archer, the Night Hunter</i>
<b>Alignment:</b> Chaotic Neutral
<b>Portfolio:</b> Hatred of the drow, vengeance, crusades, loss

{182365} <color=Gold><b>SOLONOR THELANDIRA</b></color=Gold>

<b>Aliases:</b><i> Keen-Eye, the Great Archer</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Archery, hunting, wilderness survival
{182366} <color=Gold><b>BAERVAN WILDWANDERER</b></color=Gold>

<b>Aliases:</b><i> The Masked Leaf</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Travel, nature, forest gnomes
{182367} <color=Gold><b>BARAVAR CLOAKSHADOW</b></color=Gold>

<b>Aliases:</b><i> The Sly One, Master of Illusion, Lord in Disguise</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Illusions, deception, traps, wards
{182368} <color=Gold><b>CALLARDURAN SMOOTHHANDS</b></color=Gold>

<b>Aliases:</b><i> Deep Brother, Master of Stone, Lord of Deepearth</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Stone, the Underdark, mining, the svirfneblin
{182369} <color=Gold><b>FLANDAL STEELSKIN</b></color=Gold>

<b>Aliases:</b><i> Master of Metal, the Great Steelsmith</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Mining, physical fitness, smithing, metal-working

{182370} <color=Gold><b>GAERDAL IRONHAND</b></color=Gold>

<b>Aliases:</b><i> The Stern, Shield of the Golden Hills</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Vigilance, combat, martial defense
{182371} <color=Gold><b>GARL GLITTERGOLD</b></color=Gold>

<b>Aliases:</b><i> The Joker, the Watchful Protector, the Sparkling Wit</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Protection, humor, trickery, gem cutting, gnomes

{182372} <color=Gold><b>SEGOJAN EARTHCALLER</b></color=Gold>

<b>Aliases:</b><i> Earthfriend, Lord of the Burrow</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Earth, nature, the dead
{182373} <color=Gold><b>URDLEN</b></color=Gold>

<b>Aliases:</b><i> The Crawler Below</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Greed, bloodlust, evil, hatred, uncontrolled impulse, spriggans
{182374} <color=Gold><b>ARVOREEN</b></color=Gold>

<b>Aliases:</b><i> The Defender, the Wary Sword</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Defense, war, vigilance, halfling warriors, dury
{182375} <color=Gold><b>BRANDOBARIS</b></color=Gold>

<b>Aliases:</b><i> Master of Stealth, the Irrepressible Scamp</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Stealth, thievery, adventuring, halfling rogues
{182376} <color=Gold><b>CYRROLLALEE</b></color=Gold>

<b>Aliases:</b><i> The Hand of Fellowship, the Hearthkeeper</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Friendship, trust, the hearth, hospitality, crafts
{182377} <color=Gold><b>SHEELA PERYROYL</b></color=Gold>

<b>Aliases:</b><i> Green Sister, Watchful Mother</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Nature, agriculture, weather, song, dance, beauty, romantic love
{182378} <color=Gold><b>UROGALAN</b></color=Gold>

<b>Aliases:</b><i> He Who Must Be, Lord of the Earth, the Black Hound</i>
<b>Alignment:</b> Lawful Neutral
<b>Portfolio:</b> Earth, death, protection of the dead
{182379} <color=Gold><b>YONDALLA</b></color=Gold>

<b>Aliases:</b><i> The Protector and Provider, the Nurturing Matriarch, the Blessed One</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Protection, bounty, halflings, children, security, leadership, wisdom, creation, family, tradition
{182380} <color=Gold><b>BAHGTRU</b></color=Gold>

<b>Aliases:</b><i> The Strong, the Leg Breaker, the Son of Gruumsh</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Loyalty, stupidity, brute strength
{182381} <color=Gold><b>GRUUMSH</b></color=Gold>

<b>Aliases:</b><i> He Who Never Sleeps, the One-Eyed God, He Who Watches</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Orcs, conquest, survival, strength, territory
{182382} <color=Gold><b>ILNEVAL</b></color=Gold>

<b>Aliases:</b><i> The Horde Leader, the War Maker, the Lieutenant of Gruumsh</i>
<b>Alignment:</b> Neutral Evil
<b>Portfolio:</b> War, combat, overwhelming numbers, strategy
{182383} <color=Gold><b>LUTHIC</b></color=Gold>

<b>Aliases:</b><i> The Cave Mother, the Blood Moon Witch</i>
<b>Alignment:</b> Neutral Evil
<b>Portfolio:</b> Caves, orc females, home, wisdom, fertility, healing, servitude
{182384} <color=Gold><b>SHARGAAS</b></color=Gold>

<b>Aliases:</b><i> The Night Lord, the Blade in the Darkness, the Stalker Below</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Night, thieves, stealth, darkness, the Underdark

{182385} <color=Gold><b>YURTRUS</b></color=Gold>

<b>Aliases:</b><i> White Hands, the Lord of Maggots, the Rotting one</i>
<b>Alignment:</b> Neutral Evil
<b>Portfolio:</b> Death, disease
{182386} <color=Gold><b>GHAUNADAUR</b></color=Gold>

<b>Aliases:</b><i> That Which Lurks, the Elder Eye</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Oozes, slimes, jellies, outcasts, ropers, rebels
{182387} <color=Gold><b>KIARANSALEE</b></color=Gold>

<b>Aliases:</b><i> Lady of the Dead, the Revenancer, the Vengeful Banshee</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Undead, vengeance
{182388} <color=Gold><b>LOLTH</b></color=Gold>

<b>Aliases:</b><i> Queen of Spiders, Queen of the Demonweb Pits</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Assassins, chaos, darkness, drow, evil, spiders
{182389} <color=Gold><b>SEVELTARM</b></color=Gold>

<b>Aliases:</b><i> Champion of Lolth, the Spider That Waits</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Drow warriors
{182390} <color=Gold><b>VHAERAUN</b></color=Gold>

<b>Aliases:</b><i> The Masked Lord, the Masked God of Night</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Thievery, drow males, evil activity on the surface
{182391} <color=Gold><b>ABBATHOR</b></color=Gold>

<b>Aliases:</b><i> Great Master of Greed, Trove Lord, Wyrm of Avarice</i>
<b>Alignment:</b> Neutral Evil
<b>Portfolio:</b> Greed
{182392} <color=Gold><b>BERRONAR TRUESILVER</b></color=Gold>

<b>Aliases:</b><i> The Revered Mother, Mother of Safety</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Safety, honesty, home, healing, the dwarven family, records, marriage, faithfulness, loyalty, oaths
{182393} <color=Gold><b>CLANGEDDIN SILVERBEARD</b></color=Gold>

<b>Aliases:</b><i> Father of Battle, Lord of the Twin Axes, the Rock of Battle</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Battle, war, valor, bravery, honor in battle
{182394} <color=Gold><b>DEEP DUERRA</b></color=Gold>

<b>Aliases:</b><i> Queen of the Invisible art, Axe Princess of Conquest</i>
<b>Alignment:</b> Lawful Evil
<b>Portfolio:</b> Psionics, conquest, expansion
{182395} <color=Gold><b>DUGMAREN BRIGHTMANTLE</b></color=Gold>

<b>Aliases:</b><i> The Gleam in the Eye, the Errant Explorer</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Scholarship, invention, discovery
{182396} <color=Gold><b>DUMATHOIN</b></color=Gold>

<b>Aliases:</b><i> Keeper of Secrets under the Mountain, the Silent Keeper</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Buried wealth, ores, gems, mining, exploration, shield dwarves, guardian of the dead
{182397} <color=Gold><b>GORM GULTHYN</b></color=Gold>

<b>Aliases:</b><i> Fire Eyes, Lord of the Bronze Mask, the Eternally Vigilant</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Guardian of all dwarves, defense, watchfulness
{182398} <color=Gold><b>HAELA BRIGHTAXE</b></color=Gold>

<b>Aliases:</b><i> Lady of the Fray, Luckmaiden</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Luck in battle, joy of battle, dwarven fighters
{182399} <color=Gold><b>LADUGUER</b></color=Gold>

<b>Aliases:</b><i> The Exile, the Gray Protector, Master of Crafts</i>
<b>Alignment:</b> Lawful Evil
<b>Portfolio:</b> Magic weapon creation, artisans, magic, gray dwarves
{182400} <color=Gold><b>MARTHAMMOR DUIN</b></color=Gold>

<b>Aliases:</b><i> Finder-of-Trails, Watch over Wanderers, the Watchful Eye</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Guides, explorers, expatriates, travelers, lightning
{182401} <color=Gold><b>MORADIN</b></color=Gold>

<b>Aliases:</b><i> The Soul Forger, Dwarffather, All-Father</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Dwarves, creation, smithing, protection, metalcraft, stonework
{182402} <color=Gold><b>SHARINDLAR</b></color=Gold>

<b>Aliases:</b><i> Lady of Life and Mercy, the Shining Dancer</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Healing, mercy, romantic love, fertility, dancing, courtship, the moon
{182403} <color=Gold><b>THARD HARR</b></color=Gold>

<b>Aliases:</b><i> Lord of the Jungle Deeps</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Wild dwarves, jungle survival hunting
{182404} <color=Gold><b>VERGADAIN</b></color=Gold>

<b>Aliases:</b><i> Merchant King, the Short Father, the Laughing Dwarf</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Wealth, luck, chance, non-evil thieves, suspicion, trickery, negotiation, sly cleverness
{182405} <color=Gold><b>AZUTH</b></color=Gold>

<b>Aliases:</b><i> The High One, Patron of Mages, Lord of Spells</i>
<b>Alignment:</b> Lawful Neutral
<b>Portfolio:</b> Wizards, mages, spellcasters in general, monks of the Shining Hand order
{182406} <color=Gold><b>CHAUNTEA</b></color=Gold>

<b>Aliases:</b><i> The Great Mother, the Grain Goddess, Earthmother</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Agriculture, plants cultivated by humans, farmers, gardeners, summer
{182407} <color=Gold><b>BANE</b></color=Gold>

<b>Aliases:</b><i> The Black Lord, the Black Hand, the Lord of Darkness</i>
<b>Alignment:</b> Lawful Evil
<b>Portfolio:</b> Strife, hatred, tyranny, fear
{182408} <color=Gold><b>CYRIC</b></color=Gold>

<b>Aliases:</b><i> Prince of Lies, the Dark Sun, the Black Sun</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Murder, lies, intrigue, deception, illusion
{182409} <color=Gold><b>EILISTRAEE</b></color=Gold>

<b>Aliases:</b><i> The Dark Maiden, Lady of the Dance</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Song, beauty, dance, swordwork, hunting, moonlight
{182410} <color=Gold><b>GOND</b></color=Gold>

<b>Aliases:</b><i> Wonderbringer, Lord of All Smiths</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Artifice, craft, construction, smithwork
{182411} <color=Gold><b>HELM</b></color=Gold>

<b>Aliases:</b><i> The Watcher, the Vigilant One</i>
<b>Alignment:</b> Lawful Neutral
<b>Portfolio:</b> Guardians, protectors, protection
{182412} <color=Gold><b>ILMATER</b></color=Gold>

<b>Aliases:</b><i> The Crying God, the Broken God</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Endurance, suffering, martyrdom, perseverance
{182413} <color=Gold><b>KELEMVOR</b></color=Gold>

<b>Aliases:</b><i> Lord of the Dead, Judge of the Damned</i>
<b>Alignment:</b> Lawful Neutral
<b>Portfolio:</b> Death, the dead
{182414} <color=Gold><b>KOSSUTH</b></color=Gold>

<b>Aliases:</b><i> The Lord of Flames, the Firelord</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Elemental fire, purification through fire
{182415} <color=Gold><b>LATHANDER</b></color=Gold>

<b>Aliases:</b><i> The Morninglord</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Athletics, birth, creativity, dawn, renewal, self-perfection, spring, vitality, youth
{182416} <color=Gold><b>MALAR</b></color=Gold>

<b>Aliases:</b><i> The Beastlord, the Black-Blooded Pard</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Bloodlust, evil lycanthropes, hunters, marauding beasts and monsters, stalking
{182417} <color=Gold><b>MASK</b></color=Gold>

<b>Aliases:</b><i> Master of All Thieves, Lord of Shadows</i>
<b>Alignment:</b> Neutral Evil
<b>Portfolio:</b> Shadows, thievery, thieves
{182418} <color=Gold><b>MIELIKKI</b></color=Gold>

<b>Aliases:</b><i> Our Lady of the Forest, the Forest Queen</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Autumn, dryads, forest creatures, forests, rangers
{182419} <color=Gold><b>MYSTRA</b></color=Gold>

<b>Aliases:</b><i> The Lady of Mysteries, the Mother of All Magic</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Magic, spells, the Weave
{182420} <color=Gold><b>OGHMA</b></color=Gold>

<b>Aliases:</b><i> The Lord of Knowledge, Binder of What is Known</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Bards, inspiration, invention, knowledge
{182421} <color=Gold><b>SELÛNE</b></color=Gold>

<b>Aliases:</b><i> Our Lady of Silver, the Moonmaiden</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Good and neutral lycanthropes, moon, navigation, questers, stars, wanderers
{182422} <color=Gold><b>SHAR</b></color=Gold>

<b>Aliases:</b><i> Mistress of the Night, Lady of Loss, Dark Goddess</i>
<b>Alignment:</b> Neutral Evil
<b>Portfolio:</b> Caverns, dark, dungeons, forgetfulness, loss, night, secrets, the Underdark
{182423} <color=Gold><b>SHAUNDAKUL</b></color=Gold>

<b>Aliases:</b><i> Rider of the Winds, the Helping Hand</i>
<b>Alignment:</b> Chaotic Neutral
<b>Portfolio:</b> Travel, exploration, portals, miners, caravans
{182424} <color=Gold><b>SILVANUS</b></color=Gold>

<b>Aliases:</b><i> Oak Father, the Forest Father, Treefather</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Wild nature, druids
{182425} <color=Gold><b>SUNE</b></color=Gold>

<b>Aliases:</b><i> Firehair, Lady Firehair</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Beauty, love, passion
{182426} <color=Gold><b>TALOS</b></color=Gold>

<b>Aliases:</b><i> The Destroyer, the Storm Lord</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Storms, destruction, rebellion, conflagration, earthquakes, vortices
{182427} <color=Gold><b>TEMPUS</b></color=Gold>

<b>Aliases:</b><i> Lord of Battles, Foehammer</i>
<b>Alignment:</b> Chaotic Neutral
<b>Portfolio:</b> War, battle, warriors
{182428} <color=Gold><b>TORM</b></color=Gold>

<b>Aliases:</b><i> The True, the True Deity, the Loyal Fury</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Duty, loyalty, obedience, paladins
{182429} <color=Gold><b>TYMORA</b></color=Gold>

<b>Aliases:</b><i> Lady Luck, the Lady Whom Smiles, Our Smiling Lady</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Good fortune, skill, victory, adventurers
{182430} <color=Gold><b>TYR</b></color=Gold>

<b>Aliases:</b><i> The Even-Handed, the Maimed God, the Just God</i>
<b>Alignment:</b> Lawful Good
<b>Portfolio:</b> Justice
{182431} <color=Gold><b>UMBERLEE</b></color=Gold>

<b>Aliases:</b><i> The Bitch Queen, Queen of the Depths</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Oceans, currents, waves, sea winds
{182432} <color=Gold><b>WAUKEEN</b></color=Gold>

<b>Aliases:</b><i> Merchant's Friend</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Trade, money, wealth
{182433} <color=Gold><b>AKADI</b></color=Gold>

<b>Aliases:</b><i> Queen of Air, the Lady of Air, Lady of the Winds</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Elemental air, movement, speed, flying creatures
{182434} <color=Gold><b>AURIL</b></color=Gold>

<b>Aliases:</b><i> Frostmaiden, Icedawn, the Cold Goddess</i>
<b>Alignment:</b> Neutral Evil
<b>Portfolio:</b> Cold, winter
{182435} <color=Gold><b>BESHABA</b></color=Gold>

<b>Aliases:</b><i> The Maid of Misfortune, Lady Doom</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Random mischief, misfortune, bad luck, accidents
{182436} <color=Gold><b>DENEIR</b></color=Gold>

<b>Aliases:</b><i> Lord of All Glyphs and Images, the Scribe of Oghma</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Glyphs, images, literature, scribes, cartography
{182437} <color=Gold><b>ELDATH</b></color=Gold>

<b>Aliases:</b><i> Goddess of Singing Waters, Mother Guardian of Groves, the Green Goddess</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Quiet places, springs, pools, peace, waterfalls
{182438} <color=Gold><b>FINDER WYVERNSPUR</b></color=Gold>

<b>Aliases:</b><i> The Nameless Bard</i>
<b>Alignment:</b> Chaotic Neutral
<b>Portfolio:</b> Cycle of life, transformation of art, saurials
{182439} <color=Gold><b>GARAGOS</b></color=Gold>

<b>Aliases:</b><i> The Reaver, Master of All Weapons, Lord of War</i>
<b>Alignment:</b> Chaotic Neutral
<b>Portfolio:</b> War, skill-at-arms, destruction, plunder
{182440} <color=Gold><b>GARGAUTH</b></color=Gold>

<b>Aliases:</b><i> The Tenth Lord of Nine, the Lost Lord of the Pit, the Hidden Lord</i>
<b>Alignment:</b> Lawful Evil
<b>Portfolio:</b> Betrayal, cruelty, political corruption, powerbrokers
{182441} <color=Gold><b>GRUMBAR</b></color=Gold>

<b>Aliases:</b><i> Earthlord, King of the Land Below, Below the Roots</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Elemental earth, solidarity, changelessness, oaths
{182442} <color=Gold><b>GWAERON WINDSTROM</b></color=Gold>

<b>Aliases:</b><i> Master of Tracking, the Tracker Who Never Goes Astray</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Tracking, rangers of the North
{182443} <color=Gold><b>HOAR</b></color=Gold>

<b>Aliases:</b><i> The Doombringer, Lord of Three Thunders</i>
<b>Alignment:</b> Lawful Neutral
<b>Portfolio:</b> Revenge, retribution, poetic justice
{182444} <color=Gold><b>ISTISHIA</b></color=Gold>

<b>Aliases:</b><i> The Water Lord, King of the Water Elementals</i>
<b>Alignment:</b> Neutral
<b>Portfolio:</b> Elemental water, purification
{182445} <color=Gold><b>JERGAL</b></color=Gold>

<b>Aliases:</b><i> Lord of the End of Everything, Scribe of the Doomed, the Pitiless One</i>
<b>Alignment:</b> Lawful Neutral
<b>Portfolio:</b> Fatalism, proper burial, guardian of tombs
{182446} <color=Gold><b>LLIIRA</b></color=Gold>

<b>Aliases:</b><i> Our Lady of Joy, Joybringer, Mistress of Revels</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Joy, happiness, dance, festivals, freedom, liberty
{182447} <color=Gold><b>LOVIATAR</b></color=Gold>

<b>Aliases:</b><i> Maiden of Pain, the Willing Whip</i>
<b>Alignment:</b> Lawful Evil
<b>Portfolio:</b> Pain, hurt, agony, torment, suffering, torture
{182448} <color=Gold><b>LURUE</b></color=Gold>

<b>Aliases:</b><i> The Unicorn, the Unicorn Queen, the Queen of Talking Beasts</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Talking beasts, intelligent non-humanoid creatures
{182449} <color=Gold><b>MILIL</b></color=Gold>

<b>Aliases:</b><i> Lord of Song, the One True Hand of All-Wise Oghma</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Poetry, song, eloquence
{182450} <color=Gold><b>RED KNIGHT</b></color=Gold>

<b>Aliases:</b><i> Lady of Strategy, Grandmaster of the Lanceboard</i>
<b>Alignment:</b> Lawful Neutral
<b>Portfolio:</b> Strategy, planning, tactics
{182451} <color=Gold><b>SAVRAS</b></color=Gold>

<b>Aliases:</b><i> The All-Seeing, Lord of Divination, He of the Third Eye</i>
<b>Alignment:</b> Lawful Neutral
<b>Portfolio:</b> Divination, fate, truth
{182452} <color=Gold><b>SHARESS</b></color=Gold>

<b>Aliases:</b><i> The Dancing Lady, Mother of Cats</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Hedonism, sensual fulfillment, festhalls, cats
{182453} <color=Gold><b>SHIALLIA</b></color=Gold>

<b>Aliases:</b><i> Dancer in the Glades, Daughter of the High Forest, the Lady of the Woods</i>
<b>Alignment:</b> Neutral Good
<b>Portfolio:</b> Woodland glades, woodland fertility, growth, the High Forest, Neverwinter Wood
{182454} <color=Gold><b>SIAMORPHE</b></color=Gold>

<b>Aliases:</b><i> The Divine Right</i>
<b>Alignment:</b> Lawful Neutral
<b>Portfolio:</b> Nobles, rightful rule of nobility, human royalty
{182455} <color=Gold><b>TALONA</b></color=Gold>

<b>Aliases:</b><i> Lady of Poison, Mistress of Disease, Mother of All Plagues</i>
<b>Alignment:</b> Chaotic Evil
<b>Portfolio:</b> Pestilence, sickness, poison
{182456} <color=Gold><b>VALKUR</b></color=Gold>

<b>Aliases:</b><i> The Mighty, Captain of the Waves</i>
<b>Alignment:</b> Chaotic Good
<b>Portfolio:</b> Sailors, ships, favorable winds, naval combat
{182457} <color=Gold><b>VELSHAROON</b></color=Gold>

<b>Aliases:</b><i> The Vaunted, Archmage of Necromancy, Lord of the Forsaken Crypt</i>
<b>Alignment:</b> Neutral Evil
<b>Portfolio:</b> Necomancy, necromancers, evil liches, undeath
{182458} <color=Gold><b>AO</b></color>

<b>Aliases:</b><i> The Overgod, Lord Ao</i>
<b>Portfolio:</b> Governance of the deities of Abeir-Toril.
<b>Notes:</b> Ao is not involved in the affairs of mortals, and most people consider worshipping the Overgod to be pointless.

{182459} Meteor Swarm (At Location)
{182460} Meteor Swarm (On Single Target)
{182461} Meteor Swarm (Around Self)
{182462} I do not think we should harm it, since that could serve only to anger the dragon.
{182463} Or perhaps we can use this heart to our advantage.
{182464} I'm not about to touch <i>anything</i> in this valley.
{182465} This spirit should be worried about angering me.
{182466} Know that p-{"perhaps"}
{182467} <color=Gold><b>None</b></color=Gold>

You follow no deity. Should you decide to become a cleric, ranger, druid, or paladin, you may be required to select a deity.
{182468} [Appraise Skill]: You browse the merchant's wares.
{182469} [Appraise Skill]: You browse the merchant's wares.
{182470} [Appraise Skill]: You browse the merchant's wares.
{182471} Shades (Self)
{182472} Shades (Creature)
{182473} Shades (Ground)
{182474} {Thick dumb, and unphased - he mixes up the phrase intentionally, stumbling over it}That don't matter - she reports to Axle and that puts us at the same footing. Axle wants his coin - ten thousand of them.
{182475} The module loaded is different from the server's version, it may be old or corrupt.
{182476} Susie
{182477} Squeak
{182478} CK_DoubleDoor
{182479} CityBMausoleum2
{182480} As a warlock, you can cast invocations with the Spellbook, Quick Bar, or Quick Cast just as you would cast spells with Amie. Eldritch Blast, your primary offensive spell, is unique in that you modify it with an Eldritch Essence, a Blast Shape or both.

To cast an Eldritch Blast modified by a Blast Shape or an Eldritch Essence, open your Spellbook (press "B") and drag the Shape or Essence invocations into your Quick Bar. You can then click the icon (or press the corresponding number key) to cast the modified Eldritch Blast.

To cast an Eldritch Blast modified by both a Blast Shape and an Eldritch Essence, start by dragging either the Shape or Essence invocation into a Quick Bar slot. Next, drag the other desired invocation into the <i>same</i> Quick Bar slot. The two icons will merge and you can use it to cast an Eldritch Blast that combines the powers of both invocations!
{182481} planetouched
{182482} You may not disable this mode. Characters with Swift Tracking always receive the benefits of active track mode.
{182483} Air Domain
{182484} Animal Domain
{182485} Death Domain
{182486} Destruction Domain
{182487} Earth Domain
{182488} Evil Domain
{182489} Fire Domain
{182490} Good Domain
{182491} Healing Domain
{182492} Knowledge Domain
{182493} Magic Domain
{182494} Plant Domain
{182495} Protection Domain
{182496} Strength Domain
{182497} Sun Domain
{182498} Travel Domain
{182499} Trickery Domain
{182500} War Domain
{182501} Water Domain
{182502} | Praven and cohorts attack. |
{182503} | Praven and cohorts attack. |
{182504} |One of the three comps is in the party|
{182505} |neeshka, khelgar nor elanee are in the party|
{182506} You heard him, boys. Get everything ready. We're moving out.
{182507} Despite its barbaric appearance, this helm bears a rather sophisticated - if weak - enchantment that allows the wearer to focus themselves more effectively.  The popular theory is that a roaming mage in a tight spot grabbed this helm up and enchanted it in a hurry to give them the edge they needed, but this is little more than speculation.
{182508} Despite its simple appearance, this helm bears a rather sophisticated - if weak - enchantment that allows the wearer to focus themselves more effectively.  The popular theory is that a roaming mage in a tight spot grabbed this helm up and enchanted it in a hurry to give him the edge he needed, but this is little more than speculation.
{182509} During the height of the first empire of Illefarn, the Order of the Sallow Leaf formed the rear guard of the emperor's traveling coterie.  Though every member was exceptional in his or her martial prowess and loyalty to the empire, their fine senses were of particular value.  Many enemies of Illefarn strove to lay low its emperor, and the guards of the ordr er were always ready to repel hostile assailants.

In -1223 DR, the head of the Order of the Sallow Leaf was a devoted warrior named Galan Whitesparrow.  The threat to the emperor and his associates was especially fierce during this time, and the resources of the order were spread thin.  Galan happened to be with a detachment of the order when the emperor's favorite niece, Ilum Lura, was attacked by assassins.  Galan and his comrades saved the life of Ilum Lura at great personal cost.  Ilum Lura personally thanked Galan for his efforts and the normally stoic ranger fell in love with her.  Ilum's sense of social propriety prevented her from publicly reciprocating Galan's advances, but he accepted an elaborate metal pin from her.  The leaf and berry pin was woven into his fine chain shirt, poised over his own heart.

Galan Whitesparrow died in the year -1215 DR, defending the imperial baggage on its passage through the Mere of Dead Men.  His body was never recovered, nor were his arms and armor.
{182510} Kossuth's Hand
{182511} Long Shot of the Flagon Door
{182512} Lendoku Marhael was reputed to be one of the best performers of his generation. When his son, Gardoku, proved to be of only middling talent, Lendoku commissioned the development of these performance enhancers. The mage who developed the gloves heard of Gardoku's success and began selling similar gloves to Gardoku's competitors. The mage died shortly thereafter, outside a pub owned by the Marhael family.
{182513} Name your debug.[Do not translate this conversation]
{182514} Set Yaisog as escaped
{182515} Nothing at this time.
{182516} {Cave Entrance 1}Cave Entrance
{182517} Made of the rare metal adamantine, the mystic power of the material permeates this helm, improving the wearer's concentration and making them harder to hit.
{182518} 13wp_yaisog_jump_a
{182519} {DoorT_StdCave01}Door
{182520} |Fade Down|
{182521} |No Companion|
{182522} {Luskan Threat Case}Bookcase
{182523} Door{Rural House Door}
{182524} {Illefarn Door}Door
{182525} |Fade Up|
{182526} Door{Standard Interior Door 4}
{182527} |Fade Up|
{182528} |PC is a Shadow Thief|You and I have no business together. I suggest that you leave - now.
{182529} A well polished key.
{182530} {Basic01}Door
{182531} Gate{CWALL1}
{182532} Door{Estate01}
{182533} Two shot, player and hlam in front of shrine
{182534} Angle up on statue of Tyr
{182535} Long shot of NPC visitors for the rite
{182536} Shot of Khelgar entering
{182537} <b>Buurrrrrrrp</b>
{182538} You freed us from the gnome. Your sacrifice won't be forgotten.
{182539} I shall drink ten mugs in your honor, doomed one.
{182540} Cyran's crypt (crypt testing only - not for progression.)
{182541} I am a shadow thief and I want Reylene to testify.
{182542} I am City Watch and I want Reylene to Testify.
{182543} Blacklake, prep for Standoff.
{182544} Shot of the guard running in
{182545} First Establishing shot
{182546} Alternate crowd shot
{182547} Marshal Cormick{standoff}
{182548} City Watchman{Chaser}
{182549} Ciressa Gind'ra was a mage who infiltrated the Night Masks for the Harpers, before she was found drowned in a two-inch puddle outside her residence. To infiltrate them, Ciressa created an amulet that allowed her to mimic the abilities of a master thief. One night she used it to break into the Night King's private quarters. She didn't anticipate the Night King's personal guard, who had a permanent detect magic spell surrounding the room. When the Night King was finished with her, he took the amulet, and since it had qualities useful for any adventurer, he made copies of it, which he sold throughout the land.
{182550} High shot of Arena
{182551} This pure gold chalice is finely worked and bears the symbol of a sun rising upon a blooming rose. On command, it sheds a bright light equal to a light spell. The chalice can be commanded to heal multiple targets, which uses one charge. When all three of its charges have been used, the chalice retains its light ability.
{182552} Ring of Magic Defenses
{182553} Go to the Greycloak Battle.
{182554} Battlement{01 Crossroads Keep}
{182555} Establishing shot of Grobnar working on Construct
{182556} This is a hastily scrawled note from Ammon Jerro that lists what is needed to create a Gold Filigree Charm for summoning the Devil Mephasm:
" 1 Faint Power Essence
  1 Glowing Fire Essence
  1 Star Sapphire
  1 Gold Necklace
Combine these items in the magician's workbench near Grobnar and cast <i>Darkness</i>. This charm must be crafted near the summoning circle. Do NOT even attempt this if you lack the knowledge to craft wondrous items."

{182557} This is an elegantly scripted list of ingredients needed to create focus objects needed to bargain with the devil Mephasm:
"These wondrous items can all be created with the <i>Darkness</i> spell using a magician's workbench near a summoning circle:
- Glowing Power Essence, Ruby, Dark Steel Ingot
 - Glowing Fire Essence, Sapphire, Mithril Ingot
 - Faint Power Essence, Faint Fire Essence, Blue Diamond, Iron Ingot"

{182558} Balor's Whip
{182559} Prized almost universally by clerics of every deity, these rare amulets are said to bestow a god or goddess's favored gaze on the user, granting them additional spells and divine protection.
{182560} Cloak of Etherealness
{182561} Shot of shandra kneeling
{182562} High shot of Shandra dead.
{182563} When Poderik Strind survived his first attack from a golem, he was struck by a thought.  If a person could harness the same magical energies that animated a powerful golem, and put them on a suit of armor, that person would be a walking death machine.  Such a warrior would be better than either a golem or a regular warrior, since he would have the strength and toughness of the golem, but the flexible mind of a man.  The design disappeared with Poderik when he went to test his armor in a haunted cavern and never came back.
{182564} Fire
{182565} Ok, pick your configuration.
{182566} Ok, what level of fortification should you have?
{182567} Allright.
{182568} Done and done.
{182569} Let me set the number of reserve troop units I have in store.
{182570} Fighters: 1, Archers 1:
{182571} Fighters: 2, Archers: 1
{182572} Fighers: 2, Archers: 2
{182573} Fighters: 3, Archers: 2
{182574} Fighers: 3, Archers: 3
{182575} Fighters: 4, Archers: 3
{182576} Fighters: 4, Archers: 4
{182577} Let me determine the state of my walls.
{182578} Patched.
{182579} Reinforced.
{182580} Completely rebuilt, with towers.
{182581} No changes, leave it as it is.
{182582} Archery Damage Trigger
{182583} Battlement Trigger
{182584} Lizardfolk Cave
{182585} Your raid against Moire's warehouse was a success. You were also able to recover documents that may shed further light on her operations. Return to Captain Brelaina in the Merchant Quarter to report your success.
{182586} You returned to Captain Brelaina with the documents you discovered in the warehouse. Moire's smuggling operations are in for some difficult times.
{182587} The Nine located the hideout of mysterious killers that have brought trouble to the city. Though she's been ordered to support The Nine in their assault, Brelaina instead has ordered you to deal with them before The Nine can mount their own operation. The assassins are currently holed up in the Merchant Quarter, near the warehouse you raided recently.
{182588} You've discovered that the shards are actually pieces of a silver githyanki sword. The swords are apparently highly prized by the githyanki - so much so that they will go to great lengths to retrieve any that are lost or stolen.

This explains why the Githyanki and their thralls have been hunting you for all this time. There are very likely more shards from the same sword as yours came from.
{182589} Gera and Zachan were very grateful for the safe return of their son. They rewarded you with an old family heirloom that has been well cared for over the years.
{182590} The City Watch has received information that Moire's gang is attempting to smuggle a large cache of weapons through the Back Alley. Captain Brelaina wants the smugglers apprehended and the goods confiscated.

City Watchmen on Moire's payroll may be helping with the smuggling operation.

Enter the Back Alley via the Docks District and prevent the weapons from reaching their destination.
{182591} The Tomb of the Betrayers contains the bodies of Neverwinter's greatest villains. The corpses are locked up tight, and the priests of Tyr perform monthly sweeps to ensure that the tomb has not been disturbed.

The priest sent to perform the latest sweep has not returned, and Judge Oleff is concerned for his well being. Trouble in the Tombs could mean trouble for the city as well.

Enter the tombs and find the missing priest. Once you've entered, you will not be able to leave except with the help of the missing priest.
{182592} You've defeated the undead lord and unlocked the tomb. Make your escape with the priest and report what you've seen to Judge Oleff.
{182593} Judge Oleff was relieved that your rescue mission was a success and the priest is safe. The church of Tyr will deal with any undead still shuffling within the tombs.
{182594} {1000}Khelgar Vision Quest: Trial of the Even-Handed
{182595} {1000}Khelgar Vision Quest: Trial of Justice
{182596} {0}Kipp
{182597} In order to compete in the Knaves' Challenge, you will need to recruit someone who can "pick pockets, break locks, and search for hidden trinkets."
If your party is in need of a rogue talk to Kipp, a boy who is lurking near Tarmas's tent.
{182598} Test Map 1
{182599} Test Map 2
{182600} Test1 Interior
{182601} This essence swirls and glows with a soft, brown light.
{182602} Tenser's Transformation
{182603} Salamander Hide Leather Armor
{182604} Dethin Prator was a hero of Unther, who lead one of the most successful uprisings against the new Magocracy, run by the Mulhorandi conquerors.  His rebellion lasted two months, during which time his army swelled to total over 1500 men.  His army came to the attention of a dissatisfied Unther mage, who began to supply his army with magical assistance, including this shield.  When the army was finally destroyed, Prator was found dead, but his shield was gone.
{182605} Fiendish Dire Rat Properties
{182606} A plain but well-made drum.
{182607} A small, delicate wooden flute.
{182608} Lute
{182609} Repulsion
{182610} For a brief but bloody time, the fighting pits of Luskan were home to a particularly vicious halfling calling herself "Flurry." Though her opponents were swift to underestimate her, they were quickly surprised at the speed of her attacks and the effectiveness of her strikes. As her reputation grew, Flurry grew reckless, allowing her opponents one free hit on her small frame - showing off to the crowd that she seemed to be unharmed by the blow - before viciously bludgeoning her opponent to death. In the end, it was Flurry's own ego that did her in: in a match where her speed and cunning could have bested her adversary easily, the free hit she allowed him with his scythe proved to be more effective than she had planned, sending her head tumbling into the dust.
{182611} This heavy staff was hand-carved by Winh of the Ivy Lake, an ancient shifter who was truly the master of a thousand shapes.  Thousand of thin, barb-like thorns from an exotic vine that grew in Winh's protectorate grow along this wooden staff.  The thorns snare and deflect any attacks made against the staff's wielder.  Winh died fighting a horde of drow skirmishers who were invading his lands some time ago. 
{182612} Huge Greatsword
{182613} Slam1d4
{182614} A common but beautiful gem, fluorspar comes in many colors - each of them nicely set off by the stones' glassy luster. Best known in its purple hues, which are commonly mistaken for amethyst, flourspar is the much softer of the two and will scratch, chip, and even burn easily.
{182615} Drum of Haunting
{182616} Carved from old bones and covered with the stretched skin of flayed vampires, these grim instruments are not often put on display. They are brutally effective in combat, however, and several famous bards have used them when circumstances made it necessary.
{182617} Lesser Rift Hammer
{182618} Child{human male}
{182619} Broken Tower{01 Crossroads Keep}
{182620} Broken Tower{02 Crossroads Keep}
{182621} Mausoleum {2 Illefarn}
{182622} {Crosskeep Double Door}
{182623} {Flagon Door}
{182624} {Maus Door 1}
{182625} {DoorTempleG01}
{182626} {Standard Interior Door 1}
{182627} Canvas Stand
{182628} Trophy Cup{TINT}
{182629} Dais
{182630} Flask{01}
{182631} Flask{02}
{182632} Illmatar Symbol
{182633} Potion Set {1}
{182634} Rug {017 - TINT}
{182635} Vial
{182636} Axe{resting on a log}
{182637} A small but well-crafted flute.
{182638} Austruth Flute
{182639} A wise and powerful bard in the Moonshaes named Falataer created the first of these instruments, using them to test and reward the students of his bardic college.  Others have since copied the designs, keeping the name Falataer gave them to honor him.
{182640} Greater Necklace of Fireballs
{182641} Scarab of Greater Protection
{182642} Several of these necklaces of magically hardened and preserved ice were created by a half-mad sorcerer who wandered among the Ulutiun tribes of the Great Glacier. 

The necklace mounts four transparent acorn-sized crystals.  The wearer can detach a crystal and hurl it at a distance.  When the crystal reaches the end of its trajectory, it explodes into a storm of ice.
{182643} This instrument appears to be a normal flute. 
{182644} Fife of Blasting
{182645} This instrument appears to be a normal flute. It can be played to create an ultrasonic burst of sound as with the spell sound burst.
{182646} Smite Evil (2x per day)
{182647} Smite Evil (3x per day)
{182648} Smite Evil (4x per day)
{182649} Smite Evil (5x per day)
{182650} You do not have enough points in the Spellcraft skill to scribe this scroll.
{182651} Room Tone Loop 01
{182652} Room Tone Loop 02
{182653} Ambient Shore 01
{182654} This grotesque-looking drum appears to be made of bone and leather.
{182655} {2026}Arena
{182656} Imp{Chased}
{182657} Elanee Casavir Way
{182658} Assassin Attack Uncus Way
{182659} Assassin Attack PC Way
{182660} BlueCircle
{182661} Song Portal Hum
{182662} Neverneath Fire Mephits
{182663} Neverneath Ice Mephits
{182664} Our walls aren't well-fortified, so those catapults and arrows are going to be a problem, too.
{182665} At least we were able to reinforce our walls a little, which will provide some cover from those catapults and arrows.
{182666} Thankfully, we finished rebuilding most of these walls, so our forces will have good coverage against enemy catapults and arrows.
{182667} For certain, our walls are ready for the attack- fully rebuilt and reinforced. Those catapults and arrows won't be coming through easily, even if the siege towers do.
{182668} I almost pity the enemy - the arrow loops we added to the walls will tear them to shreds, once the towers dock.
{182669} |Garius Teleports in front of his wall of fire.|
{182670} |Garius runs to companion 1, hits them with a spell.|
{182671} |Garius turns to player, who runs after him, and freezes him.|
{182672} |Garius runs away.|
{182673} |Shot of Reciter completing True Name recitation.|
{182674} |Shot of Garius falling down in pain, with an effect to indicate that his spell has been disrupted.|
{182675} |Far shot of Garius with effects, to add weight to the Recitation.|
{182676} Daeghun has told you there is a silver shard hidden in the ruins outside of town. A tribe of lizardlings often lurks there, so it could be dangerous. To reach the ruins, leave West Harbor via the road running south by the wheat field or the road running west along the river.
{182677} Short and physically unassuming, Sand has a wry smile and a habit of chuckling to himself while making eye contact. Sand is extremely knowledgeable and he's often visibly lost in thought or debating with himself under his breath. His sense of smell is quite powerful and he often pauses to sniff deeply.
{182678} Black Bear{wild shape}
{182679} A crude but massive two-handed weapon, a greatclub is often studded with nails or spikes or ringed by bands of iron.
{182680} CityMSwordBroken
{182681} Verify Email Address:
{182682} Creature Giant Sword
{182683} Creature Giant Axe
{182684} They are amongst Neverwinter's finest - some of the best-trained troops I have ever seen.
{182685} They are good soldiers, well-trained and ready for battle.
{182686} They are not the most experienced warriors, given their training, but they are brave.
{182687} You have managed to outfit them with very impressive weaponry.
{182688} You have provided them with good arms, suitable for the coming battle.
{182689} You have given them some improvements in equipment, enough to be serviceable.
{182690} Unfortunately, you have not given them much in the way of arms.
{182691} Seat of the Mountain
{182692} Fiery Canyon
{182693} Basic Actions
{182694} Object Interaction
{182695} Hostile Interaction
{182696} Friendly Interaction
{182697} Ally Options
{182698} Use
{182699} Item Interaction
{182700} pound(s)
{182701} Meteor Swarm (Self)
{182702} Meteor Swarm (Location)
{182703} Meteor Swarm (Creature)
{182704} You defeated the dragon Tholapsyx in a great battle. You should return to her lair to claim the weapon of Ivarr's vision.
{182705} Dying Gray Dwarf
{182706} Bandit Scout {Wid Bandit}
{182707} {1017}Axle Devrie's Office
{182708} This ordinary gold coin has a small hole drilled through the middle.
{182709} What would you like to test?
{182710} When Axle's messenger asked for gold, what did you do?
{182711} When Axle's goods got confiscated and his caravan master asked for your help, what did you do?
{182712} Did Axle send assassins after you? (Note that choosing yes will assume that you did not pay Axle's tribute nor free his goods from Greycloak control.  Doing so will also limit your choices on the next two questions to be logically consistent with your choice here.)
{182713} Ok, good luck with everything.
{182714} Test a specific circumstance.
{182715} Sent me to Axle's place, right afer getting his summons as a Shadow Thief.
{182716} Nothing.
{182717} I gave him the money.  I told him truthfully that I would send payment to Axle.
{182718} I lied and told him that we'd send him the money.  I had Uncus lie about sending the money.
{182719} I told him that I wouldn't pay the money.
{182720} I killed the messenger for looking at me the wrong way.
{182721} I arranged to have the goods returned to Axle.
{182722} I decided not to get involved.  I had Uncus decide not to get involved.
{182723} Yes, he did.
{182724} No, he didn't.
{182725} Spawn Elementals
{182726} {Spirit Guardian}Iron Golem
{182727} I already killed him.
{182728} Open all doors in this area.
{182729} You have great influence with Lord Nasher.
{182730} Done. Anything else?
{182731} You have decent influence with Lord Nasher.
{182732} You have bad influence with Lord Nasher.
{182733} You have no influence with Lord Nasher.
{182734} What would you like to test?
{182735} Did Axle send assassins after you? (Note that choosing yes will assume that you did not pay Axle's tribute nor free his goods from Greycloak control.  Doing so will also limit your choices on the next two questions to be logically consistent with your choice here.)
{182736} When Axle's messenger asked for gold, what did you do?
{182737} When Axle's goods got confiscated and his caravan master asked for your help, what did you do?
{182738} Ok, good luck with everything.
{182739} Change my influence with Lord Nasher.
{182740} Give me great influence (10)
{182741} Give me lousy influence (-10)
{182742} Reset influence (0)
{182743} "31_nIvarrAtonement" to 1
{182744} "31_nIvarrAtonement" to 0
{182745} "31_nIvarrPathHoly" to 1
{182746} "31_nIvarrPathHoly" to 0
{182747} Test a specific circumstance.
{182748} Sent me to Axle's place, right afer getting his summons as a Shadow Thief.
{182749} Yes, he did.
{182750} No, he didn't.
{182751} I gave him the money. / I told him truthfully that I would send payment to Axle.
{182752} I lied and told him that we'd send him the money. / I had Uncus lie about sending the money.
{182753} I told him that I wouldn't pay the money.
{182754} I killed the messenger for looking at me the wrong way.
{182755} I arranged to have the goods returned to Axle.
{182756} I decided not to get involved. / I had Uncus decide not to get involved.
{182757} Nothing.
{182758} {Broken Sword}
{182759} This sword is rumored to have been forged by Zerthimon for Gith, before their separation into two races: the githzerai and the githyanki. Gith used this blade to free all gith-kind from their ages-long enslavement by the illithids. The sword was rumored to have been lost in the Nine Hells when Gith ventured there to seek an alliance with the red dragons and never returned.  The sword ended up in the hands of Ammon Jerro, who used it to smite the King of Shadows in a devastating battle that sundered the sword into dozens of shards.  The sword has now been reforged, though several pieces are still missing. The parts of the sword that are still incomplete display a ghostly outline.
{182760} Vale of Merdelain
{182761} Crossroad Keep Outskirts
{182762} Juni's husband, William, was last seen heading for the old Highcliff Castle ruins when he disappeared.
{182763} | DEBUG |This is the NWN2 Companion Influence Editor.
What would you like to do?
{182764} Modify PC's influence over...
Which companion?
{182765} You have <CUSTOM560> influence with <CUSTOM555>.
What would you like to do?
{182766} Nothing.
{182767} Modify PC's influence over...
{182768} Nevermind.
{182769} Ammon Jerro.
{182770} Bishop.
{182771} Casavir.
{182772} Construct.
{182773} Elanee.
{182774} Grobnar.
{182775} Khelgar.
{182776} Neeshka.
{182777} Qara.
{182778} Sand.
{182779} Shandra.
{182780} Zhjaeve.
{182781} Nothing.
{182782} Increase influence by 10.
{182783} Increase influence by 1.
{182784} Decrease influence by 1.
{182785} Decrease influence by 10.
{182786} Bevil.
{182787} Print Companion Influence.
{182788} Modify companion influence. [kr_influence]
{182789} Giant Greataxe
{182790} Giant Greatsword
{182791} 
{182792} 
{182793} Party Roster
{182794} Energy Immunity (Acid)
{182795} Energy Immunity (Cold)
{182796} Energy Immunity (Electricity)
{182797} Energy Immunity (Fire)
{182798} Energy Immunity (Sonic)
{182799} Swamp Cave
{182800} You do not have enough ranks in Perform to use this ability.
{182801} We'll return with Khelgar wearing Torim's relics, if that's what it takes.
{182802} These ancient gauntlets were worn by the old dwarven kings of Clan Ironfist.  According to legend, if it is used in conjunction with matching artifacts, great power will be granted to its bearer.
{182803} Persistent Spell
{182804} Permanent Spell
{182805} Eldritch Essence
{182806} Eldritch Shape
{182807} 
{182808} Animal Name
{182809} 
{182810} Campaign
{182811} Game Tip
{182812} Available Spells
{182813} Available Domains
{182814} Hezrou Stench
{182815} Bug swamp Loop
{182816} Bugswamplp01
{182817} Pig
{182818} walla
{182819} bug_swamp9
{182820} bugswamp9
{182821} walla1
{182822} Room Tone Loop 06
{182823} RoomToneLoop06
{182824} Heading out to take care of a little personal business, are you? Don't let them get away. We don't want to send the wrong message, after all.
{182825} So you've dealt with them, have you? Well, don't stand here wasting time. Axle's waiting.
{182826} Finally earned your way into Blacklake, I see. I hope it's worth the trouble you went through.
{182827} You're one of us now. Don't embarass me.
{182828} Gold Piece{1000}
{182829} |Fade In|
{182830} Talk to Pentin if you've got any questions. I'm just the hired help.
{182831} I can't wait to get out of these mountains.
{182832} Dodging orcs for a pile of rocks isn't quite what I had in mind.
{182833} Water Ocean
{182834} ambient lake
{182835} Birds
{182836} Kana's Armor
{182837} Light of Heavens Exit
{182838} Song Portal
{182839} High shot of the lab
{182840} Choose your faction.
{182841} Change my faction.
{182842} The Watch.
{182843} The Shadow Thieves
{182844} TEMP TEXT: Hey! I'm Temp!
{182845} Give me a boat load of gold.
{182846} Nevermind.
{182847} Bug Swamp 01
{182848} Bug Swamp 02
{182849} Arcane Archer Chain Shirt
{182850} Assassin's Leathers
{182851} Frenzied Berserker Hide
{182852} Blackguard's Plate
{182853} Armor of the Divine Champion
{182854} Dwarven Defender Plate
{182855} Dragon Disciple's Robe
{182856} Duelist Garb
{182857} Eldritch Knight Chain Shirt
{182858} Harper Agent Leathers
{182859} Neverwinter Nine Tunic
{182860} Shadowdancer Outfit
{182861} Shadow Thief Leather Armor
{182862} Arcane Trickster Gear
{182863} Warpriest Half Plate
{182864} Weapon Master's Scale
{182865} Pig1
{182866} Pig2
{182867} Ghast Stench
{182868} 
{182869} Remove Disease (2x per day)
{182870} Remove Disease (3x per day)
{182871} Remove Disease (4x per day)
{182872} Remove Disease (5x per day)
{182873} Adjust width and height of screen. Lower for better performance. Higher for better quality.
{182874} Lower for better performance. Higher for better quality.
{182875} Allows you to bring the far clip plane in closer for better performance. Useful for lower end cards.
{182876} Have the game auto detect graphics settings that are appropriate for your video card.
{182877} Adjust the brightness of the game. Only applies in fullscreen mode.
{182878} For advanced users who want precise control over shadow quality. Lower for better performance. Higher for better quality.
{182879} Size of the shadow map used for detailed character shadows. Used for characters within a certain proximity of the camera. Also used for point light shadows.
{182880} Size of the shadow map used for environmental objects further off in the distance.
{182881} Size of the shadow map used for environmental objects closer to the camera.
{182882} Point is fastest with lowest quality. Anisotropic is slowest with highest quality. Magnification filtering controls how a texture is interpolated when a scene pixel maps to less than one texture pixel (i.e. the texture has greater than a one-to-one correspondence with the screen).
{182883} Point is fastest with lowest quality. Anisotropic is slowest with highest quality. Minification filtering controls how a texture is interpolated when a scene pixel maps to multiple texture pixels (i.e. the texture has less than a one-to-one correspondence with the screen).
{182884} None is fastest with lowest quality. Linear is slowest with highest quality. Mip-map filtering governs how the video card blends between two different mip-maps.
{182885} Lower is faster with lower quality. Higher is slower with better quality. Only applies when <i>anistropic</i> is selected for either <i>minification</i> or <i>magnification</i> filtering.
{182886} Lower is faster with lower quality. Higher is slower with better quality. Dictates which size texture set (high, medium, or low resolution) to use.
{182887} Some of the changes made will require that the game be restarted before they take effect.
{182888} The game has automatically detected your graphics card capabilities and set graphics options that are best suited for your card. Some of the changes made will require that the game be restarted before they take effect.
{182889} Rotate Left
{182890} Rotate Right
{182891} 
{182892} Connection Status
{182893} CityMRug18
{182894} Skeleton Captain
{182895} Internet Browser
{182896} LAN Browser
{182897} Strange markings, possibly runes, decorate the surface of the door. It's possible that door has been warded to prevent anyone from entering the ruins.
{182898} Overkill casting mode
{182899} Power casting mode
{182900} Scaled casting mode
{182901} Loot All
{182902} 
{182903} NPC, Bevil
{182904} This package automatically assigns Bevil's skills and feats.
{182905} 
{182906} I'm <FullName>, Daeghun's daughter.
{182907} 
{182908} <color=Gold><b>Character Appearance</b></color>

<color=Gold>Head Selection</color>
Use this option to select a facial appearance for your character.

<color=Gold>Hair Selection</color>
Use this option to select a hair style for your character.

<color=Gold>Toggle Facial Hair</color>
Some male heads have the option to add or remove facial hair. Use this button to turn the facial hair on or off. Note that some heads come with facial hair which cannot be removed.

<color=Gold>Skin Color</color>
Use this option to select an skin tone for your character.

<color=Gold>Eye Color</color>
Use this option to select an eye color for your character.

<color=Gold>Facial Hair</color>
Use this option to select a color for your character's eyebrows.

<color=Gold>Hair Color</color>
Use this option to select a main color for your character's hair.

<color=Gold>Hair Highlight</color>
Use this option to select a secondary color for your character's hair.

<color=Gold>Hair Accessory</color>
Some hair styles come with an accessory - a band holding a braid together, for example. Use this option to color that accessory.
{182909} 
{182910} You've spoken with Marshal Cormick in Neverwinter City and received the reward he promised you for the help you gave him at Fort Locke.
{182911} You've spoken with Marshal Cormick in Neverwinter City and declined to accept the reward he offered you for your help at Fort Locke.
{182912} That item cannot be removed from that character's inventory.
{182913} This character will cast spells according to the level of threat of an encounter.
{182914} This character will cast spells to deal with an encounter with little regard for conserving spells.
{182915} This character will attempt to cast the most powerful spells available with no regard for conserving spells.
{182916} Polymorphed
{182917} Search Mode Activated
{182918} Search Mode Deactivated
{182919} Th-th-thanks for helping us, stranger.
{182920} William's alive, but he refuses to come back. He was running away from you.
{182921} Swamp Bugs 1
{182922} SwampBugs1
{182923} |Fade In|
{182924} Wind Gust 1
{182925} Crickets 2
{182926} Crickets2
{182927} Crickets 3
{182928} Crickets3
{182929} Walla 1
{182930} Crickets 1
{182931} Crickets1
{182932} RoomTone 2
{182933} RoomTone 4
{182934} RoomTone 3
{182935} Wind Gust 2
{182936} Crickets 4
{182937} Crickets4
{182938} Cave Wind 2
{182939} Cave Rumble 2
{182940} Water Drips 3
{182941} Water Drips 2
{182942} RoomTone 6
{182943} Cave Rumble 3
{182944} Wind Gust 3
{182945} Cave Rumble 1
{182946} Cave Wind 1
{182947} Strange markings, possibly runes, decorate the surface of the door. It's possible that door has been warded to prevent anyone from entering the ruins.
{182948} Crafting Stations
{182949} Skeleton Encounter
{182950} Skeleton Captain
{182951} |Setup CS|
{182952} |Shot of strange circle on ground|
{182953} Qara Encounter 1
{182954} Qara Encounter 2
{182955} Long shot of Lorne crouching, beaten
{182956} Close on Lorne crouching
{182957} Make me invincible.
{182958} Bird Chirp
{182959} I hope you don't mind, sir, but while you were away, I sought to recruit craftsmen to fill needs in Crossroad Keep that have become increasingly important in these dangerous times.
{182960} | Pentin or Calindra not recruited. Auto-recruit Pentin. |Pentin is a miner who comes highly recommended from Old Owl Well. His team can gather minerals from ore veins that you come across in your travels. The smiths need this ore to improve the arms of your Greycloaks.  You can find Pentin at his camp in the farm.
{182961} | Jacoby not recruited. Auto-recruit Jacoby. |The Greycloaks have been complaining for some time about the poor state of their weaponry. So I've recruited a weaponsmith, Jacoby. You can find him setting up shop in the Courtyard.
{182962} | Edario not recruited |I was not able to secure an armosmith, as most are busy gearing Lord Nasher's main army. I've heard Highcliff has a skilled blacksmith. With the troubles in the south, it may take little urging to lure him to Crossroad Keep.
{182963} ambient shore
{182964} Basement Blade Golem Properties
{182965} Bee Nest
{182966} Swamp Bugs 2
{182967} SwampBugs2
{182968} Swamp Bugs 3
{182969} SwampBugs3
{182970} Swamp Bugs 4
{182971} SwampBugs4
{182972} Crickets 5
{182973} Crickets5
{182974} Crickets 6
{182975} Crickets6
{182976} Nevalle guardroom wp
{182977} Fireplace 1
{182978} Swamp Bugs 5
{182979} SwampBugs5
{182980} Swamp Bugs 6
{182981} SwampBugs6
{182982} Fire Medium 1
{182983} Singleplayer Autosave Trigger
{182984} The companion party limit determines the number of slots available in the Party Selection screen.
{182985} Modify companion party limit.
{182986} Set companion party limit to 3 (Act 1).
{182987} Set companion party limit to 4 (Act 2+).
{182988} Cave Wind 3
{182989} Lich and Vampires
{182990} Rug {018}
{182991} RoomTone 1
{182992} RoomTone 5
{182993} Water Drips 1
{182994} Number of Commander Tann's men found:
{182995} You have encountered something on the way to your destination...
{182996} Item can not be further enchanted.
{182997} Base Damage: 1d8
Base Critical Threat:19-20/x2 
Base Damage Type: Slashing
Weapon Size: Medium
Feats Required: Simple, Wizard, Druid, Bard, or Monk
{182998} Universal Sword
{182999} s
{183000} m
{183001} h
{183002} d
{183003} second
{183004} minute
{183005} hour
{183006} day
{183007} 1
{183008} 2
{183009} 3
{183010} 4
{183011} 5
{183012} 6
{183013} 7
{183014} 8
{183015} 9
{183016} 0
{183017} -
{183018} =
{183019} Ma, what's she talking about?
{183020} Don't listen to her, son. We need to leave, and soon. Come to me.
{183021} Area successfully loaded.
{183022} Logging character into the module.
{183023} Loaded <CUSTOM0> out of <CUSTOM1> areas.
{183024} Completed Phase 1 of Area Updates.
{183025} Completed Phase 2 of Area Updates.
{183026} Waiting on <CUSTOM0> out of <CUSTOM1> players to finish loading.
{183027} Waiting for a cutscene to complete...
{183028} Unloading Module...
{183029} seconds
{183030} minutes
{183031} hours
{183032} days
{183033} Module loaded successfully.
{183034} Is it your will that we leave?
{183035} Yes, let's take the Song Path.
{183036} Too much for your clan to handle? Don't worry, it's dead.
{183037} Then give us the Belt. I left its corpse on the other side of the mountain.
{183038} [Tear out a page for use as a scroll.]
{183039} [Which?]
{183040} Class 4
{183041} STR
{183042} DEX
{183043} CON
{183044} INT
{183045} WIS
{183046} CHA
{183047} Harbor Theme
{183048} Githyanki Theme
{183049} Githyanki Combat
{183050} Harbor Theme Revised
{183051} Harbor Dead
{183052} Outdoor Swamp
{183053} Docks Combat
{183054} Docks Combat Looped
{183055} Dungeon Theme
{183056} NW City Theme
{183057} NW City Interior
{183058} 
{183059} West Harbor Attack
{183060} Back Alley Theme
{183061} KOS Combat
{183062} KOS Theme
{183063} Village Theme
{183064} Flagon Theme
{183065} Remove Disease
{183066} Duncan is allowing you to stay at the Flagon during your stay in Neverwinter City. There are three crafting stations available for use in a room in the back.

Also, when they're not traveling with you, your companions will await you here in the Sunken Flagon.
{183067} Are you sure you want to end your game?
{183068} SwampNWater04
{183069} {Water Plane 04 swamp}
{183070} This character will not use most item powers during combat.
{183071} This character will use item powers during combat.
{183072} Crow Caw 1
{183073} Crow Caw 2
{183074} He caught you, that time. Better try again, <FirstName>.
{183075} Hey, nice! You got the feather!
{183076} He caught me! I'd better try again...
{183077} Brilliant! I got the feather!
{183078} Repko Store
{183079} Ship Dock 1
{183080} Ship
{183081} Ship Dock 2
{183082} Walla 3
{183083} Walla Diner
{183084} Walla 5
{183085} Walla 2
{183086} Walla 4
{183087} Bell Tower 1
{183088} Bell Tower Church 1
{183089} Red Tailed Hawk1
{183090} Wolf Howling 1
{183091} Wolf Howling 2
{183092} Ocean Waves 1
{183093} Ocean Waves 2
{183094} Ocean 2
{183095} Ocean 1
{183096} Ocean 5
{183097} Ocean 7
{183098} Ocean 4
{183099} Sand's Store
{183100} |Shot of Elanee's Face|
{183101} Walla 7
{183102} Despite his age, the man has strong, callused hands - he's obviously very familiar with tools.
{183103} Craftmaster
{183104} Walla 6
{183105} Chick
{183106} Songbird Chirps 3
{183107} Hawk - Red Tailed1
{183108} Ocean 6
{183109} Toads
{183110} Wind Grass
{183111} Walla 9
{183112} Red Tailed Hawk2
{183113} |Bandit Camp in business|I sure wish the garrison here would do something about the bandits.
{183114} |Bandit Camp in business|I'm glad it's safe here at the fort, but I'd rather be back at my farm.
{183115} |Bandit Camp in business|Talk to Liza. She's trying to collect a ransom for the farmers captured by bandits.
{183116} |Bandit Camp in business|I'm homesick.
{183117} |Bandits gone|I heard you put a stop to those bandits. Nice work.
{183118} |Bandits gone|Soon as I pack, I'll be heading back home. I won't be missing this fort, that's for certain.
{183119} |Bandits gone|Stories are spreading about what you did. We're all very grateful.
{183120} |Bandits gone|I might stay here at the fort. I've gotten used to it.
{183121} Lizardfolk {Average Claw Hostile}
{183122} Lizardfolk {Neutral}
{183123} Wolf Howling1
{183124} Wolf Howling2
{183125} Erinyes Claw
{183126} Luskan Warpriest
{183127} Warded Door
{183128} An impenetrable shimmering aura surrounds this door.
{183129} Bugbear Cleric
{183130} Hawk - Red Tailed2
{183131} This page contains a phrase from the ancient prayer book you found.
{183132} Page: Verba Ne Kun
{183133} This page contains a phrase from the ancient prayer book you found. You managed to figure out what the phrase means, roughly.
{183134} Page: Clarity
{183135} Page: Ziloth U Meran
{183136} Page: Focus
{183137} Page: Athkaton Kal Olan
{183138} Page: Freedom
{183139} Page: Tilo Ut Lon
{183140} Page: Imprison
{183141} Page: Koba Tal Fass
{183142} Page: Loyalty
{183143} Page: Malso Yen
{183144} Page: Mercy
{183145} Page: Jakk Lo Zeff
{183146} Page: Invigoration
{183147} Orc Raiding Party
{183148} Cheering
{183149} Reaver Entrance
{183150} Mummy Lords
{183151} Wraiths and Skeletal Archers
{183152} | Fade in. Long shot. |
{183153} Find the White Feather, the Blue Feather, and the Green Feather.  All three have been hidden around the village square.
So far, you have found the White Feather and the Blue Feather.
Tarmas composed a rhyme to help you find the three feathers:
"I've hidden three feathers, scattered them wide,
Placed White in a box, and locked it inside.
Blue followed termite-tracks, down where they ran,
Green in the pocket of same-colored man."

Hint: You will need to use the "Sleight of Hand" skill to obtain the Green Feather. To use this skill, left-click the "Sleight of Hand" icon on your quickbar, and then left click the person you want to pickpocket. (If "Sleight of Hand" does not already appear on your quickbar, drag the "Sleight of Hand" icon from the Skills tab of your Character Screen and place it in a quickbar slot.) 
{183154} Your team has won the Harvest Cup. The victory ceremony is to be held on a stage, near the wheat field. 
When you are ready to begin the celebration, go to the stage at the western edge of the Fair and speak to Georg Redfell.
{183155} The Tavorick estate is under attack!

Lord Tavorick claims that the crypt, in the basement of his estate, is protected by magical wards. Escort Tavorick to the crypt, and defend him against the demons.
{183156} Lord Tavorick has been mortally wounded! Defeat the remaining demons, and then speak to him.
{183157} Bell Tower1
{183158} Draft Interior
{183159} Fire Medium 2
{183160} Fireplace 2
{183161} Metal Creaks 1
{183162} Metal Creaks 2
{183163} Goblinoid Raiders
{183164} Duergar Team
{183165} Drow Squad
{183166} Wolf Pack
{183167} Wraith Gang
{183168} Mindflayer Inquisition
{183169} Bugbear War Party
{183170} Rogue Elementals
{183171} Ghast Pack
{183172} Goblin Gang
{183173} Kobold Gang
{183174} Wraith Pack
{183175} Fire Giant Band
{183176} Balor Troupe
{183177} Pit Fiend Troupe
{183178} These icy wands are often created by spellcasters who worship the winter goddess Auril.
{183179} Ocean 3
{183180} Ocean Waves 3
{183181} Rural Inn {2 Burned - TINT}
{183182} Snore Men
{183183} Steam Large
{183184} Walla 8
{183185} Walla 10
{183186} Walla 11
{183187} Walla 12
{183188} Walla 13
{183189} Water Dripping
{183190} Wind Cave
{183191} Wind Chasm
{183192} Pilfer Magic
{183193} Pilfer Magic (2x per day)
{183194} Pilfer Magic (3x per day)
{183195} Type of Feat: Class
Prerequisite: Arcane trickster level 1.
Specifics: At 1st level, once per day, the arcane trickster can dispel a magical effect on a target and receive statistical bonuses from it.  The ability is a touch attack "lesser" dispel that affects the most powerful effect currently on the target.  If successful, the effect vanishes from the target and the arcane trickster receives +2 bonus to attack rolls and all saving throws for the next ten rounds.  He can use this ability twice per day at 5th level and three times per day at 9th level.
Use: Selected.
{183196} You've gained access to the Neverwinter Archives. Somewhere inside is information that will help you locate Jerro's Haven.
{183197} 
{183198} Broken Item
{183199} This item has been shattered and is now useless.
{183200} Your connection to GameSpy has been lost. In order to reconnect, click Cancel, and try again.
{183201} Item Usage
{183202} CityMThroneLordNasher_a
{183203} 
{183204} Free Camera Activated
{183205} The smith hammer must be used on a blacksmith's workbench.
{183206} The mortar & pestle must be used on an alchemist's workbench or on an item.
{183207} Your choices in dialogue can alter your alignment and influence your companions.

In this case, however, you chose the neutral response and your alignment remains the same.

Your neutrality has also allowed your Influence with your companions to stay unaffected, making them neither happy nor unhappy.

Companions are more likely to reveal information and actively support your cause if you have high Influence with them. Remember that companions have different personalities; you can't always please them all.

{183208} SwampNTree,Fallen4
{183209} Merchant Elemental
{183210} Though this strange being bears an uncanny physical resemblance to Sand, its quiet, stoic demeanor couldn't be more diametrically opposed to the high-strung mage.  It regards you with a gaze that projects both empathetic understanding and a keen business sense.  Clearly, a Leomund's merchant elemental is not the mercantile pushover that an Aphelda's vendor golem would be.
{183211} Strange. Powerful beings seem to gravitate to this object. In fact-
{183212} Wait, look - other beings are present.
{183213} Ability Usage
{183214} They watch us, for now. We must be careful.
{183215} This character will not use many feats and abilities during combat.
{183216} This character will use feats and abilities during combat.
{183217} You hear a sound of metal grinding on stone coming from the hallway.
{183218} This lever is well maintained, and appears to have been used recently.
{183219} 
{183220} Daerred's note - Port Llast
{183221} Puppet Mode
{183222} This character will not utilize any artificial intelligence.
{183223} This character will utilize its default artificial intelligence.
{183224} To the Captain of Crossroad Keep,
   It is my pleasure to report findings from our epic journey to Port Llast on your behalf. 
   In the Alliance Arms Inn, we encountered a shady fellow from Luskan by the name of Hurlingscar or Earlystar or... well I forget exactly. I tipped the local proprietor, one Faglar or Folger or... um, anyway I tipped him two copper to arrange a meeting with the Luskanite.
   The man was reluctant to speak with us as first, but Maxil challenged him to a drinking contest, with the loser paying for all the drinks of the winner. After much valiant guzzling, Maxil only barely lost. 
   After Maxil rolled under the table, we had to pool all our remaining funds to pay for Sterlingshard's rather large tab. However, we learned one valuable piece of information. This Luskan fool let slip that he had a brother with some business in the south, and he waited in Port Llast for his brother's return! We were determined to learn more of this brother of his...
   The next day, Juen suggested a different strategy for cracking this Luskan nut. She squeezed Candril into one of her more-revealing dresses and brought her to see Girlingstar. Let me tell you, the man's jaw dropped, as did his eyes. Candril ushered him to a "private" table in the back of the Inn, where Juen waited, hiding under the table.
   By masterful use of her feminine charms Candril learned, much to our shock, that Elfinstar's brother, named Kharlever or Crawlfur... anyway, we were shocked to learn that his brother's intended destination was none other than CROSSROAD KEEP!
   Juen was so floored that she leapt to her feet, knocking over the table and dropping a candelabra, which started a small fire. Innkeeper Foglord rushed to put out the fire, but ended up burning off half of his moustache. I quickly uttered the first spell that came to mind, Ray of Frost. My quick thinking doused the fire before it could cause any serious harm, but I fear it gave Feargol some minor frostbite.
   Despite my heroism, we were asked to leave the Inn immediately, which brought an end to our investigation. But beware, Captain, beware of Crawler Lurkingstar. Who knows what dark mission brings him to Crossroad Keep.
   It is my hope that we have provided you with some valuable intelligence, and as soon as we can raise enough money to afford travel, we shall return to you for our next mission!
   Cheers,
   Daerred & Company
{183225} These large, iron gates offer the only access point between Neverwinter City's various districts. The gates are sturdy - built to sustain significant amounts of damage before falling.
{183226} 
{183227} TIP: Characters reduced to 0 hit points are knocked unconscious and will wake up at the end of the battle, badly wounded but alive. However, if all members of the party become incapacitated, the game is over and you will need to reload from an earlier save.
{183228} Worn Key
{183229} |Player hasn't burned down the Watch|You have a job to do. Until the City Watch building is burned to the ground, we have nothing to discuss.
{183230} You clear the way, and we'll make sure the cart gets there safely.
{183231} We'll keep up as best we can.
{183232} We'll worry about the cart - you worry about everything else.
{183233} This key opens the door to Axle's office.
{183234} <CUSTOM0> tail sweeps.
{183235} 
{183236} Dragon Tail Sweep
{183237} Swamp House {01 Burned}
{183238} Swamp House {02 Burned}
{183239} Swamp House {03 Burned}
{183240} Swamp House {04 Burned}
{183241} Swamp House {05 Burned}
{183242} SwampBHouseBurned01
{183243} SwampBHouseBurned02
{183244} SwampBHouseBurned03
{183245} SwampBHouseBurned04
{183246} SwampBHouseBurned05
{183247} Include Tells
{183248} 
{183249} Exclude Tells
{183250} Include Whispers
{183251} Exclude Whispers
{183252} Include Dialog
{183253} Exclude Dialog
{183254} |Player hasn't burned down the Watch|You have a job to do. Until the City Watch building is burned to the ground, we have nothing to discuss.
{183255} |Khelgar not in party|
{183256} These large, iron gates offer the only access point between Neverwinter City's various districts. The gates are sturdy - built to sustain significant amounts of damage before falling.
{183257} Start Old Owl Well as City Watch
{183258} Start GIthyanki Caves as City Watch.
{183259} Do the Back Alley Quest as a City Watchman.
{183260} Distant Noise 02
{183261} Leafs Blow
{183262} Distant Chain Rattle 01
{183263} Sewer Grate 01
{183264} Eerie Cave 02
{183265} Ghost 01
{183266} Ghost 02
{183267} Eerie Cave 01
{183268} Eerie Cave 04
{183269} Bandit Sergeant
{183270} This man appears to be one of Highcliff's farmhands. When he's not looking at his feet, he's looking to the north, as if waiting for someone.
{183271} This frazzled-looking man seems to be very concerned about the house in front of him.
{183272} Mozah's Exit
{183273} Par Exit 01
{183274} Par Exit 02
{183275} Zombie Adventurer
{183276} Par's House
{183277} |Fade up FORT|
{183278} |Fade up Road|
{183279} |Player has not rescued all three men and agreed to help|Let's keep moving. I hope we can find all of my men before we leave.
{183280} |Player hasn't rescued all three men and did not agree to help|If we're not leaving right away, I hope you'll help me find my missing men.
{183281} You mean this holy symbol right here?
{183282} Eerie Cave Drone
{183283} Charmed Githyanki{regular}
{183284} Charmed Githyanki{elite}
{183285} Githyanki{regular}
{183286} Devil
{183287} Succubus{hostile}
{183288} 1600 debug. Where to?
{183289} Done.
{183290} Inner Complex.
{183291} ST Blacklake Exit
{183292} Low Rumble 01
{183293} Low Rumble 02
{183294} |Fade Down|
{183295} |Fade Up|
{183296} |Player elected to attack straight on, set everyone to hostile|
{183297} |PC elected to fight watch head on|
{183298} You clear the way, and we'll make sure the cart gets there safely.
{183299} We'll keep up as best we can.
{183300} We'll worry about the cart - you worry about everything else.
{183301} Lillit
{183302} | Set variable - hostages dead |
{183303} | Send Brockenburn into the house and set variable |
{183304} | This plays if player has returned from rescuing Harcourt and Brockenburn is on his way inside |Haven't seen this much trouble since the Luskan war...
{183305} | During battle |For Cormick!
{183306} | If Cormick is dead, or if player has reemerged from the house after talking to Harcourt |How'd those thieves slip into Blacklake? That's what I'd like to know...
{183307} | Cormick is alive, and player has not yet talked to Harcourt |You were brilliant, friend! The Marshal owes you his life.
{183308} | If player has talked to Harcourt and previously picked the thieves cuffs |Wasn't our fault those thieves got loose. Somebody unlocked their cuffs...
{183309} | During standoff |What's it to be? Do we rush 'em, then?
{183310} Distant Noise 01
{183311} Horned Devil Warmace
{183312} {armored}Fire Giant
{183313} {unarmed}Fire Giant
{183314} Enemy Catapult
{183315} At the door to Aldanon's manse, you came upon a standoff between the city watch and two thieves, Hewe and Gulver. The thieves were threatening to kill Marshal Cormick, who had been shot with a wand and was lying in the middle of the yard.

Unfortunately, you managed to provoke the thieves into killing Cormick.

More thieves are still holed up inside the house, and they may have Aldanon as a hostage.
{183316} Orc Cleric
{183317} Tree {04 fallen}
{183318} This ancient stone effigy depicts an elven woman in antique ceremonial armor. It appears that her crossed hands must once have held two objects, but her stone fingers have been broken, and the objects they held are now missing. A shield may once have lain at her feet, but it, too, is now gone.

{183319} That's the fourth ship the lizardfolk have sunk!
{183320} You can try speaking with the Elder Mayne if you're looking to leave by ship, not that it will help you much.
{183321} The sailors stranded here in Highcliff are good for business, but not so much for peace of mind.
{183322} 
{183323} This sacred offering was awarded to you by an elder tree in Neverwinter Wood. The small piece of bark has on its surface an ellipse with ragged edges, reminiscent of a lake. This offering is required to activate the Skymirror.
{183324} Blade Barrier (Self)
{183325} Blade Barrier (Location)
{183326} City Watch guardposts visited:
{183327} Let us hurry. The temple needs to know what occurred down here.
{183328} I think we're done here. Go bother some other Watchmen.
{183329} Crossroad Keep Theme
{183330} Illefarn Ruins Theme
{183331} | After Ammon Jerro has left the Mask, but Tavorick quest still active |The girls upstairs... they're all dead, aren't they?
{183332} Back Alley Combat
{183333} Ammon Theme
{183334} Murder Theme
{183335} | During demon attack |Hide, quickly! There's demons upstairs!
{183336} | After demon attack, but Cyran quest still active |Poor Evlyn...
{183337} Race and gender determine your character's appearance and affect many social interactions in the game. Race affects your abilities - click on each race for details.
{183338} You may customize several aspects of your character's appearance. In the lower-left corner are buttons to rotate your character or toggle between face and body views. Appearance is strictly cosmetic and does not alter your character's abilities.
{183339} Class determines your basic abilities and role. All characters start with one of the 12 basic classes. Later on, you may add up to three more classes and unlock Prestige Classes.
{183340} Alignment represents a character's moral and ethical tendencies. Alignment can change during your adventures based on the choices you make. Depending on your class, you may be limited in your alignment selection.
{183341} Choose a deity for your character to worship. Choice of deity has no significant impact on your character, though it may be referenced during the game.
{183342} Ability scores are your character's mental and physical strengths. Scores are purchased on a weighted scale, so higher values cost progressively more. Click on any ability score name to learn more about which scores are most important for your class.
{183343} Backgrounds represent special details of your character's past. Backgrounds grant minor bonuses and penalties and alter the way some people view your character.
{183344} Class packages offer players an easy way to develop a character according to a basic concept. They are strongly recommended for players who are not familiar with the Dungeons & Dragons ruleset. The customize option allows you to fine-tune every aspect of your character and is recommended for those familiar with the game system.
{183345} Skills are used for specialized tasks like lock picking or healing. Skills in blue text are favored by your class and cost one point per rank. Skills without this icon are considered cross-class and cost twice as much. For more info on a skill, click on its icon.
{183346} Feats represent extraordinary capabilities. A feat may give damage bonuses with certain weapons, faster movement, or enhanced magic use. Click on a feat's name of icon for a description. Click the on the arrow next to a feat to add/remove.
{183347} A domain represents a divine area of influence that grants bonus spells, feats, or abilities to a cleric. Characters choose domains when they first take cleric levels and cannot later switch domains.
{183348} Wizards may specialize in a school of magic. A specialist loses access to one school but casts more spells per day. If you wish to have access to all schools, select the General school.
{183349} Forest Day 4
{183350} All spellcasting characters start the game knowing a few spells. You can gain more spells as you adventure. Click on a spell's name or icon for more info. Click on the arrow next to a spell to add/remove.
{183351} Animal companions are loyal allies in any battle. As your character gains experience, his or her animal companion will also grow in power.
{183352} Forest Day 5
{183353} Castle Interior 1
{183354} Familiars are magical pets bonded to wizards and sorcerers. Familiars provide a slight bonus to their master and can be directly controlled. However, they are fragile and poorly suited for combat.
{183355} Castle Interior 2
{183356} Castle Interior 3
{183357} City Day 1
{183358} City Day 2
{183359} City Slums 1
{183360} City Slums 2
{183361} Harbor 1
{183362} Harbor 2
{183363} Magical Interior 1
{183364} Magical Interior 2
{183365} Monastery Interior 2
{183366} Tavern, Night 1
{183367} Tavern, Night 2
{183368} Tavern, Night 3
{183369} Touch of Iltkazar
{183370} Type of Feat: Epithet
Specifics: Magic from the Tome of Iltkazar has made Construct faster, stronger, and more resilient; enhancing the mighty blade golem with a permanent +2 bonus to Strength, Dexterity, and Constitution.
Use: Automatic.
{183371} <i>In burrows like moles
Shoot 'em full of arrows
Put 'em on a stick</i>
{183372} Caster Level(s): Druid 7
Innate Level: 7
School: Conjuration
Descriptor(s): 
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: 
Duration: 3 rounds
Additional Counter Spells: 
Save: None
Spell Resistance: No

The druid summons masses of flying insects, one swarm per two caster levels, that attack targets at random in the affected area. Swarms have a base attack bonus of +6 and must roll to hit the target. They do 2d6 points of damage in addition to poisoning the target.
{183373} <i>That's why I like gnomes.</i>
{183374} Ginni
{183375} Pitney's clothes and hair are mussed, as if he was roused suddenly from bed. His eyes are puffy and bloodshot, probably from exhaustion... or possibly from drink.
{183376} This humanoid stands little more than half as tall as a human. It has a wiry, gnarled physique, stone-colored skin, and large gray eyes.
{183377} This humanoid stands little more than half as high as a human. It has a compact build and large eyes.
{183378} This humanoid is slender and slightly shorter than a human. Pointed ears grace the sides of its elongated head.
{183379} Keep an eye on Casavir for me. He cares little for his own safety.
{183380} This humanoid is slender and shorter than a human, with pointed ears and jet black skin.
{183381} This humanoid has slightly pointed ears but otherwise appears human.
{183382} ... groan ...
{183383} Party Selection
{183384} Ginni Lannon must have been quite beautiful in her youth... and she appears to have aged far more gracefully than her husband.
{183385} Pitney Junior
{183386} Kiri
{183387} Kyl
{183388} Kaye
{183389} This child looks disheveled and scared, obviously upset at being roused from bed at such a late hour.
{183390} Unlike the other children, young Pitney seems wide awake... and probably full of mischief.
{183391} Stocky, broad of body and extremely muscular, the short figure before you may lack in height but not in physical strength or presence.
{183392} This humanoid resembles a dwarf but with gray skin and a more twisted, cruel look to its face.
{183393} Humans are the most common race around, found in just about any environment.
{183394} This humanoid stands about half as high as a human. It has an athletic build and pointed ears.
{183395} This muscular humanoid is similar to a human in body, but its facial features strongly resemble those of an orc.
{183396} BioWare Community Account Activation
{183397} Congratulations! Your BioWare Community Account has been created!

An Activation E-mail has been sent to the e-mail address you provided.  To complete the activation process, please follow the instructions in the Activation E-Mail.  Activation of your BioWare Community Account will give you access to the <i>Neverwinter Nights 2</i> forums where you can store your CD-Keys for retrieval, find technical support, game hints, or talk strategy with other <i>Neverwinter Nights 2</i> game owners.

<i>Please activate your account within 10 days.</i>
{183398} Are you sure we're ready for this?  If it was this hard getting in, who knows how long it'll take to get back out?
{183399} This is a solid-looking wooden chest.
{183400} 
{183401} To Merchant Quarter
{183402} To Docks
{183403} Hagen's Imports
{183404} Sand's Shop - Charms and Wards
{183405} Sand's Shop - Charms and Wards

INVITATION ONLY!

No Loitering
No Spitting
No Children
No Bureaucrats

<i>Absolutely No Kobolds!</i>
(Goblins OK)

Cash Only
{183406} Neverwinter Park
{183407} Neverwinter Cemetary
{183408} Companion - Neeshka
{183409} This massive crystal seems to radiate heat, almost as if it has a life of its own. What keeps it afloat is unclear, though powerful magic is almost certainly responsible.
{183410} Click the Neverwinter logo at the lower-left edge of the screen to access your character sheet, inventory, spellbook, journal, and more. Click the closed eye icon next to it to rest.

Some Useful Hotkeys
<b>ESC</b> - Menu for Saving/Loading, Options, etc.
<b>T</b> - Default Action on Current Target
<b>F</b> - Quick Cast Menu
<b>I</b> - Inventory
<b>M</b> - Area Map
<b>N</b> - Hide/Reveal Minimap
<b>C</b> - Character Sheet
<b>Z</b> - Highlight Interactive Objects
<b>J</b> - Journal
<b>B</b> - Spellbook
<b>R</b> - Rest
<b>G</b> - Hide/Reveal Mode Bar
<b>H</b> - Hide/Reveal GUI
<b>Tab</b> - Target Next Enemy
<b>Shift-Tab</b> - Target Previous Enemy
<b>*</b> - Switch Camera Mode
{183411} Do you wish to save your game first?
{183412} 5% / 1 Round
{183413} 5% / 2 Round
{183414} 5% / 3 Round
{183415} 5% / 4 Round
{183416} 10% / 1 Round
{183417} 10% / 2 Round
{183418} 10% / 3 Round
{183419} 10% / 5 Round
{183420} 25% / 1 Round
{183421} 25% / 2 Round
{183422} 25% / 4 Round
{183423} 25% / 5 Round
{183424} 
{183425} 33% / 1 Round
{183426} Captain Brelaina was pleased with your report. Luskan will find it far more difficult to infiltrate the city now that the City Watch is on alert.
{183427} 33% / 2 Round
{183428} Axle was pleased with your report. Luskan will find it far more difficult to infiltrate the city now that Axle's organization is on the lookout for more spies.
{183429} 33% / 3 Round
{183430} 33% / 4 Round
{183431} 33% / 5 Round
{183432} 50% / 1 Round
{183433} 50% / 3 Round
{183434} 50% / 4 Round
{183435} 50% / 5 Round
{183436} 66% / 1 Round
{183437} 66% / 2 Round
{183438} 66% / 3 Round
{183439} 66% / 4 Round
{183440} 66% / 5 Round
{183441} 75% / 2 Round
{183442} 75% / 3 Round
{183443} 75% / 4 Round
{183444} 75% / 5 Round
{183445} 100% / 1 Round
{183446} 100% / 2 Round
{183447} 100% / 3 Round
{183448} 100% / 4 Round
{183449} 100% / 5 Round
{183450} Crossroad Keep Siege Theme
{183451} Darkness Spreading Stinger
{183452} Githyanki Stinger
{183453} Lord Nasher Stinger
{183454} Neverwinter City Stinger
{183455} Romance Stinger
{183456} Crossroad Keep Bad Stinger
{183457} Crossroad Keep Good Stinger
{183458} Ammon Jerro Stinger
{183459} Black Garius Stinger
{183460} 
{183461} Combat Begins Stinger
{183462} Boss Combat Stinger
{183463} Combat Defeat Stinger
{183464} Combat Victory Stinger
{183465} Ammon Jerro Stinger 2
{183466} Air Elemental Appearance Effect
{183467} {Wants to change the subject because he was trying to con the PC}Now that that's out of the way, let's talk business.
{183468} |Act 2 barkstring|I'm sorry, but there's more important matters I need to deal with at this time.
{183469} |Act 2 barkstring|I apologize, but we're preparing to leave this place soon and I have no time to speak.
{183470} |Act 2 barkstring|The commander has ordered us to leave this place, and I have no time for you. Ilmater watch over you.
{183471} N2_West_Harbor_Tutorial_Ext
{183472} N2_Neverwinter_Docks_Ext
{183473} N2_Neverwinter_Slums_Ext
{183474} N2_Neverwinter_Merchant_Quarter_Ext
{183475} N2_West_Harbor_Battle_Ext
{183476} N2_Fort_Locke_Ext
{183477} N2_Old_Owl_Well_Ext
{183478} N2_Blacklake_District_Ext
{183479} N2_Zeeaire_Chambers_Int
{183480} N2_Lord_Nasher_Throne_Room_Int
{183481} N2_Colisseum_Ext
{183482} N2_Crossroad_Keep_Ext
{183483} N2_Crossroad_Keep_Throne_Room_Int
{183484} N2_Port_Llast_Ext
{183485} N2_Crossroad_Keep_Int
{183486} N2_Illefarn_Ruins_Ext
{183487} N2_Ammon_Haven_Ext
{183488} N2_Neverneath_Int
{183489} N2_Gauntlet_Int
{183490} N2_Generic_Castle_Int
{183491} N2_Generic_Cave_Int
{183492} N2_Generic_Church_Int
{183493} N2_Generic_City_Watch_Int
{183494} N2_Generic_Crypt_Int
{183495} N2_Generic_Dungeon_Int
{183496} N2_Generic_Forest_Ext
{183497} N2_Generic_Home_Average_Int
{183498} N2_Generic_Home_Poor_Int
{183499} N2_Generic_Home_Rich_Int
{183500} N2_Generic_Home_Wizard_Int
{183501} N2_Generic_Illfarn_Ruins_Int
{183502} N2_Generic_Mines_Int
{183503} N2_Generic_Mountains_Ext
{183504} N2_Generic_Store_Int
{183505} N2_Generic_Swamps_Ext
{183506} N2_Generic_Tavern_Int
{183507} N2_Generic_Village_Ext
{183508} I'm not leaving just yet - there's still a few things I need to do.
{183509} Yes, it's time to continue on to Neverwinter.
{183510} [The care with which the globes are packed, however, make you think they might be explosives, possibly intended to be used in mining or clearing out obstacles here in the mountain.]
{183511} 
{183512} You must wait a few seconds before transitioning again.
{183513} <color=Magenta>Ritual of Purification</color>

You have received the <color=Magenta>Aurora Chain</color> special ability, which causes the party's weapons to do additional positive energy damage. It can be accessed through the Dropdown Menu.
{183514} <color=Magenta>Ritual of Purification</color>

You have received the <color=Magenta>Shining Shield</color> special ability, which protects the party from massive cold and negative energy damage. It can be accessed through the Dropdown Menu.
{183515} <color=Magenta>Ritual of Purification</color>

You have received the <color=Magenta>Soothing Light</color> special ability, which grants regeneration abilities and removes negative levels from a single character. It can be accessed through the Dropdown Menu.
{183516} <color=Magenta>Ritual of Purification</color>

You have received the <color=Magenta>Cleansing Nova</color> special ability, which burns enemy undead and outsiders with fire damage. This ritual links with the <color=Magenta>Web of Purity</color> ritual ability. If <color=Magenta>Cleansing Nova</color> damages a foe caught in the area of a <color=Magenta>Web of Purity</color>, all other targets within that same web suffer the effects of the <color=Magenta>Cleansing Nova</color>. This ability can be accessed through the Dropdown Menu.
{183517} 
{183518} <color=Red>To cast nth-level arcane spells as a wizard, you must have an Intelligence of 10+n. So to cast fourth level spells, you must have an Int of 14.</color>
{183519} <color=Red>To cast nth-level arcane spells as a bard or sorcerer, you must have a Charisma of 10+n. So to cast third level spells, you must have an Cha of 13.</color>
{183520} <color=Red>To cast nth-level divine spells you must have a Wisdom of 10+n. So to cast fifth level spells, you must have a Wis of 15.</color>
{183521} Khulmar's stance softened once you confirmed that they had indeed rediscovered the ancient Ironfist stronghold. Though the dwarves still resent the fact that Khelgar left his clansmen, they appear ready to accept him back as one of their own. The dwarves will stay and continue to scout the clanhold in hopes of rebuilding it.
{183522} 
{183523} 
{183524} Graphics
{183525} 
{183526} This weighty pouch of gold coins is Hagen's 'protection' money to Caleb.
{183527} This setting alters the amount and type of shadows drawn.  Setting this to Low or Off can dramatically increase performance on lower-end systems.
{183528} Left click on a feat icon or feat name for a description.
{183529} Left click on a behavior option for a description.
{183530} Check this to run the game in Full Screen mode.  Uncheck to run in Windowed Mode.
{183531} Enables normal mapping on terrain textures, increasing the lighting detail on terrain.  Turning this off may improve performance on some systems.
{183532} Enables reflectivity of water.  Turning this off may improve performance on some systems.
{183533} Allows shadows to be cast from point lights.  Turning this off can dramatically increase performance on some systems.
{183534} Softens the edges of shadows.  Turning this off may increase performance on some systems.
{183535} Enables High Dynamic Range Lighting, a more photorealistic lighting system.  This may not be available on older video cards.  Turning this off may improve performance on some systems.
{183536} Displays trails behind weapons when attacking, providing visual feedback on attacks.
{183537} Adjusts the delay before help information will pop up when hovering over something with the mouse.
{183538} The camera follows the currently controlled character but does not rotate with them.  Viewing angle cannot be brought below the horizon line.
{183539} The camera follows the currently controlled character and rotates relative to their facing.  Viewing angle cannot be brought below the horizon line.
{183540} The camera does not follow the currently controlled character.  The camera can be moved within the perception range of the currently controlled character.  Viewing angle cannot be brought below the horizon line.
{183541} The camera closely follows the currently controlled character.  Viewing angle is unrestricted.
{183542} Secret Stash
{183543} Advanced Graphics
{183544} Gameplay / Audio
{183545} Apply Changes
{183546} Screen Resolution
{183547} Antialiasing Mode
{183548} Shadow Options
{183549} No Shadows
{183550} Character Drop Shadows 
{183551} Environment Shadows OFF
{183552} Character Shadows ON
{183553} All Shadows ON
{183554} Miscellaneous Options
{183555} Full Screen
{183556} Normal Mapped Terrain
{183557} Water Reflections
{183558} Point Light Shadows
{183559} Softer Shadows 
{183560} High Dynamic Range Lighting
{183561} Texture Resolutions
{183562} Gamma Correction
{183563} Draw Distance
{183564} Game Options
{183565} Object Fade
{183566} Movement Target Marker
{183567} Targeting Markers
{183568} Cursor Highlighting
{183569} Show Weapon Trails
{183570} Auto Detect
{183571} Character Shadow Map Size
{183572} High Res. Env. Shadow Map
{183573} Low Res. Env. Shadow Map
{183574} Texture Minification Filtering
{183575} Texture Magnification Filtering
{183576} Mip-map Filtering
{183577} Maximum Texture Anisotropy
{183578} Level of Difficulty
{183579} Level of Difficulty Description
{183580} Tooltip Delay
{183581} Level of Violence
{183582} Camera Modes
{183583} Top Down Camera
{183584} Chase Camera
{183585} Free Camera
{183586} Driving Camera
{183587} Mouse Wheel Sensitivity
{183588} Camera Mouse Move Speed
{183589} Camera Lag
{183590} Misc. Camera Options
{183591} Enable Edge Turning
{183592} Enable Edge Scrolling
{183593} Music Volume
{183594} Voice Volume
{183595} Sound Effects Volume
{183596} 2D / 3D Bias
{183597} EAX Level
{183598} EAX Settings
{183599} Enable EAX
{183600} Enable Hardware Sound
{183601} Sound Provider
{183602} |Commander Tann has not been rescued|You'll never take me alive!
{183603} This setting controls the speed at which the camera will rotate with the player in Chase Camera and Driving Camera modes.
{183604} Turning this on will allow camera rotation by moving the mouse to the edge of the screen in Driving, Chase, and Top Down Camera Modes.  This setting will not take effect if the game is running in Windowed Mode.
{183605} Turning this on will allow camera scrolling by moving the mouse to the edge of the screen in Free Camera Mode.  This setting will not take effect if the game is running in Windowed Mode.
{183606} <color=Orange><b>This object requires a special weapon to damage...</b></color>
{183607} LORE: Neverwinter is a prominent Sword Coast city, but it is dwarfed by the City of Splendors, Waterdeep. The great metropolis links the cultures of the Inner Sea, the Spine of the World, the Trackless Sea, and the Empires of the Sand in an unparalleled trade network. Outside forces continually attempt to gain a portion of Waterdeep's power, but the Masked Lords of the city rebuke all such conspirators.
{183608} LORE: Neverwinter occupies a prominent position on the northwestern Sword Coast of Faerûn. To the north lie Luskan, the Silver Marches, the Spine of the World, and Icewind Dale. To the south are Waterdeep and Baldur's Gate. Much farther south are the nations of Calimshan and Amn.
{183609} LORE: The githyanki and githzerai races have been opposed for centuries. The conflict was originally sparked over an argument between Gith and Zerthimon about how to deal with their common enemies, the illithid. The races' endless planar battles often carry over into unsuspecting worlds like Abeir-Toril.
{183610} LORE: Though Faerûnian elves and dwarves had been in a slow decline for decades, recent events have reversed this trend. The elven Retreat has ended, resulting in the return of many to the Faerûnian continent and the cessation of migration to Evermeet. The Year of Thunder produced an astounding number of dwarf children and a subsequent invigoration of dwarven society.
{183611} LORE: The city of Luskan was formerly ruled by five High Captains, all former pirates. A recent civil war killed or displaced all five. However, the Arcane Brotherhood still effectively rules the city.
{183612} LORE: The moon of Abeir-Toril is named after the goddess Selûne. The glittering asteroids that trail behind the moon are known as the Tears of Selûne. Selûne is one of the most ancient goddesses of Abeir-Toril and is continually at war with her dark sister, Shar.

{183613} LORE: Despite the great wealth of their home nation in the southwest corner of Faerûn, the Shadow Thieves of Amn have an enormous network of operatives all along the Sword Coast. They meddle in politics everywhere and are a constant thorn in the side of almost every large city.
{183614} LORE: The most fearful power of the legendary silver swords of the githyanki is their ability to sever the silver cords of astral travelers, killing them instantly.
{183615} LORE: Though the Illefarn Empire fell long ago, remnants of their ruins can be seen in many places along the northern Sword Coast. Many people have built upon Illefarn sites without realizing it. Adventurers occasionally find and activate ancient song portals of the empire, opening gateways to forgotten places.
{183616} LORE: Lizardfolk are an ancient race in Faerûn, though their primitive nature has forced their race to continually retreat and lose territory from more powerful humanoids. Most lizardfolk tribes are content to thrive in the dank swamps where other races refuse to settle.
{183617} LORE: Lord Nasher is protected by an elite cadre of bodyguards known as the Neverwinter Nine. These powerful warriors are dedicated to the defense of Nasher and the city of Neverwinter. They can be recognized by their distinctive blue outfits emblazoned with a fearsome eye.
{183618} LORE: The dark elves of Abeir-Toril were originally the dark-skinned Ilythiir tribe. Their savage, brutal tactics during the three millenia-long Crown Wars caused the other elven kingdoms to expel them from the light of day, driving them underground.
{183619} LORE: In Faerûn, all druids and rangers must follow a patron deity to receive spells. Not all deities allow druid and ranger followers, but there are some among every race.
{183620} LORE: Though trade is brisk along the Sword Coast, the Sea of Fallen Stars fosters a huge trade economy far to the east and south. In addition to supporting nations as diverse as Cormyr and Thay, the sea links to the northern Moonsea through the Dragon Reach.
{183621} LORE: Free mercantile city-states are the norm in the upper reaches of the Sword Coast. In the Old Empires at the eastern edge of Faerûn, things work much differently. Some of the oldest and largest nations, like Thay and Mulhorand, rely heavily on slave labor, though others strongly oppose it.
{183622} City Watch Cloak
{183623} LORE: Hundreds of miles to the east of Neverwinter, the great desert of Anauroch sits as an eternal reminder of the fall of the ancient Netherese Empire. Netheril fell as a result of a magical experiment gone terribly wrong, but the desert itself was created through the lifedrain dweomers of the phaerimm.
{183624} LORE: To the south of Neverwinter, in the Trackless Sea, sits the archipelago known as the Moonshae Isles. Previously divided by petty wars and squabbles, the Northlander settlers and Ffolk natives were united under the High King Tristan Kendrick. His daughter, the High Queen Alicia, now rules the kingdom.
{183625} This setting determines the amount of time the Right Mouse Button must be held before the Context Menu will pop up in-game.
{183626} This setting determines the rate at which the camera will zoom as the mouse wheel is scrolled up or down.
{183627} This setting determines the speed of the camera when scrolling and rotating in all camera modes.
{183628} Quickcast Autoclose
{183629} When this option is enabled, the Quickcast menu will automatically close after a spell has been selected.
{183630} Farlong Residence
{183631} West Harbor Bridge
{183632} Welcome to West Harbor
{183633} Warning! You are now leaving West Harbor!

The West Harbor Militia will be unable to protect you beyond this point.
{183634} Context Menu Delay
{183635} Modes
{183636} Identify(100gp)
{183637} Quickcast
{183638} Companion - Ammon Jerro
{183639} Companion - Bishop
{183640} Companion - Casavir
{183641} Companion - Elanee
{183642} Companion - Grobnar
{183643} Companion - Khelgar
{183644} Companion - Qara
{183645} Companion - Sand
{183646} Companion - Shandra
{183647} 
{183648} Companion - Zhjaeve
{183649} Female, Petulant
{183650} Female, Sultry
{183651} Female, Dramatic
{183652} Female, Patrician
{183653} Female, Fiery
{183654} Male, Confident
{183655} Male, Annoyed
{183656} Male, Seasoned Fighter
{183657} Male, Dramatic
{183658} Male, Brutish
{183659} GiantFire
{183660} GiantFrost
{183661} GolemBlade
{183662} GithyankiFemale
{183663} ShadowMastiff
{183664} VampireFemale
{183665} Bladeling
{183666} DevilHorned
{183667} DevilErinyes
{183668} DevilPitFiend
{183669} Captain Brelaina was pleased with your report, and revealed that the City Watch learned of the smuggling operation through an informant in Moire's gang.
{183670} 
{183671} DemonBalor
{183672} Ghast
{183673} DemonHezrou
{183674} Imp
{183675} ImpFire
{183676} ImpIce
{183677} Pixie
{183678} Siegetower
{183679} KOS
{183680} Slyph
{183681} Weasel
{183682} 
{183683} {3100}Trial of the Sun Soul
{183684} You are deep within a meditative trance induced by Rolan. How you endure this trial will determine your mastery of the Sun Soul arts.
{183685} Upon returning to Rolan you learned that he was dying. Before his death, he passed along his title to you. You are now the Grand Master of the Sun Soul.
{183686} You survived the Trial of the Sun Soul and Rolan recognized you as a Master of Fire.
{183687} You survived the Trial of the Sun Soul and Rolan recognized you as a Master of Water.
{183688} You survived the Trial of the Sun Soul and Rolan recognized you as a Master of Air.
{183689} You survived the Trial of the Sun Soul and Rolan recognized you as a Master of Earth.
{183690} You survived the Trial of the Sun Soul and Rolan recognized you as a Master of Elements.
{183691} You have survived the Trial of the Sun Soul and Rolan recognized you as a Master of the Sun Soul. Despite this achievement, or perhaps because of it, Rolan seems troubled. You should return to the Monastery again later to speak with Rolan.
{183692} {Wants to change the subject because he was trying to con the PC}Now that that's out of the way, let's talk business.
{183693} I like the way you handled yourself against those orcs. Tell you what... you ever want to go into business with me, I think we can work something out.
{183694} You get yourself a place of business and I think we can help each other out. My men and I can supply you with refined ore the should net us a tidy profit. Until then, I'll be waiting here.
{183695} Encumbrance
{183696} Shard Explodey
{183697} Sydney Appears
{183698} |Fade Up|
{183699} City Watch Cloak
{183700} |Hetha and Glina walk away|
{183701} |CS setup|
{183702} Gold Piece{200}
{183703} Hagen's Imports
{183704} Hagen's Imports
{183705} To Merchant Quarter
{183706} To Docks
{183707} To Docks
{183708} Sand's Shop - Charms and Wards

INVITATION ONLY!

No Loitering
No Spitting
No Children
No Bureaucrats

<i>Absolutely No Kobolds!</i>
(Goblins OK)

Cash Only
{183709} Jump to Fihelis' estate as a Watchmen.
{183710} Farlong Residence
{183711} Welcome to West Harbor
{183712} West Harbor Bridge
{183713} Warning! You are now leaving West Harbor!

The West Harbor Militia will be unable to protect you beyond this point.
{183714} |PC walks over to Bevil|
{183715} |fade up|
{183716} Bandit chief hired to work for Fort Locke.
{183717} 12_wp_shandrafire4
{183718} 12_wp_shandrafire5
{183719} Commander Tann
{183720} The Silver Fathom
{183721} Laborer's Shade
{183722} A finely crafted hat.
{183723} Mage's Skullcap
{183724} Wizard's Hat
{183725} Swashbuckler's Hat
{183726} William Spawn
{183727} Huge Enraged Bear
{183728} |Lt. Gets Up|
{183729} That's the fourth ship the lizardfolk have sunk!
{183730} You can try speaking with the Elder Mayne if you're looking to leave by ship, not that it will help you much.
{183731} The sailors stranded here in Highcliff are good for business, but not so much for peace of mind.
{183732} {BrillGuard1}Fort Locke Soldier
{183733} {BrillGuard2}Fort Locke Soldier
{183734} |Enemy is nearby|Don't worry about me! Defend yourself first!
{183735} Farewell.
{183736} Let's go.
{183737} One moment - I'd like to see what Tor has for sale.
{183738} Maybe later. Right now, I'd like to see what you have for sale.
{183739} What was it that you needed help with?
{183740} Farewell.
{183741} Err... sorry. I usually let my wife Gera do all the talking.
{183742} 1303_snd_rockslide1
{183743} 1303_snd_rockslide2
{183744} 1303_snd_rockslide3
{183745} 13_logram_cam_cu
{183746} |Khelgar walks over|
{183747} Keep an eye on Casavir for me. He cares little for his own safety.
{183748} You get yourself a place of business and I think we can help each other out. My men and I can supply you with refined ore the should net us a tidy profit. Until then, I'll be waiting here.
{183749} Go on. I'm interested.
{183750} Exit
{183751} NoiseTrap
{183752} Back again, I see. Ready to head back into Blacklake?
{183753} Yes, I'm ready.
{183754} Not yet. Farewell.
{183755} |Darmon looks around|
{183756} Good day, milord.
{183757} | Player is male |Good day, milady.
{183758} Finch's Fine Chapeau
{183759} Noble's Cap
{183760} Hidden Cache
{183761} Neverwinter Park
{183762} Neverwinter Park
{183763} Neverwinter Cemetary
{183764} Neverwinter Cemetary
{183765} Ground Lever
{183766} This sacred offering was awarded to you by an elder tree in Neverwinter Wood. The small piece of bark has on its surface an ellipse with ragged edges, reminiscent of a lake. This offering is required to activate the Skymirror.
{183767} Skymirror Tree Activation
{183768} Thug{Melee}
{183769} Thug{Archer}
{183770} Thug{Sorcerer}
{183771} |Qara runs off|
{183772} |Neeshka runs off|
{183773} |elanee runs off|
{183774} |Neeshka runs off|
{183775} |Qara runs off|
{183776} |elanee runs off|
{183777} Crowd Boo
{183778} Crowd Cheer (Small)
{183779} Crowd Murmur (Neutral 1)
{183780} Crowd Murmur (Positive 1)
{183781} Crowd Murmur (Positive 2)
{183782} Crowd Murmur (Negative 1)
{183783} Crowd Murmur (Negative 2)
{183784} Crowd Murmur (Neutral 2)
{183785} Crowd Angry
{183786} Crowd Laugh
{183787} Riff 1
{183788} Riff 2
{183789} Riff 3
{183790} Riff 4
{183791} Riff 5
{183792} Riff 6
{183793} Riff 7
{183794} Riff 8
{183795} Note 1
{183796} Note 2
{183797} Note 3
{183798} Note 4
{183799} Note 5
{183800} Note 6
{183801} Note 7
{183802} Note 8
{183803} Imps (scripted)
{183804} Imps Escape (scripted)
{183805} Imps Loose (scripted)
{183806} Crowd Cheer (Large)
{183807} Crowd Roar
{183808} Ambient Cheering
{183809} You must be here to test 3400. How can I help you?
{183810} Spawning super bros!
{183811} Spawning super bros!
{183812} What do you want to modify?
{183813} Such as?
{183814} Send me to the Gauntlet (module start).
{183815} Send me to the Inner Sanctum (final chamber).
{183816} Modify global variables.
{183817} Set Construct was completed. (bConstructCompleted=1)
{183818} Set Construct was not completed. (bConstructCompleted=0)
{183819} Set Elanee left party. (30_bElaneeLeft=1)
{183820} Set Elanee did not leave party. (30_bElaneeLeft=0)
{183821} Make me good! (ACT_GOOD_INCARNATE)
{183822} Make me evil! (ACT_EVIL_INCARNATE)
{183823} Nothing. Go back!
{183824} Nevermind.
{183825} Test grobnar-bishop scene
{183826} Act 2 things
{183827} Watch Tower
{183828} Windmill
{183829} Outhouse Waypoint
{183830} Farmhouse Waypoint
{183831} Acid Golem Claw
{183832} Cold Golem Claw
{183833} Electrical Golem Claw
{183834} Fire Golem Claw
{183835} Negative Golem Claw
{183836} Acid Golem Slam
{183837} Cold Golem Slam
{183838} Electrical Golem Slam
{183839} Fire Golem Slam
{183840} Negativel Golem Slam
{183841} |SCRIPTER: Golems "power-up"|
{183842} Shadow Mastiff Pack Leader
{183843} Large Fire Elemental
{183844} Steam Burst (Scripted)
{183845} Barbarian Charge
{183846} Shadow Priests
{183847} Vampires
{183848} Shadow Priest and Wraiths
{183849} | Open door and move Nevalle and the player |
{183850} | Jump PC and Nevalle |
{183851} Wraith and Shadow Priest Encounter
{183852} Castle Never Alarm
{183853} Wall of Energy
{183854} I tortured her, it is true. But cutting open your fiendling "ally" revealed some interesting truths... beneath the skin. 
{183855} And dear Neeshka... let us start with her, just to drive the blade home. 
{183856} She is one the who traveled with you, almost as long as the dwarf... I think your neglect of her, your <i>contempt</i> for her, was enough to make her see things from my point of view.
{183857} She saw little value in the Realms to begin with, but with you as the closest example approaching a friend... I think she decided there was no value to this pathetic plane whatsoever. 
{183858} The future I hold for her, however, is ripe with possibilities, for any who are willing to <i>take</i> it.
{183859} Wherever she goes, demons dog her footsteps and lie in her path. Zaxis... Mephasm... and I think it is more than coincidence. Lower Planes blood draws Lower Plane blood... and the stronger the ties, the stronger the pull. 
{183860} Your half-demon companion has just the right touch of demon blood in her veins to make some ancient Illefarn binding spells take root... provided you shed enough of the owner's blood on the stones of this fortress, of course.
{183861} {Meandering}She must have a most <i>unusual</i> heritage for her blood, even as thinned as it is, to carry such power. 
{183862} And once she ran out of screams, she learned to obey... didn't you, my dear?
{183863} {Through gritted teeth}You'll see the hells soon enough, Garius, I promise you. 
{183864} Don't struggle overmuch against the binding, tiefling. Save your energy... for the battle to come.
{183865} And really, I think the execution of this irritating Knight-Captain is a small price for your freedom... the alternative is much worse, I assure you.
{183866} Blood ties? What do you mean?
{183867} You'll pay for hurting her with your life, Garius.
{183868} Enough of your rambling, get to the point.
{183869} KoS Properties
{183870} King of Shadows Uber Left Hand Weapon
{183871} King of Shadows Uber Right Hand Weapon
{183872} Mini KoS Weapon
{183873} Balor Vorpal Sword + 1
{183874} Garius Properties
{183875} |SCRIPTER: Another shot of bridges exploding.|
{183876} A member of Moire's gang has been leaking information to the City Watch. Captain Brelaina fears the informant has been exposed and will soon be killed. You are to bring Fihelis to the City Watch for safety before Moire can eliminate him.

Fihelis's estate is walled estate in the Merchant Quarter and overlooks the park which borders the river.
{183877} {3100}Trial of the Sun Soul

{183878} Leldon? He's a tricky one, he is. The fact he keeps sending thugs after us to do his dirty work doesn't surprise me, either. 
{183879} I still say we find out where he's lurking and rob him blind... I mean, if you're up for it. <i>That'll</i> put him in his place.
{183880} | Haven't asked Ophala yet. |I don't know, but {O-fala}Ophala might - she's at the Moonstone Mask in the Merchant Quarter. 
{183881} Ophala put it on our map. It's in the Merchant Quarter, a building close to the gate to the Blacklake District. 
{183882} | After first encounter with Leldon's thugs, but before they've already robbed/attacked Leldon. |Who's this old partner of yours who keeps sending thugs after us?
{183883} Where can I find his hideout?
{183884} Attach Spell Node
{183885} Plate Boots
{183886} These boots are reinforced with steel plates.
{183887} The Destructificator
{183888} Chainmail {cleric}
{183889} This is a typical commoner found in any village, town, or city.
{183890} City Watch Cleric
{183891} Enchanted Papyrus Blade
{183892} |Player on Old Owl Well|Stop wasting my time. The Waterdeep Emissary isn't getting here any faster while we talk.
{183893} |City Watch|Issani, the Waterdeep Emissary, has arrived safely to Neverwinter City. Captain Brelaina is quite pleased, as your actions have improved the City Watch's reputation.
{183894} |Shadow Thieves|Issani, the Waterdeep Emissary, has arrived in Neverwinter City under the control of Axle's organization. Axle is quite pleased, as he now has another resource to tap within Lord Nasher's court.
{183895} This blade golem is animated by a powerful shadow, the two fused together by dark sorcery. Though insubstantial, its sharp edges prove to be no less deadly than its corporeal counterparts.
{183896} Shadow Golem
{183897} This holy symbol is engraved with a pair of white hands bound by a red cord - the symbol of Ilmater, the Crying God. As it is unlikely that any bandit would worship this benevolent deity, the symbol is probably stolen.
{183898} |PC has made peace with the bandits|What? The door's over there - find you own way out.
{183899} |PC has made peace with the bandits|What are you looking at? I got nothin' for you.
{183900} Detect:
Spot Hidden
(-) Movement
{183901} Stealth:
Hide/Move Silent
(-) Movement
{183902} Parry:
No regular attack
Deflect/counter melee attacks
{183903} Power Attack:
(+) Damage
(-) Attack
{183904} Improved Power Attack:
(++) Damage
(- -) Attack
{183905} Counterspell:
Expend spells to cancel hostile magic
{183906} Flurry of Blows:
(+) # of Melee Attacks
(-) Attack
{183907} Rapid Shot:
(+) # of Ranged Attacks
(-) Attack
{183908} Combat Expertise:
(+) AC
(-) Attack
{183909} Improved Combat Expertise:
(++) AC
(- -) Attack
{183910} Defensive Casting:
Spells do not provoke attacks but require Concentration checks
{183911} Defensive Stance:
No movement
(+) Str, Con, Saves, AC
{183912} Track:
Show enemies on map
(-) Movement
{183913} Inspire Courage:
(+) Hit & Damage
{183914} Inspire Competence:
(+) Skill
{183915} Inspire Defense:
(+) AC
{183916} Inspire Regeneration:
Slowly Heals Party
{183917} Inspire Toughness:
(+) Saves
{183918} Inspire Slowing:
Chance to slow enemies
{183919} Inspire Jarring:
(-) Enemy Concentration
(-) Enemy Will saves
{183920} 
{183921} 
{183922} N2_Ammon_Haven_Int
{183923} N2_Sunken_Flagon_Int
{183924} N2_Generic_Cave02_Int
{183925} N2_Generic_Forest_Road_Ext
{183926} N2_Generic_Graveyard_Ext
{183927} N2_Generic_Hills_Ext
{183928} N2_Generic_Mountains02_Ext
{183929} N2_Generic_Warehouse_Int
{183930} BioWare Community Login
{183931} BioWare Community Name:
{183932} Create New BioWare Community Account
{183933} With <i>Neverwinter Nights 2</i>, you can use your original <i>Neverwinter Nights</i> account information.  If you have not set up an account or would like to set up a new one, click <b>Create New Account</b>.  Having a valid BioWare Community Account will give you access to the <b>Official Neverwinter Nights 2</b> forums at:

http://nwn2forums.bioware.com

<b>Additional account settings and features</b>
http://nwn2forums.bioware.com/my_account/

<b>Login help</b>
http://nwn2forums.bioware.com/login/retrieve.html
{183934} All fields are required.
 
<i>Why do we ask for your E-mail Address?</i>
Your e-mail address is required to retrieve or change your password if you forget it and also to activate your account for enhanced site access.
{183935} |Escort is Watchman, PC is returning from Merchant Quarter|Where to?
{183936} Take me to the Archives.
{183937} Back to the Merchant Quarter - I forgot something.
{183938} N2_Generic_Castle02_Int
{183939} N2_Generic_Default
{183940} When enabled, objects will fade if they block your view to your currently controlled character, your companions, or the object your mouse is currently hovering over.
{183941} When enabled, a movement indicator will be drawn when you click-to-move to a location.
{183942} When enabled, a marker will be drawn underneath your current target.
{183943} When enabled, the game will highlight objects or creatures currently underneath the mouse cursor.
{183944} You have unlocked the exit to the tombs.
{183945} You encountered a shapeshifted druid in Neverwinter City. He spoke about a sacred scrying pool called the "Skymirror" in Neverwinter Wood. You marked the rough location on our map, but you'll need Elanee to find the path, just as you did in the Maiden's Glade near Highcliff. The druid said you could use the power of the Skymirror to contact the Elders of the Circle of Swords and perhaps learn more of what was going on in the region.
{183946} Left click to add this Domain.
{183947} Left click to remove this Domain.
{183948} Left click to get more information about this Domain.
{183949} With Elanee's help, you successfully used the Skymirror to contact one of the Elders of the Mere, Elder Naevan. He seemed as confused by events as you were, and the only thing he could relate was that some dark force seems to be rising in the Mere of Dead Men - a force similar to the one that rose in the Mere during the war against the King of Shadows, long ago. Naevan said he would travel to the Mere and contact you once he had found anything. 
{183950} This sword is rumored to have been forged by Zerthimon for Gith, before their separation into two separate races: the Githzerai and the Githyanki. Gith used this blade to free all Gith-kind from their ages-long enslavement by the Illithids. The sword was rumored to have been lost in the Nine Hells when Gith ventured there to seek an alliance with the Red Dragons and never returned.  The sword ended up in the hands of Ammon Jerro, who used it to smite the King of Shadows in a devastating battle that sundered the sword into many shards.  The sword has now been reforged, though several pieces remain missing.

The heart of the blade now resides within the Shard-Bearer, who serves as the binding force that holds the weapon together. This intimate connection confers the unique ability to manipulate each individual shard by strength of will alone. If desired, the sword may be broken apart, shard-by-shard, and reformed at a location of the Shard-Bearer's choice. By concentrating for the duration of this ability, the reformed sword can be sent flying through its enemies, striking targets within range at amazing speed. This attack is draining, and may be attempted again only after its wielder has sufficiently recovered.

{183951} You are no longer encumbered.
{183952} You cannot sell items worth less than one gold piece.
{183953} In multiplayer you must unequip an item before trading.
{183954} Trapfinding
{183955} Type of Feat: Class
Prerequisite: Rogue level 1
Specifics: Rogues are the only character class that can use the Disable Device skill to overcome traps with a DC of 20 or more. Characters without any levels in the rogue class will fail their Disable Device checks against these traps, regardless of how skilled they are.
Use: Automatic.
{183956} Spontaneous Conversion
{183957} Type of Feat: Class
Prerequisite: Cleric or Druid level 1
Specifics: Clerics and Druids may used stored spell energy to spontaneously cast a spell of equal level. Good and neutral clerics may spontaneously cast healing spells, evil clerics may spontaneously cast harming spells, and druids may spontaneously cast summoning spells. For example, a chaotic good cleric could use up a casting of the 1st level spell <i>detect undead</i> to cast <i>cure light wounds</i>, a 1st level healing spell.
Use: Selected. Use the F key to access the Quick Cast menu and select the Spontaneous Conversion button in the upper-right corner of the menu. Select which spell you wish to convert into a healing, harming, or summoning spell as applicable to the character.
{183958} Armored Caster (Bard)
{183959} Type of Feat: Class
Prerequisite: Bard or warlock level 1
Specifics: Bards and warlocks do not suffer a chance of spell failure penalties from wearing light armor as would a sorcerer or wizard. However, they suffer the full arcane spell failure penalties from casting spells or invocations while wearing medium or heavy armor, or while equipped with shields. The Battle Caster feat will extend this ability to preclude spell failure chances from medium armor, though heavy armor and shields will still inflict the failure penalty.
Use: Automatic.
{183960} Persistent Aura
{183961} 
{183962} 
{183963} On Party Leader Changed
{183964} Warning!  This campaign does not support Multi Party mode.  Please restart the game in One Party mode.
{183965} Olov
{183966} 
{183967} This looks like it would make for good tinder.
{183968} Gold
{183969} Very Poor
{183970} Poor
{183971} Basic
{183972} Average
{183973} Decent
{183974} Good
{183975} Best
{183976} Best of the Best
{183977} GENERAL
{183978} Development Time
{183979} Time Passed
{183980} Keep Funds
{183981} Income
{183982} Peasants
{183983} Merchants
{183984} Peasant Civility
{183985} Morale
{183986} RECRUITS
{183987} Number of Recruits
{183988} Roster
{183989} GREYCLOAKS 
{183990} Volunteers 
{183991} Recruits
{183992} Recruiting Bar
{183993} Training
{183994} Unit Strength
{183995} Weapons
{183996} Armor
{183997} None
{183998} Very Low
{183999} Low
{184000} Average
{184001} High
{184002} Very High
{184003} Greycloak Civility
{184004} Last Special Mission
{184005} Old Man Morris
{184006} Doman the Ogre
{184007} Tax Collection
{184008} Bugbears
{184009} Mere of Dead Men
{184010} Shadow Priests
{184011} Shadow Reaver
{184012} SERGEANTS
{184013} None
{184014} Katriona
{184015} Bevil
{184016} Light of Heavens
{184017} Jalboun
{184018} No Assignment
{184019} Assigned to
{184020} Recruiting
{184021} Merchant Tithing
{184022} Making Money
{184023} Patrolling
{184024} Roads
{184025} Lands
{184026} Special Assignments
{184027} Training
{184028} CONSTRUCTION
{184029} Buildings Constructed
{184030} Buildings Not Constructed
{184031} Blacksmith
{184032} Merchant Shop
{184033} Tower
{184034} Church
{184035} Guard Tower
{184036} Church of Tyr
{184037} Monastery
{184038} Keep Upgrades
{184039} Library
{184040} West Wing
{184041} Captain's Suite
{184042} SECURITY
{184043} Road Security
{184044} Land Security
{184045} Fortifications
{184046} Ruined
{184047} Repaired
{184048} Reinforced
{184049} Reinforced Towers
{184050} ROADS
{184051} Road Condition
{184052} Poor
{184053} Widened
{184054} Cobbled
{184055} Renovated
{184056} with Watch Towers and New Bridges
{184057} | Line break |

{184058} BlackGarius
{184059} Kana
{184060} Koraboros
{184061} Shadowreaver
{184062} Slaan
{184063} Vale
{184064} Vashne
{184065} Moire wants to send a message to the Watch, and has ordered you to burn down their main post in the Docks District. 

You will need to set three fires outside the watch to ensure that the building comes down in flames. Have a torch ready, and avoid being caught red-handed by patrols.
{184066} Fires to be lit:
{184067} Bookcase Set 01
{184068} Cabinet Set 01
{184069} Balcony Set 01
{184070} Bar Set
{184071} Bedroom Set 01
{184072} Bedroom Set 02
{184073} Bedroom Set 03
{184074} Book Group 01
{184075} Book Group 02
{184076} Book Group 03
{184077} Book Group 04
{184078} Book Group 05
{184079} Book Group 06
{184080} Book Group 07
{184081} Book Group 08
{184082} Book Group 09
{184083} Book Group 10
{184084} Book Group 11
{184085} Book Group 12
{184086} Lit Brazier - on Pillar
{184087} Lit Floor Brazier
{184088} Storage Room - Barrels
{184089} Chandelier and Rug
{184090} Lit Chandelier - Candles
{184091} Crate Stack - Corner
{184092} Desk Set - Small
{184093} Dining Set - Large
{184094} Fireplace Set - Small
{184095} Kitchen Set - Large
{184096} Lillypads 01
{184097} Lillypads 02
{184098} Lit Candleabra - 5 Candles
{184099} Lit Floorlamp - Candle
{184100} Lit Chandelier
{184101} Lit Standing Torch
{184102} Lit Tiki Torch
{184103} Lit Wall Brazier
{184104} Lit Wall Torch
{184105} Small Camp
{184106} Rug Group - Large
{184107} Song Portal
{184108} Storage Room - Random
{184109} Tapestry Bench
{184110} Give me a report on Crossroad Keep.
{184111} | During magic show |I never miss this show. Best part of the Fair, if you ask me.
{184112} | During magic show |Nothin' like a magic show, eh?
{184113} | During magic show |Miss Fern's act gets more impressive every year...
{184114} | During magic show |Why, she's doing real magic! All we get at the Highcliff Fair is card tricks!
{184115} 
{184116} Miscellaneous Stackable
{184117} Auto-set Target with Action
{184118} Auto-Run Action on Current Target
{184119} Always Draw Transitions
{184120} ON: Any time you select an object to be the subject of a spell, feat, or item, that object will be set as your current target.
{184121} ON: Any use of a spell, feat, or item will automatically execute against your current target if that target is valid for the action.
{184122} ON: Area Transition triggers will be drawn all the time. OFF: Area Transitions triggers only draw when nearby or on mouse-over.
{184123} <c=yellow>Damage ineffective: target cannot be killed during a frenzy.</c>
{184124} <color=Magenta>Cradle of Rime</color>
{184125} <color=Magenta>Cloak of Shadows</color>
{184126} <color=Magenta>Shadow Plague</color>
{184127} 0_snd_talent_cheer1
{184128} 0_snd_talent_cheer2
{184129} 0_snd_talent_cheer3
{184130} 0_snd_lute_1
{184131} 0_snd_flute_1
{184132} 0_snd_clap_bard
{184133} |Quick fade Down|
{184134} |Noise|
{184135} |Player on Old Owl Well|Stop wasting my time. The Waterdeep Emissary isn't getting here any faster while we talk.
{184136} Body_Fall_Med_Flesh
{184137} |Act 1 load screen|
{184138} |Setup Node|
{184139} |Fade in|
{184140} |Image|
{184141} |Fade out|
{184142} Commander Tann is back! Yay!
{184143} Naloch
{184144} I think we're all done here - unless you want to poke around more, we should probably report back.
{184145} Anyway, we should report back, tell them what we found - they're going to want to know what happened here. 
{184146} Regardless, I think we have done all we can here. We should report back. 
{184147} I think we're done here, unless you want to search around - we should probably tell our grand order-barker what we've found.
{184148} My, as much as I hate to say, we should probably zip back and say what we found here - we're all done otherwise, and I'm sure they'd be pleased to hear of our success. 
{184149} I believe we are done here. We should report back - and quickly.
{184150} [It looks as if the portal has been destroyed, and the leaders of this gith garrison along with it. You should go back and report your findings.]
{184151} 17_helm
{184152} |fade down|
{184153} |no neeshka|
{184154} End of Bryce Crypt, and set quest.
{184155} Demon Pound on Door
{184156} Demon Approach
{184157} Negative Golem Slam
{184158} Reaver Spawn
{184159} Reaver Ambient
{184160} Arcane Brother Scream
{184161} Guardian of Neverneath Properties
{184162} Can't say I approve of this... I mean, because she's one of the druids of the Mere doesn't mean...
{184163} I don't want her dead, but I don't care much for traitors, either. You can walk away from this, Elanee - but if you don't, you're going to be in a mess of trouble. 
{184164} I say we see how long this forestwitch's magics can keep her from burning... after all, we came all this way for <i>her,</i> and now she's backing out?   
{184165} Ah... shouldn't we save our energy for the King of Shadows? This seems... somehow out of place, really... I'd rather n-
{184166} This is wrong - look, everyone, just put away your weapons, and let us part ways. The King of Shadows is our enemy, not each oth-
{184167} Um, I'm sorry, how did we get to threatening each other? I'm confused. More than usual, I think.
{184168} Know that we should not divide ourselves, not at this present juncture...
{184169} I say we put an arrow through her throat. I'm sick of her whining anyway. 
{184170} You all have chosen to walk with the Knight-Captain. You know the heart that beats next to that silver shard.
{184171} If you intend to remain blind to it until the end, so be it - but staying with him, makes you all guilty. If one of you attacks, <i>all</i> of you will feel the power of the Mere.  
{184172} Wait! We can st-
{184173} Are you all mad? What is this?! 
{184174} About time. I'm sick of talking. 
{184175} I'm sorry, <i>what</i> is going on? I am not getting a good feeling about this, not at all. 
{184176} Know that this one will not allow these nature priests to touch the Kalach-Cha and live.
{184177} I say let's butcher the rest of these druids then get back to business. 
{184178} Elanee... please... if you attack, then we will be forced to def-
{184179} Save your words, Casavir. If you stand with them, then your own death is not far off - and not by my hands.  
{184180} Very well. We will let the power Mere speak for us. 
{184181} This is the end for you, Shard-Bearer - I was a fool to put any faith in you. 
{184182} No one threatens me - certainly not some stuck-up druidess we came all the way to help.
{184183} Just go with your life, then, and may the Mere take you. 
{184184} I think we can easily handle whatever you throw at us.
{184185} Be silent and die, deserter. 
{184186} | Display Act 3 Denouement image |
{184187} | Fade out |
{184188} | Battle 3. Portal revealed. |Attack the portal with the Silver Sword! It may be the only thing that can destroy it! 
{184189} Moire wants to send a message to the Watch, and has ordered you to burn down their main post in the Docks District. 

You will need to set three fires outside the watch to ensure that the building comes down in flames. Have a torch ready, and avoid being caught red-handed by patrols.
{184190} This is an city bed
{184191} Body_Fall_Hard
{184192} Body_Fall_Med
{184193} Body_Fall_Short
{184194} Body_Fall_Small
{184195} Horned Devil{summoned}
{184196} Flute
{184197} Gith Battle
{184198} Lute
{184199} MagicKosDeath
{184200} Orc Attact
{184201} Orc Battle 1
{184202} Orc Battle 2
{184203} Scream Wilhelm
{184204} Bloom Effects
{184205} Enables 'Bloom' effect which softens lighting and edges. Disabling this can improve performance.
{184206} 0_snd_crowd_cheer1
{184207} 0_snd_crowd_cheer2
{184208} OTS player from AJ
{184209} OTS AJ from player
{184210} 3-shot aj, pc, zhjaeve
{184211} 2-shot AJ and fire
{184212} Two shot of PC and Zhjaeve, AJ in background
{184213} Murder Stinger
{184214} Set Construct as completed.
{184215} Give high influence with Grobnar.
{184216} Force Wall Trigger 2
{184217} Force Wall Trigger 4
{184218} Force Wall Trigger 5
{184219} Force Wall Trigger 1
{184220} Force Wall Trigger 7
{184221} Force Wall Trigger 6
{184222} Done and done.  What else?
{184223} Give me some conscripts.
{184224} Cave Insects 3
{184225} City Exterior 1
{184226} Magical Interior Wizardlab
{184227} Rural Night
{184228} Fire Large 1
{184229} Fire Large 2
{184230} Magical Interior Cave 1
{184231} Desert Windy 1
{184232} Weather Wind 1
{184233} Weather Rain Hard
{184234} Weather Rain Soft
{184235} Mountain 1
{184236} Swamp 1
{184237} Town 1
{184238} Battle 1
{184239} Battle 2
{184240} Dock Yells 1
{184241} Dock Yells 2
{184242} Dock Yells 3
{184243} Dock Yells 4
{184244} Beetle, Bombardier
{184245} Beetle, Fire
{184246} Beetle, Stag
{184247} Crossroad Keep Siege
{184248} Crossroad Keep Good
{184249} Crossroad Keep Evil
{184250} 
{184251} I'll be waiting inside the Flagon - give you a chance to change your mind.
{184252} Bevil
{184253} Zeeaire
{184254} Possess Companion as Default Action
{184255} ON: Left Clicking a Companion will take control of that companion. OFF: Left Clicking a Companion will target that companion.
{184256} Number of Lights per Object
{184257} This setting determines the maximum number of light sources that will influence each object in the game.  Turning this down may dramatically improve performance on some systems.
{184258} 0_snd_brawl_cheer1
{184259} 0_snd_brawl_cheer2
{184260}  
{184261} Shandra MoveTo
{184262} Scream
{184263} cs_zh_aj SpeakTrigger
{184264} Aldanon After Siege
{184265} Aldanon After Siege Walk
{184266} Aldanon After Siege Portal
{184267} Ghost Light Off
{184268} Ghost Light On
{184269} 3000 Collision Box
{184270} Ironfist Shock
{184271} North C3 Collision Box Spawn
{184272} North C3 Collision Box Spawn
{184273} West C3 Collision Box Spawn
{184274} West C3 Collision Box Spawn
{184275} South C3 Collision Box Spawn
{184276} South C3 Collision Box Spawn
{184277} East C3 Collision Box Spawn
{184278} East C3 Collision Box Spawn
{184279} Ironfist Cheer
{184280} Ironfist Lift
{184281} Vampires and Shadow Priests
{184282} A Lich
{184283} Monster Note - Wraiths and Skeletal Archers
{184284} 
{184285} LORE: In the eldest, untouched places of the world, the land itself is alive with spirits, who are sometimes revered as minor gods. One such place is distant Rashemen, where spirits take the form of long-dead beasts and guardians, such as the fearsome bear king, Okku, and the legendary Wood Man.
{184286} LORE: Though rarely seen along the Sword Coast, hags are quite common in the distant wilds of Rashemen, where they frequently seduce (and later devour) unlucky men. Male children of these unions are the twisted hagspawn, renowned for their physical strength and their uncanny resistance to magic.
{184287} LORE: When a god dies, its corpse drifts eternally in the empty void of the Astral Plane. Often, these corpses become the home of living creatures, such as the githyanki. Some dead gods are truly ancient, born in the primal beginnings of the universe and long forgotten by mortals and deities, alike.
{184288} LORE: In the days when Netheril and Illefarn dominated northwestern Faerûn, the ancient empire of Imaskar flourished in the east. Its people were renowned as builders and artificers, constructing portal networks to other planes and alien worlds. Some of these portals are still thought to exist, kept secret by a reclusive fellowship of Red Wizards.
{184289} LORE: Mortals who refuse to worship any god, or who only give lip service to the gods, are known as the Faithless. When Faithless die, their souls are imprisoned in the living wall that surrounds the City of Judgment, on the Fugue Plane. These souls are doomed - in time, they will be dissolved into the very substance of the Wall.
{184290} Ghost
{184291} My sources tell me that your would-be assassins are bringing in reinforcements, but we haven't detected any slipping in through the gates or walls.
{184292} They must be using another means to enter the city. You need to find out how they're getting in, and put a stop to it.
{184293} TempleE01
{184294} 
{184295} {DoorTempleE01}
{184296} You have not yet activated your account.

Please do so by following the instructions in the Activation E-mail, sent when you created your account. Activation of your BioWare Community Account will give you access to the <i>Neverwinter Nights 2</i> forums where you can store your CD-Keys for retrieval, find technical support, game hints, or talk strategy with other <i>Neverwinter Nights 2</i> game owners. If you need to resend the Activation E-mail, or to change the e-mail address it is sent to, please login with your account at: 

http://nwn2forums.bioware.com/login

{184297} It may be crazy, but it may qualify as meeting the Trial of the Even-Handed the Tyr monks put before you.
{184298} Eh? Not a bad idea. 
{184299} No Background
{184300} No Deity
{184301} Companions
{184302} Ambient Life
{184303} Animal Companions
{184304} Special
{184305} Animals
{184306} Wild
{184307} Dire
{184308} Outsiders
{184309} Demons
{184310} Vermin
{184311} Beetles
{184312} Dragons
{184313} Constructs
{184314} Humanoid
{184315} Placeables
{184316} CargoShip
{184317} Domestic
{184318} Magical Beasts
{184319} Devils
{184320} Fey
{184321} Elementals
{184322} Air
{184323} Earth
{184324} Fire
{184325} Water
{184326} Debug
{184327} Familiars
{184328} Monstrous Humanoid
{184329} Undead
{184330} Giants
{184331} Lizardfolk
{184332} Aberrations
{184333} Orc
{184334} Spiders
{184335} NPC
{184336} Shapechanger
{184337} Empty
{184338} 02 - EXTERIOR DOORS
{184339} - DOUBLE DOORS
{184340} 03 - WALLS, MISC
{184341} 01 - INTERIOR DOORS
{184342} - SECRET DOORS
{184343} Easy
{184344} Hard
{184345} Normal
{184346} Very Easy
{184347} Very Hard
{184348} Armor
{184349} Boots
{184350} Miscellaneous
{184351} Crafting
{184352} Essences
{184353} Gems
{184354} Gloves
{184355} Light
{184356} Medium
{184357} AppearanceTest
{184358} Hat
{184359} Helmet
{184360} Creature Items
{184361} Bite
{184362} Basic
{184363} Weapons
{184364} Axes
{184365} One-Handed
{184366} Great
{184367} Blunt
{184368} Clubs
{184369} Maces
{184370} Flails
{184371} Hammers
{184372} Morningstars
{184373} Double-Sided
{184374} Polearms
{184375} Bladed
{184376} Bastard Swords
{184377} Other
{184378} Great Swords
{184379} Longswords
{184380} Short Swords
{184381} Heavy
{184382} Shields
{184383} Heavy Shields
{184384} Light Shields
{184385} Tower Shields
{184386} Ranged Weapons
{184387} Longbows
{184388} Shortbows
{184389} Crossbows
{184390} Alchemy
{184391} Recipe Books
{184392} Distillable
{184393} Molds
{184394} Melee Weapons
{184395} Plot Item
{184396} Special Edition
{184397} Item Sets
{184398} Barbarian
{184399} Bard
{184400} Cleric
{184401} Druid
{184402} Fighter
{184403} Monk
{184404} Paladin
{184405} Ranger
{184406} Rogue
{184407} Sorcerer
{184408} Warlock
{184409} Wizard
{184410} Throwing
{184411} Skin/Hide
{184412} Claw
{184413} Clothing
{184414} Belts
{184415} Cloaks
{184416} Gauntlets
{184417} Jewelry
{184418} Amulets
{184419} Potions
{184420} Rings
{184421} Scrolls
{184422} Unique Weapons
{184423} Mage-Specific
{184424} Staves
{184425} Books
{184426} Slam
{184427} Gore
{184428} Bracers
{184429} Kit
{184430} Ammunition
{184431} Arrows
{184432} Bolts
{184433} Bullets
{184434} Slings
{184435} Rods
{184436} Wands
{184437} Crafting/Tradeskill Material
{184438} 01 - BUILDING PROPS
{184439} 02 - MANMADE PROPS
{184440} - CONTAINERS
{184441} 04 - MISC PROPS
{184442} - WALLS
{184443} - CURBS
{184444} - BALCONIES
{184445} 03 - NATURE PROPS
{184446} Chatter
{184447} Creatures
{184448}  Birds
{184449}  Vermin
{184450} City & Town
{184451} Bells
{184452} Background
{184453} Wooden
{184454} Dungeon
{184455} Mines
{184456} Rock
{184457} Environmental
{184458} Cave
{184459} Docks
{184460} Wind
{184461} Lava
{184462} Magic
{184463} Rope
{184464} Smithy
{184465} Steam
{184466} Walla
{184467} Traps
{184468} Secrets
{184469} Spawn
{184470} Spring
{184471} Summer
{184472} Fall
{184473} Plant
{184474} Winter
{184475} Unique
{184476} Shrubs
{184477} Evergreen
{184478} Palm
{184479} 
{184480} 
{184481} Which?
{184482} LOAD A MODULE
{184483} 0_Tutorial
{184484} 1000_Neverwinter_A1
{184485} 1100_West_Harbor
{184486} 1200_Highcliff
{184487} 1300_Old_Owl_Well
{184488} 1600_Githyanki_Caves
{184489} 1700_Merchant_Quarter
{184490} 1800_Skymirror
{184491} 1900_Slums
{184492} 2000_Neverwinter
{184493} 2100_Crossroad_Keep_A2
{184494} 2200_Port_Llast
{184495} 2300_Crossroad_Keep_Adv
{184496} 2400_Illefarn_Ruins
{184497} 2600_AJ_Haven
{184498} 3000_Neverwinter_A3
{184499} 3400_Merdelain
{184500} 3500_Crossroad_Keep_Siege
{184501} Nevermind
{184502} You need to take either Ammon Jerro or Zhjaeve with you for this part.
{184503} You're off!
{184504} Take me to Crossroad Keep Roadside.
{184505} I'll take Ammon.
{184506} I'll take Zhjaeve.
{184507} I'll take both Ammon and Zhjaeve.
{184508} Dragon Appears Sound
{184509} Force Field On
{184510} Force Field Off
{184511} Dragon Vanishes Sound
{184512} Crystal Heart
{184513} Crystal Explosion
{184514} Dragon Roar
{184515} Dragon Lands
{184516} Entrance Water Elemen
{184517} Dragon Wings
{184518} Syndey Teleport 2
{184519} Syndey Teleport 1
{184520} Syndey Teleport 4
{184521} Syndey Teleport 3
{184522} Summon Animus Sound
{184523} Portal Explosion
{184524} Portal Grows
{184525} Crate Destroyed
{184526} Mocking Laughter
{184527} Silver Sword Reforging
{184528} Evil Laugh
{184529} Romance Stinger
{184530} Explosion Sound
{184531} Gate Explodes
{184532} Gate Ramming
{184533} Human Battle Cry
{184534} Enemies Running
{184535} Vamps Teleport
{184536} Portal Closes
{184537} Undead Enter
{184538} Greycloaks Dying
{184539} Nightwalker Roar
{184540} Electrical Shock
{184541} Garius Teleports
{184542} AJ Truename Recitation
{184543} Zhjaeve Truename Recitation
{184544} Garius Truename Hit
{184545} Undead Blowsup
{184546} Greycloaks Chrage
{184547} Greycloaks Cheer1
{184548} Greycloaks Cheer2
{184549} Greycloaks Cheer3
{184550} Greycloaks Cheer4
{184551} Prismatic Spray Sound
{184552} Eh? Not a bad idea. 
{184553} It may be crazy, but it may qualify as meeting the Trial of the Even-Handed the Tyr monks put before you.
{184554} Which?
{184555} Load a campaign module
{184556} Nevermind
{184557} 0_Tutorial
{184558} 1000_Neverwinter_A1
{184559} 1100_West_Harbor
{184560} 1200_Highcliff
{184561} 1300_Old_Owl_Well
{184562} 1600_Githyanki_Caves
{184563} 1700_Merchant_Quarter
{184564} 1800_Skymirror
{184565} 1900_Slums
{184566} 2000_Neverwinter
{184567} 2100_Crossroad_Keep_A2
{184568} 2200_Port_Llast
{184569} 2300_Crossroad_Keep_Adv
{184570} 2400_Illefarn_Ruins
{184571} 2600_AJ_Haven
{184572} 3000_Neverwinter_A3
{184573} 3400_Merdelain
{184574} 3500_Crossroad_Keep_Siege
{184575} Nevermind.
{184576} Disarm successful. Target's weapon has been destroyed.
{184577} Enable Light Sources From Party Members: With this enabled, any light sources that are active on a party member will be displayed even when you aren't actively controlling that party member. Disabling this can improve performance.
{184578} MiniMap
{184579} InvisibleMan
{184580} Your e-mail address is invalid. Please re-enter.
{184581} Enable Light Sources From Party Members
{184582} Alarm Sound
{184583} Construct Bell
{184584} |Bishop joins, party select screen does NOT warp to ember|
{184585} |Add Bishop|
{184586} |Mark joined, reset level|
{184587} Wenderkazoo sound
{184588} Wenderkazoo sound 2
{184589} Wenderkazoo sound soft
{184590} Reaver Name
{184591} Scar
{184592} Shot of PC during shandra/blooden exchange
{184593} Shot of PC for shandra telepathy in 2640_ammon
{184594} Murder Sound
{184595} Weapon Swing Sound
{184596} Warcry Sound
{184597} Vampire Taunt Sounds
{184598} Wraith/Priest Taunt Sounds
{184599} Gate Close Sound
{184600} Tiny Bone Spiders
{184601} Shadow Reaver Teleport
{184602} Resting Sound
{184603} LORE: Two children were once buried under the city watch in the Merchant Quarter of Neverwinter, their invisible ghosts eternally locked in an endless game of tag. Superstitious folk said that those who encountered the ghosts were quickly paralyzed by fright. In 1362, an adventuring company led by Francis the All-Seeing banished the ghosts and exhumed the bodies for sanctified burial. To this day, no one knows from where the children came nor how they came to rest under the city watch.
{184604} Target cannot be disarmed.
{184605} |Wolves go hostile|
{184606} Wall Trigger 2
{184607} Wall Trigger 3
{184608} Wall Trigger 4
{184609} Wall Trigger 5
{184610} Wall Trigger 6
{184611} 
{184612} Saves
{184613} Neverwinter Nights 2 Official Campaign
{184614} Neverwinter Nights 2 Official Campaign.

A period of calm has settled over Neverwinter and the city has begun to recover from its devastating war against Luskan. However, a dark evil from the past has reawakened and threatens to sunder the fragile peace. Once again, a hero must emerge to protect the citizens of the North, and prevent the region from plunging forever into darkness.

Recommended for 1 - 4 players.
{184615} Wall Explosion
{184616} Tower Approach
{184617} Blade Storm
{184618} Shard Barrier
{184619} Shard Hail
{184620} Reform Blade
{184621} Meditative Restoration
{184622} Unable to concentrate fully due to enemy presence: Single charge restored.
{184623} Meditation successful: All charges restored.
{184624} You cannot meditate in an unsafe area.
{184625} Meditation interrupted: No charges restored.
{184626} Foundation of Stone
{184627} Body of the Sun
{184628} Jagged Tooth
{184629} Moon Bolt
{184630} Rejuvenation Cocoon
{184631} Tortoise Shell
{184632} Swamp Lung
{184633} Storm Avatar
{184634} Nature's Avatar
{184635} Caster Level(s): Druid 1
Innate Level: 1
School: Transmutation
Descriptors(s):
Component(s): Verbal, Somatic 
Range: Close
Area of Effect / Target: One creature
Duration: 3 rounds + 1 round/level
Save: None
Spell Resistance: No

Calling upon the strength of the earth, you lend some of the stability of stone to yourself or an ally. The subject is immune to Knockdown effects for the duration of the spell, but moves at greatly reduced speed.

{184636} Caster Level(s): Druid 2
Innate Level: 2
School: Transmutation
Descriptors(s):
Component(s): Verbal, Somatic 
Range: Self
Area of Effect / Target: 5-ft radius
Duration: 1 round/level
Save: Reflex 1/2
Spell Resistance: Yes

By drawing on the power of the sun, you cause your body to emanate fire. Fire extends 5 feet in all directions from your body, illuminating the area and dealing 1d4 points of fire damage per two caster levels (maximum 5d4) to adjacent enemies every round.

{184637} Caster Level(s): Cleric 3, Druid 2
Innate Level: 3
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Close
Area of Effect / Target: One natural slashing of piercing weapon of target creature
Duration: 10 minutes/level
Save: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell doubles the critical threat range of one natural weapon that deals either slashing or piercing damage. Multiple effects that increase a weapon's threat range do not stack. This spell is typically cast on animal companions.
{184638} Caster Level(s): Druid 4
Innate Level: 4
School: Evocation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Long
Area of Effect / Target: One living or undead creature
Duration: Instant
Save: Fortitude 1/2 (living target) or Will negates (undead target)
Spell Resistance: No

A moon bolt strikes unerringly against any living or undead creature in range.

A living creature struck by a moon bolt takes 1d4 points of Strength damage per three caster levels (maximum 5d4). If the subject makes a successful Fortitude saving throw, the Strength damage is halved.

An undead creature struck by a moon bolt must make a Will save or fall helpless for 1d4 rounds, after which time it is no longer helpless and can stand upright, but it takes a -2 penalty on attack rolls and Will saving throws for the next minute.

{184639} Caster Level(s): Druid 5
Innate Level: 5
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Willing creature touched
Duration: 2 rounds
Save: Reflex No
Spell Resistance: No

When you cast the spell, the rejuvenation cocoon forms around the subject. While inside the cocoon, the subject cannot move or act in any way.

The cocoon heals the subject every second, restoring a number of hit points equal to the caster's level (maximum 15/second).  It also immediately purges the subject of poison and disease effects and makes the subject immune to similar effects for the duration.

While enveloped in the cocoon, the subject has DR 10/-. Once the damage reduction has absorbed damage equal to 10 per caster level, the cocoon is destroyed. Such destruction halts any health and protective effects offered by the cocoon.
{184640} Caster Level(s): Druid 7
Innate Level: 7
School: Conjuration
Descriptor(s):
Component(s): Verbal, Somatic
Range: Medium
Area of Effect / Target: One living creature with a respitory system
Duration: Instant
Save: Fortitude negates
Spell Resistance: No

This spell attempts to flood the target's lungs with stagnant swamp water.  If the subject fails the save, the creature falls prone in a coughing fit for 1-6 rounds and is helpless during that time. Furthermore, on a failed save, the subject contracts filth fever, which causes 1-3 Strength and Dexterity damage.

Targets that do not breathe or do not need to breathe can ignore <i>swamp lung</i> with impugnity.
{184641} Caster Level(s): Druid 8
Innate Level: 8
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Self
Duration: 1 round/level
Save: No
Spell Resistance: No

You become empowered by the swift strength and destructive fury of a fierce storm, lightning crackling from your eyes for the duration of the spell. Wind under your feet enables you to travel at 200% normal speed (effects do not stack with <i>haste</i>, <i>expeditious retreat</i> and similar spells) and prevents you from being knocked down by any force short of death. Missile weapons fired at you are deflected harmlessly. Finally, all melee attacks you make do an additional 3-18 points of electrical damage. 
{184642} Caster Level(s): Druid 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Animal touched
Duration: 1 round/level
Save: No
Spell Resistance: No

With a touch, you gift your animal ally with nature's strength, resilience, and speed.

The affected animal gains a +10 morale bonus on attack rolls and damage rolls and 1-8 temporary hit points per caster level, plus the effect of a <i>haste</i> spell.
{184643} Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s):
Component(s): Verbal, Somatic
Range: Touch
Area of Effect / Target: Living  creature touched
Duration: 10 minutes/level
Save: None
Spell Resistance: No

Tortoise shell grants a +6 enhancement bonus to the subject's existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels beyond 11th, to a maximum of +9 at 20th level. Tortoise shell slows a creature's movement to half its normal rate for the duration.

Though this spell's effects will stack with the natural armor of a subject, it will not stack with other <i>enhancements</i> to natural armor. E.g.: tortoise shell would stack with the bonuses provided by a bear's hide, but not with the bonuses provided by the <i>barkskin</i> spell.
{184644} Combat Mode Usage
{184645} This character will choose what combat modes to use during combat.
{184646} This character will not change combat modes during combat.
{184647} You have not yet activated your account.

Please do so by following the instructions in the Activation E-mail, sent when you created your account. Activation of your BioWare Community Account will give you access to the Neverwinter Nights 2 forums where you can store your CD-Keys for retrieval, find technical support, game hints, or talk strategy with other Neverwinter Nights 2 game owners. If you need to resend the Activation E-mail, or to change the e-mail address it is sent to, please login with your account at: 

http://nwn2forums.bioware.com/login
{184648} You have forged an alliance with the Lizardfolk of the Mere of Dead Men, proving that allies can be found in the most unlikely of places. Surely there are more alliances yet to be found.
{184649} You have forged an alliance with the Dwarves of Clan Ironfist. Surely there are more alliances yet to be found.
{184650} Both the Dwarves of Clan Ironfist and the Lizardfolk of the Mere have allied with Crossroad Keep. It is uncertain if there is any more support to be found in these dark times.
{184651} Move To Me
{184652} 
{184653} 
{184654} XP granted for saving Kaleil from his madness.
{184655} TEST
{184656} test
{184657} Silver Sword
{184658} Environment Objects
{184659} Lights
{184660} Placed Effects
{184661} Vein of ore discovered.
{184662} Type of Feat: General
Prerequisite: Bard.
Specifics: A character with this feat is adept at a certain skill, gaining a +3 bonus on all checks with it.
Use: Automatic. This feat may be selected multiple times, but the effects do not stack. It applies to a different skill in each case.
{184663} Your password must be between 6 and 25 characters in length and contain at least one number and at least one letter.
{184664} Water Refraction
{184665} Enables Detailed Water Refraction. Turning off this option may improve system performance.
{184666} 
{184667} Enables Detailed Water Refraction. Turning off this option may improve system performance on some systems.
{184668} Water Refraction
{184669} Keros has stubbornly refused to listen to your requests and will not speak with you anymore. You will need to find another way to convince him of the threat of the King of Shadows.
{184670} 
{184671} Tyr
{184672} 
{184673} Toggle DM Invisibility
{184674} Toggle Free Camera On/Off
{184675} Press key to bind to Command: 
{184676} Key bind successful.
{184677} This server appears to be behind a firewall or network and may not be reachable.
{184678} DM Toolbar
{184679} 
{184680} DM Difficulty
{184681} Dungeon Master Creator
{184682} Dungeon Master Chooser
{184683} Target is immune to that effect.
{184684} That is not a valid target for this spell.
{184685} Invert mouse camera pitch
{184686} Invert mouse camera yaw
{184687} Highest Level of Creature Affected
{184688} Maximum Hit Dice of Creatures Turned
{184689} attempts to turn
{184690} Successful (Rebuked)
{184691} Successful (Destroyed)
{184692} Failed (Too many Hit Dice to Turn)
{184693} Hit Dice Expended
{184694} |Fade Up|
{184695} Fire Golem Enchantment Sound
{184696} Cold Golem Enchantment Sound
{184697} Acid Golem Enchantment Sound
{184698} Electrical Golem Enchantment Sound
{184699} Negative Golem Enchantment Sound
{184700} [Patch up the Lizardman's wounds]
{184701} [Do nothing]
{184702} Toggle Trap/Trigger Display
{184703} Tiefling Tail, Male
{184704} Tiefling Tail, Female
{184705} You may not queue any more actions
{184706} Ore
{184707} Enable Buy/Sell confirmation dialogue.
{184708} Camera
{184709} 
{184710} A mage leading a small army of demons has assaulted the githyanki lair. The mage’s motives are unknown; and while his demons are hostile to you, they appear more concerned with killing the githyanki.
{184711} You destroyed three of the last Shadow Reavers in Merdelain. Only Black Garius remains.
{184712} Edge of Screen move speed for Chase, Drive, and Follow cameras.
{184713} Edge of Screen move speed for Free Camera.
{184714} Enable Camera Always Follows Player.
{184715} Mouse Look / Camera Movement
{184716} DM General Commands
{184717} DM Creature Commands
{184718} DM Object Commands
{184719} DM Trigger Commands
{184720} Permanantly Destroy Object
{184721} Toggle Locked
{184722} Set Locked
{184723} Set Unlocked
{184724} Toggle Lockable
{184725} Set Lockable
{184726} Set Unlockable
{184727} Give/Take Gold
{184728} Give/Take Experience
{184729} Give Level
{184730} Disable Trap
{184731} Trigger Entered
{184732} Trigger Exited
{184733} Manifest
{184734} Unmanifest
{184735} Unpossess Creature
{184736} Local Say
{184737} Whisper
{184738} Party
{184739} Dungeon Master
{184740} Shout
{184741} Keyboard Camera Movement Speed
{184742} Armored Caster (Warlock)
{184743} DM Creature Control
{184744} Reset To Level
{184745} Jump Object to DM
{184746} Jump DM to Object
{184747} Make Invulnerable
{184748} Remove Invulnerability
{184749} Toggle Script Hidden
{184750} Set Script Hidden
{184751} Unset Script Hidden
{184752} Dump Local Variables
{184753} Daeghun and Khralver camera
{184754} Anisotropic
{184755} Linear
{184756} Point
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{185085} Ancient Wooden Chest
{185086} This wooden chest is very old and covered with a thick layer of dirt.
{185087} Interesting... these ruins look Imaskari. The barrow must be on top of one of their ancient cities.
{185088} More Imaskari ruins. I wonder how much has actually been uncovered...
{185089} a00_lobby
{185090} |Splash Chapter 1 image|
{185091} |Overhead shot of the player lying prone|
{185092} |Shot of player rising to his feet and then looking around|[TEMP: Arrgh! So much blood!]
{185093} |Shot of spirit trap|[TEMP: Whoa. Freaky place.]
{185094} |Shot of freaky paintings|[TEMP: Whoa. Freaky cave paintings.]
{185095} |Light blooms in the far tunnel. Helena approaches|
{185096} Come - we can't stay in this place. Can you walk?
{185097} I'm Safiya. We can talk more once we get out of here.
{185098} We're in a spirit barrow near Mulsantir.
{185099} Yes. In any case, we can talk more once we get out of here.
{185100} Follow me. If we're lucky, we can escape before any of the spirits wake up.
{185101} Like I said, we can talk more once we get out of here.
{185102} By the Gods, she didn't mention you'd be so damn stubborn. Look, I'll help you get out of here, and then maybe you can go your own way. But not until then!
{185103} I know we have a somewhat... sinister reputation, but I'm here as a friend. Really.
{185104} |Safiya unequips dagger|Sorry about that. It wasn't meant for you. This place isn't too safe.
{185105} Not right now, no, but that could all change if the guardians of this place wake up.
{185106} We're both safer if we group up. And besides, <i>you're</i> the reason I came down here in the first place.
{185107} No. I was only told I'd find you here, and that you'd need help. Now, come on - we need to leave.
{185108} I'm fine. Who are you?
{185109} What is this place? How did I get here?
{185110} |Player has some Lore skill|Mulsantir... I'm in Rashemen?
{185111} I'm going to guess that neither of us is supposed to be here.
{185112} Err... what?
{185113} That tells me nothing. How did I end up in here?
{185114} All right, let's go.
{185115} I can get out of here on my own.
{185116} That makes sense. We'll stick together for now.
{185117} I'll hold you to that. Don't slow me down.
{185118} I'm not going anywhere until I have some answers.
{185119} What's this "we" I keep hearing? I travel alone.
{185120} |PC has some Lore and/or is a wizard or sorcerer|A Red Wizard of Thay is never a good sign.
{185121} I'll trust you for now. What is this place?
{185122} Oh, so I should trust you because you <i>say</i> so.
{185123} I've been better. What is this place?
{185124} Nice dagger. Put it away before I hurt you.
{185125} There doesn't appear to be any danger.
{185126} And where exactly is here?
{185127} |PC has some Lore and/or is a wizard or sorcerer|And what makes you think I'd trust a Red Wizard?
{185128} Spoken as if I trust you. "We" aren't going anywhere.
{185129} Fine, but you'd better have some answers for me - and I'd better like them.
{185130} Are you the one responsible for my being here?
{185131} Lower Barrow
{185132} Barrow Guardians Encounter
{185133} Player Prone
{185134} Player Rises
{185135} Spirit Trap Shot
{185136} Painting Shot
{185137} Someone Approaches Shot
{185138} Safiya
{185139} This is a plain leather hood lined with fur on the inside to keep the wearer warm.
{185140} Leather Hood
{185141} Spellblade
{185142} Spellblades are common magical weapons of the Red Wizards of Thay, generally used to store protective spells which the Red Wizard can quietly - and discreetly - activate when trouble is imminent.
{185143} mushroom_light
{185144} mushroom_light
{185145} bluish_cave_light
{185146} bluish_cave_light
{185147} Safiya Spawn
{185148} Safiya Move To
{185149} From Middle Barrow
{185150} Wrath of the Spirits
{185151} Alarm Trigger
{185152} [A barrier of solid earth and stone stands in your way. It appears newer than the barrow walls around it.]
{185153} |Player has Godsbane|[You feel Godsbane vibrating angrily, as if it objects to the barrier somehow.]
{185154} [It looks far too thick to break down or tunnel through.]
{185155} |PC plays attack animation|[Small bits of earth and stone chip off, but the damage quickly vanishes before your eyes.]
{185156} [Success] The barrier is druidic in nature, and it's not a permanent effect - someone or something is maintaining it through will alone.
{185157} [Failure] The barrier emanates magic, but other than that, you're unable to determine anything else about it.
{185158} [The barrier crumbles. A moment later, Godsbane shudders - then shatters!]
{185159} |PC equips Godsbane and plays an attack animation; Godsbane is in inventory|[Strike the barrier with Godsbane.]
{185160} [Strike the barrier.]
{185161} [Spellcraft] Determine how the barrier is created.
{185162} [Leave the barrier alone.]
{185163} |Spirit is not appeased|[The bones glow with an ethereal light. A palpable sense of anger emanates from the empty eye sockets.]
{185164} [As the pouch burns, you feel the sense of anger fading from the spirit fading away.]
{185165} |Spirit appeased|[The spirit has been appeased and is no longer interfering with you.]
{185166} |Safiya is in the party|[The ancient, fragile bones shatter easily.]
{185167} [The sense of anger from the skeleton increases, almost as if it's aware of what you're planning and threatening you with dire future consequences...]
{185168} [The ancient, fragile bones shatter easily.]
{185169} [Leave the skeleton alone.]
{185170} [Smash the bones.]
{185171} |Player has the Sacred Pouch|[Place the sacred pouch among the bones and ignite it.]
{185172} |The sealed tunnel opens. Create smoke effect from skeleton.|
{185173} [Smash the skeleton anyway.]
{185174} Well, this is certainly different.
{185175} I'm going to assume so, since I don't see anyone else around.
{185176} Ooooh, a surprise attack - haven't had to deal with one of those in long while.
{185177} High Artificer Maric of Inupras, eternal servant of the Purple Emperor. However, from the look of things, I suspect that no longer has any meaning. Where are we, exactly?
{185178} Well, I wish you luck. Farewell!
{185179} My, I <i>have</i> been out of touch since I have no idea where that is. Well, good luck in your travels, and farewell.
{185180} Who are you?
{185181} Did I just release you?
{185182} Die!
{185183} A spirit barrow in Rashemen.
{185184} I'm still trying to figure that out myself.
{185185} |Lich teleports away|
{185186} Middle Barrow
{185187} Barrow Guardian Encounter
{185188} Telthor Encounter
{185189} Godsbane
{185190} The creator of this mace clearly didn't want to keep the weapon's history and purpose a secret. Etched around the handle in Common are the words "Behold, for this is Godsbane. Use it well to destroy all things divine and druidic." The weapon's durability is questionable, however - a visible crack runs through the mace's head.
{185191} This creature appears to be an whirling mass of snow with two barely, darker spots that look like eyes.
{185192} Orglash
{185193} Orglash Slam
{185194} Orglash Properties
{185195} Nakata
{185196} Telthor Badger
{185197} Telthor Boar
{185198} From Lower Barrow
{185199} From Upper Barrow
{185200} Angry Spirit Spawn
{185201} Orglash Spawn
{185202} From Library
{185203} From Forges
{185204} Telthor Spawn 1
{185205} Telthor Spawn 2
{185206} Bear Skeleton
{185207} The ancient skeleton of a bear.
{185208} This is a small leather pouch containing dried meat and herbs. The wood kindling included inside the pouch indicates it's meant to be burned as an offering.
{185209} Sacred Pouch
{185210} Air Elemental Gem
{185211} Barrier Encounter
{185212} {To Upper Barrow}
{185213} {Sealed Tunnel}
{185214} This barrier of earth and stone appears newer than its surroundings.
{185215} {To Library}
{185216} {To Forges}
{185217} {To Lower Barrow}
{185218} |A group of telthors spawn in around the player|I did not think your kind audacious - or foolish - enough to pillage sacred ground.
{185219} {annoyed}You will not evade my questions. Again - <i>who</i> are you, and <i>how</i> did you get in here?
{185220} You find the questions difficult, do you? Or perhaps you think we shall not like the answers?
{185221} You are powerful, yes, but wounded. Against all of us, in this place, you have no chance.
{185222} You feign ignorance, then? Very well - I shall humor you before having your throat torn out.
{185223} I am Nakata, a guardian of this barrow. This holy place holds the physical remains of the land's greatest spirits.
{185224} |Helena is here|Now, you will tell us how you and your Red Wizard friend managed to get down here without being detected.
{185225} Now, you will tell us how you managed to get down here without being detected.
{185226} |Helena is here|Indeed? Two powerful individuals, simply wandering around, lost? An... interesting story.
{185227} I already said I'd explain everything once we got out of here.
{185228} {slightly menacing}Assuming we even decide to let you go.
{185229} |Nakata steps forward, sniffing|{puzzled}There is a vile stench about you. And, such a curious injury on your chest. How did such a thing hap-{"happen"}
{185230} |Dark energy bursts from the player, arcing to Nakata and consuming the telthor|[TEMP: Zzzzap! Spirit eating effect.]
{185231} Unlikely. You are not like most others of your kind - I sense your strength, your power. One such as you does not simply "forget.".
{185232} I'm <FirstName>, and have no idea how I got here.
{185233} The sooner you get out of my way, the sooner I can leave.
{185234} [Say nothing.]
{185235} Badly for <i>me?</i>  You've got it backwards, I think.
{185236} What are you, and what <i>is</i> this place?
{185237} I don't know how I got here.
{185238} It's the truth. Is there anything you can do to help me?
{185239} I said I don't know how <i>I</i> got here. I don't know what her story is.
{185240} I'm done answering questions. Can we fight now?
{185241} |The telthors attack|
{185242} This one must tell you that you are not welcome here.
{185243} This one must tell you that you are <i>still</i> not welcome here. This one is sorry.
{185244} | Safiya is in party |Careful, it's an ice spirit. This may be a bad time to mention that they really hate Red Wizards.
{185245} This one must also tell you to disturb nothing or orglash must kill you. This one is sorry.
{185246} | Safiya is in party |A lot of this stuff looks Rashemi. They probably make offerings to the river spirits and it washes up here.
{185247} This one must guard the sacred Rashemi offerings and let none disturb them. Such are the terms of this one's punishment.
{185248} For mischief, this one is bound to this place for 100 years. This one's freedom will come in 57 years, when this one is destroyed, or when this one is made to serve a master.
{185249} Okku, lord of this place. This one woke Okku from his slumber, and Okku was... grumpy.
{185250} This one remembers Okku as a great bear spirit - very powerful and very angry.
{185251} | PC is male |This one shall be bound to its master - go where he goes - for the remainder of this one's sentence. This one finds such servitude preferable to this place.
{185252} | PC is female |This one shall be bound to its master - go where she goes - for the remainder of this one's sentence. This one finds such servitude preferable to this place.
{185253} | PC is male |This one shall be bound to its master - go where he goes - for the remainder of this one's sentence. This one finds such servitude preferable to this place.
{185254} | Safiya is in party |I don't know about this...
{185255} Command this one to serve you and it shall be so.
{185256} | Despawn orglash, add orglash crystal to inventory |[The orglash vanishes, and you feel your pack become a bit heavier and a lot colder.]
{185257} Okku, lord of this place. This one woke Okku from his slumber, and Okku was... grumpy.
{185258} This one remembers Okku as a great bear spirit - very powerful and very angry.
{185259} | PC is female |This one shall be bound to its master - go where she goes - for the remainder of this one's sentence. This one finds such servitude preferable to this place.
{185260} This one brought winter into this place and woke its lord, Okku. Okku was not amused.
{185261} What is this place?
{185262} Farewell.
{185263} | Orglash goes hostile |Prepare to be destroyed, then.
{185264} Punishment?
{185265} Who did this to you?
{185266} What else do you know about this Okku?
{185267} What was that you said about a master?
{185268} So, all I have to say is that I'm now your master, and you'll come with me?
{185269} | Orglash goes hostile |I'll "free" you by destroying you.
{185270} A master? Tell me more.
{185271} So, all I have to say is that I'm now your master, and you'll come with me?
{185272} I'd rather not have to fight over this room, and if this is what needs to be done, so be it. I command you to serve me.
{185273} | Orglash goes hostile |You're right. Let's just destroy this thing so we can move on.
{185274} Hmmm... I'll have to think about this some more. Let's go for now.
{185275} Nevermind. Farewell.
{185276} Who did this to you?
{185277} What else do you know about this Okku?
{185278} | Orglash goes hostile |I'll just free you by destroying you.
{185279} Mischief? What sort of mischief?
{185280} |Shot of the exit sealing|
{185281} |Okku spawns|Escape is now out of reach for you.
{185282} |Safiya|Damn. I was afraid that would happen.
{185283} Desecrator! Time for you to die!
{185284} The Rashemi say he's one of the most powerful spirits in the land, awakening only when Rashemen is in great danger.
{185285} Oh, noes!
{185286} Bring it!
{185287} Do you know anything about this creature?
{185288} |Player has previously smashed bones|We'll shatter the skeleton and get out of here, just like before.
{185289} Well, he's awake now.
{185290} This keeps getting better and better, doesn't it?
{185291} Good - I like a challenge.
{185292} |Okku summons telthors|Spirits of the barrow, destroy this abomination!
{185293} |Okku enrages|Ancestors, grant me your strength!
{185294} Upper Barrow
{185295} The Exit Seals
{185296} To Middle Barrow
{185297} Barrow Exit
{185298} Okku Spawn
{185299} Okku Walkto
{185300} Focus of Skeleton Explosion
{185301} Telthor Spawn
{185302} Giant Bear Skeleton
{185303} Axe of the Bear-King
{185304} This mighty greataxe has been passed down through multiple generations of bear-kings.
{185305} Okku
{185306} Telthor Leg Bone
{185307} Okku Encounter
{185308} Forges
{185309} Animated Weapon Encounter
{185310} Adamantine Battleaxe +5
{185311} The Frostmaiden's Bane
{185312} This shield was used by an Imaskari warrior-mage against the clerics of Auril.
{185313} Spike Trap
{185314} {To Middle Barrow}
{185315} Library
{185316} Invisible Stalker Encounter
{185317} This ancient book has a number of much more recent notes scribbled in the margins. One note references a scroll called the "Lamentations of the Dead", while another curses the clerics of Myrkul for refusing access to the scroll.
{185318} The City of Judgement
{185319} Barrow Guardian{melee}
{185320} Barrow Guardian{caster}
{185321} Barrow Guardian{entangler}
{185322} Telthor Wolf
{185323} |Helena in party|I don't understand. There <i>was</i> a tunnel opening right there on the north wall when I came through earlier.
{185324} Then again, I didn't feel like I was being watched by that bear skeleton, either.
{185325} I would imagine the older, more powerful spirits could do just about anything in this place.
{185326} It... might, but spirits - bear spirits, in particular - are revered in Rashemen. Destroying the bones would be desecration, and it could create problems for us in the future.
{185327} The Rashemi have these rituals they do to appease angry spirits - burning incense or meat, for example.
{185328} That could work. Place it among the bones, burn it, and then... see what happens, I guess.
{185329} It's their tradition, not mine. I'm only telling you what I know.
{185330} Not directly, anyway. The spirits are very powerful in this place - I would imagine they could interfere with us however they wanted.
{185331} Spirits - bear spirits, in particular - are revered in Rashemen. Destroying the bones would be desecration - it could cause unforeseen problems. It might get us out of here, though.
{185332} Wait! The Rashemi have these rituals they do to appease angry spirits - making offerings of burnt meat and herbs, for example. It could work here.
{185333} |Helena not in party|[A barrier of earth and stone stands in your way. It appears newer than the cave walls around it, indicating that it's a recent phenomenon.]
{185334} You think it has something to do with the missing tunnel?
{185335} Maybe destroying the bones will disrupt whatever it's doing.
{185336} I'll try to find another way, then.
{185337} So what do you suggest?
{185338} |Player has the Sacred Pouch|Something like that pouch we picked up?
{185339} Burning meat? How does that appease a <i>spirit?</i>
{185340} |Player has Sacred Pouch|I do have this pouch from the pool.
{185341} I'll take that chance.
{185342} At least it's not attacking us.
{185343} Smashing the skeleton sounds like a good place to start.
{185344} |Player doesn't have the Sacred Pouch and hasn't met the orglash|Let's look around and see if we can find anything that would work.
{185345} |PC doesn't have the Sacred Pouch and has met the orglash|That pool we saw could have something like that. Let's go back and see what we can find.
{185346} Perhaps I can disrupt it somehow. Maybe that will reveal the tunnel.
{185347} I'll consider it.
{185348} I see. Thanks for the information.
{185349} These weapons move in mid-air as if wielded by unseen hands. 
{185350} Animated Daggers
{185351} This weapon moves in mid-air as if wielded by an unseen hand. 
{185352} Animated Warhammer
{185353} Animated Longsword
{185354} Okku Properties
{185355} This fearsome spirit is clearly the lord of this place. He resembles a massive bear and undoubtedly possesses a number of other powers as well.
{185356} Okku
{185357} |PC just ate Nakata's spirit|What did you just do? <i>How</i> did you do it?
{185358} It was not something I had control over. It simply happened.
{185359} I don't know, but I'm very interested to see if I can do it again.
{185360} I can do a lot of things. We'll talk about this more later.
{185361} A Dark Hunger
{185362} You apparently have the ability to consume spirit creatures. Your strength has been restored, but you need to find out what this new power is - and if you can control it.
{185363} {A}Escape the Barrow
{185364} You are deep beneath the earth inside a spirit barrow. You need to make your way to the surface to escape.
{185365} With Okku's defeat, the way out of the barrow should be clear. Your next stop should be the nearby town of Mulsantir.
{185366} You've reached Mulsantir. Yay.
{185367} {A}Appeasing the Spirits
{185368} An angry spirit has sealed this part of the barrow, preventing any further progress. Your options are to destroy the bear's skeleton and disrupt its power, appease the spirit into letting you go, or find some way to undo the spirit's magic.
{185369} You burned the sacred pouch and appeased the angry bear spirit. The way is now clear.
{185370} You smashed the bear skeleton and disrupted the spirit's power. Even though the way is now clear, you suspect your desecration won't be forgotten... or forgiven.
{185371} You struck the barrier with Godsbane, dispelling it. However, Godsbane shattered in the process and freed the lich imprisoned inside it.
{185372} The Betrayer's Crusade
{185373} You discovered an ancient tome which, curiously enough, has a number of far more recent notes scribbled in it. The notes reference a scroll called "The Lamentations of the Dead". There may be a connection between this scroll and how you ended up inside the barrow, so you should seek out the clerics of Kelemvor (the current god of the dead) at the earliest opportunity.
{185374} Spirit Eater Stage 1 Properties
{185375} Spirit Eater Stage 2 Properties
{185376} Spirit Eater Stage 3 Properties
{185377} Spirit Eater Stage 4 Properties
{185378} Spirit Eater Stage 5 Properties
{185379} AloeVera
{185380} AloeVeraC
{185381} AmerElmF
{185382} AmurCork
{185383} AppleTreeFU
{185384} ArizonaBush
{185385} AspenF
{185386} AspenFC
{185387} BambooC
{185388} Baobab
{185389} BigThornS
{185390} BlackGumF
{185391} BloodVine
{185392} BlueGumWSnow
{185393} BottleTreeFL
{185394} Boxwood
{185395} BoxwoodC
{185396} BradfordPear
{185397} BradfordPearF
{185398} BristleConeW
{185399} BuckeyeWSnow
{185400} CattailCW
{185401} CherryTree
{185402} CherryTreeFL
{185403} CherryTreeW
{185404} ColumnarOakC
{185405} ColumnarOakCF
{185406} ColumnarOakWSnow
{185407} CrepeMyrtle
{185408} CrepeMyrtleFL
{185409} CurlyPalm
{185410} CurlyPalmC
{185411} CypressC
{185412} CypressCSnow
{185413} CypressSnow
{185414} DatePalm
{185415} DatePalmC
{185416} DouglasFirC
{185417} DouglasFirCSnow
{185418} DouglasFirSnow
{185419} EastRedCedarSnow
{185420} EnglishOak
{185421} EnglishOakF
{185422} Ficus
{185423} FicusF
{185424} FlameBush
{185425} FraserFir
{185426} FraserFirCSnow
{185427} FraserFirSnow
{185428} FrondShrub
{185429} FrondShrubC
{185430} FrondShrubCSnow
{185431} FrondShrubCW
{185432} FrondShrubSnow
{185433} FrondShrubW
{185434} GDAppleTreeFL
{185435} GDAppleTreeFU
{185436} GhostGum
{185437} Gimlet
{185438} GreenAshF
{185439} GreyBirch
{185440} GreyBirchF
{185441} GreyBirchW
{185442} GreyPoplar
{185443} GroundIvy
{185444} HollyCSnow
{185445} HollyRingSnow
{185446} HollySnow
{185447} HollySquareSnow
{185448} HoneyLocust
{185449} HoneyLocustW
{185450} HoneyLocustWSnow
{185451} HoneyMesquite
{185452} HookThorn
{185453} HorseChestnut
{185454} HorseChestnutF
{185455} JapaneseMaple
{185456} JapaneseMapleSP
{185457} JoshuaTree
{185458} JungleBrush
{185459} JungleBrushC
{185460} KatsuraWSnow
{185461} KingsBoxwood
{185462} KousaDogwood
{185463} KousaDogwoodF
{185464} LemonTreeFU
{185465} Linden
{185466} LindenF
{185467} LiveOakWSnow
{185468} LombardyPoplar
{185469} LondonPlane
{185470} LondonPlaneF
{185471} LondonPlaneW
{185472} LongleafPine
{185473} LongleafPineC
{185474} LongleafPineCSnow
{185475} LongleafPineSnow
{185476} LuminousTree
{185477} MapleWSnow
{185478} MontereyCypress
{185479} MontereyCypressSnow
{185480} MorningGlory
{185481} MorningGloryC
{185482} Mulga
{185483} Potion of Lesser Vigor
{185484} Useful for quick healing during battle, this handy potion is invaluable for any traveler in Faerûn.
{185485} Potion of Vigor
{185486} Once swallowed, this potion rejuvenates the drinker as he quickly gains his vitality back.
{185487} Potion of Lesser Visage of the Deity
{185488} This mysterious potion is said to grant various powers to different people , although all speak highly of its many effects.
{185489} Ocotillo
{185490} OliveS
{185491} Pampas
{185492} PawPawFL
{185493} PeachTreeFU
{185494} Peppermint
{185495} PinOak
{185496} PinOakWSnow
{185497} PistachioTree
{185498} PistachioTreeSP
{185499} PonytailPalm
{185500} PricklyPearCactusC
{185501} Racemosa
{185502} Rata
{185503} RiverBirch
{185504} RiverBirchF
{185505} SagoPalm
{185506} SagoPalmC
{185507} SaguaroCactus
{185508} SaguaroCactusC
{185509} Sourwood
{185510} SourwoodF
{185511} SpookyTree
{185512} SpruceSnow
{185513} SugarMaple
{185514} SugarMapleF
{185515} SugarMapleW
{185516} SugarMapleWSnow
{185517} SunflowerC
{185518} SwampTree
{185519} Sycamore
{185520} SycamoreF
{185521} UmbrellaThornFL
{185522} WeepingFig
{185523} WestRedCedar
{185524} WestRedCedarSnow
{185525} WhiteBirchF
{185526} WhiteBirchSnow
{185527} WhitePineCSnow
{185528} WhitePineSnow
